[PATCH 2/5] wined3d: Move the depth write enable state to wined3d_depth_stencil_state.
Zebediah Figura
z.figura12 at gmail.com
Fri Sep 25 16:01:22 CDT 2020
Signed-off-by: Zebediah Figura <z.figura12 at gmail.com>
---
dlls/d3d11/device.c | 4 ----
dlls/d3d11/state.c | 1 +
dlls/wined3d/adapter_vk.c | 29 ++++++++++++++---------------
dlls/wined3d/context_gl.c | 2 +-
dlls/wined3d/context_vk.c | 5 +++--
dlls/wined3d/device.c | 2 ++
dlls/wined3d/directx.c | 1 -
dlls/wined3d/state.c | 29 ++++++++++++-----------------
dlls/wined3d/texture.c | 4 ++--
dlls/wined3d/wined3d_private.h | 5 +++--
include/wine/wined3d.h | 1 +
11 files changed, 39 insertions(+), 44 deletions(-)
diff --git a/dlls/d3d11/device.c b/dlls/d3d11/device.c
index ca9975d6a22..a8cba49e039 100644
--- a/dlls/d3d11/device.c
+++ b/dlls/d3d11/device.c
@@ -726,7 +726,6 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetBlendState(ID3D11Devi
static void set_default_depth_stencil_state(struct wined3d_device *wined3d_device)
{
- wined3d_device_set_render_state(wined3d_device, WINED3D_RS_ZWRITEENABLE, D3D11_DEPTH_WRITE_MASK_ALL);
wined3d_device_set_render_state(wined3d_device, WINED3D_RS_ZFUNC, WINED3D_CMP_LESS);
wined3d_device_set_render_state(wined3d_device, WINED3D_RS_STENCILENABLE, FALSE);
}
@@ -759,10 +758,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetDepthStencilState(ID3
back = &desc->BackFace;
if (desc->DepthEnable)
- {
- wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_ZWRITEENABLE, desc->DepthWriteMask);
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_ZFUNC, desc->DepthFunc);
- }
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_STENCILENABLE, desc->StencilEnable);
if (desc->StencilEnable)
diff --git a/dlls/d3d11/state.c b/dlls/d3d11/state.c
index 5d4c3526595..d0513543c80 100644
--- a/dlls/d3d11/state.c
+++ b/dlls/d3d11/state.c
@@ -795,6 +795,7 @@ HRESULT d3d_depthstencil_state_create(struct d3d_device *device, const D3D11_DEP
}
wined3d_desc.depth = desc->DepthEnable;
+ wined3d_desc.depth_write = desc->DepthWriteMask;
/* We cannot fail after creating a wined3d_depth_stencil_state object. It
* would lead to double free. */
diff --git a/dlls/wined3d/adapter_vk.c b/dlls/wined3d/adapter_vk.c
index 7b0c0c89897..2045cf181cb 100644
--- a/dlls/wined3d/adapter_vk.c
+++ b/dlls/wined3d/adapter_vk.c
@@ -106,9 +106,8 @@ static const struct wined3d_state_entry_template misc_state_template_vk[] =
{STATE_RENDER(WINED3D_RS_MONOENABLE), {STATE_RENDER(WINED3D_RS_MONOENABLE), state_nop}},
{STATE_RENDER(WINED3D_RS_ROP2), {STATE_RENDER(WINED3D_RS_ROP2), state_nop}},
{STATE_RENDER(WINED3D_RS_PLANEMASK), {STATE_RENDER(WINED3D_RS_PLANEMASK), state_nop}},
- {STATE_RENDER(WINED3D_RS_ZWRITEENABLE), {STATE_RENDER(WINED3D_RS_ZWRITEENABLE), state_nop}},
{STATE_RENDER(WINED3D_RS_LASTPIXEL), {STATE_RENDER(WINED3D_RS_LASTPIXEL), state_nop}},
- {STATE_RENDER(WINED3D_RS_ZFUNC), {STATE_RENDER(WINED3D_RS_ZWRITEENABLE)}},
+ {STATE_RENDER(WINED3D_RS_ZFUNC), {STATE_RENDER(WINED3D_RS_ZFUNC), state_nop}},
{STATE_RENDER(WINED3D_RS_DITHERENABLE), {STATE_RENDER(WINED3D_RS_DITHERENABLE), state_nop}},
{STATE_RENDER(WINED3D_RS_SUBPIXEL), {STATE_RENDER(WINED3D_RS_SUBPIXEL), state_nop}},
{STATE_RENDER(WINED3D_RS_SUBPIXELX), {STATE_RENDER(WINED3D_RS_SUBPIXELX), state_nop}},
@@ -118,19 +117,19 @@ static const struct wined3d_state_entry_template misc_state_template_vk[] =
{STATE_RENDER(WINED3D_RS_ANISOTROPY), {STATE_RENDER(WINED3D_RS_ANISOTROPY), state_nop}},
{STATE_RENDER(WINED3D_RS_FLUSHBATCH), {STATE_RENDER(WINED3D_RS_FLUSHBATCH), state_nop}},
{STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT), {STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT), state_nop}},
- {STATE_RENDER(WINED3D_RS_STENCILENABLE), {STATE_RENDER(WINED3D_RS_ZWRITEENABLE)}},
- {STATE_RENDER(WINED3D_RS_STENCILFAIL), {STATE_RENDER(WINED3D_RS_ZWRITEENABLE)}},
- {STATE_RENDER(WINED3D_RS_STENCILZFAIL), {STATE_RENDER(WINED3D_RS_ZWRITEENABLE)}},
- {STATE_RENDER(WINED3D_RS_STENCILPASS), {STATE_RENDER(WINED3D_RS_ZWRITEENABLE)}},
- {STATE_RENDER(WINED3D_RS_STENCILFUNC), {STATE_RENDER(WINED3D_RS_ZWRITEENABLE)}},
- {STATE_RENDER(WINED3D_RS_STENCILREF), {STATE_RENDER(WINED3D_RS_ZWRITEENABLE)}},
- {STATE_RENDER(WINED3D_RS_STENCILMASK), {STATE_RENDER(WINED3D_RS_ZWRITEENABLE)}},
- {STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), {STATE_RENDER(WINED3D_RS_ZWRITEENABLE)}},
- {STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE), {STATE_RENDER(WINED3D_RS_ZWRITEENABLE)}},
- {STATE_RENDER(WINED3D_RS_BACK_STENCILFAIL), {STATE_RENDER(WINED3D_RS_ZWRITEENABLE)}},
- {STATE_RENDER(WINED3D_RS_BACK_STENCILZFAIL), {STATE_RENDER(WINED3D_RS_ZWRITEENABLE)}},
- {STATE_RENDER(WINED3D_RS_BACK_STENCILPASS), {STATE_RENDER(WINED3D_RS_ZWRITEENABLE)}},
- {STATE_RENDER(WINED3D_RS_BACK_STENCILFUNC), {STATE_RENDER(WINED3D_RS_ZWRITEENABLE)}},
+ {STATE_RENDER(WINED3D_RS_STENCILENABLE), {STATE_RENDER(WINED3D_RS_ZFUNC)}},
+ {STATE_RENDER(WINED3D_RS_STENCILFAIL), {STATE_RENDER(WINED3D_RS_ZFUNC)}},
+ {STATE_RENDER(WINED3D_RS_STENCILZFAIL), {STATE_RENDER(WINED3D_RS_ZFUNC)}},
+ {STATE_RENDER(WINED3D_RS_STENCILPASS), {STATE_RENDER(WINED3D_RS_ZFUNC)}},
+ {STATE_RENDER(WINED3D_RS_STENCILFUNC), {STATE_RENDER(WINED3D_RS_ZFUNC)}},
+ {STATE_RENDER(WINED3D_RS_STENCILREF), {STATE_RENDER(WINED3D_RS_ZFUNC)}},
+ {STATE_RENDER(WINED3D_RS_STENCILMASK), {STATE_RENDER(WINED3D_RS_ZFUNC)}},
+ {STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), {STATE_RENDER(WINED3D_RS_ZFUNC)}},
+ {STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE), {STATE_RENDER(WINED3D_RS_ZFUNC)}},
+ {STATE_RENDER(WINED3D_RS_BACK_STENCILFAIL), {STATE_RENDER(WINED3D_RS_ZFUNC)}},
+ {STATE_RENDER(WINED3D_RS_BACK_STENCILZFAIL), {STATE_RENDER(WINED3D_RS_ZFUNC)}},
+ {STATE_RENDER(WINED3D_RS_BACK_STENCILPASS), {STATE_RENDER(WINED3D_RS_ZFUNC)}},
+ {STATE_RENDER(WINED3D_RS_BACK_STENCILFUNC), {STATE_RENDER(WINED3D_RS_ZFUNC)}},
{STATE_RENDER(WINED3D_RS_WRAP0), {STATE_RENDER(WINED3D_RS_WRAP0), state_nop}},
{STATE_RENDER(WINED3D_RS_WRAP1), {STATE_RENDER(WINED3D_RS_WRAP0)}},
{STATE_RENDER(WINED3D_RS_WRAP2), {STATE_RENDER(WINED3D_RS_WRAP0)}},
diff --git a/dlls/wined3d/context_gl.c b/dlls/wined3d/context_gl.c
index 186d70b45ad..8c247afa02a 100644
--- a/dlls/wined3d/context_gl.c
+++ b/dlls/wined3d/context_gl.c
@@ -4507,7 +4507,7 @@ void draw_primitive(struct wined3d_device *device, const struct wined3d_state *s
return;
}
- if (dsv && state->render_states[WINED3D_RS_ZWRITEENABLE])
+ if (dsv && (!state->depth_stencil_state || state->depth_stencil_state->desc.depth_write))
{
DWORD location = context->render_offscreen ? dsv->resource->draw_binding : WINED3D_LOCATION_DRAWABLE;
diff --git a/dlls/wined3d/context_vk.c b/dlls/wined3d/context_vk.c
index 356fec27a78..4a646504b3e 100644
--- a/dlls/wined3d/context_vk.c
+++ b/dlls/wined3d/context_vk.c
@@ -2042,12 +2042,13 @@ static bool wined3d_context_vk_update_graphics_pipeline_key(struct wined3d_conte
if (d)
{
key->ds_desc.depthTestEnable = d->desc.depth;
+ key->ds_desc.depthWriteEnable = d->desc.depth_write;
}
else
{
key->ds_desc.depthTestEnable = VK_TRUE;
+ key->ds_desc.depthWriteEnable = VK_TRUE;
}
- key->ds_desc.depthWriteEnable = !!state->render_states[WINED3D_RS_ZWRITEENABLE];
key->ds_desc.depthCompareOp = vk_compare_op_from_wined3d(state->render_states[WINED3D_RS_ZFUNC]);
key->ds_desc.stencilTestEnable = state->fb.depth_stencil && state->render_states[WINED3D_RS_STENCILENABLE];
if (key->ds_desc.stencilTestEnable)
@@ -2862,7 +2863,7 @@ VkCommandBuffer wined3d_context_vk_apply_draw_state(struct wined3d_context_vk *c
wined3d_rendertarget_view_load_location(dsv, &context_vk->c, dsv->resource->draw_binding);
else
wined3d_rendertarget_view_prepare_location(dsv, &context_vk->c, dsv->resource->draw_binding);
- if (state->render_states[WINED3D_RS_ZWRITEENABLE])
+ if (!state->depth_stencil_state || state->depth_stencil_state->desc.depth_write)
wined3d_rendertarget_view_invalidate_location(dsv, ~dsv->resource->draw_binding);
sample_count = max(1, wined3d_resource_get_sample_count(dsv->resource));
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 13d9057f3a8..5c94fae0a98 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -3686,6 +3686,7 @@ void CDECL wined3d_device_apply_stateblock(struct wined3d_device *device,
break;
case WINED3D_RS_ZENABLE:
+ case WINED3D_RS_ZWRITEENABLE:
set_depth_stencil_state = TRUE;
break;
@@ -3839,6 +3840,7 @@ void CDECL wined3d_device_apply_stateblock(struct wined3d_device *device,
default:
FIXME("Unrecognized depth buffer type %#x.\n", state->rs[WINED3D_RS_ZENABLE]);
}
+ desc.depth_write = state->rs[WINED3D_RS_ZWRITEENABLE];
if ((entry = wine_rb_get(&device->depth_stencil_states, &desc)))
{
diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index fced1eb110c..cf355438c45 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -2428,7 +2428,6 @@ static const struct wined3d_state_entry_template misc_state_template_no3d[] =
{STATE_RENDER(WINED3D_RS_MONOENABLE), {STATE_VDECL}},
{STATE_RENDER(WINED3D_RS_ROP2), {STATE_VDECL}},
{STATE_RENDER(WINED3D_RS_PLANEMASK), {STATE_VDECL}},
- {STATE_RENDER(WINED3D_RS_ZWRITEENABLE), {STATE_VDECL}},
{STATE_RENDER(WINED3D_RS_LASTPIXEL), {STATE_VDECL}},
{STATE_RENDER(WINED3D_RS_ZFUNC), {STATE_VDECL}},
{STATE_RENDER(WINED3D_RS_DITHERENABLE), {STATE_VDECL}},
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index d77722c00d4..7a9e69f775c 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -359,22 +359,6 @@ static void state_ditherenable(struct wined3d_context *context, const struct win
}
}
-static void state_zwriteenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
-{
- const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
-
- if (state->render_states[WINED3D_RS_ZWRITEENABLE])
- {
- gl_info->gl_ops.gl.p_glDepthMask(1);
- checkGLcall("glDepthMask(1)");
- }
- else
- {
- gl_info->gl_ops.gl.p_glDepthMask(0);
- checkGLcall("glDepthMask(0)");
- }
-}
-
GLenum wined3d_gl_compare_func(enum wined3d_cmp_func f)
{
switch (f)
@@ -1226,6 +1210,17 @@ static void depth_stencil(struct wined3d_context *context, const struct wined3d_
checkGLcall("glDisable GL_DEPTH_TEST");
}
+ if (!d || d->desc.depth_write)
+ {
+ gl_info->gl_ops.gl.p_glDepthMask(GL_TRUE);
+ checkGLcall("glDepthMask(GL_TRUE)");
+ }
+ else
+ {
+ gl_info->gl_ops.gl.p_glDepthMask(GL_FALSE);
+ checkGLcall("glDepthMask(GL_FALSE)");
+ }
+
if (context->last_was_rhw && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
context_apply_state(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
}
@@ -4751,7 +4746,6 @@ const struct wined3d_state_entry_template misc_state_template_gl[] =
{ STATE_RENDER(WINED3D_RS_MONOENABLE), { STATE_RENDER(WINED3D_RS_MONOENABLE), state_monoenable }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_ROP2), { STATE_RENDER(WINED3D_RS_ROP2), state_rop2 }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_PLANEMASK), { STATE_RENDER(WINED3D_RS_PLANEMASK), state_planemask }, WINED3D_GL_EXT_NONE },
- { STATE_RENDER(WINED3D_RS_ZWRITEENABLE), { STATE_RENDER(WINED3D_RS_ZWRITEENABLE), state_zwriteenable }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_LASTPIXEL), { STATE_RENDER(WINED3D_RS_LASTPIXEL), state_lastpixel }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_ZFUNC), { STATE_RENDER(WINED3D_RS_ZFUNC), state_zfunc }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_DITHERENABLE), { STATE_RENDER(WINED3D_RS_DITHERENABLE), state_ditherenable }, WINED3D_GL_EXT_NONE },
@@ -5569,6 +5563,7 @@ static void validate_state_table(struct wined3d_state_entry *state_table)
{ 1, 1},
{ 3, 3},
{ 7, 8},
+ { 14, 14},
{ 17, 22},
{ 27, 27},
{ 40, 40},
diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c
index 8e05c6ae194..911ee0e6262 100644
--- a/dlls/wined3d/texture.c
+++ b/dlls/wined3d/texture.c
@@ -505,7 +505,7 @@ static void texture2d_depth_blt_fbo(const struct wined3d_device *device, struct
if (gl_mask & GL_DEPTH_BUFFER_BIT)
{
gl_info->gl_ops.gl.p_glDepthMask(GL_TRUE);
- context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZWRITEENABLE));
+ context_invalidate_state(context, STATE_DEPTH_STENCIL);
}
if (gl_mask & GL_STENCIL_BUFFER_BIT)
{
@@ -5403,7 +5403,7 @@ static void ffp_blitter_clear_rendertargets(struct wined3d_device *device, unsig
if (flags & WINED3DCLEAR_ZBUFFER)
{
gl_info->gl_ops.gl.p_glDepthMask(GL_TRUE);
- context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZWRITEENABLE));
+ context_invalidate_state(context, STATE_DEPTH_STENCIL);
gl_info->gl_ops.gl.p_glClearDepth(depth);
checkGLcall("glClearDepth");
clear_mask = clear_mask | GL_DEPTH_BUFFER_BIT;
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index da3974973a1..c44c4eac911 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -3643,8 +3643,9 @@ struct wined3d_state
static inline bool wined3d_state_uses_depth_buffer(const struct wined3d_state *state)
{
- return state->render_states[WINED3D_RS_ZWRITEENABLE]
- || !state->depth_stencil_state || state->depth_stencil_state->desc.depth;
+ if (!state->depth_stencil_state)
+ return true;
+ return state->depth_stencil_state->desc.depth || state->depth_stencil_state->desc.depth_write;
}
struct wined3d_dummy_textures
diff --git a/include/wine/wined3d.h b/include/wine/wined3d.h
index 77dbb775532..ef2a7de4580 100644
--- a/include/wine/wined3d.h
+++ b/include/wine/wined3d.h
@@ -2039,6 +2039,7 @@ struct wined3d_blend_state_desc
struct wined3d_depth_stencil_state_desc
{
BOOL depth;
+ BOOL depth_write;
};
struct wined3d_rasterizer_state_desc
--
2.28.0
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