[PATCH 5/5] wined3d: Move the stencil write mask to wined3d_depth_stencil_state.
Zebediah Figura
z.figura12 at gmail.com
Fri Sep 25 16:01:25 CDT 2020
Signed-off-by: Zebediah Figura <z.figura12 at gmail.com>
---
dlls/d3d11/device.c | 1 -
dlls/d3d11/state.c | 1 +
dlls/wined3d/adapter_vk.c | 1 -
dlls/wined3d/context_vk.c | 4 +--
dlls/wined3d/cs.c | 1 -
dlls/wined3d/device.c | 2 ++
dlls/wined3d/directx.c | 1 -
dlls/wined3d/state.c | 69 +++++++++++++++++++++++----------------
dlls/wined3d/texture.c | 4 +--
include/wine/wined3d.h | 1 +
10 files changed, 48 insertions(+), 37 deletions(-)
diff --git a/dlls/d3d11/device.c b/dlls/d3d11/device.c
index 7ed8dc8bd71..159d3f36334 100644
--- a/dlls/d3d11/device.c
+++ b/dlls/d3d11/device.c
@@ -761,7 +761,6 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetDepthStencilState(ID3
if (desc->StencilEnable)
{
- wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_STENCILWRITEMASK, desc->StencilWriteMask);
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_STENCILREF, stencil_ref);
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_STENCILFAIL, front->StencilFailOp);
diff --git a/dlls/d3d11/state.c b/dlls/d3d11/state.c
index 78540d35117..c0be2fe592b 100644
--- a/dlls/d3d11/state.c
+++ b/dlls/d3d11/state.c
@@ -798,6 +798,7 @@ HRESULT d3d_depthstencil_state_create(struct d3d_device *device, const D3D11_DEP
wined3d_desc.depth_write = desc->DepthWriteMask;
wined3d_desc.stencil = desc->StencilEnable;
wined3d_desc.stencil_read_mask = desc->StencilReadMask;
+ wined3d_desc.stencil_write_mask = desc->StencilWriteMask;
/* 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 ee5390006a0..80b06482e64 100644
--- a/dlls/wined3d/adapter_vk.c
+++ b/dlls/wined3d/adapter_vk.c
@@ -122,7 +122,6 @@ static const struct wined3d_state_entry_template misc_state_template_vk[] =
{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_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)}},
diff --git a/dlls/wined3d/context_vk.c b/dlls/wined3d/context_vk.c
index f91a1e2e8e9..26cd3f5a4ef 100644
--- a/dlls/wined3d/context_vk.c
+++ b/dlls/wined3d/context_vk.c
@@ -2052,7 +2052,7 @@ static bool wined3d_context_vk_update_graphics_pipeline_key(struct wined3d_conte
state->render_states[WINED3D_RS_STENCILZFAIL]);
key->ds_desc.front.compareOp = vk_compare_op_from_wined3d(state->render_states[WINED3D_RS_STENCILFUNC]);
key->ds_desc.front.compareMask = d->desc.stencil_read_mask;
- key->ds_desc.front.writeMask = state->render_states[WINED3D_RS_STENCILWRITEMASK];
+ key->ds_desc.front.writeMask = d->desc.stencil_write_mask;
key->ds_desc.front.reference = state->render_states[WINED3D_RS_STENCILREF]
& ((1 << state->fb.depth_stencil->format->stencil_size) - 1);
@@ -2067,7 +2067,7 @@ static bool wined3d_context_vk_update_graphics_pipeline_key(struct wined3d_conte
key->ds_desc.back.compareOp = vk_compare_op_from_wined3d(
state->render_states[WINED3D_RS_BACK_STENCILFUNC]);
key->ds_desc.back.compareMask = d->desc.stencil_read_mask;
- key->ds_desc.back.writeMask = state->render_states[WINED3D_RS_STENCILWRITEMASK];
+ key->ds_desc.back.writeMask = d->desc.stencil_write_mask;
key->ds_desc.back.reference = state->render_states[WINED3D_RS_STENCILREF]
& ((1 << state->fb.depth_stencil->format->stencil_size) - 1);
}
diff --git a/dlls/wined3d/cs.c b/dlls/wined3d/cs.c
index 66a67ce239b..48b73a71fe4 100644
--- a/dlls/wined3d/cs.c
+++ b/dlls/wined3d/cs.c
@@ -1227,7 +1227,6 @@ static void wined3d_cs_exec_set_depth_stencil_view(struct wined3d_cs *cs, const
{
/* Swapping NULL / non NULL depth stencil affects the depth and tests */
device_invalidate_state(device, STATE_DEPTH_STENCIL);
- device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK));
device_invalidate_state(device, STATE_RASTERIZER);
}
else if (prev)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 054fc528383..754dd7693c9 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -3687,6 +3687,7 @@ void CDECL wined3d_device_apply_stateblock(struct wined3d_device *device,
case WINED3D_RS_STENCILENABLE:
case WINED3D_RS_STENCILMASK:
+ case WINED3D_RS_STENCILWRITEMASK:
case WINED3D_RS_ZENABLE:
case WINED3D_RS_ZWRITEENABLE:
set_depth_stencil_state = TRUE;
@@ -3845,6 +3846,7 @@ void CDECL wined3d_device_apply_stateblock(struct wined3d_device *device,
desc.depth_write = state->rs[WINED3D_RS_ZWRITEENABLE];
desc.stencil = state->rs[WINED3D_RS_STENCILENABLE];
desc.stencil_read_mask = state->rs[WINED3D_RS_STENCILMASK];
+ desc.stencil_write_mask = state->rs[WINED3D_RS_STENCILWRITEMASK];
if ((entry = wine_rb_get(&device->depth_stencil_states, &desc)))
{
diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index 6829fc9ef76..c31cf06ec26 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -2444,7 +2444,6 @@ static const struct wined3d_state_entry_template misc_state_template_no3d[] =
{STATE_RENDER(WINED3D_RS_STENCILPASS), {STATE_VDECL}},
{STATE_RENDER(WINED3D_RS_STENCILFUNC), {STATE_VDECL}},
{STATE_RENDER(WINED3D_RS_STENCILREF), {STATE_VDECL}},
- {STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), {STATE_VDECL}},
{STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE), {STATE_VDECL}},
{STATE_RENDER(WINED3D_RS_BACK_STENCILFAIL), {STATE_VDECL}},
{STATE_RENDER(WINED3D_RS_BACK_STENCILZFAIL), {STATE_VDECL}},
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index 32076289ac6..4a1a7c80b8f 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -1158,30 +1158,7 @@ static void state_stencil(struct wined3d_context *context, const struct wined3d_
}
}
-static void state_stencilwrite2s_ext(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
-{
- DWORD mask = state->fb.depth_stencil ? state->render_states[WINED3D_RS_STENCILWRITEMASK] : 0;
- const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
-
- GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
- checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
- gl_info->gl_ops.gl.p_glStencilMask(mask);
- checkGLcall("glStencilMask");
- GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
- checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
- gl_info->gl_ops.gl.p_glStencilMask(mask);
-}
-
-static void state_stencilwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
-{
- DWORD mask = state->fb.depth_stencil ? state->render_states[WINED3D_RS_STENCILWRITEMASK] : 0;
- const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
-
- gl_info->gl_ops.gl.p_glStencilMask(mask);
- checkGLcall("glStencilMask");
-}
-
-static void depth_stencil(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
+static void depth(struct wined3d_context *context, const struct wined3d_state *state)
{
const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
const struct wined3d_depth_stencil_state *d = state->depth_stencil_state;
@@ -1215,12 +1192,47 @@ static void depth_stencil(struct wined3d_context *context, const struct wined3d_
checkGLcall("glDepthMask(GL_FALSE)");
}
- state_stencil(context, state);
-
if (context->last_was_rhw && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
context_apply_state(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
}
+static void depth_stencil(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;
+ const struct wined3d_depth_stencil_state *d = state->depth_stencil_state;
+ GLuint stencil_write_mask = 0;
+
+ depth(context, state);
+ state_stencil(context, state);
+
+ if (state->fb.depth_stencil)
+ stencil_write_mask = d ? d->desc.stencil_write_mask : ~0u;
+
+ gl_info->gl_ops.gl.p_glStencilMask(stencil_write_mask);
+ checkGLcall("glStencilMask");
+}
+
+static void depth_stencil_2s(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;
+ const struct wined3d_depth_stencil_state *d = state->depth_stencil_state;
+ GLuint stencil_write_mask = 0;
+
+ depth(context, state);
+ state_stencil(context, state);
+
+ if (state->fb.depth_stencil)
+ stencil_write_mask = d ? d->desc.stencil_write_mask : ~0u;
+
+ GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
+ checkGLcall("glActiveStencilFaceEXT(GL_BACK)");
+ gl_info->gl_ops.gl.p_glStencilMask(stencil_write_mask);
+ checkGLcall("glStencilMask");
+ GL_EXTCALL(glActiveStencilFaceEXT(GL_FRONT));
+ checkGLcall("glActiveStencilFaceEXT(GL_FRONT)");
+ gl_info->gl_ops.gl.p_glStencilMask(stencil_write_mask);
+}
+
static void state_fog_vertexpart(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;
@@ -4667,6 +4679,7 @@ const struct wined3d_state_entry_template misc_state_template_gl[] =
{ STATE_BLEND_FACTOR, { STATE_BLEND_FACTOR, state_blend_factor_w}, WINED3D_GL_EXT_NONE },
{ STATE_SAMPLE_MASK, { STATE_SAMPLE_MASK, state_sample_mask }, ARB_TEXTURE_MULTISAMPLE },
{ STATE_SAMPLE_MASK, { STATE_SAMPLE_MASK, state_sample_mask_w }, WINED3D_GL_EXT_NONE },
+ { STATE_DEPTH_STENCIL, { STATE_DEPTH_STENCIL, depth_stencil_2s }, EXT_STENCIL_TWO_SIDE },
{ STATE_DEPTH_STENCIL, { STATE_DEPTH_STENCIL, depth_stencil }, WINED3D_GL_EXT_NONE },
{ STATE_STREAMSRC, { STATE_STREAMSRC, streamsrc }, WINED3D_GL_EXT_NONE },
{ STATE_VDECL, { STATE_VDECL, vdecl_miscpart }, WINED3D_GL_EXT_NONE },
@@ -4758,8 +4771,6 @@ const struct wined3d_state_entry_template misc_state_template_gl[] =
{ STATE_RENDER(WINED3D_RS_STENCILPASS), { STATE_DEPTH_STENCIL, NULL }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_STENCILFUNC), { STATE_DEPTH_STENCIL, NULL }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_STENCILREF), { STATE_DEPTH_STENCIL, NULL }, WINED3D_GL_EXT_NONE },
- { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), state_stencilwrite2s_ext}, EXT_STENCIL_TWO_SIDE },
- { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), state_stencilwrite }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE), { STATE_DEPTH_STENCIL, NULL }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_BACK_STENCILFAIL), { STATE_DEPTH_STENCIL, NULL }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_BACK_STENCILZFAIL), { STATE_DEPTH_STENCIL, NULL }, WINED3D_GL_EXT_NONE },
@@ -5564,7 +5575,7 @@ static void validate_state_table(struct wined3d_state_entry *state_table)
{ 42, 45},
{ 47, 47},
{ 52, 52},
- { 58, 58},
+ { 58, 59},
{ 61, 127},
{149, 150},
{162, 162},
diff --git a/dlls/wined3d/texture.c b/dlls/wined3d/texture.c
index 911ee0e6262..3381252e75d 100644
--- a/dlls/wined3d/texture.c
+++ b/dlls/wined3d/texture.c
@@ -515,7 +515,7 @@ static void texture2d_depth_blt_fbo(const struct wined3d_device *device, struct
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE));
}
gl_info->gl_ops.gl.p_glStencilMask(~0U);
- context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK));
+ context_invalidate_state(context, STATE_DEPTH_STENCIL);
}
gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
@@ -5394,7 +5394,7 @@ static void ffp_blitter_clear_rendertargets(struct wined3d_device *device, unsig
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE));
}
gl_info->gl_ops.gl.p_glStencilMask(~0u);
- context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK));
+ context_invalidate_state(context, STATE_DEPTH_STENCIL);
gl_info->gl_ops.gl.p_glClearStencil(stencil);
checkGLcall("glClearStencil");
clear_mask = clear_mask | GL_STENCIL_BUFFER_BIT;
diff --git a/include/wine/wined3d.h b/include/wine/wined3d.h
index e2db42766fb..f77f7dec7eb 100644
--- a/include/wine/wined3d.h
+++ b/include/wine/wined3d.h
@@ -2042,6 +2042,7 @@ struct wined3d_depth_stencil_state_desc
BOOL depth_write;
BOOL stencil;
unsigned int stencil_read_mask;
+ unsigned int stencil_write_mask;
};
struct wined3d_rasterizer_state_desc
--
2.28.0
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