[PATCH 2/5] wined3d: Move the stencil pass operation to wined3d_depth_stencil_state.

Zebediah Figura z.figura12 at gmail.com
Mon Sep 28 21:56:19 CDT 2020


Signed-off-by: Zebediah Figura <z.figura12 at gmail.com>
---
 dlls/d3d11/device.c       |  2 --
 dlls/d3d11/state.c        |  2 ++
 dlls/wined3d/adapter_vk.c |  2 --
 dlls/wined3d/context_vk.c |  5 ++---
 dlls/wined3d/device.c     |  4 ++++
 dlls/wined3d/directx.c    |  2 --
 dlls/wined3d/state.c      | 10 ++++------
 include/wine/wined3d.h    |  1 +
 8 files changed, 13 insertions(+), 15 deletions(-)

diff --git a/dlls/d3d11/device.c b/dlls/d3d11/device.c
index c913a590dab..a386abd4c00 100644
--- a/dlls/d3d11/device.c
+++ b/dlls/d3d11/device.c
@@ -765,7 +765,6 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetDepthStencilState(ID3
 
         wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_STENCILFAIL, front->StencilFailOp);
         wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_STENCILZFAIL, front->StencilDepthFailOp);
-        wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_STENCILPASS, front->StencilPassOp);
         if (front->StencilFailOp != back->StencilFailOp
                 || front->StencilDepthFailOp != back->StencilDepthFailOp
                 || front->StencilPassOp != back->StencilPassOp
@@ -775,7 +774,6 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetDepthStencilState(ID3
             wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_BACK_STENCILFAIL, back->StencilFailOp);
             wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_BACK_STENCILZFAIL,
                     back->StencilDepthFailOp);
-            wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_BACK_STENCILPASS, back->StencilPassOp);
         }
         else
         {
diff --git a/dlls/d3d11/state.c b/dlls/d3d11/state.c
index 14d91c68e86..f2fe8a5910b 100644
--- a/dlls/d3d11/state.c
+++ b/dlls/d3d11/state.c
@@ -799,7 +799,9 @@ HRESULT d3d_depthstencil_state_create(struct d3d_device *device, const D3D11_DEP
     wined3d_desc.stencil = desc->StencilEnable;
     wined3d_desc.stencil_read_mask = desc->StencilReadMask;
     wined3d_desc.stencil_write_mask = desc->StencilWriteMask;
+    wined3d_desc.front.pass_op = desc->FrontFace.StencilPassOp;
     wined3d_desc.front.func = desc->FrontFace.StencilFunc;
+    wined3d_desc.back.pass_op = desc->BackFace.StencilPassOp;
     wined3d_desc.back.func = desc->BackFace.StencilFunc;
 
     /* We cannot fail after creating a wined3d_depth_stencil_state object. It
diff --git a/dlls/wined3d/adapter_vk.c b/dlls/wined3d/adapter_vk.c
index 4ab21cd7998..f950f2a4711 100644
--- a/dlls/wined3d/adapter_vk.c
+++ b/dlls/wined3d/adapter_vk.c
@@ -119,12 +119,10 @@ static const struct wined3d_state_entry_template misc_state_template_vk[] =
     {STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT), {STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT), state_nop}},
     {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_STENCILREF),                 {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_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_vk.c b/dlls/wined3d/context_vk.c
index 23b4fcbc90c..e5e2a275fd0 100644
--- a/dlls/wined3d/context_vk.c
+++ b/dlls/wined3d/context_vk.c
@@ -2047,7 +2047,7 @@ static bool wined3d_context_vk_update_graphics_pipeline_key(struct wined3d_conte
             if (key->ds_desc.stencilTestEnable)
             {
                 key->ds_desc.front.failOp = vk_stencil_op_from_wined3d(state->render_states[WINED3D_RS_STENCILFAIL]);
-                key->ds_desc.front.passOp = vk_stencil_op_from_wined3d(state->render_states[WINED3D_RS_STENCILPASS]);
+                key->ds_desc.front.passOp = vk_stencil_op_from_wined3d(d->desc.front.pass_op);
                 key->ds_desc.front.depthFailOp = vk_stencil_op_from_wined3d(
                         state->render_states[WINED3D_RS_STENCILZFAIL]);
                 key->ds_desc.front.compareOp = vk_compare_op_from_wined3d(d->desc.front.func);
@@ -2056,6 +2056,7 @@ static bool wined3d_context_vk_update_graphics_pipeline_key(struct wined3d_conte
                 key->ds_desc.front.reference = state->render_states[WINED3D_RS_STENCILREF]
                         & ((1 << state->fb.depth_stencil->format->stencil_size) - 1);
 
+                key->ds_desc.back.passOp = vk_stencil_op_from_wined3d(d->desc.back.pass_op);
                 key->ds_desc.back.compareOp = vk_compare_op_from_wined3d(d->desc.back.func);
                 key->ds_desc.back.compareMask = d->desc.stencil_read_mask;
                 key->ds_desc.back.writeMask = d->desc.stencil_write_mask;
@@ -2066,8 +2067,6 @@ static bool wined3d_context_vk_update_graphics_pipeline_key(struct wined3d_conte
                 {
                     key->ds_desc.back.failOp = vk_stencil_op_from_wined3d(
                             state->render_states[WINED3D_RS_BACK_STENCILFAIL]);
-                    key->ds_desc.back.passOp = vk_stencil_op_from_wined3d(
-                            state->render_states[WINED3D_RS_BACK_STENCILPASS]);
                     key->ds_desc.back.depthFailOp = vk_stencil_op_from_wined3d(
                             state->render_states[WINED3D_RS_BACK_STENCILZFAIL]);
                 }
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index c72ae633fcc..8ba834c4f5d 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -3686,9 +3686,11 @@ void CDECL wined3d_device_apply_stateblock(struct wined3d_device *device,
                     break;
 
                 case WINED3D_RS_BACK_STENCILFUNC:
+                case WINED3D_RS_BACK_STENCILPASS:
                 case WINED3D_RS_STENCILENABLE:
                 case WINED3D_RS_STENCILFUNC:
                 case WINED3D_RS_STENCILMASK:
+                case WINED3D_RS_STENCILPASS:
                 case WINED3D_RS_STENCILWRITEMASK:
                 case WINED3D_RS_TWOSIDEDSTENCILMODE:
                 case WINED3D_RS_ZENABLE:
@@ -3850,10 +3852,12 @@ void CDECL wined3d_device_apply_stateblock(struct wined3d_device *device,
         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];
+        desc.front.pass_op = state->rs[WINED3D_RS_STENCILPASS];
         desc.front.func = state->rs[WINED3D_RS_STENCILFUNC];
 
         if (state->rs[WINED3D_RS_TWOSIDEDSTENCILMODE])
         {
+            desc.back.pass_op = state->rs[WINED3D_RS_BACK_STENCILPASS];
             desc.back.func = state->rs[WINED3D_RS_BACK_STENCILFUNC];
         }
         else
diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index e3f0e0bdb85..c8098a885ab 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -2441,12 +2441,10 @@ static const struct wined3d_state_entry_template misc_state_template_no3d[] =
     {STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT), {STATE_VDECL}},
     {STATE_RENDER(WINED3D_RS_STENCILFAIL),                {STATE_VDECL}},
     {STATE_RENDER(WINED3D_RS_STENCILZFAIL),               {STATE_VDECL}},
-    {STATE_RENDER(WINED3D_RS_STENCILPASS),                {STATE_VDECL}},
     {STATE_RENDER(WINED3D_RS_STENCILREF),                 {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}},
-    {STATE_RENDER(WINED3D_RS_BACK_STENCILPASS),           {STATE_VDECL}},
     {STATE_RENDER(WINED3D_RS_WRAP0),                      {STATE_VDECL}},
     {STATE_RENDER(WINED3D_RS_WRAP1),                      {STATE_VDECL}},
     {STATE_RENDER(WINED3D_RS_WRAP2),                      {STATE_VDECL}},
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index 1819155fae3..1934c9d3a16 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -1086,10 +1086,10 @@ static void state_stencil(struct wined3d_context *context, const struct wined3d_
     ref = state->render_states[WINED3D_RS_STENCILREF] & ((1 << state->fb.depth_stencil->format->stencil_size) - 1);
     stencilFail = gl_stencil_op(state->render_states[WINED3D_RS_STENCILFAIL]);
     depthFail = gl_stencil_op(state->render_states[WINED3D_RS_STENCILZFAIL]);
-    stencilPass = gl_stencil_op(state->render_states[WINED3D_RS_STENCILPASS]);
+    stencilPass = gl_stencil_op(d->desc.front.pass_op);
     stencilFail_back = gl_stencil_op(state->render_states[WINED3D_RS_BACK_STENCILFAIL]);
     depthFail_back = gl_stencil_op(state->render_states[WINED3D_RS_BACK_STENCILZFAIL]);
-    stencilPass_back = gl_stencil_op(state->render_states[WINED3D_RS_BACK_STENCILPASS]);
+    stencilPass_back = gl_stencil_op(d->desc.back.pass_op);
 
     TRACE("(twosided %d, ref %x, mask %x, "
             "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
@@ -4768,12 +4768,10 @@ const struct wined3d_state_entry_template misc_state_template_gl[] =
     { STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT),{ STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT),state_translucentsi }, WINED3D_GL_EXT_NONE             },
     { STATE_RENDER(WINED3D_RS_STENCILFAIL),               { STATE_DEPTH_STENCIL,                                NULL                }, WINED3D_GL_EXT_NONE             },
     { STATE_RENDER(WINED3D_RS_STENCILZFAIL),              { STATE_DEPTH_STENCIL,                                NULL                }, WINED3D_GL_EXT_NONE             },
-    { STATE_RENDER(WINED3D_RS_STENCILPASS),               { 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_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             },
-    { STATE_RENDER(WINED3D_RS_BACK_STENCILPASS),          { STATE_DEPTH_STENCIL,                                NULL                }, WINED3D_GL_EXT_NONE             },
     { STATE_RENDER(WINED3D_RS_WRAP0),                     { STATE_RENDER(WINED3D_RS_WRAP0),                     state_wrap          }, WINED3D_GL_EXT_NONE             },
     { STATE_RENDER(WINED3D_RS_WRAP1),                     { STATE_RENDER(WINED3D_RS_WRAP0),                     NULL                }, WINED3D_GL_EXT_NONE             },
     { STATE_RENDER(WINED3D_RS_WRAP2),                     { STATE_RENDER(WINED3D_RS_WRAP0),                     NULL                }, WINED3D_GL_EXT_NONE             },
@@ -5573,7 +5571,7 @@ static void validate_state_table(struct wined3d_state_entry *state_table)
         { 42,  45},
         { 47,  47},
         { 52,  52},
-        { 56,  56},
+        { 55,  56},
         { 58,  59},
         { 61, 127},
         {149, 150},
@@ -5581,7 +5579,7 @@ static void validate_state_table(struct wined3d_state_entry *state_table)
         {168, 169},
         {171, 171},
         {174, 177},
-        {189, 193},
+        {188, 193},
         {195, 197},
         {206, 209},
         {  0,   0},
diff --git a/include/wine/wined3d.h b/include/wine/wined3d.h
index f9a4402873f..ee3a8547841 100644
--- a/include/wine/wined3d.h
+++ b/include/wine/wined3d.h
@@ -2038,6 +2038,7 @@ struct wined3d_blend_state_desc
 
 struct wined3d_stencil_op_desc
 {
+    enum wined3d_stencil_op pass_op;
     enum wined3d_cmp_func func;
 };
 
-- 
2.28.0




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