[PATCH 3/5] wined3d: Move the stencil fail operation to wined3d_depth_stencil_state.
Zebediah Figura
z.figura12 at gmail.com
Mon Sep 28 21:56:20 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 | 9 ++++-----
include/wine/wined3d.h | 1 +
8 files changed, 13 insertions(+), 14 deletions(-)
diff --git a/dlls/d3d11/device.c b/dlls/d3d11/device.c
index a386abd4c00..81e5f89a878 100644
--- a/dlls/d3d11/device.c
+++ b/dlls/d3d11/device.c
@@ -763,7 +763,6 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetDepthStencilState(ID3
{
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);
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_STENCILZFAIL, front->StencilDepthFailOp);
if (front->StencilFailOp != back->StencilFailOp
|| front->StencilDepthFailOp != back->StencilDepthFailOp
@@ -771,7 +770,6 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetDepthStencilState(ID3
|| front->StencilFunc != back->StencilFunc)
{
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_TWOSIDEDSTENCILMODE, TRUE);
- 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);
}
diff --git a/dlls/d3d11/state.c b/dlls/d3d11/state.c
index f2fe8a5910b..eba3dde6143 100644
--- a/dlls/d3d11/state.c
+++ b/dlls/d3d11/state.c
@@ -799,8 +799,10 @@ 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.fail_op = desc->FrontFace.StencilFailOp;
wined3d_desc.front.pass_op = desc->FrontFace.StencilPassOp;
wined3d_desc.front.func = desc->FrontFace.StencilFunc;
+ wined3d_desc.back.fail_op = desc->BackFace.StencilFailOp;
wined3d_desc.back.pass_op = desc->BackFace.StencilPassOp;
wined3d_desc.back.func = desc->BackFace.StencilFunc;
diff --git a/dlls/wined3d/adapter_vk.c b/dlls/wined3d/adapter_vk.c
index f950f2a4711..cc24ba3e2c4 100644
--- a/dlls/wined3d/adapter_vk.c
+++ b/dlls/wined3d/adapter_vk.c
@@ -117,11 +117,9 @@ 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_STENCILFAIL), {STATE_RENDER(WINED3D_RS_ZFUNC)}},
{STATE_RENDER(WINED3D_RS_STENCILZFAIL), {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_WRAP0), {STATE_RENDER(WINED3D_RS_WRAP0), state_nop}},
{STATE_RENDER(WINED3D_RS_WRAP1), {STATE_RENDER(WINED3D_RS_WRAP0)}},
diff --git a/dlls/wined3d/context_vk.c b/dlls/wined3d/context_vk.c
index e5e2a275fd0..1a6b3bffe67 100644
--- a/dlls/wined3d/context_vk.c
+++ b/dlls/wined3d/context_vk.c
@@ -2046,7 +2046,7 @@ static bool wined3d_context_vk_update_graphics_pipeline_key(struct wined3d_conte
key->ds_desc.stencilTestEnable = state->fb.depth_stencil && d->desc.stencil;
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.failOp = vk_stencil_op_from_wined3d(d->desc.front.fail_op);
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]);
@@ -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.failOp = vk_stencil_op_from_wined3d(d->desc.back.fail_op);
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;
@@ -2065,8 +2066,6 @@ static bool wined3d_context_vk_update_graphics_pipeline_key(struct wined3d_conte
if (state->render_states[WINED3D_RS_TWOSIDEDSTENCILMODE])
{
- key->ds_desc.back.failOp = vk_stencil_op_from_wined3d(
- state->render_states[WINED3D_RS_BACK_STENCILFAIL]);
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 8ba834c4f5d..87bd5288f29 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -3685,9 +3685,11 @@ void CDECL wined3d_device_apply_stateblock(struct wined3d_device *device,
set_blend_state = TRUE;
break;
+ case WINED3D_RS_BACK_STENCILFAIL:
case WINED3D_RS_BACK_STENCILFUNC:
case WINED3D_RS_BACK_STENCILPASS:
case WINED3D_RS_STENCILENABLE:
+ case WINED3D_RS_STENCILFAIL:
case WINED3D_RS_STENCILFUNC:
case WINED3D_RS_STENCILMASK:
case WINED3D_RS_STENCILPASS:
@@ -3852,11 +3854,13 @@ 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.fail_op = state->rs[WINED3D_RS_STENCILFAIL];
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.fail_op = state->rs[WINED3D_RS_BACK_STENCILFAIL];
desc.back.pass_op = state->rs[WINED3D_RS_BACK_STENCILPASS];
desc.back.func = state->rs[WINED3D_RS_BACK_STENCILFUNC];
}
diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index c8098a885ab..818dd46c40f 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -2439,11 +2439,9 @@ static const struct wined3d_state_entry_template misc_state_template_no3d[] =
{STATE_RENDER(WINED3D_RS_ANISOTROPY), {STATE_VDECL}},
{STATE_RENDER(WINED3D_RS_FLUSHBATCH), {STATE_VDECL}},
{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_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_WRAP0), {STATE_VDECL}},
{STATE_RENDER(WINED3D_RS_WRAP1), {STATE_VDECL}},
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index 1934c9d3a16..20c0c60bc54 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -1084,10 +1084,10 @@ static void state_stencil(struct wined3d_context *context, const struct wined3d_
func_back = GL_ALWAYS;
mask = d->desc.stencil_read_mask;
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]);
+ stencilFail = gl_stencil_op(d->desc.front.fail_op);
depthFail = gl_stencil_op(state->render_states[WINED3D_RS_STENCILZFAIL]);
stencilPass = gl_stencil_op(d->desc.front.pass_op);
- stencilFail_back = gl_stencil_op(state->render_states[WINED3D_RS_BACK_STENCILFAIL]);
+ stencilFail_back = gl_stencil_op(d->desc.back.fail_op);
depthFail_back = gl_stencil_op(state->render_states[WINED3D_RS_BACK_STENCILZFAIL]);
stencilPass_back = gl_stencil_op(d->desc.back.pass_op);
@@ -4766,11 +4766,9 @@ const struct wined3d_state_entry_template misc_state_template_gl[] =
{ STATE_RENDER(WINED3D_RS_ANISOTROPY), { STATE_RENDER(WINED3D_RS_ANISOTROPY), state_anisotropy }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_FLUSHBATCH), { STATE_RENDER(WINED3D_RS_FLUSHBATCH), state_flushbatch }, WINED3D_GL_EXT_NONE },
{ 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_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_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 },
@@ -5570,7 +5568,7 @@ static void validate_state_table(struct wined3d_state_entry *state_table)
{ 40, 40},
{ 42, 45},
{ 47, 47},
- { 52, 52},
+ { 52, 53},
{ 55, 56},
{ 58, 59},
{ 61, 127},
@@ -5579,6 +5577,7 @@ static void validate_state_table(struct wined3d_state_entry *state_table)
{168, 169},
{171, 171},
{174, 177},
+ {186, 186},
{188, 193},
{195, 197},
{206, 209},
diff --git a/include/wine/wined3d.h b/include/wine/wined3d.h
index ee3a8547841..a57007826fe 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 fail_op;
enum wined3d_stencil_op pass_op;
enum wined3d_cmp_func func;
};
--
2.28.0
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