[PATCH 4/5] wined3d: Move the stencil depth fail operation to wined3d_depth_stencil_state.
Zebediah Figura
z.figura12 at gmail.com
Mon Sep 28 21:56:21 CDT 2020
Signed-off-by: Zebediah Figura <z.figura12 at gmail.com>
---
dlls/d3d11/device.c | 19 -------------------
dlls/d3d11/state.c | 2 ++
dlls/wined3d/adapter_vk.c | 3 ---
dlls/wined3d/context_vk.c | 14 ++------------
dlls/wined3d/device.c | 4 ++++
dlls/wined3d/directx.c | 3 ---
dlls/wined3d/state.c | 21 +++++++--------------
include/wine/wined3d.h | 1 +
8 files changed, 16 insertions(+), 51 deletions(-)
diff --git a/dlls/d3d11/device.c b/dlls/d3d11/device.c
index 81e5f89a878..1a3f3e5a1b2 100644
--- a/dlls/d3d11/device.c
+++ b/dlls/d3d11/device.c
@@ -733,7 +733,6 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetDepthStencilState(ID3
ID3D11DepthStencilState *depth_stencil_state, UINT stencil_ref)
{
struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface);
- const D3D11_DEPTH_STENCILOP_DESC *front, *back;
struct d3d_depthstencil_state *state_impl;
const D3D11_DEPTH_STENCIL_DESC *desc;
@@ -753,30 +752,12 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetDepthStencilState(ID3
wined3d_device_set_depth_stencil_state(device->wined3d_device, state_impl->wined3d_state);
desc = &state_impl->desc;
- front = &desc->FrontFace;
- back = &desc->BackFace;
-
if (desc->DepthEnable)
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_ZFUNC, desc->DepthFunc);
if (desc->StencilEnable)
{
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_STENCILREF, stencil_ref);
-
- wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_STENCILZFAIL, front->StencilDepthFailOp);
- if (front->StencilFailOp != back->StencilFailOp
- || front->StencilDepthFailOp != back->StencilDepthFailOp
- || front->StencilPassOp != back->StencilPassOp
- || 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_STENCILZFAIL,
- back->StencilDepthFailOp);
- }
- else
- {
- wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_TWOSIDEDSTENCILMODE, FALSE);
- }
}
wined3d_mutex_unlock();
}
diff --git a/dlls/d3d11/state.c b/dlls/d3d11/state.c
index eba3dde6143..9ed812da1ed 100644
--- a/dlls/d3d11/state.c
+++ b/dlls/d3d11/state.c
@@ -800,9 +800,11 @@ HRESULT d3d_depthstencil_state_create(struct d3d_device *device, const D3D11_DEP
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.depth_fail_op = desc->FrontFace.StencilDepthFailOp;
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.depth_fail_op = desc->BackFace.StencilDepthFailOp;
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 cc24ba3e2c4..debfa2218bc 100644
--- a/dlls/wined3d/adapter_vk.c
+++ b/dlls/wined3d/adapter_vk.c
@@ -117,10 +117,7 @@ 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_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_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)}},
{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 1a6b3bffe67..f2a124eb9d8 100644
--- a/dlls/wined3d/context_vk.c
+++ b/dlls/wined3d/context_vk.c
@@ -2048,8 +2048,7 @@ static bool wined3d_context_vk_update_graphics_pipeline_key(struct wined3d_conte
{
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]);
+ key->ds_desc.front.depthFailOp = vk_stencil_op_from_wined3d(d->desc.front.depth_fail_op);
key->ds_desc.front.compareOp = vk_compare_op_from_wined3d(d->desc.front.func);
key->ds_desc.front.compareMask = d->desc.stencil_read_mask;
key->ds_desc.front.writeMask = d->desc.stencil_write_mask;
@@ -2058,21 +2057,12 @@ static bool wined3d_context_vk_update_graphics_pipeline_key(struct wined3d_conte
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.depthFailOp = vk_stencil_op_from_wined3d(d->desc.back.depth_fail_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;
key->ds_desc.back.reference = state->render_states[WINED3D_RS_STENCILREF]
& ((1 << state->fb.depth_stencil->format->stencil_size) - 1);
-
- if (state->render_states[WINED3D_RS_TWOSIDEDSTENCILMODE])
- {
- key->ds_desc.back.depthFailOp = vk_stencil_op_from_wined3d(
- state->render_states[WINED3D_RS_BACK_STENCILZFAIL]);
- }
- else
- {
- key->ds_desc.back = key->ds_desc.front;
- }
}
}
else
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 87bd5288f29..5ab3bf38501 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -3688,12 +3688,14 @@ void CDECL wined3d_device_apply_stateblock(struct wined3d_device *device,
case WINED3D_RS_BACK_STENCILFAIL:
case WINED3D_RS_BACK_STENCILFUNC:
case WINED3D_RS_BACK_STENCILPASS:
+ case WINED3D_RS_BACK_STENCILZFAIL:
case WINED3D_RS_STENCILENABLE:
case WINED3D_RS_STENCILFAIL:
case WINED3D_RS_STENCILFUNC:
case WINED3D_RS_STENCILMASK:
case WINED3D_RS_STENCILPASS:
case WINED3D_RS_STENCILWRITEMASK:
+ case WINED3D_RS_STENCILZFAIL:
case WINED3D_RS_TWOSIDEDSTENCILMODE:
case WINED3D_RS_ZENABLE:
case WINED3D_RS_ZWRITEENABLE:
@@ -3855,12 +3857,14 @@ void CDECL wined3d_device_apply_stateblock(struct wined3d_device *device,
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.depth_fail_op = state->rs[WINED3D_RS_STENCILZFAIL];
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.depth_fail_op = state->rs[WINED3D_RS_BACK_STENCILZFAIL];
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 818dd46c40f..f51aae95507 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -2439,10 +2439,7 @@ 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_STENCILZFAIL), {STATE_VDECL}},
{STATE_RENDER(WINED3D_RS_STENCILREF), {STATE_VDECL}},
- {STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE), {STATE_VDECL}},
- {STATE_RENDER(WINED3D_RS_BACK_STENCILZFAIL), {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 20c0c60bc54..3199da09180 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -1057,7 +1057,6 @@ static void state_stencil(struct wined3d_context *context, const struct wined3d_
{
const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
const struct wined3d_depth_stencil_state *d = state->depth_stencil_state;
- DWORD twosided_enable;
GLint func;
GLint func_back;
GLint ref;
@@ -1077,7 +1076,6 @@ static void state_stencil(struct wined3d_context *context, const struct wined3d_
return;
}
- twosided_enable = state->render_states[WINED3D_RS_TWOSIDEDSTENCILMODE];
if (!(func = wined3d_gl_compare_func(d->desc.front.func)))
func = GL_ALWAYS;
if (!(func_back = wined3d_gl_compare_func(d->desc.back.func)))
@@ -1085,20 +1083,20 @@ static void state_stencil(struct wined3d_context *context, const struct wined3d_
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(d->desc.front.fail_op);
- depthFail = gl_stencil_op(state->render_states[WINED3D_RS_STENCILZFAIL]);
+ depthFail = gl_stencil_op(d->desc.front.depth_fail_op);
stencilPass = gl_stencil_op(d->desc.front.pass_op);
stencilFail_back = gl_stencil_op(d->desc.back.fail_op);
- depthFail_back = gl_stencil_op(state->render_states[WINED3D_RS_BACK_STENCILZFAIL]);
+ depthFail_back = gl_stencil_op(d->desc.back.depth_fail_op);
stencilPass_back = gl_stencil_op(d->desc.back.pass_op);
- TRACE("(twosided %d, ref %x, mask %x, "
+ TRACE("(ref %x, mask %x, "
"GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
"GL_BACK: func: %x, fail %x, zfail %x, zpass %x)\n",
- twosided_enable, ref, mask,
+ ref, mask,
func, stencilFail, depthFail, stencilPass,
func_back, stencilFail_back, depthFail_back, stencilPass_back);
- if (twosided_enable)
+ if (memcmp(&d->desc.front, &d->desc.back, sizeof(d->desc.front)))
{
gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST);
checkGLcall("glEnable GL_STENCIL_TEST");
@@ -4766,10 +4764,7 @@ 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_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_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 },
{ STATE_RENDER(WINED3D_RS_WRAP2), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
@@ -5568,8 +5563,7 @@ static void validate_state_table(struct wined3d_state_entry *state_table)
{ 40, 40},
{ 42, 45},
{ 47, 47},
- { 52, 53},
- { 55, 56},
+ { 52, 56},
{ 58, 59},
{ 61, 127},
{149, 150},
@@ -5577,8 +5571,7 @@ static void validate_state_table(struct wined3d_state_entry *state_table)
{168, 169},
{171, 171},
{174, 177},
- {186, 186},
- {188, 193},
+ {185, 193},
{195, 197},
{206, 209},
{ 0, 0},
diff --git a/include/wine/wined3d.h b/include/wine/wined3d.h
index a57007826fe..225ce14e70b 100644
--- a/include/wine/wined3d.h
+++ b/include/wine/wined3d.h
@@ -2039,6 +2039,7 @@ struct wined3d_blend_state_desc
struct wined3d_stencil_op_desc
{
enum wined3d_stencil_op fail_op;
+ enum wined3d_stencil_op depth_fail_op;
enum wined3d_stencil_op pass_op;
enum wined3d_cmp_func func;
};
--
2.28.0
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