[9/16] WineD3D: Move WINED3DRS_STENCILWRITEMASK to the state table

Stefan Dösinger stefan at codeweavers.com
Fri Dec 8 11:41:05 CST 2006


-------------- next part --------------
From 071278fdfc91c01c2ecd4a314240f184126132f7 Mon Sep 17 00:00:00 2001
From: Stefan Doesinger <stefan at codeweavers.com>
Date: Fri, 8 Dec 2006 16:59:11 +0100
Subject: [PATCH] WineD3D: Move WINED3DRS_STENCILWRITEMASK to the state table

---
 dlls/wined3d/device.c |    9 +--------
 dlls/wined3d/state.c  |    7 ++++++-
 2 files changed, 7 insertions(+), 9 deletions(-)

diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 9df255c..c7d516a 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -3372,15 +3372,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl
     case WINED3DRS_CCW_STENCILZFAIL :
     case WINED3DRS_CCW_STENCILPASS :
     case WINED3DRS_EDGEANTIALIAS             :
-        StateTable[STATE_RENDER(State)].apply(STATE_RENDER(State), This->stateBlock);
-        break;
-
     case WINED3DRS_STENCILWRITEMASK          :
-        {
-            glStencilMask(Value);
-            TRACE("glStencilMask(%u)\n", Value);
-            checkGLcall("glStencilMask");
-        }
+        StateTable[STATE_RENDER(State)].apply(STATE_RENDER(State), This->stateBlock);
         break;
 
     case WINED3DRS_FOGENABLE                 :
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index 2e1bf60..535c93f 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -627,6 +627,11 @@ state_stencil(DWORD state, IWineD3DState
     }
 }
 
+static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock) {
+    glStencilMask(stateblock->renderState[WINED3DRS_STENCILWRITEMASK]);
+    checkGLcall("glStencilMask");
+}
+
 const struct StateEntry StateTable[] =
 {
       /* State name                                         representative,                                     apply function */
@@ -689,7 +694,7 @@ const struct StateEntry StateTable[] =
     { /* 56, WINED3DRS_STENCILFUNC                  */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
     { /* 57, WINED3DRS_STENCILREF                   */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
     { /* 58, WINED3DRS_STENCILMASK                  */      STATE_RENDER(WINED3DRS_STENCILENABLE),              state_stencil       },
-    { /* 59, WINED3DRS_STENCILWRITEMASK             */      STATE_RENDER(WINED3DRS_STENCILWRITEMASK),           state_unknown       },
+    { /* 59, WINED3DRS_STENCILWRITEMASK             */      STATE_RENDER(WINED3DRS_STENCILWRITEMASK),           state_stencilwrite  },
     { /* 60, WINED3DRS_TEXTUREFACTOR                */      STATE_RENDER(WINED3DRS_TEXTUREFACTOR),              state_texfactor     },
     /* A BIG hole. If wanted, 'fixed' states like the vertex type or the bound shaders can be put here */
     { /* 61, Undefined                              */      0,                                                  state_undefined     },
-- 
1.4.2.4



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