[PATCH 11/11] wined3d: Rename WINED3D_RS_CCW_STENCIL* render states to WINED3D_RS_BACK_STENCIL*.
Józef Kucia
jkucia at codeweavers.com
Wed Dec 7 05:43:05 CST 2016
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
Since 3861b4bb3771cf5fa4116bb50883fb13718b1c02 back face cannot be
assumed to be CCW.
---
dlls/d3d11/device.c | 8 ++++----
dlls/wined3d/state.c | 48 +++++++++++++++++++++++------------------------
dlls/wined3d/stateblock.c | 14 +++++++-------
dlls/wined3d/utils.c | 8 ++++----
include/wine/wined3d.h | 8 ++++----
5 files changed, 43 insertions(+), 43 deletions(-)
diff --git a/dlls/d3d11/device.c b/dlls/d3d11/device.c
index f5065a6..777146d 100644
--- a/dlls/d3d11/device.c
+++ b/dlls/d3d11/device.c
@@ -799,11 +799,11 @@ 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_CCW_STENCILFAIL, back->StencilFailOp);
- wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_CCW_STENCILZFAIL,
+ 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_CCW_STENCILPASS, back->StencilPassOp);
- wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_CCW_STENCILFUNC, back->StencilFunc);
+ wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_BACK_STENCILPASS, back->StencilPassOp);
+ wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_BACK_STENCILFUNC, back->StencilFunc);
}
else
{
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index 0c25861..3c0bb5e 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -838,15 +838,15 @@ static void state_stencil(struct wined3d_context *context, const struct wined3d_
DWORD onesided_enable;
DWORD twosided_enable;
GLint func;
- GLint func_ccw;
+ GLint func_back;
GLint ref;
GLuint mask;
GLint stencilFail;
- GLint stencilFail_ccw;
+ GLint stencilFail_back;
GLint stencilPass;
- GLint stencilPass_ccw;
+ GLint stencilPass_back;
GLint depthFail;
- GLint depthFail_ccw;
+ GLint depthFail_back;
/* No stencil test without a stencil buffer. */
if (!state->fb->depth_stencil)
@@ -860,23 +860,23 @@ static void state_stencil(struct wined3d_context *context, const struct wined3d_
twosided_enable = state->render_states[WINED3D_RS_TWOSIDEDSTENCILMODE];
if (!(func = wined3d_gl_compare_func(state->render_states[WINED3D_RS_STENCILFUNC])))
func = GL_ALWAYS;
- if (!(func_ccw = wined3d_gl_compare_func(state->render_states[WINED3D_RS_CCW_STENCILFUNC])))
- func_ccw = GL_ALWAYS;
+ if (!(func_back = wined3d_gl_compare_func(state->render_states[WINED3D_RS_BACK_STENCILFUNC])))
+ func_back = GL_ALWAYS;
ref = state->render_states[WINED3D_RS_STENCILREF];
mask = state->render_states[WINED3D_RS_STENCILMASK];
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]);
- stencilFail_ccw = gl_stencil_op(state->render_states[WINED3D_RS_CCW_STENCILFAIL]);
- depthFail_ccw = gl_stencil_op(state->render_states[WINED3D_RS_CCW_STENCILZFAIL]);
- stencilPass_ccw = gl_stencil_op(state->render_states[WINED3D_RS_CCW_STENCILPASS]);
+ 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]);
TRACE("(onesided %d, twosided %d, 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",
- onesided_enable, twosided_enable, ref, mask,
- func, stencilFail, depthFail, stencilPass,
- func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
+ "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
+ "GL_BACK: func: %x, fail %x, zfail %x, zpass %x)\n",
+ onesided_enable, twosided_enable, ref, mask,
+ func, stencilFail, depthFail, stencilPass,
+ func_back, stencilFail_back, depthFail_back, stencilPass_back);
if (twosided_enable && onesided_enable)
{
@@ -887,8 +887,8 @@ static void state_stencil(struct wined3d_context *context, const struct wined3d_
{
GL_EXTCALL(glStencilFuncSeparate(GL_FRONT, func, ref, mask));
GL_EXTCALL(glStencilOpSeparate(GL_FRONT, stencilFail, depthFail, stencilPass));
- GL_EXTCALL(glStencilFuncSeparate(GL_BACK, func_ccw, ref, mask));
- GL_EXTCALL(glStencilOpSeparate(GL_BACK, stencilFail_ccw, depthFail_ccw, stencilPass_ccw));
+ GL_EXTCALL(glStencilFuncSeparate(GL_BACK, func_back, ref, mask));
+ GL_EXTCALL(glStencilOpSeparate(GL_BACK, stencilFail_back, depthFail_back, stencilPass_back));
checkGLcall("setting two sided stencil state");
}
else if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
@@ -900,22 +900,22 @@ static void state_stencil(struct wined3d_context *context, const struct wined3d_
* to set it back
*/
renderstate_stencil_twosided(context, GL_BACK,
- func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
+ func_back, ref, mask, stencilFail_back, depthFail_back, stencilPass_back);
renderstate_stencil_twosided(context, GL_FRONT,
func, ref, mask, stencilFail, depthFail, stencilPass);
}
else if (gl_info->supported[ATI_SEPARATE_STENCIL])
{
- GL_EXTCALL(glStencilFuncSeparateATI(func, func_ccw, ref, mask));
+ GL_EXTCALL(glStencilFuncSeparateATI(func, func_back, ref, mask));
checkGLcall("glStencilFuncSeparateATI(...)");
GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass));
checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)");
- GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_ccw, depthFail_ccw, stencilPass_ccw));
+ GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_back, depthFail_back, stencilPass_back));
checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)");
}
else
{
- ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
+ FIXME("Separate (two sided) stencil not supported on this version of OpenGL. Caps weren't honored?\n");
}
}
else if(onesided_enable)
@@ -5096,10 +5096,10 @@ const struct StateEntryTemplate misc_state_template[] =
{ STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), state_stencilwrite2s}, 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_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
- { STATE_RENDER(WINED3D_RS_CCW_STENCILFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
- { STATE_RENDER(WINED3D_RS_CCW_STENCILZFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
- { STATE_RENDER(WINED3D_RS_CCW_STENCILPASS), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
- { STATE_RENDER(WINED3D_RS_CCW_STENCILFUNC), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3D_RS_BACK_STENCILFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3D_RS_BACK_STENCILZFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3D_RS_BACK_STENCILPASS), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE },
+ { STATE_RENDER(WINED3D_RS_BACK_STENCILFUNC), { STATE_RENDER(WINED3D_RS_STENCILENABLE), 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 },
diff --git a/dlls/wined3d/stateblock.c b/dlls/wined3d/stateblock.c
index a4a5e8c..fd01752 100644
--- a/dlls/wined3d/stateblock.c
+++ b/dlls/wined3d/stateblock.c
@@ -38,9 +38,9 @@ static const DWORD pixel_states_render[] =
WINED3D_RS_BLENDFACTOR,
WINED3D_RS_BLENDOP,
WINED3D_RS_BLENDOPALPHA,
- WINED3D_RS_CCW_STENCILFAIL,
- WINED3D_RS_CCW_STENCILPASS,
- WINED3D_RS_CCW_STENCILZFAIL,
+ WINED3D_RS_BACK_STENCILFAIL,
+ WINED3D_RS_BACK_STENCILPASS,
+ WINED3D_RS_BACK_STENCILZFAIL,
WINED3D_RS_COLORWRITEENABLE,
WINED3D_RS_COLORWRITEENABLE1,
WINED3D_RS_COLORWRITEENABLE2,
@@ -1186,10 +1186,10 @@ static void state_init_default(struct wined3d_state *state, const struct wined3d
state->render_states[WINED3D_RS_ADAPTIVETESS_W] = tmpfloat.d;
state->render_states[WINED3D_RS_ENABLEADAPTIVETESSELLATION] = FALSE;
state->render_states[WINED3D_RS_TWOSIDEDSTENCILMODE] = FALSE;
- state->render_states[WINED3D_RS_CCW_STENCILFAIL] = WINED3D_STENCIL_OP_KEEP;
- state->render_states[WINED3D_RS_CCW_STENCILZFAIL] = WINED3D_STENCIL_OP_KEEP;
- state->render_states[WINED3D_RS_CCW_STENCILPASS] = WINED3D_STENCIL_OP_KEEP;
- state->render_states[WINED3D_RS_CCW_STENCILFUNC] = WINED3D_CMP_ALWAYS;
+ state->render_states[WINED3D_RS_BACK_STENCILFAIL] = WINED3D_STENCIL_OP_KEEP;
+ state->render_states[WINED3D_RS_BACK_STENCILZFAIL] = WINED3D_STENCIL_OP_KEEP;
+ state->render_states[WINED3D_RS_BACK_STENCILPASS] = WINED3D_STENCIL_OP_KEEP;
+ state->render_states[WINED3D_RS_BACK_STENCILFUNC] = WINED3D_CMP_ALWAYS;
state->render_states[WINED3D_RS_COLORWRITEENABLE1] = 0x0000000f;
state->render_states[WINED3D_RS_COLORWRITEENABLE2] = 0x0000000f;
state->render_states[WINED3D_RS_COLORWRITEENABLE3] = 0x0000000f;
diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c
index 74e7600..a7d0deb 100644
--- a/dlls/wined3d/utils.c
+++ b/dlls/wined3d/utils.c
@@ -4115,10 +4115,10 @@ const char *debug_d3drenderstate(enum wined3d_render_state state)
D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_W);
D3DSTATE_TO_STR(WINED3D_RS_ENABLEADAPTIVETESSELLATION);
D3DSTATE_TO_STR(WINED3D_RS_TWOSIDEDSTENCILMODE);
- D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILFAIL);
- D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILZFAIL);
- D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILPASS);
- D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILFUNC);
+ D3DSTATE_TO_STR(WINED3D_RS_BACK_STENCILFAIL);
+ D3DSTATE_TO_STR(WINED3D_RS_BACK_STENCILZFAIL);
+ D3DSTATE_TO_STR(WINED3D_RS_BACK_STENCILPASS);
+ D3DSTATE_TO_STR(WINED3D_RS_BACK_STENCILFUNC);
D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE1);
D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE2);
D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE3);
diff --git a/include/wine/wined3d.h b/include/wine/wined3d.h
index 6bbb672..7271ec0 100644
--- a/include/wine/wined3d.h
+++ b/include/wine/wined3d.h
@@ -358,10 +358,10 @@ enum wined3d_render_state
WINED3D_RS_ADAPTIVETESS_W = 183,
WINED3D_RS_ENABLEADAPTIVETESSELLATION = 184,
WINED3D_RS_TWOSIDEDSTENCILMODE = 185,
- WINED3D_RS_CCW_STENCILFAIL = 186,
- WINED3D_RS_CCW_STENCILZFAIL = 187,
- WINED3D_RS_CCW_STENCILPASS = 188,
- WINED3D_RS_CCW_STENCILFUNC = 189,
+ WINED3D_RS_BACK_STENCILFAIL = 186,
+ WINED3D_RS_BACK_STENCILZFAIL = 187,
+ WINED3D_RS_BACK_STENCILPASS = 188,
+ WINED3D_RS_BACK_STENCILFUNC = 189,
WINED3D_RS_COLORWRITEENABLE1 = 190,
WINED3D_RS_COLORWRITEENABLE2 = 191,
WINED3D_RS_COLORWRITEENABLE3 = 192,
--
2.7.3
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