[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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