wined3d: Fully move the depth buffer enable state to wined3d_depth_stencil_state.
Signed-off-by: Zebediah Figura <z.figura12@gmail.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
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5860dd52bc
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1acc410b10
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@ -726,7 +726,6 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetBlendState(ID3D11Devi
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static void set_default_depth_stencil_state(struct wined3d_device *wined3d_device)
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{
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wined3d_device_set_render_state(wined3d_device, WINED3D_RS_ZENABLE, TRUE);
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wined3d_device_set_render_state(wined3d_device, WINED3D_RS_ZWRITEENABLE, D3D11_DEPTH_WRITE_MASK_ALL);
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wined3d_device_set_render_state(wined3d_device, WINED3D_RS_ZFUNC, WINED3D_CMP_LESS);
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wined3d_device_set_render_state(wined3d_device, WINED3D_RS_STENCILENABLE, FALSE);
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@ -759,7 +758,6 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetDepthStencilState(ID3
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front = &desc->FrontFace;
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back = &desc->BackFace;
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wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_ZENABLE, desc->DepthEnable);
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if (desc->DepthEnable)
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{
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wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_ZWRITEENABLE, desc->DepthWriteMask);
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@ -100,16 +100,15 @@ static const struct wined3d_state_entry_template misc_state_template_vk[] =
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{STATE_INDEXBUFFER, {STATE_INDEXBUFFER, state_nop}},
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{STATE_RENDER(WINED3D_RS_ANTIALIAS), {STATE_RENDER(WINED3D_RS_ANTIALIAS), state_nop}},
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{STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE), {STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE), state_nop}},
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{STATE_RENDER(WINED3D_RS_ZENABLE), {STATE_RENDER(WINED3D_RS_ZENABLE), state_nop}},
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{STATE_RENDER(WINED3D_RS_WRAPU), {STATE_RENDER(WINED3D_RS_WRAPU), state_nop}},
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{STATE_RENDER(WINED3D_RS_WRAPV), {STATE_RENDER(WINED3D_RS_WRAPV), state_nop}},
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{STATE_RENDER(WINED3D_RS_LINEPATTERN), {STATE_RENDER(WINED3D_RS_LINEPATTERN), state_nop}},
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{STATE_RENDER(WINED3D_RS_MONOENABLE), {STATE_RENDER(WINED3D_RS_MONOENABLE), state_nop}},
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{STATE_RENDER(WINED3D_RS_ROP2), {STATE_RENDER(WINED3D_RS_ROP2), state_nop}},
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{STATE_RENDER(WINED3D_RS_PLANEMASK), {STATE_RENDER(WINED3D_RS_PLANEMASK), state_nop}},
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{STATE_RENDER(WINED3D_RS_ZWRITEENABLE), {STATE_RENDER(WINED3D_RS_ZENABLE)}},
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{STATE_RENDER(WINED3D_RS_ZWRITEENABLE), {STATE_RENDER(WINED3D_RS_ZWRITEENABLE), state_nop}},
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{STATE_RENDER(WINED3D_RS_LASTPIXEL), {STATE_RENDER(WINED3D_RS_LASTPIXEL), state_nop}},
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{STATE_RENDER(WINED3D_RS_ZFUNC), {STATE_RENDER(WINED3D_RS_ZENABLE)}},
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{STATE_RENDER(WINED3D_RS_ZFUNC), {STATE_RENDER(WINED3D_RS_ZWRITEENABLE)}},
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{STATE_RENDER(WINED3D_RS_DITHERENABLE), {STATE_RENDER(WINED3D_RS_DITHERENABLE), state_nop}},
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{STATE_RENDER(WINED3D_RS_SUBPIXEL), {STATE_RENDER(WINED3D_RS_SUBPIXEL), state_nop}},
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{STATE_RENDER(WINED3D_RS_SUBPIXELX), {STATE_RENDER(WINED3D_RS_SUBPIXELX), state_nop}},
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@ -119,19 +118,19 @@ static const struct wined3d_state_entry_template misc_state_template_vk[] =
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{STATE_RENDER(WINED3D_RS_ANISOTROPY), {STATE_RENDER(WINED3D_RS_ANISOTROPY), state_nop}},
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{STATE_RENDER(WINED3D_RS_FLUSHBATCH), {STATE_RENDER(WINED3D_RS_FLUSHBATCH), state_nop}},
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{STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT), {STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT), state_nop}},
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{STATE_RENDER(WINED3D_RS_STENCILENABLE), {STATE_RENDER(WINED3D_RS_ZENABLE)}},
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{STATE_RENDER(WINED3D_RS_STENCILFAIL), {STATE_RENDER(WINED3D_RS_ZENABLE)}},
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{STATE_RENDER(WINED3D_RS_STENCILZFAIL), {STATE_RENDER(WINED3D_RS_ZENABLE)}},
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{STATE_RENDER(WINED3D_RS_STENCILPASS), {STATE_RENDER(WINED3D_RS_ZENABLE)}},
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{STATE_RENDER(WINED3D_RS_STENCILFUNC), {STATE_RENDER(WINED3D_RS_ZENABLE)}},
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{STATE_RENDER(WINED3D_RS_STENCILREF), {STATE_RENDER(WINED3D_RS_ZENABLE)}},
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{STATE_RENDER(WINED3D_RS_STENCILMASK), {STATE_RENDER(WINED3D_RS_ZENABLE)}},
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{STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), {STATE_RENDER(WINED3D_RS_ZENABLE)}},
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{STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE), {STATE_RENDER(WINED3D_RS_ZENABLE)}},
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{STATE_RENDER(WINED3D_RS_BACK_STENCILFAIL), {STATE_RENDER(WINED3D_RS_ZENABLE)}},
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{STATE_RENDER(WINED3D_RS_BACK_STENCILZFAIL), {STATE_RENDER(WINED3D_RS_ZENABLE)}},
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{STATE_RENDER(WINED3D_RS_BACK_STENCILPASS), {STATE_RENDER(WINED3D_RS_ZENABLE)}},
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{STATE_RENDER(WINED3D_RS_BACK_STENCILFUNC), {STATE_RENDER(WINED3D_RS_ZENABLE)}},
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{STATE_RENDER(WINED3D_RS_STENCILENABLE), {STATE_RENDER(WINED3D_RS_ZWRITEENABLE)}},
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{STATE_RENDER(WINED3D_RS_STENCILFAIL), {STATE_RENDER(WINED3D_RS_ZWRITEENABLE)}},
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{STATE_RENDER(WINED3D_RS_STENCILZFAIL), {STATE_RENDER(WINED3D_RS_ZWRITEENABLE)}},
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{STATE_RENDER(WINED3D_RS_STENCILPASS), {STATE_RENDER(WINED3D_RS_ZWRITEENABLE)}},
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{STATE_RENDER(WINED3D_RS_STENCILFUNC), {STATE_RENDER(WINED3D_RS_ZWRITEENABLE)}},
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{STATE_RENDER(WINED3D_RS_STENCILREF), {STATE_RENDER(WINED3D_RS_ZWRITEENABLE)}},
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{STATE_RENDER(WINED3D_RS_STENCILMASK), {STATE_RENDER(WINED3D_RS_ZWRITEENABLE)}},
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{STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), {STATE_RENDER(WINED3D_RS_ZWRITEENABLE)}},
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{STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE), {STATE_RENDER(WINED3D_RS_ZWRITEENABLE)}},
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{STATE_RENDER(WINED3D_RS_BACK_STENCILFAIL), {STATE_RENDER(WINED3D_RS_ZWRITEENABLE)}},
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{STATE_RENDER(WINED3D_RS_BACK_STENCILZFAIL), {STATE_RENDER(WINED3D_RS_ZWRITEENABLE)}},
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{STATE_RENDER(WINED3D_RS_BACK_STENCILPASS), {STATE_RENDER(WINED3D_RS_ZWRITEENABLE)}},
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{STATE_RENDER(WINED3D_RS_BACK_STENCILFUNC), {STATE_RENDER(WINED3D_RS_ZWRITEENABLE)}},
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{STATE_RENDER(WINED3D_RS_WRAP0), {STATE_RENDER(WINED3D_RS_WRAP0), state_nop}},
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{STATE_RENDER(WINED3D_RS_WRAP1), {STATE_RENDER(WINED3D_RS_WRAP0)}},
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{STATE_RENDER(WINED3D_RS_WRAP2), {STATE_RENDER(WINED3D_RS_WRAP0)}},
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@ -2818,7 +2818,7 @@ void wined3d_context_gl_apply_blit_state(struct wined3d_context_gl *context_gl,
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context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHATESTENABLE));
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}
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gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
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context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZENABLE));
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context_invalidate_state(context, STATE_DEPTH_STENCIL);
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gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
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gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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context_invalidate_state(context, STATE_BLEND);
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@ -2034,10 +2034,19 @@ static bool wined3d_context_vk_update_graphics_pipeline_key(struct wined3d_conte
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update = true;
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}
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if (wined3d_context_is_graphics_state_dirty(&context_vk->c, STATE_RENDER(WINED3D_RS_ZENABLE))
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if (wined3d_context_is_graphics_state_dirty(&context_vk->c, STATE_DEPTH_STENCIL)
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|| wined3d_context_is_graphics_state_dirty(&context_vk->c, STATE_FRAMEBUFFER))
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{
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key->ds_desc.depthTestEnable = !!state->render_states[WINED3D_RS_ZENABLE];
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const struct wined3d_depth_stencil_state *d = state->depth_stencil_state;
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if (d)
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{
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key->ds_desc.depthTestEnable = d->desc.depth;
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}
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else
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{
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key->ds_desc.depthTestEnable = VK_TRUE;
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}
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key->ds_desc.depthWriteEnable = !!state->render_states[WINED3D_RS_ZWRITEENABLE];
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key->ds_desc.depthCompareOp = vk_compare_op_from_wined3d(state->render_states[WINED3D_RS_ZFUNC]);
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key->ds_desc.stencilTestEnable = state->fb.depth_stencil && state->render_states[WINED3D_RS_STENCILENABLE];
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@ -1226,7 +1226,7 @@ static void wined3d_cs_exec_set_depth_stencil_view(struct wined3d_cs *cs, const
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if (!prev != !op->view)
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{
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/* Swapping NULL / non NULL depth stencil affects the depth and tests */
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device_invalidate_state(device, STATE_RENDER(WINED3D_RS_ZENABLE));
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device_invalidate_state(device, STATE_DEPTH_STENCIL);
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device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILENABLE));
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device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK));
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device_invalidate_state(device, STATE_RASTERIZER);
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@ -3576,10 +3576,10 @@ static void wined3d_device_set_texture(struct wined3d_device *device,
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void CDECL wined3d_device_apply_stateblock(struct wined3d_device *device,
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struct wined3d_stateblock *stateblock)
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{
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BOOL set_blend_state = FALSE, set_depth_stencil_state = FALSE, set_rasterizer_state = FALSE;
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const struct wined3d_stateblock_state *state = &stateblock->stateblock_state;
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const struct wined3d_saved_states *changed = &stateblock->changed;
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const unsigned int word_bit_count = sizeof(DWORD) * CHAR_BIT;
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BOOL set_blend_state = FALSE, set_rasterizer_state = FALSE;
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unsigned int i, j, start, idx;
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struct wined3d_range range;
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uint32_t map;
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@ -3684,6 +3684,10 @@ void CDECL wined3d_device_apply_stateblock(struct wined3d_device *device,
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set_blend_state = TRUE;
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break;
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case WINED3D_RS_ZENABLE:
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set_depth_stencil_state = TRUE;
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break;
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case WINED3D_RS_FILLMODE:
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case WINED3D_RS_CULLMODE:
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case WINED3D_RS_SLOPESCALEDEPTHBIAS:
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@ -3812,6 +3816,46 @@ void CDECL wined3d_device_apply_stateblock(struct wined3d_device *device,
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}
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}
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if (set_depth_stencil_state)
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{
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struct wined3d_depth_stencil_state *depth_stencil_state;
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struct wined3d_depth_stencil_state_desc desc;
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struct wine_rb_entry *entry;
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memset(&desc, 0, sizeof(desc));
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switch (state->rs[WINED3D_RS_ZENABLE])
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{
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case WINED3D_ZB_FALSE:
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desc.depth = FALSE;
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break;
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case WINED3D_ZB_USEW:
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FIXME("W buffer is not well handled.\n");
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case WINED3D_ZB_TRUE:
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desc.depth = TRUE;
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break;
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default:
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FIXME("Unrecognized depth buffer type %#x.\n", state->rs[WINED3D_RS_ZENABLE]);
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}
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if ((entry = wine_rb_get(&device->depth_stencil_states, &desc)))
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{
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depth_stencil_state = WINE_RB_ENTRY_VALUE(entry, struct wined3d_depth_stencil_state, entry);
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wined3d_device_set_depth_stencil_state(device, depth_stencil_state);
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}
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else if (SUCCEEDED(wined3d_depth_stencil_state_create(device, &desc, NULL,
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&wined3d_null_parent_ops, &depth_stencil_state)))
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{
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wined3d_device_set_depth_stencil_state(device, depth_stencil_state);
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if (wine_rb_put(&device->depth_stencil_states, &desc, &depth_stencil_state->entry) == -1)
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{
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ERR("Failed to insert depth/stencil state.\n");
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wined3d_depth_stencil_state_decref(depth_stencil_state);
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}
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}
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}
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for (i = 0; i < ARRAY_SIZE(changed->textureState); ++i)
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{
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map = changed->textureState[i];
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@ -2426,7 +2426,6 @@ static const struct wined3d_state_entry_template misc_state_template_no3d[] =
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{STATE_INDEXBUFFER, {STATE_VDECL}},
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{STATE_RENDER(WINED3D_RS_ANTIALIAS), {STATE_VDECL}},
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{STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE), {STATE_VDECL}},
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{STATE_RENDER(WINED3D_RS_ZENABLE), {STATE_VDECL}},
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{STATE_RENDER(WINED3D_RS_WRAPU), {STATE_VDECL}},
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{STATE_RENDER(WINED3D_RS_WRAPV), {STATE_VDECL}},
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{STATE_RENDER(WINED3D_RS_LINEPATTERN), {STATE_VDECL}},
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@ -291,42 +291,6 @@ static void state_lighting(struct wined3d_context *context, const struct wined3d
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}
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}
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static void state_zenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
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{
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enum wined3d_depth_buffer_type zenable = state->render_states[WINED3D_RS_ZENABLE];
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const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
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/* No z test without depth stencil buffers */
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if (!state->fb.depth_stencil)
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{
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TRACE("No Z buffer - disabling depth test\n");
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zenable = WINED3D_ZB_FALSE;
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}
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switch (zenable)
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{
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case WINED3D_ZB_FALSE:
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gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST);
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checkGLcall("glDisable GL_DEPTH_TEST");
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break;
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case WINED3D_ZB_TRUE:
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gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST);
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checkGLcall("glEnable GL_DEPTH_TEST");
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break;
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case WINED3D_ZB_USEW:
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gl_info->gl_ops.gl.p_glEnable(GL_DEPTH_TEST);
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checkGLcall("glEnable GL_DEPTH_TEST");
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FIXME("W buffer is not well handled\n");
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break;
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default:
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FIXME("Unrecognized depth buffer type %#x.\n", zenable);
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break;
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}
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if (context->last_was_rhw && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
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context_apply_state(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
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}
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static void cullmode(const struct wined3d_rasterizer_state *r, const struct wined3d_gl_info *gl_info)
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{
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enum wined3d_cull mode = r ? r->desc.cull_mode : WINED3D_CULL_BACK;
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@ -4780,7 +4744,6 @@ const struct wined3d_state_entry_template misc_state_template_gl[] =
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{ STATE_INDEXBUFFER, { STATE_INDEXBUFFER, state_nop }, WINED3D_GL_EXT_NONE },
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{ STATE_RENDER(WINED3D_RS_ANTIALIAS), { STATE_RENDER(WINED3D_RS_ANTIALIAS), state_antialias }, WINED3D_GL_EXT_NONE },
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{ STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE), { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE), state_nop }, WINED3D_GL_EXT_NONE },
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{ STATE_RENDER(WINED3D_RS_ZENABLE), { STATE_RENDER(WINED3D_RS_ZENABLE), state_zenable }, WINED3D_GL_EXT_NONE },
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{ STATE_RENDER(WINED3D_RS_WRAPU), { STATE_RENDER(WINED3D_RS_WRAPU), state_wrapu }, WINED3D_GL_EXT_NONE },
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{ STATE_RENDER(WINED3D_RS_WRAPV), { STATE_RENDER(WINED3D_RS_WRAPV), state_wrapv }, WINED3D_GL_EXT_NONE },
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{ STATE_RENDER(WINED3D_RS_LINEPATTERN), { STATE_RENDER(WINED3D_RS_LINEPATTERN), state_linepattern }, WINED3D_GL_LEGACY_CONTEXT },
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@ -5605,7 +5568,7 @@ static void validate_state_table(struct wined3d_state_entry *state_table)
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{
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{ 1, 1},
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{ 3, 3},
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{ 8, 8},
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{ 7, 8},
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{ 17, 22},
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{ 27, 27},
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{ 40, 40},
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@ -5446,8 +5446,8 @@ void get_projection_matrix(const struct wined3d_context *context, const struct w
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float y_offset = flip
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? (center_offset - (2.0f * y) - h) / h
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: (center_offset - (2.0f * y) - h) / -h;
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enum wined3d_depth_buffer_type zenable = state->fb.depth_stencil ?
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state->render_states[WINED3D_RS_ZENABLE] : WINED3D_ZB_FALSE;
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bool zenable = state->fb.depth_stencil ?
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(state->depth_stencil_state ? state->depth_stencil_state->desc.depth : true) : false;
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float z_scale = zenable ? clip_control ? 1.0f : 2.0f : 0.0f;
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float z_offset = zenable ? clip_control ? 0.0f : -1.0f : 0.0f;
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const struct wined3d_matrix projection =
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@ -3643,7 +3643,8 @@ struct wined3d_state
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static inline bool wined3d_state_uses_depth_buffer(const struct wined3d_state *state)
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{
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return state->render_states[WINED3D_RS_ZWRITEENABLE] || state->render_states[WINED3D_RS_ZENABLE];
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return state->render_states[WINED3D_RS_ZWRITEENABLE]
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|| !state->depth_stencil_state || state->depth_stencil_state->desc.depth;
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}
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struct wined3d_dummy_textures
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