wined3d: Add D3DSTENCILOP to the WINED3D namespace.
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@ -874,9 +874,9 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStat
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IWineD3DDevice_SetRenderState(device, WINED3DRS_ZBIAS, 0);
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IWineD3DDevice_SetRenderState(device, WINED3DRS_RANGEFOGENABLE, FALSE);
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IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILENABLE, FALSE);
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IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFAIL, D3DSTENCILOP_KEEP);
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IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP);
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IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILPASS, D3DSTENCILOP_KEEP);
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IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILFAIL, WINED3DSTENCILOP_KEEP);
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IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILZFAIL, WINED3DSTENCILOP_KEEP);
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IWineD3DDevice_SetRenderState(device, WINED3DRS_STENCILPASS, WINED3DSTENCILOP_KEEP);
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/* Setting stencil func also uses values for stencil ref/mask, so manually set defaults
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* so only a single call performed (and ensure defaults initialized before making that call)
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@ -954,9 +954,9 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_InitStartupStateBlock(IWineD3DStat
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IWineD3DDevice_SetRenderState(device, WINED3DRS_ADAPTIVETESS_W, tmpfloat.d);
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IWineD3DDevice_SetRenderState(device, WINED3DRS_ENABLEADAPTIVETESSELLATION, FALSE);
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IWineD3DDevice_SetRenderState(device, WINED3DRS_TWOSIDEDSTENCILMODE, FALSE);
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IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFAIL, D3DSTENCILOP_KEEP);
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IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILZFAIL, D3DSTENCILOP_KEEP);
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IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILPASS, D3DSTENCILOP_KEEP);
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IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFAIL, WINED3DSTENCILOP_KEEP);
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IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILZFAIL, WINED3DSTENCILOP_KEEP);
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IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILPASS, WINED3DSTENCILOP_KEEP);
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IWineD3DDevice_SetRenderState(device, WINED3DRS_CCW_STENCILFUNC, D3DCMP_ALWAYS);
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IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE1, 0x0000000F);
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IWineD3DDevice_SetRenderState(device, WINED3DRS_COLORWRITEENABLE2, 0x0000000F);
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@ -651,14 +651,14 @@ const char* debug_d3dpool(WINED3DPOOL Pool) {
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*/
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GLenum StencilOp(DWORD op) {
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switch(op) {
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case D3DSTENCILOP_KEEP : return GL_KEEP;
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case D3DSTENCILOP_ZERO : return GL_ZERO;
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case D3DSTENCILOP_REPLACE : return GL_REPLACE;
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case D3DSTENCILOP_INCRSAT : return GL_INCR;
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case D3DSTENCILOP_DECRSAT : return GL_DECR;
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case D3DSTENCILOP_INVERT : return GL_INVERT;
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case D3DSTENCILOP_INCR : return GL_INCR_WRAP_EXT;
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case D3DSTENCILOP_DECR : return GL_DECR_WRAP_EXT;
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case WINED3DSTENCILOP_KEEP : return GL_KEEP;
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case WINED3DSTENCILOP_ZERO : return GL_ZERO;
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case WINED3DSTENCILOP_REPLACE : return GL_REPLACE;
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case WINED3DSTENCILOP_INCRSAT : return GL_INCR;
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case WINED3DSTENCILOP_DECRSAT : return GL_DECR;
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case WINED3DSTENCILOP_INVERT : return GL_INVERT;
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case WINED3DSTENCILOP_INCR : return GL_INCR_WRAP_EXT;
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case WINED3DSTENCILOP_DECR : return GL_DECR_WRAP_EXT;
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default:
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FIXME("Unrecognized stencil op %d\n", op);
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return GL_KEEP;
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@ -521,6 +521,19 @@ typedef enum _WINED3DCULL {
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WINED3DCULL_FORCE_DWORD = 0x7fffffff
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} WINED3DCULL;
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typedef enum _WINED3DSTENCILOP {
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WINED3DSTENCILOP_KEEP = 1,
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WINED3DSTENCILOP_ZERO = 2,
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WINED3DSTENCILOP_REPLACE = 3,
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WINED3DSTENCILOP_INCRSAT = 4,
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WINED3DSTENCILOP_DECRSAT = 5,
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WINED3DSTENCILOP_INVERT = 6,
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WINED3DSTENCILOP_INCR = 7,
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WINED3DSTENCILOP_DECR = 8,
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WINED3DSTENCILOP_FORCE_DWORD = 0x7fffffff
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} WINED3DSTENCILOP;
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typedef struct _WINED3DDISPLAYMODE {
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UINT Width;
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UINT Height;
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