wined3d: Check for stencil reference change in vulkan backend.
Make stencil reference value dynamic, so it can be updated separately. Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=50380 Signed-off-by: Jan Sikorski <jsikorski@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -1493,6 +1493,7 @@ void wined3d_context_vk_submit_command_buffer(struct wined3d_context_vk *context
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context_invalidate_state(&context_vk->c, STATE_STREAMSRC);
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context_invalidate_state(&context_vk->c, STATE_STREAMSRC);
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context_invalidate_state(&context_vk->c, STATE_INDEXBUFFER);
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context_invalidate_state(&context_vk->c, STATE_INDEXBUFFER);
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context_invalidate_state(&context_vk->c, STATE_BLEND_FACTOR);
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context_invalidate_state(&context_vk->c, STATE_BLEND_FACTOR);
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context_invalidate_state(&context_vk->c, STATE_STENCIL_REF);
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VK_CALL(vkEndCommandBuffer(buffer->vk_command_buffer));
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VK_CALL(vkEndCommandBuffer(buffer->vk_command_buffer));
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@ -1701,6 +1702,7 @@ static void wined3d_context_vk_init_graphics_pipeline_key(struct wined3d_context
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static const VkDynamicState dynamic_states[] =
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static const VkDynamicState dynamic_states[] =
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{
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{
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VK_DYNAMIC_STATE_BLEND_CONSTANTS,
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VK_DYNAMIC_STATE_BLEND_CONSTANTS,
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VK_DYNAMIC_STATE_STENCIL_REFERENCE,
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};
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};
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key = &context_vk->graphics.pipeline_key_vk;
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key = &context_vk->graphics.pipeline_key_vk;
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@ -2076,8 +2078,6 @@ static bool wined3d_context_vk_update_graphics_pipeline_key(struct wined3d_conte
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key->ds_desc.front.compareOp = vk_compare_op_from_wined3d(d->desc.front.func);
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key->ds_desc.front.compareOp = vk_compare_op_from_wined3d(d->desc.front.func);
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key->ds_desc.front.compareMask = d->desc.stencil_read_mask;
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key->ds_desc.front.compareMask = d->desc.stencil_read_mask;
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key->ds_desc.front.writeMask = d->desc.stencil_write_mask;
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key->ds_desc.front.writeMask = d->desc.stencil_write_mask;
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key->ds_desc.front.reference = state->stencil_ref
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& ((1 << state->fb.depth_stencil->format->stencil_size) - 1);
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key->ds_desc.back.failOp = vk_stencil_op_from_wined3d(d->desc.back.fail_op);
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key->ds_desc.back.failOp = vk_stencil_op_from_wined3d(d->desc.back.fail_op);
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key->ds_desc.back.passOp = vk_stencil_op_from_wined3d(d->desc.back.pass_op);
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key->ds_desc.back.passOp = vk_stencil_op_from_wined3d(d->desc.back.pass_op);
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@ -2085,8 +2085,6 @@ static bool wined3d_context_vk_update_graphics_pipeline_key(struct wined3d_conte
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key->ds_desc.back.compareOp = vk_compare_op_from_wined3d(d->desc.back.func);
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key->ds_desc.back.compareOp = vk_compare_op_from_wined3d(d->desc.back.func);
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key->ds_desc.back.compareMask = d->desc.stencil_read_mask;
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key->ds_desc.back.compareMask = d->desc.stencil_read_mask;
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key->ds_desc.back.writeMask = d->desc.stencil_write_mask;
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key->ds_desc.back.writeMask = d->desc.stencil_write_mask;
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key->ds_desc.back.reference = state->stencil_ref
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& ((1 << state->fb.depth_stencil->format->stencil_size) - 1);
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}
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}
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else
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else
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{
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{
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@ -3033,6 +3031,12 @@ VkCommandBuffer wined3d_context_vk_apply_draw_state(struct wined3d_context_vk *c
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VK_PIPELINE_BIND_POINT_GRAPHICS, context_vk->graphics.vk_pipeline));
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VK_PIPELINE_BIND_POINT_GRAPHICS, context_vk->graphics.vk_pipeline));
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}
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}
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if (wined3d_context_is_graphics_state_dirty(&context_vk->c, STATE_STENCIL_REF) && dsv)
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{
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VK_CALL(vkCmdSetStencilReference(vk_command_buffer, VK_STENCIL_FACE_FRONT_AND_BACK,
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state->stencil_ref & ((1 << dsv->format->stencil_size) - 1)));
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}
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if (wined3d_context_is_graphics_state_dirty(&context_vk->c, STATE_STREAMSRC))
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if (wined3d_context_is_graphics_state_dirty(&context_vk->c, STATE_STREAMSRC))
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wined3d_context_vk_bind_vertex_buffers(context_vk, vk_command_buffer, state, vk_info);
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wined3d_context_vk_bind_vertex_buffers(context_vk, vk_command_buffer, state, vk_info);
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