wined3d: Move WINED3DRS_STENCILWRITEMASK to the state table.

This commit is contained in:
Stefan Dösinger 2006-12-08 18:41:05 +01:00 committed by Alexandre Julliard
parent 0d9ae20883
commit 8d7243192a
2 changed files with 7 additions and 9 deletions

View File

@ -3372,15 +3372,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, W
case WINED3DRS_CCW_STENCILZFAIL :
case WINED3DRS_CCW_STENCILPASS :
case WINED3DRS_EDGEANTIALIAS :
StateTable[STATE_RENDER(State)].apply(STATE_RENDER(State), This->stateBlock);
break;
case WINED3DRS_STENCILWRITEMASK :
{
glStencilMask(Value);
TRACE("glStencilMask(%u)\n", Value);
checkGLcall("glStencilMask");
}
StateTable[STATE_RENDER(State)].apply(STATE_RENDER(State), This->stateBlock);
break;
case WINED3DRS_FOGENABLE :

View File

@ -627,6 +627,11 @@ state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock) {
}
}
static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock) {
glStencilMask(stateblock->renderState[WINED3DRS_STENCILWRITEMASK]);
checkGLcall("glStencilMask");
}
const struct StateEntry StateTable[] =
{
/* State name representative, apply function */
@ -689,7 +694,7 @@ const struct StateEntry StateTable[] =
{ /* 56, WINED3DRS_STENCILFUNC */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
{ /* 57, WINED3DRS_STENCILREF */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
{ /* 58, WINED3DRS_STENCILMASK */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
{ /* 59, WINED3DRS_STENCILWRITEMASK */ STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_unknown },
{ /* 59, WINED3DRS_STENCILWRITEMASK */ STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite },
{ /* 60, WINED3DRS_TEXTUREFACTOR */ STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor },
/* A BIG hole. If wanted, 'fixed' states like the vertex type or the bound shaders can be put here */
{ /* 61, Undefined */ 0, state_undefined },