wined3d: Move WINED3DRS_STENCILWRITEMASK to the state table.
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0d9ae20883
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@ -3372,15 +3372,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, W
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case WINED3DRS_CCW_STENCILZFAIL :
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case WINED3DRS_CCW_STENCILPASS :
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case WINED3DRS_EDGEANTIALIAS :
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StateTable[STATE_RENDER(State)].apply(STATE_RENDER(State), This->stateBlock);
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break;
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case WINED3DRS_STENCILWRITEMASK :
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{
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glStencilMask(Value);
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TRACE("glStencilMask(%u)\n", Value);
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checkGLcall("glStencilMask");
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}
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StateTable[STATE_RENDER(State)].apply(STATE_RENDER(State), This->stateBlock);
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break;
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case WINED3DRS_FOGENABLE :
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@ -627,6 +627,11 @@ state_stencil(DWORD state, IWineD3DStateBlockImpl *stateblock) {
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}
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}
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static void state_stencilwrite(DWORD state, IWineD3DStateBlockImpl *stateblock) {
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glStencilMask(stateblock->renderState[WINED3DRS_STENCILWRITEMASK]);
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checkGLcall("glStencilMask");
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}
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const struct StateEntry StateTable[] =
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{
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/* State name representative, apply function */
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@ -689,7 +694,7 @@ const struct StateEntry StateTable[] =
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{ /* 56, WINED3DRS_STENCILFUNC */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
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{ /* 57, WINED3DRS_STENCILREF */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
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{ /* 58, WINED3DRS_STENCILMASK */ STATE_RENDER(WINED3DRS_STENCILENABLE), state_stencil },
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{ /* 59, WINED3DRS_STENCILWRITEMASK */ STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_unknown },
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{ /* 59, WINED3DRS_STENCILWRITEMASK */ STATE_RENDER(WINED3DRS_STENCILWRITEMASK), state_stencilwrite },
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{ /* 60, WINED3DRS_TEXTUREFACTOR */ STATE_RENDER(WINED3DRS_TEXTUREFACTOR), state_texfactor },
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/* A BIG hole. If wanted, 'fixed' states like the vertex type or the bound shaders can be put here */
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{ /* 61, Undefined */ 0, state_undefined },
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