wined3d: Move the stencil read mask 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:
Zebediah Figura 2020-09-25 16:01:24 -05:00 committed by Alexandre Julliard
parent 94becf6fc6
commit 92ca89b4a5
8 changed files with 8 additions and 7 deletions

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@ -761,7 +761,6 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetDepthStencilState(ID3
if (desc->StencilEnable)
{
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_STENCILMASK, desc->StencilReadMask);
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_STENCILWRITEMASK, desc->StencilWriteMask);
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_STENCILREF, stencil_ref);

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@ -797,6 +797,7 @@ HRESULT d3d_depthstencil_state_create(struct d3d_device *device, const D3D11_DEP
wined3d_desc.depth = desc->DepthEnable;
wined3d_desc.depth_write = desc->DepthWriteMask;
wined3d_desc.stencil = desc->StencilEnable;
wined3d_desc.stencil_read_mask = desc->StencilReadMask;
/* We cannot fail after creating a wined3d_depth_stencil_state object. It
* would lead to double free. */

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@ -122,7 +122,6 @@ static const struct wined3d_state_entry_template misc_state_template_vk[] =
{STATE_RENDER(WINED3D_RS_STENCILPASS), {STATE_RENDER(WINED3D_RS_ZFUNC)}},
{STATE_RENDER(WINED3D_RS_STENCILFUNC), {STATE_RENDER(WINED3D_RS_ZFUNC)}},
{STATE_RENDER(WINED3D_RS_STENCILREF), {STATE_RENDER(WINED3D_RS_ZFUNC)}},
{STATE_RENDER(WINED3D_RS_STENCILMASK), {STATE_RENDER(WINED3D_RS_ZFUNC)}},
{STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), {STATE_RENDER(WINED3D_RS_ZFUNC)}},
{STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE), {STATE_RENDER(WINED3D_RS_ZFUNC)}},
{STATE_RENDER(WINED3D_RS_BACK_STENCILFAIL), {STATE_RENDER(WINED3D_RS_ZFUNC)}},

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@ -2051,7 +2051,7 @@ static bool wined3d_context_vk_update_graphics_pipeline_key(struct wined3d_conte
key->ds_desc.front.depthFailOp = vk_stencil_op_from_wined3d(
state->render_states[WINED3D_RS_STENCILZFAIL]);
key->ds_desc.front.compareOp = vk_compare_op_from_wined3d(state->render_states[WINED3D_RS_STENCILFUNC]);
key->ds_desc.front.compareMask = state->render_states[WINED3D_RS_STENCILMASK];
key->ds_desc.front.compareMask = d->desc.stencil_read_mask;
key->ds_desc.front.writeMask = state->render_states[WINED3D_RS_STENCILWRITEMASK];
key->ds_desc.front.reference = state->render_states[WINED3D_RS_STENCILREF]
& ((1 << state->fb.depth_stencil->format->stencil_size) - 1);
@ -2066,7 +2066,7 @@ static bool wined3d_context_vk_update_graphics_pipeline_key(struct wined3d_conte
state->render_states[WINED3D_RS_BACK_STENCILZFAIL]);
key->ds_desc.back.compareOp = vk_compare_op_from_wined3d(
state->render_states[WINED3D_RS_BACK_STENCILFUNC]);
key->ds_desc.back.compareMask = state->render_states[WINED3D_RS_STENCILMASK];
key->ds_desc.back.compareMask = d->desc.stencil_read_mask;
key->ds_desc.back.writeMask = state->render_states[WINED3D_RS_STENCILWRITEMASK];
key->ds_desc.back.reference = state->render_states[WINED3D_RS_STENCILREF]
& ((1 << state->fb.depth_stencil->format->stencil_size) - 1);

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@ -3686,6 +3686,7 @@ void CDECL wined3d_device_apply_stateblock(struct wined3d_device *device,
break;
case WINED3D_RS_STENCILENABLE:
case WINED3D_RS_STENCILMASK:
case WINED3D_RS_ZENABLE:
case WINED3D_RS_ZWRITEENABLE:
set_depth_stencil_state = TRUE;
@ -3843,6 +3844,7 @@ void CDECL wined3d_device_apply_stateblock(struct wined3d_device *device,
}
desc.depth_write = state->rs[WINED3D_RS_ZWRITEENABLE];
desc.stencil = state->rs[WINED3D_RS_STENCILENABLE];
desc.stencil_read_mask = state->rs[WINED3D_RS_STENCILMASK];
if ((entry = wine_rb_get(&device->depth_stencil_states, &desc)))
{

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@ -2448,7 +2448,6 @@ static const struct wined3d_state_entry_template misc_state_template_no3d[] =
{STATE_RENDER(WINED3D_RS_STENCILPASS), {STATE_VDECL}},
{STATE_RENDER(WINED3D_RS_STENCILFUNC), {STATE_VDECL}},
{STATE_RENDER(WINED3D_RS_STENCILREF), {STATE_VDECL}},
{STATE_RENDER(WINED3D_RS_STENCILMASK), {STATE_VDECL}},
{STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), {STATE_VDECL}},
{STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE), {STATE_VDECL}},
{STATE_RENDER(WINED3D_RS_BACK_STENCILFAIL), {STATE_VDECL}},

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@ -1082,7 +1082,7 @@ static void state_stencil(struct wined3d_context *context, const struct wined3d_
func = GL_ALWAYS;
if (!(func_back = wined3d_gl_compare_func(state->render_states[WINED3D_RS_BACK_STENCILFUNC])))
func_back = GL_ALWAYS;
mask = state->render_states[WINED3D_RS_STENCILMASK];
mask = d->desc.stencil_read_mask;
ref = state->render_states[WINED3D_RS_STENCILREF] & ((1 << state->fb.depth_stencil->format->stencil_size) - 1);
stencilFail = gl_stencil_op(state->render_states[WINED3D_RS_STENCILFAIL]);
depthFail = gl_stencil_op(state->render_states[WINED3D_RS_STENCILZFAIL]);
@ -4758,7 +4758,6 @@ const struct wined3d_state_entry_template misc_state_template_gl[] =
{ STATE_RENDER(WINED3D_RS_STENCILPASS), { STATE_DEPTH_STENCIL, NULL }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_STENCILFUNC), { STATE_DEPTH_STENCIL, NULL }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_STENCILREF), { STATE_DEPTH_STENCIL, NULL }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_STENCILMASK), { STATE_DEPTH_STENCIL, NULL }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), state_stencilwrite2s_ext}, EXT_STENCIL_TWO_SIDE },
{ STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), state_stencilwrite }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE), { STATE_DEPTH_STENCIL, NULL }, WINED3D_GL_EXT_NONE },
@ -5565,6 +5564,7 @@ static void validate_state_table(struct wined3d_state_entry *state_table)
{ 42, 45},
{ 47, 47},
{ 52, 52},
{ 58, 58},
{ 61, 127},
{149, 150},
{162, 162},

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@ -2041,6 +2041,7 @@ struct wined3d_depth_stencil_state_desc
BOOL depth;
BOOL depth_write;
BOOL stencil;
unsigned int stencil_read_mask;
};
struct wined3d_rasterizer_state_desc