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>
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@ -761,7 +761,6 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetDepthStencilState(ID3
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if (desc->StencilEnable)
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if (desc->StencilEnable)
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{
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{
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wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_STENCILMASK, desc->StencilReadMask);
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wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_STENCILWRITEMASK, desc->StencilWriteMask);
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wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_STENCILWRITEMASK, desc->StencilWriteMask);
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wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_STENCILREF, stencil_ref);
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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
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wined3d_desc.depth = desc->DepthEnable;
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wined3d_desc.depth = desc->DepthEnable;
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wined3d_desc.depth_write = desc->DepthWriteMask;
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wined3d_desc.depth_write = desc->DepthWriteMask;
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wined3d_desc.stencil = desc->StencilEnable;
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wined3d_desc.stencil = desc->StencilEnable;
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wined3d_desc.stencil_read_mask = desc->StencilReadMask;
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/* We cannot fail after creating a wined3d_depth_stencil_state object. It
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/* We cannot fail after creating a wined3d_depth_stencil_state object. It
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* would lead to double free. */
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* would lead to double free. */
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@ -122,7 +122,6 @@ static const struct wined3d_state_entry_template misc_state_template_vk[] =
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{STATE_RENDER(WINED3D_RS_STENCILPASS), {STATE_RENDER(WINED3D_RS_ZFUNC)}},
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{STATE_RENDER(WINED3D_RS_STENCILPASS), {STATE_RENDER(WINED3D_RS_ZFUNC)}},
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{STATE_RENDER(WINED3D_RS_STENCILFUNC), {STATE_RENDER(WINED3D_RS_ZFUNC)}},
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{STATE_RENDER(WINED3D_RS_STENCILFUNC), {STATE_RENDER(WINED3D_RS_ZFUNC)}},
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{STATE_RENDER(WINED3D_RS_STENCILREF), {STATE_RENDER(WINED3D_RS_ZFUNC)}},
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{STATE_RENDER(WINED3D_RS_STENCILREF), {STATE_RENDER(WINED3D_RS_ZFUNC)}},
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{STATE_RENDER(WINED3D_RS_STENCILMASK), {STATE_RENDER(WINED3D_RS_ZFUNC)}},
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{STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), {STATE_RENDER(WINED3D_RS_ZFUNC)}},
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{STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), {STATE_RENDER(WINED3D_RS_ZFUNC)}},
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{STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE), {STATE_RENDER(WINED3D_RS_ZFUNC)}},
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{STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE), {STATE_RENDER(WINED3D_RS_ZFUNC)}},
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{STATE_RENDER(WINED3D_RS_BACK_STENCILFAIL), {STATE_RENDER(WINED3D_RS_ZFUNC)}},
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{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
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key->ds_desc.front.depthFailOp = vk_stencil_op_from_wined3d(
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key->ds_desc.front.depthFailOp = vk_stencil_op_from_wined3d(
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state->render_states[WINED3D_RS_STENCILZFAIL]);
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state->render_states[WINED3D_RS_STENCILZFAIL]);
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key->ds_desc.front.compareOp = vk_compare_op_from_wined3d(state->render_states[WINED3D_RS_STENCILFUNC]);
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key->ds_desc.front.compareOp = vk_compare_op_from_wined3d(state->render_states[WINED3D_RS_STENCILFUNC]);
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key->ds_desc.front.compareMask = state->render_states[WINED3D_RS_STENCILMASK];
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key->ds_desc.front.compareMask = d->desc.stencil_read_mask;
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key->ds_desc.front.writeMask = state->render_states[WINED3D_RS_STENCILWRITEMASK];
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key->ds_desc.front.writeMask = state->render_states[WINED3D_RS_STENCILWRITEMASK];
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key->ds_desc.front.reference = state->render_states[WINED3D_RS_STENCILREF]
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key->ds_desc.front.reference = state->render_states[WINED3D_RS_STENCILREF]
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& ((1 << state->fb.depth_stencil->format->stencil_size) - 1);
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& ((1 << state->fb.depth_stencil->format->stencil_size) - 1);
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@ -2066,7 +2066,7 @@ static bool wined3d_context_vk_update_graphics_pipeline_key(struct wined3d_conte
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state->render_states[WINED3D_RS_BACK_STENCILZFAIL]);
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state->render_states[WINED3D_RS_BACK_STENCILZFAIL]);
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key->ds_desc.back.compareOp = vk_compare_op_from_wined3d(
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key->ds_desc.back.compareOp = vk_compare_op_from_wined3d(
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state->render_states[WINED3D_RS_BACK_STENCILFUNC]);
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state->render_states[WINED3D_RS_BACK_STENCILFUNC]);
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key->ds_desc.back.compareMask = state->render_states[WINED3D_RS_STENCILMASK];
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key->ds_desc.back.compareMask = d->desc.stencil_read_mask;
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key->ds_desc.back.writeMask = state->render_states[WINED3D_RS_STENCILWRITEMASK];
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key->ds_desc.back.writeMask = state->render_states[WINED3D_RS_STENCILWRITEMASK];
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key->ds_desc.back.reference = state->render_states[WINED3D_RS_STENCILREF]
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key->ds_desc.back.reference = state->render_states[WINED3D_RS_STENCILREF]
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& ((1 << state->fb.depth_stencil->format->stencil_size) - 1);
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& ((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,
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break;
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break;
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case WINED3D_RS_STENCILENABLE:
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case WINED3D_RS_STENCILENABLE:
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case WINED3D_RS_STENCILMASK:
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case WINED3D_RS_ZENABLE:
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case WINED3D_RS_ZENABLE:
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case WINED3D_RS_ZWRITEENABLE:
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case WINED3D_RS_ZWRITEENABLE:
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set_depth_stencil_state = TRUE;
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set_depth_stencil_state = TRUE;
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@ -3843,6 +3844,7 @@ void CDECL wined3d_device_apply_stateblock(struct wined3d_device *device,
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}
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}
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desc.depth_write = state->rs[WINED3D_RS_ZWRITEENABLE];
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desc.depth_write = state->rs[WINED3D_RS_ZWRITEENABLE];
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desc.stencil = state->rs[WINED3D_RS_STENCILENABLE];
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desc.stencil = state->rs[WINED3D_RS_STENCILENABLE];
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desc.stencil_read_mask = state->rs[WINED3D_RS_STENCILMASK];
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if ((entry = wine_rb_get(&device->depth_stencil_states, &desc)))
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if ((entry = wine_rb_get(&device->depth_stencil_states, &desc)))
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{
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{
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@ -2448,7 +2448,6 @@ static const struct wined3d_state_entry_template misc_state_template_no3d[] =
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{STATE_RENDER(WINED3D_RS_STENCILPASS), {STATE_VDECL}},
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{STATE_RENDER(WINED3D_RS_STENCILPASS), {STATE_VDECL}},
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{STATE_RENDER(WINED3D_RS_STENCILFUNC), {STATE_VDECL}},
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{STATE_RENDER(WINED3D_RS_STENCILFUNC), {STATE_VDECL}},
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{STATE_RENDER(WINED3D_RS_STENCILREF), {STATE_VDECL}},
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{STATE_RENDER(WINED3D_RS_STENCILREF), {STATE_VDECL}},
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{STATE_RENDER(WINED3D_RS_STENCILMASK), {STATE_VDECL}},
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{STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), {STATE_VDECL}},
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{STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), {STATE_VDECL}},
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{STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE), {STATE_VDECL}},
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{STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE), {STATE_VDECL}},
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{STATE_RENDER(WINED3D_RS_BACK_STENCILFAIL), {STATE_VDECL}},
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{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_
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func = GL_ALWAYS;
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func = GL_ALWAYS;
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if (!(func_back = wined3d_gl_compare_func(state->render_states[WINED3D_RS_BACK_STENCILFUNC])))
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if (!(func_back = wined3d_gl_compare_func(state->render_states[WINED3D_RS_BACK_STENCILFUNC])))
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func_back = GL_ALWAYS;
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func_back = GL_ALWAYS;
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mask = state->render_states[WINED3D_RS_STENCILMASK];
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mask = d->desc.stencil_read_mask;
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ref = state->render_states[WINED3D_RS_STENCILREF] & ((1 << state->fb.depth_stencil->format->stencil_size) - 1);
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ref = state->render_states[WINED3D_RS_STENCILREF] & ((1 << state->fb.depth_stencil->format->stencil_size) - 1);
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stencilFail = gl_stencil_op(state->render_states[WINED3D_RS_STENCILFAIL]);
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stencilFail = gl_stencil_op(state->render_states[WINED3D_RS_STENCILFAIL]);
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depthFail = gl_stencil_op(state->render_states[WINED3D_RS_STENCILZFAIL]);
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depthFail = gl_stencil_op(state->render_states[WINED3D_RS_STENCILZFAIL]);
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@ -4758,7 +4758,6 @@ const struct wined3d_state_entry_template misc_state_template_gl[] =
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{ STATE_RENDER(WINED3D_RS_STENCILPASS), { STATE_DEPTH_STENCIL, NULL }, WINED3D_GL_EXT_NONE },
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{ STATE_RENDER(WINED3D_RS_STENCILPASS), { STATE_DEPTH_STENCIL, NULL }, WINED3D_GL_EXT_NONE },
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{ STATE_RENDER(WINED3D_RS_STENCILFUNC), { STATE_DEPTH_STENCIL, NULL }, WINED3D_GL_EXT_NONE },
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{ STATE_RENDER(WINED3D_RS_STENCILFUNC), { STATE_DEPTH_STENCIL, NULL }, WINED3D_GL_EXT_NONE },
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{ STATE_RENDER(WINED3D_RS_STENCILREF), { STATE_DEPTH_STENCIL, NULL }, WINED3D_GL_EXT_NONE },
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{ STATE_RENDER(WINED3D_RS_STENCILREF), { STATE_DEPTH_STENCIL, NULL }, WINED3D_GL_EXT_NONE },
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{ STATE_RENDER(WINED3D_RS_STENCILMASK), { STATE_DEPTH_STENCIL, NULL }, WINED3D_GL_EXT_NONE },
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{ STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), state_stencilwrite2s_ext}, EXT_STENCIL_TWO_SIDE },
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{ STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), state_stencilwrite2s_ext}, EXT_STENCIL_TWO_SIDE },
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{ STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), state_stencilwrite }, WINED3D_GL_EXT_NONE },
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{ STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), state_stencilwrite }, WINED3D_GL_EXT_NONE },
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{ STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE), { STATE_DEPTH_STENCIL, NULL }, WINED3D_GL_EXT_NONE },
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{ STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE), { STATE_DEPTH_STENCIL, NULL }, WINED3D_GL_EXT_NONE },
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@ -5565,6 +5564,7 @@ static void validate_state_table(struct wined3d_state_entry *state_table)
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{ 42, 45},
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{ 42, 45},
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{ 47, 47},
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{ 47, 47},
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{ 52, 52},
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{ 52, 52},
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{ 58, 58},
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{ 61, 127},
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{ 61, 127},
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{149, 150},
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{149, 150},
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{162, 162},
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{162, 162},
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@ -2041,6 +2041,7 @@ struct wined3d_depth_stencil_state_desc
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BOOL depth;
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BOOL depth;
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BOOL depth_write;
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BOOL depth_write;
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BOOL stencil;
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BOOL stencil;
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unsigned int stencil_read_mask;
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};
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};
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struct wined3d_rasterizer_state_desc
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struct wined3d_rasterizer_state_desc
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