wined3d: Implement stencil tests for the Vulkan adapter.

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Henri Verbeet 2020-05-21 23:21:35 +04:30 committed by Alexandre Julliard
parent ce7d1d72f3
commit 939e8d25f9
1 changed files with 63 additions and 1 deletions

View File

@ -218,6 +218,35 @@ static VkPrimitiveTopology vk_topology_from_wined3d(enum wined3d_primitive_type
}
}
static VkStencilOp vk_stencil_op_from_wined3d(enum wined3d_stencil_op op)
{
switch (op)
{
case WINED3D_STENCIL_OP_KEEP:
return VK_STENCIL_OP_KEEP;
case WINED3D_STENCIL_OP_ZERO:
return VK_STENCIL_OP_ZERO;
case WINED3D_STENCIL_OP_REPLACE:
return VK_STENCIL_OP_REPLACE;
case WINED3D_STENCIL_OP_INCR_SAT:
return VK_STENCIL_OP_INCREMENT_AND_CLAMP;
case WINED3D_STENCIL_OP_DECR_SAT:
return VK_STENCIL_OP_DECREMENT_AND_CLAMP;
case WINED3D_STENCIL_OP_INVERT:
return VK_STENCIL_OP_INVERT;
case WINED3D_STENCIL_OP_INCR:
return VK_STENCIL_OP_INCREMENT_AND_WRAP;
case WINED3D_STENCIL_OP_DECR:
return VK_STENCIL_OP_DECREMENT_AND_WRAP;
default:
if (!op)
WARN("Unhandled stencil operation %#x.\n", op);
else
FIXME("Unhandled stencil operation %#x.\n", op);
return VK_STENCIL_OP_KEEP;
}
}
void *wined3d_allocator_chunk_vk_map(struct wined3d_allocator_chunk_vk *chunk_vk,
struct wined3d_context_vk *context_vk)
{
@ -1811,11 +1840,44 @@ static bool wined3d_context_vk_update_graphics_pipeline_key(struct wined3d_conte
update = true;
}
if (wined3d_context_is_graphics_state_dirty(&context_vk->c, STATE_RENDER(WINED3D_RS_ZENABLE)))
if (wined3d_context_is_graphics_state_dirty(&context_vk->c, STATE_RENDER(WINED3D_RS_ZENABLE))
|| wined3d_context_is_graphics_state_dirty(&context_vk->c, STATE_FRAMEBUFFER))
{
key->ds_desc.depthTestEnable = !!state->render_states[WINED3D_RS_ZENABLE];
key->ds_desc.depthWriteEnable = !!state->render_states[WINED3D_RS_ZWRITEENABLE];
key->ds_desc.depthCompareOp = vk_compare_op_from_wined3d(state->render_states[WINED3D_RS_ZFUNC]);
key->ds_desc.stencilTestEnable = state->fb.depth_stencil && state->render_states[WINED3D_RS_STENCILENABLE];
if (key->ds_desc.stencilTestEnable)
{
key->ds_desc.front.failOp = vk_stencil_op_from_wined3d(state->render_states[WINED3D_RS_STENCILFAIL]);
key->ds_desc.front.passOp = vk_stencil_op_from_wined3d(state->render_states[WINED3D_RS_STENCILPASS]);
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.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);
if (state->render_states[WINED3D_RS_TWOSIDEDSTENCILMODE])
{
key->ds_desc.back.failOp = vk_stencil_op_from_wined3d(
state->render_states[WINED3D_RS_BACK_STENCILFAIL]);
key->ds_desc.back.passOp = vk_stencil_op_from_wined3d(
state->render_states[WINED3D_RS_BACK_STENCILPASS]);
key->ds_desc.back.depthFailOp = vk_stencil_op_from_wined3d(
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.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);
}
else
{
key->ds_desc.back = key->ds_desc.front;
}
}
update = true;
}