diff --git a/dlls/d3d11/device.c b/dlls/d3d11/device.c index a8cba49e039..cac72e614e5 100644 --- a/dlls/d3d11/device.c +++ b/dlls/d3d11/device.c @@ -727,7 +727,6 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetBlendState(ID3D11Devi static void set_default_depth_stencil_state(struct wined3d_device *wined3d_device) { wined3d_device_set_render_state(wined3d_device, WINED3D_RS_ZFUNC, WINED3D_CMP_LESS); - wined3d_device_set_render_state(wined3d_device, WINED3D_RS_STENCILENABLE, FALSE); } static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetDepthStencilState(ID3D11DeviceContext1 *iface, @@ -760,7 +759,6 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetDepthStencilState(ID3 if (desc->DepthEnable) wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_ZFUNC, desc->DepthFunc); - wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_STENCILENABLE, desc->StencilEnable); if (desc->StencilEnable) { wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_STENCILMASK, desc->StencilReadMask); diff --git a/dlls/d3d11/state.c b/dlls/d3d11/state.c index d0513543c80..609c5e4c103 100644 --- a/dlls/d3d11/state.c +++ b/dlls/d3d11/state.c @@ -796,6 +796,7 @@ 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; /* We cannot fail after creating a wined3d_depth_stencil_state object. It * would lead to double free. */ diff --git a/dlls/wined3d/adapter_vk.c b/dlls/wined3d/adapter_vk.c index 2045cf181cb..9c9da418406 100644 --- a/dlls/wined3d/adapter_vk.c +++ b/dlls/wined3d/adapter_vk.c @@ -117,7 +117,6 @@ static const struct wined3d_state_entry_template misc_state_template_vk[] = {STATE_RENDER(WINED3D_RS_ANISOTROPY), {STATE_RENDER(WINED3D_RS_ANISOTROPY), state_nop}}, {STATE_RENDER(WINED3D_RS_FLUSHBATCH), {STATE_RENDER(WINED3D_RS_FLUSHBATCH), state_nop}}, {STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT), {STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT), state_nop}}, - {STATE_RENDER(WINED3D_RS_STENCILENABLE), {STATE_RENDER(WINED3D_RS_ZFUNC)}}, {STATE_RENDER(WINED3D_RS_STENCILFAIL), {STATE_RENDER(WINED3D_RS_ZFUNC)}}, {STATE_RENDER(WINED3D_RS_STENCILZFAIL), {STATE_RENDER(WINED3D_RS_ZFUNC)}}, {STATE_RENDER(WINED3D_RS_STENCILPASS), {STATE_RENDER(WINED3D_RS_ZFUNC)}}, diff --git a/dlls/wined3d/context_gl.c b/dlls/wined3d/context_gl.c index 8c247afa02a..73d520e5709 100644 --- a/dlls/wined3d/context_gl.c +++ b/dlls/wined3d/context_gl.c @@ -2817,16 +2817,15 @@ void wined3d_context_gl_apply_blit_state(struct wined3d_context_gl *context_gl, gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST); context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHATESTENABLE)); } - gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST); - context_invalidate_state(context, STATE_DEPTH_STENCIL); gl_info->gl_ops.gl.p_glDisable(GL_BLEND); gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); context_invalidate_state(context, STATE_BLEND); gl_info->gl_ops.gl.p_glDisable(GL_CULL_FACE); gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST); context_invalidate_state(context, STATE_RASTERIZER); + gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST); gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST); - context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILENABLE)); + context_invalidate_state(context, STATE_DEPTH_STENCIL); if (gl_info->supported[ARB_POINT_SPRITE]) { gl_info->gl_ops.gl.p_glDisable(GL_POINT_SPRITE_ARB); diff --git a/dlls/wined3d/context_vk.c b/dlls/wined3d/context_vk.c index 4a646504b3e..6eaee71c54a 100644 --- a/dlls/wined3d/context_vk.c +++ b/dlls/wined3d/context_vk.c @@ -2043,45 +2043,47 @@ static bool wined3d_context_vk_update_graphics_pipeline_key(struct wined3d_conte { key->ds_desc.depthTestEnable = d->desc.depth; key->ds_desc.depthWriteEnable = d->desc.depth_write; + key->ds_desc.stencilTestEnable = state->fb.depth_stencil && d->desc.stencil; + 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; + } + } } else { key->ds_desc.depthTestEnable = VK_TRUE; key->ds_desc.depthWriteEnable = VK_TRUE; + key->ds_desc.stencilTestEnable = VK_FALSE; } 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; } diff --git a/dlls/wined3d/cs.c b/dlls/wined3d/cs.c index 6509887afa9..66a67ce239b 100644 --- a/dlls/wined3d/cs.c +++ b/dlls/wined3d/cs.c @@ -1227,7 +1227,6 @@ static void wined3d_cs_exec_set_depth_stencil_view(struct wined3d_cs *cs, const { /* Swapping NULL / non NULL depth stencil affects the depth and tests */ device_invalidate_state(device, STATE_DEPTH_STENCIL); - device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILENABLE)); device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK)); device_invalidate_state(device, STATE_RASTERIZER); } diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c index 5c94fae0a98..1dcf4fcb93c 100644 --- a/dlls/wined3d/device.c +++ b/dlls/wined3d/device.c @@ -3685,6 +3685,7 @@ void CDECL wined3d_device_apply_stateblock(struct wined3d_device *device, set_blend_state = TRUE; break; + case WINED3D_RS_STENCILENABLE: case WINED3D_RS_ZENABLE: case WINED3D_RS_ZWRITEENABLE: set_depth_stencil_state = TRUE; @@ -3841,6 +3842,7 @@ void CDECL wined3d_device_apply_stateblock(struct wined3d_device *device, FIXME("Unrecognized depth buffer type %#x.\n", state->rs[WINED3D_RS_ZENABLE]); } desc.depth_write = state->rs[WINED3D_RS_ZWRITEENABLE]; + desc.stencil = state->rs[WINED3D_RS_STENCILENABLE]; if ((entry = wine_rb_get(&device->depth_stencil_states, &desc))) { @@ -4360,7 +4362,8 @@ HRESULT CDECL wined3d_device_validate_device(const struct wined3d_device *device } } - if (wined3d_state_uses_depth_buffer(state) || state->render_states[WINED3D_RS_STENCILENABLE]) + if (wined3d_state_uses_depth_buffer(state) + || (state->depth_stencil_state && state->depth_stencil_state->desc.stencil)) { struct wined3d_rendertarget_view *rt = device->state.fb.render_targets[0]; struct wined3d_rendertarget_view *ds = device->state.fb.depth_stencil; diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c index e2317b52099..ed5900fed05 100644 --- a/dlls/wined3d/directx.c +++ b/dlls/wined3d/directx.c @@ -2443,7 +2443,6 @@ static const struct wined3d_state_entry_template misc_state_template_no3d[] = {STATE_RENDER(WINED3D_RS_ANISOTROPY), {STATE_VDECL}}, {STATE_RENDER(WINED3D_RS_FLUSHBATCH), {STATE_VDECL}}, {STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT), {STATE_VDECL}}, - {STATE_RENDER(WINED3D_RS_STENCILENABLE), {STATE_VDECL}}, {STATE_RENDER(WINED3D_RS_STENCILFAIL), {STATE_VDECL}}, {STATE_RENDER(WINED3D_RS_STENCILZFAIL), {STATE_VDECL}}, {STATE_RENDER(WINED3D_RS_STENCILPASS), {STATE_VDECL}}, diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c index 7a9e69f775c..0f88b4a2677 100644 --- a/dlls/wined3d/state.c +++ b/dlls/wined3d/state.c @@ -1053,10 +1053,10 @@ static GLenum gl_stencil_op(enum wined3d_stencil_op op) } } -static void state_stencil(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) +static void state_stencil(struct wined3d_context *context, const struct wined3d_state *state) { const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info; - DWORD onesided_enable; + const struct wined3d_depth_stencil_state *d = state->depth_stencil_state; DWORD twosided_enable; GLint func; GLint func_back; @@ -1070,14 +1070,13 @@ static void state_stencil(struct wined3d_context *context, const struct wined3d_ GLint depthFail_back; /* No stencil test without a stencil buffer. */ - if (!state->fb.depth_stencil) + if (!state->fb.depth_stencil || !d || !d->desc.stencil) { gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST); checkGLcall("glDisable GL_STENCIL_TEST"); return; } - onesided_enable = state->render_states[WINED3D_RS_STENCILENABLE]; twosided_enable = state->render_states[WINED3D_RS_TWOSIDEDSTENCILMODE]; if (!(func = wined3d_gl_compare_func(state->render_states[WINED3D_RS_STENCILFUNC]))) func = GL_ALWAYS; @@ -1092,14 +1091,14 @@ static void state_stencil(struct wined3d_context *context, const struct wined3d_ depthFail_back = gl_stencil_op(state->render_states[WINED3D_RS_BACK_STENCILZFAIL]); stencilPass_back = gl_stencil_op(state->render_states[WINED3D_RS_BACK_STENCILPASS]); - TRACE("(onesided %d, twosided %d, ref %x, mask %x, " + TRACE("(twosided %d, ref %x, mask %x, " "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x " "GL_BACK: func: %x, fail %x, zfail %x, zpass %x)\n", - onesided_enable, twosided_enable, ref, mask, + twosided_enable, ref, mask, func, stencilFail, depthFail, stencilPass, func_back, stencilFail_back, depthFail_back, stencilPass_back); - if (twosided_enable && onesided_enable) + if (twosided_enable) { gl_info->gl_ops.gl.p_glEnable(GL_STENCIL_TEST); checkGLcall("glEnable GL_STENCIL_TEST"); @@ -1139,7 +1138,7 @@ static void state_stencil(struct wined3d_context *context, const struct wined3d_ FIXME("Separate (two sided) stencil not supported on this version of OpenGL. Caps weren't honored?\n"); } } - else if(onesided_enable) + else { if (gl_info->supported[EXT_STENCIL_TWO_SIDE]) { @@ -1157,11 +1156,6 @@ static void state_stencil(struct wined3d_context *context, const struct wined3d_ gl_info->gl_ops.gl.p_glStencilOp(stencilFail, depthFail, stencilPass); checkGLcall("glStencilOp(...)"); } - else - { - gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST); - checkGLcall("glDisable GL_STENCIL_TEST"); - } } static void state_stencilwrite2s_ext(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) @@ -1221,6 +1215,8 @@ static void depth_stencil(struct wined3d_context *context, const struct wined3d_ checkGLcall("glDepthMask(GL_FALSE)"); } + state_stencil(context, state); + if (context->last_was_rhw && !isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION))) context_apply_state(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION)); } @@ -4757,20 +4753,19 @@ const struct wined3d_state_entry_template misc_state_template_gl[] = { STATE_RENDER(WINED3D_RS_ANISOTROPY), { STATE_RENDER(WINED3D_RS_ANISOTROPY), state_anisotropy }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_FLUSHBATCH), { STATE_RENDER(WINED3D_RS_FLUSHBATCH), state_flushbatch }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT),{ STATE_RENDER(WINED3D_RS_TRANSLUCENTSORTINDEPENDENT),state_translucentsi }, WINED3D_GL_EXT_NONE }, - { STATE_RENDER(WINED3D_RS_STENCILENABLE), { STATE_RENDER(WINED3D_RS_STENCILENABLE), state_stencil }, WINED3D_GL_EXT_NONE }, - { STATE_RENDER(WINED3D_RS_STENCILFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE }, - { STATE_RENDER(WINED3D_RS_STENCILZFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE }, - { STATE_RENDER(WINED3D_RS_STENCILPASS), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE }, - { STATE_RENDER(WINED3D_RS_STENCILFUNC), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE }, - { STATE_RENDER(WINED3D_RS_STENCILREF), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE }, - { STATE_RENDER(WINED3D_RS_STENCILMASK), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE }, + { STATE_RENDER(WINED3D_RS_STENCILFAIL), { STATE_DEPTH_STENCIL, NULL }, WINED3D_GL_EXT_NONE }, + { STATE_RENDER(WINED3D_RS_STENCILZFAIL), { STATE_DEPTH_STENCIL, NULL }, WINED3D_GL_EXT_NONE }, + { 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_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE }, - { STATE_RENDER(WINED3D_RS_BACK_STENCILFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE }, - { STATE_RENDER(WINED3D_RS_BACK_STENCILZFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE }, - { STATE_RENDER(WINED3D_RS_BACK_STENCILPASS), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE }, - { STATE_RENDER(WINED3D_RS_BACK_STENCILFUNC), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE }, + { STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE), { STATE_DEPTH_STENCIL, NULL }, WINED3D_GL_EXT_NONE }, + { STATE_RENDER(WINED3D_RS_BACK_STENCILFAIL), { STATE_DEPTH_STENCIL, NULL }, WINED3D_GL_EXT_NONE }, + { STATE_RENDER(WINED3D_RS_BACK_STENCILZFAIL), { STATE_DEPTH_STENCIL, NULL }, WINED3D_GL_EXT_NONE }, + { STATE_RENDER(WINED3D_RS_BACK_STENCILPASS), { STATE_DEPTH_STENCIL, NULL }, WINED3D_GL_EXT_NONE }, + { STATE_RENDER(WINED3D_RS_BACK_STENCILFUNC), { STATE_DEPTH_STENCIL, NULL }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_WRAP0), { STATE_RENDER(WINED3D_RS_WRAP0), state_wrap }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_WRAP1), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_WRAP2), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE }, @@ -5569,6 +5564,7 @@ static void validate_state_table(struct wined3d_state_entry *state_table) { 40, 40}, { 42, 45}, { 47, 47}, + { 52, 52}, { 61, 127}, {149, 150}, {162, 162}, diff --git a/include/wine/wined3d.h b/include/wine/wined3d.h index ef2a7de4580..ad860a1eae2 100644 --- a/include/wine/wined3d.h +++ b/include/wine/wined3d.h @@ -2040,6 +2040,7 @@ struct wined3d_depth_stencil_state_desc { BOOL depth; BOOL depth_write; + BOOL stencil; }; struct wined3d_rasterizer_state_desc