wined3d: Apply stencil mask to stencil reference value.
This is consistent with the docs and confirmed by the test. Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=28196 Signed-off-by: Paul Gofman <gofmanp@gmail.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -11052,70 +11052,73 @@ static void stencil_cull_test(void)
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/* First pass: Fill the stencil buffer with some values... */
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hr = IDirect3DDevice9_BeginScene(device);
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ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_CW);
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ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
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1 /* PrimCount */, indices_cw, D3DFMT_INDEX16, quad1, sizeof(float) * 3);
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ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
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1 /* PrimCount */, indices_ccw, D3DFMT_INDEX16, quad1, sizeof(float) * 3);
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ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TWOSIDEDSTENCILMODE, TRUE);
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ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE);
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ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
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1 /* PrimCount */, indices_cw, D3DFMT_INDEX16, quad2, sizeof(float) * 3);
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ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
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1 /* PrimCount */, indices_ccw, D3DFMT_INDEX16, quad2, sizeof(float) * 3);
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ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_CW);
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ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
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1 /* PrimCount */, indices_cw, D3DFMT_INDEX16, quad3, sizeof(float) * 3);
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ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
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1 /* PrimCount */, indices_ccw, D3DFMT_INDEX16, quad3, sizeof(float) * 3);
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ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_CCW);
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ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
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1 /* PrimCount */, indices_cw, D3DFMT_INDEX16, quad4, sizeof(float) * 3);
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ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
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1 /* PrimCount */, indices_ccw, D3DFMT_INDEX16, quad4, sizeof(float) * 3);
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ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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hr = IDirect3DDevice9_EndScene(device);
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ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILPASS, D3DSTENCILOP_KEEP);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TWOSIDEDSTENCILMODE, FALSE);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILFUNC, D3DCMP_EQUAL);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILMASK, 0x000000ff);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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/* 2nd pass: Make the stencil values visible */
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hr = IDirect3DDevice9_BeginScene(device);
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ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
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ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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for (i = 0; i < 16; ++i)
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{
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILREF, i);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILREF, 0x0000ff00 | i);
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ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
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painter[0].diffuse = (i * 16); /* Creates shades of blue */
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@ -11123,13 +11126,13 @@ static void stencil_cull_test(void)
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painter[2].diffuse = (i * 16);
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painter[3].diffuse = (i * 16);
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hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, painter, sizeof(painter[0]));
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ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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}
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hr = IDirect3DDevice9_EndScene(device);
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ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILENABLE, FALSE);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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color = getPixelColor(device, 160, 420);
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ok(color == 0x00000030, "CCW triangle, twoside FALSE, cull cw, replace, has color 0x%08x, expected 0x00000030\n", color);
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@ -11152,7 +11155,7 @@ static void stencil_cull_test(void)
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ok(color == 0x00000080, "CW triangle, twoside TRUE, cull cw, culled, has color 0x%08x, expected 0x00000080\n", color);
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hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
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ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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cleanup:
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refcount = IDirect3DDevice9_Release(device);
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@ -921,8 +921,8 @@ static void state_stencil(struct wined3d_context *context, const struct wined3d_
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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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func_back = GL_ALWAYS;
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ref = state->render_states[WINED3D_RS_STENCILREF];
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mask = state->render_states[WINED3D_RS_STENCILMASK];
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ref = state->render_states[WINED3D_RS_STENCILREF] & mask;
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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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stencilPass = gl_stencil_op(state->render_states[WINED3D_RS_STENCILPASS]);
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