From a9e199e5ad76c0540381f25011d6051ace3e7c0a Mon Sep 17 00:00:00 2001 From: Paul Gofman Date: Wed, 8 May 2019 20:28:32 +0300 Subject: [PATCH] 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 Signed-off-by: Henri Verbeet Signed-off-by: Alexandre Julliard --- dlls/d3d9/tests/visual.c | 59 +++++++++++++++++++++------------------- dlls/wined3d/state.c | 2 +- 2 files changed, 32 insertions(+), 29 deletions(-) diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c index 8be58bfc63f..89571a126b3 100644 --- a/dlls/d3d9/tests/visual.c +++ b/dlls/d3d9/tests/visual.c @@ -11052,70 +11052,73 @@ static void stencil_cull_test(void) /* First pass: Fill the stencil buffer with some values... */ hr = IDirect3DDevice9_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_CW); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, 1 /* PrimCount */, indices_cw, D3DFMT_INDEX16, quad1, sizeof(float) * 3); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, 1 /* PrimCount */, indices_ccw, D3DFMT_INDEX16, quad1, sizeof(float) * 3); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TWOSIDEDSTENCILMODE, TRUE); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, 1 /* PrimCount */, indices_cw, D3DFMT_INDEX16, quad2, sizeof(float) * 3); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, 1 /* PrimCount */, indices_ccw, D3DFMT_INDEX16, quad2, sizeof(float) * 3); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_CW); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, 1 /* PrimCount */, indices_cw, D3DFMT_INDEX16, quad3, sizeof(float) * 3); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, 1 /* PrimCount */, indices_ccw, D3DFMT_INDEX16, quad3, sizeof(float) * 3); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_CCW); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, 1 /* PrimCount */, indices_cw, D3DFMT_INDEX16, quad4, sizeof(float) * 3); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, 1 /* PrimCount */, indices_ccw, D3DFMT_INDEX16, quad4, sizeof(float) * 3); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP); - ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILPASS, D3DSTENCILOP_KEEP); - ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP); - ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TWOSIDEDSTENCILMODE, FALSE); - ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE); - ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILFUNC, D3DCMP_EQUAL); - ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILMASK, 0x000000ff); + ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); /* 2nd pass: Make the stencil values visible */ hr = IDirect3DDevice9_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); - ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); for (i = 0; i < 16; ++i) { - hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILREF, i); + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILREF, 0x0000ff00 | i); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); painter[0].diffuse = (i * 16); /* Creates shades of blue */ @@ -11123,13 +11126,13 @@ static void stencil_cull_test(void) painter[2].diffuse = (i * 16); painter[3].diffuse = (i * 16); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, painter, sizeof(painter[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); } hr = IDirect3DDevice9_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILENABLE, FALSE); - ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); color = getPixelColor(device, 160, 420); ok(color == 0x00000030, "CCW triangle, twoside FALSE, cull cw, replace, has color 0x%08x, expected 0x00000030\n", color); @@ -11152,7 +11155,7 @@ static void stencil_cull_test(void) ok(color == 0x00000080, "CW triangle, twoside TRUE, cull cw, culled, has color 0x%08x, expected 0x00000080\n", color); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); - ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); cleanup: refcount = IDirect3DDevice9_Release(device); diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c index 0f35f2afa42..0c3e8457462 100644 --- a/dlls/wined3d/state.c +++ b/dlls/wined3d/state.c @@ -921,8 +921,8 @@ 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; - ref = state->render_states[WINED3D_RS_STENCILREF]; mask = state->render_states[WINED3D_RS_STENCILMASK]; + ref = state->render_states[WINED3D_RS_STENCILREF] & mask; stencilFail = gl_stencil_op(state->render_states[WINED3D_RS_STENCILFAIL]); depthFail = gl_stencil_op(state->render_states[WINED3D_RS_STENCILZFAIL]); stencilPass = gl_stencil_op(state->render_states[WINED3D_RS_STENCILPASS]);