wined3d: Move the stencil function 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>
This commit is contained in:
Zebediah Figura 2020-09-28 21:56:18 -05:00 committed by Alexandre Julliard
parent c4383013aa
commit ba4c2ac03a
8 changed files with 33 additions and 18 deletions

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@ -766,7 +766,6 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetDepthStencilState(ID3
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_STENCILFAIL, front->StencilFailOp); wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_STENCILFAIL, front->StencilFailOp);
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_STENCILZFAIL, front->StencilDepthFailOp); wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_STENCILZFAIL, front->StencilDepthFailOp);
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_STENCILPASS, front->StencilPassOp); wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_STENCILPASS, front->StencilPassOp);
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_STENCILFUNC, front->StencilFunc);
if (front->StencilFailOp != back->StencilFailOp if (front->StencilFailOp != back->StencilFailOp
|| front->StencilDepthFailOp != back->StencilDepthFailOp || front->StencilDepthFailOp != back->StencilDepthFailOp
|| front->StencilPassOp != back->StencilPassOp || front->StencilPassOp != back->StencilPassOp
@ -777,7 +776,6 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetDepthStencilState(ID3
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_BACK_STENCILZFAIL, wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_BACK_STENCILZFAIL,
back->StencilDepthFailOp); back->StencilDepthFailOp);
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_BACK_STENCILPASS, back->StencilPassOp); wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_BACK_STENCILPASS, back->StencilPassOp);
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_BACK_STENCILFUNC, back->StencilFunc);
} }
else else
{ {

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@ -799,6 +799,8 @@ HRESULT d3d_depthstencil_state_create(struct d3d_device *device, const D3D11_DEP
wined3d_desc.stencil = desc->StencilEnable; wined3d_desc.stencil = desc->StencilEnable;
wined3d_desc.stencil_read_mask = desc->StencilReadMask; wined3d_desc.stencil_read_mask = desc->StencilReadMask;
wined3d_desc.stencil_write_mask = desc->StencilWriteMask; wined3d_desc.stencil_write_mask = desc->StencilWriteMask;
wined3d_desc.front.func = desc->FrontFace.StencilFunc;
wined3d_desc.back.func = desc->BackFace.StencilFunc;
/* We cannot fail after creating a wined3d_depth_stencil_state object. It /* We cannot fail after creating a wined3d_depth_stencil_state object. It
* would lead to double free. */ * would lead to double free. */

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@ -120,13 +120,11 @@ static const struct wined3d_state_entry_template misc_state_template_vk[] =
{STATE_RENDER(WINED3D_RS_STENCILFAIL), {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_STENCILZFAIL), {STATE_RENDER(WINED3D_RS_ZFUNC)}},
{STATE_RENDER(WINED3D_RS_STENCILPASS), {STATE_RENDER(WINED3D_RS_ZFUNC)}}, {STATE_RENDER(WINED3D_RS_STENCILPASS), {STATE_RENDER(WINED3D_RS_ZFUNC)}},
{STATE_RENDER(WINED3D_RS_STENCILFUNC), {STATE_RENDER(WINED3D_RS_ZFUNC)}},
{STATE_RENDER(WINED3D_RS_STENCILREF), {STATE_RENDER(WINED3D_RS_ZFUNC)}}, {STATE_RENDER(WINED3D_RS_STENCILREF), {STATE_RENDER(WINED3D_RS_ZFUNC)}},
{STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE), {STATE_RENDER(WINED3D_RS_ZFUNC)}}, {STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE), {STATE_RENDER(WINED3D_RS_ZFUNC)}},
{STATE_RENDER(WINED3D_RS_BACK_STENCILFAIL), {STATE_RENDER(WINED3D_RS_ZFUNC)}}, {STATE_RENDER(WINED3D_RS_BACK_STENCILFAIL), {STATE_RENDER(WINED3D_RS_ZFUNC)}},
{STATE_RENDER(WINED3D_RS_BACK_STENCILZFAIL), {STATE_RENDER(WINED3D_RS_ZFUNC)}}, {STATE_RENDER(WINED3D_RS_BACK_STENCILZFAIL), {STATE_RENDER(WINED3D_RS_ZFUNC)}},
{STATE_RENDER(WINED3D_RS_BACK_STENCILPASS), {STATE_RENDER(WINED3D_RS_ZFUNC)}}, {STATE_RENDER(WINED3D_RS_BACK_STENCILPASS), {STATE_RENDER(WINED3D_RS_ZFUNC)}},
{STATE_RENDER(WINED3D_RS_BACK_STENCILFUNC), {STATE_RENDER(WINED3D_RS_ZFUNC)}},
{STATE_RENDER(WINED3D_RS_WRAP0), {STATE_RENDER(WINED3D_RS_WRAP0), state_nop}}, {STATE_RENDER(WINED3D_RS_WRAP0), {STATE_RENDER(WINED3D_RS_WRAP0), state_nop}},
{STATE_RENDER(WINED3D_RS_WRAP1), {STATE_RENDER(WINED3D_RS_WRAP0)}}, {STATE_RENDER(WINED3D_RS_WRAP1), {STATE_RENDER(WINED3D_RS_WRAP0)}},
{STATE_RENDER(WINED3D_RS_WRAP2), {STATE_RENDER(WINED3D_RS_WRAP0)}}, {STATE_RENDER(WINED3D_RS_WRAP2), {STATE_RENDER(WINED3D_RS_WRAP0)}},

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@ -2050,12 +2050,18 @@ static bool wined3d_context_vk_update_graphics_pipeline_key(struct wined3d_conte
key->ds_desc.front.passOp = vk_stencil_op_from_wined3d(state->render_states[WINED3D_RS_STENCILPASS]); 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( key->ds_desc.front.depthFailOp = vk_stencil_op_from_wined3d(
state->render_states[WINED3D_RS_STENCILZFAIL]); 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.compareOp = vk_compare_op_from_wined3d(d->desc.front.func);
key->ds_desc.front.compareMask = d->desc.stencil_read_mask; key->ds_desc.front.compareMask = d->desc.stencil_read_mask;
key->ds_desc.front.writeMask = d->desc.stencil_write_mask; key->ds_desc.front.writeMask = d->desc.stencil_write_mask;
key->ds_desc.front.reference = state->render_states[WINED3D_RS_STENCILREF] key->ds_desc.front.reference = state->render_states[WINED3D_RS_STENCILREF]
& ((1 << state->fb.depth_stencil->format->stencil_size) - 1); & ((1 << state->fb.depth_stencil->format->stencil_size) - 1);
key->ds_desc.back.compareOp = vk_compare_op_from_wined3d(d->desc.back.func);
key->ds_desc.back.compareMask = d->desc.stencil_read_mask;
key->ds_desc.back.writeMask = d->desc.stencil_write_mask;
key->ds_desc.back.reference = state->render_states[WINED3D_RS_STENCILREF]
& ((1 << state->fb.depth_stencil->format->stencil_size) - 1);
if (state->render_states[WINED3D_RS_TWOSIDEDSTENCILMODE]) if (state->render_states[WINED3D_RS_TWOSIDEDSTENCILMODE])
{ {
key->ds_desc.back.failOp = vk_stencil_op_from_wined3d( key->ds_desc.back.failOp = vk_stencil_op_from_wined3d(
@ -2064,12 +2070,6 @@ static bool wined3d_context_vk_update_graphics_pipeline_key(struct wined3d_conte
state->render_states[WINED3D_RS_BACK_STENCILPASS]); state->render_states[WINED3D_RS_BACK_STENCILPASS]);
key->ds_desc.back.depthFailOp = vk_stencil_op_from_wined3d( key->ds_desc.back.depthFailOp = vk_stencil_op_from_wined3d(
state->render_states[WINED3D_RS_BACK_STENCILZFAIL]); 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 = d->desc.stencil_read_mask;
key->ds_desc.back.writeMask = d->desc.stencil_write_mask;
key->ds_desc.back.reference = state->render_states[WINED3D_RS_STENCILREF]
& ((1 << state->fb.depth_stencil->format->stencil_size) - 1);
} }
else else
{ {

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@ -3685,9 +3685,12 @@ void CDECL wined3d_device_apply_stateblock(struct wined3d_device *device,
set_blend_state = TRUE; set_blend_state = TRUE;
break; break;
case WINED3D_RS_BACK_STENCILFUNC:
case WINED3D_RS_STENCILENABLE: case WINED3D_RS_STENCILENABLE:
case WINED3D_RS_STENCILFUNC:
case WINED3D_RS_STENCILMASK: case WINED3D_RS_STENCILMASK:
case WINED3D_RS_STENCILWRITEMASK: case WINED3D_RS_STENCILWRITEMASK:
case WINED3D_RS_TWOSIDEDSTENCILMODE:
case WINED3D_RS_ZENABLE: case WINED3D_RS_ZENABLE:
case WINED3D_RS_ZWRITEENABLE: case WINED3D_RS_ZWRITEENABLE:
set_depth_stencil_state = TRUE; set_depth_stencil_state = TRUE;
@ -3847,6 +3850,16 @@ void CDECL wined3d_device_apply_stateblock(struct wined3d_device *device,
desc.stencil = state->rs[WINED3D_RS_STENCILENABLE]; desc.stencil = state->rs[WINED3D_RS_STENCILENABLE];
desc.stencil_read_mask = state->rs[WINED3D_RS_STENCILMASK]; desc.stencil_read_mask = state->rs[WINED3D_RS_STENCILMASK];
desc.stencil_write_mask = state->rs[WINED3D_RS_STENCILWRITEMASK]; desc.stencil_write_mask = state->rs[WINED3D_RS_STENCILWRITEMASK];
desc.front.func = state->rs[WINED3D_RS_STENCILFUNC];
if (state->rs[WINED3D_RS_TWOSIDEDSTENCILMODE])
{
desc.back.func = state->rs[WINED3D_RS_BACK_STENCILFUNC];
}
else
{
desc.back = desc.front;
}
if ((entry = wine_rb_get(&device->depth_stencil_states, &desc))) if ((entry = wine_rb_get(&device->depth_stencil_states, &desc)))
{ {

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@ -2446,13 +2446,11 @@ static const struct wined3d_state_entry_template misc_state_template_no3d[] =
{STATE_RENDER(WINED3D_RS_STENCILFAIL), {STATE_VDECL}}, {STATE_RENDER(WINED3D_RS_STENCILFAIL), {STATE_VDECL}},
{STATE_RENDER(WINED3D_RS_STENCILZFAIL), {STATE_VDECL}}, {STATE_RENDER(WINED3D_RS_STENCILZFAIL), {STATE_VDECL}},
{STATE_RENDER(WINED3D_RS_STENCILPASS), {STATE_VDECL}}, {STATE_RENDER(WINED3D_RS_STENCILPASS), {STATE_VDECL}},
{STATE_RENDER(WINED3D_RS_STENCILFUNC), {STATE_VDECL}},
{STATE_RENDER(WINED3D_RS_STENCILREF), {STATE_VDECL}}, {STATE_RENDER(WINED3D_RS_STENCILREF), {STATE_VDECL}},
{STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE), {STATE_VDECL}}, {STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE), {STATE_VDECL}},
{STATE_RENDER(WINED3D_RS_BACK_STENCILFAIL), {STATE_VDECL}}, {STATE_RENDER(WINED3D_RS_BACK_STENCILFAIL), {STATE_VDECL}},
{STATE_RENDER(WINED3D_RS_BACK_STENCILZFAIL), {STATE_VDECL}}, {STATE_RENDER(WINED3D_RS_BACK_STENCILZFAIL), {STATE_VDECL}},
{STATE_RENDER(WINED3D_RS_BACK_STENCILPASS), {STATE_VDECL}}, {STATE_RENDER(WINED3D_RS_BACK_STENCILPASS), {STATE_VDECL}},
{STATE_RENDER(WINED3D_RS_BACK_STENCILFUNC), {STATE_VDECL}},
{STATE_RENDER(WINED3D_RS_WRAP0), {STATE_VDECL}}, {STATE_RENDER(WINED3D_RS_WRAP0), {STATE_VDECL}},
{STATE_RENDER(WINED3D_RS_WRAP1), {STATE_VDECL}}, {STATE_RENDER(WINED3D_RS_WRAP1), {STATE_VDECL}},
{STATE_RENDER(WINED3D_RS_WRAP2), {STATE_VDECL}}, {STATE_RENDER(WINED3D_RS_WRAP2), {STATE_VDECL}},

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@ -1078,9 +1078,9 @@ static void state_stencil(struct wined3d_context *context, const struct wined3d_
} }
twosided_enable = state->render_states[WINED3D_RS_TWOSIDEDSTENCILMODE]; twosided_enable = state->render_states[WINED3D_RS_TWOSIDEDSTENCILMODE];
if (!(func = wined3d_gl_compare_func(state->render_states[WINED3D_RS_STENCILFUNC]))) if (!(func = wined3d_gl_compare_func(d->desc.front.func)))
func = GL_ALWAYS; func = GL_ALWAYS;
if (!(func_back = wined3d_gl_compare_func(state->render_states[WINED3D_RS_BACK_STENCILFUNC]))) if (!(func_back = wined3d_gl_compare_func(d->desc.back.func)))
func_back = GL_ALWAYS; func_back = GL_ALWAYS;
mask = d->desc.stencil_read_mask; mask = d->desc.stencil_read_mask;
ref = state->render_states[WINED3D_RS_STENCILREF] & ((1 << state->fb.depth_stencil->format->stencil_size) - 1); ref = state->render_states[WINED3D_RS_STENCILREF] & ((1 << state->fb.depth_stencil->format->stencil_size) - 1);
@ -4769,13 +4769,11 @@ const struct wined3d_state_entry_template misc_state_template_gl[] =
{ STATE_RENDER(WINED3D_RS_STENCILFAIL), { STATE_DEPTH_STENCIL, 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_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_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_STENCILREF), { STATE_DEPTH_STENCIL, NULL }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE), { STATE_DEPTH_STENCIL, 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_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_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_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_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_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 }, { STATE_RENDER(WINED3D_RS_WRAP2), { STATE_RENDER(WINED3D_RS_WRAP0), NULL }, WINED3D_GL_EXT_NONE },
@ -5575,6 +5573,7 @@ static void validate_state_table(struct wined3d_state_entry *state_table)
{ 42, 45}, { 42, 45},
{ 47, 47}, { 47, 47},
{ 52, 52}, { 52, 52},
{ 56, 56},
{ 58, 59}, { 58, 59},
{ 61, 127}, { 61, 127},
{149, 150}, {149, 150},
@ -5582,7 +5581,7 @@ static void validate_state_table(struct wined3d_state_entry *state_table)
{168, 169}, {168, 169},
{171, 171}, {171, 171},
{174, 177}, {174, 177},
{190, 193}, {189, 193},
{195, 197}, {195, 197},
{206, 209}, {206, 209},
{ 0, 0}, { 0, 0},

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@ -2036,6 +2036,11 @@ struct wined3d_blend_state_desc
} rt[WINED3D_MAX_RENDER_TARGETS]; } rt[WINED3D_MAX_RENDER_TARGETS];
}; };
struct wined3d_stencil_op_desc
{
enum wined3d_cmp_func func;
};
struct wined3d_depth_stencil_state_desc struct wined3d_depth_stencil_state_desc
{ {
BOOL depth; BOOL depth;
@ -2043,6 +2048,8 @@ struct wined3d_depth_stencil_state_desc
BOOL stencil; BOOL stencil;
unsigned int stencil_read_mask; unsigned int stencil_read_mask;
unsigned int stencil_write_mask; unsigned int stencil_write_mask;
struct wined3d_stencil_op_desc front;
struct wined3d_stencil_op_desc back;
}; };
struct wined3d_rasterizer_state_desc struct wined3d_rasterizer_state_desc