From c17462800a5372c7a7865d233d92f88ad9227dc4 Mon Sep 17 00:00:00 2001 From: Andrew Wesie Date: Wed, 30 Nov 2016 12:47:35 +0100 Subject: [PATCH] d3d11: Implement two-sided stencil testing. MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Signed-off-by: Józef Kucia Signed-off-by: Henri Verbeet Signed-off-by: Alexandre Julliard --- dlls/d3d11/device.c | 37 ++++++++++++++++++++++++------------- 1 file changed, 24 insertions(+), 13 deletions(-) diff --git a/dlls/d3d11/device.c b/dlls/d3d11/device.c index 16230c55a61..f5065a6e4f9 100644 --- a/dlls/d3d11/device.c +++ b/dlls/d3d11/device.c @@ -752,7 +752,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetDepthStencilState(ID3 ID3D11DepthStencilState *depth_stencil_state, UINT stencil_ref) { struct d3d_device *device = device_from_immediate_ID3D11DeviceContext(iface); - const D3D11_DEPTH_STENCILOP_DESC *stencil_desc; + const D3D11_DEPTH_STENCILOP_DESC *front, *back; const D3D11_DEPTH_STENCIL_DESC *desc; TRACE("iface %p, depth_stencil_state %p, stencil_ref %u.\n", @@ -772,13 +772,8 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetDepthStencilState(ID3 desc = &device->depth_stencil_state->desc; - if (desc->FrontFace.StencilFailOp != desc->BackFace.StencilFailOp - || desc->FrontFace.StencilDepthFailOp != desc->BackFace.StencilDepthFailOp - || desc->FrontFace.StencilPassOp != desc->BackFace.StencilPassOp - || desc->FrontFace.StencilFunc != desc->BackFace.StencilFunc) - FIXME("Two-sided stencil testing not supported.\n"); - - stencil_desc = &desc->FrontFace; + front = &desc->FrontFace; + back = &desc->BackFace; wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_ZENABLE, desc->DepthEnable); if (desc->DepthEnable) @@ -792,12 +787,28 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetDepthStencilState(ID3 { wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_STENCILMASK, desc->StencilReadMask); wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_STENCILWRITEMASK, desc->StencilWriteMask); - wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_STENCILFAIL, stencil_desc->StencilFailOp); - wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_STENCILZFAIL, - stencil_desc->StencilDepthFailOp); - wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_STENCILPASS, stencil_desc->StencilPassOp); - wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_STENCILFUNC, stencil_desc->StencilFunc); wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_STENCILREF, stencil_ref); + + 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_STENCILPASS, front->StencilPassOp); + wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_STENCILFUNC, front->StencilFunc); + if (front->StencilFailOp != back->StencilFailOp + || front->StencilDepthFailOp != back->StencilDepthFailOp + || front->StencilPassOp != back->StencilPassOp + || front->StencilFunc != back->StencilFunc) + { + wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_TWOSIDEDSTENCILMODE, TRUE); + wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_CCW_STENCILFAIL, back->StencilFailOp); + wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_CCW_STENCILZFAIL, + back->StencilDepthFailOp); + wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_CCW_STENCILPASS, back->StencilPassOp); + wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_CCW_STENCILFUNC, back->StencilFunc); + } + else + { + wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_TWOSIDEDSTENCILMODE, FALSE); + } } wined3d_mutex_unlock(); }