From f3aceef72559d9655e58779f1131b643e994e493 Mon Sep 17 00:00:00 2001 From: Jan Sikorski Date: Wed, 3 Feb 2021 14:12:47 +0100 Subject: [PATCH] wined3d: Store stencil reference value in wined3d_state. Signed-off-by: Jan Sikorski Signed-off-by: Henri Verbeet Signed-off-by: Alexandre Julliard --- dlls/d3d11/d3d11_private.h | 2 -- dlls/d3d11/device.c | 15 +++------------ dlls/wined3d/adapter_vk.c | 2 +- dlls/wined3d/context_vk.c | 4 ++-- dlls/wined3d/cs.c | 16 ++++++++++++---- dlls/wined3d/device.c | 25 +++++++++++++++++-------- dlls/wined3d/directx.c | 2 +- dlls/wined3d/state.c | 8 ++++---- dlls/wined3d/wined3d_private.h | 8 ++++++-- include/wine/wined3d.h | 4 ++-- 10 files changed, 48 insertions(+), 38 deletions(-) diff --git a/dlls/d3d11/d3d11_private.h b/dlls/d3d11/d3d11_private.h index 7fef636b883..cdae1104efa 100644 --- a/dlls/d3d11/d3d11_private.h +++ b/dlls/d3d11/d3d11_private.h @@ -583,8 +583,6 @@ struct d3d_device struct wine_rb_tree depthstencil_states; struct wine_rb_tree rasterizer_states; struct wine_rb_tree sampler_states; - - UINT stencil_ref; }; static inline struct d3d_device *impl_from_ID3D11Device(ID3D11Device *iface) diff --git a/dlls/d3d11/device.c b/dlls/d3d11/device.c index d24ec0ef0ba..a7e1999c07a 100644 --- a/dlls/d3d11/device.c +++ b/dlls/d3d11/device.c @@ -881,27 +881,19 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetDepthStencilState(ID3 { struct d3d_device *device = device_from_immediate_ID3D11DeviceContext1(iface); struct d3d_depthstencil_state *state_impl; - const D3D11_DEPTH_STENCIL_DESC *desc; TRACE("iface %p, depth_stencil_state %p, stencil_ref %u.\n", iface, depth_stencil_state, stencil_ref); wined3d_mutex_lock(); - device->stencil_ref = stencil_ref; if (!(state_impl = unsafe_impl_from_ID3D11DepthStencilState(depth_stencil_state))) { - wined3d_device_set_depth_stencil_state(device->wined3d_device, NULL); + wined3d_device_set_depth_stencil_state(device->wined3d_device, NULL, stencil_ref); wined3d_mutex_unlock(); return; } - wined3d_device_set_depth_stencil_state(device->wined3d_device, state_impl->wined3d_state); - desc = &state_impl->desc; - - if (desc->StencilEnable) - { - wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_STENCILREF, stencil_ref); - } + wined3d_device_set_depth_stencil_state(device->wined3d_device, state_impl->wined3d_state, stencil_ref); wined3d_mutex_unlock(); } @@ -2022,7 +2014,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_OMGetDepthStencilState(ID3 iface, depth_stencil_state, stencil_ref); wined3d_mutex_lock(); - if ((wined3d_state = wined3d_device_get_depth_stencil_state(device->wined3d_device))) + if ((wined3d_state = wined3d_device_get_depth_stencil_state(device->wined3d_device, stencil_ref))) { state_impl = wined3d_depth_stencil_state_get_parent(wined3d_state); ID3D11DepthStencilState_AddRef(*depth_stencil_state = &state_impl->ID3D11DepthStencilState_iface); @@ -2031,7 +2023,6 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_OMGetDepthStencilState(ID3 { *depth_stencil_state = NULL; } - *stencil_ref = device->stencil_ref; wined3d_mutex_unlock(); } diff --git a/dlls/wined3d/adapter_vk.c b/dlls/wined3d/adapter_vk.c index d2ac652ab62..62032fb74c5 100644 --- a/dlls/wined3d/adapter_vk.c +++ b/dlls/wined3d/adapter_vk.c @@ -43,6 +43,7 @@ static const struct wined3d_state_entry_template misc_state_template_vk[] = {STATE_STREAMSRC, {STATE_STREAMSRC, state_nop}}, {STATE_VDECL, {STATE_VDECL, state_nop}}, {STATE_DEPTH_STENCIL, {STATE_DEPTH_STENCIL, state_nop}}, + {STATE_STENCIL_REF, {STATE_STENCIL_REF, state_nop}}, {STATE_RASTERIZER, {STATE_RASTERIZER, state_nop}}, {STATE_SCISSORRECT, {STATE_SCISSORRECT, state_nop}}, {STATE_POINTSPRITECOORDORIGIN, {STATE_POINTSPRITECOORDORIGIN, state_nop}}, @@ -116,7 +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_STENCILREF), {STATE_RENDER(WINED3D_RS_STENCILREF), 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_WRAP2), {STATE_RENDER(WINED3D_RS_WRAP0)}}, diff --git a/dlls/wined3d/context_vk.c b/dlls/wined3d/context_vk.c index 841b3d742c6..55127e44a00 100644 --- a/dlls/wined3d/context_vk.c +++ b/dlls/wined3d/context_vk.c @@ -2076,7 +2076,7 @@ static bool wined3d_context_vk_update_graphics_pipeline_key(struct wined3d_conte 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.writeMask = d->desc.stencil_write_mask; - key->ds_desc.front.reference = state->render_states[WINED3D_RS_STENCILREF] + key->ds_desc.front.reference = state->stencil_ref & ((1 << state->fb.depth_stencil->format->stencil_size) - 1); key->ds_desc.back.failOp = vk_stencil_op_from_wined3d(d->desc.back.fail_op); @@ -2085,7 +2085,7 @@ static bool wined3d_context_vk_update_graphics_pipeline_key(struct wined3d_conte 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] + key->ds_desc.back.reference = state->stencil_ref & ((1 << state->fb.depth_stencil->format->stencil_size) - 1); } else diff --git a/dlls/wined3d/cs.c b/dlls/wined3d/cs.c index 56df760145a..1dfc881905b 100644 --- a/dlls/wined3d/cs.c +++ b/dlls/wined3d/cs.c @@ -275,6 +275,7 @@ struct wined3d_cs_set_depth_stencil_state { enum wined3d_cs_op opcode; struct wined3d_depth_stencil_state *state; + unsigned int stencil_ref; }; struct wined3d_cs_set_rasterizer_state @@ -1235,7 +1236,7 @@ static void wined3d_cs_exec_set_depth_stencil_view(struct wined3d_cs *cs, const if (prev->format->depth_bias_scale != op->view->format->depth_bias_scale) device_invalidate_state(device, STATE_RASTERIZER); if (prev->format->stencil_size != op->view->format->stencil_size) - device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILREF)); + device_invalidate_state(device, STATE_STENCIL_REF); } device_invalidate_state(device, STATE_FRAMEBUFFER); @@ -1665,19 +1666,26 @@ void wined3d_cs_emit_set_blend_state(struct wined3d_cs *cs, struct wined3d_blend static void wined3d_cs_exec_set_depth_stencil_state(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_set_depth_stencil_state *op = data; + struct wined3d_state *state = &cs->state; - cs->state.depth_stencil_state = op->state; - device_invalidate_state(cs->device, STATE_DEPTH_STENCIL); + if (state->depth_stencil_state != op->state) + { + state->depth_stencil_state = op->state; + device_invalidate_state(cs->device, STATE_DEPTH_STENCIL); + } + state->stencil_ref = op->stencil_ref; + device_invalidate_state(cs->device, STATE_STENCIL_REF); } void wined3d_cs_emit_set_depth_stencil_state(struct wined3d_cs *cs, - struct wined3d_depth_stencil_state *state) + struct wined3d_depth_stencil_state *state, unsigned int stencil_ref) { struct wined3d_cs_set_depth_stencil_state *op; op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT); op->opcode = WINED3D_CS_OP_SET_DEPTH_STENCIL_STATE; op->state = state; + op->stencil_ref = stencil_ref; wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT); } diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c index 3c16a3c691e..feaef2ef18f 100644 --- a/dlls/wined3d/device.c +++ b/dlls/wined3d/device.c @@ -1774,28 +1774,30 @@ struct wined3d_blend_state * CDECL wined3d_device_get_blend_state(const struct w } void CDECL wined3d_device_set_depth_stencil_state(struct wined3d_device *device, - struct wined3d_depth_stencil_state *state) + struct wined3d_depth_stencil_state *state, unsigned int stencil_ref) { struct wined3d_depth_stencil_state *prev; - TRACE("device %p, state %p.\n", device, state); + TRACE("device %p, state %p, stencil_ref %u.\n", device, state, stencil_ref); prev = device->state.depth_stencil_state; - if (prev == state) + if (prev == state && device->state.stencil_ref == stencil_ref) return; if (state) wined3d_depth_stencil_state_incref(state); device->state.depth_stencil_state = state; - wined3d_cs_emit_set_depth_stencil_state(device->cs, state); + device->state.stencil_ref = stencil_ref; + wined3d_cs_emit_set_depth_stencil_state(device->cs, state, stencil_ref); if (prev) wined3d_depth_stencil_state_decref(prev); } -struct wined3d_depth_stencil_state * CDECL wined3d_device_get_depth_stencil_state(const struct wined3d_device *device) +struct wined3d_depth_stencil_state * CDECL wined3d_device_get_depth_stencil_state(const struct wined3d_device *device, unsigned int *stencil_ref) { - TRACE("device %p.\n", device); + TRACE("device %p, stencil_ref %p.\n", device, stencil_ref); + *stencil_ref = device->state.stencil_ref; return device->state.depth_stencil_state; } @@ -3704,6 +3706,7 @@ void CDECL wined3d_device_apply_stateblock(struct wined3d_device *device, case WINED3D_RS_STENCILENABLE: case WINED3D_RS_STENCILFAIL: case WINED3D_RS_STENCILFUNC: + case WINED3D_RS_STENCILREF: case WINED3D_RS_STENCILMASK: case WINED3D_RS_STENCILPASS: case WINED3D_RS_STENCILWRITEMASK: @@ -3848,6 +3851,7 @@ void CDECL wined3d_device_apply_stateblock(struct wined3d_device *device, struct wined3d_depth_stencil_state *depth_stencil_state; struct wined3d_depth_stencil_state_desc desc; struct wine_rb_entry *entry; + unsigned int stencil_ref; memset(&desc, 0, sizeof(desc)); switch (state->rs[WINED3D_RS_ZENABLE]) @@ -3887,15 +3891,20 @@ void CDECL wined3d_device_apply_stateblock(struct wined3d_device *device, desc.back = desc.front; } + if (wined3d_bitmap_is_set(changed->renderState, WINED3D_RS_STENCILREF)) + stencil_ref = state->rs[WINED3D_RS_STENCILREF]; + else + wined3d_device_get_depth_stencil_state(device, &stencil_ref); + if ((entry = wine_rb_get(&device->depth_stencil_states, &desc))) { depth_stencil_state = WINE_RB_ENTRY_VALUE(entry, struct wined3d_depth_stencil_state, entry); - wined3d_device_set_depth_stencil_state(device, depth_stencil_state); + wined3d_device_set_depth_stencil_state(device, depth_stencil_state, stencil_ref); } else if (SUCCEEDED(wined3d_depth_stencil_state_create(device, &desc, NULL, &wined3d_null_parent_ops, &depth_stencil_state))) { - wined3d_device_set_depth_stencil_state(device, depth_stencil_state); + wined3d_device_set_depth_stencil_state(device, depth_stencil_state, stencil_ref); if (wine_rb_put(&device->depth_stencil_states, &desc, &depth_stencil_state->entry) == -1) { ERR("Failed to insert depth/stencil state.\n"); diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c index 040a9f81083..f72fd3e3ae3 100644 --- a/dlls/wined3d/directx.c +++ b/dlls/wined3d/directx.c @@ -2469,6 +2469,7 @@ static const struct wined3d_state_entry_template misc_state_template_no3d[] = {STATE_BLEND_FACTOR, {STATE_VDECL}}, {STATE_SAMPLE_MASK, {STATE_VDECL}}, {STATE_DEPTH_STENCIL, {STATE_VDECL}}, + {STATE_STENCIL_REF, {STATE_VDECL}}, {STATE_STREAMSRC, {STATE_VDECL}}, {STATE_VDECL, {STATE_VDECL, state_nop}}, {STATE_RASTERIZER, {STATE_VDECL}}, @@ -2545,7 +2546,6 @@ 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_STENCILREF), {STATE_VDECL}}, {STATE_RENDER(WINED3D_RS_WRAP0), {STATE_VDECL}}, {STATE_RENDER(WINED3D_RS_WRAP1), {STATE_VDECL}}, {STATE_RENDER(WINED3D_RS_WRAP2), {STATE_VDECL}}, diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c index e40c23daf03..f454a7a3801 100644 --- a/dlls/wined3d/state.c +++ b/dlls/wined3d/state.c @@ -1070,7 +1070,7 @@ static void state_stencil(struct wined3d_context *context, const struct wined3d_ if (!(func_back = wined3d_gl_compare_func(d->desc.back.func))) func_back = GL_ALWAYS; mask = d->desc.stencil_read_mask; - ref = state->render_states[WINED3D_RS_STENCILREF] & ((1 << state->fb.depth_stencil->format->stencil_size) - 1); + ref = state->stencil_ref & ((1 << state->fb.depth_stencil->format->stencil_size) - 1); stencilFail = gl_stencil_op(d->desc.front.fail_op); depthFail = gl_stencil_op(d->desc.front.depth_fail_op); stencilPass = gl_stencil_op(d->desc.front.pass_op); @@ -4691,6 +4691,7 @@ const struct wined3d_state_entry_template misc_state_template_gl[] = { STATE_SAMPLE_MASK, { STATE_SAMPLE_MASK, state_sample_mask_w }, WINED3D_GL_EXT_NONE }, { STATE_DEPTH_STENCIL, { STATE_DEPTH_STENCIL, depth_stencil_2s }, EXT_STENCIL_TWO_SIDE }, { STATE_DEPTH_STENCIL, { STATE_DEPTH_STENCIL, depth_stencil }, WINED3D_GL_EXT_NONE }, + { STATE_STENCIL_REF, { STATE_DEPTH_STENCIL, NULL }, WINED3D_GL_EXT_NONE }, { STATE_STREAMSRC, { STATE_STREAMSRC, streamsrc }, WINED3D_GL_EXT_NONE }, { STATE_VDECL, { STATE_VDECL, vdecl_miscpart }, WINED3D_GL_EXT_NONE }, { STATE_RASTERIZER, { STATE_RASTERIZER, rasterizer_cc }, ARB_CLIP_CONTROL }, @@ -4775,7 +4776,6 @@ 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_STENCILREF), { 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 }, @@ -5574,8 +5574,7 @@ static void validate_state_table(struct wined3d_state_entry *state_table) { 40, 40}, { 42, 45}, { 47, 47}, - { 52, 56}, - { 58, 59}, + { 52, 59}, { 61, 127}, {149, 150}, {162, 162}, @@ -5621,6 +5620,7 @@ static void validate_state_table(struct wined3d_state_entry *state_table) STATE_BLEND, STATE_BLEND_FACTOR, STATE_DEPTH_STENCIL, + STATE_STENCIL_REF, }; unsigned int i, current; diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index 101c0287936..e9607edb971 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -1827,7 +1827,10 @@ enum wined3d_pipeline #define STATE_DEPTH_STENCIL (STATE_SAMPLE_MASK + 1) #define STATE_IS_DEPTH_STENCIL(a) ((a) == STATE_DEPTH_STENCIL) -#define STATE_COMPUTE_OFFSET (STATE_DEPTH_STENCIL + 1) +#define STATE_STENCIL_REF (STATE_DEPTH_STENCIL + 1) +#define STATE_IS_STENCIL_REF(a) ((a) == STATE_STENCIL_REF) + +#define STATE_COMPUTE_OFFSET (STATE_STENCIL_REF + 1) #define STATE_COMPUTE_SHADER (STATE_COMPUTE_OFFSET) #define STATE_IS_COMPUTE_SHADER(a) ((a) == STATE_COMPUTE_SHADER) @@ -3701,6 +3704,7 @@ struct wined3d_state struct wined3d_color blend_factor; unsigned int sample_mask; struct wined3d_depth_stencil_state *depth_stencil_state; + unsigned int stencil_ref; struct wined3d_rasterizer_state *rasterizer_state; }; @@ -4740,7 +4744,7 @@ void wined3d_cs_emit_set_color_key(struct wined3d_cs *cs, struct wined3d_texture void wined3d_cs_emit_set_constant_buffer(struct wined3d_cs *cs, enum wined3d_shader_type type, UINT cb_idx, struct wined3d_buffer *buffer) DECLSPEC_HIDDEN; void wined3d_cs_emit_set_depth_stencil_state(struct wined3d_cs *cs, - struct wined3d_depth_stencil_state *state) DECLSPEC_HIDDEN; + struct wined3d_depth_stencil_state *state, unsigned int stencil_ref) DECLSPEC_HIDDEN; void wined3d_cs_emit_set_depth_stencil_view(struct wined3d_cs *cs, struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN; void wined3d_cs_emit_set_index_buffer(struct wined3d_cs *cs, struct wined3d_buffer *buffer, diff --git a/include/wine/wined3d.h b/include/wine/wined3d.h index 310911992ae..96cb6fc1d86 100644 --- a/include/wine/wined3d.h +++ b/include/wine/wined3d.h @@ -2392,7 +2392,7 @@ struct wined3d_sampler * __cdecl wined3d_device_get_cs_sampler(const struct wine struct wined3d_unordered_access_view * __cdecl wined3d_device_get_cs_uav(const struct wined3d_device *device, unsigned int idx); struct wined3d_depth_stencil_state * __cdecl wined3d_device_get_depth_stencil_state( - const struct wined3d_device *device); + const struct wined3d_device *device, unsigned int *stencil_ref); struct wined3d_rendertarget_view * __cdecl wined3d_device_get_depth_stencil_view(const struct wined3d_device *device); HRESULT __cdecl wined3d_device_get_device_caps(const struct wined3d_device *device, struct wined3d_caps *caps); HRESULT __cdecl wined3d_device_get_display_mode(const struct wined3d_device *device, UINT swapchain_idx, @@ -2480,7 +2480,7 @@ void __cdecl wined3d_device_set_cursor_position(struct wined3d_device *device, HRESULT __cdecl wined3d_device_set_cursor_properties(struct wined3d_device *device, UINT x_hotspot, UINT y_hotspot, struct wined3d_texture *texture, unsigned int sub_resource_idx); void __cdecl wined3d_device_set_depth_stencil_state(struct wined3d_device *device, - struct wined3d_depth_stencil_state *state); + struct wined3d_depth_stencil_state *state, unsigned int stencil_ref); HRESULT __cdecl wined3d_device_set_depth_stencil_view(struct wined3d_device *device, struct wined3d_rendertarget_view *view); HRESULT __cdecl wined3d_device_set_dialog_box_mode(struct wined3d_device *device, BOOL enable_dialogs);