wined3d: Get rid of the WINED3DSTENCILOP typedef.
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808e926783
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fd8597b2bf
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@ -801,6 +801,32 @@ static void renderstate_stencil_twosided(struct wined3d_context *context, GLint
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checkGLcall("glStencilOp(...)");
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}
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static GLenum gl_stencil_op(enum wined3d_stencil_op op)
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{
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switch (op)
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{
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case WINED3D_STENCIL_OP_KEEP:
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return GL_KEEP;
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case WINED3D_STENCIL_OP_ZERO:
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return GL_ZERO;
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case WINED3D_STENCIL_OP_REPLACE:
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return GL_REPLACE;
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case WINED3D_STENCIL_OP_INCR_SAT:
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return GL_INCR;
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case WINED3D_STENCIL_OP_DECR_SAT:
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return GL_DECR;
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case WINED3D_STENCIL_OP_INVERT:
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return GL_INVERT;
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case WINED3D_STENCIL_OP_INCR:
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return GL_INCR_WRAP_EXT;
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case WINED3D_STENCIL_OP_DECR:
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return GL_DECR_WRAP_EXT;
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default:
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FIXME("Unrecognized stencil op %#x.\n", op);
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return GL_KEEP;
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}
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}
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static void state_stencil(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
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{
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const struct wined3d_gl_info *gl_info = context->gl_info;
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@ -833,12 +859,12 @@ static void state_stencil(struct wined3d_context *context, const struct wined3d_
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func_ccw = 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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stencilFail = StencilOp(state->render_states[WINED3D_RS_STENCILFAIL]);
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depthFail = StencilOp(state->render_states[WINED3D_RS_STENCILZFAIL]);
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stencilPass = StencilOp(state->render_states[WINED3D_RS_STENCILPASS]);
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stencilFail_ccw = StencilOp(state->render_states[WINED3D_RS_CCW_STENCILFAIL]);
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depthFail_ccw = StencilOp(state->render_states[WINED3D_RS_CCW_STENCILZFAIL]);
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stencilPass_ccw = StencilOp(state->render_states[WINED3D_RS_CCW_STENCILPASS]);
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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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stencilFail_ccw = gl_stencil_op(state->render_states[WINED3D_RS_CCW_STENCILFAIL]);
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depthFail_ccw = gl_stencil_op(state->render_states[WINED3D_RS_CCW_STENCILZFAIL]);
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stencilPass_ccw = gl_stencil_op(state->render_states[WINED3D_RS_CCW_STENCILPASS]);
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TRACE("(onesided %d, twosided %d, ref %x, mask %x, "
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"GL_FRONT: func: %x, fail %x, zfail %x, zpass %x "
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@ -1153,9 +1153,9 @@ void stateblock_init_default_state(struct wined3d_stateblock *stateblock)
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state->render_states[WINED3D_RS_EDGEANTIALIAS] = FALSE;
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state->render_states[WINED3D_RS_RANGEFOGENABLE] = FALSE;
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state->render_states[WINED3D_RS_STENCILENABLE] = FALSE;
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state->render_states[WINED3D_RS_STENCILFAIL] = WINED3DSTENCILOP_KEEP;
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state->render_states[WINED3D_RS_STENCILZFAIL] = WINED3DSTENCILOP_KEEP;
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state->render_states[WINED3D_RS_STENCILPASS] = WINED3DSTENCILOP_KEEP;
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state->render_states[WINED3D_RS_STENCILFAIL] = WINED3D_STENCIL_OP_KEEP;
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state->render_states[WINED3D_RS_STENCILZFAIL] = WINED3D_STENCIL_OP_KEEP;
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state->render_states[WINED3D_RS_STENCILPASS] = WINED3D_STENCIL_OP_KEEP;
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state->render_states[WINED3D_RS_STENCILREF] = 0;
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state->render_states[WINED3D_RS_STENCILMASK] = 0xffffffff;
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state->render_states[WINED3D_RS_STENCILFUNC] = WINED3D_CMP_ALWAYS;
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@ -1226,9 +1226,9 @@ void stateblock_init_default_state(struct wined3d_stateblock *stateblock)
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state->render_states[WINED3D_RS_ADAPTIVETESS_W] = tmpfloat.d;
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state->render_states[WINED3D_RS_ENABLEADAPTIVETESSELLATION] = FALSE;
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state->render_states[WINED3D_RS_TWOSIDEDSTENCILMODE] = FALSE;
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state->render_states[WINED3D_RS_CCW_STENCILFAIL] = WINED3DSTENCILOP_KEEP;
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state->render_states[WINED3D_RS_CCW_STENCILZFAIL] = WINED3DSTENCILOP_KEEP;
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state->render_states[WINED3D_RS_CCW_STENCILPASS] = WINED3DSTENCILOP_KEEP;
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state->render_states[WINED3D_RS_CCW_STENCILFAIL] = WINED3D_STENCIL_OP_KEEP;
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state->render_states[WINED3D_RS_CCW_STENCILZFAIL] = WINED3D_STENCIL_OP_KEEP;
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state->render_states[WINED3D_RS_CCW_STENCILPASS] = WINED3D_STENCIL_OP_KEEP;
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state->render_states[WINED3D_RS_CCW_STENCILFUNC] = WINED3D_CMP_ALWAYS;
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state->render_states[WINED3D_RS_COLORWRITEENABLE1] = 0x0000000f;
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state->render_states[WINED3D_RS_COLORWRITEENABLE2] = 0x0000000f;
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@ -2477,25 +2477,6 @@ const char *debug_surflocation(DWORD flag) {
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return wine_dbg_sprintf("%s", buf[0] ? buf + 3 : "0");
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}
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/*****************************************************************************
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* Useful functions mapping GL <-> D3D values
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*/
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GLenum StencilOp(DWORD op) {
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switch(op) {
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case WINED3DSTENCILOP_KEEP : return GL_KEEP;
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case WINED3DSTENCILOP_ZERO : return GL_ZERO;
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case WINED3DSTENCILOP_REPLACE : return GL_REPLACE;
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case WINED3DSTENCILOP_INCRSAT : return GL_INCR;
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case WINED3DSTENCILOP_DECRSAT : return GL_DECR;
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case WINED3DSTENCILOP_INVERT : return GL_INVERT;
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case WINED3DSTENCILOP_INCR : return GL_INCR_WRAP_EXT;
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case WINED3DSTENCILOP_DECR : return GL_DECR_WRAP_EXT;
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default:
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FIXME("Unrecognized stencil op %d\n", op);
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return GL_KEEP;
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}
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}
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BOOL is_invalid_op(const struct wined3d_state *state, int stage,
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WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3)
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{
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@ -2515,8 +2515,6 @@ const char *debug_d3dtop(WINED3DTEXTUREOP d3dtop) DECLSPEC_HIDDEN;
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void dump_color_fixup_desc(struct color_fixup_desc fixup) DECLSPEC_HIDDEN;
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const char *debug_surflocation(DWORD flag) DECLSPEC_HIDDEN;
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/* Routines for GL <-> D3D values */
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GLenum StencilOp(DWORD op) DECLSPEC_HIDDEN;
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BOOL is_invalid_op(const struct wined3d_state *state, int stage,
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WINED3DTEXTUREOP op, DWORD arg1, DWORD arg2, DWORD arg3) DECLSPEC_HIDDEN;
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void set_tex_op_nvrc(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
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@ -469,18 +469,17 @@ enum wined3d_cull
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WINED3D_CULL_CCW = 3,
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};
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typedef enum _WINED3DSTENCILOP
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enum wined3d_stencil_op
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{
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WINED3DSTENCILOP_KEEP = 1,
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WINED3DSTENCILOP_ZERO = 2,
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WINED3DSTENCILOP_REPLACE = 3,
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WINED3DSTENCILOP_INCRSAT = 4,
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WINED3DSTENCILOP_DECRSAT = 5,
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WINED3DSTENCILOP_INVERT = 6,
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WINED3DSTENCILOP_INCR = 7,
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WINED3DSTENCILOP_DECR = 8,
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WINED3DSTENCILOP_FORCE_DWORD = 0x7fffffff
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} WINED3DSTENCILOP;
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WINED3D_STENCIL_OP_KEEP = 1,
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WINED3D_STENCIL_OP_ZERO = 2,
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WINED3D_STENCIL_OP_REPLACE = 3,
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WINED3D_STENCIL_OP_INCR_SAT = 4,
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WINED3D_STENCIL_OP_DECR_SAT = 5,
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WINED3D_STENCIL_OP_INVERT = 6,
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WINED3D_STENCIL_OP_INCR = 7,
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WINED3D_STENCIL_OP_DECR = 8,
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};
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typedef enum _WINED3DMATERIALCOLORSOURCE
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{
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