From: Józef Kucia Subject: [PATCH 11/11] wined3d: Rename WINED3D_RS_CCW_STENCIL* render states to WINED3D_RS_BACK_STENCIL*. Message-Id: <1481110985-1006-11-git-send-email-jkucia@codeweavers.com> Date: Wed, 7 Dec 2016 12:43:05 +0100 In-Reply-To: <1481110985-1006-1-git-send-email-jkucia@codeweavers.com> References: <1481110985-1006-1-git-send-email-jkucia@codeweavers.com> Signed-off-by: Józef Kucia --- Since 3861b4bb3771cf5fa4116bb50883fb13718b1c02 back face cannot be assumed to be CCW. --- dlls/d3d11/device.c | 8 ++++---- dlls/wined3d/state.c | 48 +++++++++++++++++++++++------------------------ dlls/wined3d/stateblock.c | 14 +++++++------- dlls/wined3d/utils.c | 8 ++++---- include/wine/wined3d.h | 8 ++++---- 5 files changed, 43 insertions(+), 43 deletions(-) diff --git a/dlls/d3d11/device.c b/dlls/d3d11/device.c index f5065a6..777146d 100644 --- a/dlls/d3d11/device.c +++ b/dlls/d3d11/device.c @@ -799,11 +799,11 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetDepthStencilState(ID3 || 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, + wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_BACK_STENCILFAIL, back->StencilFailOp); + wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_BACK_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); + 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 { diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c index 0c25861..3c0bb5e 100644 --- a/dlls/wined3d/state.c +++ b/dlls/wined3d/state.c @@ -838,15 +838,15 @@ static void state_stencil(struct wined3d_context *context, const struct wined3d_ DWORD onesided_enable; DWORD twosided_enable; GLint func; - GLint func_ccw; + GLint func_back; GLint ref; GLuint mask; GLint stencilFail; - GLint stencilFail_ccw; + GLint stencilFail_back; GLint stencilPass; - GLint stencilPass_ccw; + GLint stencilPass_back; GLint depthFail; - GLint depthFail_ccw; + GLint depthFail_back; /* No stencil test without a stencil buffer. */ if (!state->fb->depth_stencil) @@ -860,23 +860,23 @@ static void state_stencil(struct wined3d_context *context, const struct wined3d_ twosided_enable = state->render_states[WINED3D_RS_TWOSIDEDSTENCILMODE]; if (!(func = wined3d_gl_compare_func(state->render_states[WINED3D_RS_STENCILFUNC]))) func = GL_ALWAYS; - if (!(func_ccw = wined3d_gl_compare_func(state->render_states[WINED3D_RS_CCW_STENCILFUNC]))) - func_ccw = 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]; 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]); - stencilFail_ccw = gl_stencil_op(state->render_states[WINED3D_RS_CCW_STENCILFAIL]); - depthFail_ccw = gl_stencil_op(state->render_states[WINED3D_RS_CCW_STENCILZFAIL]); - stencilPass_ccw = gl_stencil_op(state->render_states[WINED3D_RS_CCW_STENCILPASS]); + stencilFail_back = gl_stencil_op(state->render_states[WINED3D_RS_BACK_STENCILFAIL]); + depthFail_back = gl_stencil_op(state->render_states[WINED3D_RS_BACK_STENCILZFAIL]); + stencilPass_back = gl_stencil_op(state->render_states[WINED3D_RS_BACK_STENCILPASS]); TRACE("(onesided %d, twosided %d, ref %x, mask %x, " - "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x " - "GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n", - onesided_enable, twosided_enable, ref, mask, - func, stencilFail, depthFail, stencilPass, - func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw); + "GL_FRONT: func: %x, fail %x, zfail %x, zpass %x " + "GL_BACK: func: %x, fail %x, zfail %x, zpass %x)\n", + onesided_enable, twosided_enable, ref, mask, + func, stencilFail, depthFail, stencilPass, + func_back, stencilFail_back, depthFail_back, stencilPass_back); if (twosided_enable && onesided_enable) { @@ -887,8 +887,8 @@ static void state_stencil(struct wined3d_context *context, const struct wined3d_ { GL_EXTCALL(glStencilFuncSeparate(GL_FRONT, func, ref, mask)); GL_EXTCALL(glStencilOpSeparate(GL_FRONT, stencilFail, depthFail, stencilPass)); - GL_EXTCALL(glStencilFuncSeparate(GL_BACK, func_ccw, ref, mask)); - GL_EXTCALL(glStencilOpSeparate(GL_BACK, stencilFail_ccw, depthFail_ccw, stencilPass_ccw)); + GL_EXTCALL(glStencilFuncSeparate(GL_BACK, func_back, ref, mask)); + GL_EXTCALL(glStencilOpSeparate(GL_BACK, stencilFail_back, depthFail_back, stencilPass_back)); checkGLcall("setting two sided stencil state"); } else if (gl_info->supported[EXT_STENCIL_TWO_SIDE]) @@ -900,22 +900,22 @@ static void state_stencil(struct wined3d_context *context, const struct wined3d_ * to set it back */ renderstate_stencil_twosided(context, GL_BACK, - func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw); + func_back, ref, mask, stencilFail_back, depthFail_back, stencilPass_back); renderstate_stencil_twosided(context, GL_FRONT, func, ref, mask, stencilFail, depthFail, stencilPass); } else if (gl_info->supported[ATI_SEPARATE_STENCIL]) { - GL_EXTCALL(glStencilFuncSeparateATI(func, func_ccw, ref, mask)); + GL_EXTCALL(glStencilFuncSeparateATI(func, func_back, ref, mask)); checkGLcall("glStencilFuncSeparateATI(...)"); GL_EXTCALL(glStencilOpSeparateATI(GL_FRONT, stencilFail, depthFail, stencilPass)); checkGLcall("glStencilOpSeparateATI(GL_FRONT, ...)"); - GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_ccw, depthFail_ccw, stencilPass_ccw)); + GL_EXTCALL(glStencilOpSeparateATI(GL_BACK, stencilFail_back, depthFail_back, stencilPass_back)); checkGLcall("glStencilOpSeparateATI(GL_BACK, ...)"); } else { - ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n"); + FIXME("Separate (two sided) stencil not supported on this version of OpenGL. Caps weren't honored?\n"); } } else if(onesided_enable) @@ -5096,10 +5096,10 @@ const struct StateEntryTemplate misc_state_template[] = { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), state_stencilwrite2s}, EXT_STENCIL_TWO_SIDE }, { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), { STATE_RENDER(WINED3D_RS_STENCILWRITEMASK), state_stencilwrite }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE }, - { STATE_RENDER(WINED3D_RS_CCW_STENCILFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE }, - { STATE_RENDER(WINED3D_RS_CCW_STENCILZFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE }, - { STATE_RENDER(WINED3D_RS_CCW_STENCILPASS), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE }, - { STATE_RENDER(WINED3D_RS_CCW_STENCILFUNC), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE }, + { STATE_RENDER(WINED3D_RS_BACK_STENCILFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE }, + { STATE_RENDER(WINED3D_RS_BACK_STENCILZFAIL), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE }, + { STATE_RENDER(WINED3D_RS_BACK_STENCILPASS), { STATE_RENDER(WINED3D_RS_STENCILENABLE), NULL }, WINED3D_GL_EXT_NONE }, + { STATE_RENDER(WINED3D_RS_BACK_STENCILFUNC), { STATE_RENDER(WINED3D_RS_STENCILENABLE), 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 }, diff --git a/dlls/wined3d/stateblock.c b/dlls/wined3d/stateblock.c index a4a5e8c..fd01752 100644 --- a/dlls/wined3d/stateblock.c +++ b/dlls/wined3d/stateblock.c @@ -38,9 +38,9 @@ static const DWORD pixel_states_render[] = WINED3D_RS_BLENDFACTOR, WINED3D_RS_BLENDOP, WINED3D_RS_BLENDOPALPHA, - WINED3D_RS_CCW_STENCILFAIL, - WINED3D_RS_CCW_STENCILPASS, - WINED3D_RS_CCW_STENCILZFAIL, + WINED3D_RS_BACK_STENCILFAIL, + WINED3D_RS_BACK_STENCILPASS, + WINED3D_RS_BACK_STENCILZFAIL, WINED3D_RS_COLORWRITEENABLE, WINED3D_RS_COLORWRITEENABLE1, WINED3D_RS_COLORWRITEENABLE2, @@ -1186,10 +1186,10 @@ static void state_init_default(struct wined3d_state *state, const struct wined3d state->render_states[WINED3D_RS_ADAPTIVETESS_W] = tmpfloat.d; state->render_states[WINED3D_RS_ENABLEADAPTIVETESSELLATION] = FALSE; state->render_states[WINED3D_RS_TWOSIDEDSTENCILMODE] = FALSE; - state->render_states[WINED3D_RS_CCW_STENCILFAIL] = WINED3D_STENCIL_OP_KEEP; - state->render_states[WINED3D_RS_CCW_STENCILZFAIL] = WINED3D_STENCIL_OP_KEEP; - state->render_states[WINED3D_RS_CCW_STENCILPASS] = WINED3D_STENCIL_OP_KEEP; - state->render_states[WINED3D_RS_CCW_STENCILFUNC] = WINED3D_CMP_ALWAYS; + state->render_states[WINED3D_RS_BACK_STENCILFAIL] = WINED3D_STENCIL_OP_KEEP; + state->render_states[WINED3D_RS_BACK_STENCILZFAIL] = WINED3D_STENCIL_OP_KEEP; + state->render_states[WINED3D_RS_BACK_STENCILPASS] = WINED3D_STENCIL_OP_KEEP; + state->render_states[WINED3D_RS_BACK_STENCILFUNC] = WINED3D_CMP_ALWAYS; state->render_states[WINED3D_RS_COLORWRITEENABLE1] = 0x0000000f; state->render_states[WINED3D_RS_COLORWRITEENABLE2] = 0x0000000f; state->render_states[WINED3D_RS_COLORWRITEENABLE3] = 0x0000000f; diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c index 74e7600..a7d0deb 100644 --- a/dlls/wined3d/utils.c +++ b/dlls/wined3d/utils.c @@ -4115,10 +4115,10 @@ const char *debug_d3drenderstate(enum wined3d_render_state state) D3DSTATE_TO_STR(WINED3D_RS_ADAPTIVETESS_W); D3DSTATE_TO_STR(WINED3D_RS_ENABLEADAPTIVETESSELLATION); D3DSTATE_TO_STR(WINED3D_RS_TWOSIDEDSTENCILMODE); - D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILFAIL); - D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILZFAIL); - D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILPASS); - D3DSTATE_TO_STR(WINED3D_RS_CCW_STENCILFUNC); + D3DSTATE_TO_STR(WINED3D_RS_BACK_STENCILFAIL); + D3DSTATE_TO_STR(WINED3D_RS_BACK_STENCILZFAIL); + D3DSTATE_TO_STR(WINED3D_RS_BACK_STENCILPASS); + D3DSTATE_TO_STR(WINED3D_RS_BACK_STENCILFUNC); D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE1); D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE2); D3DSTATE_TO_STR(WINED3D_RS_COLORWRITEENABLE3); diff --git a/include/wine/wined3d.h b/include/wine/wined3d.h index 6bbb672..7271ec0 100644 --- a/include/wine/wined3d.h +++ b/include/wine/wined3d.h @@ -358,10 +358,10 @@ enum wined3d_render_state WINED3D_RS_ADAPTIVETESS_W = 183, WINED3D_RS_ENABLEADAPTIVETESSELLATION = 184, WINED3D_RS_TWOSIDEDSTENCILMODE = 185, - WINED3D_RS_CCW_STENCILFAIL = 186, - WINED3D_RS_CCW_STENCILZFAIL = 187, - WINED3D_RS_CCW_STENCILPASS = 188, - WINED3D_RS_CCW_STENCILFUNC = 189, + WINED3D_RS_BACK_STENCILFAIL = 186, + WINED3D_RS_BACK_STENCILZFAIL = 187, + WINED3D_RS_BACK_STENCILPASS = 188, + WINED3D_RS_BACK_STENCILFUNC = 189, WINED3D_RS_COLORWRITEENABLE1 = 190, WINED3D_RS_COLORWRITEENABLE2 = 191, WINED3D_RS_COLORWRITEENABLE3 = 192, -- 2.7.3