Commit 4972cc89 authored by Józef Kucia's avatar Józef Kucia Committed by Alexandre Julliard

wined3d: Rename WINED3D_RS_CCW_STENCIL* render states to WINED3D_RS_BACK_STENCIL*.

parent 81e50b6d
......@@ -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
{
......
......@@ -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 },
......
......@@ -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;
......
......@@ -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);
......
......@@ -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,
......
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