Commit 1b192ce4 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Do not invalidate STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE).

This is no longer used internally; two-sided stencil is handled as part of STATE_DEPTH_STENCIL. Signed-off-by: 's avatarHenri Verbeet <hverbeet@codeweavers.com> Signed-off-by: 's avatarAlexandre Julliard <julliard@winehq.org>
parent e154c953
......@@ -510,10 +510,7 @@ static void texture2d_depth_blt_fbo(const struct wined3d_device *device, struct
if (gl_mask & GL_STENCIL_BUFFER_BIT)
{
if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
{
gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE));
}
gl_info->gl_ops.gl.p_glStencilMask(~0U);
context_invalidate_state(context, STATE_DEPTH_STENCIL);
}
......@@ -5389,10 +5386,7 @@ static void ffp_blitter_clear_rendertargets(struct wined3d_device *device, unsig
if (flags & WINED3DCLEAR_STENCIL)
{
if (gl_info->supported[EXT_STENCIL_TWO_SIDE])
{
gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_TWOSIDEDSTENCILMODE));
}
gl_info->gl_ops.gl.p_glStencilMask(~0u);
context_invalidate_state(context, STATE_DEPTH_STENCIL);
gl_info->gl_ops.gl.p_glClearStencil(stencil);
......
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