Commit a6009fa2 authored by Zebediah Figura's avatar Zebediah Figura Committed by Alexandre Julliard

wined3d: Move the scissor test state to wined3d_rasterizer_state.

parent 327d1792
......@@ -936,7 +936,6 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_RSSetState(ID3D11DeviceCon
if (!(rasterizer_state_impl = unsafe_impl_from_ID3D11RasterizerState(rasterizer_state)))
{
wined3d_device_set_rasterizer_state(device->wined3d_device, NULL);
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_SCISSORTESTENABLE, FALSE);
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_MULTISAMPLEANTIALIAS, FALSE);
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_ANTIALIASEDLINEENABLE, FALSE);
wined3d_mutex_unlock();
......@@ -946,7 +945,6 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_RSSetState(ID3D11DeviceCon
wined3d_device_set_rasterizer_state(device->wined3d_device, rasterizer_state_impl->wined3d_state);
desc = &rasterizer_state_impl->desc;
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_SCISSORTESTENABLE, desc->ScissorEnable);
wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_MULTISAMPLEANTIALIAS, desc->MultisampleEnable);
wined3d_device_set_render_state(device->wined3d_device,
WINED3D_RS_ANTIALIASEDLINEENABLE, desc->AntialiasedLineEnable);
......
......@@ -1083,6 +1083,7 @@ static HRESULT d3d_rasterizer_state_init(struct d3d_rasterizer_state *state, str
wined3d_desc.depth_bias_clamp = desc->DepthBiasClamp;
wined3d_desc.scale_bias = desc->SlopeScaledDepthBias;
wined3d_desc.depth_clip = desc->DepthClipEnable;
wined3d_desc.scissor = desc->ScissorEnable;
/* We cannot fail after creating a wined3d_rasterizer_state object. It
* would lead to double free. */
......
......@@ -3150,11 +3150,10 @@ void wined3d_context_gl_apply_blit_state(struct wined3d_context_gl *context_gl,
gl_info->gl_ops.gl.p_glDisable(GL_BLEND);
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
gl_info->gl_ops.gl.p_glDisable(GL_CULL_FACE);
gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
context_invalidate_state(context, STATE_RASTERIZER);
gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST);
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_STENCILENABLE));
gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
if (gl_info->supported[ARB_POINT_SPRITE])
{
gl_info->gl_ops.gl.p_glDisable(GL_POINT_SPRITE_ARB);
......@@ -3428,7 +3427,7 @@ BOOL wined3d_context_gl_apply_clear_state(struct wined3d_context_gl *context_gl,
checkGLcall("setting up state for clear");
context_invalidate_state(&context_gl->c, STATE_RENDER(WINED3D_RS_ALPHABLENDENABLE));
context_invalidate_state(&context_gl->c, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
context_invalidate_state(&context_gl->c, STATE_RASTERIZER);
context_invalidate_state(&context_gl->c, STATE_SCISSORRECT);
return TRUE;
......
......@@ -614,7 +614,7 @@ void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *
op->rt_count = rt_count;
op->fb = &cs->fb;
SetRect(&op->draw_rect, vp->x, vp->y, vp->x + vp->width, vp->y + vp->height);
if (state->render_states[WINED3D_RS_SCISSORTESTENABLE])
if (state->rasterizer_state && state->rasterizer_state->desc.scissor)
IntersectRect(&op->draw_rect, &op->draw_rect, &state->scissor_rects[0]);
op->color = *color;
op->depth = depth;
......
......@@ -3602,6 +3602,7 @@ void CDECL wined3d_device_apply_stateblock(struct wined3d_device *device,
case WINED3D_RS_CULLMODE:
case WINED3D_RS_SLOPESCALEDEPTHBIAS:
case WINED3D_RS_DEPTHBIAS:
case WINED3D_RS_SCISSORTESTENABLE:
set_rasterizer_state = TRUE;
break;
......@@ -3631,6 +3632,7 @@ void CDECL wined3d_device_apply_stateblock(struct wined3d_device *device,
bias.d = state->rs[WINED3D_RS_SLOPESCALEDEPTHBIAS];
desc.scale_bias = bias.f;
desc.depth_clip = TRUE;
desc.scissor = state->rs[WINED3D_RS_SCISSORTESTENABLE];
if ((entry = wine_rb_get(&device->rasterizer_states, &desc)))
{
......
......@@ -1721,11 +1721,9 @@ static void state_line_antialias(struct wined3d_context *context, const struct w
}
}
static void state_scissor(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
static void scissor(const struct wined3d_rasterizer_state *r, const struct wined3d_gl_info *gl_info)
{
const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info;
if (state->render_states[WINED3D_RS_SCISSORTESTENABLE])
if (r && r->desc.scissor)
{
gl_info->gl_ops.gl.p_glEnable(GL_SCISSOR_TEST);
checkGLcall("glEnable(GL_SCISSOR_TEST)");
......@@ -4335,6 +4333,7 @@ static void rasterizer(struct wined3d_context *context, const struct wined3d_sta
fillmode(r, gl_info);
cullmode(r, gl_info);
depth_clip(r, gl_info);
scissor(r, gl_info);
}
static void rasterizer_cc(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
......@@ -4351,6 +4350,7 @@ static void rasterizer_cc(struct wined3d_context *context, const struct wined3d_
fillmode(r, gl_info);
cullmode(r, gl_info);
depth_clip(r, gl_info);
scissor(r, gl_info);
}
static void psorigin_w(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
......@@ -4660,7 +4660,6 @@ const struct wined3d_state_entry_template misc_state_template[] =
{ STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), state_colorwrite }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_BLENDOP), { STATE_RENDER(WINED3D_RS_BLENDOP), state_blendop }, WINED3D_GL_BLEND_EQUATION },
{ STATE_RENDER(WINED3D_RS_BLENDOP), { STATE_RENDER(WINED3D_RS_BLENDOP), state_blendop_w }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE), { STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE), state_scissor }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1), state_colorwrite1 }, EXT_DRAW_BUFFERS2 },
{ STATE_RENDER(WINED3D_RS_COLORWRITEENABLE1), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE), NULL }, WINED3D_GL_EXT_NONE },
{ STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2), { STATE_RENDER(WINED3D_RS_COLORWRITEENABLE2), state_colorwrite2 }, EXT_DRAW_BUFFERS2 },
......@@ -5432,7 +5431,7 @@ static void validate_state_table(struct wined3d_state_entry *state_table)
{ 61, 127},
{149, 150},
{169, 169},
{175, 175},
{174, 175},
{177, 177},
{193, 193},
{195, 197},
......
......@@ -131,7 +131,7 @@ static void texture2d_depth_blt_fbo(const struct wined3d_device *device, struct
}
gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
context_invalidate_state(context, STATE_RASTERIZER);
gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom,
dst_rect->left, dst_rect->top, dst_rect->right, dst_rect->bottom, gl_mask, GL_NEAREST);
......@@ -267,7 +267,7 @@ void texture2d_blt_fbo(struct wined3d_device *device, struct wined3d_context *co
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_COLORWRITEENABLE3));
gl_info->gl_ops.gl.p_glDisable(GL_SCISSOR_TEST);
context_invalidate_state(context, STATE_RENDER(WINED3D_RS_SCISSORTESTENABLE));
context_invalidate_state(context, STATE_RASTERIZER);
gl_info->fbo_ops.glBlitFramebuffer(src_rect->left, src_rect->top, src_rect->right, src_rect->bottom,
dst_rect->left, dst_rect->top, dst_rect->right, dst_rect->bottom, GL_COLOR_BUFFER_BIT, gl_filter);
......
......@@ -2040,6 +2040,7 @@ struct wined3d_rasterizer_state_desc
float depth_bias_clamp;
float scale_bias;
BOOL depth_clip;
BOOL scissor;
};
struct wined3d_sampler_desc
......
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