Move the depth enable state to it.
Signed-off-by: Chip Davis cdavis@codeweavers.com --- dlls/d3d11/d3d11_private.h | 1 + dlls/d3d11/device.c | 4 +- dlls/d3d11/state.c | 57 ++++++++++++++------- dlls/wined3d/context.c | 5 +- dlls/wined3d/cs.c | 30 +++++++++++- dlls/wined3d/device.c | 90 ++++++++++++++++++++++++++++++++-- dlls/wined3d/state.c | 76 ++++++++++++++++++++++++++-- dlls/wined3d/utils.c | 9 +++- dlls/wined3d/wined3d.spec | 7 +++ dlls/wined3d/wined3d_private.h | 22 ++++++++- include/wine/wined3d.h | 16 ++++++ 11 files changed, 283 insertions(+), 34 deletions(-)
diff --git a/dlls/d3d11/d3d11_private.h b/dlls/d3d11/d3d11_private.h index 48c76959fae..a7258cada71 100644 --- a/dlls/d3d11/d3d11_private.h +++ b/dlls/d3d11/d3d11_private.h @@ -440,6 +440,7 @@ struct d3d_depthstencil_state LONG refcount;
struct wined3d_private_store private_store; + struct wined3d_depth_stencil_state *wined3d_state; D3D11_DEPTH_STENCIL_DESC desc; struct wine_rb_entry entry; ID3D11Device2 *device; diff --git a/dlls/d3d11/device.c b/dlls/d3d11/device.c index 23d05e08b49..ed290750ac3 100644 --- a/dlls/d3d11/device.c +++ b/dlls/d3d11/device.c @@ -726,7 +726,6 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetBlendState(ID3D11Devi
static void set_default_depth_stencil_state(struct wined3d_device *wined3d_device) { - wined3d_device_set_render_state(wined3d_device, WINED3D_RS_ZENABLE, TRUE); wined3d_device_set_render_state(wined3d_device, WINED3D_RS_ZWRITEENABLE, D3D11_DEPTH_WRITE_MASK_ALL); wined3d_device_set_render_state(wined3d_device, WINED3D_RS_ZFUNC, WINED3D_CMP_LESS); wined3d_device_set_render_state(wined3d_device, WINED3D_RS_STENCILENABLE, FALSE); @@ -746,6 +745,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetDepthStencilState(ID3 device->stencil_ref = stencil_ref; if (!(device->depth_stencil_state = unsafe_impl_from_ID3D11DepthStencilState(depth_stencil_state))) { + wined3d_device_set_depth_stencil_state(device->wined3d_device, NULL); set_default_depth_stencil_state(device->wined3d_device); wined3d_mutex_unlock(); return; @@ -756,7 +756,7 @@ static void STDMETHODCALLTYPE d3d11_immediate_context_OMSetDepthStencilState(ID3 front = &desc->FrontFace; back = &desc->BackFace;
- wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_ZENABLE, desc->DepthEnable); + wined3d_device_set_depth_stencil_state(device->wined3d_device, device->depth_stencil_state->wined3d_state); if (desc->DepthEnable) { wined3d_device_set_render_state(device->wined3d_device, WINED3D_RS_ZWRITEENABLE, desc->DepthWriteMask); diff --git a/dlls/d3d11/state.c b/dlls/d3d11/state.c index 6d7f70664e7..6d3736a1d95 100644 --- a/dlls/d3d11/state.c +++ b/dlls/d3d11/state.c @@ -496,12 +496,6 @@ static ULONG STDMETHODCALLTYPE d3d11_depthstencil_state_AddRef(ID3D11DepthStenci return refcount; }
-static void d3d_depthstencil_state_cleanup(struct d3d_depthstencil_state *state) -{ - wined3d_private_store_cleanup(&state->private_store); - ID3D11Device2_Release(state->device); -} - static ULONG STDMETHODCALLTYPE d3d11_depthstencil_state_Release(ID3D11DepthStencilState *iface) { struct d3d_depthstencil_state *state = impl_from_ID3D11DepthStencilState(iface); @@ -511,12 +505,11 @@ static ULONG STDMETHODCALLTYPE d3d11_depthstencil_state_Release(ID3D11DepthStenc
if (!refcount) { - struct d3d_device *device = impl_from_ID3D11Device2(state->device); wined3d_mutex_lock(); - wine_rb_remove(&device->depthstencil_states, &state->entry); - d3d_depthstencil_state_cleanup(state); + wined3d_depth_stencil_state_decref(state->wined3d_state); wined3d_mutex_unlock(); - heap_free(state); + + ID3D11Device2_Release(state->device); }
return refcount; @@ -695,9 +688,45 @@ static const struct ID3D10DepthStencilStateVtbl d3d10_depthstencil_state_vtbl = d3d10_depthstencil_state_GetDesc, };
+static void STDMETHODCALLTYPE d3d_depthstencil_state_wined3d_object_destroyed(void *parent) +{ + struct d3d_depthstencil_state *state = parent; + struct d3d_device *device = impl_from_ID3D11Device2(state->device); + + wine_rb_remove(&device->depthstencil_states, &state->entry); + wined3d_private_store_cleanup(&state->private_store); + heap_free(parent); +} + +static const struct wined3d_parent_ops d3d_depthstencil_state_wined3d_parent_ops = +{ + d3d_depthstencil_state_wined3d_object_destroyed, +}; + static HRESULT d3d_depthstencil_state_init(struct d3d_depthstencil_state *state, struct d3d_device *device, const D3D11_DEPTH_STENCIL_DESC *desc) { + struct wined3d_depth_stencil_state_desc wined3d_desc; + HRESULT hr; + + wined3d_desc.depth = desc->DepthEnable; + + if (wine_rb_put(&device->depthstencil_states, desc, &state->entry) == -1) + { + ERR("Failed to insert depth/stencil state entry.\n"); + return E_FAIL; + } + + /* We cannot fail after creating a wined3d_depth_stencil_state object. It + * would lead to double free. */ + if (FAILED(hr = wined3d_depth_stencil_state_create(device->wined3d_device, &wined3d_desc, + state, &d3d_depthstencil_state_wined3d_parent_ops, &state->wined3d_state))) + { + WARN("Failed to create wined3d depth/stencil state, hr %#x.\n", hr); + wine_rb_remove(&device->depthstencil_states, &state->entry); + return hr; + } + state->ID3D11DepthStencilState_iface.lpVtbl = &d3d11_depthstencil_state_vtbl; state->ID3D10DepthStencilState_iface.lpVtbl = &d3d10_depthstencil_state_vtbl; state->refcount = 1; @@ -783,14 +812,6 @@ HRESULT d3d_depthstencil_state_create(struct d3d_device *device, const D3D11_DEP return hr; }
- if (wine_rb_put(&device->depthstencil_states, &tmp_desc, &object->entry) == -1) - { - ERR("Failed to insert depthstencil state entry.\n"); - d3d_depthstencil_state_cleanup(object); - heap_free(object); - wined3d_mutex_unlock(); - return E_FAIL; - } wined3d_mutex_unlock();
TRACE("Created depthstencil state %p.\n", object); diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c index 41dbca24dbc..e280b6cd91b 100644 --- a/dlls/wined3d/context.c +++ b/dlls/wined3d/context.c @@ -3146,7 +3146,7 @@ void wined3d_context_gl_apply_blit_state(struct wined3d_context_gl *context_gl, context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ALPHATESTENABLE)); } gl_info->gl_ops.gl.p_glDisable(GL_DEPTH_TEST); - context_invalidate_state(context, STATE_RENDER(WINED3D_RS_ZENABLE)); + context_invalidate_state(context, STATE_DEPTH_STENCIL); gl_info->gl_ops.gl.p_glDisable(GL_BLEND); gl_info->gl_ops.gl.p_glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); context_invalidate_state(context, STATE_BLEND); @@ -5193,7 +5193,8 @@ void draw_primitive(struct wined3d_device *device, const struct wined3d_state *s * that we never copy the stencil data.*/ DWORD location = context->render_offscreen ? dsv->resource->draw_binding : WINED3D_LOCATION_DRAWABLE;
- if (state->render_states[WINED3D_RS_ZWRITEENABLE] || state->render_states[WINED3D_RS_ZENABLE]) + if (!state->depth_stencil_state || state->render_states[WINED3D_RS_ZWRITEENABLE] + || state->depth_stencil_state->desc.depth) wined3d_rendertarget_view_load_location(dsv, context, location); else wined3d_rendertarget_view_prepare_location(dsv, context, location); diff --git a/dlls/wined3d/cs.c b/dlls/wined3d/cs.c index 943ffe9af62..42dba4daa4b 100644 --- a/dlls/wined3d/cs.c +++ b/dlls/wined3d/cs.c @@ -49,6 +49,7 @@ enum wined3d_cs_op WINED3D_CS_OP_SET_SAMPLER, WINED3D_CS_OP_SET_SHADER, WINED3D_CS_OP_SET_BLEND_STATE, + WINED3D_CS_OP_SET_DEPTH_STENCIL_STATE, WINED3D_CS_OP_SET_RASTERIZER_STATE, WINED3D_CS_OP_SET_RENDER_STATE, WINED3D_CS_OP_SET_TEXTURE_STATE, @@ -268,6 +269,12 @@ struct wined3d_cs_set_blend_state unsigned int sample_mask; };
+struct wined3d_cs_set_depth_stencil_state +{ + enum wined3d_cs_op opcode; + struct wined3d_depth_stencil_state *state; +}; + struct wined3d_cs_set_rasterizer_state { enum wined3d_cs_op opcode; @@ -1148,7 +1155,7 @@ static void wined3d_cs_exec_set_depth_stencil_view(struct wined3d_cs *cs, const if (!prev != !op->view) { /* Swapping NULL / non NULL depth stencil affects the depth and tests */ - device_invalidate_state(device, STATE_RENDER(WINED3D_RS_ZENABLE)); + device_invalidate_state(device, STATE_DEPTH_STENCIL); device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILENABLE)); device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK)); device_invalidate_state(device, STATE_RASTERIZER); @@ -1585,6 +1592,26 @@ void wined3d_cs_emit_set_blend_state(struct wined3d_cs *cs, struct wined3d_blend wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT); }
+static void wined3d_cs_exec_set_depth_stencil_state(struct wined3d_cs *cs, const void *data) +{ + const struct wined3d_cs_set_depth_stencil_state *op = data; + struct wined3d_state *state = &cs->state; + + state->depth_stencil_state = op->state; + device_invalidate_state(cs->device, STATE_DEPTH_STENCIL); +} + +void wined3d_cs_emit_set_depth_stencil_state(struct wined3d_cs *cs, struct wined3d_depth_stencil_state *state) +{ + struct wined3d_cs_set_depth_stencil_state *op; + + op = wined3d_cs_require_space(cs, sizeof(*op), WINED3D_CS_QUEUE_DEFAULT); + op->opcode = WINED3D_CS_OP_SET_DEPTH_STENCIL_STATE; + op->state = state; + + wined3d_cs_submit(cs, WINED3D_CS_QUEUE_DEFAULT); +} + static void wined3d_cs_exec_set_rasterizer_state(struct wined3d_cs *cs, const void *data) { const struct wined3d_cs_set_rasterizer_state *op = data; @@ -2536,6 +2563,7 @@ static void (* const wined3d_cs_op_handlers[])(struct wined3d_cs *cs, const void /* WINED3D_CS_OP_SET_SAMPLER */ wined3d_cs_exec_set_sampler, /* WINED3D_CS_OP_SET_SHADER */ wined3d_cs_exec_set_shader, /* WINED3D_CS_OP_SET_BLEND_STATE */ wined3d_cs_exec_set_blend_state, + /* WINED3D_CS_OP_SET_DEPTH_STENCIL_STATE */ wined3d_cs_exec_set_depth_stencil_state, /* WINED3D_CS_OP_SET_RASTERIZER_STATE */ wined3d_cs_exec_set_rasterizer_state, /* WINED3D_CS_OP_SET_RENDER_STATE */ wined3d_cs_exec_set_render_state, /* WINED3D_CS_OP_SET_TEXTURE_STATE */ wined3d_cs_exec_set_texture_state, diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c index 4c60c140784..3993b2a6fcf 100644 --- a/dlls/wined3d/device.c +++ b/dlls/wined3d/device.c @@ -532,6 +532,13 @@ static void device_leftover_blend_state(struct wine_rb_entry *entry, void *conte ERR("Leftover blend state %p.\n", blend_state); }
+static void device_leftover_depth_stencil_state(struct wine_rb_entry *entry, void *context) +{ + struct wined3d_depth_stencil_state *state = WINE_RB_ENTRY_VALUE(entry, struct wined3d_depth_stencil_state, entry); + + ERR("Leftover depth/stencil state %p.\n", state); +} + void wined3d_device_cleanup(struct wined3d_device *device) { unsigned int i; @@ -569,6 +576,7 @@ void wined3d_device_cleanup(struct wined3d_device *device) wine_rb_destroy(&device->samplers, device_leftover_sampler, NULL); wine_rb_destroy(&device->rasterizer_states, device_leftover_rasterizer_state, NULL); wine_rb_destroy(&device->blend_states, device_leftover_blend_state, NULL); + wine_rb_destroy(&device->depth_stencil_states, device_leftover_depth_stencil_state, NULL);
wined3d_decref(device->wined3d); device->wined3d = NULL; @@ -1124,6 +1132,13 @@ static void device_free_blend_state(struct wine_rb_entry *entry, void *context) wined3d_blend_state_decref(blend_state); }
+static void device_free_depth_stencil_state(struct wine_rb_entry *entry, void *context) +{ + struct wined3d_depth_stencil_state *state = WINE_RB_ENTRY_VALUE(entry, struct wined3d_depth_stencil_state, entry); + + wined3d_depth_stencil_state_decref(state); +} + void wined3d_device_uninit_3d(struct wined3d_device *device) { BOOL no3d = device->wined3d->flags & WINED3D_NO3D; @@ -1166,6 +1181,7 @@ void wined3d_device_uninit_3d(struct wined3d_device *device) wine_rb_clear(&device->samplers, device_free_sampler, NULL); wine_rb_clear(&device->rasterizer_states, device_free_rasterizer_state, NULL); wine_rb_clear(&device->blend_states, device_free_blend_state, NULL); + wine_rb_clear(&device->depth_stencil_states, device_free_depth_stencil_state, NULL);
LIST_FOR_EACH_ENTRY_SAFE(resource, cursor, &device->resources, struct wined3d_resource, resource_list_entry) { @@ -1713,6 +1729,33 @@ struct wined3d_blend_state * CDECL wined3d_device_get_blend_state(const struct w return state->blend_state; }
+void CDECL wined3d_device_set_depth_stencil_state(struct wined3d_device *device, + struct wined3d_depth_stencil_state *depth_stencil_state) +{ + struct wined3d_state *state = &device->state; + struct wined3d_depth_stencil_state *prev; + + TRACE("device %p, depth_stencil_state %p.\n", device, depth_stencil_state); + + prev = state->depth_stencil_state; + if (prev == depth_stencil_state) + return; + + if (depth_stencil_state) + wined3d_depth_stencil_state_incref(depth_stencil_state); + state->depth_stencil_state = depth_stencil_state; + wined3d_cs_emit_set_depth_stencil_state(device->cs, depth_stencil_state); + if (prev) + wined3d_depth_stencil_state_decref(prev); +} + +struct wined3d_depth_stencil_state * CDECL wined3d_device_get_depth_stencil_state(const struct wined3d_device *device) +{ + TRACE("device %p.\n", device); + + return device->state.depth_stencil_state; +} + void CDECL wined3d_device_set_rasterizer_state(struct wined3d_device *device, struct wined3d_rasterizer_state *rasterizer_state) { @@ -3503,7 +3546,7 @@ void CDECL wined3d_device_apply_stateblock(struct wined3d_device *device, const struct wined3d_stateblock_state *state = &stateblock->stateblock_state; const struct wined3d_saved_states *changed = &stateblock->changed; const unsigned int word_bit_count = sizeof(DWORD) * CHAR_BIT; - BOOL set_blend_state = FALSE, set_rasterizer_state = FALSE; + BOOL set_blend_state = FALSE, set_depth_stencil_state = FALSE, set_rasterizer_state = FALSE; unsigned int i, j, start, idx; struct wined3d_range range; uint32_t map; @@ -3608,6 +3651,10 @@ void CDECL wined3d_device_apply_stateblock(struct wined3d_device *device, set_blend_state = TRUE; break;
+ case WINED3D_RS_ZENABLE: + set_depth_stencil_state = TRUE; + break; + case WINED3D_RS_FILLMODE: case WINED3D_RS_CULLMODE: case WINED3D_RS_SLOPESCALEDEPTHBIAS: @@ -3739,6 +3786,32 @@ void CDECL wined3d_device_apply_stateblock(struct wined3d_device *device, } }
+ if (set_depth_stencil_state) + { + struct wined3d_depth_stencil_state *depth_stencil_state; + struct wined3d_depth_stencil_state_desc desc; + struct wine_rb_entry *entry; + + memset(&desc, 0, sizeof(desc)); + desc.depth = state->rs[WINED3D_RS_ZENABLE]; + + if ((entry = wine_rb_get(&device->depth_stencil_states, &desc))) + { + depth_stencil_state = WINE_RB_ENTRY_VALUE(entry, struct wined3d_depth_stencil_state, entry); + wined3d_device_set_depth_stencil_state(device, depth_stencil_state); + } + else if (SUCCEEDED(wined3d_depth_stencil_state_create(device, &desc, NULL, + &wined3d_null_parent_ops, &depth_stencil_state))) + { + wined3d_device_set_depth_stencil_state(device, depth_stencil_state); + if (wine_rb_put(&device->depth_stencil_states, &desc, &depth_stencil_state->entry) == -1) + { + ERR("Failed to insert depth/stencil state.\n"); + wined3d_depth_stencil_state_decref(depth_stencil_state); + } + } + } + for (i = 0; i < ARRAY_SIZE(changed->textureState); ++i) { map = changed->textureState[i]; @@ -4240,8 +4313,8 @@ HRESULT CDECL wined3d_device_validate_device(const struct wined3d_device *device } }
- if (state->render_states[WINED3D_RS_ZENABLE] || state->render_states[WINED3D_RS_ZWRITEENABLE] - || state->render_states[WINED3D_RS_STENCILENABLE]) + if (!state->depth_stencil_state || state->depth_stencil_state->desc.depth + || state->render_states[WINED3D_RS_ZWRITEENABLE] || state->render_states[WINED3D_RS_STENCILENABLE]) { struct wined3d_rendertarget_view *rt = device->state.fb.render_targets[0]; struct wined3d_rendertarget_view *ds = device->state.fb.depth_stencil; @@ -5343,6 +5416,7 @@ HRESULT CDECL wined3d_device_reset(struct wined3d_device *device, wine_rb_clear(&device->samplers, device_free_sampler, NULL); wine_rb_clear(&device->rasterizer_states, device_free_rasterizer_state, NULL); wine_rb_clear(&device->blend_states, device_free_blend_state, NULL); + wine_rb_clear(&device->depth_stencil_states, device_free_depth_stencil_state, NULL);
if (reset_state) { @@ -5540,6 +5614,13 @@ static int wined3d_blend_state_compare(const void *key, const struct wine_rb_ent return memcmp(&state->desc, key, sizeof(state->desc)); }
+static int wined3d_depth_stencil_state_compare(const void *key, const struct wine_rb_entry *entry) +{ + const struct wined3d_depth_stencil_state *state = WINE_RB_ENTRY_VALUE(entry, struct wined3d_depth_stencil_state, entry); + + return memcmp(&state->desc, key, sizeof(state->desc)); +} + static BOOL wined3d_select_feature_level(const struct wined3d_adapter *adapter, const enum wined3d_feature_level *levels, unsigned int level_count, enum wined3d_feature_level *selected_level) @@ -5601,6 +5682,7 @@ HRESULT wined3d_device_init(struct wined3d_device *device, struct wined3d *wined wine_rb_init(&device->samplers, wined3d_sampler_compare); wine_rb_init(&device->rasterizer_states, wined3d_rasterizer_state_compare); wine_rb_init(&device->blend_states, wined3d_blend_state_compare); + wine_rb_init(&device->depth_stencil_states, wined3d_depth_stencil_state_compare);
if (vertex_pipeline->vp_states && fragment_pipeline->states && FAILED(hr = compile_state_table(device->state_table, device->multistate_funcs, @@ -5611,6 +5693,7 @@ HRESULT wined3d_device_init(struct wined3d_device *device, struct wined3d *wined wine_rb_destroy(&device->samplers, NULL, NULL); wine_rb_destroy(&device->rasterizer_states, NULL, NULL); wine_rb_destroy(&device->blend_states, NULL, NULL); + wine_rb_destroy(&device->depth_stencil_states, NULL, NULL); wined3d_decref(device->wined3d); return hr; } @@ -5637,6 +5720,7 @@ err: wine_rb_destroy(&device->samplers, NULL, NULL); wine_rb_destroy(&device->rasterizer_states, NULL, NULL); wine_rb_destroy(&device->blend_states, NULL, NULL); + wine_rb_destroy(&device->depth_stencil_states, NULL, NULL); wined3d_decref(device->wined3d); return hr; } diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c index 42666e9ccc2..decfd996566 100644 --- a/dlls/wined3d/state.c +++ b/dlls/wined3d/state.c @@ -109,6 +109,67 @@ HRESULT CDECL wined3d_blend_state_create(struct wined3d_device *device, return WINED3D_OK; }
+ULONG CDECL wined3d_depth_stencil_state_incref(struct wined3d_depth_stencil_state *state) +{ + ULONG refcount = InterlockedIncrement(&state->refcount); + + TRACE("%p increasing refcount to %u.\n", state, refcount); + + return refcount; +} + +static void wined3d_depth_stencil_state_destroy_object(void *object) +{ + heap_free(object); +} + +ULONG CDECL wined3d_depth_stencil_state_decref(struct wined3d_depth_stencil_state *state) +{ + ULONG refcount = InterlockedDecrement(&state->refcount); + struct wined3d_device *device = state->device; + + TRACE("%p decreasing refcount to %u.\n", state, refcount); + + if (!refcount) + { + state->parent_ops->wined3d_object_destroyed(state->parent); + wined3d_cs_destroy_object(device->cs, wined3d_depth_stencil_state_destroy_object, state); + } + + return refcount; +} + +void * CDECL wined3d_depth_stencil_state_get_parent(const struct wined3d_depth_stencil_state *state) +{ + TRACE("depth_stencil_state %p.\n", state); + + return state->parent; +} + +HRESULT CDECL wined3d_depth_stencil_state_create(struct wined3d_device *device, + const struct wined3d_depth_stencil_state_desc *desc, void *parent, + const struct wined3d_parent_ops *parent_ops, struct wined3d_depth_stencil_state **state) +{ + struct wined3d_depth_stencil_state *object; + + TRACE("device %p, desc %p, parent %p, parent_ops %p, state %p.\n", + device, desc, parent, parent_ops, state); + + if (!(object = heap_alloc_zero(sizeof(*object)))) + return E_OUTOFMEMORY; + + object->refcount = 1; + object->desc = *desc; + object->parent = parent; + object->parent_ops = parent_ops; + object->device = device; + + TRACE("Created depth/stencil state %p.\n", object); + *state = object; + + return WINED3D_OK; +} + ULONG CDECL wined3d_rasterizer_state_incref(struct wined3d_rasterizer_state *state) { ULONG refcount = InterlockedIncrement(&state->refcount); @@ -230,10 +291,11 @@ static void state_lighting(struct wined3d_context *context, const struct wined3d } }
-static void state_zenable(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) +static void depth(struct wined3d_context *context, const struct wined3d_state *state) { - enum wined3d_depth_buffer_type zenable = state->render_states[WINED3D_RS_ZENABLE]; const struct wined3d_gl_info *gl_info = wined3d_context_gl(context)->gl_info; + const struct wined3d_depth_stencil_state *ds = state->depth_stencil_state; + enum wined3d_depth_buffer_type zenable = ds ? ds->desc.depth : WINED3D_ZB_TRUE;
/* No z test without depth stencil buffers */ if (!state->fb.depth_stencil) @@ -266,6 +328,11 @@ static void state_zenable(struct wined3d_context *context, const struct wined3d_ context_apply_state(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION)); }
+static void depthstencil(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id) +{ + depth(context, state); +} + static void cullmode(const struct wined3d_rasterizer_state *r, const struct wined3d_gl_info *gl_info) { enum wined3d_cull mode = r ? r->desc.cull_mode : WINED3D_CULL_BACK; @@ -4603,6 +4670,7 @@ const struct wined3d_state_entry_template misc_state_template[] = { STATE_BLEND_FACTOR, { STATE_BLEND_FACTOR, state_blend_factor }, EXT_BLEND_COLOR }, { STATE_BLEND_FACTOR, { STATE_BLEND_FACTOR, state_blend_factor_w}, WINED3D_GL_EXT_NONE }, { STATE_SAMPLE_MASK, { STATE_SAMPLE_MASK, state_multisampmask }, WINED3D_GL_EXT_NONE }, + { STATE_DEPTH_STENCIL, { STATE_DEPTH_STENCIL, depthstencil }, WINED3D_GL_EXT_NONE }, { STATE_STREAMSRC, { STATE_STREAMSRC, streamsrc }, WINED3D_GL_EXT_NONE }, { STATE_VDECL, { STATE_VDECL, vdecl_miscpart }, WINED3D_GL_EXT_NONE }, { STATE_RASTERIZER, { STATE_RASTERIZER, rasterizer_cc }, ARB_CLIP_CONTROL }, @@ -4670,7 +4738,6 @@ const struct wined3d_state_entry_template misc_state_template[] = { STATE_INDEXBUFFER, { STATE_INDEXBUFFER, state_nop }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_ANTIALIAS), { STATE_RENDER(WINED3D_RS_ANTIALIAS), state_antialias }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE), { STATE_RENDER(WINED3D_RS_TEXTUREPERSPECTIVE), state_nop }, WINED3D_GL_EXT_NONE }, - { STATE_RENDER(WINED3D_RS_ZENABLE), { STATE_RENDER(WINED3D_RS_ZENABLE), state_zenable }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_WRAPU), { STATE_RENDER(WINED3D_RS_WRAPU), state_wrapu }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_WRAPV), { STATE_RENDER(WINED3D_RS_WRAPV), state_wrapv }, WINED3D_GL_EXT_NONE }, { STATE_RENDER(WINED3D_RS_LINEPATTERN), { STATE_RENDER(WINED3D_RS_LINEPATTERN), state_linepattern }, WINED3D_GL_LEGACY_CONTEXT }, @@ -5493,7 +5560,7 @@ static void validate_state_table(struct wined3d_state_entry *state_table) { { 1, 1}, { 3, 3}, - { 8, 8}, + { 7, 8}, { 17, 22}, { 27, 27}, { 40, 40}, @@ -5544,6 +5611,7 @@ static void validate_state_table(struct wined3d_state_entry *state_table) STATE_BLEND, STATE_BLEND_FACTOR, STATE_SAMPLE_MASK, + STATE_DEPTH_STENCIL, }; unsigned int i, current;
diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c index 916d90cf215..753d0080fd7 100644 --- a/dlls/wined3d/utils.c +++ b/dlls/wined3d/utils.c @@ -5247,6 +5247,8 @@ const char *debug_d3dstate(DWORD state) return "STATE_BLEND_FACTOR"; if (STATE_IS_SAMPLE_MASK(state)) return "STATE_SAMPLE_MASK"; + if (STATE_IS_DEPTH_STENCIL(state)) + return "STATE_DEPTH_STENCIL";
return wine_dbg_sprintf("UNKNOWN_STATE(%#x)", state); } @@ -5495,8 +5497,11 @@ void get_projection_matrix(const struct wined3d_context *context, const struct w float y_offset = flip ? (center_offset - (2.0f * y) - h) / h : (center_offset - (2.0f * y) - h) / -h; - enum wined3d_depth_buffer_type zenable = state->fb.depth_stencil ? - state->render_states[WINED3D_RS_ZENABLE] : WINED3D_ZB_FALSE; + enum wined3d_depth_buffer_type zenable = WINED3D_ZB_TRUE; + if (!state->fb.depth_stencil) + zenable = WINED3D_ZB_FALSE; + else if (state->depth_stencil_state) + zenable = state->depth_stencil_state->desc.depth; float z_scale = zenable ? clip_control ? 1.0f : 2.0f : 0.0f; float z_offset = zenable ? clip_control ? 0.0f : -1.0f : 0.0f; const struct wined3d_matrix projection = diff --git a/dlls/wined3d/wined3d.spec b/dlls/wined3d/wined3d.spec index 22a9a9dd740..48dc739784c 100644 --- a/dlls/wined3d/wined3d.spec +++ b/dlls/wined3d/wined3d.spec @@ -32,6 +32,11 @@ @ cdecl wined3d_buffer_get_resource(ptr) @ cdecl wined3d_buffer_incref(ptr)
+@ cdecl wined3d_depth_stencil_state_create(ptr ptr ptr ptr ptr) +@ cdecl wined3d_depth_stencil_state_decref(ptr) +@ cdecl wined3d_depth_stencil_state_get_parent(ptr) +@ cdecl wined3d_depth_stencil_state_incref(ptr) + @ cdecl wined3d_device_acquire_focus_window(ptr ptr) @ cdecl wined3d_device_apply_stateblock(ptr ptr) @ cdecl wined3d_device_begin_scene(ptr) @@ -62,6 +67,7 @@ @ cdecl wined3d_device_get_cs_resource_view(ptr long) @ cdecl wined3d_device_get_cs_sampler(ptr long) @ cdecl wined3d_device_get_cs_uav(ptr long) +@ cdecl wined3d_device_get_depth_stencil_state(ptr) @ cdecl wined3d_device_get_depth_stencil_view(ptr) @ cdecl wined3d_device_get_device_caps(ptr ptr) @ cdecl wined3d_device_get_display_mode(ptr long ptr ptr) @@ -116,6 +122,7 @@ @ cdecl wined3d_device_set_cs_uav(ptr long ptr long) @ cdecl wined3d_device_set_cursor_position(ptr long long long) @ cdecl wined3d_device_set_cursor_properties(ptr long long ptr long) +@ cdecl wined3d_device_set_depth_stencil_state(ptr ptr) @ cdecl wined3d_device_set_depth_stencil_view(ptr ptr) @ cdecl wined3d_device_set_dialog_box_mode(ptr long) @ cdecl wined3d_device_set_domain_shader(ptr ptr) diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index db17305c76b..a051406a7a3 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -1705,7 +1705,10 @@ enum wined3d_pipeline #define STATE_STREAM_OUTPUT (STATE_COLOR_KEY + 1) #define STATE_IS_STREAM_OUTPUT(a) ((a) == STATE_STREAM_OUTPUT)
-#define STATE_BLEND (STATE_STREAM_OUTPUT + 1) +#define STATE_DEPTH_STENCIL (STATE_STREAM_OUTPUT + 1) +#define STATE_IS_DEPTH_STENCIL(a) ((a) == STATE_DEPTH_STENCIL) + +#define STATE_BLEND (STATE_DEPTH_STENCIL + 1) #define STATE_IS_BLEND(a) ((a) == STATE_BLEND)
#define STATE_BLEND_FACTOR (STATE_BLEND + 1) @@ -3154,6 +3157,18 @@ struct wined3d_blend_state struct wine_rb_entry entry; };
+struct wined3d_depth_stencil_state +{ + LONG refcount; + struct wined3d_depth_stencil_state_desc desc; + + void *parent; + const struct wined3d_parent_ops *parent_ops; + + struct wined3d_device *device; + struct wine_rb_entry entry; +}; + struct wined3d_rasterizer_state { LONG refcount; @@ -3235,6 +3250,7 @@ struct wined3d_state struct wined3d_blend_state *blend_state; struct wined3d_color blend_factor; unsigned int sample_mask; + struct wined3d_depth_stencil_state *depth_stencil_state; struct wined3d_rasterizer_state *rasterizer_state; };
@@ -3303,7 +3319,7 @@ struct wined3d_device
struct list resources; /* a linked list to track resources created by the device */ struct list shaders; /* a linked list to track shaders (pixel and vertex) */ - struct wine_rb_tree samplers, rasterizer_states, blend_states; + struct wine_rb_tree samplers, rasterizer_states, blend_states, depth_stencil_states;
/* Render Target Support */ struct wined3d_rendertarget_view *auto_depth_stencil_view; @@ -4094,6 +4110,8 @@ void wined3d_cs_emit_set_color_key(struct wined3d_cs *cs, struct wined3d_texture WORD flags, const struct wined3d_color_key *color_key) DECLSPEC_HIDDEN; void wined3d_cs_emit_set_constant_buffer(struct wined3d_cs *cs, enum wined3d_shader_type type, UINT cb_idx, struct wined3d_buffer *buffer) DECLSPEC_HIDDEN; +void wined3d_cs_emit_set_depth_stencil_state(struct wined3d_cs *cs, + struct wined3d_depth_stencil_state *state) DECLSPEC_HIDDEN; void wined3d_cs_emit_set_depth_stencil_view(struct wined3d_cs *cs, struct wined3d_rendertarget_view *view) DECLSPEC_HIDDEN; void wined3d_cs_emit_set_index_buffer(struct wined3d_cs *cs, struct wined3d_buffer *buffer, diff --git a/include/wine/wined3d.h b/include/wine/wined3d.h index 3b541714f4f..55dad1bfd6b 100644 --- a/include/wine/wined3d.h +++ b/include/wine/wined3d.h @@ -2033,6 +2033,11 @@ struct wined3d_blend_state_desc } rt[WINED3D_MAX_RENDER_TARGETS]; };
+struct wined3d_depth_stencil_state_desc +{ + enum wined3d_depth_buffer_type depth; +}; + struct wined3d_rasterizer_state_desc { enum wined3d_fill_mode fill_mode; @@ -2191,6 +2196,7 @@ struct wined3d; struct wined3d_adapter; struct wined3d_blend_state; struct wined3d_buffer; +struct wined3d_depth_stencil_state; struct wined3d_device; struct wined3d_output; struct wined3d_palette; @@ -2349,6 +2355,7 @@ struct wined3d_shader_resource_view * __cdecl wined3d_device_get_cs_resource_vie struct wined3d_sampler * __cdecl wined3d_device_get_cs_sampler(const struct wined3d_device *device, unsigned int idx); struct wined3d_unordered_access_view * __cdecl wined3d_device_get_cs_uav(const struct wined3d_device *device, unsigned int idx); +struct wined3d_depth_stencil_state * __cdecl wined3d_device_get_depth_stencil_state(const struct wined3d_device *device); struct wined3d_rendertarget_view * __cdecl wined3d_device_get_depth_stencil_view(const struct wined3d_device *device); HRESULT __cdecl wined3d_device_get_device_caps(const struct wined3d_device *device, struct wined3d_caps *caps); HRESULT __cdecl wined3d_device_get_display_mode(const struct wined3d_device *device, UINT swapchain_idx, @@ -2435,6 +2442,8 @@ void __cdecl wined3d_device_set_cursor_position(struct wined3d_device *device, int x_screen_space, int y_screen_space, DWORD flags); HRESULT __cdecl wined3d_device_set_cursor_properties(struct wined3d_device *device, UINT x_hotspot, UINT y_hotspot, struct wined3d_texture *texture, unsigned int sub_resource_idx); +void __cdecl wined3d_device_set_depth_stencil_state(struct wined3d_device *device, + struct wined3d_depth_stencil_state *depth_stencil_state); HRESULT __cdecl wined3d_device_set_depth_stencil_view(struct wined3d_device *device, struct wined3d_rendertarget_view *view); HRESULT __cdecl wined3d_device_set_dialog_box_mode(struct wined3d_device *device, BOOL enable_dialogs); @@ -2618,6 +2627,13 @@ ULONG __cdecl wined3d_blend_state_decref(struct wined3d_blend_state *state); void * __cdecl wined3d_blend_state_get_parent(const struct wined3d_blend_state *state); ULONG __cdecl wined3d_blend_state_incref(struct wined3d_blend_state *state);
+HRESULT __cdecl wined3d_depth_stencil_state_create(struct wined3d_device *device, + const struct wined3d_depth_stencil_state_desc *desc, void *parent, + const struct wined3d_parent_ops *parent_ops, struct wined3d_depth_stencil_state **state); +ULONG __cdecl wined3d_depth_stencil_state_decref(struct wined3d_depth_stencil_state *state); +void * __cdecl wined3d_depth_stencil_state_get_parent(const struct wined3d_depth_stencil_state *state); +ULONG __cdecl wined3d_depth_stencil_state_incref(struct wined3d_depth_stencil_state *state); + HRESULT __cdecl wined3d_rasterizer_state_create(struct wined3d_device *device, const struct wined3d_rasterizer_state_desc *desc, void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_rasterizer_state **state);