forked from Mirrors/wine-wine
wined3d: Truncate stencil reference values to the stencil component size.
As opposed to OpenGL, which clamps them. This fixes a regression introduced by
commit a9e199e5ad
.
Signed-off-by: Zhiyi Zhang <zzhang@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
stable
parent
c67a27c87f
commit
124f48d311
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@ -11211,7 +11211,7 @@ static void stencil_cull_test(void)
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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color = getPixelColor(device, 280, 360);
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todo_wine ok(color == 0x000000f0, "Got unexpected colour 0x%08x.\n", color);
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ok(color == 0x000000f0, "Got unexpected colour 0x%08x.\n", color);
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hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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@ -1152,9 +1152,12 @@ static void wined3d_cs_exec_set_depth_stencil_view(struct wined3d_cs *cs, const
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device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILWRITEMASK));
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device_invalidate_state(device, STATE_RENDER(WINED3D_RS_DEPTHBIAS));
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}
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else if (prev && prev->format->depth_bias_scale != op->view->format->depth_bias_scale)
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else if (prev)
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{
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device_invalidate_state(device, STATE_RENDER(WINED3D_RS_DEPTHBIAS));
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if (prev->format->depth_bias_scale != op->view->format->depth_bias_scale)
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device_invalidate_state(device, STATE_RENDER(WINED3D_RS_DEPTHBIAS));
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if (prev->format->stencil_size != op->view->format->stencil_size)
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device_invalidate_state(device, STATE_RENDER(WINED3D_RS_STENCILREF));
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}
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device_invalidate_state(device, STATE_FRAMEBUFFER);
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@ -925,7 +925,7 @@ static void state_stencil(struct wined3d_context *context, const struct wined3d_
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if (!(func_back = wined3d_gl_compare_func(state->render_states[WINED3D_RS_BACK_STENCILFUNC])))
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func_back = GL_ALWAYS;
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mask = state->render_states[WINED3D_RS_STENCILMASK];
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ref = state->render_states[WINED3D_RS_STENCILREF] & mask;
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ref = state->render_states[WINED3D_RS_STENCILREF] & ((1 << state->fb->depth_stencil->format->stencil_size) - 1);
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stencilFail = gl_stencil_op(state->render_states[WINED3D_RS_STENCILFAIL]);
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depthFail = gl_stencil_op(state->render_states[WINED3D_RS_STENCILZFAIL]);
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stencilPass = gl_stencil_op(state->render_states[WINED3D_RS_STENCILPASS]);
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