Added patch to silence noisy FIXME in gl_stencil_op.

This commit is contained in:
Sebastian Lackner
2017-01-08 17:50:50 +01:00
parent 5530538a2b
commit 024a141714
4 changed files with 46 additions and 11 deletions

View File

@@ -6394,7 +6394,7 @@ diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
/* Disable blending in all cases even without pixelshaders.
* With blending on we could face a big performance penalty.
@@ -858,7 +870,11 @@ static void state_stencil(struct wined3d_context *context, const struct wined3d_
@@ -861,7 +873,11 @@ static void state_stencil(struct wined3d_context *context, const struct wined3d_
GLint depthFail_back;
/* No stencil test without a stencil buffer. */
@@ -6406,7 +6406,7 @@ diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
{
gl_info->gl_ops.gl.p_glDisable(GL_STENCIL_TEST);
checkGLcall("glDisable GL_STENCIL_TEST");
@@ -954,7 +970,11 @@ static void state_stencil(struct wined3d_context *context, const struct wined3d_
@@ -957,7 +973,11 @@ static void state_stencil(struct wined3d_context *context, const struct wined3d_
static void state_stencilwrite2s(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
@@ -6418,7 +6418,7 @@ diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
const struct wined3d_gl_info *gl_info = context->gl_info;
GL_EXTCALL(glActiveStencilFaceEXT(GL_BACK));
@@ -968,7 +988,11 @@ static void state_stencilwrite2s(struct wined3d_context *context, const struct w
@@ -971,7 +991,11 @@ static void state_stencilwrite2s(struct wined3d_context *context, const struct w
static void state_stencilwrite(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
@@ -6430,7 +6430,7 @@ diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
const struct wined3d_gl_info *gl_info = context->gl_info;
gl_info->gl_ops.gl.p_glStencilMask(mask);
@@ -1706,7 +1730,11 @@ static void state_depthbias(struct wined3d_context *context, const struct wined3
@@ -1709,7 +1733,11 @@ static void state_depthbias(struct wined3d_context *context, const struct wined3
if (state->render_states[WINED3D_RS_SLOPESCALEDEPTHBIAS]
|| state->render_states[WINED3D_RS_DEPTHBIAS])
{
@@ -6442,7 +6442,7 @@ diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
float scale;
union
@@ -3639,7 +3667,11 @@ static void sampler(struct wined3d_context *context, const struct wined3d_state
@@ -3642,7 +3670,11 @@ static void sampler(struct wined3d_context *context, const struct wined3d_state
}
else
{
@@ -6454,7 +6454,7 @@ diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
{
ERR("Failed to create sampler.\n");
sampler = NULL;
@@ -4620,8 +4652,13 @@ static void vertexdeclaration(struct wined3d_context *context, const struct wine
@@ -4623,8 +4655,13 @@ static void vertexdeclaration(struct wined3d_context *context, const struct wine
static void viewport_miscpart(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
{
@@ -6468,7 +6468,7 @@ diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
const struct wined3d_gl_info *gl_info = context->gl_info;
struct wined3d_viewport vp = state->viewport;
unsigned int width, height;
@@ -4633,7 +4670,11 @@ static void viewport_miscpart(struct wined3d_context *context, const struct wine
@@ -4636,7 +4673,11 @@ static void viewport_miscpart(struct wined3d_context *context, const struct wine
if (vp.height > target->height)
vp.height = target->height;
@@ -6480,7 +6480,7 @@ diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
}
else if (depth_stencil)
{
@@ -4660,8 +4701,13 @@ static void viewport_miscpart(struct wined3d_context *context, const struct wine
@@ -4663,8 +4704,13 @@ static void viewport_miscpart(struct wined3d_context *context, const struct wine
static void viewport_miscpart_cc(struct wined3d_context *context,
const struct wined3d_state *state, DWORD state_id)
{
@@ -6494,7 +6494,7 @@ diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
float pixel_center_offset = context->d3d_info->wined3d_creation_flags
& WINED3D_PIXEL_CENTER_INTEGER ? 0.5f : 0.0f;
const struct wined3d_gl_info *gl_info = context->gl_info;
@@ -4675,7 +4721,11 @@ static void viewport_miscpart_cc(struct wined3d_context *context,
@@ -4678,7 +4724,11 @@ static void viewport_miscpart_cc(struct wined3d_context *context,
if (vp.height > target->height)
vp.height = target->height;
@@ -6506,7 +6506,7 @@ diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
}
else if (depth_stencil)
{
@@ -4856,11 +4906,19 @@ static void scissorrect(struct wined3d_context *context, const struct wined3d_st
@@ -4859,11 +4909,19 @@ static void scissorrect(struct wined3d_context *context, const struct wined3d_st
}
else
{
@@ -6526,7 +6526,7 @@ diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
gl_info->gl_ops.gl.p_glScissor(r->left, height - r->bottom, r->right - r->left, r->bottom - r->top);
}
checkGLcall("glScissor");
@@ -4932,7 +4990,11 @@ void state_srgbwrite(struct wined3d_context *context, const struct wined3d_state
@@ -4935,7 +4993,11 @@ void state_srgbwrite(struct wined3d_context *context, const struct wined3d_state
TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);