wined3d: Simplify setting the stencil renderstate.

This commit is contained in:
Jan Zerebecki 2006-09-06 10:44:02 +02:00 committed by Alexandre Julliard
parent 91bbec013b
commit db7b684d30

View File

@ -3335,49 +3335,6 @@ static void renderstate_stencil(IWineD3DDeviceImpl *This, D3DRENDERSTATETYPE Sta
if( This->stateBlock->set.renderState[WINED3DRS_CCW_STENCILPASS] )
stencilPass_ccw = StencilOp(This->stateBlock->renderState[WINED3DRS_CCW_STENCILPASS]);
switch(State) {
case WINED3DRS_STENCILENABLE :
onesided_enable = Value;
break;
case WINED3DRS_TWOSIDEDSTENCILMODE :
twosided_enable = Value;
break;
case WINED3DRS_STENCILFUNC :
if( !( func = CompareFunc(Value) ) )
func = GL_ALWAYS;
break;
case WINED3DRS_CCW_STENCILFUNC :
if( !( func_ccw = CompareFunc(Value) ) )
func_ccw = GL_ALWAYS;
break;
case WINED3DRS_STENCILREF :
ref = Value;
break;
case WINED3DRS_STENCILMASK :
mask = Value;
break;
case WINED3DRS_STENCILFAIL :
stencilFail = StencilOp(Value);
break;
case WINED3DRS_STENCILZFAIL :
depthFail = StencilOp(Value);
break;
case WINED3DRS_STENCILPASS :
stencilPass = StencilOp(Value);
break;
case WINED3DRS_CCW_STENCILFAIL :
stencilFail_ccw = StencilOp(Value);
break;
case WINED3DRS_CCW_STENCILZFAIL :
depthFail_ccw = StencilOp(Value);
break;
case WINED3DRS_CCW_STENCILPASS :
stencilPass_ccw = StencilOp(Value);
break;
default :
ERR("This should not happen!");
}
TRACE("(onesided %ld, twosided %ld, ref %x, mask %x, \
GL_FRONT: func: %x, fail %x, zfail %x, zpass %x \
GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",