mesa: support GL_EXT_stencil_two_side in gallium/mesa state tracker
Since Ian's patch of a few weeks ago, we can enable all three variations of two-sided stencil. Update the state tracker to handle the extra back- face state and turn on the EXT. Note: there's a new Glean test for two-sided stencil now...
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@@ -94,36 +94,38 @@ static void
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update_depth_stencil_alpha(struct st_context *st)
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{
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struct pipe_depth_stencil_alpha_state *dsa = &st->state.depth_stencil;
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GLcontext *ctx = st->ctx;
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memset(dsa, 0, sizeof(*dsa));
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dsa->depth.enabled = st->ctx->Depth.Test;
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dsa->depth.writemask = st->ctx->Depth.Mask;
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dsa->depth.func = st_compare_func_to_pipe(st->ctx->Depth.Func);
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dsa->depth.enabled = ctx->Depth.Test;
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dsa->depth.writemask = ctx->Depth.Mask;
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dsa->depth.func = st_compare_func_to_pipe(ctx->Depth.Func);
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if (st->ctx->Query.CurrentOcclusionObject &&
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st->ctx->Query.CurrentOcclusionObject->Active)
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if (ctx->Query.CurrentOcclusionObject &&
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ctx->Query.CurrentOcclusionObject->Active)
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dsa->depth.occlusion_count = 1;
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if (st->ctx->Stencil.Enabled && st->ctx->Visual.stencilBits > 0) {
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if (ctx->Stencil.Enabled && ctx->Visual.stencilBits > 0) {
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dsa->stencil[0].enabled = 1;
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dsa->stencil[0].func = st_compare_func_to_pipe(st->ctx->Stencil.Function[0]);
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dsa->stencil[0].fail_op = gl_stencil_op_to_pipe(st->ctx->Stencil.FailFunc[0]);
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dsa->stencil[0].zfail_op = gl_stencil_op_to_pipe(st->ctx->Stencil.ZFailFunc[0]);
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dsa->stencil[0].zpass_op = gl_stencil_op_to_pipe(st->ctx->Stencil.ZPassFunc[0]);
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dsa->stencil[0].ref_value = st->ctx->Stencil.Ref[0] & 0xff;
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dsa->stencil[0].valuemask = st->ctx->Stencil.ValueMask[0] & 0xff;
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dsa->stencil[0].writemask = st->ctx->Stencil.WriteMask[0] & 0xff;
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dsa->stencil[0].func = st_compare_func_to_pipe(ctx->Stencil.Function[0]);
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dsa->stencil[0].fail_op = gl_stencil_op_to_pipe(ctx->Stencil.FailFunc[0]);
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dsa->stencil[0].zfail_op = gl_stencil_op_to_pipe(ctx->Stencil.ZFailFunc[0]);
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dsa->stencil[0].zpass_op = gl_stencil_op_to_pipe(ctx->Stencil.ZPassFunc[0]);
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dsa->stencil[0].ref_value = ctx->Stencil.Ref[0] & 0xff;
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dsa->stencil[0].valuemask = ctx->Stencil.ValueMask[0] & 0xff;
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dsa->stencil[0].writemask = ctx->Stencil.WriteMask[0] & 0xff;
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if (st->ctx->Stencil._TestTwoSide) {
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if (ctx->Stencil._TestTwoSide) {
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const GLuint back = ctx->Stencil._BackFace;
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dsa->stencil[1].enabled = 1;
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dsa->stencil[1].func = st_compare_func_to_pipe(st->ctx->Stencil.Function[1]);
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dsa->stencil[1].fail_op = gl_stencil_op_to_pipe(st->ctx->Stencil.FailFunc[1]);
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dsa->stencil[1].zfail_op = gl_stencil_op_to_pipe(st->ctx->Stencil.ZFailFunc[1]);
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dsa->stencil[1].zpass_op = gl_stencil_op_to_pipe(st->ctx->Stencil.ZPassFunc[1]);
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dsa->stencil[1].ref_value = st->ctx->Stencil.Ref[1] & 0xff;
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dsa->stencil[1].valuemask = st->ctx->Stencil.ValueMask[1] & 0xff;
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dsa->stencil[1].writemask = st->ctx->Stencil.WriteMask[1] & 0xff;
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dsa->stencil[1].func = st_compare_func_to_pipe(ctx->Stencil.Function[back]);
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dsa->stencil[1].fail_op = gl_stencil_op_to_pipe(ctx->Stencil.FailFunc[back]);
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dsa->stencil[1].zfail_op = gl_stencil_op_to_pipe(ctx->Stencil.ZFailFunc[back]);
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dsa->stencil[1].zpass_op = gl_stencil_op_to_pipe(ctx->Stencil.ZPassFunc[back]);
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dsa->stencil[1].ref_value = ctx->Stencil.Ref[back] & 0xff;
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dsa->stencil[1].valuemask = ctx->Stencil.ValueMask[back] & 0xff;
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dsa->stencil[1].writemask = ctx->Stencil.WriteMask[back] & 0xff;
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}
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else {
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dsa->stencil[1] = dsa->stencil[0];
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@@ -131,10 +133,10 @@ update_depth_stencil_alpha(struct st_context *st)
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}
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}
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if (st->ctx->Color.AlphaEnabled) {
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if (ctx->Color.AlphaEnabled) {
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dsa->alpha.enabled = 1;
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dsa->alpha.func = st_compare_func_to_pipe(st->ctx->Color.AlphaFunc);
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dsa->alpha.ref_value = st->ctx->Color.AlphaRef;
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dsa->alpha.func = st_compare_func_to_pipe(ctx->Color.AlphaFunc);
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dsa->alpha.ref_value = ctx->Color.AlphaRef;
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}
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cso_set_depth_stencil_alpha(st->cso_context, dsa);
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@@ -208,6 +208,7 @@ void st_init_extensions(struct st_context *st)
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if (screen->get_param(screen, PIPE_CAP_TWO_SIDED_STENCIL)) {
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ctx->Extensions.ATI_separate_stencil = GL_TRUE;
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ctx->Extensions.EXT_stencil_two_side = GL_TRUE;
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}
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if (screen->get_param(screen, PIPE_CAP_ANISOTROPIC_FILTER)) {
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