gallium: also save/restore stencil_ref in cso_save/restore_depth_stencil_alpha
makes life of state trackers easier
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@@ -192,7 +192,6 @@ clear_with_quad(GLcontext *ctx,
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GLboolean color, GLboolean depth, GLboolean stencil)
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{
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struct st_context *st = ctx->st;
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struct pipe_stencil_ref stencil_ref;
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const GLfloat x0 = (GLfloat) ctx->DrawBuffer->_Xmin;
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const GLfloat x1 = (GLfloat) ctx->DrawBuffer->_Xmax;
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GLfloat y0, y1;
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@@ -248,7 +247,6 @@ clear_with_quad(GLcontext *ctx,
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{
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struct pipe_depth_stencil_alpha_state depth_stencil;
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memset(&depth_stencil, 0, sizeof(depth_stencil));
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memset(&stencil_ref, 0, sizeof(stencil_ref));
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if (depth) {
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depth_stencil.depth.enabled = 1;
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depth_stencil.depth.writemask = 1;
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@@ -256,6 +254,8 @@ clear_with_quad(GLcontext *ctx,
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}
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if (stencil) {
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struct pipe_stencil_ref stencil_ref;
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memset(&stencil_ref, 0, sizeof(stencil_ref));
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depth_stencil.stencil[0].enabled = 1;
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depth_stencil.stencil[0].func = PIPE_FUNC_ALWAYS;
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depth_stencil.stencil[0].fail_op = PIPE_STENCIL_OP_REPLACE;
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@@ -285,21 +285,6 @@ clear_with_quad(GLcontext *ctx,
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cso_restore_fragment_shader(st->cso_context);
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cso_restore_vertex_shader(st->cso_context);
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/* cannot restore stencil ref. Try to reconstruct? */
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if (stencil) {
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if (ctx->Stencil.Enabled && ctx->DrawBuffer->Visual.stencilBits > 0) {
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stencil_ref.ref_value[0] = ctx->Stencil.Ref[0] & 0xff;
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if (ctx->Stencil._TestTwoSide) {
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const GLuint back = ctx->Stencil._BackFace;
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stencil_ref.ref_value[1] = ctx->Stencil.Ref[back] & 0xff;
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}
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else {
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stencil_ref.ref_value[1] = stencil_ref.ref_value[0];
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}
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}
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cso_set_stencil_ref(st->cso_context, &stencil_ref);
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}
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}
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