ds->stencil[0].fail = svga_translate_stencil_op(templ->stencil[0].fail_op);
ds->stencil[0].zfail = svga_translate_stencil_op(templ->stencil[0].zfail_op);
ds->stencil[0].pass = svga_translate_stencil_op(templ->stencil[0].zpass_op);
ds->stencil[0].fail = svga_translate_stencil_op(templ->stencil[0].fail_op);
ds->stencil[0].zfail = svga_translate_stencil_op(templ->stencil[0].zfail_op);
ds->stencil[0].pass = svga_translate_stencil_op(templ->stencil[0].zpass_op);
/* SVGA3D has one ref/mask/writemask triple shared between front &
* back face stencil. We really need two:
*/
/* SVGA3D has one ref/mask/writemask triple shared between front &
* back face stencil. We really need two:
*/
ds->stencil[1].enabled = templ->stencil[1].enabled;
if (templ->stencil[1].enabled) {
assert(templ->stencil[0].enabled);
ds->stencil[1].enabled = templ->stencil[1].enabled;
if (templ->stencil[1].enabled) {
assert(templ->stencil[0].enabled);
-static void svga_set_stencil_ref( struct pipe_context *pipe,
- const struct pipe_stencil_ref *stencil_ref )
+static void
+svga_set_stencil_ref(struct pipe_context *pipe,
+ const struct pipe_stencil_ref *stencil_ref)
{
svga->pipe.create_depth_stencil_alpha_state = svga_create_depth_stencil_state;
svga->pipe.bind_depth_stencil_alpha_state = svga_bind_depth_stencil_state;
{
svga->pipe.create_depth_stencil_alpha_state = svga_create_depth_stencil_state;
svga->pipe.bind_depth_stencil_alpha_state = svga_bind_depth_stencil_state;
svga->pipe.set_stencil_ref = svga_set_stencil_ref;
svga->pipe.set_sample_mask = svga_set_sample_mask;
}
svga->pipe.set_stencil_ref = svga_set_stencil_ref;
svga->pipe.set_sample_mask = svga_set_sample_mask;
}