#include "i830_context.h"
#include "i830_reg.h"
-static void i830StencilFunc(GLcontext *ctx, GLenum func, GLint ref,
- GLuint mask)
+static void
+i830StencilFuncSeparate(GLcontext *ctx, GLenum face, GLenum func, GLint ref,
+ GLuint mask)
{
i830ContextPtr i830 = I830_CONTEXT(ctx);
int test = intel_translate_compare_func(func);
STENCIL_TEST_FUNC(test));
}
-static void i830StencilMask(GLcontext *ctx, GLuint mask)
+static void
+i830StencilMaskSeparate(GLcontext *ctx, GLenum face, GLuint mask)
{
i830ContextPtr i830 = I830_CONTEXT(ctx);
STENCIL_WRITE_MASK(mask));
}
-static void i830StencilOp(GLcontext *ctx, GLenum fail, GLenum zfail,
- GLenum zpass)
+static void
+i830StencilOpSeparate(GLcontext *ctx, GLenum face, GLenum fail, GLenum zfail,
+ GLenum zpass)
{
i830ContextPtr i830 = I830_CONTEXT(ctx);
int fop, dfop, dpop;
i830->state.Buffer[I830_DESTREG_CBUFADDR0] = _3DSTATE_BUF_INFO_CMD;
i830->state.Buffer[I830_DESTREG_CBUFADDR1] =
(BUF_3D_ID_COLOR_BACK |
- BUF_3D_PITCH(screen->frontPitch * screen->cpp) |
+ BUF_3D_PITCH(screen->front.pitch * screen->cpp) |
BUF_3D_USE_FENCE);
i830->state.Buffer[I830_DESTREG_DBUFADDR0] = _3DSTATE_BUF_INFO_CMD;
i830->state.Buffer[I830_DESTREG_DBUFADDR1] =
(BUF_3D_ID_DEPTH |
- BUF_3D_PITCH(screen->depthPitch * screen->cpp) |
+ BUF_3D_PITCH(screen->depth.pitch * screen->cpp) |
BUF_3D_USE_FENCE);
- i830->state.Buffer[I830_DESTREG_DBUFADDR2] = screen->depthOffset;
+ i830->state.Buffer[I830_DESTREG_DBUFADDR2] = screen->depth.offset;
i830->state.Buffer[I830_DESTREG_DV0] = _3DSTATE_DST_BUF_VARS_CMD;
functions->PolygonStipple = i830PolygonStipple;
functions->Scissor = i830Scissor;
functions->ShadeModel = i830ShadeModel;
- functions->StencilFunc = i830StencilFunc;
- functions->StencilMask = i830StencilMask;
- functions->StencilOp = i830StencilOp;
+ functions->StencilFuncSeparate = i830StencilFuncSeparate;
+ functions->StencilMaskSeparate = i830StencilMaskSeparate;
+ functions->StencilOpSeparate = i830StencilOpSeparate;
}
void i830InitState( i830ContextPtr i830 )