* Authors:
* Keith Whitwell <keith@tungstengraphics.com>
* Brian Paul
+ * Zack Rusin
*/
#include "st_context.h"
+#include "st_cache.h"
#include "st_atom.h"
#include "pipe/p_context.h"
#include "pipe/p_defines.h"
/**
- * Convert GLenum depth func tokens to pipe tokens.
+ * Convert an OpenGL compare mode to a pipe tokens.
*/
-static GLuint
-gl_depth_func_to_sp(GLenum func)
+GLuint
+st_compare_func_to_pipe(GLenum func)
{
/* Same values, just biased */
assert(PIPE_FUNC_NEVER == GL_NEVER - GL_NEVER);
}
-static void
-update_depth( struct st_context *st )
+/**
+ * Convert GLenum stencil op tokens to pipe tokens.
+ */
+static GLuint
+gl_stencil_op_to_pipe(GLenum func)
{
- struct pipe_depth_state depth;
+ switch (func) {
+ case GL_KEEP:
+ return PIPE_STENCIL_OP_KEEP;
+ case GL_ZERO:
+ return PIPE_STENCIL_OP_ZERO;
+ case GL_REPLACE:
+ return PIPE_STENCIL_OP_REPLACE;
+ case GL_INCR:
+ return PIPE_STENCIL_OP_INCR;
+ case GL_DECR:
+ return PIPE_STENCIL_OP_DECR;
+ case GL_INCR_WRAP:
+ return PIPE_STENCIL_OP_INCR_WRAP;
+ case GL_DECR_WRAP:
+ return PIPE_STENCIL_OP_DECR_WRAP;
+ case GL_INVERT:
+ return PIPE_STENCIL_OP_INVERT;
+ default:
+ assert("invalid GL token in gl_stencil_op_to_pipe()" == NULL);
+ return 0;
+ }
+}
- memset(&depth, 0, sizeof(depth));
+static void
+update_depth_stencil_alpha(struct st_context *st)
+{
+ struct pipe_depth_stencil_alpha_state depth_stencil;
+ const struct cso_depth_stencil_alpha *cso;
- depth.enabled = st->ctx->Depth.Test;
- depth.writemask = st->ctx->Depth.Mask;
- depth.func = gl_depth_func_to_sp(st->ctx->Depth.Func);
- depth.clear = st->ctx->Depth.Clear;
+ memset(&depth_stencil, 0, sizeof(depth_stencil));
+
+ depth_stencil.depth.enabled = st->ctx->Depth.Test;
+ depth_stencil.depth.writemask = st->ctx->Depth.Mask;
+ depth_stencil.depth.func = st_compare_func_to_pipe(st->ctx->Depth.Func);
if (st->ctx->Query.CurrentOcclusionObject &&
st->ctx->Query.CurrentOcclusionObject->Active)
- depth.occlusion_count = 1;
+ depth_stencil.depth.occlusion_count = 1;
+
+ if (st->ctx->Stencil.Enabled) {
+ depth_stencil.stencil[0].enabled = 1;
+ depth_stencil.stencil[0].func = st_compare_func_to_pipe(st->ctx->Stencil.Function[0]);
+ depth_stencil.stencil[0].fail_op = gl_stencil_op_to_pipe(st->ctx->Stencil.FailFunc[0]);
+ depth_stencil.stencil[0].zfail_op = gl_stencil_op_to_pipe(st->ctx->Stencil.ZFailFunc[0]);
+ depth_stencil.stencil[0].zpass_op = gl_stencil_op_to_pipe(st->ctx->Stencil.ZPassFunc[0]);
+ depth_stencil.stencil[0].ref_value = st->ctx->Stencil.Ref[0] & 0xff;
+ depth_stencil.stencil[0].value_mask = st->ctx->Stencil.ValueMask[0] & 0xff;
+ depth_stencil.stencil[0].write_mask = st->ctx->Stencil.WriteMask[0] & 0xff;
+
+ if (st->ctx->Stencil.TestTwoSide) {
+ depth_stencil.stencil[1].enabled = 1;
+ depth_stencil.stencil[1].func = st_compare_func_to_pipe(st->ctx->Stencil.Function[1]);
+ depth_stencil.stencil[1].fail_op = gl_stencil_op_to_pipe(st->ctx->Stencil.FailFunc[1]);
+ depth_stencil.stencil[1].zfail_op = gl_stencil_op_to_pipe(st->ctx->Stencil.ZFailFunc[1]);
+ depth_stencil.stencil[1].zpass_op = gl_stencil_op_to_pipe(st->ctx->Stencil.ZPassFunc[1]);
+ depth_stencil.stencil[1].ref_value = st->ctx->Stencil.Ref[1] & 0xff;
+ depth_stencil.stencil[1].value_mask = st->ctx->Stencil.ValueMask[1] & 0xff;
+ depth_stencil.stencil[1].write_mask = st->ctx->Stencil.WriteMask[1] & 0xff;
+ }
+ }
+
+ if (st->ctx->Color.AlphaEnabled) {
+ depth_stencil.alpha.enabled = 1;
+ depth_stencil.alpha.func = st_compare_func_to_pipe(st->ctx->Color.AlphaFunc);
+ depth_stencil.alpha.ref = st->ctx->Color.AlphaRef;
+ }
- if (memcmp(&depth, &st->state.depth, sizeof(depth)) != 0) {
+ cso = st_cached_depth_stencil_alpha_state(st, &depth_stencil);
+ if (st->state.depth_stencil != cso) {
/* state has changed */
- st->state.depth = depth; /* struct copy */
- st->pipe->set_depth_state(st->pipe, &depth); /* set new state */
+ st->state.depth_stencil = cso;
+ st->pipe->bind_depth_stencil_alpha_state(st->pipe, cso->data); /* bind new state */
}
}
-const struct st_tracked_state st_update_depth = {
- .name = "st_update_depth",
+const struct st_tracked_state st_update_depth_stencil_alpha = {
+ .name = "st_update_depth_stencil",
.dirty = {
- .mesa = (_NEW_DEPTH),
+ .mesa = (_NEW_DEPTH|_NEW_STENCIL|_NEW_COLOR),
.st = 0,
},
- .update = update_depth
+ .update = update_depth_stencil_alpha
};