This will make driver's life a bit harder, however it makes sense that stencil
reference value is not part of the pipe_depth_stencil_alpha_state, because
it often (there are some algorithms which require this) changes more frequently
than the rest of the dsa state. This is also encouraged by some graphic APIs.
Treat it similar to pipe_blend_color.
struct pipe_framebuffer_state fb, fb_saved;
struct pipe_viewport_state vp, vp_saved;
struct pipe_blend_color blend_color;
struct pipe_framebuffer_state fb, fb_saved;
struct pipe_viewport_state vp, vp_saved;
struct pipe_blend_color blend_color;
+ struct pipe_stencil_ref stencil_ref;
+enum pipe_error cso_set_stencil_ref(struct cso_context *ctx,
+ const struct pipe_stencil_ref *sr)
+{
+ if (memcmp(&ctx->stencil_ref, sr, sizeof(ctx->stencil_ref))) {
+ ctx->stencil_ref = *sr;
+ ctx->pipe->set_stencil_ref(ctx->pipe, sr);
+ }
+ return PIPE_OK;
+}
+
enum pipe_error cso_set_geometry_shader_handle(struct cso_context *ctx,
void *handle)
{
enum pipe_error cso_set_geometry_shader_handle(struct cso_context *ctx,
void *handle)
{
const struct pipe_blend_color *bc);
const struct pipe_blend_color *bc);
+enum pipe_error cso_set_stencil_ref(struct cso_context *cso,
+ const struct pipe_stencil_ref *sr);
+
+
#ifdef __cplusplus
}
#endif
#ifdef __cplusplus
}
#endif
float vertices[4][2][4]; /**< {pos, color} or {pos, texcoord} */
/* Templates for various state objects. */
float vertices[4][2][4]; /**< {pos, color} or {pos, texcoord} */
/* Templates for various state objects. */
- struct pipe_depth_stencil_alpha_state template_dsa;
struct pipe_sampler_state template_sampler_state;
/* Constant state objects. */
/* Vertex shaders. */
void *vs_col; /**< Vertex shader which passes {pos, color} to the output */
struct pipe_sampler_state template_sampler_state;
/* Constant state objects. */
/* Vertex shaders. */
void *vs_col; /**< Vertex shader which passes {pos, color} to the output */
- void *vs_tex; /**<Vertex shader which passes {pos, texcoord} to the output.*/
+ void *vs_tex; /**< Vertex shader which passes {pos, texcoord} to the output.*/
/* Fragment shaders. */
/* FS which outputs a color to multiple color buffers. */
/* Fragment shaders. */
/* FS which outputs a color to multiple color buffers. */
void *blend_keep_color; /**< blend state with writemask of 0 */
/* Depth stencil alpha state. */
void *blend_keep_color; /**< blend state with writemask of 0 */
/* Depth stencil alpha state. */
- void *dsa_write_depth_stencil[0xff]; /**< indices are stencil clear values */
+ void *dsa_write_depth_stencil;
void *dsa_write_depth_keep_stencil;
void *dsa_keep_depth_stencil;
void *dsa_write_depth_keep_stencil;
void *dsa_keep_depth_stencil;
{
struct blitter_context_priv *ctx;
struct pipe_blend_state blend;
{
struct blitter_context_priv *ctx;
struct pipe_blend_state blend;
- struct pipe_depth_stencil_alpha_state *dsa;
+ struct pipe_depth_stencil_alpha_state dsa;
struct pipe_rasterizer_state rs_state;
struct pipe_sampler_state *sampler_state;
unsigned i;
struct pipe_rasterizer_state rs_state;
struct pipe_sampler_state *sampler_state;
unsigned i;
ctx->blend_write_color = pipe->create_blend_state(pipe, &blend);
/* depth stencil alpha state objects */
ctx->blend_write_color = pipe->create_blend_state(pipe, &blend);
/* depth stencil alpha state objects */
- dsa = &ctx->template_dsa;
ctx->dsa_keep_depth_stencil =
ctx->dsa_keep_depth_stencil =
- pipe->create_depth_stencil_alpha_state(pipe, dsa);
+ pipe->create_depth_stencil_alpha_state(pipe, &dsa);
- dsa->depth.enabled = 1;
- dsa->depth.writemask = 1;
- dsa->depth.func = PIPE_FUNC_ALWAYS;
+ dsa.depth.enabled = 1;
+ dsa.depth.writemask = 1;
+ dsa.depth.func = PIPE_FUNC_ALWAYS;
ctx->dsa_write_depth_keep_stencil =
ctx->dsa_write_depth_keep_stencil =
- pipe->create_depth_stencil_alpha_state(pipe, dsa);
-
- dsa->stencil[0].enabled = 1;
- dsa->stencil[0].func = PIPE_FUNC_ALWAYS;
- dsa->stencil[0].fail_op = PIPE_STENCIL_OP_REPLACE;
- dsa->stencil[0].zpass_op = PIPE_STENCIL_OP_REPLACE;
- dsa->stencil[0].zfail_op = PIPE_STENCIL_OP_REPLACE;
- dsa->stencil[0].valuemask = 0xff;
- dsa->stencil[0].writemask = 0xff;
+ pipe->create_depth_stencil_alpha_state(pipe, &dsa);
+
+ dsa.stencil[0].enabled = 1;
+ dsa.stencil[0].func = PIPE_FUNC_ALWAYS;
+ dsa.stencil[0].fail_op = PIPE_STENCIL_OP_REPLACE;
+ dsa.stencil[0].zpass_op = PIPE_STENCIL_OP_REPLACE;
+ dsa.stencil[0].zfail_op = PIPE_STENCIL_OP_REPLACE;
+ dsa.stencil[0].valuemask = 0xff;
+ dsa.stencil[0].writemask = 0xff;
+ ctx->dsa_write_depth_stencil =
+ pipe->create_depth_stencil_alpha_state(pipe, &dsa);
/* The DSA state objects which write depth and stencil are created
* on-demand. */
/* The DSA state objects which write depth and stencil are created
* on-demand. */
pipe->delete_depth_stencil_alpha_state(pipe, ctx->dsa_keep_depth_stencil);
pipe->delete_depth_stencil_alpha_state(pipe,
ctx->dsa_write_depth_keep_stencil);
pipe->delete_depth_stencil_alpha_state(pipe, ctx->dsa_keep_depth_stencil);
pipe->delete_depth_stencil_alpha_state(pipe,
ctx->dsa_write_depth_keep_stencil);
-
- for (i = 0; i < 0xff; i++)
- if (ctx->dsa_write_depth_stencil[i])
- pipe->delete_depth_stencil_alpha_state(pipe,
- ctx->dsa_write_depth_stencil[i]);
-
+ pipe->delete_depth_stencil_alpha_state(pipe, ctx->dsa_write_depth_stencil);
+
pipe->delete_rasterizer_state(pipe, ctx->rs_state);
pipe->delete_vs_state(pipe, ctx->vs_col);
pipe->delete_vs_state(pipe, ctx->vs_tex);
pipe->delete_rasterizer_state(pipe, ctx->rs_state);
pipe->delete_vs_state(pipe, ctx->vs_col);
pipe->delete_vs_state(pipe, ctx->vs_tex);
-static INLINE
-void *blitter_get_state_write_depth_stencil(
- struct blitter_context_priv *ctx,
- unsigned stencil)
-{
- struct pipe_context *pipe = ctx->pipe;
-
- stencil &= 0xff;
-
- /* Create the DSA state on-demand. */
- if (!ctx->dsa_write_depth_stencil[stencil]) {
- ctx->template_dsa.stencil[0].ref_value = stencil;
-
- ctx->dsa_write_depth_stencil[stencil] =
- pipe->create_depth_stencil_alpha_state(pipe, &ctx->template_dsa);
- }
-
- return ctx->dsa_write_depth_stencil[stencil];
-}
-
static INLINE
void **blitter_get_sampler_state(struct blitter_context_priv *ctx,
int miplevel)
static INLINE
void **blitter_get_sampler_state(struct blitter_context_priv *ctx,
int miplevel)
else
pipe->bind_blend_state(pipe, ctx->blend_keep_color);
else
pipe->bind_blend_state(pipe, ctx->blend_keep_color);
- if (clear_buffers & PIPE_CLEAR_DEPTHSTENCIL)
- pipe->bind_depth_stencil_alpha_state(pipe,
- blitter_get_state_write_depth_stencil(ctx, stencil));
+ if (clear_buffers & PIPE_CLEAR_DEPTHSTENCIL) {
+ struct pipe_stencil_ref sr;
+ memset (&sr, 0, sizeof(sr));
+ sr.ref_value[0] = stencil & 0xff;
+ pipe->bind_depth_stencil_alpha_state(pipe, ctx->dsa_write_depth_stencil);
+ pipe->set_stencil_ref(pipe, &sr);
+ }
else
pipe->bind_depth_stencil_alpha_state(pipe, ctx->dsa_keep_depth_stencil);
else
pipe->bind_depth_stencil_alpha_state(pipe, ctx->dsa_keep_depth_stencil);
blitter_set_rectangle(ctx, 0, 0, width, height, depth);
blitter_draw_quad(ctx);
blitter_restore_CSOs(ctx);
blitter_set_rectangle(ctx, 0, 0, width, height, depth);
blitter_draw_quad(ctx);
blitter_restore_CSOs(ctx);
+ /* XXX driver's responsibility to restore stencil refs? */
void (*set_blend_color)( struct pipe_context *,
const struct pipe_blend_color * );
void (*set_blend_color)( struct pipe_context *,
const struct pipe_blend_color * );
+ void (*set_stencil_ref)( struct pipe_context *,
+ const struct pipe_stencil_ref * );
+
void (*set_clip_state)( struct pipe_context *,
void (*set_clip_state)( struct pipe_context *,
- const struct pipe_clip_state * );
+ const struct pipe_clip_state * );
void (*set_constant_buffer)( struct pipe_context *,
uint shader, uint index,
void (*set_constant_buffer)( struct pipe_context *,
uint shader, uint index,
unsigned fail_op:3; /**< PIPE_STENCIL_OP_x */
unsigned zpass_op:3; /**< PIPE_STENCIL_OP_x */
unsigned zfail_op:3; /**< PIPE_STENCIL_OP_x */
unsigned fail_op:3; /**< PIPE_STENCIL_OP_x */
unsigned zpass_op:3; /**< PIPE_STENCIL_OP_x */
unsigned zfail_op:3; /**< PIPE_STENCIL_OP_x */
ubyte valuemask;
ubyte writemask;
};
ubyte valuemask;
ubyte writemask;
};
+struct pipe_stencil_ref
+{
+ ubyte ref_value[2];
+};
struct pipe_framebuffer_state
{
struct pipe_framebuffer_state
{
update_depth_stencil_alpha(struct st_context *st)
{
struct pipe_depth_stencil_alpha_state *dsa = &st->state.depth_stencil;
update_depth_stencil_alpha(struct st_context *st)
{
struct pipe_depth_stencil_alpha_state *dsa = &st->state.depth_stencil;
+ struct pipe_stencil_ref sr;
GLcontext *ctx = st->ctx;
memset(dsa, 0, sizeof(*dsa));
GLcontext *ctx = st->ctx;
memset(dsa, 0, sizeof(*dsa));
+ memset(&sr, 0, sizeof(sr));
if (ctx->Depth.Test && ctx->DrawBuffer->Visual.depthBits > 0) {
dsa->depth.enabled = 1;
if (ctx->Depth.Test && ctx->DrawBuffer->Visual.depthBits > 0) {
dsa->depth.enabled = 1;
dsa->stencil[0].fail_op = gl_stencil_op_to_pipe(ctx->Stencil.FailFunc[0]);
dsa->stencil[0].zfail_op = gl_stencil_op_to_pipe(ctx->Stencil.ZFailFunc[0]);
dsa->stencil[0].zpass_op = gl_stencil_op_to_pipe(ctx->Stencil.ZPassFunc[0]);
dsa->stencil[0].fail_op = gl_stencil_op_to_pipe(ctx->Stencil.FailFunc[0]);
dsa->stencil[0].zfail_op = gl_stencil_op_to_pipe(ctx->Stencil.ZFailFunc[0]);
dsa->stencil[0].zpass_op = gl_stencil_op_to_pipe(ctx->Stencil.ZPassFunc[0]);
- dsa->stencil[0].ref_value = ctx->Stencil.Ref[0] & 0xff;
dsa->stencil[0].valuemask = ctx->Stencil.ValueMask[0] & 0xff;
dsa->stencil[0].writemask = ctx->Stencil.WriteMask[0] & 0xff;
dsa->stencil[0].valuemask = ctx->Stencil.ValueMask[0] & 0xff;
dsa->stencil[0].writemask = ctx->Stencil.WriteMask[0] & 0xff;
+ sr.ref_value[0] = ctx->Stencil.Ref[0] & 0xff;
if (ctx->Stencil._TestTwoSide) {
const GLuint back = ctx->Stencil._BackFace;
if (ctx->Stencil._TestTwoSide) {
const GLuint back = ctx->Stencil._BackFace;
dsa->stencil[1].ref_value = ctx->Stencil.Ref[back] & 0xff;
dsa->stencil[1].valuemask = ctx->Stencil.ValueMask[back] & 0xff;
dsa->stencil[1].writemask = ctx->Stencil.WriteMask[back] & 0xff;
dsa->stencil[1].ref_value = ctx->Stencil.Ref[back] & 0xff;
dsa->stencil[1].valuemask = ctx->Stencil.ValueMask[back] & 0xff;
dsa->stencil[1].writemask = ctx->Stencil.WriteMask[back] & 0xff;
+ sr.ref_value[1] = ctx->Stencil.Ref[back] & 0xff;
+ /* This should be unnecessary. Drivers must not expect this to
+ * contain valid data, except the enabled bit
+ */
dsa->stencil[1] = dsa->stencil[0];
dsa->stencil[1].enabled = 0;
dsa->stencil[1] = dsa->stencil[0];
dsa->stencil[1].enabled = 0;
+ sr.ref_value[1] = sr.ref_value[0];
}
cso_set_depth_stencil_alpha(st->cso_context, dsa);
}
cso_set_depth_stencil_alpha(st->cso_context, dsa);
+ cso_set_stencil_ref(st->cso_context, &sr);