{ OFF, "GL_ATI_texture_env_combine3", F(ATI_texture_env_combine3)},
{ OFF, "GL_ATI_texture_mirror_once", F(ATI_texture_mirror_once)},
{ OFF, "GL_ATI_fragment_shader", F(ATI_fragment_shader)},
+ { OFF, "GL_ATI_separate_stencil", F(ATI_separate_stencil)},
{ OFF, "GL_IBM_multimode_draw_arrays", F(IBM_multimode_draw_arrays) },
{ ON, "GL_IBM_rasterpos_clip", F(IBM_rasterpos_clip) },
{ OFF, "GL_IBM_texture_mirrored_repeat", F(ARB_texture_mirrored_repeat)},
#endif
ctx->Extensions.ATI_texture_env_combine3 = GL_TRUE;
ctx->Extensions.ATI_texture_mirror_once = GL_TRUE;
+ ctx->Extensions.ATI_separate_stencil = GL_TRUE;
ctx->Extensions.EXT_blend_color = GL_TRUE;
ctx->Extensions.EXT_blend_equation_separate = GL_TRUE;
ctx->Extensions.EXT_blend_func_separate = GL_TRUE;
ctx->Extensions.EXT_secondary_color = GL_TRUE;
ctx->Extensions.EXT_shared_texture_palette = GL_TRUE;
ctx->Extensions.EXT_stencil_wrap = GL_TRUE;
- ctx->Extensions.EXT_stencil_two_side = GL_TRUE;
+ ctx->Extensions.EXT_stencil_two_side = GL_FALSE; /* obsolete */
ctx->Extensions.EXT_texture_env_add = GL_TRUE;
ctx->Extensions.EXT_texture_env_combine = GL_TRUE;
ctx->Extensions.EXT_texture_env_dot3 = GL_TRUE;
#if FEATURE_ARB_shading_language_100
ctx->Extensions.ARB_shading_language_100 = GL_TRUE;
#endif
- ctx->Extensions.EXT_stencil_two_side = GL_FALSE; /* yes, turn it off */
+ ctx->Extensions.ATI_separate_stencil = GL_TRUE;
+ ctx->Extensions.EXT_stencil_two_side = GL_FALSE; /* obsolete */
#if FEATURE_ARB_vertex_shader
ctx->Extensions.ARB_vertex_shader = GL_TRUE;
#endif
ref = CLAMP( ref, 0, stencilMax );
- if (ctx->Extensions.EXT_stencil_two_side) {
- /* only set active face state */
- const GLint face = ctx->Stencil.ActiveFace;
- if (ctx->Stencil.Function[face] == func &&
- ctx->Stencil.ValueMask[face] == mask &&
- ctx->Stencil.Ref[face] == ref)
- return;
- FLUSH_VERTICES(ctx, _NEW_STENCIL);
- ctx->Stencil.Function[face] = func;
- ctx->Stencil.Ref[face] = ref;
- ctx->Stencil.ValueMask[face] = mask;
- if (ctx->Driver.StencilFuncSeparate) {
- ctx->Driver.StencilFuncSeparate(ctx, face ? GL_BACK : GL_FRONT,
- func, ref, mask);
- }
- }
- else {
+ if (ctx->Extensions.ATI_separate_stencil) {
/* set both front and back state */
if (ctx->Stencil.Function[0] == func &&
ctx->Stencil.Function[1] == func &&
func, ref, mask);
}
}
+ else {
+ /* only set active face state */
+ const GLint face = ctx->Stencil.ActiveFace;
+ if (ctx->Stencil.Function[face] == func &&
+ ctx->Stencil.ValueMask[face] == mask &&
+ ctx->Stencil.Ref[face] == ref)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_STENCIL);
+ ctx->Stencil.Function[face] = func;
+ ctx->Stencil.Ref[face] = ref;
+ ctx->Stencil.ValueMask[face] = mask;
+ if (ctx->Driver.StencilFuncSeparate) {
+ ctx->Driver.StencilFuncSeparate(ctx, face ? GL_BACK : GL_FRONT,
+ func, ref, mask);
+ }
+ }
}
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END(ctx);
- if (ctx->Extensions.EXT_stencil_two_side) {
- /* only set active face state */
- const GLint face = ctx->Stencil.ActiveFace;
- if (ctx->Stencil.WriteMask[face] == mask)
+ if (ctx->Extensions.ATI_separate_stencil) {
+ /* set both front and back state */
+ if (ctx->Stencil.WriteMask[0] == mask &&
+ ctx->Stencil.WriteMask[1] == mask)
return;
FLUSH_VERTICES(ctx, _NEW_STENCIL);
- ctx->Stencil.WriteMask[face] = mask;
+ ctx->Stencil.WriteMask[0] = ctx->Stencil.WriteMask[1] = mask;
if (ctx->Driver.StencilMaskSeparate) {
- ctx->Driver.StencilMaskSeparate(ctx, face ? GL_BACK : GL_FRONT, mask);
+ ctx->Driver.StencilMaskSeparate(ctx, GL_FRONT_AND_BACK, mask);
}
}
else {
- /* set both front and back state */
- if (ctx->Stencil.WriteMask[0] == mask &&
- ctx->Stencil.WriteMask[1] == mask)
+ /* only set active face state */
+ const GLint face = ctx->Stencil.ActiveFace;
+ if (ctx->Stencil.WriteMask[face] == mask)
return;
FLUSH_VERTICES(ctx, _NEW_STENCIL);
- ctx->Stencil.WriteMask[0] = ctx->Stencil.WriteMask[1] = mask;
+ ctx->Stencil.WriteMask[face] = mask;
if (ctx->Driver.StencilMaskSeparate) {
- ctx->Driver.StencilMaskSeparate(ctx, GL_FRONT_AND_BACK, mask);
+ ctx->Driver.StencilMaskSeparate(ctx, face ? GL_BACK : GL_FRONT, mask);
}
}
}
return;
}
- if (ctx->Extensions.EXT_stencil_two_side) {
- /* only set active face state */
- const GLint face = ctx->Stencil.ActiveFace;
- if (ctx->Stencil.ZFailFunc[face] == zfail &&
- ctx->Stencil.ZPassFunc[face] == zpass &&
- ctx->Stencil.FailFunc[face] == fail)
- return;
- FLUSH_VERTICES(ctx, _NEW_STENCIL);
- ctx->Stencil.ZFailFunc[face] = zfail;
- ctx->Stencil.ZPassFunc[face] = zpass;
- ctx->Stencil.FailFunc[face] = fail;
- if (ctx->Driver.StencilOpSeparate) {
- ctx->Driver.StencilOpSeparate(ctx, face ? GL_BACK : GL_FRONT,
- fail, zfail, zpass);
- }
- }
- else {
+ if (ctx->Extensions.ATI_separate_stencil) {
/* set both front and back state */
if (ctx->Stencil.ZFailFunc[0] == zfail &&
ctx->Stencil.ZFailFunc[1] == zfail &&
fail, zfail, zpass);
}
}
+ else {
+ /* only set active face state */
+ const GLint face = ctx->Stencil.ActiveFace;
+ if (ctx->Stencil.ZFailFunc[face] == zfail &&
+ ctx->Stencil.ZPassFunc[face] == zpass &&
+ ctx->Stencil.FailFunc[face] == fail)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_STENCIL);
+ ctx->Stencil.ZFailFunc[face] = zfail;
+ ctx->Stencil.ZPassFunc[face] = zpass;
+ ctx->Stencil.FailFunc[face] = fail;
+ if (ctx->Driver.StencilOpSeparate) {
+ ctx->Driver.StencilOpSeparate(ctx, face ? GL_BACK : GL_FRONT,
+ fail, zfail, zpass);
+ }
+ }
}
FLUSH_VERTICES(ctx, _NEW_STENCIL);
- if (face == GL_FRONT || face == GL_FRONT_AND_BACK) {
+ if (face != GL_BACK) {
ctx->Stencil.FailFunc[0] = fail;
ctx->Stencil.ZFailFunc[0] = zfail;
ctx->Stencil.ZPassFunc[0] = zpass;
}
- if (face == GL_BACK || face == GL_FRONT_AND_BACK) {
+ if (face != GL_FRONT) {
ctx->Stencil.FailFunc[1] = fail;
ctx->Stencil.ZFailFunc[1] = zfail;
ctx->Stencil.ZPassFunc[1] = zpass;
}
-
if (ctx->Driver.StencilOpSeparate) {
ctx->Driver.StencilOpSeparate(ctx, face, fail, zfail, zpass);
}
ctx->Stencil.Ref[1] = ref;
ctx->Stencil.ValueMask[1] = mask;
}
-
if (ctx->Driver.StencilFuncSeparate) {
ctx->Driver.StencilFuncSeparate(ctx, face, func, ref, mask);
}
FLUSH_VERTICES(ctx, _NEW_STENCIL);
- if (face == GL_FRONT || face == GL_FRONT_AND_BACK) {
+ if (face != GL_BACK) {
ctx->Stencil.WriteMask[0] = mask;
}
- if (face == GL_BACK || face == GL_FRONT_AND_BACK) {
+ if (face != GL_FRONT) {
ctx->Stencil.WriteMask[1] = mask;
}
-
if (ctx->Driver.StencilMaskSeparate) {
ctx->Driver.StencilMaskSeparate(ctx, face, mask);
}