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https://gitlab.freedesktop.org/mesa/mesa.git
synced 2026-01-01 01:00:10 +01:00
Replace gl_stencil_func_to_sp() and gl_depth_func_to_sp() with st_compare_func_to_pipe()
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parent
2c11846268
commit
b18763141d
2 changed files with 16 additions and 35 deletions
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@ -62,4 +62,6 @@ const struct st_tracked_state st_update_alpha_test;
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const struct st_tracked_state st_update_pixel_transfer;
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uint st_compare_func_to_pipe(GLenum func);
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#endif
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@ -41,10 +41,10 @@
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/**
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* Convert GLenum stencil func tokens to pipe tokens.
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* Convert an OpenGL compare mode to a pipe tokens.
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*/
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static GLuint
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gl_stencil_func_to_sp(GLenum func)
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GLuint
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st_compare_func_to_pipe(GLenum func)
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{
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/* Same values, just biased */
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assert(PIPE_FUNC_NEVER == GL_NEVER - GL_NEVER);
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@ -65,7 +65,7 @@ gl_stencil_func_to_sp(GLenum func)
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* Convert GLenum stencil op tokens to pipe tokens.
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*/
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static GLuint
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gl_stencil_op_to_sp(GLenum func)
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gl_stencil_op_to_pipe(GLenum func)
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{
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switch (func) {
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case GL_KEEP:
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@ -85,32 +85,11 @@ gl_stencil_op_to_sp(GLenum func)
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case GL_INVERT:
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return PIPE_STENCIL_OP_INVERT;
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default:
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assert("invalid GL token in gl_stencil_op_to_sp()" == NULL);
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assert("invalid GL token in gl_stencil_op_to_pipe()" == NULL);
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return 0;
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}
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}
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/**
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* Convert GLenum depth func tokens to pipe tokens.
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*/
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static GLuint
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gl_depth_func_to_sp(GLenum func)
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{
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/* Same values, just biased */
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assert(PIPE_FUNC_NEVER == GL_NEVER - GL_NEVER);
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assert(PIPE_FUNC_LESS == GL_LESS - GL_NEVER);
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assert(PIPE_FUNC_EQUAL == GL_EQUAL - GL_NEVER);
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assert(PIPE_FUNC_LEQUAL == GL_LEQUAL - GL_NEVER);
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assert(PIPE_FUNC_GREATER == GL_GREATER - GL_NEVER);
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assert(PIPE_FUNC_NOTEQUAL == GL_NOTEQUAL - GL_NEVER);
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assert(PIPE_FUNC_GEQUAL == GL_GEQUAL - GL_NEVER);
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assert(PIPE_FUNC_ALWAYS == GL_ALWAYS - GL_NEVER);
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assert(func >= GL_NEVER);
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assert(func <= GL_ALWAYS);
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return func - GL_NEVER;
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}
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static void
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update_depth_stencil(struct st_context *st)
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{
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@ -121,7 +100,7 @@ update_depth_stencil(struct st_context *st)
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depth_stencil.depth.enabled = st->ctx->Depth.Test;
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depth_stencil.depth.writemask = st->ctx->Depth.Mask;
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depth_stencil.depth.func = gl_depth_func_to_sp(st->ctx->Depth.Func);
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depth_stencil.depth.func = st_compare_func_to_pipe(st->ctx->Depth.Func);
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depth_stencil.depth.clear = st->ctx->Depth.Clear;
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if (st->ctx->Query.CurrentOcclusionObject &&
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@ -130,19 +109,19 @@ update_depth_stencil(struct st_context *st)
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if (st->ctx->Stencil.Enabled) {
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depth_stencil.stencil.front_enabled = 1;
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depth_stencil.stencil.front_func = gl_stencil_func_to_sp(st->ctx->Stencil.Function[0]);
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depth_stencil.stencil.front_fail_op = gl_stencil_op_to_sp(st->ctx->Stencil.FailFunc[0]);
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depth_stencil.stencil.front_zfail_op = gl_stencil_op_to_sp(st->ctx->Stencil.ZFailFunc[0]);
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depth_stencil.stencil.front_zpass_op = gl_stencil_op_to_sp(st->ctx->Stencil.ZPassFunc[0]);
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depth_stencil.stencil.front_func = st_compare_func_to_pipe(st->ctx->Stencil.Function[0]);
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depth_stencil.stencil.front_fail_op = gl_stencil_op_to_pipe(st->ctx->Stencil.FailFunc[0]);
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depth_stencil.stencil.front_zfail_op = gl_stencil_op_to_pipe(st->ctx->Stencil.ZFailFunc[0]);
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depth_stencil.stencil.front_zpass_op = gl_stencil_op_to_pipe(st->ctx->Stencil.ZPassFunc[0]);
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depth_stencil.stencil.ref_value[0] = st->ctx->Stencil.Ref[0] & 0xff;
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depth_stencil.stencil.value_mask[0] = st->ctx->Stencil.ValueMask[0] & 0xff;
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depth_stencil.stencil.write_mask[0] = st->ctx->Stencil.WriteMask[0] & 0xff;
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if (st->ctx->Stencil.TestTwoSide) {
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depth_stencil.stencil.back_enabled = 1;
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depth_stencil.stencil.back_func = gl_stencil_func_to_sp(st->ctx->Stencil.Function[1]);
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depth_stencil.stencil.back_fail_op = gl_stencil_op_to_sp(st->ctx->Stencil.FailFunc[1]);
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depth_stencil.stencil.back_zfail_op = gl_stencil_op_to_sp(st->ctx->Stencil.ZFailFunc[1]);
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depth_stencil.stencil.back_zpass_op = gl_stencil_op_to_sp(st->ctx->Stencil.ZPassFunc[1]);
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depth_stencil.stencil.back_func = st_compare_func_to_pipe(st->ctx->Stencil.Function[1]);
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depth_stencil.stencil.back_fail_op = gl_stencil_op_to_pipe(st->ctx->Stencil.FailFunc[1]);
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depth_stencil.stencil.back_zfail_op = gl_stencil_op_to_pipe(st->ctx->Stencil.ZFailFunc[1]);
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depth_stencil.stencil.back_zpass_op = gl_stencil_op_to_pipe(st->ctx->Stencil.ZPassFunc[1]);
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depth_stencil.stencil.ref_value[1] = st->ctx->Stencil.Ref[1] & 0xff;
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depth_stencil.stencil.value_mask[1] = st->ctx->Stencil.ValueMask[1] & 0xff;
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depth_stencil.stencil.write_mask[1] = st->ctx->Stencil.WriteMask[1] & 0xff;
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