Replace gl_stencil_func_to_sp() and gl_depth_func_to_sp() with st_compare_func_to_pipe()

This commit is contained in:
Brian 2007-11-08 09:31:57 -07:00
parent 2c11846268
commit b18763141d
2 changed files with 16 additions and 35 deletions

View file

@ -62,4 +62,6 @@ const struct st_tracked_state st_update_alpha_test;
const struct st_tracked_state st_update_pixel_transfer;
uint st_compare_func_to_pipe(GLenum func);
#endif

View file

@ -41,10 +41,10 @@
/**
* Convert GLenum stencil func tokens to pipe tokens.
* Convert an OpenGL compare mode to a pipe tokens.
*/
static GLuint
gl_stencil_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);
@ -65,7 +65,7 @@ gl_stencil_func_to_sp(GLenum func)
* Convert GLenum stencil op tokens to pipe tokens.
*/
static GLuint
gl_stencil_op_to_sp(GLenum func)
gl_stencil_op_to_pipe(GLenum func)
{
switch (func) {
case GL_KEEP:
@ -85,32 +85,11 @@ gl_stencil_op_to_sp(GLenum func)
case GL_INVERT:
return PIPE_STENCIL_OP_INVERT;
default:
assert("invalid GL token in gl_stencil_op_to_sp()" == NULL);
assert("invalid GL token in gl_stencil_op_to_pipe()" == NULL);
return 0;
}
}
/**
* Convert GLenum depth func tokens to pipe tokens.
*/
static GLuint
gl_depth_func_to_sp(GLenum func)
{
/* Same values, just biased */
assert(PIPE_FUNC_NEVER == GL_NEVER - GL_NEVER);
assert(PIPE_FUNC_LESS == GL_LESS - GL_NEVER);
assert(PIPE_FUNC_EQUAL == GL_EQUAL - GL_NEVER);
assert(PIPE_FUNC_LEQUAL == GL_LEQUAL - GL_NEVER);
assert(PIPE_FUNC_GREATER == GL_GREATER - GL_NEVER);
assert(PIPE_FUNC_NOTEQUAL == GL_NOTEQUAL - GL_NEVER);
assert(PIPE_FUNC_GEQUAL == GL_GEQUAL - GL_NEVER);
assert(PIPE_FUNC_ALWAYS == GL_ALWAYS - GL_NEVER);
assert(func >= GL_NEVER);
assert(func <= GL_ALWAYS);
return func - GL_NEVER;
}
static void
update_depth_stencil(struct st_context *st)
{
@ -121,7 +100,7 @@ update_depth_stencil(struct st_context *st)
depth_stencil.depth.enabled = st->ctx->Depth.Test;
depth_stencil.depth.writemask = st->ctx->Depth.Mask;
depth_stencil.depth.func = gl_depth_func_to_sp(st->ctx->Depth.Func);
depth_stencil.depth.func = st_compare_func_to_pipe(st->ctx->Depth.Func);
depth_stencil.depth.clear = st->ctx->Depth.Clear;
if (st->ctx->Query.CurrentOcclusionObject &&
@ -130,19 +109,19 @@ update_depth_stencil(struct st_context *st)
if (st->ctx->Stencil.Enabled) {
depth_stencil.stencil.front_enabled = 1;
depth_stencil.stencil.front_func = gl_stencil_func_to_sp(st->ctx->Stencil.Function[0]);
depth_stencil.stencil.front_fail_op = gl_stencil_op_to_sp(st->ctx->Stencil.FailFunc[0]);
depth_stencil.stencil.front_zfail_op = gl_stencil_op_to_sp(st->ctx->Stencil.ZFailFunc[0]);
depth_stencil.stencil.front_zpass_op = gl_stencil_op_to_sp(st->ctx->Stencil.ZPassFunc[0]);
depth_stencil.stencil.front_func = st_compare_func_to_pipe(st->ctx->Stencil.Function[0]);
depth_stencil.stencil.front_fail_op = gl_stencil_op_to_pipe(st->ctx->Stencil.FailFunc[0]);
depth_stencil.stencil.front_zfail_op = gl_stencil_op_to_pipe(st->ctx->Stencil.ZFailFunc[0]);
depth_stencil.stencil.front_zpass_op = gl_stencil_op_to_pipe(st->ctx->Stencil.ZPassFunc[0]);
depth_stencil.stencil.ref_value[0] = st->ctx->Stencil.Ref[0] & 0xff;
depth_stencil.stencil.value_mask[0] = st->ctx->Stencil.ValueMask[0] & 0xff;
depth_stencil.stencil.write_mask[0] = st->ctx->Stencil.WriteMask[0] & 0xff;
if (st->ctx->Stencil.TestTwoSide) {
depth_stencil.stencil.back_enabled = 1;
depth_stencil.stencil.back_func = gl_stencil_func_to_sp(st->ctx->Stencil.Function[1]);
depth_stencil.stencil.back_fail_op = gl_stencil_op_to_sp(st->ctx->Stencil.FailFunc[1]);
depth_stencil.stencil.back_zfail_op = gl_stencil_op_to_sp(st->ctx->Stencil.ZFailFunc[1]);
depth_stencil.stencil.back_zpass_op = gl_stencil_op_to_sp(st->ctx->Stencil.ZPassFunc[1]);
depth_stencil.stencil.back_func = st_compare_func_to_pipe(st->ctx->Stencil.Function[1]);
depth_stencil.stencil.back_fail_op = gl_stencil_op_to_pipe(st->ctx->Stencil.FailFunc[1]);
depth_stencil.stencil.back_zfail_op = gl_stencil_op_to_pipe(st->ctx->Stencil.ZFailFunc[1]);
depth_stencil.stencil.back_zpass_op = gl_stencil_op_to_pipe(st->ctx->Stencil.ZPassFunc[1]);
depth_stencil.stencil.ref_value[1] = st->ctx->Stencil.Ref[1] & 0xff;
depth_stencil.stencil.value_mask[1] = st->ctx->Stencil.ValueMask[1] & 0xff;
depth_stencil.stencil.write_mask[1] = st->ctx->Stencil.WriteMask[1] & 0xff;