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Use set_blend_entry_bits and set_depth_stencil_bits to fill most of the color calc struct, and then manually update the rest. v2: - Always check for depth_irb (Ken) - Always set Backface Stencil Ref (Ken) - Always set alpha reference value (Ken) Signed-off-by: Rafael Antognolli <rafael.antognolli@intel.com> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
74 lines
2.7 KiB
C
74 lines
2.7 KiB
C
/*
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Copyright (C) Intel Corp. 2006. All Rights Reserved.
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Intel funded Tungsten Graphics to
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develop this 3D driver.
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Permission is hereby granted, free of charge, to any person obtaining
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a copy of this software and associated documentation files (the
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"Software"), to deal in the Software without restriction, including
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without limitation the rights to use, copy, modify, merge, publish,
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distribute, sublicense, and/or sell copies of the Software, and to
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permit persons to whom the Software is furnished to do so, subject to
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the following conditions:
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The above copyright notice and this permission notice (including the
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next paragraph) shall be included in all copies or substantial
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portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE
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LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
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OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
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WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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**********************************************************************/
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/*
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* Authors:
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* Keith Whitwell <keithw@vmware.com>
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*/
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#ifndef BRW_UTIL_H
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#define BRW_UTIL_H
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#include "brw_context.h"
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#include "main/framebuffer.h"
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extern GLuint brw_translate_blend_factor( GLenum factor );
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extern GLuint brw_translate_blend_equation( GLenum mode );
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static inline float
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brw_get_line_width(struct brw_context *brw)
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{
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/* From the OpenGL 4.4 spec:
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*
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* "The actual width of non-antialiased lines is determined by rounding
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* the supplied width to the nearest integer, then clamping it to the
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* implementation-dependent maximum non-antialiased line width."
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*/
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float line_width =
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CLAMP(!_mesa_is_multisample_enabled(&brw->ctx) && !brw->ctx.Line.SmoothFlag
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? roundf(brw->ctx.Line.Width) : brw->ctx.Line.Width,
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0.125f, brw->ctx.Const.MaxLineWidth);
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if (!_mesa_is_multisample_enabled(&brw->ctx) && brw->ctx.Line.SmoothFlag && line_width < 1.5f) {
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/* For 1 pixel line thickness or less, the general
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* anti-aliasing algorithm gives up, and a garbage line is
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* generated. Setting a Line Width of 0.0 specifies the
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* rasterization of the "thinnest" (one-pixel-wide),
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* non-antialiased lines.
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*
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* Lines rendered with zero Line Width are rasterized using
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* Grid Intersection Quantization rules as specified by
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* bspec section 6.3.12.1 Zero-Width (Cosmetic) Line
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* Rasterization.
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*/
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line_width = 0.0f;
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}
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return line_width;
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}
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#endif
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