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authorVladimir Dergachev <[email protected]>2005-01-15 20:44:23 +0000
committerVladimir Dergachev <[email protected]>2005-01-15 20:44:23 +0000
commitca710a0a7f0ae7e637e3e73cc4edac0a81f6fe1c (patch)
treefeb7e8b490844a99a9e184f3d341b45630971484 /src/mesa/drivers
parent76de160b642aa7eac41db05883a9c6b414d17cb5 (diff)
On the way to getting stencil working.
Diffstat (limited to 'src/mesa/drivers')
-rw-r--r--src/mesa/drivers/dri/r300/r300_context.h1
-rw-r--r--src/mesa/drivers/dri/r300/r300_reg.h1
-rw-r--r--src/mesa/drivers/dri/r300/r300_render.c6
-rw-r--r--src/mesa/drivers/dri/r300/r300_state.c142
4 files changed, 146 insertions, 4 deletions
diff --git a/src/mesa/drivers/dri/r300/r300_context.h b/src/mesa/drivers/dri/r300/r300_context.h
index 32607227e17..f0a186d3967 100644
--- a/src/mesa/drivers/dri/r300/r300_context.h
+++ b/src/mesa/drivers/dri/r300/r300_context.h
@@ -616,6 +616,7 @@ struct r300_state {
struct r300_aos_rec aos[R300_MAX_AOS_ARRAYS];
int aos_count;
+ int hw_stencil;
};
diff --git a/src/mesa/drivers/dri/r300/r300_reg.h b/src/mesa/drivers/dri/r300/r300_reg.h
index 1eab9f81500..d07eb75a01c 100644
--- a/src/mesa/drivers/dri/r300/r300_reg.h
+++ b/src/mesa/drivers/dri/r300/r300_reg.h
@@ -1069,6 +1069,7 @@ I am fairly certain that they are correct unless stated otherwise in comments.
# define R300_RB3D_Z_TEST 0x00000012
# define R300_RB3D_Z_TEST_AND_WRITE 0x00000016
# define R300_RB3D_Z_WRITE_ONLY 0x00000006
+# define R300_STENCIL_ENABLE 0x00000000 /* UNKNOWN yet.. */
#define R300_RB3D_ZSTENCILCNTL_1 0x4F04
/* functions */
diff --git a/src/mesa/drivers/dri/r300/r300_render.c b/src/mesa/drivers/dri/r300/r300_render.c
index cdf972a46d9..2f832d27513 100644
--- a/src/mesa/drivers/dri/r300/r300_render.c
+++ b/src/mesa/drivers/dri/r300/r300_render.c
@@ -584,8 +584,8 @@ static void r300_check_render(GLcontext *ctx, struct tnl_pipeline_stage *stage)
/* I'm almost certain I forgot something here */
#if 0 /* This should work now.. */
FALLBACK_IF(ctx->Color.AlphaEnabled); // GL_ALPHA_TEST
+ FALLBACK_IF(ctx->Color.BlendEnabled); // GL_BLEND
#endif
- //FALLBACK_IF(ctx->Color.BlendEnabled); // GL_BLEND
FALLBACK_IF(ctx->Fog.Enabled); // GL_FOG
FALLBACK_IF(ctx->Line.SmoothFlag); // GL_LINE_SMOOTH
FALLBACK_IF(ctx->Line.StippleFlag); // GL_LINE_STIPPLE
@@ -597,11 +597,11 @@ static void r300_check_render(GLcontext *ctx, struct tnl_pipeline_stage *stage)
FALLBACK_IF(ctx->Polygon.OffsetFill); // GL_POLYGON_OFFSET_FILL
FALLBACK_IF(ctx->Polygon.SmoothFlag); // GL_POLYGON_SMOOTH
FALLBACK_IF(ctx->Polygon.StippleFlag); // GL_POLYGON_STIPPLE
- FALLBACK_IF(ctx->Stencil.Enabled); // GL_STENCIL_TEST
+ //FALLBACK_IF(ctx->Stencil.Enabled); // GL_STENCIL_TEST
FALLBACK_IF(ctx->Multisample.Enabled); // GL_MULTISAMPLE_ARB
/* One step at a time - let one texture pass.. */
- for (i = 2; i < ctx->Const.MaxTextureUnits; i++)
+ for (i = 1; i < ctx->Const.MaxTextureUnits; i++)
FALLBACK_IF(ctx->Texture.Unit[i].Enabled);
diff --git a/src/mesa/drivers/dri/r300/r300_state.c b/src/mesa/drivers/dri/r300/r300_state.c
index 32b77fbb14f..f4dd8bece75 100644
--- a/src/mesa/drivers/dri/r300/r300_state.c
+++ b/src/mesa/drivers/dri/r300/r300_state.c
@@ -470,6 +470,21 @@ static void r300Enable(GLcontext* ctx, GLenum cap, GLboolean state)
r300->hw.zs.cmd[R300_ZS_CNTL_0] = newval;
break;
+
+ case GL_STENCIL_TEST:
+ if (r300->state.hw_stencil) {
+ R300_STATECHANGE(r300, zs);
+ if (state) {
+ r300->hw.zs.cmd[R300_ZS_CNTL_0] |=
+ R300_STENCIL_ENABLE;
+ } else {
+ r300->hw.zs.cmd[R300_ZS_CNTL_0] &=
+ ~R300_STENCIL_ENABLE;
+ }
+ } else {
+ FALLBACK(&r300->radeon, RADEON_FALLBACK_STENCIL, state);
+ }
+ break;
case GL_CULL_FACE:
r300UpdateCulling(ctx);
@@ -548,7 +563,6 @@ static void r300DepthFunc(GLcontext* ctx, GLenum func)
break;
}
- fprintf(stderr, "ZS_CNTL_1=%08x\n", r300->hw.zs.cmd[R300_ZS_CNTL_1]);
}
@@ -596,6 +610,122 @@ static void r300PointSize(GLcontext * ctx, GLfloat size)
R300_STATECHANGE(r300, vps);
r300->hw.vps.cmd[R300_VPS_POINTSIZE] = r300PackFloat32(1.0);
}
+/* =============================================================
+ * Stencil
+ */
+
+static void r300StencilFunc(GLcontext * ctx, GLenum func,
+ GLint ref, GLuint mask)
+{
+ r300ContextPtr rmesa = R300_CONTEXT(ctx);
+ GLuint refmask = ((ctx->Stencil.Ref[0] << R300_RB3D_ZS2_STENCIL_REF_SHIFT) |
+ (ctx->Stencil.
+ ValueMask[0] << R300_RB3D_ZS2_STENCIL_MASK_SHIFT));
+
+ R200_STATECHANGE(rmesa, zs);
+
+ rmesa->hw.zs.cmd[R300_ZS_CNTL_1] &= ~(R300_ZS_MASK << R300_RB3D_ZS1_STENCIL_FUNC_SHIFT);
+ rmesa->hw.zs.cmd[R300_ZS_CNTL_2] &= ~((R300_ZS_MASK << R300_RB3D_ZS2_STENCIL_REF_SHIFT) |
+ (R300_ZS_MASK << R300_RB3D_ZS2_STENCIL_MASK_SHIFT));
+
+ switch (ctx->Stencil.Function[0]) {
+ case GL_NEVER:
+ rmesa->hw.zs.cmd[R300_ZS_CNTL_1] |=
+ R300_ZS_NEVER << R300_RB3D_ZS1_STENCIL_FUNC_SHIFT;
+ break;
+ case GL_LESS:
+ rmesa->hw.zs.cmd[R300_ZS_CNTL_1] |=
+ R300_ZS_LESS << R300_RB3D_ZS1_STENCIL_FUNC_SHIFT;
+ break;
+ case GL_EQUAL:
+ rmesa->hw.zs.cmd[R300_ZS_CNTL_1] |=
+ R300_ZS_EQUAL << R300_RB3D_ZS1_STENCIL_FUNC_SHIFT;
+ break;
+ case GL_LEQUAL:
+ rmesa->hw.zs.cmd[R300_ZS_CNTL_1] |=
+ R300_ZS_LEQUAL << R300_RB3D_ZS1_STENCIL_FUNC_SHIFT;
+ break;
+ case GL_GREATER:
+ rmesa->hw.zs.cmd[R300_ZS_CNTL_1] |=
+ R300_ZS_GREATER << R300_RB3D_ZS1_STENCIL_FUNC_SHIFT;
+ break;
+ case GL_NOTEQUAL:
+ rmesa->hw.zs.cmd[R300_ZS_CNTL_1] |=
+ R300_ZS_NOTEQUAL << R300_RB3D_ZS1_STENCIL_FUNC_SHIFT;
+ break;
+ case GL_GEQUAL:
+ rmesa->hw.zs.cmd[R300_ZS_CNTL_1] |=
+ R300_ZS_GEQUAL << R300_RB3D_ZS1_STENCIL_FUNC_SHIFT;
+ break;
+ case GL_ALWAYS:
+ rmesa->hw.zs.cmd[R300_ZS_CNTL_1] |=
+ R300_ZS_ALWAYS << R300_RB3D_ZS1_STENCIL_FUNC_SHIFT;
+ break;
+ }
+
+ rmesa->hw.zs.cmd[R300_ZS_CNTL_2] |= refmask;
+}
+
+static void r300StencilMask(GLcontext * ctx, GLuint mask)
+{
+ r300ContextPtr rmesa = R300_CONTEXT(ctx);
+
+ R200_STATECHANGE(rmesa, zs);
+ rmesa->hw.zs.cmd[R300_ZS_CNTL_2] &= ~(R300_ZS_MASK << R300_RB3D_ZS2_STENCIL_WRITE_MASK_SHIFT);
+ rmesa->hw.zs.cmd[R300_ZS_CNTL_2] |= ctx->Stencil.WriteMask[0] << R300_RB3D_ZS2_STENCIL_WRITE_MASK_SHIFT;
+}
+
+static int translate_stencil_op(int op)
+{
+ switch (op) {
+ case GL_KEEP:
+ return R300_ZS_KEEP;
+ case GL_ZERO:
+ return R300_ZS_ZERO;
+ case GL_REPLACE:
+ return R300_ZS_REPLACE;
+ case GL_INCR:
+ return R300_ZS_INCR;
+ case GL_DECR:
+ return R300_ZS_DECR;
+ case GL_INCR_WRAP_EXT:
+ return R300_ZS_INCR_WRAP;
+ case GL_DECR_WRAP_EXT:
+ return R300_ZS_DECR_WRAP;
+ case GL_INVERT:
+ return R300_ZS_INVERT;
+ }
+}
+
+static void r300StencilOp(GLcontext * ctx, GLenum fail,
+ GLenum zfail, GLenum zpass)
+{
+ r300ContextPtr rmesa = R300_CONTEXT(ctx);
+
+ R200_STATECHANGE(rmesa, zs);
+ rmesa->hw.zs.cmd[R300_ZS_CNTL_1] &= ~((R300_ZS_MASK << R300_RB3D_ZS1_STENCIL_FAIL_OP_SHIFT)
+ | (R300_ZS_MASK << R300_RB3D_ZS1_STENCIL_ZPASS_OP_SHIFT)
+ | (R300_ZS_MASK << R300_RB3D_ZS1_STENCIL_ZFAIL_OP_SHIFT)
+ );
+
+ rmesa->hw.zs.cmd[R300_ZS_CNTL_1] |=
+ (translate_stencil_op(ctx->Stencil.FailFunc[0]) << R300_RB3D_ZS1_STENCIL_FAIL_OP_SHIFT)
+ |(translate_stencil_op(ctx->Stencil.ZFailFunc[0]) << R300_RB3D_ZS1_STENCIL_ZFAIL_OP_SHIFT)
+ |(translate_stencil_op(ctx->Stencil.ZPassFunc[0]) << R300_RB3D_ZS1_STENCIL_ZPASS_OP_SHIFT);
+
+}
+
+static void r300ClearStencil(GLcontext * ctx, GLint s)
+{
+ r300ContextPtr rmesa = R300_CONTEXT(ctx);
+
+ /* Not sure whether this is correct.. */
+ R200_STATECHANGE(rmesa, zs);
+ rmesa->hw.zs.cmd[R300_ZS_CNTL_2] =
+ ((GLuint) ctx->Stencil.Clear |
+ (0xff << R200_STENCIL_MASK_SHIFT) |
+ (ctx->Stencil.WriteMask[0] << R200_STENCIL_WRITEMASK_SHIFT));
+}
/* =============================================================
* Window position and viewport transformation
@@ -1673,6 +1803,10 @@ void r300InitState(r300ContextPtr r300)
exit(-1);
}
+ /* Only have hw stencil when depth buffer is 24 bits deep */
+ r300->state.hw_stencil = (ctx->Visual.stencilBits > 0 &&
+ ctx->Visual.depthBits == 24);
+
memset(&(r300->state.texture), 0, sizeof(r300->state.texture));
r300ResetHwState(r300);
@@ -1699,6 +1833,12 @@ void r300InitStateFuncs(struct dd_function_table* functions)
functions->CullFace = r300CullFace;
functions->FrontFace = r300FrontFace;
+ /* Stencil related */
+ functions->ClearStencil = r300ClearStencil;
+ functions->StencilFunc = r300StencilFunc;
+ functions->StencilMask = r300StencilMask;
+ functions->StencilOp = r300StencilOp;
+
/* Viewport related */
functions->Viewport = r300Viewport;
functions->DepthRange = r300DepthRange;