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authorBrian Paul <[email protected]>2010-11-15 18:36:50 -0700
committerBrian Paul <[email protected]>2010-11-15 18:40:32 -0700
commit20c2debce82e36166ae0326a3fb94be42d71be4a (patch)
tree65df6a1e97a555cb1a1652070d9cf706f07eff92 /src/mesa/state_tracker
parent32aaf89823de11e98cb59d5ec78c66cd3e74bcd4 (diff)
st/mesa: fix glDrawPixels(depth/stencil) bugs
When drawing GL_DEPTH_COMPONENT the usual fragment pipeline steps apply so don't override the depth state. When drawing GL_STENCIL_INDEX (or GL_DEPTH_STENCIL) the fragment pipeline does not apply (only the stencil and Z writemasks apply) so disable writes to the color buffers. Fixes some regressions from commit ef8bb7ada98f1ddc8e2554a7336af5d669cb1290
Diffstat (limited to 'src/mesa/state_tracker')
-rw-r--r--src/mesa/state_tracker/st_cb_drawpixels.c52
1 files changed, 39 insertions, 13 deletions
diff --git a/src/mesa/state_tracker/st_cb_drawpixels.c b/src/mesa/state_tracker/st_cb_drawpixels.c
index 122d8f07654..d80c068ea81 100644
--- a/src/mesa/state_tracker/st_cb_drawpixels.c
+++ b/src/mesa/state_tracker/st_cb_drawpixels.c
@@ -591,7 +591,6 @@ draw_textured_quad(struct gl_context *ctx, GLint x, GLint y, GLfloat z,
assert(width <= maxSize);
assert(height <= maxSize);
- cso_save_depth_stencil_alpha(cso);
cso_save_rasterizer(cso);
cso_save_viewport(cso);
cso_save_samplers(cso);
@@ -599,6 +598,10 @@ draw_textured_quad(struct gl_context *ctx, GLint x, GLint y, GLfloat z,
cso_save_fragment_shader(cso);
cso_save_vertex_shader(cso);
cso_save_vertex_elements(cso);
+ if (write_stencil) {
+ cso_save_depth_stencil_alpha(cso);
+ cso_save_blend(cso);
+ }
/* rasterizer state: just scissor */
{
@@ -609,22 +612,30 @@ draw_textured_quad(struct gl_context *ctx, GLint x, GLint y, GLfloat z,
cso_set_rasterizer(cso, &rasterizer);
}
- if (write_depth || write_stencil)
- {
+ if (write_stencil) {
+ /* Stencil writing bypasses the normal fragment pipeline to
+ * disable color writing and set stencil test to always pass.
+ */
struct pipe_depth_stencil_alpha_state dsa;
+ struct pipe_blend_state blend;
+
+ /* depth/stencil */
memset(&dsa, 0, sizeof(dsa));
+ dsa.stencil[0].enabled = 1;
+ dsa.stencil[0].func = PIPE_FUNC_ALWAYS;
+ dsa.stencil[0].writemask = ctx->Stencil.WriteMask[0] & 0xff;
+ dsa.stencil[0].zpass_op = PIPE_STENCIL_OP_REPLACE;
if (write_depth) {
- dsa.depth.enabled = 1;
- dsa.depth.func = PIPE_FUNC_ALWAYS;
- dsa.depth.writemask = 1;
- }
- if (write_stencil) {
- dsa.stencil[0].enabled = 1;
- dsa.stencil[0].func = PIPE_FUNC_ALWAYS;
- dsa.stencil[0].writemask = 0xff;
- dsa.stencil[0].zpass_op = PIPE_STENCIL_OP_REPLACE;
+ /* writing depth+stencil: depth test always passes */
+ dsa.depth.enabled = 1;
+ dsa.depth.writemask = ctx->Depth.Mask;
+ dsa.depth.func = PIPE_FUNC_ALWAYS;
}
cso_set_depth_stencil_alpha(cso, &dsa);
+
+ /* blend (colormask) */
+ memset(&blend, 0, sizeof(blend));
+ cso_set_blend(cso, &blend);
}
/* fragment shader state: TEX lookup program */
@@ -696,7 +707,6 @@ draw_textured_quad(struct gl_context *ctx, GLint x, GLint y, GLfloat z,
normalized ? ((GLfloat) height / sv[0]->texture->height0) : (GLfloat)height);
/* restore state */
- cso_restore_depth_stencil_alpha(cso);
cso_restore_rasterizer(cso);
cso_restore_viewport(cso);
cso_restore_samplers(cso);
@@ -704,6 +714,10 @@ draw_textured_quad(struct gl_context *ctx, GLint x, GLint y, GLfloat z,
cso_restore_fragment_shader(cso);
cso_restore_vertex_shader(cso);
cso_restore_vertex_elements(cso);
+ if (write_stencil) {
+ cso_restore_depth_stencil_alpha(cso);
+ cso_restore_blend(cso);
+ }
}
@@ -994,6 +1008,18 @@ copy_stencil_pixels(struct gl_context *ctx, GLint srcx, GLint srcy,
GL_STENCIL_INDEX, GL_UNSIGNED_BYTE,
&ctx->DefaultPacking, buffer);
+ if (0) {
+ /* debug code: dump stencil values */
+ GLint row, col;
+ for (row = 0; row < height; row++) {
+ printf("%3d: ", row);
+ for (col = 0; col < width; col++) {
+ printf("%02x ", buffer[col + row * width]);
+ }
+ printf("\n");
+ }
+ }
+
if (util_format_get_component_bits(rbDraw->format,
UTIL_FORMAT_COLORSPACE_ZS, 0) != 0)
usage = PIPE_TRANSFER_READ_WRITE;