From 20c2debce82e36166ae0326a3fb94be42d71be4a Mon Sep 17 00:00:00 2001 From: Brian Paul Date: Mon, 15 Nov 2010 18:36:50 -0700 Subject: 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 --- src/mesa/state_tracker/st_cb_drawpixels.c | 52 +++++++++++++++++++++++-------- 1 file 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; -- cgit v1.2.3