/* * Copyright © 2009 Intel Corporation * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS * IN THE SOFTWARE. * * Authors: * Eric Anholt * */ #include "brw_context.h" #include "brw_state.h" static void gen6_upload_depth_stencil_state(struct brw_context *brw) { struct gl_context *ctx = &brw->intel.ctx; struct gen6_depth_stencil_state *ds; ds = brw_state_batch(brw, AUB_TRACE_DEPTH_STENCIL_STATE, sizeof(*ds), 64, &brw->cc.depth_stencil_state_offset); memset(ds, 0, sizeof(*ds)); /* _NEW_STENCIL */ if (ctx->Stencil._Enabled) { int back = ctx->Stencil._BackFace; ds->ds0.stencil_enable = 1; ds->ds0.stencil_func = intel_translate_compare_func(ctx->Stencil.Function[0]); ds->ds0.stencil_fail_op = intel_translate_stencil_op(ctx->Stencil.FailFunc[0]); ds->ds0.stencil_pass_depth_fail_op = intel_translate_stencil_op(ctx->Stencil.ZFailFunc[0]); ds->ds0.stencil_pass_depth_pass_op = intel_translate_stencil_op(ctx->Stencil.ZPassFunc[0]); ds->ds1.stencil_write_mask = ctx->Stencil.WriteMask[0]; ds->ds1.stencil_test_mask = ctx->Stencil.ValueMask[0]; if (ctx->Stencil._TestTwoSide) { ds->ds0.bf_stencil_enable = 1; ds->ds0.bf_stencil_func = intel_translate_compare_func(ctx->Stencil.Function[back]); ds->ds0.bf_stencil_fail_op = intel_translate_stencil_op(ctx->Stencil.FailFunc[back]); ds->ds0.bf_stencil_pass_depth_fail_op = intel_translate_stencil_op(ctx->Stencil.ZFailFunc[back]); ds->ds0.bf_stencil_pass_depth_pass_op = intel_translate_stencil_op(ctx->Stencil.ZPassFunc[back]); ds->ds1.bf_stencil_write_mask = ctx->Stencil.WriteMask[back]; ds->ds1.bf_stencil_test_mask = ctx->Stencil.ValueMask[back]; } /* Not really sure about this: */ if (ctx->Stencil.WriteMask[0] || (ctx->Stencil._TestTwoSide && ctx->Stencil.WriteMask[back])) ds->ds0.stencil_write_enable = 1; } /* _NEW_DEPTH */ if (ctx->Depth.Test) { ds->ds2.depth_test_enable = 1; ds->ds2.depth_test_func = intel_translate_compare_func(ctx->Depth.Func); ds->ds2.depth_write_enable = ctx->Depth.Mask; } brw->state.dirty.cache |= CACHE_NEW_DEPTH_STENCIL_STATE; } const struct brw_tracked_state gen6_depth_stencil_state = { .dirty = { .mesa = _NEW_DEPTH | _NEW_STENCIL, .brw = BRW_NEW_BATCH, .cache = 0, }, .emit = gen6_upload_depth_stencil_state, };