[Mesa-dev] [PATCH 1/1] mesa: stub the _mesa_StencilOp function.
Brian Paul
brianp at vmware.com
Fri May 18 10:27:24 PDT 2012
On 05/18/2012 05:24 AM, Oliver McFadden wrote:
> The device driver function table only implements StencilOpSeparate(),
> let's remove the obsolete 'todo' comment and code duplication.
>
> Signed-off-by: Oliver McFadden<oliver.mcfadden at linux.intel.com>
> ---
> src/mesa/drivers/common/meta.c | 4 +-
> src/mesa/main/stencil.c | 75 ++++++---------------------------------
> 2 files changed, 14 insertions(+), 65 deletions(-)
>
> diff --git a/src/mesa/drivers/common/meta.c b/src/mesa/drivers/common/meta.c
> index 95336fc..42bbf9d 100644
> --- a/src/mesa/drivers/common/meta.c
> +++ b/src/mesa/drivers/common/meta.c
> @@ -2360,12 +2360,12 @@ _mesa_meta_DrawPixels(struct gl_context *ctx,
> _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_TRUE);
>
> /* set all stencil bits to 0 */
> - _mesa_StencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
> + _mesa_StencilOpSeparate(ctx->Stencil.ActiveFace, GL_REPLACE, GL_REPLACE, GL_REPLACE);
> _mesa_StencilFunc(GL_ALWAYS, 0, 255);
> _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
>
> /* set stencil bits to 1 where needed */
> - _mesa_StencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
> + _mesa_StencilOpSeparate(ctx->Stencil.ActiveFace, GL_KEEP, GL_KEEP, GL_REPLACE);
>
> _mesa_BindProgram(GL_FRAGMENT_PROGRAM_ARB, drawpix->StencilFP);
> _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
> diff --git a/src/mesa/main/stencil.c b/src/mesa/main/stencil.c
> index f47b57b..f051479 100644
> --- a/src/mesa/main/stencil.c
> +++ b/src/mesa/main/stencil.c
> @@ -314,70 +314,24 @@ _mesa_StencilMask( GLuint mask )
> *
> * Verifies the parameters and updates the respective fields in
> * __struct gl_contextRec::Stencil. On change flushes the vertices and notifies the
> - * driver via the dd_function_table::StencilOp callback.
> + * driver via the dd_function_table::StencilOpSeparate callback.
> */
> void GLAPIENTRY
> _mesa_StencilOp(GLenum fail, GLenum zfail, GLenum zpass)
> {
> GET_CURRENT_CONTEXT(ctx);
> - const GLint face = ctx->Stencil.ActiveFace;
> -
> - if (MESA_VERBOSE& VERBOSE_API)
> - _mesa_debug(ctx, "glStencilOp()\n");
> -
> - ASSERT_OUTSIDE_BEGIN_END(ctx);
> -
> - if (!validate_stencil_op(ctx, fail)) {
> - _mesa_error(ctx, GL_INVALID_ENUM, "glStencilOp(sfail)");
> - return;
> - }
> - if (!validate_stencil_op(ctx, zfail)) {
> - _mesa_error(ctx, GL_INVALID_ENUM, "glStencilOp(zfail)");
> - return;
> - }
> - if (!validate_stencil_op(ctx, zpass)) {
> - _mesa_error(ctx, GL_INVALID_ENUM, "glStencilOp(zpass)");
> - return;
> - }
> -
> - if (face != 0) {
Note: if face != 0, it must be 2 (there should be an assertion). More
below...
> - /* only set active face state */
> - if (ctx->Stencil.ZFailFunc[face] == zfail&&
> - ctx->Stencil.ZPassFunc[face] == zpass&&
> - ctx->Stencil.FailFunc[face] == fail)
> - return;
> - FLUSH_VERTICES(ctx, _NEW_STENCIL);
> - ctx->Stencil.ZFailFunc[face] = zfail;
> - ctx->Stencil.ZPassFunc[face] = zpass;
> - ctx->Stencil.FailFunc[face] = fail;
> -
> - /* Only propagate the change to the driver if EXT_stencil_two_side
> - * is enabled.
> - */
> - if (ctx->Driver.StencilOpSeparate&& ctx->Stencil.TestTwoSide) {
> - ctx->Driver.StencilOpSeparate(ctx, GL_BACK, fail, zfail, zpass);
> - }
> - }
> - else {
> - /* set both front and back state */
> - if (ctx->Stencil.ZFailFunc[0] == zfail&&
> - ctx->Stencil.ZFailFunc[1] == zfail&&
> - ctx->Stencil.ZPassFunc[0] == zpass&&
> - ctx->Stencil.ZPassFunc[1] == zpass&&
> - ctx->Stencil.FailFunc[0] == fail&&
> - ctx->Stencil.FailFunc[1] == fail)
> - return;
> - FLUSH_VERTICES(ctx, _NEW_STENCIL);
> - ctx->Stencil.ZFailFunc[0] = ctx->Stencil.ZFailFunc[1] = zfail;
> - ctx->Stencil.ZPassFunc[0] = ctx->Stencil.ZPassFunc[1] = zpass;
> - ctx->Stencil.FailFunc[0] = ctx->Stencil.FailFunc[1] = fail;
> - if (ctx->Driver.StencilOpSeparate) {
> - ctx->Driver.StencilOpSeparate(ctx,
> - ((ctx->Stencil.TestTwoSide)
> - ? GL_FRONT : GL_FRONT_AND_BACK),
> - fail, zfail, zpass);
> + GLenum face;
> +
> + if (ctx->Stencil.TestTwoSide) {
> + face = GL_FRONT_AND_BACK;
> + } else {
> + if (ctx->Stencil.ActiveFace == 0) {
> + face = GL_FRONT;
> + } else {
> + face = GL_BACK;
> }
> }
> + _mesa_StencilOpSeparate(face, fail, zfail, zpass);
> }
I think there's something subtly different here. As noted above, if
face != 0 it must be 2 so we're setting the stencil[2] state. But
that never happens in _mesa_StencilOpSeparate().
It's all a bit confusing because two-sided stencil is treated
differently between GL_EXT_stencil_two_side, GL_ATI_separate_stencil
and OpenGL 2.0.
Maybe you can double-check this stuff.
-Brian
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