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On the way to getting stencil working.

tags/jump_and_click
Vladimir Dergachev 20 years ago
parent
commit
ca710a0a7f

+ 1
- 0
src/mesa/drivers/dri/r300/r300_context.h View File

@@ -616,6 +616,7 @@ struct r300_state {
struct r300_aos_rec aos[R300_MAX_AOS_ARRAYS];
int aos_count;
int hw_stencil;
};



+ 1
- 0
src/mesa/drivers/dri/r300/r300_reg.h View File

@@ -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 */

+ 3
- 3
src/mesa/drivers/dri/r300/r300_render.c View File

@@ -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);



+ 141
- 1
src/mesa/drivers/dri/r300/r300_state.c View File

@@ -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;

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