Moved the stencilRef and stencilBackRef back to Context's state structure.
TRAC #22044
stencilRef and stencilBackRef are now set through the setDepthStencilState on
Renderer.
Signed-off-by: Nicolas Capens
Signed-off-by: Daniel Koch
Author: Geoff Lang
git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1438 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/Context.cpp b/src/libGLESv2/Context.cpp
index 7b61c08..84d6bc7 100644
--- a/src/libGLESv2/Context.cpp
+++ b/src/libGLESv2/Context.cpp
@@ -84,11 +84,9 @@
mState.depthStencil.depthMask = true;
mState.depthStencil.stencilTest = false;
mState.depthStencil.stencilFunc = GL_ALWAYS;
- mState.depthStencil.stencilRef = 0;
mState.depthStencil.stencilMask = -1;
mState.depthStencil.stencilWritemask = -1;
mState.depthStencil.stencilBackFunc = GL_ALWAYS;
- mState.depthStencil.stencilBackRef = 0;
mState.depthStencil.stencilBackMask = - 1;
mState.depthStencil.stencilBackWritemask = -1;
mState.depthStencil.stencilFail = GL_KEEP;
@@ -98,6 +96,9 @@
mState.depthStencil.stencilBackPassDepthFail = GL_KEEP;
mState.depthStencil.stencilBackPassDepthPass = GL_KEEP;
+ mState.stencilRef = 0;
+ mState.stencilBackRef = 0;
+
mState.sampleCoverage = false;
mState.sampleCoverageValue = 1.0f;
mState.sampleCoverageInvert = false;
@@ -482,14 +483,14 @@
void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask)
{
mState.depthStencil.stencilFunc = stencilFunc;
- mState.depthStencil.stencilRef = (stencilRef > 0) ? stencilRef : 0;
+ mState.stencilRef = (stencilRef > 0) ? stencilRef : 0;
mState.depthStencil.stencilMask = stencilMask;
}
void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask)
{
mState.depthStencil.stencilBackFunc = stencilBackFunc;
- mState.depthStencil.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0;
+ mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0;
mState.depthStencil.stencilBackMask = stencilBackMask;
}
@@ -1346,10 +1347,10 @@
case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: *params = mState.fragmentShaderDerivativeHint; break;
case GL_ACTIVE_TEXTURE: *params = (mState.activeSampler + GL_TEXTURE0); break;
case GL_STENCIL_FUNC: *params = mState.depthStencil.stencilFunc; break;
- case GL_STENCIL_REF: *params = mState.depthStencil.stencilRef; break;
+ case GL_STENCIL_REF: *params = mState.stencilRef; break;
case GL_STENCIL_VALUE_MASK: *params = mState.depthStencil.stencilMask; break;
case GL_STENCIL_BACK_FUNC: *params = mState.depthStencil.stencilBackFunc; break;
- case GL_STENCIL_BACK_REF: *params = mState.depthStencil.stencilBackRef; break;
+ case GL_STENCIL_BACK_REF: *params = mState.stencilBackRef; break;
case GL_STENCIL_BACK_VALUE_MASK: *params = mState.depthStencil.stencilBackMask; break;
case GL_STENCIL_FAIL: *params = mState.depthStencil.stencilFail; break;
case GL_STENCIL_PASS_DEPTH_FAIL: *params = mState.depthStencil.stencilPassDepthFail; break;
@@ -1960,9 +1961,8 @@
mRenderer->setBlendState(mState.blend, mState.blendColor, mask);
unsigned int stencilSize = framebufferObject->hasStencil() ? framebufferObject->getStencilbuffer()->getStencilSize() : 0;
- mRenderer->setDepthStencilState(mState.depthStencil,
- mState.rasterizer.frontFace == GL_CCW,
- stencilSize);
+ mRenderer->setDepthStencilState(mState.depthStencil, mState.stencilRef, mState.stencilBackRef,
+ mState.rasterizer.frontFace == GL_CCW, stencilSize);
}
GLenum Context::applyVertexBuffer(GLint first, GLsizei count, GLsizei instances, GLsizei *repeatDraw)
diff --git a/src/libGLESv2/Context.h b/src/libGLESv2/Context.h
index 99c1f13..d73730f 100644
--- a/src/libGLESv2/Context.h
+++ b/src/libGLESv2/Context.h
@@ -164,6 +164,8 @@
bool sampleCoverageInvert;
DepthStencilState depthStencil;
+ GLint stencilRef;
+ GLint stencilBackRef;
GLfloat lineWidth;
diff --git a/src/libGLESv2/angletypes.h b/src/libGLESv2/angletypes.h
index 2521fb4..266c703 100644
--- a/src/libGLESv2/angletypes.h
+++ b/src/libGLESv2/angletypes.h
@@ -87,14 +87,12 @@
bool stencilTest;
GLenum stencilFunc;
- GLint stencilRef;
GLuint stencilMask;
GLenum stencilFail;
GLenum stencilPassDepthFail;
GLenum stencilPassDepthPass;
GLuint stencilWritemask;
GLenum stencilBackFunc;
- GLint stencilBackRef;
GLuint stencilBackMask;
GLenum stencilBackFail;
GLenum stencilBackPassDepthFail;
diff --git a/src/libGLESv2/renderer/Renderer.h b/src/libGLESv2/renderer/Renderer.h
index 99b2ae6..1dc50bd 100644
--- a/src/libGLESv2/renderer/Renderer.h
+++ b/src/libGLESv2/renderer/Renderer.h
@@ -76,8 +76,8 @@
virtual void setRasterizerState(const gl::RasterizerState &rasterState, unsigned int depthSize) = 0;
virtual void setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
unsigned int sampleMask) = 0;
- virtual void setDepthStencilState(const gl::DepthStencilState &depthStencilState, bool frontFaceCCW,
- unsigned int stencilSize) = 0;
+ virtual void setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
+ int stencilBackRef, bool frontFaceCCW, unsigned int stencilSize) = 0;
virtual void setScissorRectangle(const gl::Rectangle& scissor, unsigned int renderTargetWidth,
unsigned int renderTargetHeight) = 0;
diff --git a/src/libGLESv2/renderer/Renderer11.cpp b/src/libGLESv2/renderer/Renderer11.cpp
index 35ed122..bf7b0d1 100644
--- a/src/libGLESv2/renderer/Renderer11.cpp
+++ b/src/libGLESv2/renderer/Renderer11.cpp
@@ -311,8 +311,8 @@
mForceSetBlendState = false;
}
-void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, bool frontFaceCCW,
- unsigned int stencilSize)
+void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
+ int stencilBackRef, bool frontFaceCCW, unsigned int stencilSize)
{
// TODO
UNIMPLEMENTED();
diff --git a/src/libGLESv2/renderer/Renderer11.h b/src/libGLESv2/renderer/Renderer11.h
index e89f97f..9216a1e 100644
--- a/src/libGLESv2/renderer/Renderer11.h
+++ b/src/libGLESv2/renderer/Renderer11.h
@@ -51,8 +51,8 @@
virtual void setRasterizerState(const gl::RasterizerState &rasterState, unsigned int depthSize);
virtual void setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
unsigned int sampleMask);
- virtual void setDepthStencilState(const gl::DepthStencilState &depthStencilState, bool frontFaceCCW,
- unsigned int stencilSize);
+ virtual void setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
+ int stencilBackRef, bool frontFaceCCW, unsigned int stencilSize);
virtual void setScissorRectangle(const gl::Rectangle& scissor, unsigned int renderTargetWidth,
unsigned int renderTargetHeight);
diff --git a/src/libGLESv2/renderer/Renderer9.cpp b/src/libGLESv2/renderer/Renderer9.cpp
index fa4724d..2dd6116 100644
--- a/src/libGLESv2/renderer/Renderer9.cpp
+++ b/src/libGLESv2/renderer/Renderer9.cpp
@@ -745,11 +745,13 @@
mForceSetBlendState = false;
}
-void Renderer9::setDepthStencilState(const gl::DepthStencilState &depthStencilState, bool frontFaceCCW,
- unsigned int stencilSize)
+void Renderer9::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
+ int stencilBackRef, bool frontFaceCCW, unsigned int stencilSize)
{
bool depthStencilStateChanged = mForceSetDepthStencilState ||
memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0;
+ bool stencilRefChanged = mForceSetDepthStencilState || stencilRef != mCurStencilRef ||
+ stencilBackRef != mCurStencilBackRef;
bool frontFaceCCWChanged = mForceSetDepthStencilState || frontFaceCCW != mCurFrontFaceCCW;
bool stencilSizeChanged = mForceSetDepthStencilState || stencilSize != mCurStencilSize;
@@ -768,7 +770,7 @@
mCurDepthStencilState = depthStencilState;
}
- if (depthStencilStateChanged || frontFaceCCWChanged || stencilSizeChanged)
+ if (depthStencilStateChanged || stencilRefChanged || frontFaceCCWChanged || stencilSizeChanged)
{
if (depthStencilState.stencilTest && stencilSize > 0)
{
@@ -780,7 +782,7 @@
const D3DRENDERSTATETYPE D3DRS_CCW_STENCILMASK = D3DRS_STENCILMASK;
const D3DRENDERSTATETYPE D3DRS_CCW_STENCILWRITEMASK = D3DRS_STENCILWRITEMASK;
if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask ||
- depthStencilState.stencilRef != depthStencilState.stencilBackRef ||
+ stencilRef != stencilBackRef ||
depthStencilState.stencilMask != depthStencilState.stencilBackMask)
{
ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are invalid under WebGL.");
@@ -796,7 +798,7 @@
gl_d3d9::ConvertComparison(depthStencilState.stencilFunc));
mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF,
- (depthStencilState.stencilRef < (GLint)maxStencil) ? depthStencilState.stencilRef : maxStencil);
+ (stencilRef < (int)maxStencil) ? stencilRef : maxStencil);
mDevice->SetRenderState(frontFaceCCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK,
depthStencilState.stencilMask);
@@ -813,7 +815,7 @@
gl_d3d9::ConvertComparison(depthStencilState.stencilBackFunc));
mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF,
- (depthStencilState.stencilBackRef < (GLint)maxStencil) ? depthStencilState.stencilBackRef : maxStencil);
+ (stencilBackRef < (int)maxStencil) ? stencilBackRef : maxStencil);
mDevice->SetRenderState(!frontFaceCCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK,
depthStencilState.stencilBackMask);
@@ -831,6 +833,8 @@
mDevice->SetRenderState(D3DRS_ZWRITEENABLE, depthStencilState.depthMask ? TRUE : FALSE);
+ mCurStencilRef = stencilRef;
+ mCurStencilBackRef = stencilBackRef;
mCurFrontFaceCCW = frontFaceCCW;
mCurStencilSize = stencilSize;
}
diff --git a/src/libGLESv2/renderer/Renderer9.h b/src/libGLESv2/renderer/Renderer9.h
index e5c60b8..d3ebfa3 100644
--- a/src/libGLESv2/renderer/Renderer9.h
+++ b/src/libGLESv2/renderer/Renderer9.h
@@ -74,8 +74,8 @@
virtual void setRasterizerState(const gl::RasterizerState &rasterState, unsigned int depthSize);
virtual void setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor,
unsigned int sampleMask);
- virtual void setDepthStencilState(const gl::DepthStencilState &depthStencilState, bool frontFaceCCW,
- unsigned int stencilSize);
+ virtual void setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef,
+ int stencilBackRef, bool frontFaceCCW, unsigned int stencilSize);
virtual void setScissorRectangle(const gl::Rectangle& scissor, unsigned int renderTargetWidth,
unsigned int renderTargetHeight);
@@ -183,6 +183,8 @@
// previously set render states
bool mForceSetDepthStencilState;
gl::DepthStencilState mCurDepthStencilState;
+ int mCurStencilRef;
+ int mCurStencilBackRef;
bool mCurFrontFaceCCW;
unsigned int mCurStencilSize;