Context now uses the new structures storing state.
TRAC #22041
Context now uses the new structures for holding rasterizer, blend, depth
stencil and scissor state andcalls the new set methods on the Renderer
interface to set state.
Signed-off-by: Shannon Woods
Signed-off-by: Daniel Koch
Author: Geoff Lang
git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1422 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/Context.cpp b/src/libGLESv2/Context.cpp
index 15541e3..658c721 100644
--- a/src/libGLESv2/Context.cpp
+++ b/src/libGLESv2/Context.cpp
@@ -52,46 +52,55 @@
mState.depthClearValue = 1.0f;
mState.stencilClearValue = 0;
- mState.cullFace = false;
- mState.cullMode = GL_BACK;
- mState.frontFace = GL_CCW;
- mState.depthTest = false;
- mState.depthFunc = GL_LESS;
- mState.blend = false;
- mState.sourceBlendRGB = GL_ONE;
- mState.sourceBlendAlpha = GL_ONE;
- mState.destBlendRGB = GL_ZERO;
- mState.destBlendAlpha = GL_ZERO;
- mState.blendEquationRGB = GL_FUNC_ADD;
- mState.blendEquationAlpha = GL_FUNC_ADD;
+ mState.rasterizer.cullFace = false;
+ mState.rasterizer.cullMode = GL_BACK;
+ mState.rasterizer.frontFace = GL_CCW;
+ mState.rasterizer.polygonOffsetFill = false;
+ mState.rasterizer.polygonOffsetFactor = 0.0f;
+ mState.rasterizer.polygonOffsetUnits = 0.0f;
+ mState.rasterizer.scissorTest = false;
+ mState.scissor.x = 0;
+ mState.scissor.y = 0;
+ mState.scissor.width = 0;
+ mState.scissor.height = 0;
+
+ mState.blend.blend = false;
+ mState.blend.sourceBlendRGB = GL_ONE;
+ mState.blend.sourceBlendAlpha = GL_ONE;
+ mState.blend.destBlendRGB = GL_ZERO;
+ mState.blend.destBlendAlpha = GL_ZERO;
+ mState.blend.blendEquationRGB = GL_FUNC_ADD;
+ mState.blend.blendEquationAlpha = GL_FUNC_ADD;
+ mState.blend.sampleAlphaToCoverage = false;
+ mState.blend.dither = true;
+
mState.blendColor.red = 0;
mState.blendColor.green = 0;
mState.blendColor.blue = 0;
mState.blendColor.alpha = 0;
- mState.stencilTest = false;
- mState.stencilFunc = GL_ALWAYS;
- mState.stencilRef = 0;
- mState.stencilMask = -1;
- mState.stencilWritemask = -1;
- mState.stencilBackFunc = GL_ALWAYS;
- mState.stencilBackRef = 0;
- mState.stencilBackMask = - 1;
- mState.stencilBackWritemask = -1;
- mState.stencilFail = GL_KEEP;
- mState.stencilPassDepthFail = GL_KEEP;
- mState.stencilPassDepthPass = GL_KEEP;
- mState.stencilBackFail = GL_KEEP;
- mState.stencilBackPassDepthFail = GL_KEEP;
- mState.stencilBackPassDepthPass = GL_KEEP;
- mState.polygonOffsetFill = false;
- mState.polygonOffsetFactor = 0.0f;
- mState.polygonOffsetUnits = 0.0f;
- mState.sampleAlphaToCoverage = false;
+
+ mState.depthStencil.depthTest = false;
+ mState.depthStencil.depthFunc = GL_LESS;
+ 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;
+ mState.depthStencil.stencilPassDepthFail = GL_KEEP;
+ mState.depthStencil.stencilPassDepthPass = GL_KEEP;
+ mState.depthStencil.stencilBackFail = GL_KEEP;
+ mState.depthStencil.stencilBackPassDepthFail = GL_KEEP;
+ mState.depthStencil.stencilBackPassDepthPass = GL_KEEP;
+
mState.sampleCoverage = false;
mState.sampleCoverageValue = 1.0f;
mState.sampleCoverageInvert = false;
- mState.scissorTest = false;
- mState.dither = true;
mState.generateMipmapHint = GL_DONT_CARE;
mState.fragmentShaderDerivativeHint = GL_DONT_CARE;
@@ -104,16 +113,10 @@
mState.zNear = 0.0f;
mState.zFar = 1.0f;
- mState.scissorX = 0;
- mState.scissorY = 0;
- mState.scissorWidth = 0;
- mState.scissorHeight = 0;
-
- mState.colorMaskRed = true;
- mState.colorMaskGreen = true;
- mState.colorMaskBlue = true;
- mState.colorMaskAlpha = true;
- mState.depthMask = true;
+ mState.blend.colorMaskRed = true;
+ mState.blend.colorMaskGreen = true;
+ mState.blend.colorMaskBlue = true;
+ mState.blend.colorMaskAlpha = true;
if (shareContext != NULL)
{
@@ -306,10 +309,10 @@
mState.viewportWidth = surface->getWidth();
mState.viewportHeight = surface->getHeight();
- mState.scissorX = 0;
- mState.scissorY = 0;
- mState.scissorWidth = surface->getWidth();
- mState.scissorHeight = surface->getHeight();
+ mState.scissor.x = 0;
+ mState.scissor.y = 0;
+ mState.scissor.width = surface->getWidth();
+ mState.scissor.height = surface->getHeight();
mHasBeenCurrent = true;
}
@@ -406,55 +409,55 @@
void Context::setCullFace(bool enabled)
{
- if (mState.cullFace != enabled)
+ if (mState.rasterizer.cullFace != enabled)
{
- mState.cullFace = enabled;
+ mState.rasterizer.cullFace = enabled;
mCullStateDirty = true;
}
}
bool Context::isCullFaceEnabled() const
{
- return mState.cullFace;
+ return mState.rasterizer.cullFace;
}
void Context::setCullMode(GLenum mode)
{
- if (mState.cullMode != mode)
+ if (mState.rasterizer.cullMode != mode)
{
- mState.cullMode = mode;
+ mState.rasterizer.cullMode = mode;
mCullStateDirty = true;
}
}
void Context::setFrontFace(GLenum front)
{
- if (mState.frontFace != front)
+ if (mState.rasterizer.frontFace != front)
{
- mState.frontFace = front;
+ mState.rasterizer.frontFace = front;
mFrontFaceDirty = true;
}
}
void Context::setDepthTest(bool enabled)
{
- if (mState.depthTest != enabled)
+ if (mState.depthStencil.depthTest != enabled)
{
- mState.depthTest = enabled;
+ mState.depthStencil.depthTest = enabled;
mDepthStateDirty = true;
}
}
bool Context::isDepthTestEnabled() const
{
- return mState.depthTest;
+ return mState.depthStencil.depthTest;
}
void Context::setDepthFunc(GLenum depthFunc)
{
- if (mState.depthFunc != depthFunc)
+ if (mState.depthStencil.depthFunc != depthFunc)
{
- mState.depthFunc = depthFunc;
+ mState.depthStencil.depthFunc = depthFunc;
mDepthStateDirty = true;
}
}
@@ -467,29 +470,29 @@
void Context::setBlend(bool enabled)
{
- if (mState.blend != enabled)
+ if (mState.blend.blend != enabled)
{
- mState.blend = enabled;
+ mState.blend.blend = enabled;
mBlendStateDirty = true;
}
}
bool Context::isBlendEnabled() const
{
- return mState.blend;
+ return mState.blend.blend;
}
void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha)
{
- if (mState.sourceBlendRGB != sourceRGB ||
- mState.sourceBlendAlpha != sourceAlpha ||
- mState.destBlendRGB != destRGB ||
- mState.destBlendAlpha != destAlpha)
+ if (mState.blend.sourceBlendRGB != sourceRGB ||
+ mState.blend.sourceBlendAlpha != sourceAlpha ||
+ mState.blend.destBlendRGB != destRGB ||
+ mState.blend.destBlendAlpha != destAlpha)
{
- mState.sourceBlendRGB = sourceRGB;
- mState.destBlendRGB = destRGB;
- mState.sourceBlendAlpha = sourceAlpha;
- mState.destBlendAlpha = destAlpha;
+ mState.blend.sourceBlendRGB = sourceRGB;
+ mState.blend.destBlendRGB = destRGB;
+ mState.blend.sourceBlendAlpha = sourceAlpha;
+ mState.blend.destBlendAlpha = destAlpha;
mBlendStateDirty = true;
}
}
@@ -511,137 +514,137 @@
void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation)
{
- if (mState.blendEquationRGB != rgbEquation ||
- mState.blendEquationAlpha != alphaEquation)
+ if (mState.blend.blendEquationRGB != rgbEquation ||
+ mState.blend.blendEquationAlpha != alphaEquation)
{
- mState.blendEquationRGB = rgbEquation;
- mState.blendEquationAlpha = alphaEquation;
+ mState.blend.blendEquationRGB = rgbEquation;
+ mState.blend.blendEquationAlpha = alphaEquation;
mBlendStateDirty = true;
}
}
void Context::setStencilTest(bool enabled)
{
- if (mState.stencilTest != enabled)
+ if (mState.depthStencil.stencilTest != enabled)
{
- mState.stencilTest = enabled;
+ mState.depthStencil.stencilTest = enabled;
mStencilStateDirty = true;
}
}
bool Context::isStencilTestEnabled() const
{
- return mState.stencilTest;
+ return mState.depthStencil.stencilTest;
}
void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask)
{
- if (mState.stencilFunc != stencilFunc ||
- mState.stencilRef != stencilRef ||
- mState.stencilMask != stencilMask)
+ if (mState.depthStencil.stencilFunc != stencilFunc ||
+ mState.depthStencil.stencilRef != stencilRef ||
+ mState.depthStencil.stencilMask != stencilMask)
{
- mState.stencilFunc = stencilFunc;
- mState.stencilRef = (stencilRef > 0) ? stencilRef : 0;
- mState.stencilMask = stencilMask;
+ mState.depthStencil.stencilFunc = stencilFunc;
+ mState.depthStencil.stencilRef = (stencilRef > 0) ? stencilRef : 0;
+ mState.depthStencil.stencilMask = stencilMask;
mStencilStateDirty = true;
}
}
void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask)
{
- if (mState.stencilBackFunc != stencilBackFunc ||
- mState.stencilBackRef != stencilBackRef ||
- mState.stencilBackMask != stencilBackMask)
+ if (mState.depthStencil.stencilBackFunc != stencilBackFunc ||
+ mState.depthStencil.stencilBackRef != stencilBackRef ||
+ mState.depthStencil.stencilBackMask != stencilBackMask)
{
- mState.stencilBackFunc = stencilBackFunc;
- mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0;
- mState.stencilBackMask = stencilBackMask;
+ mState.depthStencil.stencilBackFunc = stencilBackFunc;
+ mState.depthStencil.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0;
+ mState.depthStencil.stencilBackMask = stencilBackMask;
mStencilStateDirty = true;
}
}
void Context::setStencilWritemask(GLuint stencilWritemask)
{
- if (mState.stencilWritemask != stencilWritemask)
+ if (mState.depthStencil.stencilWritemask != stencilWritemask)
{
- mState.stencilWritemask = stencilWritemask;
+ mState.depthStencil.stencilWritemask = stencilWritemask;
mStencilStateDirty = true;
}
}
void Context::setStencilBackWritemask(GLuint stencilBackWritemask)
{
- if (mState.stencilBackWritemask != stencilBackWritemask)
+ if (mState.depthStencil.stencilBackWritemask != stencilBackWritemask)
{
- mState.stencilBackWritemask = stencilBackWritemask;
+ mState.depthStencil.stencilBackWritemask = stencilBackWritemask;
mStencilStateDirty = true;
}
}
void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass)
{
- if (mState.stencilFail != stencilFail ||
- mState.stencilPassDepthFail != stencilPassDepthFail ||
- mState.stencilPassDepthPass != stencilPassDepthPass)
+ if (mState.depthStencil.stencilFail != stencilFail ||
+ mState.depthStencil.stencilPassDepthFail != stencilPassDepthFail ||
+ mState.depthStencil.stencilPassDepthPass != stencilPassDepthPass)
{
- mState.stencilFail = stencilFail;
- mState.stencilPassDepthFail = stencilPassDepthFail;
- mState.stencilPassDepthPass = stencilPassDepthPass;
+ mState.depthStencil.stencilFail = stencilFail;
+ mState.depthStencil.stencilPassDepthFail = stencilPassDepthFail;
+ mState.depthStencil.stencilPassDepthPass = stencilPassDepthPass;
mStencilStateDirty = true;
}
}
void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass)
{
- if (mState.stencilBackFail != stencilBackFail ||
- mState.stencilBackPassDepthFail != stencilBackPassDepthFail ||
- mState.stencilBackPassDepthPass != stencilBackPassDepthPass)
+ if (mState.depthStencil.stencilBackFail != stencilBackFail ||
+ mState.depthStencil.stencilBackPassDepthFail != stencilBackPassDepthFail ||
+ mState.depthStencil.stencilBackPassDepthPass != stencilBackPassDepthPass)
{
- mState.stencilBackFail = stencilBackFail;
- mState.stencilBackPassDepthFail = stencilBackPassDepthFail;
- mState.stencilBackPassDepthPass = stencilBackPassDepthPass;
+ mState.depthStencil.stencilBackFail = stencilBackFail;
+ mState.depthStencil.stencilBackPassDepthFail = stencilBackPassDepthFail;
+ mState.depthStencil.stencilBackPassDepthPass = stencilBackPassDepthPass;
mStencilStateDirty = true;
}
}
void Context::setPolygonOffsetFill(bool enabled)
{
- if (mState.polygonOffsetFill != enabled)
+ if (mState.rasterizer.polygonOffsetFill != enabled)
{
- mState.polygonOffsetFill = enabled;
+ mState.rasterizer.polygonOffsetFill = enabled;
mPolygonOffsetStateDirty = true;
}
}
bool Context::isPolygonOffsetFillEnabled() const
{
- return mState.polygonOffsetFill;
+ return mState.rasterizer.polygonOffsetFill;
}
void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units)
{
- if (mState.polygonOffsetFactor != factor ||
- mState.polygonOffsetUnits != units)
+ if (mState.rasterizer.polygonOffsetFactor != factor ||
+ mState.rasterizer.polygonOffsetUnits != units)
{
- mState.polygonOffsetFactor = factor;
- mState.polygonOffsetUnits = units;
+ mState.rasterizer.polygonOffsetFactor = factor;
+ mState.rasterizer.polygonOffsetUnits = units;
mPolygonOffsetStateDirty = true;
}
}
void Context::setSampleAlphaToCoverage(bool enabled)
{
- if (mState.sampleAlphaToCoverage != enabled)
+ if (mState.blend.sampleAlphaToCoverage != enabled)
{
- mState.sampleAlphaToCoverage = enabled;
+ mState.blend.sampleAlphaToCoverage = enabled;
mSampleStateDirty = true;
}
}
bool Context::isSampleAlphaToCoverageEnabled() const
{
- return mState.sampleAlphaToCoverage;
+ return mState.blend.sampleAlphaToCoverage;
}
void Context::setSampleCoverage(bool enabled)
@@ -671,30 +674,30 @@
void Context::setScissorTest(bool enabled)
{
- if (mState.scissorTest != enabled)
+ if (mState.rasterizer.scissorTest != enabled)
{
- mState.scissorTest = enabled;
+ mState.rasterizer.scissorTest = enabled;
mScissorStateDirty = true;
}
}
bool Context::isScissorTestEnabled() const
{
- return mState.scissorTest;
+ return mState.rasterizer.scissorTest;
}
void Context::setDither(bool enabled)
{
- if (mState.dither != enabled)
+ if (mState.blend.dither != enabled)
{
- mState.dither = enabled;
+ mState.blend.dither = enabled;
mDitherStateDirty = true;
}
}
bool Context::isDitherEnabled() const
{
- return mState.dither;
+ return mState.blend.dither;
}
void Context::setLineWidth(GLfloat width)
@@ -725,35 +728,35 @@
void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height)
{
- if (mState.scissorX != x || mState.scissorY != y ||
- mState.scissorWidth != width || mState.scissorHeight != height)
+ if (mState.scissor.x != x || mState.scissor.y != y ||
+ mState.scissor.width != width || mState.scissor.height != height)
{
- mState.scissorX = x;
- mState.scissorY = y;
- mState.scissorWidth = width;
- mState.scissorHeight = height;
+ mState.scissor.x = x;
+ mState.scissor.y = y;
+ mState.scissor.width = width;
+ mState.scissor.height = height;
mScissorStateDirty = true;
}
}
void Context::setColorMask(bool red, bool green, bool blue, bool alpha)
{
- if (mState.colorMaskRed != red || mState.colorMaskGreen != green ||
- mState.colorMaskBlue != blue || mState.colorMaskAlpha != alpha)
+ if (mState.blend.colorMaskRed != red || mState.blend.colorMaskGreen != green ||
+ mState.blend.colorMaskBlue != blue || mState.blend.colorMaskAlpha != alpha)
{
- mState.colorMaskRed = red;
- mState.colorMaskGreen = green;
- mState.colorMaskBlue = blue;
- mState.colorMaskAlpha = alpha;
+ mState.blend.colorMaskRed = red;
+ mState.blend.colorMaskGreen = green;
+ mState.blend.colorMaskBlue = blue;
+ mState.blend.colorMaskAlpha = alpha;
mMaskStateDirty = true;
}
}
void Context::setDepthMask(bool mask)
{
- if (mState.depthMask != mask)
+ if (mState.depthStencil.depthMask != mask)
{
- mState.depthMask = mask;
+ mState.depthStencil.depthMask = mask;
mMaskStateDirty = true;
}
}
@@ -1368,25 +1371,25 @@
{
switch (pname)
{
- case GL_SHADER_COMPILER: *params = GL_TRUE; break;
- case GL_SAMPLE_COVERAGE_INVERT: *params = mState.sampleCoverageInvert; break;
- case GL_DEPTH_WRITEMASK: *params = mState.depthMask; break;
+ case GL_SHADER_COMPILER: *params = GL_TRUE; break;
+ case GL_SAMPLE_COVERAGE_INVERT: *params = mState.sampleCoverageInvert; break;
+ case GL_DEPTH_WRITEMASK: *params = mState.depthStencil.depthMask; break;
case GL_COLOR_WRITEMASK:
- params[0] = mState.colorMaskRed;
- params[1] = mState.colorMaskGreen;
- params[2] = mState.colorMaskBlue;
- params[3] = mState.colorMaskAlpha;
+ params[0] = mState.blend.colorMaskRed;
+ params[1] = mState.blend.colorMaskGreen;
+ params[2] = mState.blend.colorMaskBlue;
+ params[3] = mState.blend.colorMaskAlpha;
break;
- case GL_CULL_FACE: *params = mState.cullFace; break;
- case GL_POLYGON_OFFSET_FILL: *params = mState.polygonOffsetFill; break;
- case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.sampleAlphaToCoverage; break;
- case GL_SAMPLE_COVERAGE: *params = mState.sampleCoverage; break;
- case GL_SCISSOR_TEST: *params = mState.scissorTest; break;
- case GL_STENCIL_TEST: *params = mState.stencilTest; break;
- case GL_DEPTH_TEST: *params = mState.depthTest; break;
- case GL_BLEND: *params = mState.blend; break;
- case GL_DITHER: *params = mState.dither; break;
- case GL_CONTEXT_ROBUST_ACCESS_EXT: *params = mRobustAccess ? GL_TRUE : GL_FALSE; break;
+ case GL_CULL_FACE: *params = mState.rasterizer.cullFace; break;
+ case GL_POLYGON_OFFSET_FILL: *params = mState.rasterizer.polygonOffsetFill; break;
+ case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.blend.sampleAlphaToCoverage; break;
+ case GL_SAMPLE_COVERAGE: *params = mState.sampleCoverage; break;
+ case GL_SCISSOR_TEST: *params = mState.rasterizer.scissorTest; break;
+ case GL_STENCIL_TEST: *params = mState.depthStencil.stencilTest; break;
+ case GL_DEPTH_TEST: *params = mState.depthStencil.depthTest; break;
+ case GL_BLEND: *params = mState.blend.blend; break;
+ case GL_DITHER: *params = mState.blend.dither; break;
+ case GL_CONTEXT_ROBUST_ACCESS_EXT: *params = mRobustAccess ? GL_TRUE : GL_FALSE; break;
default:
return false;
}
@@ -1402,11 +1405,11 @@
// case, this should make no difference to the calling application.
switch (pname)
{
- case GL_LINE_WIDTH: *params = mState.lineWidth; break;
- case GL_SAMPLE_COVERAGE_VALUE: *params = mState.sampleCoverageValue; break;
- case GL_DEPTH_CLEAR_VALUE: *params = mState.depthClearValue; break;
- case GL_POLYGON_OFFSET_FACTOR: *params = mState.polygonOffsetFactor; break;
- case GL_POLYGON_OFFSET_UNITS: *params = mState.polygonOffsetUnits; break;
+ case GL_LINE_WIDTH: *params = mState.lineWidth; break;
+ case GL_SAMPLE_COVERAGE_VALUE: *params = mState.sampleCoverageValue; break;
+ case GL_DEPTH_CLEAR_VALUE: *params = mState.depthClearValue; break;
+ case GL_POLYGON_OFFSET_FACTOR: *params = mState.rasterizer.polygonOffsetFactor; break;
+ case GL_POLYGON_OFFSET_UNITS: *params = mState.rasterizer.polygonOffsetUnits; break;
case GL_ALIASED_LINE_WIDTH_RANGE:
params[0] = gl::ALIASED_LINE_WIDTH_RANGE_MIN;
params[1] = gl::ALIASED_LINE_WIDTH_RANGE_MAX;
@@ -1477,27 +1480,27 @@
case GL_GENERATE_MIPMAP_HINT: *params = mState.generateMipmapHint; break;
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.stencilFunc; break;
- case GL_STENCIL_REF: *params = mState.stencilRef; break;
- case GL_STENCIL_VALUE_MASK: *params = mState.stencilMask; break;
- case GL_STENCIL_BACK_FUNC: *params = mState.stencilBackFunc; break;
- case GL_STENCIL_BACK_REF: *params = mState.stencilBackRef; break;
- case GL_STENCIL_BACK_VALUE_MASK: *params = mState.stencilBackMask; break;
- case GL_STENCIL_FAIL: *params = mState.stencilFail; break;
- case GL_STENCIL_PASS_DEPTH_FAIL: *params = mState.stencilPassDepthFail; break;
- case GL_STENCIL_PASS_DEPTH_PASS: *params = mState.stencilPassDepthPass; break;
- case GL_STENCIL_BACK_FAIL: *params = mState.stencilBackFail; break;
- case GL_STENCIL_BACK_PASS_DEPTH_FAIL: *params = mState.stencilBackPassDepthFail; break;
- case GL_STENCIL_BACK_PASS_DEPTH_PASS: *params = mState.stencilBackPassDepthPass; break;
- case GL_DEPTH_FUNC: *params = mState.depthFunc; break;
- case GL_BLEND_SRC_RGB: *params = mState.sourceBlendRGB; break;
- case GL_BLEND_SRC_ALPHA: *params = mState.sourceBlendAlpha; break;
- case GL_BLEND_DST_RGB: *params = mState.destBlendRGB; break;
- case GL_BLEND_DST_ALPHA: *params = mState.destBlendAlpha; break;
- case GL_BLEND_EQUATION_RGB: *params = mState.blendEquationRGB; break;
- case GL_BLEND_EQUATION_ALPHA: *params = mState.blendEquationAlpha; break;
- case GL_STENCIL_WRITEMASK: *params = mState.stencilWritemask; break;
- case GL_STENCIL_BACK_WRITEMASK: *params = mState.stencilBackWritemask; break;
+ case GL_STENCIL_FUNC: *params = mState.depthStencil.stencilFunc; break;
+ case GL_STENCIL_REF: *params = mState.depthStencil.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_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;
+ case GL_STENCIL_PASS_DEPTH_PASS: *params = mState.depthStencil.stencilPassDepthPass; break;
+ case GL_STENCIL_BACK_FAIL: *params = mState.depthStencil.stencilBackFail; break;
+ case GL_STENCIL_BACK_PASS_DEPTH_FAIL: *params = mState.depthStencil.stencilBackPassDepthFail; break;
+ case GL_STENCIL_BACK_PASS_DEPTH_PASS: *params = mState.depthStencil.stencilBackPassDepthPass; break;
+ case GL_DEPTH_FUNC: *params = mState.depthStencil.depthFunc; break;
+ case GL_BLEND_SRC_RGB: *params = mState.blend.sourceBlendRGB; break;
+ case GL_BLEND_SRC_ALPHA: *params = mState.blend.sourceBlendAlpha; break;
+ case GL_BLEND_DST_RGB: *params = mState.blend.destBlendRGB; break;
+ case GL_BLEND_DST_ALPHA: *params = mState.blend.destBlendAlpha; break;
+ case GL_BLEND_EQUATION_RGB: *params = mState.blend.blendEquationRGB; break;
+ case GL_BLEND_EQUATION_ALPHA: *params = mState.blend.blendEquationAlpha; break;
+ case GL_STENCIL_WRITEMASK: *params = mState.depthStencil.stencilWritemask; break;
+ case GL_STENCIL_BACK_WRITEMASK: *params = mState.depthStencil.stencilBackWritemask; break;
case GL_STENCIL_CLEAR_VALUE: *params = mState.stencilClearValue; break;
case GL_SUBPIXEL_BITS: *params = 4; break;
case GL_MAX_TEXTURE_SIZE: *params = getMaximumTextureDimension(); break;
@@ -1592,13 +1595,13 @@
params[3] = mState.viewportHeight;
break;
case GL_SCISSOR_BOX:
- params[0] = mState.scissorX;
- params[1] = mState.scissorY;
- params[2] = mState.scissorWidth;
- params[3] = mState.scissorHeight;
+ params[0] = mState.scissor.x;
+ params[1] = mState.scissor.y;
+ params[2] = mState.scissor.width;
+ params[3] = mState.scissor.height;
break;
- case GL_CULL_FACE_MODE: *params = mState.cullMode; break;
- case GL_FRONT_FACE: *params = mState.frontFace; break;
+ case GL_CULL_FACE_MODE: *params = mState.rasterizer.cullMode; break;
+ case GL_FRONT_FACE: *params = mState.rasterizer.frontFace; break;
case GL_RED_BITS:
case GL_GREEN_BITS:
case GL_BLUE_BITS:
@@ -1611,10 +1614,10 @@
{
switch (pname)
{
- case GL_RED_BITS: *params = colorbuffer->getRedSize(); break;
- case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); break;
- case GL_BLUE_BITS: *params = colorbuffer->getBlueSize(); break;
- case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); break;
+ case GL_RED_BITS: *params = colorbuffer->getRedSize(); break;
+ case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); break;
+ case GL_BLUE_BITS: *params = colorbuffer->getBlueSize(); break;
+ case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); break;
}
}
else
@@ -2011,21 +2014,8 @@
if (mScissorStateDirty)
{
- if (mState.scissorTest)
- {
- RECT rect;
- rect.left = clamp(mState.scissorX, 0L, static_cast<LONG>(mRenderTargetDesc.Width));
- rect.top = clamp(mState.scissorY, 0L, static_cast<LONG>(mRenderTargetDesc.Height));
- rect.right = clamp(mState.scissorX + mState.scissorWidth, 0L, static_cast<LONG>(mRenderTargetDesc.Width));
- rect.bottom = clamp(mState.scissorY + mState.scissorHeight, 0L, static_cast<LONG>(mRenderTargetDesc.Height));
- mDevice->SetScissorRect(&rect);
- mDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
- }
- else
- {
- mDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE);
- }
-
+ mRenderer->setScissorRectangle(mState.scissor, static_cast<int>(mRenderTargetDesc.Width),
+ static_cast<int>(mRenderTargetDesc.Height));
mScissorStateDirty = false;
}
@@ -2054,6 +2044,8 @@
mDxUniformsDirty = false;
}
+ mRenderer->applyRenderTarget(framebufferObject);
+
return true;
}
@@ -2065,216 +2057,29 @@
Framebuffer *framebufferObject = getDrawFramebuffer();
GLint frontCCW = programBinary->getDxFrontCCWLocation();
- GLint ccw = (mState.frontFace == GL_CCW);
+ GLint ccw = (mState.rasterizer.frontFace == GL_CCW);
programBinary->setUniform1iv(frontCCW, 1, &ccw);
GLint pointsOrLines = programBinary->getDxPointsOrLinesLocation();
GLint alwaysFront = !isTriangleMode(drawMode);
programBinary->setUniform1iv(pointsOrLines, 1, &alwaysFront);
- bool zeroColorMaskAllowed = mRenderer->getAdapterVendor() != VENDOR_ID_AMD;
- // Apparently some ATI cards have a bug where a draw with a zero color
- // write mask can cause later draws to have incorrect results. Instead,
- // set a nonzero color write mask but modify the blend state so that no
- // drawing is done.
- // http://code.google.com/p/angleproject/issues/detail?id=169
-
- if (mCullStateDirty || mFrontFaceDirty)
+ if (mCullStateDirty || mFrontFaceDirty || mPolygonOffsetStateDirty)
{
- if (mState.cullFace)
- {
- mDevice->SetRenderState(D3DRS_CULLMODE, gl_d3d9::ConvertCullMode(mState.cullMode, mState.frontFace));
- }
- else
- {
- mDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
- }
+ const gl::Renderbuffer *depthbuffer = framebufferObject->getDepthbuffer();
+ unsigned int depthSize = depthbuffer ? depthbuffer->getDepthSize() : 0;
+
+ mRenderer->setRasterizerState(mState.rasterizer, depthSize);
mCullStateDirty = false;
- }
-
- if (mDepthStateDirty)
- {
- if (mState.depthTest)
- {
- mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
- mDevice->SetRenderState(D3DRS_ZFUNC, gl_d3d9::ConvertComparison(mState.depthFunc));
- }
- else
- {
- mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
- }
-
- mDepthStateDirty = false;
- }
-
- if (!zeroColorMaskAllowed && (mMaskStateDirty || mBlendStateDirty))
- {
- mBlendStateDirty = true;
- mMaskStateDirty = true;
- }
-
- if (mBlendStateDirty)
- {
- if (mState.blend)
- {
- mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
-
- if (mState.sourceBlendRGB != GL_CONSTANT_ALPHA && mState.sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA &&
- mState.destBlendRGB != GL_CONSTANT_ALPHA && mState.destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA)
- {
- mDevice->SetRenderState(D3DRS_BLENDFACTOR, gl_d3d9::ConvertColor(mState.blendColor));
- }
- else
- {
- mDevice->SetRenderState(D3DRS_BLENDFACTOR, D3DCOLOR_RGBA(unorm<8>(mState.blendColor.alpha),
- unorm<8>(mState.blendColor.alpha),
- unorm<8>(mState.blendColor.alpha),
- unorm<8>(mState.blendColor.alpha)));
- }
-
- mDevice->SetRenderState(D3DRS_SRCBLEND, gl_d3d9::ConvertBlendFunc(mState.sourceBlendRGB));
- mDevice->SetRenderState(D3DRS_DESTBLEND, gl_d3d9::ConvertBlendFunc(mState.destBlendRGB));
- mDevice->SetRenderState(D3DRS_BLENDOP, gl_d3d9::ConvertBlendOp(mState.blendEquationRGB));
-
- if (mState.sourceBlendRGB != mState.sourceBlendAlpha ||
- mState.destBlendRGB != mState.destBlendAlpha ||
- mState.blendEquationRGB != mState.blendEquationAlpha)
- {
- mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
-
- mDevice->SetRenderState(D3DRS_SRCBLENDALPHA, gl_d3d9::ConvertBlendFunc(mState.sourceBlendAlpha));
- mDevice->SetRenderState(D3DRS_DESTBLENDALPHA, gl_d3d9::ConvertBlendFunc(mState.destBlendAlpha));
- mDevice->SetRenderState(D3DRS_BLENDOPALPHA, gl_d3d9::ConvertBlendOp(mState.blendEquationAlpha));
- }
- else
- {
- mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, FALSE);
- }
- }
- else
- {
- mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
- }
-
- mBlendStateDirty = false;
- }
-
- if (mStencilStateDirty || mFrontFaceDirty)
- {
- if (mState.stencilTest && framebufferObject->hasStencil())
- {
- mDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
- mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, TRUE);
-
- // FIXME: Unsupported by D3D9
- const D3DRENDERSTATETYPE D3DRS_CCW_STENCILREF = D3DRS_STENCILREF;
- const D3DRENDERSTATETYPE D3DRS_CCW_STENCILMASK = D3DRS_STENCILMASK;
- const D3DRENDERSTATETYPE D3DRS_CCW_STENCILWRITEMASK = D3DRS_STENCILWRITEMASK;
- if (mState.stencilWritemask != mState.stencilBackWritemask ||
- mState.stencilRef != mState.stencilBackRef ||
- mState.stencilMask != mState.stencilBackMask)
- {
- ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are invalid under WebGL.");
- return error(GL_INVALID_OPERATION);
- }
-
- // get the maximum size of the stencil ref
- gl::Renderbuffer *stencilbuffer = framebufferObject->getStencilbuffer();
- GLuint maxStencil = (1 << stencilbuffer->getStencilSize()) - 1;
-
- mDevice->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK, mState.stencilWritemask);
- mDevice->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
- gl_d3d9::ConvertComparison(mState.stencilFunc));
-
- mDevice->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF, (mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil);
- mDevice->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK, mState.stencilMask);
-
- mDevice->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
- gl_d3d9::ConvertStencilOp(mState.stencilFail));
- mDevice->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
- gl_d3d9::ConvertStencilOp(mState.stencilPassDepthFail));
- mDevice->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
- gl_d3d9::ConvertStencilOp(mState.stencilPassDepthPass));
-
- mDevice->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK, mState.stencilBackWritemask);
- mDevice->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
- gl_d3d9::ConvertComparison(mState.stencilBackFunc));
-
- mDevice->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF, (mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil);
- mDevice->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK, mState.stencilBackMask);
-
- mDevice->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
- gl_d3d9::ConvertStencilOp(mState.stencilBackFail));
- mDevice->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
- gl_d3d9::ConvertStencilOp(mState.stencilBackPassDepthFail));
- mDevice->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
- gl_d3d9::ConvertStencilOp(mState.stencilBackPassDepthPass));
- }
- else
- {
- mDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
- }
-
- mStencilStateDirty = false;
- mFrontFaceDirty = false;
- }
-
- if (mMaskStateDirty)
- {
- int colorMask = gl_d3d9::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen,
- mState.colorMaskBlue, mState.colorMaskAlpha);
- if (colorMask == 0 && !zeroColorMaskAllowed)
- {
- // Enable green channel, but set blending so nothing will be drawn.
- mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_GREEN);
- mDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
-
- mDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ZERO);
- mDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
- mDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
- }
- else
- {
- mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, colorMask);
- }
- mDevice->SetRenderState(D3DRS_ZWRITEENABLE, mState.depthMask ? TRUE : FALSE);
-
- mMaskStateDirty = false;
- }
-
- if (mPolygonOffsetStateDirty)
- {
- if (mState.polygonOffsetFill)
- {
- gl::Renderbuffer *depthbuffer = framebufferObject->getDepthbuffer();
- if (depthbuffer)
- {
- mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, *((DWORD*)&mState.polygonOffsetFactor));
- float depthBias = ldexp(mState.polygonOffsetUnits, -(int)(depthbuffer->getDepthSize()));
- mDevice->SetRenderState(D3DRS_DEPTHBIAS, *((DWORD*)&depthBias));
- }
- }
- else
- {
- mDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, 0);
- mDevice->SetRenderState(D3DRS_DEPTHBIAS, 0);
- }
-
mPolygonOffsetStateDirty = false;
}
- if (mSampleStateDirty)
+ if (mBlendStateDirty || mMaskStateDirty)
{
- if (mState.sampleAlphaToCoverage)
- {
- FIXME("Sample alpha to coverage is unimplemented.");
- }
-
- mDevice->SetRenderState(D3DRS_MULTISAMPLEANTIALIAS, TRUE);
+ unsigned int mask = 0;
if (mState.sampleCoverage)
{
- unsigned int mask = 0;
if (mState.sampleCoverageValue != 0)
{
float threshold = 0.5f;
@@ -2295,22 +2100,27 @@
{
mask = ~mask;
}
-
- mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, mask);
}
else
{
- mDevice->SetRenderState(D3DRS_MULTISAMPLEMASK, 0xFFFFFFFF);
+ mask = 0xFFFFFFFF;
}
- mSampleStateDirty = false;
+ mRenderer->setBlendState(mState.blend, mState.blendColor, mask);
+ mBlendStateDirty = false;
}
- if (mDitherStateDirty)
+ if (mStencilStateDirty || mFrontFaceDirty || mDepthStateDirty)
{
- mDevice->SetRenderState(D3DRS_DITHERENABLE, mState.dither ? TRUE : FALSE);
+ unsigned int stencilSize = framebufferObject->hasStencil() ? framebufferObject->getStencilbuffer()->getStencilSize() : 0;
- mDitherStateDirty = false;
+ mRenderer->setDepthStencilState(mState.depthStencil,
+ mState.rasterizer.frontFace == GL_CCW,
+ stencilSize);
+
+ mDepthStateDirty = false;
+ mStencilStateDirty = false;
+ mFrontFaceDirty = false;
}
}
@@ -2809,7 +2619,7 @@
if (mask & GL_DEPTH_BUFFER_BIT)
{
mask &= ~GL_DEPTH_BUFFER_BIT;
- if (mState.depthMask && framebufferObject->getDepthbufferType() != GL_NONE)
+ if (mState.depthStencil.depthMask && framebufferObject->getDepthbufferType() != GL_NONE)
{
flags |= D3DCLEAR_ZBUFFER;
}
@@ -2860,13 +2670,14 @@
float depth = clamp01(mState.depthClearValue);
int stencil = mState.stencilClearValue & 0x000000FF;
- bool alphaUnmasked = (d3d9_gl::GetAlphaSize(mRenderTargetDesc.Format) == 0) || mState.colorMaskAlpha;
+
+ bool alphaUnmasked = (d3d9_gl::GetAlphaSize(mRenderTargetDesc.Format) == 0) || mState.blend.colorMaskAlpha;
const bool needMaskedStencilClear = (flags & D3DCLEAR_STENCIL) &&
- (mState.stencilWritemask & stencilUnmasked) != stencilUnmasked;
+ (mState.depthStencil.stencilWritemask & stencilUnmasked) != stencilUnmasked;
const bool needMaskedColorClear = (flags & D3DCLEAR_TARGET) &&
- !(mState.colorMaskRed && mState.colorMaskGreen &&
- mState.colorMaskBlue && alphaUnmasked);
+ !(mState.blend.colorMaskRed && mState.blend.colorMaskGreen &&
+ mState.blend.colorMaskBlue && alphaUnmasked);
if (needMaskedColorClear || needMaskedStencilClear)
{
@@ -2929,7 +2740,11 @@
if (flags & D3DCLEAR_TARGET)
{
- mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, gl_d3d9::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, mState.colorMaskBlue, mState.colorMaskAlpha));
+ mDevice->SetRenderState(D3DRS_COLORWRITEENABLE,
+ gl_d3d9::ConvertColorMask(mState.blend.colorMaskRed,
+ mState.blend.colorMaskGreen,
+ mState.blend.colorMaskBlue,
+ mState.blend.colorMaskAlpha));
}
else
{
@@ -2942,7 +2757,7 @@
mDevice->SetRenderState(D3DRS_TWOSIDEDSTENCILMODE, FALSE);
mDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
mDevice->SetRenderState(D3DRS_STENCILREF, stencil);
- mDevice->SetRenderState(D3DRS_STENCILWRITEMASK, mState.stencilWritemask);
+ mDevice->SetRenderState(D3DRS_STENCILWRITEMASK, mState.depthStencil.stencilWritemask);
mDevice->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_REPLACE);
mDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_REPLACE);
mDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE);
@@ -3744,7 +3559,7 @@
}
else if (isTriangleMode(drawMode))
{
- if (mState.cullFace && mState.cullMode == GL_FRONT_AND_BACK)
+ if (mState.rasterizer.cullFace && mState.rasterizer.cullMode == GL_FRONT_AND_BACK)
{
return true;
}
@@ -3974,36 +3789,36 @@
RECT sourceScissoredRect = sourceRect;
RECT destScissoredRect = destRect;
- if (mState.scissorTest)
+ if (mState.rasterizer.scissorTest)
{
// Only write to parts of the destination framebuffer which pass the scissor test
// Please note: the destRect is now in D3D-style coordinates, so the *top* of the
// rect will be checked against scissorY, rather than the bottom.
- if (destRect.left < mState.scissorX)
+ if (destRect.left < mState.scissor.x)
{
- int xDiff = mState.scissorX - destRect.left;
- destScissoredRect.left = mState.scissorX;
+ int xDiff = mState.scissor.x - destRect.left;
+ destScissoredRect.left = mState.scissor.x;
sourceScissoredRect.left += xDiff;
}
- if (destRect.right > mState.scissorX + mState.scissorWidth)
+ if (destRect.right > mState.scissor.x + mState.scissor.width)
{
- int xDiff = destRect.right - (mState.scissorX + mState.scissorWidth);
- destScissoredRect.right = mState.scissorX + mState.scissorWidth;
+ int xDiff = destRect.right - (mState.scissor.x + mState.scissor.width);
+ destScissoredRect.right = mState.scissor.x + mState.scissor.width;
sourceScissoredRect.right -= xDiff;
}
- if (destRect.top < mState.scissorY)
+ if (destRect.top < mState.scissor.y)
{
- int yDiff = mState.scissorY - destRect.top;
- destScissoredRect.top = mState.scissorY;
+ int yDiff = mState.scissor.y - destRect.top;
+ destScissoredRect.top = mState.scissor.y;
sourceScissoredRect.top += yDiff;
}
- if (destRect.bottom > mState.scissorY + mState.scissorHeight)
+ if (destRect.bottom > mState.scissor.y + mState.scissor.height)
{
- int yDiff = destRect.bottom - (mState.scissorY + mState.scissorHeight);
- destScissoredRect.bottom = mState.scissorY + mState.scissorHeight;
+ int yDiff = destRect.bottom - (mState.scissor.y + mState.scissor.height);
+ destScissoredRect.bottom = mState.scissor.y + mState.scissor.height;
sourceScissoredRect.bottom -= yDiff;
}
}