#include "main/fbobject.h"
#include "main/dd.h"
#include "main/state.h"
+#include "main/stencil.h"
#include "tnl/tnl.h"
#include "tnl/t_context.h"
*/
/* _NEW_POLYGON | _NEW_STENCIL */
if (ctx->Polygon.FrontFace == GL_CW) {
- front_ref = ctx->Stencil.Ref[0];
+ front_ref = _mesa_get_stencil_ref(ctx, 0);
front_mask = ctx->Stencil.ValueMask[0];
front_writemask = ctx->Stencil.WriteMask[0];
front_func = ctx->Stencil.Function[0];
front_fail = ctx->Stencil.FailFunc[0];
front_pass_z_fail = ctx->Stencil.ZFailFunc[0];
front_pass_z_pass = ctx->Stencil.ZPassFunc[0];
- back_ref = ctx->Stencil.Ref[ctx->Stencil._BackFace];
+ back_ref = _mesa_get_stencil_ref(ctx, ctx->Stencil._BackFace);
back_mask = ctx->Stencil.ValueMask[ctx->Stencil._BackFace];
back_writemask = ctx->Stencil.WriteMask[ctx->Stencil._BackFace];
back_func = ctx->Stencil.Function[ctx->Stencil._BackFace];
back_pass_z_fail = ctx->Stencil.ZFailFunc[ctx->Stencil._BackFace];
back_pass_z_pass = ctx->Stencil.ZPassFunc[ctx->Stencil._BackFace];
} else {
- front_ref = ctx->Stencil.Ref[ctx->Stencil._BackFace];
+ front_ref = _mesa_get_stencil_ref(ctx, ctx->Stencil._BackFace);
front_mask = ctx->Stencil.ValueMask[ctx->Stencil._BackFace];
front_writemask = ctx->Stencil.WriteMask[ctx->Stencil._BackFace];
front_func = ctx->Stencil.Function[ctx->Stencil._BackFace];
front_fail = ctx->Stencil.FailFunc[ctx->Stencil._BackFace];
front_pass_z_fail = ctx->Stencil.ZFailFunc[ctx->Stencil._BackFace];
front_pass_z_pass = ctx->Stencil.ZPassFunc[ctx->Stencil._BackFace];
- back_ref = ctx->Stencil.Ref[0];
+ back_ref = _mesa_get_stencil_ref(ctx, 0);
back_mask = ctx->Stencil.ValueMask[0];
back_writemask = ctx->Stencil.WriteMask[0];
back_func = ctx->Stencil.Function[0];
#include "brw_defines.h"
#include "brw_util.h"
#include "main/macros.h"
+#include "main/stencil.h"
#include "intel_batchbuffer.h"
static void
intel_translate_stencil_op(ctx->Stencil.ZFailFunc[0]);
cc->cc0.stencil_pass_depth_pass_op =
intel_translate_stencil_op(ctx->Stencil.ZPassFunc[0]);
- cc->cc1.stencil_ref = ctx->Stencil.Ref[0];
+ cc->cc1.stencil_ref = _mesa_get_stencil_ref(ctx, 0);
cc->cc1.stencil_write_mask = ctx->Stencil.WriteMask[0];
cc->cc1.stencil_test_mask = ctx->Stencil.ValueMask[0];
intel_translate_stencil_op(ctx->Stencil.ZFailFunc[back]);
cc->cc0.bf_stencil_pass_depth_pass_op =
intel_translate_stencil_op(ctx->Stencil.ZPassFunc[back]);
- cc->cc1.bf_stencil_ref = ctx->Stencil.Ref[back];
+ cc->cc1.bf_stencil_ref = _mesa_get_stencil_ref(ctx, back);
cc->cc2.bf_stencil_write_mask = ctx->Stencil.WriteMask[back];
cc->cc2.bf_stencil_test_mask = ctx->Stencil.ValueMask[back];
}
#include "main/macros.h"
#include "main/enums.h"
#include "main/glformats.h"
+#include "main/stencil.h"
static void
gen6_upload_blend_state(struct brw_context *brw)
UNCLAMPED_FLOAT_TO_UBYTE(cc->cc1.alpha_ref_fi.ui, ctx->Color.AlphaRef);
/* _NEW_STENCIL */
- cc->cc0.stencil_ref = ctx->Stencil.Ref[0];
- cc->cc0.bf_stencil_ref = ctx->Stencil.Ref[ctx->Stencil._BackFace];
+ cc->cc0.stencil_ref = _mesa_get_stencil_ref(ctx, 0);
+ cc->cc0.bf_stencil_ref = _mesa_get_stencil_ref(ctx, ctx->Stencil._BackFace);
/* _NEW_COLOR */
cc->constant_r = ctx->Color.BlendColorUnclamped[0];