Age | Commit message (Collapse) | Author |
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Previously all drivers were in twosided mode since they checked for
stencil.enable[1] flag which was a copy of stencil.enable[0]. Note that drivers
should not reference stencil[1] state (other than the enable) if twosided
stenciling is disabled (for now the stencil state is still copied but for
instance clear_with_quads won't provide useful values in there).
Also, use _TestTwoSide instead of TestTwoSide since results would be
bogus otherwise if using APIs with implicit two side stencil enable
(i.e. core ogl 2.0).
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Also, if not doing two-sided stencil, set back-face state = front-face state.
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Use the code in cso_context.c rather than st_cache.c.
Basically, binding of state objects now goes through the CSO module.
But Vertex/fragment shaders go through pipe->bind_fs/vs_state() since they're
not cached by the CSO module at this time.
Also, update softpipe driver to handle NULL state objects in various places.
This happens during context destruction. May need to update other drivers...
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st_compare_func_to_pipe()
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Converting depth and stencil objects into a single state object
(d3d10 like) and making it immutable.
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Used for depth test, alpha test, stencil test, shadow test, etc.
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Some git wierdness going on.
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softpipe/state_tracker --> state_tracker/
softpipe/ --> pipe/
softpipe/generic --> pipe/softpipe/
I don't think pipe is a great name, but I disliked all the others too.
Luckily it's fairly easy to rename with git, so this can be revisited
later.
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