void GrGLPathRendering::flushPathStencilSettings(const GrStencilSettings& stencilSettings) { if (fHWPathStencilSettings != stencilSettings) { SkASSERT(stencilSettings.isValid()); // Just the func, ref, and mask is set here. The op and write mask are params to the call // that draws the path to the SB (glStencilFillPath) uint16_t ref = stencilSettings.front().fRef; GrStencilTest test = stencilSettings.front().fTest; uint16_t testMask = stencilSettings.front().fTestMask; if (!fHWPathStencilSettings.isValid() || ref != fHWPathStencilSettings.front().fRef || test != fHWPathStencilSettings.front().fTest || testMask != fHWPathStencilSettings.front().fTestMask) { GL_CALL(PathStencilFunc(GrToGLStencilFunc(test), ref, testMask)); } fHWPathStencilSettings = stencilSettings; } }
void setup_depth_stencil_state(const GrVkGpu* gpu, const GrStencilSettings& stencilSettings, VkPipelineDepthStencilStateCreateInfo* stencilInfo) { memset(stencilInfo, 0, sizeof(VkPipelineDepthStencilStateCreateInfo)); stencilInfo->sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO; stencilInfo->pNext = nullptr; stencilInfo->flags = 0; // set depth testing defaults stencilInfo->depthTestEnable = VK_FALSE; stencilInfo->depthWriteEnable = VK_FALSE; stencilInfo->depthCompareOp = VK_COMPARE_OP_ALWAYS; stencilInfo->depthBoundsTestEnable = VK_FALSE; stencilInfo->stencilTestEnable = !stencilSettings.isDisabled(); if (!stencilSettings.isDisabled()) { // Set front face const GrStencilSettings::Face& front = stencilSettings.front(); stencilInfo->front.failOp = stencil_op_to_vk_stencil_op(front.fFailOp); stencilInfo->front.passOp = stencil_op_to_vk_stencil_op(front.fPassOp); stencilInfo->front.depthFailOp = stencilInfo->front.failOp; stencilInfo->front.compareOp = stencil_func_to_vk_compare_op(front.fTest); stencilInfo->front.compareMask = front.fTestMask; stencilInfo->front.writeMask = front.fWriteMask; stencilInfo->front.reference = front.fRef; // Set back face if (!stencilSettings.isTwoSided()) { stencilInfo->back = stencilInfo->front; } else { const GrStencilSettings::Face& back = stencilSettings.back(); stencilInfo->back.failOp = stencil_op_to_vk_stencil_op(back.fFailOp); stencilInfo->back.passOp = stencil_op_to_vk_stencil_op(back.fPassOp); stencilInfo->back.depthFailOp = stencilInfo->front.failOp; stencilInfo->back.compareOp = stencil_func_to_vk_compare_op(back.fTest); stencilInfo->back.compareMask = back.fTestMask; stencilInfo->back.writeMask = back.fWriteMask; stencilInfo->back.reference = back.fRef; } } stencilInfo->minDepthBounds = 0.0f; stencilInfo->maxDepthBounds = 1.0f; }