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Diffstat (limited to 'mesalib/src/mesa/main/stencil.c')
-rw-r--r-- | mesalib/src/mesa/main/stencil.c | 590 |
1 files changed, 590 insertions, 0 deletions
diff --git a/mesalib/src/mesa/main/stencil.c b/mesalib/src/mesa/main/stencil.c new file mode 100644 index 000000000..15c98e201 --- /dev/null +++ b/mesalib/src/mesa/main/stencil.c @@ -0,0 +1,590 @@ +/* + * Mesa 3-D graphics library + * Version: 7.1 + * + * Copyright (C) 1999-2007 Brian Paul All Rights Reserved. + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included + * in all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS + * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN + * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ + + +/** + * \file stencil.c + * Stencil operations. + * + * Note: There's some conflict between GL_EXT_stencil_two_side and + * OpenGL 2.0's two-sided stencil feature. + * + * With GL_EXT_stencil_two_side, calling glStencilOp/Func/Mask() only the + * front OR back face state (as set by glActiveStencilFaceEXT) is set. + * + * But with OpenGL 2.0, calling glStencilOp/Func/Mask() sets BOTH the + * front AND back state. + * + * Also, note that GL_ATI_separate_stencil is different as well: + * glStencilFuncSeparateATI(GLenum frontfunc, GLenum backfunc, ...) vs. + * glStencilFuncSeparate(GLenum face, GLenum func, ...). + * + * This problem is solved by keeping three sets of stencil state: + * state[0] = GL_FRONT state. + * state[1] = OpenGL 2.0 / GL_ATI_separate_stencil GL_BACK state. + * state[2] = GL_EXT_stencil_two_side GL_BACK state. + */ + + +#include "glheader.h" +#include "imports.h" +#include "context.h" +#include "macros.h" +#include "stencil.h" +#include "mtypes.h" + + +static GLboolean +validate_stencil_op(GLcontext *ctx, GLenum op) +{ + switch (op) { + case GL_KEEP: + case GL_ZERO: + case GL_REPLACE: + case GL_INCR: + case GL_DECR: + case GL_INVERT: + return GL_TRUE; + case GL_INCR_WRAP_EXT: + case GL_DECR_WRAP_EXT: + if (ctx->Extensions.EXT_stencil_wrap) { + return GL_TRUE; + } + /* FALL-THROUGH */ + default: + return GL_FALSE; + } +} + + +static GLboolean +validate_stencil_func(GLcontext *ctx, GLenum func) +{ + switch (func) { + case GL_NEVER: + case GL_LESS: + case GL_LEQUAL: + case GL_GREATER: + case GL_GEQUAL: + case GL_EQUAL: + case GL_NOTEQUAL: + case GL_ALWAYS: + return GL_TRUE; + default: + return GL_FALSE; + } +} + + +/** + * Set the clear value for the stencil buffer. + * + * \param s clear value. + * + * \sa glClearStencil(). + * + * Updates gl_stencil_attrib::Clear. On change + * flushes the vertices and notifies the driver via + * the dd_function_table::ClearStencil callback. + */ +void GLAPIENTRY +_mesa_ClearStencil( GLint s ) +{ + GET_CURRENT_CONTEXT(ctx); + ASSERT_OUTSIDE_BEGIN_END(ctx); + + if (ctx->Stencil.Clear == (GLuint) s) + return; + + FLUSH_VERTICES(ctx, _NEW_STENCIL); + ctx->Stencil.Clear = (GLuint) s; + + if (ctx->Driver.ClearStencil) { + ctx->Driver.ClearStencil( ctx, s ); + } +} + + +/** + * Set the function and reference value for stencil testing. + * + * \param frontfunc front test function. + * \param backfunc back test function. + * \param ref front and back reference value. + * \param mask front and back bitmask. + * + * \sa glStencilFunc(). + * + * Verifies the parameters and updates the respective values in + * __GLcontextRec::Stencil. On change flushes the vertices and notifies the + * driver via the dd_function_table::StencilFunc callback. + */ +void GLAPIENTRY +_mesa_StencilFuncSeparateATI( GLenum frontfunc, GLenum backfunc, GLint ref, GLuint mask ) +{ + GET_CURRENT_CONTEXT(ctx); + const GLint stencilMax = (1 << ctx->DrawBuffer->Visual.stencilBits) - 1; + ASSERT_OUTSIDE_BEGIN_END(ctx); + + if (!validate_stencil_func(ctx, frontfunc)) { + _mesa_error(ctx, GL_INVALID_ENUM, + "glStencilFuncSeparateATI(frontfunc)"); + return; + } + if (!validate_stencil_func(ctx, backfunc)) { + _mesa_error(ctx, GL_INVALID_ENUM, + "glStencilFuncSeparateATI(backfunc)"); + return; + } + + ref = CLAMP( ref, 0, stencilMax ); + + /* set both front and back state */ + if (ctx->Stencil.Function[0] == frontfunc && + ctx->Stencil.Function[1] == backfunc && + ctx->Stencil.ValueMask[0] == mask && + ctx->Stencil.ValueMask[1] == mask && + ctx->Stencil.Ref[0] == ref && + ctx->Stencil.Ref[1] == ref) + return; + FLUSH_VERTICES(ctx, _NEW_STENCIL); + ctx->Stencil.Function[0] = frontfunc; + ctx->Stencil.Function[1] = backfunc; + ctx->Stencil.Ref[0] = ctx->Stencil.Ref[1] = ref; + ctx->Stencil.ValueMask[0] = ctx->Stencil.ValueMask[1] = mask; + if (ctx->Driver.StencilFuncSeparate) { + ctx->Driver.StencilFuncSeparate(ctx, GL_FRONT, + frontfunc, ref, mask); + ctx->Driver.StencilFuncSeparate(ctx, GL_BACK, + backfunc, ref, mask); + } +} + + +/** + * Set the function and reference value for stencil testing. + * + * \param func test function. + * \param ref reference value. + * \param mask bitmask. + * + * \sa glStencilFunc(). + * + * Verifies the parameters and updates the respective values in + * __GLcontextRec::Stencil. On change flushes the vertices and notifies the + * driver via the dd_function_table::StencilFunc callback. + */ +void GLAPIENTRY +_mesa_StencilFunc( GLenum func, GLint ref, GLuint mask ) +{ + GET_CURRENT_CONTEXT(ctx); + const GLint stencilMax = (1 << ctx->DrawBuffer->Visual.stencilBits) - 1; + const GLint face = ctx->Stencil.ActiveFace; + ASSERT_OUTSIDE_BEGIN_END(ctx); + + if (!validate_stencil_func(ctx, func)) { + _mesa_error(ctx, GL_INVALID_ENUM, "glStencilFunc(func)"); + return; + } + + ref = CLAMP( ref, 0, stencilMax ); + + if (face != 0) { + if (ctx->Stencil.Function[face] == func && + ctx->Stencil.ValueMask[face] == mask && + ctx->Stencil.Ref[face] == ref) + return; + FLUSH_VERTICES(ctx, _NEW_STENCIL); + ctx->Stencil.Function[face] = func; + ctx->Stencil.Ref[face] = ref; + ctx->Stencil.ValueMask[face] = mask; + + /* Only propagate the change to the driver if EXT_stencil_two_side + * is enabled. + */ + if (ctx->Driver.StencilFuncSeparate && ctx->Stencil.TestTwoSide) { + ctx->Driver.StencilFuncSeparate(ctx, GL_BACK, func, ref, mask); + } + } + else { + /* set both front and back state */ + if (ctx->Stencil.Function[0] == func && + ctx->Stencil.Function[1] == func && + ctx->Stencil.ValueMask[0] == mask && + ctx->Stencil.ValueMask[1] == mask && + ctx->Stencil.Ref[0] == ref && + ctx->Stencil.Ref[1] == ref) + return; + FLUSH_VERTICES(ctx, _NEW_STENCIL); + ctx->Stencil.Function[0] = ctx->Stencil.Function[1] = func; + ctx->Stencil.Ref[0] = ctx->Stencil.Ref[1] = ref; + ctx->Stencil.ValueMask[0] = ctx->Stencil.ValueMask[1] = mask; + if (ctx->Driver.StencilFuncSeparate) { + ctx->Driver.StencilFuncSeparate(ctx, + ((ctx->Stencil.TestTwoSide) + ? GL_FRONT : GL_FRONT_AND_BACK), + func, ref, mask); + } + } +} + + +/** + * Set the stencil writing mask. + * + * \param mask bit-mask to enable/disable writing of individual bits in the + * stencil planes. + * + * \sa glStencilMask(). + * + * Updates gl_stencil_attrib::WriteMask. On change flushes the vertices and + * notifies the driver via the dd_function_table::StencilMask callback. + */ +void GLAPIENTRY +_mesa_StencilMask( GLuint mask ) +{ + GET_CURRENT_CONTEXT(ctx); + const GLint face = ctx->Stencil.ActiveFace; + + ASSERT_OUTSIDE_BEGIN_END(ctx); + + if (face != 0) { + /* Only modify the EXT_stencil_two_side back-face state. + */ + if (ctx->Stencil.WriteMask[face] == mask) + return; + FLUSH_VERTICES(ctx, _NEW_STENCIL); + ctx->Stencil.WriteMask[face] = mask; + + /* Only propagate the change to the driver if EXT_stencil_two_side + * is enabled. + */ + if (ctx->Driver.StencilMaskSeparate && ctx->Stencil.TestTwoSide) { + ctx->Driver.StencilMaskSeparate(ctx, GL_BACK, mask); + } + } + else { + /* set both front and back state */ + if (ctx->Stencil.WriteMask[0] == mask && + ctx->Stencil.WriteMask[1] == mask) + return; + FLUSH_VERTICES(ctx, _NEW_STENCIL); + ctx->Stencil.WriteMask[0] = ctx->Stencil.WriteMask[1] = mask; + if (ctx->Driver.StencilMaskSeparate) { + ctx->Driver.StencilMaskSeparate(ctx, + ((ctx->Stencil.TestTwoSide) + ? GL_FRONT : GL_FRONT_AND_BACK), + mask); + } + } +} + + +/** + * Set the stencil test actions. + * + * \param fail action to take when stencil test fails. + * \param zfail action to take when stencil test passes, but depth test fails. + * \param zpass action to take when stencil test passes and the depth test + * passes (or depth testing is not enabled). + * + * \sa glStencilOp(). + * + * Verifies the parameters and updates the respective fields in + * __GLcontextRec::Stencil. On change flushes the vertices and notifies the + * driver via the dd_function_table::StencilOp callback. + */ +void GLAPIENTRY +_mesa_StencilOp(GLenum fail, GLenum zfail, GLenum zpass) +{ + GET_CURRENT_CONTEXT(ctx); + const GLint face = ctx->Stencil.ActiveFace; + + ASSERT_OUTSIDE_BEGIN_END(ctx); + + if (!validate_stencil_op(ctx, fail)) { + _mesa_error(ctx, GL_INVALID_ENUM, "glStencilOp(sfail)"); + return; + } + if (!validate_stencil_op(ctx, zfail)) { + _mesa_error(ctx, GL_INVALID_ENUM, "glStencilOp(zfail)"); + return; + } + if (!validate_stencil_op(ctx, zpass)) { + _mesa_error(ctx, GL_INVALID_ENUM, "glStencilOp(zpass)"); + return; + } + + if (face != 0) { + /* only set active face state */ + if (ctx->Stencil.ZFailFunc[face] == zfail && + ctx->Stencil.ZPassFunc[face] == zpass && + ctx->Stencil.FailFunc[face] == fail) + return; + FLUSH_VERTICES(ctx, _NEW_STENCIL); + ctx->Stencil.ZFailFunc[face] = zfail; + ctx->Stencil.ZPassFunc[face] = zpass; + ctx->Stencil.FailFunc[face] = fail; + + /* Only propagate the change to the driver if EXT_stencil_two_side + * is enabled. + */ + if (ctx->Driver.StencilOpSeparate && ctx->Stencil.TestTwoSide) { + ctx->Driver.StencilOpSeparate(ctx, GL_BACK, fail, zfail, zpass); + } + } + else { + /* set both front and back state */ + if (ctx->Stencil.ZFailFunc[0] == zfail && + ctx->Stencil.ZFailFunc[1] == zfail && + ctx->Stencil.ZPassFunc[0] == zpass && + ctx->Stencil.ZPassFunc[1] == zpass && + ctx->Stencil.FailFunc[0] == fail && + ctx->Stencil.FailFunc[1] == fail) + return; + FLUSH_VERTICES(ctx, _NEW_STENCIL); + ctx->Stencil.ZFailFunc[0] = ctx->Stencil.ZFailFunc[1] = zfail; + ctx->Stencil.ZPassFunc[0] = ctx->Stencil.ZPassFunc[1] = zpass; + ctx->Stencil.FailFunc[0] = ctx->Stencil.FailFunc[1] = fail; + if (ctx->Driver.StencilOpSeparate) { + ctx->Driver.StencilOpSeparate(ctx, + ((ctx->Stencil.TestTwoSide) + ? GL_FRONT : GL_FRONT_AND_BACK), + fail, zfail, zpass); + } + } +} + + + +#if _HAVE_FULL_GL +/* GL_EXT_stencil_two_side */ +void GLAPIENTRY +_mesa_ActiveStencilFaceEXT(GLenum face) +{ + GET_CURRENT_CONTEXT(ctx); + ASSERT_OUTSIDE_BEGIN_END(ctx); + + if (!ctx->Extensions.EXT_stencil_two_side) { + _mesa_error(ctx, GL_INVALID_OPERATION, "glActiveStencilFaceEXT"); + return; + } + + if (face == GL_FRONT || face == GL_BACK) { + FLUSH_VERTICES(ctx, _NEW_STENCIL); + ctx->Stencil.ActiveFace = (face == GL_FRONT) ? 0 : 2; + } + else { + _mesa_error(ctx, GL_INVALID_ENUM, "glActiveStencilFaceEXT(face)"); + } +} +#endif + + + +/** + * OpenGL 2.0 function. + * \todo Make StencilOp() call this function. And eventually remove the + * ctx->Driver.StencilOp function and use ctx->Driver.StencilOpSeparate + * instead. + */ +void GLAPIENTRY +_mesa_StencilOpSeparate(GLenum face, GLenum sfail, GLenum zfail, GLenum zpass) +{ + GLboolean set = GL_FALSE; + GET_CURRENT_CONTEXT(ctx); + ASSERT_OUTSIDE_BEGIN_END(ctx); + + if (!validate_stencil_op(ctx, sfail)) { + _mesa_error(ctx, GL_INVALID_ENUM, "glStencilOpSeparate(sfail)"); + return; + } + if (!validate_stencil_op(ctx, zfail)) { + _mesa_error(ctx, GL_INVALID_ENUM, "glStencilOpSeparate(zfail)"); + return; + } + if (!validate_stencil_op(ctx, zpass)) { + _mesa_error(ctx, GL_INVALID_ENUM, "glStencilOpSeparate(zpass)"); + return; + } + if (face != GL_FRONT && face != GL_BACK && face != GL_FRONT_AND_BACK) { + _mesa_error(ctx, GL_INVALID_ENUM, "glStencilOpSeparate(face)"); + return; + } + + if (face != GL_BACK) { + /* set front */ + if (ctx->Stencil.ZFailFunc[0] != zfail || + ctx->Stencil.ZPassFunc[0] != zpass || + ctx->Stencil.FailFunc[0] != sfail){ + FLUSH_VERTICES(ctx, _NEW_STENCIL); + ctx->Stencil.ZFailFunc[0] = zfail; + ctx->Stencil.ZPassFunc[0] = zpass; + ctx->Stencil.FailFunc[0] = sfail; + set = GL_TRUE; + } + } + if (face != GL_FRONT) { + /* set back */ + if (ctx->Stencil.ZFailFunc[1] != zfail || + ctx->Stencil.ZPassFunc[1] != zpass || + ctx->Stencil.FailFunc[1] != sfail) { + FLUSH_VERTICES(ctx, _NEW_STENCIL); + ctx->Stencil.ZFailFunc[1] = zfail; + ctx->Stencil.ZPassFunc[1] = zpass; + ctx->Stencil.FailFunc[1] = sfail; + set = GL_TRUE; + } + } + if (set && ctx->Driver.StencilOpSeparate) { + ctx->Driver.StencilOpSeparate(ctx, face, sfail, zfail, zpass); + } +} + + +/* OpenGL 2.0 */ +void GLAPIENTRY +_mesa_StencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask) +{ + GET_CURRENT_CONTEXT(ctx); + const GLint stencilMax = (1 << ctx->DrawBuffer->Visual.stencilBits) - 1; + ASSERT_OUTSIDE_BEGIN_END(ctx); + + if (face != GL_FRONT && face != GL_BACK && face != GL_FRONT_AND_BACK) { + _mesa_error(ctx, GL_INVALID_ENUM, "glStencilFuncSeparate(face)"); + return; + } + if (!validate_stencil_func(ctx, func)) { + _mesa_error(ctx, GL_INVALID_ENUM, "glStencilFuncSeparate(func)"); + return; + } + + ref = CLAMP(ref, 0, stencilMax); + + FLUSH_VERTICES(ctx, _NEW_STENCIL); + + if (face != GL_BACK) { + /* set front */ + ctx->Stencil.Function[0] = func; + ctx->Stencil.Ref[0] = ref; + ctx->Stencil.ValueMask[0] = mask; + } + if (face != GL_FRONT) { + /* set back */ + ctx->Stencil.Function[1] = func; + ctx->Stencil.Ref[1] = ref; + ctx->Stencil.ValueMask[1] = mask; + } + if (ctx->Driver.StencilFuncSeparate) { + ctx->Driver.StencilFuncSeparate(ctx, face, func, ref, mask); + } +} + + +/* OpenGL 2.0 */ +void GLAPIENTRY +_mesa_StencilMaskSeparate(GLenum face, GLuint mask) +{ + GET_CURRENT_CONTEXT(ctx); + ASSERT_OUTSIDE_BEGIN_END(ctx); + + if (face != GL_FRONT && face != GL_BACK && face != GL_FRONT_AND_BACK) { + _mesa_error(ctx, GL_INVALID_ENUM, "glStencilaMaskSeparate(face)"); + return; + } + + FLUSH_VERTICES(ctx, _NEW_STENCIL); + + if (face != GL_BACK) { + ctx->Stencil.WriteMask[0] = mask; + } + if (face != GL_FRONT) { + ctx->Stencil.WriteMask[1] = mask; + } + if (ctx->Driver.StencilMaskSeparate) { + ctx->Driver.StencilMaskSeparate(ctx, face, mask); + } +} + + +/** + * Update derived stencil state. + */ +void +_mesa_update_stencil(GLcontext *ctx) +{ + const GLint face = ctx->Stencil._BackFace; + + ctx->Stencil._Enabled = (ctx->Stencil.Enabled && + ctx->DrawBuffer->Visual.stencilBits > 0); + + ctx->Stencil._TestTwoSide = + ctx->Stencil._Enabled && + (ctx->Stencil.Function[0] != ctx->Stencil.Function[face] || + ctx->Stencil.FailFunc[0] != ctx->Stencil.FailFunc[face] || + ctx->Stencil.ZPassFunc[0] != ctx->Stencil.ZPassFunc[face] || + ctx->Stencil.ZFailFunc[0] != ctx->Stencil.ZFailFunc[face] || + ctx->Stencil.Ref[0] != ctx->Stencil.Ref[face] || + ctx->Stencil.ValueMask[0] != ctx->Stencil.ValueMask[face] || + ctx->Stencil.WriteMask[0] != ctx->Stencil.WriteMask[face]); +} + + +/** + * Initialize the context stipple state. + * + * \param ctx GL context. + * + * Initializes __GLcontextRec::Stencil attribute group. + */ +void +_mesa_init_stencil(GLcontext *ctx) +{ + ctx->Stencil.Enabled = GL_FALSE; + ctx->Stencil.TestTwoSide = GL_FALSE; + ctx->Stencil.ActiveFace = 0; /* 0 = GL_FRONT, 2 = GL_BACK */ + ctx->Stencil.Function[0] = GL_ALWAYS; + ctx->Stencil.Function[1] = GL_ALWAYS; + ctx->Stencil.Function[2] = GL_ALWAYS; + ctx->Stencil.FailFunc[0] = GL_KEEP; + ctx->Stencil.FailFunc[1] = GL_KEEP; + ctx->Stencil.FailFunc[2] = GL_KEEP; + ctx->Stencil.ZPassFunc[0] = GL_KEEP; + ctx->Stencil.ZPassFunc[1] = GL_KEEP; + ctx->Stencil.ZPassFunc[2] = GL_KEEP; + ctx->Stencil.ZFailFunc[0] = GL_KEEP; + ctx->Stencil.ZFailFunc[1] = GL_KEEP; + ctx->Stencil.ZFailFunc[2] = GL_KEEP; + ctx->Stencil.Ref[0] = 0; + ctx->Stencil.Ref[1] = 0; + ctx->Stencil.Ref[2] = 0; + ctx->Stencil.ValueMask[0] = ~0U; + ctx->Stencil.ValueMask[1] = ~0U; + ctx->Stencil.ValueMask[2] = ~0U; + ctx->Stencil.WriteMask[0] = ~0U; + ctx->Stencil.WriteMask[1] = ~0U; + ctx->Stencil.WriteMask[2] = ~0U; + ctx->Stencil.Clear = 0; + ctx->Stencil._BackFace = 1; +} |