-/* $Id: stencil.c,v 1.3 1999/09/19 02:03:19 tjump Exp $ */
-
/*
* Mesa 3-D graphics library
- * Version: 3.1
- *
- * Copyright (C) 1999 Brian Paul All Rights Reserved.
- *
+ *
+ * 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.
+ * THE AUTHORS OR COPYRIGHT HOLDERS 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.
*/
-#ifdef PC_HEADER
-#include "all.h"
-#else
-#include <stdlib.h>
-#include <string.h>
+/**
+ * \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 "pb.h"
#include "stencil.h"
-#include "types.h"
-#include "enable.h"
-#ifdef XFree86Server
-#include "GL/xf86glx.h"
-#endif
-#endif
-
-
-#if STENCIL_BITS==8
-# define STENCIL_MAX 0xff
-#elif STENCIL_BITS==16
-# define STENCIL_MAX 0xffff
-#else
- illegal number of stencil bits
-#endif
-
+#include "mtypes.h"
-/*
- * Return the address of a stencil buffer value given the window coords:
- */
-#define STENCIL_ADDRESS(X,Y) (ctx->Buffer->Stencil + ctx->Buffer->Width * (Y) + (X))
-
-
-void gl_ClearStencil( GLcontext *ctx, GLint s )
+static GLboolean
+validate_stencil_op(struct gl_context *ctx, GLenum op)
{
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glClearStencil");
- ctx->Stencil.Clear = (GLstencil) s;
-
- if (ctx->Driver.ClearStencil) {
- (*ctx->Driver.ClearStencil)( ctx, s );
+ switch (op) {
+ case GL_KEEP:
+ case GL_ZERO:
+ case GL_REPLACE:
+ case GL_INCR:
+ case GL_DECR:
+ case GL_INVERT:
+ case GL_INCR_WRAP:
+ case GL_DECR_WRAP:
+ return GL_TRUE;
+ default:
+ return GL_FALSE;
}
}
-
-void gl_StencilFunc( GLcontext *ctx, GLenum func, GLint ref, GLuint mask )
+static GLboolean
+validate_stencil_func(struct gl_context *ctx, GLenum func)
{
- GLint maxref;
-
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glStencilFunc");
-
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:
- ctx->Stencil.Function = func;
- break;
- default:
- gl_error( ctx, GL_INVALID_ENUM, "glStencilFunc" );
- return;
- }
-
- maxref = (1 << STENCIL_BITS) - 1;
- ctx->Stencil.Ref = CLAMP( ref, 0, maxref );
- ctx->Stencil.ValueMask = mask;
-
- if (ctx->Driver.StencilFunc) {
- (*ctx->Driver.StencilFunc)( ctx, func, ctx->Stencil.Ref, mask );
+ 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;
}
}
-
-void gl_StencilMask( GLcontext *ctx, GLuint mask )
+/**
+ * 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 )
{
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glStencilMask");
- ctx->Stencil.WriteMask = (GLstencil) mask;
+ GET_CURRENT_CONTEXT(ctx);
- if (ctx->Driver.StencilMask) {
- (*ctx->Driver.StencilMask)( ctx, mask );
- }
+ ctx->Stencil.Clear = (GLuint) s;
}
-
-void gl_StencilOp( GLcontext *ctx, GLenum fail, GLenum zfail, GLenum zpass )
+/**
+ * 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
+ * __struct gl_contextRec::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 )
{
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glStencilOp");
- switch (fail) {
- case GL_KEEP:
- case GL_ZERO:
- case GL_REPLACE:
- case GL_INCR:
- case GL_DECR:
- case GL_INVERT:
- case GL_INCR_WRAP_EXT:
- case GL_DECR_WRAP_EXT:
- ctx->Stencil.FailFunc = fail;
- break;
- default:
- gl_error( ctx, GL_INVALID_ENUM, "glStencilOp" );
- return;
- }
- switch (zfail) {
- case GL_KEEP:
- case GL_ZERO:
- case GL_REPLACE:
- case GL_INCR:
- case GL_DECR:
- case GL_INVERT:
- case GL_INCR_WRAP_EXT:
- case GL_DECR_WRAP_EXT:
- ctx->Stencil.ZFailFunc = zfail;
- break;
- default:
- gl_error( ctx, GL_INVALID_ENUM, "glStencilOp" );
- return;
+ GET_CURRENT_CONTEXT(ctx);
+
+ if (MESA_VERBOSE & VERBOSE_API)
+ _mesa_debug(ctx, "glStencilFuncSeparateATI()\n");
+
+ if (!validate_stencil_func(ctx, frontfunc)) {
+ _mesa_error(ctx, GL_INVALID_ENUM,
+ "glStencilFuncSeparateATI(frontfunc)");
+ return;
}
- switch (zpass) {
- case GL_KEEP:
- case GL_ZERO:
- case GL_REPLACE:
- case GL_INCR:
- case GL_DECR:
- case GL_INVERT:
- case GL_INCR_WRAP_EXT:
- case GL_DECR_WRAP_EXT:
- ctx->Stencil.ZPassFunc = zpass;
- break;
- default:
- gl_error( ctx, GL_INVALID_ENUM, "glStencilOp" );
- return;
+ if (!validate_stencil_func(ctx, backfunc)) {
+ _mesa_error(ctx, GL_INVALID_ENUM,
+ "glStencilFuncSeparateATI(backfunc)");
+ return;
}
- if (ctx->Driver.StencilOp) {
- (*ctx->Driver.StencilOp)( ctx, fail, zfail, zpass );
+ /* 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
+ * __struct gl_contextRec::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 face = ctx->Stencil.ActiveFace;
-/* Stencil Logic:
+ if (MESA_VERBOSE & VERBOSE_API)
+ _mesa_debug(ctx, "glStencilFunc()\n");
-IF stencil test fails THEN
- Don't write the pixel (RGBA,Z)
- Execute FailOp
-ELSE
- Write the pixel
-ENDIF
+ if (!validate_stencil_func(ctx, func)) {
+ _mesa_error(ctx, GL_INVALID_ENUM, "glStencilFunc(func)");
+ return;
+ }
-Perform Depth Test
+ 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;
-IF depth test passes OR no depth buffer THEN
- Execute ZPass
- Write the pixel
-ELSE
- Execute ZFail
-ENDIF
+ /* 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;
+ if (MESA_VERBOSE & VERBOSE_API)
+ _mesa_debug(ctx, "glStencilMask()\n");
+ 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;
-/*
- * Apply the given stencil operator for each pixel in the span whose
- * mask flag is set.
- * Input: n - number of pixels in the span
- * x, y - location of leftmost pixel in the span
- * oper - the stencil buffer operator
- * mask - array [n] of flag: 1=apply operator, 0=don't apply operator
- */
-static void apply_stencil_op_to_span( GLcontext *ctx,
- GLuint n, GLint x, GLint y,
- GLenum oper, GLubyte mask[] )
-{
- const GLstencil ref = ctx->Stencil.Ref;
- const GLstencil wrtmask = ctx->Stencil.WriteMask;
- const GLstencil invmask = ~ctx->Stencil.WriteMask;
- GLstencil *stencil = STENCIL_ADDRESS( x, y );
- GLuint i;
-
- switch (oper) {
- case GL_KEEP:
- /* do nothing */
- break;
- case GL_ZERO:
- if (invmask==0) {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- stencil[i] = 0;
- }
- }
- }
- else {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- stencil[i] = stencil[i] & invmask;
- }
- }
- }
- break;
- case GL_REPLACE:
- if (invmask==0) {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- stencil[i] = ref;
- }
- }
- }
- else {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil s = stencil[i];
- stencil[i] = (invmask & s ) | (wrtmask & ref);
- }
- }
- }
- break;
- case GL_INCR:
- if (invmask==0) {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil s = stencil[i];
- if (s < STENCIL_MAX) {
- stencil[i] = s+1;
- }
- }
- }
- }
- else {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- /* VERIFY logic of adding 1 to a write-masked value */
- GLstencil s = stencil[i];
- if (s < STENCIL_MAX) {
- stencil[i] = (invmask & s) | (wrtmask & (s+1));
- }
- }
- }
- }
- break;
- case GL_DECR:
- if (invmask==0) {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil s = stencil[i];
- if (s>0) {
- stencil[i] = s-1;
- }
- }
- }
- }
- else {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- /* VERIFY logic of subtracting 1 to a write-masked value */
- GLstencil s = stencil[i];
- if (s>0) {
- stencil[i] = (invmask & s) | (wrtmask & (s-1));
- }
- }
- }
- }
- break;
- case GL_INCR_WRAP_EXT:
- if (invmask==0) {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- stencil[i]++;
- }
- }
- }
- else {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil s = stencil[i];
- stencil[i] = (invmask & s) | (wrtmask & (stencil[i]+1));
- }
- }
- }
- break;
- case GL_DECR_WRAP_EXT:
- if (invmask==0) {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- stencil[i]--;
- }
- }
- }
- else {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil s = stencil[i];
- stencil[i] = (invmask & s) | (wrtmask & (stencil[i]-1));
- }
- }
- }
- break;
- case GL_INVERT:
- if (invmask==0) {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil s = stencil[i];
- stencil[i] = ~s;
- }
- }
- }
- else {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil s = stencil[i];
- stencil[i] = (invmask & s) | (wrtmask & ~s);
- }
- }
- }
- break;
- default:
- gl_problem(ctx, "Bad stencilop in apply_stencil_op_to_span");
+ /* 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);
+ }
}
}
-
-
-/*
- * Apply stencil test to a span of pixels before depth buffering.
- * Input: n - number of pixels in the span
- * x, y - coordinate of left-most pixel in the span
- * mask - array [n] of flag: 0=skip the pixel, 1=stencil the pixel
- * Output: mask - pixels which fail the stencil test will have their
- * mask flag set to 0.
- * Return: 0 = all pixels failed, 1 = zero or more pixels passed.
+/**
+ * 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
+ * __struct gl_contextRec::Stencil. On change flushes the vertices and notifies
+ * the driver via the dd_function_table::StencilOp callback.
*/
-GLint gl_stencil_span( GLcontext *ctx,
- GLuint n, GLint x, GLint y, GLubyte mask[] )
+void GLAPIENTRY
+_mesa_StencilOp(GLenum fail, GLenum zfail, GLenum zpass)
{
- GLubyte fail[MAX_WIDTH];
- GLint allfail = 0;
- GLuint i;
- GLstencil r, s;
- GLstencil *stencil;
-
- stencil = STENCIL_ADDRESS( x, y );
-
- /*
- * Perform stencil test. The results of this operation are stored
- * in the fail[] array:
- * IF fail[i] is non-zero THEN
- * the stencil fail operator is to be applied
- * ELSE
- * the stencil fail operator is not to be applied
- * ENDIF
- */
- switch (ctx->Stencil.Function) {
- case GL_NEVER:
- /* always fail */
- for (i=0;i<n;i++) {
- if (mask[i]) {
- mask[i] = 0;
- fail[i] = 1;
- }
- else {
- fail[i] = 0;
- }
- }
- allfail = 1;
- break;
- case GL_LESS:
- r = ctx->Stencil.Ref & ctx->Stencil.ValueMask;
- for (i=0;i<n;i++) {
- if (mask[i]) {
- s = stencil[i] & ctx->Stencil.ValueMask;
- if (r < s) {
- /* passed */
- fail[i] = 0;
- }
- else {
- fail[i] = 1;
- mask[i] = 0;
- }
- }
- else {
- fail[i] = 0;
- }
- }
- break;
- case GL_LEQUAL:
- r = ctx->Stencil.Ref & ctx->Stencil.ValueMask;
- for (i=0;i<n;i++) {
- if (mask[i]) {
- s = stencil[i] & ctx->Stencil.ValueMask;
- if (r <= s) {
- /* pass */
- fail[i] = 0;
- }
- else {
- fail[i] = 1;
- mask[i] = 0;
- }
- }
- else {
- fail[i] = 0;
- }
- }
- break;
- case GL_GREATER:
- r = ctx->Stencil.Ref & ctx->Stencil.ValueMask;
- for (i=0;i<n;i++) {
- if (mask[i]) {
- s = stencil[i] & ctx->Stencil.ValueMask;
- if (r > s) {
- /* passed */
- fail[i] = 0;
- }
- else {
- fail[i] = 1;
- mask[i] = 0;
- }
- }
- else {
- fail[i] = 0;
- }
- }
- break;
- case GL_GEQUAL:
- r = ctx->Stencil.Ref & ctx->Stencil.ValueMask;
- for (i=0;i<n;i++) {
- if (mask[i]) {
- s = stencil[i] & ctx->Stencil.ValueMask;
- if (r >= s) {
- /* passed */
- fail[i] = 0;
- }
- else {
- fail[i] = 1;
- mask[i] = 0;
- }
- }
- else {
- fail[i] = 0;
- }
- }
- break;
- case GL_EQUAL:
- r = ctx->Stencil.Ref & ctx->Stencil.ValueMask;
- for (i=0;i<n;i++) {
- if (mask[i]) {
- s = stencil[i] & ctx->Stencil.ValueMask;
- if (r == s) {
- /* passed */
- fail[i] = 0;
- }
- else {
- fail[i] = 1;
- mask[i] = 0;
- }
- }
- else {
- fail[i] = 0;
- }
- }
- break;
- case GL_NOTEQUAL:
- r = ctx->Stencil.Ref & ctx->Stencil.ValueMask;
- for (i=0;i<n;i++) {
- if (mask[i]) {
- s = stencil[i] & ctx->Stencil.ValueMask;
- if (r != s) {
- /* passed */
- fail[i] = 0;
- }
- else {
- fail[i] = 1;
- mask[i] = 0;
- }
- }
- else {
- fail[i] = 0;
- }
- }
- break;
- case GL_ALWAYS:
- /* always pass */
- for (i=0;i<n;i++) {
- fail[i] = 0;
- }
- break;
- default:
- gl_problem(ctx, "Bad stencil func in gl_stencil_span");
- return 0;
- }
-
- apply_stencil_op_to_span( ctx, n, x, y, ctx->Stencil.FailFunc, fail );
-
- return (allfail) ? 0 : 1;
-}
+ GET_CURRENT_CONTEXT(ctx);
+ const GLint face = ctx->Stencil.ActiveFace;
+ if (MESA_VERBOSE & VERBOSE_API)
+ _mesa_debug(ctx, "glStencilOp()\n");
+ 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;
-/*
- * Apply the combination depth-buffer/stencil operator to a span of pixels.
- * Input: n - number of pixels in the span
- * x, y - location of leftmost pixel in span
- * z - array [n] of z values
- * Input: mask - array [n] of flags (1=test this pixel, 0=skip the pixel)
- * Output: mask - array [n] of flags (1=depth test passed, 0=failed)
- */
-void gl_depth_stencil_span( GLcontext *ctx,
- GLuint n, GLint x, GLint y, const GLdepth z[],
- GLubyte mask[] )
-{
- if (ctx->Depth.Test==GL_FALSE) {
- /*
- * No depth buffer, just apply zpass stencil function to active pixels.
+ /* Only propagate the change to the driver if EXT_stencil_two_side
+ * is enabled.
*/
- apply_stencil_op_to_span( ctx, n, x, y, ctx->Stencil.ZPassFunc, mask );
+ if (ctx->Driver.StencilOpSeparate && ctx->Stencil.TestTwoSide) {
+ ctx->Driver.StencilOpSeparate(ctx, GL_BACK, fail, zfail, zpass);
+ }
}
else {
- /*
- * Perform depth buffering, then apply zpass or zfail stencil function.
- */
- GLubyte passmask[MAX_WIDTH], failmask[MAX_WIDTH], oldmask[MAX_WIDTH];
- GLuint i;
-
- /* init pass and fail masks to zero, copy mask[] to oldmask[] */
- for (i=0;i<n;i++) {
- passmask[i] = failmask[i] = 0;
- oldmask[i] = mask[i];
- }
-
- /* apply the depth test */
- if (ctx->Driver.DepthTestSpan)
- (*ctx->Driver.DepthTestSpan)( ctx, n, x, y, z, mask );
-
- /* set the stencil pass/fail flags according to result of depth test */
- for (i=0;i<n;i++) {
- if (oldmask[i]) {
- if (mask[i]) {
- passmask[i] = 1;
- }
- else {
- failmask[i] = 1;
- }
- }
+ /* 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);
}
-
- /* apply the pass and fail operations */
- apply_stencil_op_to_span( ctx, n, x, y, ctx->Stencil.ZFailFunc, failmask );
- apply_stencil_op_to_span( ctx, n, x, y, ctx->Stencil.ZPassFunc, passmask );
}
}
-
-/*
- * Apply the given stencil operator for each pixel in the array whose
- * mask flag is set.
- * Input: n - number of pixels in the span
- * x, y - array of [n] pixels
- * operator - the stencil buffer operator
- * mask - array [n] of flag: 1=apply operator, 0=don't apply operator
- */
-static void apply_stencil_op_to_pixels( GLcontext *ctx,
- GLuint n, const GLint x[],
- const GLint y[],
- GLenum oper, GLubyte mask[] )
+/* GL_EXT_stencil_two_side */
+void GLAPIENTRY
+_mesa_ActiveStencilFaceEXT(GLenum face)
{
- GLuint i;
- GLstencil ref;
- GLstencil wrtmask, invmask;
-
- wrtmask = ctx->Stencil.WriteMask;
- invmask = ~ctx->Stencil.WriteMask;
-
- ref = ctx->Stencil.Ref;
-
- switch (oper) {
- case GL_KEEP:
- /* do nothing */
- break;
- case GL_ZERO:
- if (invmask==0) {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
- *sptr = 0;
- }
- }
- }
- else {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
- *sptr = invmask & *sptr;
- }
- }
- }
- break;
- case GL_REPLACE:
- if (invmask==0) {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
- *sptr = ref;
- }
- }
- }
- else {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
- *sptr = (invmask & *sptr ) | (wrtmask & ref);
- }
- }
- }
- break;
- case GL_INCR:
- if (invmask==0) {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
- if (*sptr < STENCIL_MAX) {
- *sptr = *sptr + 1;
- }
- }
- }
- }
- else {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
- if (*sptr < STENCIL_MAX) {
- *sptr = (invmask & *sptr) | (wrtmask & (*sptr+1));
- }
- }
- }
- }
- break;
- case GL_DECR:
- if (invmask==0) {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
- if (*sptr>0) {
- *sptr = *sptr - 1;
- }
- }
- }
- }
- else {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
- if (*sptr>0) {
- *sptr = (invmask & *sptr) | (wrtmask & (*sptr-1));
- }
- }
- }
- }
- break;
- case GL_INCR_WRAP_EXT:
- if (invmask==0) {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
- *sptr = *sptr + 1;
- }
- }
- }
- else {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
- *sptr = (invmask & *sptr) | (wrtmask & (*sptr+1));
- }
- }
- }
- break;
- case GL_DECR_WRAP_EXT:
- if (invmask==0) {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
- *sptr = *sptr - 1;
- }
- }
- }
- else {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
- *sptr = (invmask & *sptr) | (wrtmask & (*sptr-1));
- }
- }
- }
- break;
- case GL_INVERT:
- if (invmask==0) {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
- *sptr = ~*sptr;
- }
- }
- }
- else {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
- *sptr = (invmask & *sptr) | (wrtmask & ~*sptr);
- }
- }
- }
- break;
- default:
- gl_problem(ctx, "Bad stencilop in apply_stencil_op_to_pixels");
- }
-}
-
+ GET_CURRENT_CONTEXT(ctx);
+ if (MESA_VERBOSE & VERBOSE_API)
+ _mesa_debug(ctx, "glActiveStencilFaceEXT()\n");
-/*
- * Apply stencil test to an array of pixels before depth buffering.
- * Input: n - number of pixels in the span
- * x, y - array of [n] pixels to stencil
- * mask - array [n] of flag: 0=skip the pixel, 1=stencil the pixel
- * Output: mask - pixels which fail the stencil test will have their
- * mask flag set to 0.
- * Return: 0 = all pixels failed, 1 = zero or more pixels passed.
- */
-GLint gl_stencil_pixels( GLcontext *ctx,
- GLuint n, const GLint x[], const GLint y[],
- GLubyte mask[] )
-{
- GLubyte fail[PB_SIZE];
- GLstencil r, s;
- GLuint i;
- GLint allfail = 0;
-
- /*
- * Perform stencil test. The results of this operation are stored
- * in the fail[] array:
- * IF fail[i] is non-zero THEN
- * the stencil fail operator is to be applied
- * ELSE
- * the stencil fail operator is not to be applied
- * ENDIF
- */
-
- switch (ctx->Stencil.Function) {
- case GL_NEVER:
- /* always fail */
- for (i=0;i<n;i++) {
- if (mask[i]) {
- mask[i] = 0;
- fail[i] = 1;
- }
- else {
- fail[i] = 0;
- }
- }
- allfail = 1;
- break;
- case GL_LESS:
- r = ctx->Stencil.Ref & ctx->Stencil.ValueMask;
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil *sptr = STENCIL_ADDRESS(x[i],y[i]);
- s = *sptr & ctx->Stencil.ValueMask;
- if (r < s) {
- /* passed */
- fail[i] = 0;
- }
- else {
- fail[i] = 1;
- mask[i] = 0;
- }
- }
- else {
- fail[i] = 0;
- }
- }
- break;
- case GL_LEQUAL:
- r = ctx->Stencil.Ref & ctx->Stencil.ValueMask;
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil *sptr = STENCIL_ADDRESS(x[i],y[i]);
- s = *sptr & ctx->Stencil.ValueMask;
- if (r <= s) {
- /* pass */
- fail[i] = 0;
- }
- else {
- fail[i] = 1;
- mask[i] = 0;
- }
- }
- else {
- fail[i] = 0;
- }
- }
- break;
- case GL_GREATER:
- r = ctx->Stencil.Ref & ctx->Stencil.ValueMask;
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil *sptr = STENCIL_ADDRESS(x[i],y[i]);
- s = *sptr & ctx->Stencil.ValueMask;
- if (r > s) {
- /* passed */
- fail[i] = 0;
- }
- else {
- fail[i] = 1;
- mask[i] = 0;
- }
- }
- else {
- fail[i] = 0;
- }
- }
- break;
- case GL_GEQUAL:
- r = ctx->Stencil.Ref & ctx->Stencil.ValueMask;
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil *sptr = STENCIL_ADDRESS(x[i],y[i]);
- s = *sptr & ctx->Stencil.ValueMask;
- if (r >= s) {
- /* passed */
- fail[i] = 0;
- }
- else {
- fail[i] = 1;
- mask[i] = 0;
- }
- }
- else {
- fail[i] = 0;
- }
- }
- break;
- case GL_EQUAL:
- r = ctx->Stencil.Ref & ctx->Stencil.ValueMask;
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil *sptr = STENCIL_ADDRESS(x[i],y[i]);
- s = *sptr & ctx->Stencil.ValueMask;
- if (r == s) {
- /* passed */
- fail[i] = 0;
- }
- else {
- fail[i] = 1;
- mask[i] = 0;
- }
- }
- else {
- fail[i] = 0;
- }
- }
- break;
- case GL_NOTEQUAL:
- r = ctx->Stencil.Ref & ctx->Stencil.ValueMask;
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil *sptr = STENCIL_ADDRESS(x[i],y[i]);
- s = *sptr & ctx->Stencil.ValueMask;
- if (r != s) {
- /* passed */
- fail[i] = 0;
- }
- else {
- fail[i] = 1;
- mask[i] = 0;
- }
- }
- else {
- fail[i] = 0;
- }
- }
- break;
- case GL_ALWAYS:
- /* always pass */
- for (i=0;i<n;i++) {
- fail[i] = 0;
- }
- break;
- default:
- gl_problem(ctx, "Bad stencil func in gl_stencil_pixels");
- return 0;
+ if (!ctx->Extensions.EXT_stencil_two_side) {
+ _mesa_error(ctx, GL_INVALID_OPERATION, "glActiveStencilFaceEXT");
+ return;
}
- apply_stencil_op_to_pixels( ctx, n, x, y, ctx->Stencil.FailFunc, fail );
-
- return (allfail) ? 0 : 1;
+ if (face == GL_FRONT || face == GL_BACK) {
+ ctx->Stencil.ActiveFace = (face == GL_FRONT) ? 0 : 2;
+ }
+ else {
+ _mesa_error(ctx, GL_INVALID_ENUM, "glActiveStencilFaceEXT(face)");
+ }
}
-
-/*
- * Apply the combination depth-buffer/stencil operator to a span of pixels.
- * Input: n - number of pixels in the span
- * x, y - array of [n] pixels to stencil
- * z - array [n] of z values
- * Input: mask - array [n] of flags (1=test this pixel, 0=skip the pixel)
- * Output: mask - array [n] of flags (1=depth test passed, 0=failed)
- */
-void gl_depth_stencil_pixels( GLcontext *ctx,
- GLuint n, const GLint x[], const GLint y[],
- const GLdepth z[], GLubyte mask[] )
+void GLAPIENTRY
+_mesa_StencilOpSeparate(GLenum face, GLenum sfail, GLenum zfail, GLenum zpass)
{
- if (ctx->Depth.Test==GL_FALSE) {
- /*
- * No depth buffer, just apply zpass stencil function to active pixels.
- */
- apply_stencil_op_to_pixels( ctx, n, x, y, ctx->Stencil.ZPassFunc, mask );
+ GLboolean set = GL_FALSE;
+ GET_CURRENT_CONTEXT(ctx);
+
+ if (MESA_VERBOSE & VERBOSE_API)
+ _mesa_debug(ctx, "glStencilOpSeparate()\n");
+
+ 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;
}
- else {
- /*
- * Perform depth buffering, then apply zpass or zfail stencil function.
- */
- GLubyte passmask[PB_SIZE], failmask[PB_SIZE], oldmask[PB_SIZE];
- GLuint i;
- /* init pass and fail masks to zero */
- for (i=0;i<n;i++) {
- passmask[i] = failmask[i] = 0;
- oldmask[i] = mask[i];
+ 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;
}
-
- /* apply the depth test */
- if (ctx->Driver.DepthTestPixels)
- (*ctx->Driver.DepthTestPixels)( ctx, n, x, y, z, mask );
-
- /* set the stencil pass/fail flags according to result of depth test */
- for (i=0;i<n;i++) {
- if (oldmask[i]) {
- if (mask[i]) {
- passmask[i] = 1;
- }
- else {
- failmask[i] = 1;
- }
- }
+ }
+ 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;
}
-
- /* apply the pass and fail operations */
- apply_stencil_op_to_pixels( ctx, n, x, y,
- ctx->Stencil.ZFailFunc, failmask );
- apply_stencil_op_to_pixels( ctx, n, x, y,
- ctx->Stencil.ZPassFunc, passmask );
}
-
+ if (set && ctx->Driver.StencilOpSeparate) {
+ ctx->Driver.StencilOpSeparate(ctx, face, sfail, zfail, zpass);
+ }
}
-
-/*
- * Return a span of stencil values from the stencil buffer.
- * Input: n - how many pixels
- * x,y - location of first pixel
- * Output: stencil - the array of stencil values
- */
-void gl_read_stencil_span( GLcontext *ctx,
- GLuint n, GLint x, GLint y, GLstencil stencil[] )
+/* OpenGL 2.0 */
+void GLAPIENTRY
+_mesa_StencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
{
- if (ctx->Buffer->Stencil) {
- const GLstencil *s = STENCIL_ADDRESS( x, y );
-#if STENCIL_BITS == 8
- MEMCPY( stencil, s, n * sizeof(GLstencil) );
-#else
- GLuint i;
- for (i=0;i<n;i++)
- stencil[i] = s[i];
-#endif
- }
-}
+ GET_CURRENT_CONTEXT(ctx);
+ if (MESA_VERBOSE & VERBOSE_API)
+ _mesa_debug(ctx, "glStencilFuncSeparate()\n");
+ 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;
+ }
-/*
- * Write a span of stencil values to the stencil buffer.
- * Input: n - how many pixels
- * x,y - location of first pixel
- * stencil - the array of stencil values
- */
-void gl_write_stencil_span( GLcontext *ctx,
- GLuint n, GLint x, GLint y,
- const GLstencil stencil[] )
-{
- if (ctx->Buffer->Stencil) {
- GLstencil *s = STENCIL_ADDRESS( x, y );
-#if STENCIL_BITS == 8
- MEMCPY( s, stencil, n * sizeof(GLstencil) );
-#else
- GLuint i;
- for (i=0;i<n;i++)
- s[i] = stencil[i];
-#endif
+ 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);
}
}
-
-/*
- * Allocate a new stencil buffer. If there's an old one it will be
- * deallocated first. The new stencil buffer will be uninitialized.
- */
-void gl_alloc_stencil_buffer( GLcontext *ctx )
+/* OpenGL 2.0 */
+void GLAPIENTRY
+_mesa_StencilMaskSeparate(GLenum face, GLuint mask)
{
- GLuint buffersize = ctx->Buffer->Width * ctx->Buffer->Height;
+ GET_CURRENT_CONTEXT(ctx);
- /* deallocate current stencil buffer if present */
- if (ctx->Buffer->Stencil) {
- free(ctx->Buffer->Stencil);
- ctx->Buffer->Stencil = NULL;
+ if (MESA_VERBOSE & VERBOSE_API)
+ _mesa_debug(ctx, "glStencilMaskSeparate()\n");
+
+ if (face != GL_FRONT && face != GL_BACK && face != GL_FRONT_AND_BACK) {
+ _mesa_error(ctx, GL_INVALID_ENUM, "glStencilaMaskSeparate(face)");
+ return;
}
- /* allocate new stencil buffer */
- ctx->Buffer->Stencil = (GLstencil *) malloc(buffersize * sizeof(GLstencil));
- if (!ctx->Buffer->Stencil) {
- /* out of memory */
- gl_set_enable( ctx, GL_STENCIL_TEST, GL_FALSE );
- gl_error( ctx, GL_OUT_OF_MEMORY, "gl_alloc_stencil_buffer" );
+ 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(struct gl_context *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]);
+
+ ctx->Stencil._WriteEnabled =
+ ctx->Stencil._Enabled &&
+ (ctx->Stencil.WriteMask[0] != 0 ||
+ (ctx->Stencil._TestTwoSide && ctx->Stencil.WriteMask[face] != 0));
+}
-/*
- * Clear the stencil buffer. If the stencil buffer doesn't exist yet we'll
- * allocate it now.
+/**
+ * Initialize the context stipple state.
+ *
+ * \param ctx GL context.
+ *
+ * Initializes __struct gl_contextRec::Stencil attribute group.
*/
-void gl_clear_stencil_buffer( GLcontext *ctx )
+void
+_mesa_init_stencil(struct gl_context *ctx)
{
- if (ctx->Visual->StencilBits==0 || !ctx->Buffer->Stencil) {
- /* no stencil buffer */
- return;
- }
-
- if (ctx->Scissor.Enabled) {
- /* clear scissor region only */
- GLint y;
- GLint width = ctx->Buffer->Xmax - ctx->Buffer->Xmin + 1;
- for (y=ctx->Buffer->Ymin; y<=ctx->Buffer->Ymax; y++) {
- GLstencil *ptr = STENCIL_ADDRESS( ctx->Buffer->Xmin, y );
-#if STENCIL_BITS==8
- MEMSET( ptr, ctx->Stencil.Clear, width * sizeof(GLstencil) );
-#else
- GLint x;
- for (x = 0; x < width; x++)
- ptr[x] = ctx->Stencil.Clear;
-#endif
- }
- }
- else {
- /* clear whole stencil buffer */
-#if STENCIL_BITS==8
- MEMSET( ctx->Buffer->Stencil, ctx->Stencil.Clear,
- ctx->Buffer->Width * ctx->Buffer->Height * sizeof(GLstencil) );
-#else
- GLuint i;
- GLuint pixels = ctx->Buffer->Width * ctx->Buffer->Height;
- GLstencil *buffer = ctx->Buffer->Stencil;
- for (i = 0; i < pixels; i++)
- ptr[i] = ctx->Stencil.Clear;
-#endif
- }
+ 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;
+
+ /* 4.1.4 Stencil Test section of the GL-ES 3.0 specification says:
+ *
+ * "In the initial state, [...] the front and back stencil mask are both
+ * set to the value 2^s − 1, where s is greater than or equal to the
+ * number of bits in the deepest stencil buffer* supported by the GL
+ * implementation."
+ *
+ * Since the maximum supported precision for stencil buffers is 8 bits,
+ * mask values should be initialized to 2^8 - 1 = 0xFF.
+ */
+ ctx->Stencil.ValueMask[0] = 0xFF;
+ ctx->Stencil.ValueMask[1] = 0xFF;
+ ctx->Stencil.ValueMask[2] = 0xFF;
+ ctx->Stencil.WriteMask[0] = 0xFF;
+ ctx->Stencil.WriteMask[1] = 0xFF;
+ ctx->Stencil.WriteMask[2] = 0xFF;
+
+ ctx->Stencil.Clear = 0;
+ ctx->Stencil._BackFace = 1;
}