-/* $Id: stencil.c,v 1.15 2000/04/11 20:42:22 brianp Exp $ */
-
/*
* Mesa 3-D graphics library
- * Version: 3.3
- *
- * Copyright (C) 1999-2000 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.
+ */
+
+
+/**
+ * \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.
*/
-#ifdef PC_HEADER
-#include "all.h"
-#else
#include "glheader.h"
+
#include "context.h"
-#include "depth.h"
-#include "mem.h"
-#include "pb.h"
+#include "macros.h"
#include "stencil.h"
-#include "types.h"
-#include "enable.h"
-#endif
-
+#include "mtypes.h"
-
-void
-_mesa_ClearStencil( GLint s )
+static GLboolean
+validate_stencil_op(struct gl_context *ctx, GLenum op)
{
- GET_CURRENT_CONTEXT(ctx);
- 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
-_mesa_StencilFunc( GLenum func, GLint ref, GLuint mask )
+static GLboolean
+validate_stencil_func(struct gl_context *ctx, GLenum func)
{
- GET_CURRENT_CONTEXT(ctx);
- 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 = (GLstencil) CLAMP( ref, 0, maxref );
- ctx->Stencil.ValueMask = (GLstencil) 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
-_mesa_StencilMask( 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 )
{
GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glStencilMask");
- ctx->Stencil.WriteMask = (GLstencil) mask;
- if (ctx->Driver.StencilMask) {
- (*ctx->Driver.StencilMask)( ctx, mask );
- }
-}
+ if (MESA_VERBOSE & VERBOSE_API)
+ _mesa_debug(ctx, "glClearStencil(%d)\n", s);
+ ctx->Stencil.Clear = (GLuint) s;
+}
-void
-_mesa_StencilOp( 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 )
{
GET_CURRENT_CONTEXT(ctx);
- 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;
+
+ 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, ctx->DriverFlags.NewStencil ? 0 : _NEW_STENCIL);
+ ctx->NewDriverState |= ctx->DriverFlags.NewStencil;
+ 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);
}
}
-
-/* Stencil Logic:
-
-IF stencil test fails THEN
- Apply fail-op to stencil value
- Don't write the pixel (RGBA,Z)
-ELSE
- IF doing depth test && depth test fails THEN
- Apply zfail-op to stencil value
- Write RGBA and Z to appropriate buffers
- ELSE
- Apply zpass-op to stencil value
-ENDIF
-
-*/
-
-
-
-
-/*
- * Return the address of a stencil buffer value given the window coords:
- */
-#define STENCIL_ADDRESS(X,Y) \
- (ctx->DrawBuffer->Stencil + ctx->DrawBuffer->Width * (Y) + (X))
-
-
-
-/*
- * Apply the given stencil operator to the array of stencil values.
- * Don't touch stencil[i] if mask[i] is zero.
- * Input: n - size of stencil array
- * oper - the stencil buffer operator
- * stencil - array of stencil values
- * mask - array [n] of flag: 1=apply operator, 0=don't apply operator
- * Output: stencil - modified values
+/**
+ * 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.
*/
-static void apply_stencil_op( const GLcontext *ctx, GLenum oper,
- GLuint n, GLstencil stencil[],
- const GLubyte mask[] )
+static void
+stencil_func(struct gl_context *ctx, GLenum func, GLint ref, GLuint mask)
{
- const GLstencil ref = ctx->Stencil.Ref;
- const GLstencil wrtmask = ctx->Stencil.WriteMask;
- const GLstencil invmask = (GLstencil) (~ctx->Stencil.WriteMask);
- 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] = (GLstencil) (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] = (GLstencil) ((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] = (GLstencil) (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] = (GLstencil) ((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] = (GLstencil) (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] = (GLstencil) ((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] = (GLstencil) ((invmask & s) | (wrtmask & (s+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] = (GLstencil) ((invmask & s) | (wrtmask & (s-1)));
- }
- }
- }
- break;
- case GL_INVERT:
- if (invmask==0) {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil s = stencil[i];
- stencil[i] = (GLstencil) ~s;
- }
- }
- }
- else {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil s = stencil[i];
- stencil[i] = (GLstencil) ((invmask & s) | (wrtmask & ~s));
- }
- }
- }
- break;
- default:
- gl_problem(ctx, "Bad stencil op in apply_stencil_op");
+ const GLint face = ctx->Stencil.ActiveFace;
+
+ if (face != 0) {
+ if (ctx->Stencil.Function[face] == func &&
+ ctx->Stencil.ValueMask[face] == mask &&
+ ctx->Stencil.Ref[face] == ref)
+ return;
+ FLUSH_VERTICES(ctx, ctx->DriverFlags.NewStencil ? 0 : _NEW_STENCIL);
+ ctx->NewDriverState |= ctx->DriverFlags.NewStencil;
+ 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, ctx->DriverFlags.NewStencil ? 0 : _NEW_STENCIL);
+ ctx->NewDriverState |= ctx->DriverFlags.NewStencil;
+ 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);
+ }
}
}
+void GLAPIENTRY
+_mesa_StencilFunc_no_error(GLenum func, GLint ref, GLuint mask)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ stencil_func(ctx, func, ref, mask);
+}
-/*
- * Apply stencil test to an array of stencil values (before depth buffering).
- * Input: n - number of pixels in the array
- * stencil - array of [n] stencil values
- * 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.
- * stencil - updated stencil values (where the test passed)
- * Return: GL_FALSE = all pixels failed, GL_TRUE = zero or more pixels passed.
- */
-static GLboolean
-do_stencil_test( GLcontext *ctx, GLuint n, GLstencil stencil[],
- GLubyte mask[] )
+void GLAPIENTRY
+_mesa_StencilFunc(GLenum func, GLint ref, GLuint mask)
{
- GLubyte fail[PB_SIZE];
- GLboolean allfail = GL_FALSE;
- GLuint i;
- GLstencil r, s;
-
- ASSERT(n <= PB_SIZE);
-
- /*
- * 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 = GL_TRUE;
- break;
- case GL_LESS:
- r = (GLstencil) (ctx->Stencil.Ref & ctx->Stencil.ValueMask);
- for (i=0;i<n;i++) {
- if (mask[i]) {
- s = (GLstencil) (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 = (GLstencil) (ctx->Stencil.Ref & ctx->Stencil.ValueMask);
- for (i=0;i<n;i++) {
- if (mask[i]) {
- s = (GLstencil) (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 = (GLstencil) (ctx->Stencil.Ref & ctx->Stencil.ValueMask);
- for (i=0;i<n;i++) {
- if (mask[i]) {
- s = (GLstencil) (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 = (GLstencil) (ctx->Stencil.Ref & ctx->Stencil.ValueMask);
- for (i=0;i<n;i++) {
- if (mask[i]) {
- s = (GLstencil) (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 = (GLstencil) (ctx->Stencil.Ref & ctx->Stencil.ValueMask);
- for (i=0;i<n;i++) {
- if (mask[i]) {
- s = (GLstencil) (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 = (GLstencil) (ctx->Stencil.Ref & ctx->Stencil.ValueMask);
- for (i=0;i<n;i++) {
- if (mask[i]) {
- s = (GLstencil) (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;
- }
+ GET_CURRENT_CONTEXT(ctx);
+
+ if (MESA_VERBOSE & VERBOSE_API)
+ _mesa_debug(ctx, "glStencilFunc()\n");
- if (ctx->Stencil.FailFunc != GL_KEEP) {
- apply_stencil_op( ctx, ctx->Stencil.FailFunc, n, stencil, fail );
+ if (!validate_stencil_func(ctx, func)) {
+ _mesa_error(ctx, GL_INVALID_ENUM, "glStencilFunc(func)");
+ return;
}
- return !allfail;
+ stencil_func(ctx, func, ref, mask);
}
-
-
-/*
- * Apply stencil and depth testing to an array of pixels.
- * Hardware or software stencil buffer acceptable.
- * Input: n - number of pixels in the span
- * z - array [n] of z values
- * stencil - array [n] of stencil values
- * mask - array [n] of flags (1=test this pixel, 0=skip the pixel)
- * Output: stencil - modified stencil values
- * mask - array [n] of flags (1=stencil and depth test passed)
- * Return: GL_TRUE - all fragments failed the testing
- * GL_FALSE - one or more fragments passed the testing
- *
+/**
+ * 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.
*/
-static GLboolean
-stencil_and_depth_test_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
- const GLdepth z[], GLstencil stencil[],
- GLubyte mask[] )
+void GLAPIENTRY
+_mesa_StencilMask( GLuint mask )
{
- ASSERT(ctx->Stencil.Enabled);
- ASSERT(n <= PB_SIZE);
+ GET_CURRENT_CONTEXT(ctx);
+ const GLint face = ctx->Stencil.ActiveFace;
- /*
- * Apply the stencil test to the fragments.
- * failMask[i] is 1 if the stencil test failed.
- */
- if (do_stencil_test( ctx, n, stencil, mask ) == GL_FALSE) {
- /* all fragments failed the stencil test, we're done. */
- return GL_FALSE;
- }
+ 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, ctx->DriverFlags.NewStencil ? 0 : _NEW_STENCIL);
+ ctx->NewDriverState |= ctx->DriverFlags.NewStencil;
+ ctx->Stencil.WriteMask[face] = mask;
- /*
- * Some fragments passed the stencil test, apply depth test to them
- * and apply Zpass and Zfail stencil ops.
- */
- 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( ctx, ctx->Stencil.ZPassFunc, n, stencil, mask );
+ if (ctx->Driver.StencilMaskSeparate && ctx->Stencil.TestTwoSide) {
+ ctx->Driver.StencilMaskSeparate(ctx, GL_BACK, mask);
+ }
}
else {
- /*
- * Perform depth buffering, then apply zpass or zfail stencil function.
- */
- GLubyte passmask[MAX_WIDTH], failmask[MAX_WIDTH], oldmask[MAX_WIDTH];
- GLuint i;
-
- /* save the current mask bits */
- MEMCPY(oldmask, mask, n * sizeof(GLubyte));
-
- /* apply the depth test */
- _mesa_depth_test_span(ctx, n, x, y, z, mask);
-
- /* Set the stencil pass/fail flags according to result of depth testing.
- * if oldmask[i] == 0 then
- * Don't touch the stencil value
- * else if oldmask[i] and newmask[i] then
- * Depth test passed
- * else
- * assert(oldmask[i] && !newmask[i])
- * Depth test failed
- * endif
- */
- for (i=0;i<n;i++) {
- ASSERT(mask[i] == 0 || mask[i] == 1);
- passmask[i] = oldmask[i] & mask[i];
- failmask[i] = oldmask[i] & (mask[i] ^ 1);
- }
-
- /* apply the pass and fail operations */
- if (ctx->Stencil.ZFailFunc != GL_KEEP) {
- apply_stencil_op( ctx, ctx->Stencil.ZFailFunc, n, stencil, failmask );
- }
- if (ctx->Stencil.ZPassFunc != GL_KEEP) {
- apply_stencil_op( ctx, ctx->Stencil.ZPassFunc, n, stencil, passmask );
+ /* set both front and back state */
+ if (ctx->Stencil.WriteMask[0] == mask &&
+ ctx->Stencil.WriteMask[1] == mask)
+ return;
+ FLUSH_VERTICES(ctx, ctx->DriverFlags.NewStencil ? 0 : _NEW_STENCIL);
+ ctx->NewDriverState |= ctx->DriverFlags.NewStencil;
+ 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);
}
}
-
- return GL_TRUE; /* one or more fragments passed both tests */
}
-
-/*
- * Apply stencil and depth testing to the span of pixels.
- * Both software and hardware stencil buffers are acceptable.
- * Input: n - number of pixels in the span
- * x, y - location of leftmost pixel in span
- * z - array [n] of z values
- * mask - array [n] of flags (1=test this pixel, 0=skip the pixel)
- * Output: mask - array [n] of flags (1=stencil and depth test passed)
- * Return: GL_TRUE - all fragments failed the testing
- * GL_FALSE - one or more fragments passed the testing
- *
+/**
+ * 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.
*/
-GLboolean
-gl_stencil_and_depth_test_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
- const GLdepth z[], GLubyte mask[] )
+static void
+stencil_op(struct gl_context *ctx, GLenum fail, GLenum zfail, GLenum zpass)
{
- GLstencil stencilRow[MAX_WIDTH];
- GLstencil *stencil;
- GLboolean result;
-
- ASSERT(ctx->Stencil.Enabled);
- ASSERT(n <= MAX_WIDTH);
-
- /* Get initial stencil values */
- if (ctx->Driver.WriteStencilSpan) {
- ASSERT(ctx->Driver.ReadStencilSpan);
- /* Get stencil values from the hardware stencil buffer */
- (*ctx->Driver.ReadStencilSpan)(ctx, n, x, y, stencilRow);
- stencil = stencilRow;
+ const GLint face = ctx->Stencil.ActiveFace;
+
+ 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, ctx->DriverFlags.NewStencil ? 0 : _NEW_STENCIL);
+ ctx->NewDriverState |= ctx->DriverFlags.NewStencil;
+ 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 {
- /* software stencil buffer */
- stencil = STENCIL_ADDRESS(x, y);
- }
-
- /* do all the stencil/depth testing/updating */
- result = stencil_and_depth_test_span( ctx, n, x, y, z, stencil, mask );
-
- if (ctx->Driver.WriteStencilSpan) {
- /* Write updated stencil values into hardware stencil buffer */
- (ctx->Driver.WriteStencilSpan)(ctx, n, x, y, stencil, mask );
+ /* 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, ctx->DriverFlags.NewStencil ? 0 : _NEW_STENCIL);
+ ctx->NewDriverState |= ctx->DriverFlags.NewStencil;
+ 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);
+ }
}
-
- return result;
}
-
-
-/*
- * Apply the given stencil operator for each pixel in the array whose
- * mask flag is set. This is for software stencil buffers only.
- * 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( const GLcontext *ctx,
- GLuint n, const GLint x[], const GLint y[],
- GLenum oper, const GLubyte mask[] )
+void GLAPIENTRY
+_mesa_StencilOp_no_error(GLenum fail, GLenum zfail, GLenum zpass)
{
- const GLstencil ref = ctx->Stencil.Ref;
- const GLstencil wrtmask = ctx->Stencil.WriteMask;
- const GLstencil invmask = (GLstencil) (~ctx->Stencil.WriteMask);
- GLuint i;
-
- ASSERT(!ctx->Driver.WriteStencilSpan); /* software stencil buffer only! */
-
- 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 = (GLstencil) (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 = (GLstencil) ((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 = (GLstencil) (*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 = (GLstencil) ((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 = (GLstencil) (*sptr - 1);
- }
- }
- }
- }
- else {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
- if (*sptr>0) {
- *sptr = (GLstencil) ((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 = (GLstencil) (*sptr + 1);
- }
- }
- }
- else {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
- *sptr = (GLstencil) ((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 = (GLstencil) (*sptr - 1);
- }
- }
- }
- else {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
- *sptr = (GLstencil) ((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 = (GLstencil) (~*sptr);
- }
- }
- }
- else {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
- *sptr = (GLstencil) ((invmask & *sptr) | (wrtmask & ~*sptr));
- }
- }
- }
- break;
- default:
- gl_problem(ctx, "Bad stencilop in apply_stencil_op_to_pixels");
- }
+ GET_CURRENT_CONTEXT(ctx);
+ stencil_op(ctx, fail, zfail, zpass);
}
-
-/*
- * Apply stencil test to an array of pixels before depth buffering.
- * Used for software stencil buffer only.
- * 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.
- */
-static GLboolean
-stencil_test_pixels( GLcontext *ctx, GLuint n,
- const GLint x[], const GLint y[], GLubyte mask[] )
+void GLAPIENTRY
+_mesa_StencilOp(GLenum fail, GLenum zfail, GLenum zpass)
{
- GLubyte fail[PB_SIZE];
- GLstencil r, s;
- GLuint i;
- GLboolean allfail = GL_FALSE;
-
- ASSERT(!ctx->Driver.WriteStencilSpan); /* software stencil buffer only! */
-
- /*
- * 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
- */
+ GET_CURRENT_CONTEXT(ctx);
- 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 = GL_TRUE;
- break;
- case GL_LESS:
- r = (GLstencil) (ctx->Stencil.Ref & ctx->Stencil.ValueMask);
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil *sptr = STENCIL_ADDRESS(x[i],y[i]);
- s = (GLstencil) (*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 = (GLstencil) (ctx->Stencil.Ref & ctx->Stencil.ValueMask);
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil *sptr = STENCIL_ADDRESS(x[i],y[i]);
- s = (GLstencil) (*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 = (GLstencil) (ctx->Stencil.Ref & ctx->Stencil.ValueMask);
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil *sptr = STENCIL_ADDRESS(x[i],y[i]);
- s = (GLstencil) (*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 = (GLstencil) (ctx->Stencil.Ref & ctx->Stencil.ValueMask);
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil *sptr = STENCIL_ADDRESS(x[i],y[i]);
- s = (GLstencil) (*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 = (GLstencil) (ctx->Stencil.Ref & ctx->Stencil.ValueMask);
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil *sptr = STENCIL_ADDRESS(x[i],y[i]);
- s = (GLstencil) (*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 = (GLstencil) (ctx->Stencil.Ref & ctx->Stencil.ValueMask);
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil *sptr = STENCIL_ADDRESS(x[i],y[i]);
- s = (GLstencil) (*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 (MESA_VERBOSE & VERBOSE_API)
+ _mesa_debug(ctx, "glStencilOp()\n");
- if (ctx->Stencil.FailFunc != GL_KEEP) {
- apply_stencil_op_to_pixels( ctx, n, x, y, ctx->Stencil.FailFunc, fail );
+ if (!validate_stencil_op(ctx, fail)) {
+ _mesa_error(ctx, GL_INVALID_ENUM, "glStencilOp(sfail)");
+ return;
}
- return !allfail;
-}
+ 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;
+ }
+ stencil_op(ctx, fail, zfail, zpass);
+}
-/*
- * Apply stencil and depth testing to an array of pixels.
- * This is used both for software and hardware stencil buffers.
- *
- * The comments in this function are a bit sparse but the code is
- * almost identical to stencil_and_depth_test_span(), which is well
- * commented.
- *
- * Input: n - number of pixels in the array
- * x, y - array of [n] pixel positions
- * z - array [n] of z values
- * mask - array [n] of flags (1=test this pixel, 0=skip the pixel)
- * Output: mask - array [n] of flags (1=stencil and depth test passed)
- * Return: GL_TRUE - all fragments failed the testing
- * GL_FALSE - one or more fragments passed the testing
- */
-GLboolean
-gl_stencil_and_depth_test_pixels( GLcontext *ctx,
- GLuint n, const GLint x[], const GLint y[],
- const GLdepth z[], GLubyte mask[] )
+/* GL_EXT_stencil_two_side */
+void GLAPIENTRY
+_mesa_ActiveStencilFaceEXT(GLenum face)
{
- ASSERT(ctx->Stencil.Enabled);
- ASSERT(n <= PB_SIZE);
-
- if (ctx->Driver.WriteStencilPixels) {
- /*** Hardware stencil buffer ***/
- GLstencil stencil[PB_SIZE];
- GLubyte mask[PB_SIZE];
-
- ASSERT(ctx->Driver.ReadStencilPixels);
- (*ctx->Driver.ReadStencilPixels)(ctx, n, x, y, stencil);
-
-
- if (do_stencil_test( ctx, n, stencil, mask ) == GL_FALSE) {
- /* all fragments failed the stencil test, we're done. */
- return GL_FALSE;
- }
-
- if (ctx->Depth.Test == GL_FALSE) {
- apply_stencil_op( ctx, ctx->Stencil.ZPassFunc, n, stencil, mask );
- }
- else {
- GLubyte passmask[PB_SIZE], failmask[PB_SIZE], oldmask[PB_SIZE];
- GLuint i;
-
- MEMCPY(oldmask, mask, n * sizeof(GLubyte));
-
- _mesa_depth_test_pixels(ctx, n, x, y, z, mask);
-
- for (i=0;i<n;i++) {
- ASSERT(mask[i] == 0 || mask[i] == 1);
- passmask[i] = oldmask[i] & mask[i];
- failmask[i] = oldmask[i] & (mask[i] ^ 1);
- }
-
- if (ctx->Stencil.ZFailFunc != GL_KEEP) {
- apply_stencil_op( ctx, ctx->Stencil.ZFailFunc, n, stencil, failmask );
- }
- if (ctx->Stencil.ZPassFunc != GL_KEEP) {
- apply_stencil_op( ctx, ctx->Stencil.ZPassFunc, n, stencil, passmask );
- }
- }
+ GET_CURRENT_CONTEXT(ctx);
- /* Write updated stencil values into hardware stencil buffer */
- (ctx->Driver.WriteStencilPixels)(ctx, n, x, y, stencil, mask );
+ if (MESA_VERBOSE & VERBOSE_API)
+ _mesa_debug(ctx, "glActiveStencilFaceEXT()\n");
- return GL_TRUE;
+ if (!ctx->Extensions.EXT_stencil_two_side) {
+ _mesa_error(ctx, GL_INVALID_OPERATION, "glActiveStencilFaceEXT");
+ return;
+ }
+ if (face == GL_FRONT || face == GL_BACK) {
+ ctx->Stencil.ActiveFace = (face == GL_FRONT) ? 0 : 2;
}
else {
- /*** Software stencil buffer ***/
-
- if (stencil_test_pixels(ctx, n, x, y, mask) == GL_FALSE) {
- /* all fragments failed the stencil test, we're done. */
- return GL_FALSE;
- }
+ _mesa_error(ctx, GL_INVALID_ENUM, "glActiveStencilFaceEXT(face)");
+ }
+}
- if (ctx->Depth.Test==GL_FALSE) {
- apply_stencil_op_to_pixels( ctx, n, x, y, ctx->Stencil.ZPassFunc, mask );
+static void
+stencil_op_separate(struct gl_context *ctx, GLenum face, GLenum sfail,
+ GLenum zfail, GLenum zpass)
+{
+ GLboolean set = GL_FALSE;
+
+ 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, ctx->DriverFlags.NewStencil ? 0 : _NEW_STENCIL);
+ ctx->NewDriverState |= ctx->DriverFlags.NewStencil;
+ ctx->Stencil.ZFailFunc[0] = zfail;
+ ctx->Stencil.ZPassFunc[0] = zpass;
+ ctx->Stencil.FailFunc[0] = sfail;
+ set = GL_TRUE;
}
- else {
- GLubyte passmask[PB_SIZE], failmask[PB_SIZE], oldmask[PB_SIZE];
- GLuint i;
-
- MEMCPY(oldmask, mask, n * sizeof(GLubyte));
-
- _mesa_depth_test_pixels(ctx, n, x, y, z, mask);
-
- for (i=0;i<n;i++) {
- ASSERT(mask[i] == 0 || mask[i] == 1);
- passmask[i] = oldmask[i] & mask[i];
- failmask[i] = oldmask[i] & (mask[i] ^ 1);
- }
-
- if (ctx->Stencil.ZFailFunc != GL_KEEP) {
- apply_stencil_op_to_pixels( ctx, n, x, y,
- ctx->Stencil.ZFailFunc, failmask );
- }
- if (ctx->Stencil.ZPassFunc != GL_KEEP) {
- apply_stencil_op_to_pixels( ctx, n, x, y,
- ctx->Stencil.ZPassFunc, passmask );
- }
+ }
+
+ 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, ctx->DriverFlags.NewStencil ? 0 : _NEW_STENCIL);
+ ctx->NewDriverState |= ctx->DriverFlags.NewStencil;
+ ctx->Stencil.ZFailFunc[1] = zfail;
+ ctx->Stencil.ZPassFunc[1] = zpass;
+ ctx->Stencil.FailFunc[1] = sfail;
+ set = GL_TRUE;
}
+ }
- return GL_TRUE; /* one or more fragments passed both tests */
+ if (set && ctx->Driver.StencilOpSeparate) {
+ ctx->Driver.StencilOpSeparate(ctx, face, sfail, zfail, zpass);
}
}
+void GLAPIENTRY
+_mesa_StencilOpSeparate_no_error(GLenum face, GLenum sfail, GLenum zfail,
+ GLenum zpass)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ stencil_op_separate(ctx, face, sfail, zfail, zpass);
+}
-/*
- * Return a span of stencil values from the stencil buffer.
- * Used for glRead/CopyPixels
- * Input: n - how many pixels
- * x,y - location of first pixel
- * Output: stencil - the array of stencil values
- */
-void
-_mesa_read_stencil_span( GLcontext *ctx,
- GLint n, GLint x, GLint y, GLstencil stencil[] )
+
+void GLAPIENTRY
+_mesa_StencilOpSeparate(GLenum face, GLenum sfail, GLenum zfail, GLenum zpass)
{
- if (y < 0 || y >= ctx->DrawBuffer->Height ||
- x + n <= 0 || x >= ctx->DrawBuffer->Width) {
- /* span is completely outside framebuffer */
- return; /* undefined values OK */
- }
+ GET_CURRENT_CONTEXT(ctx);
- if (x < 0) {
- GLint dx = -x;
- x = 0;
- n -= dx;
- stencil += dx;
- }
- if (x + n > ctx->DrawBuffer->Width) {
- GLint dx = x + n - ctx->DrawBuffer->Width;
- n -= dx;
- }
- if (n <= 0) {
+ 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;
+ }
- ASSERT(n >= 0);
- if (ctx->Driver.ReadStencilSpan) {
- (*ctx->Driver.ReadStencilSpan)( ctx, (GLuint) n, x, y, stencil );
+ if (!validate_stencil_op(ctx, zpass)) {
+ _mesa_error(ctx, GL_INVALID_ENUM, "glStencilOpSeparate(zpass)");
+ return;
}
- else if (ctx->DrawBuffer->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
+
+ if (face != GL_FRONT && face != GL_BACK && face != GL_FRONT_AND_BACK) {
+ _mesa_error(ctx, GL_INVALID_ENUM, "glStencilOpSeparate(face)");
+ return;
}
-}
+ stencil_op_separate(ctx, face, sfail, zfail, zpass);
+}
-/*
- * Write a span of stencil values to the stencil buffer.
- * Used for glDraw/CopyPixels
- * Input: n - how many pixels
- * x, y - location of first pixel
- * stencil - the array of stencil values
- */
-void
-_mesa_write_stencil_span( GLcontext *ctx, GLint n, GLint x, GLint y,
- const GLstencil stencil[] )
+static void
+stencil_func_separate(struct gl_context *ctx, GLenum face, GLenum func,
+ GLint ref, GLuint mask)
{
- if (y < 0 || y >= ctx->DrawBuffer->Height ||
- x + n <= 0 || x >= ctx->DrawBuffer->Width) {
- /* span is completely outside framebuffer */
- return; /* undefined values OK */
- }
+ FLUSH_VERTICES(ctx, ctx->DriverFlags.NewStencil ? 0 : _NEW_STENCIL);
+ ctx->NewDriverState |= ctx->DriverFlags.NewStencil;
- if (x < 0) {
- GLint dx = -x;
- x = 0;
- n -= dx;
- stencil += dx;
- }
- if (x + n > ctx->DrawBuffer->Width) {
- GLint dx = x + n - ctx->DrawBuffer->Width;
- n -= dx;
- }
- if (n <= 0) {
- return;
+ if (face != GL_BACK) {
+ /* set front */
+ ctx->Stencil.Function[0] = func;
+ ctx->Stencil.Ref[0] = ref;
+ ctx->Stencil.ValueMask[0] = mask;
}
- if (ctx->Driver.WriteStencilSpan) {
- (*ctx->Driver.WriteStencilSpan)( ctx, n, x, y, stencil, NULL );
+ if (face != GL_FRONT) {
+ /* set back */
+ ctx->Stencil.Function[1] = func;
+ ctx->Stencil.Ref[1] = ref;
+ ctx->Stencil.ValueMask[1] = mask;
}
- else if (ctx->DrawBuffer->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
+
+ if (ctx->Driver.StencilFuncSeparate) {
+ ctx->Driver.StencilFuncSeparate(ctx, face, func, ref, mask);
}
}
+/* OpenGL 2.0 */
+void GLAPIENTRY
+_mesa_StencilFuncSeparate_no_error(GLenum face, GLenum func, GLint ref,
+ GLuint mask)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ stencil_func_separate(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 )
+void GLAPIENTRY
+_mesa_StencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
{
- GLuint buffersize = ctx->DrawBuffer->Width * ctx->DrawBuffer->Height;
+ GET_CURRENT_CONTEXT(ctx);
+
+ if (MESA_VERBOSE & VERBOSE_API)
+ _mesa_debug(ctx, "glStencilFuncSeparate()\n");
- /* deallocate current stencil buffer if present */
- if (ctx->DrawBuffer->Stencil) {
- FREE(ctx->DrawBuffer->Stencil);
- ctx->DrawBuffer->Stencil = NULL;
+ if (face != GL_FRONT && face != GL_BACK && face != GL_FRONT_AND_BACK) {
+ _mesa_error(ctx, GL_INVALID_ENUM, "glStencilFuncSeparate(face)");
+ return;
}
- /* allocate new stencil buffer */
- ctx->DrawBuffer->Stencil = (GLstencil *) MALLOC(buffersize * sizeof(GLstencil));
- if (!ctx->DrawBuffer->Stencil) {
- /* out of memory */
- _mesa_set_enable( ctx, GL_STENCIL_TEST, GL_FALSE );
- gl_error( ctx, GL_OUT_OF_MEMORY, "gl_alloc_stencil_buffer" );
+ if (!validate_stencil_func(ctx, func)) {
+ _mesa_error(ctx, GL_INVALID_ENUM, "glStencilFuncSeparate(func)");
+ return;
}
-}
+ stencil_func_separate(ctx, face, func, ref, mask);
+}
-/*
- * Clear the software (malloc'd) stencil buffer.
- */
static void
-clear_software_stencil_buffer( GLcontext *ctx )
+stencil_mask_separate(struct gl_context *ctx, GLenum face, GLuint mask)
{
- if (ctx->Visual->StencilBits==0 || !ctx->DrawBuffer->Stencil) {
- /* no stencil buffer */
- return;
+ FLUSH_VERTICES(ctx, ctx->DriverFlags.NewStencil ? 0 : _NEW_STENCIL);
+ ctx->NewDriverState |= ctx->DriverFlags.NewStencil;
+
+ if (face != GL_BACK) {
+ ctx->Stencil.WriteMask[0] = mask;
}
- if (ctx->Scissor.Enabled) {
- /* clear scissor region only */
- const GLint width = ctx->DrawBuffer->Xmax - ctx->DrawBuffer->Xmin + 1;
- if (ctx->Stencil.WriteMask != STENCIL_MAX) {
- /* must apply mask to the clear */
- GLint y;
- for (y = ctx->DrawBuffer->Ymin; y <= ctx->DrawBuffer->Ymax; y++) {
- const GLstencil mask = ctx->Stencil.WriteMask;
- const GLstencil invMask = ~mask;
- const GLstencil clearVal = (ctx->Stencil.Clear & mask);
- GLstencil *stencil = STENCIL_ADDRESS( ctx->DrawBuffer->Xmin, y );
- GLint i;
- for (i = 0; i < width; i++) {
- stencil[i] = (stencil[i] & invMask) | clearVal;
- }
- }
- }
- else {
- /* no masking */
- GLint y;
- for (y = ctx->DrawBuffer->Ymin; y <= ctx->DrawBuffer->Ymax; y++) {
- GLstencil *stencil = STENCIL_ADDRESS( ctx->DrawBuffer->Xmin, y );
-#if STENCIL_BITS==8
- MEMSET( stencil, ctx->Stencil.Clear, width * sizeof(GLstencil) );
-#else
- GLint i;
- for (i = 0; i < width; i++)
- stencil[x] = ctx->Stencil.Clear;
-#endif
- }
- }
+ if (face != GL_FRONT) {
+ ctx->Stencil.WriteMask[1] = mask;
}
- else {
- /* clear whole stencil buffer */
- if (ctx->Stencil.WriteMask != STENCIL_MAX) {
- /* must apply mask to the clear */
- const GLuint n = ctx->DrawBuffer->Width * ctx->DrawBuffer->Height;
- GLstencil *stencil = ctx->DrawBuffer->Stencil;
- const GLstencil mask = ctx->Stencil.WriteMask;
- const GLstencil invMask = ~mask;
- const GLstencil clearVal = (ctx->Stencil.Clear & mask);
- GLuint i;
- for (i = 0; i < n; i++) {
- stencil[i] = (stencil[i] & invMask) | clearVal;
- }
- }
- else {
- /* clear whole buffer without masking */
- const GLuint n = ctx->DrawBuffer->Width * ctx->DrawBuffer->Height;
- GLstencil *stencil = ctx->DrawBuffer->Stencil;
-
-#if STENCIL_BITS==8
- MEMSET(stencil, ctx->Stencil.Clear, n * sizeof(GLstencil) );
-#else
- GLuint i;
- for (i = 0; i < n; i++) {
- stencil[i] = ctx->Stencil.Clear;
- }
-#endif
- }
+
+ if (ctx->Driver.StencilMaskSeparate) {
+ ctx->Driver.StencilMaskSeparate(ctx, face, mask);
}
}
+/* OpenGL 2.0 */
+void GLAPIENTRY
+_mesa_StencilMaskSeparate_no_error(GLenum face, GLuint mask)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ stencil_mask_separate(ctx, face, mask);
+}
-/*
- * Clear the hardware (in graphics card) stencil buffer.
- * This is done with the Driver.WriteStencilSpan() and Driver.ReadStencilSpan()
- * functions.
- * Actually, if there is a hardware stencil buffer it really should have
- * been cleared in Driver.Clear()! However, if the hardware does not
- * support scissored clears or masked clears (i.e. glStencilMask) then
- * we have to use the span-based functions.
- */
-static void
-clear_hardware_stencil_buffer( GLcontext *ctx )
+
+void GLAPIENTRY
+_mesa_StencilMaskSeparate(GLenum face, GLuint mask)
{
- ASSERT(ctx->Driver.WriteStencilSpan);
- ASSERT(ctx->Driver.ReadStencilSpan);
-
- if (ctx->Scissor.Enabled) {
- /* clear scissor region only */
- const GLint x = ctx->DrawBuffer->Xmin;
- const GLint width = ctx->DrawBuffer->Xmax - ctx->DrawBuffer->Xmin + 1;
- if (ctx->Stencil.WriteMask != STENCIL_MAX) {
- /* must apply mask to the clear */
- GLint y;
- for (y = ctx->DrawBuffer->Ymin; y <= ctx->DrawBuffer->Ymax; y++) {
- const GLstencil mask = ctx->Stencil.WriteMask;
- const GLstencil invMask = ~mask;
- const GLstencil clearVal = (ctx->Stencil.Clear & mask);
- GLstencil stencil[MAX_WIDTH];
- GLint i;
- (*ctx->Driver.ReadStencilSpan)(ctx, x, y, width, stencil);
- for (i = 0; i < width; i++) {
- stencil[i] = (stencil[i] & invMask) | clearVal;
- }
- (*ctx->Driver.WriteStencilSpan)(ctx, x, y, width, stencil, NULL);
- }
- }
- else {
- /* no masking */
- GLstencil stencil[MAX_WIDTH];
- GLint y, i;
- for (i = 0; i < width; i++) {
- stencil[i] = ctx->Stencil.Clear;
- }
- for (y = ctx->DrawBuffer->Ymin; y <= ctx->DrawBuffer->Ymax; y++) {
- (*ctx->Driver.WriteStencilSpan)(ctx, x, y, width, stencil, NULL);
- }
- }
- }
- else {
- /* clear whole stencil buffer */
- if (ctx->Stencil.WriteMask != STENCIL_MAX) {
- /* must apply mask to the clear */
- const GLstencil mask = ctx->Stencil.WriteMask;
- const GLstencil invMask = ~mask;
- const GLstencil clearVal = (ctx->Stencil.Clear & mask);
- const GLint width = ctx->DrawBuffer->Width;
- const GLint height = ctx->DrawBuffer->Height;
- const GLint x = ctx->DrawBuffer->Xmin;
- GLint y;
- for (y = 0; y < height; y++) {
- GLstencil stencil[MAX_WIDTH];
- GLuint i;
- (*ctx->Driver.ReadStencilSpan)(ctx, x, y, width, stencil);
- for (i = 0; i < width; i++) {
- stencil[i] = (stencil[i] & invMask) | clearVal;
- }
- (*ctx->Driver.WriteStencilSpan)(ctx, x, y, width, stencil, NULL);
- }
- }
- else {
- /* clear whole buffer without masking */
- const GLint width = ctx->DrawBuffer->Width;
- const GLint height = ctx->DrawBuffer->Width;
- const GLint x = ctx->DrawBuffer->Xmin;
- GLstencil stencil[MAX_WIDTH];
- GLint y, i;
- for (i = 0; i < width; i++) {
- stencil[i] = ctx->Stencil.Clear;
- }
- for (y = 0; y < height; y++) {
- (*ctx->Driver.WriteStencilSpan)(ctx, x, y, width, stencil, NULL);
- }
- }
+ GET_CURRENT_CONTEXT(ctx);
+
+ 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;
}
-}
+ stencil_mask_separate(ctx, face, mask);
+}
-/*
- * Clear the stencil buffer.
+/**
+ * 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->Driver.WriteStencilSpan) {
- ASSERT(ctx->Driver.ReadStencilSpan);
- clear_hardware_stencil_buffer(ctx);
- }
- else {
- clear_software_stencil_buffer(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;
+
+ /* 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;
}
-