-/* $Id: stencil.c,v 1.9 1999/11/11 01:22:27 brianp Exp $ */
+/**
+ * \file stencil.c
+ * Stencil operations.
+ */
/*
* Mesa 3-D graphics library
- * Version: 3.3
- *
- * Copyright (C) 1999 Brian Paul All Rights Reserved.
- *
+ * Version: 4.1
+ *
+ * Copyright (C) 1999-2002 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
*/
-#ifdef PC_HEADER
-#include "all.h"
-#else
#include "glheader.h"
+#include "imports.h"
#include "context.h"
-#include "mem.h"
-#include "pb.h"
+#include "depth.h"
+#include "macros.h"
#include "stencil.h"
-#include "types.h"
+#include "mtypes.h"
#include "enable.h"
-#endif
-#if STENCIL_BITS==8
-# define STENCIL_MAX 0xff
-#elif STENCIL_BITS==16
-# define STENCIL_MAX 0xffff
-#else
- illegal number of stencil bits
-#endif
-
-
-
-/*
- * Return the address of a stencil buffer value given the window coords:
+/**
+ * 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.
*/
-#define STENCIL_ADDRESS(X,Y) (ctx->Buffer->Stencil + ctx->Buffer->Width * (Y) + (X))
-
-
-void
+void GLAPIENTRY
_mesa_ClearStencil( GLint s )
{
GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glClearStencil");
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
+
+ if (ctx->Stencil.Clear == (GLstencil) s)
+ return;
+
+ FLUSH_VERTICES(ctx, _NEW_STENCIL);
ctx->Stencil.Clear = (GLstencil) s;
if (ctx->Driver.ClearStencil) {
}
-
-void
+/**
+ * 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 face = ctx->Stencil.ActiveFace;
GLint maxref;
-
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glStencilFunc");
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
switch (func) {
case GL_NEVER:
case GL_EQUAL:
case GL_NOTEQUAL:
case GL_ALWAYS:
- ctx->Stencil.Function = func;
break;
default:
- gl_error( ctx, GL_INVALID_ENUM, "glStencilFunc" );
+ _mesa_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;
+ ref = (GLstencil) CLAMP( ref, 0, maxref );
+
+ if (ctx->Stencil.Function[face] == func &&
+ ctx->Stencil.ValueMask[face] == (GLstencil) 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] = (GLstencil) mask;
if (ctx->Driver.StencilFunc) {
- (*ctx->Driver.StencilFunc)( ctx, func, ctx->Stencil.Ref, mask );
+ (*ctx->Driver.StencilFunc)( ctx, func, ref, mask );
}
}
-
-void
+/**
+ * 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);
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glStencilMask");
- ctx->Stencil.WriteMask = (GLstencil) mask;
+ const GLint face = ctx->Stencil.ActiveFace;
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
+
+ if (ctx->Stencil.WriteMask[face] == (GLstencil) mask)
+ return;
+
+ FLUSH_VERTICES(ctx, _NEW_STENCIL);
+ ctx->Stencil.WriteMask[face] = (GLstencil) mask;
if (ctx->Driver.StencilMask) {
(*ctx->Driver.StencilMask)( ctx, mask );
}
-
-void
-_mesa_StencilOp( GLenum fail, GLenum zfail, GLenum zpass )
+/**
+ * Set the stencil test actions.
+ *
+ * \param fail action to take when stencil test fails.
+ * \param zfail action to take when stencil test passes, but the 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);
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glStencilOp");
+ const GLint face = ctx->Stencil.ActiveFace;
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
+
switch (fail) {
case GL_KEEP:
case GL_ZERO:
case GL_INCR:
case GL_DECR:
case GL_INVERT:
+ break;
case GL_INCR_WRAP_EXT:
case GL_DECR_WRAP_EXT:
- ctx->Stencil.FailFunc = fail;
- break;
+ if (ctx->Extensions.EXT_stencil_wrap) {
+ break;
+ }
+ /* FALL-THROUGH */
default:
- gl_error( ctx, GL_INVALID_ENUM, "glStencilOp" );
+ _mesa_error(ctx, GL_INVALID_ENUM, "glStencilOp");
return;
}
switch (zfail) {
case GL_INCR:
case GL_DECR:
case GL_INVERT:
+ break;
case GL_INCR_WRAP_EXT:
case GL_DECR_WRAP_EXT:
- ctx->Stencil.ZFailFunc = zfail;
- break;
+ if (ctx->Extensions.EXT_stencil_wrap) {
+ break;
+ }
+ /* FALL-THROUGH */
default:
- gl_error( ctx, GL_INVALID_ENUM, "glStencilOp" );
+ _mesa_error(ctx, GL_INVALID_ENUM, "glStencilOp");
return;
}
switch (zpass) {
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 (ctx->Driver.StencilOp) {
- (*ctx->Driver.StencilOp)( ctx, fail, zfail, zpass );
- }
-}
-
-
-
-/* Stencil Logic:
-
-IF stencil test fails THEN
- Don't write the pixel (RGBA,Z)
- Execute FailOp
-ELSE
- Write the pixel
-ENDIF
-
-Perform Depth Test
-
-IF depth test passes OR no depth buffer THEN
- Execute ZPass
- Write the pixel
-ELSE
- Execute ZFail
-ENDIF
-
-*/
-
-
-
-
-/*
- * 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 = (GLstencil) (~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] = (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 & (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] = (GLstencil) ((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] = (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 stencilop in apply_stencil_op_to_span");
- }
-}
-
-
-
-
-/*
- * 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.
- */
-GLint gl_stencil_span( GLcontext *ctx,
- GLuint n, GLint x, GLint y, GLubyte mask[] )
-{
- 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 = (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;
- }
-
- apply_stencil_op_to_span( ctx, n, x, y, ctx->Stencil.FailFunc, fail );
-
- return (allfail) ? 0 : 1;
-}
-
-
-
-
-/*
- * 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.
- */
- apply_stencil_op_to_span( ctx, n, x, y, ctx->Stencil.ZPassFunc, mask );
- }
- 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;
- }
+ if (ctx->Extensions.EXT_stencil_wrap) {
+ break;
}
- }
-
- /* 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[] )
-{
- GLuint i;
- GLstencil ref;
- GLstencil wrtmask, invmask;
-
- wrtmask = ctx->Stencil.WriteMask;
- invmask = (GLstencil) (~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 = (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;
+ /* FALL-THROUGH */
default:
- gl_problem(ctx, "Bad stencilop in apply_stencil_op_to_pixels");
+ _mesa_error(ctx, GL_INVALID_ENUM, "glStencilOp");
+ return;
}
-}
-
+ if (ctx->Stencil.ZFailFunc[face] == zfail &&
+ ctx->Stencil.ZPassFunc[face] == zpass &&
+ ctx->Stencil.FailFunc[face] == fail)
+ return;
-/*
- * 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
- */
+ FLUSH_VERTICES(ctx, _NEW_STENCIL);
+ ctx->Stencil.ZFailFunc[face] = zfail;
+ ctx->Stencil.ZPassFunc[face] = zpass;
+ ctx->Stencil.FailFunc[face] = fail;
- 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 = (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 (ctx->Driver.StencilOp) {
+ (*ctx->Driver.StencilOp)(ctx, fail, zfail, zpass);
}
-
- apply_stencil_op_to_pixels( ctx, n, x, y, ctx->Stencil.FailFunc, fail );
-
- return (allfail) ? 0 : 1;
}
-
-
-/*
- * 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[] )
+#if _HAVE_FULL_GL
+/* GL_EXT_stencil_two_side */
+void GLAPIENTRY
+_mesa_ActiveStencilFaceEXT(GLenum face)
{
- 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 );
- }
- 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];
- }
-
- /* 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;
- }
- }
- }
+ GET_CURRENT_CONTEXT(ctx);
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
- /* 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 (face == GL_FRONT || face == GL_BACK) {
+ FLUSH_VERTICES(ctx, _NEW_STENCIL);
+ ctx->Stencil.ActiveFace = (face == GL_FRONT) ? 0 : 1;
}
-}
-
-
-
-/*
- * 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[] )
-{
- 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
+ if (ctx->Driver.ActiveStencilFace) {
+ (*ctx->Driver.ActiveStencilFace)( ctx, (GLuint) ctx->Stencil.ActiveFace );
}
}
-
-
-
-/*
- * 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
- }
-}
-
-
-
-/*
- * 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 )
-{
- GLuint buffersize = ctx->Buffer->Width * ctx->Buffer->Height;
-
- /* deallocate current stencil buffer if present */
- if (ctx->Buffer->Stencil) {
- FREE(ctx->Buffer->Stencil);
- ctx->Buffer->Stencil = NULL;
- }
-
- /* allocate new stencil buffer */
- ctx->Buffer->Stencil = (GLstencil *) MALLOC(buffersize * sizeof(GLstencil));
- if (!ctx->Buffer->Stencil) {
- /* out of memory */
- _mesa_set_enable( ctx, GL_STENCIL_TEST, GL_FALSE );
- gl_error( ctx, GL_OUT_OF_MEMORY, "gl_alloc_stencil_buffer" );
- }
-}
-
-
-/*
- * 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 __GLcontextRec::Stencil attribute group.
*/
-void gl_clear_stencil_buffer( GLcontext *ctx )
+void _mesa_init_stencil( GLcontext * 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
- }
+ /* Stencil group */
+ ctx->Stencil.Enabled = GL_FALSE;
+ ctx->Stencil.TestTwoSide = GL_FALSE;
+ ctx->Stencil.ActiveFace = 0; /* 0 = GL_FRONT, 1 = GL_BACK */
+ ctx->Stencil.Function[0] = GL_ALWAYS;
+ ctx->Stencil.Function[1] = GL_ALWAYS;
+ ctx->Stencil.FailFunc[0] = GL_KEEP;
+ ctx->Stencil.FailFunc[1] = GL_KEEP;
+ ctx->Stencil.ZPassFunc[0] = GL_KEEP;
+ ctx->Stencil.ZPassFunc[1] = GL_KEEP;
+ ctx->Stencil.ZFailFunc[0] = GL_KEEP;
+ ctx->Stencil.ZFailFunc[1] = GL_KEEP;
+ ctx->Stencil.Ref[0] = 0;
+ ctx->Stencil.Ref[1] = 0;
+ ctx->Stencil.ValueMask[0] = STENCIL_MAX;
+ ctx->Stencil.ValueMask[1] = STENCIL_MAX;
+ ctx->Stencil.WriteMask[0] = STENCIL_MAX;
+ ctx->Stencil.WriteMask[1] = STENCIL_MAX;
+ ctx->Stencil.Clear = 0;
}