X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Fmesa%2Fmain%2Fstencil.c;h=e61eb0030c0619d66b491b69df699e061dbac5f4;hb=aac367f48afc62176faf67aa6f329fbeae2004b4;hp=b6afd660e6cc60576990ad418e6be6e4cd5fd9f8;hpb=3c63452e64df7e10aa073c6c3b9492b1d7dabbb8;p=mesa.git diff --git a/src/mesa/main/stencil.c b/src/mesa/main/stencil.c index b6afd660e6c..e61eb0030c0 100644 --- a/src/mesa/main/stencil.c +++ b/src/mesa/main/stencil.c @@ -1,10 +1,8 @@ -/* $Id: stencil.c,v 1.29 2002/10/24 23:57:21 brianp Exp $ */ - /* * Mesa 3-D graphics library - * Version: 4.1 + * Version: 6.5.2 * - * Copyright (C) 1999-2002 Brian Paul All Rights Reserved. + * Copyright (C) 1999-2006 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"), @@ -25,41 +23,83 @@ */ +/** + * \file stencil.c + * Stencil operations. + * + * Note: There's an incompatibility 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. + * + * So either we advertise the GL_EXT_stencil_two_side extension, or OpenGL + * 2.0, but not both. + * + * Also, note that GL_ATI_separate_stencil is different as well: + * glStencilFuncSeparateATI(GLenum frontfunc, GLenum backfunc, ...) vs. + * glStencilFuncSeparate(GLenum face, GLenum func, ...). + */ + + #include "glheader.h" #include "imports.h" #include "context.h" -#include "depth.h" #include "macros.h" #include "stencil.h" #include "mtypes.h" -#include "enable.h" -void +/** + * Set the clear value for the stencil buffer. + * + * \param s clear value. + * + * \sa glClearStencil(). + * + * Updates gl_stencil_attrib::Clear. On change + * flushes the vertices and notifies the driver via + * the dd_function_table::ClearStencil callback. + */ +void GLAPIENTRY _mesa_ClearStencil( GLint s ) { GET_CURRENT_CONTEXT(ctx); ASSERT_OUTSIDE_BEGIN_END(ctx); - if (ctx->Stencil.Clear == (GLstencil) s) + if (ctx->Stencil.Clear == (GLuint) s) return; FLUSH_VERTICES(ctx, _NEW_STENCIL); - ctx->Stencil.Clear = (GLstencil) s; + ctx->Stencil.Clear = (GLuint) s; if (ctx->Driver.ClearStencil) { - (*ctx->Driver.ClearStencil)( ctx, s ); + ctx->Driver.ClearStencil( ctx, s ); } } - -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; + const GLint stencilMax = (1 << ctx->DrawBuffer->Visual.stencilBits) - 1; ASSERT_OUTSIDE_BEGIN_END(ctx); switch (func) { @@ -73,55 +113,109 @@ _mesa_StencilFunc( GLenum func, GLint ref, GLuint mask ) case GL_ALWAYS: break; default: - _mesa_error( ctx, GL_INVALID_ENUM, "glStencilFunc" ); + _mesa_error( ctx, GL_INVALID_ENUM, "glStencilFunc (0x%04x)", func ); return; } - maxref = (1 << STENCIL_BITS) - 1; - 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; + ref = CLAMP( ref, 0, stencilMax ); - if (ctx->Driver.StencilFunc) { - (*ctx->Driver.StencilFunc)( ctx, func, ref, mask ); + if (ctx->Extensions.ATI_separate_stencil) { + /* 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, GL_FRONT_AND_BACK, + func, ref, mask); + } + } + else { + /* only set active face state */ + const GLint face = ctx->Stencil.ActiveFace; + 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 (ctx->Driver.StencilFuncSeparate) { + ctx->Driver.StencilFuncSeparate(ctx, face ? GL_BACK : GL_FRONT, + 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); - 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 ); + if (ctx->Extensions.ATI_separate_stencil) { + /* 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, GL_FRONT_AND_BACK, mask); + } + } + else { + /* only set active face state */ + const GLint face = ctx->Stencil.ActiveFace; + if (ctx->Stencil.WriteMask[face] == mask) + return; + FLUSH_VERTICES(ctx, _NEW_STENCIL); + ctx->Stencil.WriteMask[face] = mask; + if (ctx->Driver.StencilMaskSeparate) { + ctx->Driver.StencilMaskSeparate(ctx, face ? GL_BACK : GL_FRONT, mask); + } } } - -void +/** + * Set the stencil test actions. + * + * \param fail action to take when stencil test fails. + * \param zfail action to take when stencil test passes, but depth test fails. + * \param zpass action to take when stencil test passes and the depth test + * passes (or depth testing is not enabled). + * + * \sa glStencilOp(). + * + * Verifies the parameters and updates the respective fields in + * __GLcontextRec::Stencil. On change flushes the vertices and notifies the + * driver via the dd_function_table::StencilOp callback. + */ +void GLAPIENTRY _mesa_StencilOp(GLenum fail, GLenum zfail, GLenum zpass) { GET_CURRENT_CONTEXT(ctx); - const GLint face = ctx->Stencil.ActiveFace; ASSERT_OUTSIDE_BEGIN_END(ctx); switch (fail) { @@ -134,7 +228,7 @@ _mesa_StencilOp(GLenum fail, GLenum zfail, GLenum zpass) break; case GL_INCR_WRAP_EXT: case GL_DECR_WRAP_EXT: - if (!ctx->Extensions.EXT_stencil_wrap) { + if (ctx->Extensions.EXT_stencil_wrap) { break; } /* FALL-THROUGH */ @@ -179,36 +273,281 @@ _mesa_StencilOp(GLenum fail, GLenum zfail, GLenum zpass) return; } - 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; - - if (ctx->Driver.StencilOp) { - (*ctx->Driver.StencilOp)(ctx, fail, zfail, zpass); + if (ctx->Extensions.ATI_separate_stencil) { + /* 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, GL_FRONT_AND_BACK, + fail, zfail, zpass); + } + } + else { + /* only set active face state */ + const GLint face = ctx->Stencil.ActiveFace; + 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; + if (ctx->Driver.StencilOpSeparate) { + ctx->Driver.StencilOpSeparate(ctx, face ? GL_BACK : GL_FRONT, + fail, zfail, zpass); + } } } + +#if _HAVE_FULL_GL /* GL_EXT_stencil_two_side */ -void +void GLAPIENTRY _mesa_ActiveStencilFaceEXT(GLenum face) { GET_CURRENT_CONTEXT(ctx); ASSERT_OUTSIDE_BEGIN_END(ctx); + if (!ctx->Extensions.EXT_stencil_two_side) { + _mesa_error(ctx, GL_INVALID_OPERATION, "glActiveStencilFaceEXT"); + return; + } + if (face == GL_FRONT || face == GL_BACK) { FLUSH_VERTICES(ctx, _NEW_STENCIL); ctx->Stencil.ActiveFace = (face == GL_FRONT) ? 0 : 1; } + else { + _mesa_error(ctx, GL_INVALID_ENUM, "glActiveStencilFaceEXT(face)"); + } +} +#endif + + + +/** + * OpenGL 2.0 function. + * \todo Make StencilOp() call this function. And eventually remove the + * ctx->Driver.StencilOp function and use ctx->Driver.StencilOpSeparate + * instead. + */ +void GLAPIENTRY +_mesa_StencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass) +{ + GET_CURRENT_CONTEXT(ctx); + ASSERT_OUTSIDE_BEGIN_END(ctx); + + if (face != GL_FRONT && face != GL_BACK && face != GL_FRONT_AND_BACK) { + _mesa_error(ctx, GL_INVALID_ENUM, "glStencilOpSeparate(face)"); + return; + } - if (ctx->Driver.ActiveStencilFace) { - (*ctx->Driver.ActiveStencilFace)( ctx, (GLuint) ctx->Stencil.ActiveFace ); + switch (fail) { + case GL_KEEP: + case GL_ZERO: + case GL_REPLACE: + case GL_INCR: + case GL_DECR: + case GL_INVERT: + break; + case GL_INCR_WRAP_EXT: + case GL_DECR_WRAP_EXT: + if (ctx->Extensions.EXT_stencil_wrap) { + break; + } + /* FALL-THROUGH */ + default: + _mesa_error(ctx, GL_INVALID_ENUM, "glStencilOpSeparate(fail)"); + return; + } + switch (zfail) { + case GL_KEEP: + case GL_ZERO: + case GL_REPLACE: + case GL_INCR: + case GL_DECR: + case GL_INVERT: + break; + case GL_INCR_WRAP_EXT: + case GL_DECR_WRAP_EXT: + if (ctx->Extensions.EXT_stencil_wrap) { + break; + } + /* FALL-THROUGH */ + default: + _mesa_error(ctx, GL_INVALID_ENUM, "glStencilOpSeparate(zfail)"); + return; + } + switch (zpass) { + case GL_KEEP: + case GL_ZERO: + case GL_REPLACE: + case GL_INCR: + case GL_DECR: + case GL_INVERT: + break; + case GL_INCR_WRAP_EXT: + case GL_DECR_WRAP_EXT: + if (ctx->Extensions.EXT_stencil_wrap) { + break; + } + /* FALL-THROUGH */ + default: + _mesa_error(ctx, GL_INVALID_ENUM, "glStencilOpSeparate(zpass)"); + return; + } + + FLUSH_VERTICES(ctx, _NEW_STENCIL); + + if (face != GL_BACK) { + ctx->Stencil.FailFunc[0] = fail; + ctx->Stencil.ZFailFunc[0] = zfail; + ctx->Stencil.ZPassFunc[0] = zpass; + } + if (face != GL_FRONT) { + ctx->Stencil.FailFunc[1] = fail; + ctx->Stencil.ZFailFunc[1] = zfail; + ctx->Stencil.ZPassFunc[1] = zpass; + } + if (ctx->Driver.StencilOpSeparate) { + ctx->Driver.StencilOpSeparate(ctx, face, fail, zfail, zpass); } } + +/* OpenGL 2.0 */ +void GLAPIENTRY +_mesa_StencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask) +{ + GET_CURRENT_CONTEXT(ctx); + const GLint stencilMax = (1 << ctx->DrawBuffer->Visual.stencilBits) - 1; + ASSERT_OUTSIDE_BEGIN_END(ctx); + + if (face != GL_FRONT && face != GL_BACK && face != GL_FRONT_AND_BACK) { + _mesa_error(ctx, GL_INVALID_ENUM, "glStencilFuncSeparate(face)"); + return; + } + + 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: + break; + default: + _mesa_error(ctx, GL_INVALID_ENUM, "glStencilFuncSeparate(func)"); + return; + } + + ref = CLAMP(ref, 0, stencilMax); + + FLUSH_VERTICES(ctx, _NEW_STENCIL); + + if (face == GL_FRONT || face == GL_FRONT_AND_BACK) { + ctx->Stencil.Function[0] = func; + ctx->Stencil.Ref[0] = ref; + ctx->Stencil.ValueMask[0] = mask; + } + if (face == GL_BACK || face == GL_FRONT_AND_BACK) { + ctx->Stencil.Function[1] = func; + ctx->Stencil.Ref[1] = ref; + ctx->Stencil.ValueMask[1] = mask; + } + if (ctx->Driver.StencilFuncSeparate) { + ctx->Driver.StencilFuncSeparate(ctx, face, func, ref, mask); + } +} + + +/* OpenGL 2.0 */ +void GLAPIENTRY +_mesa_StencilMaskSeparate(GLenum face, GLuint mask) +{ + GET_CURRENT_CONTEXT(ctx); + ASSERT_OUTSIDE_BEGIN_END(ctx); + + if (face != GL_FRONT && face != GL_BACK && face != GL_FRONT_AND_BACK) { + _mesa_error(ctx, GL_INVALID_ENUM, "glStencilaMaskSeparate(face)"); + return; + } + + FLUSH_VERTICES(ctx, _NEW_STENCIL); + + if (face != GL_BACK) { + ctx->Stencil.WriteMask[0] = mask; + } + if (face != GL_FRONT) { + ctx->Stencil.WriteMask[1] = mask; + } + if (ctx->Driver.StencilMaskSeparate) { + ctx->Driver.StencilMaskSeparate(ctx, face, mask); + } +} + + +/** + * Update derived stencil state. + */ +void +_mesa_update_stencil(GLcontext *ctx) +{ + if (ctx->Extensions.EXT_stencil_two_side) { + ctx->Stencil._TestTwoSide = ctx->Stencil.TestTwoSide; + } + else { + ctx->Stencil._TestTwoSide = + (ctx->Stencil.Function[0] != ctx->Stencil.Function[1] || + ctx->Stencil.FailFunc[0] != ctx->Stencil.FailFunc[1] || + ctx->Stencil.ZPassFunc[0] != ctx->Stencil.ZPassFunc[1] || + ctx->Stencil.ZFailFunc[0] != ctx->Stencil.ZFailFunc[1] || + ctx->Stencil.Ref[0] != ctx->Stencil.Ref[1] || + ctx->Stencil.ValueMask[0] != ctx->Stencil.ValueMask[1] || + ctx->Stencil.WriteMask[0] != ctx->Stencil.WriteMask[1]); + } +} + + +/** + * Initialize the context stipple state. + * + * \param ctx GL context. + * + * Initializes __GLcontextRec::Stencil attribute group. + */ +void +_mesa_init_stencil(GLcontext *ctx) +{ + ctx->Stencil.Enabled = GL_FALSE; + ctx->Stencil.TestTwoSide = GL_FALSE; + ctx->Stencil.ActiveFace = 0; /* 0 = GL_FRONT, 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] = ~0U; + ctx->Stencil.ValueMask[1] = ~0U; + ctx->Stencil.WriteMask[0] = ~0U; + ctx->Stencil.WriteMask[1] = ~0U; + ctx->Stencil.Clear = 0; +}