/* * Mesa 3-D graphics library * * 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 * 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. */ #include "glheader.h" #include "imports.h" #include "context.h" #include "macros.h" #include "stencil.h" #include "mtypes.h" static GLboolean validate_stencil_op(struct gl_context *ctx, GLenum op) { 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; } } static GLboolean validate_stencil_func(struct gl_context *ctx, GLenum func) { switch (func) { case GL_NEVER: case GL_LESS: case GL_LEQUAL: case GL_GREATER: case GL_GEQUAL: case GL_EQUAL: case GL_NOTEQUAL: case GL_ALWAYS: return GL_TRUE; default: return GL_FALSE; } } /** * Set the clear value for the stencil buffer. * * \param s clear value. * * \sa glClearStencil(). * * Updates gl_stencil_attrib::Clear. On change * flushes the vertices and notifies the driver via * the dd_function_table::ClearStencil callback. */ void GLAPIENTRY _mesa_ClearStencil( GLint s ) { GET_CURRENT_CONTEXT(ctx); if (MESA_VERBOSE & VERBOSE_API) _mesa_debug(ctx, "glClearStencil(%d)\n", s); ctx->Stencil.Clear = (GLuint) s; } /** * Set the function and reference value for stencil testing. * * \param frontfunc front test function. * \param backfunc back test function. * \param ref front and back reference value. * \param mask front and back bitmask. * * \sa glStencilFunc(). * * Verifies the parameters and updates the respective values in * __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); 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; } if (!validate_stencil_func(ctx, backfunc)) { _mesa_error(ctx, GL_INVALID_ENUM, "glStencilFuncSeparateATI(backfunc)"); return; } /* set both front and back state */ if (ctx->Stencil.Function[0] == frontfunc && ctx->Stencil.Function[1] == backfunc && ctx->Stencil.ValueMask[0] == mask && ctx->Stencil.ValueMask[1] == mask && ctx->Stencil.Ref[0] == ref && ctx->Stencil.Ref[1] == ref) return; FLUSH_VERTICES(ctx, _NEW_STENCIL); ctx->Stencil.Function[0] = frontfunc; ctx->Stencil.Function[1] = backfunc; ctx->Stencil.Ref[0] = ctx->Stencil.Ref[1] = ref; ctx->Stencil.ValueMask[0] = ctx->Stencil.ValueMask[1] = mask; if (ctx->Driver.StencilFuncSeparate) { ctx->Driver.StencilFuncSeparate(ctx, GL_FRONT, frontfunc, ref, mask); ctx->Driver.StencilFuncSeparate(ctx, GL_BACK, backfunc, ref, mask); } } /** * Set the function and reference value for stencil testing. * * \param func test function. * \param ref reference value. * \param mask bitmask. * * \sa glStencilFunc(). * * Verifies the parameters and updates the respective values in * __struct gl_contextRec::Stencil. On change flushes the vertices and notifies * the driver via the dd_function_table::StencilFunc callback. */ void GLAPIENTRY _mesa_StencilFunc( GLenum func, GLint ref, GLuint mask ) { GET_CURRENT_CONTEXT(ctx); const GLint face = ctx->Stencil.ActiveFace; if (MESA_VERBOSE & VERBOSE_API) _mesa_debug(ctx, "glStencilFunc()\n"); if (!validate_stencil_func(ctx, func)) { _mesa_error(ctx, GL_INVALID_ENUM, "glStencilFunc(func)"); return; } if (face != 0) { if (ctx->Stencil.Function[face] == func && ctx->Stencil.ValueMask[face] == mask && ctx->Stencil.Ref[face] == ref) return; FLUSH_VERTICES(ctx, _NEW_STENCIL); ctx->Stencil.Function[face] = func; ctx->Stencil.Ref[face] = ref; ctx->Stencil.ValueMask[face] = mask; /* Only propagate the change to the driver if EXT_stencil_two_side * is enabled. */ if (ctx->Driver.StencilFuncSeparate && ctx->Stencil.TestTwoSide) { ctx->Driver.StencilFuncSeparate(ctx, GL_BACK, func, ref, mask); } } else { /* set both front and back state */ if (ctx->Stencil.Function[0] == func && ctx->Stencil.Function[1] == func && ctx->Stencil.ValueMask[0] == mask && ctx->Stencil.ValueMask[1] == mask && ctx->Stencil.Ref[0] == ref && ctx->Stencil.Ref[1] == ref) return; FLUSH_VERTICES(ctx, _NEW_STENCIL); ctx->Stencil.Function[0] = ctx->Stencil.Function[1] = func; ctx->Stencil.Ref[0] = ctx->Stencil.Ref[1] = ref; ctx->Stencil.ValueMask[0] = ctx->Stencil.ValueMask[1] = mask; if (ctx->Driver.StencilFuncSeparate) { ctx->Driver.StencilFuncSeparate(ctx, ((ctx->Stencil.TestTwoSide) ? GL_FRONT : GL_FRONT_AND_BACK), func, ref, mask); } } } /** * Set the stencil writing mask. * * \param mask bit-mask to enable/disable writing of individual bits in the * stencil planes. * * \sa glStencilMask(). * * Updates gl_stencil_attrib::WriteMask. On change flushes the vertices and * notifies the driver via the dd_function_table::StencilMask callback. */ void GLAPIENTRY _mesa_StencilMask( GLuint mask ) { GET_CURRENT_CONTEXT(ctx); const GLint face = ctx->Stencil.ActiveFace; if (MESA_VERBOSE & VERBOSE_API) _mesa_debug(ctx, "glStencilMask()\n"); if (face != 0) { /* Only modify the EXT_stencil_two_side back-face state. */ if (ctx->Stencil.WriteMask[face] == mask) return; FLUSH_VERTICES(ctx, _NEW_STENCIL); ctx->Stencil.WriteMask[face] = mask; /* Only propagate the change to the driver if EXT_stencil_two_side * is enabled. */ if (ctx->Driver.StencilMaskSeparate && ctx->Stencil.TestTwoSide) { ctx->Driver.StencilMaskSeparate(ctx, GL_BACK, mask); } } else { /* set both front and back state */ if (ctx->Stencil.WriteMask[0] == mask && ctx->Stencil.WriteMask[1] == mask) return; FLUSH_VERTICES(ctx, _NEW_STENCIL); ctx->Stencil.WriteMask[0] = ctx->Stencil.WriteMask[1] = mask; if (ctx->Driver.StencilMaskSeparate) { ctx->Driver.StencilMaskSeparate(ctx, ((ctx->Stencil.TestTwoSide) ? GL_FRONT : GL_FRONT_AND_BACK), mask); } } } /** * Set the stencil test actions. * * \param fail action to take when stencil test fails. * \param zfail action to take when stencil test passes, but depth test fails. * \param zpass action to take when stencil test passes and the depth test * passes (or depth testing is not enabled). * * \sa glStencilOp(). * * Verifies the parameters and updates the respective fields in * __struct gl_contextRec::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; if (MESA_VERBOSE & VERBOSE_API) _mesa_debug(ctx, "glStencilOp()\n"); if (!validate_stencil_op(ctx, fail)) { _mesa_error(ctx, GL_INVALID_ENUM, "glStencilOp(sfail)"); return; } if (!validate_stencil_op(ctx, zfail)) { _mesa_error(ctx, GL_INVALID_ENUM, "glStencilOp(zfail)"); return; } if (!validate_stencil_op(ctx, zpass)) { _mesa_error(ctx, GL_INVALID_ENUM, "glStencilOp(zpass)"); return; } if (face != 0) { /* only set active face state */ if (ctx->Stencil.ZFailFunc[face] == zfail && ctx->Stencil.ZPassFunc[face] == zpass && ctx->Stencil.FailFunc[face] == fail) return; FLUSH_VERTICES(ctx, _NEW_STENCIL); ctx->Stencil.ZFailFunc[face] = zfail; ctx->Stencil.ZPassFunc[face] = zpass; ctx->Stencil.FailFunc[face] = fail; /* Only propagate the change to the driver if EXT_stencil_two_side * is enabled. */ if (ctx->Driver.StencilOpSeparate && ctx->Stencil.TestTwoSide) { ctx->Driver.StencilOpSeparate(ctx, GL_BACK, fail, zfail, zpass); } } else { /* set both front and back state */ if (ctx->Stencil.ZFailFunc[0] == zfail && ctx->Stencil.ZFailFunc[1] == zfail && ctx->Stencil.ZPassFunc[0] == zpass && ctx->Stencil.ZPassFunc[1] == zpass && ctx->Stencil.FailFunc[0] == fail && ctx->Stencil.FailFunc[1] == fail) return; FLUSH_VERTICES(ctx, _NEW_STENCIL); ctx->Stencil.ZFailFunc[0] = ctx->Stencil.ZFailFunc[1] = zfail; ctx->Stencil.ZPassFunc[0] = ctx->Stencil.ZPassFunc[1] = zpass; ctx->Stencil.FailFunc[0] = ctx->Stencil.FailFunc[1] = fail; if (ctx->Driver.StencilOpSeparate) { ctx->Driver.StencilOpSeparate(ctx, ((ctx->Stencil.TestTwoSide) ? GL_FRONT : GL_FRONT_AND_BACK), fail, zfail, zpass); } } } /* GL_EXT_stencil_two_side */ void GLAPIENTRY _mesa_ActiveStencilFaceEXT(GLenum face) { GET_CURRENT_CONTEXT(ctx); if (MESA_VERBOSE & VERBOSE_API) _mesa_debug(ctx, "glActiveStencilFaceEXT()\n"); 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 { _mesa_error(ctx, GL_INVALID_ENUM, "glActiveStencilFaceEXT(face)"); } } 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, _NEW_STENCIL); ctx->Stencil.ZFailFunc[0] = zfail; ctx->Stencil.ZPassFunc[0] = zpass; ctx->Stencil.FailFunc[0] = sfail; set = GL_TRUE; } } if (face != GL_FRONT) { /* set back */ if (ctx->Stencil.ZFailFunc[1] != zfail || ctx->Stencil.ZPassFunc[1] != zpass || ctx->Stencil.FailFunc[1] != sfail) { FLUSH_VERTICES(ctx, _NEW_STENCIL); ctx->Stencil.ZFailFunc[1] = zfail; ctx->Stencil.ZPassFunc[1] = zpass; ctx->Stencil.FailFunc[1] = sfail; set = GL_TRUE; } } if (set && ctx->Driver.StencilOpSeparate) { ctx->Driver.StencilOpSeparate(ctx, face, sfail, zfail, zpass); } } void GLAPIENTRY _mesa_StencilOpSeparate(GLenum face, GLenum sfail, GLenum zfail, GLenum zpass) { GET_CURRENT_CONTEXT(ctx); if (MESA_VERBOSE & VERBOSE_API) _mesa_debug(ctx, "glStencilOpSeparate()\n"); if (!validate_stencil_op(ctx, sfail)) { _mesa_error(ctx, GL_INVALID_ENUM, "glStencilOpSeparate(sfail)"); return; } if (!validate_stencil_op(ctx, zfail)) { _mesa_error(ctx, GL_INVALID_ENUM, "glStencilOpSeparate(zfail)"); return; } if (!validate_stencil_op(ctx, zpass)) { _mesa_error(ctx, GL_INVALID_ENUM, "glStencilOpSeparate(zpass)"); return; } if (face != GL_FRONT && face != GL_BACK && face != GL_FRONT_AND_BACK) { _mesa_error(ctx, GL_INVALID_ENUM, "glStencilOpSeparate(face)"); return; } stencil_op_separate(ctx, face, sfail, zfail, zpass); } static void stencil_func_separate(struct gl_context *ctx, GLenum face, GLenum func, GLint ref, GLuint mask) { FLUSH_VERTICES(ctx, _NEW_STENCIL); if (face != GL_BACK) { /* set front */ ctx->Stencil.Function[0] = func; ctx->Stencil.Ref[0] = ref; ctx->Stencil.ValueMask[0] = mask; } if (face != GL_FRONT) { /* set back */ ctx->Stencil.Function[1] = func; ctx->Stencil.Ref[1] = ref; ctx->Stencil.ValueMask[1] = mask; } if (ctx->Driver.StencilFuncSeparate) { ctx->Driver.StencilFuncSeparate(ctx, face, func, ref, mask); } } /* OpenGL 2.0 */ void GLAPIENTRY _mesa_StencilFuncSeparate_no_error(GLenum face, GLenum func, GLint ref, GLuint mask) { GET_CURRENT_CONTEXT(ctx); stencil_func_separate(ctx, face, func, ref, mask); } void GLAPIENTRY _mesa_StencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask) { GET_CURRENT_CONTEXT(ctx); if (MESA_VERBOSE & VERBOSE_API) _mesa_debug(ctx, "glStencilFuncSeparate()\n"); if (face != GL_FRONT && face != GL_BACK && face != GL_FRONT_AND_BACK) { _mesa_error(ctx, GL_INVALID_ENUM, "glStencilFuncSeparate(face)"); return; } if (!validate_stencil_func(ctx, func)) { _mesa_error(ctx, GL_INVALID_ENUM, "glStencilFuncSeparate(func)"); return; } stencil_func_separate(ctx, face, func, ref, mask); } static void stencil_mask_separate(struct gl_context *ctx, GLenum face, GLuint mask) { 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); } } /* OpenGL 2.0 */ void GLAPIENTRY _mesa_StencilMaskSeparate_no_error(GLenum face, GLuint mask) { GET_CURRENT_CONTEXT(ctx); stencil_mask_separate(ctx, face, mask); } void GLAPIENTRY _mesa_StencilMaskSeparate(GLenum face, GLuint mask) { 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); } /** * Update derived stencil state. */ void _mesa_update_stencil(struct gl_context *ctx) { const GLint face = ctx->Stencil._BackFace; ctx->Stencil._Enabled = (ctx->Stencil.Enabled && ctx->DrawBuffer->Visual.stencilBits > 0); ctx->Stencil._TestTwoSide = ctx->Stencil._Enabled && (ctx->Stencil.Function[0] != ctx->Stencil.Function[face] || ctx->Stencil.FailFunc[0] != ctx->Stencil.FailFunc[face] || ctx->Stencil.ZPassFunc[0] != ctx->Stencil.ZPassFunc[face] || ctx->Stencil.ZFailFunc[0] != ctx->Stencil.ZFailFunc[face] || ctx->Stencil.Ref[0] != ctx->Stencil.Ref[face] || ctx->Stencil.ValueMask[0] != ctx->Stencil.ValueMask[face] || ctx->Stencil.WriteMask[0] != ctx->Stencil.WriteMask[face]); ctx->Stencil._WriteEnabled = ctx->Stencil._Enabled && (ctx->Stencil.WriteMask[0] != 0 || (ctx->Stencil._TestTwoSide && ctx->Stencil.WriteMask[face] != 0)); } /** * Initialize the context stipple state. * * \param ctx GL context. * * Initializes __struct gl_contextRec::Stencil attribute group. */ void _mesa_init_stencil(struct gl_context *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; }