stencil.c
来自「Mesa is an open-source implementation of」· C语言 代码 · 共 561 行 · 第 1/2 页
C
561 行
/* * Mesa 3-D graphics library * Version: 7.1 * * 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. *//** * \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 "macros.h"#include "stencil.h"#include "mtypes.h"static GLbooleanvalidate_stencil_op(GLcontext *ctx, GLenum op){ switch (op) { case GL_KEEP: case GL_ZERO: case GL_REPLACE: case GL_INCR: case GL_DECR: case GL_INVERT: return GL_TRUE; case GL_INCR_WRAP_EXT: case GL_DECR_WRAP_EXT: if (ctx->Extensions.EXT_stencil_wrap) { return GL_TRUE; } /* FALL-THROUGH */ default: return GL_FALSE; }}static GLbooleanvalidate_stencil_func(GLcontext *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); ASSERT_OUTSIDE_BEGIN_END(ctx); if (ctx->Stencil.Clear == (GLuint) s) return; FLUSH_VERTICES(ctx, _NEW_STENCIL); ctx->Stencil.Clear = (GLuint) s; if (ctx->Driver.ClearStencil) { ctx->Driver.ClearStencil( ctx, 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 * __GLcontextRec::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); const GLint stencilMax = (1 << ctx->DrawBuffer->Visual.stencilBits) - 1; ASSERT_OUTSIDE_BEGIN_END(ctx); 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; } ref = CLAMP( ref, 0, stencilMax ); /* 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 * __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 stencilMax = (1 << ctx->DrawBuffer->Visual.stencilBits) - 1; ASSERT_OUTSIDE_BEGIN_END(ctx); if (!validate_stencil_func(ctx, func)) { _mesa_error(ctx, GL_INVALID_ENUM, "glStencilFunc(func)"); return; } ref = CLAMP( ref, 0, stencilMax ); if (ctx->Extensions.EXT_stencil_two_side) { /* 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); } } 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, 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); ASSERT_OUTSIDE_BEGIN_END(ctx); if (ctx->Extensions.EXT_stencil_two_side) { /* 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); } } 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;
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