stencil.c

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/* * 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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