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-rw-r--r--Userland/Libraries/LibGL/Stencil.cpp160
1 files changed, 160 insertions, 0 deletions
diff --git a/Userland/Libraries/LibGL/Stencil.cpp b/Userland/Libraries/LibGL/Stencil.cpp
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+++ b/Userland/Libraries/LibGL/Stencil.cpp
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+/*
+ * Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
+ * Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
+ * Copyright (c) 2022, Jelle Raaijmakers <jelle@gmta.nl>
+ *
+ * SPDX-License-Identifier: BSD-2-Clause
+ */
+
+#include <AK/Debug.h>
+#include <LibGL/GLContext.h>
+
+namespace GL {
+
+void GLContext::gl_clear_stencil(GLint s)
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_clear_stencil, s);
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+
+ m_clear_stencil = static_cast<u8>(s & ((1 << m_device_info.stencil_bits) - 1));
+}
+
+void GLContext::gl_stencil_func_separate(GLenum face, GLenum func, GLint ref, GLuint mask)
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_stencil_func_separate, face, func, ref, mask);
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+
+ RETURN_WITH_ERROR_IF(!(face == GL_FRONT || face == GL_BACK || face == GL_FRONT_AND_BACK), GL_INVALID_ENUM);
+
+ RETURN_WITH_ERROR_IF(!(func == GL_NEVER
+ || func == GL_LESS
+ || func == GL_LEQUAL
+ || func == GL_GREATER
+ || func == GL_GEQUAL
+ || func == GL_EQUAL
+ || func == GL_NOTEQUAL
+ || func == GL_ALWAYS),
+ GL_INVALID_ENUM);
+
+ ref = clamp(ref, 0, (1 << m_device_info.stencil_bits) - 1);
+
+ StencilFunctionOptions new_options = { func, ref, mask };
+ if (face == GL_FRONT || face == GL_FRONT_AND_BACK)
+ m_stencil_function[Face::Front] = new_options;
+ if (face == GL_BACK || face == GL_FRONT_AND_BACK)
+ m_stencil_function[Face::Back] = new_options;
+
+ m_stencil_configuration_dirty = true;
+}
+
+void GLContext::gl_stencil_mask_separate(GLenum face, GLuint mask)
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_stencil_mask_separate, face, mask);
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+
+ if (face == GL_FRONT || face == GL_FRONT_AND_BACK)
+ m_stencil_operation[Face::Front].write_mask = mask;
+ if (face == GL_BACK || face == GL_FRONT_AND_BACK)
+ m_stencil_operation[Face::Back].write_mask = mask;
+
+ m_stencil_configuration_dirty = true;
+}
+
+void GLContext::gl_stencil_op_separate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass)
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_stencil_op_separate, face, sfail, dpfail, dppass);
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+
+ RETURN_WITH_ERROR_IF(!(face == GL_FRONT || face == GL_BACK || face == GL_FRONT_AND_BACK), GL_INVALID_ENUM);
+
+ auto is_valid_op = [](GLenum op) -> bool {
+ return op == GL_KEEP || op == GL_ZERO || op == GL_REPLACE || op == GL_INCR || op == GL_INCR_WRAP
+ || op == GL_DECR || op == GL_DECR_WRAP || op == GL_INVERT;
+ };
+ RETURN_WITH_ERROR_IF(!is_valid_op(sfail), GL_INVALID_ENUM);
+ RETURN_WITH_ERROR_IF(!is_valid_op(dpfail), GL_INVALID_ENUM);
+ RETURN_WITH_ERROR_IF(!is_valid_op(dppass), GL_INVALID_ENUM);
+
+ auto update_stencil_operation = [&](Face face, GLenum sfail, GLenum dpfail, GLenum dppass) {
+ auto& stencil_operation = m_stencil_operation[face];
+ stencil_operation.op_fail = sfail;
+ stencil_operation.op_depth_fail = dpfail;
+ stencil_operation.op_pass = dppass;
+ };
+ if (face == GL_FRONT || face == GL_FRONT_AND_BACK)
+ update_stencil_operation(Face::Front, sfail, dpfail, dppass);
+ if (face == GL_BACK || face == GL_FRONT_AND_BACK)
+ update_stencil_operation(Face::Back, sfail, dpfail, dppass);
+
+ m_stencil_configuration_dirty = true;
+}
+
+void GLContext::sync_stencil_configuration()
+{
+ if (!m_stencil_configuration_dirty)
+ return;
+ m_stencil_configuration_dirty = false;
+
+ auto set_device_stencil = [&](GPU::Face face, StencilFunctionOptions func, StencilOperationOptions op) {
+ GPU::StencilConfiguration device_configuration;
+
+ // Stencil test function
+ auto map_func = [](GLenum func) -> GPU::StencilTestFunction {
+ switch (func) {
+ case GL_ALWAYS:
+ return GPU::StencilTestFunction::Always;
+ case GL_EQUAL:
+ return GPU::StencilTestFunction::Equal;
+ case GL_GEQUAL:
+ return GPU::StencilTestFunction::GreaterOrEqual;
+ case GL_GREATER:
+ return GPU::StencilTestFunction::Greater;
+ case GL_LESS:
+ return GPU::StencilTestFunction::Less;
+ case GL_LEQUAL:
+ return GPU::StencilTestFunction::LessOrEqual;
+ case GL_NEVER:
+ return GPU::StencilTestFunction::Never;
+ case GL_NOTEQUAL:
+ return GPU::StencilTestFunction::NotEqual;
+ }
+ VERIFY_NOT_REACHED();
+ };
+ device_configuration.test_function = map_func(func.func);
+ device_configuration.reference_value = func.reference_value;
+ device_configuration.test_mask = func.mask;
+
+ // Stencil operation
+ auto map_operation = [](GLenum operation) -> GPU::StencilOperation {
+ switch (operation) {
+ case GL_DECR:
+ return GPU::StencilOperation::Decrement;
+ case GL_DECR_WRAP:
+ return GPU::StencilOperation::DecrementWrap;
+ case GL_INCR:
+ return GPU::StencilOperation::Increment;
+ case GL_INCR_WRAP:
+ return GPU::StencilOperation::IncrementWrap;
+ case GL_INVERT:
+ return GPU::StencilOperation::Invert;
+ case GL_KEEP:
+ return GPU::StencilOperation::Keep;
+ case GL_REPLACE:
+ return GPU::StencilOperation::Replace;
+ case GL_ZERO:
+ return GPU::StencilOperation::Zero;
+ }
+ VERIFY_NOT_REACHED();
+ };
+ device_configuration.on_stencil_test_fail = map_operation(op.op_fail);
+ device_configuration.on_depth_test_fail = map_operation(op.op_depth_fail);
+ device_configuration.on_pass = map_operation(op.op_pass);
+ device_configuration.write_mask = op.write_mask;
+
+ m_rasterizer->set_stencil_configuration(face, device_configuration);
+ };
+ set_device_stencil(GPU::Face::Front, m_stencil_function[Face::Front], m_stencil_operation[Face::Front]);
+ set_device_stencil(GPU::Face::Back, m_stencil_function[Face::Back], m_stencil_operation[Face::Back]);
+}
+
+}