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https://github.com/RGBCube/serenity
synced 2025-07-25 21:27:35 +00:00
LibGL+LibSoftGPU: Implement the stencil buffer
This implements an 8-bit front stencil buffer. Stencil operations are SIMD optimized. LibGL changes include: * New `glStencilMask` and `glStencilMaskSeparate` functions * New context parameter `GL_STENCIL_CLEAR_VALUE`
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6386671944
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11c807ebd1
13 changed files with 430 additions and 77 deletions
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@ -165,7 +165,9 @@ Optional<ContextParameter> SoftwareGLContext::get_context_parameter(GLenum name)
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return ContextParameter { .type = GL_BOOL, .is_capability = true, .value = { .boolean_value = scissor_enabled } };
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}
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case GL_STENCIL_BITS:
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return ContextParameter { .type = GL_INT, .value = { .integer_value = sizeof(float) * 8 } };
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return ContextParameter { .type = GL_INT, .value = { .integer_value = m_device_info.stencil_bits } };
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case GL_STENCIL_CLEAR_VALUE:
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return ContextParameter { .type = GL_INT, .value = { .integer_value = m_clear_stencil } };
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case GL_STENCIL_TEST:
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return ContextParameter { .type = GL_BOOL, .is_capability = true, .value = { .boolean_value = m_stencil_test_enabled } };
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case GL_TEXTURE_1D:
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@ -239,9 +241,8 @@ void SoftwareGLContext::gl_clear(GLbitfield mask)
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if (mask & GL_DEPTH_BUFFER_BIT)
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m_rasterizer.clear_depth(static_cast<float>(m_clear_depth));
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// FIXME: implement GL_STENCIL_BUFFER_BIT
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if (mask & GL_STENCIL_BUFFER_BIT)
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dbgln_if(GL_DEBUG, "gl_clear(): GL_STENCIL_BUFFER_BIT is unimplemented");
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m_rasterizer.clear_stencil(m_clear_stencil);
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}
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void SoftwareGLContext::gl_clear_color(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
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@ -268,9 +269,7 @@ void SoftwareGLContext::gl_clear_stencil(GLint s)
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RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
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// FIXME: "s is masked with 2^m - 1 , where m is the number of bits in the stencil buffer"
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m_clear_stencil = s;
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m_clear_stencil = static_cast<u8>(s & ((1 << m_device_info.stencil_bits) - 1));
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}
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void SoftwareGLContext::gl_color(GLdouble r, GLdouble g, GLdouble b, GLdouble a)
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@ -697,6 +696,8 @@ void SoftwareGLContext::gl_enable(GLenum capability)
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break;
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case GL_STENCIL_TEST:
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m_stencil_test_enabled = true;
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rasterizer_options.enable_stencil_test = true;
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update_rasterizer_options = true;
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break;
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case GL_TEXTURE_1D:
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m_active_texture_unit->set_texture_1d_enabled(true);
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@ -808,6 +809,8 @@ void SoftwareGLContext::gl_disable(GLenum capability)
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break;
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case GL_STENCIL_TEST:
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m_stencil_test_enabled = false;
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rasterizer_options.enable_stencil_test = false;
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update_rasterizer_options = true;
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break;
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case GL_TEXTURE_1D:
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m_active_texture_unit->set_texture_1d_enabled(false);
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@ -2631,13 +2634,28 @@ void SoftwareGLContext::gl_stencil_func_separate(GLenum face, GLenum func, GLint
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|| func == GL_ALWAYS),
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GL_INVALID_ENUM);
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// FIXME: "ref is clamped to the range 02^n - 1 , where n is the number of bitplanes in the stencil buffer"
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ref = clamp(ref, 0, (1 << m_device_info.stencil_bits) - 1);
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StencilFunctionOptions new_options = { func, ref, mask };
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if (face == GL_FRONT || face == GL_FRONT_AND_BACK)
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m_stencil_function[Face::Front] = new_options;
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if (face == GL_BACK || face == GL_FRONT_AND_BACK)
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m_stencil_function[Face::Back] = new_options;
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m_stencil_configuration_dirty = true;
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}
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void SoftwareGLContext::gl_stencil_mask_separate(GLenum face, GLuint mask)
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{
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APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_stencil_mask_separate, face, mask);
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RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
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if (face == GL_FRONT || face == GL_FRONT_AND_BACK)
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m_stencil_operation[Face::Front].write_mask = mask;
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if (face == GL_BACK || face == GL_FRONT_AND_BACK)
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m_stencil_operation[Face::Back].write_mask = mask;
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m_stencil_configuration_dirty = true;
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}
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void SoftwareGLContext::gl_stencil_op_separate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass)
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@ -2647,39 +2665,26 @@ void SoftwareGLContext::gl_stencil_op_separate(GLenum face, GLenum sfail, GLenum
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RETURN_WITH_ERROR_IF(!(face == GL_FRONT || face == GL_BACK || face == GL_FRONT_AND_BACK), GL_INVALID_ENUM);
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RETURN_WITH_ERROR_IF(!(sfail == GL_KEEP
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|| sfail == GL_ZERO
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|| sfail == GL_REPLACE
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|| sfail == GL_INCR
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|| sfail == GL_INCR_WRAP
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|| sfail == GL_DECR
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|| sfail == GL_DECR_WRAP
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|| sfail == GL_INVERT),
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GL_INVALID_ENUM);
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RETURN_WITH_ERROR_IF(!(dpfail == GL_KEEP
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|| dpfail == GL_ZERO
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|| dpfail == GL_REPLACE
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|| dpfail == GL_INCR
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|| dpfail == GL_INCR_WRAP
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|| dpfail == GL_DECR
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|| dpfail == GL_DECR_WRAP
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|| dpfail == GL_INVERT),
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GL_INVALID_ENUM);
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RETURN_WITH_ERROR_IF(!(dppass == GL_KEEP
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|| dppass == GL_ZERO
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|| dppass == GL_REPLACE
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|| dppass == GL_INCR
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|| dppass == GL_INCR_WRAP
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|| dppass == GL_DECR
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|| dppass == GL_DECR_WRAP
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|| dppass == GL_INVERT),
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GL_INVALID_ENUM);
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auto is_valid_op = [](GLenum op) -> bool {
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return op == GL_KEEP || op == GL_ZERO || op == GL_REPLACE || op == GL_INCR || op == GL_INCR_WRAP
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|| op == GL_DECR || op == GL_DECR_WRAP || op == GL_INVERT;
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};
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RETURN_WITH_ERROR_IF(!is_valid_op(sfail), GL_INVALID_ENUM);
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RETURN_WITH_ERROR_IF(!is_valid_op(dpfail), GL_INVALID_ENUM);
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RETURN_WITH_ERROR_IF(!is_valid_op(dppass), GL_INVALID_ENUM);
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StencilOperationOptions new_options = { sfail, dpfail, dppass };
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auto update_stencil_operation = [&](Face face, GLenum sfail, GLenum dpfail, GLenum dppass) {
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auto& stencil_operation = m_stencil_operation[face];
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stencil_operation.op_fail = sfail;
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stencil_operation.op_depth_fail = dpfail;
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stencil_operation.op_pass = dppass;
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};
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if (face == GL_FRONT || face == GL_FRONT_AND_BACK)
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m_stencil_operation[Face::Front] = new_options;
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update_stencil_operation(Face::Front, sfail, dpfail, dppass);
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if (face == GL_BACK || face == GL_FRONT_AND_BACK)
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m_stencil_operation[Face::Back] = new_options;
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update_stencil_operation(Face::Back, sfail, dpfail, dppass);
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m_stencil_configuration_dirty = true;
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}
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void SoftwareGLContext::gl_normal(GLfloat nx, GLfloat ny, GLfloat nz)
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@ -2908,6 +2913,7 @@ void SoftwareGLContext::sync_device_config()
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sync_device_sampler_config();
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sync_device_texcoord_config();
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sync_light_state();
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sync_stencil_configuration();
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}
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void SoftwareGLContext::sync_device_sampler_config()
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@ -3170,6 +3176,74 @@ void SoftwareGLContext::sync_device_texcoord_config()
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m_rasterizer.set_options(options);
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}
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void SoftwareGLContext::sync_stencil_configuration()
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{
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if (!m_stencil_configuration_dirty)
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return;
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m_stencil_configuration_dirty = false;
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auto set_device_stencil = [&](SoftGPU::Face face, StencilFunctionOptions func, StencilOperationOptions op) {
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SoftGPU::StencilConfiguration device_configuration;
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// Stencil test function
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auto map_func = [](GLenum func) -> SoftGPU::StencilTestFunction {
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switch (func) {
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case GL_ALWAYS:
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return SoftGPU::StencilTestFunction::Always;
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case GL_EQUAL:
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return SoftGPU::StencilTestFunction::Equal;
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case GL_GEQUAL:
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return SoftGPU::StencilTestFunction::GreaterOrEqual;
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case GL_GREATER:
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return SoftGPU::StencilTestFunction::Greater;
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case GL_LESS:
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return SoftGPU::StencilTestFunction::Less;
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case GL_LEQUAL:
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return SoftGPU::StencilTestFunction::LessOrEqual;
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case GL_NEVER:
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return SoftGPU::StencilTestFunction::Never;
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case GL_NOTEQUAL:
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return SoftGPU::StencilTestFunction::NotEqual;
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}
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VERIFY_NOT_REACHED();
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};
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device_configuration.test_function = map_func(func.func);
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device_configuration.reference_value = func.reference_value;
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device_configuration.test_mask = func.mask;
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// Stencil operation
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auto map_operation = [](GLenum operation) -> SoftGPU::StencilOperation {
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switch (operation) {
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case GL_DECR:
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return SoftGPU::StencilOperation::Decrement;
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case GL_DECR_WRAP:
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return SoftGPU::StencilOperation::DecrementWrap;
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case GL_INCR:
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return SoftGPU::StencilOperation::Increment;
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case GL_INCR_WRAP:
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return SoftGPU::StencilOperation::IncrementWrap;
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case GL_INVERT:
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return SoftGPU::StencilOperation::Invert;
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case GL_KEEP:
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return SoftGPU::StencilOperation::Keep;
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case GL_REPLACE:
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return SoftGPU::StencilOperation::Replace;
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case GL_ZERO:
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return SoftGPU::StencilOperation::Zero;
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}
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VERIFY_NOT_REACHED();
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};
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device_configuration.on_stencil_test_fail = map_operation(op.op_fail);
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device_configuration.on_depth_test_fail = map_operation(op.op_depth_fail);
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device_configuration.on_pass = map_operation(op.op_pass);
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device_configuration.write_mask = op.write_mask;
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m_rasterizer.set_stencil_configuration(face, device_configuration);
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};
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set_device_stencil(SoftGPU::Face::Front, m_stencil_function[Face::Front], m_stencil_operation[Face::Front]);
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set_device_stencil(SoftGPU::Face::Back, m_stencil_function[Face::Back], m_stencil_operation[Face::Back]);
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}
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void SoftwareGLContext::gl_lightf(GLenum light, GLenum pname, GLfloat param)
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{
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APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_lightf, light, pname, param);
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