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LibGL: Split up GLContext implementation into logical units
This allows for faster rebuilds when the implementation changes.
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10 changed files with 2614 additions and 2513 deletions
160
Userland/Libraries/LibGL/Stencil.cpp
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160
Userland/Libraries/LibGL/Stencil.cpp
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/*
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* Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
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* Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
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* Copyright (c) 2022, Jelle Raaijmakers <jelle@gmta.nl>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#include <AK/Debug.h>
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#include <LibGL/GLContext.h>
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namespace GL {
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void GLContext::gl_clear_stencil(GLint s)
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{
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APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_clear_stencil, s);
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RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
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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 GLContext::gl_stencil_func_separate(GLenum face, GLenum func, GLint ref, GLuint mask)
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{
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APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_stencil_func_separate, face, func, ref, mask);
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RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
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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(!(func == GL_NEVER
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|| func == GL_LESS
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|| func == GL_LEQUAL
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|| func == GL_GREATER
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|| func == GL_GEQUAL
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|| func == GL_EQUAL
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|| func == GL_NOTEQUAL
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|| func == GL_ALWAYS),
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GL_INVALID_ENUM);
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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 GLContext::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 GLContext::gl_stencil_op_separate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass)
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{
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APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_stencil_op_separate, face, sfail, dpfail, dppass);
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RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
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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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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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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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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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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 GLContext::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 = [&](GPU::Face face, StencilFunctionOptions func, StencilOperationOptions op) {
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GPU::StencilConfiguration device_configuration;
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// Stencil test function
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auto map_func = [](GLenum func) -> GPU::StencilTestFunction {
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switch (func) {
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case GL_ALWAYS:
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return GPU::StencilTestFunction::Always;
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case GL_EQUAL:
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return GPU::StencilTestFunction::Equal;
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case GL_GEQUAL:
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return GPU::StencilTestFunction::GreaterOrEqual;
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case GL_GREATER:
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return GPU::StencilTestFunction::Greater;
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case GL_LESS:
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return GPU::StencilTestFunction::Less;
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case GL_LEQUAL:
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return GPU::StencilTestFunction::LessOrEqual;
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case GL_NEVER:
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return GPU::StencilTestFunction::Never;
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case GL_NOTEQUAL:
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return GPU::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) -> GPU::StencilOperation {
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switch (operation) {
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case GL_DECR:
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return GPU::StencilOperation::Decrement;
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case GL_DECR_WRAP:
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return GPU::StencilOperation::DecrementWrap;
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case GL_INCR:
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return GPU::StencilOperation::Increment;
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case GL_INCR_WRAP:
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return GPU::StencilOperation::IncrementWrap;
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case GL_INVERT:
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return GPU::StencilOperation::Invert;
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case GL_KEEP:
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return GPU::StencilOperation::Keep;
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case GL_REPLACE:
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return GPU::StencilOperation::Replace;
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case GL_ZERO:
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return GPU::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(GPU::Face::Front, m_stencil_function[Face::Front], m_stencil_operation[Face::Front]);
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set_device_stencil(GPU::Face::Back, m_stencil_function[Face::Back], m_stencil_operation[Face::Back]);
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}
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}
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