namespace
{
+
// Table for fast look-up of Dali::DepthFunction enum to a GL depth function.
// Note: These MUST be in the same order as Dali::DepthFunction enum.
-const short DaliDepthToGLDepthTable[] = { GL_NEVER, GL_ALWAYS, GL_LESS, GL_GREATER, GL_EQUAL, GL_NOTEQUAL, GL_LEQUAL, GL_GEQUAL };
+const int DaliDepthToGLDepthTable[] = { GL_NEVER, GL_ALWAYS, GL_LESS, GL_GREATER, GL_EQUAL, GL_NOTEQUAL, GL_LEQUAL, GL_GEQUAL };
+
+// Table for fast look-up of Dali::StencilFunction enum to a GL stencil function.
+// Note: These MUST be in the same order as Dali::StencilFunction enum.
+const int DaliStencilFunctionToGL[] = { GL_NEVER, GL_LESS, GL_EQUAL, GL_LEQUAL, GL_GREATER, GL_NOTEQUAL, GL_GEQUAL, GL_ALWAYS };
+
+// Table for fast look-up of Dali::StencilOperation enum to a GL stencil operation.
+// Note: These MUST be in the same order as Dali::StencilOperation enum.
+const int DaliStencilOperationToGL[] = { GL_ZERO, GL_KEEP, GL_REPLACE, GL_INCR, GL_DECR, GL_INVERT, GL_INCR_WRAP, GL_DECR_WRAP };
+
} // Unnamed namespace
/**
context.StencilFunc( ( enableStencilWrite ? GL_ALWAYS : GL_EQUAL ), 1, 0xFF );
context.StencilOp( GL_KEEP, GL_REPLACE, GL_REPLACE );
+ // Write to stencil buffer or color buffer, but not both.
+ // These should only be set if the Actor::DrawMode is managing the stencil (and color) buffer.
+ context.StencilMask( enableStencilWrite ? 0xFF : 0x00 );
+ context.ColorMask( !enableStencilWrite );
+
clearMask |= ( renderFlags & RenderList::STENCIL_CLEAR ) ? GL_STENCIL_BUFFER_BIT : 0u;
}
- // Write to stencil buffer or color buffer, but not both
- context.StencilMask( enableStencilWrite ? 0xFF : 0x00 );
- context.ColorMask( !enableStencilWrite );
-
// Enable and Clear the depth buffer if required.
// DepthTest must be enabled for the layer, else testing is turned off.
if( !depthTestEnabled )
}
/**
+ * @brief This method sets up the stencil and color buffer based on the current Renderers flags.
+ * @param[in] item The current RenderItem about to be rendered
+ * @param[in] context The context
+ * @param[in/out] usedStencilBuffer True if the stencil buffer has been used so far within this RenderList
+ * @param[in] stencilManagedByDrawMode True if the stencil and color buffer is being managed by DrawMode::STENCIL
+ */
+inline void SetupPerRendererFlags( const RenderItem& item, Context& context, bool& usedStencilBuffer, bool stencilManagedByDrawMode )
+{
+ // DrawMode::STENCIL is deprecated, however to support it we must not set
+ // flags based on the renderer properties if it is in use.
+ if( stencilManagedByDrawMode )
+ {
+ return;
+ }
+
+ // Setup the color buffer based on the renderers properties.
+ Renderer *renderer = item.mRenderer;
+ context.ColorMask( renderer->GetWriteToColorBuffer() );
+
+ // If the stencil buffer is disabled for this renderer, exit now to save unnecessary value setting.
+ if( renderer->GetStencilMode() != StencilMode::ON )
+ {
+ // No per-renderer stencil setup, exit.
+ context.EnableStencilBuffer( false );
+ return;
+ }
+
+ // At this point, the stencil buffer is enabled.
+ context.EnableStencilBuffer( true );
+
+ // If this is the first use of the stencil buffer within this RenderList, clear it now.
+ // This avoids unnecessary clears.
+ if( !usedStencilBuffer )
+ {
+ context.Clear( GL_STENCIL_BUFFER_BIT, Context::CHECK_CACHED_VALUES );
+ usedStencilBuffer = true;
+ }
+
+ // Setup the stencil buffer based on the renderers properties.
+ context.StencilFunc( DaliStencilFunctionToGL[ renderer->GetStencilFunction() ],
+ renderer->GetStencilFunctionReference(),
+ renderer->GetStencilFunctionMask() );
+ context.StencilOp( DaliStencilOperationToGL[ renderer->GetStencilOperationOnFail() ],
+ DaliStencilOperationToGL[ renderer->GetStencilOperationOnZFail() ],
+ DaliStencilOperationToGL[ renderer->GetStencilOperationOnZPass() ] );
+ context.StencilMask( renderer->GetStencilMask() );
+}
+
+/**
* Sets up the depth buffer for reading and writing based on the current render item.
* The items read and write mode are used if specified.
* If AUTO is selected for reading, the decision will be based on the Layer Behavior.
bool depthTestEnabled = !( renderList.GetSourceLayer()->IsDepthTestDisabled() );
bool isLayer3D = renderList.GetSourceLayer()->GetBehavior() == Dali::Layer::LAYER_3D;
+ bool usedStencilBuffer = false;
+ bool stencilManagedByDrawMode = renderList.GetFlags() & RenderList::STENCIL_BUFFER_ENABLED;
SetScissorTest( renderList, context );
SetRenderFlags( renderList, context, depthTestEnabled, isLayer3D );
const RenderItem& item = renderList.GetItem( index );
DALI_PRINT_RENDER_ITEM( item );
+ SetupPerRendererFlags( item, context, usedStencilBuffer, stencilManagedByDrawMode );
item.mRenderer->Render( context, textureCache, bufferIndex, *item.mNode, defaultShader,
item.mModelMatrix, item.mModelViewMatrix, viewMatrix, projectionMatrix, item.mSize, !item.mIsOpaque );
}
// Set up the depth buffer based on per-renderer flags.
SetupDepthBuffer( item, context, isLayer3D );
+ SetupPerRendererFlags( item, context, usedStencilBuffer, stencilManagedByDrawMode );
item.mRenderer->Render( context, textureCache, bufferIndex, *item.mNode, defaultShader,
item.mModelMatrix, item.mModelViewMatrix, viewMatrix, projectionMatrix, item.mSize, !item.mIsOpaque );