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-rw-r--r--src/mesa/main/stencil.c1268
1 files changed, 1 insertions, 1267 deletions
diff --git a/src/mesa/main/stencil.c b/src/mesa/main/stencil.c
index 2dcecced563..93a83034922 100644
--- a/src/mesa/main/stencil.c
+++ b/src/mesa/main/stencil.c
@@ -1,4 +1,4 @@
-/* $Id: stencil.c,v 1.21 2000/10/30 13:32:01 keithw Exp $ */
+/* $Id: stencil.c,v 1.22 2000/10/31 18:09:45 keithw Exp $ */
/*
* Mesa 3-D graphics library
@@ -33,7 +33,6 @@
#include "depth.h"
#include "macros.h"
#include "mem.h"
-#include "pb.h"
#include "stencil.h"
#include "types.h"
#include "enable.h"
@@ -181,1268 +180,3 @@ _mesa_StencilOp(GLenum fail, GLenum zfail, GLenum zpass)
}
}
-
-
-/* Stencil Logic:
-
-IF stencil test fails THEN
- Apply fail-op to stencil value
- Don't write the pixel (RGBA,Z)
-ELSE
- IF doing depth test && depth test fails THEN
- Apply zfail-op to stencil value
- Write RGBA and Z to appropriate buffers
- ELSE
- Apply zpass-op to stencil value
-ENDIF
-
-*/
-
-
-
-
-/*
- * Return the address of a stencil buffer value given the window coords:
- */
-#define STENCIL_ADDRESS(X,Y) \
- (ctx->DrawBuffer->Stencil + ctx->DrawBuffer->Width * (Y) + (X))
-
-
-
-/*
- * Apply the given stencil operator to the array of stencil values.
- * Don't touch stencil[i] if mask[i] is zero.
- * Input: n - size of stencil array
- * oper - the stencil buffer operator
- * stencil - array of stencil values
- * mask - array [n] of flag: 1=apply operator, 0=don't apply operator
- * Output: stencil - modified values
- */
-static void apply_stencil_op( const GLcontext *ctx, GLenum oper,
- GLuint n, GLstencil stencil[],
- const GLubyte mask[] )
-{
- const GLstencil ref = ctx->Stencil.Ref;
- const GLstencil wrtmask = ctx->Stencil.WriteMask;
- const GLstencil invmask = (GLstencil) (~ctx->Stencil.WriteMask);
- GLuint i;
-
- switch (oper) {
- case GL_KEEP:
- /* do nothing */
- break;
- case GL_ZERO:
- if (invmask==0) {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- stencil[i] = 0;
- }
- }
- }
- else {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- stencil[i] = (GLstencil) (stencil[i] & invmask);
- }
- }
- }
- break;
- case GL_REPLACE:
- if (invmask==0) {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- stencil[i] = ref;
- }
- }
- }
- else {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil s = stencil[i];
- stencil[i] = (GLstencil) ((invmask & s ) | (wrtmask & ref));
- }
- }
- }
- break;
- case GL_INCR:
- if (invmask==0) {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil s = stencil[i];
- if (s < STENCIL_MAX) {
- stencil[i] = (GLstencil) (s+1);
- }
- }
- }
- }
- else {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- /* VERIFY logic of adding 1 to a write-masked value */
- GLstencil s = stencil[i];
- if (s < STENCIL_MAX) {
- stencil[i] = (GLstencil) ((invmask & s) | (wrtmask & (s+1)));
- }
- }
- }
- }
- break;
- case GL_DECR:
- if (invmask==0) {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil s = stencil[i];
- if (s>0) {
- stencil[i] = (GLstencil) (s-1);
- }
- }
- }
- }
- else {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- /* VERIFY logic of subtracting 1 to a write-masked value */
- GLstencil s = stencil[i];
- if (s>0) {
- stencil[i] = (GLstencil) ((invmask & s) | (wrtmask & (s-1)));
- }
- }
- }
- }
- break;
- case GL_INCR_WRAP_EXT:
- if (invmask==0) {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- stencil[i]++;
- }
- }
- }
- else {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil s = stencil[i];
- stencil[i] = (GLstencil) ((invmask & s) | (wrtmask & (s+1)));
- }
- }
- }
- break;
- case GL_DECR_WRAP_EXT:
- if (invmask==0) {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- stencil[i]--;
- }
- }
- }
- else {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil s = stencil[i];
- stencil[i] = (GLstencil) ((invmask & s) | (wrtmask & (s-1)));
- }
- }
- }
- break;
- case GL_INVERT:
- if (invmask==0) {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil s = stencil[i];
- stencil[i] = (GLstencil) ~s;
- }
- }
- }
- else {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil s = stencil[i];
- stencil[i] = (GLstencil) ((invmask & s) | (wrtmask & ~s));
- }
- }
- }
- break;
- default:
- gl_problem(ctx, "Bad stencil op in apply_stencil_op");
- }
-}
-
-
-
-
-/*
- * Apply stencil test to an array of stencil values (before depth buffering).
- * Input: n - number of pixels in the array
- * stencil - array of [n] stencil values
- * mask - array [n] of flag: 0=skip the pixel, 1=stencil the pixel
- * Output: mask - pixels which fail the stencil test will have their
- * mask flag set to 0.
- * stencil - updated stencil values (where the test passed)
- * Return: GL_FALSE = all pixels failed, GL_TRUE = zero or more pixels passed.
- */
-static GLboolean
-do_stencil_test( GLcontext *ctx, GLuint n, GLstencil stencil[],
- GLubyte mask[] )
-{
- GLubyte fail[PB_SIZE];
- GLboolean allfail = GL_FALSE;
- GLuint i;
- GLstencil r, s;
-
- ASSERT(n <= PB_SIZE);
-
- /*
- * Perform stencil test. The results of this operation are stored
- * in the fail[] array:
- * IF fail[i] is non-zero THEN
- * the stencil fail operator is to be applied
- * ELSE
- * the stencil fail operator is not to be applied
- * ENDIF
- */
- switch (ctx->Stencil.Function) {
- case GL_NEVER:
- /* always fail */
- for (i=0;i<n;i++) {
- if (mask[i]) {
- mask[i] = 0;
- fail[i] = 1;
- }
- else {
- fail[i] = 0;
- }
- }
- allfail = GL_TRUE;
- break;
- case GL_LESS:
- r = (GLstencil) (ctx->Stencil.Ref & ctx->Stencil.ValueMask);
- for (i=0;i<n;i++) {
- if (mask[i]) {
- s = (GLstencil) (stencil[i] & ctx->Stencil.ValueMask);
- if (r < s) {
- /* passed */
- fail[i] = 0;
- }
- else {
- fail[i] = 1;
- mask[i] = 0;
- }
- }
- else {
- fail[i] = 0;
- }
- }
- break;
- case GL_LEQUAL:
- r = (GLstencil) (ctx->Stencil.Ref & ctx->Stencil.ValueMask);
- for (i=0;i<n;i++) {
- if (mask[i]) {
- s = (GLstencil) (stencil[i] & ctx->Stencil.ValueMask);
- if (r <= s) {
- /* pass */
- fail[i] = 0;
- }
- else {
- fail[i] = 1;
- mask[i] = 0;
- }
- }
- else {
- fail[i] = 0;
- }
- }
- break;
- case GL_GREATER:
- r = (GLstencil) (ctx->Stencil.Ref & ctx->Stencil.ValueMask);
- for (i=0;i<n;i++) {
- if (mask[i]) {
- s = (GLstencil) (stencil[i] & ctx->Stencil.ValueMask);
- if (r > s) {
- /* passed */
- fail[i] = 0;
- }
- else {
- fail[i] = 1;
- mask[i] = 0;
- }
- }
- else {
- fail[i] = 0;
- }
- }
- break;
- case GL_GEQUAL:
- r = (GLstencil) (ctx->Stencil.Ref & ctx->Stencil.ValueMask);
- for (i=0;i<n;i++) {
- if (mask[i]) {
- s = (GLstencil) (stencil[i] & ctx->Stencil.ValueMask);
- if (r >= s) {
- /* passed */
- fail[i] = 0;
- }
- else {
- fail[i] = 1;
- mask[i] = 0;
- }
- }
- else {
- fail[i] = 0;
- }
- }
- break;
- case GL_EQUAL:
- r = (GLstencil) (ctx->Stencil.Ref & ctx->Stencil.ValueMask);
- for (i=0;i<n;i++) {
- if (mask[i]) {
- s = (GLstencil) (stencil[i] & ctx->Stencil.ValueMask);
- if (r == s) {
- /* passed */
- fail[i] = 0;
- }
- else {
- fail[i] = 1;
- mask[i] = 0;
- }
- }
- else {
- fail[i] = 0;
- }
- }
- break;
- case GL_NOTEQUAL:
- r = (GLstencil) (ctx->Stencil.Ref & ctx->Stencil.ValueMask);
- for (i=0;i<n;i++) {
- if (mask[i]) {
- s = (GLstencil) (stencil[i] & ctx->Stencil.ValueMask);
- if (r != s) {
- /* passed */
- fail[i] = 0;
- }
- else {
- fail[i] = 1;
- mask[i] = 0;
- }
- }
- else {
- fail[i] = 0;
- }
- }
- break;
- case GL_ALWAYS:
- /* always pass */
- for (i=0;i<n;i++) {
- fail[i] = 0;
- }
- break;
- default:
- gl_problem(ctx, "Bad stencil func in gl_stencil_span");
- return 0;
- }
-
- if (ctx->Stencil.FailFunc != GL_KEEP) {
- apply_stencil_op( ctx, ctx->Stencil.FailFunc, n, stencil, fail );
- }
-
- return !allfail;
-}
-
-
-
-
-/*
- * Apply stencil and depth testing to an array of pixels.
- * Hardware or software stencil buffer acceptable.
- * Input: n - number of pixels in the span
- * z - array [n] of z values
- * stencil - array [n] of stencil values
- * mask - array [n] of flags (1=test this pixel, 0=skip the pixel)
- * Output: stencil - modified stencil values
- * mask - array [n] of flags (1=stencil and depth test passed)
- * Return: GL_TRUE - all fragments failed the testing
- * GL_FALSE - one or more fragments passed the testing
- *
- */
-static GLboolean
-stencil_and_ztest_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
- const GLdepth z[], GLstencil stencil[],
- GLubyte mask[] )
-{
- ASSERT(ctx->Stencil.Enabled);
- ASSERT(n <= PB_SIZE);
-
- /*
- * Apply the stencil test to the fragments.
- * failMask[i] is 1 if the stencil test failed.
- */
- if (do_stencil_test( ctx, n, stencil, mask ) == GL_FALSE) {
- /* all fragments failed the stencil test, we're done. */
- return GL_FALSE;
- }
-
-
- /*
- * Some fragments passed the stencil test, apply depth test to them
- * and apply Zpass and Zfail stencil ops.
- */
- if (ctx->Depth.Test==GL_FALSE) {
- /*
- * No depth buffer, just apply zpass stencil function to active pixels.
- */
- apply_stencil_op( ctx, ctx->Stencil.ZPassFunc, n, stencil, mask );
- }
- else {
- /*
- * Perform depth buffering, then apply zpass or zfail stencil function.
- */
- GLubyte passmask[MAX_WIDTH], failmask[MAX_WIDTH], oldmask[MAX_WIDTH];
- GLuint i;
-
- /* save the current mask bits */
- MEMCPY(oldmask, mask, n * sizeof(GLubyte));
-
- /* apply the depth test */
- _mesa_depth_test_span(ctx, n, x, y, z, mask);
-
- /* Set the stencil pass/fail flags according to result of depth testing.
- * if oldmask[i] == 0 then
- * Don't touch the stencil value
- * else if oldmask[i] and newmask[i] then
- * Depth test passed
- * else
- * assert(oldmask[i] && !newmask[i])
- * Depth test failed
- * endif
- */
- for (i=0;i<n;i++) {
- ASSERT(mask[i] == 0 || mask[i] == 1);
- passmask[i] = oldmask[i] & mask[i];
- failmask[i] = oldmask[i] & (mask[i] ^ 1);
- }
-
- /* apply the pass and fail operations */
- if (ctx->Stencil.ZFailFunc != GL_KEEP) {
- apply_stencil_op( ctx, ctx->Stencil.ZFailFunc, n, stencil, failmask );
- }
- if (ctx->Stencil.ZPassFunc != GL_KEEP) {
- apply_stencil_op( ctx, ctx->Stencil.ZPassFunc, n, stencil, passmask );
- }
- }
-
- return GL_TRUE; /* one or more fragments passed both tests */
-}
-
-
-
-/*
- * Apply stencil and depth testing to the span of pixels.
- * Both software and hardware stencil buffers are acceptable.
- * Input: n - number of pixels in the span
- * x, y - location of leftmost pixel in span
- * z - array [n] of z values
- * mask - array [n] of flags (1=test this pixel, 0=skip the pixel)
- * Output: mask - array [n] of flags (1=stencil and depth test passed)
- * Return: GL_TRUE - all fragments failed the testing
- * GL_FALSE - one or more fragments passed the testing
- *
- */
-GLboolean
-_mesa_stencil_and_ztest_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
- const GLdepth z[], GLubyte mask[] )
-{
- GLstencil stencilRow[MAX_WIDTH];
- GLstencil *stencil;
- GLboolean result;
-
- ASSERT(ctx->Stencil.Enabled);
- ASSERT(n <= MAX_WIDTH);
-
- /* Get initial stencil values */
- if (ctx->Driver.WriteStencilSpan) {
- ASSERT(ctx->Driver.ReadStencilSpan);
- /* Get stencil values from the hardware stencil buffer */
- (*ctx->Driver.ReadStencilSpan)(ctx, n, x, y, stencilRow);
- stencil = stencilRow;
- }
- else {
- /* software stencil buffer */
- stencil = STENCIL_ADDRESS(x, y);
- }
-
- /* do all the stencil/depth testing/updating */
- result = stencil_and_ztest_span( ctx, n, x, y, z, stencil, mask );
-
- if (ctx->Driver.WriteStencilSpan) {
- /* Write updated stencil values into hardware stencil buffer */
- (ctx->Driver.WriteStencilSpan)(ctx, n, x, y, stencil, mask );
- }
-
- return result;
-}
-
-
-
-
-/*
- * Apply the given stencil operator for each pixel in the array whose
- * mask flag is set. This is for software stencil buffers only.
- * Input: n - number of pixels in the span
- * x, y - array of [n] pixels
- * operator - the stencil buffer operator
- * mask - array [n] of flag: 1=apply operator, 0=don't apply operator
- */
-static void
-apply_stencil_op_to_pixels( const GLcontext *ctx,
- GLuint n, const GLint x[], const GLint y[],
- GLenum oper, const GLubyte mask[] )
-{
- const GLstencil ref = ctx->Stencil.Ref;
- const GLstencil wrtmask = ctx->Stencil.WriteMask;
- const GLstencil invmask = (GLstencil) (~ctx->Stencil.WriteMask);
- GLuint i;
-
- ASSERT(!ctx->Driver.WriteStencilSpan); /* software stencil buffer only! */
-
- switch (oper) {
- case GL_KEEP:
- /* do nothing */
- break;
- case GL_ZERO:
- if (invmask==0) {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
- *sptr = 0;
- }
- }
- }
- else {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
- *sptr = (GLstencil) (invmask & *sptr);
- }
- }
- }
- break;
- case GL_REPLACE:
- if (invmask==0) {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
- *sptr = ref;
- }
- }
- }
- else {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
- *sptr = (GLstencil) ((invmask & *sptr ) | (wrtmask & ref));
- }
- }
- }
- break;
- case GL_INCR:
- if (invmask==0) {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
- if (*sptr < STENCIL_MAX) {
- *sptr = (GLstencil) (*sptr + 1);
- }
- }
- }
- }
- else {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
- if (*sptr < STENCIL_MAX) {
- *sptr = (GLstencil) ((invmask & *sptr) | (wrtmask & (*sptr+1)));
- }
- }
- }
- }
- break;
- case GL_DECR:
- if (invmask==0) {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
- if (*sptr>0) {
- *sptr = (GLstencil) (*sptr - 1);
- }
- }
- }
- }
- else {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
- if (*sptr>0) {
- *sptr = (GLstencil) ((invmask & *sptr) | (wrtmask & (*sptr-1)));
- }
- }
- }
- }
- break;
- case GL_INCR_WRAP_EXT:
- if (invmask==0) {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
- *sptr = (GLstencil) (*sptr + 1);
- }
- }
- }
- else {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
- *sptr = (GLstencil) ((invmask & *sptr) | (wrtmask & (*sptr+1)));
- }
- }
- }
- break;
- case GL_DECR_WRAP_EXT:
- if (invmask==0) {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
- *sptr = (GLstencil) (*sptr - 1);
- }
- }
- }
- else {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
- *sptr = (GLstencil) ((invmask & *sptr) | (wrtmask & (*sptr-1)));
- }
- }
- }
- break;
- case GL_INVERT:
- if (invmask==0) {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
- *sptr = (GLstencil) (~*sptr);
- }
- }
- }
- else {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
- *sptr = (GLstencil) ((invmask & *sptr) | (wrtmask & ~*sptr));
- }
- }
- }
- break;
- default:
- gl_problem(ctx, "Bad stencilop in apply_stencil_op_to_pixels");
- }
-}
-
-
-
-/*
- * Apply stencil test to an array of pixels before depth buffering.
- * Used for software stencil buffer only.
- * Input: n - number of pixels in the span
- * x, y - array of [n] pixels to stencil
- * mask - array [n] of flag: 0=skip the pixel, 1=stencil the pixel
- * Output: mask - pixels which fail the stencil test will have their
- * mask flag set to 0.
- * Return: 0 = all pixels failed, 1 = zero or more pixels passed.
- */
-static GLboolean
-stencil_test_pixels( GLcontext *ctx, GLuint n,
- const GLint x[], const GLint y[], GLubyte mask[] )
-{
- GLubyte fail[PB_SIZE];
- GLstencil r, s;
- GLuint i;
- GLboolean allfail = GL_FALSE;
-
- ASSERT(!ctx->Driver.WriteStencilSpan); /* software stencil buffer only! */
-
- /*
- * Perform stencil test. The results of this operation are stored
- * in the fail[] array:
- * IF fail[i] is non-zero THEN
- * the stencil fail operator is to be applied
- * ELSE
- * the stencil fail operator is not to be applied
- * ENDIF
- */
-
- switch (ctx->Stencil.Function) {
- case GL_NEVER:
- /* always fail */
- for (i=0;i<n;i++) {
- if (mask[i]) {
- mask[i] = 0;
- fail[i] = 1;
- }
- else {
- fail[i] = 0;
- }
- }
- allfail = GL_TRUE;
- break;
- case GL_LESS:
- r = (GLstencil) (ctx->Stencil.Ref & ctx->Stencil.ValueMask);
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil *sptr = STENCIL_ADDRESS(x[i],y[i]);
- s = (GLstencil) (*sptr & ctx->Stencil.ValueMask);
- if (r < s) {
- /* passed */
- fail[i] = 0;
- }
- else {
- fail[i] = 1;
- mask[i] = 0;
- }
- }
- else {
- fail[i] = 0;
- }
- }
- break;
- case GL_LEQUAL:
- r = (GLstencil) (ctx->Stencil.Ref & ctx->Stencil.ValueMask);
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil *sptr = STENCIL_ADDRESS(x[i],y[i]);
- s = (GLstencil) (*sptr & ctx->Stencil.ValueMask);
- if (r <= s) {
- /* pass */
- fail[i] = 0;
- }
- else {
- fail[i] = 1;
- mask[i] = 0;
- }
- }
- else {
- fail[i] = 0;
- }
- }
- break;
- case GL_GREATER:
- r = (GLstencil) (ctx->Stencil.Ref & ctx->Stencil.ValueMask);
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil *sptr = STENCIL_ADDRESS(x[i],y[i]);
- s = (GLstencil) (*sptr & ctx->Stencil.ValueMask);
- if (r > s) {
- /* passed */
- fail[i] = 0;
- }
- else {
- fail[i] = 1;
- mask[i] = 0;
- }
- }
- else {
- fail[i] = 0;
- }
- }
- break;
- case GL_GEQUAL:
- r = (GLstencil) (ctx->Stencil.Ref & ctx->Stencil.ValueMask);
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil *sptr = STENCIL_ADDRESS(x[i],y[i]);
- s = (GLstencil) (*sptr & ctx->Stencil.ValueMask);
- if (r >= s) {
- /* passed */
- fail[i] = 0;
- }
- else {
- fail[i] = 1;
- mask[i] = 0;
- }
- }
- else {
- fail[i] = 0;
- }
- }
- break;
- case GL_EQUAL:
- r = (GLstencil) (ctx->Stencil.Ref & ctx->Stencil.ValueMask);
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil *sptr = STENCIL_ADDRESS(x[i],y[i]);
- s = (GLstencil) (*sptr & ctx->Stencil.ValueMask);
- if (r == s) {
- /* passed */
- fail[i] = 0;
- }
- else {
- fail[i] = 1;
- mask[i] = 0;
- }
- }
- else {
- fail[i] = 0;
- }
- }
- break;
- case GL_NOTEQUAL:
- r = (GLstencil) (ctx->Stencil.Ref & ctx->Stencil.ValueMask);
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLstencil *sptr = STENCIL_ADDRESS(x[i],y[i]);
- s = (GLstencil) (*sptr & ctx->Stencil.ValueMask);
- if (r != s) {
- /* passed */
- fail[i] = 0;
- }
- else {
- fail[i] = 1;
- mask[i] = 0;
- }
- }
- else {
- fail[i] = 0;
- }
- }
- break;
- case GL_ALWAYS:
- /* always pass */
- for (i=0;i<n;i++) {
- fail[i] = 0;
- }
- break;
- default:
- gl_problem(ctx, "Bad stencil func in gl_stencil_pixels");
- return 0;
- }
-
- if (ctx->Stencil.FailFunc != GL_KEEP) {
- apply_stencil_op_to_pixels( ctx, n, x, y, ctx->Stencil.FailFunc, fail );
- }
-
- return !allfail;
-}
-
-
-
-
-/*
- * Apply stencil and depth testing to an array of pixels.
- * This is used both for software and hardware stencil buffers.
- *
- * The comments in this function are a bit sparse but the code is
- * almost identical to stencil_and_ztest_span(), which is well
- * commented.
- *
- * Input: n - number of pixels in the array
- * x, y - array of [n] pixel positions
- * z - array [n] of z values
- * mask - array [n] of flags (1=test this pixel, 0=skip the pixel)
- * Output: mask - array [n] of flags (1=stencil and depth test passed)
- * Return: GL_TRUE - all fragments failed the testing
- * GL_FALSE - one or more fragments passed the testing
- */
-GLboolean
-_mesa_stencil_and_ztest_pixels( GLcontext *ctx,
- GLuint n, const GLint x[], const GLint y[],
- const GLdepth z[], GLubyte mask[] )
-{
- ASSERT(ctx->Stencil.Enabled);
- ASSERT(n <= PB_SIZE);
-
- if (ctx->Driver.WriteStencilPixels) {
- /*** Hardware stencil buffer ***/
- GLstencil stencil[PB_SIZE];
- GLubyte mask[PB_SIZE];
-
- ASSERT(ctx->Driver.ReadStencilPixels);
- (*ctx->Driver.ReadStencilPixels)(ctx, n, x, y, stencil);
-
-
- if (do_stencil_test( ctx, n, stencil, mask ) == GL_FALSE) {
- /* all fragments failed the stencil test, we're done. */
- return GL_FALSE;
- }
-
- if (ctx->Depth.Test == GL_FALSE) {
- apply_stencil_op( ctx, ctx->Stencil.ZPassFunc, n, stencil, mask );
- }
- else {
- GLubyte passmask[PB_SIZE], failmask[PB_SIZE], oldmask[PB_SIZE];
- GLuint i;
-
- MEMCPY(oldmask, mask, n * sizeof(GLubyte));
-
- _mesa_depth_test_pixels(ctx, n, x, y, z, mask);
-
- for (i=0;i<n;i++) {
- ASSERT(mask[i] == 0 || mask[i] == 1);
- passmask[i] = oldmask[i] & mask[i];
- failmask[i] = oldmask[i] & (mask[i] ^ 1);
- }
-
- if (ctx->Stencil.ZFailFunc != GL_KEEP) {
- apply_stencil_op( ctx, ctx->Stencil.ZFailFunc, n, stencil, failmask );
- }
- if (ctx->Stencil.ZPassFunc != GL_KEEP) {
- apply_stencil_op( ctx, ctx->Stencil.ZPassFunc, n, stencil, passmask );
- }
- }
-
- /* Write updated stencil values into hardware stencil buffer */
- (ctx->Driver.WriteStencilPixels)(ctx, n, x, y, stencil, mask );
-
- return GL_TRUE;
-
- }
- else {
- /*** Software stencil buffer ***/
-
- if (stencil_test_pixels(ctx, n, x, y, mask) == GL_FALSE) {
- /* all fragments failed the stencil test, we're done. */
- return GL_FALSE;
- }
-
-
- if (ctx->Depth.Test==GL_FALSE) {
- apply_stencil_op_to_pixels( ctx, n, x, y, ctx->Stencil.ZPassFunc, mask );
- }
- else {
- GLubyte passmask[PB_SIZE], failmask[PB_SIZE], oldmask[PB_SIZE];
- GLuint i;
-
- MEMCPY(oldmask, mask, n * sizeof(GLubyte));
-
- _mesa_depth_test_pixels(ctx, n, x, y, z, mask);
-
- for (i=0;i<n;i++) {
- ASSERT(mask[i] == 0 || mask[i] == 1);
- passmask[i] = oldmask[i] & mask[i];
- failmask[i] = oldmask[i] & (mask[i] ^ 1);
- }
-
- if (ctx->Stencil.ZFailFunc != GL_KEEP) {
- apply_stencil_op_to_pixels( ctx, n, x, y,
- ctx->Stencil.ZFailFunc, failmask );
- }
- if (ctx->Stencil.ZPassFunc != GL_KEEP) {
- apply_stencil_op_to_pixels( ctx, n, x, y,
- ctx->Stencil.ZPassFunc, passmask );
- }
- }
-
- return GL_TRUE; /* one or more fragments passed both tests */
- }
-}
-
-
-
-/*
- * Return a span of stencil values from the stencil buffer.
- * Used for glRead/CopyPixels
- * Input: n - how many pixels
- * x,y - location of first pixel
- * Output: stencil - the array of stencil values
- */
-void
-_mesa_read_stencil_span( GLcontext *ctx,
- GLint n, GLint x, GLint y, GLstencil stencil[] )
-{
- if (y < 0 || y >= ctx->DrawBuffer->Height ||
- x + n <= 0 || x >= ctx->DrawBuffer->Width) {
- /* span is completely outside framebuffer */
- return; /* undefined values OK */
- }
-
- if (x < 0) {
- GLint dx = -x;
- x = 0;
- n -= dx;
- stencil += dx;
- }
- if (x + n > ctx->DrawBuffer->Width) {
- GLint dx = x + n - ctx->DrawBuffer->Width;
- n -= dx;
- }
- if (n <= 0) {
- return;
- }
-
-
- ASSERT(n >= 0);
- if (ctx->Driver.ReadStencilSpan) {
- (*ctx->Driver.ReadStencilSpan)( ctx, (GLuint) n, x, y, stencil );
- }
- else if (ctx->DrawBuffer->Stencil) {
- const GLstencil *s = STENCIL_ADDRESS( x, y );
-#if STENCIL_BITS == 8
- MEMCPY( stencil, s, n * sizeof(GLstencil) );
-#else
- GLuint i;
- for (i=0;i<n;i++)
- stencil[i] = s[i];
-#endif
- }
-}
-
-
-
-/*
- * Write a span of stencil values to the stencil buffer.
- * Used for glDraw/CopyPixels
- * Input: n - how many pixels
- * x, y - location of first pixel
- * stencil - the array of stencil values
- */
-void
-_mesa_write_stencil_span( GLcontext *ctx, GLint n, GLint x, GLint y,
- const GLstencil stencil[] )
-{
- if (y < 0 || y >= ctx->DrawBuffer->Height ||
- x + n <= 0 || x >= ctx->DrawBuffer->Width) {
- /* span is completely outside framebuffer */
- return; /* undefined values OK */
- }
-
- if (x < 0) {
- GLint dx = -x;
- x = 0;
- n -= dx;
- stencil += dx;
- }
- if (x + n > ctx->DrawBuffer->Width) {
- GLint dx = x + n - ctx->DrawBuffer->Width;
- n -= dx;
- }
- if (n <= 0) {
- return;
- }
-
- if (ctx->Driver.WriteStencilSpan) {
- (*ctx->Driver.WriteStencilSpan)( ctx, n, x, y, stencil, NULL );
- }
- else if (ctx->DrawBuffer->Stencil) {
- GLstencil *s = STENCIL_ADDRESS( x, y );
-#if STENCIL_BITS == 8
- MEMCPY( s, stencil, n * sizeof(GLstencil) );
-#else
- GLuint i;
- for (i=0;i<n;i++)
- s[i] = stencil[i];
-#endif
- }
-}
-
-
-
-/*
- * Allocate a new stencil buffer. If there's an old one it will be
- * deallocated first. The new stencil buffer will be uninitialized.
- */
-void
-_mesa_alloc_stencil_buffer( GLcontext *ctx )
-{
- GLuint buffersize = ctx->DrawBuffer->Width * ctx->DrawBuffer->Height;
-
- /* deallocate current stencil buffer if present */
- if (ctx->DrawBuffer->Stencil) {
- FREE(ctx->DrawBuffer->Stencil);
- ctx->DrawBuffer->Stencil = NULL;
- }
-
- /* allocate new stencil buffer */
- ctx->DrawBuffer->Stencil = (GLstencil *) MALLOC(buffersize * sizeof(GLstencil));
- if (!ctx->DrawBuffer->Stencil) {
- /* out of memory */
- _mesa_set_enable( ctx, GL_STENCIL_TEST, GL_FALSE );
- gl_error( ctx, GL_OUT_OF_MEMORY, "_mesa_alloc_stencil_buffer" );
- }
-}
-
-
-
-/*
- * Clear the software (malloc'd) stencil buffer.
- */
-static void
-clear_software_stencil_buffer( GLcontext *ctx )
-{
- if (ctx->Visual.StencilBits==0 || !ctx->DrawBuffer->Stencil) {
- /* no stencil buffer */
- return;
- }
-
- if (ctx->Scissor.Enabled) {
- /* clear scissor region only */
- const GLint width = ctx->DrawBuffer->Xmax - ctx->DrawBuffer->Xmin;
- if (ctx->Stencil.WriteMask != STENCIL_MAX) {
- /* must apply mask to the clear */
- GLint y;
- for (y = ctx->DrawBuffer->Ymin; y < ctx->DrawBuffer->Ymax; y++) {
- const GLstencil mask = ctx->Stencil.WriteMask;
- const GLstencil invMask = ~mask;
- const GLstencil clearVal = (ctx->Stencil.Clear & mask);
- GLstencil *stencil = STENCIL_ADDRESS( ctx->DrawBuffer->Xmin, y );
- GLint i;
- for (i = 0; i < width; i++) {
- stencil[i] = (stencil[i] & invMask) | clearVal;
- }
- }
- }
- else {
- /* no masking */
- GLint y;
- for (y = ctx->DrawBuffer->Ymin; y < ctx->DrawBuffer->Ymax; y++) {
- GLstencil *stencil = STENCIL_ADDRESS( ctx->DrawBuffer->Xmin, y );
-#if STENCIL_BITS==8
- MEMSET( stencil, ctx->Stencil.Clear, width * sizeof(GLstencil) );
-#else
- GLint i;
- for (i = 0; i < width; i++)
- stencil[x] = ctx->Stencil.Clear;
-#endif
- }
- }
- }
- else {
- /* clear whole stencil buffer */
- if (ctx->Stencil.WriteMask != STENCIL_MAX) {
- /* must apply mask to the clear */
- const GLuint n = ctx->DrawBuffer->Width * ctx->DrawBuffer->Height;
- GLstencil *stencil = ctx->DrawBuffer->Stencil;
- const GLstencil mask = ctx->Stencil.WriteMask;
- const GLstencil invMask = ~mask;
- const GLstencil clearVal = (ctx->Stencil.Clear & mask);
- GLuint i;
- for (i = 0; i < n; i++) {
- stencil[i] = (stencil[i] & invMask) | clearVal;
- }
- }
- else {
- /* clear whole buffer without masking */
- const GLuint n = ctx->DrawBuffer->Width * ctx->DrawBuffer->Height;
- GLstencil *stencil = ctx->DrawBuffer->Stencil;
-
-#if STENCIL_BITS==8
- MEMSET(stencil, ctx->Stencil.Clear, n * sizeof(GLstencil) );
-#else
- GLuint i;
- for (i = 0; i < n; i++) {
- stencil[i] = ctx->Stencil.Clear;
- }
-#endif
- }
- }
-}
-
-
-
-/*
- * Clear the hardware (in graphics card) stencil buffer.
- * This is done with the Driver.WriteStencilSpan() and Driver.ReadStencilSpan()
- * functions.
- * Actually, if there is a hardware stencil buffer it really should have
- * been cleared in Driver.Clear()! However, if the hardware does not
- * support scissored clears or masked clears (i.e. glStencilMask) then
- * we have to use the span-based functions.
- */
-static void
-clear_hardware_stencil_buffer( GLcontext *ctx )
-{
- ASSERT(ctx->Driver.WriteStencilSpan);
- ASSERT(ctx->Driver.ReadStencilSpan);
-
- if (ctx->Scissor.Enabled) {
- /* clear scissor region only */
- const GLint x = ctx->DrawBuffer->Xmin;
- const GLint width = ctx->DrawBuffer->Xmax - ctx->DrawBuffer->Xmin;
- if (ctx->Stencil.WriteMask != STENCIL_MAX) {
- /* must apply mask to the clear */
- GLint y;
- for (y = ctx->DrawBuffer->Ymin; y < ctx->DrawBuffer->Ymax; y++) {
- const GLstencil mask = ctx->Stencil.WriteMask;
- const GLstencil invMask = ~mask;
- const GLstencil clearVal = (ctx->Stencil.Clear & mask);
- GLstencil stencil[MAX_WIDTH];
- GLint i;
- (*ctx->Driver.ReadStencilSpan)(ctx, x, y, width, stencil);
- for (i = 0; i < width; i++) {
- stencil[i] = (stencil[i] & invMask) | clearVal;
- }
- (*ctx->Driver.WriteStencilSpan)(ctx, x, y, width, stencil, NULL);
- }
- }
- else {
- /* no masking */
- GLstencil stencil[MAX_WIDTH];
- GLint y, i;
- for (i = 0; i < width; i++) {
- stencil[i] = ctx->Stencil.Clear;
- }
- for (y = ctx->DrawBuffer->Ymin; y < ctx->DrawBuffer->Ymax; y++) {
- (*ctx->Driver.WriteStencilSpan)(ctx, x, y, width, stencil, NULL);
- }
- }
- }
- else {
- /* clear whole stencil buffer */
- if (ctx->Stencil.WriteMask != STENCIL_MAX) {
- /* must apply mask to the clear */
- const GLstencil mask = ctx->Stencil.WriteMask;
- const GLstencil invMask = ~mask;
- const GLstencil clearVal = (ctx->Stencil.Clear & mask);
- const GLint width = ctx->DrawBuffer->Width;
- const GLint height = ctx->DrawBuffer->Height;
- const GLint x = ctx->DrawBuffer->Xmin;
- GLint y;
- for (y = 0; y < height; y++) {
- GLstencil stencil[MAX_WIDTH];
- GLuint i;
- (*ctx->Driver.ReadStencilSpan)(ctx, x, y, width, stencil);
- for (i = 0; i < width; i++) {
- stencil[i] = (stencil[i] & invMask) | clearVal;
- }
- (*ctx->Driver.WriteStencilSpan)(ctx, x, y, width, stencil, NULL);
- }
- }
- else {
- /* clear whole buffer without masking */
- const GLint width = ctx->DrawBuffer->Width;
- const GLint height = ctx->DrawBuffer->Width;
- const GLint x = ctx->DrawBuffer->Xmin;
- GLstencil stencil[MAX_WIDTH];
- GLint y, i;
- for (i = 0; i < width; i++) {
- stencil[i] = ctx->Stencil.Clear;
- }
- for (y = 0; y < height; y++) {
- (*ctx->Driver.WriteStencilSpan)(ctx, x, y, width, stencil, NULL);
- }
- }
- }
-}
-
-
-
-/*
- * Clear the stencil buffer.
- */
-void
-_mesa_clear_stencil_buffer( GLcontext *ctx )
-{
- if (ctx->Driver.WriteStencilSpan) {
- ASSERT(ctx->Driver.ReadStencilSpan);
- clear_hardware_stencil_buffer(ctx);
- }
- else {
- clear_software_stencil_buffer(ctx);
- }
-}
-