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Diffstat (limited to 'src/mesa/swrast/s_stencil.c')
-rw-r--r-- | src/mesa/swrast/s_stencil.c | 1303 |
1 files changed, 1303 insertions, 0 deletions
diff --git a/src/mesa/swrast/s_stencil.c b/src/mesa/swrast/s_stencil.c new file mode 100644 index 00000000000..c957a683a16 --- /dev/null +++ b/src/mesa/swrast/s_stencil.c @@ -0,0 +1,1303 @@ +/* $Id: s_stencil.c,v 1.1 2000/10/31 18:00:04 keithw Exp $ */ + +/* + * Mesa 3-D graphics library + * Version: 3.5 + * + * Copyright (C) 1999-2000 Brian Paul All Rights Reserved. + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included + * in all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS + * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN + * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ + + +#include "glheader.h" +#include "context.h" +#include "macros.h" +#include "mem.h" + +#include "s_depth.h" +#include "s_pb.h" +#include "s_stencil.h" + + + + + +/* 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); + } +} + |