updated for hardware stencil support
This commit is contained in:
+388
-120
@@ -1,4 +1,4 @@
|
||||
/* $Id: stencil.c,v 1.11 1999/12/04 21:23:55 brianp Exp $ */
|
||||
/* $Id: stencil.c,v 1.12 1999/12/10 16:15:04 brianp Exp $ */
|
||||
|
||||
/*
|
||||
* Mesa 3-D graphics library
|
||||
@@ -190,13 +190,15 @@ ENDIF
|
||||
/*
|
||||
* Apply the given stencil operator to the array of stencil values.
|
||||
* Don't touch stencil[i] if mask[i] is zero.
|
||||
* Input: n - number of pixels in the span
|
||||
* 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( GLcontext *ctx, GLenum oper,
|
||||
GLuint n, GLstencil stencil[], GLubyte mask[] )
|
||||
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;
|
||||
@@ -298,7 +300,7 @@ static void apply_stencil_op( GLcontext *ctx, GLenum oper,
|
||||
for (i=0;i<n;i++) {
|
||||
if (mask[i]) {
|
||||
GLstencil s = stencil[i];
|
||||
stencil[i] = (GLstencil) ((invmask & s) | (wrtmask & (stencil[i]+1)));
|
||||
stencil[i] = (GLstencil) ((invmask & s) | (wrtmask & (s+1)));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -315,7 +317,7 @@ static void apply_stencil_op( GLcontext *ctx, GLenum oper,
|
||||
for (i=0;i<n;i++) {
|
||||
if (mask[i]) {
|
||||
GLstencil s = stencil[i];
|
||||
stencil[i] = (GLstencil) ((invmask & s) | (wrtmask & (stencil[i]-1)));
|
||||
stencil[i] = (GLstencil) ((invmask & s) | (wrtmask & (s-1)));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -347,24 +349,25 @@ static void apply_stencil_op( GLcontext *ctx, GLenum oper,
|
||||
|
||||
|
||||
/*
|
||||
* Apply stencil test to a span of pixels before depth buffering.
|
||||
* Input: n - number of pixels in the span
|
||||
* x, y - coordinate of left-most pixel in the span
|
||||
* 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.
|
||||
* Return: 0 = all pixels failed, 1 = zero or more pixels passed.
|
||||
* stencil - updated stencil values (where the test passed)
|
||||
* Return: GL_FALSE = all pixels failed, GL_TRUE = zero or more pixels passed.
|
||||
*/
|
||||
GLint gl_stencil_span( GLcontext *ctx,
|
||||
GLuint n, GLint x, GLint y, GLubyte mask[] )
|
||||
static GLboolean
|
||||
do_stencil_test( GLcontext *ctx, GLuint n, GLstencil stencil[],
|
||||
GLubyte mask[] )
|
||||
{
|
||||
GLubyte fail[MAX_WIDTH];
|
||||
GLint allfail = 0;
|
||||
GLubyte fail[PB_SIZE];
|
||||
GLboolean allfail = GL_FALSE;
|
||||
GLuint i;
|
||||
GLstencil r, s;
|
||||
GLstencil *stencil;
|
||||
|
||||
stencil = STENCIL_ADDRESS( x, y );
|
||||
ASSERT(n <= PB_SIZE);
|
||||
|
||||
/*
|
||||
* Perform stencil test. The results of this operation are stored
|
||||
@@ -387,7 +390,7 @@ GLint gl_stencil_span( GLcontext *ctx,
|
||||
fail[i] = 0;
|
||||
}
|
||||
}
|
||||
allfail = 1;
|
||||
allfail = GL_TRUE;
|
||||
break;
|
||||
case GL_LESS:
|
||||
r = (GLstencil) (ctx->Stencil.Ref & ctx->Stencil.ValueMask);
|
||||
@@ -518,26 +521,47 @@ GLint gl_stencil_span( GLcontext *ctx,
|
||||
apply_stencil_op( ctx, ctx->Stencil.FailFunc, n, stencil, fail );
|
||||
}
|
||||
|
||||
return (allfail) ? 0 : 1;
|
||||
return !allfail;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
/*
|
||||
* Apply the combination depth-buffer/stencil operator to a span of pixels.
|
||||
* Apply stencil and depth testing to an array of pixels.
|
||||
* Hardware or software stencil buffer acceptable.
|
||||
* Input: n - number of pixels in the span
|
||||
* x, y - location of leftmost pixel in span
|
||||
* z - array [n] of z values
|
||||
* Input: mask - array [n] of flags (1=test this pixel, 0=skip the pixel)
|
||||
* Output: mask - array [n] of flags (1=depth test passed, 0=failed)
|
||||
* 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
|
||||
*
|
||||
*/
|
||||
void gl_depth_stencil_span( GLcontext *ctx,
|
||||
GLuint n, GLint x, GLint y, const GLdepth z[],
|
||||
GLubyte mask[] )
|
||||
static GLboolean
|
||||
stencil_and_depth_test_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
|
||||
const GLdepth z[], GLstencil stencil[],
|
||||
GLubyte mask[] )
|
||||
{
|
||||
GLstencil *stencil = STENCIL_ADDRESS(x, y);
|
||||
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.
|
||||
@@ -582,6 +606,56 @@ void gl_depth_stencil_span( GLcontext *ctx,
|
||||
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
|
||||
gl_stencil_and_depth_test_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_depth_test_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;
|
||||
}
|
||||
|
||||
|
||||
@@ -589,25 +663,23 @@ void gl_depth_stencil_span( GLcontext *ctx,
|
||||
|
||||
/*
|
||||
* Apply the given stencil operator for each pixel in the array whose
|
||||
* mask flag is set.
|
||||
* 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( GLcontext *ctx,
|
||||
GLuint n, const GLint x[],
|
||||
const GLint y[],
|
||||
GLenum oper, GLubyte mask[] )
|
||||
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;
|
||||
GLstencil ref;
|
||||
GLstencil wrtmask, invmask;
|
||||
|
||||
wrtmask = ctx->Stencil.WriteMask;
|
||||
invmask = (GLstencil) (~ctx->Stencil.WriteMask);
|
||||
|
||||
ref = ctx->Stencil.Ref;
|
||||
ASSERT(!ctx->Driver.WriteStencilSpan); /* software stencil buffer only! */
|
||||
|
||||
switch (oper) {
|
||||
case GL_KEEP:
|
||||
@@ -756,6 +828,7 @@ static void apply_stencil_op_to_pixels( GLcontext *ctx,
|
||||
|
||||
/*
|
||||
* 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
|
||||
@@ -763,14 +836,16 @@ static void apply_stencil_op_to_pixels( GLcontext *ctx,
|
||||
* mask flag set to 0.
|
||||
* Return: 0 = all pixels failed, 1 = zero or more pixels passed.
|
||||
*/
|
||||
GLint gl_stencil_pixels( GLcontext *ctx,
|
||||
GLuint n, const GLint x[], const GLint y[],
|
||||
GLubyte mask[] )
|
||||
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;
|
||||
GLint allfail = 0;
|
||||
GLboolean allfail = GL_FALSE;
|
||||
|
||||
ASSERT(!ctx->Driver.WriteStencilSpan); /* software stencil buffer only! */
|
||||
|
||||
/*
|
||||
* Perform stencil test. The results of this operation are stored
|
||||
@@ -794,7 +869,7 @@ GLint gl_stencil_pixels( GLcontext *ctx,
|
||||
fail[i] = 0;
|
||||
}
|
||||
}
|
||||
allfail = 1;
|
||||
allfail = GL_TRUE;
|
||||
break;
|
||||
case GL_LESS:
|
||||
r = (GLstencil) (ctx->Stencil.Ref & ctx->Stencil.ValueMask);
|
||||
@@ -927,91 +1002,154 @@ GLint gl_stencil_pixels( GLcontext *ctx,
|
||||
return 0;
|
||||
}
|
||||
|
||||
apply_stencil_op_to_pixels( ctx, n, x, y, ctx->Stencil.FailFunc, fail );
|
||||
if (ctx->Stencil.FailFunc != GL_KEEP) {
|
||||
apply_stencil_op_to_pixels( ctx, n, x, y, ctx->Stencil.FailFunc, fail );
|
||||
}
|
||||
|
||||
return (allfail) ? 0 : 1;
|
||||
return !allfail;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
/*
|
||||
* Apply the combination depth-buffer/stencil operator to a span of pixels.
|
||||
* Input: n - number of pixels in the span
|
||||
* x, y - array of [n] pixels to stencil
|
||||
* 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_depth_test_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
|
||||
* Input: mask - array [n] of flags (1=test this pixel, 0=skip the pixel)
|
||||
* Output: mask - array [n] of flags (1=depth test passed, 0=failed)
|
||||
* 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
|
||||
*/
|
||||
void gl_depth_stencil_pixels( GLcontext *ctx,
|
||||
GLuint n, const GLint x[], const GLint y[],
|
||||
const GLdepth z[], GLubyte mask[] )
|
||||
GLboolean
|
||||
gl_stencil_and_depth_test_pixels( GLcontext *ctx,
|
||||
GLuint n, const GLint x[], const GLint y[],
|
||||
const GLdepth z[], GLubyte mask[] )
|
||||
{
|
||||
if (ctx->Depth.Test==GL_FALSE) {
|
||||
/*
|
||||
* No depth buffer, just apply zpass stencil function to active pixels.
|
||||
*/
|
||||
apply_stencil_op_to_pixels( ctx, n, x, y, ctx->Stencil.ZPassFunc, mask );
|
||||
}
|
||||
else {
|
||||
/*
|
||||
* Perform depth buffering, then apply zpass or zfail stencil function.
|
||||
*/
|
||||
GLubyte passmask[PB_SIZE], failmask[PB_SIZE], oldmask[PB_SIZE];
|
||||
GLuint i;
|
||||
ASSERT(ctx->Stencil.Enabled);
|
||||
ASSERT(n <= PB_SIZE);
|
||||
|
||||
/* save the current mask bits */
|
||||
MEMCPY(oldmask, mask, n * sizeof(GLubyte));
|
||||
if (ctx->Driver.WriteStencilPixels) {
|
||||
/*** Hardware stencil buffer ***/
|
||||
GLstencil stencil[PB_SIZE];
|
||||
GLubyte mask[PB_SIZE];
|
||||
|
||||
/* apply the depth test */
|
||||
if (ctx->Driver.DepthTestPixels)
|
||||
(*ctx->Driver.DepthTestPixels)( ctx, n, x, y, z, mask );
|
||||
ASSERT(ctx->Driver.ReadStencilPixels);
|
||||
(*ctx->Driver.ReadStencilPixels)(ctx, n, x, y, stencil);
|
||||
|
||||
/* 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);
|
||||
|
||||
if (do_stencil_test( ctx, n, stencil, mask ) == GL_FALSE) {
|
||||
/* all fragments failed the stencil test, we're done. */
|
||||
return GL_FALSE;
|
||||
}
|
||||
|
||||
/* apply the pass and fail operations */
|
||||
apply_stencil_op_to_pixels( ctx, n, x, y,
|
||||
ctx->Stencil.ZFailFunc, failmask );
|
||||
apply_stencil_op_to_pixels( ctx, n, x, y,
|
||||
ctx->Stencil.ZPassFunc, passmask );
|
||||
}
|
||||
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));
|
||||
|
||||
if (ctx->Driver.DepthTestPixels)
|
||||
(*ctx->Driver.DepthTestPixels)( 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));
|
||||
|
||||
if (ctx->Driver.DepthTestPixels)
|
||||
(*ctx->Driver.DepthTestPixels)( 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 gl_read_stencil_span( GLcontext *ctx,
|
||||
GLuint n, GLint x, GLint y, GLstencil stencil[] )
|
||||
GLint n, GLint x, GLint y, GLstencil stencil[] )
|
||||
{
|
||||
ASSERT(n >= 0);
|
||||
if (ctx->DrawBuffer->Stencil) {
|
||||
const GLstencil *s = STENCIL_ADDRESS( x, y );
|
||||
if (ctx->Driver.ReadStencilSpan) {
|
||||
(*ctx->Driver.ReadStencilSpan)( ctx, (GLuint) n, x, y, stencil );
|
||||
}
|
||||
else {
|
||||
const GLstencil *s = STENCIL_ADDRESS( x, y );
|
||||
#if STENCIL_BITS == 8
|
||||
MEMCPY( stencil, s, n * sizeof(GLstencil) );
|
||||
MEMCPY( stencil, s, n * sizeof(GLstencil) );
|
||||
#else
|
||||
GLuint i;
|
||||
for (i=0;i<n;i++)
|
||||
stencil[i] = s[i];
|
||||
GLuint i;
|
||||
for (i=0;i<n;i++)
|
||||
stencil[i] = s[i];
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1019,23 +1157,46 @@ void gl_read_stencil_span( GLcontext *ctx,
|
||||
|
||||
/*
|
||||
* 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
|
||||
* x, y - location of first pixel
|
||||
* stencil - the array of stencil values
|
||||
*/
|
||||
void gl_write_stencil_span( GLcontext *ctx,
|
||||
GLuint n, GLint x, GLint y,
|
||||
GLint n, GLint x, GLint y,
|
||||
const GLstencil stencil[] )
|
||||
{
|
||||
ASSERT(n >= 0);
|
||||
if (ctx->DrawBuffer->Stencil) {
|
||||
GLstencil *s = STENCIL_ADDRESS( x, y );
|
||||
/* do clipping */
|
||||
if (y < ctx->DrawBuffer->Ymin || y > ctx->DrawBuffer->Ymax)
|
||||
return;
|
||||
if (x < ctx->DrawBuffer->Xmin) {
|
||||
GLint diff = ctx->DrawBuffer->Xmin - x;
|
||||
n -= diff;
|
||||
stencil += diff;
|
||||
x = ctx->DrawBuffer->Xmin;
|
||||
}
|
||||
if (x + n > ctx->DrawBuffer->Xmax) {
|
||||
GLint diff = x + n - ctx->DrawBuffer->Xmax;
|
||||
n -= diff;
|
||||
}
|
||||
|
||||
ASSERT( n >= 0);
|
||||
|
||||
if (ctx->Driver.WriteStencilSpan) {
|
||||
(*ctx->Driver.WriteStencilSpan)( ctx, n, x, y, stencil, NULL );
|
||||
}
|
||||
else {
|
||||
GLstencil *s = STENCIL_ADDRESS( x, y );
|
||||
#if STENCIL_BITS == 8
|
||||
MEMCPY( s, stencil, n * sizeof(GLstencil) );
|
||||
MEMCPY( s, stencil, n * sizeof(GLstencil) );
|
||||
#else
|
||||
GLuint i;
|
||||
for (i=0;i<n;i++)
|
||||
s[i] = stencil[i];
|
||||
GLuint i;
|
||||
for (i=0;i<n;i++)
|
||||
s[i] = stencil[i];
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1066,8 +1227,11 @@ void gl_alloc_stencil_buffer( GLcontext *ctx )
|
||||
|
||||
|
||||
|
||||
|
||||
void gl_clear_stencil_buffer( GLcontext *ctx )
|
||||
/*
|
||||
* 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 */
|
||||
@@ -1080,28 +1244,28 @@ void gl_clear_stencil_buffer( GLcontext *ctx )
|
||||
if (ctx->Stencil.WriteMask != STENCIL_MAX) {
|
||||
/* must apply mask to the clear */
|
||||
GLint y;
|
||||
for (y=ctx->DrawBuffer->Ymin; y<=ctx->DrawBuffer->Ymax; y++) {
|
||||
GLstencil *ptr = STENCIL_ADDRESS( ctx->DrawBuffer->Xmin, y );
|
||||
GLint x;
|
||||
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);
|
||||
for (x = 0; x < width; x++) {
|
||||
ptr[x] = (ptr[x] & invMask) | clearVal;
|
||||
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 *ptr = STENCIL_ADDRESS( ctx->DrawBuffer->Xmin, y );
|
||||
for (y = ctx->DrawBuffer->Ymin; y <= ctx->DrawBuffer->Ymax; y++) {
|
||||
GLstencil *stencil = STENCIL_ADDRESS( ctx->DrawBuffer->Xmin, y );
|
||||
#if STENCIL_BITS==8
|
||||
MEMSET( ptr, ctx->Stencil.Clear, width * sizeof(GLstencil) );
|
||||
MEMSET( stencil, ctx->Stencil.Clear, width * sizeof(GLstencil) );
|
||||
#else
|
||||
GLint x;
|
||||
for (x = 0; x < width; x++)
|
||||
ptr[x] = ctx->Stencil.Clear;
|
||||
GLint i;
|
||||
for (i = 0; i < width; i++)
|
||||
stencil[x] = ctx->Stencil.Clear;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
@@ -1111,28 +1275,132 @@ void gl_clear_stencil_buffer( GLcontext *ctx )
|
||||
if (ctx->Stencil.WriteMask != STENCIL_MAX) {
|
||||
/* must apply mask to the clear */
|
||||
const GLuint n = ctx->DrawBuffer->Width * ctx->DrawBuffer->Height;
|
||||
GLstencil *buffer = ctx->DrawBuffer->Stencil;
|
||||
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++) {
|
||||
buffer[i] = (buffer[i] & invMask) | clearVal;
|
||||
stencil[i] = (stencil[i] & invMask) | clearVal;
|
||||
}
|
||||
}
|
||||
else {
|
||||
/* clear whole buffer without masking */
|
||||
const GLuint n = ctx->DrawBuffer->Width * ctx->DrawBuffer->Height;
|
||||
GLstencil *buffer = ctx->DrawBuffer->Stencil;
|
||||
GLstencil *stencil = ctx->DrawBuffer->Stencil;
|
||||
|
||||
#if STENCIL_BITS==8
|
||||
MEMSET(buffer, ctx->Stencil.Clear, n * sizeof(GLstencil) );
|
||||
MEMSET(stencil, ctx->Stencil.Clear, n * sizeof(GLstencil) );
|
||||
#else
|
||||
GLuint i;
|
||||
for (i = 0; i < n; i++) {
|
||||
buffer[i] = ctx->Stencil.Clear;
|
||||
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 + 1;
|
||||
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 gl_clear_stencil_buffer( GLcontext *ctx )
|
||||
{
|
||||
if (ctx->Driver.WriteStencilSpan) {
|
||||
ASSERT(ctx->Driver.ReadStencilSpan);
|
||||
clear_hardware_stencil_buffer(ctx);
|
||||
}
|
||||
else {
|
||||
clear_software_stencil_buffer(ctx);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
+15
-22
@@ -1,4 +1,4 @@
|
||||
/* $Id: stencil.h,v 1.2 1999/11/11 01:22:27 brianp Exp $ */
|
||||
/* $Id: stencil.h,v 1.3 1999/12/10 16:15:04 brianp Exp $ */
|
||||
|
||||
/*
|
||||
* Mesa 3-D graphics library
|
||||
@@ -49,33 +49,26 @@ _mesa_StencilOp( GLenum fail, GLenum zfail, GLenum zpass );
|
||||
|
||||
|
||||
|
||||
extern GLint gl_stencil_span( GLcontext *ctx,
|
||||
GLuint n, GLint x, GLint y, GLubyte mask[] );
|
||||
extern GLboolean
|
||||
gl_stencil_and_depth_test_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
|
||||
const GLdepth z[], GLubyte mask[] );
|
||||
|
||||
|
||||
extern void gl_depth_stencil_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
|
||||
const GLdepth z[], GLubyte mask[] );
|
||||
extern GLboolean
|
||||
gl_stencil_and_depth_test_pixels( GLcontext *ctx, GLuint n,
|
||||
const GLint x[], const GLint y[],
|
||||
const GLdepth z[], GLubyte mask[] );
|
||||
|
||||
|
||||
extern GLint gl_stencil_pixels( GLcontext *ctx,
|
||||
GLuint n, const GLint x[], const GLint y[],
|
||||
GLubyte mask[] );
|
||||
|
||||
extern void
|
||||
gl_read_stencil_span( GLcontext *ctx, GLint n, GLint x, GLint y,
|
||||
GLstencil stencil[] );
|
||||
|
||||
|
||||
extern void gl_depth_stencil_pixels( GLcontext *ctx,
|
||||
GLuint n, const GLint x[],
|
||||
const GLint y[], const GLdepth z[],
|
||||
GLubyte mask[] );
|
||||
|
||||
|
||||
extern void gl_read_stencil_span( GLcontext *ctx,
|
||||
GLuint n, GLint x, GLint y,
|
||||
GLstencil stencil[] );
|
||||
|
||||
|
||||
extern void gl_write_stencil_span( GLcontext *ctx,
|
||||
GLuint n, GLint x, GLint y,
|
||||
const GLstencil stencil[] );
|
||||
extern void
|
||||
gl_write_stencil_span( GLcontext *ctx, GLint n, GLint x, GLint y,
|
||||
const GLstencil stencil[] );
|
||||
|
||||
|
||||
extern void gl_alloc_stencil_buffer( GLcontext *ctx );
|
||||
|
||||
Reference in New Issue
Block a user