-/* $Id: s_stencil.c,v 1.4 2000/11/28 21:34:04 brianp Exp $ */
-
/*
* Mesa 3-D graphics library
- * Version: 3.5
- *
- * Copyright (C) 1999-2000 Brian Paul All Rights Reserved.
- *
+ * Version: 6.5
+ *
+ * Copyright (C) 1999-2005 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
#include "glheader.h"
#include "context.h"
-#include "macros.h"
-#include "mem.h"
+#include "imports.h"
#include "s_context.h"
#include "s_depth.h"
-#include "s_pb.h"
#include "s_stencil.h"
-
-
+#include "s_span.h"
/* Stencil Logic:
IF stencil test fails THEN
- Apply fail-op to stencil value
+ 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
+ Apply zfail-op to stencil value
Write RGBA and Z to appropriate buffers
ELSE
Apply zpass-op to stencil value
*/
-
-
-/*
- * 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
+ * face - 0 or 1 for front or back face operation
* 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[] )
+static void
+apply_stencil_op( const GLcontext *ctx, GLenum oper, GLuint face,
+ 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);
+ const GLstencil ref = ctx->Stencil.Ref[face];
+ const GLstencil wrtmask = ctx->Stencil.WriteMask[face];
+ const GLstencil invmask = (GLstencil) (~wrtmask);
+ const GLstencil stencilMax = (1 << ctx->DrawBuffer->Visual.stencilBits) - 1;
GLuint i;
switch (oper) {
for (i=0;i<n;i++) {
if (mask[i]) {
GLstencil s = stencil[i];
- if (s < STENCIL_MAX) {
+ if (s < stencilMax) {
stencil[i] = (GLstencil) (s+1);
}
}
if (mask[i]) {
/* VERIFY logic of adding 1 to a write-masked value */
GLstencil s = stencil[i];
- if (s < STENCIL_MAX) {
+ if (s < stencilMax) {
stencil[i] = (GLstencil) ((invmask & s) | (wrtmask & (s+1)));
}
}
}
break;
default:
- gl_problem(ctx, "Bad stencil op in apply_stencil_op");
+ _mesa_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
+ * Input: face - 0 or 1 for front or back-face polygons
+ * 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
* Return: GL_FALSE = all pixels failed, GL_TRUE = zero or more pixels passed.
*/
static GLboolean
-do_stencil_test( GLcontext *ctx, GLuint n, GLstencil stencil[],
+do_stencil_test( GLcontext *ctx, GLuint face, GLuint n, GLstencil stencil[],
GLubyte mask[] )
{
- GLubyte fail[PB_SIZE];
+ GLubyte fail[MAX_WIDTH];
GLboolean allfail = GL_FALSE;
GLuint i;
GLstencil r, s;
+ const GLuint valueMask = ctx->Stencil.ValueMask[face];
- ASSERT(n <= PB_SIZE);
+ ASSERT(n <= MAX_WIDTH);
/*
* Perform stencil test. The results of this operation are stored
* the stencil fail operator is not to be applied
* ENDIF
*/
- switch (ctx->Stencil.Function) {
+ switch (ctx->Stencil.Function[face]) {
case GL_NEVER:
- /* always fail */
+ /* never pass; always fail */
for (i=0;i<n;i++) {
if (mask[i]) {
mask[i] = 0;
allfail = GL_TRUE;
break;
case GL_LESS:
- r = (GLstencil) (ctx->Stencil.Ref & ctx->Stencil.ValueMask);
+ r = (GLstencil) (ctx->Stencil.Ref[face] & valueMask);
for (i=0;i<n;i++) {
if (mask[i]) {
- s = (GLstencil) (stencil[i] & ctx->Stencil.ValueMask);
+ s = (GLstencil) (stencil[i] & valueMask);
if (r < s) {
/* passed */
fail[i] = 0;
}
break;
case GL_LEQUAL:
- r = (GLstencil) (ctx->Stencil.Ref & ctx->Stencil.ValueMask);
+ r = (GLstencil) (ctx->Stencil.Ref[face] & valueMask);
for (i=0;i<n;i++) {
if (mask[i]) {
- s = (GLstencil) (stencil[i] & ctx->Stencil.ValueMask);
+ s = (GLstencil) (stencil[i] & valueMask);
if (r <= s) {
/* pass */
fail[i] = 0;
}
break;
case GL_GREATER:
- r = (GLstencil) (ctx->Stencil.Ref & ctx->Stencil.ValueMask);
+ r = (GLstencil) (ctx->Stencil.Ref[face] & valueMask);
for (i=0;i<n;i++) {
if (mask[i]) {
- s = (GLstencil) (stencil[i] & ctx->Stencil.ValueMask);
+ s = (GLstencil) (stencil[i] & valueMask);
if (r > s) {
/* passed */
fail[i] = 0;
}
break;
case GL_GEQUAL:
- r = (GLstencil) (ctx->Stencil.Ref & ctx->Stencil.ValueMask);
+ r = (GLstencil) (ctx->Stencil.Ref[face] & valueMask);
for (i=0;i<n;i++) {
if (mask[i]) {
- s = (GLstencil) (stencil[i] & ctx->Stencil.ValueMask);
+ s = (GLstencil) (stencil[i] & valueMask);
if (r >= s) {
/* passed */
fail[i] = 0;
}
break;
case GL_EQUAL:
- r = (GLstencil) (ctx->Stencil.Ref & ctx->Stencil.ValueMask);
+ r = (GLstencil) (ctx->Stencil.Ref[face] & valueMask);
for (i=0;i<n;i++) {
if (mask[i]) {
- s = (GLstencil) (stencil[i] & ctx->Stencil.ValueMask);
+ s = (GLstencil) (stencil[i] & valueMask);
if (r == s) {
/* passed */
fail[i] = 0;
}
break;
case GL_NOTEQUAL:
- r = (GLstencil) (ctx->Stencil.Ref & ctx->Stencil.ValueMask);
+ r = (GLstencil) (ctx->Stencil.Ref[face] & valueMask);
for (i=0;i<n;i++) {
if (mask[i]) {
- s = (GLstencil) (stencil[i] & ctx->Stencil.ValueMask);
+ s = (GLstencil) (stencil[i] & valueMask);
if (r != s) {
/* passed */
fail[i] = 0;
}
break;
default:
- gl_problem(ctx, "Bad stencil func in gl_stencil_span");
+ _mesa_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 );
+ if (ctx->Stencil.FailFunc[face] != GL_KEEP) {
+ apply_stencil_op( ctx, ctx->Stencil.FailFunc[face], face, n, stencil, fail );
}
return !allfail;
-
-/*
- * Apply stencil and depth testing to an array of pixels.
- * Hardware or software stencil buffer acceptable.
+/**
+ * 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
- * 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
- *
+ * Output: mask - array [n] of flags (1=stencil and depth test passed)
+ * Return: GL_FALSE - all fragments failed the testing
+ * GL_TRUE - 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[] )
+stencil_and_ztest_span(GLcontext *ctx, SWspan *span, GLuint face)
{
+ struct gl_framebuffer *fb = ctx->DrawBuffer;
+ struct gl_renderbuffer *rb = fb->_StencilBuffer;
+ GLstencil stencilRow[MAX_WIDTH];
+ GLstencil *stencil;
+ const GLuint n = span->end;
+ const GLint x = span->x;
+ const GLint y = span->y;
+ GLubyte *mask = span->array->mask;
+
+ ASSERT((span->arrayMask & SPAN_XY) == 0);
ASSERT(ctx->Stencil.Enabled);
- ASSERT(n <= PB_SIZE);
+ ASSERT(n <= MAX_WIDTH);
+#ifdef DEBUG
+ if (ctx->Depth.Test) {
+ ASSERT(span->arrayMask & SPAN_Z);
+ }
+#endif
+
+ stencil = (GLstencil *) rb->GetPointer(ctx, rb, x, y);
+ if (!stencil) {
+ rb->GetRow(ctx, rb, n, x, y, stencilRow);
+ stencil = stencilRow;
+ }
/*
* 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) {
+ if (do_stencil_test( ctx, face, n, stencil, mask ) == GL_FALSE) {
/* all fragments failed the stencil test, we're done. */
+ span->writeAll = GL_FALSE;
+ if (!rb->GetPointer(ctx, rb, 0, 0)) {
+ /* put updated stencil values into buffer */
+ rb->PutRow(ctx, rb, n, x, y, stencil, NULL);
+ }
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) {
+ 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 );
+ apply_stencil_op( ctx, ctx->Stencil.ZPassFunc[face], face, n, stencil, mask );
}
else {
/*
GLuint i;
/* save the current mask bits */
- MEMCPY(oldmask, mask, n * sizeof(GLubyte));
+ _mesa_memcpy(oldmask, mask, n * sizeof(GLubyte));
/* apply the depth test */
- _mesa_depth_test_span(ctx, n, x, y, z, mask);
+ _swrast_depth_test_span(ctx, span);
/* Set the stencil pass/fail flags according to result of depth testing.
* if oldmask[i] == 0 then
}
/* 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.ZFailFunc[face] != GL_KEEP) {
+ apply_stencil_op( ctx, ctx->Stencil.ZFailFunc[face], face,
+ n, stencil, failmask );
}
- if (ctx->Stencil.ZPassFunc != GL_KEEP) {
- apply_stencil_op( ctx, ctx->Stencil.ZPassFunc, n, stencil, passmask );
+ if (ctx->Stencil.ZPassFunc[face] != GL_KEEP) {
+ apply_stencil_op( ctx, ctx->Stencil.ZPassFunc[face], face,
+ n, stencil, passmask );
}
}
+ /*
+ * Write updated stencil values back into hardware stencil buffer.
+ */
+ if (!rb->GetPointer(ctx, rb, 0, 0)) {
+ rb->PutRow(ctx, rb, n, x, y, stencil, NULL);
+ }
+
+ span->writeAll = GL_FALSE;
+
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
- *
+ * Return the address of a stencil buffer value given the window coords:
*/
-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;
-}
-
+#define STENCIL_ADDRESS(X, Y) (stencilStart + (Y) * stride + (X))
-/*
+/**
* Apply the given stencil operator for each pixel in the array whose
- * mask flag is set. This is for software stencil buffers only.
+ * mask flag is set.
+ * \note 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,
+apply_stencil_op_to_pixels( GLcontext *ctx,
GLuint n, const GLint x[], const GLint y[],
- GLenum oper, const GLubyte mask[] )
+ GLenum oper, GLuint face, const GLubyte mask[] )
{
- const GLstencil ref = ctx->Stencil.Ref;
- const GLstencil wrtmask = ctx->Stencil.WriteMask;
- const GLstencil invmask = (GLstencil) (~ctx->Stencil.WriteMask);
+ struct gl_framebuffer *fb = ctx->DrawBuffer;
+ struct gl_renderbuffer *rb = fb->_StencilBuffer;
+ const GLstencil stencilMax = (1 << fb->Visual.stencilBits) - 1;
+ const GLstencil ref = ctx->Stencil.Ref[face];
+ const GLstencil wrtmask = ctx->Stencil.WriteMask[face];
+ const GLstencil invmask = (GLstencil) (~wrtmask);
GLuint i;
+ GLstencil *stencilStart = (GLubyte *) rb->Data;
+ const GLuint stride = rb->Width;
- ASSERT(!ctx->Driver.WriteStencilSpan); /* software stencil buffer only! */
+ ASSERT(rb->GetPointer(ctx, rb, 0, 0));
+ ASSERT(sizeof(GLstencil) == 1);
switch (oper) {
case GL_KEEP:
for (i=0;i<n;i++) {
if (mask[i]) {
GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
- if (*sptr < STENCIL_MAX) {
+ if (*sptr < stencilMax) {
*sptr = (GLstencil) (*sptr + 1);
}
}
for (i=0;i<n;i++) {
if (mask[i]) {
GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
- if (*sptr < STENCIL_MAX) {
+ if (*sptr < stencilMax) {
*sptr = (GLstencil) ((invmask & *sptr) | (wrtmask & (*sptr+1)));
}
}
}
break;
default:
- gl_problem(ctx, "Bad stencilop in apply_stencil_op_to_pixels");
+ _mesa_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.
+ *
+ * \note 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.
+ * \return GL_FALSE = all pixels failed, GL_TRUE = zero or more pixels passed.
*/
static GLboolean
-stencil_test_pixels( GLcontext *ctx, GLuint n,
+stencil_test_pixels( GLcontext *ctx, GLuint face, GLuint n,
const GLint x[], const GLint y[], GLubyte mask[] )
{
- GLubyte fail[PB_SIZE];
+ const struct gl_framebuffer *fb = ctx->DrawBuffer;
+ struct gl_renderbuffer *rb = fb->_StencilBuffer;
+ GLubyte fail[MAX_WIDTH];
GLstencil r, s;
GLuint i;
GLboolean allfail = GL_FALSE;
+ const GLuint valueMask = ctx->Stencil.ValueMask[face];
+ const GLstencil *stencilStart = (GLstencil *) rb->Data;
+ const GLuint stride = rb->Width;
- ASSERT(!ctx->Driver.WriteStencilSpan); /* software stencil buffer only! */
+ ASSERT(rb->GetPointer(ctx, rb, 0, 0));
+ ASSERT(sizeof(GLstencil) == 1);
/*
* Perform stencil test. The results of this operation are stored
* ENDIF
*/
- switch (ctx->Stencil.Function) {
+ switch (ctx->Stencil.Function[face]) {
case GL_NEVER:
/* always fail */
for (i=0;i<n;i++) {
allfail = GL_TRUE;
break;
case GL_LESS:
- r = (GLstencil) (ctx->Stencil.Ref & ctx->Stencil.ValueMask);
+ r = (GLstencil) (ctx->Stencil.Ref[face] & valueMask);
for (i=0;i<n;i++) {
if (mask[i]) {
- GLstencil *sptr = STENCIL_ADDRESS(x[i],y[i]);
- s = (GLstencil) (*sptr & ctx->Stencil.ValueMask);
+ const GLstencil *sptr = STENCIL_ADDRESS(x[i],y[i]);
+ s = (GLstencil) (*sptr & valueMask);
if (r < s) {
/* passed */
fail[i] = 0;
}
break;
case GL_LEQUAL:
- r = (GLstencil) (ctx->Stencil.Ref & ctx->Stencil.ValueMask);
+ r = (GLstencil) (ctx->Stencil.Ref[face] & valueMask);
for (i=0;i<n;i++) {
if (mask[i]) {
- GLstencil *sptr = STENCIL_ADDRESS(x[i],y[i]);
- s = (GLstencil) (*sptr & ctx->Stencil.ValueMask);
+ const GLstencil *sptr = STENCIL_ADDRESS(x[i],y[i]);
+ s = (GLstencil) (*sptr & valueMask);
if (r <= s) {
/* pass */
fail[i] = 0;
}
break;
case GL_GREATER:
- r = (GLstencil) (ctx->Stencil.Ref & ctx->Stencil.ValueMask);
+ r = (GLstencil) (ctx->Stencil.Ref[face] & valueMask);
for (i=0;i<n;i++) {
if (mask[i]) {
- GLstencil *sptr = STENCIL_ADDRESS(x[i],y[i]);
- s = (GLstencil) (*sptr & ctx->Stencil.ValueMask);
+ const GLstencil *sptr = STENCIL_ADDRESS(x[i],y[i]);
+ s = (GLstencil) (*sptr & valueMask);
if (r > s) {
/* passed */
fail[i] = 0;
}
break;
case GL_GEQUAL:
- r = (GLstencil) (ctx->Stencil.Ref & ctx->Stencil.ValueMask);
+ r = (GLstencil) (ctx->Stencil.Ref[face] & valueMask);
for (i=0;i<n;i++) {
if (mask[i]) {
- GLstencil *sptr = STENCIL_ADDRESS(x[i],y[i]);
- s = (GLstencil) (*sptr & ctx->Stencil.ValueMask);
+ const GLstencil *sptr = STENCIL_ADDRESS(x[i],y[i]);
+ s = (GLstencil) (*sptr & valueMask);
if (r >= s) {
/* passed */
fail[i] = 0;
}
break;
case GL_EQUAL:
- r = (GLstencil) (ctx->Stencil.Ref & ctx->Stencil.ValueMask);
+ r = (GLstencil) (ctx->Stencil.Ref[face] & valueMask);
for (i=0;i<n;i++) {
if (mask[i]) {
- GLstencil *sptr = STENCIL_ADDRESS(x[i],y[i]);
- s = (GLstencil) (*sptr & ctx->Stencil.ValueMask);
+ const GLstencil *sptr = STENCIL_ADDRESS(x[i],y[i]);
+ s = (GLstencil) (*sptr & valueMask);
if (r == s) {
/* passed */
fail[i] = 0;
}
break;
case GL_NOTEQUAL:
- r = (GLstencil) (ctx->Stencil.Ref & ctx->Stencil.ValueMask);
+ r = (GLstencil) (ctx->Stencil.Ref[face] & valueMask);
for (i=0;i<n;i++) {
if (mask[i]) {
- GLstencil *sptr = STENCIL_ADDRESS(x[i],y[i]);
- s = (GLstencil) (*sptr & ctx->Stencil.ValueMask);
+ const GLstencil *sptr = STENCIL_ADDRESS(x[i],y[i]);
+ s = (GLstencil) (*sptr & valueMask);
if (r != s) {
/* passed */
fail[i] = 0;
}
break;
default:
- gl_problem(ctx, "Bad stencil func in gl_stencil_pixels");
+ _mesa_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 );
+ if (ctx->Stencil.FailFunc[face] != GL_KEEP) {
+ apply_stencil_op_to_pixels( ctx, n, x, y, ctx->Stencil.FailFunc[face],
+ face, 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
+ * Return: GL_FALSE - all fragments failed the testing
+ * GL_TRUE - 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[] )
+static GLboolean
+stencil_and_ztest_pixels( GLcontext *ctx, SWspan *span, GLuint face )
{
+ struct gl_framebuffer *fb = ctx->DrawBuffer;
+ struct gl_renderbuffer *rb = fb->_StencilBuffer;
+ const GLuint n = span->end;
+ const GLint *x = span->array->x;
+ const GLint *y = span->array->y;
+ GLubyte *mask = span->array->mask;
+
+ ASSERT(span->arrayMask & SPAN_XY);
ASSERT(ctx->Stencil.Enabled);
- ASSERT(n <= PB_SIZE);
+ ASSERT(n <= MAX_WIDTH);
- if (ctx->Driver.WriteStencilPixels) {
- /*** Hardware stencil buffer ***/
- GLstencil stencil[PB_SIZE];
- GLubyte mask[PB_SIZE];
+ if (!rb->GetPointer(ctx, rb, 0, 0)) {
+ /* No direct access */
+ GLstencil stencil[MAX_WIDTH];
+ GLubyte origMask[MAX_WIDTH];
- ASSERT(ctx->Driver.ReadStencilPixels);
- (*ctx->Driver.ReadStencilPixels)(ctx, n, x, y, stencil);
+ ASSERT(rb->DataType == GL_UNSIGNED_BYTE);
+ _swrast_get_values(ctx, rb, n, x, y, stencil, sizeof(GLubyte));
+ _mesa_memcpy(origMask, mask, n * sizeof(GLubyte));
- if (do_stencil_test( ctx, n, stencil, mask ) == GL_FALSE) {
- /* all fragments failed the stencil test, we're done. */
- return GL_FALSE;
- }
+ (void) do_stencil_test(ctx, face, n, stencil, mask);
if (ctx->Depth.Test == GL_FALSE) {
- apply_stencil_op( ctx, ctx->Stencil.ZPassFunc, n, stencil, mask );
+ apply_stencil_op(ctx, ctx->Stencil.ZPassFunc[face], face,
+ n, stencil, mask);
}
else {
- GLubyte passmask[PB_SIZE], failmask[PB_SIZE], oldmask[PB_SIZE];
- GLuint i;
-
- MEMCPY(oldmask, mask, n * sizeof(GLubyte));
+ _swrast_depth_test_span(ctx, span);
- _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.ZFailFunc[face] != GL_KEEP) {
+ GLubyte failmask[MAX_WIDTH];
+ GLuint i;
+ for (i = 0; i < n; i++) {
+ ASSERT(mask[i] == 0 || mask[i] == 1);
+ failmask[i] = origMask[i] & (mask[i] ^ 1);
+ }
+ apply_stencil_op(ctx, ctx->Stencil.ZFailFunc[face], face,
+ n, stencil, failmask);
}
- if (ctx->Stencil.ZPassFunc != GL_KEEP) {
- apply_stencil_op( ctx, ctx->Stencil.ZPassFunc, n, stencil, passmask );
+ if (ctx->Stencil.ZPassFunc[face] != GL_KEEP) {
+ GLubyte passmask[MAX_WIDTH];
+ GLuint i;
+ for (i = 0; i < n; i++) {
+ ASSERT(mask[i] == 0 || mask[i] == 1);
+ passmask[i] = origMask[i] & mask[i];
+ }
+ apply_stencil_op(ctx, ctx->Stencil.ZPassFunc[face], face,
+ n, stencil, passmask);
}
}
/* Write updated stencil values into hardware stencil buffer */
- (ctx->Driver.WriteStencilPixels)(ctx, n, x, y, stencil, mask );
+ rb->PutValues(ctx, rb, n, x, y, stencil, origMask);
return GL_TRUE;
-
}
else {
- /*** Software stencil buffer ***/
+ /* Direct access to stencil buffer */
- if (stencil_test_pixels(ctx, n, x, y, mask) == GL_FALSE) {
+ if (stencil_test_pixels(ctx, face, 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 );
+ apply_stencil_op_to_pixels(ctx, n, x, y,
+ ctx->Stencil.ZPassFunc[face], face, mask);
}
else {
- GLubyte passmask[PB_SIZE], failmask[PB_SIZE], oldmask[PB_SIZE];
+ GLubyte passmask[MAX_WIDTH], failmask[MAX_WIDTH], oldmask[MAX_WIDTH];
GLuint i;
- MEMCPY(oldmask, mask, n * sizeof(GLubyte));
+ _mesa_memcpy(oldmask, mask, n * sizeof(GLubyte));
- _mesa_depth_test_pixels(ctx, n, x, y, z, mask);
+ _swrast_depth_test_span(ctx, span);
for (i=0;i<n;i++) {
ASSERT(mask[i] == 0 || mask[i] == 1);
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.ZFailFunc[face] != GL_KEEP) {
+ apply_stencil_op_to_pixels(ctx, n, x, y,
+ ctx->Stencil.ZFailFunc[face],
+ face, failmask);
}
- if (ctx->Stencil.ZPassFunc != GL_KEEP) {
- apply_stencil_op_to_pixels( ctx, n, x, y,
- ctx->Stencil.ZPassFunc, passmask );
+ if (ctx->Stencil.ZPassFunc[face] != GL_KEEP) {
+ apply_stencil_op_to_pixels(ctx, n, x, y,
+ ctx->Stencil.ZPassFunc[face],
+ face, passmask);
}
}
}
+/**
+ * /return GL_TRUE = one or more fragments passed,
+ * GL_FALSE = all fragments failed.
+ */
+GLboolean
+_swrast_stencil_and_ztest_span(GLcontext *ctx, SWspan *span)
+{
+ /* span->facing can only be non-zero if using two-sided stencil */
+ ASSERT(ctx->Stencil._TestTwoSide || span->facing == 0);
+ if (span->arrayMask & SPAN_XY)
+ return stencil_and_ztest_pixels(ctx, span, span->facing);
+ else
+ return stencil_and_ztest_span(ctx, span, span->facing);
+}
+
+
+#if 0
+GLuint
+clip_span(GLuint bufferWidth, GLuint bufferHeight,
+ GLint x, GLint y, GLuint *count)
+{
+ GLuint n = *count;
+ GLuint skipPixels = 0;
-/*
+ if (y < 0 || y >= bufferHeight || x + n <= 0 || x >= bufferWidth) {
+ /* totally out of bounds */
+ n = 0;
+ }
+ else {
+ /* left clip */
+ if (x < 0) {
+ skipPixels = -x;
+ x = 0;
+ n -= skipPixels;
+ }
+ /* right clip */
+ if (x + n > bufferWidth) {
+ GLint dx = x + n - bufferWidth;
+ n -= dx;
+ }
+ }
+
+ *count = n;
+
+ return skipPixels;
+}
+#endif
+
+
+/**
* Return a span of stencil values from the stencil buffer.
* Used for glRead/CopyPixels
* Input: n - how many pixels
* Output: stencil - the array of stencil values
*/
void
-_mesa_read_stencil_span( GLcontext *ctx,
- GLint n, GLint x, GLint y, GLstencil stencil[] )
+_swrast_read_stencil_span(GLcontext *ctx, struct gl_renderbuffer *rb,
+ GLint n, GLint x, GLint y, GLstencil stencil[])
{
- if (y < 0 || y >= ctx->DrawBuffer->Height ||
- x + n <= 0 || x >= ctx->DrawBuffer->Width) {
+ if (y < 0 || y >= (GLint) rb->Height ||
+ x + n <= 0 || x >= (GLint) rb->Width) {
/* span is completely outside framebuffer */
return; /* undefined values OK */
}
n -= dx;
stencil += dx;
}
- if (x + n > ctx->DrawBuffer->Width) {
- GLint dx = x + n - ctx->DrawBuffer->Width;
+ if (x + n > (GLint) rb->Width) {
+ GLint dx = x + n - rb->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
- }
+ rb->GetRow(ctx, rb, n, x, y, stencil);
}
-/*
- * Write a span of stencil values to the stencil buffer.
+/**
+ * Write a span of stencil values to the stencil buffer. This function
+ * applies the stencil write mask when needed.
* 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[] )
+_swrast_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) {
+ struct gl_framebuffer *fb = ctx->DrawBuffer;
+ struct gl_renderbuffer *rb = fb->_StencilBuffer;
+ const GLuint stencilMax = (1 << fb->Visual.stencilBits) - 1;
+ const GLuint stencilMask = ctx->Stencil.WriteMask[0];
+
+ if (y < 0 || y >= (GLint) rb->Height ||
+ x + n <= 0 || x >= (GLint) rb->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;
+ if (x + n > (GLint) rb->Width) {
+ GLint dx = x + n - rb->Width;
n -= dx;
}
if (n <= 0) {
return;
}
- if (ctx->Driver.WriteStencilSpan) {
- (*ctx->Driver.WriteStencilSpan)( ctx, n, x, y, stencil, NULL );
+ if ((stencilMask & stencilMax) != stencilMax) {
+ /* need to apply writemask */
+ GLstencil destVals[MAX_WIDTH], newVals[MAX_WIDTH];
+ GLint i;
+ rb->GetRow(ctx, rb, n, x, y, destVals);
+ for (i = 0; i < n; i++) {
+ newVals[i]
+ = (stencil[i] & stencilMask) | (destVals[i] & ~stencilMask);
+ }
+ rb->PutRow(ctx, rb, n, x, y, newVals, 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
+ else {
+ rb->PutRow(ctx, rb, n, x, y, stencil, NULL);
}
}
-/*
- * Allocate a new stencil buffer. If there's an old one it will be
- * deallocated first. The new stencil buffer will be uninitialized.
+/**
+ * Clear the stencil buffer.
*/
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 )
+_swrast_clear_stencil_buffer( GLcontext *ctx, struct gl_renderbuffer *rb )
{
- if (ctx->Visual.StencilBits==0 || !ctx->DrawBuffer->Stencil) {
- /* no stencil buffer */
+ const GLubyte stencilBits = ctx->DrawBuffer->Visual.stencilBits;
+ const GLuint mask = ctx->Stencil.WriteMask[0];
+ const GLuint invMask = ~mask;
+ const GLuint clearVal = (ctx->Stencil.Clear & mask);
+ const GLuint stencilMax = (1 << stencilBits) - 1;
+ GLint x, y, width, height;
+
+ if (!rb || mask == 0 || !rb->Data)
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;
+ ASSERT(rb->DataType == GL_UNSIGNED_BYTE ||
+ rb->DataType == GL_UNSIGNED_SHORT);
+
+ ASSERT(rb->_BaseFormat == GL_STENCIL_INDEX);
+
+ /* compute region to clear */
+ x = ctx->DrawBuffer->_Xmin;
+ y = ctx->DrawBuffer->_Ymin;
+ width = ctx->DrawBuffer->_Xmax - ctx->DrawBuffer->_Xmin;
+ height = ctx->DrawBuffer->_Ymax - ctx->DrawBuffer->_Ymin;
+
+ if (rb->GetPointer(ctx, rb, 0, 0)) {
+ /* Direct buffer access */
+ if ((mask & stencilMax) != stencilMax) {
+ /* need to mask the clear */
+ if (rb->DataType == GL_UNSIGNED_BYTE) {
+ GLint i, j;
+ for (i = 0; i < height; i++) {
+ GLubyte *stencil = (GLubyte*) rb->GetPointer(ctx, rb, x, y + i);
+ for (j = 0; j < width; j++) {
+ stencil[j] = (stencil[j] & 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 {
+ GLint i, j;
+ for (i = 0; i < height; i++) {
+ GLushort *stencil = (GLushort*) rb->GetPointer(ctx, rb, x, y + i);
+ for (j = 0; j < width; j++) {
+ stencil[j] = (stencil[j] & 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;
+ /* no bit masking */
+ if (width == (GLint) rb->Width && rb->DataType == GL_UNSIGNED_BYTE) {
+ /* optimized case */
+ /* Note: bottom-to-top raster assumed! */
+ GLubyte *stencil = (GLubyte *) rb->GetPointer(ctx, rb, x, y);
+ GLuint len = width * height * sizeof(GLubyte);
+ _mesa_memset(stencil, clearVal, len);
}
-#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];
+ else {
+ /* general case */
GLint i;
- (*ctx->Driver.ReadStencilSpan)(ctx, width, x, y, stencil);
- for (i = 0; i < width; i++) {
- stencil[i] = (stencil[i] & invMask) | clearVal;
+ for (i = 0; i < height; i++) {
+ GLvoid *stencil = rb->GetPointer(ctx, rb, x, y + i);
+ if (rb->DataType == GL_UNSIGNED_BYTE) {
+ _mesa_memset(stencil, clearVal, width);
+ }
+ else {
+ _mesa_memset16((short unsigned int*) stencil, clearVal, width);
+ }
}
- (*ctx->Driver.WriteStencilSpan)(ctx, width, x, y, 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, width, x, y, 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, width, x, y, stencil);
- for (i = 0; i < width; i++) {
- stencil[i] = (stencil[i] & invMask) | clearVal;
+ /* no direct access */
+ if ((mask & stencilMax) != stencilMax) {
+ /* need to mask the clear */
+ if (rb->DataType == GL_UNSIGNED_BYTE) {
+ GLint i, j;
+ for (i = 0; i < height; i++) {
+ GLubyte stencil[MAX_WIDTH];
+ rb->GetRow(ctx, rb, width, x, y + i, stencil);
+ for (j = 0; j < width; j++) {
+ stencil[j] = (stencil[j] & invMask) | clearVal;
+ }
+ rb->PutRow(ctx, rb, width, x, y + i, stencil, NULL);
+ }
+ }
+ else {
+ GLint i, j;
+ for (i = 0; i < height; i++) {
+ GLushort stencil[MAX_WIDTH];
+ rb->GetRow(ctx, rb, width, x, y + i, stencil);
+ for (j = 0; j < width; j++) {
+ stencil[j] = (stencil[j] & invMask) | clearVal;
+ }
+ rb->PutRow(ctx, rb, width, x, y + i, stencil, NULL);
}
- (*ctx->Driver.WriteStencilSpan)(ctx, width, x, y, 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;
+ /* no bit masking */
+ const GLubyte clear8 = (GLubyte) clearVal;
+ const GLushort clear16 = (GLushort) clearVal;
+ const void *clear;
+ GLint i;
+ if (rb->DataType == GL_UNSIGNED_BYTE) {
+ clear = &clear8;
}
- for (y = 0; y < height; y++) {
- (*ctx->Driver.WriteStencilSpan)(ctx, width, x, y, stencil, NULL);
+ else {
+ clear = &clear16;
+ }
+ for (i = 0; i < height; i++) {
+ rb->PutMonoRow(ctx, rb, width, x, y + i, clear, 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);
- }
-}
-