-/* $Id: s_stencil.c,v 1.11 2001/03/19 02:25:36 keithw Exp $ */
+/* $Id: s_stencil.c,v 1.20 2002/02/04 15:59:30 brianp Exp $ */
/*
* Mesa 3-D graphics library
- * Version: 3.5
+ * Version: 4.1
*
- * Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2002 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"),
#include "s_context.h"
#include "s_depth.h"
-#include "s_pb.h"
#include "s_stencil.h"
-
-
/* Stencil Logic:
IF stencil test fails THEN
*/
-
-
/*
* Return the address of a stencil buffer value given the window coords:
*/
-/*
+/**
* 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
* 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 n, GLstencil stencil[], const GLubyte mask[] )
{
const GLstencil ref = ctx->Stencil.Ref;
const GLstencil wrtmask = ctx->Stencil.WriteMask;
-/*
+/**
* 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
do_stencil_test( GLcontext *ctx, GLuint n, GLstencil stencil[],
GLubyte mask[] )
{
- GLubyte fail[PB_SIZE];
+ GLubyte fail[MAX_WIDTH];
GLboolean allfail = GL_FALSE;
GLuint i;
GLstencil r, s;
- ASSERT(n <= PB_SIZE);
+ ASSERT(n <= MAX_WIDTH);
/*
* Perform stencil test. The results of this operation are stored
*/
switch (ctx->Stencil.Function) {
case GL_NEVER:
- /* always fail */
+ /* never pass; always fail */
for (i=0;i<n;i++) {
if (mask[i]) {
mask[i] = 0;
-
-/*
- * 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, struct sw_span *span)
{
- ASSERT(ctx->Stencil.Enabled);
- ASSERT(n <= PB_SIZE);
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ GLstencil stencilRow[MAX_WIDTH];
+ GLstencil *stencil;
+ const GLuint n = span->end;
+ const GLint x = span->x;
+ const GLint y = span->y;
+ GLubyte *mask = span->mask;
+ ASSERT((span->arrayMask & SPAN_XY) == 0);
+ ASSERT(ctx->Stencil.Enabled);
+ ASSERT(n <= MAX_WIDTH);
+#ifdef DEBUG
+ if (ctx->Depth.Test) {
+ ASSERT(span->arrayMask & SPAN_Z);
+ }
+#endif
+
+ /* Get initial stencil values */
+ if (swrast->Driver.WriteStencilSpan) {
+ /* Get stencil values from the hardware stencil buffer */
+ ASSERT(swrast->Driver.ReadStencilSpan);
+ (*swrast->Driver.ReadStencilSpan)(ctx, n, x, y, stencilRow);
+ stencil = stencilRow;
+ }
+ else {
+ /* Get pointer into software stencil buffer */
+ stencil = STENCIL_ADDRESS(x, y);
+ }
+
/*
* 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. */
+ span->writeAll = GL_FALSE;
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.
*/
MEMCPY(oldmask, mask, n * sizeof(GLubyte));
/* apply the depth test */
- _mesa_depth_test_span(ctx, n, x, y, z, mask);
+ _mesa_depth_test_span(ctx, span);
/* Set the stencil pass/fail flags according to result of depth testing.
* if oldmask[i] == 0 then
}
}
- 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[] )
-{
- SWcontext *swrast = SWRAST_CONTEXT(ctx);
- GLstencil stencilRow[MAX_WIDTH];
- GLstencil *stencil;
- GLboolean result;
-
- ASSERT(ctx->Stencil.Enabled);
- ASSERT(n <= MAX_WIDTH);
-
- /* Get initial stencil values */
- if (swrast->Driver.WriteStencilSpan) {
- ASSERT(swrast->Driver.ReadStencilSpan);
- /* Get stencil values from the hardware stencil buffer */
- (*swrast->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 );
-
+ /*
+ * Write updated stencil values back into hardware stencil buffer.
+ */
if (swrast->Driver.WriteStencilSpan) {
- /* Write updated stencil values into hardware stencil buffer */
+ ASSERT(stencil == stencilRow);
(swrast->Driver.WriteStencilSpan)(ctx, n, x, y, stencil, mask );
}
-
- return result;
+
+ span->writeAll = GL_FALSE;
+
+ return GL_TRUE; /* one or more fragments passed both tests */
}
-/*
+/**
* 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
-/*
+/**
* 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,
const GLint x[], const GLint y[], GLubyte mask[] )
{
- GLubyte fail[PB_SIZE];
+ GLubyte fail[MAX_WIDTH];
GLstencil r, s;
GLuint i;
GLboolean allfail = GL_FALSE;
- ASSERT(!SWRAST_CONTEXT(ctx)->Driver.WriteStencilSpan); /* software stencil buffer only! */
+ /* software stencil buffer only! */
+ ASSERT(ctx->DrawBuffer->UseSoftwareStencilBuffer);
+ ASSERT(!SWRAST_CONTEXT(ctx)->Driver.ReadStencilSpan);
+ ASSERT(!SWRAST_CONTEXT(ctx)->Driver.WriteStencilSpan);
/*
* Perform stencil test. The results of this operation are stored
-/*
+/**
* Apply stencil and depth testing to an array of pixels.
* This is used both for software and hardware stencil buffers.
*
* 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, struct sw_span *span )
{
+ const GLuint n = span->end;
+ const GLint *x = span->xArray;
+ const GLint *y = span->yArray;
+ GLubyte *mask = span->mask;
SWcontext *swrast = SWRAST_CONTEXT(ctx);
+
+ ASSERT(span->arrayMask & SPAN_XY);
ASSERT(ctx->Stencil.Enabled);
- ASSERT(n <= PB_SIZE);
+ ASSERT(n <= MAX_WIDTH);
if (swrast->Driver.WriteStencilPixels) {
/*** Hardware stencil buffer ***/
- GLstencil stencil[PB_SIZE];
- GLubyte origMask[PB_SIZE];
+ GLstencil stencil[MAX_WIDTH];
+ GLubyte origMask[MAX_WIDTH];
+ ASSERT(!ctx->DrawBuffer->UseSoftwareStencilBuffer);
ASSERT(swrast->Driver.ReadStencilPixels);
(*swrast->Driver.ReadStencilPixels)(ctx, n, x, y, stencil);
apply_stencil_op(ctx, ctx->Stencil.ZPassFunc, n, stencil, mask);
}
else {
- _mesa_depth_test_pixels(ctx, n, x, y, z, mask);
+ _mesa_depth_test_span(ctx, span);
if (ctx->Stencil.ZFailFunc != GL_KEEP) {
- GLubyte failmask[PB_SIZE];
+ GLubyte failmask[MAX_WIDTH];
GLuint i;
for (i = 0; i < n; i++) {
ASSERT(mask[i] == 0 || mask[i] == 1);
n, stencil, failmask);
}
if (ctx->Stencil.ZPassFunc != GL_KEEP) {
- GLubyte passmask[PB_SIZE];
+ GLubyte passmask[MAX_WIDTH];
GLuint i;
for (i = 0; i < n; i++) {
ASSERT(mask[i] == 0 || mask[i] == 1);
else {
/*** Software stencil buffer ***/
+ ASSERT(ctx->DrawBuffer->UseSoftwareStencilBuffer);
+
if (stencil_test_pixels(ctx, n, x, y, mask) == GL_FALSE) {
/* all fragments failed the stencil test, we're done. */
return GL_FALSE;
ctx->Stencil.ZPassFunc, 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_depth_test_pixels(ctx, n, x, y, z, mask);
+ _mesa_depth_test_span(ctx, span);
for (i=0;i<n;i++) {
ASSERT(mask[i] == 0 || mask[i] == 1);
}
+/**
+ * /return GL_TRUE = one or more fragments passed,
+ * GL_FALSE = all fragments failed.
+ */
+GLboolean
+_mesa_stencil_and_ztest_span(GLcontext *ctx, struct sw_span *span)
+{
+ if (span->arrayMask & SPAN_XY)
+ return stencil_and_ztest_pixels(ctx, span);
+ else
+ return stencil_and_ztest_span(ctx, span);
+}
-/*
+
+/**
* Return a span of stencil values from the stencil buffer.
* Used for glRead/CopyPixels
* Input: n - how many pixels
-/*
+/**
* Write a span of stencil values to the stencil buffer.
* Used for glDraw/CopyPixels
* Input: n - how many pixels
const GLstencil stencil[] )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ const GLstencil *ssrc = stencil;
+
if (y < 0 || y >= ctx->DrawBuffer->Height ||
x + n <= 0 || x >= ctx->DrawBuffer->Width) {
/* span is completely outside framebuffer */
GLint dx = -x;
x = 0;
n -= dx;
- stencil += dx;
+ ssrc += dx;
}
if (x + n > ctx->DrawBuffer->Width) {
GLint dx = x + n - ctx->DrawBuffer->Width;
}
if (swrast->Driver.WriteStencilSpan) {
- (*swrast->Driver.WriteStencilSpan)( ctx, n, x, y, stencil, NULL );
+ (*swrast->Driver.WriteStencilSpan)( ctx, n, x, y, ssrc, NULL );
}
else if (ctx->DrawBuffer->Stencil) {
GLstencil *s = STENCIL_ADDRESS( x, y );
#if STENCIL_BITS == 8
- MEMCPY( s, stencil, n * sizeof(GLstencil) );
+ MEMCPY( s, ssrc, n * sizeof(GLstencil) );
#else
GLuint i;
for (i=0;i<n;i++)
- s[i] = stencil[i];
+ s[i] = ssrc[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.
*/
-/*
+/**
* Clear the software (malloc'd) stencil buffer.
*/
static void
-/*
+/**
* Clear the hardware (in graphics card) stencil buffer.
* This is done with the Driver.WriteStencilSpan() and Driver.ReadStencilSpan()
* functions.
else {
/* clear whole buffer without masking */
const GLint width = ctx->DrawBuffer->Width;
- const GLint height = ctx->DrawBuffer->Width;
+ const GLint height = ctx->DrawBuffer->Height;
const GLint x = ctx->DrawBuffer->_Xmin;
GLstencil stencil[MAX_WIDTH];
GLint y, i;
-/*
- * Clear the stencil buffer.
+/**
+ * Clear the stencil buffer (hardware or software).
*/
void
_mesa_clear_stencil_buffer( GLcontext *ctx )