/*
* Mesa 3-D graphics library
- * Version: 6.5
+ * Version: 7.1
*
- * Copyright (C) 1999-2005 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2007 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"),
}
+/**
+ * Compute the zpass/zfail masks by comparing the pre- and post-depth test
+ * masks.
+ */
+static INLINE void
+compute_pass_fail_masks(GLuint n, const GLubyte origMask[],
+ const GLubyte newMask[],
+ GLubyte passMask[], GLubyte failMask[])
+{
+ GLuint i;
+ for (i = 0; i < n; i++) {
+ ASSERT(newMask[i] == 0 || newMask[i] == 1);
+ passMask[i] = origMask[i] & newMask[i];
+ failMask[i] = origMask[i] & (newMask[i] ^ 1);
+ }
+}
+
/**
* Apply stencil and depth testing to the span of pixels.
/*
* Perform depth buffering, then apply zpass or zfail stencil function.
*/
- GLubyte passmask[MAX_WIDTH], failmask[MAX_WIDTH], oldmask[MAX_WIDTH];
- GLuint i;
+ GLubyte passMask[MAX_WIDTH], failMask[MAX_WIDTH], origMask[MAX_WIDTH];
/* save the current mask bits */
- _mesa_memcpy(oldmask, mask, n * sizeof(GLubyte));
+ _mesa_memcpy(origMask, mask, n * sizeof(GLubyte));
/* apply the depth test */
_swrast_depth_test_span(ctx, span);
- /* 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);
- }
+ compute_pass_fail_masks(n, origMask, mask, passMask, failMask);
/* apply the pass and fail operations */
if (ctx->Stencil.ZFailFunc[face] != GL_KEEP) {
apply_stencil_op( ctx, ctx->Stencil.ZFailFunc[face], face,
- n, stencil, failmask );
+ n, stencil, failMask );
}
if (ctx->Stencil.ZPassFunc[face] != GL_KEEP) {
apply_stencil_op( ctx, ctx->Stencil.ZPassFunc[face], face,
- n, stencil, passmask );
+ n, stencil, passMask );
}
}
static GLboolean
stencil_and_ztest_pixels( GLcontext *ctx, SWspan *span, GLuint face )
{
+ GLubyte passMask[MAX_WIDTH], failMask[MAX_WIDTH], origMask[MAX_WIDTH];
struct gl_framebuffer *fb = ctx->DrawBuffer;
struct gl_renderbuffer *rb = fb->_StencilBuffer;
const GLuint n = span->end;
if (!rb->GetPointer(ctx, rb, 0, 0)) {
/* No direct access */
GLstencil stencil[MAX_WIDTH];
- GLubyte origMask[MAX_WIDTH];
ASSERT(rb->DataType == GL_UNSIGNED_BYTE);
_swrast_get_values(ctx, rb, n, x, y, stencil, sizeof(GLubyte));
- _mesa_memcpy(origMask, mask, n * sizeof(GLubyte));
-
(void) do_stencil_test(ctx, face, n, stencil, mask);
if (ctx->Depth.Test == GL_FALSE) {
n, stencil, mask);
}
else {
+ _mesa_memcpy(origMask, mask, n * sizeof(GLubyte));
+
_swrast_depth_test_span(ctx, span);
+ compute_pass_fail_masks(n, origMask, mask, passMask, 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);
+ n, stencil, failMask);
}
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);
+ n, stencil, passMask);
}
}
ctx->Stencil.ZPassFunc[face], face, mask);
}
else {
- GLubyte passmask[MAX_WIDTH], failmask[MAX_WIDTH], oldmask[MAX_WIDTH];
- GLuint i;
-
- _mesa_memcpy(oldmask, mask, n * sizeof(GLubyte));
+ _mesa_memcpy(origMask, mask, n * sizeof(GLubyte));
_swrast_depth_test_span(ctx, span);
- 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);
- }
+ compute_pass_fail_masks(n, origMask, mask, passMask, failMask);
if (ctx->Stencil.ZFailFunc[face] != GL_KEEP) {
apply_stencil_op_to_pixels(ctx, n, x, y,
ctx->Stencil.ZFailFunc[face],
- face, failmask);
+ face, failMask);
}
if (ctx->Stencil.ZPassFunc[face] != GL_KEEP) {
apply_stencil_op_to_pixels(ctx, n, x, y,
ctx->Stencil.ZPassFunc[face],
- face, passmask);
+ face, passMask);
}
}