-/* $Id: attrib.c,v 1.70 2002/09/03 18:03:45 brianp Exp $ */
+/* $Id: attrib.c,v 1.71 2002/09/06 02:56:08 brianp Exp $ */
/*
* Mesa 3-D graphics library
GL_POLYGON_STIPPLE);
TEST_AND_UPDATE(ctx->Scissor.Enabled, enable->Scissor, GL_SCISSOR_TEST);
TEST_AND_UPDATE(ctx->Stencil.Enabled, enable->Stencil, GL_STENCIL_TEST);
+ /* XXX two-sided stencil */
TEST_AND_UPDATE(ctx->Multisample.Enabled, enable->MultisampleEnabled,
GL_MULTISAMPLE_ARB);
TEST_AND_UPDATE(ctx->Multisample.SampleAlphaToCoverage,
break;
case GL_STENCIL_BUFFER_BIT:
{
+ const GLint face = 0; /* XXX stencil two side */
const struct gl_stencil_attrib *stencil;
stencil = (const struct gl_stencil_attrib *) attr->data;
_mesa_set_enable(ctx, GL_STENCIL_TEST, stencil->Enabled);
_mesa_ClearStencil(stencil->Clear);
- _mesa_StencilFunc(stencil->Function, stencil->Ref,
- stencil->ValueMask);
- _mesa_StencilMask(stencil->WriteMask);
- _mesa_StencilOp(stencil->FailFunc, stencil->ZFailFunc,
- stencil->ZPassFunc);
+ _mesa_StencilFunc(stencil->Function[face], stencil->Ref[face],
+ stencil->ValueMask[face]);
+ _mesa_StencilMask(stencil->WriteMask[face]);
+ _mesa_StencilOp(stencil->FailFunc[face],
+ stencil->ZFailFunc[face],
+ stencil->ZPassFunc[face]);
}
break;
case GL_TRANSFORM_BIT:
-/* $Id: context.c,v 1.175 2002/07/09 01:22:50 brianp Exp $ */
+/* $Id: context.c,v 1.176 2002/09/06 02:56:08 brianp Exp $ */
/*
* Mesa 3-D graphics library
/* Stencil group */
ctx->Stencil.Enabled = GL_FALSE;
- ctx->Stencil.Function = GL_ALWAYS;
- ctx->Stencil.FailFunc = GL_KEEP;
- ctx->Stencil.ZPassFunc = GL_KEEP;
- ctx->Stencil.ZFailFunc = GL_KEEP;
- ctx->Stencil.Ref = 0;
- ctx->Stencil.ValueMask = STENCIL_MAX;
+ ctx->Stencil.TestTwoSide = GL_FALSE;
+ ctx->Stencil.ActiveFace = 0; /* 0 = GL_FRONT, 1 = GL_BACK */
+ ctx->Stencil.Function[0] = GL_ALWAYS;
+ ctx->Stencil.Function[1] = GL_ALWAYS;
+ ctx->Stencil.FailFunc[0] = GL_KEEP;
+ ctx->Stencil.FailFunc[1] = GL_KEEP;
+ ctx->Stencil.ZPassFunc[0] = GL_KEEP;
+ ctx->Stencil.ZPassFunc[1] = GL_KEEP;
+ ctx->Stencil.ZFailFunc[0] = GL_KEEP;
+ ctx->Stencil.ZFailFunc[1] = GL_KEEP;
+ ctx->Stencil.Ref[0] = 0;
+ ctx->Stencil.Ref[1] = 0;
+ ctx->Stencil.ValueMask[0] = STENCIL_MAX;
+ ctx->Stencil.ValueMask[1] = STENCIL_MAX;
+ ctx->Stencil.WriteMask[0] = STENCIL_MAX;
+ ctx->Stencil.WriteMask[1] = STENCIL_MAX;
ctx->Stencil.Clear = 0;
- ctx->Stencil.WriteMask = STENCIL_MAX;
/* Texture group */
ctx->Texture.CurrentUnit = 0; /* multitexture */
-/* $Id: dd.h,v 1.70 2002/07/09 01:22:50 brianp Exp $ */
+/* $Id: dd.h,v 1.71 2002/09/06 02:56:08 brianp Exp $ */
/*
* Mesa 3-D graphics library
*** They're ALSO called by the gl_PopAttrib() function!!!
*** May add more functions like these to the device driver in the future.
***/
+#if 1
void (*AlphaFunc)(GLcontext *ctx, GLenum func, GLchan ref);
+#else
+ void (*AlphaFunc)(GLcontext *ctx, GLenum func, GLfloat ref);
+#endif
void (*BlendColor)(GLcontext *ctx, const GLfloat color[4]);
void (*BlendEquation)(GLcontext *ctx, GLenum mode);
void (*BlendFunc)(GLcontext *ctx, GLenum sfactor, GLenum dfactor);
void (*BlendFuncSeparate)(GLcontext *ctx,
GLenum sfactorRGB, GLenum dfactorRGB,
GLenum sfactorA, GLenum dfactorA);
+#if 1
void (*ClearColor)(GLcontext *ctx, const GLchan color[4]);
+#else
+ void (*ClearColor)(GLcontext *ctx, const GLfloat color[4]);
+#endif
void (*ClearDepth)(GLcontext *ctx, GLclampd d);
void (*ClearIndex)(GLcontext *ctx, GLuint index);
void (*ClearStencil)(GLcontext *ctx, GLint s);
void (*StencilFunc)(GLcontext *ctx, GLenum func, GLint ref, GLuint mask);
void (*StencilMask)(GLcontext *ctx, GLuint mask);
void (*StencilOp)(GLcontext *ctx, GLenum fail, GLenum zfail, GLenum zpass);
+ void (*ActiveStencilFace)(GLcontext *ctx, GLuint face);
void (*TexGen)(GLcontext *ctx, GLenum coord, GLenum pname,
const GLfloat *params);
void (*TexEnv)(GLcontext *ctx, GLenum target, GLenum pname,
-/* $Id: dlist.c,v 1.93 2002/08/17 00:26:29 brianp Exp $ */
+/* $Id: dlist.c,v 1.94 2002/09/06 02:56:08 brianp Exp $ */
/*
* Mesa 3-D graphics library
OPCODE_PROGRAM_PARAMETER4F_NV,
OPCODE_PROGRAM_PARAMETERS4FV_NV,
OPCODE_TRACK_MATRIX_NV,
+ /* GL_EXT_stencil_two_face */
+ OPCODE_ACTIVE_STENCIL_FACE_EXT,
/* The following three are meta instructions */
OPCODE_ERROR, /* raise compiled-in error */
OPCODE_CONTINUE,
InstSize[OPCODE_PROGRAM_PARAMETER4F_NV] = 7;
InstSize[OPCODE_PROGRAM_PARAMETERS4FV_NV] = 4;
InstSize[OPCODE_TRACK_MATRIX_NV] = 5;
+ /* GL_EXT_stencil_two_side */
+ InstSize[OPCODE_ACTIVE_STENCIL_FACE_EXT] = 2;
}
init_flag = 1;
}
}
+/* GL_EXT_stencil_two_face */
+static void save_ActiveStencilFaceEXT( GLenum face )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ Node *n;
+ ASSERT_OUTSIDE_SAVE_BEGIN_END_AND_FLUSH(ctx);
+ n = ALLOC_INSTRUCTION( ctx, OPCODE_ACTIVE_STENCIL_FACE_EXT, 1 );
+ if (n) {
+ n[1].e = face;
+ }
+ if (ctx->ExecuteFlag) {
+#if 0
+ (*ctx->Exec->ActiveStencilFaceEXT)( face );
+#endif
+ }
+}
+
/* KW: Compile commands
table->PointParameteriNV = save_PointParameteriNV;
table->PointParameterivNV = save_PointParameterivNV;
+ /* 268. GL_EXT_stencil_two_side */
+#if 0
+ table->ActiveStencilFaceEXT = save_ActiveStencilFaceEXT;
+#endif
+
/* ARB 1. GL_ARB_multitexture */
table->ActiveTextureARB = save_ActiveTextureARB;
table->ClientActiveTextureARB = exec_ClientActiveTextureARB;
-/* $Id: enable.c,v 1.68 2002/06/29 19:48:15 brianp Exp $ */
+/* $Id: enable.c,v 1.69 2002/09/06 02:56:08 brianp Exp $ */
/*
* Mesa 3-D graphics library
/* GL_NV_texture_rectangle */
case GL_TEXTURE_RECTANGLE_NV:
+ CHECK_EXTENSION(NV_texture_rectangle, cap);
{
const GLuint curr = ctx->Texture.CurrentUnit;
struct gl_texture_unit *texUnit = &ctx->Texture.Unit[curr];
}
break;
+ /* GL_EXT_stencil_two_side */
+ case GL_STENCIL_TEST_TWO_SIDE_EXT:
+ CHECK_EXTENSION(EXT_stencil_two_side, cap);
+ if (ctx->Stencil.TestTwoSide == state)
+ return;
+ FLUSH_VERTICES(ctx, _NEW_STENCIL);
+ ctx->Stencil.TestTwoSide = state;
+ break;
+
default:
_mesa_error(ctx, GL_INVALID_ENUM,
"%s(0x%x)", state ? "glEnable" : "glDisable", cap);
return (texUnit->Enabled & TEXTURE_RECT_BIT) ? GL_TRUE : GL_FALSE;
}
+ /* GL_EXT_stencil_two_side */
+ case GL_STENCIL_TEST_TWO_SIDE_EXT:
+ CHECK_EXTENSION(EXT_stencil_two_side);
+ return ctx->Stencil.TestTwoSide;
+
default:
_mesa_error(ctx, GL_INVALID_ENUM, "glIsEnabled(0x%x)", (int) cap);
return GL_FALSE;
-/* $Id: extensions.c,v 1.77 2002/09/05 21:16:30 brianp Exp $ */
+/* $Id: extensions.c,v 1.78 2002/09/06 02:56:08 brianp Exp $ */
/*
* Mesa 3-D graphics library
{ OFF, "GL_EXT_shadow_funcs", F(EXT_shadow_funcs) },
{ OFF, "GL_EXT_shared_texture_palette", F(EXT_shared_texture_palette) },
{ OFF, "GL_EXT_stencil_wrap", F(EXT_stencil_wrap) },
+ { OFF, "GL_EXT_stencil_two_side", F(EXT_stencil_two_side) },
{ ON, "GL_EXT_texture3D", F(EXT_texture3D) },
{ OFF, "GL_EXT_texture_compression_s3tc", F(EXT_texture_compression_s3tc) },
{ OFF, "GL_EXT_texture_edge_clamp", F(SGIS_texture_edge_clamp) },
"GL_EXT_secondary_color",
"GL_EXT_shared_texture_palette",
"GL_EXT_stencil_wrap",
+ "GL_EXT_stencil_two_side",
"GL_EXT_texture_edge_clamp",
"GL_EXT_texture_env_add",
"GL_EXT_texture_env_combine",
-/* $Id: get.c,v 1.88 2002/09/05 21:14:36 brianp Exp $ */
+/* $Id: get.c,v 1.89 2002/09/06 02:56:08 brianp Exp $ */
/*
* Mesa 3-D graphics library
*params = INT_TO_BOOL(ctx->Stencil.Clear);
break;
case GL_STENCIL_FAIL:
- *params = ENUM_TO_BOOL(ctx->Stencil.FailFunc);
+ *params = ENUM_TO_BOOL(ctx->Stencil.FailFunc[ctx->Stencil.ActiveFace]);
break;
case GL_STENCIL_FUNC:
- *params = ENUM_TO_BOOL(ctx->Stencil.Function);
+ *params = ENUM_TO_BOOL(ctx->Stencil.Function[ctx->Stencil.ActiveFace]);
break;
case GL_STENCIL_PASS_DEPTH_FAIL:
- *params = ENUM_TO_BOOL(ctx->Stencil.ZFailFunc);
+ *params = ENUM_TO_BOOL(ctx->Stencil.ZFailFunc[ctx->Stencil.ActiveFace]);
break;
case GL_STENCIL_PASS_DEPTH_PASS:
- *params = ENUM_TO_BOOL(ctx->Stencil.ZPassFunc);
+ *params = ENUM_TO_BOOL(ctx->Stencil.ZPassFunc[ctx->Stencil.ActiveFace]);
break;
case GL_STENCIL_REF:
- *params = INT_TO_BOOL(ctx->Stencil.Ref);
+ *params = INT_TO_BOOL(ctx->Stencil.Ref[ctx->Stencil.ActiveFace]);
break;
case GL_STENCIL_TEST:
*params = ctx->Stencil.Enabled;
break;
case GL_STENCIL_VALUE_MASK:
- *params = INT_TO_BOOL(ctx->Stencil.ValueMask);
+ *params = INT_TO_BOOL(ctx->Stencil.ValueMask[ctx->Stencil.ActiveFace]);
break;
case GL_STENCIL_WRITEMASK:
- *params = INT_TO_BOOL(ctx->Stencil.WriteMask);
+ *params = INT_TO_BOOL(ctx->Stencil.WriteMask[ctx->Stencil.ActiveFace]);
break;
case GL_STEREO:
*params = ctx->Visual.stereoMode;
*params = INT_TO_BOOL(ctx->Const.MaxTextureRectSize);
break;
+ /* GL_EXT_stencil_two_side */
+ case GL_STENCIL_TEST_TWO_SIDE_EXT:
+ CHECK_EXTENSION_B(EXT_stencil_two_side, pname);
+ *params = ctx->Stencil.TestTwoSide;
+ break;
+ case GL_ACTIVE_STENCIL_FACE_EXT:
+ CHECK_EXTENSION_B(EXT_stencil_two_side, pname);
+ *params = ENUM_TO_BOOL(ctx->Stencil.ActiveFace ? GL_FRONT : GL_BACK);
+ break;
+
default:
_mesa_error(ctx, GL_INVALID_ENUM, "glGetBooleanv(pname=0x%x)", pname);
}
*params = (GLdouble) ctx->Stencil.Clear;
break;
case GL_STENCIL_FAIL:
- *params = ENUM_TO_DOUBLE(ctx->Stencil.FailFunc);
+ *params = ENUM_TO_DOUBLE(ctx->Stencil.FailFunc[ctx->Stencil.ActiveFace]);
break;
case GL_STENCIL_FUNC:
- *params = ENUM_TO_DOUBLE(ctx->Stencil.Function);
+ *params = ENUM_TO_DOUBLE(ctx->Stencil.Function[ctx->Stencil.ActiveFace]);
break;
case GL_STENCIL_PASS_DEPTH_FAIL:
- *params = ENUM_TO_DOUBLE(ctx->Stencil.ZFailFunc);
+ *params = ENUM_TO_DOUBLE(ctx->Stencil.ZFailFunc[ctx->Stencil.ActiveFace]);
break;
case GL_STENCIL_PASS_DEPTH_PASS:
- *params = ENUM_TO_DOUBLE(ctx->Stencil.ZPassFunc);
+ *params = ENUM_TO_DOUBLE(ctx->Stencil.ZPassFunc[ctx->Stencil.ActiveFace]);
break;
case GL_STENCIL_REF:
- *params = (GLdouble) ctx->Stencil.Ref;
+ *params = (GLdouble) ctx->Stencil.Ref[ctx->Stencil.ActiveFace];
break;
case GL_STENCIL_TEST:
*params = (GLdouble) ctx->Stencil.Enabled;
break;
case GL_STENCIL_VALUE_MASK:
- *params = (GLdouble) ctx->Stencil.ValueMask;
+ *params = (GLdouble) ctx->Stencil.ValueMask[ctx->Stencil.ActiveFace];
break;
case GL_STENCIL_WRITEMASK:
- *params = (GLdouble) ctx->Stencil.WriteMask;
+ *params = (GLdouble) ctx->Stencil.WriteMask[ctx->Stencil.ActiveFace];
break;
case GL_STEREO:
*params = (GLdouble) ctx->Visual.stereoMode;
*params = (GLdouble) ctx->Const.MaxTextureRectSize;
break;
+ /* GL_EXT_stencil_two_side */
+ case GL_STENCIL_TEST_TWO_SIDE_EXT:
+ CHECK_EXTENSION_D(EXT_stencil_two_side, pname);
+ *params = (GLdouble) ctx->Stencil.TestTwoSide;
+ break;
+ case GL_ACTIVE_STENCIL_FACE_EXT:
+ CHECK_EXTENSION_D(EXT_stencil_two_side, pname);
+ *params = (GLdouble) (ctx->Stencil.ActiveFace ? GL_FRONT : GL_BACK);
+ break;
+
default:
_mesa_error(ctx, GL_INVALID_ENUM, "glGetDoublev(pname=0x%x)", pname);
}
*params = (GLfloat) ctx->Stencil.Clear;
break;
case GL_STENCIL_FAIL:
- *params = ENUM_TO_FLOAT(ctx->Stencil.FailFunc);
+ *params = ENUM_TO_FLOAT(ctx->Stencil.FailFunc[ctx->Stencil.ActiveFace]);
break;
case GL_STENCIL_FUNC:
- *params = ENUM_TO_FLOAT(ctx->Stencil.Function);
+ *params = ENUM_TO_FLOAT(ctx->Stencil.Function[ctx->Stencil.ActiveFace]);
break;
case GL_STENCIL_PASS_DEPTH_FAIL:
- *params = ENUM_TO_FLOAT(ctx->Stencil.ZFailFunc);
+ *params = ENUM_TO_FLOAT(ctx->Stencil.ZFailFunc[ctx->Stencil.ActiveFace]);
break;
case GL_STENCIL_PASS_DEPTH_PASS:
- *params = ENUM_TO_FLOAT(ctx->Stencil.ZPassFunc);
+ *params = ENUM_TO_FLOAT(ctx->Stencil.ZPassFunc[ctx->Stencil.ActiveFace]);
break;
case GL_STENCIL_REF:
- *params = (GLfloat) ctx->Stencil.Ref;
+ *params = (GLfloat) ctx->Stencil.Ref[ctx->Stencil.ActiveFace];
break;
case GL_STENCIL_TEST:
*params = (GLfloat) ctx->Stencil.Enabled;
break;
case GL_STENCIL_VALUE_MASK:
- *params = (GLfloat) ctx->Stencil.ValueMask;
+ *params = (GLfloat) ctx->Stencil.ValueMask[ctx->Stencil.ActiveFace];
break;
case GL_STENCIL_WRITEMASK:
- *params = (GLfloat) ctx->Stencil.WriteMask;
+ *params = (GLfloat) ctx->Stencil.WriteMask[ctx->Stencil.ActiveFace];
break;
case GL_STEREO:
*params = (GLfloat) ctx->Visual.stereoMode;
*params = (GLfloat) ctx->Const.MaxTextureRectSize;
break;
+ /* GL_EXT_stencil_two_side */
+ case GL_STENCIL_TEST_TWO_SIDE_EXT:
+ CHECK_EXTENSION_F(EXT_stencil_two_side, pname);
+ *params = (GLfloat) ctx->Stencil.TestTwoSide;
+ break;
+ case GL_ACTIVE_STENCIL_FACE_EXT:
+ CHECK_EXTENSION_F(EXT_stencil_two_side, pname);
+ *params = (GLfloat) (ctx->Stencil.ActiveFace ? GL_FRONT : GL_BACK);
+ break;
+
default:
_mesa_error(ctx, GL_INVALID_ENUM, "glGetFloatv(0x%x)", pname);
}
*params = (GLint) ctx->Stencil.Clear;
break;
case GL_STENCIL_FAIL:
- *params = (GLint) ctx->Stencil.FailFunc;
+ *params = (GLint) ctx->Stencil.FailFunc[ctx->Stencil.ActiveFace];
break;
case GL_STENCIL_FUNC:
- *params = (GLint) ctx->Stencil.Function;
+ *params = (GLint) ctx->Stencil.Function[ctx->Stencil.ActiveFace];
break;
case GL_STENCIL_PASS_DEPTH_FAIL:
- *params = (GLint) ctx->Stencil.ZFailFunc;
+ *params = (GLint) ctx->Stencil.ZFailFunc[ctx->Stencil.ActiveFace];
break;
case GL_STENCIL_PASS_DEPTH_PASS:
- *params = (GLint) ctx->Stencil.ZPassFunc;
+ *params = (GLint) ctx->Stencil.ZPassFunc[ctx->Stencil.ActiveFace];
break;
case GL_STENCIL_REF:
- *params = (GLint) ctx->Stencil.Ref;
+ *params = (GLint) ctx->Stencil.Ref[ctx->Stencil.ActiveFace];
break;
case GL_STENCIL_TEST:
*params = (GLint) ctx->Stencil.Enabled;
break;
case GL_STENCIL_VALUE_MASK:
- *params = (GLint) ctx->Stencil.ValueMask;
+ *params = (GLint) ctx->Stencil.ValueMask[ctx->Stencil.ActiveFace];
break;
case GL_STENCIL_WRITEMASK:
- *params = (GLint) ctx->Stencil.WriteMask;
+ *params = (GLint) ctx->Stencil.WriteMask[ctx->Stencil.ActiveFace];
break;
case GL_STEREO:
*params = (GLint) ctx->Visual.stereoMode;
*params = (GLint) ctx->Const.MaxTextureRectSize;
break;
+ /* GL_EXT_stencil_two_side */
+ case GL_STENCIL_TEST_TWO_SIDE_EXT:
+ CHECK_EXTENSION_I(EXT_stencil_two_side, pname);
+ *params = (GLint) ctx->Stencil.TestTwoSide;
+ break;
+ case GL_ACTIVE_STENCIL_FACE_EXT:
+ CHECK_EXTENSION_I(EXT_stencil_two_side, pname);
+ *params = (GLint) (ctx->Stencil.ActiveFace ? GL_FRONT : GL_BACK);
+ break;
+
default:
_mesa_error(ctx, GL_INVALID_ENUM, "glGetIntegerv(pname=0x%x)", pname);
}
-/* $Id: mtypes.h,v 1.84 2002/07/09 01:22:50 brianp Exp $ */
+/* $Id: mtypes.h,v 1.85 2002/09/06 02:56:09 brianp Exp $ */
/*
* Mesa 3-D graphics library
struct gl_colorbuffer_attrib {
GLuint ClearIndex; /* Index to use for glClear */
+#if 1
GLchan ClearColor[4]; /* Color to use for glClear */
+#else
+ GLclampf ClearColor[4]; /* Color to use for glClear */
+#endif
GLuint IndexMask; /* Color index write mask */
GLubyte ColorMask[4]; /* Each flag is 0xff or 0x0 */
/* alpha testing */
GLboolean AlphaEnabled; /* Alpha test enabled flag */
GLenum AlphaFunc; /* Alpha test function */
+#if 1
GLchan AlphaRef; /* Alpha ref value as GLchan */
+#else
+ GLclampf AlphaRef;
+#endif
/* blending */
GLboolean BlendEnabled; /* Blending enabled flag */
struct gl_stencil_attrib {
GLboolean Enabled; /* Enabled flag */
- GLenum Function; /* Stencil function */
- GLenum FailFunc; /* Fail function */
- GLenum ZPassFunc; /* Depth buffer pass function */
- GLenum ZFailFunc; /* Depth buffer fail function */
- GLstencil Ref; /* Reference value */
- GLstencil ValueMask; /* Value mask */
+ GLboolean TestTwoSide; /* GL_EXT_stencil_two_side */
+ GLubyte ActiveFace; /* GL_EXT_stencil_two_side (0 or 1) */
+ GLenum Function[2]; /* Stencil function */
+ GLenum FailFunc[2]; /* Fail function */
+ GLenum ZPassFunc[2]; /* Depth buffer pass function */
+ GLenum ZFailFunc[2]; /* Depth buffer fail function */
+ GLstencil Ref[2]; /* Reference value */
+ GLstencil ValueMask[2]; /* Value mask */
+ GLstencil WriteMask[2]; /* Write mask */
GLstencil Clear; /* Clear value */
- GLstencil WriteMask; /* Write mask */
};
GLenum Target; /* GL_TEXTURE_1D, GL_TEXTURE_2D, etc. */
GLfloat Priority; /* in [0,1] */
GLfloat BorderValues[4]; /* unclamped */
+#if 1
+ /* omit someday */
GLchan BorderColor[4]; /* clamped, as GLchan */
+#endif
GLenum WrapS; /* Wrap modes are: GL_CLAMP, REPEAT */
GLenum WrapT; /* GL_CLAMP_TO_EDGE, and */
GLenum WrapR; /* GL_CLAMP_TO_BORDER_ARB */
GLfloat MaxAnisotropy; /* GL_EXT_texture_filter_anisotropic */
GLboolean CompareFlag; /* GL_SGIX_shadow */
GLenum CompareOperator; /* GL_SGIX_shadow */
+#if 1
GLchan ShadowAmbient; /* GL_SGIX/ARB_shadow_ambient */
+#else
+ GLfloat ShadowAmbient;
+#endif
GLenum CompareMode; /* GL_ARB_shadow */
GLenum CompareFunc; /* GL_ARB_shadow */
GLenum DepthMode; /* GL_ARB_depth_texture */
GLaccum *Accum; /* array [4*Width*Height] of GLaccum values */
/* Software alpha planes */
+#if 1
GLchan *FrontLeftAlpha; /* array [Width*Height] of GLubyte */
GLchan *BackLeftAlpha; /* array [Width*Height] of GLubyte */
GLchan *FrontRightAlpha; /* array [Width*Height] of GLubyte */
GLchan *BackRightAlpha; /* array [Width*Height] of GLubyte */
-
+#else
+ GLvoid *FrontLeftAlpha; /* array [Width*Height] of GLubyte */
+ GLvoid *BackLeftAlpha; /* array [Width*Height] of GLubyte */
+ GLvoid *FrontRightAlpha; /* array [Width*Height] of GLubyte */
+ GLvoid *BackRightAlpha; /* array [Width*Height] of GLubyte */
+#endif
/* Drawing bounds: intersection of window size and scissor box */
GLint _Xmin, _Ymin; /* inclusive */
GLint _Xmax, _Ymax; /* exclusive */
GLboolean EXT_secondary_color;
GLboolean EXT_shared_texture_palette;
GLboolean EXT_stencil_wrap;
+ GLboolean EXT_stencil_two_side;
GLboolean EXT_texture3D;
GLboolean EXT_texture_compression_s3tc;
GLboolean EXT_texture_env_add;
-/* $Id: state.c,v 1.89 2002/07/09 01:22:50 brianp Exp $ */
+/* $Id: state.c,v 1.90 2002/09/06 02:56:09 brianp Exp $ */
/*
* Mesa 3-D graphics library
exec->PointParameteriNV = _mesa_PointParameteriNV;
exec->PointParameterivNV = _mesa_PointParameterivNV;
+ /* 268. GL_EXT_stencil_two_side */
+#if 0
+ exec->ActiveStencilFaceEXT = _mesa_ActiveStencilFaceEXT;
+#endif
+
/* ARB 1. GL_ARB_multitexture */
exec->ActiveTextureARB = _mesa_ActiveTextureARB;
exec->ClientActiveTextureARB = _mesa_ClientActiveTextureARB;
-/* $Id: stencil.c,v 1.27 2001/05/09 16:34:09 brianp Exp $ */
+/* $Id: stencil.c,v 1.28 2002/09/06 02:56:09 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"),
_mesa_StencilFunc( GLenum func, GLint ref, GLuint mask )
{
GET_CURRENT_CONTEXT(ctx);
+ const GLint face = ctx->Stencil.ActiveFace;
GLint maxref;
ASSERT_OUTSIDE_BEGIN_END(ctx);
maxref = (1 << STENCIL_BITS) - 1;
ref = (GLstencil) CLAMP( ref, 0, maxref );
- if (ctx->Stencil.Function == func &&
- ctx->Stencil.ValueMask == (GLstencil) mask &&
- ctx->Stencil.Ref == ref)
+ if (ctx->Stencil.Function[face] == func &&
+ ctx->Stencil.ValueMask[face] == (GLstencil) mask &&
+ ctx->Stencil.Ref[face] == ref)
return;
FLUSH_VERTICES(ctx, _NEW_STENCIL);
- ctx->Stencil.Function = func;
- ctx->Stencil.Ref = ref;
- ctx->Stencil.ValueMask = (GLstencil) mask;
+ ctx->Stencil.Function[face] = func;
+ ctx->Stencil.Ref[face] = ref;
+ ctx->Stencil.ValueMask[face] = (GLstencil) mask;
if (ctx->Driver.StencilFunc) {
- (*ctx->Driver.StencilFunc)( ctx, func, ctx->Stencil.Ref, mask );
+ (*ctx->Driver.StencilFunc)( ctx, func, ref, mask );
}
}
_mesa_StencilMask( GLuint mask )
{
GET_CURRENT_CONTEXT(ctx);
+ const GLint face = ctx->Stencil.ActiveFace;
ASSERT_OUTSIDE_BEGIN_END(ctx);
- if (ctx->Stencil.WriteMask == (GLstencil) mask)
- return;
+ if (ctx->Stencil.WriteMask[face] == (GLstencil) mask)
+ return;
FLUSH_VERTICES(ctx, _NEW_STENCIL);
- ctx->Stencil.WriteMask = (GLstencil) mask;
+ ctx->Stencil.WriteMask[face] = (GLstencil) mask;
if (ctx->Driver.StencilMask) {
(*ctx->Driver.StencilMask)( ctx, mask );
_mesa_StencilOp(GLenum fail, GLenum zfail, GLenum zpass)
{
GET_CURRENT_CONTEXT(ctx);
+ const GLint face = ctx->Stencil.ActiveFace;
ASSERT_OUTSIDE_BEGIN_END(ctx);
switch (fail) {
return;
}
- if (ctx->Stencil.ZFailFunc == zfail &&
- ctx->Stencil.ZPassFunc == zpass &&
- ctx->Stencil.FailFunc == fail)
+ if (ctx->Stencil.ZFailFunc[face] == zfail &&
+ ctx->Stencil.ZPassFunc[face] == zpass &&
+ ctx->Stencil.FailFunc[face] == fail)
return;
FLUSH_VERTICES(ctx, _NEW_STENCIL);
- ctx->Stencil.ZFailFunc = zfail;
- ctx->Stencil.ZPassFunc = zpass;
- ctx->Stencil.FailFunc = fail;
+ ctx->Stencil.ZFailFunc[face] = zfail;
+ ctx->Stencil.ZPassFunc[face] = zpass;
+ ctx->Stencil.FailFunc[face] = fail;
if (ctx->Driver.StencilOp) {
(*ctx->Driver.StencilOp)(ctx, fail, zfail, zpass);
}
}
+
+
+/* GL_EXT_stencil_two_side */
+void
+_mesa_ActiveStencilFaceEXT(GLenum face)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
+
+ if (face == GL_FRONT || face == GL_BACK) {
+ FLUSH_VERTICES(ctx, _NEW_STENCIL);
+ ctx->Stencil.ActiveFace = (face == GL_FRONT) ? 0 : 1;
+ }
+
+ if (ctx->Driver.ActiveStencilFace) {
+ (*ctx->Driver.ActiveStencilFace)( ctx, (GLuint) ctx->Stencil.ActiveFace );
+ }
+}
+
-/* $Id: stencil.h,v 1.9 2001/03/12 00:48:38 gareth Exp $ */
+/* $Id: stencil.h,v 1.10 2002/09/06 02:56:09 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"),
_mesa_StencilOp( GLenum fail, GLenum zfail, GLenum zpass );
+extern void
+_mesa_ActiveStencilFaceEXT(GLenum face);
+
#endif
-/* $Id: s_span.c,v 1.46 2002/08/07 00:45:07 brianp Exp $ */
+/* $Id: s_span.c,v 1.47 2002/09/06 02:56:09 brianp Exp $ */
/*
* Mesa 3-D graphics library
{
GLuint i;
for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
- span->tex[i][0] = ctx->Current.RasterTexCoords[i][0];
- span->tex[i][1] = ctx->Current.RasterTexCoords[i][1];
- span->tex[i][2] = ctx->Current.RasterTexCoords[i][2];
- span->tex[i][3] = ctx->Current.RasterTexCoords[i][3];
- span->texStepX[i][0] = 0.0;
- span->texStepX[i][1] = 0.0;
- span->texStepX[i][2] = 0.0;
- span->texStepX[i][3] = 0.0;
+ COPY_4V(span->tex[i], ctx->Current.RasterTexCoords[i]);
+ ASSIGN_4V(span->texStepX[i], 0.0F, 0.0F, 0.0F, 0.0F);
+ ASSIGN_4V(span->texStepY[i], 0.0F, 0.0F, 0.0F, 0.0F);
}
span->interpMask |= SPAN_TEXTURE;
}
_mesa_span_interpolate_z(ctx, span);
if (ctx->Stencil.Enabled) {
- if (!_mesa_stencil_and_ztest_span(ctx, span)) {
+ const GLuint face = 0; /* XXX stencil two side */
+ if (!_mesa_stencil_and_ztest_span(ctx, span, face)) {
span->arrayMask = origArrayMask;
return;
}
_mesa_span_interpolate_z(ctx, span);
if (ctx->Stencil.Enabled) {
- if (!_mesa_stencil_and_ztest_span(ctx, span)) {
+ const GLuint face = 0; /* XXX stencil two side */
+ if (!_mesa_stencil_and_ztest_span(ctx, span, face)) {
span->interpMask = origInterpMask;
span->arrayMask = origArrayMask;
return;
_mesa_span_interpolate_z(ctx, span);
if (ctx->Stencil.Enabled) {
- if (!_mesa_stencil_and_ztest_span(ctx, span)) {
+ const GLuint face = 0; /* XXX stencil two side */
+ if (!_mesa_stencil_and_ztest_span(ctx, span, face)) {
span->arrayMask = origArrayMask;
return;
}
-/* $Id: s_stencil.c,v 1.25 2002/08/07 00:45:07 brianp Exp $ */
+/* $Id: s_stencil.c,v 1.26 2002/09/06 02:56:09 brianp Exp $ */
/*
* Mesa 3-D graphics library
* 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,
+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);
GLuint i;
switch (oper) {
/**
* 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[MAX_WIDTH];
GLboolean allfail = GL_FALSE;
GLuint i;
GLstencil r, s;
+ const GLuint valueMask = ctx->Stencil.ValueMask[face];
ASSERT(n <= MAX_WIDTH);
* the stencil fail operator is not to be applied
* ENDIF
*/
- switch (ctx->Stencil.Function) {
+ switch (ctx->Stencil.Function[face]) {
case GL_NEVER:
/* never pass; 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]) {
- 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;
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;
*
*/
static GLboolean
-stencil_and_ztest_span(GLcontext *ctx, struct sw_span *span)
+stencil_and_ztest_span(GLcontext *ctx, struct sw_span *span, GLuint face)
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
GLstencil stencilRow[MAX_WIDTH];
* 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;
return 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 {
/*
}
/* 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 );
}
}
static void
apply_stencil_op_to_pixels( const 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);
+ const GLstencil ref = ctx->Stencil.Ref[face];
+ const GLstencil wrtmask = ctx->Stencil.WriteMask[face];
+ const GLstencil invmask = (GLstencil) (~wrtmask);
GLuint i;
ASSERT(!SWRAST_CONTEXT(ctx)->Driver.WriteStencilSpan); /* software stencil buffer only! */
* \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[MAX_WIDTH];
GLstencil r, s;
GLuint i;
GLboolean allfail = GL_FALSE;
+ const GLuint valueMask = ctx->Stencil.ValueMask[face];
/* software stencil buffer only! */
ASSERT(ctx->DrawBuffer->UseSoftwareStencilBuffer);
* 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);
+ 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);
+ 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);
+ 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);
+ 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);
+ 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);
+ s = (GLstencil) (*sptr & valueMask);
if (r != s) {
/* passed */
fail[i] = 0;
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;
* GL_TRUE - one or more fragments passed the testing
*/
static GLboolean
-stencil_and_ztest_pixels( GLcontext *ctx, struct sw_span *span )
+stencil_and_ztest_pixels( GLcontext *ctx, struct sw_span *span, GLuint face )
{
const GLuint n = span->end;
const GLint *x = span->array->x;
MEMCPY(origMask, mask, n * sizeof(GLubyte));
- (void) do_stencil_test(ctx, n, stencil, mask);
+ (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 {
_mesa_depth_test_span(ctx, span);
- if (ctx->Stencil.ZFailFunc != GL_KEEP) {
+ 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,
+ apply_stencil_op(ctx, ctx->Stencil.ZFailFunc[face], face,
n, stencil, failmask);
}
- if (ctx->Stencil.ZPassFunc != GL_KEEP) {
+ 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,
+ apply_stencil_op(ctx, ctx->Stencil.ZPassFunc[face], face,
n, stencil, passmask);
}
}
ASSERT(ctx->DrawBuffer->UseSoftwareStencilBuffer);
- 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);
+ ctx->Stencil.ZPassFunc[face], face, mask);
}
else {
GLubyte passmask[MAX_WIDTH], failmask[MAX_WIDTH], oldmask[MAX_WIDTH];
failmask[i] = oldmask[i] & (mask[i] ^ 1);
}
- if (ctx->Stencil.ZFailFunc != GL_KEEP) {
+ if (ctx->Stencil.ZFailFunc[face] != GL_KEEP) {
apply_stencil_op_to_pixels(ctx, n, x, y,
- ctx->Stencil.ZFailFunc, failmask);
+ ctx->Stencil.ZFailFunc[face],
+ face, failmask);
}
- if (ctx->Stencil.ZPassFunc != GL_KEEP) {
+ if (ctx->Stencil.ZPassFunc[face] != GL_KEEP) {
apply_stencil_op_to_pixels(ctx, n, x, y,
- ctx->Stencil.ZPassFunc, passmask);
+ ctx->Stencil.ZPassFunc[face],
+ face, passmask);
}
}
* GL_FALSE = all fragments failed.
*/
GLboolean
-_mesa_stencil_and_ztest_span(GLcontext *ctx, struct sw_span *span)
+_mesa_stencil_and_ztest_span(GLcontext *ctx, struct sw_span *span, GLuint face)
{
if (span->arrayMask & SPAN_XY)
- return stencil_and_ztest_pixels(ctx, span);
+ return stencil_and_ztest_pixels(ctx, span, face);
else
- return stencil_and_ztest_span(ctx, span);
+ return stencil_and_ztest_span(ctx, span, face);
}
if (ctx->Scissor.Enabled) {
/* clear scissor region only */
const GLint width = ctx->DrawBuffer->_Xmax - ctx->DrawBuffer->_Xmin;
- if (ctx->Stencil.WriteMask != STENCIL_MAX) {
+ if (ctx->Stencil.WriteMask[0] != 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 mask = ctx->Stencil.WriteMask[0];
const GLstencil invMask = ~mask;
const GLstencil clearVal = (ctx->Stencil.Clear & mask);
GLstencil *stencil = STENCIL_ADDRESS( ctx->DrawBuffer->_Xmin, y );
}
else {
/* clear whole stencil buffer */
- if (ctx->Stencil.WriteMask != STENCIL_MAX) {
+ if (ctx->Stencil.WriteMask[0] != 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 mask = ctx->Stencil.WriteMask[0];
const GLstencil invMask = ~mask;
const GLstencil clearVal = (ctx->Stencil.Clear & mask);
GLuint i;
/* 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) {
+ if (ctx->Stencil.WriteMask[0] != 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 mask = ctx->Stencil.WriteMask[0];
const GLstencil invMask = ~mask;
const GLstencil clearVal = (ctx->Stencil.Clear & mask);
GLstencil stencil[MAX_WIDTH];
}
else {
/* clear whole stencil buffer */
- if (ctx->Stencil.WriteMask != STENCIL_MAX) {
+ if (ctx->Stencil.WriteMask[0] != STENCIL_MAX) {
/* must apply mask to the clear */
- const GLstencil mask = ctx->Stencil.WriteMask;
+ const GLstencil mask = ctx->Stencil.WriteMask[0];
const GLstencil invMask = ~mask;
const GLstencil clearVal = (ctx->Stencil.Clear & mask);
const GLint width = ctx->DrawBuffer->Width;
-/* $Id: s_stencil.h,v 1.7 2002/03/16 00:53:15 brianp Exp $ */
+/* $Id: s_stencil.h,v 1.8 2002/09/06 02:56:09 brianp Exp $ */
/*
* Mesa 3-D graphics library
extern GLboolean
-_mesa_stencil_and_ztest_span(GLcontext *ctx, struct sw_span *span);
+_mesa_stencil_and_ztest_span(GLcontext *ctx, struct sw_span *span, GLuint face);