-/* $Id: s_depth.c,v 1.15 2002/02/02 21:40:33 brianp Exp $ */
+/* $Id: s_depth.c,v 1.16 2002/02/04 15:59:29 brianp Exp $ */
/*
* Mesa 3-D graphics library
#include "s_context.h"
-
-
-/*
+/**
* Return address of depth buffer value for given window coord.
*/
GLvoid *
-
-GLuint
-_old_depth_test_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
- const GLdepth z[], GLubyte mask[] )
-{
- SWcontext *swrast = SWRAST_CONTEXT(ctx);
- if (swrast->Driver.ReadDepthSpan) {
- /* hardware-based depth buffer */
- GLdepth zbuffer[MAX_WIDTH];
- GLuint passed;
- (*swrast->Driver.ReadDepthSpan)(ctx, n, x, y, zbuffer);
- passed = depth_test_span32(ctx, n, zbuffer, z, mask);
- assert(swrast->Driver.WriteDepthSpan);
- (*swrast->Driver.WriteDepthSpan)(ctx, n, x, y, zbuffer, mask);
- return passed;
- }
- else {
- /* software depth buffer */
- if (ctx->Visual.depthBits <= 16) {
- GLushort *zptr = (GLushort *) Z_ADDRESS16(ctx, x, y);
- GLuint passed = depth_test_span16(ctx, n, zptr, z, mask);
- return passed;
- }
- else {
- GLuint *zptr = (GLuint *) Z_ADDRESS32(ctx, x, y);
- GLuint passed = depth_test_span32(ctx, n, zptr, z, mask);
- return passed;
- }
- }
-}
-
-
/*
* Apply depth test to span of fragments. Hardware or software z buffer.
*/
static GLuint
depth_test_span( GLcontext *ctx, struct sw_span *span)
{
+ const GLint x = span->x;
+ const GLint y = span->y;
+ const GLuint n = span->end;
SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ ASSERT((span->arrayMask & SPAN_XY) == 0);
ASSERT(span->arrayMask & SPAN_Z);
if (swrast->Driver.ReadDepthSpan) {
/* hardware-based depth buffer */
GLdepth zbuffer[MAX_WIDTH];
GLuint passed;
- (*swrast->Driver.ReadDepthSpan)(ctx, span->end, span->x, span->y, zbuffer);
- passed = depth_test_span32(ctx, span->end,
- zbuffer, span->zArray, span->mask);
+ (*swrast->Driver.ReadDepthSpan)(ctx, n, x, y, zbuffer);
+ passed = depth_test_span32(ctx, n, zbuffer, span->zArray, span->mask);
ASSERT(swrast->Driver.WriteDepthSpan);
- (*swrast->Driver.WriteDepthSpan)(ctx, span->end, span->x, span->y, zbuffer, span->mask);
- if (passed < span->end)
+ (*swrast->Driver.WriteDepthSpan)(ctx, n, x, y, zbuffer, span->mask);
+ if (passed < n)
span->writeAll = GL_FALSE;
return passed;
}
GLuint passed;
/* software depth buffer */
if (ctx->Visual.depthBits <= 16) {
- GLushort *zptr = (GLushort *) Z_ADDRESS16(ctx, span->x, span->y);
- passed = depth_test_span16(ctx, span->end, zptr, span->zArray, span->mask);
+ GLushort *zptr = (GLushort *) Z_ADDRESS16(ctx, x, y);
+ passed = depth_test_span16(ctx, n, zptr, span->zArray, span->mask);
}
else {
- GLuint *zptr = (GLuint *) Z_ADDRESS32(ctx, span->x, span->y);
- passed = depth_test_span32(ctx, span->end, zptr, span->zArray, span->mask);
+ GLuint *zptr = (GLuint *) Z_ADDRESS32(ctx, x, y);
+ passed = depth_test_span32(ctx, n, zptr, span->zArray, span->mask);
}
if (passed < span->end)
span->writeAll = GL_FALSE;
}
}
-void
-_mesa_depth_test_pixels( GLcontext *ctx,
- GLuint n, const GLint x[], const GLint y[],
- const GLdepth z[], GLubyte mask[] )
+
+
+static GLuint
+depth_test_pixels( GLcontext *ctx, struct sw_span *span )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ const GLuint n = span->end;
+ const GLint *x = span->xArray;
+ const GLint *y = span->xArray;
+ const GLdepth *z = span->zArray;
+ GLubyte *mask = span->mask;
+
if (swrast->Driver.ReadDepthPixels) {
/* read depth values from hardware Z buffer */
GLdepth zbuffer[MAX_WIDTH];
else
software_depth_test_pixels32(ctx, n, x, y, z, mask);
}
+ return n; /* not really correct, but OK */
}
-
+/**
+ * Apply depth (Z) buffer testing to the span.
+ * \return approx number of pixels that passed (only zero is reliable)
+ */
GLuint
_mesa_depth_test_span( GLcontext *ctx, struct sw_span *span)
{
- if (span->arrayMask & SPAN_XY) {
- _mesa_depth_test_pixels(ctx, span->end,
- span->xArray, span->yArray,
- span->zArray, span->mask);
- return 1;
- }
- else {
+ if (span->arrayMask & SPAN_XY)
+ return depth_test_pixels(ctx, span);
+ else
return depth_test_span(ctx, span);
- }
}
/**********************************************************************/
-/*
+/**
* Read a span of depth values from the depth buffer.
* This function does clipping before calling the device driver function.
*/
-/*
+/**
* Return a span of depth values from the depth buffer as floats in [0,1].
* This is used for both hardware and software depth buffers.
* Input: n - how many pixels
-/*
+/**
* Allocate a new depth buffer. If there's already a depth buffer allocated
* it will be free()'d. The new depth buffer will be uniniitalized.
* This function is only called through Driver.alloc_depth_buffer.
}
-
-
-/*
+/**
* Clear the depth buffer. If the depth buffer doesn't exist yet we'll
* allocate it now.
* This function is only called through Driver.clear_depth_buffer.
-/* $Id: s_span.c,v 1.30 2002/02/02 21:40:33 brianp Exp $ */
+/* $Id: s_span.c,v 1.31 2002/02/04 15:59:29 brianp Exp $ */
/*
* Mesa 3-D graphics library
*/
-/*
- * pixel span rasterization:
- * These functions implement the rasterization pipeline.
+/**
+ * \file vpstate.c
+ * \brief Span processing functions used by all rasterization functions.
+ * This is where all the per-fragment tests are performed
+ * \author Brian Paul
*/
-
#include "glheader.h"
#include "colormac.h"
#include "context.h"
#include "s_texture.h"
-/*
+/**
* Init span's Z interpolation values to the RasterPos Z.
* Used during setup for glDraw/CopyPixels.
*/
}
-/*
+/**
* Init span's fog interpolation values to the RasterPos fog.
* Used during setup for glDraw/CopyPixels.
*/
}
-/*
+/**
* Init span's color or index interpolation values to the RasterPos color.
* Used during setup for glDraw/CopyPixels.
*/
}
-/*
+/**
* Apply the current polygon stipple pattern to a span of pixels.
*/
static void
}
-/*
+/**
* Clip a pixel span to the current buffer/window boundaries:
* DrawBuffer->_Xmin, _Xmax, _Ymin, _Ymax. This will accomplish
* window clipping and scissoring.
-/*
+/**
* Draw to more than one color buffer (or none).
*/
static void
}
-/*
+/**
* Draw to more than one RGBA color buffer (or none).
* All fragment operations, up to (but not) blending/logicop should
* have been done first.
-/*
+/**
* This function may modify any of the array values in the span.
* span->interpMask and span->arrayMask may be changed but will be restored
* to their original values before returning.
interpolate_z(ctx, span);
if (ctx->Stencil.Enabled) {
- if (_mesa_stencil_and_ztest_span(ctx, span) == GL_FALSE) {
+ if (!_mesa_stencil_and_ztest_span(ctx, span)) {
span->arrayMask = origArrayMask;
return;
}
}
else {
ASSERT(ctx->Depth.Test);
- if (_mesa_depth_test_span(ctx, span) == 0) {
+ if (!_mesa_depth_test_span(ctx, span)) {
span->arrayMask = origArrayMask;
return;
}
}
-/*
+/**
* This function may modify any of the array values in the span.
* span->interpMask and span->arrayMask may be changed but will be restored
* to their original values before returning.
}
-/*
+/**
* Add specular color to base color. This is used only when
* GL_LIGHT_MODEL_COLOR_CONTROL = GL_SEPARATE_SPECULAR_COLOR.
*/
}
-/*
+/**
* This function may modify any of the array values in the span.
* span->interpMask and span->arrayMask may be changed but will be restored
* to their original values before returning.
-/*
+/**
* Read RGBA pixels from frame buffer. Clipping will be done to prevent
* reading ouside the buffer's boundaries.
*/
}
-
-
-/*
+/**
* Read CI pixels from frame buffer. Clipping will be done to prevent
* reading ouside the buffer's boundaries.
*/
-/* $Id: s_stencil.c,v 1.19 2002/02/02 21:40:33 brianp Exp $ */
+/* $Id: s_stencil.c,v 1.20 2002/02/04 15:59:30 brianp Exp $ */
/*
* Mesa 3-D graphics library
-/*
+/**
* 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
*/
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)
{
+ 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 */
- _old_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
- *
- */
-static GLboolean
-stencil_and_ztest_span2(GLcontext *ctx, struct sw_span *span)
-{
- SWcontext *swrast = SWRAST_CONTEXT(ctx);
-
- GLstencil stencilRow[MAX_WIDTH];
- GLstencil *stencil;
- GLboolean result;
-
- ASSERT(ctx->Stencil.Enabled);
- ASSERT(span->end <= MAX_WIDTH);
-#ifdef DEBUG
- if (ctx->Depth.Test) {
- ASSERT(span->arrayMask & SPAN_Z);
- }
-#endif
-
- /* Get initial stencil values */
- if (swrast->Driver.WriteStencilSpan) {
- ASSERT(swrast->Driver.ReadStencilSpan);
- /* Get stencil values from the hardware stencil buffer */
- (*swrast->Driver.ReadStencilSpan)(ctx, span->end, span->x, span->y, stencilRow);
- stencil = stencilRow;
- }
- else {
- /* software stencil buffer */
- stencil = STENCIL_ADDRESS(span->x, span->y);
- }
-
- /* do all the stencil/depth testing/updating */
- result = stencil_and_ztest_span( ctx, span->end, span->x, span->y,
- span->zArray, stencil, span->mask );
-
+ /*
+ * Write updated stencil values back into hardware stencil buffer.
+ */
if (swrast->Driver.WriteStencilSpan) {
- /* Write updated stencil values into hardware stencil buffer */
- (swrast->Driver.WriteStencilSpan)(ctx, span->end, span->x,
- span->y, stencil, span->mask );
+ ASSERT(stencil == stencilRow);
+ (swrast->Driver.WriteStencilSpan)(ctx, n, x, y, stencil, mask );
}
span->writeAll = GL_FALSE;
- return result;
+ 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,
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
*/
static GLboolean
-stencil_and_ztest_pixels( GLcontext *ctx,
- GLuint n, const GLint x[], const GLint y[],
- const GLdepth z[], GLubyte mask[] )
+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 <= MAX_WIDTH);
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[MAX_WIDTH];
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;
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->end,
- span->xArray, span->yArray,
- span->zArray, span->mask);
- }
- else {
- return stencil_and_ztest_span2(ctx, 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
-/*
+/**
* 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.
-/*
- * Clear the stencil buffer.
+/**
+ * Clear the stencil buffer (hardware or software).
*/
void
_mesa_clear_stencil_buffer( GLcontext *ctx )