Merge branch 'mesa_7_5_branch' into mesa_7_6_branch
[mesa.git] / src / mesa / swrast / s_stencil.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.1
4 *
5 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25
26 #include "main/glheader.h"
27 #include "main/context.h"
28 #include "main/imports.h"
29
30 #include "s_context.h"
31 #include "s_depth.h"
32 #include "s_stencil.h"
33 #include "s_span.h"
34
35
36
37 /* Stencil Logic:
38
39 IF stencil test fails THEN
40 Apply fail-op to stencil value
41 Don't write the pixel (RGBA,Z)
42 ELSE
43 IF doing depth test && depth test fails THEN
44 Apply zfail-op to stencil value
45 Write RGBA and Z to appropriate buffers
46 ELSE
47 Apply zpass-op to stencil value
48 ENDIF
49
50 */
51
52
53 /**
54 * Apply the given stencil operator to the array of stencil values.
55 * Don't touch stencil[i] if mask[i] is zero.
56 * Input: n - size of stencil array
57 * oper - the stencil buffer operator
58 * face - 0 or 1 for front or back face operation
59 * stencil - array of stencil values
60 * mask - array [n] of flag: 1=apply operator, 0=don't apply operator
61 * Output: stencil - modified values
62 */
63 static void
64 apply_stencil_op( const GLcontext *ctx, GLenum oper, GLuint face,
65 GLuint n, GLstencil stencil[], const GLubyte mask[] )
66 {
67 const GLstencil ref = ctx->Stencil.Ref[face];
68 const GLstencil wrtmask = ctx->Stencil.WriteMask[face];
69 const GLstencil invmask = (GLstencil) (~wrtmask);
70 const GLstencil stencilMax = (1 << ctx->DrawBuffer->Visual.stencilBits) - 1;
71 GLuint i;
72
73 switch (oper) {
74 case GL_KEEP:
75 /* do nothing */
76 break;
77 case GL_ZERO:
78 if (invmask==0) {
79 for (i=0;i<n;i++) {
80 if (mask[i]) {
81 stencil[i] = 0;
82 }
83 }
84 }
85 else {
86 for (i=0;i<n;i++) {
87 if (mask[i]) {
88 stencil[i] = (GLstencil) (stencil[i] & invmask);
89 }
90 }
91 }
92 break;
93 case GL_REPLACE:
94 if (invmask==0) {
95 for (i=0;i<n;i++) {
96 if (mask[i]) {
97 stencil[i] = ref;
98 }
99 }
100 }
101 else {
102 for (i=0;i<n;i++) {
103 if (mask[i]) {
104 GLstencil s = stencil[i];
105 stencil[i] = (GLstencil) ((invmask & s ) | (wrtmask & ref));
106 }
107 }
108 }
109 break;
110 case GL_INCR:
111 if (invmask==0) {
112 for (i=0;i<n;i++) {
113 if (mask[i]) {
114 GLstencil s = stencil[i];
115 if (s < stencilMax) {
116 stencil[i] = (GLstencil) (s+1);
117 }
118 }
119 }
120 }
121 else {
122 for (i=0;i<n;i++) {
123 if (mask[i]) {
124 /* VERIFY logic of adding 1 to a write-masked value */
125 GLstencil s = stencil[i];
126 if (s < stencilMax) {
127 stencil[i] = (GLstencil) ((invmask & s) | (wrtmask & (s+1)));
128 }
129 }
130 }
131 }
132 break;
133 case GL_DECR:
134 if (invmask==0) {
135 for (i=0;i<n;i++) {
136 if (mask[i]) {
137 GLstencil s = stencil[i];
138 if (s>0) {
139 stencil[i] = (GLstencil) (s-1);
140 }
141 }
142 }
143 }
144 else {
145 for (i=0;i<n;i++) {
146 if (mask[i]) {
147 /* VERIFY logic of subtracting 1 to a write-masked value */
148 GLstencil s = stencil[i];
149 if (s>0) {
150 stencil[i] = (GLstencil) ((invmask & s) | (wrtmask & (s-1)));
151 }
152 }
153 }
154 }
155 break;
156 case GL_INCR_WRAP_EXT:
157 if (invmask==0) {
158 for (i=0;i<n;i++) {
159 if (mask[i]) {
160 stencil[i]++;
161 }
162 }
163 }
164 else {
165 for (i=0;i<n;i++) {
166 if (mask[i]) {
167 GLstencil s = stencil[i];
168 stencil[i] = (GLstencil) ((invmask & s) | (wrtmask & (s+1)));
169 }
170 }
171 }
172 break;
173 case GL_DECR_WRAP_EXT:
174 if (invmask==0) {
175 for (i=0;i<n;i++) {
176 if (mask[i]) {
177 stencil[i]--;
178 }
179 }
180 }
181 else {
182 for (i=0;i<n;i++) {
183 if (mask[i]) {
184 GLstencil s = stencil[i];
185 stencil[i] = (GLstencil) ((invmask & s) | (wrtmask & (s-1)));
186 }
187 }
188 }
189 break;
190 case GL_INVERT:
191 if (invmask==0) {
192 for (i=0;i<n;i++) {
193 if (mask[i]) {
194 GLstencil s = stencil[i];
195 stencil[i] = (GLstencil) ~s;
196 }
197 }
198 }
199 else {
200 for (i=0;i<n;i++) {
201 if (mask[i]) {
202 GLstencil s = stencil[i];
203 stencil[i] = (GLstencil) ((invmask & s) | (wrtmask & ~s));
204 }
205 }
206 }
207 break;
208 default:
209 _mesa_problem(ctx, "Bad stencil op in apply_stencil_op");
210 }
211 }
212
213
214
215
216 /**
217 * Apply stencil test to an array of stencil values (before depth buffering).
218 * Input: face - 0 or 1 for front or back-face polygons
219 * n - number of pixels in the array
220 * stencil - array of [n] stencil values
221 * mask - array [n] of flag: 0=skip the pixel, 1=stencil the pixel
222 * Output: mask - pixels which fail the stencil test will have their
223 * mask flag set to 0.
224 * stencil - updated stencil values (where the test passed)
225 * Return: GL_FALSE = all pixels failed, GL_TRUE = zero or more pixels passed.
226 */
227 static GLboolean
228 do_stencil_test( GLcontext *ctx, GLuint face, GLuint n, GLstencil stencil[],
229 GLubyte mask[] )
230 {
231 GLubyte fail[MAX_WIDTH];
232 GLboolean allfail = GL_FALSE;
233 GLuint i;
234 const GLuint valueMask = ctx->Stencil.ValueMask[face];
235 const GLstencil r = (GLstencil) (ctx->Stencil.Ref[face] & valueMask);
236 GLstencil s;
237
238 ASSERT(n <= MAX_WIDTH);
239
240 /*
241 * Perform stencil test. The results of this operation are stored
242 * in the fail[] array:
243 * IF fail[i] is non-zero THEN
244 * the stencil fail operator is to be applied
245 * ELSE
246 * the stencil fail operator is not to be applied
247 * ENDIF
248 */
249 switch (ctx->Stencil.Function[face]) {
250 case GL_NEVER:
251 /* never pass; always fail */
252 for (i=0;i<n;i++) {
253 if (mask[i]) {
254 mask[i] = 0;
255 fail[i] = 1;
256 }
257 else {
258 fail[i] = 0;
259 }
260 }
261 allfail = GL_TRUE;
262 break;
263 case GL_LESS:
264 for (i=0;i<n;i++) {
265 if (mask[i]) {
266 s = (GLstencil) (stencil[i] & valueMask);
267 if (r < s) {
268 /* passed */
269 fail[i] = 0;
270 }
271 else {
272 fail[i] = 1;
273 mask[i] = 0;
274 }
275 }
276 else {
277 fail[i] = 0;
278 }
279 }
280 break;
281 case GL_LEQUAL:
282 for (i=0;i<n;i++) {
283 if (mask[i]) {
284 s = (GLstencil) (stencil[i] & valueMask);
285 if (r <= s) {
286 /* pass */
287 fail[i] = 0;
288 }
289 else {
290 fail[i] = 1;
291 mask[i] = 0;
292 }
293 }
294 else {
295 fail[i] = 0;
296 }
297 }
298 break;
299 case GL_GREATER:
300 for (i=0;i<n;i++) {
301 if (mask[i]) {
302 s = (GLstencil) (stencil[i] & valueMask);
303 if (r > s) {
304 /* passed */
305 fail[i] = 0;
306 }
307 else {
308 fail[i] = 1;
309 mask[i] = 0;
310 }
311 }
312 else {
313 fail[i] = 0;
314 }
315 }
316 break;
317 case GL_GEQUAL:
318 for (i=0;i<n;i++) {
319 if (mask[i]) {
320 s = (GLstencil) (stencil[i] & valueMask);
321 if (r >= s) {
322 /* passed */
323 fail[i] = 0;
324 }
325 else {
326 fail[i] = 1;
327 mask[i] = 0;
328 }
329 }
330 else {
331 fail[i] = 0;
332 }
333 }
334 break;
335 case GL_EQUAL:
336 for (i=0;i<n;i++) {
337 if (mask[i]) {
338 s = (GLstencil) (stencil[i] & valueMask);
339 if (r == s) {
340 /* passed */
341 fail[i] = 0;
342 }
343 else {
344 fail[i] = 1;
345 mask[i] = 0;
346 }
347 }
348 else {
349 fail[i] = 0;
350 }
351 }
352 break;
353 case GL_NOTEQUAL:
354 for (i=0;i<n;i++) {
355 if (mask[i]) {
356 s = (GLstencil) (stencil[i] & valueMask);
357 if (r != s) {
358 /* passed */
359 fail[i] = 0;
360 }
361 else {
362 fail[i] = 1;
363 mask[i] = 0;
364 }
365 }
366 else {
367 fail[i] = 0;
368 }
369 }
370 break;
371 case GL_ALWAYS:
372 /* always pass */
373 for (i=0;i<n;i++) {
374 fail[i] = 0;
375 }
376 break;
377 default:
378 _mesa_problem(ctx, "Bad stencil func in gl_stencil_span");
379 return 0;
380 }
381
382 if (ctx->Stencil.FailFunc[face] != GL_KEEP) {
383 apply_stencil_op( ctx, ctx->Stencil.FailFunc[face], face, n, stencil, fail );
384 }
385
386 return !allfail;
387 }
388
389
390 /**
391 * Compute the zpass/zfail masks by comparing the pre- and post-depth test
392 * masks.
393 */
394 static INLINE void
395 compute_pass_fail_masks(GLuint n, const GLubyte origMask[],
396 const GLubyte newMask[],
397 GLubyte passMask[], GLubyte failMask[])
398 {
399 GLuint i;
400 for (i = 0; i < n; i++) {
401 ASSERT(newMask[i] == 0 || newMask[i] == 1);
402 passMask[i] = origMask[i] & newMask[i];
403 failMask[i] = origMask[i] & (newMask[i] ^ 1);
404 }
405 }
406
407
408 /**
409 * Apply stencil and depth testing to the span of pixels.
410 * Both software and hardware stencil buffers are acceptable.
411 * Input: n - number of pixels in the span
412 * x, y - location of leftmost pixel in span
413 * z - array [n] of z values
414 * mask - array [n] of flags (1=test this pixel, 0=skip the pixel)
415 * Output: mask - array [n] of flags (1=stencil and depth test passed)
416 * Return: GL_FALSE - all fragments failed the testing
417 * GL_TRUE - one or more fragments passed the testing
418 *
419 */
420 static GLboolean
421 stencil_and_ztest_span(GLcontext *ctx, SWspan *span, GLuint face)
422 {
423 struct gl_framebuffer *fb = ctx->DrawBuffer;
424 struct gl_renderbuffer *rb = fb->_StencilBuffer;
425 GLstencil stencilRow[MAX_WIDTH];
426 GLstencil *stencil;
427 const GLuint n = span->end;
428 const GLint x = span->x;
429 const GLint y = span->y;
430 GLubyte *mask = span->array->mask;
431
432 ASSERT((span->arrayMask & SPAN_XY) == 0);
433 ASSERT(ctx->Stencil.Enabled);
434 ASSERT(n <= MAX_WIDTH);
435 #ifdef DEBUG
436 if (ctx->Depth.Test) {
437 ASSERT(span->arrayMask & SPAN_Z);
438 }
439 #endif
440
441 stencil = (GLstencil *) rb->GetPointer(ctx, rb, x, y);
442 if (!stencil) {
443 rb->GetRow(ctx, rb, n, x, y, stencilRow);
444 stencil = stencilRow;
445 }
446
447 /*
448 * Apply the stencil test to the fragments.
449 * failMask[i] is 1 if the stencil test failed.
450 */
451 if (do_stencil_test( ctx, face, n, stencil, mask ) == GL_FALSE) {
452 /* all fragments failed the stencil test, we're done. */
453 span->writeAll = GL_FALSE;
454 if (!rb->GetPointer(ctx, rb, 0, 0)) {
455 /* put updated stencil values into buffer */
456 rb->PutRow(ctx, rb, n, x, y, stencil, NULL);
457 }
458 return GL_FALSE;
459 }
460
461 /*
462 * Some fragments passed the stencil test, apply depth test to them
463 * and apply Zpass and Zfail stencil ops.
464 */
465 if (ctx->Depth.Test == GL_FALSE) {
466 /*
467 * No depth buffer, just apply zpass stencil function to active pixels.
468 */
469 apply_stencil_op( ctx, ctx->Stencil.ZPassFunc[face], face, n, stencil, mask );
470 }
471 else {
472 /*
473 * Perform depth buffering, then apply zpass or zfail stencil function.
474 */
475 GLubyte passMask[MAX_WIDTH], failMask[MAX_WIDTH], origMask[MAX_WIDTH];
476
477 /* save the current mask bits */
478 _mesa_memcpy(origMask, mask, n * sizeof(GLubyte));
479
480 /* apply the depth test */
481 _swrast_depth_test_span(ctx, span);
482
483 compute_pass_fail_masks(n, origMask, mask, passMask, failMask);
484
485 /* apply the pass and fail operations */
486 if (ctx->Stencil.ZFailFunc[face] != GL_KEEP) {
487 apply_stencil_op( ctx, ctx->Stencil.ZFailFunc[face], face,
488 n, stencil, failMask );
489 }
490 if (ctx->Stencil.ZPassFunc[face] != GL_KEEP) {
491 apply_stencil_op( ctx, ctx->Stencil.ZPassFunc[face], face,
492 n, stencil, passMask );
493 }
494 }
495
496 /*
497 * Write updated stencil values back into hardware stencil buffer.
498 */
499 if (!rb->GetPointer(ctx, rb, 0, 0)) {
500 rb->PutRow(ctx, rb, n, x, y, stencil, NULL);
501 }
502
503 span->writeAll = GL_FALSE;
504
505 return GL_TRUE; /* one or more fragments passed both tests */
506 }
507
508
509
510 /*
511 * Return the address of a stencil buffer value given the window coords:
512 */
513 #define STENCIL_ADDRESS(X, Y) (stencilStart + (Y) * stride + (X))
514
515
516
517 /**
518 * Apply the given stencil operator for each pixel in the array whose
519 * mask flag is set.
520 * \note This is for software stencil buffers only.
521 * Input: n - number of pixels in the span
522 * x, y - array of [n] pixels
523 * operator - the stencil buffer operator
524 * mask - array [n] of flag: 1=apply operator, 0=don't apply operator
525 */
526 static void
527 apply_stencil_op_to_pixels( GLcontext *ctx,
528 GLuint n, const GLint x[], const GLint y[],
529 GLenum oper, GLuint face, const GLubyte mask[] )
530 {
531 struct gl_framebuffer *fb = ctx->DrawBuffer;
532 struct gl_renderbuffer *rb = fb->_StencilBuffer;
533 const GLstencil stencilMax = (1 << fb->Visual.stencilBits) - 1;
534 const GLstencil ref = ctx->Stencil.Ref[face];
535 const GLstencil wrtmask = ctx->Stencil.WriteMask[face];
536 const GLstencil invmask = (GLstencil) (~wrtmask);
537 GLuint i;
538 GLstencil *stencilStart = (GLubyte *) rb->Data;
539 const GLuint stride = rb->Width;
540
541 ASSERT(rb->GetPointer(ctx, rb, 0, 0));
542 ASSERT(sizeof(GLstencil) == 1);
543
544 switch (oper) {
545 case GL_KEEP:
546 /* do nothing */
547 break;
548 case GL_ZERO:
549 if (invmask==0) {
550 for (i=0;i<n;i++) {
551 if (mask[i]) {
552 GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
553 *sptr = 0;
554 }
555 }
556 }
557 else {
558 for (i=0;i<n;i++) {
559 if (mask[i]) {
560 GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
561 *sptr = (GLstencil) (invmask & *sptr);
562 }
563 }
564 }
565 break;
566 case GL_REPLACE:
567 if (invmask==0) {
568 for (i=0;i<n;i++) {
569 if (mask[i]) {
570 GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
571 *sptr = ref;
572 }
573 }
574 }
575 else {
576 for (i=0;i<n;i++) {
577 if (mask[i]) {
578 GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
579 *sptr = (GLstencil) ((invmask & *sptr ) | (wrtmask & ref));
580 }
581 }
582 }
583 break;
584 case GL_INCR:
585 if (invmask==0) {
586 for (i=0;i<n;i++) {
587 if (mask[i]) {
588 GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
589 if (*sptr < stencilMax) {
590 *sptr = (GLstencil) (*sptr + 1);
591 }
592 }
593 }
594 }
595 else {
596 for (i=0;i<n;i++) {
597 if (mask[i]) {
598 GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
599 if (*sptr < stencilMax) {
600 *sptr = (GLstencil) ((invmask & *sptr) | (wrtmask & (*sptr+1)));
601 }
602 }
603 }
604 }
605 break;
606 case GL_DECR:
607 if (invmask==0) {
608 for (i=0;i<n;i++) {
609 if (mask[i]) {
610 GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
611 if (*sptr>0) {
612 *sptr = (GLstencil) (*sptr - 1);
613 }
614 }
615 }
616 }
617 else {
618 for (i=0;i<n;i++) {
619 if (mask[i]) {
620 GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
621 if (*sptr>0) {
622 *sptr = (GLstencil) ((invmask & *sptr) | (wrtmask & (*sptr-1)));
623 }
624 }
625 }
626 }
627 break;
628 case GL_INCR_WRAP_EXT:
629 if (invmask==0) {
630 for (i=0;i<n;i++) {
631 if (mask[i]) {
632 GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
633 *sptr = (GLstencil) (*sptr + 1);
634 }
635 }
636 }
637 else {
638 for (i=0;i<n;i++) {
639 if (mask[i]) {
640 GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
641 *sptr = (GLstencil) ((invmask & *sptr) | (wrtmask & (*sptr+1)));
642 }
643 }
644 }
645 break;
646 case GL_DECR_WRAP_EXT:
647 if (invmask==0) {
648 for (i=0;i<n;i++) {
649 if (mask[i]) {
650 GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
651 *sptr = (GLstencil) (*sptr - 1);
652 }
653 }
654 }
655 else {
656 for (i=0;i<n;i++) {
657 if (mask[i]) {
658 GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
659 *sptr = (GLstencil) ((invmask & *sptr) | (wrtmask & (*sptr-1)));
660 }
661 }
662 }
663 break;
664 case GL_INVERT:
665 if (invmask==0) {
666 for (i=0;i<n;i++) {
667 if (mask[i]) {
668 GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
669 *sptr = (GLstencil) (~*sptr);
670 }
671 }
672 }
673 else {
674 for (i=0;i<n;i++) {
675 if (mask[i]) {
676 GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
677 *sptr = (GLstencil) ((invmask & *sptr) | (wrtmask & ~*sptr));
678 }
679 }
680 }
681 break;
682 default:
683 _mesa_problem(ctx, "Bad stencilop in apply_stencil_op_to_pixels");
684 }
685 }
686
687
688
689 /**
690 * Apply stencil test to an array of pixels before depth buffering.
691 *
692 * \note Used for software stencil buffer only.
693 * Input: n - number of pixels in the span
694 * x, y - array of [n] pixels to stencil
695 * mask - array [n] of flag: 0=skip the pixel, 1=stencil the pixel
696 * Output: mask - pixels which fail the stencil test will have their
697 * mask flag set to 0.
698 * \return GL_FALSE = all pixels failed, GL_TRUE = zero or more pixels passed.
699 */
700 static GLboolean
701 stencil_test_pixels( GLcontext *ctx, GLuint face, GLuint n,
702 const GLint x[], const GLint y[], GLubyte mask[] )
703 {
704 const struct gl_framebuffer *fb = ctx->DrawBuffer;
705 struct gl_renderbuffer *rb = fb->_StencilBuffer;
706 GLubyte fail[MAX_WIDTH];
707 GLstencil r, s;
708 GLuint i;
709 GLboolean allfail = GL_FALSE;
710 const GLuint valueMask = ctx->Stencil.ValueMask[face];
711 const GLstencil *stencilStart = (GLstencil *) rb->Data;
712 const GLuint stride = rb->Width;
713
714 ASSERT(rb->GetPointer(ctx, rb, 0, 0));
715 ASSERT(sizeof(GLstencil) == 1);
716
717 /*
718 * Perform stencil test. The results of this operation are stored
719 * in the fail[] array:
720 * IF fail[i] is non-zero THEN
721 * the stencil fail operator is to be applied
722 * ELSE
723 * the stencil fail operator is not to be applied
724 * ENDIF
725 */
726
727 switch (ctx->Stencil.Function[face]) {
728 case GL_NEVER:
729 /* always fail */
730 for (i=0;i<n;i++) {
731 if (mask[i]) {
732 mask[i] = 0;
733 fail[i] = 1;
734 }
735 else {
736 fail[i] = 0;
737 }
738 }
739 allfail = GL_TRUE;
740 break;
741 case GL_LESS:
742 r = (GLstencil) (ctx->Stencil.Ref[face] & valueMask);
743 for (i=0;i<n;i++) {
744 if (mask[i]) {
745 const GLstencil *sptr = STENCIL_ADDRESS(x[i],y[i]);
746 s = (GLstencil) (*sptr & valueMask);
747 if (r < s) {
748 /* passed */
749 fail[i] = 0;
750 }
751 else {
752 fail[i] = 1;
753 mask[i] = 0;
754 }
755 }
756 else {
757 fail[i] = 0;
758 }
759 }
760 break;
761 case GL_LEQUAL:
762 r = (GLstencil) (ctx->Stencil.Ref[face] & valueMask);
763 for (i=0;i<n;i++) {
764 if (mask[i]) {
765 const GLstencil *sptr = STENCIL_ADDRESS(x[i],y[i]);
766 s = (GLstencil) (*sptr & valueMask);
767 if (r <= s) {
768 /* pass */
769 fail[i] = 0;
770 }
771 else {
772 fail[i] = 1;
773 mask[i] = 0;
774 }
775 }
776 else {
777 fail[i] = 0;
778 }
779 }
780 break;
781 case GL_GREATER:
782 r = (GLstencil) (ctx->Stencil.Ref[face] & valueMask);
783 for (i=0;i<n;i++) {
784 if (mask[i]) {
785 const GLstencil *sptr = STENCIL_ADDRESS(x[i],y[i]);
786 s = (GLstencil) (*sptr & valueMask);
787 if (r > s) {
788 /* passed */
789 fail[i] = 0;
790 }
791 else {
792 fail[i] = 1;
793 mask[i] = 0;
794 }
795 }
796 else {
797 fail[i] = 0;
798 }
799 }
800 break;
801 case GL_GEQUAL:
802 r = (GLstencil) (ctx->Stencil.Ref[face] & valueMask);
803 for (i=0;i<n;i++) {
804 if (mask[i]) {
805 const GLstencil *sptr = STENCIL_ADDRESS(x[i],y[i]);
806 s = (GLstencil) (*sptr & valueMask);
807 if (r >= s) {
808 /* passed */
809 fail[i] = 0;
810 }
811 else {
812 fail[i] = 1;
813 mask[i] = 0;
814 }
815 }
816 else {
817 fail[i] = 0;
818 }
819 }
820 break;
821 case GL_EQUAL:
822 r = (GLstencil) (ctx->Stencil.Ref[face] & valueMask);
823 for (i=0;i<n;i++) {
824 if (mask[i]) {
825 const GLstencil *sptr = STENCIL_ADDRESS(x[i],y[i]);
826 s = (GLstencil) (*sptr & valueMask);
827 if (r == s) {
828 /* passed */
829 fail[i] = 0;
830 }
831 else {
832 fail[i] = 1;
833 mask[i] = 0;
834 }
835 }
836 else {
837 fail[i] = 0;
838 }
839 }
840 break;
841 case GL_NOTEQUAL:
842 r = (GLstencil) (ctx->Stencil.Ref[face] & valueMask);
843 for (i=0;i<n;i++) {
844 if (mask[i]) {
845 const GLstencil *sptr = STENCIL_ADDRESS(x[i],y[i]);
846 s = (GLstencil) (*sptr & valueMask);
847 if (r != s) {
848 /* passed */
849 fail[i] = 0;
850 }
851 else {
852 fail[i] = 1;
853 mask[i] = 0;
854 }
855 }
856 else {
857 fail[i] = 0;
858 }
859 }
860 break;
861 case GL_ALWAYS:
862 /* always pass */
863 for (i=0;i<n;i++) {
864 fail[i] = 0;
865 }
866 break;
867 default:
868 _mesa_problem(ctx, "Bad stencil func in gl_stencil_pixels");
869 return 0;
870 }
871
872 if (ctx->Stencil.FailFunc[face] != GL_KEEP) {
873 apply_stencil_op_to_pixels( ctx, n, x, y, ctx->Stencil.FailFunc[face],
874 face, fail );
875 }
876
877 return !allfail;
878 }
879
880
881
882
883 /**
884 * Apply stencil and depth testing to an array of pixels.
885 * This is used both for software and hardware stencil buffers.
886 *
887 * The comments in this function are a bit sparse but the code is
888 * almost identical to stencil_and_ztest_span(), which is well
889 * commented.
890 *
891 * Input: n - number of pixels in the array
892 * x, y - array of [n] pixel positions
893 * z - array [n] of z values
894 * mask - array [n] of flags (1=test this pixel, 0=skip the pixel)
895 * Output: mask - array [n] of flags (1=stencil and depth test passed)
896 * Return: GL_FALSE - all fragments failed the testing
897 * GL_TRUE - one or more fragments passed the testing
898 */
899 static GLboolean
900 stencil_and_ztest_pixels( GLcontext *ctx, SWspan *span, GLuint face )
901 {
902 GLubyte passMask[MAX_WIDTH], failMask[MAX_WIDTH], origMask[MAX_WIDTH];
903 struct gl_framebuffer *fb = ctx->DrawBuffer;
904 struct gl_renderbuffer *rb = fb->_StencilBuffer;
905 const GLuint n = span->end;
906 const GLint *x = span->array->x;
907 const GLint *y = span->array->y;
908 GLubyte *mask = span->array->mask;
909
910 ASSERT(span->arrayMask & SPAN_XY);
911 ASSERT(ctx->Stencil.Enabled);
912 ASSERT(n <= MAX_WIDTH);
913
914 if (!rb->GetPointer(ctx, rb, 0, 0)) {
915 /* No direct access */
916 GLstencil stencil[MAX_WIDTH];
917
918 ASSERT(rb->DataType == GL_UNSIGNED_BYTE);
919 _swrast_get_values(ctx, rb, n, x, y, stencil, sizeof(GLubyte));
920
921 _mesa_memcpy(origMask, mask, n * sizeof(GLubyte));
922
923 (void) do_stencil_test(ctx, face, n, stencil, mask);
924
925 if (ctx->Depth.Test == GL_FALSE) {
926 apply_stencil_op(ctx, ctx->Stencil.ZPassFunc[face], face,
927 n, stencil, mask);
928 }
929 else {
930 GLubyte tmpMask[MAX_WIDTH];
931 _mesa_memcpy(tmpMask, mask, n * sizeof(GLubyte));
932
933 _swrast_depth_test_span(ctx, span);
934
935 compute_pass_fail_masks(n, tmpMask, mask, passMask, failMask);
936
937 if (ctx->Stencil.ZFailFunc[face] != GL_KEEP) {
938 apply_stencil_op(ctx, ctx->Stencil.ZFailFunc[face], face,
939 n, stencil, failMask);
940 }
941 if (ctx->Stencil.ZPassFunc[face] != GL_KEEP) {
942 apply_stencil_op(ctx, ctx->Stencil.ZPassFunc[face], face,
943 n, stencil, passMask);
944 }
945 }
946
947 /* Write updated stencil values into hardware stencil buffer */
948 rb->PutValues(ctx, rb, n, x, y, stencil, origMask);
949
950 return GL_TRUE;
951 }
952 else {
953 /* Direct access to stencil buffer */
954
955 if (stencil_test_pixels(ctx, face, n, x, y, mask) == GL_FALSE) {
956 /* all fragments failed the stencil test, we're done. */
957 return GL_FALSE;
958 }
959
960 if (ctx->Depth.Test==GL_FALSE) {
961 apply_stencil_op_to_pixels(ctx, n, x, y,
962 ctx->Stencil.ZPassFunc[face], face, mask);
963 }
964 else {
965 _mesa_memcpy(origMask, mask, n * sizeof(GLubyte));
966
967 _swrast_depth_test_span(ctx, span);
968
969 compute_pass_fail_masks(n, origMask, mask, passMask, failMask);
970
971 if (ctx->Stencil.ZFailFunc[face] != GL_KEEP) {
972 apply_stencil_op_to_pixels(ctx, n, x, y,
973 ctx->Stencil.ZFailFunc[face],
974 face, failMask);
975 }
976 if (ctx->Stencil.ZPassFunc[face] != GL_KEEP) {
977 apply_stencil_op_to_pixels(ctx, n, x, y,
978 ctx->Stencil.ZPassFunc[face],
979 face, passMask);
980 }
981 }
982
983 return GL_TRUE; /* one or more fragments passed both tests */
984 }
985 }
986
987
988 /**
989 * /return GL_TRUE = one or more fragments passed,
990 * GL_FALSE = all fragments failed.
991 */
992 GLboolean
993 _swrast_stencil_and_ztest_span(GLcontext *ctx, SWspan *span)
994 {
995 const GLuint face = (span->facing == 0) ? 0 : ctx->Stencil._BackFace;
996
997 if (span->arrayMask & SPAN_XY)
998 return stencil_and_ztest_pixels(ctx, span, face);
999 else
1000 return stencil_and_ztest_span(ctx, span, face);
1001 }
1002
1003
1004 #if 0
1005 GLuint
1006 clip_span(GLuint bufferWidth, GLuint bufferHeight,
1007 GLint x, GLint y, GLuint *count)
1008 {
1009 GLuint n = *count;
1010 GLuint skipPixels = 0;
1011
1012 if (y < 0 || y >= bufferHeight || x + n <= 0 || x >= bufferWidth) {
1013 /* totally out of bounds */
1014 n = 0;
1015 }
1016 else {
1017 /* left clip */
1018 if (x < 0) {
1019 skipPixels = -x;
1020 x = 0;
1021 n -= skipPixels;
1022 }
1023 /* right clip */
1024 if (x + n > bufferWidth) {
1025 GLint dx = x + n - bufferWidth;
1026 n -= dx;
1027 }
1028 }
1029
1030 *count = n;
1031
1032 return skipPixels;
1033 }
1034 #endif
1035
1036
1037 /**
1038 * Return a span of stencil values from the stencil buffer.
1039 * Used for glRead/CopyPixels
1040 * Input: n - how many pixels
1041 * x,y - location of first pixel
1042 * Output: stencil - the array of stencil values
1043 */
1044 void
1045 _swrast_read_stencil_span(GLcontext *ctx, struct gl_renderbuffer *rb,
1046 GLint n, GLint x, GLint y, GLstencil stencil[])
1047 {
1048 if (y < 0 || y >= (GLint) rb->Height ||
1049 x + n <= 0 || x >= (GLint) rb->Width) {
1050 /* span is completely outside framebuffer */
1051 return; /* undefined values OK */
1052 }
1053
1054 if (x < 0) {
1055 GLint dx = -x;
1056 x = 0;
1057 n -= dx;
1058 stencil += dx;
1059 }
1060 if (x + n > (GLint) rb->Width) {
1061 GLint dx = x + n - rb->Width;
1062 n -= dx;
1063 }
1064 if (n <= 0) {
1065 return;
1066 }
1067
1068 rb->GetRow(ctx, rb, n, x, y, stencil);
1069 }
1070
1071
1072
1073 /**
1074 * Write a span of stencil values to the stencil buffer. This function
1075 * applies the stencil write mask when needed.
1076 * Used for glDraw/CopyPixels
1077 * Input: n - how many pixels
1078 * x, y - location of first pixel
1079 * stencil - the array of stencil values
1080 */
1081 void
1082 _swrast_write_stencil_span(GLcontext *ctx, GLint n, GLint x, GLint y,
1083 const GLstencil stencil[] )
1084 {
1085 struct gl_framebuffer *fb = ctx->DrawBuffer;
1086 struct gl_renderbuffer *rb = fb->_StencilBuffer;
1087 const GLuint stencilMax = (1 << fb->Visual.stencilBits) - 1;
1088 const GLuint stencilMask = ctx->Stencil.WriteMask[0];
1089
1090 if (y < 0 || y >= (GLint) rb->Height ||
1091 x + n <= 0 || x >= (GLint) rb->Width) {
1092 /* span is completely outside framebuffer */
1093 return; /* undefined values OK */
1094 }
1095 if (x < 0) {
1096 GLint dx = -x;
1097 x = 0;
1098 n -= dx;
1099 stencil += dx;
1100 }
1101 if (x + n > (GLint) rb->Width) {
1102 GLint dx = x + n - rb->Width;
1103 n -= dx;
1104 }
1105 if (n <= 0) {
1106 return;
1107 }
1108
1109 if ((stencilMask & stencilMax) != stencilMax) {
1110 /* need to apply writemask */
1111 GLstencil destVals[MAX_WIDTH], newVals[MAX_WIDTH];
1112 GLint i;
1113 rb->GetRow(ctx, rb, n, x, y, destVals);
1114 for (i = 0; i < n; i++) {
1115 newVals[i]
1116 = (stencil[i] & stencilMask) | (destVals[i] & ~stencilMask);
1117 }
1118 rb->PutRow(ctx, rb, n, x, y, newVals, NULL);
1119 }
1120 else {
1121 rb->PutRow(ctx, rb, n, x, y, stencil, NULL);
1122 }
1123 }
1124
1125
1126
1127 /**
1128 * Clear the stencil buffer.
1129 */
1130 void
1131 _swrast_clear_stencil_buffer( GLcontext *ctx, struct gl_renderbuffer *rb )
1132 {
1133 const GLubyte stencilBits = ctx->DrawBuffer->Visual.stencilBits;
1134 const GLuint mask = ctx->Stencil.WriteMask[0];
1135 const GLuint invMask = ~mask;
1136 const GLuint clearVal = (ctx->Stencil.Clear & mask);
1137 const GLuint stencilMax = (1 << stencilBits) - 1;
1138 GLint x, y, width, height;
1139
1140 if (!rb || mask == 0)
1141 return;
1142
1143 ASSERT(rb->DataType == GL_UNSIGNED_BYTE ||
1144 rb->DataType == GL_UNSIGNED_SHORT);
1145
1146 ASSERT(rb->_BaseFormat == GL_STENCIL_INDEX);
1147
1148 /* compute region to clear */
1149 x = ctx->DrawBuffer->_Xmin;
1150 y = ctx->DrawBuffer->_Ymin;
1151 width = ctx->DrawBuffer->_Xmax - ctx->DrawBuffer->_Xmin;
1152 height = ctx->DrawBuffer->_Ymax - ctx->DrawBuffer->_Ymin;
1153
1154 if (rb->GetPointer(ctx, rb, 0, 0)) {
1155 /* Direct buffer access */
1156 if ((mask & stencilMax) != stencilMax) {
1157 /* need to mask the clear */
1158 if (rb->DataType == GL_UNSIGNED_BYTE) {
1159 GLint i, j;
1160 for (i = 0; i < height; i++) {
1161 GLubyte *stencil = (GLubyte*) rb->GetPointer(ctx, rb, x, y + i);
1162 for (j = 0; j < width; j++) {
1163 stencil[j] = (stencil[j] & invMask) | clearVal;
1164 }
1165 }
1166 }
1167 else {
1168 GLint i, j;
1169 for (i = 0; i < height; i++) {
1170 GLushort *stencil = (GLushort*) rb->GetPointer(ctx, rb, x, y + i);
1171 for (j = 0; j < width; j++) {
1172 stencil[j] = (stencil[j] & invMask) | clearVal;
1173 }
1174 }
1175 }
1176 }
1177 else {
1178 /* no bit masking */
1179 if (width == (GLint) rb->Width && rb->DataType == GL_UNSIGNED_BYTE) {
1180 /* optimized case */
1181 /* Note: bottom-to-top raster assumed! */
1182 GLubyte *stencil = (GLubyte *) rb->GetPointer(ctx, rb, x, y);
1183 GLuint len = width * height * sizeof(GLubyte);
1184 _mesa_memset(stencil, clearVal, len);
1185 }
1186 else {
1187 /* general case */
1188 GLint i;
1189 for (i = 0; i < height; i++) {
1190 GLvoid *stencil = rb->GetPointer(ctx, rb, x, y + i);
1191 if (rb->DataType == GL_UNSIGNED_BYTE) {
1192 _mesa_memset(stencil, clearVal, width);
1193 }
1194 else {
1195 _mesa_memset16((short unsigned int*) stencil, clearVal, width);
1196 }
1197 }
1198 }
1199 }
1200 }
1201 else {
1202 /* no direct access */
1203 if ((mask & stencilMax) != stencilMax) {
1204 /* need to mask the clear */
1205 if (rb->DataType == GL_UNSIGNED_BYTE) {
1206 GLint i, j;
1207 for (i = 0; i < height; i++) {
1208 GLubyte stencil[MAX_WIDTH];
1209 rb->GetRow(ctx, rb, width, x, y + i, stencil);
1210 for (j = 0; j < width; j++) {
1211 stencil[j] = (stencil[j] & invMask) | clearVal;
1212 }
1213 rb->PutRow(ctx, rb, width, x, y + i, stencil, NULL);
1214 }
1215 }
1216 else {
1217 GLint i, j;
1218 for (i = 0; i < height; i++) {
1219 GLushort stencil[MAX_WIDTH];
1220 rb->GetRow(ctx, rb, width, x, y + i, stencil);
1221 for (j = 0; j < width; j++) {
1222 stencil[j] = (stencil[j] & invMask) | clearVal;
1223 }
1224 rb->PutRow(ctx, rb, width, x, y + i, stencil, NULL);
1225 }
1226 }
1227 }
1228 else {
1229 /* no bit masking */
1230 const GLubyte clear8 = (GLubyte) clearVal;
1231 const GLushort clear16 = (GLushort) clearVal;
1232 const void *clear;
1233 GLint i;
1234 if (rb->DataType == GL_UNSIGNED_BYTE) {
1235 clear = &clear8;
1236 }
1237 else {
1238 clear = &clear16;
1239 }
1240 for (i = 0; i < height; i++) {
1241 rb->PutMonoRow(ctx, rb, width, x, y + i, clear, NULL);
1242 }
1243 }
1244 }
1245 }