/*
* Mesa 3-D graphics library
- * Version: 7.1
*
* Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
- * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
+ * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
+ * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
+ * OTHER DEALINGS IN THE SOFTWARE.
*/
#include "main/glheader.h"
#include "main/context.h"
-#include "main/imports.h"
+#include "util/imports.h"
#include "main/format_pack.h"
#include "main/format_unpack.h"
+#include "main/stencil.h"
#include "s_context.h"
#include "s_depth.h"
*/
+
/**
- * Return the address of a stencil value in a renderbuffer.
+ * Compute/return the offset of the stencil value in a pixel.
+ * For example, if the format is Z24+S8, the position of the stencil bits
+ * within the 4-byte pixel will be either 0 or 3.
*/
-static inline GLubyte *
-get_stencil_address(struct gl_renderbuffer *rb, GLint x, GLint y)
+static GLint
+get_stencil_offset(mesa_format format)
{
- const GLint bpp = _mesa_get_format_bytes(rb->Format);
- const GLint rowStride = rb->RowStride * bpp;
- assert(rb->Data);
- return (GLubyte *) rb->Data + y * rowStride + x * bpp;
+ const GLubyte one = 1;
+ GLubyte pixel[MAX_PIXEL_BYTES];
+ GLint bpp = _mesa_get_format_bytes(format);
+ GLint i;
+
+ assert(_mesa_get_format_bits(format, GL_STENCIL_BITS) == 8);
+ memset(pixel, 0, sizeof(pixel));
+ _mesa_pack_ubyte_stencil_row(format, 1, &one, pixel);
+
+ for (i = 0; i < bpp; i++) {
+ if (pixel[i])
+ return i;
+ }
+
+ _mesa_problem(NULL, "get_stencil_offset() failed\n");
+ return 0;
}
+/** Clamp the stencil value to [0, 255] */
+static inline GLubyte
+clamp(GLint val)
+{
+ if (val < 0)
+ return 0;
+ else if (val > 255)
+ return 255;
+ else
+ return val;
+}
+
+
+#define STENCIL_OP(NEW_VAL) \
+ if (invmask == 0) { \
+ for (i = j = 0; i < n; i++, j += stride) { \
+ if (mask[i]) { \
+ GLubyte s = stencil[j]; \
+ (void) s; \
+ stencil[j] = (GLubyte) (NEW_VAL); \
+ } \
+ } \
+ } \
+ else { \
+ for (i = j = 0; i < n; i++, j += stride) { \
+ if (mask[i]) { \
+ GLubyte s = stencil[j]; \
+ stencil[j] = (GLubyte) ((invmask & s) | (wrtmask & (NEW_VAL))); \
+ } \
+ } \
+ }
+
/**
* 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
- * 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
+ * @param n number of stencil values
+ * @param oper the stencil buffer operator
+ * @param face 0 or 1 for front or back face operation
+ * @param stencil array of stencil values (in/out)
+ * @param mask array [n] of flag: 1=apply operator, 0=don't apply operator
+ * @param stride stride between stencil values
*/
static void
-apply_stencil_op( const struct gl_context *ctx, GLenum oper, GLuint face,
- GLuint n, GLubyte stencil[], const GLubyte mask[] )
+apply_stencil_op(const struct gl_context *ctx, GLenum oper, GLuint face,
+ GLuint n, GLubyte stencil[], const GLubyte mask[],
+ GLint stride)
{
- const GLubyte ref = ctx->Stencil.Ref[face];
+ const GLubyte ref = _mesa_get_stencil_ref(ctx, face);
const GLubyte wrtmask = ctx->Stencil.WriteMask[face];
const GLubyte invmask = (GLubyte) (~wrtmask);
- const GLubyte stencilMax = (1 << ctx->DrawBuffer->Visual.stencilBits) - 1;
- GLuint i;
+ GLuint i, j;
switch (oper) {
- case GL_KEEP:
- /* do nothing */
- break;
- case GL_ZERO:
- if (invmask==0) {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- stencil[i] = 0;
- }
- }
- }
- else {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- stencil[i] = (GLubyte) (stencil[i] & invmask);
- }
- }
- }
- break;
- case GL_REPLACE:
- if (invmask==0) {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- stencil[i] = ref;
- }
- }
- }
- else {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLubyte s = stencil[i];
- stencil[i] = (GLubyte) ((invmask & s ) | (wrtmask & ref));
- }
- }
- }
- break;
- case GL_INCR:
- if (invmask==0) {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLubyte s = stencil[i];
- if (s < stencilMax) {
- stencil[i] = (GLubyte) (s+1);
- }
- }
- }
- }
- else {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- /* VERIFY logic of adding 1 to a write-masked value */
- GLubyte s = stencil[i];
- if (s < stencilMax) {
- stencil[i] = (GLubyte) ((invmask & s) | (wrtmask & (s+1)));
- }
- }
- }
- }
- break;
- case GL_DECR:
- if (invmask==0) {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLubyte s = stencil[i];
- if (s>0) {
- stencil[i] = (GLubyte) (s-1);
- }
- }
- }
- }
- else {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- /* VERIFY logic of subtracting 1 to a write-masked value */
- GLubyte s = stencil[i];
- if (s>0) {
- stencil[i] = (GLubyte) ((invmask & s) | (wrtmask & (s-1)));
- }
- }
- }
- }
- break;
- case GL_INCR_WRAP_EXT:
- if (invmask==0) {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- stencil[i]++;
- }
- }
- }
- else {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLubyte s = stencil[i];
- stencil[i] = (GLubyte) ((invmask & s) | (wrtmask & (s+1)));
- }
- }
- }
- break;
- case GL_DECR_WRAP_EXT:
- if (invmask==0) {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- stencil[i]--;
- }
- }
- }
- else {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLubyte s = stencil[i];
- stencil[i] = (GLubyte) ((invmask & s) | (wrtmask & (s-1)));
- }
- }
- }
- break;
- case GL_INVERT:
- if (invmask==0) {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLubyte s = stencil[i];
- stencil[i] = (GLubyte) ~s;
- }
- }
- }
- else {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLubyte s = stencil[i];
- stencil[i] = (GLubyte) ((invmask & s) | (wrtmask & ~s));
- }
- }
- }
- break;
- default:
- _mesa_problem(ctx, "Bad stencil op in apply_stencil_op");
+ case GL_KEEP:
+ /* do nothing */
+ break;
+ case GL_ZERO:
+ /* replace stencil buf values with zero */
+ STENCIL_OP(0);
+ break;
+ case GL_REPLACE:
+ /* replace stencil buf values with ref value */
+ STENCIL_OP(ref);
+ break;
+ case GL_INCR:
+ /* increment stencil buf values, with clamping */
+ STENCIL_OP(clamp(s + 1));
+ break;
+ case GL_DECR:
+ /* increment stencil buf values, with clamping */
+ STENCIL_OP(clamp(s - 1));
+ break;
+ case GL_INCR_WRAP_EXT:
+ /* increment stencil buf values, without clamping */
+ STENCIL_OP(s + 1);
+ break;
+ case GL_DECR_WRAP_EXT:
+ /* increment stencil buf values, without clamping */
+ STENCIL_OP(s - 1);
+ break;
+ case GL_INVERT:
+ /* replace stencil buf values with inverted value */
+ STENCIL_OP(~s);
+ break;
+ default:
+ _mesa_problem(ctx, "Bad stencil op in apply_stencil_op");
}
}
+#define STENCIL_TEST(FUNC) \
+ for (i = j = 0; i < n; i++, j += stride) { \
+ if (mask[i]) { \
+ s = (GLubyte) (stencil[j] & valueMask); \
+ if (FUNC) { \
+ /* stencil pass */ \
+ fail[i] = 0; \
+ } \
+ else { \
+ /* stencil fail */ \
+ fail[i] = 1; \
+ mask[i] = 0; \
+ } \
+ } \
+ else { \
+ fail[i] = 0; \
+ } \
+ }
+
+
/**
* Apply stencil test to an array of stencil values (before depth buffering).
- * 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
- * mask flag set to 0.
- * stencil - updated stencil values (where the test passed)
- * Return: GL_FALSE = all pixels failed, GL_TRUE = zero or more pixels passed.
+ * For the values that fail, we'll apply the GL_STENCIL_FAIL operator to
+ * the stencil values.
+ *
+ * @param face 0 or 1 for front or back-face polygons
+ * @param n number of pixels in the array
+ * @param stencil array of [n] stencil values (in/out)
+ * @param mask array [n] of flag: 0=skip the pixel, 1=stencil the pixel,
+ * values are set to zero where the stencil test fails.
+ * @param stride stride between stencil values
+ * @return GL_FALSE = all pixels failed, GL_TRUE = zero or more pixels passed.
*/
static GLboolean
-do_stencil_test( struct gl_context *ctx, GLuint face, GLuint n, GLubyte stencil[],
- GLubyte mask[] )
+do_stencil_test(struct gl_context *ctx, GLuint face, GLuint n,
+ GLubyte stencil[], GLubyte mask[], GLint stride)
{
- GLubyte fail[MAX_WIDTH];
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ GLubyte *fail = swrast->stencil_temp.buf2;
GLboolean allfail = GL_FALSE;
- GLuint i;
+ GLuint i, j;
const GLuint valueMask = ctx->Stencil.ValueMask[face];
- const GLubyte r = (GLubyte) (ctx->Stencil.Ref[face] & valueMask);
+ const GLubyte ref = (GLubyte) (_mesa_get_stencil_ref(ctx, face) & valueMask);
GLubyte s;
- ASSERT(n <= MAX_WIDTH);
-
/*
* Perform stencil test. The results of this operation are stored
* in the fail[] array:
* ENDIF
*/
switch (ctx->Stencil.Function[face]) {
- case GL_NEVER:
- /* never pass; always fail */
- for (i=0;i<n;i++) {
- if (mask[i]) {
- mask[i] = 0;
- fail[i] = 1;
- }
- else {
- fail[i] = 0;
- }
- }
- allfail = GL_TRUE;
- break;
- case GL_LESS:
- for (i=0;i<n;i++) {
- if (mask[i]) {
- s = (GLubyte) (stencil[i] & valueMask);
- if (r < s) {
- /* passed */
- fail[i] = 0;
- }
- else {
- fail[i] = 1;
- mask[i] = 0;
- }
- }
- else {
- fail[i] = 0;
- }
- }
- break;
- case GL_LEQUAL:
- for (i=0;i<n;i++) {
- if (mask[i]) {
- s = (GLubyte) (stencil[i] & valueMask);
- if (r <= s) {
- /* pass */
- fail[i] = 0;
- }
- else {
- fail[i] = 1;
- mask[i] = 0;
- }
- }
- else {
- fail[i] = 0;
- }
- }
- break;
- case GL_GREATER:
- for (i=0;i<n;i++) {
- if (mask[i]) {
- s = (GLubyte) (stencil[i] & valueMask);
- if (r > s) {
- /* passed */
- fail[i] = 0;
- }
- else {
- fail[i] = 1;
- mask[i] = 0;
- }
- }
- else {
- fail[i] = 0;
- }
- }
- break;
- case GL_GEQUAL:
- for (i=0;i<n;i++) {
- if (mask[i]) {
- s = (GLubyte) (stencil[i] & valueMask);
- if (r >= s) {
- /* passed */
- fail[i] = 0;
- }
- else {
- fail[i] = 1;
- mask[i] = 0;
- }
- }
- else {
- fail[i] = 0;
- }
- }
- break;
- case GL_EQUAL:
- for (i=0;i<n;i++) {
- if (mask[i]) {
- s = (GLubyte) (stencil[i] & valueMask);
- if (r == s) {
- /* passed */
- fail[i] = 0;
- }
- else {
- fail[i] = 1;
- mask[i] = 0;
- }
- }
- else {
- fail[i] = 0;
- }
- }
- break;
- case GL_NOTEQUAL:
- for (i=0;i<n;i++) {
- if (mask[i]) {
- s = (GLubyte) (stencil[i] & valueMask);
- if (r != s) {
- /* passed */
- fail[i] = 0;
- }
- else {
- fail[i] = 1;
- mask[i] = 0;
- }
- }
- else {
- fail[i] = 0;
- }
- }
- break;
- case GL_ALWAYS:
- /* always pass */
- for (i=0;i<n;i++) {
- fail[i] = 0;
- }
- break;
- default:
- _mesa_problem(ctx, "Bad stencil func in gl_stencil_span");
- return 0;
+ case GL_NEVER:
+ STENCIL_TEST(0);
+ allfail = GL_TRUE;
+ break;
+ case GL_LESS:
+ STENCIL_TEST(ref < s);
+ break;
+ case GL_LEQUAL:
+ STENCIL_TEST(ref <= s);
+ break;
+ case GL_GREATER:
+ STENCIL_TEST(ref > s);
+ break;
+ case GL_GEQUAL:
+ STENCIL_TEST(ref >= s);
+ break;
+ case GL_EQUAL:
+ STENCIL_TEST(ref == s);
+ break;
+ case GL_NOTEQUAL:
+ STENCIL_TEST(ref != s);
+ break;
+ case GL_ALWAYS:
+ STENCIL_TEST(1);
+ break;
+ default:
+ _mesa_problem(ctx, "Bad stencil func in gl_stencil_span");
+ return 0;
}
if (ctx->Stencil.FailFunc[face] != GL_KEEP) {
- apply_stencil_op( ctx, ctx->Stencil.FailFunc[face], face, n, stencil, fail );
+ apply_stencil_op(ctx, ctx->Stencil.FailFunc[face], face, n, stencil,
+ fail, stride);
}
return !allfail;
{
GLuint i;
for (i = 0; i < n; i++) {
- ASSERT(newMask[i] == 0 || newMask[i] == 1);
+ 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.
- * 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_FALSE - all fragments failed the testing
- * GL_TRUE - one or more fragments passed the testing
- *
- */
-static GLboolean
-stencil_and_ztest_span(struct gl_context *ctx, SWspan *span, GLuint face)
-{
- struct gl_framebuffer *fb = ctx->DrawBuffer;
- struct gl_renderbuffer *rb = fb->_StencilBuffer;
- GLubyte stencilRow[MAX_WIDTH];
- GLubyte *stencil;
- const GLuint n = span->end;
- const GLint x = span->x;
- const GLint y = span->y;
- GLubyte *mask = span->array->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
-
- stencil = (GLubyte *) rb->GetPointer(ctx, rb, x, y);
- if (!stencil) {
- rb->GetRow(ctx, rb, n, x, y, stencilRow);
- stencil = stencilRow;
- }
-
- /*
- * Apply the stencil test to the fragments.
- * failMask[i] is 1 if the stencil test failed.
- */
- if (do_stencil_test( ctx, face, n, stencil, mask ) == GL_FALSE) {
- /* all fragments failed the stencil test, we're done. */
- span->writeAll = GL_FALSE;
- if (!rb->GetPointer(ctx, rb, 0, 0)) {
- /* put updated stencil values into buffer */
- rb->PutRow(ctx, rb, n, x, y, stencil, NULL);
- }
- 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 ||
- ctx->DrawBuffer->_DepthBuffer == NULL) {
- /*
- * No depth buffer, just apply zpass stencil function to active pixels.
- */
- apply_stencil_op( ctx, ctx->Stencil.ZPassFunc[face], face, n, stencil, mask );
- }
- else {
- /*
- * Perform depth buffering, then apply zpass or zfail stencil function.
- */
- GLubyte passMask[MAX_WIDTH], failMask[MAX_WIDTH], origMask[MAX_WIDTH];
-
- /* save the current mask bits */
- memcpy(origMask, mask, n * sizeof(GLubyte));
-
- /* apply the depth test */
- _swrast_depth_test_span(ctx, span);
-
- 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 );
- }
- if (ctx->Stencil.ZPassFunc[face] != GL_KEEP) {
- apply_stencil_op( ctx, ctx->Stencil.ZPassFunc[face], face,
- n, stencil, passMask );
- }
- }
-
- /*
- * Write updated stencil values back into hardware stencil buffer.
- */
- if (!rb->GetPointer(ctx, rb, 0, 0)) {
- rb->PutRow(ctx, rb, n, x, y, stencil, NULL);
- }
-
- span->writeAll = GL_FALSE;
-
- return GL_TRUE; /* one or more fragments passed both tests */
-}
-
-
-
-/*
- * Return the address of a stencil buffer value given the window coords:
- */
-#define STENCIL_ADDRESS(X, Y) (stencilStart + (Y) * stride + (X))
-
-
-
-/**
- * Apply the given stencil operator for each pixel in the array whose
- * 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
- * mask - array [n] of flag: 1=apply operator, 0=don't apply operator
- */
-static void
-apply_stencil_op_to_pixels( struct gl_context *ctx,
- GLuint n, const GLint x[], const GLint y[],
- GLenum oper, GLuint face, const GLubyte mask[] )
-{
- struct gl_framebuffer *fb = ctx->DrawBuffer;
- struct gl_renderbuffer *rb = fb->_StencilBuffer;
- const GLubyte stencilMax = (1 << fb->Visual.stencilBits) - 1;
- const GLubyte ref = ctx->Stencil.Ref[face];
- const GLubyte wrtmask = ctx->Stencil.WriteMask[face];
- const GLubyte invmask = (GLubyte) (~wrtmask);
- GLuint i;
- GLubyte *stencilStart = (GLubyte *) rb->Data;
- const GLuint stride = rb->Width;
-
- ASSERT(rb->GetPointer(ctx, rb, 0, 0));
-
- switch (oper) {
- case GL_KEEP:
- /* do nothing */
- break;
- case GL_ZERO:
- if (invmask==0) {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLubyte *sptr = STENCIL_ADDRESS( x[i], y[i] );
- *sptr = 0;
- }
- }
- }
- else {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLubyte *sptr = STENCIL_ADDRESS( x[i], y[i] );
- *sptr = (GLubyte) (invmask & *sptr);
- }
- }
- }
- break;
- case GL_REPLACE:
- if (invmask==0) {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLubyte *sptr = STENCIL_ADDRESS( x[i], y[i] );
- *sptr = ref;
- }
- }
- }
- else {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLubyte *sptr = STENCIL_ADDRESS( x[i], y[i] );
- *sptr = (GLubyte) ((invmask & *sptr ) | (wrtmask & ref));
- }
- }
- }
- break;
- case GL_INCR:
- if (invmask==0) {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLubyte *sptr = STENCIL_ADDRESS( x[i], y[i] );
- if (*sptr < stencilMax) {
- *sptr = (GLubyte) (*sptr + 1);
- }
- }
- }
- }
- else {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLubyte *sptr = STENCIL_ADDRESS( x[i], y[i] );
- if (*sptr < stencilMax) {
- *sptr = (GLubyte) ((invmask & *sptr) | (wrtmask & (*sptr+1)));
- }
- }
- }
- }
- break;
- case GL_DECR:
- if (invmask==0) {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLubyte *sptr = STENCIL_ADDRESS( x[i], y[i] );
- if (*sptr>0) {
- *sptr = (GLubyte) (*sptr - 1);
- }
- }
- }
- }
- else {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLubyte *sptr = STENCIL_ADDRESS( x[i], y[i] );
- if (*sptr>0) {
- *sptr = (GLubyte) ((invmask & *sptr) | (wrtmask & (*sptr-1)));
- }
- }
- }
- }
- break;
- case GL_INCR_WRAP_EXT:
- if (invmask==0) {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLubyte *sptr = STENCIL_ADDRESS( x[i], y[i] );
- *sptr = (GLubyte) (*sptr + 1);
- }
- }
- }
- else {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLubyte *sptr = STENCIL_ADDRESS( x[i], y[i] );
- *sptr = (GLubyte) ((invmask & *sptr) | (wrtmask & (*sptr+1)));
- }
- }
- }
- break;
- case GL_DECR_WRAP_EXT:
- if (invmask==0) {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLubyte *sptr = STENCIL_ADDRESS( x[i], y[i] );
- *sptr = (GLubyte) (*sptr - 1);
- }
- }
- }
- else {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLubyte *sptr = STENCIL_ADDRESS( x[i], y[i] );
- *sptr = (GLubyte) ((invmask & *sptr) | (wrtmask & (*sptr-1)));
- }
- }
- }
- break;
- case GL_INVERT:
- if (invmask==0) {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLubyte *sptr = STENCIL_ADDRESS( x[i], y[i] );
- *sptr = (GLubyte) (~*sptr);
- }
- }
- }
- else {
- for (i=0;i<n;i++) {
- if (mask[i]) {
- GLubyte *sptr = STENCIL_ADDRESS( x[i], y[i] );
- *sptr = (GLubyte) ((invmask & *sptr) | (wrtmask & ~*sptr));
- }
- }
- }
- break;
- default:
- _mesa_problem(ctx, "Bad stencilop in apply_stencil_op_to_pixels");
- }
-}
-
-
-
-/**
- * Apply stencil test to an array of pixels before depth buffering.
- *
- * \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 GL_FALSE = all pixels failed, GL_TRUE = zero or more pixels passed.
+ * Get 8-bit stencil values from random locations in the stencil buffer.
*/
-static GLboolean
-stencil_test_pixels( struct gl_context *ctx, GLuint face, GLuint n,
- const GLint x[], const GLint y[], GLubyte mask[] )
-{
- const struct gl_framebuffer *fb = ctx->DrawBuffer;
- struct gl_renderbuffer *rb = fb->_StencilBuffer;
- GLubyte fail[MAX_WIDTH];
- GLubyte r, s;
- GLuint i;
- GLboolean allfail = GL_FALSE;
- const GLuint valueMask = ctx->Stencil.ValueMask[face];
- const GLubyte *stencilStart = (GLubyte *) rb->Data;
- const GLuint stride = rb->Width;
-
- ASSERT(rb->GetPointer(ctx, rb, 0, 0));
-
- /*
- * Perform stencil test. The results of this operation are stored
- * in the fail[] array:
- * IF fail[i] is non-zero THEN
- * the stencil fail operator is to be applied
- * ELSE
- * the stencil fail operator is not to be applied
- * ENDIF
- */
-
- switch (ctx->Stencil.Function[face]) {
- case GL_NEVER:
- /* always fail */
- for (i=0;i<n;i++) {
- if (mask[i]) {
- mask[i] = 0;
- fail[i] = 1;
- }
- else {
- fail[i] = 0;
- }
- }
- allfail = GL_TRUE;
- break;
- case GL_LESS:
- r = (GLubyte) (ctx->Stencil.Ref[face] & valueMask);
- for (i=0;i<n;i++) {
- if (mask[i]) {
- const GLubyte *sptr = STENCIL_ADDRESS(x[i],y[i]);
- s = (GLubyte) (*sptr & valueMask);
- if (r < s) {
- /* passed */
- fail[i] = 0;
- }
- else {
- fail[i] = 1;
- mask[i] = 0;
- }
- }
- else {
- fail[i] = 0;
- }
- }
- break;
- case GL_LEQUAL:
- r = (GLubyte) (ctx->Stencil.Ref[face] & valueMask);
- for (i=0;i<n;i++) {
- if (mask[i]) {
- const GLubyte *sptr = STENCIL_ADDRESS(x[i],y[i]);
- s = (GLubyte) (*sptr & valueMask);
- if (r <= s) {
- /* pass */
- fail[i] = 0;
- }
- else {
- fail[i] = 1;
- mask[i] = 0;
- }
- }
- else {
- fail[i] = 0;
- }
- }
- break;
- case GL_GREATER:
- r = (GLubyte) (ctx->Stencil.Ref[face] & valueMask);
- for (i=0;i<n;i++) {
- if (mask[i]) {
- const GLubyte *sptr = STENCIL_ADDRESS(x[i],y[i]);
- s = (GLubyte) (*sptr & valueMask);
- if (r > s) {
- /* passed */
- fail[i] = 0;
- }
- else {
- fail[i] = 1;
- mask[i] = 0;
- }
- }
- else {
- fail[i] = 0;
- }
- }
- break;
- case GL_GEQUAL:
- r = (GLubyte) (ctx->Stencil.Ref[face] & valueMask);
- for (i=0;i<n;i++) {
- if (mask[i]) {
- const GLubyte *sptr = STENCIL_ADDRESS(x[i],y[i]);
- s = (GLubyte) (*sptr & valueMask);
- if (r >= s) {
- /* passed */
- fail[i] = 0;
- }
- else {
- fail[i] = 1;
- mask[i] = 0;
- }
- }
- else {
- fail[i] = 0;
- }
- }
- break;
- case GL_EQUAL:
- r = (GLubyte) (ctx->Stencil.Ref[face] & valueMask);
- for (i=0;i<n;i++) {
- if (mask[i]) {
- const GLubyte *sptr = STENCIL_ADDRESS(x[i],y[i]);
- s = (GLubyte) (*sptr & valueMask);
- if (r == s) {
- /* passed */
- fail[i] = 0;
- }
- else {
- fail[i] = 1;
- mask[i] = 0;
- }
- }
- else {
- fail[i] = 0;
- }
- }
- break;
- case GL_NOTEQUAL:
- r = (GLubyte) (ctx->Stencil.Ref[face] & valueMask);
- for (i=0;i<n;i++) {
- if (mask[i]) {
- const GLubyte *sptr = STENCIL_ADDRESS(x[i],y[i]);
- s = (GLubyte) (*sptr & valueMask);
- if (r != s) {
- /* passed */
- fail[i] = 0;
- }
- else {
- fail[i] = 1;
- mask[i] = 0;
- }
- }
- else {
- fail[i] = 0;
- }
- }
- break;
- case GL_ALWAYS:
- /* always pass */
- for (i=0;i<n;i++) {
- fail[i] = 0;
- }
- break;
- default:
- _mesa_problem(ctx, "Bad stencil func in gl_stencil_pixels");
- return 0;
- }
-
- if (ctx->Stencil.FailFunc[face] != GL_KEEP) {
- apply_stencil_op_to_pixels( ctx, n, x, y, ctx->Stencil.FailFunc[face],
- face, fail );
- }
-
- return !allfail;
-}
-
-
-
static void
get_s8_values(struct gl_context *ctx, struct gl_renderbuffer *rb,
GLuint count, const GLint x[], const GLint y[],
GLubyte stencil[])
{
+ struct swrast_renderbuffer *srb = swrast_renderbuffer(rb);
const GLint w = rb->Width, h = rb->Height;
- const GLubyte *map = (const GLubyte *) rb->Data;
+ const GLubyte *map = _swrast_pixel_address(rb, 0, 0);
GLuint i;
- if (rb->Format == MESA_FORMAT_S8) {
- const GLuint rowStride = rb->RowStride;
+ if (rb->Format == MESA_FORMAT_S_UINT8) {
+ const GLint rowStride = srb->RowStride;
for (i = 0; i < count; i++) {
if (x[i] >= 0 && y[i] >= 0 && x[i] < w && y[i] < h) {
stencil[i] = *(map + y[i] * rowStride + x[i]);
}
}
else {
- const GLuint bpp = _mesa_get_format_bytes(rb->Format);
- const GLuint rowStride = rb->RowStride * bpp;
+ const GLint bpp = _mesa_get_format_bytes(rb->Format);
+ const GLint rowStride = srb->RowStride;
for (i = 0; i < count; i++) {
if (x[i] >= 0 && y[i] >= 0 && x[i] < w && y[i] < h) {
const GLubyte *src = map + y[i] * rowStride + x[i] * bpp;
/**
- * Apply stencil and depth testing to an array of pixels.
- * This is used both for software and hardware stencil buffers.
- *
- * The comments in this function are a bit sparse but the code is
- * almost identical to stencil_and_ztest_span(), which is well
- * commented.
- *
- * Input: n - number of pixels in the array
- * x, y - array of [n] pixel positions
- * 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_FALSE - all fragments failed the testing
- * GL_TRUE - one or more fragments passed the testing
+ * Put 8-bit stencil values at random locations into the stencil buffer.
*/
-static GLboolean
-stencil_and_ztest_pixels( struct gl_context *ctx, SWspan *span, GLuint face )
+static void
+put_s8_values(struct gl_context *ctx, struct gl_renderbuffer *rb,
+ GLuint count, const GLint x[], const GLint y[],
+ const GLubyte stencil[])
{
- 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;
- const GLint *x = span->array->x;
- const GLint *y = span->array->y;
- GLubyte *mask = span->array->mask;
-
- ASSERT(span->arrayMask & SPAN_XY);
- ASSERT(ctx->Stencil.Enabled);
- ASSERT(n <= MAX_WIDTH);
-
- if (!rb->GetPointer(ctx, rb, 0, 0)) {
- /* No direct access */
- GLubyte stencil[MAX_WIDTH];
-
- ASSERT(rb->DataType == GL_UNSIGNED_BYTE);
- get_s8_values(ctx, rb, n, x, y, stencil);
-
- memcpy(origMask, mask, n * sizeof(GLubyte));
-
- (void) do_stencil_test(ctx, face, n, stencil, mask);
-
- if (ctx->Depth.Test == GL_FALSE) {
- apply_stencil_op(ctx, ctx->Stencil.ZPassFunc[face], face,
- n, stencil, mask);
- }
- else {
- GLubyte tmpMask[MAX_WIDTH];
- memcpy(tmpMask, mask, n * sizeof(GLubyte));
-
- _swrast_depth_test_span(ctx, span);
-
- compute_pass_fail_masks(n, tmpMask, mask, passMask, failMask);
-
- if (ctx->Stencil.ZFailFunc[face] != GL_KEEP) {
- apply_stencil_op(ctx, ctx->Stencil.ZFailFunc[face], face,
- n, stencil, failMask);
- }
- if (ctx->Stencil.ZPassFunc[face] != GL_KEEP) {
- apply_stencil_op(ctx, ctx->Stencil.ZPassFunc[face], face,
- n, stencil, passMask);
- }
- }
-
- /* Write updated stencil values into hardware stencil buffer */
- rb->PutValues(ctx, rb, n, x, y, stencil, origMask);
-
- return GL_TRUE;
- }
- else {
- /* Direct access to stencil buffer */
-
- 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[face], face, mask);
- }
- else {
- memcpy(origMask, mask, n * sizeof(GLubyte));
-
- _swrast_depth_test_span(ctx, span);
-
- compute_pass_fail_masks(n, origMask, mask, passMask, failMask);
+ const GLint w = rb->Width, h = rb->Height;
+ mesa_pack_ubyte_stencil_func pack_stencil =
+ _mesa_get_pack_ubyte_stencil_func(rb->Format);
+ GLuint i;
- if (ctx->Stencil.ZFailFunc[face] != GL_KEEP) {
- apply_stencil_op_to_pixels(ctx, n, x, y,
- ctx->Stencil.ZFailFunc[face],
- face, failMask);
- }
- if (ctx->Stencil.ZPassFunc[face] != GL_KEEP) {
- apply_stencil_op_to_pixels(ctx, n, x, y,
- ctx->Stencil.ZPassFunc[face],
- face, passMask);
- }
+ for (i = 0; i < count; i++) {
+ if (x[i] >= 0 && y[i] >= 0 && x[i] < w && y[i] < h) {
+ GLubyte *dst = _swrast_pixel_address(rb, x[i], y[i]);
+ pack_stencil(&stencil[i], dst);
}
-
- return GL_TRUE; /* one or more fragments passed both tests */
}
}
GLboolean
_swrast_stencil_and_ztest_span(struct gl_context *ctx, SWspan *span)
{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ struct gl_framebuffer *fb = ctx->DrawBuffer;
+ struct gl_renderbuffer *rb = fb->Attachment[BUFFER_STENCIL].Renderbuffer;
+ const GLint stencilOffset = get_stencil_offset(rb->Format);
+ const GLint stencilStride = _mesa_get_format_bytes(rb->Format);
const GLuint face = (span->facing == 0) ? 0 : ctx->Stencil._BackFace;
+ const GLuint count = span->end;
+ GLubyte *mask = span->array->mask;
+ GLubyte *stencilTemp = swrast->stencil_temp.buf1;
+ GLubyte *stencilBuf;
- if (span->arrayMask & SPAN_XY)
- return stencil_and_ztest_pixels(ctx, span, face);
- else
- return stencil_and_ztest_span(ctx, span, face);
-}
-
+ if (span->arrayMask & SPAN_XY) {
+ /* read stencil values from random locations */
+ get_s8_values(ctx, rb, count, span->array->x, span->array->y,
+ stencilTemp);
+ stencilBuf = stencilTemp;
+ }
+ else {
+ /* Processing a horizontal run of pixels. Since stencil is always
+ * 8 bits for all MESA_FORMATs, we just need to use the right offset
+ * and stride to access them.
+ */
+ stencilBuf = _swrast_pixel_address(rb, span->x, span->y) + stencilOffset;
+ }
-#if 0
-GLuint
-clip_span(GLuint bufferWidth, GLuint bufferHeight,
- GLint x, GLint y, GLuint *count)
-{
- GLuint n = *count;
- GLuint skipPixels = 0;
+ /*
+ * Apply the stencil test to the fragments.
+ * failMask[i] is 1 if the stencil test failed.
+ */
+ if (!do_stencil_test(ctx, face, count, stencilBuf, mask, stencilStride)) {
+ /* all fragments failed the stencil test, we're done. */
+ span->writeAll = GL_FALSE;
+ if (span->arrayMask & SPAN_XY) {
+ /* need to write the updated stencil values back to the buffer */
+ put_s8_values(ctx, rb, count, span->array->x, span->array->y,
+ stencilTemp);
+ }
+ return GL_FALSE;
+ }
- if (y < 0 || y >= bufferHeight || x + n <= 0 || x >= bufferWidth) {
- /* totally out of bounds */
- n = 0;
+ /*
+ * Some fragments passed the stencil test, apply depth test to them
+ * and apply Zpass and Zfail stencil ops.
+ */
+ if (ctx->Depth.Test == GL_FALSE ||
+ ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer == NULL) {
+ /*
+ * No depth buffer, just apply zpass stencil function to active pixels.
+ */
+ apply_stencil_op(ctx, ctx->Stencil.ZPassFunc[face], face, count,
+ stencilBuf, mask, stencilStride);
}
else {
- /* left clip */
- if (x < 0) {
- skipPixels = -x;
- x = 0;
- n -= skipPixels;
+ /*
+ * Perform depth buffering, then apply zpass or zfail stencil function.
+ */
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ GLubyte *passMask = swrast->stencil_temp.buf2;
+ GLubyte *failMask = swrast->stencil_temp.buf3;
+ GLubyte *origMask = swrast->stencil_temp.buf4;
+
+ /* save the current mask bits */
+ memcpy(origMask, mask, count * sizeof(GLubyte));
+
+ /* apply the depth test */
+ _swrast_depth_test_span(ctx, span);
+
+ compute_pass_fail_masks(count, 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,
+ count, stencilBuf, failMask, stencilStride);
}
- /* right clip */
- if (x + n > bufferWidth) {
- GLint dx = x + n - bufferWidth;
- n -= dx;
+ if (ctx->Stencil.ZPassFunc[face] != GL_KEEP) {
+ apply_stencil_op(ctx, ctx->Stencil.ZPassFunc[face], face,
+ count, stencilBuf, passMask, stencilStride);
}
}
- *count = n;
-
- return skipPixels;
+ /* Write updated stencil values back into hardware stencil buffer */
+ if (span->arrayMask & SPAN_XY) {
+ put_s8_values(ctx, rb, count, span->array->x, span->array->y,
+ stencilBuf);
+ }
+
+ span->writeAll = GL_FALSE;
+
+ return GL_TRUE; /* one or more fragments passed both tests */
}
-#endif
+
+
/**
GLint n, GLint x, GLint y, GLubyte stencil[])
{
GLubyte *src;
- const GLuint bpp = _mesa_get_format_bytes(rb->Format);
- const GLuint rowStride = rb->RowStride * bpp;
if (y < 0 || y >= (GLint) rb->Height ||
x + n <= 0 || x >= (GLint) rb->Width) {
return;
}
- src = get_stencil_address(rb, x, y);
+ src = _swrast_pixel_address(rb, x, y);
_mesa_unpack_ubyte_stencil_row(rb->Format, n, src, stencil);
}
_swrast_write_stencil_span(struct gl_context *ctx, GLint n, GLint x, GLint y,
const GLubyte stencil[] )
{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
struct gl_framebuffer *fb = ctx->DrawBuffer;
struct gl_renderbuffer *rb = fb->Attachment[BUFFER_STENCIL].Renderbuffer;
const GLuint stencilMax = (1 << fb->Visual.stencilBits) - 1;
return;
}
- stencilBuf = get_stencil_address(rb, x, y);
+ stencilBuf = _swrast_pixel_address(rb, x, y);
if ((stencilMask & stencilMax) != stencilMax) {
/* need to apply writemask */
- GLubyte destVals[MAX_WIDTH], newVals[MAX_WIDTH];
+ GLubyte *destVals = swrast->stencil_temp.buf1;
+ GLubyte *newVals = swrast->stencil_temp.buf2;
GLint i;
_mesa_unpack_ubyte_stencil_row(rb->Format, n, stencilBuf, destVals);
}
ctx->Driver.MapRenderbuffer(ctx, rb, x, y, width, height,
- mapMode, &map, &rowStride);
+ mapMode, &map, &rowStride,
+ ctx->DrawBuffer->FlipY);
if (!map) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glClear(stencil)");
return;
}
switch (rb->Format) {
- case MESA_FORMAT_S8:
+ case MESA_FORMAT_S_UINT8:
{
GLubyte clear = ctx->Stencil.Clear & writeMask & 0xff;
GLubyte mask = (~writeMask) & 0xff;
}
}
break;
- case MESA_FORMAT_S8_Z24:
+ case MESA_FORMAT_Z24_UNORM_S8_UINT:
{
GLuint clear = (ctx->Stencil.Clear & writeMask & 0xff) << 24;
GLuint mask = (((~writeMask) & 0xff) << 24) | 0xffffff;
}
}
break;
- case MESA_FORMAT_Z24_S8:
+ case MESA_FORMAT_S8_UINT_Z24_UNORM:
{
GLuint clear = ctx->Stencil.Clear & writeMask & 0xff;
GLuint mask = 0xffffff00 | ((~writeMask) & 0xff);