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author | marha <marha@users.sourceforge.net> | 2010-12-29 12:20:21 +0000 |
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committer | marha <marha@users.sourceforge.net> | 2010-12-29 12:20:21 +0000 |
commit | 053f5dfd42ade05252e586a282e34906db10828d (patch) | |
tree | de215580ce205409a6d810a005c6c5909f3145d1 /mesalib/src/mesa/swrast/s_stencil.c | |
parent | 04ceb8c4a0cca3d8682f094d1d6faed8f693afb5 (diff) | |
parent | 807c6931fe683fd844ceec1b023232181e6aae03 (diff) | |
download | vcxsrv-053f5dfd42ade05252e586a282e34906db10828d.tar.gz vcxsrv-053f5dfd42ade05252e586a282e34906db10828d.tar.bz2 vcxsrv-053f5dfd42ade05252e586a282e34906db10828d.zip |
svn merge ^/branches/released .
Diffstat (limited to 'mesalib/src/mesa/swrast/s_stencil.c')
-rw-r--r-- | mesalib/src/mesa/swrast/s_stencil.c | 2490 |
1 files changed, 1245 insertions, 1245 deletions
diff --git a/mesalib/src/mesa/swrast/s_stencil.c b/mesalib/src/mesa/swrast/s_stencil.c index aa74b21ee..999fe3c3f 100644 --- a/mesalib/src/mesa/swrast/s_stencil.c +++ b/mesalib/src/mesa/swrast/s_stencil.c @@ -1,1245 +1,1245 @@ -/* - * Mesa 3-D graphics library - * Version: 7.1 - * - * Copyright (C) 1999-2007 Brian Paul All Rights Reserved. - * - * Permission is hereby granted, free of charge, to any person obtaining a - * copy of this software and associated documentation files (the "Software"), - * to deal in the Software without restriction, including without limitation - * the rights to use, copy, modify, merge, publish, distribute, sublicense, - * and/or sell copies of the Software, and to permit persons to whom the - * Software is furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included - * in all copies or substantial portions of the Software. - * - * 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. - */ - - -#include "main/glheader.h" -#include "main/context.h" -#include "main/imports.h" - -#include "s_context.h" -#include "s_depth.h" -#include "s_stencil.h" -#include "s_span.h" - - - -/* Stencil Logic: - -IF stencil test fails THEN - Apply fail-op to stencil value - Don't write the pixel (RGBA,Z) -ELSE - IF doing depth test && depth test fails THEN - Apply zfail-op to stencil value - Write RGBA and Z to appropriate buffers - ELSE - Apply zpass-op to stencil value -ENDIF - -*/ - - -/** - * 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 - */ -static void -apply_stencil_op( const GLcontext *ctx, GLenum oper, GLuint face, - GLuint n, GLstencil stencil[], const GLubyte mask[] ) -{ - const GLstencil ref = ctx->Stencil.Ref[face]; - const GLstencil wrtmask = ctx->Stencil.WriteMask[face]; - const GLstencil invmask = (GLstencil) (~wrtmask); - const GLstencil stencilMax = (1 << ctx->DrawBuffer->Visual.stencilBits) - 1; - GLuint i; - - 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] = (GLstencil) (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]) { - GLstencil s = stencil[i]; - stencil[i] = (GLstencil) ((invmask & s ) | (wrtmask & ref)); - } - } - } - break; - case GL_INCR: - if (invmask==0) { - for (i=0;i<n;i++) { - if (mask[i]) { - GLstencil s = stencil[i]; - if (s < stencilMax) { - stencil[i] = (GLstencil) (s+1); - } - } - } - } - else { - for (i=0;i<n;i++) { - if (mask[i]) { - /* VERIFY logic of adding 1 to a write-masked value */ - GLstencil s = stencil[i]; - if (s < stencilMax) { - stencil[i] = (GLstencil) ((invmask & s) | (wrtmask & (s+1))); - } - } - } - } - break; - case GL_DECR: - if (invmask==0) { - for (i=0;i<n;i++) { - if (mask[i]) { - GLstencil s = stencil[i]; - if (s>0) { - stencil[i] = (GLstencil) (s-1); - } - } - } - } - else { - for (i=0;i<n;i++) { - if (mask[i]) { - /* VERIFY logic of subtracting 1 to a write-masked value */ - GLstencil s = stencil[i]; - if (s>0) { - stencil[i] = (GLstencil) ((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]) { - GLstencil s = stencil[i]; - stencil[i] = (GLstencil) ((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]) { - GLstencil s = stencil[i]; - stencil[i] = (GLstencil) ((invmask & s) | (wrtmask & (s-1))); - } - } - } - break; - case GL_INVERT: - if (invmask==0) { - for (i=0;i<n;i++) { - if (mask[i]) { - GLstencil s = stencil[i]; - stencil[i] = (GLstencil) ~s; - } - } - } - else { - for (i=0;i<n;i++) { - if (mask[i]) { - GLstencil s = stencil[i]; - stencil[i] = (GLstencil) ((invmask & s) | (wrtmask & ~s)); - } - } - } - break; - default: - _mesa_problem(ctx, "Bad stencil op in apply_stencil_op"); - } -} - - - - -/** - * 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. - */ -static GLboolean -do_stencil_test( GLcontext *ctx, GLuint face, GLuint n, GLstencil stencil[], - GLubyte mask[] ) -{ - GLubyte fail[MAX_WIDTH]; - GLboolean allfail = GL_FALSE; - GLuint i; - const GLuint valueMask = ctx->Stencil.ValueMask[face]; - const GLstencil r = (GLstencil) (ctx->Stencil.Ref[face] & valueMask); - GLstencil s; - - ASSERT(n <= MAX_WIDTH); - - /* - * 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: - /* 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 = (GLstencil) (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 = (GLstencil) (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 = (GLstencil) (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 = (GLstencil) (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 = (GLstencil) (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 = (GLstencil) (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; - } - - if (ctx->Stencil.FailFunc[face] != GL_KEEP) { - apply_stencil_op( ctx, ctx->Stencil.FailFunc[face], face, n, stencil, fail ); - } - - return !allfail; -} - - -/** - * Compute the zpass/zfail masks by comparing the pre- and post-depth test - * masks. - */ -static INLINE void -compute_pass_fail_masks(GLuint n, const GLubyte origMask[], - const GLubyte newMask[], - GLubyte passMask[], GLubyte failMask[]) -{ - GLuint i; - for (i = 0; i < n; i++) { - ASSERT(newMask[i] == 0 || newMask[i] == 1); - passMask[i] = origMask[i] & newMask[i]; - failMask[i] = origMask[i] & (newMask[i] ^ 1); - } -} - - -/** - * Apply stencil and depth testing to the span of pixels. - * 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(GLcontext *ctx, SWspan *span, GLuint face) -{ - struct gl_framebuffer *fb = ctx->DrawBuffer; - struct gl_renderbuffer *rb = fb->_StencilBuffer; - GLstencil stencilRow[MAX_WIDTH]; - GLstencil *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 = (GLstencil *) 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) { - /* - * 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( GLcontext *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 GLstencil stencilMax = (1 << fb->Visual.stencilBits) - 1; - const GLstencil ref = ctx->Stencil.Ref[face]; - const GLstencil wrtmask = ctx->Stencil.WriteMask[face]; - const GLstencil invmask = (GLstencil) (~wrtmask); - GLuint i; - GLstencil *stencilStart = (GLubyte *) rb->Data; - const GLuint stride = rb->Width; - - ASSERT(rb->GetPointer(ctx, rb, 0, 0)); - ASSERT(sizeof(GLstencil) == 1); - - switch (oper) { - case GL_KEEP: - /* do nothing */ - break; - case GL_ZERO: - if (invmask==0) { - for (i=0;i<n;i++) { - if (mask[i]) { - GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] ); - *sptr = 0; - } - } - } - else { - for (i=0;i<n;i++) { - if (mask[i]) { - GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] ); - *sptr = (GLstencil) (invmask & *sptr); - } - } - } - break; - case GL_REPLACE: - if (invmask==0) { - for (i=0;i<n;i++) { - if (mask[i]) { - GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] ); - *sptr = ref; - } - } - } - else { - for (i=0;i<n;i++) { - if (mask[i]) { - GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] ); - *sptr = (GLstencil) ((invmask & *sptr ) | (wrtmask & ref)); - } - } - } - break; - case GL_INCR: - if (invmask==0) { - for (i=0;i<n;i++) { - if (mask[i]) { - GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] ); - if (*sptr < stencilMax) { - *sptr = (GLstencil) (*sptr + 1); - } - } - } - } - else { - for (i=0;i<n;i++) { - if (mask[i]) { - GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] ); - if (*sptr < stencilMax) { - *sptr = (GLstencil) ((invmask & *sptr) | (wrtmask & (*sptr+1))); - } - } - } - } - break; - case GL_DECR: - if (invmask==0) { - for (i=0;i<n;i++) { - if (mask[i]) { - GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] ); - if (*sptr>0) { - *sptr = (GLstencil) (*sptr - 1); - } - } - } - } - else { - for (i=0;i<n;i++) { - if (mask[i]) { - GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] ); - if (*sptr>0) { - *sptr = (GLstencil) ((invmask & *sptr) | (wrtmask & (*sptr-1))); - } - } - } - } - break; - case GL_INCR_WRAP_EXT: - if (invmask==0) { - for (i=0;i<n;i++) { - if (mask[i]) { - GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] ); - *sptr = (GLstencil) (*sptr + 1); - } - } - } - else { - for (i=0;i<n;i++) { - if (mask[i]) { - GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] ); - *sptr = (GLstencil) ((invmask & *sptr) | (wrtmask & (*sptr+1))); - } - } - } - break; - case GL_DECR_WRAP_EXT: - if (invmask==0) { - for (i=0;i<n;i++) { - if (mask[i]) { - GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] ); - *sptr = (GLstencil) (*sptr - 1); - } - } - } - else { - for (i=0;i<n;i++) { - if (mask[i]) { - GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] ); - *sptr = (GLstencil) ((invmask & *sptr) | (wrtmask & (*sptr-1))); - } - } - } - break; - case GL_INVERT: - if (invmask==0) { - for (i=0;i<n;i++) { - if (mask[i]) { - GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] ); - *sptr = (GLstencil) (~*sptr); - } - } - } - else { - for (i=0;i<n;i++) { - if (mask[i]) { - GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] ); - *sptr = (GLstencil) ((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. - */ -static GLboolean -stencil_test_pixels( GLcontext *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]; - GLstencil r, s; - GLuint i; - GLboolean allfail = GL_FALSE; - const GLuint valueMask = ctx->Stencil.ValueMask[face]; - const GLstencil *stencilStart = (GLstencil *) rb->Data; - const GLuint stride = rb->Width; - - ASSERT(rb->GetPointer(ctx, rb, 0, 0)); - ASSERT(sizeof(GLstencil) == 1); - - /* - * 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 = (GLstencil) (ctx->Stencil.Ref[face] & valueMask); - for (i=0;i<n;i++) { - if (mask[i]) { - const GLstencil *sptr = STENCIL_ADDRESS(x[i],y[i]); - s = (GLstencil) (*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 = (GLstencil) (ctx->Stencil.Ref[face] & valueMask); - for (i=0;i<n;i++) { - if (mask[i]) { - const GLstencil *sptr = STENCIL_ADDRESS(x[i],y[i]); - s = (GLstencil) (*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 = (GLstencil) (ctx->Stencil.Ref[face] & valueMask); - for (i=0;i<n;i++) { - if (mask[i]) { - const GLstencil *sptr = STENCIL_ADDRESS(x[i],y[i]); - s = (GLstencil) (*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 = (GLstencil) (ctx->Stencil.Ref[face] & valueMask); - for (i=0;i<n;i++) { - if (mask[i]) { - const GLstencil *sptr = STENCIL_ADDRESS(x[i],y[i]); - s = (GLstencil) (*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 = (GLstencil) (ctx->Stencil.Ref[face] & valueMask); - for (i=0;i<n;i++) { - if (mask[i]) { - const GLstencil *sptr = STENCIL_ADDRESS(x[i],y[i]); - s = (GLstencil) (*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 = (GLstencil) (ctx->Stencil.Ref[face] & valueMask); - for (i=0;i<n;i++) { - if (mask[i]) { - const GLstencil *sptr = STENCIL_ADDRESS(x[i],y[i]); - s = (GLstencil) (*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; -} - - - - -/** - * 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 - */ -static GLboolean -stencil_and_ztest_pixels( GLcontext *ctx, SWspan *span, GLuint face ) -{ - GLubyte passMask[MAX_WIDTH], failMask[MAX_WIDTH], origMask[MAX_WIDTH]; - struct gl_framebuffer *fb = ctx->DrawBuffer; - struct gl_renderbuffer *rb = fb->_StencilBuffer; - const GLuint n = span->end; - 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 */ - GLstencil stencil[MAX_WIDTH]; - - ASSERT(rb->DataType == GL_UNSIGNED_BYTE); - _swrast_get_values(ctx, rb, n, x, y, stencil, sizeof(GLubyte)); - - 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); - - 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); - } - } - - return GL_TRUE; /* one or more fragments passed both tests */ - } -} - - -/** - * /return GL_TRUE = one or more fragments passed, - * GL_FALSE = all fragments failed. - */ -GLboolean -_swrast_stencil_and_ztest_span(GLcontext *ctx, SWspan *span) -{ - const GLuint face = (span->facing == 0) ? 0 : ctx->Stencil._BackFace; - - if (span->arrayMask & SPAN_XY) - return stencil_and_ztest_pixels(ctx, span, face); - else - return stencil_and_ztest_span(ctx, span, face); -} - - -#if 0 -GLuint -clip_span(GLuint bufferWidth, GLuint bufferHeight, - GLint x, GLint y, GLuint *count) -{ - GLuint n = *count; - GLuint skipPixels = 0; - - if (y < 0 || y >= bufferHeight || x + n <= 0 || x >= bufferWidth) { - /* totally out of bounds */ - n = 0; - } - else { - /* left clip */ - if (x < 0) { - skipPixels = -x; - x = 0; - n -= skipPixels; - } - /* right clip */ - if (x + n > bufferWidth) { - GLint dx = x + n - bufferWidth; - n -= dx; - } - } - - *count = n; - - return skipPixels; -} -#endif - - -/** - * Return a span of stencil values from the stencil buffer. - * Used for glRead/CopyPixels - * Input: n - how many pixels - * x,y - location of first pixel - * Output: stencil - the array of stencil values - */ -void -_swrast_read_stencil_span(GLcontext *ctx, struct gl_renderbuffer *rb, - GLint n, GLint x, GLint y, GLstencil stencil[]) -{ - if (y < 0 || y >= (GLint) rb->Height || - x + n <= 0 || x >= (GLint) rb->Width) { - /* span is completely outside framebuffer */ - return; /* undefined values OK */ - } - - if (x < 0) { - GLint dx = -x; - x = 0; - n -= dx; - stencil += dx; - } - if (x + n > (GLint) rb->Width) { - GLint dx = x + n - rb->Width; - n -= dx; - } - if (n <= 0) { - return; - } - - rb->GetRow(ctx, rb, n, x, y, stencil); -} - - - -/** - * Write a span of stencil values to the stencil buffer. This function - * applies the stencil write mask when needed. - * Used for glDraw/CopyPixels - * Input: n - how many pixels - * x, y - location of first pixel - * stencil - the array of stencil values - */ -void -_swrast_write_stencil_span(GLcontext *ctx, GLint n, GLint x, GLint y, - const GLstencil stencil[] ) -{ - struct gl_framebuffer *fb = ctx->DrawBuffer; - struct gl_renderbuffer *rb = fb->_StencilBuffer; - const GLuint stencilMax = (1 << fb->Visual.stencilBits) - 1; - const GLuint stencilMask = ctx->Stencil.WriteMask[0]; - - if (y < 0 || y >= (GLint) rb->Height || - x + n <= 0 || x >= (GLint) rb->Width) { - /* span is completely outside framebuffer */ - return; /* undefined values OK */ - } - if (x < 0) { - GLint dx = -x; - x = 0; - n -= dx; - stencil += dx; - } - if (x + n > (GLint) rb->Width) { - GLint dx = x + n - rb->Width; - n -= dx; - } - if (n <= 0) { - return; - } - - if ((stencilMask & stencilMax) != stencilMax) { - /* need to apply writemask */ - GLstencil destVals[MAX_WIDTH], newVals[MAX_WIDTH]; - GLint i; - rb->GetRow(ctx, rb, n, x, y, destVals); - for (i = 0; i < n; i++) { - newVals[i] - = (stencil[i] & stencilMask) | (destVals[i] & ~stencilMask); - } - rb->PutRow(ctx, rb, n, x, y, newVals, NULL); - } - else { - rb->PutRow(ctx, rb, n, x, y, stencil, NULL); - } -} - - - -/** - * Clear the stencil buffer. - */ -void -_swrast_clear_stencil_buffer( GLcontext *ctx, struct gl_renderbuffer *rb ) -{ - const GLubyte stencilBits = ctx->DrawBuffer->Visual.stencilBits; - const GLuint mask = ctx->Stencil.WriteMask[0]; - const GLuint invMask = ~mask; - const GLuint clearVal = (ctx->Stencil.Clear & mask); - const GLuint stencilMax = (1 << stencilBits) - 1; - GLint x, y, width, height; - - if (!rb || mask == 0) - return; - - ASSERT(rb->DataType == GL_UNSIGNED_BYTE || - rb->DataType == GL_UNSIGNED_SHORT); - - ASSERT(rb->_BaseFormat == GL_STENCIL_INDEX); - - /* compute region to clear */ - x = ctx->DrawBuffer->_Xmin; - y = ctx->DrawBuffer->_Ymin; - width = ctx->DrawBuffer->_Xmax - ctx->DrawBuffer->_Xmin; - height = ctx->DrawBuffer->_Ymax - ctx->DrawBuffer->_Ymin; - - if (rb->GetPointer(ctx, rb, 0, 0)) { - /* Direct buffer access */ - if ((mask & stencilMax) != stencilMax) { - /* need to mask the clear */ - if (rb->DataType == GL_UNSIGNED_BYTE) { - GLint i, j; - for (i = 0; i < height; i++) { - GLubyte *stencil = (GLubyte*) rb->GetPointer(ctx, rb, x, y + i); - for (j = 0; j < width; j++) { - stencil[j] = (stencil[j] & invMask) | clearVal; - } - } - } - else { - GLint i, j; - for (i = 0; i < height; i++) { - GLushort *stencil = (GLushort*) rb->GetPointer(ctx, rb, x, y + i); - for (j = 0; j < width; j++) { - stencil[j] = (stencil[j] & invMask) | clearVal; - } - } - } - } - else { - /* no bit masking */ - if (width == (GLint) rb->Width && rb->DataType == GL_UNSIGNED_BYTE) { - /* optimized case */ - /* Note: bottom-to-top raster assumed! */ - GLubyte *stencil = (GLubyte *) rb->GetPointer(ctx, rb, x, y); - GLuint len = width * height * sizeof(GLubyte); - memset(stencil, clearVal, len); - } - else { - /* general case */ - GLint i; - for (i = 0; i < height; i++) { - GLvoid *stencil = rb->GetPointer(ctx, rb, x, y + i); - if (rb->DataType == GL_UNSIGNED_BYTE) { - memset(stencil, clearVal, width); - } - else { - _mesa_memset16((short unsigned int*) stencil, clearVal, width); - } - } - } - } - } - else { - /* no direct access */ - if ((mask & stencilMax) != stencilMax) { - /* need to mask the clear */ - if (rb->DataType == GL_UNSIGNED_BYTE) { - GLint i, j; - for (i = 0; i < height; i++) { - GLubyte stencil[MAX_WIDTH]; - rb->GetRow(ctx, rb, width, x, y + i, stencil); - for (j = 0; j < width; j++) { - stencil[j] = (stencil[j] & invMask) | clearVal; - } - rb->PutRow(ctx, rb, width, x, y + i, stencil, NULL); - } - } - else { - GLint i, j; - for (i = 0; i < height; i++) { - GLushort stencil[MAX_WIDTH]; - rb->GetRow(ctx, rb, width, x, y + i, stencil); - for (j = 0; j < width; j++) { - stencil[j] = (stencil[j] & invMask) | clearVal; - } - rb->PutRow(ctx, rb, width, x, y + i, stencil, NULL); - } - } - } - else { - /* no bit masking */ - const GLubyte clear8 = (GLubyte) clearVal; - const GLushort clear16 = (GLushort) clearVal; - const void *clear; - GLint i; - if (rb->DataType == GL_UNSIGNED_BYTE) { - clear = &clear8; - } - else { - clear = &clear16; - } - for (i = 0; i < height; i++) { - rb->PutMonoRow(ctx, rb, width, x, y + i, clear, NULL); - } - } - } -} +/*
+ * Mesa 3-D graphics library
+ * Version: 7.1
+ *
+ * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * 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.
+ */
+
+
+#include "main/glheader.h"
+#include "main/context.h"
+#include "main/imports.h"
+
+#include "s_context.h"
+#include "s_depth.h"
+#include "s_stencil.h"
+#include "s_span.h"
+
+
+
+/* Stencil Logic:
+
+IF stencil test fails THEN
+ Apply fail-op to stencil value
+ Don't write the pixel (RGBA,Z)
+ELSE
+ IF doing depth test && depth test fails THEN
+ Apply zfail-op to stencil value
+ Write RGBA and Z to appropriate buffers
+ ELSE
+ Apply zpass-op to stencil value
+ENDIF
+
+*/
+
+
+/**
+ * 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
+ */
+static void
+apply_stencil_op( const struct gl_context *ctx, GLenum oper, GLuint face,
+ GLuint n, GLstencil stencil[], const GLubyte mask[] )
+{
+ const GLstencil ref = ctx->Stencil.Ref[face];
+ const GLstencil wrtmask = ctx->Stencil.WriteMask[face];
+ const GLstencil invmask = (GLstencil) (~wrtmask);
+ const GLstencil stencilMax = (1 << ctx->DrawBuffer->Visual.stencilBits) - 1;
+ GLuint i;
+
+ 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] = (GLstencil) (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]) {
+ GLstencil s = stencil[i];
+ stencil[i] = (GLstencil) ((invmask & s ) | (wrtmask & ref));
+ }
+ }
+ }
+ break;
+ case GL_INCR:
+ if (invmask==0) {
+ for (i=0;i<n;i++) {
+ if (mask[i]) {
+ GLstencil s = stencil[i];
+ if (s < stencilMax) {
+ stencil[i] = (GLstencil) (s+1);
+ }
+ }
+ }
+ }
+ else {
+ for (i=0;i<n;i++) {
+ if (mask[i]) {
+ /* VERIFY logic of adding 1 to a write-masked value */
+ GLstencil s = stencil[i];
+ if (s < stencilMax) {
+ stencil[i] = (GLstencil) ((invmask & s) | (wrtmask & (s+1)));
+ }
+ }
+ }
+ }
+ break;
+ case GL_DECR:
+ if (invmask==0) {
+ for (i=0;i<n;i++) {
+ if (mask[i]) {
+ GLstencil s = stencil[i];
+ if (s>0) {
+ stencil[i] = (GLstencil) (s-1);
+ }
+ }
+ }
+ }
+ else {
+ for (i=0;i<n;i++) {
+ if (mask[i]) {
+ /* VERIFY logic of subtracting 1 to a write-masked value */
+ GLstencil s = stencil[i];
+ if (s>0) {
+ stencil[i] = (GLstencil) ((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]) {
+ GLstencil s = stencil[i];
+ stencil[i] = (GLstencil) ((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]) {
+ GLstencil s = stencil[i];
+ stencil[i] = (GLstencil) ((invmask & s) | (wrtmask & (s-1)));
+ }
+ }
+ }
+ break;
+ case GL_INVERT:
+ if (invmask==0) {
+ for (i=0;i<n;i++) {
+ if (mask[i]) {
+ GLstencil s = stencil[i];
+ stencil[i] = (GLstencil) ~s;
+ }
+ }
+ }
+ else {
+ for (i=0;i<n;i++) {
+ if (mask[i]) {
+ GLstencil s = stencil[i];
+ stencil[i] = (GLstencil) ((invmask & s) | (wrtmask & ~s));
+ }
+ }
+ }
+ break;
+ default:
+ _mesa_problem(ctx, "Bad stencil op in apply_stencil_op");
+ }
+}
+
+
+
+
+/**
+ * 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.
+ */
+static GLboolean
+do_stencil_test( struct gl_context *ctx, GLuint face, GLuint n, GLstencil stencil[],
+ GLubyte mask[] )
+{
+ GLubyte fail[MAX_WIDTH];
+ GLboolean allfail = GL_FALSE;
+ GLuint i;
+ const GLuint valueMask = ctx->Stencil.ValueMask[face];
+ const GLstencil r = (GLstencil) (ctx->Stencil.Ref[face] & valueMask);
+ GLstencil s;
+
+ ASSERT(n <= MAX_WIDTH);
+
+ /*
+ * 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:
+ /* 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 = (GLstencil) (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 = (GLstencil) (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 = (GLstencil) (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 = (GLstencil) (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 = (GLstencil) (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 = (GLstencil) (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;
+ }
+
+ if (ctx->Stencil.FailFunc[face] != GL_KEEP) {
+ apply_stencil_op( ctx, ctx->Stencil.FailFunc[face], face, n, stencil, fail );
+ }
+
+ return !allfail;
+}
+
+
+/**
+ * Compute the zpass/zfail masks by comparing the pre- and post-depth test
+ * masks.
+ */
+static INLINE void
+compute_pass_fail_masks(GLuint n, const GLubyte origMask[],
+ const GLubyte newMask[],
+ GLubyte passMask[], GLubyte failMask[])
+{
+ GLuint i;
+ for (i = 0; i < n; i++) {
+ ASSERT(newMask[i] == 0 || newMask[i] == 1);
+ passMask[i] = origMask[i] & newMask[i];
+ failMask[i] = origMask[i] & (newMask[i] ^ 1);
+ }
+}
+
+
+/**
+ * Apply stencil and depth testing to the span of pixels.
+ * 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;
+ GLstencil stencilRow[MAX_WIDTH];
+ GLstencil *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 = (GLstencil *) 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) {
+ /*
+ * 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 GLstencil stencilMax = (1 << fb->Visual.stencilBits) - 1;
+ const GLstencil ref = ctx->Stencil.Ref[face];
+ const GLstencil wrtmask = ctx->Stencil.WriteMask[face];
+ const GLstencil invmask = (GLstencil) (~wrtmask);
+ GLuint i;
+ GLstencil *stencilStart = (GLubyte *) rb->Data;
+ const GLuint stride = rb->Width;
+
+ ASSERT(rb->GetPointer(ctx, rb, 0, 0));
+ ASSERT(sizeof(GLstencil) == 1);
+
+ switch (oper) {
+ case GL_KEEP:
+ /* do nothing */
+ break;
+ case GL_ZERO:
+ if (invmask==0) {
+ for (i=0;i<n;i++) {
+ if (mask[i]) {
+ GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
+ *sptr = 0;
+ }
+ }
+ }
+ else {
+ for (i=0;i<n;i++) {
+ if (mask[i]) {
+ GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
+ *sptr = (GLstencil) (invmask & *sptr);
+ }
+ }
+ }
+ break;
+ case GL_REPLACE:
+ if (invmask==0) {
+ for (i=0;i<n;i++) {
+ if (mask[i]) {
+ GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
+ *sptr = ref;
+ }
+ }
+ }
+ else {
+ for (i=0;i<n;i++) {
+ if (mask[i]) {
+ GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
+ *sptr = (GLstencil) ((invmask & *sptr ) | (wrtmask & ref));
+ }
+ }
+ }
+ break;
+ case GL_INCR:
+ if (invmask==0) {
+ for (i=0;i<n;i++) {
+ if (mask[i]) {
+ GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
+ if (*sptr < stencilMax) {
+ *sptr = (GLstencil) (*sptr + 1);
+ }
+ }
+ }
+ }
+ else {
+ for (i=0;i<n;i++) {
+ if (mask[i]) {
+ GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
+ if (*sptr < stencilMax) {
+ *sptr = (GLstencil) ((invmask & *sptr) | (wrtmask & (*sptr+1)));
+ }
+ }
+ }
+ }
+ break;
+ case GL_DECR:
+ if (invmask==0) {
+ for (i=0;i<n;i++) {
+ if (mask[i]) {
+ GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
+ if (*sptr>0) {
+ *sptr = (GLstencil) (*sptr - 1);
+ }
+ }
+ }
+ }
+ else {
+ for (i=0;i<n;i++) {
+ if (mask[i]) {
+ GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
+ if (*sptr>0) {
+ *sptr = (GLstencil) ((invmask & *sptr) | (wrtmask & (*sptr-1)));
+ }
+ }
+ }
+ }
+ break;
+ case GL_INCR_WRAP_EXT:
+ if (invmask==0) {
+ for (i=0;i<n;i++) {
+ if (mask[i]) {
+ GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
+ *sptr = (GLstencil) (*sptr + 1);
+ }
+ }
+ }
+ else {
+ for (i=0;i<n;i++) {
+ if (mask[i]) {
+ GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
+ *sptr = (GLstencil) ((invmask & *sptr) | (wrtmask & (*sptr+1)));
+ }
+ }
+ }
+ break;
+ case GL_DECR_WRAP_EXT:
+ if (invmask==0) {
+ for (i=0;i<n;i++) {
+ if (mask[i]) {
+ GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
+ *sptr = (GLstencil) (*sptr - 1);
+ }
+ }
+ }
+ else {
+ for (i=0;i<n;i++) {
+ if (mask[i]) {
+ GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
+ *sptr = (GLstencil) ((invmask & *sptr) | (wrtmask & (*sptr-1)));
+ }
+ }
+ }
+ break;
+ case GL_INVERT:
+ if (invmask==0) {
+ for (i=0;i<n;i++) {
+ if (mask[i]) {
+ GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
+ *sptr = (GLstencil) (~*sptr);
+ }
+ }
+ }
+ else {
+ for (i=0;i<n;i++) {
+ if (mask[i]) {
+ GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
+ *sptr = (GLstencil) ((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.
+ */
+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];
+ GLstencil r, s;
+ GLuint i;
+ GLboolean allfail = GL_FALSE;
+ const GLuint valueMask = ctx->Stencil.ValueMask[face];
+ const GLstencil *stencilStart = (GLstencil *) rb->Data;
+ const GLuint stride = rb->Width;
+
+ ASSERT(rb->GetPointer(ctx, rb, 0, 0));
+ ASSERT(sizeof(GLstencil) == 1);
+
+ /*
+ * 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 = (GLstencil) (ctx->Stencil.Ref[face] & valueMask);
+ for (i=0;i<n;i++) {
+ if (mask[i]) {
+ const GLstencil *sptr = STENCIL_ADDRESS(x[i],y[i]);
+ s = (GLstencil) (*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 = (GLstencil) (ctx->Stencil.Ref[face] & valueMask);
+ for (i=0;i<n;i++) {
+ if (mask[i]) {
+ const GLstencil *sptr = STENCIL_ADDRESS(x[i],y[i]);
+ s = (GLstencil) (*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 = (GLstencil) (ctx->Stencil.Ref[face] & valueMask);
+ for (i=0;i<n;i++) {
+ if (mask[i]) {
+ const GLstencil *sptr = STENCIL_ADDRESS(x[i],y[i]);
+ s = (GLstencil) (*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 = (GLstencil) (ctx->Stencil.Ref[face] & valueMask);
+ for (i=0;i<n;i++) {
+ if (mask[i]) {
+ const GLstencil *sptr = STENCIL_ADDRESS(x[i],y[i]);
+ s = (GLstencil) (*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 = (GLstencil) (ctx->Stencil.Ref[face] & valueMask);
+ for (i=0;i<n;i++) {
+ if (mask[i]) {
+ const GLstencil *sptr = STENCIL_ADDRESS(x[i],y[i]);
+ s = (GLstencil) (*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 = (GLstencil) (ctx->Stencil.Ref[face] & valueMask);
+ for (i=0;i<n;i++) {
+ if (mask[i]) {
+ const GLstencil *sptr = STENCIL_ADDRESS(x[i],y[i]);
+ s = (GLstencil) (*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;
+}
+
+
+
+
+/**
+ * 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
+ */
+static GLboolean
+stencil_and_ztest_pixels( struct gl_context *ctx, SWspan *span, GLuint face )
+{
+ GLubyte passMask[MAX_WIDTH], failMask[MAX_WIDTH], origMask[MAX_WIDTH];
+ struct gl_framebuffer *fb = ctx->DrawBuffer;
+ struct gl_renderbuffer *rb = fb->_StencilBuffer;
+ const GLuint n = span->end;
+ 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 */
+ GLstencil stencil[MAX_WIDTH];
+
+ ASSERT(rb->DataType == GL_UNSIGNED_BYTE);
+ _swrast_get_values(ctx, rb, n, x, y, stencil, sizeof(GLubyte));
+
+ 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);
+
+ 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);
+ }
+ }
+
+ return GL_TRUE; /* one or more fragments passed both tests */
+ }
+}
+
+
+/**
+ * /return GL_TRUE = one or more fragments passed,
+ * GL_FALSE = all fragments failed.
+ */
+GLboolean
+_swrast_stencil_and_ztest_span(struct gl_context *ctx, SWspan *span)
+{
+ const GLuint face = (span->facing == 0) ? 0 : ctx->Stencil._BackFace;
+
+ if (span->arrayMask & SPAN_XY)
+ return stencil_and_ztest_pixels(ctx, span, face);
+ else
+ return stencil_and_ztest_span(ctx, span, face);
+}
+
+
+#if 0
+GLuint
+clip_span(GLuint bufferWidth, GLuint bufferHeight,
+ GLint x, GLint y, GLuint *count)
+{
+ GLuint n = *count;
+ GLuint skipPixels = 0;
+
+ if (y < 0 || y >= bufferHeight || x + n <= 0 || x >= bufferWidth) {
+ /* totally out of bounds */
+ n = 0;
+ }
+ else {
+ /* left clip */
+ if (x < 0) {
+ skipPixels = -x;
+ x = 0;
+ n -= skipPixels;
+ }
+ /* right clip */
+ if (x + n > bufferWidth) {
+ GLint dx = x + n - bufferWidth;
+ n -= dx;
+ }
+ }
+
+ *count = n;
+
+ return skipPixels;
+}
+#endif
+
+
+/**
+ * Return a span of stencil values from the stencil buffer.
+ * Used for glRead/CopyPixels
+ * Input: n - how many pixels
+ * x,y - location of first pixel
+ * Output: stencil - the array of stencil values
+ */
+void
+_swrast_read_stencil_span(struct gl_context *ctx, struct gl_renderbuffer *rb,
+ GLint n, GLint x, GLint y, GLstencil stencil[])
+{
+ if (y < 0 || y >= (GLint) rb->Height ||
+ x + n <= 0 || x >= (GLint) rb->Width) {
+ /* span is completely outside framebuffer */
+ return; /* undefined values OK */
+ }
+
+ if (x < 0) {
+ GLint dx = -x;
+ x = 0;
+ n -= dx;
+ stencil += dx;
+ }
+ if (x + n > (GLint) rb->Width) {
+ GLint dx = x + n - rb->Width;
+ n -= dx;
+ }
+ if (n <= 0) {
+ return;
+ }
+
+ rb->GetRow(ctx, rb, n, x, y, stencil);
+}
+
+
+
+/**
+ * Write a span of stencil values to the stencil buffer. This function
+ * applies the stencil write mask when needed.
+ * Used for glDraw/CopyPixels
+ * Input: n - how many pixels
+ * x, y - location of first pixel
+ * stencil - the array of stencil values
+ */
+void
+_swrast_write_stencil_span(struct gl_context *ctx, GLint n, GLint x, GLint y,
+ const GLstencil stencil[] )
+{
+ struct gl_framebuffer *fb = ctx->DrawBuffer;
+ struct gl_renderbuffer *rb = fb->_StencilBuffer;
+ const GLuint stencilMax = (1 << fb->Visual.stencilBits) - 1;
+ const GLuint stencilMask = ctx->Stencil.WriteMask[0];
+
+ if (y < 0 || y >= (GLint) rb->Height ||
+ x + n <= 0 || x >= (GLint) rb->Width) {
+ /* span is completely outside framebuffer */
+ return; /* undefined values OK */
+ }
+ if (x < 0) {
+ GLint dx = -x;
+ x = 0;
+ n -= dx;
+ stencil += dx;
+ }
+ if (x + n > (GLint) rb->Width) {
+ GLint dx = x + n - rb->Width;
+ n -= dx;
+ }
+ if (n <= 0) {
+ return;
+ }
+
+ if ((stencilMask & stencilMax) != stencilMax) {
+ /* need to apply writemask */
+ GLstencil destVals[MAX_WIDTH], newVals[MAX_WIDTH];
+ GLint i;
+ rb->GetRow(ctx, rb, n, x, y, destVals);
+ for (i = 0; i < n; i++) {
+ newVals[i]
+ = (stencil[i] & stencilMask) | (destVals[i] & ~stencilMask);
+ }
+ rb->PutRow(ctx, rb, n, x, y, newVals, NULL);
+ }
+ else {
+ rb->PutRow(ctx, rb, n, x, y, stencil, NULL);
+ }
+}
+
+
+
+/**
+ * Clear the stencil buffer.
+ */
+void
+_swrast_clear_stencil_buffer( struct gl_context *ctx, struct gl_renderbuffer *rb )
+{
+ const GLubyte stencilBits = ctx->DrawBuffer->Visual.stencilBits;
+ const GLuint mask = ctx->Stencil.WriteMask[0];
+ const GLuint invMask = ~mask;
+ const GLuint clearVal = (ctx->Stencil.Clear & mask);
+ const GLuint stencilMax = (1 << stencilBits) - 1;
+ GLint x, y, width, height;
+
+ if (!rb || mask == 0)
+ return;
+
+ ASSERT(rb->DataType == GL_UNSIGNED_BYTE ||
+ rb->DataType == GL_UNSIGNED_SHORT);
+
+ ASSERT(rb->_BaseFormat == GL_STENCIL_INDEX);
+
+ /* compute region to clear */
+ x = ctx->DrawBuffer->_Xmin;
+ y = ctx->DrawBuffer->_Ymin;
+ width = ctx->DrawBuffer->_Xmax - ctx->DrawBuffer->_Xmin;
+ height = ctx->DrawBuffer->_Ymax - ctx->DrawBuffer->_Ymin;
+
+ if (rb->GetPointer(ctx, rb, 0, 0)) {
+ /* Direct buffer access */
+ if ((mask & stencilMax) != stencilMax) {
+ /* need to mask the clear */
+ if (rb->DataType == GL_UNSIGNED_BYTE) {
+ GLint i, j;
+ for (i = 0; i < height; i++) {
+ GLubyte *stencil = (GLubyte*) rb->GetPointer(ctx, rb, x, y + i);
+ for (j = 0; j < width; j++) {
+ stencil[j] = (stencil[j] & invMask) | clearVal;
+ }
+ }
+ }
+ else {
+ GLint i, j;
+ for (i = 0; i < height; i++) {
+ GLushort *stencil = (GLushort*) rb->GetPointer(ctx, rb, x, y + i);
+ for (j = 0; j < width; j++) {
+ stencil[j] = (stencil[j] & invMask) | clearVal;
+ }
+ }
+ }
+ }
+ else {
+ /* no bit masking */
+ if (width == (GLint) rb->Width && rb->DataType == GL_UNSIGNED_BYTE) {
+ /* optimized case */
+ /* Note: bottom-to-top raster assumed! */
+ GLubyte *stencil = (GLubyte *) rb->GetPointer(ctx, rb, x, y);
+ GLuint len = width * height * sizeof(GLubyte);
+ memset(stencil, clearVal, len);
+ }
+ else {
+ /* general case */
+ GLint i;
+ for (i = 0; i < height; i++) {
+ GLvoid *stencil = rb->GetPointer(ctx, rb, x, y + i);
+ if (rb->DataType == GL_UNSIGNED_BYTE) {
+ memset(stencil, clearVal, width);
+ }
+ else {
+ _mesa_memset16((short unsigned int*) stencil, clearVal, width);
+ }
+ }
+ }
+ }
+ }
+ else {
+ /* no direct access */
+ if ((mask & stencilMax) != stencilMax) {
+ /* need to mask the clear */
+ if (rb->DataType == GL_UNSIGNED_BYTE) {
+ GLint i, j;
+ for (i = 0; i < height; i++) {
+ GLubyte stencil[MAX_WIDTH];
+ rb->GetRow(ctx, rb, width, x, y + i, stencil);
+ for (j = 0; j < width; j++) {
+ stencil[j] = (stencil[j] & invMask) | clearVal;
+ }
+ rb->PutRow(ctx, rb, width, x, y + i, stencil, NULL);
+ }
+ }
+ else {
+ GLint i, j;
+ for (i = 0; i < height; i++) {
+ GLushort stencil[MAX_WIDTH];
+ rb->GetRow(ctx, rb, width, x, y + i, stencil);
+ for (j = 0; j < width; j++) {
+ stencil[j] = (stencil[j] & invMask) | clearVal;
+ }
+ rb->PutRow(ctx, rb, width, x, y + i, stencil, NULL);
+ }
+ }
+ }
+ else {
+ /* no bit masking */
+ const GLubyte clear8 = (GLubyte) clearVal;
+ const GLushort clear16 = (GLushort) clearVal;
+ const void *clear;
+ GLint i;
+ if (rb->DataType == GL_UNSIGNED_BYTE) {
+ clear = &clear8;
+ }
+ else {
+ clear = &clear16;
+ }
+ for (i = 0; i < height; i++) {
+ rb->PutMonoRow(ctx, rb, width, x, y + i, clear, NULL);
+ }
+ }
+ }
+}
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