diff options
Diffstat (limited to 'mesalib/src/mesa/swrast/s_stencil.c')
-rw-r--r-- | mesalib/src/mesa/swrast/s_stencil.c | 2491 |
1 files changed, 1246 insertions, 1245 deletions
diff --git a/mesalib/src/mesa/swrast/s_stencil.c b/mesalib/src/mesa/swrast/s_stencil.c index 999fe3c3f..fa5093a34 100644 --- a/mesalib/src/mesa/swrast/s_stencil.c +++ b/mesalib/src/mesa/swrast/s_stencil.c @@ -1,1245 +1,1246 @@ -/*
- * 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);
- }
- }
- }
-}
+/* + * 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 || + 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 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); + } + } + } +} |