1 | /* $Id: stencil.c,v 1.1 2000-02-29 00:50:10 sandervl Exp $ */
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2 |
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3 | /*
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4 | * Mesa 3-D graphics library
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5 | * Version: 3.1
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6 | *
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7 | * Copyright (C) 1999 Brian Paul All Rights Reserved.
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8 | *
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9 | * Permission is hereby granted, free of charge, to any person obtaining a
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10 | * copy of this software and associated documentation files (the "Software"),
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11 | * to deal in the Software without restriction, including without limitation
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12 | * the rights to use, copy, modify, merge, publish, distribute, sublicense,
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13 | * and/or sell copies of the Software, and to permit persons to whom the
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14 | * Software is furnished to do so, subject to the following conditions:
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15 | *
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16 | * The above copyright notice and this permission notice shall be included
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17 | * in all copies or substantial portions of the Software.
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18 | *
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19 | * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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20 | * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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21 | * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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22 | * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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23 | * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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24 | * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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25 | */
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26 |
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27 |
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28 | /* $XFree86: xc/lib/GL/mesa/src/stencil.c,v 1.3 1999/04/04 00:20:32 dawes Exp $ */
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29 |
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30 | #ifdef PC_HEADER
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31 | #include "all.h"
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32 | #else
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33 | #ifndef XFree86Server
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34 | #include <stdlib.h>
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35 | #include <string.h>
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36 | #else
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37 | #include "GL/xf86glx.h"
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38 | #endif
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39 | #include "context.h"
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40 | #include "macros.h"
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41 | #include "pb.h"
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42 | #include "stencil.h"
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43 | #include "types.h"
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44 | #include "enable.h"
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45 | #endif
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46 |
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47 |
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48 |
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49 | /*
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50 | * Return the address of a stencil buffer value given the window coords:
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51 | */
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52 | #define STENCIL_ADDRESS(X,Y) (ctx->Buffer->Stencil + ctx->Buffer->Width * (Y) + (X))
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53 |
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54 |
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55 | void gl_ClearStencil( GLcontext *ctx, GLint s )
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56 | {
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57 | ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glClearStencil");
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58 | ctx->Stencil.Clear = (GLstencil) s;
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59 |
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60 | if (ctx->Driver.ClearStencil) {
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61 | (*ctx->Driver.ClearStencil)( ctx, s );
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62 | }
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63 | }
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64 |
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65 |
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66 |
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67 | void gl_StencilFunc( GLcontext *ctx, GLenum func, GLint ref, GLuint mask )
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68 | {
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69 | GLint maxref;
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70 |
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71 | ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glStencilFunc");
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72 |
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73 | switch (func) {
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74 | case GL_NEVER:
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75 | case GL_LESS:
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76 | case GL_LEQUAL:
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77 | case GL_GREATER:
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78 | case GL_GEQUAL:
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79 | case GL_EQUAL:
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80 | case GL_NOTEQUAL:
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81 | case GL_ALWAYS:
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82 | ctx->Stencil.Function = func;
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83 | break;
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84 | default:
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85 | gl_error( ctx, GL_INVALID_ENUM, "glStencilFunc" );
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86 | return;
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87 | }
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88 |
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89 | maxref = (1 << STENCIL_BITS) - 1;
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90 | ctx->Stencil.Ref = (GLstencil) CLAMP( ref, 0, maxref );
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91 | ctx->Stencil.ValueMask = (GLstencil) mask;
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92 |
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93 | if (ctx->Driver.StencilFunc) {
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94 | (*ctx->Driver.StencilFunc)( ctx, func, ctx->Stencil.Ref, mask );
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95 | }
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96 | }
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97 |
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98 |
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99 |
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100 | void gl_StencilMask( GLcontext *ctx, GLuint mask )
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101 | {
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102 | ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glStencilMask");
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103 | ctx->Stencil.WriteMask = (GLstencil) mask;
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104 |
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105 | if (ctx->Driver.StencilMask) {
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106 | (*ctx->Driver.StencilMask)( ctx, mask );
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107 | }
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108 | }
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109 |
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110 |
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111 |
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112 | void gl_StencilOp( GLcontext *ctx, GLenum fail, GLenum zfail, GLenum zpass )
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113 | {
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114 | ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glStencilOp");
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115 | switch (fail) {
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116 | case GL_KEEP:
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117 | case GL_ZERO:
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118 | case GL_REPLACE:
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119 | case GL_INCR:
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120 | case GL_DECR:
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121 | case GL_INVERT:
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122 | case GL_INCR_WRAP_EXT:
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123 | case GL_DECR_WRAP_EXT:
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124 | ctx->Stencil.FailFunc = fail;
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125 | break;
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126 | default:
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127 | gl_error( ctx, GL_INVALID_ENUM, "glStencilOp" );
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128 | return;
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129 | }
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130 | switch (zfail) {
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131 | case GL_KEEP:
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132 | case GL_ZERO:
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133 | case GL_REPLACE:
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134 | case GL_INCR:
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135 | case GL_DECR:
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136 | case GL_INVERT:
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137 | case GL_INCR_WRAP_EXT:
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138 | case GL_DECR_WRAP_EXT:
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139 | ctx->Stencil.ZFailFunc = zfail;
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140 | break;
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141 | default:
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142 | gl_error( ctx, GL_INVALID_ENUM, "glStencilOp" );
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143 | return;
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144 | }
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145 | switch (zpass) {
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146 | case GL_KEEP:
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147 | case GL_ZERO:
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148 | case GL_REPLACE:
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149 | case GL_INCR:
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150 | case GL_DECR:
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151 | case GL_INVERT:
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152 | case GL_INCR_WRAP_EXT:
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153 | case GL_DECR_WRAP_EXT:
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154 | ctx->Stencil.ZPassFunc = zpass;
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155 | break;
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156 | default:
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157 | gl_error( ctx, GL_INVALID_ENUM, "glStencilOp" );
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158 | return;
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159 | }
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160 |
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161 | if (ctx->Driver.StencilOp) {
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162 | (*ctx->Driver.StencilOp)( ctx, fail, zfail, zpass );
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163 | }
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164 | }
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165 |
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166 |
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167 |
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168 | /* Stencil Logic:
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169 |
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170 | IF stencil test fails THEN
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171 | Apply fail-op to stencil value
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172 | Don't write the pixel (RGBA,Z)
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173 | ELSE
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174 | IF doing depth test && depth test fails THEN
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175 | Apply zfail-op to stencil value
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176 | Write RGBA and Z to appropriate buffers
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177 | ELSE
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178 | Apply zpass-op to stencil value
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179 | ENDIF
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180 |
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181 | */
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182 |
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183 |
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184 |
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185 |
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186 | /*
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187 | * Apply the given stencil operator to the array of stencil values.
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188 | * Don't touch stencil[i] if mask[i] is zero.
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189 | * Input: n - number of pixels in the span
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190 | * oper - the stencil buffer operator
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191 | * stencil - array of stencil values
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192 | * mask - array [n] of flag: 1=apply operator, 0=don't apply operator
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193 | */
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194 | static void apply_stencil_op( GLcontext *ctx, GLenum oper,
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195 | GLuint n, GLstencil stencil[], GLubyte mask[] )
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196 | {
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197 | const GLstencil ref = ctx->Stencil.Ref;
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198 | const GLstencil wrtmask = ctx->Stencil.WriteMask;
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199 | const GLstencil invmask = (GLstencil) (~ctx->Stencil.WriteMask);
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200 | GLuint i;
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201 |
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202 | switch (oper) {
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203 | case GL_KEEP:
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204 | /* do nothing */
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205 | break;
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206 | case GL_ZERO:
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207 | if (invmask==0) {
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208 | for (i=0;i<n;i++) {
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209 | if (mask[i]) {
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210 | stencil[i] = 0;
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211 | }
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212 | }
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213 | }
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214 | else {
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215 | for (i=0;i<n;i++) {
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216 | if (mask[i]) {
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217 | stencil[i] = (GLstencil) (stencil[i] & invmask);
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218 | }
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219 | }
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220 | }
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221 | break;
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222 | case GL_REPLACE:
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223 | if (invmask==0) {
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224 | for (i=0;i<n;i++) {
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225 | if (mask[i]) {
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226 | stencil[i] = ref;
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227 | }
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228 | }
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229 | }
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230 | else {
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231 | for (i=0;i<n;i++) {
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232 | if (mask[i]) {
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233 | GLstencil s = stencil[i];
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234 | stencil[i] = (GLstencil) ((invmask & s ) | (wrtmask & ref));
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235 | }
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236 | }
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237 | }
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238 | break;
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239 | case GL_INCR:
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240 | if (invmask==0) {
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241 | for (i=0;i<n;i++) {
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242 | if (mask[i]) {
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243 | GLstencil s = stencil[i];
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244 | if (s < STENCIL_MAX) {
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245 | stencil[i] = (GLstencil) (s+1);
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246 | }
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247 | }
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248 | }
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249 | }
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250 | else {
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251 | for (i=0;i<n;i++) {
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252 | if (mask[i]) {
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253 | /* VERIFY logic of adding 1 to a write-masked value */
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254 | GLstencil s = stencil[i];
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255 | if (s < STENCIL_MAX) {
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256 | stencil[i] = (GLstencil) ((invmask & s) | (wrtmask & (s+1)));
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257 | }
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258 | }
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259 | }
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260 | }
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261 | break;
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262 | case GL_DECR:
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263 | if (invmask==0) {
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264 | for (i=0;i<n;i++) {
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265 | if (mask[i]) {
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266 | GLstencil s = stencil[i];
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267 | if (s>0) {
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268 | stencil[i] = (GLstencil) (s-1);
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269 | }
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270 | }
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271 | }
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272 | }
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273 | else {
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274 | for (i=0;i<n;i++) {
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275 | if (mask[i]) {
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276 | /* VERIFY logic of subtracting 1 to a write-masked value */
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277 | GLstencil s = stencil[i];
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278 | if (s>0) {
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279 | stencil[i] = (GLstencil) ((invmask & s) | (wrtmask & (s-1)));
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280 | }
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281 | }
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282 | }
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283 | }
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284 | break;
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285 | case GL_INCR_WRAP_EXT:
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286 | if (invmask==0) {
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287 | for (i=0;i<n;i++) {
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288 | if (mask[i]) {
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289 | stencil[i]++;
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290 | }
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291 | }
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292 | }
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293 | else {
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294 | for (i=0;i<n;i++) {
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295 | if (mask[i]) {
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296 | GLstencil s = stencil[i];
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297 | stencil[i] = (GLstencil) ((invmask & s) | (wrtmask & (stencil[i]+1)));
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298 | }
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299 | }
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300 | }
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301 | break;
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302 | case GL_DECR_WRAP_EXT:
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303 | if (invmask==0) {
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304 | for (i=0;i<n;i++) {
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305 | if (mask[i]) {
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306 | stencil[i]--;
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307 | }
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308 | }
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309 | }
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310 | else {
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311 | for (i=0;i<n;i++) {
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312 | if (mask[i]) {
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313 | GLstencil s = stencil[i];
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314 | stencil[i] = (GLstencil) ((invmask & s) | (wrtmask & (stencil[i]-1)));
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315 | }
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316 | }
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317 | }
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318 | break;
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319 | case GL_INVERT:
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320 | if (invmask==0) {
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321 | for (i=0;i<n;i++) {
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322 | if (mask[i]) {
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323 | GLstencil s = stencil[i];
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324 | stencil[i] = (GLstencil) ~s;
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325 | }
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326 | }
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327 | }
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328 | else {
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329 | for (i=0;i<n;i++) {
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330 | if (mask[i]) {
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331 | GLstencil s = stencil[i];
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332 | stencil[i] = (GLstencil) ((invmask & s) | (wrtmask & ~s));
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333 | }
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334 | }
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335 | }
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336 | break;
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337 | default:
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338 | gl_problem(ctx, "Bad stencil op in apply_stencil_op");
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339 | }
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340 | }
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341 |
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342 |
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343 |
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344 |
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345 | /*
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346 | * Apply stencil test to a span of pixels before depth buffering.
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347 | * Input: n - number of pixels in the span
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348 | * x, y - coordinate of left-most pixel in the span
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349 | * mask - array [n] of flag: 0=skip the pixel, 1=stencil the pixel
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350 | * Output: mask - pixels which fail the stencil test will have their
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351 | * mask flag set to 0.
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352 | * Return: 0 = all pixels failed, 1 = zero or more pixels passed.
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353 | */
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354 | GLint gl_stencil_span( GLcontext *ctx,
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355 | GLuint n, GLint x, GLint y, GLubyte mask[] )
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356 | {
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357 | GLubyte fail[MAX_WIDTH];
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358 | GLint allfail = 0;
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359 | GLuint i;
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360 | GLstencil r, s;
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361 | GLstencil *stencil;
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362 |
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363 | stencil = STENCIL_ADDRESS( x, y );
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364 |
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365 | /*
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366 | * Perform stencil test. The results of this operation are stored
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367 | * in the fail[] array:
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368 | * IF fail[i] is non-zero THEN
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369 | * the stencil fail operator is to be applied
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370 | * ELSE
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371 | * the stencil fail operator is not to be applied
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372 | * ENDIF
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373 | */
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374 | switch (ctx->Stencil.Function) {
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375 | case GL_NEVER:
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376 | /* always fail */
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377 | for (i=0;i<n;i++) {
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378 | if (mask[i]) {
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379 | mask[i] = 0;
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380 | fail[i] = 1;
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381 | }
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382 | else {
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383 | fail[i] = 0;
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384 | }
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385 | }
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386 | allfail = 1;
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387 | break;
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388 | case GL_LESS:
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389 | r = (GLstencil) (ctx->Stencil.Ref & ctx->Stencil.ValueMask);
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390 | for (i=0;i<n;i++) {
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391 | if (mask[i]) {
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392 | s = (GLstencil) (stencil[i] & ctx->Stencil.ValueMask);
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393 | if (r < s) {
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394 | /* passed */
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395 | fail[i] = 0;
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396 | }
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397 | else {
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398 | fail[i] = 1;
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399 | mask[i] = 0;
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400 | }
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401 | }
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402 | else {
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403 | fail[i] = 0;
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404 | }
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405 | }
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406 | break;
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407 | case GL_LEQUAL:
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408 | r = (GLstencil) (ctx->Stencil.Ref & ctx->Stencil.ValueMask);
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409 | for (i=0;i<n;i++) {
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410 | if (mask[i]) {
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411 | s = (GLstencil) (stencil[i] & ctx->Stencil.ValueMask);
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412 | if (r <= s) {
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413 | /* pass */
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414 | fail[i] = 0;
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415 | }
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416 | else {
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417 | fail[i] = 1;
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418 | mask[i] = 0;
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419 | }
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420 | }
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421 | else {
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422 | fail[i] = 0;
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423 | }
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424 | }
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425 | break;
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426 | case GL_GREATER:
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427 | r = (GLstencil) (ctx->Stencil.Ref & ctx->Stencil.ValueMask);
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428 | for (i=0;i<n;i++) {
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429 | if (mask[i]) {
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430 | s = (GLstencil) (stencil[i] & ctx->Stencil.ValueMask);
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431 | if (r > s) {
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432 | /* passed */
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433 | fail[i] = 0;
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434 | }
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435 | else {
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436 | fail[i] = 1;
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437 | mask[i] = 0;
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438 | }
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439 | }
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440 | else {
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441 | fail[i] = 0;
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442 | }
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443 | }
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444 | break;
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445 | case GL_GEQUAL:
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446 | r = (GLstencil) (ctx->Stencil.Ref & ctx->Stencil.ValueMask);
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447 | for (i=0;i<n;i++) {
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448 | if (mask[i]) {
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449 | s = (GLstencil) (stencil[i] & ctx->Stencil.ValueMask);
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450 | if (r >= s) {
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451 | /* passed */
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452 | fail[i] = 0;
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453 | }
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454 | else {
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455 | fail[i] = 1;
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456 | mask[i] = 0;
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457 | }
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458 | }
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459 | else {
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460 | fail[i] = 0;
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461 | }
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462 | }
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463 | break;
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464 | case GL_EQUAL:
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465 | r = (GLstencil) (ctx->Stencil.Ref & ctx->Stencil.ValueMask);
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466 | for (i=0;i<n;i++) {
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467 | if (mask[i]) {
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468 | s = (GLstencil) (stencil[i] & ctx->Stencil.ValueMask);
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469 | if (r == s) {
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470 | /* passed */
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471 | fail[i] = 0;
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472 | }
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473 | else {
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474 | fail[i] = 1;
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475 | mask[i] = 0;
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476 | }
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477 | }
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478 | else {
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479 | fail[i] = 0;
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480 | }
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481 | }
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482 | break;
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483 | case GL_NOTEQUAL:
|
---|
484 | r = (GLstencil) (ctx->Stencil.Ref & ctx->Stencil.ValueMask);
|
---|
485 | for (i=0;i<n;i++) {
|
---|
486 | if (mask[i]) {
|
---|
487 | s = (GLstencil) (stencil[i] & ctx->Stencil.ValueMask);
|
---|
488 | if (r != s) {
|
---|
489 | /* passed */
|
---|
490 | fail[i] = 0;
|
---|
491 | }
|
---|
492 | else {
|
---|
493 | fail[i] = 1;
|
---|
494 | mask[i] = 0;
|
---|
495 | }
|
---|
496 | }
|
---|
497 | else {
|
---|
498 | fail[i] = 0;
|
---|
499 | }
|
---|
500 | }
|
---|
501 | break;
|
---|
502 | case GL_ALWAYS:
|
---|
503 | /* always pass */
|
---|
504 | for (i=0;i<n;i++) {
|
---|
505 | fail[i] = 0;
|
---|
506 | }
|
---|
507 | break;
|
---|
508 | default:
|
---|
509 | gl_problem(ctx, "Bad stencil func in gl_stencil_span");
|
---|
510 | return 0;
|
---|
511 | }
|
---|
512 |
|
---|
513 | if (ctx->Stencil.FailFunc != GL_KEEP) {
|
---|
514 | apply_stencil_op( ctx, ctx->Stencil.FailFunc, n, stencil, fail );
|
---|
515 | }
|
---|
516 |
|
---|
517 | return (allfail) ? 0 : 1;
|
---|
518 | }
|
---|
519 |
|
---|
520 |
|
---|
521 |
|
---|
522 |
|
---|
523 | /*
|
---|
524 | * Apply the combination depth-buffer/stencil operator to a span of pixels.
|
---|
525 | * Input: n - number of pixels in the span
|
---|
526 | * x, y - location of leftmost pixel in span
|
---|
527 | * z - array [n] of z values
|
---|
528 | * Input: mask - array [n] of flags (1=test this pixel, 0=skip the pixel)
|
---|
529 | * Output: mask - array [n] of flags (1=depth test passed, 0=failed)
|
---|
530 | */
|
---|
531 | void gl_depth_stencil_span( GLcontext *ctx,
|
---|
532 | GLuint n, GLint x, GLint y, const GLdepth z[],
|
---|
533 | GLubyte mask[] )
|
---|
534 | {
|
---|
535 | GLstencil *stencil = STENCIL_ADDRESS(x, y);
|
---|
536 |
|
---|
537 | if (ctx->Depth.Test==GL_FALSE) {
|
---|
538 | /*
|
---|
539 | * No depth buffer, just apply zpass stencil function to active pixels.
|
---|
540 | */
|
---|
541 | apply_stencil_op( ctx, ctx->Stencil.ZPassFunc, n, stencil, mask );
|
---|
542 | }
|
---|
543 | else {
|
---|
544 | /*
|
---|
545 | * Perform depth buffering, then apply zpass or zfail stencil function.
|
---|
546 | */
|
---|
547 | GLubyte passmask[MAX_WIDTH], failmask[MAX_WIDTH], oldmask[MAX_WIDTH];
|
---|
548 | GLuint i;
|
---|
549 |
|
---|
550 | /* save the current mask bits */
|
---|
551 | MEMCPY(oldmask, mask, n * sizeof(GLubyte));
|
---|
552 |
|
---|
553 | /* apply the depth test */
|
---|
554 | if (ctx->Driver.DepthTestSpan)
|
---|
555 | (*ctx->Driver.DepthTestSpan)( ctx, n, x, y, z, mask );
|
---|
556 |
|
---|
557 | /* Set the stencil pass/fail flags according to result of depth testing.
|
---|
558 | * if oldmask[i] == 0 then
|
---|
559 | * Don't touch the stencil value
|
---|
560 | * else if oldmask[i] and newmask[i] then
|
---|
561 | * Depth test passed
|
---|
562 | * else
|
---|
563 | * assert(oldmask[i] && !newmask[i])
|
---|
564 | * Depth test failed
|
---|
565 | * endif
|
---|
566 | */
|
---|
567 | for (i=0;i<n;i++) {
|
---|
568 | ASSERT(mask[i] == 0 || mask[i] == 1);
|
---|
569 | passmask[i] = oldmask[i] & mask[i];
|
---|
570 | failmask[i] = oldmask[i] & (mask[i] ^ 1);
|
---|
571 | }
|
---|
572 |
|
---|
573 | /* apply the pass and fail operations */
|
---|
574 | if (ctx->Stencil.ZFailFunc != GL_KEEP) {
|
---|
575 | apply_stencil_op( ctx, ctx->Stencil.ZFailFunc, n, stencil, failmask );
|
---|
576 | }
|
---|
577 | if (ctx->Stencil.ZPassFunc != GL_KEEP) {
|
---|
578 | apply_stencil_op( ctx, ctx->Stencil.ZPassFunc, n, stencil, passmask );
|
---|
579 | }
|
---|
580 | }
|
---|
581 | }
|
---|
582 |
|
---|
583 |
|
---|
584 |
|
---|
585 |
|
---|
586 | /*
|
---|
587 | * Apply the given stencil operator for each pixel in the array whose
|
---|
588 | * mask flag is set.
|
---|
589 | * Input: n - number of pixels in the span
|
---|
590 | * x, y - array of [n] pixels
|
---|
591 | * operator - the stencil buffer operator
|
---|
592 | * mask - array [n] of flag: 1=apply operator, 0=don't apply operator
|
---|
593 | */
|
---|
594 | static void apply_stencil_op_to_pixels( GLcontext *ctx,
|
---|
595 | GLuint n, const GLint x[],
|
---|
596 | const GLint y[],
|
---|
597 | GLenum oper, GLubyte mask[] )
|
---|
598 | {
|
---|
599 | GLuint i;
|
---|
600 | GLstencil ref;
|
---|
601 | GLstencil wrtmask, invmask;
|
---|
602 |
|
---|
603 | wrtmask = ctx->Stencil.WriteMask;
|
---|
604 | invmask = (GLstencil) (~ctx->Stencil.WriteMask);
|
---|
605 |
|
---|
606 | ref = ctx->Stencil.Ref;
|
---|
607 |
|
---|
608 | switch (oper) {
|
---|
609 | case GL_KEEP:
|
---|
610 | /* do nothing */
|
---|
611 | break;
|
---|
612 | case GL_ZERO:
|
---|
613 | if (invmask==0) {
|
---|
614 | for (i=0;i<n;i++) {
|
---|
615 | if (mask[i]) {
|
---|
616 | GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
|
---|
617 | *sptr = 0;
|
---|
618 | }
|
---|
619 | }
|
---|
620 | }
|
---|
621 | else {
|
---|
622 | for (i=0;i<n;i++) {
|
---|
623 | if (mask[i]) {
|
---|
624 | GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
|
---|
625 | *sptr = (GLstencil) (invmask & *sptr);
|
---|
626 | }
|
---|
627 | }
|
---|
628 | }
|
---|
629 | break;
|
---|
630 | case GL_REPLACE:
|
---|
631 | if (invmask==0) {
|
---|
632 | for (i=0;i<n;i++) {
|
---|
633 | if (mask[i]) {
|
---|
634 | GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
|
---|
635 | *sptr = ref;
|
---|
636 | }
|
---|
637 | }
|
---|
638 | }
|
---|
639 | else {
|
---|
640 | for (i=0;i<n;i++) {
|
---|
641 | if (mask[i]) {
|
---|
642 | GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
|
---|
643 | *sptr = (GLstencil) ((invmask & *sptr ) | (wrtmask & ref));
|
---|
644 | }
|
---|
645 | }
|
---|
646 | }
|
---|
647 | break;
|
---|
648 | case GL_INCR:
|
---|
649 | if (invmask==0) {
|
---|
650 | for (i=0;i<n;i++) {
|
---|
651 | if (mask[i]) {
|
---|
652 | GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
|
---|
653 | if (*sptr < STENCIL_MAX) {
|
---|
654 | *sptr = (GLstencil) (*sptr + 1);
|
---|
655 | }
|
---|
656 | }
|
---|
657 | }
|
---|
658 | }
|
---|
659 | else {
|
---|
660 | for (i=0;i<n;i++) {
|
---|
661 | if (mask[i]) {
|
---|
662 | GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
|
---|
663 | if (*sptr < STENCIL_MAX) {
|
---|
664 | *sptr = (GLstencil) ((invmask & *sptr) | (wrtmask & (*sptr+1)));
|
---|
665 | }
|
---|
666 | }
|
---|
667 | }
|
---|
668 | }
|
---|
669 | break;
|
---|
670 | case GL_DECR:
|
---|
671 | if (invmask==0) {
|
---|
672 | for (i=0;i<n;i++) {
|
---|
673 | if (mask[i]) {
|
---|
674 | GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
|
---|
675 | if (*sptr>0) {
|
---|
676 | *sptr = (GLstencil) (*sptr - 1);
|
---|
677 | }
|
---|
678 | }
|
---|
679 | }
|
---|
680 | }
|
---|
681 | else {
|
---|
682 | for (i=0;i<n;i++) {
|
---|
683 | if (mask[i]) {
|
---|
684 | GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
|
---|
685 | if (*sptr>0) {
|
---|
686 | *sptr = (GLstencil) ((invmask & *sptr) | (wrtmask & (*sptr-1)));
|
---|
687 | }
|
---|
688 | }
|
---|
689 | }
|
---|
690 | }
|
---|
691 | break;
|
---|
692 | case GL_INCR_WRAP_EXT:
|
---|
693 | if (invmask==0) {
|
---|
694 | for (i=0;i<n;i++) {
|
---|
695 | if (mask[i]) {
|
---|
696 | GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
|
---|
697 | *sptr = (GLstencil) (*sptr + 1);
|
---|
698 | }
|
---|
699 | }
|
---|
700 | }
|
---|
701 | else {
|
---|
702 | for (i=0;i<n;i++) {
|
---|
703 | if (mask[i]) {
|
---|
704 | GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
|
---|
705 | *sptr = (GLstencil) ((invmask & *sptr) | (wrtmask & (*sptr+1)));
|
---|
706 | }
|
---|
707 | }
|
---|
708 | }
|
---|
709 | break;
|
---|
710 | case GL_DECR_WRAP_EXT:
|
---|
711 | if (invmask==0) {
|
---|
712 | for (i=0;i<n;i++) {
|
---|
713 | if (mask[i]) {
|
---|
714 | GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
|
---|
715 | *sptr = (GLstencil) (*sptr - 1);
|
---|
716 | }
|
---|
717 | }
|
---|
718 | }
|
---|
719 | else {
|
---|
720 | for (i=0;i<n;i++) {
|
---|
721 | if (mask[i]) {
|
---|
722 | GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
|
---|
723 | *sptr = (GLstencil) ((invmask & *sptr) | (wrtmask & (*sptr-1)));
|
---|
724 | }
|
---|
725 | }
|
---|
726 | }
|
---|
727 | break;
|
---|
728 | case GL_INVERT:
|
---|
729 | if (invmask==0) {
|
---|
730 | for (i=0;i<n;i++) {
|
---|
731 | if (mask[i]) {
|
---|
732 | GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
|
---|
733 | *sptr = (GLstencil) (~*sptr);
|
---|
734 | }
|
---|
735 | }
|
---|
736 | }
|
---|
737 | else {
|
---|
738 | for (i=0;i<n;i++) {
|
---|
739 | if (mask[i]) {
|
---|
740 | GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
|
---|
741 | *sptr = (GLstencil) ((invmask & *sptr) | (wrtmask & ~*sptr));
|
---|
742 | }
|
---|
743 | }
|
---|
744 | }
|
---|
745 | break;
|
---|
746 | default:
|
---|
747 | gl_problem(ctx, "Bad stencilop in apply_stencil_op_to_pixels");
|
---|
748 | }
|
---|
749 | }
|
---|
750 |
|
---|
751 |
|
---|
752 |
|
---|
753 | /*
|
---|
754 | * Apply stencil test to an array of pixels before depth buffering.
|
---|
755 | * Input: n - number of pixels in the span
|
---|
756 | * x, y - array of [n] pixels to stencil
|
---|
757 | * mask - array [n] of flag: 0=skip the pixel, 1=stencil the pixel
|
---|
758 | * Output: mask - pixels which fail the stencil test will have their
|
---|
759 | * mask flag set to 0.
|
---|
760 | * Return: 0 = all pixels failed, 1 = zero or more pixels passed.
|
---|
761 | */
|
---|
762 | GLint gl_stencil_pixels( GLcontext *ctx,
|
---|
763 | GLuint n, const GLint x[], const GLint y[],
|
---|
764 | GLubyte mask[] )
|
---|
765 | {
|
---|
766 | GLubyte fail[PB_SIZE];
|
---|
767 | GLstencil r, s;
|
---|
768 | GLuint i;
|
---|
769 | GLint allfail = 0;
|
---|
770 |
|
---|
771 | /*
|
---|
772 | * Perform stencil test. The results of this operation are stored
|
---|
773 | * in the fail[] array:
|
---|
774 | * IF fail[i] is non-zero THEN
|
---|
775 | * the stencil fail operator is to be applied
|
---|
776 | * ELSE
|
---|
777 | * the stencil fail operator is not to be applied
|
---|
778 | * ENDIF
|
---|
779 | */
|
---|
780 |
|
---|
781 | switch (ctx->Stencil.Function) {
|
---|
782 | case GL_NEVER:
|
---|
783 | /* always fail */
|
---|
784 | for (i=0;i<n;i++) {
|
---|
785 | if (mask[i]) {
|
---|
786 | mask[i] = 0;
|
---|
787 | fail[i] = 1;
|
---|
788 | }
|
---|
789 | else {
|
---|
790 | fail[i] = 0;
|
---|
791 | }
|
---|
792 | }
|
---|
793 | allfail = 1;
|
---|
794 | break;
|
---|
795 | case GL_LESS:
|
---|
796 | r = (GLstencil) (ctx->Stencil.Ref & ctx->Stencil.ValueMask);
|
---|
797 | for (i=0;i<n;i++) {
|
---|
798 | if (mask[i]) {
|
---|
799 | GLstencil *sptr = STENCIL_ADDRESS(x[i],y[i]);
|
---|
800 | s = (GLstencil) (*sptr & ctx->Stencil.ValueMask);
|
---|
801 | if (r < s) {
|
---|
802 | /* passed */
|
---|
803 | fail[i] = 0;
|
---|
804 | }
|
---|
805 | else {
|
---|
806 | fail[i] = 1;
|
---|
807 | mask[i] = 0;
|
---|
808 | }
|
---|
809 | }
|
---|
810 | else {
|
---|
811 | fail[i] = 0;
|
---|
812 | }
|
---|
813 | }
|
---|
814 | break;
|
---|
815 | case GL_LEQUAL:
|
---|
816 | r = (GLstencil) (ctx->Stencil.Ref & ctx->Stencil.ValueMask);
|
---|
817 | for (i=0;i<n;i++) {
|
---|
818 | if (mask[i]) {
|
---|
819 | GLstencil *sptr = STENCIL_ADDRESS(x[i],y[i]);
|
---|
820 | s = (GLstencil) (*sptr & ctx->Stencil.ValueMask);
|
---|
821 | if (r <= s) {
|
---|
822 | /* pass */
|
---|
823 | fail[i] = 0;
|
---|
824 | }
|
---|
825 | else {
|
---|
826 | fail[i] = 1;
|
---|
827 | mask[i] = 0;
|
---|
828 | }
|
---|
829 | }
|
---|
830 | else {
|
---|
831 | fail[i] = 0;
|
---|
832 | }
|
---|
833 | }
|
---|
834 | break;
|
---|
835 | case GL_GREATER:
|
---|
836 | r = (GLstencil) (ctx->Stencil.Ref & ctx->Stencil.ValueMask);
|
---|
837 | for (i=0;i<n;i++) {
|
---|
838 | if (mask[i]) {
|
---|
839 | GLstencil *sptr = STENCIL_ADDRESS(x[i],y[i]);
|
---|
840 | s = (GLstencil) (*sptr & ctx->Stencil.ValueMask);
|
---|
841 | if (r > s) {
|
---|
842 | /* passed */
|
---|
843 | fail[i] = 0;
|
---|
844 | }
|
---|
845 | else {
|
---|
846 | fail[i] = 1;
|
---|
847 | mask[i] = 0;
|
---|
848 | }
|
---|
849 | }
|
---|
850 | else {
|
---|
851 | fail[i] = 0;
|
---|
852 | }
|
---|
853 | }
|
---|
854 | break;
|
---|
855 | case GL_GEQUAL:
|
---|
856 | r = (GLstencil) (ctx->Stencil.Ref & ctx->Stencil.ValueMask);
|
---|
857 | for (i=0;i<n;i++) {
|
---|
858 | if (mask[i]) {
|
---|
859 | GLstencil *sptr = STENCIL_ADDRESS(x[i],y[i]);
|
---|
860 | s = (GLstencil) (*sptr & ctx->Stencil.ValueMask);
|
---|
861 | if (r >= s) {
|
---|
862 | /* passed */
|
---|
863 | fail[i] = 0;
|
---|
864 | }
|
---|
865 | else {
|
---|
866 | fail[i] = 1;
|
---|
867 | mask[i] = 0;
|
---|
868 | }
|
---|
869 | }
|
---|
870 | else {
|
---|
871 | fail[i] = 0;
|
---|
872 | }
|
---|
873 | }
|
---|
874 | break;
|
---|
875 | case GL_EQUAL:
|
---|
876 | r = (GLstencil) (ctx->Stencil.Ref & ctx->Stencil.ValueMask);
|
---|
877 | for (i=0;i<n;i++) {
|
---|
878 | if (mask[i]) {
|
---|
879 | GLstencil *sptr = STENCIL_ADDRESS(x[i],y[i]);
|
---|
880 | s = (GLstencil) (*sptr & ctx->Stencil.ValueMask);
|
---|
881 | if (r == s) {
|
---|
882 | /* passed */
|
---|
883 | fail[i] = 0;
|
---|
884 | }
|
---|
885 | else {
|
---|
886 | fail[i] = 1;
|
---|
887 | mask[i] = 0;
|
---|
888 | }
|
---|
889 | }
|
---|
890 | else {
|
---|
891 | fail[i] = 0;
|
---|
892 | }
|
---|
893 | }
|
---|
894 | break;
|
---|
895 | case GL_NOTEQUAL:
|
---|
896 | r = (GLstencil) (ctx->Stencil.Ref & ctx->Stencil.ValueMask);
|
---|
897 | for (i=0;i<n;i++) {
|
---|
898 | if (mask[i]) {
|
---|
899 | GLstencil *sptr = STENCIL_ADDRESS(x[i],y[i]);
|
---|
900 | s = (GLstencil) (*sptr & ctx->Stencil.ValueMask);
|
---|
901 | if (r != s) {
|
---|
902 | /* passed */
|
---|
903 | fail[i] = 0;
|
---|
904 | }
|
---|
905 | else {
|
---|
906 | fail[i] = 1;
|
---|
907 | mask[i] = 0;
|
---|
908 | }
|
---|
909 | }
|
---|
910 | else {
|
---|
911 | fail[i] = 0;
|
---|
912 | }
|
---|
913 | }
|
---|
914 | break;
|
---|
915 | case GL_ALWAYS:
|
---|
916 | /* always pass */
|
---|
917 | for (i=0;i<n;i++) {
|
---|
918 | fail[i] = 0;
|
---|
919 | }
|
---|
920 | break;
|
---|
921 | default:
|
---|
922 | gl_problem(ctx, "Bad stencil func in gl_stencil_pixels");
|
---|
923 | return 0;
|
---|
924 | }
|
---|
925 |
|
---|
926 | apply_stencil_op_to_pixels( ctx, n, x, y, ctx->Stencil.FailFunc, fail );
|
---|
927 |
|
---|
928 | return (allfail) ? 0 : 1;
|
---|
929 | }
|
---|
930 |
|
---|
931 |
|
---|
932 |
|
---|
933 |
|
---|
934 | /*
|
---|
935 | * Apply the combination depth-buffer/stencil operator to a span of pixels.
|
---|
936 | * Input: n - number of pixels in the span
|
---|
937 | * x, y - array of [n] pixels to stencil
|
---|
938 | * z - array [n] of z values
|
---|
939 | * Input: mask - array [n] of flags (1=test this pixel, 0=skip the pixel)
|
---|
940 | * Output: mask - array [n] of flags (1=depth test passed, 0=failed)
|
---|
941 | */
|
---|
942 | void gl_depth_stencil_pixels( GLcontext *ctx,
|
---|
943 | GLuint n, const GLint x[], const GLint y[],
|
---|
944 | const GLdepth z[], GLubyte mask[] )
|
---|
945 | {
|
---|
946 | if (ctx->Depth.Test==GL_FALSE) {
|
---|
947 | /*
|
---|
948 | * No depth buffer, just apply zpass stencil function to active pixels.
|
---|
949 | */
|
---|
950 | apply_stencil_op_to_pixels( ctx, n, x, y, ctx->Stencil.ZPassFunc, mask );
|
---|
951 | }
|
---|
952 | else {
|
---|
953 | /*
|
---|
954 | * Perform depth buffering, then apply zpass or zfail stencil function.
|
---|
955 | */
|
---|
956 | GLubyte passmask[PB_SIZE], failmask[PB_SIZE], oldmask[PB_SIZE];
|
---|
957 | GLuint i;
|
---|
958 |
|
---|
959 | /* save the current mask bits */
|
---|
960 | MEMCPY(oldmask, mask, n * sizeof(GLubyte));
|
---|
961 |
|
---|
962 | /* apply the depth test */
|
---|
963 | if (ctx->Driver.DepthTestPixels)
|
---|
964 | (*ctx->Driver.DepthTestPixels)( ctx, n, x, y, z, mask );
|
---|
965 |
|
---|
966 | /* Set the stencil pass/fail flags according to result of depth testing.
|
---|
967 | * if oldmask[i] == 0 then
|
---|
968 | * Don't touch the stencil value
|
---|
969 | * else if oldmask[i] and newmask[i] then
|
---|
970 | * Depth test passed
|
---|
971 | * else
|
---|
972 | * assert(oldmask[i] && !newmask[i])
|
---|
973 | * Depth test failed
|
---|
974 | * endif
|
---|
975 | */
|
---|
976 | for (i=0;i<n;i++) {
|
---|
977 | ASSERT(mask[i] == 0 || mask[i] == 1);
|
---|
978 | passmask[i] = oldmask[i] & mask[i];
|
---|
979 | failmask[i] = oldmask[i] & (mask[i] ^ 1);
|
---|
980 | }
|
---|
981 |
|
---|
982 | /* apply the pass and fail operations */
|
---|
983 | apply_stencil_op_to_pixels( ctx, n, x, y,
|
---|
984 | ctx->Stencil.ZFailFunc, failmask );
|
---|
985 | apply_stencil_op_to_pixels( ctx, n, x, y,
|
---|
986 | ctx->Stencil.ZPassFunc, passmask );
|
---|
987 | }
|
---|
988 |
|
---|
989 | }
|
---|
990 |
|
---|
991 |
|
---|
992 |
|
---|
993 | /*
|
---|
994 | * Return a span of stencil values from the stencil buffer.
|
---|
995 | * Input: n - how many pixels
|
---|
996 | * x,y - location of first pixel
|
---|
997 | * Output: stencil - the array of stencil values
|
---|
998 | */
|
---|
999 | void gl_read_stencil_span( GLcontext *ctx,
|
---|
1000 | GLuint n, GLint x, GLint y, GLstencil stencil[] )
|
---|
1001 | {
|
---|
1002 | if (ctx->Buffer->Stencil) {
|
---|
1003 | const GLstencil *s = STENCIL_ADDRESS( x, y );
|
---|
1004 | #if STENCIL_BITS == 8
|
---|
1005 | MEMCPY( stencil, s, n * sizeof(GLstencil) );
|
---|
1006 | #else
|
---|
1007 | GLuint i;
|
---|
1008 | for (i=0;i<n;i++)
|
---|
1009 | stencil[i] = s[i];
|
---|
1010 | #endif
|
---|
1011 | }
|
---|
1012 | }
|
---|
1013 |
|
---|
1014 |
|
---|
1015 |
|
---|
1016 | /*
|
---|
1017 | * Write a span of stencil values to the stencil buffer.
|
---|
1018 | * Input: n - how many pixels
|
---|
1019 | * x,y - location of first pixel
|
---|
1020 | * stencil - the array of stencil values
|
---|
1021 | */
|
---|
1022 | void gl_write_stencil_span( GLcontext *ctx,
|
---|
1023 | GLuint n, GLint x, GLint y,
|
---|
1024 | const GLstencil stencil[] )
|
---|
1025 | {
|
---|
1026 | if (ctx->Buffer->Stencil) {
|
---|
1027 | GLstencil *s = STENCIL_ADDRESS( x, y );
|
---|
1028 | #if STENCIL_BITS == 8
|
---|
1029 | MEMCPY( s, stencil, n * sizeof(GLstencil) );
|
---|
1030 | #else
|
---|
1031 | GLuint i;
|
---|
1032 | for (i=0;i<n;i++)
|
---|
1033 | s[i] = stencil[i];
|
---|
1034 | #endif
|
---|
1035 | }
|
---|
1036 | }
|
---|
1037 |
|
---|
1038 |
|
---|
1039 |
|
---|
1040 | /*
|
---|
1041 | * Allocate a new stencil buffer. If there's an old one it will be
|
---|
1042 | * deallocated first. The new stencil buffer will be uninitialized.
|
---|
1043 | */
|
---|
1044 | void gl_alloc_stencil_buffer( GLcontext *ctx )
|
---|
1045 | {
|
---|
1046 | GLuint buffersize = ctx->Buffer->Width * ctx->Buffer->Height;
|
---|
1047 |
|
---|
1048 | /* deallocate current stencil buffer if present */
|
---|
1049 | if (ctx->Buffer->Stencil) {
|
---|
1050 | FREE(ctx->Buffer->Stencil);
|
---|
1051 | ctx->Buffer->Stencil = NULL;
|
---|
1052 | }
|
---|
1053 |
|
---|
1054 | /* allocate new stencil buffer */
|
---|
1055 | ctx->Buffer->Stencil = (GLstencil *) MALLOC(buffersize * sizeof(GLstencil));
|
---|
1056 | if (!ctx->Buffer->Stencil) {
|
---|
1057 | /* out of memory */
|
---|
1058 | gl_set_enable( ctx, GL_STENCIL_TEST, GL_FALSE );
|
---|
1059 | gl_error( ctx, GL_OUT_OF_MEMORY, "gl_alloc_stencil_buffer" );
|
---|
1060 | }
|
---|
1061 | }
|
---|
1062 |
|
---|
1063 |
|
---|
1064 |
|
---|
1065 |
|
---|
1066 | /*
|
---|
1067 | * Clear the stencil buffer. If the stencil buffer doesn't exist yet we'll
|
---|
1068 | * allocate it now.
|
---|
1069 | */
|
---|
1070 | void gl_clear_stencil_buffer( GLcontext *ctx )
|
---|
1071 | {
|
---|
1072 | if (ctx->Visual->StencilBits==0 || !ctx->Buffer->Stencil) {
|
---|
1073 | /* no stencil buffer */
|
---|
1074 | return;
|
---|
1075 | }
|
---|
1076 |
|
---|
1077 | if (ctx->Scissor.Enabled) {
|
---|
1078 | /* clear scissor region only */
|
---|
1079 | const GLint width = ctx->Buffer->Xmax - ctx->Buffer->Xmin + 1;
|
---|
1080 | if (ctx->Stencil.WriteMask != STENCIL_MAX) {
|
---|
1081 | /* must apply mask to the clear */
|
---|
1082 | GLint y;
|
---|
1083 | for (y=ctx->Buffer->Ymin; y<=ctx->Buffer->Ymax; y++) {
|
---|
1084 | GLstencil *ptr = STENCIL_ADDRESS( ctx->Buffer->Xmin, y );
|
---|
1085 | GLint x;
|
---|
1086 | const GLstencil mask = ctx->Stencil.WriteMask;
|
---|
1087 | const GLstencil invMask = ~mask;
|
---|
1088 | const GLstencil clearVal = (ctx->Stencil.Clear & mask);
|
---|
1089 | for (x = 0; x < width; x++) {
|
---|
1090 | ptr[x] = (ptr[x] & invMask) | clearVal;
|
---|
1091 | }
|
---|
1092 | }
|
---|
1093 | }
|
---|
1094 | else {
|
---|
1095 | /* no masking */
|
---|
1096 | GLint y;
|
---|
1097 | for (y=ctx->Buffer->Ymin; y<=ctx->Buffer->Ymax; y++) {
|
---|
1098 | GLstencil *ptr = STENCIL_ADDRESS( ctx->Buffer->Xmin, y );
|
---|
1099 | #if STENCIL_BITS==8
|
---|
1100 | MEMSET( ptr, ctx->Stencil.Clear, width * sizeof(GLstencil) );
|
---|
1101 | #else
|
---|
1102 | GLint x;
|
---|
1103 | for (x = 0; x < width; x++)
|
---|
1104 | ptr[x] = ctx->Stencil.Clear;
|
---|
1105 | #endif
|
---|
1106 | }
|
---|
1107 | }
|
---|
1108 | }
|
---|
1109 | else {
|
---|
1110 | /* clear whole stencil buffer */
|
---|
1111 | if (ctx->Stencil.WriteMask != STENCIL_MAX) {
|
---|
1112 | /* must apply mask to the clear */
|
---|
1113 | const GLuint n = ctx->Buffer->Width * ctx->Buffer->Height;
|
---|
1114 | GLstencil *buffer = ctx->Buffer->Stencil;
|
---|
1115 | const GLstencil mask = ctx->Stencil.WriteMask;
|
---|
1116 | const GLstencil invMask = ~mask;
|
---|
1117 | const GLstencil clearVal = (ctx->Stencil.Clear & mask);
|
---|
1118 | GLuint i;
|
---|
1119 | for (i = 0; i < n; i++) {
|
---|
1120 | buffer[i] = (buffer[i] & invMask) | clearVal;
|
---|
1121 | }
|
---|
1122 | }
|
---|
1123 | else {
|
---|
1124 | /* clear whole buffer without masking */
|
---|
1125 | const GLuint n = ctx->Buffer->Width * ctx->Buffer->Height;
|
---|
1126 | GLstencil *buffer = ctx->Buffer->Stencil;
|
---|
1127 |
|
---|
1128 | #if STENCIL_BITS==8
|
---|
1129 | MEMSET(buffer, ctx->Stencil.Clear, n * sizeof(GLstencil) );
|
---|
1130 | #else
|
---|
1131 | GLuint i;
|
---|
1132 | for (i = 0; i < n; i++) {
|
---|
1133 | buffer[i] = ctx->Stencil.Clear;
|
---|
1134 | }
|
---|
1135 | #endif
|
---|
1136 | }
|
---|
1137 | }
|
---|
1138 | }
|
---|