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5f2bebf7a5
With this commit, we now use a forked version of MESA which only supports OpenGL 1.1, like the windows implementation does. It exposes : - The same pixel formats - The same set of extensions - Nothing more All of this without taking 10% of your build time. If you need a more modern option, look at the MESA package from Rapps, which is (and must be) maintained outside of this code tree. CORE-7499
1023 lines
23 KiB
C
1023 lines
23 KiB
C
/* $Id: stencil.c,v 1.8 1998/01/01 00:52:11 brianp Exp $ */
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/*
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* Mesa 3-D graphics library
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* Version: 2.6
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* Copyright (C) 1995-1997 Brian Paul
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Library General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Library General Public License for more details.
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*
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* You should have received a copy of the GNU Library General Public
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* License along with this library; if not, write to the Free
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* Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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*/
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/*
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* $Log: stencil.c,v $
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* Revision 1.8 1998/01/01 00:52:11 brianp
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* added some tests to prevent crashing if Driver.DepthTestPixels not defined
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*
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* Revision 1.7 1997/07/24 01:21:56 brianp
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* changed precompiled header symbol from PCH to PC_HEADER
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*
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* Revision 1.6 1997/05/28 03:26:29 brianp
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* added precompiled header (PCH) support
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*
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* Revision 1.5 1997/04/29 01:26:37 brianp
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* fixed a few return statements which were missing values
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*
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* Revision 1.4 1997/04/20 20:29:11 brianp
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* replaced abort() with gl_problem()
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*
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* Revision 1.3 1997/02/27 19:58:35 brianp
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* don't try to clear stencil buffer if there isn't one
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*
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* Revision 1.2 1996/09/15 14:18:55 brianp
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* now use GLframebuffer and GLvisual
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*
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* Revision 1.1 1996/09/13 01:38:16 brianp
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* Initial revision
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*
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*/
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#ifdef PC_HEADER
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#include "all.h"
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#else
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#include <stdlib.h>
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#include <string.h>
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#include "context.h"
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#include "dlist.h"
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#include "macros.h"
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#include "pb.h"
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#include "stencil.h"
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#include "types.h"
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#endif
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/*
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* Return the address of a stencil buffer value given the window coords:
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*/
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#define STENCIL_ADDRESS(X,Y) (ctx->Buffer->Stencil + ctx->Buffer->Width * (Y) + (X))
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void gl_ClearStencil( GLcontext *ctx, GLint s )
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{
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if (INSIDE_BEGIN_END(ctx)) {
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gl_error( ctx, GL_INVALID_OPERATION, "glClearStencil" );
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return;
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}
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ctx->Stencil.Clear = (GLstencil) s;
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}
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void gl_StencilFunc( GLcontext *ctx, GLenum func, GLint ref, GLuint mask )
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{
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GLint maxref;
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if (INSIDE_BEGIN_END(ctx)) {
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gl_error( ctx, GL_INVALID_OPERATION, "glStencilFunc" );
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return;
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}
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switch (func) {
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case GL_NEVER:
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case GL_LESS:
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case GL_LEQUAL:
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case GL_GREATER:
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case GL_GEQUAL:
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case GL_EQUAL:
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case GL_NOTEQUAL:
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case GL_ALWAYS:
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ctx->Stencil.Function = func;
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break;
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default:
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gl_error( ctx, GL_INVALID_ENUM, "glStencilFunc" );
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return;
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}
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maxref = (1 << STENCIL_BITS) - 1;
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ctx->Stencil.Ref = CLAMP( ref, 0, maxref );
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ctx->Stencil.ValueMask = mask;
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}
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void gl_StencilMask( GLcontext *ctx, GLuint mask )
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{
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if (INSIDE_BEGIN_END(ctx)) {
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gl_error( ctx, GL_INVALID_OPERATION, "glStencilMask" );
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return;
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}
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ctx->Stencil.WriteMask = (GLstencil) mask;
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}
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void gl_StencilOp( GLcontext *ctx, GLenum fail, GLenum zfail, GLenum zpass )
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{
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if (INSIDE_BEGIN_END(ctx)) {
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gl_error( ctx, GL_INVALID_OPERATION, "glStencilOp" );
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return;
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}
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switch (fail) {
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case GL_KEEP:
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case GL_ZERO:
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case GL_REPLACE:
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case GL_INCR:
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case GL_DECR:
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case GL_INVERT:
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ctx->Stencil.FailFunc = fail;
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break;
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default:
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gl_error( ctx, GL_INVALID_ENUM, "glStencilOp" );
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return;
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}
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switch (zfail) {
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case GL_KEEP:
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case GL_ZERO:
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case GL_REPLACE:
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case GL_INCR:
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case GL_DECR:
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case GL_INVERT:
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ctx->Stencil.ZFailFunc = zfail;
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break;
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default:
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gl_error( ctx, GL_INVALID_ENUM, "glStencilOp" );
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return;
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}
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switch (zpass) {
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case GL_KEEP:
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case GL_ZERO:
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case GL_REPLACE:
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case GL_INCR:
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case GL_DECR:
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case GL_INVERT:
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ctx->Stencil.ZPassFunc = zpass;
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break;
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default:
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gl_error( ctx, GL_INVALID_ENUM, "glStencilOp" );
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return;
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}
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}
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/* Stencil Logic:
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IF stencil test fails THEN
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Don't write the pixel (RGBA,Z)
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Execute FailOp
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ELSE
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Write the pixel
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ENDIF
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Perform Depth Test
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IF depth test passes OR no depth buffer THEN
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Execute ZPass
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Write the pixel
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ELSE
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Execute ZFail
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ENDIF
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*/
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/*
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* Apply the given stencil operator for each pixel in the span whose
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* mask flag is set.
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* Input: n - number of pixels in the span
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* x, y - location of leftmost pixel in the span
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* oper - the stencil buffer operator
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* mask - array [n] of flag: 1=apply operator, 0=don't apply operator
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*/
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static void apply_stencil_op_to_span( GLcontext *ctx,
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GLuint n, GLint x, GLint y,
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GLenum oper, GLubyte mask[] )
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{
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GLint i;
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GLstencil s, ref;
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GLstencil wrtmask, invmask;
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GLstencil *stencil;
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wrtmask = ctx->Stencil.WriteMask;
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invmask = ~ctx->Stencil.WriteMask;
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ref = ctx->Stencil.Ref;
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stencil = STENCIL_ADDRESS( x, y );
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switch (oper) {
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case GL_KEEP:
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/* do nothing */
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break;
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case GL_ZERO:
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if (invmask==0) {
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for (i=0;i<n;i++) {
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if (mask[i]) {
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stencil[i] = 0;
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}
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}
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}
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else {
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for (i=0;i<n;i++) {
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if (mask[i]) {
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stencil[i] = stencil[i] & invmask;
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}
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}
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}
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break;
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case GL_REPLACE:
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if (invmask==0) {
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for (i=0;i<n;i++) {
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if (mask[i]) {
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stencil[i] = ref;
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}
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}
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}
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else {
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for (i=0;i<n;i++) {
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if (mask[i]) {
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s = stencil[i];
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stencil[i] = (invmask & s ) | (wrtmask & ref);
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}
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}
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}
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break;
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case GL_INCR:
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if (invmask==0) {
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for (i=0;i<n;i++) {
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if (mask[i]) {
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s = stencil[i];
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if (s<0xff) {
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stencil[i] = s+1;
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}
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}
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}
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}
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else {
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for (i=0;i<n;i++) {
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if (mask[i]) {
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/* VERIFY logic of adding 1 to a write-masked value */
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s = stencil[i];
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if (s<0xff) {
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stencil[i] = (invmask & s) | (wrtmask & (s+1));
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}
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}
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}
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}
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break;
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case GL_DECR:
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if (invmask==0) {
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for (i=0;i<n;i++) {
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if (mask[i]) {
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s = stencil[i];
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if (s>0) {
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stencil[i] = s-1;
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}
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}
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}
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}
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else {
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for (i=0;i<n;i++) {
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if (mask[i]) {
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/* VERIFY logic of subtracting 1 to a write-masked value */
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s = stencil[i];
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if (s>0) {
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stencil[i] = (invmask & s) | (wrtmask & (s-1));
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}
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}
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}
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}
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break;
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case GL_INVERT:
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if (invmask==0) {
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for (i=0;i<n;i++) {
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if (mask[i]) {
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s = stencil[i];
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stencil[i] = ~s;
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}
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}
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}
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else {
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for (i=0;i<n;i++) {
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if (mask[i]) {
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s = stencil[i];
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stencil[i] = (invmask & s) | (wrtmask & ~s);
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}
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}
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}
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break;
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default:
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gl_problem(ctx, "Bad stencilop in apply_stencil_op_to_span");
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}
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}
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/*
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* Apply stencil test to a span of pixels before depth buffering.
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* Input: n - number of pixels in the span
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* x, y - coordinate of left-most pixel in the span
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* mask - array [n] of flag: 0=skip the pixel, 1=stencil the pixel
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* Output: mask - pixels which fail the stencil test will have their
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* mask flag set to 0.
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* Return: 0 = all pixels failed, 1 = zero or more pixels passed.
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*/
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GLint gl_stencil_span( GLcontext *ctx,
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GLuint n, GLint x, GLint y, GLubyte mask[] )
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{
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GLubyte fail[MAX_WIDTH];
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GLint allfail = 0;
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GLuint i;
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GLstencil r, s;
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GLstencil *stencil;
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stencil = STENCIL_ADDRESS( x, y );
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/*
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* Perform stencil test. The results of this operation are stored
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* in the fail[] array:
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* IF fail[i] is non-zero THEN
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* the stencil fail operator is to be applied
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* ELSE
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* the stencil fail operator is not to be applied
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* ENDIF
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*/
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switch (ctx->Stencil.Function) {
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case GL_NEVER:
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/* always fail */
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for (i=0;i<n;i++) {
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if (mask[i]) {
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mask[i] = 0;
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fail[i] = 1;
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}
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else {
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fail[i] = 0;
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}
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}
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allfail = 1;
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break;
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case GL_LESS:
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r = ctx->Stencil.Ref & ctx->Stencil.ValueMask;
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for (i=0;i<n;i++) {
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if (mask[i]) {
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s = stencil[i] & ctx->Stencil.ValueMask;
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if (r < s) {
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/* passed */
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fail[i] = 0;
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}
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else {
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fail[i] = 1;
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mask[i] = 0;
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}
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}
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else {
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fail[i] = 0;
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}
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}
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break;
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case GL_LEQUAL:
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r = ctx->Stencil.Ref & ctx->Stencil.ValueMask;
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for (i=0;i<n;i++) {
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if (mask[i]) {
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s = stencil[i] & ctx->Stencil.ValueMask;
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if (r <= s) {
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/* pass */
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fail[i] = 0;
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}
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else {
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fail[i] = 1;
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mask[i] = 0;
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}
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}
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else {
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fail[i] = 0;
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}
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}
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break;
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case GL_GREATER:
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r = ctx->Stencil.Ref & ctx->Stencil.ValueMask;
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for (i=0;i<n;i++) {
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if (mask[i]) {
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s = stencil[i] & ctx->Stencil.ValueMask;
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if (r > s) {
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/* passed */
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fail[i] = 0;
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}
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else {
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fail[i] = 1;
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mask[i] = 0;
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}
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}
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else {
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fail[i] = 0;
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}
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}
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break;
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case GL_GEQUAL:
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r = ctx->Stencil.Ref & ctx->Stencil.ValueMask;
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for (i=0;i<n;i++) {
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if (mask[i]) {
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s = stencil[i] & ctx->Stencil.ValueMask;
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if (r >= s) {
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/* passed */
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fail[i] = 0;
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}
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else {
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fail[i] = 1;
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mask[i] = 0;
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}
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}
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else {
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fail[i] = 0;
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}
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}
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break;
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case GL_EQUAL:
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r = ctx->Stencil.Ref & ctx->Stencil.ValueMask;
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for (i=0;i<n;i++) {
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if (mask[i]) {
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s = stencil[i] & ctx->Stencil.ValueMask;
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if (r == s) {
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/* passed */
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fail[i] = 0;
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}
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else {
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fail[i] = 1;
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mask[i] = 0;
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}
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}
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else {
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fail[i] = 0;
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}
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}
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break;
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case GL_NOTEQUAL:
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r = ctx->Stencil.Ref & ctx->Stencil.ValueMask;
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for (i=0;i<n;i++) {
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if (mask[i]) {
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s = stencil[i] & ctx->Stencil.ValueMask;
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if (r != s) {
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/* passed */
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fail[i] = 0;
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}
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else {
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fail[i] = 1;
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mask[i] = 0;
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}
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}
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else {
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fail[i] = 0;
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}
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}
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break;
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case GL_ALWAYS:
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/* always pass */
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for (i=0;i<n;i++) {
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fail[i] = 0;
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}
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break;
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default:
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gl_problem(ctx, "Bad stencil func in gl_stencil_span");
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return 0;
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}
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apply_stencil_op_to_span( ctx, n, x, y, ctx->Stencil.FailFunc, fail );
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return (allfail) ? 0 : 1;
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}
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/*
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* Apply the combination depth-buffer/stencil operator to a span of pixels.
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* Input: n - number of pixels in the span
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* x, y - location of leftmost pixel in span
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* z - array [n] of z values
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* Input: mask - array [n] of flags (1=test this pixel, 0=skip the pixel)
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* Output: mask - array [n] of flags (1=depth test passed, 0=failed)
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*/
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void gl_depth_stencil_span( GLcontext *ctx,
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GLuint n, GLint x, GLint y, const GLdepth z[],
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GLubyte mask[] )
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{
|
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if (ctx->Depth.Test==GL_FALSE) {
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/*
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* No depth buffer, just apply zpass stencil function to active pixels.
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*/
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apply_stencil_op_to_span( ctx, n, x, y, ctx->Stencil.ZPassFunc, mask );
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}
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else {
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/*
|
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* Perform depth buffering, then apply zpass or zfail stencil function.
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*/
|
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GLubyte passmask[MAX_WIDTH], failmask[MAX_WIDTH], oldmask[MAX_WIDTH];
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GLuint i;
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|
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/* init pass and fail masks to zero, copy mask[] to oldmask[] */
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for (i=0;i<n;i++) {
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passmask[i] = failmask[i] = 0;
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oldmask[i] = mask[i];
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}
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/* apply the depth test */
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if (ctx->Driver.DepthTestSpan)
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(*ctx->Driver.DepthTestSpan)( ctx, n, x, y, z, mask );
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/* set the stencil pass/fail flags according to result of depth test */
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for (i=0;i<n;i++) {
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if (oldmask[i]) {
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if (mask[i]) {
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passmask[i] = 1;
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}
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else {
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failmask[i] = 1;
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}
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}
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}
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|
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/* apply the pass and fail operations */
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apply_stencil_op_to_span( ctx, n, x, y, ctx->Stencil.ZFailFunc, failmask );
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apply_stencil_op_to_span( ctx, n, x, y, ctx->Stencil.ZPassFunc, passmask );
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}
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|
}
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|
|
|
|
|
/*
|
|
* Apply the given stencil operator for each pixel in the array whose
|
|
* mask flag is set.
|
|
* Input: n - number of pixels in the span
|
|
* x, y - array of [n] pixels
|
|
* operator - the stencil buffer operator
|
|
* mask - array [n] of flag: 1=apply operator, 0=don't apply operator
|
|
*/
|
|
static void apply_stencil_op_to_pixels( GLcontext *ctx,
|
|
GLuint n, const GLint x[],
|
|
const GLint y[],
|
|
GLenum oper, GLubyte mask[] )
|
|
{
|
|
GLint i;
|
|
GLstencil ref;
|
|
GLstencil wrtmask, invmask;
|
|
|
|
wrtmask = ctx->Stencil.WriteMask;
|
|
invmask = ~ctx->Stencil.WriteMask;
|
|
|
|
ref = ctx->Stencil.Ref;
|
|
|
|
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 = 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 = (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 < 0xff) {
|
|
*sptr = *sptr + 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
for (i=0;i<n;i++) {
|
|
if (mask[i]) {
|
|
GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
|
|
if (*sptr<0xff) {
|
|
*sptr = (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 = *sptr - 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
for (i=0;i<n;i++) {
|
|
if (mask[i]) {
|
|
GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
|
|
if (*sptr>0) {
|
|
*sptr = (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 = ~*sptr;
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
for (i=0;i<n;i++) {
|
|
if (mask[i]) {
|
|
GLstencil *sptr = STENCIL_ADDRESS( x[i], y[i] );
|
|
*sptr = (invmask & *sptr) | (wrtmask & ~*sptr);
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
default:
|
|
gl_problem(ctx, "Bad stencilop in apply_stencil_op_to_pixels");
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
* Apply stencil test to an array of pixels before depth buffering.
|
|
* 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: 0 = all pixels failed, 1 = zero or more pixels passed.
|
|
*/
|
|
GLint gl_stencil_pixels( GLcontext *ctx,
|
|
GLuint n, const GLint x[], const GLint y[],
|
|
GLubyte mask[] )
|
|
{
|
|
GLubyte fail[PB_SIZE];
|
|
GLstencil r, s;
|
|
GLuint i;
|
|
GLint allfail = 0;
|
|
|
|
/*
|
|
* Perform stencil test. The results of this operation are stored
|
|
* in the fail[] array:
|
|
* IF fail[i] is non-zero THEN
|
|
* the stencil fail operator is to be applied
|
|
* ELSE
|
|
* the stencil fail operator is not to be applied
|
|
* ENDIF
|
|
*/
|
|
|
|
switch (ctx->Stencil.Function) {
|
|
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 = 1;
|
|
break;
|
|
case GL_LESS:
|
|
r = ctx->Stencil.Ref & ctx->Stencil.ValueMask;
|
|
for (i=0;i<n;i++) {
|
|
if (mask[i]) {
|
|
GLstencil *sptr = STENCIL_ADDRESS(x[i],y[i]);
|
|
s = *sptr & ctx->Stencil.ValueMask;
|
|
if (r < s) {
|
|
/* passed */
|
|
fail[i] = 0;
|
|
}
|
|
else {
|
|
fail[i] = 1;
|
|
mask[i] = 0;
|
|
}
|
|
}
|
|
else {
|
|
fail[i] = 0;
|
|
}
|
|
}
|
|
break;
|
|
case GL_LEQUAL:
|
|
r = ctx->Stencil.Ref & ctx->Stencil.ValueMask;
|
|
for (i=0;i<n;i++) {
|
|
if (mask[i]) {
|
|
GLstencil *sptr = STENCIL_ADDRESS(x[i],y[i]);
|
|
s = *sptr & ctx->Stencil.ValueMask;
|
|
if (r <= s) {
|
|
/* pass */
|
|
fail[i] = 0;
|
|
}
|
|
else {
|
|
fail[i] = 1;
|
|
mask[i] = 0;
|
|
}
|
|
}
|
|
else {
|
|
fail[i] = 0;
|
|
}
|
|
}
|
|
break;
|
|
case GL_GREATER:
|
|
r = ctx->Stencil.Ref & ctx->Stencil.ValueMask;
|
|
for (i=0;i<n;i++) {
|
|
if (mask[i]) {
|
|
GLstencil *sptr = STENCIL_ADDRESS(x[i],y[i]);
|
|
s = *sptr & ctx->Stencil.ValueMask;
|
|
if (r > s) {
|
|
/* passed */
|
|
fail[i] = 0;
|
|
}
|
|
else {
|
|
fail[i] = 1;
|
|
mask[i] = 0;
|
|
}
|
|
}
|
|
else {
|
|
fail[i] = 0;
|
|
}
|
|
}
|
|
break;
|
|
case GL_GEQUAL:
|
|
r = ctx->Stencil.Ref & ctx->Stencil.ValueMask;
|
|
for (i=0;i<n;i++) {
|
|
if (mask[i]) {
|
|
GLstencil *sptr = STENCIL_ADDRESS(x[i],y[i]);
|
|
s = *sptr & ctx->Stencil.ValueMask;
|
|
if (r >= s) {
|
|
/* passed */
|
|
fail[i] = 0;
|
|
}
|
|
else {
|
|
fail[i] = 1;
|
|
mask[i] = 0;
|
|
}
|
|
}
|
|
else {
|
|
fail[i] = 0;
|
|
}
|
|
}
|
|
break;
|
|
case GL_EQUAL:
|
|
r = ctx->Stencil.Ref & ctx->Stencil.ValueMask;
|
|
for (i=0;i<n;i++) {
|
|
if (mask[i]) {
|
|
GLstencil *sptr = STENCIL_ADDRESS(x[i],y[i]);
|
|
s = *sptr & ctx->Stencil.ValueMask;
|
|
if (r == s) {
|
|
/* passed */
|
|
fail[i] = 0;
|
|
}
|
|
else {
|
|
fail[i] = 1;
|
|
mask[i] = 0;
|
|
}
|
|
}
|
|
else {
|
|
fail[i] = 0;
|
|
}
|
|
}
|
|
break;
|
|
case GL_NOTEQUAL:
|
|
r = ctx->Stencil.Ref & ctx->Stencil.ValueMask;
|
|
for (i=0;i<n;i++) {
|
|
if (mask[i]) {
|
|
GLstencil *sptr = STENCIL_ADDRESS(x[i],y[i]);
|
|
s = *sptr & ctx->Stencil.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:
|
|
gl_problem(ctx, "Bad stencil func in gl_stencil_pixels");
|
|
return 0;
|
|
}
|
|
|
|
apply_stencil_op_to_pixels( ctx, n, x, y, ctx->Stencil.FailFunc, fail );
|
|
|
|
return (allfail) ? 0 : 1;
|
|
}
|
|
|
|
|
|
|
|
|
|
/*
|
|
* Apply the combination depth-buffer/stencil operator to a span of pixels.
|
|
* Input: n - number of pixels in the span
|
|
* x, y - array of [n] pixels to stencil
|
|
* z - array [n] of z values
|
|
* Input: mask - array [n] of flags (1=test this pixel, 0=skip the pixel)
|
|
* Output: mask - array [n] of flags (1=depth test passed, 0=failed)
|
|
*/
|
|
void gl_depth_stencil_pixels( GLcontext *ctx,
|
|
GLuint n, const GLint x[], const GLint y[],
|
|
const GLdepth z[], GLubyte mask[] )
|
|
{
|
|
if (ctx->Depth.Test==GL_FALSE) {
|
|
/*
|
|
* No depth buffer, just apply zpass stencil function to active pixels.
|
|
*/
|
|
apply_stencil_op_to_pixels( ctx, n, x, y, ctx->Stencil.ZPassFunc, mask );
|
|
}
|
|
else {
|
|
/*
|
|
* Perform depth buffering, then apply zpass or zfail stencil function.
|
|
*/
|
|
GLubyte passmask[PB_SIZE], failmask[PB_SIZE], oldmask[PB_SIZE];
|
|
GLuint i;
|
|
|
|
/* init pass and fail masks to zero */
|
|
for (i=0;i<n;i++) {
|
|
passmask[i] = failmask[i] = 0;
|
|
oldmask[i] = mask[i];
|
|
}
|
|
|
|
/* apply the depth test */
|
|
if (ctx->Driver.DepthTestPixels)
|
|
(*ctx->Driver.DepthTestPixels)( ctx, n, x, y, z, mask );
|
|
|
|
/* set the stencil pass/fail flags according to result of depth test */
|
|
for (i=0;i<n;i++) {
|
|
if (oldmask[i]) {
|
|
if (mask[i]) {
|
|
passmask[i] = 1;
|
|
}
|
|
else {
|
|
failmask[i] = 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* apply the pass and fail operations */
|
|
apply_stencil_op_to_pixels( ctx, n, x, y,
|
|
ctx->Stencil.ZFailFunc, failmask );
|
|
apply_stencil_op_to_pixels( ctx, n, x, y,
|
|
ctx->Stencil.ZPassFunc, passmask );
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
* Return a span of stencil values from the stencil buffer.
|
|
* Input: n - how many pixels
|
|
* x,y - location of first pixel
|
|
* Output: stencil - the array of stencil values
|
|
*/
|
|
void gl_read_stencil_span( GLcontext *ctx,
|
|
GLuint n, GLint x, GLint y, GLubyte stencil[] )
|
|
{
|
|
GLstencil *s;
|
|
|
|
if (ctx->Buffer->Stencil) {
|
|
s = STENCIL_ADDRESS( x, y );
|
|
MEMCPY( stencil, s, n * sizeof(GLubyte) );
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
* Write a span of stencil values to the stencil buffer.
|
|
* Input: n - how many pixels
|
|
* x,y - location of first pixel
|
|
* stencil - the array of stencil values
|
|
*/
|
|
void gl_write_stencil_span( GLcontext *ctx,
|
|
GLuint n, GLint x, GLint y,
|
|
const GLubyte stencil[] )
|
|
{
|
|
GLstencil *s;
|
|
|
|
if (ctx->Buffer->Stencil) {
|
|
s = STENCIL_ADDRESS( x, y );
|
|
MEMCPY( s, stencil, n * sizeof(GLubyte) );
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
* Allocate a new stencil buffer. If there's an old one it will be
|
|
* deallocated first. The new stencil buffer will be uninitialized.
|
|
*/
|
|
void gl_alloc_stencil_buffer( GLcontext *ctx )
|
|
{
|
|
GLuint buffersize = ctx->Buffer->Width * ctx->Buffer->Height;
|
|
|
|
/* deallocate current stencil buffer if present */
|
|
if (ctx->Buffer->Stencil) {
|
|
free(ctx->Buffer->Stencil);
|
|
ctx->Buffer->Stencil = NULL;
|
|
}
|
|
|
|
/* allocate new stencil buffer */
|
|
ctx->Buffer->Stencil = (GLstencil *) malloc(buffersize * sizeof(GLstencil));
|
|
if (!ctx->Buffer->Stencil) {
|
|
/* out of memory */
|
|
ctx->Stencil.Enabled = GL_FALSE;
|
|
gl_error( ctx, GL_OUT_OF_MEMORY, "gl_alloc_stencil_buffer" );
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
/*
|
|
* Clear the stencil buffer. If the stencil buffer doesn't exist yet we'll
|
|
* allocate it now.
|
|
*/
|
|
void gl_clear_stencil_buffer( GLcontext *ctx )
|
|
{
|
|
if (ctx->Visual->StencilBits==0 || !ctx->Buffer->Stencil) {
|
|
/* no stencil buffer */
|
|
return;
|
|
}
|
|
|
|
if (ctx->Scissor.Enabled) {
|
|
/* clear scissor region only */
|
|
GLint y;
|
|
GLint width = ctx->Buffer->Xmax - ctx->Buffer->Xmin + 1;
|
|
for (y=ctx->Buffer->Ymin; y<=ctx->Buffer->Ymax; y++) {
|
|
GLstencil *ptr = STENCIL_ADDRESS( ctx->Buffer->Xmin, y );
|
|
MEMSET( ptr, ctx->Stencil.Clear, width * sizeof(GLstencil) );
|
|
}
|
|
}
|
|
else {
|
|
/* clear whole stencil buffer */
|
|
MEMSET( ctx->Buffer->Stencil, ctx->Stencil.Clear,
|
|
ctx->Buffer->Width * ctx->Buffer->Height * sizeof(GLstencil) );
|
|
}
|
|
}
|