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authorBrian Paul <brian.paul@tungstengraphics.com>2001-12-17 04:54:35 +0000
committerBrian Paul <brian.paul@tungstengraphics.com>2001-12-17 04:54:35 +0000
commit10f30eb43835c57c00783390a02d72daf4f78e26 (patch)
treed97fd3ed55c760c4d0fb8763d4819b46b35d15ca /src/mesa/swrast/s_stencil.c
parent57d6e1aebf1f850686a2c8d3a246fb388ec23979 (diff)
first checkpoint commit of Klaus's new span code (struct sw_span)
Diffstat (limited to 'src/mesa/swrast/s_stencil.c')
-rw-r--r--src/mesa/swrast/s_stencil.c61
1 files changed, 58 insertions, 3 deletions
diff --git a/src/mesa/swrast/s_stencil.c b/src/mesa/swrast/s_stencil.c
index 1a80cc1b43..488ccc0559 100644
--- a/src/mesa/swrast/s_stencil.c
+++ b/src/mesa/swrast/s_stencil.c
@@ -1,4 +1,4 @@
-/* $Id: s_stencil.c,v 1.12 2001/05/17 20:18:45 brianp Exp $ */
+/* $Id: s_stencil.c,v 1.13 2001/12/17 04:54:35 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -457,7 +457,7 @@ stencil_and_ztest_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
MEMCPY(oldmask, mask, n * sizeof(GLubyte));
/* apply the depth test */
- _mesa_depth_test_span(ctx, n, x, y, z, mask);
+ _old_depth_test_span(ctx, n, x, y, z, mask);
/* Set the stencil pass/fail flags according to result of depth testing.
* if oldmask[i] == 0 then
@@ -502,7 +502,7 @@ stencil_and_ztest_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
*
*/
GLboolean
-_mesa_stencil_and_ztest_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
+_old_stencil_and_ztest_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
const GLdepth z[], GLubyte mask[] )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
@@ -536,6 +536,61 @@ _mesa_stencil_and_ztest_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
return result;
}
+/*
+ * Apply stencil and depth testing to the span of pixels.
+ * Both software and hardware stencil buffers are acceptable.
+ * Input: n - number of pixels in the span
+ * x, y - location of leftmost pixel in span
+ * z - array [n] of z values
+ * mask - array [n] of flags (1=test this pixel, 0=skip the pixel)
+ * Output: mask - array [n] of flags (1=stencil and depth test passed)
+ * Return: GL_TRUE - all fragments failed the testing
+ * GL_FALSE - one or more fragments passed the testing
+ *
+ */
+GLboolean
+_mesa_stencil_and_ztest_span(GLcontext *ctx, struct sw_span *span)
+{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+
+ GLstencil stencilRow[MAX_WIDTH];
+ GLstencil *stencil;
+ GLboolean result;
+
+ ASSERT(ctx->Stencil.Enabled);
+ ASSERT(span->end <= MAX_WIDTH);
+ ASSERT(span->filledMask == GL_TRUE);
+ ASSERT(span->filledDepth == GL_TRUE);
+ SW_SPAN_SET_FLAG(span->testedDepth);
+
+
+ /* Get initial stencil values */
+ if (swrast->Driver.WriteStencilSpan) {
+ ASSERT(swrast->Driver.ReadStencilSpan);
+ /* Get stencil values from the hardware stencil buffer */
+ (*swrast->Driver.ReadStencilSpan)(ctx, span->end, span->x, span->y, stencilRow);
+ stencil = stencilRow;
+ }
+ else {
+ /* software stencil buffer */
+ stencil = STENCIL_ADDRESS(span->x, span->y);
+ }
+
+ /* do all the stencil/depth testing/updating */
+ result = stencil_and_ztest_span( ctx, span->end, span->x, span->y,
+ span->depth, stencil, span->mask );
+
+ if (swrast->Driver.WriteStencilSpan) {
+ /* Write updated stencil values into hardware stencil buffer */
+ (swrast->Driver.WriteStencilSpan)(ctx, span->end, span->x,
+ span->y, stencil, span->mask );
+ }
+
+ span->write_all = GL_FALSE;
+
+ return result;
+}
+