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authorBrian Paul <brian.paul@tungstengraphics.com>2002-02-04 15:59:29 +0000
committerBrian Paul <brian.paul@tungstengraphics.com>2002-02-04 15:59:29 +0000
commit79c2f534916046fab91f53ebd37f705bd25f7dcb (patch)
treef64d08207452d92bf94fd905d96c542dbf30682a /src/mesa/swrast/s_stencil.c
parentac8c241e6419f1bd85aa37849a8d7b3c050ff97b (diff)
Clean-up and remove dead code related to depth/stecil testing.
Diffstat (limited to 'src/mesa/swrast/s_stencil.c')
-rw-r--r--src/mesa/swrast/s_stencil.c198
1 files changed, 92 insertions, 106 deletions
diff --git a/src/mesa/swrast/s_stencil.c b/src/mesa/swrast/s_stencil.c
index 88bc60fb85..dd438e8dcb 100644
--- a/src/mesa/swrast/s_stencil.c
+++ b/src/mesa/swrast/s_stencil.c
@@ -1,4 +1,4 @@
-/* $Id: s_stencil.c,v 1.19 2002/02/02 21:40:33 brianp Exp $ */
+/* $Id: s_stencil.c,v 1.20 2002/02/04 15:59:30 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -60,7 +60,7 @@ ENDIF
-/*
+/**
* Apply the given stencil operator to the array of stencil values.
* Don't touch stencil[i] if mask[i] is zero.
* Input: n - size of stencil array
@@ -69,9 +69,9 @@ ENDIF
* mask - array [n] of flag: 1=apply operator, 0=don't apply operator
* Output: stencil - modified values
*/
-static void apply_stencil_op( const GLcontext *ctx, GLenum oper,
- GLuint n, GLstencil stencil[],
- const GLubyte mask[] )
+static void
+apply_stencil_op( const GLcontext *ctx, GLenum oper,
+ GLuint n, GLstencil stencil[], const GLubyte mask[] )
{
const GLstencil ref = ctx->Stencil.Ref;
const GLstencil wrtmask = ctx->Stencil.WriteMask;
@@ -221,7 +221,7 @@ static void apply_stencil_op( const GLcontext *ctx, GLenum oper,
-/*
+/**
* Apply stencil test to an array of stencil values (before depth buffering).
* Input: n - number of pixels in the array
* stencil - array of [n] stencil values
@@ -253,7 +253,7 @@ do_stencil_test( GLcontext *ctx, GLuint n, GLstencil stencil[],
*/
switch (ctx->Stencil.Function) {
case GL_NEVER:
- /* always fail */
+ /* never pass; always fail */
for (i=0;i<n;i++) {
if (mask[i]) {
mask[i] = 0;
@@ -399,43 +399,65 @@ do_stencil_test( GLcontext *ctx, GLuint n, GLstencil stencil[],
-
-/*
- * Apply stencil and depth testing to an array of pixels.
- * Hardware or software stencil buffer acceptable.
+/**
+ * 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
- * stencil - array [n] of stencil values
* mask - array [n] of flags (1=test this pixel, 0=skip the pixel)
- * Output: stencil - modified stencil values
- * 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
+ * Output: mask - array [n] of flags (1=stencil and depth test passed)
+ * Return: GL_FALSE - all fragments failed the testing
+ * GL_TRUE - one or more fragments passed the testing
*
*/
static GLboolean
-stencil_and_ztest_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
- const GLdepth z[], GLstencil stencil[],
- GLubyte mask[] )
+stencil_and_ztest_span(GLcontext *ctx, struct sw_span *span)
{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ GLstencil stencilRow[MAX_WIDTH];
+ GLstencil *stencil;
+ const GLuint n = span->end;
+ const GLint x = span->x;
+ const GLint y = span->y;
+ GLubyte *mask = span->mask;
+
+ ASSERT((span->arrayMask & SPAN_XY) == 0);
ASSERT(ctx->Stencil.Enabled);
ASSERT(n <= MAX_WIDTH);
-
+#ifdef DEBUG
+ if (ctx->Depth.Test) {
+ ASSERT(span->arrayMask & SPAN_Z);
+ }
+#endif
+
+ /* Get initial stencil values */
+ if (swrast->Driver.WriteStencilSpan) {
+ /* Get stencil values from the hardware stencil buffer */
+ ASSERT(swrast->Driver.ReadStencilSpan);
+ (*swrast->Driver.ReadStencilSpan)(ctx, n, x, y, stencilRow);
+ stencil = stencilRow;
+ }
+ else {
+ /* Get pointer into software stencil buffer */
+ stencil = STENCIL_ADDRESS(x, y);
+ }
+
/*
* Apply the stencil test to the fragments.
* failMask[i] is 1 if the stencil test failed.
*/
if (do_stencil_test( ctx, n, stencil, mask ) == GL_FALSE) {
/* all fragments failed the stencil test, we're done. */
+ span->writeAll = GL_FALSE;
return GL_FALSE;
}
-
/*
* Some fragments passed the stencil test, apply depth test to them
* and apply Zpass and Zfail stencil ops.
*/
- if (ctx->Depth.Test==GL_FALSE) {
+ if (ctx->Depth.Test == GL_FALSE) {
/*
* No depth buffer, just apply zpass stencil function to active pixels.
*/
@@ -452,7 +474,7 @@ stencil_and_ztest_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
MEMCPY(oldmask, mask, n * sizeof(GLubyte));
/* apply the depth test */
- _old_depth_test_span(ctx, n, x, y, z, mask);
+ _mesa_depth_test_span(ctx, span);
/* Set the stencil pass/fail flags according to result of depth testing.
* if oldmask[i] == 0 then
@@ -479,72 +501,26 @@ stencil_and_ztest_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
}
}
- return GL_TRUE; /* one or more fragments passed both tests */
-}
-
-
-/*
- * 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
- *
- */
-static GLboolean
-stencil_and_ztest_span2(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);
-#ifdef DEBUG
- if (ctx->Depth.Test) {
- ASSERT(span->arrayMask & SPAN_Z);
- }
-#endif
-
- /* 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->zArray, stencil, span->mask );
-
+ /*
+ * Write updated stencil values back into hardware stencil buffer.
+ */
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 );
+ ASSERT(stencil == stencilRow);
+ (swrast->Driver.WriteStencilSpan)(ctx, n, x, y, stencil, mask );
}
span->writeAll = GL_FALSE;
- return result;
+ return GL_TRUE; /* one or more fragments passed both tests */
}
-/*
+/**
* Apply the given stencil operator for each pixel in the array whose
- * mask flag is set. This is for software stencil buffers only.
+ * mask flag is set.
+ * \note This is for software stencil buffers only.
* Input: n - number of pixels in the span
* x, y - array of [n] pixels
* operator - the stencil buffer operator
@@ -707,15 +683,16 @@ apply_stencil_op_to_pixels( const GLcontext *ctx,
-/*
+/**
* Apply stencil test to an array of pixels before depth buffering.
- * Used for software stencil buffer only.
+ *
+ * \note Used for software stencil buffer only.
* Input: n - number of pixels in the span
* x, y - array of [n] pixels to stencil
* mask - array [n] of flag: 0=skip the pixel, 1=stencil the pixel
* Output: mask - pixels which fail the stencil test will have their
* mask flag set to 0.
- * Return: 0 = all pixels failed, 1 = zero or more pixels passed.
+ * \return GL_FALSE = all pixels failed, GL_TRUE = zero or more pixels passed.
*/
static GLboolean
stencil_test_pixels( GLcontext *ctx, GLuint n,
@@ -726,7 +703,10 @@ stencil_test_pixels( GLcontext *ctx, GLuint n,
GLuint i;
GLboolean allfail = GL_FALSE;
- ASSERT(!SWRAST_CONTEXT(ctx)->Driver.WriteStencilSpan); /* software stencil buffer only! */
+ /* software stencil buffer only! */
+ ASSERT(ctx->DrawBuffer->UseSoftwareStencilBuffer);
+ ASSERT(!SWRAST_CONTEXT(ctx)->Driver.ReadStencilSpan);
+ ASSERT(!SWRAST_CONTEXT(ctx)->Driver.WriteStencilSpan);
/*
* Perform stencil test. The results of this operation are stored
@@ -893,7 +873,7 @@ stencil_test_pixels( GLcontext *ctx, GLuint n,
-/*
+/**
* Apply stencil and depth testing to an array of pixels.
* This is used both for software and hardware stencil buffers.
*
@@ -906,15 +886,19 @@ stencil_test_pixels( GLcontext *ctx, GLuint n,
* 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
+ * Return: GL_FALSE - all fragments failed the testing
+ * GL_TRUE - one or more fragments passed the testing
*/
static GLboolean
-stencil_and_ztest_pixels( GLcontext *ctx,
- GLuint n, const GLint x[], const GLint y[],
- const GLdepth z[], GLubyte mask[] )
+stencil_and_ztest_pixels( GLcontext *ctx, struct sw_span *span )
{
+ const GLuint n = span->end;
+ const GLint *x = span->xArray;
+ const GLint *y = span->yArray;
+ GLubyte *mask = span->mask;
SWcontext *swrast = SWRAST_CONTEXT(ctx);
+
+ ASSERT(span->arrayMask & SPAN_XY);
ASSERT(ctx->Stencil.Enabled);
ASSERT(n <= MAX_WIDTH);
@@ -923,6 +907,7 @@ stencil_and_ztest_pixels( GLcontext *ctx,
GLstencil stencil[MAX_WIDTH];
GLubyte origMask[MAX_WIDTH];
+ ASSERT(!ctx->DrawBuffer->UseSoftwareStencilBuffer);
ASSERT(swrast->Driver.ReadStencilPixels);
(*swrast->Driver.ReadStencilPixels)(ctx, n, x, y, stencil);
@@ -934,7 +919,7 @@ stencil_and_ztest_pixels( GLcontext *ctx,
apply_stencil_op(ctx, ctx->Stencil.ZPassFunc, n, stencil, mask);
}
else {
- _mesa_depth_test_pixels(ctx, n, x, y, z, mask);
+ _mesa_depth_test_span(ctx, span);
if (ctx->Stencil.ZFailFunc != GL_KEEP) {
GLubyte failmask[MAX_WIDTH];
@@ -966,6 +951,8 @@ stencil_and_ztest_pixels( GLcontext *ctx,
else {
/*** Software stencil buffer ***/
+ ASSERT(ctx->DrawBuffer->UseSoftwareStencilBuffer);
+
if (stencil_test_pixels(ctx, n, x, y, mask) == GL_FALSE) {
/* all fragments failed the stencil test, we're done. */
return GL_FALSE;
@@ -981,7 +968,7 @@ stencil_and_ztest_pixels( GLcontext *ctx,
MEMCPY(oldmask, mask, n * sizeof(GLubyte));
- _mesa_depth_test_pixels(ctx, n, x, y, z, mask);
+ _mesa_depth_test_span(ctx, span);
for (i=0;i<n;i++) {
ASSERT(mask[i] == 0 || mask[i] == 1);
@@ -1004,22 +991,21 @@ stencil_and_ztest_pixels( GLcontext *ctx,
}
-
+/**
+ * /return GL_TRUE = one or more fragments passed,
+ * GL_FALSE = all fragments failed.
+ */
GLboolean
_mesa_stencil_and_ztest_span(GLcontext *ctx, struct sw_span *span)
{
- if (span->arrayMask & SPAN_XY) {
- return stencil_and_ztest_pixels(ctx, span->end,
- span->xArray, span->yArray,
- span->zArray, span->mask);
- }
- else {
- return stencil_and_ztest_span2(ctx, span);
- }
+ if (span->arrayMask & SPAN_XY)
+ return stencil_and_ztest_pixels(ctx, span);
+ else
+ return stencil_and_ztest_span(ctx, span);
}
-/*
+/**
* Return a span of stencil values from the stencil buffer.
* Used for glRead/CopyPixels
* Input: n - how many pixels
@@ -1070,7 +1056,7 @@ _mesa_read_stencil_span( GLcontext *ctx,
-/*
+/**
* Write a span of stencil values to the stencil buffer.
* Used for glDraw/CopyPixels
* Input: n - how many pixels
@@ -1121,7 +1107,7 @@ _mesa_write_stencil_span( GLcontext *ctx, GLint n, GLint x, GLint y,
-/*
+/**
* Allocate a new stencil buffer. If there's an old one it will be
* deallocated first. The new stencil buffer will be uninitialized.
*/
@@ -1147,7 +1133,7 @@ _mesa_alloc_stencil_buffer( GLcontext *ctx )
-/*
+/**
* Clear the software (malloc'd) stencil buffer.
*/
static void
@@ -1223,7 +1209,7 @@ clear_software_stencil_buffer( GLcontext *ctx )
-/*
+/**
* Clear the hardware (in graphics card) stencil buffer.
* This is done with the Driver.WriteStencilSpan() and Driver.ReadStencilSpan()
* functions.
@@ -1311,8 +1297,8 @@ clear_hardware_stencil_buffer( GLcontext *ctx )
-/*
- * Clear the stencil buffer.
+/**
+ * Clear the stencil buffer (hardware or software).
*/
void
_mesa_clear_stencil_buffer( GLcontext *ctx )