diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/mesa/swrast/s_depth.c | 100 | ||||
-rw-r--r-- | src/mesa/swrast/s_depth.h | 15 | ||||
-rw-r--r-- | src/mesa/swrast/s_span.c | 43 | ||||
-rw-r--r-- | src/mesa/swrast/s_stencil.c | 198 |
4 files changed, 153 insertions, 203 deletions
diff --git a/src/mesa/swrast/s_depth.c b/src/mesa/swrast/s_depth.c index 03a5ec9735..fb466b0391 100644 --- a/src/mesa/swrast/s_depth.c +++ b/src/mesa/swrast/s_depth.c @@ -1,4 +1,4 @@ -/* $Id: s_depth.c,v 1.15 2002/02/02 21:40:33 brianp Exp $ */ +/* $Id: s_depth.c,v 1.16 2002/02/04 15:59:29 brianp Exp $ */ /* * Mesa 3-D graphics library @@ -34,9 +34,7 @@ #include "s_context.h" - - -/* +/** * Return address of depth buffer value for given window coord. */ GLvoid * @@ -532,58 +530,29 @@ depth_test_span32( GLcontext *ctx, GLuint n, - -GLuint -_old_depth_test_span( GLcontext *ctx, GLuint n, GLint x, GLint y, - const GLdepth z[], GLubyte mask[] ) -{ - SWcontext *swrast = SWRAST_CONTEXT(ctx); - if (swrast->Driver.ReadDepthSpan) { - /* hardware-based depth buffer */ - GLdepth zbuffer[MAX_WIDTH]; - GLuint passed; - (*swrast->Driver.ReadDepthSpan)(ctx, n, x, y, zbuffer); - passed = depth_test_span32(ctx, n, zbuffer, z, mask); - assert(swrast->Driver.WriteDepthSpan); - (*swrast->Driver.WriteDepthSpan)(ctx, n, x, y, zbuffer, mask); - return passed; - } - else { - /* software depth buffer */ - if (ctx->Visual.depthBits <= 16) { - GLushort *zptr = (GLushort *) Z_ADDRESS16(ctx, x, y); - GLuint passed = depth_test_span16(ctx, n, zptr, z, mask); - return passed; - } - else { - GLuint *zptr = (GLuint *) Z_ADDRESS32(ctx, x, y); - GLuint passed = depth_test_span32(ctx, n, zptr, z, mask); - return passed; - } - } -} - - /* * Apply depth test to span of fragments. Hardware or software z buffer. */ static GLuint depth_test_span( GLcontext *ctx, struct sw_span *span) { + const GLint x = span->x; + const GLint y = span->y; + const GLuint n = span->end; SWcontext *swrast = SWRAST_CONTEXT(ctx); + ASSERT((span->arrayMask & SPAN_XY) == 0); ASSERT(span->arrayMask & SPAN_Z); if (swrast->Driver.ReadDepthSpan) { /* hardware-based depth buffer */ GLdepth zbuffer[MAX_WIDTH]; GLuint passed; - (*swrast->Driver.ReadDepthSpan)(ctx, span->end, span->x, span->y, zbuffer); - passed = depth_test_span32(ctx, span->end, - zbuffer, span->zArray, span->mask); + (*swrast->Driver.ReadDepthSpan)(ctx, n, x, y, zbuffer); + passed = depth_test_span32(ctx, n, zbuffer, span->zArray, span->mask); ASSERT(swrast->Driver.WriteDepthSpan); - (*swrast->Driver.WriteDepthSpan)(ctx, span->end, span->x, span->y, zbuffer, span->mask); - if (passed < span->end) + (*swrast->Driver.WriteDepthSpan)(ctx, n, x, y, zbuffer, span->mask); + if (passed < n) span->writeAll = GL_FALSE; return passed; } @@ -591,12 +560,12 @@ depth_test_span( GLcontext *ctx, struct sw_span *span) GLuint passed; /* software depth buffer */ if (ctx->Visual.depthBits <= 16) { - GLushort *zptr = (GLushort *) Z_ADDRESS16(ctx, span->x, span->y); - passed = depth_test_span16(ctx, span->end, zptr, span->zArray, span->mask); + GLushort *zptr = (GLushort *) Z_ADDRESS16(ctx, x, y); + passed = depth_test_span16(ctx, n, zptr, span->zArray, span->mask); } else { - GLuint *zptr = (GLuint *) Z_ADDRESS32(ctx, span->x, span->y); - passed = depth_test_span32(ctx, span->end, zptr, span->zArray, span->mask); + GLuint *zptr = (GLuint *) Z_ADDRESS32(ctx, x, y); + passed = depth_test_span32(ctx, n, zptr, span->zArray, span->mask); } if (passed < span->end) span->writeAll = GL_FALSE; @@ -1331,12 +1300,18 @@ hardware_depth_test_pixels( GLcontext *ctx, GLuint n, GLdepth zbuffer[], } } -void -_mesa_depth_test_pixels( GLcontext *ctx, - GLuint n, const GLint x[], const GLint y[], - const GLdepth z[], GLubyte mask[] ) + + +static GLuint +depth_test_pixels( GLcontext *ctx, struct sw_span *span ) { SWcontext *swrast = SWRAST_CONTEXT(ctx); + const GLuint n = span->end; + const GLint *x = span->xArray; + const GLint *y = span->xArray; + const GLdepth *z = span->zArray; + GLubyte *mask = span->mask; + if (swrast->Driver.ReadDepthPixels) { /* read depth values from hardware Z buffer */ GLdepth zbuffer[MAX_WIDTH]; @@ -1355,22 +1330,21 @@ _mesa_depth_test_pixels( GLcontext *ctx, else software_depth_test_pixels32(ctx, n, x, y, z, mask); } + return n; /* not really correct, but OK */ } - +/** + * Apply depth (Z) buffer testing to the span. + * \return approx number of pixels that passed (only zero is reliable) + */ GLuint _mesa_depth_test_span( GLcontext *ctx, struct sw_span *span) { - if (span->arrayMask & SPAN_XY) { - _mesa_depth_test_pixels(ctx, span->end, - span->xArray, span->yArray, - span->zArray, span->mask); - return 1; - } - else { + if (span->arrayMask & SPAN_XY) + return depth_test_pixels(ctx, span); + else return depth_test_span(ctx, span); - } } @@ -1380,7 +1354,7 @@ _mesa_depth_test_span( GLcontext *ctx, struct sw_span *span) /**********************************************************************/ -/* +/** * Read a span of depth values from the depth buffer. * This function does clipping before calling the device driver function. */ @@ -1450,7 +1424,7 @@ _mesa_read_depth_span( GLcontext *ctx, -/* +/** * Return a span of depth values from the depth buffer as floats in [0,1]. * This is used for both hardware and software depth buffers. * Input: n - how many pixels @@ -1533,7 +1507,7 @@ _mesa_read_depth_span_float( GLcontext *ctx, -/* +/** * Allocate a new depth buffer. If there's already a depth buffer allocated * it will be free()'d. The new depth buffer will be uniniitalized. * This function is only called through Driver.alloc_depth_buffer. @@ -1570,9 +1544,7 @@ _mesa_alloc_depth_buffer( GLcontext *ctx ) } - - -/* +/** * Clear the depth buffer. If the depth buffer doesn't exist yet we'll * allocate it now. * This function is only called through Driver.clear_depth_buffer. diff --git a/src/mesa/swrast/s_depth.h b/src/mesa/swrast/s_depth.h index 24f813a7c6..610835c10d 100644 --- a/src/mesa/swrast/s_depth.h +++ b/src/mesa/swrast/s_depth.h @@ -1,10 +1,10 @@ -/* $Id: s_depth.h,v 1.4 2001/12/17 04:54:35 brianp Exp $ */ +/* $Id: s_depth.h,v 1.5 2002/02/04 15:59:29 brianp Exp $ */ /* * Mesa 3-D graphics library - * Version: 3.5 + * Version: 4.1 * - * Copyright (C) 1999-2001 Brian Paul All Rights Reserved. + * Copyright (C) 1999-2002 Brian Paul All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), @@ -37,16 +37,10 @@ extern GLvoid * _mesa_zbuffer_address(GLcontext *ctx, GLint x, GLint y); -extern GLuint -_old_depth_test_span( GLcontext *ctx, GLuint n, GLint x, GLint y, - const GLdepth z[], GLubyte mask[] ); + extern GLuint _mesa_depth_test_span( GLcontext *ctx, struct sw_span *span); -extern void -_mesa_depth_test_pixels( GLcontext *ctx, - GLuint n, const GLint x[], const GLint y[], - const GLdepth z[], GLubyte mask[] ); extern void @@ -67,5 +61,4 @@ extern void _mesa_clear_depth_buffer( GLcontext* ctx ); - #endif diff --git a/src/mesa/swrast/s_span.c b/src/mesa/swrast/s_span.c index 736049f7b9..28b6718905 100644 --- a/src/mesa/swrast/s_span.c +++ b/src/mesa/swrast/s_span.c @@ -1,4 +1,4 @@ -/* $Id: s_span.c,v 1.30 2002/02/02 21:40:33 brianp Exp $ */ +/* $Id: s_span.c,v 1.31 2002/02/04 15:59:29 brianp Exp $ */ /* * Mesa 3-D graphics library @@ -25,12 +25,13 @@ */ -/* - * pixel span rasterization: - * These functions implement the rasterization pipeline. +/** + * \file vpstate.c + * \brief Span processing functions used by all rasterization functions. + * This is where all the per-fragment tests are performed + * \author Brian Paul */ - #include "glheader.h" #include "colormac.h" #include "context.h" @@ -50,7 +51,7 @@ #include "s_texture.h" -/* +/** * Init span's Z interpolation values to the RasterPos Z. * Used during setup for glDraw/CopyPixels. */ @@ -66,7 +67,7 @@ _mesa_span_default_z( GLcontext *ctx, struct sw_span *span ) } -/* +/** * Init span's fog interpolation values to the RasterPos fog. * Used during setup for glDraw/CopyPixels. */ @@ -82,7 +83,7 @@ _mesa_span_default_fog( GLcontext *ctx, struct sw_span *span ) } -/* +/** * Init span's color or index interpolation values to the RasterPos color. * Used during setup for glDraw/CopyPixels. */ @@ -382,7 +383,7 @@ interpolate_texcoords(GLcontext *ctx, struct sw_span *span) } -/* +/** * Apply the current polygon stipple pattern to a span of pixels. */ static void @@ -410,7 +411,7 @@ stipple_polygon_span( GLcontext *ctx, struct sw_span *span ) } -/* +/** * Clip a pixel span to the current buffer/window boundaries: * DrawBuffer->_Xmin, _Xmax, _Ymin, _Ymax. This will accomplish * window clipping and scissoring. @@ -479,7 +480,7 @@ clip_span( GLcontext *ctx, struct sw_span *span ) -/* +/** * Draw to more than one color buffer (or none). */ static void @@ -533,7 +534,7 @@ multi_write_index_span( GLcontext *ctx, struct sw_span *span ) } -/* +/** * Draw to more than one RGBA color buffer (or none). * All fragment operations, up to (but not) blending/logicop should * have been done first. @@ -620,7 +621,7 @@ multi_write_rgba_span( GLcontext *ctx, struct sw_span *span ) -/* +/** * This function may modify any of the array values in the span. * span->interpMask and span->arrayMask may be changed but will be restored * to their original values before returning. @@ -679,14 +680,14 @@ _mesa_write_index_span( GLcontext *ctx, struct sw_span *span, interpolate_z(ctx, span); if (ctx->Stencil.Enabled) { - if (_mesa_stencil_and_ztest_span(ctx, span) == GL_FALSE) { + if (!_mesa_stencil_and_ztest_span(ctx, span)) { span->arrayMask = origArrayMask; return; } } else { ASSERT(ctx->Depth.Test); - if (_mesa_depth_test_span(ctx, span) == 0) { + if (!_mesa_depth_test_span(ctx, span)) { span->arrayMask = origArrayMask; return; } @@ -782,7 +783,7 @@ _mesa_write_index_span( GLcontext *ctx, struct sw_span *span, } -/* +/** * This function may modify any of the array values in the span. * span->interpMask and span->arrayMask may be changed but will be restored * to their original values before returning. @@ -992,7 +993,7 @@ _mesa_write_rgba_span( GLcontext *ctx, struct sw_span *span, } -/* +/** * Add specular color to base color. This is used only when * GL_LIGHT_MODEL_COLOR_CONTROL = GL_SEPARATE_SPECULAR_COLOR. */ @@ -1018,7 +1019,7 @@ add_colors(GLuint n, GLchan rgba[][4], GLchan specular[][4] ) } -/* +/** * This function may modify any of the array values in the span. * span->interpMask and span->arrayMask may be changed but will be restored * to their original values before returning. @@ -1225,7 +1226,7 @@ _mesa_write_texture_span( GLcontext *ctx, struct sw_span *span, -/* +/** * Read RGBA pixels from frame buffer. Clipping will be done to prevent * reading ouside the buffer's boundaries. */ @@ -1277,9 +1278,7 @@ _mesa_read_rgba_span( GLcontext *ctx, GLframebuffer *buffer, } - - -/* +/** * Read CI pixels from frame buffer. Clipping will be done to prevent * reading ouside the buffer's boundaries. */ 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 ) |