renamed stencil functions
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67c01f5f67
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716be93686
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@ -1,4 +1,4 @@
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/* $Id: buffers.c,v 1.4 2000/04/05 14:40:04 brianp Exp $ */
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/* $Id: buffers.c,v 1.5 2000/04/11 21:26:57 brianp Exp $ */
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/*
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* Mesa 3-D graphics library
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@ -291,10 +291,10 @@ _mesa_Clear( GLbitfield mask )
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/* do software clearing here */
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if (newMask) {
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if (newMask & ctx->Color.DrawDestMask) clear_color_buffers( ctx );
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if (newMask & GL_DEPTH_BUFFER_BIT) _mesa_clear_depth_buffer( ctx );
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if (newMask & GL_ACCUM_BUFFER_BIT) _mesa_clear_accum_buffer( ctx );
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if (newMask & GL_STENCIL_BUFFER_BIT) gl_clear_stencil_buffer( ctx );
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if (newMask & ctx->Color.DrawDestMask) clear_color_buffers(ctx);
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if (newMask & GL_DEPTH_BUFFER_BIT) _mesa_clear_depth_buffer(ctx);
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if (newMask & GL_ACCUM_BUFFER_BIT) _mesa_clear_accum_buffer(ctx);
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if (newMask & GL_STENCIL_BUFFER_BIT) _mesa_clear_stencil_buffer(ctx);
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}
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/* clear software-based alpha buffer(s) */
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@ -553,7 +553,7 @@ _mesa_ResizeBuffersMESA( void )
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_mesa_alloc_depth_buffer( ctx );
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}
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if (ctx->DrawBuffer->UseSoftwareStencilBuffer) {
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gl_alloc_stencil_buffer( ctx );
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_mesa_alloc_stencil_buffer( ctx );
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}
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if (ctx->DrawBuffer->UseSoftwareAccumBuffer) {
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_mesa_alloc_accum_buffer( ctx );
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@ -1,4 +1,4 @@
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/* $Id: stencil.c,v 1.15 2000/04/11 20:42:22 brianp Exp $ */
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/* $Id: stencil.c,v 1.16 2000/04/11 21:26:57 brianp Exp $ */
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/*
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* Mesa 3-D graphics library
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@ -542,9 +542,9 @@ do_stencil_test( GLcontext *ctx, GLuint n, GLstencil stencil[],
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*
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*/
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static GLboolean
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stencil_and_depth_test_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
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const GLdepth z[], GLstencil stencil[],
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GLubyte mask[] )
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stencil_and_ztest_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
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const GLdepth z[], GLstencil stencil[],
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GLubyte mask[] )
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{
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ASSERT(ctx->Stencil.Enabled);
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ASSERT(n <= PB_SIZE);
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@ -625,8 +625,8 @@ stencil_and_depth_test_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
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*
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*/
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GLboolean
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gl_stencil_and_depth_test_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
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const GLdepth z[], GLubyte mask[] )
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_mesa_stencil_and_ztest_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
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const GLdepth z[], GLubyte mask[] )
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{
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GLstencil stencilRow[MAX_WIDTH];
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GLstencil *stencil;
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@ -648,7 +648,7 @@ gl_stencil_and_depth_test_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
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}
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/* do all the stencil/depth testing/updating */
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result = stencil_and_depth_test_span( ctx, n, x, y, z, stencil, mask );
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result = stencil_and_ztest_span( ctx, n, x, y, z, stencil, mask );
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if (ctx->Driver.WriteStencilSpan) {
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/* Write updated stencil values into hardware stencil buffer */
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@ -1017,7 +1017,7 @@ stencil_test_pixels( GLcontext *ctx, GLuint n,
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* This is used both for software and hardware stencil buffers.
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*
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* The comments in this function are a bit sparse but the code is
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* almost identical to stencil_and_depth_test_span(), which is well
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* almost identical to stencil_and_ztest_span(), which is well
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* commented.
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*
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* Input: n - number of pixels in the array
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@ -1029,9 +1029,9 @@ stencil_test_pixels( GLcontext *ctx, GLuint n,
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* GL_FALSE - one or more fragments passed the testing
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*/
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GLboolean
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gl_stencil_and_depth_test_pixels( GLcontext *ctx,
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GLuint n, const GLint x[], const GLint y[],
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const GLdepth z[], GLubyte mask[] )
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_mesa_stencil_and_ztest_pixels( GLcontext *ctx,
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GLuint n, const GLint x[], const GLint y[],
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const GLdepth z[], GLubyte mask[] )
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{
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ASSERT(ctx->Stencil.Enabled);
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ASSERT(n <= PB_SIZE);
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@ -1225,7 +1225,8 @@ _mesa_write_stencil_span( GLcontext *ctx, GLint n, GLint x, GLint y,
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* Allocate a new stencil buffer. If there's an old one it will be
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* deallocated first. The new stencil buffer will be uninitialized.
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*/
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void gl_alloc_stencil_buffer( GLcontext *ctx )
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void
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_mesa_alloc_stencil_buffer( GLcontext *ctx )
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{
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GLuint buffersize = ctx->DrawBuffer->Width * ctx->DrawBuffer->Height;
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@ -1240,7 +1241,7 @@ void gl_alloc_stencil_buffer( GLcontext *ctx )
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if (!ctx->DrawBuffer->Stencil) {
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/* out of memory */
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_mesa_set_enable( ctx, GL_STENCIL_TEST, GL_FALSE );
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gl_error( ctx, GL_OUT_OF_MEMORY, "gl_alloc_stencil_buffer" );
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gl_error( ctx, GL_OUT_OF_MEMORY, "_mesa_alloc_stencil_buffer" );
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}
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}
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@ -1412,7 +1413,8 @@ clear_hardware_stencil_buffer( GLcontext *ctx )
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/*
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* Clear the stencil buffer.
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*/
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void gl_clear_stencil_buffer( GLcontext *ctx )
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void
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_mesa_clear_stencil_buffer( GLcontext *ctx )
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{
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if (ctx->Driver.WriteStencilSpan) {
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ASSERT(ctx->Driver.ReadStencilSpan);
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@ -1,4 +1,4 @@
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/* $Id: stencil.h,v 1.5 2000/04/11 20:42:22 brianp Exp $ */
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/* $Id: stencil.h,v 1.6 2000/04/11 21:26:57 brianp Exp $ */
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/*
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* Mesa 3-D graphics library
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@ -50,17 +50,13 @@ _mesa_StencilOp( GLenum fail, GLenum zfail, GLenum zpass );
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extern GLboolean
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gl_stencil_and_depth_test_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
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const GLdepth z[], GLubyte mask[] );
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_mesa_stencil_and_ztest_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
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const GLdepth z[], GLubyte mask[] );
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#ifdef VMS /* VMS allows externals of 31 characters maximum */
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#define gl_stencil_and_depth_test_pixels gl_stencil_and_depth_test_pixel
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#endif
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extern GLboolean
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gl_stencil_and_depth_test_pixels( GLcontext *ctx, GLuint n,
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const GLint x[], const GLint y[],
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const GLdepth z[], GLubyte mask[] );
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_mesa_stencil_and_ztest_pixels( GLcontext *ctx, GLuint n,
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const GLint x[], const GLint y[],
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const GLdepth z[], GLubyte mask[] );
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extern void
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@ -73,10 +69,12 @@ _mesa_write_stencil_span( GLcontext *ctx, GLint n, GLint x, GLint y,
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const GLstencil stencil[] );
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extern void gl_alloc_stencil_buffer( GLcontext *ctx );
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extern void
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_mesa_alloc_stencil_buffer( GLcontext *ctx );
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extern void gl_clear_stencil_buffer( GLcontext *ctx );
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extern void
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_mesa_clear_stencil_buffer( GLcontext *ctx );
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#endif
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