Clean-up and remove dead code related to depth/stecil testing.
This commit is contained in:
parent
ac8c241e64
commit
79c2f53491
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@ -1,4 +1,4 @@
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/* $Id: s_depth.c,v 1.15 2002/02/02 21:40:33 brianp Exp $ */
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/* $Id: s_depth.c,v 1.16 2002/02/04 15:59:29 brianp Exp $ */
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/*
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* Mesa 3-D graphics library
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@ -34,9 +34,7 @@
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#include "s_context.h"
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/*
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/**
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* Return address of depth buffer value for given window coord.
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*/
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GLvoid *
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@ -532,58 +530,29 @@ depth_test_span32( GLcontext *ctx, GLuint n,
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GLuint
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_old_depth_test_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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SWcontext *swrast = SWRAST_CONTEXT(ctx);
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if (swrast->Driver.ReadDepthSpan) {
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/* hardware-based depth buffer */
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GLdepth zbuffer[MAX_WIDTH];
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GLuint passed;
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(*swrast->Driver.ReadDepthSpan)(ctx, n, x, y, zbuffer);
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passed = depth_test_span32(ctx, n, zbuffer, z, mask);
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assert(swrast->Driver.WriteDepthSpan);
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(*swrast->Driver.WriteDepthSpan)(ctx, n, x, y, zbuffer, mask);
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return passed;
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}
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else {
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/* software depth buffer */
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if (ctx->Visual.depthBits <= 16) {
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GLushort *zptr = (GLushort *) Z_ADDRESS16(ctx, x, y);
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GLuint passed = depth_test_span16(ctx, n, zptr, z, mask);
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return passed;
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}
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else {
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GLuint *zptr = (GLuint *) Z_ADDRESS32(ctx, x, y);
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GLuint passed = depth_test_span32(ctx, n, zptr, z, mask);
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return passed;
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}
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}
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}
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/*
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* Apply depth test to span of fragments. Hardware or software z buffer.
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*/
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static GLuint
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depth_test_span( GLcontext *ctx, struct sw_span *span)
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{
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const GLint x = span->x;
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const GLint y = span->y;
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const GLuint n = span->end;
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SWcontext *swrast = SWRAST_CONTEXT(ctx);
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ASSERT((span->arrayMask & SPAN_XY) == 0);
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ASSERT(span->arrayMask & SPAN_Z);
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if (swrast->Driver.ReadDepthSpan) {
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/* hardware-based depth buffer */
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GLdepth zbuffer[MAX_WIDTH];
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GLuint passed;
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(*swrast->Driver.ReadDepthSpan)(ctx, span->end, span->x, span->y, zbuffer);
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passed = depth_test_span32(ctx, span->end,
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zbuffer, span->zArray, span->mask);
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(*swrast->Driver.ReadDepthSpan)(ctx, n, x, y, zbuffer);
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passed = depth_test_span32(ctx, n, zbuffer, span->zArray, span->mask);
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ASSERT(swrast->Driver.WriteDepthSpan);
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(*swrast->Driver.WriteDepthSpan)(ctx, span->end, span->x, span->y, zbuffer, span->mask);
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if (passed < span->end)
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(*swrast->Driver.WriteDepthSpan)(ctx, n, x, y, zbuffer, span->mask);
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if (passed < n)
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span->writeAll = GL_FALSE;
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return passed;
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}
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@ -591,12 +560,12 @@ depth_test_span( GLcontext *ctx, struct sw_span *span)
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GLuint passed;
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/* software depth buffer */
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if (ctx->Visual.depthBits <= 16) {
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GLushort *zptr = (GLushort *) Z_ADDRESS16(ctx, span->x, span->y);
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passed = depth_test_span16(ctx, span->end, zptr, span->zArray, span->mask);
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GLushort *zptr = (GLushort *) Z_ADDRESS16(ctx, x, y);
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passed = depth_test_span16(ctx, n, zptr, span->zArray, span->mask);
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}
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else {
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GLuint *zptr = (GLuint *) Z_ADDRESS32(ctx, span->x, span->y);
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passed = depth_test_span32(ctx, span->end, zptr, span->zArray, span->mask);
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GLuint *zptr = (GLuint *) Z_ADDRESS32(ctx, x, y);
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passed = depth_test_span32(ctx, n, zptr, span->zArray, span->mask);
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}
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if (passed < span->end)
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span->writeAll = GL_FALSE;
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@ -1331,12 +1300,18 @@ hardware_depth_test_pixels( GLcontext *ctx, GLuint n, GLdepth zbuffer[],
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}
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}
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void
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_mesa_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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static GLuint
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depth_test_pixels( GLcontext *ctx, struct sw_span *span )
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{
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SWcontext *swrast = SWRAST_CONTEXT(ctx);
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const GLuint n = span->end;
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const GLint *x = span->xArray;
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const GLint *y = span->xArray;
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const GLdepth *z = span->zArray;
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GLubyte *mask = span->mask;
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if (swrast->Driver.ReadDepthPixels) {
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/* read depth values from hardware Z buffer */
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GLdepth zbuffer[MAX_WIDTH];
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@ -1355,22 +1330,21 @@ _mesa_depth_test_pixels( GLcontext *ctx,
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else
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software_depth_test_pixels32(ctx, n, x, y, z, mask);
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}
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return n; /* not really correct, but OK */
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}
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/**
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* Apply depth (Z) buffer testing to the span.
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* \return approx number of pixels that passed (only zero is reliable)
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*/
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GLuint
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_mesa_depth_test_span( GLcontext *ctx, struct sw_span *span)
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{
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if (span->arrayMask & SPAN_XY) {
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_mesa_depth_test_pixels(ctx, span->end,
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span->xArray, span->yArray,
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span->zArray, span->mask);
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return 1;
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}
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else {
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if (span->arrayMask & SPAN_XY)
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return depth_test_pixels(ctx, span);
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else
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return depth_test_span(ctx, span);
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}
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}
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@ -1380,7 +1354,7 @@ _mesa_depth_test_span( GLcontext *ctx, struct sw_span *span)
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/**********************************************************************/
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/*
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/**
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* Read a span of depth values from the depth buffer.
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* This function does clipping before calling the device driver function.
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*/
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@ -1450,7 +1424,7 @@ _mesa_read_depth_span( GLcontext *ctx,
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/*
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/**
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* Return a span of depth values from the depth buffer as floats in [0,1].
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* This is used for both hardware and software depth buffers.
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* Input: n - how many pixels
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@ -1533,7 +1507,7 @@ _mesa_read_depth_span_float( GLcontext *ctx,
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/*
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/**
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* Allocate a new depth buffer. If there's already a depth buffer allocated
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* it will be free()'d. The new depth buffer will be uniniitalized.
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* This function is only called through Driver.alloc_depth_buffer.
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@ -1570,9 +1544,7 @@ _mesa_alloc_depth_buffer( GLcontext *ctx )
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}
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/*
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/**
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* Clear the depth buffer. If the depth buffer doesn't exist yet we'll
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* allocate it now.
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* This function is only called through Driver.clear_depth_buffer.
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@ -1,10 +1,10 @@
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/* $Id: s_depth.h,v 1.4 2001/12/17 04:54:35 brianp Exp $ */
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/* $Id: s_depth.h,v 1.5 2002/02/04 15:59:29 brianp Exp $ */
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/*
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* Mesa 3-D graphics library
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* Version: 3.5
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* Version: 4.1
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*
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* Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
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* Copyright (C) 1999-2002 Brian Paul All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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_mesa_zbuffer_address(GLcontext *ctx, GLint x, GLint y);
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extern GLuint
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_old_depth_test_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
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const GLdepth z[], GLubyte mask[] );
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extern GLuint
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_mesa_depth_test_span( GLcontext *ctx, struct sw_span *span);
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extern void
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_mesa_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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extern void
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_mesa_clear_depth_buffer( GLcontext* ctx );
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#endif
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@ -1,4 +1,4 @@
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/* $Id: s_span.c,v 1.30 2002/02/02 21:40:33 brianp Exp $ */
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/* $Id: s_span.c,v 1.31 2002/02/04 15:59:29 brianp Exp $ */
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/*
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* Mesa 3-D graphics library
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@ -25,12 +25,13 @@
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*/
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/*
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* pixel span rasterization:
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* These functions implement the rasterization pipeline.
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/**
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* \file vpstate.c
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* \brief Span processing functions used by all rasterization functions.
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* This is where all the per-fragment tests are performed
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* \author Brian Paul
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*/
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#include "glheader.h"
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#include "colormac.h"
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#include "context.h"
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#include "s_texture.h"
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/*
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/**
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* Init span's Z interpolation values to the RasterPos Z.
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* Used during setup for glDraw/CopyPixels.
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*/
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}
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/*
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/**
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* Init span's fog interpolation values to the RasterPos fog.
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* Used during setup for glDraw/CopyPixels.
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*/
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}
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/*
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/**
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* Init span's color or index interpolation values to the RasterPos color.
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* Used during setup for glDraw/CopyPixels.
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*/
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}
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/*
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/**
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* Apply the current polygon stipple pattern to a span of pixels.
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*/
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static void
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}
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/*
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/**
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* Clip a pixel span to the current buffer/window boundaries:
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* DrawBuffer->_Xmin, _Xmax, _Ymin, _Ymax. This will accomplish
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* window clipping and scissoring.
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@ -479,7 +480,7 @@ clip_span( GLcontext *ctx, struct sw_span *span )
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/*
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/**
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* Draw to more than one color buffer (or none).
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*/
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static void
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}
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/*
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/**
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* Draw to more than one RGBA color buffer (or none).
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* All fragment operations, up to (but not) blending/logicop should
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* have been done first.
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/*
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/**
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* This function may modify any of the array values in the span.
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* span->interpMask and span->arrayMask may be changed but will be restored
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* to their original values before returning.
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@ -679,14 +680,14 @@ _mesa_write_index_span( GLcontext *ctx, struct sw_span *span,
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interpolate_z(ctx, span);
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if (ctx->Stencil.Enabled) {
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if (_mesa_stencil_and_ztest_span(ctx, span) == GL_FALSE) {
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if (!_mesa_stencil_and_ztest_span(ctx, span)) {
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span->arrayMask = origArrayMask;
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return;
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}
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}
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else {
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ASSERT(ctx->Depth.Test);
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if (_mesa_depth_test_span(ctx, span) == 0) {
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if (!_mesa_depth_test_span(ctx, span)) {
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span->arrayMask = origArrayMask;
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return;
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}
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@ -782,7 +783,7 @@ _mesa_write_index_span( GLcontext *ctx, struct sw_span *span,
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}
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/*
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/**
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* This function may modify any of the array values in the span.
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* span->interpMask and span->arrayMask may be changed but will be restored
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* to their original values before returning.
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@ -992,7 +993,7 @@ _mesa_write_rgba_span( GLcontext *ctx, struct sw_span *span,
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}
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/*
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/**
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* Add specular color to base color. This is used only when
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* GL_LIGHT_MODEL_COLOR_CONTROL = GL_SEPARATE_SPECULAR_COLOR.
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*/
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@ -1018,7 +1019,7 @@ add_colors(GLuint n, GLchan rgba[][4], GLchan specular[][4] )
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}
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/*
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/**
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* This function may modify any of the array values in the span.
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* span->interpMask and span->arrayMask may be changed but will be restored
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* to their original values before returning.
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@ -1225,7 +1226,7 @@ _mesa_write_texture_span( GLcontext *ctx, struct sw_span *span,
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/*
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/**
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* Read RGBA pixels from frame buffer. Clipping will be done to prevent
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* reading ouside the buffer's boundaries.
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*/
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@ -1277,9 +1278,7 @@ _mesa_read_rgba_span( GLcontext *ctx, GLframebuffer *buffer,
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}
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/*
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/**
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* Read CI pixels from frame buffer. Clipping will be done to prevent
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* reading ouside the buffer's boundaries.
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*/
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@ -1,4 +1,4 @@
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/* $Id: s_stencil.c,v 1.19 2002/02/02 21:40:33 brianp Exp $ */
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/* $Id: s_stencil.c,v 1.20 2002/02/04 15:59:30 brianp Exp $ */
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/*
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* Mesa 3-D graphics library
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@ -60,7 +60,7 @@ ENDIF
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/*
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/**
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* Apply the given stencil operator to the array of stencil values.
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* Don't touch stencil[i] if mask[i] is zero.
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* Input: n - size of stencil array
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@ -69,9 +69,9 @@ ENDIF
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* mask - array [n] of flag: 1=apply operator, 0=don't apply operator
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* Output: stencil - modified values
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*/
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static void apply_stencil_op( const GLcontext *ctx, GLenum oper,
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GLuint n, GLstencil stencil[],
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const GLubyte mask[] )
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static void
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apply_stencil_op( const GLcontext *ctx, GLenum oper,
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GLuint n, GLstencil stencil[], const GLubyte mask[] )
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{
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const GLstencil ref = ctx->Stencil.Ref;
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const GLstencil wrtmask = ctx->Stencil.WriteMask;
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@ -221,7 +221,7 @@ static void apply_stencil_op( const GLcontext *ctx, GLenum oper,
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/*
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/**
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* Apply stencil test to an array of stencil values (before depth buffering).
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* Input: n - number of pixels in the array
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* stencil - array of [n] stencil values
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@ -253,7 +253,7 @@ do_stencil_test( GLcontext *ctx, GLuint n, GLstencil stencil[],
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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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/* never pass; 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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@ -399,43 +399,65 @@ do_stencil_test( GLcontext *ctx, GLuint n, GLstencil stencil[],
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/*
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* Apply stencil and depth testing to an array of pixels.
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* Hardware or software stencil buffer acceptable.
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/**
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* Apply stencil and depth testing to the span of pixels.
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* Both software and hardware stencil buffers are acceptable.
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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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* stencil - array [n] of stencil values
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* mask - array [n] of flags (1=test this pixel, 0=skip the pixel)
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* Output: stencil - modified stencil values
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* mask - array [n] of flags (1=stencil and depth test passed)
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* Return: GL_TRUE - all fragments failed the testing
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* GL_FALSE - one or more fragments passed the testing
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* Output: mask - array [n] of flags (1=stencil and depth test passed)
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* Return: GL_FALSE - all fragments failed the testing
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* GL_TRUE - one or more fragments passed the testing
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*
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*/
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static GLboolean
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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[] )
|
||||
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 */
|
||||
/*
|
||||
* Write updated stencil values back into hardware stencil buffer.
|
||||
*/
|
||||
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 );
|
||||
|
||||
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 )
|
||||
|
|
Loading…
Reference in New Issue