Clean-up and remove dead code related to depth/stecil testing.

This commit is contained in:
Brian Paul 2002-02-04 15:59:29 +00:00
parent ac8c241e64
commit 79c2f53491
4 changed files with 153 additions and 203 deletions

View File

@ -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.

View File

@ -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

View File

@ -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.
*/

View File

@ -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 */
/*
* 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 )