/* * Mesa 3-D graphics library * Version: 3.4.2 * * Copyright (C) 1999-2001 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"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #ifdef PC_HEADER #include "all.h" #else #include "glheader.h" #include "context.h" #include "depth.h" #include "mem.h" #include "pb.h" #include "stencil.h" #include "types.h" #include "enable.h" #endif void _mesa_ClearStencil( GLint s ) { GET_CURRENT_CONTEXT(ctx); ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glClearStencil"); ctx->Stencil.Clear = (GLstencil) s; if (ctx->Driver.ClearStencil) { (*ctx->Driver.ClearStencil)( ctx, s ); } } void _mesa_StencilFunc( GLenum func, GLint ref, GLuint mask ) { GET_CURRENT_CONTEXT(ctx); GLint maxref; ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glStencilFunc"); switch (func) { case GL_NEVER: case GL_LESS: case GL_LEQUAL: case GL_GREATER: case GL_GEQUAL: case GL_EQUAL: case GL_NOTEQUAL: case GL_ALWAYS: ctx->Stencil.Function = func; break; default: gl_error( ctx, GL_INVALID_ENUM, "glStencilFunc" ); return; } maxref = (1 << STENCIL_BITS) - 1; ctx->Stencil.Ref = (GLstencil) CLAMP( ref, 0, maxref ); ctx->Stencil.ValueMask = (GLstencil) mask; if (ctx->Driver.StencilFunc) { (*ctx->Driver.StencilFunc)( ctx, func, ctx->Stencil.Ref, mask ); } } void _mesa_StencilMask( GLuint mask ) { GET_CURRENT_CONTEXT(ctx); ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glStencilMask"); ctx->Stencil.WriteMask = (GLstencil) mask; if (ctx->Driver.StencilMask) { (*ctx->Driver.StencilMask)( ctx, mask ); } } void _mesa_StencilOp( GLenum fail, GLenum zfail, GLenum zpass ) { GET_CURRENT_CONTEXT(ctx); ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glStencilOp"); switch (fail) { case GL_KEEP: case GL_ZERO: case GL_REPLACE: case GL_INCR: case GL_DECR: case GL_INVERT: case GL_INCR_WRAP_EXT: case GL_DECR_WRAP_EXT: ctx->Stencil.FailFunc = fail; break; default: gl_error( ctx, GL_INVALID_ENUM, "glStencilOp" ); return; } switch (zfail) { case GL_KEEP: case GL_ZERO: case GL_REPLACE: case GL_INCR: case GL_DECR: case GL_INVERT: case GL_INCR_WRAP_EXT: case GL_DECR_WRAP_EXT: ctx->Stencil.ZFailFunc = zfail; break; default: gl_error( ctx, GL_INVALID_ENUM, "glStencilOp" ); return; } switch (zpass) { case GL_KEEP: case GL_ZERO: case GL_REPLACE: case GL_INCR: case GL_DECR: case GL_INVERT: case GL_INCR_WRAP_EXT: case GL_DECR_WRAP_EXT: ctx->Stencil.ZPassFunc = zpass; break; default: gl_error( ctx, GL_INVALID_ENUM, "glStencilOp" ); return; } if (ctx->Driver.StencilOp) { (*ctx->Driver.StencilOp)( ctx, fail, zfail, zpass ); } } /* Stencil Logic: IF stencil test fails THEN Apply fail-op to stencil value Don't write the pixel (RGBA,Z) ELSE IF doing depth test && depth test fails THEN Apply zfail-op to stencil value Write RGBA and Z to appropriate buffers ELSE Apply zpass-op to stencil value ENDIF */ /* * Return the address of a stencil buffer value given the window coords: */ #define STENCIL_ADDRESS(X,Y) \ (ctx->DrawBuffer->Stencil + ctx->DrawBuffer->Width * (Y) + (X)) /* * 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 * oper - the stencil buffer operator * stencil - array of stencil values * 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[] ) { const GLstencil ref = ctx->Stencil.Ref; const GLstencil wrtmask = ctx->Stencil.WriteMask; const GLstencil invmask = (GLstencil) (~ctx->Stencil.WriteMask); GLuint i; switch (oper) { case GL_KEEP: /* do nothing */ break; case GL_ZERO: if (invmask==0) { for (i=0;i0) { stencil[i] = (GLstencil) (s-1); } } } } else { for (i=0;i0) { stencil[i] = (GLstencil) ((invmask & s) | (wrtmask & (s-1))); } } } } break; case GL_INCR_WRAP_EXT: if (invmask==0) { for (i=0;iStencil.Function) { case GL_NEVER: /* always fail */ for (i=0;iStencil.Ref & ctx->Stencil.ValueMask); for (i=0;iStencil.ValueMask); if (r < s) { /* passed */ fail[i] = 0; } else { fail[i] = 1; mask[i] = 0; } } else { fail[i] = 0; } } break; case GL_LEQUAL: r = (GLstencil) (ctx->Stencil.Ref & ctx->Stencil.ValueMask); for (i=0;iStencil.ValueMask); if (r <= s) { /* pass */ fail[i] = 0; } else { fail[i] = 1; mask[i] = 0; } } else { fail[i] = 0; } } break; case GL_GREATER: r = (GLstencil) (ctx->Stencil.Ref & ctx->Stencil.ValueMask); for (i=0;iStencil.ValueMask); if (r > s) { /* passed */ fail[i] = 0; } else { fail[i] = 1; mask[i] = 0; } } else { fail[i] = 0; } } break; case GL_GEQUAL: r = (GLstencil) (ctx->Stencil.Ref & ctx->Stencil.ValueMask); for (i=0;iStencil.ValueMask); if (r >= s) { /* passed */ fail[i] = 0; } else { fail[i] = 1; mask[i] = 0; } } else { fail[i] = 0; } } break; case GL_EQUAL: r = (GLstencil) (ctx->Stencil.Ref & ctx->Stencil.ValueMask); for (i=0;iStencil.ValueMask); if (r == s) { /* passed */ fail[i] = 0; } else { fail[i] = 1; mask[i] = 0; } } else { fail[i] = 0; } } break; case GL_NOTEQUAL: r = (GLstencil) (ctx->Stencil.Ref & ctx->Stencil.ValueMask); for (i=0;iStencil.ValueMask); if (r != s) { /* passed */ fail[i] = 0; } else { fail[i] = 1; mask[i] = 0; } } else { fail[i] = 0; } } break; case GL_ALWAYS: /* always pass */ for (i=0;iStencil.FailFunc != GL_KEEP) { apply_stencil_op( ctx, ctx->Stencil.FailFunc, n, stencil, fail ); } return !allfail; } /* * Apply stencil and depth testing to an array of pixels. * Hardware or software stencil buffer acceptable. * Input: n - number of pixels in the 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 * */ static GLboolean stencil_and_ztest_span( GLcontext *ctx, GLuint n, GLint x, GLint y, const GLdepth z[], GLstencil stencil[], GLubyte mask[] ) { ASSERT(ctx->Stencil.Enabled); ASSERT(n <= PB_SIZE); /* * 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. */ 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) { /* * No depth buffer, just apply zpass stencil function to active pixels. */ apply_stencil_op( ctx, ctx->Stencil.ZPassFunc, n, stencil, mask ); } else { /* * Perform depth buffering, then apply zpass or zfail stencil function. */ GLubyte passmask[MAX_WIDTH], failmask[MAX_WIDTH], oldmask[MAX_WIDTH]; GLuint i; /* save the current mask bits */ MEMCPY(oldmask, mask, n * sizeof(GLubyte)); /* apply the depth test */ _mesa_depth_test_span(ctx, n, x, y, z, mask); /* Set the stencil pass/fail flags according to result of depth testing. * if oldmask[i] == 0 then * Don't touch the stencil value * else if oldmask[i] and newmask[i] then * Depth test passed * else * assert(oldmask[i] && !newmask[i]) * Depth test failed * endif */ for (i=0;iStencil.ZFailFunc != GL_KEEP) { apply_stencil_op( ctx, ctx->Stencil.ZFailFunc, n, stencil, failmask ); } if (ctx->Stencil.ZPassFunc != GL_KEEP) { apply_stencil_op( ctx, ctx->Stencil.ZPassFunc, n, stencil, passmask ); } } 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 * */ GLboolean _mesa_stencil_and_ztest_span( GLcontext *ctx, GLuint n, GLint x, GLint y, const GLdepth z[], GLubyte mask[] ) { GLstencil stencilRow[MAX_WIDTH]; GLstencil *stencil; GLboolean result; ASSERT(ctx->Stencil.Enabled); ASSERT(n <= MAX_WIDTH); /* Get initial stencil values */ if (ctx->Driver.WriteStencilSpan) { ASSERT(ctx->Driver.ReadStencilSpan); /* Get stencil values from the hardware stencil buffer */ (*ctx->Driver.ReadStencilSpan)(ctx, n, x, y, stencilRow); stencil = stencilRow; } else { /* software stencil buffer */ stencil = STENCIL_ADDRESS(x, y); } /* do all the stencil/depth testing/updating */ result = stencil_and_ztest_span( ctx, n, x, y, z, stencil, mask ); if (ctx->Driver.WriteStencilSpan) { /* Write updated stencil values into hardware stencil buffer */ (ctx->Driver.WriteStencilSpan)(ctx, n, x, y, stencil, mask ); } return result; } /* * Apply the given stencil operator for each pixel in the array whose * mask flag is set. 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 * mask - array [n] of flag: 1=apply operator, 0=don't apply operator */ static void apply_stencil_op_to_pixels( const GLcontext *ctx, GLuint n, const GLint x[], const GLint y[], GLenum oper, const GLubyte mask[] ) { const GLstencil ref = ctx->Stencil.Ref; const GLstencil wrtmask = ctx->Stencil.WriteMask; const GLstencil invmask = (GLstencil) (~ctx->Stencil.WriteMask); GLuint i; ASSERT(!ctx->Driver.WriteStencilSpan); /* software stencil buffer only! */ switch (oper) { case GL_KEEP: /* do nothing */ break; case GL_ZERO: if (invmask==0) { for (i=0;i0) { *sptr = (GLstencil) (*sptr - 1); } } } } else { for (i=0;i0) { *sptr = (GLstencil) ((invmask & *sptr) | (wrtmask & (*sptr-1))); } } } } break; case GL_INCR_WRAP_EXT: if (invmask==0) { for (i=0;iDriver.WriteStencilSpan); /* software stencil buffer only! */ /* * Perform stencil test. The results of this operation are stored * in the fail[] array: * IF fail[i] is non-zero THEN * the stencil fail operator is to be applied * ELSE * the stencil fail operator is not to be applied * ENDIF */ switch (ctx->Stencil.Function) { case GL_NEVER: /* always fail */ for (i=0;iStencil.Ref & ctx->Stencil.ValueMask); for (i=0;iStencil.ValueMask); if (r < s) { /* passed */ fail[i] = 0; } else { fail[i] = 1; mask[i] = 0; } } else { fail[i] = 0; } } break; case GL_LEQUAL: r = (GLstencil) (ctx->Stencil.Ref & ctx->Stencil.ValueMask); for (i=0;iStencil.ValueMask); if (r <= s) { /* pass */ fail[i] = 0; } else { fail[i] = 1; mask[i] = 0; } } else { fail[i] = 0; } } break; case GL_GREATER: r = (GLstencil) (ctx->Stencil.Ref & ctx->Stencil.ValueMask); for (i=0;iStencil.ValueMask); if (r > s) { /* passed */ fail[i] = 0; } else { fail[i] = 1; mask[i] = 0; } } else { fail[i] = 0; } } break; case GL_GEQUAL: r = (GLstencil) (ctx->Stencil.Ref & ctx->Stencil.ValueMask); for (i=0;iStencil.ValueMask); if (r >= s) { /* passed */ fail[i] = 0; } else { fail[i] = 1; mask[i] = 0; } } else { fail[i] = 0; } } break; case GL_EQUAL: r = (GLstencil) (ctx->Stencil.Ref & ctx->Stencil.ValueMask); for (i=0;iStencil.ValueMask); if (r == s) { /* passed */ fail[i] = 0; } else { fail[i] = 1; mask[i] = 0; } } else { fail[i] = 0; } } break; case GL_NOTEQUAL: r = (GLstencil) (ctx->Stencil.Ref & ctx->Stencil.ValueMask); for (i=0;iStencil.ValueMask); if (r != s) { /* passed */ fail[i] = 0; } else { fail[i] = 1; mask[i] = 0; } } else { fail[i] = 0; } } break; case GL_ALWAYS: /* always pass */ for (i=0;iStencil.FailFunc != GL_KEEP) { apply_stencil_op_to_pixels( ctx, n, x, y, ctx->Stencil.FailFunc, fail ); } return !allfail; } /* * Apply stencil and depth testing to an array of pixels. * This is used both for software and hardware stencil buffers. * * The comments in this function are a bit sparse but the code is * almost identical to stencil_and_ztest_span(), which is well * commented. * * Input: n - number of pixels in the array * x, y - array of [n] pixel positions * 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 */ GLboolean _mesa_stencil_and_ztest_pixels( GLcontext *ctx, GLuint n, const GLint x[], const GLint y[], const GLdepth z[], GLubyte mask[] ) { ASSERT(ctx->Stencil.Enabled); ASSERT(n <= PB_SIZE); if (ctx->Driver.WriteStencilPixels) { /*** Hardware stencil buffer ***/ GLstencil stencil[PB_SIZE]; GLubyte origMask[PB_SIZE]; ASSERT(ctx->Driver.ReadStencilPixels); (*ctx->Driver.ReadStencilPixels)(ctx, n, x, y, stencil); MEMCPY(origMask, mask, n * sizeof(GLubyte)); (void) do_stencil_test( ctx, n, stencil, mask ); if (ctx->Depth.Test == GL_FALSE) { apply_stencil_op( ctx, ctx->Stencil.ZPassFunc, n, stencil, mask ); } else { _mesa_depth_test_pixels(ctx, n, x, y, z, mask); if (ctx->Stencil.ZFailFunc != GL_KEEP) { GLubyte failmask[PB_SIZE]; GLuint i; for (i = 0; i < n; i++) { ASSERT(mask[i] == 0 || mask[i] == 1); failmask[i] = origMask[i] & (mask[i] ^ 1); } apply_stencil_op(ctx, ctx->Stencil.ZFailFunc, n, stencil, failmask); } if (ctx->Stencil.ZPassFunc != GL_KEEP) { GLubyte passmask[PB_SIZE]; GLuint i; for (i = 0; i < n; i++) { ASSERT(mask[i] == 0 || mask[i] == 1); passmask[i] = origMask[i] & mask[i]; } apply_stencil_op(ctx, ctx->Stencil.ZPassFunc, n, stencil, passmask); } } /* Write updated stencil values into hardware stencil buffer */ (ctx->Driver.WriteStencilPixels)(ctx, n, x, y, stencil, origMask ); return GL_TRUE; } else { /*** Software stencil buffer ***/ if (stencil_test_pixels(ctx, n, x, y, mask) == GL_FALSE) { /* all fragments failed the stencil test, we're done. */ return GL_FALSE; } if (ctx->Depth.Test==GL_FALSE) { apply_stencil_op_to_pixels( ctx, n, x, y, ctx->Stencil.ZPassFunc, mask ); } else { GLubyte passmask[PB_SIZE], failmask[PB_SIZE], oldmask[PB_SIZE]; GLuint i; MEMCPY(oldmask, mask, n * sizeof(GLubyte)); _mesa_depth_test_pixels(ctx, n, x, y, z, mask); for (i=0;iStencil.ZFailFunc != GL_KEEP) { apply_stencil_op_to_pixels( ctx, n, x, y, ctx->Stencil.ZFailFunc, failmask ); } if (ctx->Stencil.ZPassFunc != GL_KEEP) { apply_stencil_op_to_pixels( ctx, n, x, y, ctx->Stencil.ZPassFunc, passmask ); } } return GL_TRUE; /* one or more fragments passed both tests */ } } /* * Return a span of stencil values from the stencil buffer. * Used for glRead/CopyPixels * Input: n - how many pixels * x,y - location of first pixel * Output: stencil - the array of stencil values */ void _mesa_read_stencil_span( GLcontext *ctx, GLint n, GLint x, GLint y, GLstencil stencil[] ) { if (y < 0 || y >= ctx->DrawBuffer->Height || x + n <= 0 || x >= ctx->DrawBuffer->Width) { /* span is completely outside framebuffer */ return; /* undefined values OK */ } if (x < 0) { GLint dx = -x; x = 0; n -= dx; stencil += dx; } if (x + n > ctx->DrawBuffer->Width) { GLint dx = x + n - ctx->DrawBuffer->Width; n -= dx; } if (n <= 0) { return; } ASSERT(n >= 0); if (ctx->Driver.ReadStencilSpan) { (*ctx->Driver.ReadStencilSpan)( ctx, (GLuint) n, x, y, stencil ); } else if (ctx->DrawBuffer->Stencil) { const GLstencil *s = STENCIL_ADDRESS( x, y ); #if STENCIL_BITS == 8 MEMCPY( stencil, s, n * sizeof(GLstencil) ); #else GLuint i; for (i=0;i= ctx->DrawBuffer->Height || x + n <= 0 || x >= ctx->DrawBuffer->Width) { /* span is completely outside framebuffer */ return; /* undefined values OK */ } if (x < 0) { GLint dx = -x; x = 0; n -= dx; stencil += dx; } if (x + n > ctx->DrawBuffer->Width) { GLint dx = x + n - ctx->DrawBuffer->Width; n -= dx; } if (n <= 0) { return; } if (ctx->Driver.WriteStencilSpan) { (*ctx->Driver.WriteStencilSpan)( ctx, n, x, y, stencil, NULL ); } else if (ctx->DrawBuffer->Stencil) { GLstencil *s = STENCIL_ADDRESS( x, y ); #if STENCIL_BITS == 8 MEMCPY( s, stencil, n * sizeof(GLstencil) ); #else GLuint i; for (i=0;iDrawBuffer->Width * ctx->DrawBuffer->Height; /* deallocate current stencil buffer if present */ if (ctx->DrawBuffer->Stencil) { FREE(ctx->DrawBuffer->Stencil); ctx->DrawBuffer->Stencil = NULL; } /* allocate new stencil buffer */ ctx->DrawBuffer->Stencil = (GLstencil *) MALLOC(buffersize * sizeof(GLstencil)); if (!ctx->DrawBuffer->Stencil) { /* out of memory */ _mesa_set_enable( ctx, GL_STENCIL_TEST, GL_FALSE ); gl_error( ctx, GL_OUT_OF_MEMORY, "_mesa_alloc_stencil_buffer" ); } } /* * Clear the software (malloc'd) stencil buffer. */ static void clear_software_stencil_buffer( GLcontext *ctx ) { if (ctx->Visual->StencilBits==0 || !ctx->DrawBuffer->Stencil) { /* no stencil buffer */ return; } if (ctx->Scissor.Enabled) { /* clear scissor region only */ const GLint width = ctx->DrawBuffer->Xmax - ctx->DrawBuffer->Xmin + 1; if (ctx->Stencil.WriteMask != STENCIL_MAX) { /* must apply mask to the clear */ GLint y; for (y = ctx->DrawBuffer->Ymin; y <= ctx->DrawBuffer->Ymax; y++) { const GLstencil mask = ctx->Stencil.WriteMask; const GLstencil invMask = ~mask; const GLstencil clearVal = (ctx->Stencil.Clear & mask); GLstencil *stencil = STENCIL_ADDRESS( ctx->DrawBuffer->Xmin, y ); GLint i; for (i = 0; i < width; i++) { stencil[i] = (stencil[i] & invMask) | clearVal; } } } else { /* no masking */ GLint y; for (y = ctx->DrawBuffer->Ymin; y <= ctx->DrawBuffer->Ymax; y++) { GLstencil *stencil = STENCIL_ADDRESS( ctx->DrawBuffer->Xmin, y ); #if STENCIL_BITS==8 MEMSET( stencil, ctx->Stencil.Clear, width * sizeof(GLstencil) ); #else GLint i; for (i = 0; i < width; i++) stencil[x] = ctx->Stencil.Clear; #endif } } } else { /* clear whole stencil buffer */ if (ctx->Stencil.WriteMask != STENCIL_MAX) { /* must apply mask to the clear */ const GLuint n = ctx->DrawBuffer->Width * ctx->DrawBuffer->Height; GLstencil *stencil = ctx->DrawBuffer->Stencil; const GLstencil mask = ctx->Stencil.WriteMask; const GLstencil invMask = ~mask; const GLstencil clearVal = (ctx->Stencil.Clear & mask); GLuint i; for (i = 0; i < n; i++) { stencil[i] = (stencil[i] & invMask) | clearVal; } } else { /* clear whole buffer without masking */ const GLuint n = ctx->DrawBuffer->Width * ctx->DrawBuffer->Height; GLstencil *stencil = ctx->DrawBuffer->Stencil; #if STENCIL_BITS==8 MEMSET(stencil, ctx->Stencil.Clear, n * sizeof(GLstencil) ); #else GLuint i; for (i = 0; i < n; i++) { stencil[i] = ctx->Stencil.Clear; } #endif } } } /* * Clear the hardware (in graphics card) stencil buffer. * This is done with the Driver.WriteStencilSpan() and Driver.ReadStencilSpan() * functions. * Actually, if there is a hardware stencil buffer it really should have * been cleared in Driver.Clear()! However, if the hardware does not * support scissored clears or masked clears (i.e. glStencilMask) then * we have to use the span-based functions. */ static void clear_hardware_stencil_buffer( GLcontext *ctx ) { ASSERT(ctx->Driver.WriteStencilSpan); ASSERT(ctx->Driver.ReadStencilSpan); if (ctx->Scissor.Enabled) { /* clear scissor region only */ const GLint x = ctx->DrawBuffer->Xmin; const GLint width = ctx->DrawBuffer->Xmax - ctx->DrawBuffer->Xmin + 1; if (ctx->Stencil.WriteMask != STENCIL_MAX) { /* must apply mask to the clear */ GLint y; for (y = ctx->DrawBuffer->Ymin; y <= ctx->DrawBuffer->Ymax; y++) { const GLstencil mask = ctx->Stencil.WriteMask; const GLstencil invMask = ~mask; const GLstencil clearVal = (ctx->Stencil.Clear & mask); GLstencil stencil[MAX_WIDTH]; GLint i; (*ctx->Driver.ReadStencilSpan)(ctx, width, x, y, stencil); for (i = 0; i < width; i++) { stencil[i] = (stencil[i] & invMask) | clearVal; } (*ctx->Driver.WriteStencilSpan)(ctx, width, x, y, stencil, NULL); } } else { /* no masking */ GLstencil stencil[MAX_WIDTH]; GLint y, i; for (i = 0; i < width; i++) { stencil[i] = ctx->Stencil.Clear; } for (y = ctx->DrawBuffer->Ymin; y <= ctx->DrawBuffer->Ymax; y++) { (*ctx->Driver.WriteStencilSpan)(ctx, width, x, y, stencil, NULL); } } } else { /* clear whole stencil buffer */ if (ctx->Stencil.WriteMask != STENCIL_MAX) { /* must apply mask to the clear */ const GLstencil mask = ctx->Stencil.WriteMask; const GLstencil invMask = ~mask; const GLstencil clearVal = (ctx->Stencil.Clear & mask); const GLint width = ctx->DrawBuffer->Width; const GLint height = ctx->DrawBuffer->Height; const GLint x = ctx->DrawBuffer->Xmin; GLint y; for (y = 0; y < height; y++) { GLstencil stencil[MAX_WIDTH]; GLuint i; (*ctx->Driver.ReadStencilSpan)(ctx, width, x, y, stencil); for (i = 0; i < width; i++) { stencil[i] = (stencil[i] & invMask) | clearVal; } (*ctx->Driver.WriteStencilSpan)(ctx, width, x, y, stencil, NULL); } } else { /* clear whole buffer without masking */ const GLint width = ctx->DrawBuffer->Width; const GLint height = ctx->DrawBuffer->Height; const GLint x = ctx->DrawBuffer->Xmin; GLstencil stencil[MAX_WIDTH]; GLint y, i; for (i = 0; i < width; i++) { stencil[i] = ctx->Stencil.Clear; } for (y = 0; y < height; y++) { (*ctx->Driver.WriteStencilSpan)(ctx, width, x, y, stencil, NULL); } } } } /* * Clear the stencil buffer. */ void _mesa_clear_stencil_buffer( GLcontext *ctx ) { if (ctx->Driver.WriteStencilSpan) { ASSERT(ctx->Driver.ReadStencilSpan); clear_hardware_stencil_buffer(ctx); } else { clear_software_stencil_buffer(ctx); } }