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322 lines
9.4 KiB
322 lines
9.4 KiB
/*
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** Copyright 1991, 1992, 1993, Silicon Graphics, Inc.
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** All Rights Reserved.
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**
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** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.;
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** the contents of this file may not be disclosed to third parties, copied or
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** duplicated in any form, in whole or in part, without the prior written
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** permission of Silicon Graphics, Inc.
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**
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** RESTRICTED RIGHTS LEGEND:
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** Use, duplication or disclosure by the Government is subject to restrictions
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** as set forth in subdivision (c)(1)(ii) of the Rights in Technical Data
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** and Computer Software clause at DFARS 252.227-7013, and/or in similar or
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** successor clauses in the FAR, DOD or NASA FAR Supplement. Unpublished -
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** rights reserved under the Copyright Laws of the United States.
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*/
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#include "precomp.h"
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#pragma hdrstop
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GLint FASTCALL Fetch(__GLstencilBuffer *sfb, GLint x, GLint y)
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{
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__GLstencilCell *fb;
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fb = __GL_STENCIL_ADDR(sfb, (__GLstencilCell*), x, y);
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return fb[0];
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}
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static void Store(__GLstencilBuffer *sfb, GLint x, GLint y,GLint v)
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{
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__GLstencilCell *fb;
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fb = __GL_STENCIL_ADDR(sfb, (__GLstencilCell*), x, y);
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fb[0] = (__GLstencilCell) ((v & sfb->buf.gc->state.stencil.writeMask)
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| (fb[0] & ~sfb->buf.gc->state.stencil.writeMask));
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}
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static GLboolean FASTCALL TestFunc(__GLstencilBuffer *sfb, GLint x, GLint y)
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{
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__GLstencilCell *fb;
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fb = __GL_STENCIL_ADDR(sfb, (__GLstencilCell*), x, y);
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return sfb->testFuncTable[fb[0] & sfb->buf.gc->state.stencil.mask];
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}
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static void FASTCALL FailOp(__GLstencilBuffer *sfb, GLint x, GLint y)
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{
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__GLstencilCell *fb;
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fb = __GL_STENCIL_ADDR(sfb, (__GLstencilCell*), x, y);
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fb[0] = sfb->failOpTable[fb[0]];
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}
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static void FASTCALL PassDepthFailOp(__GLstencilBuffer *sfb, GLint x, GLint y)
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{
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__GLstencilCell *fb;
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fb = __GL_STENCIL_ADDR(sfb, (__GLstencilCell*), x, y);
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fb[0] = sfb->depthFailOpTable[fb[0]];
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}
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static void FASTCALL DepthPassOp(__GLstencilBuffer *sfb, GLint x, GLint y)
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{
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__GLstencilCell *fb;
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fb = __GL_STENCIL_ADDR(sfb, (__GLstencilCell*), x, y);
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fb[0] = sfb->depthPassOpTable[fb[0]];
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}
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static GLboolean FASTCALL NoOp(__GLstencilBuffer *sfb, GLint x, GLint y)
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{
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return GL_FALSE;
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}
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/************************************************************************/
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static void FASTCALL Clear(__GLstencilBuffer *sfb)
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{
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__GLcontext *gc = sfb->buf.gc;
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__GLstencilCell *fb;
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GLint x, y, x1, y1, skip, w, w8, w1;
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__GLstencilCell sten = (__GLstencilCell)gc->state.stencil.clear;
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x = gc->transform.clipX0;
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y = gc->transform.clipY0;
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x1 = gc->transform.clipX1;
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y1 = gc->transform.clipY1;
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if (((w = x1 - x) == 0) || (y1 - y == 0)) {
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return;
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}
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fb = __GL_STENCIL_ADDR(sfb, (__GLstencilCell*), x, y);
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skip = sfb->buf.outerWidth - w;
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w8 = w >> 3;
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w1 = w & 7;
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if (gc->state.stencil.writeMask == __GL_MAX_STENCIL_VALUE) {
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for (; y < y1; y++) {
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w = w8;
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while (--w >= 0) {
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fb[0] = sten; fb[1] = sten; fb[2] = sten; fb[3] = sten;
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fb[4] = sten; fb[5] = sten; fb[6] = sten; fb[7] = sten;
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fb += 8;
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}
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w = w1;
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while (--w >= 0) {
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*fb++ = sten;
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}
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fb += skip;
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}
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} else {
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GLint mask;
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mask = gc->state.stencil.writeMask;
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sten = sten & mask;
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mask = ~mask;
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for (; y < y1; y++) {
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w = w8;
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while (--w >= 0) {
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fb[0] = (fb[0] & mask) | (sten);
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fb[1] = (fb[1] & mask) | (sten);
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fb[2] = (fb[2] & mask) | (sten);
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fb[3] = (fb[3] & mask) | (sten);
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fb[4] = (fb[4] & mask) | (sten);
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fb[5] = (fb[5] & mask) | (sten);
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fb[6] = (fb[6] & mask) | (sten);
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fb[7] = (fb[7] & mask) | (sten);
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fb += 8;
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}
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w = w1;
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while (--w >= 0) {
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fb[0] = (fb[0] & mask) | (sten);
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fb++;
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}
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fb += skip;
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}
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}
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}
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/************************************************************************/
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static void buildOpTable(__GLstencilCell *tp, GLenum op,
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__GLstencilCell reference, __GLstencilCell writeMask)
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{
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GLuint i;
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__GLstencilCell newValue;
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__GLstencilCell notWriteMask = ~writeMask;
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for (i = 0; i < __GL_STENCIL_RANGE; i++) {
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switch (op) {
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case GL_KEEP: newValue = (__GLstencilCell)i; break;
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case GL_ZERO: newValue = 0; break;
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case GL_REPLACE: newValue = reference; break;
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case GL_INVERT: newValue = ~i; break;
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case GL_INCR:
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/* Clamp so no overflow occurs */
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if (i == __GL_MAX_STENCIL_VALUE) {
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newValue = (__GLstencilCell)i;
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} else {
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newValue = i + 1;
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}
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break;
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case GL_DECR:
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/* Clamp so no underflow occurs */
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if (i == 0) {
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newValue = 0;
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} else {
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newValue = i - 1;
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}
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break;
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}
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*tp++ = (i & notWriteMask) | (newValue & writeMask);
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}
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}
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#ifdef NT
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void FASTCALL __glValidateStencil(__GLcontext *gc, __GLstencilBuffer *sfb)
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#else
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void FASTCALL __glValidateStencil(__GLcontext *gc)
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#endif // NT
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{
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GLint i;
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__GLstencilCell reference, mask, writeMask;
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__GLstencilCell refVal; //actual reference value, part of GL state
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GLenum testFunc;
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GLboolean *tp;
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/*
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** Validate the stencil tables even if stenciling is disabled. This
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** function is only called if the stencil func or op changes, and it
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** won't get called later if stenciling is turned on, so we need to get
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** it right now.
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*/
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mask = (__GLstencilCell) gc->state.stencil.mask;
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refVal = ((__GLstencilCell) gc->state.stencil.reference);
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reference = (__GLstencilCell) (refVal & mask);
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testFunc = gc->state.stencil.testFunc;
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/*
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** Build up test function table. The current stencil buffer value
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** will be the index to this table.
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*/
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tp = &gc->stencilBuffer.testFuncTable[0];
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// If we don't have a stencil buffer then set everything to
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// do nothing
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if (!gc->modes.haveStencilBuffer)
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{
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sfb->testFunc = NoOp;
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sfb->failOp = NoOp;
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sfb->passDepthFailOp = NoOp;
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sfb->depthPassOp = NoOp;
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return;
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}
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else if (tp != NULL && sfb->testFunc == NoOp)
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{
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// If we've recovered from not having a stencil buffer then
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// turn the functions back on
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sfb->testFunc = TestFunc;
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sfb->failOp = FailOp;
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sfb->passDepthFailOp = PassDepthFailOp;
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sfb->depthPassOp = DepthPassOp;
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}
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if (!tp)
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{
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gc->stencilBuffer.testFuncTable = tp = (GLboolean *)
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GCALLOC(gc, (sizeof(GLboolean)+3*sizeof(__GLstencilCell))*
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__GL_STENCIL_RANGE);
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if (!tp)
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{
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sfb->testFunc = NoOp;
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sfb->failOp = NoOp;
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sfb->passDepthFailOp = NoOp;
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sfb->depthPassOp = NoOp;
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gc->stencilBuffer.failOpTable =
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gc->stencilBuffer.depthFailOpTable =
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gc->stencilBuffer.depthPassOpTable = (__GLstencilCell*) NULL;
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return;
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}
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else
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{
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sfb->testFunc = TestFunc;
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sfb->failOp = FailOp;
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sfb->passDepthFailOp = PassDepthFailOp;
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sfb->depthPassOp = DepthPassOp;
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}
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gc->stencilBuffer.failOpTable = (__GLstencilCell*)
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(gc->stencilBuffer.testFuncTable + __GL_STENCIL_RANGE);
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gc->stencilBuffer.depthFailOpTable = (__GLstencilCell*)
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(gc->stencilBuffer.failOpTable + __GL_STENCIL_RANGE);
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gc->stencilBuffer.depthPassOpTable = (__GLstencilCell*)
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(gc->stencilBuffer.depthFailOpTable + __GL_STENCIL_RANGE);
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}
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for (i = 0; i < __GL_STENCIL_RANGE; i++) {
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switch (testFunc) {
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case GL_NEVER: *tp++ = GL_FALSE; break;
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case GL_LESS: *tp++ = reference < (i & mask); break;
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case GL_EQUAL: *tp++ = reference == (i & mask); break;
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case GL_LEQUAL: *tp++ = reference <= (i & mask); break;
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case GL_GREATER: *tp++ = reference > (i & mask); break;
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case GL_NOTEQUAL: *tp++ = reference != (i & mask); break;
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case GL_GEQUAL: *tp++ = reference >= (i & mask); break;
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case GL_ALWAYS: *tp++ = GL_TRUE; break;
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}
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}
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/*
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** Build up fail op table.
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*/
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writeMask = (__GLstencilCell) gc->state.stencil.writeMask;
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buildOpTable(&gc->stencilBuffer.failOpTable[0],
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gc->state.stencil.fail, refVal, writeMask);
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buildOpTable(&gc->stencilBuffer.depthFailOpTable[0],
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gc->state.stencil.depthFail, refVal, writeMask);
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buildOpTable(&gc->stencilBuffer.depthPassOpTable[0],
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gc->state.stencil.depthPass, refVal, writeMask);
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}
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/************************************************************************/
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static void FASTCALL Pick(__GLcontext *gc, __GLstencilBuffer *sfb)
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{
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#ifdef __GL_LINT
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sfb = sfb;
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#endif
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if (gc->validateMask & (__GL_VALIDATE_STENCIL_FUNC |
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__GL_VALIDATE_STENCIL_OP)) {
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#ifdef NT
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__glValidateStencil(gc, sfb);
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#else
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__glValidateStencil(gc);
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#endif // NT
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}
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}
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void FASTCALL __glInitStencil8(__GLcontext *gc, __GLstencilBuffer *sfb)
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{
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sfb->buf.elementSize = sizeof(__GLstencilCell);
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sfb->buf.gc = gc;
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sfb->pick = Pick;
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sfb->store = Store;
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sfb->fetch = Fetch;
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#ifndef NT
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// Initialized in __glValidateStencil.
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sfb->testFunc = TestFunc;
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sfb->failOp = FailOp;
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sfb->passDepthFailOp = PassDepthFailOp;
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sfb->depthPassOp = DepthPassOp;
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#endif // !NT
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sfb->clear = Clear;
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}
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void FASTCALL __glFreeStencil8(__GLcontext *gc, __GLstencilBuffer *fb)
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{
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#ifdef __GL_LINT
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gc = gc;
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fb = fb;
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#endif
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}
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