Source code of Windows XP (NT5)
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/*
** Copyright 1991, 1992, 1993, Silicon Graphics, Inc.
** All Rights Reserved.
**
** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.;
** the contents of this file may not be disclosed to third parties, copied or
** duplicated in any form, in whole or in part, without the prior written
** permission of Silicon Graphics, Inc.
**
** RESTRICTED RIGHTS LEGEND:
** Use, duplication or disclosure by the Government is subject to restrictions
** as set forth in subdivision (c)(1)(ii) of the Rights in Technical Data
** and Computer Software clause at DFARS 252.227-7013, and/or in similar or
** successor clauses in the FAR, DOD or NASA FAR Supplement. Unpublished -
** rights reserved under the Copyright Laws of the United States.
*/
#include "precomp.h"
#pragma hdrstop
/*
** Process the incoming line by calling all of the appropriate line procs.
** Return value is ignored.
**
** It sets gc->polygon.shader.cfb to gc->drawBuffer.
*/
GLboolean FASTCALL __glProcessLine(__GLcontext *gc)
{
GLboolean stippling, retval;
GLint i,n;
#ifdef NT
GLint length;
__GLcolor colors[__GL_MAX_STACKED_COLORS>>1];
__GLcolor fbcolors[__GL_MAX_STACKED_COLORS>>1];
__GLcolor *vColors, *vFbcolors;
__GLstippleWord stackWords[__GL_MAX_STACK_STIPPLE_WORDS];
__GLstippleWord *words;
length = gc->polygon.shader.length;
if (length > __GL_MAX_STACK_STIPPLE_BITS)
{
words = gcTempAlloc(gc, (length+__GL_STIPPLE_BITS-1)/8);
if (words == NULL)
{
return GL_TRUE;
}
}
else
{
words = stackWords;
}
if (length > (__GL_MAX_STACKED_COLORS>>1))
{
vColors = (__GLcolor *) gcTempAlloc(gc, length * sizeof(__GLcolor));
if (NULL == vColors)
{
if (length > __GL_MAX_STACK_STIPPLE_BITS)
{
gcTempFree(gc, words);
}
return GL_TRUE;
}
vFbcolors = (__GLcolor *) gcTempAlloc(gc, length * sizeof(__GLcolor));
if (NULL == vFbcolors)
{
if (length > __GL_MAX_STACK_STIPPLE_BITS)
{
gcTempFree(gc, words);
}
gcTempFree(gc, vColors);
return GL_TRUE;
}
}
else
{
vColors = colors;
vFbcolors = fbcolors;
}
#else
__GLcolor vColors[__GL_MAX_MAX_VIEWPORT];/*XXX oink */
__GLcolor vFbcolors[__GL_MAX_MAX_VIEWPORT];/*XXX oink */
__GLstippleWord words[__GL_MAX_STIPPLE_WORDS];
#endif
gc->polygon.shader.colors = vColors;
gc->polygon.shader.fbcolors = vFbcolors;
gc->polygon.shader.stipplePat = words;
gc->polygon.shader.cfb = gc->drawBuffer;
stippling = GL_FALSE;
n = gc->procs.line.n;
gc->polygon.shader.done = GL_FALSE;
/* Step 1: Perform early line stipple, coloring procs */
for (i = 0; i < n; i++) {
if (stippling) {
if ((*gc->procs.line.stippledLineFuncs[i])(gc)) {
/* Line stippled away! */
retval = GL_TRUE;
goto __glProcessLineExit;
}
} else {
if ((*gc->procs.line.lineFuncs[i])(gc)) {
if (gc->polygon.shader.done)
{
retval = GL_TRUE;
goto __glProcessLineExit;
}
stippling = GL_TRUE;
}
}
}
if (stippling) {
retval = (*gc->procs.line.wideStippledLineRep)(gc);
} else {
retval = (*gc->procs.line.wideLineRep)(gc);
}
__glProcessLineExit:
#ifdef NT
if (length > __GL_MAX_STACK_STIPPLE_BITS)
{
gcTempFree(gc, words);
}
if (length > (__GL_MAX_STACKED_COLORS>>1))
{
gcTempFree(gc, vColors);
gcTempFree(gc, vFbcolors);
}
#endif
return (retval);
}
/*
** Process the incoming line by calling the 3 appropriate line procs. It does
** not chain to gc->procs.line.wideLineRep, but returns instead. This is a
** specific fast path.
**
** Return value is ignored.
**
** It sets gc->polygon.shader.cfb to gc->drawBuffer.
*/
GLboolean FASTCALL __glProcessLine3NW(__GLcontext *gc)
{
GLboolean retval;
#ifdef NT
GLint length;
__GLstippleWord stackWords[__GL_MAX_STACK_STIPPLE_WORDS];
__GLstippleWord *words;
__GLcolor colors[__GL_MAX_STACKED_COLORS>>1];
__GLcolor fbcolors[__GL_MAX_STACKED_COLORS>>1];
__GLcolor *vColors, *vFbcolors;
length = gc->polygon.shader.length;
if (length > __GL_MAX_STACK_STIPPLE_BITS)
{
words = gcTempAlloc(gc, (length+__GL_STIPPLE_BITS-1)/8);
if (words == NULL)
{
return GL_TRUE;
}
}
else
{
words = stackWords;
}
if (length > (__GL_MAX_STACKED_COLORS>>1))
{
vColors = (__GLcolor *) gcTempAlloc(gc, length * sizeof(__GLcolor));
if (NULL == vColors)
{
if (length > __GL_MAX_STACK_STIPPLE_BITS)
{
gcTempFree(gc, words);
}
return GL_TRUE;
}
vFbcolors = (__GLcolor *) gcTempAlloc(gc, length * sizeof(__GLcolor));
if (NULL == vFbcolors)
{
if (length > __GL_MAX_STACK_STIPPLE_BITS)
{
gcTempFree(gc, words);
}
gcTempFree(gc, vColors);
return GL_TRUE;
}
}
else
{
vColors = colors;
vFbcolors = fbcolors;
}
#else
__GLcolor vColors[__GL_MAX_MAX_VIEWPORT];/*XXX oink */
__GLcolor vFbcolors[__GL_MAX_MAX_VIEWPORT];/*XXX oink */
__GLstippleWord words[__GL_MAX_STIPPLE_WORDS];
#endif
gc->polygon.shader.colors = vColors;
gc->polygon.shader.fbcolors = vFbcolors;
gc->polygon.shader.stipplePat = words;
gc->polygon.shader.cfb = gc->drawBuffer;
gc->polygon.shader.done = GL_FALSE;
/* Call non-stippled procs... */
if ((*gc->procs.line.lineFuncs[0])(gc)) {
if (gc->polygon.shader.done)
{
retval = GL_TRUE;
goto __glProcessLine3NWExit;
}
goto stippled1;
}
if ((*gc->procs.line.lineFuncs[1])(gc)) {
if (gc->polygon.shader.done)
{
retval = GL_TRUE;
goto __glProcessLine3NWExit;
}
goto stippled2;
}
retval = (*gc->procs.line.lineFuncs[2])(gc);
goto __glProcessLine3NWExit;
stippled1:
if ((*gc->procs.line.stippledLineFuncs[1])(gc)) {
retval = GL_TRUE;
goto __glProcessLine3NWExit;
}
stippled2:
retval = (*gc->procs.line.stippledLineFuncs[2])(gc);
__glProcessLine3NWExit:
#ifdef NT
if (length > __GL_MAX_STACK_STIPPLE_BITS)
{
gcTempFree(gc, words);
}
if (length > (__GL_MAX_STACKED_COLORS>>1))
{
gcTempFree(gc, vColors);
gcTempFree(gc, vFbcolors);
}
#endif
return (retval);
}
/*
** Take incoming line, duplicate it, and continue processing.
**
** Return value is ignored.
*/
GLboolean FASTCALL __glWideLineRep(__GLcontext *gc)
{
GLint i, m, n, width;
GLboolean stippling;
n = gc->procs.line.n;
m = gc->procs.line.m;
width = gc->line.options.width;
/* Step 2: Replicate wide line */
while (--width >= 0) {
stippling = GL_FALSE;
for (i = n; i < m; i++) {
if (stippling) {
if ((*gc->procs.line.stippledLineFuncs[i])(gc)) {
/* Line stippled away! */
goto nextLine;
}
} else {
if ((*gc->procs.line.lineFuncs[i])(gc)) {
if (gc->polygon.shader.done) {
gc->polygon.shader.done = GL_FALSE;
goto nextLine;
}
stippling = GL_TRUE;
}
}
}
if (stippling) {
(*gc->procs.line.drawStippledLine)(gc);
} else {
(*gc->procs.line.drawLine)(gc);
}
nextLine:
if (gc->line.options.axis == __GL_X_MAJOR) {
gc->line.options.yStart++;
} else {
gc->line.options.xStart++;
}
}
return GL_FALSE;
}
/*
** Take incoming stippled line, duplicate it, and continue processing.
**
** Return value is ignored.
*/
GLboolean FASTCALL __glWideStippleLineRep(__GLcontext *gc)
{
GLint i, m, n, width;
GLint stipLen;
GLint w;
__GLlineState *ls = &gc->state.line;
__GLstippleWord *fsp, *tsp;
#ifndef NT
__GLstippleWord stipplePat[__GL_MAX_STIPPLE_WORDS];
w = gc->polygon.shader.length;
#else
__GLstippleWord stackWords[__GL_MAX_STACK_STIPPLE_WORDS];
__GLstippleWord *stipplePat;
w = gc->polygon.shader.length;
if (w > __GL_MAX_STACK_STIPPLE_BITS)
{
stipplePat = gcTempAlloc(gc, (w+__GL_STIPPLE_BITS-1)/8);
if (stipplePat == NULL)
{
return GL_TRUE;
}
}
else
{
stipplePat = stackWords;
}
#endif
n = gc->procs.line.n;
m = gc->procs.line.m;
width = ls->aliasedWidth;
/*
** XXX - Saving the stipple like this is only really necessary if
** depth or stencil testing.
*/
stipLen = (w + __GL_STIPPLE_BITS - 1) >> __GL_STIPPLE_COUNT_BITS;
fsp = gc->polygon.shader.stipplePat;
tsp = stipplePat;
for (i = 0; i < stipLen; i++) {
*tsp++ = *fsp++;
}
/* Step 2: Replicate wide line */
while (--width >= 0) {
for (i = n; i < m; i++) {
if ((*gc->procs.line.stippledLineFuncs[i])(gc)) {
/* Line stippled away! */
goto nextLine;
}
}
(*gc->procs.line.drawStippledLine)(gc);
nextLine:
if (width) {
tsp = gc->polygon.shader.stipplePat;
fsp = stipplePat;
for (i = 0; i < stipLen; i++) {
*tsp++ = *fsp++;
}
if (gc->line.options.axis == __GL_X_MAJOR) {
gc->line.options.yStart++;
} else {
gc->line.options.xStart++;
}
}
}
#ifdef NT
if (w > __GL_MAX_STACK_STIPPLE_BITS)
{
gcTempFree(gc, stipplePat);
}
#endif
return GL_FALSE;
}
/*
** Take incoming line and draw it to both FRONT and BACK buffers.
**
** This routines sets gc->polygon.shader.cfb to &gc->frontBuffer
** and then to &gc->backBuffer
**
** Return value is ignored.
*/
GLboolean FASTCALL __glDrawBothLine(__GLcontext *gc)
{
GLint i, j, m, l;
GLboolean stippling;
GLint w;
__GLcolor *fcp, *tcp;
#ifdef NT
__GLcolor colors[__GL_MAX_STACKED_COLORS];
__GLcolor *vColors;
w = gc->polygon.shader.length;
if (w > __GL_MAX_STACKED_COLORS)
{
vColors = (__GLcolor *) gcTempAlloc(gc, w * sizeof(__GLcolor));
if (NULL == vColors)
return GL_TRUE;
}
else
{
vColors = colors;
}
#else
__GLcolor vColors[__GL_MAX_MAX_VIEWPORT];
w = gc->polygon.shader.length;
#endif
m = gc->procs.line.m;
l = gc->procs.line.l;
/*
** XXX - Saving colors like this is only really necessary if blending,
** logicOping, or masking.
*/
fcp = gc->polygon.shader.colors;
tcp = vColors;
if (gc->modes.rgbMode) {
for (i = 0; i < w; i++) {
*tcp++ = *fcp++;
}
} else {
for (i = 0; i < w; i++) {
tcp->r = fcp->r;
fcp++;
tcp++;
}
}
/* Step 3: Draw to FRONT_AND_BACK */
for (j = 0; j < 2; j++) {
if (j == 0) {
gc->polygon.shader.cfb = &gc->frontBuffer;
} else {
gc->polygon.shader.cfb = &gc->backBuffer;
}
stippling = GL_FALSE;
for (i = m; i < l; i++) {
if (stippling) {
if ((*gc->procs.line.stippledLineFuncs[i])(gc)) {
/* Line stippled away! */
break;
}
} else {
if ((*gc->procs.line.lineFuncs[i])(gc)) {
if (gc->polygon.shader.done) {
gc->polygon.shader.done = GL_FALSE;
break;
}
stippling = GL_TRUE;
}
}
}
if (j == 0) {
tcp = gc->polygon.shader.colors;
fcp = vColors;
if (gc->modes.rgbMode) {
for (i = 0; i < w; i++) {
*tcp++ = *fcp++;
}
} else {
for (i = 0; i < w; i++) {
tcp->r = fcp->r;
fcp++;
tcp++;
}
}
}
}
#ifdef NT
if (w > __GL_MAX_STACKED_COLORS)
{
gcTempFree(gc, vColors);
}
#endif
return GL_FALSE;
}
/*
** Take incoming stippled line and draw it to both FRONT and BACK buffers.
**
** Return value is ignored.
*/
GLboolean FASTCALL __glDrawBothStippledLine(__GLcontext *gc)
{
GLint i, m, l, j;
GLint stipLen;
GLint w;
__GLstippleWord *fsp, *tsp;
__GLcolor *fcp, *tcp;
#ifdef NT
__GLstippleWord stackWords[__GL_MAX_STACK_STIPPLE_WORDS];
__GLstippleWord *stipplePat;
__GLcolor colors[__GL_MAX_STACKED_COLORS];
__GLcolor *vColors;
w = gc->polygon.shader.length;
if (w > __GL_MAX_STACK_STIPPLE_BITS)
{
stipplePat = gcTempAlloc(gc, (w+__GL_STIPPLE_BITS-1)/8);
if (stipplePat == NULL)
{
return GL_TRUE;
}
}
else
{
stipplePat = stackWords;
}
if (w > __GL_MAX_STACKED_COLORS)
{
vColors = (__GLcolor *) gcTempAlloc(gc, w * sizeof(__GLcolor));
if (NULL == vColors)
{
if (w > __GL_MAX_STACK_STIPPLE_BITS)
{
gcTempFree(gc, stipplePat);
}
return GL_TRUE;
}
}
else
{
vColors = colors;
}
#else
__GLstippleWord stipplePat[__GL_MAX_STIPPLE_WORDS];
__GLcolor vColors[__GL_MAX_MAX_VIEWPORT];
w = gc->polygon.shader.length;
#endif
l = gc->procs.line.l;
m = gc->procs.line.m;
/*
** XXX - Saving colors like this is only really necessary if blending,
** logicOping, or masking, and not drawing to FRONT_AND_BACK (because
** if we are, then that proc will save colors too)
*/
fcp = gc->polygon.shader.colors;
tcp = vColors;
if (gc->modes.rgbMode) {
for (i = 0; i < w; i++) {
*tcp++ = *fcp++;
}
} else {
for (i = 0; i < w; i++) {
tcp->r = fcp->r;
fcp++;
tcp++;
}
}
/*
** XXX - Saving the stipple like this is only really necessary if
** depth or stencil testing.
*/
stipLen = (w + __GL_STIPPLE_BITS - 1) >> __GL_STIPPLE_COUNT_BITS;
fsp = gc->polygon.shader.stipplePat;
tsp = stipplePat;
for (i = 0; i < stipLen; i++) {
*tsp++ = *fsp++;
}
/* Step 2: Replicate wide line */
for (j = 0; j < 2; j++) {
if (j == 0) {
gc->polygon.shader.cfb = &gc->frontBuffer;
} else {
gc->polygon.shader.cfb = &gc->backBuffer;
}
for (i = m; i < l; i++) {
if ((*gc->procs.line.stippledLineFuncs[i])(gc)) {
/* Line stippled away! */
break;
}
}
if (j == 0) {
tcp = gc->polygon.shader.colors;
fcp = vColors;
if (gc->modes.rgbMode) {
for (i = 0; i < w; i++) {
*tcp++ = *fcp++;
}
} else {
for (i = 0; i < w; i++) {
tcp->r = fcp->r;
fcp++;
tcp++;
}
}
tsp = gc->polygon.shader.stipplePat;
fsp = stipplePat;
for (i = 0; i < stipLen; i++) {
*tsp++ = *fsp++;
}
}
}
#ifdef NT
if (w > __GL_MAX_STACK_STIPPLE_BITS)
{
gcTempFree(gc, stipplePat);
}
if (w > __GL_MAX_STACKED_COLORS)
{
gcTempFree(gc, vColors);
}
#endif
return GL_FALSE;
}
GLboolean FASTCALL __glScissorLine(__GLcontext *gc)
{
GLint clipX0, clipX1;
GLint clipY0, clipY1;
GLint xStart, yStart, xEnd, yEnd;
GLint xLittle, yLittle;
GLint xBig, yBig;
GLint fraction, dfraction;
GLint highWord, lowWord;
GLint bigs, littles;
GLint failed, count;
GLint w;
__GLstippleWord bit, outMask, *osp;
w = gc->polygon.shader.length;
clipX0 = gc->transform.clipX0;
clipX1 = gc->transform.clipX1;
clipY0 = gc->transform.clipY0;
clipY1 = gc->transform.clipY1;
xBig = gc->line.options.xBig;
yBig = gc->line.options.yBig;
xStart = gc->line.options.xStart;
yStart = gc->line.options.yStart;
/* If the start point is in the scissor region, we attempt to trivially
** accept the line.
*/
if (xStart >= clipX0 && xStart < clipX1 &&
yStart >= clipY0 && yStart < clipY1) {
w--; /* Makes our math simpler */
/* Trivial accept attempt */
xEnd = xStart + xBig * w;
yEnd = yStart + yBig * w;
if (xEnd >= clipX0 && xEnd < clipX1 &&
yEnd >= clipY0 && yEnd < clipY1) {
return GL_FALSE;
}
xLittle = gc->line.options.xLittle;
yLittle = gc->line.options.yLittle;
fraction = gc->line.options.fraction;
dfraction = gc->line.options.dfraction;
/* Invert negative minor slopes so we can assume dfraction > 0 */
if (dfraction < 0) {
dfraction = -dfraction;
fraction = 0x7fffffff - fraction;
}
/* Now we compute number of littles and bigs in this line */
/* We perform a 16 by 32 bit multiply. Ugh. */
highWord = (((GLuint) dfraction) >> 16) * w +
(((GLuint) fraction) >> 16);
lowWord = (dfraction & 0xffff) * w + (fraction & 0xffff);
highWord += (((GLuint) lowWord) >> 16);
bigs = ((GLuint) highWord) >> 15;
littles = w - bigs;
/* Second trivial accept attempt */
xEnd = xStart + xBig*bigs + xLittle*littles;
yEnd = yStart + yBig*bigs + yLittle*littles;
if (xEnd >= clipX0 && xEnd < clipX1 &&
yEnd >= clipY0 && yEnd < clipY1) {
return GL_FALSE;
}
w++; /* Restore w */
} else {
xLittle = gc->line.options.xLittle;
yLittle = gc->line.options.yLittle;
fraction = gc->line.options.fraction;
dfraction = gc->line.options.dfraction;
}
/*
** Note that we don't bother to try trivially rejecting this line. After
** all, it has already been clipped, and the only way that it might
** possibly be trivially rejected is if it is a piece of a wide line that
** runs right along the edge of the window.
*/
/*
** This sucks. The line needs to be scissored.
** Well, it should only happen rarely, so we can afford
** to make it slow. We achieve this by tediously stippling the line.
** (rather than clipping it, of course, which would be faster but harder).
*/
failed = 0;
osp = gc->polygon.shader.stipplePat;
while (w) {
count = w;
if (count > __GL_STIPPLE_BITS) {
count = __GL_STIPPLE_BITS;
}
w -= count;
outMask = (__GLstippleWord) ~0;
bit = (__GLstippleWord) __GL_STIPPLE_SHIFT(0);
while (--count >= 0) {
if (xStart < clipX0 || xStart >= clipX1 ||
yStart < clipY0 || yStart >= clipY1) {
outMask &= ~bit;
failed++;
}
fraction += dfraction;
if (fraction < 0) {
fraction &= ~0x80000000;
xStart += xBig;
yStart += yBig;
} else {
xStart += xLittle;
yStart += yLittle;
}
#ifdef __GL_STIPPLE_MSB
bit >>= 1;
#else
bit <<= 1;
#endif
}
*osp++ = outMask;
}
if (failed != gc->polygon.shader.length) {
/* Call next proc */
return GL_TRUE;
}
gc->polygon.shader.done = GL_TRUE;
return GL_TRUE;
}
GLboolean FASTCALL __glScissorStippledLine(__GLcontext *gc)
{
GLint clipX0, clipX1;
GLint clipY0, clipY1;
GLint xStart, yStart, xEnd, yEnd;
GLint xLittle, yLittle;
GLint xBig, yBig;
GLint fraction, dfraction;
GLint highWord, lowWord;
GLint bigs, littles;
GLint failed, count;
GLint w;
__GLstippleWord *sp;
__GLstippleWord bit, outMask, inMask;
w = gc->polygon.shader.length;
clipX0 = gc->transform.clipX0;
clipX1 = gc->transform.clipX1;
clipY0 = gc->transform.clipY0;
clipY1 = gc->transform.clipY1;
xBig = gc->line.options.xBig;
yBig = gc->line.options.yBig;
xStart = gc->line.options.xStart;
yStart = gc->line.options.yStart;
/* If the start point is in the scissor region, we attempt to trivially
** accept the line.
*/
if (xStart >= clipX0 && xStart < clipX1 &&
yStart >= clipY0 && yStart < clipY1) {
w--; /* Makes our math simpler */
/* Trivial accept attempt */
xEnd = xStart + xBig * w;
yEnd = yStart + yBig * w;
if (xEnd >= clipX0 && xEnd < clipX1 &&
yEnd >= clipY0 && yEnd < clipY1) {
return GL_FALSE;
}
xLittle = gc->line.options.xLittle;
yLittle = gc->line.options.yLittle;
fraction = gc->line.options.fraction;
dfraction = gc->line.options.dfraction;
/* Invert negative minor slopes so we can assume dfraction > 0 */
if (dfraction < 0) {
dfraction = -dfraction;
fraction = 0x7fffffff - fraction;
}
/* Now we compute number of littles and bigs in this line */
/* We perform a 16 by 32 bit multiply. Ugh. */
highWord = (((GLuint) dfraction) >> 16) * w +
(((GLuint) fraction) >> 16);
lowWord = (dfraction & 0xffff) * w + (fraction & 0xffff);
highWord += (((GLuint) lowWord) >> 16);
bigs = ((GLuint) highWord) >> 15;
littles = w - bigs;
/* Second trivial accept attempt */
xEnd = xStart + xBig*bigs + xLittle*littles;
yEnd = yStart + yBig*bigs + yLittle*littles;
if (xEnd >= clipX0 && xEnd < clipX1 &&
yEnd >= clipY0 && yEnd < clipY1) {
return GL_FALSE;
}
w++; /* Restore w */
} else {
xLittle = gc->line.options.xLittle;
yLittle = gc->line.options.yLittle;
fraction = gc->line.options.fraction;
dfraction = gc->line.options.dfraction;
}
/*
** Note that we don't bother to try trivially rejecting this line. After
** all, it has already been clipped, and the only way that it might
** possibly be trivially rejected is if it is a piece of a wide line that
** runs right along the edge of the window.
*/
/*
** This sucks. The line needs to be scissored.
** Well, it should only happen rarely, so we can afford
** to make it slow. We achieve this by tediously stippling the line.
** (rather than clipping it, of course, which would be faster but harder).
*/
sp = gc->polygon.shader.stipplePat;
failed = 0;
while (w) {
count = w;
if (count > __GL_STIPPLE_BITS) {
count = __GL_STIPPLE_BITS;
}
w -= count;
inMask = *sp;
outMask = (__GLstippleWord) ~0;
bit = (__GLstippleWord) __GL_STIPPLE_SHIFT(0);
while (--count >= 0) {
if (inMask & bit) {
if (xStart < clipX0 || xStart >= clipX1 ||
yStart < clipY0 || yStart >= clipY1) {
outMask &= ~bit;
failed++;
}
} else failed++;
fraction += dfraction;
if (fraction < 0) {
fraction &= ~0x80000000;
xStart += xBig;
yStart += yBig;
} else {
xStart += xLittle;
yStart += yLittle;
}
#ifdef __GL_STIPPLE_MSB
bit >>= 1;
#else
bit <<= 1;
#endif
}
*sp++ = outMask & inMask;
}
if (failed != gc->polygon.shader.length) {
/* Call next proc */
return GL_FALSE;
}
return GL_TRUE;
}
/*
** Create a stipple based upon the current line stipple for this line.
*/
GLboolean FASTCALL __glStippleLine(__GLcontext *gc)
{
GLint failed, count, stippleRepeat;
GLint stipple, currentBit, stipplePos, repeat;
__GLstippleWord bit, outMask, *osp;
__GLlineState *ls = &gc->state.line;
GLint w;
w = gc->polygon.shader.length;
osp = gc->polygon.shader.stipplePat;
repeat = gc->line.repeat;
stippleRepeat = ls->stippleRepeat;
stipplePos = gc->line.stipplePosition;
currentBit = 1 << stipplePos;
stipple = ls->stipple;
failed = 0;
while (w) {
count = w;
if (count > __GL_STIPPLE_BITS) {
count = __GL_STIPPLE_BITS;
}
w -= count;
outMask = (__GLstippleWord) ~0;
bit = (__GLstippleWord) __GL_STIPPLE_SHIFT(0);
while (--count >= 0) {
if ((stipple & currentBit) == 0) {
/* Stippled fragment away */
outMask &= ~bit;
failed++;
}
if (++repeat >= stippleRepeat) {
stipplePos = (stipplePos + 1) & 0xf;
currentBit = 1 << stipplePos;
repeat = 0;
}
#ifdef __GL_STIPPLE_MSB
bit >>= 1;
#else
bit <<= 1;
#endif
}
*osp++ = outMask;
}
gc->line.repeat = repeat;
gc->line.stipplePosition = stipplePos;
if (failed == 0) {
return GL_FALSE;
} else if (failed != gc->polygon.shader.length) {
return GL_TRUE;
}
gc->polygon.shader.done = GL_TRUE;
return GL_TRUE;
}
/*
** Apply the stencil test to this line.
*/
GLboolean FASTCALL __glStencilTestLine(__GLcontext *gc)
{
__GLstencilCell *tft, *sfb, *fail, cell;
GLint xLittle, xBig, yLittle, yBig;
GLint fraction, dfraction;
GLint dspLittle, dspBig;
GLint count, failed;
__GLstippleWord bit, outMask, *osp;
GLuint smask;
GLint w;
w = gc->polygon.shader.length;
xBig = gc->line.options.xBig;
yBig = gc->line.options.yBig;
xLittle = gc->line.options.xLittle;
yLittle = gc->line.options.yLittle;
sfb = __GL_STENCIL_ADDR(&gc->stencilBuffer, (__GLstencilCell*),
gc->line.options.xStart, gc->line.options.yStart);
dspLittle = xLittle + yLittle * gc->stencilBuffer.buf.outerWidth;
dspBig = xBig + yBig * gc->stencilBuffer.buf.outerWidth;
fraction = gc->line.options.fraction;
dfraction = gc->line.options.dfraction;
tft = gc->stencilBuffer.testFuncTable;
#ifdef NT
if (!tft)
return GL_FALSE;
#endif // NT
fail = gc->stencilBuffer.failOpTable;
smask = gc->state.stencil.mask;
osp = gc->polygon.shader.stipplePat;
failed = 0;
while (w) {
count = w;
if (count > __GL_STIPPLE_BITS) {
count = __GL_STIPPLE_BITS;
}
w -= count;
outMask = (__GLstippleWord) ~0;
bit = (__GLstippleWord) __GL_STIPPLE_SHIFT(0);
while (--count >= 0) {
cell = sfb[0];
if (!tft[cell & smask]) {
/* Test failed */
outMask &= ~bit;
sfb[0] = fail[cell];
failed++;
}
fraction += dfraction;
if (fraction < 0) {
fraction &= ~0x80000000;
sfb += dspBig;
} else {
sfb += dspLittle;
}
#ifdef __GL_STIPPLE_MSB
bit >>= 1;
#else
bit <<= 1;
#endif
}
*osp++ = outMask;
}
if (failed == 0) {
return GL_FALSE;
} else {
if (failed != gc->polygon.shader.length) {
/* Call next proc */
return GL_TRUE;
}
}
gc->polygon.shader.done = GL_TRUE;
return GL_TRUE;
}
/*
** Apply the stencil test to this stippled line.
*/
GLboolean FASTCALL __glStencilTestStippledLine(__GLcontext *gc)
{
__GLstencilCell *tft, *sfb, *fail, cell;
GLint xLittle, xBig, yLittle, yBig;
GLint fraction, dfraction;
GLint count, failed;
__GLstippleWord bit, inMask, outMask, *sp;
GLint dspLittle, dspBig;
GLuint smask;
GLint w;
w = gc->polygon.shader.length;
sp = gc->polygon.shader.stipplePat;
xBig = gc->line.options.xBig;
yBig = gc->line.options.yBig;
xLittle = gc->line.options.xLittle;
yLittle = gc->line.options.yLittle;
sfb = __GL_STENCIL_ADDR(&gc->stencilBuffer, (__GLstencilCell*),
gc->line.options.xStart, gc->line.options.yStart);
dspLittle = xLittle + yLittle * gc->stencilBuffer.buf.outerWidth;
dspBig = xBig + yBig * gc->stencilBuffer.buf.outerWidth;
fraction = gc->line.options.fraction;
dfraction = gc->line.options.dfraction;
tft = gc->stencilBuffer.testFuncTable;
#ifdef NT
if (!tft)
return GL_FALSE;
#endif // NT
fail = gc->stencilBuffer.failOpTable;
smask = gc->state.stencil.mask;
failed = 0;
while (w) {
count = w;
if (count > __GL_STIPPLE_BITS) {
count = __GL_STIPPLE_BITS;
}
w -= count;
inMask = *sp;
outMask = (__GLstippleWord) ~0;
bit = (__GLstippleWord) __GL_STIPPLE_SHIFT(0);
while (--count >= 0) {
if (inMask & bit) {
cell = sfb[0];
if (!tft[cell & smask]) {
/* Test failed */
outMask &= ~bit;
sfb[0] = fail[cell];
failed++;
}
} else failed++;
fraction += dfraction;
if (fraction < 0) {
fraction &= ~0x80000000;
sfb += dspBig;
} else {
sfb += dspLittle;
}
#ifdef __GL_STIPPLE_MSB
bit >>= 1;
#else
bit <<= 1;
#endif
}
*sp++ = outMask & inMask;
}
if (failed != gc->polygon.shader.length) {
/* Call next proc */
return GL_FALSE;
}
return GL_TRUE;
}
#ifndef __GL_USEASMCODE
GLboolean FASTCALL __glDepthTestLine(__GLcontext *gc)
{
__GLzValue z, dzdx, *zfb;
GLint xLittle, xBig, yLittle, yBig;
GLint fraction, dfraction;
GLint dzpLittle, dzpBig;
GLint failed, count, testFunc;
__GLstippleWord bit, outMask, *osp;
GLboolean writeEnabled, passed;
GLint w;
w = gc->polygon.shader.length;
xBig = gc->line.options.xBig;
yBig = gc->line.options.yBig;
xLittle = gc->line.options.xLittle;
yLittle = gc->line.options.yLittle;
zfb = __GL_DEPTH_ADDR(&gc->depthBuffer, (__GLzValue*),
gc->line.options.xStart, gc->line.options.yStart);
dzpLittle = xLittle + yLittle * gc->depthBuffer.buf.outerWidth;
dzpBig = xBig + yBig * gc->depthBuffer.buf.outerWidth;
fraction = gc->line.options.fraction;
dfraction = gc->line.options.dfraction;
testFunc = gc->state.depth.testFunc & 0x7;
z = gc->polygon.shader.frag.z;
dzdx = gc->polygon.shader.dzdx;
writeEnabled = gc->state.depth.writeEnable;
osp = gc->polygon.shader.stipplePat;
failed = 0;
while (w) {
count = w;
if (count > __GL_STIPPLE_BITS) {
count = __GL_STIPPLE_BITS;
}
w -= count;
outMask = (__GLstippleWord) ~0;
bit = (__GLstippleWord) __GL_STIPPLE_SHIFT(0);
while (--count >= 0) {
switch (testFunc) {
case (GL_NEVER & 0x7): passed = GL_FALSE; break;
case (GL_LESS & 0x7): passed = z < zfb[0]; break;
case (GL_EQUAL & 0x7): passed = z == zfb[0]; break;
case (GL_LEQUAL & 0x7): passed = z <= zfb[0]; break;
case (GL_GREATER & 0x7): passed = z > zfb[0]; break;
case (GL_NOTEQUAL & 0x7): passed = z != zfb[0]; break;
case (GL_GEQUAL & 0x7): passed = z >= zfb[0]; break;
case (GL_ALWAYS & 0x7): passed = GL_TRUE; break;
}
if (passed) {
if (writeEnabled) {
zfb[0] = z;
}
} else {
outMask &= ~bit;
failed++;
}
z += dzdx;
fraction += dfraction;
if (fraction < 0) {
fraction &= ~0x80000000;
zfb += dzpBig;
} else {
zfb += dzpLittle;
}
#ifdef __GL_STIPPLE_MSB
bit >>= 1;
#else
bit <<= 1;
#endif
}
*osp++ = outMask;
}
if (failed == 0) {
/* Call next span proc */
return GL_FALSE;
} else {
if (failed != gc->polygon.shader.length) {
/* Call next stippled span proc */
return GL_TRUE;
}
}
gc->polygon.shader.done = GL_TRUE;
return GL_TRUE;
}
#endif
GLboolean FASTCALL __glDepthTestStippledLine(__GLcontext *gc)
{
__GLzValue z, dzdx, *zfb;
GLint xLittle, xBig, yLittle, yBig;
GLint fraction, dfraction;
GLint dzpLittle, dzpBig;
GLint failed, count, testFunc;
__GLstippleWord bit, inMask, outMask, *sp;
GLboolean writeEnabled, passed;
GLint w;
w = gc->polygon.shader.length;
sp = gc->polygon.shader.stipplePat;
xBig = gc->line.options.xBig;
yBig = gc->line.options.yBig;
xLittle = gc->line.options.xLittle;
yLittle = gc->line.options.yLittle;
zfb = __GL_DEPTH_ADDR(&gc->depthBuffer, (__GLzValue*),
gc->line.options.xStart, gc->line.options.yStart);
dzpLittle = xLittle + yLittle * gc->depthBuffer.buf.outerWidth;
dzpBig = xBig + yBig * gc->depthBuffer.buf.outerWidth;
fraction = gc->line.options.fraction;
dfraction = gc->line.options.dfraction;
testFunc = gc->state.depth.testFunc & 0x7;
z = gc->polygon.shader.frag.z;
dzdx = gc->polygon.shader.dzdx;
writeEnabled = gc->state.depth.writeEnable;
failed = 0;
while (w) {
count = w;
if (count > __GL_STIPPLE_BITS) {
count = __GL_STIPPLE_BITS;
}
w -= count;
inMask = *sp;
outMask = (__GLstippleWord) ~0;
bit = (__GLstippleWord) __GL_STIPPLE_SHIFT(0);
while (--count >= 0) {
if (inMask & bit) {
switch (testFunc) {
case (GL_NEVER & 0x7): passed = GL_FALSE; break;
case (GL_LESS & 0x7): passed = z < zfb[0]; break;
case (GL_EQUAL & 0x7): passed = z == zfb[0]; break;
case (GL_LEQUAL & 0x7): passed = z <= zfb[0]; break;
case (GL_GREATER & 0x7): passed = z > zfb[0]; break;
case (GL_NOTEQUAL & 0x7): passed = z != zfb[0]; break;
case (GL_GEQUAL & 0x7): passed = z >= zfb[0]; break;
case (GL_ALWAYS & 0x7): passed = GL_TRUE; break;
}
if (passed) {
if (writeEnabled) {
zfb[0] = z;
}
} else {
outMask &= ~bit;
failed++;
}
} else failed++;
z += dzdx;
fraction += dfraction;
if (fraction < 0) {
fraction &= ~0x80000000;
zfb += dzpBig;
} else {
zfb += dzpLittle;
}
#ifdef __GL_STIPPLE_MSB
bit >>= 1;
#else
bit <<= 1;
#endif
}
*sp++ = outMask & inMask;
}
if (failed != gc->polygon.shader.length) {
/* Call next proc */
return GL_FALSE;
}
return GL_TRUE;
}
GLboolean FASTCALL __glDepthTestStencilLine(__GLcontext *gc)
{
__GLstencilCell *sfb, *zPassOp, *zFailOp;
GLint xLittle, xBig, yLittle, yBig;
GLint fraction, dfraction;
GLint dzpLittle, dzpBig;
GLint dspLittle, dspBig;
__GLzValue z, dzdx, *zfb;
GLint failed, count, testFunc;
__GLstippleWord bit, outMask, *osp;
GLboolean writeEnabled, passed;
GLint w;
w = gc->polygon.shader.length;
xBig = gc->line.options.xBig;
yBig = gc->line.options.yBig;
xLittle = gc->line.options.xLittle;
yLittle = gc->line.options.yLittle;
zfb = __GL_DEPTH_ADDR(&gc->depthBuffer, (__GLzValue*),
gc->line.options.xStart, gc->line.options.yStart);
dzpLittle = xLittle + yLittle * gc->depthBuffer.buf.outerWidth;
dzpBig = xBig + yBig * gc->depthBuffer.buf.outerWidth;
fraction = gc->line.options.fraction;
dfraction = gc->line.options.dfraction;
sfb = __GL_STENCIL_ADDR(&gc->stencilBuffer, (__GLstencilCell*),
gc->line.options.xStart, gc->line.options.yStart);
dspLittle = xLittle + yLittle * gc->stencilBuffer.buf.outerWidth;
dspBig = xBig + yBig * gc->stencilBuffer.buf.outerWidth;
fraction = gc->line.options.fraction;
dfraction = gc->line.options.dfraction;
zFailOp = gc->stencilBuffer.depthFailOpTable;
#ifdef NT
if (!zFailOp)
return GL_FALSE;
#endif // NT
zPassOp = gc->stencilBuffer.depthPassOpTable;
testFunc = gc->state.depth.testFunc & 0x7;
z = gc->polygon.shader.frag.z;
dzdx = gc->polygon.shader.dzdx;
writeEnabled = gc->state.depth.writeEnable;
osp = gc->polygon.shader.stipplePat;
failed = 0;
while (w) {
count = w;
if (count > __GL_STIPPLE_BITS) {
count = __GL_STIPPLE_BITS;
}
w -= count;
outMask = (__GLstippleWord) ~0;
bit = (__GLstippleWord) __GL_STIPPLE_SHIFT(0);
while (--count >= 0) {
switch (testFunc) {
case (GL_NEVER & 0x7): passed = GL_FALSE; break;
case (GL_LESS & 0x7): passed = z < zfb[0]; break;
case (GL_EQUAL & 0x7): passed = z == zfb[0]; break;
case (GL_LEQUAL & 0x7): passed = z <= zfb[0]; break;
case (GL_GREATER & 0x7): passed = z > zfb[0]; break;
case (GL_NOTEQUAL & 0x7): passed = z != zfb[0]; break;
case (GL_GEQUAL & 0x7): passed = z >= zfb[0]; break;
case (GL_ALWAYS & 0x7): passed = GL_TRUE; break;
}
if (passed) {
sfb[0] = zPassOp[sfb[0]];
if (writeEnabled) {
zfb[0] = z;
}
} else {
sfb[0] = zFailOp[sfb[0]];
outMask &= ~bit;
failed++;
}
z += dzdx;
fraction += dfraction;
if (fraction < 0) {
fraction &= ~0x80000000;
zfb += dzpBig;
sfb += dspBig;
} else {
zfb += dzpLittle;
sfb += dspLittle;
}
#ifdef __GL_STIPPLE_MSB
bit >>= 1;
#else
bit <<= 1;
#endif
}
*osp++ = outMask;
}
if (failed == 0) {
/* Call next span proc */
return GL_FALSE;
} else {
if (failed != gc->polygon.shader.length) {
/* Call next stippled span proc */
return GL_TRUE;
}
}
gc->polygon.shader.done = GL_TRUE;
return GL_TRUE;
}
GLboolean FASTCALL __glDepthTestStencilStippledLine(__GLcontext *gc)
{
__GLstencilCell *sfb, *zPassOp, *zFailOp;
GLint xLittle, xBig, yLittle, yBig;
GLint fraction, dfraction;
GLint dzpLittle, dzpBig;
GLint dspLittle, dspBig;
__GLzValue z, dzdx, *zfb;
GLint failed, count, testFunc;
__GLstippleWord bit, inMask, outMask, *sp;
GLboolean writeEnabled, passed;
GLint w;
w = gc->polygon.shader.length;
sp = gc->polygon.shader.stipplePat;
xBig = gc->line.options.xBig;
yBig = gc->line.options.yBig;
xLittle = gc->line.options.xLittle;
yLittle = gc->line.options.yLittle;
zfb = __GL_DEPTH_ADDR(&gc->depthBuffer, (__GLzValue*),
gc->line.options.xStart, gc->line.options.yStart);
dzpLittle = xLittle + yLittle * gc->depthBuffer.buf.outerWidth;
dzpBig = xBig + yBig * gc->depthBuffer.buf.outerWidth;
fraction = gc->line.options.fraction;
dfraction = gc->line.options.dfraction;
sfb = __GL_STENCIL_ADDR(&gc->stencilBuffer, (__GLstencilCell*),
gc->line.options.xStart, gc->line.options.yStart);
dspLittle = xLittle + yLittle * gc->stencilBuffer.buf.outerWidth;
dspBig = xBig + yBig * gc->stencilBuffer.buf.outerWidth;
fraction = gc->line.options.fraction;
dfraction = gc->line.options.dfraction;
testFunc = gc->state.depth.testFunc & 0x7;
zFailOp = gc->stencilBuffer.depthFailOpTable;
#ifdef NT
if (!zFailOp)
return GL_FALSE;
#endif // NT
zPassOp = gc->stencilBuffer.depthPassOpTable;
z = gc->polygon.shader.frag.z;
dzdx = gc->polygon.shader.dzdx;
writeEnabled = gc->state.depth.writeEnable;
failed = 0;
while (w) {
count = w;
if (count > __GL_STIPPLE_BITS) {
count = __GL_STIPPLE_BITS;
}
w -= count;
inMask = *sp;
outMask = (__GLstippleWord) ~0;
bit = (__GLstippleWord) __GL_STIPPLE_SHIFT(0);
while (--count >= 0) {
if (inMask & bit) {
switch (testFunc) {
case (GL_NEVER & 0x7): passed = GL_FALSE; break;
case (GL_LESS & 0x7): passed = z < zfb[0]; break;
case (GL_EQUAL & 0x7): passed = z == zfb[0]; break;
case (GL_LEQUAL & 0x7): passed = z <= zfb[0]; break;
case (GL_GREATER & 0x7): passed = z > zfb[0]; break;
case (GL_NOTEQUAL & 0x7): passed = z != zfb[0]; break;
case (GL_GEQUAL & 0x7): passed = z >= zfb[0]; break;
case (GL_ALWAYS & 0x7): passed = GL_TRUE; break;
}
if (passed) {
sfb[0] = zPassOp[sfb[0]];
if (writeEnabled) {
zfb[0] = z;
}
} else {
sfb[0] = zFailOp[sfb[0]];
outMask &= ~bit;
failed++;
}
} else failed++;
z += dzdx;
fraction += dfraction;
if (fraction < 0) {
fraction &= ~0x80000000;
zfb += dzpBig;
sfb += dspBig;
} else {
zfb += dzpLittle;
sfb += dspLittle;
}
#ifdef __GL_STIPPLE_MSB
bit >>= 1;
#else
bit <<= 1;
#endif
}
*sp++ = outMask & inMask;
}
if (failed != gc->polygon.shader.length) {
/* Call next proc */
return GL_FALSE;
}
return GL_TRUE;
}
#ifdef NT
GLboolean FASTCALL __glDepth16TestLine(__GLcontext *gc)
{
__GLzValue z, dzdx;
__GLz16Value z16, *zfb;
GLint xLittle, xBig, yLittle, yBig;
GLint fraction, dfraction;
GLint dzpLittle, dzpBig;
GLint failed, count, testFunc;
__GLstippleWord bit, outMask, *osp;
GLboolean writeEnabled, passed;
GLint w;
w = gc->polygon.shader.length;
xBig = gc->line.options.xBig;
yBig = gc->line.options.yBig;
xLittle = gc->line.options.xLittle;
yLittle = gc->line.options.yLittle;
zfb = __GL_DEPTH_ADDR(&gc->depthBuffer, (__GLz16Value*),
gc->line.options.xStart, gc->line.options.yStart);
dzpLittle = xLittle + yLittle * gc->depthBuffer.buf.outerWidth;
dzpBig = xBig + yBig * gc->depthBuffer.buf.outerWidth;
fraction = gc->line.options.fraction;
dfraction = gc->line.options.dfraction;
testFunc = gc->state.depth.testFunc & 0x7;
z = gc->polygon.shader.frag.z;
dzdx = gc->polygon.shader.dzdx;
writeEnabled = gc->state.depth.writeEnable;
osp = gc->polygon.shader.stipplePat;
failed = 0;
while (w) {
count = w;
if (count > __GL_STIPPLE_BITS) {
count = __GL_STIPPLE_BITS;
}
w -= count;
outMask = (__GLstippleWord) ~0;
bit = (__GLstippleWord) __GL_STIPPLE_SHIFT(0);
while (--count >= 0) {
z16 = z >> Z16_SHIFT;
switch (testFunc) {
case (GL_NEVER & 0x7): passed = GL_FALSE; break;
case (GL_LESS & 0x7): passed = z16 < zfb[0]; break;
case (GL_EQUAL & 0x7): passed = z16 == zfb[0]; break;
case (GL_LEQUAL & 0x7): passed = z16 <= zfb[0]; break;
case (GL_GREATER & 0x7): passed = z16 > zfb[0]; break;
case (GL_NOTEQUAL & 0x7): passed = z16 != zfb[0]; break;
case (GL_GEQUAL & 0x7): passed = z16 >= zfb[0]; break;
case (GL_ALWAYS & 0x7): passed = GL_TRUE; break;
}
if (passed) {
if (writeEnabled) {
zfb[0] = z16;
}
} else {
outMask &= ~bit;
failed++;
}
z += dzdx;
fraction += dfraction;
if (fraction < 0) {
fraction &= ~0x80000000;
zfb += dzpBig;
} else {
zfb += dzpLittle;
}
#ifdef __GL_STIPPLE_MSB
bit >>= 1;
#else
bit <<= 1;
#endif
}
*osp++ = outMask;
}
if (failed == 0) {
/* Call next span proc */
return GL_FALSE;
} else {
if (failed != gc->polygon.shader.length) {
/* Call next stippled span proc */
return GL_TRUE;
}
}
gc->polygon.shader.done = GL_TRUE;
return GL_TRUE;
}
GLboolean FASTCALL __glDepth16TestStippledLine(__GLcontext *gc)
{
__GLzValue z, dzdx;
__GLz16Value z16, *zfb;
GLint xLittle, xBig, yLittle, yBig;
GLint fraction, dfraction;
GLint dzpLittle, dzpBig;
GLint failed, count, testFunc;
__GLstippleWord bit, inMask, outMask, *sp;
GLboolean writeEnabled, passed;
GLint w;
w = gc->polygon.shader.length;
sp = gc->polygon.shader.stipplePat;
xBig = gc->line.options.xBig;
yBig = gc->line.options.yBig;
xLittle = gc->line.options.xLittle;
yLittle = gc->line.options.yLittle;
zfb = __GL_DEPTH_ADDR(&gc->depthBuffer, (__GLz16Value*),
gc->line.options.xStart, gc->line.options.yStart);
dzpLittle = xLittle + yLittle * gc->depthBuffer.buf.outerWidth;
dzpBig = xBig + yBig * gc->depthBuffer.buf.outerWidth;
fraction = gc->line.options.fraction;
dfraction = gc->line.options.dfraction;
testFunc = gc->state.depth.testFunc & 0x7;
z = gc->polygon.shader.frag.z;
dzdx = gc->polygon.shader.dzdx;
writeEnabled = gc->state.depth.writeEnable;
failed = 0;
while (w) {
count = w;
if (count > __GL_STIPPLE_BITS) {
count = __GL_STIPPLE_BITS;
}
w -= count;
inMask = *sp;
outMask = (__GLstippleWord) ~0;
bit = (__GLstippleWord) __GL_STIPPLE_SHIFT(0);
while (--count >= 0) {
if (inMask & bit) {
z16 = z >> Z16_SHIFT;
switch (testFunc) {
case (GL_NEVER & 0x7): passed = GL_FALSE; break;
case (GL_LESS & 0x7): passed = z16 < zfb[0]; break;
case (GL_EQUAL & 0x7): passed = z16 == zfb[0]; break;
case (GL_LEQUAL & 0x7): passed = z16 <= zfb[0]; break;
case (GL_GREATER & 0x7): passed = z16 > zfb[0]; break;
case (GL_NOTEQUAL & 0x7): passed = z16 != zfb[0]; break;
case (GL_GEQUAL & 0x7): passed = z16 >= zfb[0]; break;
case (GL_ALWAYS & 0x7): passed = GL_TRUE; break;
}
if (passed) {
if (writeEnabled) {
zfb[0] = z16;
}
} else {
outMask &= ~bit;
failed++;
}
} else failed++;
z += dzdx;
fraction += dfraction;
if (fraction < 0) {
fraction &= ~0x80000000;
zfb += dzpBig;
} else {
zfb += dzpLittle;
}
#ifdef __GL_STIPPLE_MSB
bit >>= 1;
#else
bit <<= 1;
#endif
}
*sp++ = outMask & inMask;
}
if (failed != gc->polygon.shader.length) {
/* Call next proc */
return GL_FALSE;
}
return GL_TRUE;
}
GLboolean FASTCALL __glDepth16TestStencilLine(__GLcontext *gc)
{
__GLstencilCell *sfb, *zPassOp, *zFailOp;
GLint xLittle, xBig, yLittle, yBig;
GLint fraction, dfraction;
GLint dzpLittle, dzpBig;
GLint dspLittle, dspBig;
__GLzValue z, dzdx;
__GLz16Value z16, *zfb;
GLint failed, count, testFunc;
__GLstippleWord bit, outMask, *osp;
GLboolean writeEnabled, passed;
GLint w;
w = gc->polygon.shader.length;
xBig = gc->line.options.xBig;
yBig = gc->line.options.yBig;
xLittle = gc->line.options.xLittle;
yLittle = gc->line.options.yLittle;
zfb = __GL_DEPTH_ADDR(&gc->depthBuffer, (__GLz16Value*),
gc->line.options.xStart, gc->line.options.yStart);
dzpLittle = xLittle + yLittle * gc->depthBuffer.buf.outerWidth;
dzpBig = xBig + yBig * gc->depthBuffer.buf.outerWidth;
fraction = gc->line.options.fraction;
dfraction = gc->line.options.dfraction;
sfb = __GL_STENCIL_ADDR(&gc->stencilBuffer, (__GLstencilCell*),
gc->line.options.xStart, gc->line.options.yStart);
dspLittle = xLittle + yLittle * gc->stencilBuffer.buf.outerWidth;
dspBig = xBig + yBig * gc->stencilBuffer.buf.outerWidth;
fraction = gc->line.options.fraction;
dfraction = gc->line.options.dfraction;
zFailOp = gc->stencilBuffer.depthFailOpTable;
#ifdef NT
if (!zFailOp)
return GL_FALSE;
#endif // NT
zPassOp = gc->stencilBuffer.depthPassOpTable;
testFunc = gc->state.depth.testFunc & 0x7;
z = gc->polygon.shader.frag.z;
dzdx = gc->polygon.shader.dzdx;
writeEnabled = gc->state.depth.writeEnable;
osp = gc->polygon.shader.stipplePat;
failed = 0;
while (w) {
count = w;
if (count > __GL_STIPPLE_BITS) {
count = __GL_STIPPLE_BITS;
}
w -= count;
outMask = (__GLstippleWord) ~0;
bit = (__GLstippleWord) __GL_STIPPLE_SHIFT(0);
while (--count >= 0) {
z16 = z >> Z16_SHIFT;
switch (testFunc) {
case (GL_NEVER & 0x7): passed = GL_FALSE; break;
case (GL_LESS & 0x7): passed = z16 < zfb[0]; break;
case (GL_EQUAL & 0x7): passed = z16 == zfb[0]; break;
case (GL_LEQUAL & 0x7): passed = z16 <= zfb[0]; break;
case (GL_GREATER & 0x7): passed = z16 > zfb[0]; break;
case (GL_NOTEQUAL & 0x7): passed = z16 != zfb[0]; break;
case (GL_GEQUAL & 0x7): passed = z16 >= zfb[0]; break;
case (GL_ALWAYS & 0x7): passed = GL_TRUE; break;
}
if (passed) {
sfb[0] = zPassOp[sfb[0]];
if (writeEnabled) {
zfb[0] = z16;
}
} else {
sfb[0] = zFailOp[sfb[0]];
outMask &= ~bit;
failed++;
}
z += dzdx;
fraction += dfraction;
if (fraction < 0) {
fraction &= ~0x80000000;
zfb += dzpBig;
sfb += dspBig;
} else {
zfb += dzpLittle;
sfb += dspLittle;
}
#ifdef __GL_STIPPLE_MSB
bit >>= 1;
#else
bit <<= 1;
#endif
}
*osp++ = outMask;
}
if (failed == 0) {
/* Call next span proc */
return GL_FALSE;
} else {
if (failed != gc->polygon.shader.length) {
/* Call next stippled span proc */
return GL_TRUE;
}
}
gc->polygon.shader.done = GL_TRUE;
return GL_TRUE;
}
GLboolean FASTCALL __glDepth16TestStencilStippledLine(__GLcontext *gc)
{
__GLstencilCell *sfb, *zPassOp, *zFailOp;
GLint xLittle, xBig, yLittle, yBig;
GLint fraction, dfraction;
GLint dzpLittle, dzpBig;
GLint dspLittle, dspBig;
__GLzValue z, dzdx;
__GLz16Value z16, *zfb;
GLint failed, count, testFunc;
__GLstippleWord bit, inMask, outMask, *sp;
GLboolean writeEnabled, passed;
GLint w;
w = gc->polygon.shader.length;
sp = gc->polygon.shader.stipplePat;
xBig = gc->line.options.xBig;
yBig = gc->line.options.yBig;
xLittle = gc->line.options.xLittle;
yLittle = gc->line.options.yLittle;
zfb = __GL_DEPTH_ADDR(&gc->depthBuffer, (__GLz16Value*),
gc->line.options.xStart, gc->line.options.yStart);
dzpLittle = xLittle + yLittle * gc->depthBuffer.buf.outerWidth;
dzpBig = xBig + yBig * gc->depthBuffer.buf.outerWidth;
fraction = gc->line.options.fraction;
dfraction = gc->line.options.dfraction;
sfb = __GL_STENCIL_ADDR(&gc->stencilBuffer, (__GLstencilCell*),
gc->line.options.xStart, gc->line.options.yStart);
dspLittle = xLittle + yLittle * gc->stencilBuffer.buf.outerWidth;
dspBig = xBig + yBig * gc->stencilBuffer.buf.outerWidth;
fraction = gc->line.options.fraction;
dfraction = gc->line.options.dfraction;
testFunc = gc->state.depth.testFunc & 0x7;
zFailOp = gc->stencilBuffer.depthFailOpTable;
#ifdef NT
if (!zFailOp)
return GL_FALSE;
#endif // NT
zPassOp = gc->stencilBuffer.depthPassOpTable;
z = gc->polygon.shader.frag.z;
dzdx = gc->polygon.shader.dzdx;
writeEnabled = gc->state.depth.writeEnable;
failed = 0;
while (w) {
count = w;
if (count > __GL_STIPPLE_BITS) {
count = __GL_STIPPLE_BITS;
}
w -= count;
inMask = *sp;
outMask = (__GLstippleWord) ~0;
bit = (__GLstippleWord) __GL_STIPPLE_SHIFT(0);
while (--count >= 0) {
if (inMask & bit) {
z16 = z >> Z16_SHIFT;
switch (testFunc) {
case (GL_NEVER & 0x7): passed = GL_FALSE; break;
case (GL_LESS & 0x7): passed = z16 < zfb[0]; break;
case (GL_EQUAL & 0x7): passed = z16 == zfb[0]; break;
case (GL_LEQUAL & 0x7): passed = z16 <= zfb[0]; break;
case (GL_GREATER & 0x7): passed = z16 > zfb[0]; break;
case (GL_NOTEQUAL & 0x7): passed = z16 != zfb[0]; break;
case (GL_GEQUAL & 0x7): passed = z16 >= zfb[0]; break;
case (GL_ALWAYS & 0x7): passed = GL_TRUE; break;
}
if (passed) {
sfb[0] = zPassOp[sfb[0]];
if (writeEnabled) {
zfb[0] = z16;
}
} else {
sfb[0] = zFailOp[sfb[0]];
outMask &= ~bit;
failed++;
}
} else failed++;
z += dzdx;
fraction += dfraction;
if (fraction < 0) {
fraction &= ~0x80000000;
zfb += dzpBig;
sfb += dspBig;
} else {
zfb += dzpLittle;
sfb += dspLittle;
}
#ifdef __GL_STIPPLE_MSB
bit >>= 1;
#else
bit <<= 1;
#endif
}
*sp++ = outMask & inMask;
}
if (failed != gc->polygon.shader.length) {
/* Call next proc */
return GL_FALSE;
}
return GL_TRUE;
}
#endif // NT
GLboolean FASTCALL __glDepthPassLine(__GLcontext *gc)
{
__GLstencilCell *sfb, *zPassOp;
GLint xLittle, xBig, yLittle, yBig;
GLint fraction, dfraction;
GLint dspLittle, dspBig;
GLint w;
w = gc->polygon.shader.length;
xBig = gc->line.options.xBig;
yBig = gc->line.options.yBig;
xLittle = gc->line.options.xLittle;
yLittle = gc->line.options.yLittle;
sfb = __GL_STENCIL_ADDR(&gc->stencilBuffer, (__GLstencilCell*),
gc->line.options.xStart, gc->line.options.yStart);
dspLittle = xLittle + yLittle * gc->stencilBuffer.buf.outerWidth;
dspBig = xBig + yBig * gc->stencilBuffer.buf.outerWidth;
fraction = gc->line.options.fraction;
dfraction = gc->line.options.dfraction;
zPassOp = gc->stencilBuffer.depthPassOpTable;
#ifdef NT
if (!zPassOp)
return GL_FALSE;
#endif // NT
while (--w >= 0) {
sfb[0] = zPassOp[sfb[0]];
fraction += dfraction;
if (fraction < 0) {
fraction &= ~0x80000000;
sfb += dspBig;
} else {
sfb += dspLittle;
}
}
return GL_FALSE;
}
GLboolean FASTCALL __glDepthPassStippledLine(__GLcontext *gc)
{
__GLstencilCell *sfb, *zPassOp;
GLint xLittle, xBig, yLittle, yBig;
GLint fraction, dfraction;
GLint dspLittle, dspBig;
__GLstippleWord bit, inMask, *sp;
GLint count;
GLint w;
w = gc->polygon.shader.length;
sp = gc->polygon.shader.stipplePat;
xBig = gc->line.options.xBig;
yBig = gc->line.options.yBig;
xLittle = gc->line.options.xLittle;
yLittle = gc->line.options.yLittle;
sfb = __GL_STENCIL_ADDR(&gc->stencilBuffer, (__GLstencilCell*),
gc->line.options.xStart, gc->line.options.yStart);
dspLittle = xLittle + yLittle * gc->stencilBuffer.buf.outerWidth;
dspBig = xBig + yBig * gc->stencilBuffer.buf.outerWidth;
fraction = gc->line.options.fraction;
dfraction = gc->line.options.dfraction;
zPassOp = gc->stencilBuffer.depthPassOpTable;
#ifdef NT
if (!zPassOp)
return GL_FALSE;
#endif // NT
while (w) {
count = w;
if (count > __GL_STIPPLE_BITS) {
count = __GL_STIPPLE_BITS;
}
w -= count;
inMask = *sp++;
bit = (__GLstippleWord) __GL_STIPPLE_SHIFT(0);
while (--count >= 0) {
if (inMask & bit) {
sfb[0] = zPassOp[sfb[0]];
}
fraction += dfraction;
if (fraction < 0) {
fraction &= ~0x80000000;
sfb += dspBig;
} else {
sfb += dspLittle;
}
#ifdef __GL_STIPPLE_MSB
bit >>= 1;
#else
bit <<= 1;
#endif
}
}
return GL_FALSE;
}
GLboolean FASTCALL __glDitherCILine(__GLcontext *gc)
{
/* XXX - Dither the CI line */
return GL_FALSE;
}
GLboolean FASTCALL __glDitherCIStippledLine(__GLcontext *gc)
{
/* XXX - Dither the CI stippled line */
return GL_FALSE;
}
GLboolean FASTCALL __glDitherRGBALine(__GLcontext *gc)
{
/* XXX - Dither the RGBA line */
return GL_FALSE;
}
GLboolean FASTCALL __glDitherRGBAStippledLine(__GLcontext *gc)
{
/* XXX - Dither the RGBA stippled line */
return GL_FALSE;
}
/*
** This store line proc lives just above cfb->store, so it does
** fetching, blending, dithering, logicOping, masking, and storing.
**
** It uses the colorBuffer pointed to by gc->polygon.shader.cfb.
*/
GLboolean FASTCALL __glStoreLine(__GLcontext *gc)
{
GLint xLittle, xBig, yLittle, yBig;
GLint fraction, dfraction;
__GLfragment frag;
__GLcolor *cp;
__GLcolorBuffer *cfb;
void (FASTCALL *store)(__GLcolorBuffer *cfb, const __GLfragment *frag);
GLint len;
len = gc->polygon.shader.length;
xBig = gc->line.options.xBig;
yBig = gc->line.options.yBig;
xLittle = gc->line.options.xLittle;
yLittle = gc->line.options.yLittle;
fraction = gc->line.options.fraction;
dfraction = gc->line.options.dfraction;
cp = gc->polygon.shader.colors;
cfb = gc->polygon.shader.cfb;
store = cfb->store;
frag.x = gc->line.options.xStart;
frag.y = gc->line.options.yStart;
while (--len >= 0) {
frag.color = *cp++;
(*store)(cfb, &frag);
fraction += dfraction;
if (fraction < 0) {
fraction &= ~0x80000000;
frag.x += xBig;
frag.y += yBig;
} else {
frag.x += xLittle;
frag.y += yLittle;
}
}
return GL_FALSE;
}
/*
** This store line proc lives just above cfb->store, so it does
** fetching, blending, dithering, logicOping, masking, and storing.
**
** It uses the colorBuffer pointed to by gc->polygon.shader.cfb.
*/
GLboolean FASTCALL __glStoreStippledLine(__GLcontext *gc)
{
GLint x, y, xLittle, xBig, yLittle, yBig;
GLint fraction, dfraction;
__GLfragment frag;
__GLcolor *cp;
__GLcolorBuffer *cfb;
__GLstippleWord inMask, bit, *sp;
GLint count;
void (FASTCALL *store)(__GLcolorBuffer *cfb, const __GLfragment *frag);
GLint len;
len = gc->polygon.shader.length;
sp = gc->polygon.shader.stipplePat;
xBig = gc->line.options.xBig;
yBig = gc->line.options.yBig;
xLittle = gc->line.options.xLittle;
yLittle = gc->line.options.yLittle;
fraction = gc->line.options.fraction;
dfraction = gc->line.options.dfraction;
cp = gc->polygon.shader.colors;
cfb = gc->polygon.shader.cfb;
store = cfb->store;
x = gc->line.options.xStart;
y = gc->line.options.yStart;
while (len) {
count = len;
if (count > __GL_STIPPLE_BITS) {
count = __GL_STIPPLE_BITS;
}
len -= count;
inMask = *sp++;
bit = (__GLstippleWord) __GL_STIPPLE_SHIFT(0);
while (--count >= 0) {
if (inMask & bit) {
frag.x = x;
frag.y = y;
frag.color = *cp;
(*store)(cfb, &frag);
}
cp++;
fraction += dfraction;
if (fraction < 0) {
fraction &= ~0x80000000;
x += xBig;
y += yBig;
} else {
x += xLittle;
y += yLittle;
}
#ifdef __GL_STIPPLE_MSB
bit >>= 1;
#else
bit <<= 1;
#endif
}
}
return GL_FALSE;
}
GLboolean FASTCALL __glAntiAliasLine(__GLcontext *gc)
{
__GLfloat length; /* Dist along length */
__GLfloat width; /* Dist along width */
GLint fraction, dfraction;
__GLfloat dlLittle, dlBig;
__GLfloat ddLittle, ddBig;
__GLcolor *cp;
__GLfloat coverage;
__GLfloat lineWidth;
__GLfloat lineLength;
GLint failed, count;
__GLstippleWord bit, outMask, *osp;
GLint w;
GLuint modeFlags = gc->polygon.shader.modeFlags;
w = gc->polygon.shader.length;
fraction = gc->line.options.fraction;
dfraction = gc->line.options.dfraction;
cp = gc->polygon.shader.colors;
dlLittle = gc->line.options.dlLittle;
dlBig = gc->line.options.dlBig;
ddLittle = gc->line.options.ddLittle;
ddBig = gc->line.options.ddBig;
length = gc->line.options.plength;
width = gc->line.options.pwidth;
lineLength = gc->line.options.realLength - __glHalf;
lineWidth = __glHalf * gc->state.line.smoothWidth - __glHalf;
osp = gc->polygon.shader.stipplePat;
failed = 0;
while (w) {
count = w;
if (count > __GL_STIPPLE_BITS) {
count = __GL_STIPPLE_BITS;
}
w -= count;
outMask = (__GLstippleWord) ~0;
bit = (__GLstippleWord) __GL_STIPPLE_SHIFT(0);
while (--count >= 0) {
/* Coverage for sides */
if (width > lineWidth) {
coverage = lineWidth - width + __glOne;
if (coverage < __glZero) {
coverage = __glZero;
goto coverageZero;
}
} else if (width < -lineWidth) {
coverage = width + lineWidth + __glOne;
if (coverage < __glZero) {
coverage = __glZero;
goto coverageZero;
}
} else {
coverage = __glOne;
}
/* Coverage for start, end */
if (length < __glHalf) {
coverage *= length + __glHalf;
if (coverage < __glZero) {
coverage = __glZero;
goto coverageZero;
}
} else if (length > lineLength) {
coverage *= lineLength - length + __glOne;
if (coverage < __glZero) {
coverage = __glZero;
goto coverageZero;
}
}
/* Coverage for internal stipples */
if ( modeFlags & __GL_SHADE_LINE_STIPPLE ) {
__GLfloat stippleOffset;
GLint lowStip, highStip;
GLint lowBit, highBit;
GLint lowVal, highVal;
__GLfloat percent;
/* Minor correction */
if (length > __glHalf) {
stippleOffset = gc->line.options.stippleOffset + length;
} else {
stippleOffset = gc->line.options.stippleOffset + __glHalf;
}
lowStip = __GL_FAST_FLOORF_I(stippleOffset);
highStip = lowStip + 1;
/* percent is the percent of highStip that will be used */
percent = stippleOffset - lowStip;
lowBit = (GLint) (lowStip *
gc->line.options.oneOverStippleRepeat) & 0xf;
highBit = (GLint) (highStip *
gc->line.options.oneOverStippleRepeat) & 0xf;
if (gc->state.line.stipple & (1<<lowBit)) {
lowVal = 1;
} else {
lowVal = 0;
}
if (gc->state.line.stipple & (1<<highBit)) {
highVal = 1;
} else {
highVal = 0;
}
coverage *= lowVal * (__glOne - percent) +
highVal * percent;
}
if (coverage == __glZero) {
coverageZero:;
outMask &= ~bit;
failed++;
} else {
if (gc->modes.colorIndexMode) {
cp->r = __glBuildAntiAliasIndex(cp->r, coverage);
} else {
cp->a *= coverage;
}
}
cp++;
fraction += dfraction;
if (fraction < 0) {
fraction &= ~0x80000000;
length += dlBig;
width += ddBig;
} else {
length += dlLittle;
width += ddLittle;
}
#ifdef __GL_STIPPLE_MSB
bit >>= 1;
#else
bit <<= 1;
#endif
}
*osp++ = outMask;
}
if (failed == 0) {
/* Call next span proc */
return GL_FALSE;
} else {
if (failed != gc->polygon.shader.length) {
/* Call next stippled span proc */
return GL_TRUE;
}
}
gc->polygon.shader.done = GL_TRUE;
return GL_TRUE;
}
GLboolean FASTCALL __glAntiAliasStippledLine(__GLcontext *gc)
{
__GLfloat length; /* Dist along length */
__GLfloat width; /* Dist along width */
GLint fraction, dfraction;
__GLfloat dlLittle, dlBig;
__GLfloat ddLittle, ddBig;
__GLcolor *cp;
__GLfloat coverage;
__GLfloat lineWidth;
__GLfloat lineLength;
GLint failed, count;
__GLstippleWord bit, outMask, inMask, *sp;
GLint w;
GLuint modeFlags = gc->polygon.shader.modeFlags;
w = gc->polygon.shader.length;
sp = gc->polygon.shader.stipplePat;
fraction = gc->line.options.fraction;
dfraction = gc->line.options.dfraction;
cp = gc->polygon.shader.colors;
dlLittle = gc->line.options.dlLittle;
dlBig = gc->line.options.dlBig;
ddLittle = gc->line.options.ddLittle;
ddBig = gc->line.options.ddBig;
length = gc->line.options.plength;
width = gc->line.options.pwidth;
lineLength = gc->line.options.realLength - __glHalf;
lineWidth = __glHalf * gc->state.line.smoothWidth - __glHalf;
failed = 0;
while (w) {
count = w;
if (count > __GL_STIPPLE_BITS) {
count = __GL_STIPPLE_BITS;
}
w -= count;
inMask = *sp;
outMask = (__GLstippleWord) ~0;
bit = (__GLstippleWord) __GL_STIPPLE_SHIFT(0);
while (--count >= 0) {
if (inMask & bit) {
/* Coverage for sides */
if (width > lineWidth) {
coverage = lineWidth - width + __glOne;
if (coverage < __glZero) {
coverage = __glZero;
goto coverageZero;
}
} else if (width < -lineWidth) {
coverage = width + lineWidth + __glOne;
if (coverage < __glZero) {
coverage = __glZero;
goto coverageZero;
}
} else {
coverage = __glOne;
}
/* Coverage for start, end */
if (length < __glHalf) {
coverage *= length + __glHalf;
if (coverage < __glZero) {
coverage = __glZero;
goto coverageZero;
}
} else if (length > lineLength) {
coverage *= lineLength - length + __glOne;
if (coverage < __glZero) {
coverage = __glZero;
goto coverageZero;
}
}
/* Coverage for internal stipples */
if (modeFlags & __GL_SHADE_LINE_STIPPLE) {
__GLfloat stippleOffset;
GLint lowStip, highStip;
GLint lowBit, highBit;
GLint lowVal, highVal;
__GLfloat percent;
/* Minor correction */
if (length > __glHalf) {
stippleOffset = gc->line.options.stippleOffset + length;
} else {
stippleOffset = gc->line.options.stippleOffset + __glHalf;
}
lowStip = __GL_FAST_FLOORF_I(stippleOffset);
highStip = lowStip + 1;
/* percent is the percent of highStip that will be used */
percent = stippleOffset - lowStip;
lowBit = (GLint) (lowStip *
gc->line.options.oneOverStippleRepeat) & 0xf;
highBit = (GLint) (highStip *
gc->line.options.oneOverStippleRepeat) & 0xf;
if (gc->state.line.stipple & (1<<lowBit)) {
lowVal = 1;
} else {
lowVal = 0;
}
if (gc->state.line.stipple & (1<<highBit)) {
highVal = 1;
} else {
highVal = 0;
}
coverage *= lowVal * (__glOne - percent) +
highVal * percent;
}
if (coverage == __glZero) {
coverageZero:;
outMask &= ~bit;
failed++;
} else {
if (gc->modes.colorIndexMode) {
cp->r = __glBuildAntiAliasIndex(cp->r, coverage);
} else {
cp->a *= coverage;
}
}
} else failed++;
cp++;
fraction += dfraction;
if (fraction < 0) {
fraction &= ~0x80000000;
length += dlBig;
width += ddBig;
} else {
length += dlLittle;
width += ddLittle;
}
#ifdef __GL_STIPPLE_MSB
bit >>= 1;
#else
bit <<= 1;
#endif
}
*sp++ = outMask & inMask;
}
if (failed == gc->polygon.shader.length) {
return GL_TRUE;
}
return GL_FALSE;
}