mirror of https://github.com/tongzx/nt5src
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
1137 lines
28 KiB
1137 lines
28 KiB
/*
|
|
** 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** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.;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 Unpublished -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 span by calling all of the appropriate span procs.
|
|
*/
|
|
GLboolean FASTCALL __glProcessSpan(__GLcontext *gc)
|
|
{
|
|
GLint m, i;
|
|
|
|
m = gc->procs.span.m;
|
|
|
|
gc->polygon.shader.done = GL_FALSE;
|
|
for (i = 0; i < m; i++) {
|
|
if ((*gc->procs.span.spanFuncs[i])(gc)) {
|
|
i++;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (i != m && !gc->polygon.shader.done) {
|
|
for (; i<m; i++) {
|
|
if ((*gc->procs.span.stippledSpanFuncs[i])(gc)) {
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
return GL_FALSE;
|
|
}
|
|
|
|
/*
|
|
** Process the incoming span by calling all of the appropriate span procs.
|
|
**
|
|
** This routine sets gc->polygon.shader.cfb to &gc->frontBuffer and then
|
|
** to &gc->backBuffer.
|
|
*/
|
|
GLboolean FASTCALL __glProcessReplicateSpan(__GLcontext *gc)
|
|
{
|
|
GLint n, m, i;
|
|
__GLcolor colors[__GL_MAX_MAX_VIEWPORT], *fcp, *tcp;
|
|
GLint w;
|
|
|
|
w = gc->polygon.shader.length;
|
|
n = gc->procs.span.n;
|
|
m = gc->procs.span.m;
|
|
|
|
gc->polygon.shader.done = GL_FALSE;
|
|
for (i = 0; i < n; i++) {
|
|
if ((*gc->procs.span.spanFuncs[i])(gc)) {
|
|
i++;
|
|
goto earlyStipple;
|
|
}
|
|
}
|
|
|
|
fcp = gc->polygon.shader.colors;
|
|
tcp = colors;
|
|
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++;
|
|
}
|
|
}
|
|
ASSERTOPENGL (m == n + 1, "m != n+1, wrong spanProc will be chosen");
|
|
|
|
gc->polygon.shader.cfb = &gc->frontBuffer;
|
|
(*gc->frontBuffer.storeSpan)(gc);
|
|
|
|
// for (i = n; i < m; i++) {
|
|
// (*gc->procs.span.spanFuncs[i])(gc);
|
|
// }
|
|
|
|
fcp = colors;
|
|
tcp = gc->polygon.shader.colors;
|
|
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++;
|
|
}
|
|
}
|
|
gc->polygon.shader.cfb = &gc->backBuffer;
|
|
(*gc->backBuffer.storeSpan)(gc);
|
|
|
|
// for (i = n; i < m; i++) {
|
|
// (*gc->procs.span.spanFuncs[i])(gc);
|
|
// }
|
|
|
|
return GL_FALSE;
|
|
|
|
earlyStipple:
|
|
if (gc->polygon.shader.done) return GL_FALSE;
|
|
|
|
for (; i < n; i++) {
|
|
if ((*gc->procs.span.stippledSpanFuncs[i])(gc)) {
|
|
return GL_FALSE;
|
|
}
|
|
}
|
|
|
|
fcp = gc->polygon.shader.colors;
|
|
tcp = colors;
|
|
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++;
|
|
}
|
|
}
|
|
gc->polygon.shader.cfb = &gc->frontBuffer;
|
|
(*gc->frontBuffer.storeStippledSpan)(gc);
|
|
|
|
// for (i = n; i < m; i++) {
|
|
// (*gc->procs.span.stippledSpanFuncs[i])(gc);
|
|
// }
|
|
|
|
fcp = colors;
|
|
tcp = gc->polygon.shader.colors;
|
|
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++;
|
|
}
|
|
}
|
|
gc->polygon.shader.cfb = &gc->backBuffer;
|
|
(*gc->backBuffer.storeStippledSpan)(gc);
|
|
|
|
// for (i = n; i < m; i++) {
|
|
// (*gc->procs.span.stippledSpanFuncs[i])(gc);
|
|
// }
|
|
|
|
return GL_FALSE;
|
|
}
|
|
|
|
/*
|
|
** Perform scissoring on the incoming span, advancing parameter
|
|
** values only if necessary.
|
|
**
|
|
** Returns GL_TRUE if span was entirely (or sometimes when partially) clipped,
|
|
** GL_FALSE otherwise.
|
|
*/
|
|
GLboolean FASTCALL __glClipSpan(__GLcontext *gc)
|
|
{
|
|
GLint clipX0, clipX1, delta;
|
|
GLint x, xr;
|
|
GLint w, w2;
|
|
GLboolean stippled;
|
|
|
|
w = gc->polygon.shader.length;
|
|
|
|
x = gc->polygon.shader.frag.x;
|
|
stippled = GL_FALSE;
|
|
clipX0 = gc->transform.clipX0;
|
|
clipX1 = gc->transform.clipX1;
|
|
xr = x + w;
|
|
if ((x < clipX0) || (xr > clipX1)) {
|
|
/*
|
|
** Span needs to be scissored in some fashion
|
|
*/
|
|
if ((xr <= clipX0) || (x >= clipX1)) {
|
|
/* Scissor out the entire span */
|
|
gc->polygon.shader.done = GL_TRUE;
|
|
return GL_TRUE;
|
|
}
|
|
if (xr > clipX1) {
|
|
/*
|
|
** Span is clipped by the right edge of the scissor. This is
|
|
** easy, we will simply reduce the width of this span!
|
|
*/
|
|
w = clipX1 - x;
|
|
}
|
|
if (x < clipX0) {
|
|
__GLstippleWord bit, outMask, *osp;
|
|
GLint count;
|
|
|
|
/*
|
|
** Span is clipped by the left edge of the scissor. This is hard.
|
|
** We have two choices.
|
|
**
|
|
** 1) We can stipple the first half of the span.
|
|
** 2) We can bump all of the iterator values.
|
|
**
|
|
** The problem with approach number 2 is that the routine
|
|
** which originally asks to have a span processed has assumed
|
|
** that the iterator values will not be munged. So, if we
|
|
** wanted to implement 2 (which would make this case faster),
|
|
** we would need to change that assumption, and make the higher
|
|
** routine shadow all of the iterator values, which would slow
|
|
** down all paths. This is probably not a good trade to speed
|
|
** this path up, since this path will only occur when the scissor
|
|
** region (or window) is smaller than the viewport, and this span
|
|
** happens to hit the left edge of the scissor region (or window).
|
|
**
|
|
** Therefore, we choose number 1.
|
|
*/
|
|
delta = clipX0 - x;
|
|
|
|
osp = gc->polygon.shader.stipplePat;
|
|
w2 = w;
|
|
while (w2) {
|
|
count = w2;
|
|
if (count > __GL_STIPPLE_BITS) {
|
|
count = __GL_STIPPLE_BITS;
|
|
}
|
|
w2 -= count;
|
|
|
|
outMask = (__GLstippleWord) ~0;
|
|
bit = (__GLstippleWord) __GL_STIPPLE_SHIFT(0);
|
|
while (--count >= 0) {
|
|
if (delta > 0) {
|
|
delta--;
|
|
outMask &= ~bit;
|
|
}
|
|
#ifdef __GL_STIPPLE_MSB
|
|
bit >>= 1;
|
|
#else
|
|
bit <<= 1;
|
|
#endif
|
|
}
|
|
|
|
*osp++ = outMask;
|
|
}
|
|
|
|
stippled = GL_TRUE;
|
|
}
|
|
}
|
|
ASSERTOPENGL(w <= __GL_MAX_MAX_VIEWPORT,
|
|
"Too many pixels generated by clip\n");
|
|
|
|
gc->polygon.shader.length = w;
|
|
|
|
return stippled;
|
|
}
|
|
|
|
/*
|
|
** Generate the polygon stipple for a span.
|
|
*/
|
|
GLboolean FASTCALL __glStippleSpan(__GLcontext *gc)
|
|
{
|
|
__GLstippleWord stipple;
|
|
__GLstippleWord *sp;
|
|
GLint count;
|
|
GLint shift;
|
|
GLint w;
|
|
|
|
w = gc->polygon.shader.length;
|
|
|
|
if (gc->constants.yInverted) {
|
|
stipple = gc->polygon.stipple[(gc->constants.height -
|
|
(gc->polygon.shader.frag.y - gc->constants.viewportYAdjust)-1)
|
|
& (__GL_STIPPLE_BITS-1)];
|
|
} else {
|
|
stipple = gc->polygon.stipple[gc->polygon.shader.frag.y &
|
|
(__GL_STIPPLE_BITS-1)];
|
|
}
|
|
shift = gc->polygon.shader.frag.x & (__GL_STIPPLE_BITS - 1);
|
|
#ifdef __GL_STIPPLE_MSB
|
|
stipple = (stipple << shift) | (stipple >> (__GL_STIPPLE_BITS - shift));
|
|
#else
|
|
stipple = (stipple >> shift) | (stipple << (__GL_STIPPLE_BITS - shift));
|
|
#endif
|
|
if (stipple == 0) {
|
|
/* No point in continuing */
|
|
gc->polygon.shader.done = GL_TRUE;
|
|
return GL_TRUE;
|
|
}
|
|
|
|
/* Replicate stipple word */
|
|
count = w;
|
|
sp = gc->polygon.shader.stipplePat;
|
|
while (count > 0) {
|
|
*sp++ = stipple;
|
|
count -= __GL_STIPPLE_BITS;
|
|
}
|
|
|
|
return GL_TRUE;
|
|
}
|
|
|
|
/*
|
|
** Generate the polygon stipple for a stippled span.
|
|
*/
|
|
GLboolean FASTCALL __glStippleStippledSpan(__GLcontext *gc)
|
|
{
|
|
__GLstippleWord stipple;
|
|
__GLstippleWord *sp;
|
|
GLint count;
|
|
GLint shift;
|
|
GLint w;
|
|
|
|
w = gc->polygon.shader.length;
|
|
|
|
if (gc->constants.yInverted) {
|
|
stipple = gc->polygon.stipple[(gc->constants.height -
|
|
(gc->polygon.shader.frag.y - gc->constants.viewportYAdjust)-1)
|
|
& (__GL_STIPPLE_BITS-1)];
|
|
} else {
|
|
stipple = gc->polygon.stipple[gc->polygon.shader.frag.y &
|
|
(__GL_STIPPLE_BITS-1)];
|
|
}
|
|
shift = gc->polygon.shader.frag.x & (__GL_STIPPLE_BITS - 1);
|
|
#ifdef __GL_STIPPLE_MSB
|
|
stipple = (stipple << shift) | (stipple >> (__GL_STIPPLE_BITS - shift));
|
|
#else
|
|
stipple = (stipple >> shift) | (stipple << (__GL_STIPPLE_BITS - shift));
|
|
#endif
|
|
if (stipple == 0) {
|
|
/* No point in continuing */
|
|
gc->polygon.shader.done = GL_TRUE;
|
|
return GL_TRUE;
|
|
}
|
|
|
|
/* Replicate stipple word */
|
|
count = w;
|
|
sp = gc->polygon.shader.stipplePat;
|
|
while (count > 0) {
|
|
*sp++ &= stipple;
|
|
count -= __GL_STIPPLE_BITS;
|
|
}
|
|
|
|
return GL_FALSE;
|
|
}
|
|
|
|
/************************************************************************/
|
|
|
|
/*
|
|
** Alpha test span uses a lookup table to do the alpha test function.
|
|
** Output a stipple with 1's where the test passed, and 0's where the
|
|
** test failed.
|
|
*/
|
|
GLboolean FASTCALL __glAlphaTestSpan(__GLcontext *gc)
|
|
{
|
|
GLubyte *atft;
|
|
GLint failed, count, ia;
|
|
__GLstippleWord bit, outMask, *osp;
|
|
__GLcolor *cp;
|
|
GLint maxAlpha;
|
|
GLint w;
|
|
|
|
w = gc->polygon.shader.length;
|
|
|
|
atft = &gc->alphaTestFuncTable[0];
|
|
cp = gc->polygon.shader.colors;
|
|
maxAlpha = gc->constants.alphaTestSize - 1;
|
|
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) {
|
|
ia = (GLint)(gc->constants.alphaTableConv * cp->a);
|
|
if (ia < 0) ia = 0;
|
|
if (ia > maxAlpha) ia = maxAlpha;
|
|
if (!atft[ia]) {
|
|
/* Test failed */
|
|
outMask &= ~bit;
|
|
failed++;
|
|
}
|
|
cp++;
|
|
#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;
|
|
}
|
|
|
|
/*
|
|
** Stippled form of alpha test span that checks the stipple at each
|
|
** pixel and avoids the test where the stipple disallows it.
|
|
*/
|
|
GLboolean FASTCALL __glAlphaTestStippledSpan(__GLcontext *gc)
|
|
{
|
|
GLubyte *atft;
|
|
GLint count, ia, failed;
|
|
__GLstippleWord bit, inMask, outMask, *isp;
|
|
__GLcolor *cp;
|
|
GLint maxAlpha;
|
|
GLint w;
|
|
|
|
w = gc->polygon.shader.length;
|
|
isp = gc->polygon.shader.stipplePat;
|
|
|
|
atft = &gc->alphaTestFuncTable[0];
|
|
cp = gc->polygon.shader.colors;
|
|
maxAlpha = gc->constants.alphaTestSize - 1;
|
|
failed = 0;
|
|
while (w) {
|
|
count = w;
|
|
if (count > __GL_STIPPLE_BITS) {
|
|
count = __GL_STIPPLE_BITS;
|
|
}
|
|
w -= count;
|
|
|
|
inMask = *isp;
|
|
outMask = (__GLstippleWord) ~0;
|
|
bit = (__GLstippleWord) __GL_STIPPLE_SHIFT(0);
|
|
while (--count >= 0) {
|
|
if (inMask & bit) {
|
|
ia = (GLint)(gc->constants.alphaTableConv * cp->a);
|
|
if (ia < 0) ia = 0;
|
|
if (ia > maxAlpha) ia = maxAlpha;
|
|
if (!atft[ia]) {
|
|
/* Test failed */
|
|
outMask &= ~bit;
|
|
failed++;
|
|
}
|
|
} else failed++;
|
|
cp++;
|
|
#ifdef __GL_STIPPLE_MSB
|
|
bit >>= 1;
|
|
#else
|
|
bit <<= 1;
|
|
#endif
|
|
}
|
|
*isp++ = outMask & inMask;
|
|
}
|
|
|
|
if (failed != gc->polygon.shader.length) {
|
|
/* Call next stippled span proc */
|
|
return GL_FALSE;
|
|
}
|
|
return GL_TRUE;
|
|
}
|
|
|
|
/************************************************************************/
|
|
|
|
/*
|
|
** Perform stencil testing. Apply test fail operation as we go.
|
|
** Generate a stipple with 1's where the test passed and 0's where the
|
|
** test failed.
|
|
*/
|
|
GLboolean FASTCALL __glStencilTestSpan(__GLcontext *gc)
|
|
{
|
|
__GLstencilCell *tft, *sfb, *fail, cell;
|
|
GLint count, failed;
|
|
__GLstippleWord bit, outMask, *osp;
|
|
GLint w;
|
|
|
|
w = gc->polygon.shader.length;
|
|
|
|
sfb = gc->polygon.shader.sbuf;
|
|
tft = gc->stencilBuffer.testFuncTable;
|
|
#ifdef NT
|
|
if (!tft)
|
|
return GL_FALSE;
|
|
#endif // NT
|
|
fail = gc->stencilBuffer.failOpTable;
|
|
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];
|
|
/* test func table already anded cell values with mask */
|
|
if (!tft[cell]) {
|
|
/* Test failed */
|
|
outMask &= ~bit;
|
|
sfb[0] = fail[cell];
|
|
failed++;
|
|
}
|
|
sfb++;
|
|
#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;
|
|
}
|
|
|
|
/*
|
|
** Stippled form of stencil test.
|
|
*/
|
|
GLboolean FASTCALL __glStencilTestStippledSpan(__GLcontext *gc)
|
|
{
|
|
__GLstencilCell *tft, *sfb, *fail, cell;
|
|
GLint failed, count;
|
|
__GLstippleWord bit, inMask, outMask, *sp;
|
|
GLuint smask;
|
|
GLint w;
|
|
|
|
w = gc->polygon.shader.length;
|
|
sp = gc->polygon.shader.stipplePat;
|
|
|
|
sfb = gc->polygon.shader.sbuf;
|
|
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++;
|
|
sfb++;
|
|
#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;
|
|
}
|
|
|
|
/************************************************************************/
|
|
|
|
/*
|
|
** Depth test a span, when stenciling is disabled.
|
|
*/
|
|
GLboolean FASTCALL __glDepthTestSpan(__GLcontext *gc)
|
|
{
|
|
__GLzValue z, dzdx, *zfb;
|
|
GLint failed, count;
|
|
GLboolean (FASTCALL *testFunc)( __GLzValue, __GLzValue * );
|
|
GLint stride = gc->depthBuffer.buf.elementSize;
|
|
__GLstippleWord bit, outMask, *osp;
|
|
GLboolean writeEnabled, passed;
|
|
GLint w;
|
|
|
|
w = gc->polygon.shader.length;
|
|
|
|
zfb = gc->polygon.shader.zbuf;
|
|
testFunc = gc->procs.DTPixel;
|
|
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) {
|
|
if( (*testFunc)(z, zfb) == GL_FALSE ) {
|
|
outMask &= ~bit;
|
|
failed++;
|
|
}
|
|
z += dzdx;
|
|
(GLubyte *) zfb += stride;
|
|
#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;
|
|
}
|
|
|
|
/*
|
|
** Stippled form of depth test span, when stenciling is disabled.
|
|
*/
|
|
GLboolean FASTCALL __glDepthTestStippledSpan(__GLcontext *gc)
|
|
{
|
|
__GLzValue z, dzdx, *zfb;
|
|
GLint failed, count;
|
|
GLboolean (FASTCALL *testFunc)( __GLzValue, __GLzValue * );
|
|
GLint stride = gc->depthBuffer.buf.elementSize;
|
|
__GLstippleWord bit, inMask, outMask, *sp;
|
|
GLboolean writeEnabled, passed;
|
|
GLint w;
|
|
|
|
sp = gc->polygon.shader.stipplePat;
|
|
w = gc->polygon.shader.length;
|
|
|
|
zfb = gc->polygon.shader.zbuf;
|
|
testFunc = gc->procs.DTPixel;
|
|
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) {
|
|
if( (*testFunc)(z, zfb) == GL_FALSE ) {
|
|
outMask &= ~bit;
|
|
failed++;
|
|
}
|
|
} else failed++;
|
|
z += dzdx;
|
|
(GLubyte *) zfb += stride;
|
|
#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;
|
|
}
|
|
|
|
/*
|
|
** Depth test a span when stenciling is enabled.
|
|
*/
|
|
GLboolean FASTCALL __glDepthTestStencilSpan(__GLcontext *gc)
|
|
{
|
|
__GLstencilCell *sfb, *zPassOp, *zFailOp;
|
|
__GLzValue z, dzdx, *zfb;
|
|
GLint failed, count;
|
|
GLboolean (FASTCALL *testFunc)( __GLzValue, __GLzValue * );
|
|
GLint stride = gc->depthBuffer.buf.elementSize;
|
|
__GLstippleWord bit, outMask, *osp;
|
|
GLboolean writeEnabled, passed;
|
|
GLint w;
|
|
|
|
w = gc->polygon.shader.length;
|
|
|
|
zfb = gc->polygon.shader.zbuf;
|
|
sfb = gc->polygon.shader.sbuf;
|
|
zFailOp = gc->stencilBuffer.depthFailOpTable;
|
|
#ifdef NT
|
|
if (!zFailOp)
|
|
return GL_FALSE;
|
|
#endif // NT
|
|
zPassOp = gc->stencilBuffer.depthPassOpTable;
|
|
testFunc = gc->procs.DTPixel;
|
|
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) {
|
|
if( (*testFunc)(z, zfb) ) {
|
|
sfb[0] = zPassOp[sfb[0]];
|
|
} else {
|
|
sfb[0] = zFailOp[sfb[0]];
|
|
outMask &= ~bit;
|
|
failed++;
|
|
}
|
|
z += dzdx;
|
|
(GLubyte *) zfb += stride;
|
|
sfb++;
|
|
#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 __glDepthTestStencilStippledSpan(__GLcontext *gc)
|
|
{
|
|
__GLstencilCell *sfb, *zPassOp, *zFailOp;
|
|
__GLzValue z, dzdx, *zfb;
|
|
GLint failed, count;
|
|
GLboolean (FASTCALL *testFunc)( __GLzValue, __GLzValue * );
|
|
GLint stride = gc->depthBuffer.buf.elementSize;
|
|
__GLstippleWord bit, inMask, outMask, *sp;
|
|
GLboolean writeEnabled, passed;
|
|
GLint w;
|
|
|
|
w = gc->polygon.shader.length;
|
|
sp = gc->polygon.shader.stipplePat;
|
|
|
|
zfb = gc->polygon.shader.zbuf;
|
|
sfb = gc->polygon.shader.sbuf;
|
|
testFunc = gc->procs.DTPixel;
|
|
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) {
|
|
if( (*testFunc)(z, zfb) ) {
|
|
sfb[0] = zPassOp[sfb[0]];
|
|
} else {
|
|
sfb[0] = zFailOp[sfb[0]];
|
|
outMask &= ~bit;
|
|
failed++;
|
|
}
|
|
} else failed++;
|
|
z += dzdx;
|
|
(GLubyte *) zfb += stride;
|
|
sfb++;
|
|
#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;
|
|
}
|
|
|
|
/*
|
|
** Apply stencil depth pass op when depth testing is off.
|
|
*/
|
|
GLboolean FASTCALL __glDepthPassSpan(__GLcontext *gc)
|
|
{
|
|
__GLstencilCell *sfb, *zPassOp;
|
|
GLint count;
|
|
GLint w;
|
|
|
|
w = gc->polygon.shader.length;
|
|
|
|
sfb = gc->polygon.shader.sbuf;
|
|
zPassOp = gc->stencilBuffer.depthPassOpTable;
|
|
#ifdef NT
|
|
if (!zPassOp)
|
|
return GL_FALSE;
|
|
#endif // NT
|
|
count = w;
|
|
while (--count >= 0) {
|
|
sfb[0] = zPassOp[sfb[0]];
|
|
sfb++;
|
|
}
|
|
|
|
return GL_FALSE;
|
|
}
|
|
|
|
/*
|
|
** Apply stencil depth pass op when depth testing is off.
|
|
*/
|
|
GLboolean FASTCALL __glDepthPassStippledSpan(__GLcontext *gc)
|
|
{
|
|
__GLstencilCell *sfb, *zPassOp;
|
|
GLint count;
|
|
__GLstippleWord bit, inMask, *sp;
|
|
GLint w;
|
|
|
|
w = gc->polygon.shader.length;
|
|
sp = gc->polygon.shader.stipplePat;
|
|
|
|
sfb = gc->polygon.shader.sbuf;
|
|
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]];
|
|
}
|
|
sfb++;
|
|
#ifdef __GL_STIPPLE_MSB
|
|
bit >>= 1;
|
|
#else
|
|
bit <<= 1;
|
|
#endif
|
|
}
|
|
}
|
|
|
|
/* Call next proc */
|
|
return GL_FALSE;
|
|
}
|
|
|
|
/************************************************************************/
|
|
|
|
GLboolean FASTCALL __glShadeCISpan(__GLcontext *gc)
|
|
{
|
|
__GLcolor *cp;
|
|
__GLfloat r, drdx;
|
|
GLint w;
|
|
|
|
w = gc->polygon.shader.length;
|
|
|
|
r = gc->polygon.shader.frag.color.r;
|
|
drdx = gc->polygon.shader.drdx;
|
|
cp = gc->polygon.shader.colors;
|
|
while (--w >= 0) {
|
|
cp->r = r;
|
|
r += drdx;
|
|
cp++;
|
|
}
|
|
|
|
return GL_FALSE;
|
|
}
|
|
|
|
GLboolean FASTCALL __glShadeRGBASpan(__GLcontext *gc)
|
|
{
|
|
__GLcolor *cp;
|
|
__GLfloat r, g, b, a;
|
|
__GLfloat drdx, dgdx, dbdx, dadx;
|
|
GLint w;
|
|
|
|
w = gc->polygon.shader.length;
|
|
|
|
r = gc->polygon.shader.frag.color.r;
|
|
g = gc->polygon.shader.frag.color.g;
|
|
b = gc->polygon.shader.frag.color.b;
|
|
a = gc->polygon.shader.frag.color.a;
|
|
drdx = gc->polygon.shader.drdx;
|
|
dgdx = gc->polygon.shader.dgdx;
|
|
dbdx = gc->polygon.shader.dbdx;
|
|
dadx = gc->polygon.shader.dadx;
|
|
cp = gc->polygon.shader.colors;
|
|
while (--w >= 0) {
|
|
cp->r = r;
|
|
cp->g = g;
|
|
cp->b = b;
|
|
cp->a = a;
|
|
r += drdx;
|
|
g += dgdx;
|
|
b += dbdx;
|
|
a += dadx;
|
|
cp++;
|
|
}
|
|
|
|
return GL_FALSE;
|
|
}
|
|
|
|
GLboolean FASTCALL __glFlatCISpan(__GLcontext *gc)
|
|
{
|
|
__GLcolor *cp;
|
|
__GLfloat r;
|
|
GLint w;
|
|
|
|
w = gc->polygon.shader.length;
|
|
|
|
r = gc->polygon.shader.frag.color.r;
|
|
cp = gc->polygon.shader.colors;
|
|
while (--w >= 0) {
|
|
cp->r = r;
|
|
cp++;
|
|
}
|
|
|
|
return GL_FALSE;
|
|
}
|
|
|
|
GLboolean FASTCALL __glFlatRGBASpan(__GLcontext *gc)
|
|
{
|
|
__GLcolor *cp;
|
|
__GLfloat r, g, b, a;
|
|
GLint w;
|
|
|
|
w = gc->polygon.shader.length;
|
|
|
|
r = gc->polygon.shader.frag.color.r;
|
|
g = gc->polygon.shader.frag.color.g;
|
|
b = gc->polygon.shader.frag.color.b;
|
|
a = gc->polygon.shader.frag.color.a;
|
|
cp = gc->polygon.shader.colors;
|
|
while (--w >= 0) {
|
|
cp->r = r;
|
|
cp->g = g;
|
|
cp->b = b;
|
|
cp->a = a;
|
|
cp++;
|
|
}
|
|
|
|
return GL_FALSE;
|
|
}
|
|
|
|
/************************************************************************/
|
|
|
|
// Special case where qw = 0 for the span
|
|
GLboolean FASTCALL __glTextureSpanZeroQW(__GLcontext *gc)
|
|
{
|
|
__GLcolor *cp;
|
|
GLint w;
|
|
|
|
w = gc->polygon.shader.length;
|
|
cp = gc->polygon.shader.colors;
|
|
|
|
while (--w >= 0) {
|
|
// No need to compute rho here - it is undefined for qw = 0
|
|
(*gc->procs.texture)(gc, cp, __glZero, __glZero, __glZero);
|
|
cp++;
|
|
}
|
|
return GL_FALSE;
|
|
}
|
|
|
|
GLboolean FASTCALL __glTextureSpan(__GLcontext *gc)
|
|
{
|
|
__GLcolor *cp;
|
|
__GLfloat s, t, qw;
|
|
GLint w;
|
|
|
|
qw = gc->polygon.shader.frag.qw;
|
|
|
|
if( qw == (__GLfloat) 0.0 ) {
|
|
return __glTextureSpanZeroQW( gc );
|
|
}
|
|
|
|
w = gc->polygon.shader.length;
|
|
s = gc->polygon.shader.frag.s;
|
|
t = gc->polygon.shader.frag.t;
|
|
cp = gc->polygon.shader.colors;
|
|
|
|
while (--w >= 0) {
|
|
__GLfloat sw, tw, rho, qwinv;
|
|
|
|
qwinv = __glOne / qw;
|
|
sw = s * qwinv;
|
|
tw = t * qwinv;
|
|
|
|
rho = (*gc->procs.calcPolygonRho)(gc, &gc->polygon.shader,
|
|
s, t, qw);
|
|
(*gc->procs.texture)(gc, cp, sw, tw, rho);
|
|
s += gc->polygon.shader.dsdx;
|
|
t += gc->polygon.shader.dtdx;
|
|
qw += gc->polygon.shader.dqwdx;
|
|
cp++;
|
|
}
|
|
|
|
return GL_FALSE;
|
|
}
|
|
|
|
GLboolean FASTCALL __glTextureStippledSpan(__GLcontext *gc)
|
|
{
|
|
__GLstippleWord inMask, bit, *sp;
|
|
GLint count;
|
|
__GLcolor *cp;
|
|
__GLfloat s, t, qw;
|
|
GLint w;
|
|
|
|
w = gc->polygon.shader.length;
|
|
sp = gc->polygon.shader.stipplePat;
|
|
|
|
s = gc->polygon.shader.frag.s;
|
|
t = gc->polygon.shader.frag.t;
|
|
qw = gc->polygon.shader.frag.qw;
|
|
cp = gc->polygon.shader.colors;
|
|
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) {
|
|
__GLfloat sw, tw, rho, qwinv;
|
|
|
|
if( qw == (__GLfloat) 0.0 ) {
|
|
sw = tw = (__GLfloat) 0.0;
|
|
}
|
|
else {
|
|
qwinv = __glOne / qw;
|
|
sw = s * qwinv;
|
|
tw = t * qwinv;
|
|
}
|
|
rho = (*gc->procs.calcPolygonRho)(gc, &gc->polygon.shader,
|
|
s, t, qw);
|
|
(*gc->procs.texture)(gc, cp, sw, tw, rho);
|
|
}
|
|
s += gc->polygon.shader.dsdx;
|
|
t += gc->polygon.shader.dtdx;
|
|
qw += gc->polygon.shader.dqwdx;
|
|
cp++;
|
|
#ifdef __GL_STIPPLE_MSB
|
|
bit >>= 1;
|
|
#else
|
|
bit <<= 1;
|
|
#endif
|
|
}
|
|
}
|
|
|
|
return GL_FALSE;
|
|
}
|