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Clearing stencil buffer now observes the stencil write mask
Optimized gl_depth_stencil_span/pixels() functions
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1 changed files with 104 additions and 79 deletions
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@ -1,4 +1,4 @@
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/* $Id: stencil.c,v 1.10 1999/11/24 18:48:31 brianp Exp $ */
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/* $Id: stencil.c,v 1.11 1999/12/04 21:23:55 brianp Exp $ */
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/*
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* Mesa 3-D graphics library
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@ -38,14 +38,6 @@
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#endif
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#if STENCIL_BITS==8
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# define STENCIL_MAX 0xff
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#elif STENCIL_BITS==16
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# define STENCIL_MAX 0xffff
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#else
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illegal number of stencil bits
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#endif
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void
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@ -172,25 +164,21 @@ _mesa_StencilOp( GLenum fail, GLenum zfail, GLenum zpass )
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/* Stencil Logic:
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IF stencil test fails THEN
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Apply fail-op to stencil value
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Don't write the pixel (RGBA,Z)
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Execute FailOp
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ELSE
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Write the pixel
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ENDIF
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Perform Depth Test
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IF depth test passes OR no depth buffer THEN
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Execute ZPass
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Write the pixel
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ELSE
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Execute ZFail
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IF doing depth test && depth test fails THEN
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Apply zfail-op to stencil value
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Write RGBA and Z to appropriate buffers
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ELSE
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Apply zpass-op to stencil value
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ENDIF
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*/
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/*
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* Return the address of a stencil buffer value given the window coords:
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*/
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@ -200,21 +188,19 @@ ENDIF
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/*
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* Apply the given stencil operator for each pixel in the span whose
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* mask flag is set.
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* Apply the given stencil operator to the array of stencil values.
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* Don't touch stencil[i] if mask[i] is zero.
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* Input: n - number of pixels in the span
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* x, y - location of leftmost pixel in the span
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* oper - the stencil buffer operator
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* stencil - array of stencil values
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* mask - array [n] of flag: 1=apply operator, 0=don't apply operator
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*/
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static void apply_stencil_op_to_span( GLcontext *ctx,
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GLuint n, GLint x, GLint y,
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GLenum oper, GLubyte mask[] )
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static void apply_stencil_op( GLcontext *ctx, GLenum oper,
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GLuint n, GLstencil stencil[], GLubyte mask[] )
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{
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const GLstencil ref = ctx->Stencil.Ref;
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const GLstencil wrtmask = ctx->Stencil.WriteMask;
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const GLstencil invmask = (GLstencil) (~ctx->Stencil.WriteMask);
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GLstencil *stencil = STENCIL_ADDRESS( x, y );
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GLuint i;
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switch (oper) {
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@ -353,7 +339,7 @@ static void apply_stencil_op_to_span( GLcontext *ctx,
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}
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break;
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default:
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gl_problem(ctx, "Bad stencilop in apply_stencil_op_to_span");
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gl_problem(ctx, "Bad stencil op in apply_stencil_op");
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}
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}
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@ -528,7 +514,9 @@ GLint gl_stencil_span( GLcontext *ctx,
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return 0;
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}
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apply_stencil_op_to_span( ctx, n, x, y, ctx->Stencil.FailFunc, fail );
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if (ctx->Stencil.FailFunc != GL_KEEP) {
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apply_stencil_op( ctx, ctx->Stencil.FailFunc, n, stencil, fail );
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}
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return (allfail) ? 0 : 1;
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}
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@ -548,11 +536,13 @@ void gl_depth_stencil_span( GLcontext *ctx,
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GLuint n, GLint x, GLint y, const GLdepth z[],
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GLubyte mask[] )
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{
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GLstencil *stencil = STENCIL_ADDRESS(x, y);
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if (ctx->Depth.Test==GL_FALSE) {
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/*
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* No depth buffer, just apply zpass stencil function to active pixels.
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*/
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apply_stencil_op_to_span( ctx, n, x, y, ctx->Stencil.ZPassFunc, mask );
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apply_stencil_op( ctx, ctx->Stencil.ZPassFunc, n, stencil, mask );
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}
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else {
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/*
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@ -561,31 +551,36 @@ void gl_depth_stencil_span( GLcontext *ctx,
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GLubyte passmask[MAX_WIDTH], failmask[MAX_WIDTH], oldmask[MAX_WIDTH];
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GLuint i;
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/* init pass and fail masks to zero, copy mask[] to oldmask[] */
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for (i=0;i<n;i++) {
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passmask[i] = failmask[i] = 0;
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oldmask[i] = mask[i];
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}
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/* save the current mask bits */
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MEMCPY(oldmask, mask, n * sizeof(GLubyte));
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/* apply the depth test */
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if (ctx->Driver.DepthTestSpan)
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(*ctx->Driver.DepthTestSpan)( ctx, n, x, y, z, mask );
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/* set the stencil pass/fail flags according to result of depth test */
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/* Set the stencil pass/fail flags according to result of depth testing.
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* if oldmask[i] == 0 then
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* Don't touch the stencil value
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* else if oldmask[i] and newmask[i] then
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* Depth test passed
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* else
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* assert(oldmask[i] && !newmask[i])
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* Depth test failed
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* endif
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*/
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for (i=0;i<n;i++) {
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if (oldmask[i]) {
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if (mask[i]) {
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passmask[i] = 1;
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}
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else {
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failmask[i] = 1;
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}
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}
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ASSERT(mask[i] == 0 || mask[i] == 1);
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passmask[i] = oldmask[i] & mask[i];
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failmask[i] = oldmask[i] & (mask[i] ^ 1);
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}
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/* apply the pass and fail operations */
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apply_stencil_op_to_span( ctx, n, x, y, ctx->Stencil.ZFailFunc, failmask );
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apply_stencil_op_to_span( ctx, n, x, y, ctx->Stencil.ZPassFunc, passmask );
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if (ctx->Stencil.ZFailFunc != GL_KEEP) {
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apply_stencil_op( ctx, ctx->Stencil.ZFailFunc, n, stencil, failmask );
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}
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if (ctx->Stencil.ZPassFunc != GL_KEEP) {
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apply_stencil_op( ctx, ctx->Stencil.ZPassFunc, n, stencil, passmask );
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}
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}
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}
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@ -965,26 +960,27 @@ void gl_depth_stencil_pixels( GLcontext *ctx,
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GLubyte passmask[PB_SIZE], failmask[PB_SIZE], oldmask[PB_SIZE];
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GLuint i;
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/* init pass and fail masks to zero */
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for (i=0;i<n;i++) {
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passmask[i] = failmask[i] = 0;
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oldmask[i] = mask[i];
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}
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/* save the current mask bits */
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MEMCPY(oldmask, mask, n * sizeof(GLubyte));
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/* apply the depth test */
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if (ctx->Driver.DepthTestPixels)
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(*ctx->Driver.DepthTestPixels)( ctx, n, x, y, z, mask );
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/* set the stencil pass/fail flags according to result of depth test */
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/* Set the stencil pass/fail flags according to result of depth testing.
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* if oldmask[i] == 0 then
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* Don't touch the stencil value
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* else if oldmask[i] and newmask[i] then
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* Depth test passed
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* else
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* assert(oldmask[i] && !newmask[i])
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* Depth test failed
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* endif
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*/
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for (i=0;i<n;i++) {
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if (oldmask[i]) {
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if (mask[i]) {
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passmask[i] = 1;
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}
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else {
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failmask[i] = 1;
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}
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}
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ASSERT(mask[i] == 0 || mask[i] == 1);
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passmask[i] = oldmask[i] & mask[i];
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failmask[i] = oldmask[i] & (mask[i] ^ 1);
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}
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/* apply the pass and fail operations */
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@ -1071,10 +1067,6 @@ void gl_alloc_stencil_buffer( GLcontext *ctx )
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/*
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* Clear the stencil buffer. If the stencil buffer doesn't exist yet we'll
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* allocate it now.
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*/
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void gl_clear_stencil_buffer( GLcontext *ctx )
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{
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if (ctx->Visual->StencilBits==0 || !ctx->DrawBuffer->Stencil) {
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@ -1084,30 +1076,63 @@ void gl_clear_stencil_buffer( GLcontext *ctx )
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if (ctx->Scissor.Enabled) {
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/* clear scissor region only */
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GLint y;
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GLint width = ctx->DrawBuffer->Xmax - ctx->DrawBuffer->Xmin + 1;
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for (y=ctx->DrawBuffer->Ymin; y<=ctx->DrawBuffer->Ymax; y++) {
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GLstencil *ptr = STENCIL_ADDRESS( ctx->DrawBuffer->Xmin, y );
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const GLint width = ctx->DrawBuffer->Xmax - ctx->DrawBuffer->Xmin + 1;
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if (ctx->Stencil.WriteMask != STENCIL_MAX) {
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/* must apply mask to the clear */
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GLint y;
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for (y=ctx->DrawBuffer->Ymin; y<=ctx->DrawBuffer->Ymax; y++) {
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GLstencil *ptr = STENCIL_ADDRESS( ctx->DrawBuffer->Xmin, y );
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GLint x;
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const GLstencil mask = ctx->Stencil.WriteMask;
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const GLstencil invMask = ~mask;
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const GLstencil clearVal = (ctx->Stencil.Clear & mask);
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for (x = 0; x < width; x++) {
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ptr[x] = (ptr[x] & invMask) | clearVal;
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}
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}
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}
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else {
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/* no masking */
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GLint y;
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for (y=ctx->DrawBuffer->Ymin; y<=ctx->DrawBuffer->Ymax; y++) {
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GLstencil *ptr = STENCIL_ADDRESS( ctx->DrawBuffer->Xmin, y );
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#if STENCIL_BITS==8
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MEMSET( ptr, ctx->Stencil.Clear, width * sizeof(GLstencil) );
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MEMSET( ptr, ctx->Stencil.Clear, width * sizeof(GLstencil) );
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#else
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GLint x;
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for (x = 0; x < width; x++)
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ptr[x] = ctx->Stencil.Clear;
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GLint x;
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for (x = 0; x < width; x++)
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ptr[x] = ctx->Stencil.Clear;
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#endif
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}
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}
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}
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else {
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/* clear whole stencil buffer */
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if (ctx->Stencil.WriteMask != STENCIL_MAX) {
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/* must apply mask to the clear */
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const GLuint n = ctx->DrawBuffer->Width * ctx->DrawBuffer->Height;
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GLstencil *buffer = ctx->DrawBuffer->Stencil;
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const GLstencil mask = ctx->Stencil.WriteMask;
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const GLstencil invMask = ~mask;
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const GLstencil clearVal = (ctx->Stencil.Clear & mask);
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GLuint i;
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for (i = 0; i < n; i++) {
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buffer[i] = (buffer[i] & invMask) | clearVal;
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}
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}
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else {
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/* clear whole buffer without masking */
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const GLuint n = ctx->DrawBuffer->Width * ctx->DrawBuffer->Height;
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GLstencil *buffer = ctx->DrawBuffer->Stencil;
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#if STENCIL_BITS==8
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MEMSET( ctx->DrawBuffer->Stencil, ctx->Stencil.Clear,
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ctx->DrawBuffer->Width * ctx->DrawBuffer->Height * sizeof(GLstencil) );
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MEMSET(buffer, ctx->Stencil.Clear, n * sizeof(GLstencil) );
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#else
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GLuint i;
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GLuint pixels = ctx->DrawBuffer->Width * ctx->DrawBuffer->Height;
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GLstencil *buffer = ctx->DrawBuffer->Stencil;
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for (i = 0; i < pixels; i++)
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ptr[i] = ctx->Stencil.Clear;
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GLuint i;
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for (i = 0; i < n; i++) {
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buffer[i] = ctx->Stencil.Clear;
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}
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#endif
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}
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}
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}
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