mirror of
https://gitlab.freedesktop.org/mesa/mesa.git
synced 2025-12-25 15:10:10 +01:00
clipping, fog, texture optimizations (Klaus Niederkrueger)
This commit is contained in:
parent
3afb7a0f70
commit
b38ad54c41
1 changed files with 178 additions and 149 deletions
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@ -1,4 +1,4 @@
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/* $Id: s_span.c,v 1.4 2000/11/14 17:40:16 brianp Exp $ */
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/* $Id: s_span.c,v 1.5 2000/12/12 00:27:51 brianp Exp $ */
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/*
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* Mesa 3-D graphics library
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@ -58,18 +58,19 @@
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static void stipple_polygon_span( GLcontext *ctx,
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GLuint n, GLint x, GLint y, GLubyte mask[] )
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{
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register GLuint i, m, stipple, highbit=0x80000000;
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const GLuint highbit = 0x80000000;
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GLuint i, m, stipple;
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stipple = ctx->PolygonStipple[y % 32];
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m = highbit >> (GLuint) (x % 32);
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for (i=0;i<n;i++) {
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if ((m & stipple)==0) {
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mask[i] = 0;
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for (i = 0; i < n; i++) {
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if ((m & stipple) == 0) {
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mask[i] = 0;
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}
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m = m >> 1;
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if (m==0) {
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m = 0x80000000;
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if (m == 0) {
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m = highbit;
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}
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}
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}
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@ -78,41 +79,43 @@ static void stipple_polygon_span( GLcontext *ctx,
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/*
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* Clip a pixel span to the current buffer/window boundaries.
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* Return: 0 = all pixels clipped
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* 1 = at least one pixel is visible
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* Return: 'n' such that pixel 'n', 'n+1' etc. are clipped,
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* as a special case:
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* 0 = all pixels clipped
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*/
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static GLuint clip_span( GLcontext *ctx,
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GLint n, GLint x, GLint y, GLubyte mask[] )
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{
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GLint i;
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/* Clip to top and bottom */
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if (y < 0 || y >= ctx->DrawBuffer->Height) {
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return 0;
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}
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/* Clip to left and right */
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if (x >= 0 && x + n <= ctx->DrawBuffer->Width) {
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/* no clipping needed */
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return 1;
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}
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else if (x + n <= 0) {
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/* completely off left side */
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return 0;
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}
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else if (x >= ctx->DrawBuffer->Width) {
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/* completely off right side */
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return 0;
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}
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else {
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/* clip-test each pixel, this could be done better */
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for (i=0;i<n;i++) {
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if (x + i < 0 || x + i >= ctx->DrawBuffer->Width) {
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mask[i] = 0;
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}
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/* Clip to the left */
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if (x < 0) {
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if (x + n <= 0) {
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/* completely off left side */
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return 0;
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}
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else {
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/* partially off left side */
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MEMSET(mask, 0, -x);
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}
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return 1;
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}
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/* Clip to right */
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if (x + n > ctx->DrawBuffer->Width) {
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if (x >= ctx->DrawBuffer->Width) {
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/* completely off right side */
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return 0;
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}
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else {
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/* partially off right side */
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return ctx->DrawBuffer->Width - x;
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}
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}
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return n;
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}
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@ -189,7 +192,7 @@ void gl_write_index_span( GLcontext *ctx,
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MEMSET(mask, 1, n);
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if ((swrast->_RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) {
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if (clip_span(ctx,n,x,y,mask)==0) {
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if ((n = clip_span(ctx,n,x,y,mask)) == 0) {
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return;
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}
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}
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@ -204,17 +207,10 @@ void gl_write_index_span( GLcontext *ctx,
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index = indexIn;
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}
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/* Per-pixel fog */
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if (ctx->Fog.Enabled) {
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if (fog && !swrast->_PreferPixelFog)
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_mesa_fog_ci_pixels( ctx, n, fog, index );
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else
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_mesa_depth_fog_ci_pixels( ctx, n, z, index );
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}
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/* Do the scissor test */
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if (ctx->Scissor.Enabled) {
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if (gl_scissor_span( ctx, n, x, y, mask )==0) {
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if (gl_scissor_span( ctx, n, x, y, mask ) == 0) {
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return;
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}
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}
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@ -232,12 +228,21 @@ void gl_write_index_span( GLcontext *ctx,
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}
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else if (ctx->Depth.Test) {
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/* regular depth testing */
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if (_mesa_depth_test_span( ctx, n, x, y, z, mask )==0) return;
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if (_mesa_depth_test_span( ctx, n, x, y, z, mask ) == 0)
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return;
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}
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/* if we get here, something passed the depth test */
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ctx->OcclusionResult = GL_TRUE;
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/* Per-pixel fog */
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if (ctx->Fog.Enabled) {
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if (fog && !swrast->_PreferPixelFog)
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_mesa_fog_ci_pixels( ctx, n, fog, index );
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else
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_mesa_depth_fog_ci_pixels( ctx, n, z, index );
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}
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if (swrast->_RasterMask & MULTI_DRAW_BIT) {
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/* draw to zero or two or more buffers */
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multi_write_index_span( ctx, n, x, y, index, mask );
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@ -277,14 +282,14 @@ void gl_write_monoindex_span( GLcontext *ctx,
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MEMSET(mask, 1, n);
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if ((swrast->_RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) {
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if (clip_span( ctx, n, x, y, mask)==0) {
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if ((n = clip_span( ctx, n, x, y, mask)) == 0) {
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return;
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}
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}
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/* Do the scissor test */
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if (ctx->Scissor.Enabled) {
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if (gl_scissor_span( ctx, n, x, y, mask )==0) {
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if (gl_scissor_span( ctx, n, x, y, mask ) == 0) {
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return;
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}
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}
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@ -302,7 +307,8 @@ void gl_write_monoindex_span( GLcontext *ctx,
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}
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else if (ctx->Depth.Test) {
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/* regular depth testing */
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if (_mesa_depth_test_span( ctx, n, x, y, z, mask )==0) return;
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if (_mesa_depth_test_span( ctx, n, x, y, z, mask ) == 0)
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return;
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}
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/* if we get here, something passed the depth test */
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@ -318,7 +324,7 @@ void gl_write_monoindex_span( GLcontext *ctx,
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|| ctx->Color.IndexMask != 0xffffffff) {
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/* different index per pixel */
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GLuint indexes[MAX_WIDTH];
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for (i=0;i<n;i++) {
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for (i = 0; i < n; i++) {
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indexes[i] = index;
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}
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@ -358,7 +364,7 @@ void gl_write_monoindex_span( GLcontext *ctx,
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if (swrast->_RasterMask & MULTI_DRAW_BIT) {
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/* draw to zero or two or more buffers */
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GLuint indexes[MAX_WIDTH];
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for (i=0;i<n;i++)
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for (i = 0; i < n; i++)
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indexes[i] = index;
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multi_write_index_span( ctx, n, x, y, indexes, mask );
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}
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@ -458,10 +464,11 @@ void gl_write_rgba_span( GLcontext *ctx,
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MEMSET(mask, 1, n);
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if ((swrast->_RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) {
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if (clip_span( ctx,n,x,y,mask)==0) {
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return;
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if ((n = clip_span( ctx,n,x,y,mask)) == 0) {
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return;
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}
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write_all = GL_FALSE;
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if (mask[0] == 0)
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write_all = GL_FALSE;
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}
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if ((primitive==GL_BITMAP && (swrast->_RasterMask & modBits))
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@ -474,17 +481,9 @@ void gl_write_rgba_span( GLcontext *ctx,
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rgba = rgbaIn;
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}
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/* Per-pixel fog */
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if (ctx->Fog.Enabled) {
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if (fog && !swrast->_PreferPixelFog)
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_mesa_fog_rgba_pixels( ctx, n, fog, rgba );
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else
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_mesa_depth_fog_rgba_pixels( ctx, n, z, rgba );
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}
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/* Do the scissor test */
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if (ctx->Scissor.Enabled) {
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if (gl_scissor_span( ctx, n, x, y, mask )==0) {
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if (gl_scissor_span( ctx, n, x, y, mask ) == 0) {
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return;
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}
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write_all = GL_FALSE;
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@ -498,7 +497,7 @@ void gl_write_rgba_span( GLcontext *ctx,
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/* Do the alpha test */
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if (ctx->Color.AlphaEnabled) {
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if (_mesa_alpha_test( ctx, n, (const GLchan (*)[4]) rgba, mask )==0) {
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if (_mesa_alpha_test( ctx, n, (const GLchan (*)[4]) rgba, mask ) == 0) {
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return;
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}
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write_all = GL_FALSE;
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@ -514,10 +513,10 @@ void gl_write_rgba_span( GLcontext *ctx,
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else if (ctx->Depth.Test) {
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/* regular depth testing */
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GLuint m = _mesa_depth_test_span( ctx, n, x, y, z, mask );
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if (m==0) {
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if (m == 0) {
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return;
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}
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if (m<n) {
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if (m < n) {
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write_all = GL_FALSE;
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}
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}
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@ -525,6 +524,14 @@ void gl_write_rgba_span( GLcontext *ctx,
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/* if we get here, something passed the depth test */
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ctx->OcclusionResult = GL_TRUE;
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/* Per-pixel fog */
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if (ctx->Fog.Enabled) {
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if (fog && !swrast->_PreferPixelFog)
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_mesa_fog_rgba_pixels( ctx, n, fog, rgba );
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else
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_mesa_depth_fog_rgba_pixels( ctx, n, z, rgba );
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}
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if (swrast->_RasterMask & MULTI_DRAW_BIT) {
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multi_write_rgba_span( ctx, n, x, y, (const GLchan (*)[4]) rgba, mask );
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}
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@ -558,7 +565,6 @@ void gl_write_rgba_span( GLcontext *ctx,
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(const GLchan (*)[4]) rgba,
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write_all ? Null : mask );
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}
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}
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}
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@ -592,15 +598,16 @@ void gl_write_monocolor_span( GLcontext *ctx,
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MEMSET(mask, 1, n);
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if ((swrast->_RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) {
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if (clip_span( ctx,n,x,y,mask)==0) {
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if ((n = clip_span( ctx,n,x,y,mask)) == 0) {
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return;
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}
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write_all = GL_FALSE;
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if (mask[0] == 0)
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write_all = GL_FALSE;
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}
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/* Do the scissor test */
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if (ctx->Scissor.Enabled) {
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if (gl_scissor_span( ctx, n, x, y, mask )==0) {
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if (gl_scissor_span( ctx, n, x, y, mask ) == 0) {
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return;
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}
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write_all = GL_FALSE;
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@ -614,10 +621,10 @@ void gl_write_monocolor_span( GLcontext *ctx,
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/* Do the alpha test */
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if (ctx->Color.AlphaEnabled) {
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for (i=0;i<n;i++) {
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for (i = 0; i < n; i++) {
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rgba[i][ACOMP] = color[ACOMP];
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}
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if (_mesa_alpha_test( ctx, n, (const GLchan (*)[4])rgba, mask )==0) {
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if (_mesa_alpha_test( ctx, n, (const GLchan (*)[4])rgba, mask ) == 0) {
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return;
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}
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write_all = GL_FALSE;
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@ -633,10 +640,10 @@ void gl_write_monocolor_span( GLcontext *ctx,
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else if (ctx->Depth.Test) {
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/* regular depth testing */
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GLuint m = _mesa_depth_test_span( ctx, n, x, y, z, mask );
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if (m==0) {
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if (m == 0) {
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return;
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}
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if (m<n) {
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if (m < n) {
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write_all = GL_FALSE;
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}
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}
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@ -652,7 +659,7 @@ void gl_write_monocolor_span( GLcontext *ctx,
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if (ctx->Color.ColorLogicOpEnabled || colorMask != 0xffffffff ||
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(swrast->_RasterMask & (BLEND_BIT | FOG_BIT))) {
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/* assign same color to each pixel */
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for (i=0;i<n;i++) {
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for (i = 0; i < n; i++) {
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if (mask[i]) {
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COPY_CHAN4(rgba[i], color);
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}
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@ -704,7 +711,7 @@ void gl_write_monocolor_span( GLcontext *ctx,
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ASSERT(!ctx->Color.ColorLogicOpEnabled);
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if (swrast->_RasterMask & MULTI_DRAW_BIT) {
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for (i=0;i<n;i++) {
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for (i = 0; i < n; i++) {
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if (mask[i]) {
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COPY_CHAN4(rgba[i], color);
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}
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@ -731,7 +738,7 @@ void gl_write_monocolor_span( GLcontext *ctx,
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static void add_colors(GLuint n, GLchan rgba[][4], CONST GLchan specular[][4] )
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{
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GLuint i;
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for (i=0; i<n; i++) {
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for (i = 0; i < n; i++) {
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GLint r = rgba[i][RCOMP] + specular[i][RCOMP];
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GLint g = rgba[i][GCOMP] + specular[i][GCOMP];
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GLint b = rgba[i][BCOMP] + specular[i][BCOMP];
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@ -775,10 +782,11 @@ void gl_write_texture_span( GLcontext *ctx,
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MEMSET(mask, 1, n);
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if ((swrast->_RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) {
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if (clip_span(ctx, n, x, y, mask)==0) {
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if ((n=clip_span(ctx, n, x, y, mask)) == 0) {
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return;
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}
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write_all = GL_FALSE;
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if (mask[0] == 0)
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write_all = GL_FALSE;
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}
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@ -791,27 +799,9 @@ void gl_write_texture_span( GLcontext *ctx,
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rgba = rgbaIn;
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}
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/* Texture */
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ASSERT(ctx->Texture._ReallyEnabled);
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gl_texture_pixels( ctx, 0, n, s, t, u, lambda, rgba, rgba );
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/* Add base and specular colors */
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if (spec &&
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(ctx->Fog.ColorSumEnabled ||
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(ctx->Light.Enabled && ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)))
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add_colors( n, rgba, spec ); /* rgba = rgba + spec */
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/* Per-pixel fog */
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if (ctx->Fog.Enabled) {
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if (fog && !swrast->_PreferPixelFog)
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_mesa_fog_rgba_pixels( ctx, n, fog, rgba );
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else
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_mesa_depth_fog_rgba_pixels( ctx, n, z, rgba );
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}
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/* Do the scissor test */
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if (ctx->Scissor.Enabled) {
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if (gl_scissor_span( ctx, n, x, y, mask )==0) {
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if (gl_scissor_span( ctx, n, x, y, mask ) == 0) {
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return;
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}
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write_all = GL_FALSE;
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@ -822,11 +812,17 @@ void gl_write_texture_span( GLcontext *ctx,
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stipple_polygon_span( ctx, n, x, y, mask );
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write_all = GL_FALSE;
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}
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/* Do the alpha test */
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/* Texture with alpha test*/
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if (ctx->Color.AlphaEnabled) {
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if (_mesa_alpha_test( ctx, n, (const GLchan (*)[4]) rgba, mask )==0) {
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return;
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/* Texturing without alpha is done after depth-testing which
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gives a potential speed-up. */
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ASSERT(ctx->Texture._ReallyEnabled);
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gl_texture_pixels( ctx, 0, n, s, t, u, lambda, rgba, rgba );
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/* Do the alpha test */
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if (_mesa_alpha_test( ctx, n, (const GLchan (*)[4]) rgba, mask ) == 0) {
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return;
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}
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write_all = GL_FALSE;
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}
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@ -841,10 +837,10 @@ void gl_write_texture_span( GLcontext *ctx,
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else if (ctx->Depth.Test) {
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/* regular depth testing */
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GLuint m = _mesa_depth_test_span( ctx, n, x, y, z, mask );
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if (m==0) {
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if (m == 0) {
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return;
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}
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if (m<n) {
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if (m < n) {
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write_all = GL_FALSE;
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}
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}
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@ -852,6 +848,26 @@ void gl_write_texture_span( GLcontext *ctx,
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/* if we get here, something passed the depth test */
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ctx->OcclusionResult = GL_TRUE;
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/* Texture without alpha test */
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if (! ctx->Color.AlphaEnabled) {
|
||||
ASSERT(ctx->Texture._ReallyEnabled);
|
||||
gl_texture_pixels( ctx, 0, n, s, t, u, lambda, rgba, rgba );
|
||||
}
|
||||
|
||||
/* Add base and specular colors */
|
||||
if (spec &&
|
||||
(ctx->Fog.ColorSumEnabled ||
|
||||
(ctx->Light.Enabled && ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)))
|
||||
add_colors( n, rgba, spec ); /* rgba = rgba + spec */
|
||||
|
||||
/* Per-pixel fog */
|
||||
if (ctx->Fog.Enabled) {
|
||||
if (fog && !swrast->_PreferPixelFog)
|
||||
_mesa_fog_rgba_pixels( ctx, n, fog, rgba );
|
||||
else
|
||||
_mesa_depth_fog_rgba_pixels( ctx, n, z, rgba );
|
||||
}
|
||||
|
||||
if (swrast->_RasterMask & MULTI_DRAW_BIT) {
|
||||
multi_write_rgba_span( ctx, n, x, y, (const GLchan (*)[4]) rgba, mask );
|
||||
}
|
||||
|
|
@ -910,10 +926,11 @@ gl_write_multitexture_span( GLcontext *ctx,
|
|||
MEMSET(mask, 1, n);
|
||||
|
||||
if ((swrast->_RasterMask & WINCLIP_BIT) || primitive==GL_BITMAP) {
|
||||
if (clip_span(ctx, n, x, y, mask)==0) {
|
||||
if ((n=clip_span(ctx, n, x, y, mask)) == 0) {
|
||||
return;
|
||||
}
|
||||
write_all = GL_FALSE;
|
||||
if (mask[0] == 0)
|
||||
write_all = GL_FALSE;
|
||||
}
|
||||
|
||||
|
||||
|
|
@ -927,10 +944,64 @@ gl_write_multitexture_span( GLcontext *ctx,
|
|||
rgba = rgbaIn;
|
||||
}
|
||||
|
||||
/* Texture */
|
||||
ASSERT(ctx->Texture._ReallyEnabled);
|
||||
for (i = 0; i < texUnits; i++)
|
||||
gl_texture_pixels( ctx, i, n, s[i], t[i], u[i], lambda[i], rgbaIn, rgba );
|
||||
/* Do the scissor test */
|
||||
if (ctx->Scissor.Enabled) {
|
||||
if (gl_scissor_span( ctx, n, x, y, mask ) == 0) {
|
||||
return;
|
||||
}
|
||||
write_all = GL_FALSE;
|
||||
}
|
||||
|
||||
/* Polygon Stippling */
|
||||
if (ctx->Polygon.StippleFlag && primitive==GL_POLYGON) {
|
||||
stipple_polygon_span( ctx, n, x, y, mask );
|
||||
write_all = GL_FALSE;
|
||||
}
|
||||
|
||||
/* Texture with alpha test*/
|
||||
if (ctx->Color.AlphaEnabled) {
|
||||
/* Texturing without alpha is done after depth-testing which
|
||||
* gives a potential speed-up.
|
||||
*/
|
||||
ASSERT(ctx->Texture._ReallyEnabled);
|
||||
for (i = 0; i < texUnits; i++)
|
||||
gl_texture_pixels( ctx, i, n, s[i], t[i], u[i], lambda[i], rgbaIn, rgba );
|
||||
|
||||
/* Do the alpha test */
|
||||
if (_mesa_alpha_test( ctx, n, (const GLchan (*)[4])rgba, mask ) == 0) {
|
||||
return;
|
||||
}
|
||||
write_all = GL_FALSE;
|
||||
}
|
||||
|
||||
if (ctx->Stencil.Enabled) {
|
||||
/* first stencil test */
|
||||
if (_mesa_stencil_and_ztest_span(ctx, n, x, y, z, mask) == GL_FALSE) {
|
||||
return;
|
||||
}
|
||||
write_all = GL_FALSE;
|
||||
}
|
||||
else if (ctx->Depth.Test) {
|
||||
/* regular depth testing */
|
||||
GLuint m = _mesa_depth_test_span( ctx, n, x, y, z, mask );
|
||||
if (m == 0) {
|
||||
return;
|
||||
}
|
||||
if (m < n) {
|
||||
write_all = GL_FALSE;
|
||||
}
|
||||
}
|
||||
|
||||
/* if we get here, something passed the depth test */
|
||||
ctx->OcclusionResult = GL_TRUE;
|
||||
|
||||
/* Texture without alpha test */
|
||||
if (! ctx->Color.AlphaEnabled) {
|
||||
ASSERT(ctx->Texture._ReallyEnabled);
|
||||
for (i = 0; i < texUnits; i++)
|
||||
gl_texture_pixels( ctx, i, n, s[i], t[i], u[i],
|
||||
lambda[i], rgbaIn, rgba );
|
||||
}
|
||||
|
||||
/* Add base and specular colors */
|
||||
if (spec &&
|
||||
|
|
@ -947,49 +1018,6 @@ gl_write_multitexture_span( GLcontext *ctx,
|
|||
_mesa_depth_fog_rgba_pixels( ctx, n, z, rgba );
|
||||
}
|
||||
|
||||
/* Do the scissor test */
|
||||
if (ctx->Scissor.Enabled) {
|
||||
if (gl_scissor_span( ctx, n, x, y, mask )==0) {
|
||||
return;
|
||||
}
|
||||
write_all = GL_FALSE;
|
||||
}
|
||||
|
||||
/* Polygon Stippling */
|
||||
if (ctx->Polygon.StippleFlag && primitive==GL_POLYGON) {
|
||||
stipple_polygon_span( ctx, n, x, y, mask );
|
||||
write_all = GL_FALSE;
|
||||
}
|
||||
|
||||
/* Do the alpha test */
|
||||
if (ctx->Color.AlphaEnabled) {
|
||||
if (_mesa_alpha_test( ctx, n, (const GLchan (*)[4])rgba, mask )==0) {
|
||||
return;
|
||||
}
|
||||
write_all = GL_FALSE;
|
||||
}
|
||||
|
||||
if (ctx->Stencil.Enabled) {
|
||||
/* first stencil test */
|
||||
if (_mesa_stencil_and_ztest_span(ctx, n, x, y, z, mask) == GL_FALSE) {
|
||||
return;
|
||||
}
|
||||
write_all = GL_FALSE;
|
||||
}
|
||||
else if (ctx->Depth.Test) {
|
||||
/* regular depth testing */
|
||||
GLuint m = _mesa_depth_test_span( ctx, n, x, y, z, mask );
|
||||
if (m==0) {
|
||||
return;
|
||||
}
|
||||
if (m<n) {
|
||||
write_all = GL_FALSE;
|
||||
}
|
||||
}
|
||||
|
||||
/* if we get here, something passed the depth test */
|
||||
ctx->OcclusionResult = GL_TRUE;
|
||||
|
||||
if (swrast->_RasterMask & MULTI_DRAW_BIT) {
|
||||
multi_write_rgba_span( ctx, n, x, y, (const GLchan (*)[4]) rgba, mask );
|
||||
}
|
||||
|
|
@ -1011,7 +1039,8 @@ gl_write_multitexture_span( GLcontext *ctx,
|
|||
_mesa_mask_rgba_span( ctx, n, x, y, rgba );
|
||||
}
|
||||
|
||||
(*ctx->Driver.WriteRGBASpan)( ctx, n, x, y, (const GLchan (*)[4])rgba, write_all ? Null : mask );
|
||||
(*ctx->Driver.WriteRGBASpan)( ctx, n, x, y, (const GLchan (*)[4])rgba,
|
||||
write_all ? Null : mask );
|
||||
if (swrast->_RasterMask & ALPHABUF_BIT) {
|
||||
_mesa_write_alpha_span( ctx, n, x, y, (const GLchan (*)[4])rgba,
|
||||
write_all ? Null : mask );
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue