1138 lines
28 KiB
C
1138 lines
28 KiB
C
/*
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** Copyright 1991, 1992, 1993, Silicon Graphics, Inc.
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** All Rights Reserved.
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**
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** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.;
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** the contents of this file may not be disclosed to third parties, copied or
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** duplicated in any form, in whole or in part, without the prior written
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** permission of Silicon Graphics, Inc.
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**
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** RESTRICTED RIGHTS LEGEND:
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** Use, duplication or disclosure by the Government is subject to restrictions
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** as set forth in subdivision (c)(1)(ii) of the Rights in Technical Data
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** and Computer Software clause at DFARS 252.227-7013, and/or in similar or
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** successor clauses in the FAR, DOD or NASA FAR Supplement. Unpublished -
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** rights reserved under the Copyright Laws of the United States.
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*/
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#include "precomp.h"
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#pragma hdrstop
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/*
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** Process the incoming span by calling all of the appropriate span procs.
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*/
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GLboolean FASTCALL __glProcessSpan(__GLcontext *gc)
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{
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GLint m, i;
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m = gc->procs.span.m;
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gc->polygon.shader.done = GL_FALSE;
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for (i = 0; i < m; i++) {
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if ((*gc->procs.span.spanFuncs[i])(gc)) {
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i++;
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break;
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}
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}
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if (i != m && !gc->polygon.shader.done) {
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for (; i<m; i++) {
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if ((*gc->procs.span.stippledSpanFuncs[i])(gc)) {
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break;
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}
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}
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}
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return GL_FALSE;
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}
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/*
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** Process the incoming span by calling all of the appropriate span procs.
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**
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** This routine sets gc->polygon.shader.cfb to &gc->frontBuffer and then
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** to &gc->backBuffer.
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*/
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GLboolean FASTCALL __glProcessReplicateSpan(__GLcontext *gc)
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{
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GLint n, m, i;
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__GLcolor colors[__GL_MAX_MAX_VIEWPORT], *fcp, *tcp;
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GLint w;
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w = gc->polygon.shader.length;
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n = gc->procs.span.n;
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m = gc->procs.span.m;
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gc->polygon.shader.done = GL_FALSE;
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for (i = 0; i < n; i++) {
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if ((*gc->procs.span.spanFuncs[i])(gc)) {
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i++;
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goto earlyStipple;
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}
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}
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fcp = gc->polygon.shader.colors;
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tcp = colors;
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if (gc->modes.rgbMode) {
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for (i = 0; i < w; i++) {
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*tcp++ = *fcp++;
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}
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} else {
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for (i = 0; i < w; i++) {
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tcp->r = fcp->r;
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fcp++;
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tcp++;
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}
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}
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ASSERTOPENGL (m == n + 1, "m != n+1, wrong spanProc will be chosen");
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gc->polygon.shader.cfb = &gc->frontBuffer;
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(*gc->frontBuffer.storeSpan)(gc);
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// for (i = n; i < m; i++) {
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// (*gc->procs.span.spanFuncs[i])(gc);
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// }
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fcp = colors;
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tcp = gc->polygon.shader.colors;
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if (gc->modes.rgbMode) {
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for (i = 0; i < w; i++) {
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*tcp++ = *fcp++;
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}
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} else {
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for (i = 0; i < w; i++) {
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tcp->r = fcp->r;
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fcp++;
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tcp++;
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}
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}
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gc->polygon.shader.cfb = &gc->backBuffer;
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(*gc->backBuffer.storeSpan)(gc);
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// for (i = n; i < m; i++) {
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// (*gc->procs.span.spanFuncs[i])(gc);
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// }
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return GL_FALSE;
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earlyStipple:
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if (gc->polygon.shader.done) return GL_FALSE;
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for (; i < n; i++) {
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if ((*gc->procs.span.stippledSpanFuncs[i])(gc)) {
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return GL_FALSE;
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}
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}
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fcp = gc->polygon.shader.colors;
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tcp = colors;
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if (gc->modes.rgbMode) {
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for (i = 0; i < w; i++) {
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*tcp++ = *fcp++;
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}
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} else {
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for (i = 0; i < w; i++) {
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tcp->r = fcp->r;
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fcp++;
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tcp++;
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}
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}
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gc->polygon.shader.cfb = &gc->frontBuffer;
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(*gc->frontBuffer.storeStippledSpan)(gc);
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// for (i = n; i < m; i++) {
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// (*gc->procs.span.stippledSpanFuncs[i])(gc);
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// }
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fcp = colors;
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tcp = gc->polygon.shader.colors;
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if (gc->modes.rgbMode) {
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for (i = 0; i < w; i++) {
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*tcp++ = *fcp++;
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}
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} else {
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for (i = 0; i < w; i++) {
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tcp->r = fcp->r;
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fcp++;
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tcp++;
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}
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}
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gc->polygon.shader.cfb = &gc->backBuffer;
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(*gc->backBuffer.storeStippledSpan)(gc);
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// for (i = n; i < m; i++) {
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// (*gc->procs.span.stippledSpanFuncs[i])(gc);
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// }
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return GL_FALSE;
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}
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/*
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** Perform scissoring on the incoming span, advancing parameter
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** values only if necessary.
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**
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** Returns GL_TRUE if span was entirely (or sometimes when partially) clipped,
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** GL_FALSE otherwise.
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*/
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GLboolean FASTCALL __glClipSpan(__GLcontext *gc)
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{
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GLint clipX0, clipX1, delta;
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GLint x, xr;
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GLint w, w2;
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GLboolean stippled;
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w = gc->polygon.shader.length;
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x = gc->polygon.shader.frag.x;
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stippled = GL_FALSE;
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clipX0 = gc->transform.clipX0;
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clipX1 = gc->transform.clipX1;
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xr = x + w;
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if ((x < clipX0) || (xr > clipX1)) {
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/*
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** Span needs to be scissored in some fashion
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*/
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if ((xr <= clipX0) || (x >= clipX1)) {
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/* Scissor out the entire span */
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gc->polygon.shader.done = GL_TRUE;
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return GL_TRUE;
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}
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if (xr > clipX1) {
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/*
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** Span is clipped by the right edge of the scissor. This is
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** easy, we will simply reduce the width of this span!
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*/
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w = clipX1 - x;
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}
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if (x < clipX0) {
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__GLstippleWord bit, outMask, *osp;
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GLint count;
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/*
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** Span is clipped by the left edge of the scissor. This is hard.
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** We have two choices.
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**
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** 1) We can stipple the first half of the span.
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** 2) We can bump all of the iterator values.
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**
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** The problem with approach number 2 is that the routine
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** which originally asks to have a span processed has assumed
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** that the iterator values will not be munged. So, if we
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** wanted to implement 2 (which would make this case faster),
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** we would need to change that assumption, and make the higher
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** routine shadow all of the iterator values, which would slow
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** down all paths. This is probably not a good trade to speed
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** this path up, since this path will only occur when the scissor
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** region (or window) is smaller than the viewport, and this span
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** happens to hit the left edge of the scissor region (or window).
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**
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** Therefore, we choose number 1.
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*/
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delta = clipX0 - x;
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osp = gc->polygon.shader.stipplePat;
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w2 = w;
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while (w2) {
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count = w2;
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if (count > __GL_STIPPLE_BITS) {
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count = __GL_STIPPLE_BITS;
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}
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w2 -= count;
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outMask = (__GLstippleWord) ~0;
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bit = (__GLstippleWord) __GL_STIPPLE_SHIFT(0);
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while (--count >= 0) {
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if (delta > 0) {
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delta--;
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outMask &= ~bit;
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}
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#ifdef __GL_STIPPLE_MSB
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bit >>= 1;
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#else
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bit <<= 1;
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#endif
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}
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*osp++ = outMask;
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}
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stippled = GL_TRUE;
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}
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}
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ASSERTOPENGL(w <= __GL_MAX_MAX_VIEWPORT,
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"Too many pixels generated by clip\n");
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gc->polygon.shader.length = w;
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return stippled;
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}
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/*
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** Generate the polygon stipple for a span.
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*/
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GLboolean FASTCALL __glStippleSpan(__GLcontext *gc)
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{
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__GLstippleWord stipple;
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__GLstippleWord *sp;
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GLint count;
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GLint shift;
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GLint w;
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w = gc->polygon.shader.length;
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if (gc->constants.yInverted) {
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stipple = gc->polygon.stipple[(gc->constants.height -
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(gc->polygon.shader.frag.y - gc->constants.viewportYAdjust)-1)
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& (__GL_STIPPLE_BITS-1)];
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} else {
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stipple = gc->polygon.stipple[gc->polygon.shader.frag.y &
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(__GL_STIPPLE_BITS-1)];
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}
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shift = gc->polygon.shader.frag.x & (__GL_STIPPLE_BITS - 1);
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#ifdef __GL_STIPPLE_MSB
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stipple = (stipple << shift) | (stipple >> (__GL_STIPPLE_BITS - shift));
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#else
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stipple = (stipple >> shift) | (stipple << (__GL_STIPPLE_BITS - shift));
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#endif
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if (stipple == 0) {
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/* No point in continuing */
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gc->polygon.shader.done = GL_TRUE;
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return GL_TRUE;
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}
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/* Replicate stipple word */
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count = w;
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sp = gc->polygon.shader.stipplePat;
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while (count > 0) {
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*sp++ = stipple;
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count -= __GL_STIPPLE_BITS;
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}
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return GL_TRUE;
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}
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/*
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** Generate the polygon stipple for a stippled span.
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*/
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GLboolean FASTCALL __glStippleStippledSpan(__GLcontext *gc)
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{
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__GLstippleWord stipple;
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__GLstippleWord *sp;
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GLint count;
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GLint shift;
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GLint w;
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w = gc->polygon.shader.length;
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if (gc->constants.yInverted) {
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stipple = gc->polygon.stipple[(gc->constants.height -
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(gc->polygon.shader.frag.y - gc->constants.viewportYAdjust)-1)
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& (__GL_STIPPLE_BITS-1)];
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} else {
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stipple = gc->polygon.stipple[gc->polygon.shader.frag.y &
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(__GL_STIPPLE_BITS-1)];
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}
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shift = gc->polygon.shader.frag.x & (__GL_STIPPLE_BITS - 1);
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#ifdef __GL_STIPPLE_MSB
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stipple = (stipple << shift) | (stipple >> (__GL_STIPPLE_BITS - shift));
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#else
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stipple = (stipple >> shift) | (stipple << (__GL_STIPPLE_BITS - shift));
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#endif
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if (stipple == 0) {
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/* No point in continuing */
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gc->polygon.shader.done = GL_TRUE;
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return GL_TRUE;
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}
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/* Replicate stipple word */
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count = w;
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sp = gc->polygon.shader.stipplePat;
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while (count > 0) {
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*sp++ &= stipple;
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count -= __GL_STIPPLE_BITS;
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}
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return GL_FALSE;
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}
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/************************************************************************/
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/*
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** Alpha test span uses a lookup table to do the alpha test function.
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** Output a stipple with 1's where the test passed, and 0's where the
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** test failed.
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*/
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GLboolean FASTCALL __glAlphaTestSpan(__GLcontext *gc)
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{
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GLubyte *atft;
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GLint failed, count, ia;
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__GLstippleWord bit, outMask, *osp;
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__GLcolor *cp;
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GLint maxAlpha;
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GLint w;
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w = gc->polygon.shader.length;
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atft = &gc->alphaTestFuncTable[0];
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cp = gc->polygon.shader.colors;
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maxAlpha = gc->constants.alphaTestSize - 1;
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osp = gc->polygon.shader.stipplePat;
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failed = 0;
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while (w) {
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count = w;
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if (count > __GL_STIPPLE_BITS) {
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count = __GL_STIPPLE_BITS;
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}
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w -= count;
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outMask = (__GLstippleWord) ~0;
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bit = (__GLstippleWord) __GL_STIPPLE_SHIFT(0);
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while (--count >= 0) {
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ia = (GLint)(gc->constants.alphaTableConv * cp->a);
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if (ia < 0) ia = 0;
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if (ia > maxAlpha) ia = maxAlpha;
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if (!atft[ia]) {
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/* Test failed */
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outMask &= ~bit;
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failed++;
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}
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cp++;
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#ifdef __GL_STIPPLE_MSB
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bit >>= 1;
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#else
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bit <<= 1;
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#endif
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}
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*osp++ = outMask;
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}
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if (failed == 0) {
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/* Call next span proc */
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return GL_FALSE;
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} else {
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if (failed != gc->polygon.shader.length) {
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/* Call next stippled span proc */
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return GL_TRUE;
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}
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}
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gc->polygon.shader.done = GL_TRUE;
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return GL_TRUE;
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}
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/*
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** Stippled form of alpha test span that checks the stipple at each
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** pixel and avoids the test where the stipple disallows it.
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*/
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GLboolean FASTCALL __glAlphaTestStippledSpan(__GLcontext *gc)
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{
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GLubyte *atft;
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GLint count, ia, failed;
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__GLstippleWord bit, inMask, outMask, *isp;
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__GLcolor *cp;
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GLint maxAlpha;
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GLint w;
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w = gc->polygon.shader.length;
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isp = gc->polygon.shader.stipplePat;
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atft = &gc->alphaTestFuncTable[0];
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cp = gc->polygon.shader.colors;
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maxAlpha = gc->constants.alphaTestSize - 1;
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failed = 0;
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while (w) {
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count = w;
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if (count > __GL_STIPPLE_BITS) {
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count = __GL_STIPPLE_BITS;
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}
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w -= count;
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inMask = *isp;
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outMask = (__GLstippleWord) ~0;
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bit = (__GLstippleWord) __GL_STIPPLE_SHIFT(0);
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while (--count >= 0) {
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if (inMask & bit) {
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ia = (GLint)(gc->constants.alphaTableConv * cp->a);
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if (ia < 0) ia = 0;
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if (ia > maxAlpha) ia = maxAlpha;
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if (!atft[ia]) {
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/* Test failed */
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outMask &= ~bit;
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failed++;
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}
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} else failed++;
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cp++;
|
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#ifdef __GL_STIPPLE_MSB
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bit >>= 1;
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#else
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bit <<= 1;
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#endif
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}
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*isp++ = outMask & inMask;
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}
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|
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if (failed != gc->polygon.shader.length) {
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/* Call next stippled span proc */
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return GL_FALSE;
|
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}
|
|
return GL_TRUE;
|
|
}
|
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|
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/************************************************************************/
|
|
|
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/*
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** Perform stencil testing. Apply test fail operation as we go.
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** Generate a stipple with 1's where the test passed and 0's where the
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** test failed.
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*/
|
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GLboolean FASTCALL __glStencilTestSpan(__GLcontext *gc)
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{
|
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__GLstencilCell *tft, *sfb, *fail, cell;
|
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GLint count, failed;
|
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__GLstippleWord bit, outMask, *osp;
|
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GLint w;
|
|
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w = gc->polygon.shader.length;
|
|
|
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sfb = gc->polygon.shader.sbuf;
|
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tft = gc->stencilBuffer.testFuncTable;
|
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#ifdef NT
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if (!tft)
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return GL_FALSE;
|
|
#endif // NT
|
|
fail = gc->stencilBuffer.failOpTable;
|
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osp = gc->polygon.shader.stipplePat;
|
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failed = 0;
|
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while (w) {
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count = w;
|
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if (count > __GL_STIPPLE_BITS) {
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count = __GL_STIPPLE_BITS;
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}
|
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w -= count;
|
|
|
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outMask = (__GLstippleWord) ~0;
|
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bit = (__GLstippleWord) __GL_STIPPLE_SHIFT(0);
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while (--count >= 0) {
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cell = sfb[0];
|
|
/* test func table already anded cell values with mask */
|
|
if (!tft[cell]) {
|
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/* Test failed */
|
|
outMask &= ~bit;
|
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sfb[0] = fail[cell];
|
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failed++;
|
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}
|
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sfb++;
|
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#ifdef __GL_STIPPLE_MSB
|
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bit >>= 1;
|
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#else
|
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bit <<= 1;
|
|
#endif
|
|
}
|
|
*osp++ = outMask;
|
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}
|
|
|
|
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;
|
|
}
|