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1 /*
2  * Mesa 3-D graphics library
3  *
4  * Copyright (C) 1999-2007  Brian Paul   All Rights Reserved.
5  *
6  * Permission is hereby granted, free of charge, to any person obtaining a
7  * copy of this software and associated documentation files (the "Software"),
8  * to deal in the Software without restriction, including without limitation
9  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10  * and/or sell copies of the Software, and to permit persons to whom the
11  * Software is furnished to do so, subject to the following conditions:
12  *
13  * The above copyright notice and this permission notice shall be included
14  * in all copies or substantial portions of the Software.
15  *
16  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
19  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20  * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21  * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22  * OTHER DEALINGS IN THE SOFTWARE.
23  */
24 
25 
26 #include "main/glheader.h"
27 #include "main/context.h"
28 
29 #include "main/format_pack.h"
30 #include "main/format_unpack.h"
31 #include "main/stencil.h"
32 
33 #include "s_context.h"
34 #include "s_depth.h"
35 #include "s_stencil.h"
36 #include "s_span.h"
37 
38 
39 
40 /* Stencil Logic:
41 
42 IF stencil test fails THEN
43    Apply fail-op to stencil value
44    Don't write the pixel (RGBA,Z)
45 ELSE
46    IF doing depth test && depth test fails THEN
47       Apply zfail-op to stencil value
48       Write RGBA and Z to appropriate buffers
49    ELSE
50       Apply zpass-op to stencil value
51 ENDIF
52 
53 */
54 
55 
56 
57 /**
58  * Compute/return the offset of the stencil value in a pixel.
59  * For example, if the format is Z24+S8, the position of the stencil bits
60  * within the 4-byte pixel will be either 0 or 3.
61  */
62 static GLint
get_stencil_offset(mesa_format format)63 get_stencil_offset(mesa_format format)
64 {
65    const GLubyte one = 1;
66    GLubyte pixel[MAX_PIXEL_BYTES];
67    GLint bpp = _mesa_get_format_bytes(format);
68    GLint i;
69 
70    assert(_mesa_get_format_bits(format, GL_STENCIL_BITS) == 8);
71    memset(pixel, 0, sizeof(pixel));
72    _mesa_pack_ubyte_stencil_row(format, 1, &one, pixel);
73 
74    for (i = 0; i < bpp; i++) {
75       if (pixel[i])
76          return i;
77    }
78 
79    _mesa_problem(NULL, "get_stencil_offset() failed\n");
80    return 0;
81 }
82 
83 
84 /** Clamp the stencil value to [0, 255] */
85 static inline GLubyte
clamp(GLint val)86 clamp(GLint val)
87 {
88    if (val < 0)
89       return 0;
90    else if (val > 255)
91       return 255;
92    else
93       return val;
94 }
95 
96 
97 #define STENCIL_OP(NEW_VAL)                                                 \
98    if (invmask == 0) {                                                      \
99       for (i = j = 0; i < n; i++, j += stride) {                            \
100          if (mask[i]) {                                                     \
101             GLubyte s = stencil[j];                                         \
102             (void) s;                                                       \
103             stencil[j] = (GLubyte) (NEW_VAL);                               \
104          }                                                                  \
105       }                                                                     \
106    }                                                                        \
107    else {                                                                   \
108       for (i = j = 0; i < n; i++, j += stride) {                            \
109          if (mask[i]) {                                                     \
110             GLubyte s = stencil[j];                                         \
111             stencil[j] = (GLubyte) ((invmask & s) | (wrtmask & (NEW_VAL))); \
112          }                                                                  \
113       }                                                                     \
114    }
115 
116 
117 /**
118  * Apply the given stencil operator to the array of stencil values.
119  * Don't touch stencil[i] if mask[i] is zero.
120  * @param n   number of stencil values
121  * @param oper  the stencil buffer operator
122  * @param face  0 or 1 for front or back face operation
123  * @param stencil  array of stencil values (in/out)
124  * @param mask  array [n] of flag:  1=apply operator, 0=don't apply operator
125  * @param stride  stride between stencil values
126  */
127 static void
apply_stencil_op(const struct gl_context * ctx,GLenum oper,GLuint face,GLuint n,GLubyte stencil[],const GLubyte mask[],GLint stride)128 apply_stencil_op(const struct gl_context *ctx, GLenum oper, GLuint face,
129                  GLuint n, GLubyte stencil[], const GLubyte mask[],
130                  GLint stride)
131 {
132    const GLubyte ref = _mesa_get_stencil_ref(ctx, face);
133    const GLubyte wrtmask = ctx->Stencil.WriteMask[face];
134    const GLubyte invmask = (GLubyte) (~wrtmask);
135    GLuint i, j;
136 
137    switch (oper) {
138    case GL_KEEP:
139       /* do nothing */
140       break;
141    case GL_ZERO:
142       /* replace stencil buf values with zero */
143       STENCIL_OP(0);
144       break;
145    case GL_REPLACE:
146       /* replace stencil buf values with ref value */
147       STENCIL_OP(ref);
148       break;
149    case GL_INCR:
150       /* increment stencil buf values, with clamping */
151       STENCIL_OP(clamp(s + 1));
152       break;
153    case GL_DECR:
154       /* increment stencil buf values, with clamping */
155       STENCIL_OP(clamp(s - 1));
156       break;
157    case GL_INCR_WRAP_EXT:
158       /* increment stencil buf values, without clamping */
159       STENCIL_OP(s + 1);
160       break;
161    case GL_DECR_WRAP_EXT:
162       /* increment stencil buf values, without clamping */
163       STENCIL_OP(s - 1);
164       break;
165    case GL_INVERT:
166       /* replace stencil buf values with inverted value */
167       STENCIL_OP(~s);
168       break;
169    default:
170       _mesa_problem(ctx, "Bad stencil op in apply_stencil_op");
171    }
172 }
173 
174 
175 
176 #define STENCIL_TEST(FUNC)                        \
177    for (i = j = 0; i < n; i++, j += stride) {     \
178       if (mask[i]) {                              \
179          s = (GLubyte) (stencil[j] & valueMask);  \
180          if (FUNC) {                              \
181             /* stencil pass */                    \
182             fail[i] = 0;                          \
183          }                                        \
184          else {                                   \
185             /* stencil fail */                    \
186             fail[i] = 1;                          \
187             mask[i] = 0;                          \
188          }                                        \
189       }                                           \
190       else {                                      \
191          fail[i] = 0;                             \
192       }                                           \
193    }
194 
195 
196 
197 /**
198  * Apply stencil test to an array of stencil values (before depth buffering).
199  * For the values that fail, we'll apply the GL_STENCIL_FAIL operator to
200  * the stencil values.
201  *
202  * @param face  0 or 1 for front or back-face polygons
203  * @param n  number of pixels in the array
204  * @param stencil  array of [n] stencil values (in/out)
205  * @param mask  array [n] of flag:  0=skip the pixel, 1=stencil the pixel,
206  *              values are set to zero where the stencil test fails.
207  * @param stride  stride between stencil values
208  * @return GL_FALSE = all pixels failed, GL_TRUE = zero or more pixels passed.
209  */
210 static GLboolean
do_stencil_test(struct gl_context * ctx,GLuint face,GLuint n,GLubyte stencil[],GLubyte mask[],GLint stride)211 do_stencil_test(struct gl_context *ctx, GLuint face, GLuint n,
212                 GLubyte stencil[], GLubyte mask[], GLint stride)
213 {
214    SWcontext *swrast = SWRAST_CONTEXT(ctx);
215    GLubyte *fail = swrast->stencil_temp.buf2;
216    GLboolean allfail = GL_FALSE;
217    GLuint i, j;
218    const GLuint valueMask = ctx->Stencil.ValueMask[face];
219    const GLubyte ref = (GLubyte) (_mesa_get_stencil_ref(ctx, face) & valueMask);
220    GLubyte s;
221 
222    /*
223     * Perform stencil test.  The results of this operation are stored
224     * in the fail[] array:
225     *   IF fail[i] is non-zero THEN
226     *       the stencil fail operator is to be applied
227     *   ELSE
228     *       the stencil fail operator is not to be applied
229     *   ENDIF
230     */
231    switch (ctx->Stencil.Function[face]) {
232    case GL_NEVER:
233       STENCIL_TEST(0);
234       allfail = GL_TRUE;
235       break;
236    case GL_LESS:
237       STENCIL_TEST(ref < s);
238       break;
239    case GL_LEQUAL:
240       STENCIL_TEST(ref <= s);
241       break;
242    case GL_GREATER:
243       STENCIL_TEST(ref > s);
244       break;
245    case GL_GEQUAL:
246       STENCIL_TEST(ref >= s);
247       break;
248    case GL_EQUAL:
249       STENCIL_TEST(ref == s);
250       break;
251    case GL_NOTEQUAL:
252       STENCIL_TEST(ref != s);
253       break;
254    case GL_ALWAYS:
255       STENCIL_TEST(1);
256       break;
257    default:
258       _mesa_problem(ctx, "Bad stencil func in gl_stencil_span");
259       return 0;
260    }
261 
262    if (ctx->Stencil.FailFunc[face] != GL_KEEP) {
263       apply_stencil_op(ctx, ctx->Stencil.FailFunc[face], face, n, stencil,
264                        fail, stride);
265    }
266 
267    return !allfail;
268 }
269 
270 
271 /**
272  * Compute the zpass/zfail masks by comparing the pre- and post-depth test
273  * masks.
274  */
275 static inline void
compute_pass_fail_masks(GLuint n,const GLubyte origMask[],const GLubyte newMask[],GLubyte passMask[],GLubyte failMask[])276 compute_pass_fail_masks(GLuint n, const GLubyte origMask[],
277                         const GLubyte newMask[],
278                         GLubyte passMask[], GLubyte failMask[])
279 {
280    GLuint i;
281    for (i = 0; i < n; i++) {
282       assert(newMask[i] == 0 || newMask[i] == 1);
283       passMask[i] = origMask[i] & newMask[i];
284       failMask[i] = origMask[i] & (newMask[i] ^ 1);
285    }
286 }
287 
288 
289 /**
290  * Get 8-bit stencil values from random locations in the stencil buffer.
291  */
292 static void
get_s8_values(struct gl_context * ctx,struct gl_renderbuffer * rb,GLuint count,const GLint x[],const GLint y[],GLubyte stencil[])293 get_s8_values(struct gl_context *ctx, struct gl_renderbuffer *rb,
294               GLuint count, const GLint x[], const GLint y[],
295               GLubyte stencil[])
296 {
297    struct swrast_renderbuffer *srb = swrast_renderbuffer(rb);
298    const GLint w = rb->Width, h = rb->Height;
299    const GLubyte *map = _swrast_pixel_address(rb, 0, 0);
300    GLuint i;
301 
302    if (rb->Format == MESA_FORMAT_S_UINT8) {
303       const GLint rowStride = srb->RowStride;
304       for (i = 0; i < count; i++) {
305          if (x[i] >= 0 && y[i] >= 0 && x[i] < w && y[i] < h) {
306             stencil[i] = *(map + y[i] * rowStride + x[i]);
307          }
308       }
309    }
310    else {
311       const GLint bpp = _mesa_get_format_bytes(rb->Format);
312       const GLint rowStride = srb->RowStride;
313       for (i = 0; i < count; i++) {
314          if (x[i] >= 0 && y[i] >= 0 && x[i] < w && y[i] < h) {
315             const GLubyte *src = map + y[i] * rowStride + x[i] * bpp;
316             _mesa_unpack_ubyte_stencil_row(rb->Format, 1, src, &stencil[i]);
317          }
318       }
319    }
320 }
321 
322 
323 /**
324  * Put 8-bit stencil values at random locations into the stencil buffer.
325  */
326 static void
put_s8_values(struct gl_context * ctx,struct gl_renderbuffer * rb,GLuint count,const GLint x[],const GLint y[],const GLubyte stencil[])327 put_s8_values(struct gl_context *ctx, struct gl_renderbuffer *rb,
328               GLuint count, const GLint x[], const GLint y[],
329               const GLubyte stencil[])
330 {
331    const GLint w = rb->Width, h = rb->Height;
332    mesa_pack_ubyte_stencil_func pack_stencil =
333       _mesa_get_pack_ubyte_stencil_func(rb->Format);
334    GLuint i;
335 
336    for (i = 0; i < count; i++) {
337       if (x[i] >= 0 && y[i] >= 0 && x[i] < w && y[i] < h) {
338          GLubyte *dst = _swrast_pixel_address(rb, x[i], y[i]);
339          pack_stencil(&stencil[i], dst);
340       }
341    }
342 }
343 
344 
345 /**
346  * /return GL_TRUE = one or more fragments passed,
347  * GL_FALSE = all fragments failed.
348  */
349 GLboolean
_swrast_stencil_and_ztest_span(struct gl_context * ctx,SWspan * span)350 _swrast_stencil_and_ztest_span(struct gl_context *ctx, SWspan *span)
351 {
352    SWcontext *swrast = SWRAST_CONTEXT(ctx);
353    struct gl_framebuffer *fb = ctx->DrawBuffer;
354    struct gl_renderbuffer *rb = fb->Attachment[BUFFER_STENCIL].Renderbuffer;
355    const GLint stencilOffset = get_stencil_offset(rb->Format);
356    const GLint stencilStride = _mesa_get_format_bytes(rb->Format);
357    const GLuint face = (span->facing == 0) ? 0 : ctx->Stencil._BackFace;
358    const GLuint count = span->end;
359    GLubyte *mask = span->array->mask;
360    GLubyte *stencilTemp = swrast->stencil_temp.buf1;
361    GLubyte *stencilBuf;
362 
363    if (span->arrayMask & SPAN_XY) {
364       /* read stencil values from random locations */
365       get_s8_values(ctx, rb, count, span->array->x, span->array->y,
366                     stencilTemp);
367       stencilBuf = stencilTemp;
368    }
369    else {
370       /* Processing a horizontal run of pixels.  Since stencil is always
371        * 8 bits for all MESA_FORMATs, we just need to use the right offset
372        * and stride to access them.
373        */
374       stencilBuf = _swrast_pixel_address(rb, span->x, span->y) + stencilOffset;
375    }
376 
377    /*
378     * Apply the stencil test to the fragments.
379     * failMask[i] is 1 if the stencil test failed.
380     */
381    if (!do_stencil_test(ctx, face, count, stencilBuf, mask, stencilStride)) {
382       /* all fragments failed the stencil test, we're done. */
383       span->writeAll = GL_FALSE;
384       if (span->arrayMask & SPAN_XY) {
385          /* need to write the updated stencil values back to the buffer */
386          put_s8_values(ctx, rb, count, span->array->x, span->array->y,
387                        stencilTemp);
388       }
389       return GL_FALSE;
390    }
391 
392    /*
393     * Some fragments passed the stencil test, apply depth test to them
394     * and apply Zpass and Zfail stencil ops.
395     */
396    if (ctx->Depth.Test == GL_FALSE ||
397        ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer == NULL) {
398       /*
399        * No depth buffer, just apply zpass stencil function to active pixels.
400        */
401       apply_stencil_op(ctx, ctx->Stencil.ZPassFunc[face], face, count,
402                        stencilBuf, mask, stencilStride);
403    }
404    else {
405       /*
406        * Perform depth buffering, then apply zpass or zfail stencil function.
407        */
408       SWcontext *swrast = SWRAST_CONTEXT(ctx);
409       GLubyte *passMask = swrast->stencil_temp.buf2;
410       GLubyte *failMask = swrast->stencil_temp.buf3;
411       GLubyte *origMask = swrast->stencil_temp.buf4;
412 
413       /* save the current mask bits */
414       memcpy(origMask, mask, count * sizeof(GLubyte));
415 
416       /* apply the depth test */
417       _swrast_depth_test_span(ctx, span);
418 
419       compute_pass_fail_masks(count, origMask, mask, passMask, failMask);
420 
421       /* apply the pass and fail operations */
422       if (ctx->Stencil.ZFailFunc[face] != GL_KEEP) {
423          apply_stencil_op(ctx, ctx->Stencil.ZFailFunc[face], face,
424                           count, stencilBuf, failMask, stencilStride);
425       }
426       if (ctx->Stencil.ZPassFunc[face] != GL_KEEP) {
427          apply_stencil_op(ctx, ctx->Stencil.ZPassFunc[face], face,
428                           count, stencilBuf, passMask, stencilStride);
429       }
430    }
431 
432    /* Write updated stencil values back into hardware stencil buffer */
433    if (span->arrayMask & SPAN_XY) {
434       put_s8_values(ctx, rb, count, span->array->x, span->array->y,
435                     stencilBuf);
436    }
437 
438    span->writeAll = GL_FALSE;
439 
440    return GL_TRUE;  /* one or more fragments passed both tests */
441 }
442 
443 
444 
445 
446 /**
447  * Return a span of stencil values from the stencil buffer.
448  * Used for glRead/CopyPixels
449  * Input:  n - how many pixels
450  *         x,y - location of first pixel
451  * Output:  stencil - the array of stencil values
452  */
453 void
_swrast_read_stencil_span(struct gl_context * ctx,struct gl_renderbuffer * rb,GLint n,GLint x,GLint y,GLubyte stencil[])454 _swrast_read_stencil_span(struct gl_context *ctx, struct gl_renderbuffer *rb,
455                           GLint n, GLint x, GLint y, GLubyte stencil[])
456 {
457    GLubyte *src;
458 
459    if (y < 0 || y >= (GLint) rb->Height ||
460        x + n <= 0 || x >= (GLint) rb->Width) {
461       /* span is completely outside framebuffer */
462       return; /* undefined values OK */
463    }
464 
465    if (x < 0) {
466       GLint dx = -x;
467       x = 0;
468       n -= dx;
469       stencil += dx;
470    }
471    if (x + n > (GLint) rb->Width) {
472       GLint dx = x + n - rb->Width;
473       n -= dx;
474    }
475    if (n <= 0) {
476       return;
477    }
478 
479    src = _swrast_pixel_address(rb, x, y);
480    _mesa_unpack_ubyte_stencil_row(rb->Format, n, src, stencil);
481 }
482 
483 
484 
485 /**
486  * Write a span of stencil values to the stencil buffer.  This function
487  * applies the stencil write mask when needed.
488  * Used for glDraw/CopyPixels
489  * Input:  n - how many pixels
490  *         x, y - location of first pixel
491  *         stencil - the array of stencil values
492  */
493 void
_swrast_write_stencil_span(struct gl_context * ctx,GLint n,GLint x,GLint y,const GLubyte stencil[])494 _swrast_write_stencil_span(struct gl_context *ctx, GLint n, GLint x, GLint y,
495                            const GLubyte stencil[] )
496 {
497    SWcontext *swrast = SWRAST_CONTEXT(ctx);
498    struct gl_framebuffer *fb = ctx->DrawBuffer;
499    struct gl_renderbuffer *rb = fb->Attachment[BUFFER_STENCIL].Renderbuffer;
500    const GLuint stencilMax = (1 << fb->Visual.stencilBits) - 1;
501    const GLuint stencilMask = ctx->Stencil.WriteMask[0];
502    GLubyte *stencilBuf;
503 
504    if (y < 0 || y >= (GLint) rb->Height ||
505        x + n <= 0 || x >= (GLint) rb->Width) {
506       /* span is completely outside framebuffer */
507       return; /* undefined values OK */
508    }
509    if (x < 0) {
510       GLint dx = -x;
511       x = 0;
512       n -= dx;
513       stencil += dx;
514    }
515    if (x + n > (GLint) rb->Width) {
516       GLint dx = x + n - rb->Width;
517       n -= dx;
518    }
519    if (n <= 0) {
520       return;
521    }
522 
523    stencilBuf = _swrast_pixel_address(rb, x, y);
524 
525    if ((stencilMask & stencilMax) != stencilMax) {
526       /* need to apply writemask */
527       GLubyte *destVals = swrast->stencil_temp.buf1;
528       GLubyte *newVals = swrast->stencil_temp.buf2;
529       GLint i;
530 
531       _mesa_unpack_ubyte_stencil_row(rb->Format, n, stencilBuf, destVals);
532       for (i = 0; i < n; i++) {
533          newVals[i]
534             = (stencil[i] & stencilMask) | (destVals[i] & ~stencilMask);
535       }
536       _mesa_pack_ubyte_stencil_row(rb->Format, n, newVals, stencilBuf);
537    }
538    else {
539       _mesa_pack_ubyte_stencil_row(rb->Format, n, stencil, stencilBuf);
540    }
541 }
542 
543 
544 
545 /**
546  * Clear the stencil buffer.  If the buffer is a combined
547  * depth+stencil buffer, only the stencil bits will be touched.
548  */
549 void
_swrast_clear_stencil_buffer(struct gl_context * ctx)550 _swrast_clear_stencil_buffer(struct gl_context *ctx)
551 {
552    struct gl_renderbuffer *rb =
553       ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer;
554    const GLubyte stencilBits = ctx->DrawBuffer->Visual.stencilBits;
555    const GLuint writeMask = ctx->Stencil.WriteMask[0];
556    const GLuint stencilMax = (1 << stencilBits) - 1;
557    GLint x, y, width, height;
558    GLubyte *map;
559    GLint rowStride, i, j;
560    GLbitfield mapMode;
561 
562    if (!rb || writeMask == 0)
563       return;
564 
565    /* compute region to clear */
566    x = ctx->DrawBuffer->_Xmin;
567    y = ctx->DrawBuffer->_Ymin;
568    width  = ctx->DrawBuffer->_Xmax - ctx->DrawBuffer->_Xmin;
569    height = ctx->DrawBuffer->_Ymax - ctx->DrawBuffer->_Ymin;
570 
571    mapMode = GL_MAP_WRITE_BIT;
572    if ((writeMask & stencilMax) != stencilMax) {
573       /* need to mask stencil values */
574       mapMode |= GL_MAP_READ_BIT;
575    }
576    else if (_mesa_get_format_bits(rb->Format, GL_DEPTH_BITS) > 0) {
577       /* combined depth+stencil, need to mask Z values */
578       mapMode |= GL_MAP_READ_BIT;
579    }
580 
581    ctx->Driver.MapRenderbuffer(ctx, rb, x, y, width, height,
582                                mapMode, &map, &rowStride,
583                                ctx->DrawBuffer->FlipY);
584    if (!map) {
585       _mesa_error(ctx, GL_OUT_OF_MEMORY, "glClear(stencil)");
586       return;
587    }
588 
589    switch (rb->Format) {
590    case MESA_FORMAT_S_UINT8:
591       {
592          GLubyte clear = ctx->Stencil.Clear & writeMask & 0xff;
593          GLubyte mask = (~writeMask) & 0xff;
594          if (mask != 0) {
595             /* masked clear */
596             for (i = 0; i < height; i++) {
597                GLubyte *row = map;
598                for (j = 0; j < width; j++) {
599                   row[j] = (row[j] & mask) | clear;
600                }
601                map += rowStride;
602             }
603          }
604          else if (rowStride == width) {
605             /* clear whole buffer */
606             memset(map, clear, width * height);
607          }
608          else {
609             /* clear scissored */
610             for (i = 0; i < height; i++) {
611                memset(map, clear, width);
612                map += rowStride;
613             }
614          }
615       }
616       break;
617    case MESA_FORMAT_Z24_UNORM_S8_UINT:
618       {
619          GLuint clear = (ctx->Stencil.Clear & writeMask & 0xff) << 24;
620          GLuint mask = (((~writeMask) & 0xff) << 24) | 0xffffff;
621          for (i = 0; i < height; i++) {
622             GLuint *row = (GLuint *) map;
623             for (j = 0; j < width; j++) {
624                row[j] = (row[j] & mask) | clear;
625             }
626             map += rowStride;
627          }
628       }
629       break;
630    case MESA_FORMAT_S8_UINT_Z24_UNORM:
631       {
632          GLuint clear = ctx->Stencil.Clear & writeMask & 0xff;
633          GLuint mask = 0xffffff00 | ((~writeMask) & 0xff);
634          for (i = 0; i < height; i++) {
635             GLuint *row = (GLuint *) map;
636             for (j = 0; j < width; j++) {
637                row[j] = (row[j] & mask) | clear;
638             }
639             map += rowStride;
640          }
641       }
642       break;
643    default:
644       _mesa_problem(ctx, "Unexpected stencil buffer format %s"
645                     " in _swrast_clear_stencil_buffer()",
646                     _mesa_get_format_name(rb->Format));
647    }
648 
649    ctx->Driver.UnmapRenderbuffer(ctx, rb);
650 }
651