diff options
Diffstat (limited to 'mesalib/src/mesa/swrast/s_depth.c')
-rw-r--r-- | mesalib/src/mesa/swrast/s_depth.c | 2968 |
1 files changed, 1484 insertions, 1484 deletions
diff --git a/mesalib/src/mesa/swrast/s_depth.c b/mesalib/src/mesa/swrast/s_depth.c index f952fd6ba..90b9ee572 100644 --- a/mesalib/src/mesa/swrast/s_depth.c +++ b/mesalib/src/mesa/swrast/s_depth.c @@ -1,1484 +1,1484 @@ -/* - * Mesa 3-D graphics library - * Version: 7.2.1 - * - * Copyright (C) 1999-2008 Brian Paul All Rights Reserved. - * - * Permission is hereby granted, free of charge, to any person obtaining a - * copy of this software and associated documentation files (the "Software"), - * to deal in the Software without restriction, including without limitation - * the rights to use, copy, modify, merge, publish, distribute, sublicense, - * and/or sell copies of the Software, and to permit persons to whom the - * Software is furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included - * in all copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS - * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL - * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN - * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN - * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. - */ - - -#include "main/glheader.h" -#include "main/context.h" -#include "main/formats.h" -#include "main/macros.h" -#include "main/imports.h" - -#include "s_depth.h" -#include "s_span.h" - - -/** - * Do depth test for a horizontal span of fragments. - * Input: zbuffer - array of z values in the zbuffer - * z - array of fragment z values - * Return: number of fragments which pass the test. - */ -static GLuint -depth_test_span16( GLcontext *ctx, GLuint n, - GLushort zbuffer[], const GLuint z[], GLubyte mask[] ) -{ - GLuint passed = 0; - - /* switch cases ordered from most frequent to less frequent */ - switch (ctx->Depth.Func) { - case GL_LESS: - if (ctx->Depth.Mask) { - /* Update Z buffer */ - GLuint i; - for (i=0; i<n; i++) { - if (mask[i]) { - if (z[i] < zbuffer[i]) { - /* pass */ - zbuffer[i] = z[i]; - passed++; - } - else { - /* fail */ - mask[i] = 0; - } - } - } - } - else { - /* Don't update Z buffer */ - GLuint i; - for (i=0; i<n; i++) { - if (mask[i]) { - if (z[i] < zbuffer[i]) { - /* pass */ - passed++; - } - else { - mask[i] = 0; - } - } - } - } - break; - case GL_LEQUAL: - if (ctx->Depth.Mask) { - /* Update Z buffer */ - GLuint i; - for (i=0;i<n;i++) { - if (mask[i]) { - if (z[i] <= zbuffer[i]) { - zbuffer[i] = z[i]; - passed++; - } - else { - mask[i] = 0; - } - } - } - } - else { - /* Don't update Z buffer */ - GLuint i; - for (i=0;i<n;i++) { - if (mask[i]) { - if (z[i] <= zbuffer[i]) { - /* pass */ - passed++; - } - else { - mask[i] = 0; - } - } - } - } - break; - case GL_GEQUAL: - if (ctx->Depth.Mask) { - /* Update Z buffer */ - GLuint i; - for (i=0;i<n;i++) { - if (mask[i]) { - if (z[i] >= zbuffer[i]) { - zbuffer[i] = z[i]; - passed++; - } - else { - mask[i] = 0; - } - } - } - } - else { - /* Don't update Z buffer */ - GLuint i; - for (i=0;i<n;i++) { - if (mask[i]) { - if (z[i] >= zbuffer[i]) { - /* pass */ - passed++; - } - else { - mask[i] = 0; - } - } - } - } - break; - case GL_GREATER: - if (ctx->Depth.Mask) { - /* Update Z buffer */ - GLuint i; - for (i=0;i<n;i++) { - if (mask[i]) { - if (z[i] > zbuffer[i]) { - zbuffer[i] = z[i]; - passed++; - } - else { - mask[i] = 0; - } - } - } - } - else { - /* Don't update Z buffer */ - GLuint i; - for (i=0;i<n;i++) { - if (mask[i]) { - if (z[i] > zbuffer[i]) { - /* pass */ - passed++; - } - else { - mask[i] = 0; - } - } - } - } - break; - case GL_NOTEQUAL: - if (ctx->Depth.Mask) { - /* Update Z buffer */ - GLuint i; - for (i=0;i<n;i++) { - if (mask[i]) { - if (z[i] != zbuffer[i]) { - zbuffer[i] = z[i]; - passed++; - } - else { - mask[i] = 0; - } - } - } - } - else { - /* Don't update Z buffer */ - GLuint i; - for (i=0;i<n;i++) { - if (mask[i]) { - if (z[i] != zbuffer[i]) { - /* pass */ - passed++; - } - else { - mask[i] = 0; - } - } - } - } - break; - case GL_EQUAL: - if (ctx->Depth.Mask) { - /* Update Z buffer */ - GLuint i; - for (i=0;i<n;i++) { - if (mask[i]) { - if (z[i] == zbuffer[i]) { - zbuffer[i] = z[i]; - passed++; - } - else { - mask[i] = 0; - } - } - } - } - else { - /* Don't update Z buffer */ - GLuint i; - for (i=0;i<n;i++) { - if (mask[i]) { - if (z[i] == zbuffer[i]) { - /* pass */ - passed++; - } - else { - mask[i] = 0; - } - } - } - } - break; - case GL_ALWAYS: - if (ctx->Depth.Mask) { - /* Update Z buffer */ - GLuint i; - for (i=0;i<n;i++) { - if (mask[i]) { - zbuffer[i] = z[i]; - passed++; - } - } - } - else { - /* Don't update Z buffer or mask */ - passed = n; - } - break; - case GL_NEVER: - memset(mask, 0, n * sizeof(GLubyte)); - break; - default: - _mesa_problem(ctx, "Bad depth func in depth_test_span16"); - } - - return passed; -} - - -static GLuint -depth_test_span32( GLcontext *ctx, GLuint n, - GLuint zbuffer[], const GLuint z[], GLubyte mask[] ) -{ - GLuint passed = 0; - - /* switch cases ordered from most frequent to less frequent */ - switch (ctx->Depth.Func) { - case GL_LESS: - if (ctx->Depth.Mask) { - /* Update Z buffer */ - GLuint i; - for (i=0; i<n; i++) { - if (mask[i]) { - if (z[i] < zbuffer[i]) { - /* pass */ - zbuffer[i] = z[i]; - passed++; - } - else { - /* fail */ - mask[i] = 0; - } - } - } - } - else { - /* Don't update Z buffer */ - GLuint i; - for (i=0; i<n; i++) { - if (mask[i]) { - if (z[i] < zbuffer[i]) { - /* pass */ - passed++; - } - else { - mask[i] = 0; - } - } - } - } - break; - case GL_LEQUAL: - if (ctx->Depth.Mask) { - /* Update Z buffer */ - GLuint i; - for (i=0;i<n;i++) { - if (mask[i]) { - if (z[i] <= zbuffer[i]) { - zbuffer[i] = z[i]; - passed++; - } - else { - mask[i] = 0; - } - } - } - } - else { - /* Don't update Z buffer */ - GLuint i; - for (i=0;i<n;i++) { - if (mask[i]) { - if (z[i] <= zbuffer[i]) { - /* pass */ - passed++; - } - else { - mask[i] = 0; - } - } - } - } - break; - case GL_GEQUAL: - if (ctx->Depth.Mask) { - /* Update Z buffer */ - GLuint i; - for (i=0;i<n;i++) { - if (mask[i]) { - if (z[i] >= zbuffer[i]) { - zbuffer[i] = z[i]; - passed++; - } - else { - mask[i] = 0; - } - } - } - } - else { - /* Don't update Z buffer */ - GLuint i; - for (i=0;i<n;i++) { - if (mask[i]) { - if (z[i] >= zbuffer[i]) { - /* pass */ - passed++; - } - else { - mask[i] = 0; - } - } - } - } - break; - case GL_GREATER: - if (ctx->Depth.Mask) { - /* Update Z buffer */ - GLuint i; - for (i=0;i<n;i++) { - if (mask[i]) { - if (z[i] > zbuffer[i]) { - zbuffer[i] = z[i]; - passed++; - } - else { - mask[i] = 0; - } - } - } - } - else { - /* Don't update Z buffer */ - GLuint i; - for (i=0;i<n;i++) { - if (mask[i]) { - if (z[i] > zbuffer[i]) { - /* pass */ - passed++; - } - else { - mask[i] = 0; - } - } - } - } - break; - case GL_NOTEQUAL: - if (ctx->Depth.Mask) { - /* Update Z buffer */ - GLuint i; - for (i=0;i<n;i++) { - if (mask[i]) { - if (z[i] != zbuffer[i]) { - zbuffer[i] = z[i]; - passed++; - } - else { - mask[i] = 0; - } - } - } - } - else { - /* Don't update Z buffer */ - GLuint i; - for (i=0;i<n;i++) { - if (mask[i]) { - if (z[i] != zbuffer[i]) { - /* pass */ - passed++; - } - else { - mask[i] = 0; - } - } - } - } - break; - case GL_EQUAL: - if (ctx->Depth.Mask) { - /* Update Z buffer */ - GLuint i; - for (i=0;i<n;i++) { - if (mask[i]) { - if (z[i] == zbuffer[i]) { - zbuffer[i] = z[i]; - passed++; - } - else { - mask[i] = 0; - } - } - } - } - else { - /* Don't update Z buffer */ - GLuint i; - for (i=0;i<n;i++) { - if (mask[i]) { - if (z[i] == zbuffer[i]) { - /* pass */ - passed++; - } - else { - mask[i] = 0; - } - } - } - } - break; - case GL_ALWAYS: - if (ctx->Depth.Mask) { - /* Update Z buffer */ - GLuint i; - for (i=0;i<n;i++) { - if (mask[i]) { - zbuffer[i] = z[i]; - passed++; - } - } - } - else { - /* Don't update Z buffer or mask */ - passed = n; - } - break; - case GL_NEVER: - memset(mask, 0, n * sizeof(GLubyte)); - break; - default: - _mesa_problem(ctx, "Bad depth func in depth_test_span32"); - } - - return passed; -} - - - -/** - * Clamp fragment Z values to the depth near/far range (glDepthRange()). - * This is used when GL_ARB_depth_clamp/GL_DEPTH_CLAMP is turned on. - * In that case, vertexes are not clipped against the near/far planes - * so rasterization will produce fragment Z values outside the usual - * [0,1] range. - */ -void -_swrast_depth_clamp_span( GLcontext *ctx, SWspan *span ) -{ - struct gl_framebuffer *fb = ctx->DrawBuffer; - const GLuint count = span->end; - GLint *zValues = (GLint *) span->array->z; /* sign change */ - GLint min, max; - GLfloat min_f, max_f; - GLuint i; - - if (ctx->Viewport.Near < ctx->Viewport.Far) { - min_f = ctx->Viewport.Near; - max_f = ctx->Viewport.Far; - } else { - min_f = ctx->Viewport.Far; - max_f = ctx->Viewport.Near; - } - - /* Convert floating point values in [0,1] to device Z coordinates in - * [0, DepthMax]. - * ex: If the Z buffer has 24 bits, DepthMax = 0xffffff. - * - * XXX this all falls apart if we have 31 or more bits of Z because - * the triangle rasterization code produces unsigned Z values. Negative - * vertex Z values come out as large fragment Z uints. - */ - min = (GLint) (min_f * fb->_DepthMaxF); - max = (GLint) (max_f * fb->_DepthMaxF); - if (max < 0) - max = 0x7fffffff; /* catch over flow for 30-bit z */ - - /* Note that we do the comparisons here using signed integers. - */ - for (i = 0; i < count; i++) { - if (zValues[i] < min) - zValues[i] = min; - if (zValues[i] > max) - zValues[i] = max; - } -} - - - -/* - * Apply depth test to span of fragments. - */ -static GLuint -depth_test_span( GLcontext *ctx, SWspan *span) -{ - struct gl_framebuffer *fb = ctx->DrawBuffer; - struct gl_renderbuffer *rb = fb->_DepthBuffer; - const GLint x = span->x; - const GLint y = span->y; - const GLuint count = span->end; - const GLuint *zValues = span->array->z; - GLubyte *mask = span->array->mask; - GLuint passed; - - ASSERT((span->arrayMask & SPAN_XY) == 0); - ASSERT(span->arrayMask & SPAN_Z); - - if (rb->GetPointer(ctx, rb, 0, 0)) { - /* Directly access buffer */ - if (rb->DataType == GL_UNSIGNED_SHORT) { - GLushort *zbuffer = (GLushort *) rb->GetPointer(ctx, rb, x, y); - passed = depth_test_span16(ctx, count, zbuffer, zValues, mask); - } - else { - GLuint *zbuffer = (GLuint *) rb->GetPointer(ctx, rb, x, y); - ASSERT(rb->DataType == GL_UNSIGNED_INT); - passed = depth_test_span32(ctx, count, zbuffer, zValues, mask); - } - } - else { - /* read depth values from buffer, test, write back */ - if (rb->DataType == GL_UNSIGNED_SHORT) { - GLushort zbuffer[MAX_WIDTH]; - rb->GetRow(ctx, rb, count, x, y, zbuffer); - passed = depth_test_span16(ctx, count, zbuffer, zValues, mask); - rb->PutRow(ctx, rb, count, x, y, zbuffer, mask); - } - else { - GLuint zbuffer[MAX_WIDTH]; - ASSERT(rb->DataType == GL_UNSIGNED_INT); - rb->GetRow(ctx, rb, count, x, y, zbuffer); - passed = depth_test_span32(ctx, count, zbuffer, zValues, mask); - rb->PutRow(ctx, rb, count, x, y, zbuffer, mask); - } - } - - if (passed < count) { - span->writeAll = GL_FALSE; - } - return passed; -} - - - -#define Z_ADDRESS(X, Y) (zStart + (Y) * stride + (X)) - - -/* - * Do depth testing for an array of fragments at assorted locations. - */ -static void -direct_depth_test_pixels16(GLcontext *ctx, GLushort *zStart, GLuint stride, - GLuint n, const GLint x[], const GLint y[], - const GLuint z[], GLubyte mask[] ) -{ - /* switch cases ordered from most frequent to less frequent */ - switch (ctx->Depth.Func) { - case GL_LESS: - if (ctx->Depth.Mask) { - /* Update Z buffer */ - GLuint i; - for (i=0; i<n; i++) { - if (mask[i]) { - GLushort *zptr = Z_ADDRESS(x[i], y[i]); - if (z[i] < *zptr) { - /* pass */ - *zptr = z[i]; - } - else { - /* fail */ - mask[i] = 0; - } - } - } - } - else { - /* Don't update Z buffer */ - GLuint i; - for (i=0; i<n; i++) { - if (mask[i]) { - GLushort *zptr = Z_ADDRESS(x[i], y[i]); - if (z[i] < *zptr) { - /* pass */ - } - else { - /* fail */ - mask[i] = 0; - } - } - } - } - break; - case GL_LEQUAL: - if (ctx->Depth.Mask) { - /* Update Z buffer */ - GLuint i; - for (i=0; i<n; i++) { - if (mask[i]) { - GLushort *zptr = Z_ADDRESS(x[i], y[i]); - if (z[i] <= *zptr) { - /* pass */ - *zptr = z[i]; - } - else { - /* fail */ - mask[i] = 0; - } - } - } - } - else { - /* Don't update Z buffer */ - GLuint i; - for (i=0; i<n; i++) { - if (mask[i]) { - GLushort *zptr = Z_ADDRESS(x[i], y[i]); - if (z[i] <= *zptr) { - /* pass */ - } - else { - /* fail */ - mask[i] = 0; - } - } - } - } - break; - case GL_GEQUAL: - if (ctx->Depth.Mask) { - /* Update Z buffer */ - GLuint i; - for (i=0; i<n; i++) { - if (mask[i]) { - GLushort *zptr = Z_ADDRESS(x[i], y[i]); - if (z[i] >= *zptr) { - /* pass */ - *zptr = z[i]; - } - else { - /* fail */ - mask[i] = 0; - } - } - } - } - else { - /* Don't update Z buffer */ - GLuint i; - for (i=0; i<n; i++) { - if (mask[i]) { - GLushort *zptr = Z_ADDRESS(x[i], y[i]); - if (z[i] >= *zptr) { - /* pass */ - } - else { - /* fail */ - mask[i] = 0; - } - } - } - } - break; - case GL_GREATER: - if (ctx->Depth.Mask) { - /* Update Z buffer */ - GLuint i; - for (i=0; i<n; i++) { - if (mask[i]) { - GLushort *zptr = Z_ADDRESS(x[i], y[i]); - if (z[i] > *zptr) { - /* pass */ - *zptr = z[i]; - } - else { - /* fail */ - mask[i] = 0; - } - } - } - } - else { - /* Don't update Z buffer */ - GLuint i; - for (i=0; i<n; i++) { - if (mask[i]) { - GLushort *zptr = Z_ADDRESS(x[i], y[i]); - if (z[i] > *zptr) { - /* pass */ - } - else { - /* fail */ - mask[i] = 0; - } - } - } - } - break; - case GL_NOTEQUAL: - if (ctx->Depth.Mask) { - /* Update Z buffer */ - GLuint i; - for (i=0; i<n; i++) { - if (mask[i]) { - GLushort *zptr = Z_ADDRESS(x[i], y[i]); - if (z[i] != *zptr) { - /* pass */ - *zptr = z[i]; - } - else { - /* fail */ - mask[i] = 0; - } - } - } - } - else { - /* Don't update Z buffer */ - GLuint i; - for (i=0; i<n; i++) { - if (mask[i]) { - GLushort *zptr = Z_ADDRESS(x[i], y[i]); - if (z[i] != *zptr) { - /* pass */ - } - else { - /* fail */ - mask[i] = 0; - } - } - } - } - break; - case GL_EQUAL: - if (ctx->Depth.Mask) { - /* Update Z buffer */ - GLuint i; - for (i=0; i<n; i++) { - if (mask[i]) { - GLushort *zptr = Z_ADDRESS(x[i], y[i]); - if (z[i] == *zptr) { - /* pass */ - *zptr = z[i]; - } - else { - /* fail */ - mask[i] = 0; - } - } - } - } - else { - /* Don't update Z buffer */ - GLuint i; - for (i=0; i<n; i++) { - if (mask[i]) { - GLushort *zptr = Z_ADDRESS(x[i], y[i]); - if (z[i] == *zptr) { - /* pass */ - } - else { - /* fail */ - mask[i] = 0; - } - } - } - } - break; - case GL_ALWAYS: - if (ctx->Depth.Mask) { - /* Update Z buffer */ - GLuint i; - for (i=0; i<n; i++) { - if (mask[i]) { - GLushort *zptr = Z_ADDRESS(x[i], y[i]); - *zptr = z[i]; - } - } - } - else { - /* Don't update Z buffer or mask */ - } - break; - case GL_NEVER: - /* depth test never passes */ - memset(mask, 0, n * sizeof(GLubyte)); - break; - default: - _mesa_problem(ctx, "Bad depth func in direct_depth_test_pixels"); - } -} - - - -/* - * Do depth testing for an array of fragments with direct access to zbuffer. - */ -static void -direct_depth_test_pixels32(GLcontext *ctx, GLuint *zStart, GLuint stride, - GLuint n, const GLint x[], const GLint y[], - const GLuint z[], GLubyte mask[] ) -{ - /* switch cases ordered from most frequent to less frequent */ - switch (ctx->Depth.Func) { - case GL_LESS: - if (ctx->Depth.Mask) { - /* Update Z buffer */ - GLuint i; - for (i=0; i<n; i++) { - if (mask[i]) { - GLuint *zptr = Z_ADDRESS(x[i], y[i]); - if (z[i] < *zptr) { - /* pass */ - *zptr = z[i]; - } - else { - /* fail */ - mask[i] = 0; - } - } - } - } - else { - /* Don't update Z buffer */ - GLuint i; - for (i=0; i<n; i++) { - if (mask[i]) { - GLuint *zptr = Z_ADDRESS(x[i], y[i]); - if (z[i] < *zptr) { - /* pass */ - } - else { - /* fail */ - mask[i] = 0; - } - } - } - } - break; - case GL_LEQUAL: - if (ctx->Depth.Mask) { - /* Update Z buffer */ - GLuint i; - for (i=0; i<n; i++) { - if (mask[i]) { - GLuint *zptr = Z_ADDRESS(x[i], y[i]); - if (z[i] <= *zptr) { - /* pass */ - *zptr = z[i]; - } - else { - /* fail */ - mask[i] = 0; - } - } - } - } - else { - /* Don't update Z buffer */ - GLuint i; - for (i=0; i<n; i++) { - if (mask[i]) { - GLuint *zptr = Z_ADDRESS(x[i], y[i]); - if (z[i] <= *zptr) { - /* pass */ - } - else { - /* fail */ - mask[i] = 0; - } - } - } - } - break; - case GL_GEQUAL: - if (ctx->Depth.Mask) { - /* Update Z buffer */ - GLuint i; - for (i=0; i<n; i++) { - if (mask[i]) { - GLuint *zptr = Z_ADDRESS(x[i], y[i]); - if (z[i] >= *zptr) { - /* pass */ - *zptr = z[i]; - } - else { - /* fail */ - mask[i] = 0; - } - } - } - } - else { - /* Don't update Z buffer */ - GLuint i; - for (i=0; i<n; i++) { - if (mask[i]) { - GLuint *zptr = Z_ADDRESS(x[i], y[i]); - if (z[i] >= *zptr) { - /* pass */ - } - else { - /* fail */ - mask[i] = 0; - } - } - } - } - break; - case GL_GREATER: - if (ctx->Depth.Mask) { - /* Update Z buffer */ - GLuint i; - for (i=0; i<n; i++) { - if (mask[i]) { - GLuint *zptr = Z_ADDRESS(x[i], y[i]); - if (z[i] > *zptr) { - /* pass */ - *zptr = z[i]; - } - else { - /* fail */ - mask[i] = 0; - } - } - } - } - else { - /* Don't update Z buffer */ - GLuint i; - for (i=0; i<n; i++) { - if (mask[i]) { - GLuint *zptr = Z_ADDRESS(x[i], y[i]); - if (z[i] > *zptr) { - /* pass */ - } - else { - /* fail */ - mask[i] = 0; - } - } - } - } - break; - case GL_NOTEQUAL: - if (ctx->Depth.Mask) { - /* Update Z buffer */ - GLuint i; - for (i=0; i<n; i++) { - if (mask[i]) { - GLuint *zptr = Z_ADDRESS(x[i], y[i]); - if (z[i] != *zptr) { - /* pass */ - *zptr = z[i]; - } - else { - /* fail */ - mask[i] = 0; - } - } - } - } - else { - /* Don't update Z buffer */ - GLuint i; - for (i=0; i<n; i++) { - if (mask[i]) { - GLuint *zptr = Z_ADDRESS(x[i], y[i]); - if (z[i] != *zptr) { - /* pass */ - } - else { - /* fail */ - mask[i] = 0; - } - } - } - } - break; - case GL_EQUAL: - if (ctx->Depth.Mask) { - /* Update Z buffer */ - GLuint i; - for (i=0; i<n; i++) { - if (mask[i]) { - GLuint *zptr = Z_ADDRESS(x[i], y[i]); - if (z[i] == *zptr) { - /* pass */ - *zptr = z[i]; - } - else { - /* fail */ - mask[i] = 0; - } - } - } - } - else { - /* Don't update Z buffer */ - GLuint i; - for (i=0; i<n; i++) { - if (mask[i]) { - GLuint *zptr = Z_ADDRESS(x[i], y[i]); - if (z[i] == *zptr) { - /* pass */ - } - else { - /* fail */ - mask[i] = 0; - } - } - } - } - break; - case GL_ALWAYS: - if (ctx->Depth.Mask) { - /* Update Z buffer */ - GLuint i; - for (i=0; i<n; i++) { - if (mask[i]) { - GLuint *zptr = Z_ADDRESS(x[i], y[i]); - *zptr = z[i]; - } - } - } - else { - /* Don't update Z buffer or mask */ - } - break; - case GL_NEVER: - /* depth test never passes */ - memset(mask, 0, n * sizeof(GLubyte)); - break; - default: - _mesa_problem(ctx, "Bad depth func in direct_depth_test_pixels"); - } -} - - - - -static GLuint -depth_test_pixels( GLcontext *ctx, SWspan *span ) -{ - struct gl_framebuffer *fb = ctx->DrawBuffer; - struct gl_renderbuffer *rb = fb->_DepthBuffer; - const GLuint count = span->end; - const GLint *x = span->array->x; - const GLint *y = span->array->y; - const GLuint *z = span->array->z; - GLubyte *mask = span->array->mask; - - if (rb->GetPointer(ctx, rb, 0, 0)) { - /* Directly access values */ - if (rb->DataType == GL_UNSIGNED_SHORT) { - GLushort *zStart = (GLushort *) rb->Data; - GLuint stride = rb->Width; - direct_depth_test_pixels16(ctx, zStart, stride, count, x, y, z, mask); - } - else { - GLuint *zStart = (GLuint *) rb->Data; - GLuint stride = rb->Width; - ASSERT(rb->DataType == GL_UNSIGNED_INT); - direct_depth_test_pixels32(ctx, zStart, stride, count, x, y, z, mask); - } - } - else { - /* read depth values from buffer, test, write back */ - if (rb->DataType == GL_UNSIGNED_SHORT) { - GLushort zbuffer[MAX_WIDTH]; - _swrast_get_values(ctx, rb, count, x, y, zbuffer, sizeof(GLushort)); - depth_test_span16(ctx, count, zbuffer, z, mask); - rb->PutValues(ctx, rb, count, x, y, zbuffer, mask); - } - else { - GLuint zbuffer[MAX_WIDTH]; - ASSERT(rb->DataType == GL_UNSIGNED_INT); - _swrast_get_values(ctx, rb, count, x, y, zbuffer, sizeof(GLuint)); - depth_test_span32(ctx, count, zbuffer, z, mask); - rb->PutValues(ctx, rb, count, x, y, zbuffer, mask); - } - } - - return count; /* not really correct, but OK */ -} - - -/** - * Apply depth (Z) buffer testing to the span. - * \return approx number of pixels that passed (only zero is reliable) - */ -GLuint -_swrast_depth_test_span( GLcontext *ctx, SWspan *span) -{ - if (span->arrayMask & SPAN_XY) - return depth_test_pixels(ctx, span); - else - return depth_test_span(ctx, span); -} - - -/** - * GL_EXT_depth_bounds_test extension. - * Discard fragments depending on whether the corresponding Z-buffer - * values are outside the depth bounds test range. - * Note: we test the Z buffer values, not the fragment Z values! - * \return GL_TRUE if any fragments pass, GL_FALSE if no fragments pass - */ -GLboolean -_swrast_depth_bounds_test( GLcontext *ctx, SWspan *span ) -{ - struct gl_framebuffer *fb = ctx->DrawBuffer; - struct gl_renderbuffer *rb = fb->_DepthBuffer; - GLuint zMin = (GLuint) (ctx->Depth.BoundsMin * fb->_DepthMaxF + 0.5F); - GLuint zMax = (GLuint) (ctx->Depth.BoundsMax * fb->_DepthMaxF + 0.5F); - GLubyte *mask = span->array->mask; - const GLuint count = span->end; - GLuint i; - GLboolean anyPass = GL_FALSE; - - if (rb->DataType == GL_UNSIGNED_SHORT) { - /* get 16-bit values */ - GLushort zbuffer16[MAX_WIDTH], *zbuffer; - if (span->arrayMask & SPAN_XY) { - _swrast_get_values(ctx, rb, count, span->array->x, span->array->y, - zbuffer16, sizeof(GLushort)); - zbuffer = zbuffer16; - } - else { - zbuffer = (GLushort*) rb->GetPointer(ctx, rb, span->x, span->y); - if (!zbuffer) { - rb->GetRow(ctx, rb, count, span->x, span->y, zbuffer16); - zbuffer = zbuffer16; - } - } - assert(zbuffer); - - /* Now do the tests */ - for (i = 0; i < count; i++) { - if (mask[i]) { - if (zbuffer[i] < zMin || zbuffer[i] > zMax) - mask[i] = GL_FALSE; - else - anyPass = GL_TRUE; - } - } - } - else { - /* get 32-bit values */ - GLuint zbuffer32[MAX_WIDTH], *zbuffer; - ASSERT(rb->DataType == GL_UNSIGNED_INT); - if (span->arrayMask & SPAN_XY) { - _swrast_get_values(ctx, rb, count, span->array->x, span->array->y, - zbuffer32, sizeof(GLuint)); - zbuffer = zbuffer32; - } - else { - zbuffer = (GLuint*) rb->GetPointer(ctx, rb, span->x, span->y); - if (!zbuffer) { - rb->GetRow(ctx, rb, count, span->x, span->y, zbuffer32); - zbuffer = zbuffer32; - } - } - assert(zbuffer); - - /* Now do the tests */ - for (i = 0; i < count; i++) { - if (mask[i]) { - if (zbuffer[i] < zMin || zbuffer[i] > zMax) - mask[i] = GL_FALSE; - else - anyPass = GL_TRUE; - } - } - } - - return anyPass; -} - - - -/**********************************************************************/ -/***** Read Depth Buffer *****/ -/**********************************************************************/ - - -/** - * Read a span of depth values from the given depth renderbuffer, returning - * the values as GLfloats. - * This function does clipping to prevent reading outside the depth buffer's - * bounds. Though the clipping is redundant when we're called from - * _swrast_ReadPixels. - */ -void -_swrast_read_depth_span_float( GLcontext *ctx, struct gl_renderbuffer *rb, - GLint n, GLint x, GLint y, GLfloat depth[] ) -{ - const GLfloat scale = 1.0F / ctx->DrawBuffer->_DepthMaxF; - - if (!rb) { - /* really only doing this to prevent FP exceptions later */ - memset(depth, 0, n * sizeof(GLfloat)); - return; - } - - ASSERT(rb->_BaseFormat == GL_DEPTH_COMPONENT); - - if (y < 0 || y >= (GLint) rb->Height || - x + n <= 0 || x >= (GLint) rb->Width) { - /* span is completely outside framebuffer */ - memset(depth, 0, n * sizeof(GLfloat)); - return; - } - - if (x < 0) { - GLint dx = -x; - GLint i; - for (i = 0; i < dx; i++) - depth[i] = 0.0; - x = 0; - n -= dx; - depth += dx; - } - if (x + n > (GLint) rb->Width) { - GLint dx = x + n - (GLint) rb->Width; - GLint i; - for (i = 0; i < dx; i++) - depth[n - i - 1] = 0.0; - n -= dx; - } - if (n <= 0) { - return; - } - - if (rb->DataType == GL_UNSIGNED_INT) { - GLuint temp[MAX_WIDTH]; - GLint i; - rb->GetRow(ctx, rb, n, x, y, temp); - for (i = 0; i < n; i++) { - depth[i] = temp[i] * scale; - } - } - else if (rb->DataType == GL_UNSIGNED_SHORT) { - GLushort temp[MAX_WIDTH]; - GLint i; - rb->GetRow(ctx, rb, n, x, y, temp); - for (i = 0; i < n; i++) { - depth[i] = temp[i] * scale; - } - } - else { - _mesa_problem(ctx, "Invalid depth renderbuffer data type"); - } -} - - -/** - * As above, but return 32-bit GLuint values. - */ -void -_swrast_read_depth_span_uint( GLcontext *ctx, struct gl_renderbuffer *rb, - GLint n, GLint x, GLint y, GLuint depth[] ) -{ - GLuint depthBits; - - if (!rb) { - /* really only doing this to prevent FP exceptions later */ - memset(depth, 0, n * sizeof(GLuint)); - return; - } - - depthBits = _mesa_get_format_bits(rb->Format, GL_DEPTH_BITS); - - ASSERT(rb->_BaseFormat == GL_DEPTH_COMPONENT); - - if (y < 0 || y >= (GLint) rb->Height || - x + n <= 0 || x >= (GLint) rb->Width) { - /* span is completely outside framebuffer */ - memset(depth, 0, n * sizeof(GLfloat)); - return; - } - - if (x < 0) { - GLint dx = -x; - GLint i; - for (i = 0; i < dx; i++) - depth[i] = 0; - x = 0; - n -= dx; - depth += dx; - } - if (x + n > (GLint) rb->Width) { - GLint dx = x + n - (GLint) rb->Width; - GLint i; - for (i = 0; i < dx; i++) - depth[n - i - 1] = 0; - n -= dx; - } - if (n <= 0) { - return; - } - - if (rb->DataType == GL_UNSIGNED_INT) { - rb->GetRow(ctx, rb, n, x, y, depth); - if (depthBits < 32) { - GLuint shift = 32 - depthBits; - GLint i; - for (i = 0; i < n; i++) { - GLuint z = depth[i]; - depth[i] = z << shift; /* XXX lsb bits? */ - } - } - } - else if (rb->DataType == GL_UNSIGNED_SHORT) { - GLushort temp[MAX_WIDTH]; - GLint i; - rb->GetRow(ctx, rb, n, x, y, temp); - if (depthBits == 16) { - for (i = 0; i < n; i++) { - GLuint z = temp[i]; - depth[i] = (z << 16) | z; - } - } - else { - GLuint shift = 16 - depthBits; - for (i = 0; i < n; i++) { - GLuint z = temp[i]; - depth[i] = (z << (shift + 16)) | (z << shift); /* XXX lsb bits? */ - } - } - } - else { - _mesa_problem(ctx, "Invalid depth renderbuffer data type"); - } -} - - - -/** - * Clear the given z/depth renderbuffer. - */ -void -_swrast_clear_depth_buffer( GLcontext *ctx, struct gl_renderbuffer *rb ) -{ - GLuint clearValue; - GLint x, y, width, height; - - if (!rb || !ctx->Depth.Mask) { - /* no depth buffer, or writing to it is disabled */ - return; - } - - /* compute integer clearing value */ - if (ctx->Depth.Clear == 1.0) { - clearValue = ctx->DrawBuffer->_DepthMax; - } - else { - clearValue = (GLuint) (ctx->Depth.Clear * ctx->DrawBuffer->_DepthMaxF); - } - - assert(rb->_BaseFormat == GL_DEPTH_COMPONENT); - - /* compute region to clear */ - x = ctx->DrawBuffer->_Xmin; - y = ctx->DrawBuffer->_Ymin; - width = ctx->DrawBuffer->_Xmax - ctx->DrawBuffer->_Xmin; - height = ctx->DrawBuffer->_Ymax - ctx->DrawBuffer->_Ymin; - - if (rb->GetPointer(ctx, rb, 0, 0)) { - /* Direct buffer access is possible. Either this is just malloc'd - * memory, or perhaps the driver mmap'd the zbuffer memory. - */ - if (rb->DataType == GL_UNSIGNED_SHORT) { - if ((clearValue & 0xff) == ((clearValue >> 8) & 0xff) && - ((GLushort *) rb->GetPointer(ctx, rb, 0, 0) + width == - (GLushort *) rb->GetPointer(ctx, rb, 0, 1))) { - /* optimized case */ - GLushort *dst = (GLushort *) rb->GetPointer(ctx, rb, x, y); - GLuint len = width * height * sizeof(GLushort); - memset(dst, (clearValue & 0xff), len); - } - else { - /* general case */ - GLint i, j; - for (i = 0; i < height; i++) { - GLushort *dst = (GLushort *) rb->GetPointer(ctx, rb, x, y + i); - for (j = 0; j < width; j++) { - dst[j] = clearValue; - } - } - } - } - else { - GLint i, j; - ASSERT(rb->DataType == GL_UNSIGNED_INT); - for (i = 0; i < height; i++) { - GLuint *dst = (GLuint *) rb->GetPointer(ctx, rb, x, y + i); - for (j = 0; j < width; j++) { - dst[j] = clearValue; - } - } - } - } - else { - /* Direct access not possible. Use PutRow to write new values. */ - if (rb->DataType == GL_UNSIGNED_SHORT) { - GLushort clearVal16 = (GLushort) (clearValue & 0xffff); - GLint i; - for (i = 0; i < height; i++) { - rb->PutMonoRow(ctx, rb, width, x, y + i, &clearVal16, NULL); - } - } - else if (rb->DataType == GL_UNSIGNED_INT) { - GLint i; - ASSERT(sizeof(clearValue) == sizeof(GLuint)); - for (i = 0; i < height; i++) { - rb->PutMonoRow(ctx, rb, width, x, y + i, &clearValue, NULL); - } - } - else { - _mesa_problem(ctx, "bad depth renderbuffer DataType"); - } - } -} +/*
+ * Mesa 3-D graphics library
+ * Version: 7.2.1
+ *
+ * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
+ * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
+ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ */
+
+
+#include "main/glheader.h"
+#include "main/context.h"
+#include "main/formats.h"
+#include "main/macros.h"
+#include "main/imports.h"
+
+#include "s_depth.h"
+#include "s_span.h"
+
+
+/**
+ * Do depth test for a horizontal span of fragments.
+ * Input: zbuffer - array of z values in the zbuffer
+ * z - array of fragment z values
+ * Return: number of fragments which pass the test.
+ */
+static GLuint
+depth_test_span16( struct gl_context *ctx, GLuint n,
+ GLushort zbuffer[], const GLuint z[], GLubyte mask[] )
+{
+ GLuint passed = 0;
+
+ /* switch cases ordered from most frequent to less frequent */
+ switch (ctx->Depth.Func) {
+ case GL_LESS:
+ if (ctx->Depth.Mask) {
+ /* Update Z buffer */
+ GLuint i;
+ for (i=0; i<n; i++) {
+ if (mask[i]) {
+ if (z[i] < zbuffer[i]) {
+ /* pass */
+ zbuffer[i] = z[i];
+ passed++;
+ }
+ else {
+ /* fail */
+ mask[i] = 0;
+ }
+ }
+ }
+ }
+ else {
+ /* Don't update Z buffer */
+ GLuint i;
+ for (i=0; i<n; i++) {
+ if (mask[i]) {
+ if (z[i] < zbuffer[i]) {
+ /* pass */
+ passed++;
+ }
+ else {
+ mask[i] = 0;
+ }
+ }
+ }
+ }
+ break;
+ case GL_LEQUAL:
+ if (ctx->Depth.Mask) {
+ /* Update Z buffer */
+ GLuint i;
+ for (i=0;i<n;i++) {
+ if (mask[i]) {
+ if (z[i] <= zbuffer[i]) {
+ zbuffer[i] = z[i];
+ passed++;
+ }
+ else {
+ mask[i] = 0;
+ }
+ }
+ }
+ }
+ else {
+ /* Don't update Z buffer */
+ GLuint i;
+ for (i=0;i<n;i++) {
+ if (mask[i]) {
+ if (z[i] <= zbuffer[i]) {
+ /* pass */
+ passed++;
+ }
+ else {
+ mask[i] = 0;
+ }
+ }
+ }
+ }
+ break;
+ case GL_GEQUAL:
+ if (ctx->Depth.Mask) {
+ /* Update Z buffer */
+ GLuint i;
+ for (i=0;i<n;i++) {
+ if (mask[i]) {
+ if (z[i] >= zbuffer[i]) {
+ zbuffer[i] = z[i];
+ passed++;
+ }
+ else {
+ mask[i] = 0;
+ }
+ }
+ }
+ }
+ else {
+ /* Don't update Z buffer */
+ GLuint i;
+ for (i=0;i<n;i++) {
+ if (mask[i]) {
+ if (z[i] >= zbuffer[i]) {
+ /* pass */
+ passed++;
+ }
+ else {
+ mask[i] = 0;
+ }
+ }
+ }
+ }
+ break;
+ case GL_GREATER:
+ if (ctx->Depth.Mask) {
+ /* Update Z buffer */
+ GLuint i;
+ for (i=0;i<n;i++) {
+ if (mask[i]) {
+ if (z[i] > zbuffer[i]) {
+ zbuffer[i] = z[i];
+ passed++;
+ }
+ else {
+ mask[i] = 0;
+ }
+ }
+ }
+ }
+ else {
+ /* Don't update Z buffer */
+ GLuint i;
+ for (i=0;i<n;i++) {
+ if (mask[i]) {
+ if (z[i] > zbuffer[i]) {
+ /* pass */
+ passed++;
+ }
+ else {
+ mask[i] = 0;
+ }
+ }
+ }
+ }
+ break;
+ case GL_NOTEQUAL:
+ if (ctx->Depth.Mask) {
+ /* Update Z buffer */
+ GLuint i;
+ for (i=0;i<n;i++) {
+ if (mask[i]) {
+ if (z[i] != zbuffer[i]) {
+ zbuffer[i] = z[i];
+ passed++;
+ }
+ else {
+ mask[i] = 0;
+ }
+ }
+ }
+ }
+ else {
+ /* Don't update Z buffer */
+ GLuint i;
+ for (i=0;i<n;i++) {
+ if (mask[i]) {
+ if (z[i] != zbuffer[i]) {
+ /* pass */
+ passed++;
+ }
+ else {
+ mask[i] = 0;
+ }
+ }
+ }
+ }
+ break;
+ case GL_EQUAL:
+ if (ctx->Depth.Mask) {
+ /* Update Z buffer */
+ GLuint i;
+ for (i=0;i<n;i++) {
+ if (mask[i]) {
+ if (z[i] == zbuffer[i]) {
+ zbuffer[i] = z[i];
+ passed++;
+ }
+ else {
+ mask[i] = 0;
+ }
+ }
+ }
+ }
+ else {
+ /* Don't update Z buffer */
+ GLuint i;
+ for (i=0;i<n;i++) {
+ if (mask[i]) {
+ if (z[i] == zbuffer[i]) {
+ /* pass */
+ passed++;
+ }
+ else {
+ mask[i] = 0;
+ }
+ }
+ }
+ }
+ break;
+ case GL_ALWAYS:
+ if (ctx->Depth.Mask) {
+ /* Update Z buffer */
+ GLuint i;
+ for (i=0;i<n;i++) {
+ if (mask[i]) {
+ zbuffer[i] = z[i];
+ passed++;
+ }
+ }
+ }
+ else {
+ /* Don't update Z buffer or mask */
+ passed = n;
+ }
+ break;
+ case GL_NEVER:
+ memset(mask, 0, n * sizeof(GLubyte));
+ break;
+ default:
+ _mesa_problem(ctx, "Bad depth func in depth_test_span16");
+ }
+
+ return passed;
+}
+
+
+static GLuint
+depth_test_span32( struct gl_context *ctx, GLuint n,
+ GLuint zbuffer[], const GLuint z[], GLubyte mask[] )
+{
+ GLuint passed = 0;
+
+ /* switch cases ordered from most frequent to less frequent */
+ switch (ctx->Depth.Func) {
+ case GL_LESS:
+ if (ctx->Depth.Mask) {
+ /* Update Z buffer */
+ GLuint i;
+ for (i=0; i<n; i++) {
+ if (mask[i]) {
+ if (z[i] < zbuffer[i]) {
+ /* pass */
+ zbuffer[i] = z[i];
+ passed++;
+ }
+ else {
+ /* fail */
+ mask[i] = 0;
+ }
+ }
+ }
+ }
+ else {
+ /* Don't update Z buffer */
+ GLuint i;
+ for (i=0; i<n; i++) {
+ if (mask[i]) {
+ if (z[i] < zbuffer[i]) {
+ /* pass */
+ passed++;
+ }
+ else {
+ mask[i] = 0;
+ }
+ }
+ }
+ }
+ break;
+ case GL_LEQUAL:
+ if (ctx->Depth.Mask) {
+ /* Update Z buffer */
+ GLuint i;
+ for (i=0;i<n;i++) {
+ if (mask[i]) {
+ if (z[i] <= zbuffer[i]) {
+ zbuffer[i] = z[i];
+ passed++;
+ }
+ else {
+ mask[i] = 0;
+ }
+ }
+ }
+ }
+ else {
+ /* Don't update Z buffer */
+ GLuint i;
+ for (i=0;i<n;i++) {
+ if (mask[i]) {
+ if (z[i] <= zbuffer[i]) {
+ /* pass */
+ passed++;
+ }
+ else {
+ mask[i] = 0;
+ }
+ }
+ }
+ }
+ break;
+ case GL_GEQUAL:
+ if (ctx->Depth.Mask) {
+ /* Update Z buffer */
+ GLuint i;
+ for (i=0;i<n;i++) {
+ if (mask[i]) {
+ if (z[i] >= zbuffer[i]) {
+ zbuffer[i] = z[i];
+ passed++;
+ }
+ else {
+ mask[i] = 0;
+ }
+ }
+ }
+ }
+ else {
+ /* Don't update Z buffer */
+ GLuint i;
+ for (i=0;i<n;i++) {
+ if (mask[i]) {
+ if (z[i] >= zbuffer[i]) {
+ /* pass */
+ passed++;
+ }
+ else {
+ mask[i] = 0;
+ }
+ }
+ }
+ }
+ break;
+ case GL_GREATER:
+ if (ctx->Depth.Mask) {
+ /* Update Z buffer */
+ GLuint i;
+ for (i=0;i<n;i++) {
+ if (mask[i]) {
+ if (z[i] > zbuffer[i]) {
+ zbuffer[i] = z[i];
+ passed++;
+ }
+ else {
+ mask[i] = 0;
+ }
+ }
+ }
+ }
+ else {
+ /* Don't update Z buffer */
+ GLuint i;
+ for (i=0;i<n;i++) {
+ if (mask[i]) {
+ if (z[i] > zbuffer[i]) {
+ /* pass */
+ passed++;
+ }
+ else {
+ mask[i] = 0;
+ }
+ }
+ }
+ }
+ break;
+ case GL_NOTEQUAL:
+ if (ctx->Depth.Mask) {
+ /* Update Z buffer */
+ GLuint i;
+ for (i=0;i<n;i++) {
+ if (mask[i]) {
+ if (z[i] != zbuffer[i]) {
+ zbuffer[i] = z[i];
+ passed++;
+ }
+ else {
+ mask[i] = 0;
+ }
+ }
+ }
+ }
+ else {
+ /* Don't update Z buffer */
+ GLuint i;
+ for (i=0;i<n;i++) {
+ if (mask[i]) {
+ if (z[i] != zbuffer[i]) {
+ /* pass */
+ passed++;
+ }
+ else {
+ mask[i] = 0;
+ }
+ }
+ }
+ }
+ break;
+ case GL_EQUAL:
+ if (ctx->Depth.Mask) {
+ /* Update Z buffer */
+ GLuint i;
+ for (i=0;i<n;i++) {
+ if (mask[i]) {
+ if (z[i] == zbuffer[i]) {
+ zbuffer[i] = z[i];
+ passed++;
+ }
+ else {
+ mask[i] = 0;
+ }
+ }
+ }
+ }
+ else {
+ /* Don't update Z buffer */
+ GLuint i;
+ for (i=0;i<n;i++) {
+ if (mask[i]) {
+ if (z[i] == zbuffer[i]) {
+ /* pass */
+ passed++;
+ }
+ else {
+ mask[i] = 0;
+ }
+ }
+ }
+ }
+ break;
+ case GL_ALWAYS:
+ if (ctx->Depth.Mask) {
+ /* Update Z buffer */
+ GLuint i;
+ for (i=0;i<n;i++) {
+ if (mask[i]) {
+ zbuffer[i] = z[i];
+ passed++;
+ }
+ }
+ }
+ else {
+ /* Don't update Z buffer or mask */
+ passed = n;
+ }
+ break;
+ case GL_NEVER:
+ memset(mask, 0, n * sizeof(GLubyte));
+ break;
+ default:
+ _mesa_problem(ctx, "Bad depth func in depth_test_span32");
+ }
+
+ return passed;
+}
+
+
+
+/**
+ * Clamp fragment Z values to the depth near/far range (glDepthRange()).
+ * This is used when GL_ARB_depth_clamp/GL_DEPTH_CLAMP is turned on.
+ * In that case, vertexes are not clipped against the near/far planes
+ * so rasterization will produce fragment Z values outside the usual
+ * [0,1] range.
+ */
+void
+_swrast_depth_clamp_span( struct gl_context *ctx, SWspan *span )
+{
+ struct gl_framebuffer *fb = ctx->DrawBuffer;
+ const GLuint count = span->end;
+ GLint *zValues = (GLint *) span->array->z; /* sign change */
+ GLint min, max;
+ GLfloat min_f, max_f;
+ GLuint i;
+
+ if (ctx->Viewport.Near < ctx->Viewport.Far) {
+ min_f = ctx->Viewport.Near;
+ max_f = ctx->Viewport.Far;
+ } else {
+ min_f = ctx->Viewport.Far;
+ max_f = ctx->Viewport.Near;
+ }
+
+ /* Convert floating point values in [0,1] to device Z coordinates in
+ * [0, DepthMax].
+ * ex: If the Z buffer has 24 bits, DepthMax = 0xffffff.
+ *
+ * XXX this all falls apart if we have 31 or more bits of Z because
+ * the triangle rasterization code produces unsigned Z values. Negative
+ * vertex Z values come out as large fragment Z uints.
+ */
+ min = (GLint) (min_f * fb->_DepthMaxF);
+ max = (GLint) (max_f * fb->_DepthMaxF);
+ if (max < 0)
+ max = 0x7fffffff; /* catch over flow for 30-bit z */
+
+ /* Note that we do the comparisons here using signed integers.
+ */
+ for (i = 0; i < count; i++) {
+ if (zValues[i] < min)
+ zValues[i] = min;
+ if (zValues[i] > max)
+ zValues[i] = max;
+ }
+}
+
+
+
+/*
+ * Apply depth test to span of fragments.
+ */
+static GLuint
+depth_test_span( struct gl_context *ctx, SWspan *span)
+{
+ struct gl_framebuffer *fb = ctx->DrawBuffer;
+ struct gl_renderbuffer *rb = fb->_DepthBuffer;
+ const GLint x = span->x;
+ const GLint y = span->y;
+ const GLuint count = span->end;
+ const GLuint *zValues = span->array->z;
+ GLubyte *mask = span->array->mask;
+ GLuint passed;
+
+ ASSERT((span->arrayMask & SPAN_XY) == 0);
+ ASSERT(span->arrayMask & SPAN_Z);
+
+ if (rb->GetPointer(ctx, rb, 0, 0)) {
+ /* Directly access buffer */
+ if (rb->DataType == GL_UNSIGNED_SHORT) {
+ GLushort *zbuffer = (GLushort *) rb->GetPointer(ctx, rb, x, y);
+ passed = depth_test_span16(ctx, count, zbuffer, zValues, mask);
+ }
+ else {
+ GLuint *zbuffer = (GLuint *) rb->GetPointer(ctx, rb, x, y);
+ ASSERT(rb->DataType == GL_UNSIGNED_INT);
+ passed = depth_test_span32(ctx, count, zbuffer, zValues, mask);
+ }
+ }
+ else {
+ /* read depth values from buffer, test, write back */
+ if (rb->DataType == GL_UNSIGNED_SHORT) {
+ GLushort zbuffer[MAX_WIDTH];
+ rb->GetRow(ctx, rb, count, x, y, zbuffer);
+ passed = depth_test_span16(ctx, count, zbuffer, zValues, mask);
+ rb->PutRow(ctx, rb, count, x, y, zbuffer, mask);
+ }
+ else {
+ GLuint zbuffer[MAX_WIDTH];
+ ASSERT(rb->DataType == GL_UNSIGNED_INT);
+ rb->GetRow(ctx, rb, count, x, y, zbuffer);
+ passed = depth_test_span32(ctx, count, zbuffer, zValues, mask);
+ rb->PutRow(ctx, rb, count, x, y, zbuffer, mask);
+ }
+ }
+
+ if (passed < count) {
+ span->writeAll = GL_FALSE;
+ }
+ return passed;
+}
+
+
+
+#define Z_ADDRESS(X, Y) (zStart + (Y) * stride + (X))
+
+
+/*
+ * Do depth testing for an array of fragments at assorted locations.
+ */
+static void
+direct_depth_test_pixels16(struct gl_context *ctx, GLushort *zStart, GLuint stride,
+ GLuint n, const GLint x[], const GLint y[],
+ const GLuint z[], GLubyte mask[] )
+{
+ /* switch cases ordered from most frequent to less frequent */
+ switch (ctx->Depth.Func) {
+ case GL_LESS:
+ if (ctx->Depth.Mask) {
+ /* Update Z buffer */
+ GLuint i;
+ for (i=0; i<n; i++) {
+ if (mask[i]) {
+ GLushort *zptr = Z_ADDRESS(x[i], y[i]);
+ if (z[i] < *zptr) {
+ /* pass */
+ *zptr = z[i];
+ }
+ else {
+ /* fail */
+ mask[i] = 0;
+ }
+ }
+ }
+ }
+ else {
+ /* Don't update Z buffer */
+ GLuint i;
+ for (i=0; i<n; i++) {
+ if (mask[i]) {
+ GLushort *zptr = Z_ADDRESS(x[i], y[i]);
+ if (z[i] < *zptr) {
+ /* pass */
+ }
+ else {
+ /* fail */
+ mask[i] = 0;
+ }
+ }
+ }
+ }
+ break;
+ case GL_LEQUAL:
+ if (ctx->Depth.Mask) {
+ /* Update Z buffer */
+ GLuint i;
+ for (i=0; i<n; i++) {
+ if (mask[i]) {
+ GLushort *zptr = Z_ADDRESS(x[i], y[i]);
+ if (z[i] <= *zptr) {
+ /* pass */
+ *zptr = z[i];
+ }
+ else {
+ /* fail */
+ mask[i] = 0;
+ }
+ }
+ }
+ }
+ else {
+ /* Don't update Z buffer */
+ GLuint i;
+ for (i=0; i<n; i++) {
+ if (mask[i]) {
+ GLushort *zptr = Z_ADDRESS(x[i], y[i]);
+ if (z[i] <= *zptr) {
+ /* pass */
+ }
+ else {
+ /* fail */
+ mask[i] = 0;
+ }
+ }
+ }
+ }
+ break;
+ case GL_GEQUAL:
+ if (ctx->Depth.Mask) {
+ /* Update Z buffer */
+ GLuint i;
+ for (i=0; i<n; i++) {
+ if (mask[i]) {
+ GLushort *zptr = Z_ADDRESS(x[i], y[i]);
+ if (z[i] >= *zptr) {
+ /* pass */
+ *zptr = z[i];
+ }
+ else {
+ /* fail */
+ mask[i] = 0;
+ }
+ }
+ }
+ }
+ else {
+ /* Don't update Z buffer */
+ GLuint i;
+ for (i=0; i<n; i++) {
+ if (mask[i]) {
+ GLushort *zptr = Z_ADDRESS(x[i], y[i]);
+ if (z[i] >= *zptr) {
+ /* pass */
+ }
+ else {
+ /* fail */
+ mask[i] = 0;
+ }
+ }
+ }
+ }
+ break;
+ case GL_GREATER:
+ if (ctx->Depth.Mask) {
+ /* Update Z buffer */
+ GLuint i;
+ for (i=0; i<n; i++) {
+ if (mask[i]) {
+ GLushort *zptr = Z_ADDRESS(x[i], y[i]);
+ if (z[i] > *zptr) {
+ /* pass */
+ *zptr = z[i];
+ }
+ else {
+ /* fail */
+ mask[i] = 0;
+ }
+ }
+ }
+ }
+ else {
+ /* Don't update Z buffer */
+ GLuint i;
+ for (i=0; i<n; i++) {
+ if (mask[i]) {
+ GLushort *zptr = Z_ADDRESS(x[i], y[i]);
+ if (z[i] > *zptr) {
+ /* pass */
+ }
+ else {
+ /* fail */
+ mask[i] = 0;
+ }
+ }
+ }
+ }
+ break;
+ case GL_NOTEQUAL:
+ if (ctx->Depth.Mask) {
+ /* Update Z buffer */
+ GLuint i;
+ for (i=0; i<n; i++) {
+ if (mask[i]) {
+ GLushort *zptr = Z_ADDRESS(x[i], y[i]);
+ if (z[i] != *zptr) {
+ /* pass */
+ *zptr = z[i];
+ }
+ else {
+ /* fail */
+ mask[i] = 0;
+ }
+ }
+ }
+ }
+ else {
+ /* Don't update Z buffer */
+ GLuint i;
+ for (i=0; i<n; i++) {
+ if (mask[i]) {
+ GLushort *zptr = Z_ADDRESS(x[i], y[i]);
+ if (z[i] != *zptr) {
+ /* pass */
+ }
+ else {
+ /* fail */
+ mask[i] = 0;
+ }
+ }
+ }
+ }
+ break;
+ case GL_EQUAL:
+ if (ctx->Depth.Mask) {
+ /* Update Z buffer */
+ GLuint i;
+ for (i=0; i<n; i++) {
+ if (mask[i]) {
+ GLushort *zptr = Z_ADDRESS(x[i], y[i]);
+ if (z[i] == *zptr) {
+ /* pass */
+ *zptr = z[i];
+ }
+ else {
+ /* fail */
+ mask[i] = 0;
+ }
+ }
+ }
+ }
+ else {
+ /* Don't update Z buffer */
+ GLuint i;
+ for (i=0; i<n; i++) {
+ if (mask[i]) {
+ GLushort *zptr = Z_ADDRESS(x[i], y[i]);
+ if (z[i] == *zptr) {
+ /* pass */
+ }
+ else {
+ /* fail */
+ mask[i] = 0;
+ }
+ }
+ }
+ }
+ break;
+ case GL_ALWAYS:
+ if (ctx->Depth.Mask) {
+ /* Update Z buffer */
+ GLuint i;
+ for (i=0; i<n; i++) {
+ if (mask[i]) {
+ GLushort *zptr = Z_ADDRESS(x[i], y[i]);
+ *zptr = z[i];
+ }
+ }
+ }
+ else {
+ /* Don't update Z buffer or mask */
+ }
+ break;
+ case GL_NEVER:
+ /* depth test never passes */
+ memset(mask, 0, n * sizeof(GLubyte));
+ break;
+ default:
+ _mesa_problem(ctx, "Bad depth func in direct_depth_test_pixels");
+ }
+}
+
+
+
+/*
+ * Do depth testing for an array of fragments with direct access to zbuffer.
+ */
+static void
+direct_depth_test_pixels32(struct gl_context *ctx, GLuint *zStart, GLuint stride,
+ GLuint n, const GLint x[], const GLint y[],
+ const GLuint z[], GLubyte mask[] )
+{
+ /* switch cases ordered from most frequent to less frequent */
+ switch (ctx->Depth.Func) {
+ case GL_LESS:
+ if (ctx->Depth.Mask) {
+ /* Update Z buffer */
+ GLuint i;
+ for (i=0; i<n; i++) {
+ if (mask[i]) {
+ GLuint *zptr = Z_ADDRESS(x[i], y[i]);
+ if (z[i] < *zptr) {
+ /* pass */
+ *zptr = z[i];
+ }
+ else {
+ /* fail */
+ mask[i] = 0;
+ }
+ }
+ }
+ }
+ else {
+ /* Don't update Z buffer */
+ GLuint i;
+ for (i=0; i<n; i++) {
+ if (mask[i]) {
+ GLuint *zptr = Z_ADDRESS(x[i], y[i]);
+ if (z[i] < *zptr) {
+ /* pass */
+ }
+ else {
+ /* fail */
+ mask[i] = 0;
+ }
+ }
+ }
+ }
+ break;
+ case GL_LEQUAL:
+ if (ctx->Depth.Mask) {
+ /* Update Z buffer */
+ GLuint i;
+ for (i=0; i<n; i++) {
+ if (mask[i]) {
+ GLuint *zptr = Z_ADDRESS(x[i], y[i]);
+ if (z[i] <= *zptr) {
+ /* pass */
+ *zptr = z[i];
+ }
+ else {
+ /* fail */
+ mask[i] = 0;
+ }
+ }
+ }
+ }
+ else {
+ /* Don't update Z buffer */
+ GLuint i;
+ for (i=0; i<n; i++) {
+ if (mask[i]) {
+ GLuint *zptr = Z_ADDRESS(x[i], y[i]);
+ if (z[i] <= *zptr) {
+ /* pass */
+ }
+ else {
+ /* fail */
+ mask[i] = 0;
+ }
+ }
+ }
+ }
+ break;
+ case GL_GEQUAL:
+ if (ctx->Depth.Mask) {
+ /* Update Z buffer */
+ GLuint i;
+ for (i=0; i<n; i++) {
+ if (mask[i]) {
+ GLuint *zptr = Z_ADDRESS(x[i], y[i]);
+ if (z[i] >= *zptr) {
+ /* pass */
+ *zptr = z[i];
+ }
+ else {
+ /* fail */
+ mask[i] = 0;
+ }
+ }
+ }
+ }
+ else {
+ /* Don't update Z buffer */
+ GLuint i;
+ for (i=0; i<n; i++) {
+ if (mask[i]) {
+ GLuint *zptr = Z_ADDRESS(x[i], y[i]);
+ if (z[i] >= *zptr) {
+ /* pass */
+ }
+ else {
+ /* fail */
+ mask[i] = 0;
+ }
+ }
+ }
+ }
+ break;
+ case GL_GREATER:
+ if (ctx->Depth.Mask) {
+ /* Update Z buffer */
+ GLuint i;
+ for (i=0; i<n; i++) {
+ if (mask[i]) {
+ GLuint *zptr = Z_ADDRESS(x[i], y[i]);
+ if (z[i] > *zptr) {
+ /* pass */
+ *zptr = z[i];
+ }
+ else {
+ /* fail */
+ mask[i] = 0;
+ }
+ }
+ }
+ }
+ else {
+ /* Don't update Z buffer */
+ GLuint i;
+ for (i=0; i<n; i++) {
+ if (mask[i]) {
+ GLuint *zptr = Z_ADDRESS(x[i], y[i]);
+ if (z[i] > *zptr) {
+ /* pass */
+ }
+ else {
+ /* fail */
+ mask[i] = 0;
+ }
+ }
+ }
+ }
+ break;
+ case GL_NOTEQUAL:
+ if (ctx->Depth.Mask) {
+ /* Update Z buffer */
+ GLuint i;
+ for (i=0; i<n; i++) {
+ if (mask[i]) {
+ GLuint *zptr = Z_ADDRESS(x[i], y[i]);
+ if (z[i] != *zptr) {
+ /* pass */
+ *zptr = z[i];
+ }
+ else {
+ /* fail */
+ mask[i] = 0;
+ }
+ }
+ }
+ }
+ else {
+ /* Don't update Z buffer */
+ GLuint i;
+ for (i=0; i<n; i++) {
+ if (mask[i]) {
+ GLuint *zptr = Z_ADDRESS(x[i], y[i]);
+ if (z[i] != *zptr) {
+ /* pass */
+ }
+ else {
+ /* fail */
+ mask[i] = 0;
+ }
+ }
+ }
+ }
+ break;
+ case GL_EQUAL:
+ if (ctx->Depth.Mask) {
+ /* Update Z buffer */
+ GLuint i;
+ for (i=0; i<n; i++) {
+ if (mask[i]) {
+ GLuint *zptr = Z_ADDRESS(x[i], y[i]);
+ if (z[i] == *zptr) {
+ /* pass */
+ *zptr = z[i];
+ }
+ else {
+ /* fail */
+ mask[i] = 0;
+ }
+ }
+ }
+ }
+ else {
+ /* Don't update Z buffer */
+ GLuint i;
+ for (i=0; i<n; i++) {
+ if (mask[i]) {
+ GLuint *zptr = Z_ADDRESS(x[i], y[i]);
+ if (z[i] == *zptr) {
+ /* pass */
+ }
+ else {
+ /* fail */
+ mask[i] = 0;
+ }
+ }
+ }
+ }
+ break;
+ case GL_ALWAYS:
+ if (ctx->Depth.Mask) {
+ /* Update Z buffer */
+ GLuint i;
+ for (i=0; i<n; i++) {
+ if (mask[i]) {
+ GLuint *zptr = Z_ADDRESS(x[i], y[i]);
+ *zptr = z[i];
+ }
+ }
+ }
+ else {
+ /* Don't update Z buffer or mask */
+ }
+ break;
+ case GL_NEVER:
+ /* depth test never passes */
+ memset(mask, 0, n * sizeof(GLubyte));
+ break;
+ default:
+ _mesa_problem(ctx, "Bad depth func in direct_depth_test_pixels");
+ }
+}
+
+
+
+
+static GLuint
+depth_test_pixels( struct gl_context *ctx, SWspan *span )
+{
+ struct gl_framebuffer *fb = ctx->DrawBuffer;
+ struct gl_renderbuffer *rb = fb->_DepthBuffer;
+ const GLuint count = span->end;
+ const GLint *x = span->array->x;
+ const GLint *y = span->array->y;
+ const GLuint *z = span->array->z;
+ GLubyte *mask = span->array->mask;
+
+ if (rb->GetPointer(ctx, rb, 0, 0)) {
+ /* Directly access values */
+ if (rb->DataType == GL_UNSIGNED_SHORT) {
+ GLushort *zStart = (GLushort *) rb->Data;
+ GLuint stride = rb->Width;
+ direct_depth_test_pixels16(ctx, zStart, stride, count, x, y, z, mask);
+ }
+ else {
+ GLuint *zStart = (GLuint *) rb->Data;
+ GLuint stride = rb->Width;
+ ASSERT(rb->DataType == GL_UNSIGNED_INT);
+ direct_depth_test_pixels32(ctx, zStart, stride, count, x, y, z, mask);
+ }
+ }
+ else {
+ /* read depth values from buffer, test, write back */
+ if (rb->DataType == GL_UNSIGNED_SHORT) {
+ GLushort zbuffer[MAX_WIDTH];
+ _swrast_get_values(ctx, rb, count, x, y, zbuffer, sizeof(GLushort));
+ depth_test_span16(ctx, count, zbuffer, z, mask);
+ rb->PutValues(ctx, rb, count, x, y, zbuffer, mask);
+ }
+ else {
+ GLuint zbuffer[MAX_WIDTH];
+ ASSERT(rb->DataType == GL_UNSIGNED_INT);
+ _swrast_get_values(ctx, rb, count, x, y, zbuffer, sizeof(GLuint));
+ depth_test_span32(ctx, count, zbuffer, z, mask);
+ rb->PutValues(ctx, rb, count, x, y, zbuffer, mask);
+ }
+ }
+
+ return count; /* not really correct, but OK */
+}
+
+
+/**
+ * Apply depth (Z) buffer testing to the span.
+ * \return approx number of pixels that passed (only zero is reliable)
+ */
+GLuint
+_swrast_depth_test_span( struct gl_context *ctx, SWspan *span)
+{
+ if (span->arrayMask & SPAN_XY)
+ return depth_test_pixels(ctx, span);
+ else
+ return depth_test_span(ctx, span);
+}
+
+
+/**
+ * GL_EXT_depth_bounds_test extension.
+ * Discard fragments depending on whether the corresponding Z-buffer
+ * values are outside the depth bounds test range.
+ * Note: we test the Z buffer values, not the fragment Z values!
+ * \return GL_TRUE if any fragments pass, GL_FALSE if no fragments pass
+ */
+GLboolean
+_swrast_depth_bounds_test( struct gl_context *ctx, SWspan *span )
+{
+ struct gl_framebuffer *fb = ctx->DrawBuffer;
+ struct gl_renderbuffer *rb = fb->_DepthBuffer;
+ GLuint zMin = (GLuint) (ctx->Depth.BoundsMin * fb->_DepthMaxF + 0.5F);
+ GLuint zMax = (GLuint) (ctx->Depth.BoundsMax * fb->_DepthMaxF + 0.5F);
+ GLubyte *mask = span->array->mask;
+ const GLuint count = span->end;
+ GLuint i;
+ GLboolean anyPass = GL_FALSE;
+
+ if (rb->DataType == GL_UNSIGNED_SHORT) {
+ /* get 16-bit values */
+ GLushort zbuffer16[MAX_WIDTH], *zbuffer;
+ if (span->arrayMask & SPAN_XY) {
+ _swrast_get_values(ctx, rb, count, span->array->x, span->array->y,
+ zbuffer16, sizeof(GLushort));
+ zbuffer = zbuffer16;
+ }
+ else {
+ zbuffer = (GLushort*) rb->GetPointer(ctx, rb, span->x, span->y);
+ if (!zbuffer) {
+ rb->GetRow(ctx, rb, count, span->x, span->y, zbuffer16);
+ zbuffer = zbuffer16;
+ }
+ }
+ assert(zbuffer);
+
+ /* Now do the tests */
+ for (i = 0; i < count; i++) {
+ if (mask[i]) {
+ if (zbuffer[i] < zMin || zbuffer[i] > zMax)
+ mask[i] = GL_FALSE;
+ else
+ anyPass = GL_TRUE;
+ }
+ }
+ }
+ else {
+ /* get 32-bit values */
+ GLuint zbuffer32[MAX_WIDTH], *zbuffer;
+ ASSERT(rb->DataType == GL_UNSIGNED_INT);
+ if (span->arrayMask & SPAN_XY) {
+ _swrast_get_values(ctx, rb, count, span->array->x, span->array->y,
+ zbuffer32, sizeof(GLuint));
+ zbuffer = zbuffer32;
+ }
+ else {
+ zbuffer = (GLuint*) rb->GetPointer(ctx, rb, span->x, span->y);
+ if (!zbuffer) {
+ rb->GetRow(ctx, rb, count, span->x, span->y, zbuffer32);
+ zbuffer = zbuffer32;
+ }
+ }
+ assert(zbuffer);
+
+ /* Now do the tests */
+ for (i = 0; i < count; i++) {
+ if (mask[i]) {
+ if (zbuffer[i] < zMin || zbuffer[i] > zMax)
+ mask[i] = GL_FALSE;
+ else
+ anyPass = GL_TRUE;
+ }
+ }
+ }
+
+ return anyPass;
+}
+
+
+
+/**********************************************************************/
+/***** Read Depth Buffer *****/
+/**********************************************************************/
+
+
+/**
+ * Read a span of depth values from the given depth renderbuffer, returning
+ * the values as GLfloats.
+ * This function does clipping to prevent reading outside the depth buffer's
+ * bounds. Though the clipping is redundant when we're called from
+ * _swrast_ReadPixels.
+ */
+void
+_swrast_read_depth_span_float( struct gl_context *ctx, struct gl_renderbuffer *rb,
+ GLint n, GLint x, GLint y, GLfloat depth[] )
+{
+ const GLfloat scale = 1.0F / ctx->DrawBuffer->_DepthMaxF;
+
+ if (!rb) {
+ /* really only doing this to prevent FP exceptions later */
+ memset(depth, 0, n * sizeof(GLfloat));
+ return;
+ }
+
+ ASSERT(rb->_BaseFormat == GL_DEPTH_COMPONENT);
+
+ if (y < 0 || y >= (GLint) rb->Height ||
+ x + n <= 0 || x >= (GLint) rb->Width) {
+ /* span is completely outside framebuffer */
+ memset(depth, 0, n * sizeof(GLfloat));
+ return;
+ }
+
+ if (x < 0) {
+ GLint dx = -x;
+ GLint i;
+ for (i = 0; i < dx; i++)
+ depth[i] = 0.0;
+ x = 0;
+ n -= dx;
+ depth += dx;
+ }
+ if (x + n > (GLint) rb->Width) {
+ GLint dx = x + n - (GLint) rb->Width;
+ GLint i;
+ for (i = 0; i < dx; i++)
+ depth[n - i - 1] = 0.0;
+ n -= dx;
+ }
+ if (n <= 0) {
+ return;
+ }
+
+ if (rb->DataType == GL_UNSIGNED_INT) {
+ GLuint temp[MAX_WIDTH];
+ GLint i;
+ rb->GetRow(ctx, rb, n, x, y, temp);
+ for (i = 0; i < n; i++) {
+ depth[i] = temp[i] * scale;
+ }
+ }
+ else if (rb->DataType == GL_UNSIGNED_SHORT) {
+ GLushort temp[MAX_WIDTH];
+ GLint i;
+ rb->GetRow(ctx, rb, n, x, y, temp);
+ for (i = 0; i < n; i++) {
+ depth[i] = temp[i] * scale;
+ }
+ }
+ else {
+ _mesa_problem(ctx, "Invalid depth renderbuffer data type");
+ }
+}
+
+
+/**
+ * As above, but return 32-bit GLuint values.
+ */
+void
+_swrast_read_depth_span_uint( struct gl_context *ctx, struct gl_renderbuffer *rb,
+ GLint n, GLint x, GLint y, GLuint depth[] )
+{
+ GLuint depthBits;
+
+ if (!rb) {
+ /* really only doing this to prevent FP exceptions later */
+ memset(depth, 0, n * sizeof(GLuint));
+ return;
+ }
+
+ depthBits = _mesa_get_format_bits(rb->Format, GL_DEPTH_BITS);
+
+ ASSERT(rb->_BaseFormat == GL_DEPTH_COMPONENT);
+
+ if (y < 0 || y >= (GLint) rb->Height ||
+ x + n <= 0 || x >= (GLint) rb->Width) {
+ /* span is completely outside framebuffer */
+ memset(depth, 0, n * sizeof(GLfloat));
+ return;
+ }
+
+ if (x < 0) {
+ GLint dx = -x;
+ GLint i;
+ for (i = 0; i < dx; i++)
+ depth[i] = 0;
+ x = 0;
+ n -= dx;
+ depth += dx;
+ }
+ if (x + n > (GLint) rb->Width) {
+ GLint dx = x + n - (GLint) rb->Width;
+ GLint i;
+ for (i = 0; i < dx; i++)
+ depth[n - i - 1] = 0;
+ n -= dx;
+ }
+ if (n <= 0) {
+ return;
+ }
+
+ if (rb->DataType == GL_UNSIGNED_INT) {
+ rb->GetRow(ctx, rb, n, x, y, depth);
+ if (depthBits < 32) {
+ GLuint shift = 32 - depthBits;
+ GLint i;
+ for (i = 0; i < n; i++) {
+ GLuint z = depth[i];
+ depth[i] = z << shift; /* XXX lsb bits? */
+ }
+ }
+ }
+ else if (rb->DataType == GL_UNSIGNED_SHORT) {
+ GLushort temp[MAX_WIDTH];
+ GLint i;
+ rb->GetRow(ctx, rb, n, x, y, temp);
+ if (depthBits == 16) {
+ for (i = 0; i < n; i++) {
+ GLuint z = temp[i];
+ depth[i] = (z << 16) | z;
+ }
+ }
+ else {
+ GLuint shift = 16 - depthBits;
+ for (i = 0; i < n; i++) {
+ GLuint z = temp[i];
+ depth[i] = (z << (shift + 16)) | (z << shift); /* XXX lsb bits? */
+ }
+ }
+ }
+ else {
+ _mesa_problem(ctx, "Invalid depth renderbuffer data type");
+ }
+}
+
+
+
+/**
+ * Clear the given z/depth renderbuffer.
+ */
+void
+_swrast_clear_depth_buffer( struct gl_context *ctx, struct gl_renderbuffer *rb )
+{
+ GLuint clearValue;
+ GLint x, y, width, height;
+
+ if (!rb || !ctx->Depth.Mask) {
+ /* no depth buffer, or writing to it is disabled */
+ return;
+ }
+
+ /* compute integer clearing value */
+ if (ctx->Depth.Clear == 1.0) {
+ clearValue = ctx->DrawBuffer->_DepthMax;
+ }
+ else {
+ clearValue = (GLuint) (ctx->Depth.Clear * ctx->DrawBuffer->_DepthMaxF);
+ }
+
+ assert(rb->_BaseFormat == GL_DEPTH_COMPONENT);
+
+ /* compute region to clear */
+ x = ctx->DrawBuffer->_Xmin;
+ y = ctx->DrawBuffer->_Ymin;
+ width = ctx->DrawBuffer->_Xmax - ctx->DrawBuffer->_Xmin;
+ height = ctx->DrawBuffer->_Ymax - ctx->DrawBuffer->_Ymin;
+
+ if (rb->GetPointer(ctx, rb, 0, 0)) {
+ /* Direct buffer access is possible. Either this is just malloc'd
+ * memory, or perhaps the driver mmap'd the zbuffer memory.
+ */
+ if (rb->DataType == GL_UNSIGNED_SHORT) {
+ if ((clearValue & 0xff) == ((clearValue >> 8) & 0xff) &&
+ ((GLushort *) rb->GetPointer(ctx, rb, 0, 0) + width ==
+ (GLushort *) rb->GetPointer(ctx, rb, 0, 1))) {
+ /* optimized case */
+ GLushort *dst = (GLushort *) rb->GetPointer(ctx, rb, x, y);
+ GLuint len = width * height * sizeof(GLushort);
+ memset(dst, (clearValue & 0xff), len);
+ }
+ else {
+ /* general case */
+ GLint i, j;
+ for (i = 0; i < height; i++) {
+ GLushort *dst = (GLushort *) rb->GetPointer(ctx, rb, x, y + i);
+ for (j = 0; j < width; j++) {
+ dst[j] = clearValue;
+ }
+ }
+ }
+ }
+ else {
+ GLint i, j;
+ ASSERT(rb->DataType == GL_UNSIGNED_INT);
+ for (i = 0; i < height; i++) {
+ GLuint *dst = (GLuint *) rb->GetPointer(ctx, rb, x, y + i);
+ for (j = 0; j < width; j++) {
+ dst[j] = clearValue;
+ }
+ }
+ }
+ }
+ else {
+ /* Direct access not possible. Use PutRow to write new values. */
+ if (rb->DataType == GL_UNSIGNED_SHORT) {
+ GLushort clearVal16 = (GLushort) (clearValue & 0xffff);
+ GLint i;
+ for (i = 0; i < height; i++) {
+ rb->PutMonoRow(ctx, rb, width, x, y + i, &clearVal16, NULL);
+ }
+ }
+ else if (rb->DataType == GL_UNSIGNED_INT) {
+ GLint i;
+ ASSERT(sizeof(clearValue) == sizeof(GLuint));
+ for (i = 0; i < height; i++) {
+ rb->PutMonoRow(ctx, rb, width, x, y + i, &clearValue, NULL);
+ }
+ }
+ else {
+ _mesa_problem(ctx, "bad depth renderbuffer DataType");
+ }
+ }
+}
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