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-rw-r--r--mesalib/src/mesa/swrast/s_depth.c2968
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");
+ }
+ }
+}