006a9e008b
The OpenGL software renderer add-on should follow soon. Allow to link GLTeapot as native, but without renderer, nothing is displayed ;-) git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@13283 a95241bf-73f2-0310-859d-f6bbb57e9c96
1797 lines
40 KiB
C
1797 lines
40 KiB
C
/*
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* Mesa 3-D graphics library
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* Version: 5.1
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*
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* Copyright (C) 1999-2003 Brian Paul All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#include "glheader.h"
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#include "context.h"
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#include "macros.h"
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#include "imports.h"
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#include "s_depth.h"
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#include "s_context.h"
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/**
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* Return address of depth buffer value for given window coord.
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*/
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GLvoid *
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_swrast_zbuffer_address(GLcontext *ctx, GLint x, GLint y)
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{
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if (ctx->Visual.depthBits <= 16)
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return (GLushort *) ctx->DrawBuffer->DepthBuffer
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+ ctx->DrawBuffer->Width * y + x;
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else
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return (GLuint *) ctx->DrawBuffer->DepthBuffer
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+ ctx->DrawBuffer->Width * y + x;
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}
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#define Z_ADDRESS16( CTX, X, Y ) \
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( ((GLushort *) (CTX)->DrawBuffer->DepthBuffer) \
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+ (CTX)->DrawBuffer->Width * (Y) + (X) )
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#define Z_ADDRESS32( CTX, X, Y ) \
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( ((GLuint *) (CTX)->DrawBuffer->DepthBuffer) \
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+ (CTX)->DrawBuffer->Width * (Y) + (X) )
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/**********************************************************************/
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/***** Depth Testing Functions *****/
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/**********************************************************************/
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/*
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* Do depth test for an array of fragments. This is used both for
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* software and hardware Z buffers.
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* Input: zbuffer - array of z values in the zbuffer
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* z - array of fragment z values
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* Return: number of fragments which pass the test.
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*/
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static GLuint
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depth_test_span16( GLcontext *ctx, GLuint n,
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GLushort zbuffer[], const GLdepth z[], GLubyte mask[] )
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{
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GLuint passed = 0;
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/* switch cases ordered from most frequent to less frequent */
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switch (ctx->Depth.Func) {
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case GL_LESS:
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if (ctx->Depth.Mask) {
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/* Update Z buffer */
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GLuint i;
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for (i=0; i<n; i++) {
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if (mask[i]) {
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if (z[i] < zbuffer[i]) {
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/* pass */
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zbuffer[i] = z[i];
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passed++;
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}
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else {
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/* fail */
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mask[i] = 0;
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}
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}
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}
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}
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else {
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/* Don't update Z buffer */
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GLuint i;
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for (i=0; i<n; i++) {
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if (mask[i]) {
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if (z[i] < zbuffer[i]) {
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/* pass */
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passed++;
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}
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else {
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mask[i] = 0;
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}
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}
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}
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}
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break;
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case GL_LEQUAL:
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if (ctx->Depth.Mask) {
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/* Update Z buffer */
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GLuint i;
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for (i=0;i<n;i++) {
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if (mask[i]) {
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if (z[i] <= zbuffer[i]) {
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zbuffer[i] = z[i];
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passed++;
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}
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else {
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mask[i] = 0;
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}
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}
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}
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}
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else {
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/* Don't update Z buffer */
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GLuint i;
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for (i=0;i<n;i++) {
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if (mask[i]) {
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if (z[i] <= zbuffer[i]) {
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/* pass */
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passed++;
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}
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else {
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mask[i] = 0;
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}
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}
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}
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}
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break;
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case GL_GEQUAL:
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if (ctx->Depth.Mask) {
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/* Update Z buffer */
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GLuint i;
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for (i=0;i<n;i++) {
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if (mask[i]) {
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if (z[i] >= zbuffer[i]) {
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zbuffer[i] = z[i];
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passed++;
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}
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else {
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mask[i] = 0;
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}
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}
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}
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}
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else {
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/* Don't update Z buffer */
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GLuint i;
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for (i=0;i<n;i++) {
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if (mask[i]) {
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if (z[i] >= zbuffer[i]) {
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/* pass */
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passed++;
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}
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else {
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mask[i] = 0;
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}
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}
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}
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}
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break;
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case GL_GREATER:
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if (ctx->Depth.Mask) {
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/* Update Z buffer */
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GLuint i;
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for (i=0;i<n;i++) {
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if (mask[i]) {
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if (z[i] > zbuffer[i]) {
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zbuffer[i] = z[i];
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passed++;
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}
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else {
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mask[i] = 0;
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}
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}
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}
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}
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else {
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/* Don't update Z buffer */
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GLuint i;
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for (i=0;i<n;i++) {
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if (mask[i]) {
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if (z[i] > zbuffer[i]) {
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/* pass */
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passed++;
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}
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else {
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mask[i] = 0;
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}
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}
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}
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}
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break;
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case GL_NOTEQUAL:
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if (ctx->Depth.Mask) {
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/* Update Z buffer */
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GLuint i;
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for (i=0;i<n;i++) {
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if (mask[i]) {
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if (z[i] != zbuffer[i]) {
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zbuffer[i] = z[i];
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passed++;
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}
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else {
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mask[i] = 0;
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}
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}
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}
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}
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else {
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/* Don't update Z buffer */
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GLuint i;
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for (i=0;i<n;i++) {
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if (mask[i]) {
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if (z[i] != zbuffer[i]) {
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/* pass */
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passed++;
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}
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else {
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mask[i] = 0;
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}
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}
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}
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}
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break;
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case GL_EQUAL:
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if (ctx->Depth.Mask) {
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/* Update Z buffer */
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GLuint i;
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for (i=0;i<n;i++) {
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if (mask[i]) {
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if (z[i] == zbuffer[i]) {
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zbuffer[i] = z[i];
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passed++;
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}
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else {
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mask[i] = 0;
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}
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}
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}
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}
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else {
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/* Don't update Z buffer */
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GLuint i;
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for (i=0;i<n;i++) {
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if (mask[i]) {
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if (z[i] == zbuffer[i]) {
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/* pass */
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passed++;
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}
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else {
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mask[i] = 0;
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}
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}
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}
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}
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break;
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case GL_ALWAYS:
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if (ctx->Depth.Mask) {
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/* Update Z buffer */
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GLuint i;
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for (i=0;i<n;i++) {
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if (mask[i]) {
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zbuffer[i] = z[i];
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passed++;
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}
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}
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}
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else {
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/* Don't update Z buffer or mask */
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passed = n;
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}
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break;
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case GL_NEVER:
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_mesa_bzero(mask, n * sizeof(GLubyte));
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break;
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default:
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_mesa_problem(ctx, "Bad depth func in depth_test_span16");
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}
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return passed;
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}
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static GLuint
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depth_test_span32( GLcontext *ctx, GLuint n,
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GLuint zbuffer[], const GLdepth z[], GLubyte mask[] )
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{
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GLuint passed = 0;
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/* switch cases ordered from most frequent to less frequent */
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switch (ctx->Depth.Func) {
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case GL_LESS:
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if (ctx->Depth.Mask) {
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/* Update Z buffer */
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GLuint i;
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for (i=0; i<n; i++) {
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if (mask[i]) {
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if (z[i] < zbuffer[i]) {
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/* pass */
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zbuffer[i] = z[i];
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passed++;
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}
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else {
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/* fail */
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mask[i] = 0;
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}
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}
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}
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}
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else {
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/* Don't update Z buffer */
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GLuint i;
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for (i=0; i<n; i++) {
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if (mask[i]) {
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if (z[i] < zbuffer[i]) {
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/* pass */
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passed++;
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}
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else {
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mask[i] = 0;
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}
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}
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}
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}
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break;
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case GL_LEQUAL:
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if (ctx->Depth.Mask) {
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/* Update Z buffer */
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GLuint i;
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for (i=0;i<n;i++) {
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if (mask[i]) {
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if (z[i] <= zbuffer[i]) {
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zbuffer[i] = z[i];
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passed++;
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}
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else {
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mask[i] = 0;
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}
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}
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}
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}
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else {
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/* Don't update Z buffer */
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GLuint i;
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for (i=0;i<n;i++) {
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if (mask[i]) {
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if (z[i] <= zbuffer[i]) {
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/* pass */
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passed++;
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}
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else {
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mask[i] = 0;
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}
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}
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}
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}
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break;
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case GL_GEQUAL:
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if (ctx->Depth.Mask) {
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/* Update Z buffer */
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GLuint i;
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for (i=0;i<n;i++) {
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if (mask[i]) {
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if (z[i] >= zbuffer[i]) {
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zbuffer[i] = z[i];
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passed++;
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}
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else {
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mask[i] = 0;
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}
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}
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}
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}
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else {
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/* Don't update Z buffer */
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GLuint i;
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for (i=0;i<n;i++) {
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if (mask[i]) {
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if (z[i] >= zbuffer[i]) {
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/* pass */
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passed++;
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}
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else {
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mask[i] = 0;
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}
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}
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}
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}
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break;
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case GL_GREATER:
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if (ctx->Depth.Mask) {
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/* Update Z buffer */
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GLuint i;
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for (i=0;i<n;i++) {
|
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if (mask[i]) {
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if (z[i] > zbuffer[i]) {
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zbuffer[i] = z[i];
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passed++;
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}
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else {
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mask[i] = 0;
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}
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}
|
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}
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}
|
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else {
|
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/* Don't update Z buffer */
|
|
GLuint i;
|
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for (i=0;i<n;i++) {
|
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if (mask[i]) {
|
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if (z[i] > zbuffer[i]) {
|
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/* pass */
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passed++;
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}
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else {
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mask[i] = 0;
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}
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}
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}
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}
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break;
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case GL_NOTEQUAL:
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if (ctx->Depth.Mask) {
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/* Update Z buffer */
|
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GLuint i;
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for (i=0;i<n;i++) {
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if (mask[i]) {
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if (z[i] != zbuffer[i]) {
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zbuffer[i] = z[i];
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passed++;
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}
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else {
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mask[i] = 0;
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}
|
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}
|
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}
|
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}
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else {
|
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/* Don't update Z buffer */
|
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GLuint i;
|
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for (i=0;i<n;i++) {
|
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if (mask[i]) {
|
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if (z[i] != zbuffer[i]) {
|
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/* pass */
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passed++;
|
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}
|
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else {
|
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mask[i] = 0;
|
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}
|
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}
|
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}
|
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}
|
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break;
|
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case GL_EQUAL:
|
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if (ctx->Depth.Mask) {
|
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/* Update Z buffer */
|
|
GLuint i;
|
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for (i=0;i<n;i++) {
|
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if (mask[i]) {
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if (z[i] == zbuffer[i]) {
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zbuffer[i] = z[i];
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passed++;
|
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}
|
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else {
|
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mask[i] = 0;
|
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}
|
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}
|
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}
|
|
}
|
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else {
|
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/* Don't update Z buffer */
|
|
GLuint i;
|
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for (i=0;i<n;i++) {
|
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if (mask[i]) {
|
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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:
|
|
_mesa_bzero(mask, n * sizeof(GLubyte));
|
|
break;
|
|
default:
|
|
_mesa_problem(ctx, "Bad depth func in depth_test_span32");
|
|
}
|
|
|
|
return passed;
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
* Apply depth test to span of fragments. Hardware or software z buffer.
|
|
*/
|
|
static GLuint
|
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depth_test_span( GLcontext *ctx, struct sw_span *span)
|
|
{
|
|
const GLint x = span->x;
|
|
const GLint y = span->y;
|
|
const GLuint n = span->end;
|
|
SWcontext *swrast = SWRAST_CONTEXT(ctx);
|
|
|
|
ASSERT((span->arrayMask & SPAN_XY) == 0);
|
|
ASSERT(span->arrayMask & SPAN_Z);
|
|
|
|
if (swrast->Driver.ReadDepthSpan) {
|
|
/* hardware-based depth buffer */
|
|
GLdepth zbuffer[MAX_WIDTH];
|
|
GLuint passed;
|
|
(*swrast->Driver.ReadDepthSpan)(ctx, n, x, y, zbuffer);
|
|
passed = depth_test_span32(ctx, n, zbuffer, span->array->z,
|
|
span->array->mask);
|
|
ASSERT(swrast->Driver.WriteDepthSpan);
|
|
(*swrast->Driver.WriteDepthSpan)(ctx, n, x, y, zbuffer,
|
|
span->array->mask);
|
|
if (passed < n)
|
|
span->writeAll = GL_FALSE;
|
|
return passed;
|
|
}
|
|
else {
|
|
GLuint passed;
|
|
/* software depth buffer */
|
|
if (ctx->Visual.depthBits <= 16) {
|
|
GLushort *zptr = (GLushort *) Z_ADDRESS16(ctx, x, y);
|
|
passed = depth_test_span16(ctx, n, zptr, span->array->z, span->array->mask);
|
|
}
|
|
else {
|
|
GLuint *zptr = (GLuint *) Z_ADDRESS32(ctx, x, y);
|
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passed = depth_test_span32(ctx, n, zptr, span->array->z, span->array->mask);
|
|
}
|
|
#if 1
|
|
if (passed < span->end) {
|
|
span->writeAll = GL_FALSE;
|
|
}
|
|
#else
|
|
/* this causes a glDrawPixels(GL_DEPTH_COMPONENT) conformance failure */
|
|
if (passed < span->end) {
|
|
span->writeAll = GL_FALSE;
|
|
if (passed == 0) {
|
|
span->end = 0;
|
|
return 0;
|
|
}
|
|
while (span->end > 0 && span->mask[span->end - 1] == 0)
|
|
span->end --;
|
|
}
|
|
#endif
|
|
return passed;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
/*
|
|
* Do depth testing for an array of fragments using software Z buffer.
|
|
*/
|
|
static void
|
|
software_depth_test_pixels16( GLcontext *ctx, GLuint n,
|
|
const GLint x[], const GLint y[],
|
|
const GLdepth 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_ADDRESS16(ctx,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_ADDRESS16(ctx,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_ADDRESS16(ctx,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_ADDRESS16(ctx,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_ADDRESS16(ctx,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_ADDRESS16(ctx,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_ADDRESS16(ctx,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_ADDRESS16(ctx,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_ADDRESS16(ctx,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_ADDRESS16(ctx,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_ADDRESS16(ctx,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_ADDRESS16(ctx,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_ADDRESS16(ctx,x[i],y[i]);
|
|
*zptr = z[i];
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
/* Don't update Z buffer or mask */
|
|
}
|
|
break;
|
|
case GL_NEVER:
|
|
/* depth test never passes */
|
|
_mesa_bzero(mask, n * sizeof(GLubyte));
|
|
break;
|
|
default:
|
|
_mesa_problem(ctx, "Bad depth func in software_depth_test_pixels");
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
* Do depth testing for an array of fragments using software Z buffer.
|
|
*/
|
|
static void
|
|
software_depth_test_pixels32( GLcontext *ctx, GLuint n,
|
|
const GLint x[], const GLint y[],
|
|
const GLdepth 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_ADDRESS32(ctx,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_ADDRESS32(ctx,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_ADDRESS32(ctx,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_ADDRESS32(ctx,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_ADDRESS32(ctx,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_ADDRESS32(ctx,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_ADDRESS32(ctx,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_ADDRESS32(ctx,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_ADDRESS32(ctx,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_ADDRESS32(ctx,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_ADDRESS32(ctx,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_ADDRESS32(ctx,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_ADDRESS32(ctx,x[i],y[i]);
|
|
*zptr = z[i];
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
/* Don't update Z buffer or mask */
|
|
}
|
|
break;
|
|
case GL_NEVER:
|
|
/* depth test never passes */
|
|
_mesa_bzero(mask, n * sizeof(GLubyte));
|
|
break;
|
|
default:
|
|
_mesa_problem(ctx, "Bad depth func in software_depth_test_pixels");
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
* Do depth testing for an array of pixels using hardware Z buffer.
|
|
* Input/output: zbuffer - array of depth values from Z buffer
|
|
* Input: z - array of fragment z values.
|
|
*/
|
|
static void
|
|
hardware_depth_test_pixels( GLcontext *ctx, GLuint n, GLdepth zbuffer[],
|
|
const GLdepth 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]) {
|
|
if (z[i] < zbuffer[i]) {
|
|
/* pass */
|
|
zbuffer[i] = z[i];
|
|
}
|
|
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 */
|
|
}
|
|
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]) {
|
|
if (z[i] <= zbuffer[i]) {
|
|
/* pass */
|
|
zbuffer[i] = z[i];
|
|
}
|
|
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 */
|
|
}
|
|
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]) {
|
|
if (z[i] >= zbuffer[i]) {
|
|
/* pass */
|
|
zbuffer[i] = z[i];
|
|
}
|
|
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 */
|
|
}
|
|
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]) {
|
|
if (z[i] > zbuffer[i]) {
|
|
/* pass */
|
|
zbuffer[i] = z[i];
|
|
}
|
|
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 */
|
|
}
|
|
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]) {
|
|
if (z[i] != zbuffer[i]) {
|
|
/* pass */
|
|
zbuffer[i] = z[i];
|
|
}
|
|
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 */
|
|
}
|
|
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]) {
|
|
if (z[i] == zbuffer[i]) {
|
|
/* pass */
|
|
zbuffer[i] = z[i];
|
|
}
|
|
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 */
|
|
}
|
|
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]) {
|
|
zbuffer[i] = z[i];
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
/* Don't update Z buffer or mask */
|
|
}
|
|
break;
|
|
case GL_NEVER:
|
|
/* depth test never passes */
|
|
_mesa_bzero(mask, n * sizeof(GLubyte));
|
|
break;
|
|
default:
|
|
_mesa_problem(ctx, "Bad depth func in hardware_depth_test_pixels");
|
|
}
|
|
}
|
|
|
|
|
|
|
|
static GLuint
|
|
depth_test_pixels( GLcontext *ctx, struct sw_span *span )
|
|
{
|
|
SWcontext *swrast = SWRAST_CONTEXT(ctx);
|
|
const GLuint n = span->end;
|
|
const GLint *x = span->array->x;
|
|
const GLint *y = span->array->y;
|
|
const GLdepth *z = span->array->z;
|
|
GLubyte *mask = span->array->mask;
|
|
|
|
if (swrast->Driver.ReadDepthPixels) {
|
|
/* read depth values from hardware Z buffer */
|
|
GLdepth zbuffer[MAX_WIDTH];
|
|
(*swrast->Driver.ReadDepthPixels)(ctx, n, x, y, zbuffer);
|
|
|
|
hardware_depth_test_pixels( ctx, n, zbuffer, z, mask );
|
|
|
|
/* update hardware Z buffer with new values */
|
|
assert(swrast->Driver.WriteDepthPixels);
|
|
(*swrast->Driver.WriteDepthPixels)(ctx, n, x, y, zbuffer, mask );
|
|
}
|
|
else {
|
|
/* software depth testing */
|
|
if (ctx->Visual.depthBits <= 16)
|
|
software_depth_test_pixels16(ctx, n, x, y, z, mask);
|
|
else
|
|
software_depth_test_pixels32(ctx, n, x, y, z, mask);
|
|
}
|
|
return n; /* 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, struct sw_span *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, struct sw_span *span )
|
|
{
|
|
SWcontext *swrast = SWRAST_CONTEXT(ctx);
|
|
GLdepth zMin = (GLdepth) (ctx->Depth.BoundsMin * ctx->DepthMaxF + 0.5F);
|
|
GLdepth zMax = (GLdepth) (ctx->Depth.BoundsMax * ctx->DepthMaxF + 0.5F);
|
|
GLubyte *mask = span->array->mask;
|
|
GLuint i;
|
|
GLboolean anyPass = GL_FALSE;
|
|
|
|
if (swrast->Driver.ReadDepthPixels) {
|
|
/* read depth values from hardware Z buffer */
|
|
GLdepth zbuffer[MAX_WIDTH];
|
|
ASSERT(span->end <= MAX_WIDTH);
|
|
if (span->arrayMask & SPAN_XY)
|
|
(*swrast->Driver.ReadDepthPixels)(ctx, span->end, span->array->x,
|
|
span->array->y, zbuffer);
|
|
else
|
|
(*swrast->Driver.ReadDepthSpan)(ctx, span->end, span->x, span->y,
|
|
zbuffer);
|
|
for (i = 0; i < span->end; i++) {
|
|
if (mask[i]) {
|
|
if (zbuffer[i] < zMin || zbuffer[i] > zMax)
|
|
mask[i] = GL_FALSE;
|
|
else
|
|
anyPass = GL_TRUE;
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
/* software Z buffer */
|
|
if (span->arrayMask & SPAN_XY) {
|
|
if (ctx->Visual.depthBits <= 16) {
|
|
/* 16 bits / Z */
|
|
for (i = 0; i < span->end; i++) {
|
|
if (mask[i]) {
|
|
const GLushort *zPtr = Z_ADDRESS16(ctx, span->array->x[i],
|
|
span->array->y[i]);
|
|
if (*zPtr < zMin || *zPtr > zMax)
|
|
mask[i] = GL_FALSE;
|
|
else
|
|
anyPass = GL_TRUE;
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
/* 32 bits / Z */
|
|
for (i = 0; i < span->end; i++) {
|
|
if (mask[i]) {
|
|
const GLuint *zPtr = Z_ADDRESS32(ctx, span->array->x[i],
|
|
span->array->y[i]);
|
|
if (*zPtr < zMin || *zPtr > zMax)
|
|
mask[i] = GL_FALSE;
|
|
else
|
|
anyPass = GL_TRUE;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
if (ctx->Visual.depthBits <= 16) {
|
|
/* 16 bits / Z */
|
|
const GLushort *zPtr = Z_ADDRESS16(ctx, span->x, span->y);
|
|
for (i = 0; i < span->end; i++) {
|
|
if (mask[i]) {
|
|
if (zPtr[i] < zMin || zPtr[i] > zMax)
|
|
mask[i] = GL_FALSE;
|
|
else
|
|
anyPass = GL_TRUE;
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
/* 32 bits / Z */
|
|
const GLuint *zPtr = Z_ADDRESS32(ctx, span->x, span->y);
|
|
for (i = 0; i < span->end; i++) {
|
|
if (mask[i]) {
|
|
if (zPtr[i] < zMin || zPtr[i] > zMax)
|
|
mask[i] = GL_FALSE;
|
|
else
|
|
anyPass = GL_TRUE;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return anyPass;
|
|
}
|
|
|
|
|
|
|
|
/**********************************************************************/
|
|
/***** Read Depth Buffer *****/
|
|
/**********************************************************************/
|
|
|
|
|
|
/**
|
|
* Read a span of depth values from the depth buffer.
|
|
* This function does clipping before calling the device driver function.
|
|
*/
|
|
void
|
|
_swrast_read_depth_span( GLcontext *ctx,
|
|
GLint n, GLint x, GLint y, GLdepth depth[] )
|
|
{
|
|
SWcontext *swrast = SWRAST_CONTEXT(ctx);
|
|
|
|
if (y < 0 || y >= (GLint) ctx->DrawBuffer->Height ||
|
|
x + (GLint) n <= 0 || x >= (GLint) ctx->DrawBuffer->Width) {
|
|
/* span is completely outside framebuffer */
|
|
GLint i;
|
|
for (i = 0; i < n; i++)
|
|
depth[i] = 0;
|
|
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) ctx->DrawBuffer->Width) {
|
|
GLint dx = x + n - (GLint) ctx->DrawBuffer->Width;
|
|
GLint i;
|
|
for (i = 0; i < dx; i++)
|
|
depth[n - i - 1] = 0;
|
|
n -= dx;
|
|
}
|
|
if (n <= 0) {
|
|
return;
|
|
}
|
|
|
|
if (ctx->DrawBuffer->DepthBuffer) {
|
|
/* read from software depth buffer */
|
|
if (ctx->Visual.depthBits <= 16) {
|
|
const GLushort *zptr = Z_ADDRESS16( ctx, x, y );
|
|
GLint i;
|
|
for (i = 0; i < n; i++) {
|
|
depth[i] = zptr[i];
|
|
}
|
|
}
|
|
else {
|
|
const GLuint *zptr = Z_ADDRESS32( ctx, x, y );
|
|
GLint i;
|
|
for (i = 0; i < n; i++) {
|
|
depth[i] = zptr[i];
|
|
}
|
|
}
|
|
}
|
|
else if (swrast->Driver.ReadDepthSpan) {
|
|
/* read from hardware depth buffer */
|
|
(*swrast->Driver.ReadDepthSpan)( ctx, n, x, y, depth );
|
|
}
|
|
else {
|
|
/* no depth buffer */
|
|
_mesa_bzero(depth, n * sizeof(GLfloat));
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
* Return a span of depth values from the depth buffer as floats in [0,1].
|
|
* This is used for both hardware and software depth buffers.
|
|
* Input: n - how many pixels
|
|
* x,y - location of first pixel
|
|
* Output: depth - the array of depth values
|
|
*/
|
|
void
|
|
_swrast_read_depth_span_float( GLcontext *ctx,
|
|
GLint n, GLint x, GLint y, GLfloat depth[] )
|
|
{
|
|
SWcontext *swrast = SWRAST_CONTEXT(ctx);
|
|
const GLfloat scale = 1.0F / ctx->DepthMaxF;
|
|
|
|
if (y < 0 || y >= (GLint) ctx->DrawBuffer->Height ||
|
|
x + (GLint) n <= 0 || x >= (GLint) ctx->DrawBuffer->Width) {
|
|
/* span is completely outside framebuffer */
|
|
GLint i;
|
|
for (i = 0; i < n; i++)
|
|
depth[i] = 0.0F;
|
|
return;
|
|
}
|
|
|
|
if (x < 0) {
|
|
GLint dx = -x;
|
|
GLint i;
|
|
for (i = 0; i < dx; i++)
|
|
depth[i] = 0.0F;
|
|
n -= dx;
|
|
x = 0;
|
|
}
|
|
if (x + n > (GLint) ctx->DrawBuffer->Width) {
|
|
GLint dx = x + n - (GLint) ctx->DrawBuffer->Width;
|
|
GLint i;
|
|
for (i = 0; i < dx; i++)
|
|
depth[n - i - 1] = 0.0F;
|
|
n -= dx;
|
|
}
|
|
if (n <= 0) {
|
|
return;
|
|
}
|
|
|
|
if (ctx->DrawBuffer->DepthBuffer) {
|
|
/* read from software depth buffer */
|
|
if (ctx->Visual.depthBits <= 16) {
|
|
const GLushort *zptr = Z_ADDRESS16( ctx, x, y );
|
|
GLint i;
|
|
for (i = 0; i < n; i++) {
|
|
depth[i] = (GLfloat) zptr[i] * scale;
|
|
}
|
|
}
|
|
else {
|
|
const GLuint *zptr = Z_ADDRESS32( ctx, x, y );
|
|
GLint i;
|
|
for (i = 0; i < n; i++) {
|
|
depth[i] = (GLfloat) zptr[i] * scale;
|
|
}
|
|
}
|
|
}
|
|
else if (swrast->Driver.ReadDepthSpan) {
|
|
/* read from hardware depth buffer */
|
|
GLdepth d[MAX_WIDTH];
|
|
GLint i;
|
|
assert(n <= MAX_WIDTH);
|
|
(*swrast->Driver.ReadDepthSpan)( ctx, n, x, y, d );
|
|
for (i = 0; i < n; i++) {
|
|
depth[i] = d[i] * scale;
|
|
}
|
|
}
|
|
else {
|
|
/* no depth buffer */
|
|
_mesa_bzero(depth, n * sizeof(GLfloat));
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/**********************************************************************/
|
|
/***** Allocate and Clear Depth Buffer *****/
|
|
/**********************************************************************/
|
|
|
|
|
|
|
|
/**
|
|
* Allocate a new depth buffer. If there's already a depth buffer allocated
|
|
* it will be free()'d. The new depth buffer will be uninitialized.
|
|
*/
|
|
void
|
|
_swrast_alloc_depth_buffer( GLframebuffer *buffer )
|
|
{
|
|
GLint bytesPerValue;
|
|
|
|
ASSERT(buffer->UseSoftwareDepthBuffer);
|
|
|
|
/* deallocate current depth buffer if present */
|
|
if (buffer->DepthBuffer) {
|
|
MESA_PBUFFER_FREE(buffer->DepthBuffer);
|
|
buffer->DepthBuffer = NULL;
|
|
}
|
|
|
|
/* allocate new depth buffer, but don't initialize it */
|
|
if (buffer->Visual.depthBits <= 16)
|
|
bytesPerValue = sizeof(GLushort);
|
|
else
|
|
bytesPerValue = sizeof(GLuint);
|
|
|
|
buffer->DepthBuffer = MESA_PBUFFER_ALLOC(buffer->Width * buffer->Height
|
|
* bytesPerValue);
|
|
|
|
if (!buffer->DepthBuffer) {
|
|
/* out of memory */
|
|
GET_CURRENT_CONTEXT(ctx);
|
|
if (ctx) {
|
|
ctx->Depth.Test = GL_FALSE;
|
|
ctx->NewState |= _NEW_DEPTH;
|
|
_mesa_error(ctx, GL_OUT_OF_MEMORY, "Couldn't allocate depth buffer");
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Clear the depth buffer. If the depth buffer doesn't exist yet we'll
|
|
* allocate it now.
|
|
* This function is only called through Driver.clear_depth_buffer.
|
|
*/
|
|
void
|
|
_swrast_clear_depth_buffer( GLcontext *ctx )
|
|
{
|
|
SWcontext *swrast = SWRAST_CONTEXT(ctx);
|
|
|
|
if (ctx->Visual.depthBits == 0
|
|
|| !ctx->Depth.Mask) {
|
|
/* no depth buffer, or writing to it is disabled */
|
|
return;
|
|
}
|
|
|
|
if (swrast->Driver.WriteMonoDepthSpan) {
|
|
const GLdepth clearValue = (GLdepth)(ctx->Depth.Clear * ctx->DepthMax);
|
|
const GLint x = ctx->DrawBuffer->_Xmin;
|
|
const GLint y = ctx->DrawBuffer->_Ymin;
|
|
const GLint height = ctx->DrawBuffer->_Ymax - ctx->DrawBuffer->_Ymin;
|
|
const GLint width = ctx->DrawBuffer->_Xmax - ctx->DrawBuffer->_Xmin;
|
|
GLint i;
|
|
|
|
for (i = 0; i < height; i++) {
|
|
(*swrast->Driver.WriteMonoDepthSpan)( ctx, width, x, y + i,
|
|
clearValue, NULL );
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
if (!ctx->DrawBuffer->DepthBuffer)
|
|
return;
|
|
|
|
/* The loops in this function have been written so the IRIX 5.3
|
|
* C compiler can unroll them. Hopefully other compilers can too!
|
|
*/
|
|
|
|
if (ctx->Scissor.Enabled) {
|
|
/* only clear scissor region */
|
|
if (ctx->Visual.depthBits <= 16) {
|
|
const GLushort clearValue = (GLushort) (ctx->Depth.Clear * ctx->DepthMax);
|
|
const GLint rows = ctx->DrawBuffer->_Ymax - ctx->DrawBuffer->_Ymin;
|
|
const GLint cols = ctx->DrawBuffer->_Xmax - ctx->DrawBuffer->_Xmin;
|
|
const GLint rowStride = ctx->DrawBuffer->Width;
|
|
GLushort *dRow = (GLushort *) ctx->DrawBuffer->DepthBuffer
|
|
+ ctx->DrawBuffer->_Ymin * rowStride + ctx->DrawBuffer->_Xmin;
|
|
GLint i, j;
|
|
for (i = 0; i < rows; i++) {
|
|
for (j = 0; j < cols; j++) {
|
|
dRow[j] = clearValue;
|
|
}
|
|
dRow += rowStride;
|
|
}
|
|
}
|
|
else {
|
|
const GLuint clearValue = (GLuint) (ctx->Depth.Clear * ctx->DepthMax);
|
|
const GLint rows = ctx->DrawBuffer->_Ymax - ctx->DrawBuffer->_Ymin;
|
|
const GLint cols = ctx->DrawBuffer->_Xmax - ctx->DrawBuffer->_Xmin;
|
|
const GLint rowStride = ctx->DrawBuffer->Width;
|
|
GLuint *dRow = (GLuint *) ctx->DrawBuffer->DepthBuffer
|
|
+ ctx->DrawBuffer->_Ymin * rowStride + ctx->DrawBuffer->_Xmin;
|
|
GLint i, j;
|
|
for (i = 0; i < rows; i++) {
|
|
for (j = 0; j < cols; j++) {
|
|
dRow[j] = clearValue;
|
|
}
|
|
dRow += rowStride;
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
/* clear whole buffer */
|
|
if (ctx->Visual.depthBits <= 16) {
|
|
const GLushort clearValue = (GLushort) (ctx->Depth.Clear * ctx->DepthMax);
|
|
if ((clearValue & 0xff) == (clearValue >> 8)) {
|
|
if (clearValue == 0) {
|
|
_mesa_bzero(ctx->DrawBuffer->DepthBuffer,
|
|
2*ctx->DrawBuffer->Width*ctx->DrawBuffer->Height);
|
|
}
|
|
else {
|
|
/* lower and upper bytes of clear_value are same, use MEMSET */
|
|
MEMSET( ctx->DrawBuffer->DepthBuffer, clearValue & 0xff,
|
|
2 * ctx->DrawBuffer->Width * ctx->DrawBuffer->Height);
|
|
}
|
|
}
|
|
else {
|
|
GLushort *d = (GLushort *) ctx->DrawBuffer->DepthBuffer;
|
|
GLint n = ctx->DrawBuffer->Width * ctx->DrawBuffer->Height;
|
|
while (n >= 16) {
|
|
d[0] = clearValue; d[1] = clearValue;
|
|
d[2] = clearValue; d[3] = clearValue;
|
|
d[4] = clearValue; d[5] = clearValue;
|
|
d[6] = clearValue; d[7] = clearValue;
|
|
d[8] = clearValue; d[9] = clearValue;
|
|
d[10] = clearValue; d[11] = clearValue;
|
|
d[12] = clearValue; d[13] = clearValue;
|
|
d[14] = clearValue; d[15] = clearValue;
|
|
d += 16;
|
|
n -= 16;
|
|
}
|
|
while (n > 0) {
|
|
*d++ = clearValue;
|
|
n--;
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
/* >16 bit depth buffer */
|
|
const GLuint clearValue = (GLuint) (ctx->Depth.Clear * ctx->DepthMax);
|
|
if (clearValue == 0) {
|
|
_mesa_bzero(ctx->DrawBuffer->DepthBuffer,
|
|
ctx->DrawBuffer->Width*ctx->DrawBuffer->Height*sizeof(GLuint));
|
|
}
|
|
else {
|
|
GLint n = ctx->DrawBuffer->Width * ctx->DrawBuffer->Height;
|
|
GLuint *d = (GLuint *) ctx->DrawBuffer->DepthBuffer;
|
|
while (n >= 16) {
|
|
d[0] = clearValue; d[1] = clearValue;
|
|
d[2] = clearValue; d[3] = clearValue;
|
|
d[4] = clearValue; d[5] = clearValue;
|
|
d[6] = clearValue; d[7] = clearValue;
|
|
d[8] = clearValue; d[9] = clearValue;
|
|
d[10] = clearValue; d[11] = clearValue;
|
|
d[12] = clearValue; d[13] = clearValue;
|
|
d[14] = clearValue; d[15] = clearValue;
|
|
d += 16;
|
|
n -= 16;
|
|
}
|
|
while (n > 0) {
|
|
*d++ = clearValue;
|
|
n--;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|