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authorBrian Paul <[email protected]>2000-03-03 17:47:39 +0000
committerBrian Paul <[email protected]>2000-03-03 17:47:39 +0000
commited30dfa1264ec8875a3162c3c8778bc703bf11d5 (patch)
tree41e44fc1f73964396c96dea1452f235b42ff46ec /src/mesa/main/depth.c
parent8df3d8ae6c48cbbe649e8cfeebd8a99f983784f7 (diff)
runtime selectable depth buffer depth
Diffstat (limited to 'src/mesa/main/depth.c')
-rw-r--r--src/mesa/main/depth.c722
1 files changed, 645 insertions, 77 deletions
diff --git a/src/mesa/main/depth.c b/src/mesa/main/depth.c
index 3d8b1a190b3..ba7f6248ab1 100644
--- a/src/mesa/main/depth.c
+++ b/src/mesa/main/depth.c
@@ -1,10 +1,10 @@
-/* $Id: depth.c,v 1.12 2000/02/02 22:16:04 brianp Exp $ */
+/* $Id: depth.c,v 1.13 2000/03/03 17:47:39 brianp Exp $ */
/*
* Mesa 3-D graphics library
* Version: 3.3
*
- * Copyright (C) 1999 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2000 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"),
@@ -125,6 +125,33 @@ _mesa_DepthMask( GLboolean flag )
/**********************************************************************/
+/***** Misc *****/
+/**********************************************************************/
+
+/*
+ * Return address of depth buffer value for given window coord.
+ */
+GLvoid *
+_mesa_zbuffer_address(GLcontext *ctx, GLint x, GLint y)
+{
+ if (ctx->Visual->DepthBits <= 16)
+ return (GLushort *) ctx->DrawBuffer->DepthBuffer + ctx->DrawBuffer->Width * y + x;
+ else
+ return (GLuint *) ctx->DrawBuffer->DepthBuffer + ctx->DrawBuffer->Width * y + x;
+}
+
+
+#define Z_ADDRESS16( CTX, X, Y ) \
+ ( ((GLushort *) (CTX)->DrawBuffer->DepthBuffer) \
+ + (CTX)->DrawBuffer->Width * (Y) + (X) )
+
+#define Z_ADDRESS32( CTX, X, Y ) \
+ ( ((GLuint *) (CTX)->DrawBuffer->DepthBuffer) \
+ + (CTX)->DrawBuffer->Width * (Y) + (X) )
+
+
+
+/**********************************************************************/
/***** Depth Testing Functions *****/
/**********************************************************************/
@@ -137,8 +164,8 @@ _mesa_DepthMask( GLboolean flag )
* Return: number of fragments which pass the test.
*/
static GLuint
-depth_test_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
- GLdepth zbuffer[], const GLdepth z[], GLubyte mask[] )
+depth_test_span16( GLcontext *ctx, GLuint n, GLint x, GLint y,
+ GLushort zbuffer[], const GLdepth z[], GLubyte mask[] )
{
GLuint passed = 0;
@@ -358,7 +385,236 @@ depth_test_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
MEMSET(mask, 0, n * sizeof(GLubyte));
break;
default:
- gl_problem(ctx, "Bad depth func in depth_test_span");
+ gl_problem(ctx, "Bad depth func in depth_test_span16");
+ }
+
+ return passed;
+}
+
+
+static GLuint
+depth_test_span32( GLcontext *ctx, GLuint n, GLint x, GLint y,
+ GLuint zbuffer[], const GLdepth 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:
+ gl_problem(ctx, "Bad depth func in depth_test_span32");
}
return passed;
@@ -373,31 +629,277 @@ GLuint
_mesa_depth_test_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
const GLdepth z[], GLubyte mask[] )
{
- GLdepth zbuffer[MAX_WIDTH];
- GLdepth *zptr;
- GLuint passed;
-
if (ctx->Driver.ReadDepthSpan) {
- /* read depth values out of hardware Z buffer */
+ /* hardware-based depth buffer */
+ GLdepth zbuffer[MAX_WIDTH];
+ GLuint passed;
(*ctx->Driver.ReadDepthSpan)(ctx, n, x, y, zbuffer);
- zptr = zbuffer;
+ passed = depth_test_span32(ctx, n, x, y, zbuffer, z, mask);
+ assert(ctx->Driver.WriteDepthSpan);
+ (*ctx->Driver.WriteDepthSpan)(ctx, n, x, y, zbuffer, mask);
+ return passed;
}
else {
- /* test against software depth buffer values */
- zptr = Z_ADDRESS( ctx, x, y );
+ /* software depth buffer */
+ if (ctx->Visual->DepthBits <= 16) {
+ GLushort *zptr = (GLushort *) Z_ADDRESS16(ctx, x, y);
+ GLuint passed = depth_test_span16(ctx, n, x, y, zptr, z, mask);
+ return passed;
+ }
+ else {
+ GLuint *zptr = (GLuint *) Z_ADDRESS32(ctx, x, y);
+ GLuint passed = depth_test_span32(ctx, n, x, y, zptr, z, mask);
+ return passed;
+ }
}
+}
- passed = depth_test_span( ctx, n, x, y, zptr, z, mask );
- if (ctx->Driver.WriteDepthSpan) {
- /* write updated depth values into hardware Z buffer */
- assert(zptr == zbuffer);
- (*ctx->Driver.WriteDepthSpan)(ctx, n, x, y, zbuffer, mask);
- }
- 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 */
+ MEMSET(mask, 0, n * sizeof(GLubyte));
+ break;
+ default:
+ gl_problem(ctx, "Bad depth func in software_depth_test_pixels");
+ }
+}
@@ -405,9 +907,9 @@ _mesa_depth_test_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
* Do depth testing for an array of fragments using software Z buffer.
*/
static void
-software_depth_test_pixels( GLcontext *ctx, GLuint n,
- const GLint x[], const GLint y[],
- const GLdepth z[], GLubyte mask[] )
+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) {
@@ -417,7 +919,7 @@ software_depth_test_pixels( GLcontext *ctx, GLuint n,
GLuint i;
for (i=0; i<n; i++) {
if (mask[i]) {
- GLdepth *zptr = Z_ADDRESS(ctx,x[i],y[i]);
+ GLuint *zptr = Z_ADDRESS32(ctx,x[i],y[i]);
if (z[i] < *zptr) {
/* pass */
*zptr = z[i];
@@ -434,7 +936,7 @@ software_depth_test_pixels( GLcontext *ctx, GLuint n,
GLuint i;
for (i=0; i<n; i++) {
if (mask[i]) {
- GLdepth *zptr = Z_ADDRESS(ctx,x[i],y[i]);
+ GLuint *zptr = Z_ADDRESS32(ctx,x[i],y[i]);
if (z[i] < *zptr) {
/* pass */
}
@@ -452,7 +954,7 @@ software_depth_test_pixels( GLcontext *ctx, GLuint n,
GLuint i;
for (i=0; i<n; i++) {
if (mask[i]) {
- GLdepth *zptr = Z_ADDRESS(ctx,x[i],y[i]);
+ GLuint *zptr = Z_ADDRESS32(ctx,x[i],y[i]);
if (z[i] <= *zptr) {
/* pass */
*zptr = z[i];
@@ -469,7 +971,7 @@ software_depth_test_pixels( GLcontext *ctx, GLuint n,
GLuint i;
for (i=0; i<n; i++) {
if (mask[i]) {
- GLdepth *zptr = Z_ADDRESS(ctx,x[i],y[i]);
+ GLuint *zptr = Z_ADDRESS32(ctx,x[i],y[i]);
if (z[i] <= *zptr) {
/* pass */
}
@@ -487,7 +989,7 @@ software_depth_test_pixels( GLcontext *ctx, GLuint n,
GLuint i;
for (i=0; i<n; i++) {
if (mask[i]) {
- GLdepth *zptr = Z_ADDRESS(ctx,x[i],y[i]);
+ GLuint *zptr = Z_ADDRESS32(ctx,x[i],y[i]);
if (z[i] >= *zptr) {
/* pass */
*zptr = z[i];
@@ -504,7 +1006,7 @@ software_depth_test_pixels( GLcontext *ctx, GLuint n,
GLuint i;
for (i=0; i<n; i++) {
if (mask[i]) {
- GLdepth *zptr = Z_ADDRESS(ctx,x[i],y[i]);
+ GLuint *zptr = Z_ADDRESS32(ctx,x[i],y[i]);
if (z[i] >= *zptr) {
/* pass */
}
@@ -522,7 +1024,7 @@ software_depth_test_pixels( GLcontext *ctx, GLuint n,
GLuint i;
for (i=0; i<n; i++) {
if (mask[i]) {
- GLdepth *zptr = Z_ADDRESS(ctx,x[i],y[i]);
+ GLuint *zptr = Z_ADDRESS32(ctx,x[i],y[i]);
if (z[i] > *zptr) {
/* pass */
*zptr = z[i];
@@ -539,7 +1041,7 @@ software_depth_test_pixels( GLcontext *ctx, GLuint n,
GLuint i;
for (i=0; i<n; i++) {
if (mask[i]) {
- GLdepth *zptr = Z_ADDRESS(ctx,x[i],y[i]);
+ GLuint *zptr = Z_ADDRESS32(ctx,x[i],y[i]);
if (z[i] > *zptr) {
/* pass */
}
@@ -557,7 +1059,7 @@ software_depth_test_pixels( GLcontext *ctx, GLuint n,
GLuint i;
for (i=0; i<n; i++) {
if (mask[i]) {
- GLdepth *zptr = Z_ADDRESS(ctx,x[i],y[i]);
+ GLuint *zptr = Z_ADDRESS32(ctx,x[i],y[i]);
if (z[i] != *zptr) {
/* pass */
*zptr = z[i];
@@ -574,7 +1076,7 @@ software_depth_test_pixels( GLcontext *ctx, GLuint n,
GLuint i;
for (i=0; i<n; i++) {
if (mask[i]) {
- GLdepth *zptr = Z_ADDRESS(ctx,x[i],y[i]);
+ GLuint *zptr = Z_ADDRESS32(ctx,x[i],y[i]);
if (z[i] != *zptr) {
/* pass */
}
@@ -592,7 +1094,7 @@ software_depth_test_pixels( GLcontext *ctx, GLuint n,
GLuint i;
for (i=0; i<n; i++) {
if (mask[i]) {
- GLdepth *zptr = Z_ADDRESS(ctx,x[i],y[i]);
+ GLuint *zptr = Z_ADDRESS32(ctx,x[i],y[i]);
if (z[i] == *zptr) {
/* pass */
*zptr = z[i];
@@ -609,7 +1111,7 @@ software_depth_test_pixels( GLcontext *ctx, GLuint n,
GLuint i;
for (i=0; i<n; i++) {
if (mask[i]) {
- GLdepth *zptr = Z_ADDRESS(ctx,x[i],y[i]);
+ GLuint *zptr = Z_ADDRESS32(ctx,x[i],y[i]);
if (z[i] == *zptr) {
/* pass */
}
@@ -627,7 +1129,7 @@ software_depth_test_pixels( GLcontext *ctx, GLuint n,
GLuint i;
for (i=0; i<n; i++) {
if (mask[i]) {
- GLdepth *zptr = Z_ADDRESS(ctx,x[i],y[i]);
+ GLuint *zptr = Z_ADDRESS32(ctx,x[i],y[i]);
*zptr = z[i];
}
}
@@ -895,11 +1397,14 @@ _mesa_depth_test_pixels( GLcontext *ctx,
/* update hardware Z buffer with new values */
assert(ctx->Driver.WriteDepthPixels);
- (*ctx->Driver.WriteDepthPixels)(ctx, n, x, y, z, mask );
+ (*ctx->Driver.WriteDepthPixels)(ctx, n, x, y, zbuffer, mask );
}
else {
/* software depth testing */
- software_depth_test_pixels(ctx, n, x, y, z, mask);
+ 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);
}
}
@@ -923,14 +1428,23 @@ void
_mesa_read_depth_span_float( GLcontext* ctx,
GLuint n, GLint x, GLint y, GLfloat depth[] )
{
- const GLfloat scale = 1.0F / DEPTH_SCALE;
+ const GLfloat scale = 1.0F / ctx->Visual->DepthMaxF;
- if (ctx->DrawBuffer->Depth) {
+ if (ctx->DrawBuffer->DepthBuffer) {
/* read from software depth buffer */
- const GLdepth *zptr = Z_ADDRESS( ctx, x, y );
- GLuint i;
- for (i = 0; i < n; i++) {
- depth[i] = (GLfloat) zptr[i] * scale;
+ if (ctx->Visual->DepthBits <= 16) {
+ const GLushort *zptr = Z_ADDRESS16( ctx, x, y );
+ GLuint i;
+ for (i = 0; i < n; i++) {
+ depth[i] = (GLfloat) zptr[i] * scale;
+ }
+ }
+ else {
+ const GLuint *zptr = Z_ADDRESS32( ctx, x, y );
+ GLuint i;
+ for (i = 0; i < n; i++) {
+ depth[i] = (GLfloat) zptr[i] * scale;
+ }
}
}
else if (ctx->Driver.ReadDepthSpan) {
@@ -963,19 +1477,29 @@ _mesa_read_depth_span_float( GLcontext* ctx,
* This function is only called through Driver.alloc_depth_buffer.
*/
void
-_mesa_alloc_depth_buffer( GLcontext* ctx )
+_mesa_alloc_depth_buffer( GLcontext *ctx )
{
/* deallocate current depth buffer if present */
if (ctx->DrawBuffer->UseSoftwareDepthBuffer) {
+ GLint bytesPerValue;
+
if (ctx->DrawBuffer->Depth) {
FREE(ctx->DrawBuffer->Depth);
+ ctx->DrawBuffer->DepthBuffer = NULL;
ctx->DrawBuffer->Depth = NULL;
}
/* allocate new depth buffer, but don't initialize it */
- ctx->DrawBuffer->Depth = (GLdepth *) MALLOC( ctx->DrawBuffer->Width
- * ctx->DrawBuffer->Height
- * sizeof(GLdepth) );
+ if (ctx->Visual->DepthBits <= 16)
+ bytesPerValue = sizeof(GLushort);
+ else
+ bytesPerValue = sizeof(GLuint);
+
+ ctx->DrawBuffer->DepthBuffer = MALLOC( ctx->DrawBuffer->Width
+ * ctx->DrawBuffer->Height
+ * bytesPerValue );
+ ctx->DrawBuffer->Depth = (GLdepth *) ctx->DrawBuffer->DepthBuffer;
+
if (!ctx->DrawBuffer->Depth) {
/* out of memory */
ctx->Depth.Test = GL_FALSE;
@@ -994,11 +1518,11 @@ _mesa_alloc_depth_buffer( GLcontext* ctx )
* This function is only called through Driver.clear_depth_buffer.
*/
void
-_mesa_clear_depth_buffer( GLcontext* ctx )
+_mesa_clear_depth_buffer( GLcontext *ctx )
{
- GLdepth clear_value = (GLdepth) (ctx->Depth.Clear * DEPTH_SCALE);
-
- if (ctx->Visual->DepthBits==0 || !ctx->DrawBuffer->Depth || !ctx->Depth.Mask) {
+ if (ctx->Visual->DepthBits == 0
+ || !ctx->DrawBuffer->DepthBuffer
+ || !ctx->Depth.Mask) {
/* no depth buffer, or writing to it is disabled */
return;
}
@@ -1009,40 +1533,84 @@ _mesa_clear_depth_buffer( GLcontext* ctx )
if (ctx->Scissor.Enabled) {
/* only clear scissor region */
- GLint y;
- for (y=ctx->DrawBuffer->Ymin; y<=ctx->DrawBuffer->Ymax; y++) {
- GLdepth *d = Z_ADDRESS( ctx, ctx->DrawBuffer->Xmin, y );
- GLint n = ctx->DrawBuffer->Xmax - ctx->DrawBuffer->Xmin + 1;
- do {
- *d++ = clear_value;
- n--;
- } while (n);
+ if (ctx->Visual->DepthBits <= 16) {
+ const GLushort clearValue = (GLushort) (ctx->Depth.Clear * ctx->Visual->DepthMax);
+ const GLint rows = ctx->DrawBuffer->Ymax - ctx->DrawBuffer->Ymin + 1;
+ const GLint width = ctx->DrawBuffer->Width;
+ GLushort *dRow = (GLushort *) ctx->DrawBuffer->DepthBuffer
+ + ctx->DrawBuffer->Ymin * width + ctx->DrawBuffer->Xmin;
+ GLint i, j;
+ for (i = 0; i < rows; i++) {
+ for (j = 0; j < width; j++) {
+ dRow[j] = clearValue;
+ }
+ dRow += width;
+ }
+ }
+ else {
+ const GLuint clearValue = (GLuint) (ctx->Depth.Clear * ctx->Visual->DepthMax);
+ const GLint rows = ctx->DrawBuffer->Ymax - ctx->DrawBuffer->Ymin + 1;
+ const GLint width = ctx->DrawBuffer->Width;
+ GLuint *dRow = (GLuint *) ctx->DrawBuffer->DepthBuffer
+ + ctx->DrawBuffer->Ymin * width + ctx->DrawBuffer->Xmin;
+ GLint i, j;
+ for (i = 0; i < rows; i++) {
+ for (j = 0; j < width; j++) {
+ dRow[j] = clearValue;
+ }
+ dRow += width;
+ }
}
}
else {
/* clear whole buffer */
- if (sizeof(GLdepth)==2 && (clear_value&0xff)==(clear_value>>8)) {
- /* lower and upper bytes of clear_value are same, use MEMSET */
- MEMSET( ctx->DrawBuffer->Depth, clear_value & 0xff,
- 2*ctx->DrawBuffer->Width * ctx->DrawBuffer->Height);
+ if (ctx->Visual->DepthBits <= 16) {
+ const GLushort clearValue = (GLushort) (ctx->Depth.Clear * ctx->Visual->DepthMax);
+ if ((clearValue & 0xff) == (clearValue >> 8)) {
+ /* 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 = 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 {
- GLdepth *d = ctx->DrawBuffer->Depth;
+ /* >16 bit depth buffer */
+ GLuint *d = (GLuint *) ctx->DrawBuffer->DepthBuffer;
+ const GLuint clearValue = (GLuint) (ctx->Depth.Clear * ctx->Visual->DepthMax);
GLint n = ctx->DrawBuffer->Width * ctx->DrawBuffer->Height;
- while (n>=16) {
- d[0] = clear_value; d[1] = clear_value;
- d[2] = clear_value; d[3] = clear_value;
- d[4] = clear_value; d[5] = clear_value;
- d[6] = clear_value; d[7] = clear_value;
- d[8] = clear_value; d[9] = clear_value;
- d[10] = clear_value; d[11] = clear_value;
- d[12] = clear_value; d[13] = clear_value;
- d[14] = clear_value; d[15] = clear_value;
+ 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++ = clear_value;
+ while (n > 0) {
+ *d++ = clearValue;
n--;
}
}