diff options
author | jtg <jtg> | 1999-08-19 00:55:39 +0000 |
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committer | jtg <jtg> | 1999-08-19 00:55:39 +0000 |
commit | afb833d4e89c312460a4ab9ed6a7a8ca4ebbfe1c (patch) | |
tree | 59d65b4da12fb5379224cf5f6b808fde91523c7f /src/mesa/main/depth.c | |
parent | f2544d4920ce168bec9cd94d774b7ea5103a3d74 (diff) |
Initial revision
Diffstat (limited to 'src/mesa/main/depth.c')
-rw-r--r-- | src/mesa/main/depth.c | 879 |
1 files changed, 879 insertions, 0 deletions
diff --git a/src/mesa/main/depth.c b/src/mesa/main/depth.c new file mode 100644 index 00000000000..6d5a2be237e --- /dev/null +++ b/src/mesa/main/depth.c @@ -0,0 +1,879 @@ +/* $Id: depth.c,v 1.1 1999/08/19 00:55:41 jtg Exp $ */ + +/* + * Mesa 3-D graphics library + * Version: 3.1 + * + * Copyright (C) 1999 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. + */ + + +/* + * Depth buffer functions + */ + + +#ifdef PC_HEADER +#include "all.h" +#else +#include <stdlib.h> +#include <stdio.h> +#include <string.h> +#include "context.h" +#include "enums.h" +#include "depth.h" +#include "macros.h" +#include "types.h" +#ifdef XFree86Server +#include "GL/xf86glx.h" +#endif +#endif + + + +/**********************************************************************/ +/***** API Functions *****/ +/**********************************************************************/ + + + +void gl_ClearDepth( GLcontext* ctx, GLclampd depth ) +{ + ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glClearDepth"); + ctx->Depth.Clear = (GLfloat) CLAMP( depth, 0.0, 1.0 ); + if (ctx->Driver.ClearDepth) + (*ctx->Driver.ClearDepth)( ctx, ctx->Depth.Clear ); +} + + + +void gl_DepthFunc( GLcontext* ctx, GLenum func ) +{ + ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glDepthFunc"); + + if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE)) + fprintf(stderr, "glDepthFunc %s\n", gl_lookup_enum_by_nr(func)); + + + switch (func) { + case GL_NEVER: + case GL_LESS: /* (default) pass if incoming z < stored z */ + case GL_GEQUAL: + case GL_LEQUAL: + case GL_GREATER: + case GL_NOTEQUAL: + case GL_EQUAL: + case GL_ALWAYS: + if (ctx->Depth.Func != func) { + ctx->Depth.Func = func; + ctx->NewState |= NEW_RASTER_OPS; + if (ctx->Driver.DepthFunc) { + (*ctx->Driver.DepthFunc)( ctx, func ); + } + } + break; + default: + gl_error( ctx, GL_INVALID_ENUM, "glDepth.Func" ); + } +} + + + +void gl_DepthMask( GLcontext* ctx, GLboolean flag ) +{ + ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glDepthMask"); + + if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE)) + fprintf(stderr, "glDepthMask %d\n", flag); + + /* + * GL_TRUE indicates depth buffer writing is enabled (default) + * GL_FALSE indicates depth buffer writing is disabled + */ + if (ctx->Depth.Mask != flag) { + ctx->Depth.Mask = flag; + ctx->NewState |= NEW_RASTER_OPS; + if (ctx->Driver.DepthMask) { + (*ctx->Driver.DepthMask)( ctx, flag ); + } + } +} + + + +/**********************************************************************/ +/***** Depth Testing Functions *****/ +/**********************************************************************/ + + +/* + * Depth test horizontal spans of fragments. These functions are called + * via ctx->Driver.depth_test_span only. + * + * Input: n - number of pixels in the span + * x, y - location of leftmost pixel in span in window coords + * z - array [n] of integer depth values + * In/Out: mask - array [n] of flags (1=draw pixel, 0=don't draw) + * Return: number of pixels which passed depth test + */ + + +/* + * glDepthFunc( any ) and glDepthMask( GL_TRUE or GL_FALSE ). + */ +GLuint gl_depth_test_span_generic( GLcontext* ctx, + GLuint n, GLint x, GLint y, + const GLdepth z[], + GLubyte mask[] ) +{ + GLdepth *zptr = Z_ADDRESS( ctx, x, y ); + GLubyte *m = mask; + GLuint i; + 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 */ + for (i=0; i<n; i++,zptr++,m++) { + if (*m) { + if (z[i] < *zptr) { + /* pass */ + *zptr = z[i]; + passed++; + } + else { + /* fail */ + *m = 0; + } + } + } + } + else { + /* Don't update Z buffer */ + for (i=0; i<n; i++,zptr++,m++) { + if (*m) { + if (z[i] < *zptr) { + /* pass */ + passed++; + } + else { + *m = 0; + } + } + } + } + break; + case GL_LEQUAL: + if (ctx->Depth.Mask) { + /* Update Z buffer */ + for (i=0;i<n;i++,zptr++,m++) { + if (*m) { + if (z[i] <= *zptr) { + *zptr = z[i]; + passed++; + } + else { + *m = 0; + } + } + } + } + else { + /* Don't update Z buffer */ + for (i=0;i<n;i++,zptr++,m++) { + if (*m) { + if (z[i] <= *zptr) { + /* pass */ + passed++; + } + else { + *m = 0; + } + } + } + } + break; + case GL_GEQUAL: + if (ctx->Depth.Mask) { + /* Update Z buffer */ + for (i=0;i<n;i++,zptr++,m++) { + if (*m) { + if (z[i] >= *zptr) { + *zptr = z[i]; + passed++; + } + else { + *m = 0; + } + } + } + } + else { + /* Don't update Z buffer */ + for (i=0;i<n;i++,zptr++,m++) { + if (*m) { + if (z[i] >= *zptr) { + /* pass */ + passed++; + } + else { + *m = 0; + } + } + } + } + break; + case GL_GREATER: + if (ctx->Depth.Mask) { + /* Update Z buffer */ + for (i=0;i<n;i++,zptr++,m++) { + if (*m) { + if (z[i] > *zptr) { + *zptr = z[i]; + passed++; + } + else { + *m = 0; + } + } + } + } + else { + /* Don't update Z buffer */ + for (i=0;i<n;i++,zptr++,m++) { + if (*m) { + if (z[i] > *zptr) { + /* pass */ + passed++; + } + else { + *m = 0; + } + } + } + } + break; + case GL_NOTEQUAL: + if (ctx->Depth.Mask) { + /* Update Z buffer */ + for (i=0;i<n;i++,zptr++,m++) { + if (*m) { + if (z[i] != *zptr) { + *zptr = z[i]; + passed++; + } + else { + *m = 0; + } + } + } + } + else { + /* Don't update Z buffer */ + for (i=0;i<n;i++,zptr++,m++) { + if (*m) { + if (z[i] != *zptr) { + /* pass */ + passed++; + } + else { + *m = 0; + } + } + } + } + break; + case GL_EQUAL: + if (ctx->Depth.Mask) { + /* Update Z buffer */ + for (i=0;i<n;i++,zptr++,m++) { + if (*m) { + if (z[i] == *zptr) { + *zptr = z[i]; + passed++; + } + else { + *m =0; + } + } + } + } + else { + /* Don't update Z buffer */ + for (i=0;i<n;i++,zptr++,m++) { + if (*m) { + if (z[i] == *zptr) { + /* pass */ + passed++; + } + else { + *m =0; + } + } + } + } + break; + case GL_ALWAYS: + if (ctx->Depth.Mask) { + /* Update Z buffer */ + for (i=0;i<n;i++,zptr++,m++) { + if (*m) { + *zptr = z[i]; + passed++; + } + } + } + else { + /* Don't update Z buffer or mask */ + passed = n; + } + break; + case GL_NEVER: + for (i=0;i<n;i++) { + mask[i] = 0; + } + break; + default: + gl_problem(ctx, "Bad depth func in gl_depth_test_span_generic"); + } /*switch*/ + + return passed; +} + + + +/* + * glDepthFunc(GL_LESS) and glDepthMask(GL_TRUE). + */ +GLuint gl_depth_test_span_less( GLcontext* ctx, + GLuint n, GLint x, GLint y, const GLdepth z[], + GLubyte mask[] ) +{ + GLdepth *zptr = Z_ADDRESS( ctx, x, y ); + GLuint i; + GLuint passed = 0; + + for (i=0; i<n; i++) { + if (mask[i]) { + if (z[i] < zptr[i]) { + /* pass */ + zptr[i] = z[i]; + passed++; + } + else { + /* fail */ + mask[i] = 0; + } + } + } + return passed; +} + + +/* + * glDepthFunc(GL_GREATER) and glDepthMask(GL_TRUE). + */ +GLuint gl_depth_test_span_greater( GLcontext* ctx, + GLuint n, GLint x, GLint y, + const GLdepth z[], + GLubyte mask[] ) +{ + GLdepth *zptr = Z_ADDRESS( ctx, x, y ); + GLuint i; + GLuint passed = 0; + + for (i=0; i<n; i++) { + if (mask[i]) { + if (z[i] > zptr[i]) { + /* pass */ + zptr[i] = z[i]; + passed++; + } + else { + /* fail */ + mask[i] = 0; + } + } + } + return passed; +} + + + +/* + * Depth test an array of randomly positioned fragments. + */ + + +#define ZADDR_SETUP GLdepth *depthbuffer = ctx->Buffer->Depth; \ + GLint width = ctx->Buffer->Width; + +#define ZADDR( X, Y ) (depthbuffer + (Y) * width + (X) ) + + + +/* + * glDepthFunc( any ) and glDepthMask( GL_TRUE or GL_FALSE ). + */ +void gl_depth_test_pixels_generic( GLcontext* ctx, + GLuint n, const GLint x[], const GLint y[], + const GLdepth z[], GLubyte mask[] ) +{ + register GLdepth *zptr; + register GLuint i; + + /* switch cases ordered from most frequent to less frequent */ + switch (ctx->Depth.Func) { + case GL_LESS: + if (ctx->Depth.Mask) { + /* Update Z buffer */ + for (i=0; i<n; i++) { + if (mask[i]) { + zptr = Z_ADDRESS(ctx,x[i],y[i]); + if (z[i] < *zptr) { + /* pass */ + *zptr = z[i]; + } + else { + /* fail */ + mask[i] = 0; + } + } + } + } + else { + /* Don't update Z buffer */ + for (i=0; i<n; i++) { + if (mask[i]) { + zptr = Z_ADDRESS(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 */ + for (i=0; i<n; i++) { + if (mask[i]) { + zptr = Z_ADDRESS(ctx,x[i],y[i]); + if (z[i] <= *zptr) { + /* pass */ + *zptr = z[i]; + } + else { + /* fail */ + mask[i] = 0; + } + } + } + } + else { + /* Don't update Z buffer */ + for (i=0; i<n; i++) { + if (mask[i]) { + zptr = Z_ADDRESS(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 */ + for (i=0; i<n; i++) { + if (mask[i]) { + zptr = Z_ADDRESS(ctx,x[i],y[i]); + if (z[i] >= *zptr) { + /* pass */ + *zptr = z[i]; + } + else { + /* fail */ + mask[i] = 0; + } + } + } + } + else { + /* Don't update Z buffer */ + for (i=0; i<n; i++) { + if (mask[i]) { + zptr = Z_ADDRESS(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 */ + for (i=0; i<n; i++) { + if (mask[i]) { + zptr = Z_ADDRESS(ctx,x[i],y[i]); + if (z[i] > *zptr) { + /* pass */ + *zptr = z[i]; + } + else { + /* fail */ + mask[i] = 0; + } + } + } + } + else { + /* Don't update Z buffer */ + for (i=0; i<n; i++) { + if (mask[i]) { + zptr = Z_ADDRESS(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 */ + for (i=0; i<n; i++) { + if (mask[i]) { + zptr = Z_ADDRESS(ctx,x[i],y[i]); + if (z[i] != *zptr) { + /* pass */ + *zptr = z[i]; + } + else { + /* fail */ + mask[i] = 0; + } + } + } + } + else { + /* Don't update Z buffer */ + for (i=0; i<n; i++) { + if (mask[i]) { + zptr = Z_ADDRESS(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 */ + for (i=0; i<n; i++) { + if (mask[i]) { + zptr = Z_ADDRESS(ctx,x[i],y[i]); + if (z[i] == *zptr) { + /* pass */ + *zptr = z[i]; + } + else { + /* fail */ + mask[i] = 0; + } + } + } + } + else { + /* Don't update Z buffer */ + for (i=0; i<n; i++) { + if (mask[i]) { + zptr = Z_ADDRESS(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 */ + for (i=0; i<n; i++) { + if (mask[i]) { + zptr = Z_ADDRESS(ctx,x[i],y[i]); + *zptr = z[i]; + } + } + } + else { + /* Don't update Z buffer or mask */ + } + break; + case GL_NEVER: + /* depth test never passes */ + for (i=0;i<n;i++) { + mask[i] = 0; + } + break; + default: + gl_problem(ctx, "Bad depth func in gl_depth_test_pixels_generic"); + } /*switch*/ +} + + + +/* + * glDepthFunc( GL_LESS ) and glDepthMask( GL_TRUE ). + */ +void gl_depth_test_pixels_less( GLcontext* ctx, + GLuint n, const GLint x[], const GLint y[], + const GLdepth z[], GLubyte mask[] ) +{ + GLdepth *zptr; + GLuint i; + + for (i=0; i<n; i++) { + if (mask[i]) { + zptr = Z_ADDRESS(ctx,x[i],y[i]); + if (z[i] < *zptr) { + /* pass */ + *zptr = z[i]; + } + else { + /* fail */ + mask[i] = 0; + } + } + } +} + + +/* + * glDepthFunc( GL_GREATER ) and glDepthMask( GL_TRUE ). + */ +void gl_depth_test_pixels_greater( GLcontext* ctx, + GLuint n, const GLint x[], const GLint y[], + const GLdepth z[], GLubyte mask[] ) +{ + GLdepth *zptr; + GLuint i; + + for (i=0; i<n; i++) { + if (mask[i]) { + zptr = Z_ADDRESS(ctx,x[i],y[i]); + if (z[i] > *zptr) { + /* pass */ + *zptr = z[i]; + } + else { + /* fail */ + mask[i] = 0; + } + } + } +} + + + + +/**********************************************************************/ +/***** Read Depth Buffer *****/ +/**********************************************************************/ + + +/* + * Return a span of depth values from the depth buffer as floats in [0,1]. + * This function is only called through Driver.read_depth_span_float() + * Input: n - how many pixels + * x,y - location of first pixel + * Output: depth - the array of depth values + */ +void gl_read_depth_span_float( GLcontext* ctx, + GLuint n, GLint x, GLint y, GLfloat depth[] ) +{ + GLdepth *zptr; + GLfloat scale; + GLuint i; + + scale = 1.0F / DEPTH_SCALE; + + if (ctx->Buffer->Depth) { + zptr = Z_ADDRESS( ctx, x, y ); + for (i=0;i<n;i++) { + depth[i] = (GLfloat) zptr[i] * scale; + } + } + else { + for (i=0;i<n;i++) { + depth[i] = 0.0F; + } + } +} + + +/* + * Return a span of depth values from the depth buffer as integers in + * [0,MAX_DEPTH]. + * This function is only called through Driver.read_depth_span_int() + * Input: n - how many pixels + * x,y - location of first pixel + * Output: depth - the array of depth values + */ +void gl_read_depth_span_int( GLcontext* ctx, + GLuint n, GLint x, GLint y, GLdepth depth[] ) +{ + if (ctx->Buffer->Depth) { + GLdepth *zptr = Z_ADDRESS( ctx, x, y ); + MEMCPY( depth, zptr, n * sizeof(GLdepth) ); + } + else { + GLuint i; + for (i=0;i<n;i++) { + depth[i] = 0; + } + } +} + + + +/**********************************************************************/ +/***** 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 uniniitalized. + * This function is only called through Driver.alloc_depth_buffer. + */ +void gl_alloc_depth_buffer( GLcontext* ctx ) +{ + /* deallocate current depth buffer if present */ + if (ctx->Buffer->Depth) { + free(ctx->Buffer->Depth); + ctx->Buffer->Depth = NULL; + } + + /* allocate new depth buffer, but don't initialize it */ + ctx->Buffer->Depth = (GLdepth *) malloc( ctx->Buffer->Width + * ctx->Buffer->Height + * sizeof(GLdepth) ); + if (!ctx->Buffer->Depth) { + /* out of memory */ + ctx->Depth.Test = GL_FALSE; + gl_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 gl_clear_depth_buffer( GLcontext* ctx ) +{ + GLdepth clear_value = (GLdepth) (ctx->Depth.Clear * DEPTH_SCALE); + + if (ctx->Visual->DepthBits==0 || !ctx->Buffer->Depth || !ctx->Depth.Mask) { + /* no depth buffer, or writing to it is disabled */ + 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 */ + GLint y; + for (y=ctx->Buffer->Ymin; y<=ctx->Buffer->Ymax; y++) { + GLdepth *d = Z_ADDRESS( ctx, ctx->Buffer->Xmin, y ); + GLint n = ctx->Buffer->Xmax - ctx->Buffer->Xmin + 1; + do { + *d++ = clear_value; + n--; + } while (n); + } + } + 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->Buffer->Depth, clear_value&0xff, + 2*ctx->Buffer->Width*ctx->Buffer->Height); + } + else { + GLdepth *d = ctx->Buffer->Depth; + GLint n = ctx->Buffer->Width * ctx->Buffer->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; + d += 16; + n -= 16; + } + while (n>0) { + *d++ = clear_value; + n--; + } + } + } +} + + + |