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authorBrian Paul <[email protected]>2011-12-24 08:54:26 -0700
committerBrian Paul <[email protected]>2011-12-24 08:54:26 -0700
commit29a9983969f43df5f75483c8196df1963d89cb97 (patch)
tree19588254d1ebeb9c3ed5dbb0b87a32cd142ca228 /src/mesa/swrast/s_depth.c
parent8e7c388b319f5631299cdc43af2f108ce424bb39 (diff)
swrast: rewrite depth-testing code
Consolidate code, stop using the deprecateted renderbuffer Put/Get Row/Values() functions. Reviewed-by: Eric Anholt <[email protected]>
Diffstat (limited to 'src/mesa/swrast/s_depth.c')
-rw-r--r--src/mesa/swrast/s_depth.c1227
1 files changed, 208 insertions, 1019 deletions
diff --git a/src/mesa/swrast/s_depth.c b/src/mesa/swrast/s_depth.c
index cedc7fdf129..4d72d5ab50b 100644
--- a/src/mesa/swrast/s_depth.c
+++ b/src/mesa/swrast/s_depth.c
@@ -35,471 +35,124 @@
#include "s_span.h"
+
+#define Z_TEST(COMPARE) \
+ do { \
+ GLuint i; \
+ for (i = 0; i < n; i++) { \
+ if (mask[i]) { \
+ if (COMPARE) { \
+ /* pass */ \
+ if (write) { \
+ zbuffer[i] = zfrag[i]; \
+ } \
+ passed++; \
+ } \
+ else { \
+ /* fail */ \
+ mask[i] = 0; \
+ } \
+ } \
+ } \
+ } while (0)
+
+
/**
- * Do depth test for a horizontal span of fragments.
- * Input: zbuffer - array of z values in the zbuffer
- * z - array of fragment z values
- * Return: number of fragments which pass the test.
+ * Do depth test for an array of 16-bit Z values.
+ * @param zbuffer array of Z buffer values (16-bit)
+ * @param zfrag array of fragment Z values (use 16-bit in 32-bit uint)
+ * @param mask which fragments are alive, killed afterward
+ * @return number of fragments which pass the test.
*/
static GLuint
depth_test_span16( struct gl_context *ctx, GLuint n,
- GLushort zbuffer[], const GLuint z[], GLubyte mask[] )
+ GLushort zbuffer[], const GLuint zfrag[], GLubyte mask[] )
{
+ const GLboolean write = ctx->Depth.Mask;
GLuint passed = 0;
/* switch cases ordered from most frequent to less frequent */
switch (ctx->Depth.Func) {
- case GL_LESS:
- if (ctx->Depth.Mask) {
- /* Update Z buffer */
- GLuint i;
- for (i=0; i<n; i++) {
- if (mask[i]) {
- if (z[i] < zbuffer[i]) {
- /* pass */
- zbuffer[i] = z[i];
- passed++;
- }
- else {
- /* fail */
- mask[i] = 0;
- }
- }
- }
- }
- else {
- /* Don't update Z buffer */
- GLuint i;
- for (i=0; i<n; i++) {
- if (mask[i]) {
- if (z[i] < zbuffer[i]) {
- /* pass */
- passed++;
- }
- else {
- mask[i] = 0;
- }
- }
- }
- }
- break;
- case GL_LEQUAL:
- if (ctx->Depth.Mask) {
- /* Update Z buffer */
- GLuint i;
- for (i=0;i<n;i++) {
- if (mask[i]) {
- if (z[i] <= zbuffer[i]) {
- zbuffer[i] = z[i];
- passed++;
- }
- else {
- mask[i] = 0;
- }
- }
- }
- }
- else {
- /* Don't update Z buffer */
- GLuint i;
- for (i=0;i<n;i++) {
- if (mask[i]) {
- if (z[i] <= zbuffer[i]) {
- /* pass */
- passed++;
- }
- else {
- mask[i] = 0;
- }
- }
- }
- }
- break;
- case GL_GEQUAL:
- if (ctx->Depth.Mask) {
- /* Update Z buffer */
- GLuint i;
- for (i=0;i<n;i++) {
- if (mask[i]) {
- if (z[i] >= zbuffer[i]) {
- zbuffer[i] = z[i];
- passed++;
- }
- else {
- mask[i] = 0;
- }
- }
- }
- }
- else {
- /* Don't update Z buffer */
- GLuint i;
- for (i=0;i<n;i++) {
- if (mask[i]) {
- if (z[i] >= zbuffer[i]) {
- /* pass */
- passed++;
- }
- else {
- mask[i] = 0;
- }
- }
- }
- }
- break;
- case GL_GREATER:
- if (ctx->Depth.Mask) {
- /* Update Z buffer */
- GLuint i;
- for (i=0;i<n;i++) {
- if (mask[i]) {
- if (z[i] > zbuffer[i]) {
- zbuffer[i] = z[i];
- passed++;
- }
- else {
- mask[i] = 0;
- }
- }
- }
- }
- else {
- /* Don't update Z buffer */
- GLuint i;
- for (i=0;i<n;i++) {
- if (mask[i]) {
- if (z[i] > zbuffer[i]) {
- /* pass */
- passed++;
- }
- else {
- mask[i] = 0;
- }
- }
- }
- }
- break;
- case GL_NOTEQUAL:
- if (ctx->Depth.Mask) {
- /* Update Z buffer */
- GLuint i;
- for (i=0;i<n;i++) {
- if (mask[i]) {
- if (z[i] != zbuffer[i]) {
- zbuffer[i] = z[i];
- passed++;
- }
- else {
- mask[i] = 0;
- }
- }
- }
- }
- else {
- /* Don't update Z buffer */
- GLuint i;
- for (i=0;i<n;i++) {
- if (mask[i]) {
- if (z[i] != zbuffer[i]) {
- /* pass */
- passed++;
- }
- else {
- mask[i] = 0;
- }
- }
- }
- }
- break;
- case GL_EQUAL:
- if (ctx->Depth.Mask) {
- /* Update Z buffer */
- GLuint i;
- for (i=0;i<n;i++) {
- if (mask[i]) {
- if (z[i] == zbuffer[i]) {
- zbuffer[i] = z[i];
- passed++;
- }
- else {
- mask[i] = 0;
- }
- }
- }
- }
- else {
- /* Don't update Z buffer */
- GLuint i;
- for (i=0;i<n;i++) {
- if (mask[i]) {
- if (z[i] == zbuffer[i]) {
- /* pass */
- passed++;
- }
- else {
- mask[i] = 0;
- }
- }
- }
- }
- break;
- case GL_ALWAYS:
- if (ctx->Depth.Mask) {
- /* Update Z buffer */
- GLuint i;
- for (i=0;i<n;i++) {
- if (mask[i]) {
- zbuffer[i] = z[i];
- passed++;
- }
- }
- }
- else {
- /* Don't update Z buffer or mask */
- passed = n;
- }
- break;
- case GL_NEVER:
- memset(mask, 0, n * sizeof(GLubyte));
- break;
- default:
- _mesa_problem(ctx, "Bad depth func in depth_test_span16");
+ case GL_LESS:
+ Z_TEST(zfrag[i] < zbuffer[i]);
+ break;
+ case GL_LEQUAL:
+ Z_TEST(zfrag[i] <= zbuffer[i]);
+ break;
+ case GL_GEQUAL:
+ Z_TEST(zfrag[i] >= zbuffer[i]);
+ break;
+ case GL_GREATER:
+ Z_TEST(zfrag[i] > zbuffer[i]);
+ break;
+ case GL_NOTEQUAL:
+ Z_TEST(zfrag[i] != zbuffer[i]);
+ break;
+ case GL_EQUAL:
+ Z_TEST(zfrag[i] == zbuffer[i]);
+ break;
+ case GL_ALWAYS:
+ Z_TEST(1);
+ break;
+ case GL_NEVER:
+ memset(mask, 0, n * sizeof(GLubyte));
+ break;
+ default:
+ _mesa_problem(ctx, "Bad depth func in depth_test_span16");
}
return passed;
}
+/**
+ * Do depth test for an array of 32-bit Z values.
+ * @param zbuffer array of Z buffer values (32-bit)
+ * @param zfrag array of fragment Z values (use 32-bits in 32-bit uint)
+ * @param mask which fragments are alive, killed afterward
+ * @return number of fragments which pass the test.
+ */
static GLuint
depth_test_span32( struct gl_context *ctx, GLuint n,
- GLuint zbuffer[], const GLuint z[], GLubyte mask[] )
+ GLuint zbuffer[], const GLuint zfrag[], GLubyte mask[])
{
+ const GLboolean write = ctx->Depth.Mask;
GLuint passed = 0;
/* switch cases ordered from most frequent to less frequent */
switch (ctx->Depth.Func) {
- case GL_LESS:
- if (ctx->Depth.Mask) {
- /* Update Z buffer */
- GLuint i;
- for (i=0; i<n; i++) {
- if (mask[i]) {
- if (z[i] < zbuffer[i]) {
- /* pass */
- zbuffer[i] = z[i];
- passed++;
- }
- else {
- /* fail */
- mask[i] = 0;
- }
- }
- }
- }
- else {
- /* Don't update Z buffer */
- GLuint i;
- for (i=0; i<n; i++) {
- if (mask[i]) {
- if (z[i] < zbuffer[i]) {
- /* pass */
- passed++;
- }
- else {
- mask[i] = 0;
- }
- }
- }
- }
- break;
- case GL_LEQUAL:
- if (ctx->Depth.Mask) {
- /* Update Z buffer */
- GLuint i;
- for (i=0;i<n;i++) {
- if (mask[i]) {
- if (z[i] <= zbuffer[i]) {
- zbuffer[i] = z[i];
- passed++;
- }
- else {
- mask[i] = 0;
- }
- }
- }
- }
- else {
- /* Don't update Z buffer */
- GLuint i;
- for (i=0;i<n;i++) {
- if (mask[i]) {
- if (z[i] <= zbuffer[i]) {
- /* pass */
- passed++;
- }
- else {
- mask[i] = 0;
- }
- }
- }
- }
- break;
- case GL_GEQUAL:
- if (ctx->Depth.Mask) {
- /* Update Z buffer */
- GLuint i;
- for (i=0;i<n;i++) {
- if (mask[i]) {
- if (z[i] >= zbuffer[i]) {
- zbuffer[i] = z[i];
- passed++;
- }
- else {
- mask[i] = 0;
- }
- }
- }
- }
- else {
- /* Don't update Z buffer */
- GLuint i;
- for (i=0;i<n;i++) {
- if (mask[i]) {
- if (z[i] >= zbuffer[i]) {
- /* pass */
- passed++;
- }
- else {
- mask[i] = 0;
- }
- }
- }
- }
- break;
- case GL_GREATER:
- if (ctx->Depth.Mask) {
- /* Update Z buffer */
- GLuint i;
- for (i=0;i<n;i++) {
- if (mask[i]) {
- if (z[i] > zbuffer[i]) {
- zbuffer[i] = z[i];
- passed++;
- }
- else {
- mask[i] = 0;
- }
- }
- }
- }
- else {
- /* Don't update Z buffer */
- GLuint i;
- for (i=0;i<n;i++) {
- if (mask[i]) {
- if (z[i] > zbuffer[i]) {
- /* pass */
- passed++;
- }
- else {
- mask[i] = 0;
- }
- }
- }
- }
- break;
- case GL_NOTEQUAL:
- if (ctx->Depth.Mask) {
- /* Update Z buffer */
- GLuint i;
- for (i=0;i<n;i++) {
- if (mask[i]) {
- if (z[i] != zbuffer[i]) {
- zbuffer[i] = z[i];
- passed++;
- }
- else {
- mask[i] = 0;
- }
- }
- }
- }
- else {
- /* Don't update Z buffer */
- GLuint i;
- for (i=0;i<n;i++) {
- if (mask[i]) {
- if (z[i] != zbuffer[i]) {
- /* pass */
- passed++;
- }
- else {
- mask[i] = 0;
- }
- }
- }
- }
- break;
- case GL_EQUAL:
- if (ctx->Depth.Mask) {
- /* Update Z buffer */
- GLuint i;
- for (i=0;i<n;i++) {
- if (mask[i]) {
- if (z[i] == zbuffer[i]) {
- zbuffer[i] = z[i];
- passed++;
- }
- else {
- mask[i] = 0;
- }
- }
- }
- }
- else {
- /* Don't update Z buffer */
- GLuint i;
- for (i=0;i<n;i++) {
- if (mask[i]) {
- if (z[i] == zbuffer[i]) {
- /* pass */
- passed++;
- }
- else {
- mask[i] = 0;
- }
- }
- }
- }
- break;
- case GL_ALWAYS:
- if (ctx->Depth.Mask) {
- /* Update Z buffer */
- GLuint i;
- for (i=0;i<n;i++) {
- if (mask[i]) {
- zbuffer[i] = z[i];
- passed++;
- }
- }
- }
- else {
- /* Don't update Z buffer or mask */
- passed = n;
- }
- break;
- case GL_NEVER:
- memset(mask, 0, n * sizeof(GLubyte));
- break;
- default:
- _mesa_problem(ctx, "Bad depth func in depth_test_span32");
+ case GL_LESS:
+ Z_TEST(zfrag[i] < zbuffer[i]);
+ break;
+ case GL_LEQUAL:
+ Z_TEST(zfrag[i] <= zbuffer[i]);
+ break;
+ case GL_GEQUAL:
+ Z_TEST(zfrag[i] >= zbuffer[i]);
+ break;
+ case GL_GREATER:
+ Z_TEST(zfrag[i] > zbuffer[i]);
+ break;
+ case GL_NOTEQUAL:
+ Z_TEST(zfrag[i] != zbuffer[i]);
+ break;
+ case GL_EQUAL:
+ Z_TEST(zfrag[i] == zbuffer[i]);
+ break;
+ case GL_ALWAYS:
+ Z_TEST(1);
+ break;
+ case GL_NEVER:
+ memset(mask, 0, n * sizeof(GLubyte));
+ break;
+ default:
+ _mesa_problem(ctx, "Bad depth func in depth_test_span32");
}
return passed;
}
-
/**
* Clamp fragment Z values to the depth near/far range (glDepthRange()).
* This is used when GL_ARB_depth_clamp/GL_DEPTH_CLAMP is turned on.
@@ -597,7 +250,7 @@ get_z32_values(struct gl_context *ctx, struct gl_renderbuffer *rb,
GLuint i;
if (rb->Format == MESA_FORMAT_Z32) {
- const GLuint rowStride = rb->RowStride * 4;
+ const GLint rowStride = rb->RowStride * 4;
for (i = 0; i < count; i++) {
if (x[i] >= 0 && y[i] >= 0 && x[i] < w && y[i] < h) {
zbuffer[i] = *((GLuint *) (map + y[i] * rowStride + x[i] * 4));
@@ -605,8 +258,8 @@ get_z32_values(struct gl_context *ctx, struct gl_renderbuffer *rb,
}
}
else {
- const GLuint bpp = _mesa_get_format_bytes(rb->Format);
- const GLuint rowStride = rb->RowStride * bpp;
+ const GLint bpp = _mesa_get_format_bytes(rb->Format);
+ const GLint rowStride = rb->RowStride * bpp;
for (i = 0; i < count; i++) {
if (x[i] >= 0 && y[i] >= 0 && x[i] < w && y[i] < h) {
const GLubyte *src = map + y[i] * rowStride+ x[i] * bpp;
@@ -616,616 +269,152 @@ get_z32_values(struct gl_context *ctx, struct gl_renderbuffer *rb,
}
}
-
-
-/*
- * Apply depth test to span of fragments.
- */
-static GLuint
-depth_test_span( struct gl_context *ctx, SWspan *span)
+static void
+put_z32_values(struct gl_context *ctx, struct gl_renderbuffer *rb,
+ GLuint count, const GLint x[], const GLint y[],
+ const GLuint zvalues[], const GLubyte mask[])
{
- struct gl_framebuffer *fb = ctx->DrawBuffer;
- struct gl_renderbuffer *rb = fb->_DepthBuffer;
- const GLint x = span->x;
- const GLint y = span->y;
- const GLuint count = span->end;
- const GLuint *zValues = span->array->z;
- GLubyte *mask = span->array->mask;
- GLuint passed;
+ const GLint w = rb->Width, h = rb->Height;
+ GLubyte *map = (GLubyte *) rb->Data;
+ GLuint i;
- ASSERT((span->arrayMask & SPAN_XY) == 0);
- ASSERT(span->arrayMask & SPAN_Z);
-
- if (rb->GetPointer(ctx, rb, 0, 0)) {
- /* Directly access buffer */
- if (rb->DataType == GL_UNSIGNED_SHORT) {
- GLushort *zbuffer = (GLushort *) rb->GetPointer(ctx, rb, x, y);
- passed = depth_test_span16(ctx, count, zbuffer, zValues, mask);
- }
- else {
- GLuint *zbuffer = (GLuint *) rb->GetPointer(ctx, rb, x, y);
- ASSERT(rb->DataType == GL_UNSIGNED_INT);
- passed = depth_test_span32(ctx, count, zbuffer, zValues, mask);
+ if (rb->Format == MESA_FORMAT_Z32) {
+ const GLuint rowStride = rb->RowStride * 4;
+ for (i = 0; i < count; i++) {
+ if (mask[i] && x[i] >= 0 && y[i] >= 0 && x[i] < w && y[i] < h) {
+ GLuint *dst = (GLuint *) (map + y[i] * rowStride + x[i] * 4);
+ *dst = zvalues[i];
+ }
}
}
else {
- /* read depth values from buffer, test, write back */
- if (rb->DataType == GL_UNSIGNED_SHORT) {
- GLushort zbuffer[MAX_WIDTH];
- rb->GetRow(ctx, rb, count, x, y, zbuffer);
- passed = depth_test_span16(ctx, count, zbuffer, zValues, mask);
- rb->PutRow(ctx, rb, count, x, y, zbuffer, mask);
- }
- else {
- GLuint zbuffer[MAX_WIDTH];
- ASSERT(rb->DataType == GL_UNSIGNED_INT);
- rb->GetRow(ctx, rb, count, x, y, zbuffer);
- passed = depth_test_span32(ctx, count, zbuffer, zValues, mask);
- rb->PutRow(ctx, rb, count, x, y, zbuffer, mask);
+ gl_pack_uint_z_func packZ = _mesa_get_pack_uint_z_func(rb->Format);
+ const GLint bpp = _mesa_get_format_bytes(rb->Format);
+ const GLint rowStride = rb->RowStride * bpp;
+ for (i = 0; i < count; i++) {
+ if (mask[i] && x[i] >= 0 && y[i] >= 0 && x[i] < w && y[i] < h) {
+ void *dst = map + y[i] * rowStride + x[i] * bpp;
+ packZ(zvalues + i, dst);
+ }
}
}
-
- if (passed < count) {
- span->writeAll = GL_FALSE;
- }
- return passed;
}
-
-#define Z_ADDRESS(X, Y) (zStart + (Y) * stride + (X))
-
-
-/*
- * Do depth testing for an array of fragments at assorted locations.
+/**
+ * Return the address of a Z value in a renderbuffer.
*/
-static void
-direct_depth_test_pixels16(struct gl_context *ctx, GLushort *zStart, GLuint stride,
- GLuint n, const GLint x[], const GLint y[],
- const GLuint z[], GLubyte mask[] )
+static INLINE void *
+get_z_address(struct gl_renderbuffer *rb, GLint x, GLint y)
{
- /* switch cases ordered from most frequent to less frequent */
- switch (ctx->Depth.Func) {
- case GL_LESS:
- if (ctx->Depth.Mask) {
- /* Update Z buffer */
- GLuint i;
- for (i=0; i<n; i++) {
- if (mask[i]) {
- GLushort *zptr = Z_ADDRESS(x[i], y[i]);
- if (z[i] < *zptr) {
- /* pass */
- *zptr = z[i];
- }
- else {
- /* fail */
- mask[i] = 0;
- }
- }
- }
- }
- else {
- /* Don't update Z buffer */
- GLuint i;
- for (i=0; i<n; i++) {
- if (mask[i]) {
- GLushort *zptr = Z_ADDRESS(x[i], y[i]);
- if (z[i] < *zptr) {
- /* pass */
- }
- else {
- /* fail */
- mask[i] = 0;
- }
- }
- }
- }
- break;
- case GL_LEQUAL:
- if (ctx->Depth.Mask) {
- /* Update Z buffer */
- GLuint i;
- for (i=0; i<n; i++) {
- if (mask[i]) {
- GLushort *zptr = Z_ADDRESS(x[i], y[i]);
- if (z[i] <= *zptr) {
- /* pass */
- *zptr = z[i];
- }
- else {
- /* fail */
- mask[i] = 0;
- }
- }
- }
- }
- else {
- /* Don't update Z buffer */
- GLuint i;
- for (i=0; i<n; i++) {
- if (mask[i]) {
- GLushort *zptr = Z_ADDRESS(x[i], y[i]);
- if (z[i] <= *zptr) {
- /* pass */
- }
- else {
- /* fail */
- mask[i] = 0;
- }
- }
- }
- }
- break;
- case GL_GEQUAL:
- if (ctx->Depth.Mask) {
- /* Update Z buffer */
- GLuint i;
- for (i=0; i<n; i++) {
- if (mask[i]) {
- GLushort *zptr = Z_ADDRESS(x[i], y[i]);
- if (z[i] >= *zptr) {
- /* pass */
- *zptr = z[i];
- }
- else {
- /* fail */
- mask[i] = 0;
- }
- }
- }
- }
- else {
- /* Don't update Z buffer */
- GLuint i;
- for (i=0; i<n; i++) {
- if (mask[i]) {
- GLushort *zptr = Z_ADDRESS(x[i], y[i]);
- if (z[i] >= *zptr) {
- /* pass */
- }
- else {
- /* fail */
- mask[i] = 0;
- }
- }
- }
- }
- break;
- case GL_GREATER:
- if (ctx->Depth.Mask) {
- /* Update Z buffer */
- GLuint i;
- for (i=0; i<n; i++) {
- if (mask[i]) {
- GLushort *zptr = Z_ADDRESS(x[i], y[i]);
- if (z[i] > *zptr) {
- /* pass */
- *zptr = z[i];
- }
- else {
- /* fail */
- mask[i] = 0;
- }
- }
- }
- }
- else {
- /* Don't update Z buffer */
- GLuint i;
- for (i=0; i<n; i++) {
- if (mask[i]) {
- GLushort *zptr = Z_ADDRESS(x[i], y[i]);
- if (z[i] > *zptr) {
- /* pass */
- }
- else {
- /* fail */
- mask[i] = 0;
- }
- }
- }
- }
- break;
- case GL_NOTEQUAL:
- if (ctx->Depth.Mask) {
- /* Update Z buffer */
- GLuint i;
- for (i=0; i<n; i++) {
- if (mask[i]) {
- GLushort *zptr = Z_ADDRESS(x[i], y[i]);
- if (z[i] != *zptr) {
- /* pass */
- *zptr = z[i];
- }
- else {
- /* fail */
- mask[i] = 0;
- }
- }
- }
- }
- else {
- /* Don't update Z buffer */
- GLuint i;
- for (i=0; i<n; i++) {
- if (mask[i]) {
- GLushort *zptr = Z_ADDRESS(x[i], y[i]);
- if (z[i] != *zptr) {
- /* pass */
- }
- else {
- /* fail */
- mask[i] = 0;
- }
- }
- }
- }
- break;
- case GL_EQUAL:
- if (ctx->Depth.Mask) {
- /* Update Z buffer */
- GLuint i;
- for (i=0; i<n; i++) {
- if (mask[i]) {
- GLushort *zptr = Z_ADDRESS(x[i], y[i]);
- if (z[i] == *zptr) {
- /* pass */
- *zptr = z[i];
- }
- else {
- /* fail */
- mask[i] = 0;
- }
- }
- }
- }
- else {
- /* Don't update Z buffer */
- GLuint i;
- for (i=0; i<n; i++) {
- if (mask[i]) {
- GLushort *zptr = Z_ADDRESS(x[i], y[i]);
- if (z[i] == *zptr) {
- /* pass */
- }
- else {
- /* fail */
- mask[i] = 0;
- }
- }
- }
- }
- break;
- case GL_ALWAYS:
- if (ctx->Depth.Mask) {
- /* Update Z buffer */
- GLuint i;
- for (i=0; i<n; i++) {
- if (mask[i]) {
- GLushort *zptr = Z_ADDRESS(x[i], y[i]);
- *zptr = z[i];
- }
- }
- }
- else {
- /* Don't update Z buffer or mask */
- }
- break;
- case GL_NEVER:
- /* depth test never passes */
- memset(mask, 0, n * sizeof(GLubyte));
- break;
- default:
- _mesa_problem(ctx, "Bad depth func in direct_depth_test_pixels");
- }
+ const GLint bpp = _mesa_get_format_bytes(rb->Format);
+ const GLint rowStride = rb->RowStride * bpp;
+ return (GLubyte *) rb->Data + y * rowStride + x * bpp;
}
-/*
- * Do depth testing for an array of fragments with direct access to zbuffer.
+/**
+ * Apply depth (Z) buffer testing to the span.
+ * \return approx number of pixels that passed (only zero is reliable)
*/
-static void
-direct_depth_test_pixels32(struct gl_context *ctx, GLuint *zStart, GLuint stride,
- GLuint n, const GLint x[], const GLint y[],
- const GLuint z[], GLubyte mask[] )
-{
- /* switch cases ordered from most frequent to less frequent */
- switch (ctx->Depth.Func) {
- case GL_LESS:
- if (ctx->Depth.Mask) {
- /* Update Z buffer */
- GLuint i;
- for (i=0; i<n; i++) {
- if (mask[i]) {
- GLuint *zptr = Z_ADDRESS(x[i], y[i]);
- if (z[i] < *zptr) {
- /* pass */
- *zptr = z[i];
- }
- else {
- /* fail */
- mask[i] = 0;
- }
- }
- }
- }
- else {
- /* Don't update Z buffer */
- GLuint i;
- for (i=0; i<n; i++) {
- if (mask[i]) {
- GLuint *zptr = Z_ADDRESS(x[i], y[i]);
- if (z[i] < *zptr) {
- /* pass */
- }
- else {
- /* fail */
- mask[i] = 0;
- }
- }
- }
- }
- break;
- case GL_LEQUAL:
- if (ctx->Depth.Mask) {
- /* Update Z buffer */
- GLuint i;
- for (i=0; i<n; i++) {
- if (mask[i]) {
- GLuint *zptr = Z_ADDRESS(x[i], y[i]);
- if (z[i] <= *zptr) {
- /* pass */
- *zptr = z[i];
- }
- else {
- /* fail */
- mask[i] = 0;
- }
- }
- }
- }
- else {
- /* Don't update Z buffer */
- GLuint i;
- for (i=0; i<n; i++) {
- if (mask[i]) {
- GLuint *zptr = Z_ADDRESS(x[i], y[i]);
- if (z[i] <= *zptr) {
- /* pass */
- }
- else {
- /* fail */
- mask[i] = 0;
- }
- }
- }
- }
- break;
- case GL_GEQUAL:
- if (ctx->Depth.Mask) {
- /* Update Z buffer */
- GLuint i;
- for (i=0; i<n; i++) {
- if (mask[i]) {
- GLuint *zptr = Z_ADDRESS(x[i], y[i]);
- if (z[i] >= *zptr) {
- /* pass */
- *zptr = z[i];
- }
- else {
- /* fail */
- mask[i] = 0;
- }
- }
- }
- }
- else {
- /* Don't update Z buffer */
- GLuint i;
- for (i=0; i<n; i++) {
- if (mask[i]) {
- GLuint *zptr = Z_ADDRESS(x[i], y[i]);
- if (z[i] >= *zptr) {
- /* pass */
- }
- else {
- /* fail */
- mask[i] = 0;
- }
- }
- }
- }
- break;
- case GL_GREATER:
- if (ctx->Depth.Mask) {
- /* Update Z buffer */
- GLuint i;
- for (i=0; i<n; i++) {
- if (mask[i]) {
- GLuint *zptr = Z_ADDRESS(x[i], y[i]);
- if (z[i] > *zptr) {
- /* pass */
- *zptr = z[i];
- }
- else {
- /* fail */
- mask[i] = 0;
- }
- }
- }
- }
- else {
- /* Don't update Z buffer */
- GLuint i;
- for (i=0; i<n; i++) {
- if (mask[i]) {
- GLuint *zptr = Z_ADDRESS(x[i], y[i]);
- if (z[i] > *zptr) {
- /* pass */
- }
- else {
- /* fail */
- mask[i] = 0;
- }
- }
- }
- }
- break;
- case GL_NOTEQUAL:
- if (ctx->Depth.Mask) {
- /* Update Z buffer */
- GLuint i;
- for (i=0; i<n; i++) {
- if (mask[i]) {
- GLuint *zptr = Z_ADDRESS(x[i], y[i]);
- if (z[i] != *zptr) {
- /* pass */
- *zptr = z[i];
- }
- else {
- /* fail */
- mask[i] = 0;
- }
- }
- }
- }
- else {
- /* Don't update Z buffer */
- GLuint i;
- for (i=0; i<n; i++) {
- if (mask[i]) {
- GLuint *zptr = Z_ADDRESS(x[i], y[i]);
- if (z[i] != *zptr) {
- /* pass */
- }
- else {
- /* fail */
- mask[i] = 0;
- }
- }
- }
- }
- break;
- case GL_EQUAL:
- if (ctx->Depth.Mask) {
- /* Update Z buffer */
- GLuint i;
- for (i=0; i<n; i++) {
- if (mask[i]) {
- GLuint *zptr = Z_ADDRESS(x[i], y[i]);
- if (z[i] == *zptr) {
- /* pass */
- *zptr = z[i];
- }
- else {
- /* fail */
- mask[i] = 0;
- }
- }
- }
- }
- else {
- /* Don't update Z buffer */
- GLuint i;
- for (i=0; i<n; i++) {
- if (mask[i]) {
- GLuint *zptr = Z_ADDRESS(x[i], y[i]);
- if (z[i] == *zptr) {
- /* pass */
- }
- else {
- /* fail */
- mask[i] = 0;
- }
- }
- }
- }
- break;
- case GL_ALWAYS:
- if (ctx->Depth.Mask) {
- /* Update Z buffer */
- GLuint i;
- for (i=0; i<n; i++) {
- if (mask[i]) {
- GLuint *zptr = Z_ADDRESS(x[i], y[i]);
- *zptr = z[i];
- }
- }
- }
- else {
- /* Don't update Z buffer or mask */
- }
- break;
- case GL_NEVER:
- /* depth test never passes */
- memset(mask, 0, n * sizeof(GLubyte));
- break;
- default:
- _mesa_problem(ctx, "Bad depth func in direct_depth_test_pixels");
- }
-}
-
-
-
-
-static GLuint
-depth_test_pixels( struct gl_context *ctx, SWspan *span )
+GLuint
+_swrast_depth_test_span(struct gl_context *ctx, SWspan *span)
{
struct gl_framebuffer *fb = ctx->DrawBuffer;
- struct gl_renderbuffer *rb = fb->_DepthBuffer;
+ struct gl_renderbuffer *rb = fb->Attachment[BUFFER_DEPTH].Renderbuffer;
+ const GLint bpp = _mesa_get_format_bytes(rb->Format);
+ void *zStart = get_z_address(rb, span->x, span->y);
const GLuint count = span->end;
- const GLint *x = span->array->x;
- const GLint *y = span->array->y;
- const GLuint *z = span->array->z;
+ const GLuint *fragZ = span->array->z;
GLubyte *mask = span->array->mask;
+ void *zBufferVals;
+ GLuint *zBufferTemp = NULL;
+ GLuint passed;
+ GLboolean ztest16 = GL_FALSE;
+ GLboolean ztest24 = _mesa_get_format_bits(rb->Format, GL_DEPTH_BITS) == 24;
- if (rb->GetPointer(ctx, rb, 0, 0)) {
- /* Directly access values */
- if (rb->DataType == GL_UNSIGNED_SHORT) {
- GLushort *zStart = (GLushort *) rb->Data;
- GLuint stride = rb->Width;
- direct_depth_test_pixels16(ctx, zStart, stride, count, x, y, z, mask);
- }
- else {
- GLuint *zStart = (GLuint *) rb->Data;
- GLuint stride = rb->Width;
- ASSERT(rb->DataType == GL_UNSIGNED_INT);
- direct_depth_test_pixels32(ctx, zStart, stride, count, x, y, z, mask);
- }
+ if (rb->Format == MESA_FORMAT_Z16 && !(span->arrayMask & SPAN_XY)) {
+ /* directly read/write row of 16-bit Z values */
+ zBufferVals = zStart;
+ ztest16 = GL_TRUE;
+ }
+ else if (rb->Format == MESA_FORMAT_Z32 && !(span->arrayMask & SPAN_XY)) {
+ /* directly read/write row of 32-bit Z values */
+ zBufferVals = zStart;
}
else {
- /* read depth values from buffer, test, write back */
- if (rb->DataType == GL_UNSIGNED_SHORT) {
- GLushort zbuffer[MAX_WIDTH];
- get_z16_values(ctx, rb, count, x, y, zbuffer);
- depth_test_span16(ctx, count, zbuffer, z, mask);
- rb->PutValues(ctx, rb, count, x, y, zbuffer, mask);
+ /* copy Z buffer values into temp buffer (32-bit Z values) */
+ zBufferTemp = (GLuint *) malloc(count * sizeof(GLuint));
+ if (!zBufferTemp)
+ return 0;
+
+ if (span->arrayMask & SPAN_XY) {
+ get_z32_values(ctx, rb, count,
+ span->array->x, span->array->y, zBufferTemp);
}
else {
- GLuint zbuffer[MAX_WIDTH];
- ASSERT(rb->DataType == GL_UNSIGNED_INT);
- get_z32_values(ctx, rb, count, x, y, zbuffer);
- depth_test_span32(ctx, count, zbuffer, z, mask);
- rb->PutValues(ctx, rb, count, x, y, zbuffer, mask);
+ _mesa_unpack_uint_z_row(rb->Format, count, zStart, zBufferTemp);
}
- }
- return count; /* not really correct, but OK */
-}
+ if (ztest24) {
+ GLuint i;
+ /* Convert depth buffer values from 32 to 24 bits to match the
+ * fragment Z values generated by rasterization.
+ */
+ for (i = 0; i < count; i++) {
+ zBufferTemp[i] >>= 8;
+ }
+ }
+ zBufferVals = zBufferTemp;
+ }
-/**
- * Apply depth (Z) buffer testing to the span.
- * \return approx number of pixels that passed (only zero is reliable)
- */
-GLuint
-_swrast_depth_test_span( struct gl_context *ctx, SWspan *span)
-{
- if (span->arrayMask & SPAN_XY)
- return depth_test_pixels(ctx, span);
+ /* do the depth test either with 16 or 32-bit values */
+ if (ztest16)
+ passed = depth_test_span16(ctx, count, zBufferVals, fragZ, mask);
else
- return depth_test_span(ctx, span);
+ passed = depth_test_span32(ctx, count, zBufferVals, fragZ, mask);
+
+ if (zBufferTemp) {
+ /* need to write temp Z values back into the buffer */
+
+ if (ztest24) {
+ GLuint i;
+ /* Convert depth buffer values back to 32-bit values. The least
+ * significant bits don't matter since they'll get dropped when
+ * they're packed back into the depth buffer.
+ */
+ for (i = 0; i < count; i++) {
+ zBufferTemp[i] = (zBufferTemp[i] << 8);
+ }
+ }
+
+ if (span->arrayMask & SPAN_XY) {
+ /* random locations */
+ put_z32_values(ctx, rb, count, span->array->x, span->array->y,
+ zBufferTemp, mask);
+ }
+ else {
+ /* horizontal row */
+ gl_pack_uint_z_func packZ = _mesa_get_pack_uint_z_func(rb->Format);
+ GLubyte *dst = zStart;
+ GLuint i;
+ for (i = 0; i < count; i++) {
+ if (mask[i]) {
+ packZ(&zBufferTemp[i], dst);
+ }
+ dst += bpp;
+ }
+ }
+
+ free(zBufferTemp);
+ }
+
+ if (passed < count) {
+ span->writeAll = GL_FALSE;
+ }
+ return passed;
}