diff options
author | Brian Paul <[email protected]> | 2002-01-27 18:32:03 +0000 |
---|---|---|
committer | Brian Paul <[email protected]> | 2002-01-27 18:32:03 +0000 |
commit | 2a182a98973edc9ecf2936b1288485bb2b3fa722 (patch) | |
tree | 4c832bef597d1cbbccb7e7ab80f508aac2bbaba9 /src/mesa/swrast/s_depth.c | |
parent | 6a731f343e847226537080122e2fb327e2486564 (diff) |
LOTS of changes, building upon Klaus's work.
struct sw_span is used throughout span/fragment processing.
This is leading to less code and more chances for optimization.
Diffstat (limited to 'src/mesa/swrast/s_depth.c')
-rw-r--r-- | src/mesa/swrast/s_depth.c | 14 |
1 files changed, 6 insertions, 8 deletions
diff --git a/src/mesa/swrast/s_depth.c b/src/mesa/swrast/s_depth.c index 5a7fc4b4ed7..3a3f1904d00 100644 --- a/src/mesa/swrast/s_depth.c +++ b/src/mesa/swrast/s_depth.c @@ -1,4 +1,4 @@ -/* $Id: s_depth.c,v 1.11 2002/01/21 18:12:34 brianp Exp $ */ +/* $Id: s_depth.c,v 1.12 2002/01/27 18:32:03 brianp Exp $ */ /* * Mesa 3-D graphics library @@ -572,10 +572,8 @@ _mesa_depth_test_span( GLcontext *ctx, struct sw_span *span) { SWcontext *swrast = SWRAST_CONTEXT(ctx); - ASSERT(span->activeMask & SPAN_Z); - ASSERT(span->filledMask == GL_TRUE); - ASSERT(span->filledDepth == GL_TRUE); - SW_SPAN_SET_FLAG(span->testedDepth); + ASSERT((span->interpMask & SPAN_Z) || (span->arrayMask & SPAN_Z)); + ASSERT((span->filledDepth == GL_TRUE) || (span->arrayMask & SPAN_Z)); if (swrast->Driver.ReadDepthSpan) { /* hardware-based depth buffer */ @@ -583,7 +581,7 @@ _mesa_depth_test_span( GLcontext *ctx, struct sw_span *span) GLuint passed; (*swrast->Driver.ReadDepthSpan)(ctx, span->end, span->x, span->y, zbuffer); passed = depth_test_span32(ctx, span->end, span->x, span->y, - zbuffer, span->depth, span->mask); + zbuffer, span->zArray, span->mask); ASSERT(swrast->Driver.WriteDepthSpan); (*swrast->Driver.WriteDepthSpan)(ctx, span->end, span->x, span->y, zbuffer, span->mask); if (passed < span->end) @@ -595,11 +593,11 @@ _mesa_depth_test_span( GLcontext *ctx, struct sw_span *span) /* software depth buffer */ if (ctx->Visual.depthBits <= 16) { GLushort *zptr = (GLushort *) Z_ADDRESS16(ctx, span->x, span->y); - passed = depth_test_span16(ctx, span->end, span->x, span->y, zptr, span->depth, span->mask); + passed = depth_test_span16(ctx, span->end, span->x, span->y, zptr, span->zArray, span->mask); } else { GLuint *zptr = (GLuint *) Z_ADDRESS32(ctx, span->x, span->y); - passed = depth_test_span32(ctx, span->end, span->x, span->y, zptr, span->depth, span->mask); + passed = depth_test_span32(ctx, span->end, span->x, span->y, zptr, span->zArray, span->mask); } if (passed < span->end) span->writeAll = GL_FALSE; |