diff options
author | Keith Whitwell <[email protected]> | 2000-10-31 18:00:04 +0000 |
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committer | Keith Whitwell <[email protected]> | 2000-10-31 18:00:04 +0000 |
commit | e3a051e0538a605551f4d58294c94f5eb00ed07f (patch) | |
tree | ea5ccfd6d578fee1f8adb5a5c7f34f12d601c1c9 /src/mesa/swrast/s_depth.c | |
parent | 6e0f0f51e0371688a434ed65c4ae0da1b061a4b5 (diff) |
Moved software rasterizer functionality to new directory.
Diffstat (limited to 'src/mesa/swrast/s_depth.c')
-rw-r--r-- | src/mesa/swrast/s_depth.c | 1632 |
1 files changed, 1632 insertions, 0 deletions
diff --git a/src/mesa/swrast/s_depth.c b/src/mesa/swrast/s_depth.c new file mode 100644 index 00000000000..e9dd63093c2 --- /dev/null +++ b/src/mesa/swrast/s_depth.c @@ -0,0 +1,1632 @@ +/* $Id: s_depth.c,v 1.1 2000/10/31 18:00:04 keithw Exp $ */ + +/* + * Mesa 3-D graphics library + * Version: 3.3 + * + * 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"), + * 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. + */ + + +#include "glheader.h" +#include "context.h" +#include "macros.h" +#include "mem.h" + +#include "s_depth.h" +#include "s_pb.h" + + + + +/* + * 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 *****/ +/**********************************************************************/ + + +/* + * Do depth test for an array of fragments. This is used both for + * software and hardware Z buffers. + * Input: zbuffer - array of z values in the zbuffer + * z - array of fragment z values + * Return: number of fragments which pass the test. + */ +static GLuint +depth_test_span16( GLcontext *ctx, GLuint n, GLint x, GLint y, + GLushort 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: + BZERO(mask, n * sizeof(GLubyte)); + break; + default: + 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: + BZERO(mask, n * sizeof(GLubyte)); + break; + default: + gl_problem(ctx, "Bad depth func in depth_test_span32"); + } + + return passed; +} + + + +/* + * Apply depth test to span of fragments. Hardware or software z buffer. + */ +GLuint +_mesa_depth_test_span( GLcontext *ctx, GLuint n, GLint x, GLint y, + const GLdepth z[], GLubyte mask[] ) +{ + if (ctx->Driver.ReadDepthSpan) { + /* hardware-based depth buffer */ + GLdepth zbuffer[MAX_WIDTH]; + GLuint passed; + (*ctx->Driver.ReadDepthSpan)(ctx, n, x, y, 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 { + /* 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; + } + } +} + + + + +/* + * 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 */ + BZERO(mask, n * sizeof(GLubyte)); + break; + default: + gl_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 */ + BZERO(mask, n * sizeof(GLubyte)); + break; + default: + gl_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 */ + BZERO(mask, n * sizeof(GLubyte)); + break; + default: + gl_problem(ctx, "Bad depth func in hardware_depth_test_pixels"); + } +} + + + +void +_mesa_depth_test_pixels( GLcontext *ctx, + GLuint n, const GLint x[], const GLint y[], + const GLdepth z[], GLubyte mask[] ) +{ + if (ctx->Driver.ReadDepthPixels) { + /* read depth values from hardware Z buffer */ + GLdepth zbuffer[PB_SIZE]; + (*ctx->Driver.ReadDepthPixels)(ctx, n, x, y, zbuffer); + + hardware_depth_test_pixels( ctx, n, zbuffer, z, mask ); + + /* update hardware Z buffer with new values */ + assert(ctx->Driver.WriteDepthPixels); + (*ctx->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); + } +} + + + + + +/**********************************************************************/ +/***** Read Depth Buffer *****/ +/**********************************************************************/ + + +/* + * Read a span of depth values from the depth buffer. + * This function does clipping before calling the device driver function. + */ +void +_mesa_read_depth_span( GLcontext *ctx, + GLint n, GLint x, GLint y, GLdepth depth[] ) +{ + if (y < 0 || y >= ctx->DrawBuffer->Height || + x + (GLint) n <= 0 || x >= 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 > ctx->DrawBuffer->Width) { + GLint dx = x + n - 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 ); + GLuint i; + for (i = 0; i < n; i++) { + depth[i] = zptr[i]; + } + } + else { + const GLuint *zptr = Z_ADDRESS32( ctx, x, y ); + GLuint i; + for (i = 0; i < n; i++) { + depth[i] = zptr[i]; + } + } + } + else if (ctx->Driver.ReadDepthSpan) { + /* read from hardware depth buffer */ + (*ctx->Driver.ReadDepthSpan)( ctx, n, x, y, depth ); + } + else { + /* no depth buffer */ + 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 +_mesa_read_depth_span_float( GLcontext *ctx, + GLint n, GLint x, GLint y, GLfloat depth[] ) +{ + const GLfloat scale = 1.0F / ctx->Visual.DepthMaxF; + + if (y < 0 || y >= ctx->DrawBuffer->Height || + x + (GLint) n <= 0 || x >= 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 > ctx->DrawBuffer->Width) { + GLint dx = x + n - 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 ); + 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) { + /* read from hardware depth buffer */ + GLdepth d[MAX_WIDTH]; + GLuint i; + assert(n <= MAX_WIDTH); + (*ctx->Driver.ReadDepthSpan)( ctx, n, x, y, d ); + for (i = 0; i < n; i++) { + depth[i] = d[i] * scale; + } + } + else { + /* no depth buffer */ + 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 uniniitalized. + * This function is only called through Driver.alloc_depth_buffer. + */ +void +_mesa_alloc_depth_buffer( GLcontext *ctx ) +{ + /* deallocate current depth buffer if present */ + if (ctx->DrawBuffer->UseSoftwareDepthBuffer) { + GLint bytesPerValue; + + if (ctx->DrawBuffer->DepthBuffer) { + FREE(ctx->DrawBuffer->DepthBuffer); + ctx->DrawBuffer->DepthBuffer = NULL; + } + + /* allocate new depth buffer, but don't initialize it */ + if (ctx->Visual.DepthBits <= 16) + bytesPerValue = sizeof(GLushort); + else + bytesPerValue = sizeof(GLuint); + + ctx->DrawBuffer->DepthBuffer = MALLOC( ctx->DrawBuffer->Width + * ctx->DrawBuffer->Height + * bytesPerValue ); + + if (!ctx->DrawBuffer->DepthBuffer) { + /* out of memory */ + ctx->Depth.Test = GL_FALSE; + ctx->NewState |= _NEW_DEPTH; + 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 +_mesa_clear_depth_buffer( GLcontext *ctx ) +{ + if (ctx->Visual.DepthBits == 0 + || !ctx->DrawBuffer->DepthBuffer + || !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 */ + if (ctx->Visual.DepthBits <= 16) { + const GLushort clearValue = (GLushort) (ctx->Depth.Clear * ctx->Visual.DepthMax); + const GLint rows = ctx->DrawBuffer->Ymax - ctx->DrawBuffer->Ymin; + 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; + 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 (ctx->Visual.DepthBits <= 16) { + const GLushort clearValue = (GLushort) (ctx->Depth.Clear * ctx->Visual.DepthMax); + if ((clearValue & 0xff) == (clearValue >> 8)) { + if (clearValue == 0) { + 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->Visual.DepthMax); + if (clearValue == 0) { + 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--; + } + } + } + } +} |