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authorBrian Paul <[email protected]>2011-12-24 08:54:27 -0700
committerBrian Paul <[email protected]>2011-12-24 09:25:40 -0700
commitbf0c0ccbc9424fc73cb17ffb9c9b5feda7d33474 (patch)
tree6a31a5b026feeafdd01e932306a45a5bac24840f /src/mesa/swrast
parent7a7b521ff255f5511b6f42becf603c6893f8a51e (diff)
swrast: stop using _DepthBuffer in triangle code
The only consequence is we can only use the occlusion_zless_16_triangle() function with MESA_FORMAT_Z16.
Diffstat (limited to 'src/mesa/swrast')
-rw-r--r--src/mesa/swrast/s_triangle.c27
1 files changed, 11 insertions, 16 deletions
diff --git a/src/mesa/swrast/s_triangle.c b/src/mesa/swrast/s_triangle.c
index c4d504b06bf..43deaf47b96 100644
--- a/src/mesa/swrast/s_triangle.c
+++ b/src/mesa/swrast/s_triangle.c
@@ -874,19 +874,21 @@ fast_persp_span(struct gl_context *ctx, SWspan *span,
/*
* Special tri function for occlusion testing
*/
-#define NAME occlusion_zless_triangle
+#define NAME occlusion_zless_16_triangle
#define INTERP_Z 1
#define SETUP_CODE \
- struct gl_renderbuffer *rb = ctx->DrawBuffer->_DepthBuffer; \
+ struct gl_renderbuffer *rb = \
+ ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer; \
struct gl_query_object *q = ctx->Query.CurrentOcclusionObject; \
ASSERT(ctx->Depth.Test); \
ASSERT(!ctx->Depth.Mask); \
ASSERT(ctx->Depth.Func == GL_LESS); \
+ assert(rb->Format == MESA_FORMAT_Z16); \
if (!q) { \
return; \
}
#define RENDER_SPAN( span ) \
- if (rb->Format == MESA_FORMAT_Z16) { \
+ { \
GLuint i; \
const GLushort *zRow = (const GLushort *) \
_swrast_pixel_address(rb, span.x, span.y); \
@@ -897,17 +899,6 @@ fast_persp_span(struct gl_context *ctx, SWspan *span,
} \
span.z += span.zStep; \
} \
- } \
- else { \
- GLuint i; \
- const GLuint *zRow = (const GLuint *) \
- _swrast_pixel_address(rb, span.x, span.y); \
- for (i = 0; i < span.end; i++) { \
- if ((GLuint)span.z < zRow[i]) { \
- q->Result++; \
- } \
- span.z += span.zStep; \
- } \
}
#include "s_tritemp.h"
@@ -1014,6 +1005,8 @@ _swrast_choose_triangle( struct gl_context *ctx )
}
if (ctx->RenderMode==GL_RENDER) {
+ struct gl_renderbuffer *depthRb =
+ ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
if (ctx->Polygon.SmoothFlag) {
_swrast_set_aa_triangle_function(ctx);
@@ -1026,12 +1019,14 @@ _swrast_choose_triangle( struct gl_context *ctx )
ctx->Depth.Test &&
ctx->Depth.Mask == GL_FALSE &&
ctx->Depth.Func == GL_LESS &&
- !ctx->Stencil._Enabled) {
+ !ctx->Stencil._Enabled &&
+ depthRb &&
+ depthRb->Format == MESA_FORMAT_Z16) {
if (ctx->Color.ColorMask[0][0] == 0 &&
ctx->Color.ColorMask[0][1] == 0 &&
ctx->Color.ColorMask[0][2] == 0 &&
ctx->Color.ColorMask[0][3] == 0) {
- USE(occlusion_zless_triangle);
+ USE(occlusion_zless_16_triangle);
return;
}
}