- if (ctx->Depth.Mask != flag) {
- ctx->Depth.Mask = flag;
- ctx->NewState |= NEW_RASTER_OPS;
- if (ctx->Driver.DepthMask) {
- (*ctx->Driver.DepthMask)( ctx, flag );
- }
- }
-}
-
-
-
-/**********************************************************************/
-/***** Misc *****/
-/**********************************************************************/
-
-/*
- * 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;
- }
- }
-}
-
-