-/* $Id: depth.c,v 1.7 1999/10/13 18:42:50 brianp Exp $ */
+/* $Id: depth.c,v 1.28 2001/03/29 16:50:32 brianp Exp $ */
/*
* Mesa 3-D graphics library
- * Version: 3.1
- *
- * Copyright (C) 1999 Brian Paul All Rights Reserved.
- *
+ * Version: 3.5
+ *
+ * Copyright (C) 1999-2001 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
*/
-/* $XFree86: xc/lib/GL/mesa/src/depth.c,v 1.3 1999/04/04 00:20:22 dawes Exp $ */
-
-/*
- * Depth buffer functions
- */
-
-#include <stdlib.h>
-
#ifdef PC_HEADER
#include "all.h"
#else
-#ifndef XFree86Server
-#include <stdio.h>
-#include <string.h>
-#else
-#include "GL/xf86glx.h"
-#endif
+#include "glheader.h"
#include "context.h"
#include "enums.h"
#include "depth.h"
#include "macros.h"
-#include "types.h"
-#ifdef XFree86Server
-#include "GL/xf86glx.h"
-#endif
+#include "mem.h"
+#include "mtypes.h"
#endif
-void gl_ClearDepth( GLcontext* ctx, GLclampd depth )
+void
+_mesa_ClearDepth( GLclampd depth )
{
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glClearDepth");
- ctx->Depth.Clear = (GLfloat) CLAMP( depth, 0.0, 1.0 );
+ GET_CURRENT_CONTEXT(ctx);
+ GLfloat tmp = (GLfloat) CLAMP( depth, 0.0, 1.0 );
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
+
+ if (ctx->Depth.Clear == tmp)
+ return;
+
+ FLUSH_VERTICES(ctx, _NEW_DEPTH);
+ ctx->Depth.Clear = tmp;
if (ctx->Driver.ClearDepth)
(*ctx->Driver.ClearDepth)( ctx, ctx->Depth.Clear );
}
-void gl_DepthFunc( GLcontext* ctx, GLenum func )
+void
+_mesa_DepthFunc( GLenum func )
{
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glDepthFunc");
+ GET_CURRENT_CONTEXT(ctx);
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
- fprintf(stderr, "glDepthFunc %s\n", gl_lookup_enum_by_nr(func));
+ fprintf(stderr, "glDepthFunc %s\n", _mesa_lookup_enum_by_nr(func));
switch (func) {
- case GL_LESS: /* (default) pass if incoming z < stored z */
- case GL_GEQUAL:
- case GL_LEQUAL:
- case GL_GREATER:
- case GL_NOTEQUAL:
- case GL_EQUAL:
- case GL_ALWAYS:
- if (ctx->Depth.Func != func) {
- ctx->Depth.Func = func;
- ctx->NewState |= NEW_RASTER_OPS;
- ctx->TriangleCaps &= ~DD_Z_NEVER;
- if (ctx->Driver.DepthFunc) {
- (*ctx->Driver.DepthFunc)( ctx, func );
- }
- }
- break;
- case GL_NEVER:
- if (ctx->Depth.Func != func) {
- ctx->Depth.Func = func;
- ctx->NewState |= NEW_RASTER_OPS;
- ctx->TriangleCaps |= DD_Z_NEVER;
- if (ctx->Driver.DepthFunc) {
- (*ctx->Driver.DepthFunc)( ctx, func );
- }
- }
- break;
- default:
- gl_error( ctx, GL_INVALID_ENUM, "glDepth.Func" );
+ case GL_LESS: /* (default) pass if incoming z < stored z */
+ case GL_GEQUAL:
+ case GL_LEQUAL:
+ case GL_GREATER:
+ case GL_NOTEQUAL:
+ case GL_EQUAL:
+ case GL_ALWAYS:
+ case GL_NEVER:
+ break;
+ default:
+ _mesa_error( ctx, GL_INVALID_ENUM, "glDepth.Func" );
+ return;
}
+
+ if (ctx->Depth.Func == func)
+ return;
+
+ FLUSH_VERTICES(ctx, _NEW_DEPTH);
+ ctx->Depth.Func = func;
+
+ if (ctx->Driver.DepthFunc)
+ ctx->Driver.DepthFunc( ctx, func );
}
-void gl_DepthMask( GLcontext* ctx, GLboolean flag )
+void
+_mesa_DepthMask( GLboolean flag )
{
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glDepthMask");
+ GET_CURRENT_CONTEXT(ctx);
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
fprintf(stderr, "glDepthMask %d\n", flag);
* GL_TRUE indicates depth buffer writing is enabled (default)
* GL_FALSE indicates depth buffer writing is disabled
*/
- if (ctx->Depth.Mask != flag) {
- ctx->Depth.Mask = flag;
- ctx->NewState |= NEW_RASTER_OPS;
- if (ctx->Driver.DepthMask) {
- (*ctx->Driver.DepthMask)( ctx, flag );
- }
- }
-}
-
-
-
-/**********************************************************************/
-/***** Depth Testing Functions *****/
-/**********************************************************************/
-
-
-/*
- * Depth test horizontal spans of fragments. These functions are called
- * via ctx->Driver.depth_test_span only.
- *
- * Input: n - number of pixels in the span
- * x, y - location of leftmost pixel in span in window coords
- * z - array [n] of integer depth values
- * In/Out: mask - array [n] of flags (1=draw pixel, 0=don't draw)
- * Return: number of pixels which passed depth test
- */
-
-
-/*
- * glDepthFunc( any ) and glDepthMask( GL_TRUE or GL_FALSE ).
- */
-GLuint gl_depth_test_span_generic( GLcontext* ctx,
- GLuint n, GLint x, GLint y,
- const GLdepth z[],
- GLubyte mask[] )
-{
- GLdepth *zptr = Z_ADDRESS( ctx, x, y );
- GLubyte *m = mask;
- GLuint i;
- 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 */
- for (i=0; i<n; i++,zptr++,m++) {
- if (*m) {
- if (z[i] < *zptr) {
- /* pass */
- *zptr = z[i];
- passed++;
- }
- else {
- /* fail */
- *m = 0;
- }
- }
- }
- }
- else {
- /* Don't update Z buffer */
- for (i=0; i<n; i++,zptr++,m++) {
- if (*m) {
- if (z[i] < *zptr) {
- /* pass */
- passed++;
- }
- else {
- *m = 0;
- }
- }
- }
- }
- break;
- case GL_LEQUAL:
- if (ctx->Depth.Mask) {
- /* Update Z buffer */
- for (i=0;i<n;i++,zptr++,m++) {
- if (*m) {
- if (z[i] <= *zptr) {
- *zptr = z[i];
- passed++;
- }
- else {
- *m = 0;
- }
- }
- }
- }
- else {
- /* Don't update Z buffer */
- for (i=0;i<n;i++,zptr++,m++) {
- if (*m) {
- if (z[i] <= *zptr) {
- /* pass */
- passed++;
- }
- else {
- *m = 0;
- }
- }
- }
- }
- break;
- case GL_GEQUAL:
- if (ctx->Depth.Mask) {
- /* Update Z buffer */
- for (i=0;i<n;i++,zptr++,m++) {
- if (*m) {
- if (z[i] >= *zptr) {
- *zptr = z[i];
- passed++;
- }
- else {
- *m = 0;
- }
- }
- }
- }
- else {
- /* Don't update Z buffer */
- for (i=0;i<n;i++,zptr++,m++) {
- if (*m) {
- if (z[i] >= *zptr) {
- /* pass */
- passed++;
- }
- else {
- *m = 0;
- }
- }
- }
- }
- break;
- case GL_GREATER:
- if (ctx->Depth.Mask) {
- /* Update Z buffer */
- for (i=0;i<n;i++,zptr++,m++) {
- if (*m) {
- if (z[i] > *zptr) {
- *zptr = z[i];
- passed++;
- }
- else {
- *m = 0;
- }
- }
- }
- }
- else {
- /* Don't update Z buffer */
- for (i=0;i<n;i++,zptr++,m++) {
- if (*m) {
- if (z[i] > *zptr) {
- /* pass */
- passed++;
- }
- else {
- *m = 0;
- }
- }
- }
- }
- break;
- case GL_NOTEQUAL:
- if (ctx->Depth.Mask) {
- /* Update Z buffer */
- for (i=0;i<n;i++,zptr++,m++) {
- if (*m) {
- if (z[i] != *zptr) {
- *zptr = z[i];
- passed++;
- }
- else {
- *m = 0;
- }
- }
- }
- }
- else {
- /* Don't update Z buffer */
- for (i=0;i<n;i++,zptr++,m++) {
- if (*m) {
- if (z[i] != *zptr) {
- /* pass */
- passed++;
- }
- else {
- *m = 0;
- }
- }
- }
- }
- break;
- case GL_EQUAL:
- if (ctx->Depth.Mask) {
- /* Update Z buffer */
- for (i=0;i<n;i++,zptr++,m++) {
- if (*m) {
- if (z[i] == *zptr) {
- *zptr = z[i];
- passed++;
- }
- else {
- *m =0;
- }
- }
- }
- }
- else {
- /* Don't update Z buffer */
- for (i=0;i<n;i++,zptr++,m++) {
- if (*m) {
- if (z[i] == *zptr) {
- /* pass */
- passed++;
- }
- else {
- *m =0;
- }
- }
- }
- }
- break;
- case GL_ALWAYS:
- if (ctx->Depth.Mask) {
- /* Update Z buffer */
- for (i=0;i<n;i++,zptr++,m++) {
- if (*m) {
- *zptr = z[i];
- passed++;
- }
- }
- }
- else {
- /* Don't update Z buffer or mask */
- passed = n;
- }
- break;
- case GL_NEVER:
- for (i=0;i<n;i++) {
- mask[i] = 0;
- }
- break;
- default:
- gl_problem(ctx, "Bad depth func in gl_depth_test_span_generic");
- } /*switch*/
-
- return passed;
-}
-
-
-
-/*
- * glDepthFunc(GL_LESS) and glDepthMask(GL_TRUE).
- */
-GLuint gl_depth_test_span_less( GLcontext* ctx,
- GLuint n, GLint x, GLint y, const GLdepth z[],
- GLubyte mask[] )
-{
- GLdepth *zptr = Z_ADDRESS( ctx, x, y );
- GLuint i;
- GLuint passed = 0;
-
- for (i=0; i<n; i++) {
- if (mask[i]) {
- if (z[i] < zptr[i]) {
- /* pass */
- zptr[i] = z[i];
- passed++;
- }
- else {
- /* fail */
- mask[i] = 0;
- }
- }
- }
- return passed;
-}
-
-
-/*
- * glDepthFunc(GL_GREATER) and glDepthMask(GL_TRUE).
- */
-GLuint gl_depth_test_span_greater( GLcontext* ctx,
- GLuint n, GLint x, GLint y,
- const GLdepth z[],
- GLubyte mask[] )
-{
- GLdepth *zptr = Z_ADDRESS( ctx, x, y );
- GLuint i;
- GLuint passed = 0;
-
- for (i=0; i<n; i++) {
- if (mask[i]) {
- if (z[i] > zptr[i]) {
- /* pass */
- zptr[i] = z[i];
- passed++;
- }
- else {
- /* fail */
- mask[i] = 0;
- }
- }
- }
- return passed;
-}
-
-
-
-/*
- * Depth test an array of randomly positioned fragments.
- */
-
-
-#define ZADDR_SETUP GLdepth *depthbuffer = ctx->Buffer->Depth; \
- GLint width = ctx->Buffer->Width;
-
-#define ZADDR( X, Y ) (depthbuffer + (Y) * width + (X) )
-
-
-
-/*
- * glDepthFunc( any ) and glDepthMask( GL_TRUE or GL_FALSE ).
- */
-void gl_depth_test_pixels_generic( GLcontext* ctx,
- GLuint n, const GLint x[], const GLint y[],
- const GLdepth z[], GLubyte mask[] )
-{
- register GLdepth *zptr;
- register GLuint i;
-
- /* switch cases ordered from most frequent to less frequent */
- switch (ctx->Depth.Func) {
- case GL_LESS:
- if (ctx->Depth.Mask) {
- /* Update Z buffer */
- for (i=0; i<n; i++) {
- if (mask[i]) {
- zptr = Z_ADDRESS(ctx,x[i],y[i]);
- if (z[i] < *zptr) {
- /* pass */
- *zptr = z[i];
- }
- else {
- /* fail */
- mask[i] = 0;
- }
- }
- }
- }
- else {
- /* Don't update Z buffer */
- for (i=0; i<n; i++) {
- if (mask[i]) {
- zptr = Z_ADDRESS(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 */
- for (i=0; i<n; i++) {
- if (mask[i]) {
- zptr = Z_ADDRESS(ctx,x[i],y[i]);
- if (z[i] <= *zptr) {
- /* pass */
- *zptr = z[i];
- }
- else {
- /* fail */
- mask[i] = 0;
- }
- }
- }
- }
- else {
- /* Don't update Z buffer */
- for (i=0; i<n; i++) {
- if (mask[i]) {
- zptr = Z_ADDRESS(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 */
- for (i=0; i<n; i++) {
- if (mask[i]) {
- zptr = Z_ADDRESS(ctx,x[i],y[i]);
- if (z[i] >= *zptr) {
- /* pass */
- *zptr = z[i];
- }
- else {
- /* fail */
- mask[i] = 0;
- }
- }
- }
- }
- else {
- /* Don't update Z buffer */
- for (i=0; i<n; i++) {
- if (mask[i]) {
- zptr = Z_ADDRESS(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 */
- for (i=0; i<n; i++) {
- if (mask[i]) {
- zptr = Z_ADDRESS(ctx,x[i],y[i]);
- if (z[i] > *zptr) {
- /* pass */
- *zptr = z[i];
- }
- else {
- /* fail */
- mask[i] = 0;
- }
- }
- }
- }
- else {
- /* Don't update Z buffer */
- for (i=0; i<n; i++) {
- if (mask[i]) {
- zptr = Z_ADDRESS(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 */
- for (i=0; i<n; i++) {
- if (mask[i]) {
- zptr = Z_ADDRESS(ctx,x[i],y[i]);
- if (z[i] != *zptr) {
- /* pass */
- *zptr = z[i];
- }
- else {
- /* fail */
- mask[i] = 0;
- }
- }
- }
- }
- else {
- /* Don't update Z buffer */
- for (i=0; i<n; i++) {
- if (mask[i]) {
- zptr = Z_ADDRESS(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 */
- for (i=0; i<n; i++) {
- if (mask[i]) {
- zptr = Z_ADDRESS(ctx,x[i],y[i]);
- if (z[i] == *zptr) {
- /* pass */
- *zptr = z[i];
- }
- else {
- /* fail */
- mask[i] = 0;
- }
- }
- }
- }
- else {
- /* Don't update Z buffer */
- for (i=0; i<n; i++) {
- if (mask[i]) {
- zptr = Z_ADDRESS(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 */
- for (i=0; i<n; i++) {
- if (mask[i]) {
- zptr = Z_ADDRESS(ctx,x[i],y[i]);
- *zptr = z[i];
- }
- }
- }
- else {
- /* Don't update Z buffer or mask */
- }
- break;
- case GL_NEVER:
- /* depth test never passes */
- for (i=0;i<n;i++) {
- mask[i] = 0;
- }
- break;
- default:
- gl_problem(ctx, "Bad depth func in gl_depth_test_pixels_generic");
- } /*switch*/
-}
-
-
-
-/*
- * glDepthFunc( GL_LESS ) and glDepthMask( GL_TRUE ).
- */
-void gl_depth_test_pixels_less( GLcontext* ctx,
- GLuint n, const GLint x[], const GLint y[],
- const GLdepth z[], GLubyte mask[] )
-{
- GLdepth *zptr;
- GLuint i;
-
- for (i=0; i<n; i++) {
- if (mask[i]) {
- zptr = Z_ADDRESS(ctx,x[i],y[i]);
- if (z[i] < *zptr) {
- /* pass */
- *zptr = z[i];
- }
- else {
- /* fail */
- mask[i] = 0;
- }
- }
- }
-}
-
-
-/*
- * glDepthFunc( GL_GREATER ) and glDepthMask( GL_TRUE ).
- */
-void gl_depth_test_pixels_greater( GLcontext* ctx,
- GLuint n, const GLint x[], const GLint y[],
- const GLdepth z[], GLubyte mask[] )
-{
- GLdepth *zptr;
- GLuint i;
-
- for (i=0; i<n; i++) {
- if (mask[i]) {
- zptr = Z_ADDRESS(ctx,x[i],y[i]);
- if (z[i] > *zptr) {
- /* pass */
- *zptr = z[i];
- }
- else {
- /* fail */
- mask[i] = 0;
- }
- }
- }
-}
-
-
-
-
-/**********************************************************************/
-/***** Read Depth Buffer *****/
-/**********************************************************************/
-
-
-/*
- * Return a span of depth values from the depth buffer as floats in [0,1].
- * This function is only called through Driver.read_depth_span_float()
- * Input: n - how many pixels
- * x,y - location of first pixel
- * Output: depth - the array of depth values
- */
-void gl_read_depth_span_float( GLcontext* ctx,
- GLuint n, GLint x, GLint y, GLfloat depth[] )
-{
- GLdepth *zptr;
- GLfloat scale;
- GLuint i;
-
- scale = 1.0F / DEPTH_SCALE;
-
- if (ctx->Buffer->Depth) {
- zptr = Z_ADDRESS( ctx, x, y );
- for (i=0;i<n;i++) {
- depth[i] = (GLfloat) zptr[i] * scale;
- }
- }
- else {
- for (i=0;i<n;i++) {
- depth[i] = 0.0F;
- }
- }
-}
-
-
-/*
- * Return a span of depth values from the depth buffer as integers in
- * [0,MAX_DEPTH].
- * This function is only called through Driver.read_depth_span_int()
- * Input: n - how many pixels
- * x,y - location of first pixel
- * Output: depth - the array of depth values
- */
-void gl_read_depth_span_int( GLcontext* ctx,
- GLuint n, GLint x, GLint y, GLdepth depth[] )
-{
- if (ctx->Buffer->Depth) {
- GLdepth *zptr = Z_ADDRESS( ctx, x, y );
- MEMCPY( depth, zptr, n * sizeof(GLdepth) );
- }
- else {
- GLuint i;
- for (i=0;i<n;i++) {
- depth[i] = 0;
- }
- }
-}
-
-
-
-/**********************************************************************/
-/***** 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 gl_alloc_depth_buffer( GLcontext* ctx )
-{
- /* deallocate current depth buffer if present */
- if (ctx->Buffer->Depth) {
- FREE(ctx->Buffer->Depth);
- ctx->Buffer->Depth = NULL;
- }
-
- /* allocate new depth buffer, but don't initialize it */
- ctx->Buffer->Depth = (GLdepth *) MALLOC( ctx->Buffer->Width
- * ctx->Buffer->Height
- * sizeof(GLdepth) );
- if (!ctx->Buffer->Depth) {
- /* out of memory */
- ctx->Depth.Test = GL_FALSE;
- ctx->NewState |= NEW_RASTER_OPS;
- 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 gl_clear_depth_buffer( GLcontext* ctx )
-{
- GLdepth clear_value = (GLdepth) (ctx->Depth.Clear * DEPTH_SCALE);
-
- if (ctx->Visual->DepthBits==0 || !ctx->Buffer->Depth || !ctx->Depth.Mask) {
- /* no depth buffer, or writing to it is disabled */
+ if (ctx->Depth.Mask == flag)
return;
- }
- /* The loops in this function have been written so the IRIX 5.3
- * C compiler can unroll them. Hopefully other compilers can too!
- */
+ FLUSH_VERTICES(ctx, _NEW_DEPTH);
+ ctx->Depth.Mask = flag;
- if (ctx->Scissor.Enabled) {
- /* only clear scissor region */
- GLint y;
- for (y=ctx->Buffer->Ymin; y<=ctx->Buffer->Ymax; y++) {
- GLdepth *d = Z_ADDRESS( ctx, ctx->Buffer->Xmin, y );
- GLint n = ctx->Buffer->Xmax - ctx->Buffer->Xmin + 1;
- do {
- *d++ = clear_value;
- n--;
- } while (n);
- }
- }
- else {
- /* clear whole buffer */
- if (sizeof(GLdepth)==2 && (clear_value&0xff)==(clear_value>>8)) {
- /* lower and upper bytes of clear_value are same, use MEMSET */
- MEMSET( ctx->Buffer->Depth, clear_value&0xff,
- 2*ctx->Buffer->Width*ctx->Buffer->Height);
- }
- else {
- GLdepth *d = ctx->Buffer->Depth;
- GLint n = ctx->Buffer->Width * ctx->Buffer->Height;
- while (n>=16) {
- d[0] = clear_value; d[1] = clear_value;
- d[2] = clear_value; d[3] = clear_value;
- d[4] = clear_value; d[5] = clear_value;
- d[6] = clear_value; d[7] = clear_value;
- d[8] = clear_value; d[9] = clear_value;
- d[10] = clear_value; d[11] = clear_value;
- d[12] = clear_value; d[13] = clear_value;
- d[14] = clear_value; d[15] = clear_value;
- d += 16;
- n -= 16;
- }
- while (n>0) {
- *d++ = clear_value;
- n--;
- }
- }
- }
+ if (ctx->Driver.DepthMask)
+ ctx->Driver.DepthMask( ctx, flag );
}
-
-
-