/*
* Mesa 3-D graphics library
- * Version: 7.2.1
*
* Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
*
* 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.
+ * THE AUTHORS OR COPYRIGHT HOLDERS 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 "main/glheader.h"
#include "main/context.h"
#include "main/formats.h"
+#include "main/format_unpack.h"
+#include "main/format_pack.h"
#include "main/macros.h"
#include "main/imports.h"
+#include "s_context.h"
#include "s_depth.h"
#include "s_span.h"
+
+#define Z_TEST(COMPARE) \
+ do { \
+ GLuint i; \
+ for (i = 0; i < n; i++) { \
+ if (mask[i]) { \
+ if (COMPARE) { \
+ /* pass */ \
+ if (write) { \
+ zbuffer[i] = zfrag[i]; \
+ } \
+ passed++; \
+ } \
+ else { \
+ /* fail */ \
+ mask[i] = 0; \
+ } \
+ } \
+ } \
+ } while (0)
+
+
/**
- * Do depth test for a horizontal span of fragments.
- * Input: zbuffer - array of z values in the zbuffer
- * z - array of fragment z values
- * Return: number of fragments which pass the test.
+ * Do depth test for an array of 16-bit Z values.
+ * @param zbuffer array of Z buffer values (16-bit)
+ * @param zfrag array of fragment Z values (use 16-bit in 32-bit uint)
+ * @param mask which fragments are alive, killed afterward
+ * @return number of fragments which pass the test.
*/
static GLuint
depth_test_span16( struct gl_context *ctx, GLuint n,
- GLushort zbuffer[], const GLuint z[], GLubyte mask[] )
+ GLushort zbuffer[], const GLuint zfrag[], GLubyte mask[] )
{
+ const GLboolean write = ctx->Depth.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:
- memset(mask, 0, n * sizeof(GLubyte));
- break;
- default:
- _mesa_problem(ctx, "Bad depth func in depth_test_span16");
+ case GL_LESS:
+ Z_TEST(zfrag[i] < zbuffer[i]);
+ break;
+ case GL_LEQUAL:
+ Z_TEST(zfrag[i] <= zbuffer[i]);
+ break;
+ case GL_GEQUAL:
+ Z_TEST(zfrag[i] >= zbuffer[i]);
+ break;
+ case GL_GREATER:
+ Z_TEST(zfrag[i] > zbuffer[i]);
+ break;
+ case GL_NOTEQUAL:
+ Z_TEST(zfrag[i] != zbuffer[i]);
+ break;
+ case GL_EQUAL:
+ Z_TEST(zfrag[i] == zbuffer[i]);
+ break;
+ case GL_ALWAYS:
+ Z_TEST(1);
+ break;
+ case GL_NEVER:
+ memset(mask, 0, n * sizeof(GLubyte));
+ break;
+ default:
+ _mesa_problem(ctx, "Bad depth func in depth_test_span16");
}
return passed;
}
+/**
+ * Do depth test for an array of 32-bit Z values.
+ * @param zbuffer array of Z buffer values (32-bit)
+ * @param zfrag array of fragment Z values (use 32-bits in 32-bit uint)
+ * @param mask which fragments are alive, killed afterward
+ * @return number of fragments which pass the test.
+ */
static GLuint
depth_test_span32( struct gl_context *ctx, GLuint n,
- GLuint zbuffer[], const GLuint z[], GLubyte mask[] )
+ GLuint zbuffer[], const GLuint zfrag[], GLubyte mask[])
{
+ const GLboolean write = ctx->Depth.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:
- memset(mask, 0, n * sizeof(GLubyte));
- break;
- default:
- _mesa_problem(ctx, "Bad depth func in depth_test_span32");
+ case GL_LESS:
+ Z_TEST(zfrag[i] < zbuffer[i]);
+ break;
+ case GL_LEQUAL:
+ Z_TEST(zfrag[i] <= zbuffer[i]);
+ break;
+ case GL_GEQUAL:
+ Z_TEST(zfrag[i] >= zbuffer[i]);
+ break;
+ case GL_GREATER:
+ Z_TEST(zfrag[i] > zbuffer[i]);
+ break;
+ case GL_NOTEQUAL:
+ Z_TEST(zfrag[i] != zbuffer[i]);
+ break;
+ case GL_EQUAL:
+ Z_TEST(zfrag[i] == zbuffer[i]);
+ break;
+ case GL_ALWAYS:
+ Z_TEST(1);
+ break;
+ case GL_NEVER:
+ memset(mask, 0, n * sizeof(GLubyte));
+ break;
+ default:
+ _mesa_problem(ctx, "Bad depth func in depth_test_span32");
}
return passed;
}
-
/**
* Clamp fragment Z values to the depth near/far range (glDepthRange()).
* This is used when GL_ARB_depth_clamp/GL_DEPTH_CLAMP is turned on.
GLfloat min_f, max_f;
GLuint i;
- if (ctx->Viewport.Near < ctx->Viewport.Far) {
- min_f = ctx->Viewport.Near;
- max_f = ctx->Viewport.Far;
+ if (ctx->ViewportArray[0].Near < ctx->ViewportArray[0].Far) {
+ min_f = ctx->ViewportArray[0].Near;
+ max_f = ctx->ViewportArray[0].Far;
} else {
- min_f = ctx->Viewport.Far;
- max_f = ctx->Viewport.Near;
+ min_f = ctx->ViewportArray[0].Far;
+ max_f = ctx->ViewportArray[0].Near;
}
/* Convert floating point values in [0,1] to device Z coordinates in
}
-
-/*
- * Apply depth test to span of fragments.
+/**
+ * Get array of 32-bit z values from the depth buffer. With clipping.
+ * Note: the returned values are always in the range [0, 2^32-1].
*/
-static GLuint
-depth_test_span( struct gl_context *ctx, SWspan *span)
+static void
+get_z32_values(struct gl_context *ctx, struct gl_renderbuffer *rb,
+ GLuint count, const GLint x[], const GLint y[],
+ GLuint zbuffer[])
{
- struct gl_framebuffer *fb = ctx->DrawBuffer;
- struct gl_renderbuffer *rb = fb->_DepthBuffer;
- const GLint x = span->x;
- const GLint y = span->y;
- const GLuint count = span->end;
- const GLuint *zValues = span->array->z;
- GLubyte *mask = span->array->mask;
- GLuint passed;
+ struct swrast_renderbuffer *srb = swrast_renderbuffer(rb);
+ const GLint w = rb->Width, h = rb->Height;
+ const GLubyte *map = _swrast_pixel_address(rb, 0, 0);
+ GLuint i;
- ASSERT((span->arrayMask & SPAN_XY) == 0);
- ASSERT(span->arrayMask & SPAN_Z);
-
- if (rb->GetPointer(ctx, rb, 0, 0)) {
- /* Directly access buffer */
- if (rb->DataType == GL_UNSIGNED_SHORT) {
- GLushort *zbuffer = (GLushort *) rb->GetPointer(ctx, rb, x, y);
- passed = depth_test_span16(ctx, count, zbuffer, zValues, mask);
- }
- else {
- GLuint *zbuffer = (GLuint *) rb->GetPointer(ctx, rb, x, y);
- ASSERT(rb->DataType == GL_UNSIGNED_INT);
- passed = depth_test_span32(ctx, count, zbuffer, zValues, mask);
+ if (rb->Format == MESA_FORMAT_Z_UNORM32) {
+ const GLint rowStride = srb->RowStride;
+ for (i = 0; i < count; i++) {
+ if (x[i] >= 0 && y[i] >= 0 && x[i] < w && y[i] < h) {
+ zbuffer[i] = *((GLuint *) (map + y[i] * rowStride + x[i] * 4));
+ }
}
}
else {
- /* read depth values from buffer, test, write back */
- if (rb->DataType == GL_UNSIGNED_SHORT) {
- GLushort zbuffer[MAX_WIDTH];
- rb->GetRow(ctx, rb, count, x, y, zbuffer);
- passed = depth_test_span16(ctx, count, zbuffer, zValues, mask);
- rb->PutRow(ctx, rb, count, x, y, zbuffer, mask);
- }
- else {
- GLuint zbuffer[MAX_WIDTH];
- ASSERT(rb->DataType == GL_UNSIGNED_INT);
- rb->GetRow(ctx, rb, count, x, y, zbuffer);
- passed = depth_test_span32(ctx, count, zbuffer, zValues, mask);
- rb->PutRow(ctx, rb, count, x, y, zbuffer, mask);
+ const GLint bpp = _mesa_get_format_bytes(rb->Format);
+ const GLint rowStride = srb->RowStride;
+ for (i = 0; i < count; i++) {
+ if (x[i] >= 0 && y[i] >= 0 && x[i] < w && y[i] < h) {
+ const GLubyte *src = map + y[i] * rowStride+ x[i] * bpp;
+ _mesa_unpack_uint_z_row(rb->Format, 1, src, &zbuffer[i]);
+ }
}
}
-
- if (passed < count) {
- span->writeAll = GL_FALSE;
- }
- return passed;
}
-
-#define Z_ADDRESS(X, Y) (zStart + (Y) * stride + (X))
-
-
-/*
- * Do depth testing for an array of fragments at assorted locations.
+/**
+ * Put an array of 32-bit z values into the depth buffer.
+ * Note: the z values are always in the range [0, 2^32-1].
*/
static void
-direct_depth_test_pixels16(struct gl_context *ctx, GLushort *zStart, GLuint stride,
- GLuint n, const GLint x[], const GLint y[],
- const GLuint z[], GLubyte mask[] )
+put_z32_values(struct gl_context *ctx, struct gl_renderbuffer *rb,
+ GLuint count, const GLint x[], const GLint y[],
+ const GLuint zvalues[], const 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_ADDRESS(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_ADDRESS(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_ADDRESS(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_ADDRESS(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_ADDRESS(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_ADDRESS(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_ADDRESS(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_ADDRESS(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_ADDRESS(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_ADDRESS(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_ADDRESS(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_ADDRESS(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_ADDRESS(x[i], y[i]);
- *zptr = z[i];
- }
- }
- }
- else {
- /* Don't update Z buffer or mask */
- }
- break;
- case GL_NEVER:
- /* depth test never passes */
- memset(mask, 0, n * sizeof(GLubyte));
- break;
- default:
- _mesa_problem(ctx, "Bad depth func in direct_depth_test_pixels");
- }
-}
-
-
+ struct swrast_renderbuffer *srb = swrast_renderbuffer(rb);
+ const GLint w = rb->Width, h = rb->Height;
+ GLubyte *map = _swrast_pixel_address(rb, 0, 0);
+ GLuint i;
-/*
- * Do depth testing for an array of fragments with direct access to zbuffer.
- */
-static void
-direct_depth_test_pixels32(struct gl_context *ctx, GLuint *zStart, GLuint stride,
- GLuint n, const GLint x[], const GLint y[],
- const GLuint 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_ADDRESS(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_ADDRESS(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_ADDRESS(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_ADDRESS(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_ADDRESS(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_ADDRESS(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_ADDRESS(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_ADDRESS(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_ADDRESS(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_ADDRESS(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_ADDRESS(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_ADDRESS(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_ADDRESS(x[i], y[i]);
- *zptr = z[i];
- }
- }
- }
- else {
- /* Don't update Z buffer or mask */
- }
- break;
- case GL_NEVER:
- /* depth test never passes */
- memset(mask, 0, n * sizeof(GLubyte));
- break;
- default:
- _mesa_problem(ctx, "Bad depth func in direct_depth_test_pixels");
+ if (rb->Format == MESA_FORMAT_Z_UNORM32) {
+ const GLint rowStride = srb->RowStride;
+ for (i = 0; i < count; i++) {
+ if (mask[i] && x[i] >= 0 && y[i] >= 0 && x[i] < w && y[i] < h) {
+ GLuint *dst = (GLuint *) (map + y[i] * rowStride + x[i] * 4);
+ *dst = zvalues[i];
+ }
+ }
+ }
+ else {
+ gl_pack_uint_z_func packZ = _mesa_get_pack_uint_z_func(rb->Format);
+ const GLint bpp = _mesa_get_format_bytes(rb->Format);
+ const GLint rowStride = srb->RowStride;
+ for (i = 0; i < count; i++) {
+ if (mask[i] && x[i] >= 0 && y[i] >= 0 && x[i] < w && y[i] < h) {
+ void *dst = map + y[i] * rowStride + x[i] * bpp;
+ packZ(zvalues + i, dst);
+ }
+ }
}
}
-
-
-static GLuint
-depth_test_pixels( struct gl_context *ctx, SWspan *span )
+/**
+ * Apply depth (Z) buffer testing to the span.
+ * \return approx number of pixels that passed (only zero is reliable)
+ */
+GLuint
+_swrast_depth_test_span(struct gl_context *ctx, SWspan *span)
{
struct gl_framebuffer *fb = ctx->DrawBuffer;
- struct gl_renderbuffer *rb = fb->_DepthBuffer;
+ struct gl_renderbuffer *rb = fb->Attachment[BUFFER_DEPTH].Renderbuffer;
+ const GLint bpp = _mesa_get_format_bytes(rb->Format);
+ void *zStart;
const GLuint count = span->end;
- const GLint *x = span->array->x;
- const GLint *y = span->array->y;
- const GLuint *z = span->array->z;
+ const GLuint *fragZ = span->array->z;
GLubyte *mask = span->array->mask;
+ void *zBufferVals;
+ GLuint *zBufferTemp = NULL;
+ GLuint passed;
+ GLuint zBits = _mesa_get_format_bits(rb->Format, GL_DEPTH_BITS);
+ GLboolean ztest16 = GL_FALSE;
+
+ if (span->arrayMask & SPAN_XY)
+ zStart = NULL;
+ else
+ zStart = _swrast_pixel_address(rb, span->x, span->y);
- if (rb->GetPointer(ctx, rb, 0, 0)) {
- /* Directly access values */
- if (rb->DataType == GL_UNSIGNED_SHORT) {
- GLushort *zStart = (GLushort *) rb->Data;
- GLuint stride = rb->Width;
- direct_depth_test_pixels16(ctx, zStart, stride, count, x, y, z, mask);
+ if (rb->Format == MESA_FORMAT_Z_UNORM16 && !(span->arrayMask & SPAN_XY)) {
+ /* directly read/write row of 16-bit Z values */
+ zBufferVals = zStart;
+ ztest16 = GL_TRUE;
+ }
+ else if (rb->Format == MESA_FORMAT_Z_UNORM32 && !(span->arrayMask & SPAN_XY)) {
+ /* directly read/write row of 32-bit Z values */
+ zBufferVals = zStart;
+ }
+ else {
+ if (_mesa_get_format_datatype(rb->Format) != GL_UNSIGNED_NORMALIZED) {
+ _mesa_problem(ctx, "Incorrectly writing swrast's integer depth "
+ "values to %s depth buffer",
+ _mesa_get_format_name(rb->Format));
+ }
+
+ /* copy Z buffer values into temp buffer (32-bit Z values) */
+ zBufferTemp = malloc(count * sizeof(GLuint));
+ if (!zBufferTemp)
+ return 0;
+
+ if (span->arrayMask & SPAN_XY) {
+ get_z32_values(ctx, rb, count,
+ span->array->x, span->array->y, zBufferTemp);
}
else {
- GLuint *zStart = (GLuint *) rb->Data;
- GLuint stride = rb->Width;
- ASSERT(rb->DataType == GL_UNSIGNED_INT);
- direct_depth_test_pixels32(ctx, zStart, stride, count, x, y, z, mask);
+ _mesa_unpack_uint_z_row(rb->Format, count, zStart, zBufferTemp);
}
- }
- else {
- /* read depth values from buffer, test, write back */
- if (rb->DataType == GL_UNSIGNED_SHORT) {
- GLushort zbuffer[MAX_WIDTH];
- _swrast_get_values(ctx, rb, count, x, y, zbuffer, sizeof(GLushort));
- depth_test_span16(ctx, count, zbuffer, z, mask);
- rb->PutValues(ctx, rb, count, x, y, zbuffer, mask);
+
+ if (zBits == 24) {
+ GLuint i;
+ /* Convert depth buffer values from 32 to 24 bits to match the
+ * fragment Z values generated by rasterization.
+ */
+ for (i = 0; i < count; i++) {
+ zBufferTemp[i] >>= 8;
+ }
+ }
+ else if (zBits == 16) {
+ GLuint i;
+ /* Convert depth buffer values from 32 to 16 bits */
+ for (i = 0; i < count; i++) {
+ zBufferTemp[i] >>= 16;
+ }
}
else {
- GLuint zbuffer[MAX_WIDTH];
- ASSERT(rb->DataType == GL_UNSIGNED_INT);
- _swrast_get_values(ctx, rb, count, x, y, zbuffer, sizeof(GLuint));
- depth_test_span32(ctx, count, zbuffer, z, mask);
- rb->PutValues(ctx, rb, count, x, y, zbuffer, mask);
+ assert(zBits == 32);
}
+
+ zBufferVals = zBufferTemp;
}
- return count; /* not really correct, but OK */
-}
+ /* do the depth test either with 16 or 32-bit values */
+ if (ztest16)
+ passed = depth_test_span16(ctx, count, zBufferVals, fragZ, mask);
+ else
+ passed = depth_test_span32(ctx, count, zBufferVals, fragZ, mask);
+ if (zBufferTemp) {
+ /* need to write temp Z values back into the buffer */
-/**
- * Apply depth (Z) buffer testing to the span.
- * \return approx number of pixels that passed (only zero is reliable)
- */
-GLuint
-_swrast_depth_test_span( struct gl_context *ctx, SWspan *span)
-{
- if (span->arrayMask & SPAN_XY)
- return depth_test_pixels(ctx, span);
- else
- return depth_test_span(ctx, span);
+ /* Convert depth buffer values back to 32-bit values. The least
+ * significant bits don't matter since they'll get dropped when
+ * they're packed back into the depth buffer.
+ */
+ if (zBits == 24) {
+ GLuint i;
+ for (i = 0; i < count; i++) {
+ zBufferTemp[i] = (zBufferTemp[i] << 8);
+ }
+ }
+ else if (zBits == 16) {
+ GLuint i;
+ for (i = 0; i < count; i++) {
+ zBufferTemp[i] = zBufferTemp[i] << 16;
+ }
+ }
+
+ if (span->arrayMask & SPAN_XY) {
+ /* random locations */
+ put_z32_values(ctx, rb, count, span->array->x, span->array->y,
+ zBufferTemp, mask);
+ }
+ else {
+ /* horizontal row */
+ gl_pack_uint_z_func packZ = _mesa_get_pack_uint_z_func(rb->Format);
+ GLubyte *dst = zStart;
+ GLuint i;
+ for (i = 0; i < count; i++) {
+ if (mask[i]) {
+ packZ(&zBufferTemp[i], dst);
+ }
+ dst += bpp;
+ }
+ }
+
+ free(zBufferTemp);
+ }
+
+ if (passed < count) {
+ span->writeAll = GL_FALSE;
+ }
+ return passed;
}
_swrast_depth_bounds_test( struct gl_context *ctx, SWspan *span )
{
struct gl_framebuffer *fb = ctx->DrawBuffer;
- struct gl_renderbuffer *rb = fb->_DepthBuffer;
+ struct gl_renderbuffer *rb = fb->Attachment[BUFFER_DEPTH].Renderbuffer;
+ GLubyte *zStart;
GLuint zMin = (GLuint) (ctx->Depth.BoundsMin * fb->_DepthMaxF + 0.5F);
GLuint zMax = (GLuint) (ctx->Depth.BoundsMax * fb->_DepthMaxF + 0.5F);
GLubyte *mask = span->array->mask;
const GLuint count = span->end;
GLuint i;
GLboolean anyPass = GL_FALSE;
+ GLuint *zBufferTemp;
+ const GLuint *zBufferVals;
- if (rb->DataType == GL_UNSIGNED_SHORT) {
- /* get 16-bit values */
- GLushort zbuffer16[MAX_WIDTH], *zbuffer;
- if (span->arrayMask & SPAN_XY) {
- _swrast_get_values(ctx, rb, count, span->array->x, span->array->y,
- zbuffer16, sizeof(GLushort));
- zbuffer = zbuffer16;
- }
- else {
- zbuffer = (GLushort*) rb->GetPointer(ctx, rb, span->x, span->y);
- if (!zbuffer) {
- rb->GetRow(ctx, rb, count, span->x, span->y, zbuffer16);
- zbuffer = zbuffer16;
- }
- }
- assert(zbuffer);
+ zBufferTemp = malloc(count * sizeof(GLuint));
+ if (!zBufferTemp) {
+ /* don't generate a stream of OUT_OF_MEMORY errors here */
+ return GL_FALSE;
+ }
- /* Now do the tests */
- for (i = 0; i < count; i++) {
- if (mask[i]) {
- if (zbuffer[i] < zMin || zbuffer[i] > zMax)
- mask[i] = GL_FALSE;
- else
- anyPass = GL_TRUE;
- }
- }
+ if (span->arrayMask & SPAN_XY)
+ zStart = NULL;
+ else
+ zStart = _swrast_pixel_address(rb, span->x, span->y);
+
+ if (rb->Format == MESA_FORMAT_Z_UNORM32 && !(span->arrayMask & SPAN_XY)) {
+ /* directly access 32-bit values in the depth buffer */
+ zBufferVals = (const GLuint *) zStart;
}
else {
- /* get 32-bit values */
- GLuint zbuffer32[MAX_WIDTH], *zbuffer;
- ASSERT(rb->DataType == GL_UNSIGNED_INT);
+ /* unpack Z values into a temporary array */
if (span->arrayMask & SPAN_XY) {
- _swrast_get_values(ctx, rb, count, span->array->x, span->array->y,
- zbuffer32, sizeof(GLuint));
- zbuffer = zbuffer32;
+ get_z32_values(ctx, rb, count, span->array->x, span->array->y,
+ zBufferTemp);
}
else {
- zbuffer = (GLuint*) rb->GetPointer(ctx, rb, span->x, span->y);
- if (!zbuffer) {
- rb->GetRow(ctx, rb, count, span->x, span->y, zbuffer32);
- zbuffer = zbuffer32;
- }
+ _mesa_unpack_uint_z_row(rb->Format, count, zStart, zBufferTemp);
}
- assert(zbuffer);
+ zBufferVals = zBufferTemp;
+ }
- /* Now do the tests */
- for (i = 0; i < count; i++) {
- if (mask[i]) {
- if (zbuffer[i] < zMin || zbuffer[i] > zMax)
- mask[i] = GL_FALSE;
- else
- anyPass = GL_TRUE;
- }
+ /* Now do the tests */
+ for (i = 0; i < count; i++) {
+ if (mask[i]) {
+ if (zBufferVals[i] < zMin || zBufferVals[i] > zMax)
+ mask[i] = GL_FALSE;
+ else
+ anyPass = GL_TRUE;
}
}
+ free(zBufferTemp);
+
return anyPass;
}
* Read a span of depth values from the given depth renderbuffer, returning
* the values as GLfloats.
* This function does clipping to prevent reading outside the depth buffer's
- * bounds. Though the clipping is redundant when we're called from
- * _swrast_ReadPixels.
+ * bounds.
*/
void
-_swrast_read_depth_span_float( struct gl_context *ctx, struct gl_renderbuffer *rb,
- GLint n, GLint x, GLint y, GLfloat depth[] )
+_swrast_read_depth_span_float(struct gl_context *ctx,
+ struct gl_renderbuffer *rb,
+ GLint n, GLint x, GLint y, GLfloat depth[])
{
- const GLfloat scale = 1.0F / ctx->DrawBuffer->_DepthMaxF;
-
if (!rb) {
/* really only doing this to prevent FP exceptions later */
memset(depth, 0, n * sizeof(GLfloat));
return;
}
- ASSERT(rb->_BaseFormat == GL_DEPTH_COMPONENT);
-
if (y < 0 || y >= (GLint) rb->Height ||
x + n <= 0 || x >= (GLint) rb->Width) {
/* span is completely outside framebuffer */
return;
}
- if (rb->DataType == GL_UNSIGNED_INT) {
- GLuint temp[MAX_WIDTH];
- GLint i;
- rb->GetRow(ctx, rb, n, x, y, temp);
- for (i = 0; i < n; i++) {
- depth[i] = temp[i] * scale;
- }
- }
- else if (rb->DataType == GL_UNSIGNED_SHORT) {
- GLushort temp[MAX_WIDTH];
- GLint i;
- rb->GetRow(ctx, rb, n, x, y, temp);
- for (i = 0; i < n; i++) {
- depth[i] = temp[i] * scale;
- }
- }
- else {
- _mesa_problem(ctx, "Invalid depth renderbuffer data type");
- }
+ _mesa_unpack_float_z_row(rb->Format, n, _swrast_pixel_address(rb, x, y),
+ depth);
}
+
/**
- * Clear the given z/depth renderbuffer.
+ * Clear the given z/depth renderbuffer. If the buffer is a combined
+ * depth+stencil buffer, only the Z bits will be touched.
*/
void
-_swrast_clear_depth_buffer( struct gl_context *ctx, struct gl_renderbuffer *rb )
+_swrast_clear_depth_buffer(struct gl_context *ctx)
{
- GLuint clearValue;
+ struct gl_renderbuffer *rb =
+ ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
GLint x, y, width, height;
+ GLubyte *map;
+ GLint rowStride, i, j;
+ GLbitfield mapMode;
if (!rb || !ctx->Depth.Mask) {
/* no depth buffer, or writing to it is disabled */
return;
}
- /* compute integer clearing value */
- if (ctx->Depth.Clear == 1.0) {
- clearValue = ctx->DrawBuffer->_DepthMax;
- }
- else {
- clearValue = (GLuint) (ctx->Depth.Clear * ctx->DrawBuffer->_DepthMaxF);
- }
-
- assert(rb->_BaseFormat == GL_DEPTH_COMPONENT);
-
/* compute region to clear */
x = ctx->DrawBuffer->_Xmin;
y = ctx->DrawBuffer->_Ymin;
width = ctx->DrawBuffer->_Xmax - ctx->DrawBuffer->_Xmin;
height = ctx->DrawBuffer->_Ymax - ctx->DrawBuffer->_Ymin;
- if (rb->GetPointer(ctx, rb, 0, 0)) {
- /* Direct buffer access is possible. Either this is just malloc'd
- * memory, or perhaps the driver mmap'd the zbuffer memory.
- */
- if (rb->DataType == GL_UNSIGNED_SHORT) {
- if ((clearValue & 0xff) == ((clearValue >> 8) & 0xff) &&
- ((GLushort *) rb->GetPointer(ctx, rb, 0, 0) + width ==
- (GLushort *) rb->GetPointer(ctx, rb, 0, 1))) {
- /* optimized case */
- GLushort *dst = (GLushort *) rb->GetPointer(ctx, rb, x, y);
- GLuint len = width * height * sizeof(GLushort);
- memset(dst, (clearValue & 0xff), len);
+ mapMode = GL_MAP_WRITE_BIT;
+ if (rb->Format == MESA_FORMAT_Z24_UNORM_S8_UINT ||
+ rb->Format == MESA_FORMAT_Z24_UNORM_X8_UINT ||
+ rb->Format == MESA_FORMAT_S8_UINT_Z24_UNORM ||
+ rb->Format == MESA_FORMAT_X8_UINT_Z24_UNORM) {
+ mapMode |= GL_MAP_READ_BIT;
+ }
+
+ ctx->Driver.MapRenderbuffer(ctx, rb, x, y, width, height,
+ mapMode, &map, &rowStride);
+ if (!map) {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "glClear(depth)");
+ return;
+ }
+
+ switch (rb->Format) {
+ case MESA_FORMAT_Z_UNORM16:
+ {
+ GLfloat clear = (GLfloat) ctx->Depth.Clear;
+ GLushort clearVal = 0;
+ _mesa_pack_float_z_row(rb->Format, 1, &clear, &clearVal);
+ if (clearVal == 0xffff && width * 2 == rowStride) {
+ /* common case */
+ memset(map, 0xff, width * height * 2);
}
else {
- /* general case */
- GLint i, j;
for (i = 0; i < height; i++) {
- GLushort *dst = (GLushort *) rb->GetPointer(ctx, rb, x, y + i);
+ GLushort *row = (GLushort *) map;
for (j = 0; j < width; j++) {
- dst[j] = clearValue;
+ row[j] = clearVal;
}
+ map += rowStride;
}
}
}
- else {
- GLint i, j;
- ASSERT(rb->DataType == GL_UNSIGNED_INT);
+ break;
+ case MESA_FORMAT_Z_UNORM32:
+ case MESA_FORMAT_Z_FLOAT32:
+ {
+ GLfloat clear = (GLfloat) ctx->Depth.Clear;
+ GLuint clearVal = 0;
+ _mesa_pack_float_z_row(rb->Format, 1, &clear, &clearVal);
for (i = 0; i < height; i++) {
- GLuint *dst = (GLuint *) rb->GetPointer(ctx, rb, x, y + i);
+ GLuint *row = (GLuint *) map;
for (j = 0; j < width; j++) {
- dst[j] = clearValue;
+ row[j] = clearVal;
}
+ map += rowStride;
}
}
- }
- else {
- /* Direct access not possible. Use PutRow to write new values. */
- if (rb->DataType == GL_UNSIGNED_SHORT) {
- GLushort clearVal16 = (GLushort) (clearValue & 0xffff);
- GLint i;
+ break;
+ case MESA_FORMAT_Z24_UNORM_S8_UINT:
+ case MESA_FORMAT_Z24_UNORM_X8_UINT:
+ case MESA_FORMAT_S8_UINT_Z24_UNORM:
+ case MESA_FORMAT_X8_UINT_Z24_UNORM:
+ {
+ GLfloat clear = (GLfloat) ctx->Depth.Clear;
+ GLuint clearVal = 0;
+ GLuint mask;
+
+ if (rb->Format == MESA_FORMAT_Z24_UNORM_S8_UINT ||
+ rb->Format == MESA_FORMAT_Z24_UNORM_X8_UINT)
+ mask = 0xff000000;
+ else
+ mask = 0xff;
+
+ _mesa_pack_float_z_row(rb->Format, 1, &clear, &clearVal);
for (i = 0; i < height; i++) {
- rb->PutMonoRow(ctx, rb, width, x, y + i, &clearVal16, NULL);
+ GLuint *row = (GLuint *) map;
+ for (j = 0; j < width; j++) {
+ row[j] = (row[j] & mask) | clearVal;
+ }
+ map += rowStride;
}
+
}
- else if (rb->DataType == GL_UNSIGNED_INT) {
- GLint i;
- ASSERT(sizeof(clearValue) == sizeof(GLuint));
+ break;
+ case MESA_FORMAT_Z32_FLOAT_S8X24_UINT:
+ /* XXX untested */
+ {
+ GLfloat clearVal = (GLfloat) ctx->Depth.Clear;
for (i = 0; i < height; i++) {
- rb->PutMonoRow(ctx, rb, width, x, y + i, &clearValue, NULL);
+ GLfloat *row = (GLfloat *) map;
+ for (j = 0; j < width; j++) {
+ row[j * 2] = clearVal;
+ }
+ map += rowStride;
}
}
- else {
- _mesa_problem(ctx, "bad depth renderbuffer DataType");
+ break;
+ default:
+ _mesa_problem(ctx, "Unexpected depth buffer format %s"
+ " in _swrast_clear_depth_buffer()",
+ _mesa_get_format_name(rb->Format));
+ }
+
+ ctx->Driver.UnmapRenderbuffer(ctx, rb);
+}
+
+
+
+
+/**
+ * Clear both depth and stencil values in a combined depth+stencil buffer.
+ */
+void
+_swrast_clear_depth_stencil_buffer(struct gl_context *ctx)
+{
+ const GLubyte stencilBits = ctx->DrawBuffer->Visual.stencilBits;
+ const GLuint writeMask = ctx->Stencil.WriteMask[0];
+ const GLuint stencilMax = (1 << stencilBits) - 1;
+ struct gl_renderbuffer *rb =
+ ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
+ GLint x, y, width, height;
+ GLbitfield mapMode;
+ GLubyte *map;
+ GLint rowStride, i, j;
+
+ /* check that we really have a combined depth+stencil buffer */
+ assert(rb == ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer);
+
+ /* compute region to clear */
+ x = ctx->DrawBuffer->_Xmin;
+ y = ctx->DrawBuffer->_Ymin;
+ width = ctx->DrawBuffer->_Xmax - ctx->DrawBuffer->_Xmin;
+ height = ctx->DrawBuffer->_Ymax - ctx->DrawBuffer->_Ymin;
+
+ mapMode = GL_MAP_WRITE_BIT;
+ if ((writeMask & stencilMax) != stencilMax) {
+ /* need to mask stencil values */
+ mapMode |= GL_MAP_READ_BIT;
+ }
+
+ ctx->Driver.MapRenderbuffer(ctx, rb, x, y, width, height,
+ mapMode, &map, &rowStride);
+ if (!map) {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "glClear(depth+stencil)");
+ return;
+ }
+
+ switch (rb->Format) {
+ case MESA_FORMAT_Z24_UNORM_S8_UINT:
+ case MESA_FORMAT_S8_UINT_Z24_UNORM:
+ {
+ GLfloat zClear = (GLfloat) ctx->Depth.Clear;
+ GLuint clear = 0, mask;
+
+ _mesa_pack_float_z_row(rb->Format, 1, &zClear, &clear);
+
+ if (rb->Format == MESA_FORMAT_Z24_UNORM_S8_UINT) {
+ mask = ((~writeMask) & 0xff) << 24;
+ clear |= (ctx->Stencil.Clear & writeMask & 0xff) << 24;
+ }
+ else {
+ mask = ((~writeMask) & 0xff);
+ clear |= (ctx->Stencil.Clear & writeMask & 0xff);
+ }
+
+ for (i = 0; i < height; i++) {
+ GLuint *row = (GLuint *) map;
+ if (mask != 0x0) {
+ for (j = 0; j < width; j++) {
+ row[j] = (row[j] & mask) | clear;
+ }
+ }
+ else {
+ for (j = 0; j < width; j++) {
+ row[j] = clear;
+ }
+ }
+ map += rowStride;
+ }
}
+ break;
+ case MESA_FORMAT_Z32_FLOAT_S8X24_UINT:
+ /* XXX untested */
+ {
+ const GLfloat zClear = (GLfloat) ctx->Depth.Clear;
+ const GLuint sClear = ctx->Stencil.Clear & writeMask;
+ const GLuint sMask = (~writeMask) & 0xff;
+ for (i = 0; i < height; i++) {
+ GLfloat *zRow = (GLfloat *) map;
+ GLuint *sRow = (GLuint *) map;
+ for (j = 0; j < width; j++) {
+ zRow[j * 2 + 0] = zClear;
+ }
+ if (sMask != 0) {
+ for (j = 0; j < width; j++) {
+ sRow[j * 2 + 1] = (sRow[j * 2 + 1] & sMask) | sClear;
+ }
+ }
+ else {
+ for (j = 0; j < width; j++) {
+ sRow[j * 2 + 1] = sClear;
+ }
+ }
+ map += rowStride;
+ }
+ }
+ break;
+ default:
+ _mesa_problem(ctx, "Unexpected depth buffer format %s"
+ " in _swrast_clear_depth_buffer()",
+ _mesa_get_format_name(rb->Format));
}
+
+ ctx->Driver.UnmapRenderbuffer(ctx, rb);
+
}