swrast: stop using _DepthBuffer in triangle code
authorBrian Paul <brianp@vmware.com>
Sat, 24 Dec 2011 15:54:27 +0000 (08:54 -0700)
committerBrian Paul <brianp@vmware.com>
Sat, 24 Dec 2011 16:25:40 +0000 (09:25 -0700)
The only consequence is we can only use the occlusion_zless_16_triangle()
function with MESA_FORMAT_Z16.

src/mesa/swrast/s_triangle.c

index c4d504b06bf2e19b816c83e3d237150f2a457b6c..43deaf47b96f1548d2048e69d5f619ca84922777 100644 (file)
@@ -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;
          }
       }