1 | /* $Id: depth.c,v 1.2 2000-03-01 18:49:26 jeroen Exp $ */
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2 |
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3 | /*
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4 | * Mesa 3-D graphics library
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5 | * Version: 3.1
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6 | *
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7 | * Copyright (C) 1999 Brian Paul All Rights Reserved.
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8 | *
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9 | * Permission is hereby granted, free of charge, to any person obtaining a
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10 | * copy of this software and associated documentation files (the "Software"),
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11 | * to deal in the Software without restriction, including without limitation
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12 | * the rights to use, copy, modify, merge, publish, distribute, sublicense,
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13 | * and/or sell copies of the Software, and to permit persons to whom the
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14 | * Software is furnished to do so, subject to the following conditions:
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15 | *
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16 | * The above copyright notice and this permission notice shall be included
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17 | * in all copies or substantial portions of the Software.
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18 | *
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19 | * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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20 | * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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21 | * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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22 | * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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23 | * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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24 | * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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25 | */
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26 |
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27 |
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28 | /* $XFree86: xc/lib/GL/mesa/src/depth.c,v 1.3 1999/04/04 00:20:22 dawes Exp $ */
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29 |
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30 | /*
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31 | * Depth buffer functions
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32 | */
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33 |
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34 | #include <stdlib.h>
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35 |
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36 | #ifdef PC_HEADER
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37 | #include "all.h"
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38 | #else
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39 | #ifndef XFree86Server
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40 | #include <stdio.h>
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41 | #include <string.h>
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42 | #else
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43 | #include "GL/xf86glx.h"
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44 | #endif
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45 | #include "types.h"
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46 | #include "context.h"
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47 | #include "enums.h"
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48 | #include "depth.h"
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49 | #include "macros.h"
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50 | #endif
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51 |
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52 |
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53 |
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54 | /**********************************************************************/
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55 | /***** API Functions *****/
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56 | /**********************************************************************/
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57 |
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58 |
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59 |
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60 | void gl_ClearDepth( GLcontext* ctx, GLclampd depth )
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61 | {
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62 | ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glClearDepth");
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63 | ctx->Depth.Clear = (GLfloat) CLAMP( depth, 0.0, 1.0 );
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64 | if (ctx->Driver.ClearDepth)
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65 | (*ctx->Driver.ClearDepth)( ctx, ctx->Depth.Clear );
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66 | }
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67 |
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68 |
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69 |
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70 | void gl_DepthFunc( GLcontext* ctx, GLenum func )
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71 | {
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72 | ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glDepthFunc");
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73 |
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74 | if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
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75 | fprintf(stderr, "glDepthFunc %s\n", gl_lookup_enum_by_nr(func));
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76 |
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77 | switch (func) {
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78 | case GL_LESS: /* (default) pass if incoming z < stored z */
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79 | case GL_GEQUAL:
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80 | case GL_LEQUAL:
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81 | case GL_GREATER:
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82 | case GL_NOTEQUAL:
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83 | case GL_EQUAL:
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84 | case GL_ALWAYS:
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85 | if (ctx->Depth.Func != func) {
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86 | ctx->Depth.Func = func;
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87 | ctx->NewState |= NEW_RASTER_OPS;
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88 | ctx->TriangleCaps &= ~DD_Z_NEVER;
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89 | if (ctx->Driver.DepthFunc) {
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90 | (*ctx->Driver.DepthFunc)( ctx, func );
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91 | }
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92 | }
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93 | break;
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94 | case GL_NEVER:
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95 | if (ctx->Depth.Func != func) {
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96 | ctx->Depth.Func = func;
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97 | ctx->NewState |= NEW_RASTER_OPS;
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98 | ctx->TriangleCaps |= DD_Z_NEVER;
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99 | if (ctx->Driver.DepthFunc) {
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100 | (*ctx->Driver.DepthFunc)( ctx, func );
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101 | }
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102 | }
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103 | break;
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104 | default:
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105 | gl_error( ctx, GL_INVALID_ENUM, "glDepth.Func" );
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106 | }
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107 | }
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108 |
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109 |
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110 |
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111 | void gl_DepthMask( GLcontext* ctx, GLboolean flag )
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112 | {
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113 | ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glDepthMask");
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114 |
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115 | if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
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116 | fprintf(stderr, "glDepthMask %d\n", flag);
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117 |
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118 | /*
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119 | * GL_TRUE indicates depth buffer writing is enabled (default)
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120 | * GL_FALSE indicates depth buffer writing is disabled
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121 | */
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122 | if (ctx->Depth.Mask != flag) {
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123 | ctx->Depth.Mask = flag;
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124 | ctx->NewState |= NEW_RASTER_OPS;
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125 | if (ctx->Driver.DepthMask) {
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126 | (*ctx->Driver.DepthMask)( ctx, flag );
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127 | }
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128 | }
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129 | }
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130 |
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131 |
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132 |
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133 | /**********************************************************************/
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134 | /***** Depth Testing Functions *****/
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135 | /**********************************************************************/
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136 |
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137 |
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138 | /*
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139 | * Depth test horizontal spans of fragments. These functions are called
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140 | * via ctx->Driver.depth_test_span only.
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141 | *
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142 | * Input: n - number of pixels in the span
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143 | * x, y - location of leftmost pixel in span in window coords
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144 | * z - array [n] of integer depth values
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145 | * In/Out: mask - array [n] of flags (1=draw pixel, 0=don't draw)
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146 | * Return: number of pixels which passed depth test
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147 | */
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148 |
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149 |
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150 | /*
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151 | * glDepthFunc( any ) and glDepthMask( GL_TRUE or GL_FALSE ).
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152 | */
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153 | GLuint gl_depth_test_span_generic( GLcontext* ctx,
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154 | GLuint n, GLint x, GLint y,
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155 | const GLdepth z[],
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156 | GLubyte mask[] )
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157 | {
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158 | GLdepth *zptr = Z_ADDRESS( ctx, x, y );
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159 | GLubyte *m = mask;
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160 | GLuint i;
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161 | GLuint passed = 0;
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162 |
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163 | /* switch cases ordered from most frequent to less frequent */
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164 | switch (ctx->Depth.Func) {
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165 | case GL_LESS:
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166 | if (ctx->Depth.Mask) {
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167 | /* Update Z buffer */
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168 | for (i=0; i<n; i++,zptr++,m++) {
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169 | if (*m) {
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170 | if (z[i] < *zptr) {
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171 | /* pass */
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172 | *zptr = z[i];
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173 | passed++;
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174 | }
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175 | else {
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176 | /* fail */
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177 | *m = 0;
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178 | }
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179 | }
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180 | }
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181 | }
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182 | else {
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183 | /* Don't update Z buffer */
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184 | for (i=0; i<n; i++,zptr++,m++) {
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185 | if (*m) {
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186 | if (z[i] < *zptr) {
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187 | /* pass */
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188 | passed++;
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189 | }
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190 | else {
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191 | *m = 0;
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192 | }
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193 | }
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194 | }
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195 | }
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196 | break;
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197 | case GL_LEQUAL:
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198 | if (ctx->Depth.Mask) {
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199 | /* Update Z buffer */
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200 | for (i=0;i<n;i++,zptr++,m++) {
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201 | if (*m) {
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202 | if (z[i] <= *zptr) {
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203 | *zptr = z[i];
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204 | passed++;
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205 | }
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206 | else {
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207 | *m = 0;
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208 | }
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209 | }
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210 | }
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211 | }
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212 | else {
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213 | /* Don't update Z buffer */
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214 | for (i=0;i<n;i++,zptr++,m++) {
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215 | if (*m) {
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216 | if (z[i] <= *zptr) {
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217 | /* pass */
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218 | passed++;
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219 | }
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220 | else {
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221 | *m = 0;
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222 | }
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223 | }
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224 | }
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225 | }
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226 | break;
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227 | case GL_GEQUAL:
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228 | if (ctx->Depth.Mask) {
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229 | /* Update Z buffer */
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230 | for (i=0;i<n;i++,zptr++,m++) {
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231 | if (*m) {
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232 | if (z[i] >= *zptr) {
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233 | *zptr = z[i];
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234 | passed++;
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235 | }
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236 | else {
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237 | *m = 0;
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238 | }
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239 | }
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240 | }
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241 | }
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242 | else {
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243 | /* Don't update Z buffer */
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244 | for (i=0;i<n;i++,zptr++,m++) {
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245 | if (*m) {
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246 | if (z[i] >= *zptr) {
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247 | /* pass */
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248 | passed++;
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249 | }
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250 | else {
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251 | *m = 0;
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252 | }
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253 | }
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254 | }
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255 | }
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256 | break;
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257 | case GL_GREATER:
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258 | if (ctx->Depth.Mask) {
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259 | /* Update Z buffer */
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260 | for (i=0;i<n;i++,zptr++,m++) {
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261 | if (*m) {
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262 | if (z[i] > *zptr) {
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263 | *zptr = z[i];
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264 | passed++;
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265 | }
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266 | else {
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267 | *m = 0;
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268 | }
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269 | }
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270 | }
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271 | }
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272 | else {
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273 | /* Don't update Z buffer */
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274 | for (i=0;i<n;i++,zptr++,m++) {
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275 | if (*m) {
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276 | if (z[i] > *zptr) {
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277 | /* pass */
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278 | passed++;
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279 | }
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280 | else {
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281 | *m = 0;
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282 | }
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283 | }
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284 | }
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285 | }
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286 | break;
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287 | case GL_NOTEQUAL:
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288 | if (ctx->Depth.Mask) {
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289 | /* Update Z buffer */
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290 | for (i=0;i<n;i++,zptr++,m++) {
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291 | if (*m) {
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292 | if (z[i] != *zptr) {
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293 | *zptr = z[i];
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294 | passed++;
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295 | }
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296 | else {
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297 | *m = 0;
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298 | }
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299 | }
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300 | }
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301 | }
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302 | else {
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303 | /* Don't update Z buffer */
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304 | for (i=0;i<n;i++,zptr++,m++) {
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305 | if (*m) {
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306 | if (z[i] != *zptr) {
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307 | /* pass */
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308 | passed++;
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309 | }
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310 | else {
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311 | *m = 0;
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312 | }
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313 | }
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314 | }
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315 | }
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316 | break;
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317 | case GL_EQUAL:
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318 | if (ctx->Depth.Mask) {
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319 | /* Update Z buffer */
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320 | for (i=0;i<n;i++,zptr++,m++) {
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321 | if (*m) {
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322 | if (z[i] == *zptr) {
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323 | *zptr = z[i];
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324 | passed++;
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325 | }
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326 | else {
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327 | *m =0;
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328 | }
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329 | }
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330 | }
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331 | }
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332 | else {
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333 | /* Don't update Z buffer */
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334 | for (i=0;i<n;i++,zptr++,m++) {
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335 | if (*m) {
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336 | if (z[i] == *zptr) {
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337 | /* pass */
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338 | passed++;
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339 | }
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340 | else {
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341 | *m =0;
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342 | }
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343 | }
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344 | }
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345 | }
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346 | break;
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347 | case GL_ALWAYS:
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348 | if (ctx->Depth.Mask) {
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349 | /* Update Z buffer */
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350 | for (i=0;i<n;i++,zptr++,m++) {
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351 | if (*m) {
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352 | *zptr = z[i];
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353 | passed++;
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354 | }
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355 | }
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356 | }
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357 | else {
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358 | /* Don't update Z buffer or mask */
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359 | passed = n;
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360 | }
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361 | break;
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362 | case GL_NEVER:
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363 | for (i=0;i<n;i++) {
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364 | mask[i] = 0;
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365 | }
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366 | break;
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367 | default:
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368 | gl_problem(ctx, "Bad depth func in gl_depth_test_span_generic");
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369 | } /*switch*/
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370 |
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371 | return passed;
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372 | }
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373 |
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374 |
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375 |
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376 | /*
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377 | * glDepthFunc(GL_LESS) and glDepthMask(GL_TRUE).
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378 | */
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379 | GLuint gl_depth_test_span_less( GLcontext* ctx,
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380 | GLuint n, GLint x, GLint y, const GLdepth z[],
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381 | GLubyte mask[] )
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382 | {
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383 | GLdepth *zptr = Z_ADDRESS( ctx, x, y );
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384 | GLuint i;
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385 | GLuint passed = 0;
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386 |
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387 | for (i=0; i<n; i++) {
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388 | if (mask[i]) {
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389 | if (z[i] < zptr[i]) {
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390 | /* pass */
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391 | zptr[i] = z[i];
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392 | passed++;
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393 | }
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394 | else {
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395 | /* fail */
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396 | mask[i] = 0;
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397 | }
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398 | }
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399 | }
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400 | return passed;
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401 | }
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402 |
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403 |
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404 | /*
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405 | * glDepthFunc(GL_GREATER) and glDepthMask(GL_TRUE).
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406 | */
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407 | GLuint gl_depth_test_span_greater( GLcontext* ctx,
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408 | GLuint n, GLint x, GLint y,
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409 | const GLdepth z[],
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410 | GLubyte mask[] )
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411 | {
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412 | GLdepth *zptr = Z_ADDRESS( ctx, x, y );
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413 | GLuint i;
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414 | GLuint passed = 0;
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415 |
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416 | for (i=0; i<n; i++) {
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417 | if (mask[i]) {
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418 | if (z[i] > zptr[i]) {
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419 | /* pass */
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420 | zptr[i] = z[i];
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421 | passed++;
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422 | }
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423 | else {
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424 | /* fail */
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425 | mask[i] = 0;
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426 | }
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427 | }
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428 | }
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429 | return passed;
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430 | }
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431 |
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432 |
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433 |
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434 | /*
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435 | * Depth test an array of randomly positioned fragments.
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436 | */
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437 |
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438 |
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439 | #define ZADDR_SETUP GLdepth *depthbuffer = ctx->Buffer->Depth; \
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440 | GLint width = ctx->Buffer->Width;
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441 |
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442 | #define ZADDR( X, Y ) (depthbuffer + (Y) * width + (X) )
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443 |
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444 |
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445 |
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446 | /*
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447 | * glDepthFunc( any ) and glDepthMask( GL_TRUE or GL_FALSE ).
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448 | */
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449 | void gl_depth_test_pixels_generic( GLcontext* ctx,
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450 | GLuint n, const GLint x[], const GLint y[],
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451 | const GLdepth z[], GLubyte mask[] )
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452 | {
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453 | register GLdepth *zptr;
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454 | register GLuint i;
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455 |
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456 | /* switch cases ordered from most frequent to less frequent */
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457 | switch (ctx->Depth.Func) {
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458 | case GL_LESS:
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459 | if (ctx->Depth.Mask) {
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460 | /* Update Z buffer */
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461 | for (i=0; i<n; i++) {
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462 | if (mask[i]) {
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463 | zptr = Z_ADDRESS(ctx,x[i],y[i]);
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464 | if (z[i] < *zptr) {
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465 | /* pass */
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466 | *zptr = z[i];
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467 | }
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468 | else {
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469 | /* fail */
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470 | mask[i] = 0;
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471 | }
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472 | }
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473 | }
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474 | }
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475 | else {
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476 | /* Don't update Z buffer */
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477 | for (i=0; i<n; i++) {
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478 | if (mask[i]) {
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479 | zptr = Z_ADDRESS(ctx,x[i],y[i]);
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480 | if (z[i] < *zptr) {
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481 | /* pass */
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482 | }
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483 | else {
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484 | /* fail */
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485 | mask[i] = 0;
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486 | }
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487 | }
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488 | }
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489 | }
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490 | break;
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491 | case GL_LEQUAL:
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492 | if (ctx->Depth.Mask) {
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493 | /* Update Z buffer */
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494 | for (i=0; i<n; i++) {
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495 | if (mask[i]) {
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496 | zptr = Z_ADDRESS(ctx,x[i],y[i]);
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497 | if (z[i] <= *zptr) {
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498 | /* pass */
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499 | *zptr = z[i];
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500 | }
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501 | else {
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502 | /* fail */
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503 | mask[i] = 0;
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504 | }
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505 | }
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506 | }
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507 | }
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508 | else {
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509 | /* Don't update Z buffer */
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510 | for (i=0; i<n; i++) {
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511 | if (mask[i]) {
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512 | zptr = Z_ADDRESS(ctx,x[i],y[i]);
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513 | if (z[i] <= *zptr) {
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514 | /* pass */
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515 | }
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---|
516 | else {
|
---|
517 | /* fail */
|
---|
518 | mask[i] = 0;
|
---|
519 | }
|
---|
520 | }
|
---|
521 | }
|
---|
522 | }
|
---|
523 | break;
|
---|
524 | case GL_GEQUAL:
|
---|
525 | if (ctx->Depth.Mask) {
|
---|
526 | /* Update Z buffer */
|
---|
527 | for (i=0; i<n; i++) {
|
---|
528 | if (mask[i]) {
|
---|
529 | zptr = Z_ADDRESS(ctx,x[i],y[i]);
|
---|
530 | if (z[i] >= *zptr) {
|
---|
531 | /* pass */
|
---|
532 | *zptr = z[i];
|
---|
533 | }
|
---|
534 | else {
|
---|
535 | /* fail */
|
---|
536 | mask[i] = 0;
|
---|
537 | }
|
---|
538 | }
|
---|
539 | }
|
---|
540 | }
|
---|
541 | else {
|
---|
542 | /* Don't update Z buffer */
|
---|
543 | for (i=0; i<n; i++) {
|
---|
544 | if (mask[i]) {
|
---|
545 | zptr = Z_ADDRESS(ctx,x[i],y[i]);
|
---|
546 | if (z[i] >= *zptr) {
|
---|
547 | /* pass */
|
---|
548 | }
|
---|
549 | else {
|
---|
550 | /* fail */
|
---|
551 | mask[i] = 0;
|
---|
552 | }
|
---|
553 | }
|
---|
554 | }
|
---|
555 | }
|
---|
556 | break;
|
---|
557 | case GL_GREATER:
|
---|
558 | if (ctx->Depth.Mask) {
|
---|
559 | /* Update Z buffer */
|
---|
560 | for (i=0; i<n; i++) {
|
---|
561 | if (mask[i]) {
|
---|
562 | zptr = Z_ADDRESS(ctx,x[i],y[i]);
|
---|
563 | if (z[i] > *zptr) {
|
---|
564 | /* pass */
|
---|
565 | *zptr = z[i];
|
---|
566 | }
|
---|
567 | else {
|
---|
568 | /* fail */
|
---|
569 | mask[i] = 0;
|
---|
570 | }
|
---|
571 | }
|
---|
572 | }
|
---|
573 | }
|
---|
574 | else {
|
---|
575 | /* Don't update Z buffer */
|
---|
576 | for (i=0; i<n; i++) {
|
---|
577 | if (mask[i]) {
|
---|
578 | zptr = Z_ADDRESS(ctx,x[i],y[i]);
|
---|
579 | if (z[i] > *zptr) {
|
---|
580 | /* pass */
|
---|
581 | }
|
---|
582 | else {
|
---|
583 | /* fail */
|
---|
584 | mask[i] = 0;
|
---|
585 | }
|
---|
586 | }
|
---|
587 | }
|
---|
588 | }
|
---|
589 | break;
|
---|
590 | case GL_NOTEQUAL:
|
---|
591 | if (ctx->Depth.Mask) {
|
---|
592 | /* Update Z buffer */
|
---|
593 | for (i=0; i<n; i++) {
|
---|
594 | if (mask[i]) {
|
---|
595 | zptr = Z_ADDRESS(ctx,x[i],y[i]);
|
---|
596 | if (z[i] != *zptr) {
|
---|
597 | /* pass */
|
---|
598 | *zptr = z[i];
|
---|
599 | }
|
---|
600 | else {
|
---|
601 | /* fail */
|
---|
602 | mask[i] = 0;
|
---|
603 | }
|
---|
604 | }
|
---|
605 | }
|
---|
606 | }
|
---|
607 | else {
|
---|
608 | /* Don't update Z buffer */
|
---|
609 | for (i=0; i<n; i++) {
|
---|
610 | if (mask[i]) {
|
---|
611 | zptr = Z_ADDRESS(ctx,x[i],y[i]);
|
---|
612 | if (z[i] != *zptr) {
|
---|
613 | /* pass */
|
---|
614 | }
|
---|
615 | else {
|
---|
616 | /* fail */
|
---|
617 | mask[i] = 0;
|
---|
618 | }
|
---|
619 | }
|
---|
620 | }
|
---|
621 | }
|
---|
622 | break;
|
---|
623 | case GL_EQUAL:
|
---|
624 | if (ctx->Depth.Mask) {
|
---|
625 | /* Update Z buffer */
|
---|
626 | for (i=0; i<n; i++) {
|
---|
627 | if (mask[i]) {
|
---|
628 | zptr = Z_ADDRESS(ctx,x[i],y[i]);
|
---|
629 | if (z[i] == *zptr) {
|
---|
630 | /* pass */
|
---|
631 | *zptr = z[i];
|
---|
632 | }
|
---|
633 | else {
|
---|
634 | /* fail */
|
---|
635 | mask[i] = 0;
|
---|
636 | }
|
---|
637 | }
|
---|
638 | }
|
---|
639 | }
|
---|
640 | else {
|
---|
641 | /* Don't update Z buffer */
|
---|
642 | for (i=0; i<n; i++) {
|
---|
643 | if (mask[i]) {
|
---|
644 | zptr = Z_ADDRESS(ctx,x[i],y[i]);
|
---|
645 | if (z[i] == *zptr) {
|
---|
646 | /* pass */
|
---|
647 | }
|
---|
648 | else {
|
---|
649 | /* fail */
|
---|
650 | mask[i] = 0;
|
---|
651 | }
|
---|
652 | }
|
---|
653 | }
|
---|
654 | }
|
---|
655 | break;
|
---|
656 | case GL_ALWAYS:
|
---|
657 | if (ctx->Depth.Mask) {
|
---|
658 | /* Update Z buffer */
|
---|
659 | for (i=0; i<n; i++) {
|
---|
660 | if (mask[i]) {
|
---|
661 | zptr = Z_ADDRESS(ctx,x[i],y[i]);
|
---|
662 | *zptr = z[i];
|
---|
663 | }
|
---|
664 | }
|
---|
665 | }
|
---|
666 | else {
|
---|
667 | /* Don't update Z buffer or mask */
|
---|
668 | }
|
---|
669 | break;
|
---|
670 | case GL_NEVER:
|
---|
671 | /* depth test never passes */
|
---|
672 | for (i=0;i<n;i++) {
|
---|
673 | mask[i] = 0;
|
---|
674 | }
|
---|
675 | break;
|
---|
676 | default:
|
---|
677 | gl_problem(ctx, "Bad depth func in gl_depth_test_pixels_generic");
|
---|
678 | } /*switch*/
|
---|
679 | }
|
---|
680 |
|
---|
681 |
|
---|
682 |
|
---|
683 | /*
|
---|
684 | * glDepthFunc( GL_LESS ) and glDepthMask( GL_TRUE ).
|
---|
685 | */
|
---|
686 | void gl_depth_test_pixels_less( GLcontext* ctx,
|
---|
687 | GLuint n, const GLint x[], const GLint y[],
|
---|
688 | const GLdepth z[], GLubyte mask[] )
|
---|
689 | {
|
---|
690 | GLdepth *zptr;
|
---|
691 | GLuint i;
|
---|
692 |
|
---|
693 | for (i=0; i<n; i++) {
|
---|
694 | if (mask[i]) {
|
---|
695 | zptr = Z_ADDRESS(ctx,x[i],y[i]);
|
---|
696 | if (z[i] < *zptr) {
|
---|
697 | /* pass */
|
---|
698 | *zptr = z[i];
|
---|
699 | }
|
---|
700 | else {
|
---|
701 | /* fail */
|
---|
702 | mask[i] = 0;
|
---|
703 | }
|
---|
704 | }
|
---|
705 | }
|
---|
706 | }
|
---|
707 |
|
---|
708 |
|
---|
709 | /*
|
---|
710 | * glDepthFunc( GL_GREATER ) and glDepthMask( GL_TRUE ).
|
---|
711 | */
|
---|
712 | void gl_depth_test_pixels_greater( GLcontext* ctx,
|
---|
713 | GLuint n, const GLint x[], const GLint y[],
|
---|
714 | const GLdepth z[], GLubyte mask[] )
|
---|
715 | {
|
---|
716 | GLdepth *zptr;
|
---|
717 | GLuint i;
|
---|
718 |
|
---|
719 | for (i=0; i<n; i++) {
|
---|
720 | if (mask[i]) {
|
---|
721 | zptr = Z_ADDRESS(ctx,x[i],y[i]);
|
---|
722 | if (z[i] > *zptr) {
|
---|
723 | /* pass */
|
---|
724 | *zptr = z[i];
|
---|
725 | }
|
---|
726 | else {
|
---|
727 | /* fail */
|
---|
728 | mask[i] = 0;
|
---|
729 | }
|
---|
730 | }
|
---|
731 | }
|
---|
732 | }
|
---|
733 |
|
---|
734 |
|
---|
735 |
|
---|
736 |
|
---|
737 | /**********************************************************************/
|
---|
738 | /***** Read Depth Buffer *****/
|
---|
739 | /**********************************************************************/
|
---|
740 |
|
---|
741 |
|
---|
742 | /*
|
---|
743 | * Return a span of depth values from the depth buffer as floats in [0,1].
|
---|
744 | * This function is only called through Driver.read_depth_span_float()
|
---|
745 | * Input: n - how many pixels
|
---|
746 | * x,y - location of first pixel
|
---|
747 | * Output: depth - the array of depth values
|
---|
748 | */
|
---|
749 | void gl_read_depth_span_float( GLcontext* ctx,
|
---|
750 | GLuint n, GLint x, GLint y, GLfloat depth[] )
|
---|
751 | {
|
---|
752 | GLdepth *zptr;
|
---|
753 | GLfloat scale;
|
---|
754 | GLuint i;
|
---|
755 |
|
---|
756 | scale = 1.0F / DEPTH_SCALE;
|
---|
757 |
|
---|
758 | if (ctx->Buffer->Depth) {
|
---|
759 | zptr = Z_ADDRESS( ctx, x, y );
|
---|
760 | for (i=0;i<n;i++) {
|
---|
761 | depth[i] = (GLfloat) zptr[i] * scale;
|
---|
762 | }
|
---|
763 | }
|
---|
764 | else {
|
---|
765 | for (i=0;i<n;i++) {
|
---|
766 | depth[i] = 0.0F;
|
---|
767 | }
|
---|
768 | }
|
---|
769 | }
|
---|
770 |
|
---|
771 |
|
---|
772 | /*
|
---|
773 | * Return a span of depth values from the depth buffer as integers in
|
---|
774 | * [0,MAX_DEPTH].
|
---|
775 | * This function is only called through Driver.read_depth_span_int()
|
---|
776 | * Input: n - how many pixels
|
---|
777 | * x,y - location of first pixel
|
---|
778 | * Output: depth - the array of depth values
|
---|
779 | */
|
---|
780 | void gl_read_depth_span_int( GLcontext* ctx,
|
---|
781 | GLuint n, GLint x, GLint y, GLdepth depth[] )
|
---|
782 | {
|
---|
783 | if (ctx->Buffer->Depth) {
|
---|
784 | GLdepth *zptr = Z_ADDRESS( ctx, x, y );
|
---|
785 | MEMCPY( depth, zptr, n * sizeof(GLdepth) );
|
---|
786 | }
|
---|
787 | else {
|
---|
788 | GLuint i;
|
---|
789 | for (i=0;i<n;i++) {
|
---|
790 | depth[i] = 0;
|
---|
791 | }
|
---|
792 | }
|
---|
793 | }
|
---|
794 |
|
---|
795 |
|
---|
796 |
|
---|
797 | /**********************************************************************/
|
---|
798 | /***** Allocate and Clear Depth Buffer *****/
|
---|
799 | /**********************************************************************/
|
---|
800 |
|
---|
801 |
|
---|
802 |
|
---|
803 | /*
|
---|
804 | * Allocate a new depth buffer. If there's already a depth buffer allocated
|
---|
805 | * it will be free()'d. The new depth buffer will be uniniitalized.
|
---|
806 | * This function is only called through Driver.alloc_depth_buffer.
|
---|
807 | */
|
---|
808 | void gl_alloc_depth_buffer( GLcontext* ctx )
|
---|
809 | {
|
---|
810 | /* deallocate current depth buffer if present */
|
---|
811 | if (ctx->Buffer->Depth) {
|
---|
812 | FREE(ctx->Buffer->Depth);
|
---|
813 | ctx->Buffer->Depth = NULL;
|
---|
814 | }
|
---|
815 |
|
---|
816 | /* allocate new depth buffer, but don't initialize it */
|
---|
817 | ctx->Buffer->Depth = (GLdepth *) MALLOC( ctx->Buffer->Width
|
---|
818 | * ctx->Buffer->Height
|
---|
819 | * sizeof(GLdepth) );
|
---|
820 | if (!ctx->Buffer->Depth) {
|
---|
821 | /* out of memory */
|
---|
822 | ctx->Depth.Test = GL_FALSE;
|
---|
823 | ctx->NewState |= NEW_RASTER_OPS;
|
---|
824 | gl_error( ctx, GL_OUT_OF_MEMORY, "Couldn't allocate depth buffer" );
|
---|
825 | }
|
---|
826 | }
|
---|
827 |
|
---|
828 |
|
---|
829 |
|
---|
830 |
|
---|
831 | /*
|
---|
832 | * Clear the depth buffer. If the depth buffer doesn't exist yet we'll
|
---|
833 | * allocate it now.
|
---|
834 | * This function is only called through Driver.clear_depth_buffer.
|
---|
835 | */
|
---|
836 | void gl_clear_depth_buffer( GLcontext* ctx )
|
---|
837 | {
|
---|
838 | GLdepth clear_value = (GLdepth) (ctx->Depth.Clear * DEPTH_SCALE);
|
---|
839 |
|
---|
840 | if (ctx->Visual->DepthBits==0 || !ctx->Buffer->Depth || !ctx->Depth.Mask) {
|
---|
841 | /* no depth buffer, or writing to it is disabled */
|
---|
842 | return;
|
---|
843 | }
|
---|
844 |
|
---|
845 | /* The loops in this function have been written so the IRIX 5.3
|
---|
846 | * C compiler can unroll them. Hopefully other compilers can too!
|
---|
847 | */
|
---|
848 |
|
---|
849 | if (ctx->Scissor.Enabled) {
|
---|
850 | /* only clear scissor region */
|
---|
851 | GLint y;
|
---|
852 | for (y=ctx->Buffer->Ymin; y<=ctx->Buffer->Ymax; y++) {
|
---|
853 | GLdepth *d = Z_ADDRESS( ctx, ctx->Buffer->Xmin, y );
|
---|
854 | GLint n = ctx->Buffer->Xmax - ctx->Buffer->Xmin + 1;
|
---|
855 | do {
|
---|
856 | *d++ = clear_value;
|
---|
857 | n--;
|
---|
858 | } while (n);
|
---|
859 | }
|
---|
860 | }
|
---|
861 | else {
|
---|
862 | /* clear whole buffer */
|
---|
863 | if (sizeof(GLdepth)==2 && (clear_value&0xff)==(clear_value>>8)) {
|
---|
864 | /* lower and upper bytes of clear_value are same, use MEMSET */
|
---|
865 | MEMSET( ctx->Buffer->Depth, clear_value&0xff,
|
---|
866 | 2*ctx->Buffer->Width*ctx->Buffer->Height);
|
---|
867 | }
|
---|
868 | else {
|
---|
869 | GLdepth *d = ctx->Buffer->Depth;
|
---|
870 | GLint n = ctx->Buffer->Width * ctx->Buffer->Height;
|
---|
871 | while (n>=16) {
|
---|
872 | d[0] = clear_value; d[1] = clear_value;
|
---|
873 | d[2] = clear_value; d[3] = clear_value;
|
---|
874 | d[4] = clear_value; d[5] = clear_value;
|
---|
875 | d[6] = clear_value; d[7] = clear_value;
|
---|
876 | d[8] = clear_value; d[9] = clear_value;
|
---|
877 | d[10] = clear_value; d[11] = clear_value;
|
---|
878 | d[12] = clear_value; d[13] = clear_value;
|
---|
879 | d[14] = clear_value; d[15] = clear_value;
|
---|
880 | d += 16;
|
---|
881 | n -= 16;
|
---|
882 | }
|
---|
883 | while (n>0) {
|
---|
884 | *d++ = clear_value;
|
---|
885 | n--;
|
---|
886 | }
|
---|
887 | }
|
---|
888 | }
|
---|
889 | }
|
---|
890 |
|
---|
891 |
|
---|
892 |
|
---|