| jtg | afb833d | 1999-08-19 00:55:39 +0000 | [diff] [blame^] | 1 | /* $Id: depth.c,v 1.1 1999/08/19 00:55:41 jtg Exp $ */ |
| 2 | |
| 3 | /* |
| 4 | * Mesa 3-D graphics library |
| 5 | * Version: 3.1 |
| 6 | * |
| 7 | * Copyright (C) 1999 Brian Paul All Rights Reserved. |
| 8 | * |
| 9 | * Permission is hereby granted, free of charge, to any person obtaining a |
| 10 | * copy of this software and associated documentation files (the "Software"), |
| 11 | * to deal in the Software without restriction, including without limitation |
| 12 | * the rights to use, copy, modify, merge, publish, distribute, sublicense, |
| 13 | * and/or sell copies of the Software, and to permit persons to whom the |
| 14 | * Software is furnished to do so, subject to the following conditions: |
| 15 | * |
| 16 | * The above copyright notice and this permission notice shall be included |
| 17 | * in all copies or substantial portions of the Software. |
| 18 | * |
| 19 | * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS |
| 20 | * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
| 21 | * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
| 22 | * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN |
| 23 | * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN |
| 24 | * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. |
| 25 | */ |
| 26 | |
| 27 | |
| 28 | /* |
| 29 | * Depth buffer functions |
| 30 | */ |
| 31 | |
| 32 | |
| 33 | #ifdef PC_HEADER |
| 34 | #include "all.h" |
| 35 | #else |
| 36 | #include <stdlib.h> |
| 37 | #include <stdio.h> |
| 38 | #include <string.h> |
| 39 | #include "context.h" |
| 40 | #include "enums.h" |
| 41 | #include "depth.h" |
| 42 | #include "macros.h" |
| 43 | #include "types.h" |
| 44 | #ifdef XFree86Server |
| 45 | #include "GL/xf86glx.h" |
| 46 | #endif |
| 47 | #endif |
| 48 | |
| 49 | |
| 50 | |
| 51 | /**********************************************************************/ |
| 52 | /***** API Functions *****/ |
| 53 | /**********************************************************************/ |
| 54 | |
| 55 | |
| 56 | |
| 57 | void gl_ClearDepth( GLcontext* ctx, GLclampd depth ) |
| 58 | { |
| 59 | ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glClearDepth"); |
| 60 | ctx->Depth.Clear = (GLfloat) CLAMP( depth, 0.0, 1.0 ); |
| 61 | if (ctx->Driver.ClearDepth) |
| 62 | (*ctx->Driver.ClearDepth)( ctx, ctx->Depth.Clear ); |
| 63 | } |
| 64 | |
| 65 | |
| 66 | |
| 67 | void gl_DepthFunc( GLcontext* ctx, GLenum func ) |
| 68 | { |
| 69 | ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glDepthFunc"); |
| 70 | |
| 71 | if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE)) |
| 72 | fprintf(stderr, "glDepthFunc %s\n", gl_lookup_enum_by_nr(func)); |
| 73 | |
| 74 | |
| 75 | switch (func) { |
| 76 | case GL_NEVER: |
| 77 | case GL_LESS: /* (default) pass if incoming z < stored z */ |
| 78 | case GL_GEQUAL: |
| 79 | case GL_LEQUAL: |
| 80 | case GL_GREATER: |
| 81 | case GL_NOTEQUAL: |
| 82 | case GL_EQUAL: |
| 83 | case GL_ALWAYS: |
| 84 | if (ctx->Depth.Func != func) { |
| 85 | ctx->Depth.Func = func; |
| 86 | ctx->NewState |= NEW_RASTER_OPS; |
| 87 | if (ctx->Driver.DepthFunc) { |
| 88 | (*ctx->Driver.DepthFunc)( ctx, func ); |
| 89 | } |
| 90 | } |
| 91 | break; |
| 92 | default: |
| 93 | gl_error( ctx, GL_INVALID_ENUM, "glDepth.Func" ); |
| 94 | } |
| 95 | } |
| 96 | |
| 97 | |
| 98 | |
| 99 | void gl_DepthMask( GLcontext* ctx, GLboolean flag ) |
| 100 | { |
| 101 | ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glDepthMask"); |
| 102 | |
| 103 | if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE)) |
| 104 | fprintf(stderr, "glDepthMask %d\n", flag); |
| 105 | |
| 106 | /* |
| 107 | * GL_TRUE indicates depth buffer writing is enabled (default) |
| 108 | * GL_FALSE indicates depth buffer writing is disabled |
| 109 | */ |
| 110 | if (ctx->Depth.Mask != flag) { |
| 111 | ctx->Depth.Mask = flag; |
| 112 | ctx->NewState |= NEW_RASTER_OPS; |
| 113 | if (ctx->Driver.DepthMask) { |
| 114 | (*ctx->Driver.DepthMask)( ctx, flag ); |
| 115 | } |
| 116 | } |
| 117 | } |
| 118 | |
| 119 | |
| 120 | |
| 121 | /**********************************************************************/ |
| 122 | /***** Depth Testing Functions *****/ |
| 123 | /**********************************************************************/ |
| 124 | |
| 125 | |
| 126 | /* |
| 127 | * Depth test horizontal spans of fragments. These functions are called |
| 128 | * via ctx->Driver.depth_test_span only. |
| 129 | * |
| 130 | * Input: n - number of pixels in the span |
| 131 | * x, y - location of leftmost pixel in span in window coords |
| 132 | * z - array [n] of integer depth values |
| 133 | * In/Out: mask - array [n] of flags (1=draw pixel, 0=don't draw) |
| 134 | * Return: number of pixels which passed depth test |
| 135 | */ |
| 136 | |
| 137 | |
| 138 | /* |
| 139 | * glDepthFunc( any ) and glDepthMask( GL_TRUE or GL_FALSE ). |
| 140 | */ |
| 141 | GLuint gl_depth_test_span_generic( GLcontext* ctx, |
| 142 | GLuint n, GLint x, GLint y, |
| 143 | const GLdepth z[], |
| 144 | GLubyte mask[] ) |
| 145 | { |
| 146 | GLdepth *zptr = Z_ADDRESS( ctx, x, y ); |
| 147 | GLubyte *m = mask; |
| 148 | GLuint i; |
| 149 | GLuint passed = 0; |
| 150 | |
| 151 | /* switch cases ordered from most frequent to less frequent */ |
| 152 | switch (ctx->Depth.Func) { |
| 153 | case GL_LESS: |
| 154 | if (ctx->Depth.Mask) { |
| 155 | /* Update Z buffer */ |
| 156 | for (i=0; i<n; i++,zptr++,m++) { |
| 157 | if (*m) { |
| 158 | if (z[i] < *zptr) { |
| 159 | /* pass */ |
| 160 | *zptr = z[i]; |
| 161 | passed++; |
| 162 | } |
| 163 | else { |
| 164 | /* fail */ |
| 165 | *m = 0; |
| 166 | } |
| 167 | } |
| 168 | } |
| 169 | } |
| 170 | else { |
| 171 | /* Don't update Z buffer */ |
| 172 | for (i=0; i<n; i++,zptr++,m++) { |
| 173 | if (*m) { |
| 174 | if (z[i] < *zptr) { |
| 175 | /* pass */ |
| 176 | passed++; |
| 177 | } |
| 178 | else { |
| 179 | *m = 0; |
| 180 | } |
| 181 | } |
| 182 | } |
| 183 | } |
| 184 | break; |
| 185 | case GL_LEQUAL: |
| 186 | if (ctx->Depth.Mask) { |
| 187 | /* Update Z buffer */ |
| 188 | for (i=0;i<n;i++,zptr++,m++) { |
| 189 | if (*m) { |
| 190 | if (z[i] <= *zptr) { |
| 191 | *zptr = z[i]; |
| 192 | passed++; |
| 193 | } |
| 194 | else { |
| 195 | *m = 0; |
| 196 | } |
| 197 | } |
| 198 | } |
| 199 | } |
| 200 | else { |
| 201 | /* Don't update Z buffer */ |
| 202 | for (i=0;i<n;i++,zptr++,m++) { |
| 203 | if (*m) { |
| 204 | if (z[i] <= *zptr) { |
| 205 | /* pass */ |
| 206 | passed++; |
| 207 | } |
| 208 | else { |
| 209 | *m = 0; |
| 210 | } |
| 211 | } |
| 212 | } |
| 213 | } |
| 214 | break; |
| 215 | case GL_GEQUAL: |
| 216 | if (ctx->Depth.Mask) { |
| 217 | /* Update Z buffer */ |
| 218 | for (i=0;i<n;i++,zptr++,m++) { |
| 219 | if (*m) { |
| 220 | if (z[i] >= *zptr) { |
| 221 | *zptr = z[i]; |
| 222 | passed++; |
| 223 | } |
| 224 | else { |
| 225 | *m = 0; |
| 226 | } |
| 227 | } |
| 228 | } |
| 229 | } |
| 230 | else { |
| 231 | /* Don't update Z buffer */ |
| 232 | for (i=0;i<n;i++,zptr++,m++) { |
| 233 | if (*m) { |
| 234 | if (z[i] >= *zptr) { |
| 235 | /* pass */ |
| 236 | passed++; |
| 237 | } |
| 238 | else { |
| 239 | *m = 0; |
| 240 | } |
| 241 | } |
| 242 | } |
| 243 | } |
| 244 | break; |
| 245 | case GL_GREATER: |
| 246 | if (ctx->Depth.Mask) { |
| 247 | /* Update Z buffer */ |
| 248 | for (i=0;i<n;i++,zptr++,m++) { |
| 249 | if (*m) { |
| 250 | if (z[i] > *zptr) { |
| 251 | *zptr = z[i]; |
| 252 | passed++; |
| 253 | } |
| 254 | else { |
| 255 | *m = 0; |
| 256 | } |
| 257 | } |
| 258 | } |
| 259 | } |
| 260 | else { |
| 261 | /* Don't update Z buffer */ |
| 262 | for (i=0;i<n;i++,zptr++,m++) { |
| 263 | if (*m) { |
| 264 | if (z[i] > *zptr) { |
| 265 | /* pass */ |
| 266 | passed++; |
| 267 | } |
| 268 | else { |
| 269 | *m = 0; |
| 270 | } |
| 271 | } |
| 272 | } |
| 273 | } |
| 274 | break; |
| 275 | case GL_NOTEQUAL: |
| 276 | if (ctx->Depth.Mask) { |
| 277 | /* Update Z buffer */ |
| 278 | for (i=0;i<n;i++,zptr++,m++) { |
| 279 | if (*m) { |
| 280 | if (z[i] != *zptr) { |
| 281 | *zptr = z[i]; |
| 282 | passed++; |
| 283 | } |
| 284 | else { |
| 285 | *m = 0; |
| 286 | } |
| 287 | } |
| 288 | } |
| 289 | } |
| 290 | else { |
| 291 | /* Don't update Z buffer */ |
| 292 | for (i=0;i<n;i++,zptr++,m++) { |
| 293 | if (*m) { |
| 294 | if (z[i] != *zptr) { |
| 295 | /* pass */ |
| 296 | passed++; |
| 297 | } |
| 298 | else { |
| 299 | *m = 0; |
| 300 | } |
| 301 | } |
| 302 | } |
| 303 | } |
| 304 | break; |
| 305 | case GL_EQUAL: |
| 306 | if (ctx->Depth.Mask) { |
| 307 | /* Update Z buffer */ |
| 308 | for (i=0;i<n;i++,zptr++,m++) { |
| 309 | if (*m) { |
| 310 | if (z[i] == *zptr) { |
| 311 | *zptr = z[i]; |
| 312 | passed++; |
| 313 | } |
| 314 | else { |
| 315 | *m =0; |
| 316 | } |
| 317 | } |
| 318 | } |
| 319 | } |
| 320 | else { |
| 321 | /* Don't update Z buffer */ |
| 322 | for (i=0;i<n;i++,zptr++,m++) { |
| 323 | if (*m) { |
| 324 | if (z[i] == *zptr) { |
| 325 | /* pass */ |
| 326 | passed++; |
| 327 | } |
| 328 | else { |
| 329 | *m =0; |
| 330 | } |
| 331 | } |
| 332 | } |
| 333 | } |
| 334 | break; |
| 335 | case GL_ALWAYS: |
| 336 | if (ctx->Depth.Mask) { |
| 337 | /* Update Z buffer */ |
| 338 | for (i=0;i<n;i++,zptr++,m++) { |
| 339 | if (*m) { |
| 340 | *zptr = z[i]; |
| 341 | passed++; |
| 342 | } |
| 343 | } |
| 344 | } |
| 345 | else { |
| 346 | /* Don't update Z buffer or mask */ |
| 347 | passed = n; |
| 348 | } |
| 349 | break; |
| 350 | case GL_NEVER: |
| 351 | for (i=0;i<n;i++) { |
| 352 | mask[i] = 0; |
| 353 | } |
| 354 | break; |
| 355 | default: |
| 356 | gl_problem(ctx, "Bad depth func in gl_depth_test_span_generic"); |
| 357 | } /*switch*/ |
| 358 | |
| 359 | return passed; |
| 360 | } |
| 361 | |
| 362 | |
| 363 | |
| 364 | /* |
| 365 | * glDepthFunc(GL_LESS) and glDepthMask(GL_TRUE). |
| 366 | */ |
| 367 | GLuint gl_depth_test_span_less( GLcontext* ctx, |
| 368 | GLuint n, GLint x, GLint y, const GLdepth z[], |
| 369 | GLubyte mask[] ) |
| 370 | { |
| 371 | GLdepth *zptr = Z_ADDRESS( ctx, x, y ); |
| 372 | GLuint i; |
| 373 | GLuint passed = 0; |
| 374 | |
| 375 | for (i=0; i<n; i++) { |
| 376 | if (mask[i]) { |
| 377 | if (z[i] < zptr[i]) { |
| 378 | /* pass */ |
| 379 | zptr[i] = z[i]; |
| 380 | passed++; |
| 381 | } |
| 382 | else { |
| 383 | /* fail */ |
| 384 | mask[i] = 0; |
| 385 | } |
| 386 | } |
| 387 | } |
| 388 | return passed; |
| 389 | } |
| 390 | |
| 391 | |
| 392 | /* |
| 393 | * glDepthFunc(GL_GREATER) and glDepthMask(GL_TRUE). |
| 394 | */ |
| 395 | GLuint gl_depth_test_span_greater( GLcontext* ctx, |
| 396 | GLuint n, GLint x, GLint y, |
| 397 | const GLdepth z[], |
| 398 | GLubyte mask[] ) |
| 399 | { |
| 400 | GLdepth *zptr = Z_ADDRESS( ctx, x, y ); |
| 401 | GLuint i; |
| 402 | GLuint passed = 0; |
| 403 | |
| 404 | for (i=0; i<n; i++) { |
| 405 | if (mask[i]) { |
| 406 | if (z[i] > zptr[i]) { |
| 407 | /* pass */ |
| 408 | zptr[i] = z[i]; |
| 409 | passed++; |
| 410 | } |
| 411 | else { |
| 412 | /* fail */ |
| 413 | mask[i] = 0; |
| 414 | } |
| 415 | } |
| 416 | } |
| 417 | return passed; |
| 418 | } |
| 419 | |
| 420 | |
| 421 | |
| 422 | /* |
| 423 | * Depth test an array of randomly positioned fragments. |
| 424 | */ |
| 425 | |
| 426 | |
| 427 | #define ZADDR_SETUP GLdepth *depthbuffer = ctx->Buffer->Depth; \ |
| 428 | GLint width = ctx->Buffer->Width; |
| 429 | |
| 430 | #define ZADDR( X, Y ) (depthbuffer + (Y) * width + (X) ) |
| 431 | |
| 432 | |
| 433 | |
| 434 | /* |
| 435 | * glDepthFunc( any ) and glDepthMask( GL_TRUE or GL_FALSE ). |
| 436 | */ |
| 437 | void gl_depth_test_pixels_generic( GLcontext* ctx, |
| 438 | GLuint n, const GLint x[], const GLint y[], |
| 439 | const GLdepth z[], GLubyte mask[] ) |
| 440 | { |
| 441 | register GLdepth *zptr; |
| 442 | register GLuint i; |
| 443 | |
| 444 | /* switch cases ordered from most frequent to less frequent */ |
| 445 | switch (ctx->Depth.Func) { |
| 446 | case GL_LESS: |
| 447 | if (ctx->Depth.Mask) { |
| 448 | /* Update Z buffer */ |
| 449 | for (i=0; i<n; i++) { |
| 450 | if (mask[i]) { |
| 451 | zptr = Z_ADDRESS(ctx,x[i],y[i]); |
| 452 | if (z[i] < *zptr) { |
| 453 | /* pass */ |
| 454 | *zptr = z[i]; |
| 455 | } |
| 456 | else { |
| 457 | /* fail */ |
| 458 | mask[i] = 0; |
| 459 | } |
| 460 | } |
| 461 | } |
| 462 | } |
| 463 | else { |
| 464 | /* Don't update Z buffer */ |
| 465 | for (i=0; i<n; i++) { |
| 466 | if (mask[i]) { |
| 467 | zptr = Z_ADDRESS(ctx,x[i],y[i]); |
| 468 | if (z[i] < *zptr) { |
| 469 | /* pass */ |
| 470 | } |
| 471 | else { |
| 472 | /* fail */ |
| 473 | mask[i] = 0; |
| 474 | } |
| 475 | } |
| 476 | } |
| 477 | } |
| 478 | break; |
| 479 | case GL_LEQUAL: |
| 480 | if (ctx->Depth.Mask) { |
| 481 | /* Update Z buffer */ |
| 482 | for (i=0; i<n; i++) { |
| 483 | if (mask[i]) { |
| 484 | zptr = Z_ADDRESS(ctx,x[i],y[i]); |
| 485 | if (z[i] <= *zptr) { |
| 486 | /* pass */ |
| 487 | *zptr = z[i]; |
| 488 | } |
| 489 | else { |
| 490 | /* fail */ |
| 491 | mask[i] = 0; |
| 492 | } |
| 493 | } |
| 494 | } |
| 495 | } |
| 496 | else { |
| 497 | /* Don't update Z buffer */ |
| 498 | for (i=0; i<n; i++) { |
| 499 | if (mask[i]) { |
| 500 | zptr = Z_ADDRESS(ctx,x[i],y[i]); |
| 501 | if (z[i] <= *zptr) { |
| 502 | /* pass */ |
| 503 | } |
| 504 | else { |
| 505 | /* fail */ |
| 506 | mask[i] = 0; |
| 507 | } |
| 508 | } |
| 509 | } |
| 510 | } |
| 511 | break; |
| 512 | case GL_GEQUAL: |
| 513 | if (ctx->Depth.Mask) { |
| 514 | /* Update Z buffer */ |
| 515 | for (i=0; i<n; i++) { |
| 516 | if (mask[i]) { |
| 517 | zptr = Z_ADDRESS(ctx,x[i],y[i]); |
| 518 | if (z[i] >= *zptr) { |
| 519 | /* pass */ |
| 520 | *zptr = z[i]; |
| 521 | } |
| 522 | else { |
| 523 | /* fail */ |
| 524 | mask[i] = 0; |
| 525 | } |
| 526 | } |
| 527 | } |
| 528 | } |
| 529 | else { |
| 530 | /* Don't update Z buffer */ |
| 531 | for (i=0; i<n; i++) { |
| 532 | if (mask[i]) { |
| 533 | zptr = Z_ADDRESS(ctx,x[i],y[i]); |
| 534 | if (z[i] >= *zptr) { |
| 535 | /* pass */ |
| 536 | } |
| 537 | else { |
| 538 | /* fail */ |
| 539 | mask[i] = 0; |
| 540 | } |
| 541 | } |
| 542 | } |
| 543 | } |
| 544 | break; |
| 545 | case GL_GREATER: |
| 546 | if (ctx->Depth.Mask) { |
| 547 | /* Update Z buffer */ |
| 548 | for (i=0; i<n; i++) { |
| 549 | if (mask[i]) { |
| 550 | zptr = Z_ADDRESS(ctx,x[i],y[i]); |
| 551 | if (z[i] > *zptr) { |
| 552 | /* pass */ |
| 553 | *zptr = z[i]; |
| 554 | } |
| 555 | else { |
| 556 | /* fail */ |
| 557 | mask[i] = 0; |
| 558 | } |
| 559 | } |
| 560 | } |
| 561 | } |
| 562 | else { |
| 563 | /* Don't update Z buffer */ |
| 564 | for (i=0; i<n; i++) { |
| 565 | if (mask[i]) { |
| 566 | zptr = Z_ADDRESS(ctx,x[i],y[i]); |
| 567 | if (z[i] > *zptr) { |
| 568 | /* pass */ |
| 569 | } |
| 570 | else { |
| 571 | /* fail */ |
| 572 | mask[i] = 0; |
| 573 | } |
| 574 | } |
| 575 | } |
| 576 | } |
| 577 | break; |
| 578 | case GL_NOTEQUAL: |
| 579 | if (ctx->Depth.Mask) { |
| 580 | /* Update Z buffer */ |
| 581 | for (i=0; i<n; i++) { |
| 582 | if (mask[i]) { |
| 583 | zptr = Z_ADDRESS(ctx,x[i],y[i]); |
| 584 | if (z[i] != *zptr) { |
| 585 | /* pass */ |
| 586 | *zptr = z[i]; |
| 587 | } |
| 588 | else { |
| 589 | /* fail */ |
| 590 | mask[i] = 0; |
| 591 | } |
| 592 | } |
| 593 | } |
| 594 | } |
| 595 | else { |
| 596 | /* Don't update Z buffer */ |
| 597 | for (i=0; i<n; i++) { |
| 598 | if (mask[i]) { |
| 599 | zptr = Z_ADDRESS(ctx,x[i],y[i]); |
| 600 | if (z[i] != *zptr) { |
| 601 | /* pass */ |
| 602 | } |
| 603 | else { |
| 604 | /* fail */ |
| 605 | mask[i] = 0; |
| 606 | } |
| 607 | } |
| 608 | } |
| 609 | } |
| 610 | break; |
| 611 | case GL_EQUAL: |
| 612 | if (ctx->Depth.Mask) { |
| 613 | /* Update Z buffer */ |
| 614 | for (i=0; i<n; i++) { |
| 615 | if (mask[i]) { |
| 616 | zptr = Z_ADDRESS(ctx,x[i],y[i]); |
| 617 | if (z[i] == *zptr) { |
| 618 | /* pass */ |
| 619 | *zptr = z[i]; |
| 620 | } |
| 621 | else { |
| 622 | /* fail */ |
| 623 | mask[i] = 0; |
| 624 | } |
| 625 | } |
| 626 | } |
| 627 | } |
| 628 | else { |
| 629 | /* Don't update Z buffer */ |
| 630 | for (i=0; i<n; i++) { |
| 631 | if (mask[i]) { |
| 632 | zptr = Z_ADDRESS(ctx,x[i],y[i]); |
| 633 | if (z[i] == *zptr) { |
| 634 | /* pass */ |
| 635 | } |
| 636 | else { |
| 637 | /* fail */ |
| 638 | mask[i] = 0; |
| 639 | } |
| 640 | } |
| 641 | } |
| 642 | } |
| 643 | break; |
| 644 | case GL_ALWAYS: |
| 645 | if (ctx->Depth.Mask) { |
| 646 | /* Update Z buffer */ |
| 647 | for (i=0; i<n; i++) { |
| 648 | if (mask[i]) { |
| 649 | zptr = Z_ADDRESS(ctx,x[i],y[i]); |
| 650 | *zptr = z[i]; |
| 651 | } |
| 652 | } |
| 653 | } |
| 654 | else { |
| 655 | /* Don't update Z buffer or mask */ |
| 656 | } |
| 657 | break; |
| 658 | case GL_NEVER: |
| 659 | /* depth test never passes */ |
| 660 | for (i=0;i<n;i++) { |
| 661 | mask[i] = 0; |
| 662 | } |
| 663 | break; |
| 664 | default: |
| 665 | gl_problem(ctx, "Bad depth func in gl_depth_test_pixels_generic"); |
| 666 | } /*switch*/ |
| 667 | } |
| 668 | |
| 669 | |
| 670 | |
| 671 | /* |
| 672 | * glDepthFunc( GL_LESS ) and glDepthMask( GL_TRUE ). |
| 673 | */ |
| 674 | void gl_depth_test_pixels_less( GLcontext* ctx, |
| 675 | GLuint n, const GLint x[], const GLint y[], |
| 676 | const GLdepth z[], GLubyte mask[] ) |
| 677 | { |
| 678 | GLdepth *zptr; |
| 679 | GLuint i; |
| 680 | |
| 681 | for (i=0; i<n; i++) { |
| 682 | if (mask[i]) { |
| 683 | zptr = Z_ADDRESS(ctx,x[i],y[i]); |
| 684 | if (z[i] < *zptr) { |
| 685 | /* pass */ |
| 686 | *zptr = z[i]; |
| 687 | } |
| 688 | else { |
| 689 | /* fail */ |
| 690 | mask[i] = 0; |
| 691 | } |
| 692 | } |
| 693 | } |
| 694 | } |
| 695 | |
| 696 | |
| 697 | /* |
| 698 | * glDepthFunc( GL_GREATER ) and glDepthMask( GL_TRUE ). |
| 699 | */ |
| 700 | void gl_depth_test_pixels_greater( GLcontext* ctx, |
| 701 | GLuint n, const GLint x[], const GLint y[], |
| 702 | const GLdepth z[], GLubyte mask[] ) |
| 703 | { |
| 704 | GLdepth *zptr; |
| 705 | GLuint i; |
| 706 | |
| 707 | for (i=0; i<n; i++) { |
| 708 | if (mask[i]) { |
| 709 | zptr = Z_ADDRESS(ctx,x[i],y[i]); |
| 710 | if (z[i] > *zptr) { |
| 711 | /* pass */ |
| 712 | *zptr = z[i]; |
| 713 | } |
| 714 | else { |
| 715 | /* fail */ |
| 716 | mask[i] = 0; |
| 717 | } |
| 718 | } |
| 719 | } |
| 720 | } |
| 721 | |
| 722 | |
| 723 | |
| 724 | |
| 725 | /**********************************************************************/ |
| 726 | /***** Read Depth Buffer *****/ |
| 727 | /**********************************************************************/ |
| 728 | |
| 729 | |
| 730 | /* |
| 731 | * Return a span of depth values from the depth buffer as floats in [0,1]. |
| 732 | * This function is only called through Driver.read_depth_span_float() |
| 733 | * Input: n - how many pixels |
| 734 | * x,y - location of first pixel |
| 735 | * Output: depth - the array of depth values |
| 736 | */ |
| 737 | void gl_read_depth_span_float( GLcontext* ctx, |
| 738 | GLuint n, GLint x, GLint y, GLfloat depth[] ) |
| 739 | { |
| 740 | GLdepth *zptr; |
| 741 | GLfloat scale; |
| 742 | GLuint i; |
| 743 | |
| 744 | scale = 1.0F / DEPTH_SCALE; |
| 745 | |
| 746 | if (ctx->Buffer->Depth) { |
| 747 | zptr = Z_ADDRESS( ctx, x, y ); |
| 748 | for (i=0;i<n;i++) { |
| 749 | depth[i] = (GLfloat) zptr[i] * scale; |
| 750 | } |
| 751 | } |
| 752 | else { |
| 753 | for (i=0;i<n;i++) { |
| 754 | depth[i] = 0.0F; |
| 755 | } |
| 756 | } |
| 757 | } |
| 758 | |
| 759 | |
| 760 | /* |
| 761 | * Return a span of depth values from the depth buffer as integers in |
| 762 | * [0,MAX_DEPTH]. |
| 763 | * This function is only called through Driver.read_depth_span_int() |
| 764 | * Input: n - how many pixels |
| 765 | * x,y - location of first pixel |
| 766 | * Output: depth - the array of depth values |
| 767 | */ |
| 768 | void gl_read_depth_span_int( GLcontext* ctx, |
| 769 | GLuint n, GLint x, GLint y, GLdepth depth[] ) |
| 770 | { |
| 771 | if (ctx->Buffer->Depth) { |
| 772 | GLdepth *zptr = Z_ADDRESS( ctx, x, y ); |
| 773 | MEMCPY( depth, zptr, n * sizeof(GLdepth) ); |
| 774 | } |
| 775 | else { |
| 776 | GLuint i; |
| 777 | for (i=0;i<n;i++) { |
| 778 | depth[i] = 0; |
| 779 | } |
| 780 | } |
| 781 | } |
| 782 | |
| 783 | |
| 784 | |
| 785 | /**********************************************************************/ |
| 786 | /***** Allocate and Clear Depth Buffer *****/ |
| 787 | /**********************************************************************/ |
| 788 | |
| 789 | |
| 790 | |
| 791 | /* |
| 792 | * Allocate a new depth buffer. If there's already a depth buffer allocated |
| 793 | * it will be free()'d. The new depth buffer will be uniniitalized. |
| 794 | * This function is only called through Driver.alloc_depth_buffer. |
| 795 | */ |
| 796 | void gl_alloc_depth_buffer( GLcontext* ctx ) |
| 797 | { |
| 798 | /* deallocate current depth buffer if present */ |
| 799 | if (ctx->Buffer->Depth) { |
| 800 | free(ctx->Buffer->Depth); |
| 801 | ctx->Buffer->Depth = NULL; |
| 802 | } |
| 803 | |
| 804 | /* allocate new depth buffer, but don't initialize it */ |
| 805 | ctx->Buffer->Depth = (GLdepth *) malloc( ctx->Buffer->Width |
| 806 | * ctx->Buffer->Height |
| 807 | * sizeof(GLdepth) ); |
| 808 | if (!ctx->Buffer->Depth) { |
| 809 | /* out of memory */ |
| 810 | ctx->Depth.Test = GL_FALSE; |
| 811 | gl_error( ctx, GL_OUT_OF_MEMORY, "Couldn't allocate depth buffer" ); |
| 812 | } |
| 813 | } |
| 814 | |
| 815 | |
| 816 | |
| 817 | |
| 818 | /* |
| 819 | * Clear the depth buffer. If the depth buffer doesn't exist yet we'll |
| 820 | * allocate it now. |
| 821 | * This function is only called through Driver.clear_depth_buffer. |
| 822 | */ |
| 823 | void gl_clear_depth_buffer( GLcontext* ctx ) |
| 824 | { |
| 825 | GLdepth clear_value = (GLdepth) (ctx->Depth.Clear * DEPTH_SCALE); |
| 826 | |
| 827 | if (ctx->Visual->DepthBits==0 || !ctx->Buffer->Depth || !ctx->Depth.Mask) { |
| 828 | /* no depth buffer, or writing to it is disabled */ |
| 829 | return; |
| 830 | } |
| 831 | |
| 832 | /* The loops in this function have been written so the IRIX 5.3 |
| 833 | * C compiler can unroll them. Hopefully other compilers can too! |
| 834 | */ |
| 835 | |
| 836 | if (ctx->Scissor.Enabled) { |
| 837 | /* only clear scissor region */ |
| 838 | GLint y; |
| 839 | for (y=ctx->Buffer->Ymin; y<=ctx->Buffer->Ymax; y++) { |
| 840 | GLdepth *d = Z_ADDRESS( ctx, ctx->Buffer->Xmin, y ); |
| 841 | GLint n = ctx->Buffer->Xmax - ctx->Buffer->Xmin + 1; |
| 842 | do { |
| 843 | *d++ = clear_value; |
| 844 | n--; |
| 845 | } while (n); |
| 846 | } |
| 847 | } |
| 848 | else { |
| 849 | /* clear whole buffer */ |
| 850 | if (sizeof(GLdepth)==2 && (clear_value&0xff)==(clear_value>>8)) { |
| 851 | /* lower and upper bytes of clear_value are same, use MEMSET */ |
| 852 | MEMSET( ctx->Buffer->Depth, clear_value&0xff, |
| 853 | 2*ctx->Buffer->Width*ctx->Buffer->Height); |
| 854 | } |
| 855 | else { |
| 856 | GLdepth *d = ctx->Buffer->Depth; |
| 857 | GLint n = ctx->Buffer->Width * ctx->Buffer->Height; |
| 858 | while (n>=16) { |
| 859 | d[0] = clear_value; d[1] = clear_value; |
| 860 | d[2] = clear_value; d[3] = clear_value; |
| 861 | d[4] = clear_value; d[5] = clear_value; |
| 862 | d[6] = clear_value; d[7] = clear_value; |
| 863 | d[8] = clear_value; d[9] = clear_value; |
| 864 | d[10] = clear_value; d[11] = clear_value; |
| 865 | d[12] = clear_value; d[13] = clear_value; |
| 866 | d[14] = clear_value; d[15] = clear_value; |
| 867 | d += 16; |
| 868 | n -= 16; |
| 869 | } |
| 870 | while (n>0) { |
| 871 | *d++ = clear_value; |
| 872 | n--; |
| 873 | } |
| 874 | } |
| 875 | } |
| 876 | } |
| 877 | |
| 878 | |
| 879 | |