1999-11-24 18:48:30 +00:00
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/* $Id: depth.c,v 1.10 1999/11/24 18:48:31 brianp Exp $ */
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1999-08-19 00:55:39 +00:00
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/*
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* Mesa 3-D graphics library
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1999-11-11 01:22:25 +00:00
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* Version: 3.3
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1999-08-19 00:55:39 +00:00
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*
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* Copyright (C) 1999 Brian Paul All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#ifdef PC_HEADER
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#include "all.h"
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#else
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1999-11-11 01:22:25 +00:00
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#include "glheader.h"
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1999-08-19 00:55:39 +00:00
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#include "context.h"
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#include "enums.h"
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#include "depth.h"
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1999-11-11 01:22:25 +00:00
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#include "mem.h"
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1999-08-19 00:55:39 +00:00
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#include "types.h"
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#endif
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/**********************************************************************/
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/***** API Functions *****/
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/**********************************************************************/
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1999-11-11 01:22:25 +00:00
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void
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_mesa_ClearDepth( GLclampd depth )
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1999-08-19 00:55:39 +00:00
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{
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1999-11-11 01:22:25 +00:00
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GET_CURRENT_CONTEXT(ctx);
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1999-08-19 00:55:39 +00:00
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ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glClearDepth");
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ctx->Depth.Clear = (GLfloat) CLAMP( depth, 0.0, 1.0 );
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if (ctx->Driver.ClearDepth)
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(*ctx->Driver.ClearDepth)( ctx, ctx->Depth.Clear );
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}
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1999-11-11 01:22:25 +00:00
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void
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_mesa_DepthFunc( GLenum func )
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1999-08-19 00:55:39 +00:00
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{
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1999-11-11 01:22:25 +00:00
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GET_CURRENT_CONTEXT(ctx);
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1999-08-19 00:55:39 +00:00
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ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glDepthFunc");
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if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
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fprintf(stderr, "glDepthFunc %s\n", gl_lookup_enum_by_nr(func));
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switch (func) {
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case GL_LESS: /* (default) pass if incoming z < stored z */
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case GL_GEQUAL:
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case GL_LEQUAL:
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case GL_GREATER:
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case GL_NOTEQUAL:
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case GL_EQUAL:
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case GL_ALWAYS:
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if (ctx->Depth.Func != func) {
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ctx->Depth.Func = func;
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ctx->NewState |= NEW_RASTER_OPS;
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1999-09-10 14:24:35 +00:00
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ctx->TriangleCaps &= ~DD_Z_NEVER;
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if (ctx->Driver.DepthFunc) {
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(*ctx->Driver.DepthFunc)( ctx, func );
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}
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}
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break;
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case GL_NEVER:
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if (ctx->Depth.Func != func) {
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ctx->Depth.Func = func;
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ctx->NewState |= NEW_RASTER_OPS;
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ctx->TriangleCaps |= DD_Z_NEVER;
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1999-08-19 00:55:39 +00:00
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if (ctx->Driver.DepthFunc) {
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(*ctx->Driver.DepthFunc)( ctx, func );
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}
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}
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break;
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default:
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gl_error( ctx, GL_INVALID_ENUM, "glDepth.Func" );
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}
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}
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1999-11-11 01:22:25 +00:00
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void
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_mesa_DepthMask( GLboolean flag )
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1999-08-19 00:55:39 +00:00
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{
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1999-11-11 01:22:25 +00:00
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GET_CURRENT_CONTEXT(ctx);
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1999-08-19 00:55:39 +00:00
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ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glDepthMask");
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if (MESA_VERBOSE & (VERBOSE_API|VERBOSE_TEXTURE))
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fprintf(stderr, "glDepthMask %d\n", flag);
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/*
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* GL_TRUE indicates depth buffer writing is enabled (default)
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* GL_FALSE indicates depth buffer writing is disabled
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*/
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if (ctx->Depth.Mask != flag) {
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ctx->Depth.Mask = flag;
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ctx->NewState |= NEW_RASTER_OPS;
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if (ctx->Driver.DepthMask) {
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(*ctx->Driver.DepthMask)( ctx, flag );
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}
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}
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}
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/**********************************************************************/
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/***** Depth Testing Functions *****/
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/**********************************************************************/
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/*
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* Depth test horizontal spans of fragments. These functions are called
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* via ctx->Driver.depth_test_span only.
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*
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* Input: n - number of pixels in the span
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* x, y - location of leftmost pixel in span in window coords
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* z - array [n] of integer depth values
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* In/Out: mask - array [n] of flags (1=draw pixel, 0=don't draw)
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* Return: number of pixels which passed depth test
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*/
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/*
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* glDepthFunc( any ) and glDepthMask( GL_TRUE or GL_FALSE ).
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*/
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GLuint gl_depth_test_span_generic( GLcontext* ctx,
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GLuint n, GLint x, GLint y,
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const GLdepth z[],
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GLubyte mask[] )
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{
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GLdepth *zptr = Z_ADDRESS( ctx, x, y );
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GLubyte *m = mask;
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GLuint i;
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GLuint passed = 0;
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/* switch cases ordered from most frequent to less frequent */
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switch (ctx->Depth.Func) {
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case GL_LESS:
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if (ctx->Depth.Mask) {
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/* Update Z buffer */
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for (i=0; i<n; i++,zptr++,m++) {
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if (*m) {
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if (z[i] < *zptr) {
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/* pass */
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*zptr = z[i];
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passed++;
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}
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else {
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/* fail */
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*m = 0;
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}
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}
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}
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}
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else {
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/* Don't update Z buffer */
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for (i=0; i<n; i++,zptr++,m++) {
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if (*m) {
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if (z[i] < *zptr) {
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/* pass */
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passed++;
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}
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else {
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*m = 0;
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}
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}
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}
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}
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break;
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case GL_LEQUAL:
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if (ctx->Depth.Mask) {
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/* Update Z buffer */
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for (i=0;i<n;i++,zptr++,m++) {
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if (*m) {
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if (z[i] <= *zptr) {
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*zptr = z[i];
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passed++;
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}
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else {
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*m = 0;
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}
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}
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}
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}
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else {
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/* Don't update Z buffer */
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for (i=0;i<n;i++,zptr++,m++) {
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if (*m) {
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if (z[i] <= *zptr) {
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/* pass */
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passed++;
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}
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else {
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*m = 0;
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}
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}
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}
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}
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break;
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case GL_GEQUAL:
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if (ctx->Depth.Mask) {
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/* Update Z buffer */
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for (i=0;i<n;i++,zptr++,m++) {
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if (*m) {
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if (z[i] >= *zptr) {
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*zptr = z[i];
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passed++;
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}
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else {
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*m = 0;
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}
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}
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}
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}
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else {
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/* Don't update Z buffer */
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for (i=0;i<n;i++,zptr++,m++) {
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if (*m) {
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if (z[i] >= *zptr) {
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/* pass */
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passed++;
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}
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else {
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*m = 0;
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}
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}
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}
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}
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break;
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case GL_GREATER:
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if (ctx->Depth.Mask) {
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/* Update Z buffer */
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for (i=0;i<n;i++,zptr++,m++) {
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if (*m) {
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if (z[i] > *zptr) {
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*zptr = z[i];
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passed++;
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}
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else {
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*m = 0;
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}
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}
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}
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}
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else {
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/* Don't update Z buffer */
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for (i=0;i<n;i++,zptr++,m++) {
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if (*m) {
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if (z[i] > *zptr) {
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/* pass */
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passed++;
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}
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else {
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*m = 0;
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}
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}
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}
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}
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break;
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case GL_NOTEQUAL:
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if (ctx->Depth.Mask) {
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/* Update Z buffer */
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for (i=0;i<n;i++,zptr++,m++) {
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if (*m) {
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if (z[i] != *zptr) {
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*zptr = z[i];
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passed++;
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}
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else {
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*m = 0;
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}
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}
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}
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}
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else {
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/* Don't update Z buffer */
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for (i=0;i<n;i++,zptr++,m++) {
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if (*m) {
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if (z[i] != *zptr) {
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/* pass */
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passed++;
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}
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else {
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*m = 0;
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}
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}
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}
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}
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break;
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case GL_EQUAL:
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if (ctx->Depth.Mask) {
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/* Update Z buffer */
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for (i=0;i<n;i++,zptr++,m++) {
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if (*m) {
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if (z[i] == *zptr) {
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*zptr = z[i];
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passed++;
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}
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else {
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*m =0;
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}
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}
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}
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}
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else {
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/* Don't update Z buffer */
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for (i=0;i<n;i++,zptr++,m++) {
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if (*m) {
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if (z[i] == *zptr) {
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/* pass */
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passed++;
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}
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else {
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*m =0;
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}
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}
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}
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}
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break;
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case GL_ALWAYS:
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if (ctx->Depth.Mask) {
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/* Update Z buffer */
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for (i=0;i<n;i++,zptr++,m++) {
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if (*m) {
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*zptr = z[i];
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passed++;
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}
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}
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}
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else {
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/* Don't update Z buffer or mask */
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passed = n;
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}
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break;
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case GL_NEVER:
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for (i=0;i<n;i++) {
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mask[i] = 0;
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}
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break;
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default:
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gl_problem(ctx, "Bad depth func in gl_depth_test_span_generic");
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} /*switch*/
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return passed;
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}
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/*
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* glDepthFunc(GL_LESS) and glDepthMask(GL_TRUE).
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*/
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GLuint gl_depth_test_span_less( GLcontext* ctx,
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GLuint n, GLint x, GLint y, const GLdepth z[],
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|
|
GLubyte mask[] )
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{
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GLdepth *zptr = Z_ADDRESS( ctx, x, y );
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|
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GLuint i;
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GLuint passed = 0;
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for (i=0; i<n; i++) {
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if (mask[i]) {
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if (z[i] < zptr[i]) {
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/* pass */
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zptr[i] = z[i];
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passed++;
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}
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else {
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/* fail */
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mask[i] = 0;
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}
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}
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}
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return passed;
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}
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/*
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|
* glDepthFunc(GL_GREATER) and glDepthMask(GL_TRUE).
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*/
|
|
|
|
GLuint gl_depth_test_span_greater( GLcontext* ctx,
|
|
|
|
GLuint n, GLint x, GLint y,
|
|
|
|
const GLdepth z[],
|
|
|
|
GLubyte mask[] )
|
|
|
|
{
|
|
|
|
GLdepth *zptr = Z_ADDRESS( ctx, x, y );
|
|
|
|
GLuint i;
|
|
|
|
GLuint passed = 0;
|
|
|
|
|
|
|
|
for (i=0; i<n; i++) {
|
|
|
|
if (mask[i]) {
|
|
|
|
if (z[i] > zptr[i]) {
|
|
|
|
/* pass */
|
|
|
|
zptr[i] = z[i];
|
|
|
|
passed++;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
/* fail */
|
|
|
|
mask[i] = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return passed;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
* Depth test an array of randomly positioned fragments.
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
|
|
#define ZADDR_SETUP GLdepth *depthbuffer = ctx->Buffer->Depth; \
|
|
|
|
GLint width = ctx->Buffer->Width;
|
|
|
|
|
|
|
|
#define ZADDR( X, Y ) (depthbuffer + (Y) * width + (X) )
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
* glDepthFunc( any ) and glDepthMask( GL_TRUE or GL_FALSE ).
|
|
|
|
*/
|
|
|
|
void gl_depth_test_pixels_generic( GLcontext* ctx,
|
|
|
|
GLuint n, const GLint x[], const GLint y[],
|
|
|
|
const GLdepth z[], GLubyte mask[] )
|
|
|
|
{
|
|
|
|
register GLdepth *zptr;
|
|
|
|
register GLuint i;
|
|
|
|
|
|
|
|
/* switch cases ordered from most frequent to less frequent */
|
|
|
|
switch (ctx->Depth.Func) {
|
|
|
|
case GL_LESS:
|
|
|
|
if (ctx->Depth.Mask) {
|
|
|
|
/* Update Z buffer */
|
|
|
|
for (i=0; i<n; i++) {
|
|
|
|
if (mask[i]) {
|
|
|
|
zptr = Z_ADDRESS(ctx,x[i],y[i]);
|
|
|
|
if (z[i] < *zptr) {
|
|
|
|
/* pass */
|
|
|
|
*zptr = z[i];
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
/* fail */
|
|
|
|
mask[i] = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
/* Don't update Z buffer */
|
|
|
|
for (i=0; i<n; i++) {
|
|
|
|
if (mask[i]) {
|
|
|
|
zptr = Z_ADDRESS(ctx,x[i],y[i]);
|
|
|
|
if (z[i] < *zptr) {
|
|
|
|
/* pass */
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
/* fail */
|
|
|
|
mask[i] = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case GL_LEQUAL:
|
|
|
|
if (ctx->Depth.Mask) {
|
|
|
|
/* Update Z buffer */
|
|
|
|
for (i=0; i<n; i++) {
|
|
|
|
if (mask[i]) {
|
|
|
|
zptr = Z_ADDRESS(ctx,x[i],y[i]);
|
|
|
|
if (z[i] <= *zptr) {
|
|
|
|
/* pass */
|
|
|
|
*zptr = z[i];
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
/* fail */
|
|
|
|
mask[i] = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
/* Don't update Z buffer */
|
|
|
|
for (i=0; i<n; i++) {
|
|
|
|
if (mask[i]) {
|
|
|
|
zptr = Z_ADDRESS(ctx,x[i],y[i]);
|
|
|
|
if (z[i] <= *zptr) {
|
|
|
|
/* pass */
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
/* fail */
|
|
|
|
mask[i] = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case GL_GEQUAL:
|
|
|
|
if (ctx->Depth.Mask) {
|
|
|
|
/* Update Z buffer */
|
|
|
|
for (i=0; i<n; i++) {
|
|
|
|
if (mask[i]) {
|
|
|
|
zptr = Z_ADDRESS(ctx,x[i],y[i]);
|
|
|
|
if (z[i] >= *zptr) {
|
|
|
|
/* pass */
|
|
|
|
*zptr = z[i];
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
/* fail */
|
|
|
|
mask[i] = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
/* Don't update Z buffer */
|
|
|
|
for (i=0; i<n; i++) {
|
|
|
|
if (mask[i]) {
|
|
|
|
zptr = Z_ADDRESS(ctx,x[i],y[i]);
|
|
|
|
if (z[i] >= *zptr) {
|
|
|
|
/* pass */
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
/* fail */
|
|
|
|
mask[i] = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case GL_GREATER:
|
|
|
|
if (ctx->Depth.Mask) {
|
|
|
|
/* Update Z buffer */
|
|
|
|
for (i=0; i<n; i++) {
|
|
|
|
if (mask[i]) {
|
|
|
|
zptr = Z_ADDRESS(ctx,x[i],y[i]);
|
|
|
|
if (z[i] > *zptr) {
|
|
|
|
/* pass */
|
|
|
|
*zptr = z[i];
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
/* fail */
|
|
|
|
mask[i] = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
/* Don't update Z buffer */
|
|
|
|
for (i=0; i<n; i++) {
|
|
|
|
if (mask[i]) {
|
|
|
|
zptr = Z_ADDRESS(ctx,x[i],y[i]);
|
|
|
|
if (z[i] > *zptr) {
|
|
|
|
/* pass */
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
/* fail */
|
|
|
|
mask[i] = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case GL_NOTEQUAL:
|
|
|
|
if (ctx->Depth.Mask) {
|
|
|
|
/* Update Z buffer */
|
|
|
|
for (i=0; i<n; i++) {
|
|
|
|
if (mask[i]) {
|
|
|
|
zptr = Z_ADDRESS(ctx,x[i],y[i]);
|
|
|
|
if (z[i] != *zptr) {
|
|
|
|
/* pass */
|
|
|
|
*zptr = z[i];
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
/* fail */
|
|
|
|
mask[i] = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
/* Don't update Z buffer */
|
|
|
|
for (i=0; i<n; i++) {
|
|
|
|
if (mask[i]) {
|
|
|
|
zptr = Z_ADDRESS(ctx,x[i],y[i]);
|
|
|
|
if (z[i] != *zptr) {
|
|
|
|
/* pass */
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
/* fail */
|
|
|
|
mask[i] = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case GL_EQUAL:
|
|
|
|
if (ctx->Depth.Mask) {
|
|
|
|
/* Update Z buffer */
|
|
|
|
for (i=0; i<n; i++) {
|
|
|
|
if (mask[i]) {
|
|
|
|
zptr = Z_ADDRESS(ctx,x[i],y[i]);
|
|
|
|
if (z[i] == *zptr) {
|
|
|
|
/* pass */
|
|
|
|
*zptr = z[i];
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
/* fail */
|
|
|
|
mask[i] = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
/* Don't update Z buffer */
|
|
|
|
for (i=0; i<n; i++) {
|
|
|
|
if (mask[i]) {
|
|
|
|
zptr = Z_ADDRESS(ctx,x[i],y[i]);
|
|
|
|
if (z[i] == *zptr) {
|
|
|
|
/* pass */
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
/* fail */
|
|
|
|
mask[i] = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case GL_ALWAYS:
|
|
|
|
if (ctx->Depth.Mask) {
|
|
|
|
/* Update Z buffer */
|
|
|
|
for (i=0; i<n; i++) {
|
|
|
|
if (mask[i]) {
|
|
|
|
zptr = Z_ADDRESS(ctx,x[i],y[i]);
|
|
|
|
*zptr = z[i];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
/* Don't update Z buffer or mask */
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case GL_NEVER:
|
|
|
|
/* depth test never passes */
|
|
|
|
for (i=0;i<n;i++) {
|
|
|
|
mask[i] = 0;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
gl_problem(ctx, "Bad depth func in gl_depth_test_pixels_generic");
|
|
|
|
} /*switch*/
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
* glDepthFunc( GL_LESS ) and glDepthMask( GL_TRUE ).
|
|
|
|
*/
|
|
|
|
void gl_depth_test_pixels_less( GLcontext* ctx,
|
|
|
|
GLuint n, const GLint x[], const GLint y[],
|
|
|
|
const GLdepth z[], GLubyte mask[] )
|
|
|
|
{
|
|
|
|
GLdepth *zptr;
|
|
|
|
GLuint i;
|
|
|
|
|
|
|
|
for (i=0; i<n; i++) {
|
|
|
|
if (mask[i]) {
|
|
|
|
zptr = Z_ADDRESS(ctx,x[i],y[i]);
|
|
|
|
if (z[i] < *zptr) {
|
|
|
|
/* pass */
|
|
|
|
*zptr = z[i];
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
/* fail */
|
|
|
|
mask[i] = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
* glDepthFunc( GL_GREATER ) and glDepthMask( GL_TRUE ).
|
|
|
|
*/
|
|
|
|
void gl_depth_test_pixels_greater( GLcontext* ctx,
|
|
|
|
GLuint n, const GLint x[], const GLint y[],
|
|
|
|
const GLdepth z[], GLubyte mask[] )
|
|
|
|
{
|
|
|
|
GLdepth *zptr;
|
|
|
|
GLuint i;
|
|
|
|
|
|
|
|
for (i=0; i<n; i++) {
|
|
|
|
if (mask[i]) {
|
|
|
|
zptr = Z_ADDRESS(ctx,x[i],y[i]);
|
|
|
|
if (z[i] > *zptr) {
|
|
|
|
/* pass */
|
|
|
|
*zptr = z[i];
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
/* fail */
|
|
|
|
mask[i] = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/**********************************************************************/
|
|
|
|
/***** Read Depth Buffer *****/
|
|
|
|
/**********************************************************************/
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
* Return a span of depth values from the depth buffer as floats in [0,1].
|
|
|
|
* This function is only called through Driver.read_depth_span_float()
|
|
|
|
* Input: n - how many pixels
|
|
|
|
* x,y - location of first pixel
|
|
|
|
* Output: depth - the array of depth values
|
|
|
|
*/
|
|
|
|
void gl_read_depth_span_float( GLcontext* ctx,
|
|
|
|
GLuint n, GLint x, GLint y, GLfloat depth[] )
|
|
|
|
{
|
|
|
|
GLdepth *zptr;
|
|
|
|
GLfloat scale;
|
|
|
|
GLuint i;
|
|
|
|
|
|
|
|
scale = 1.0F / DEPTH_SCALE;
|
|
|
|
|
1999-11-24 18:48:30 +00:00
|
|
|
if (ctx->DrawBuffer->Depth) {
|
1999-08-19 00:55:39 +00:00
|
|
|
zptr = Z_ADDRESS( ctx, x, y );
|
|
|
|
for (i=0;i<n;i++) {
|
|
|
|
depth[i] = (GLfloat) zptr[i] * scale;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
for (i=0;i<n;i++) {
|
|
|
|
depth[i] = 0.0F;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
* Return a span of depth values from the depth buffer as integers in
|
|
|
|
* [0,MAX_DEPTH].
|
|
|
|
* This function is only called through Driver.read_depth_span_int()
|
|
|
|
* Input: n - how many pixels
|
|
|
|
* x,y - location of first pixel
|
|
|
|
* Output: depth - the array of depth values
|
|
|
|
*/
|
|
|
|
void gl_read_depth_span_int( GLcontext* ctx,
|
|
|
|
GLuint n, GLint x, GLint y, GLdepth depth[] )
|
|
|
|
{
|
1999-11-24 18:48:30 +00:00
|
|
|
if (ctx->DrawBuffer->Depth) {
|
1999-08-19 00:55:39 +00:00
|
|
|
GLdepth *zptr = Z_ADDRESS( ctx, x, y );
|
|
|
|
MEMCPY( depth, zptr, n * sizeof(GLdepth) );
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
GLuint i;
|
|
|
|
for (i=0;i<n;i++) {
|
|
|
|
depth[i] = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/**********************************************************************/
|
|
|
|
/***** Allocate and Clear Depth Buffer *****/
|
|
|
|
/**********************************************************************/
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
* Allocate a new depth buffer. If there's already a depth buffer allocated
|
|
|
|
* it will be free()'d. The new depth buffer will be uniniitalized.
|
|
|
|
* This function is only called through Driver.alloc_depth_buffer.
|
|
|
|
*/
|
|
|
|
void gl_alloc_depth_buffer( GLcontext* ctx )
|
|
|
|
{
|
|
|
|
/* deallocate current depth buffer if present */
|
1999-11-24 18:48:30 +00:00
|
|
|
if (ctx->DrawBuffer->Depth) {
|
|
|
|
FREE(ctx->DrawBuffer->Depth);
|
|
|
|
ctx->DrawBuffer->Depth = NULL;
|
1999-08-19 00:55:39 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/* allocate new depth buffer, but don't initialize it */
|
1999-11-24 18:48:30 +00:00
|
|
|
ctx->DrawBuffer->Depth = (GLdepth *) MALLOC( ctx->DrawBuffer->Width
|
|
|
|
* ctx->DrawBuffer->Height
|
1999-08-19 00:55:39 +00:00
|
|
|
* sizeof(GLdepth) );
|
1999-11-24 18:48:30 +00:00
|
|
|
if (!ctx->DrawBuffer->Depth) {
|
1999-08-19 00:55:39 +00:00
|
|
|
/* out of memory */
|
|
|
|
ctx->Depth.Test = GL_FALSE;
|
1999-09-19 23:43:02 +00:00
|
|
|
ctx->NewState |= NEW_RASTER_OPS;
|
1999-08-19 00:55:39 +00:00
|
|
|
gl_error( ctx, GL_OUT_OF_MEMORY, "Couldn't allocate depth buffer" );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
* Clear the depth buffer. If the depth buffer doesn't exist yet we'll
|
|
|
|
* allocate it now.
|
|
|
|
* This function is only called through Driver.clear_depth_buffer.
|
|
|
|
*/
|
|
|
|
void gl_clear_depth_buffer( GLcontext* ctx )
|
|
|
|
{
|
|
|
|
GLdepth clear_value = (GLdepth) (ctx->Depth.Clear * DEPTH_SCALE);
|
|
|
|
|
1999-11-24 18:48:30 +00:00
|
|
|
if (ctx->Visual->DepthBits==0 || !ctx->DrawBuffer->Depth || !ctx->Depth.Mask) {
|
1999-08-19 00:55:39 +00:00
|
|
|
/* no depth buffer, or writing to it is disabled */
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* The loops in this function have been written so the IRIX 5.3
|
|
|
|
* C compiler can unroll them. Hopefully other compilers can too!
|
|
|
|
*/
|
|
|
|
|
|
|
|
if (ctx->Scissor.Enabled) {
|
|
|
|
/* only clear scissor region */
|
|
|
|
GLint y;
|
1999-11-24 18:48:30 +00:00
|
|
|
for (y=ctx->DrawBuffer->Ymin; y<=ctx->DrawBuffer->Ymax; y++) {
|
|
|
|
GLdepth *d = Z_ADDRESS( ctx, ctx->DrawBuffer->Xmin, y );
|
|
|
|
GLint n = ctx->DrawBuffer->Xmax - ctx->DrawBuffer->Xmin + 1;
|
1999-08-19 00:55:39 +00:00
|
|
|
do {
|
|
|
|
*d++ = clear_value;
|
|
|
|
n--;
|
|
|
|
} while (n);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
/* clear whole buffer */
|
|
|
|
if (sizeof(GLdepth)==2 && (clear_value&0xff)==(clear_value>>8)) {
|
|
|
|
/* lower and upper bytes of clear_value are same, use MEMSET */
|
1999-11-24 18:48:30 +00:00
|
|
|
MEMSET( ctx->DrawBuffer->Depth, clear_value&0xff,
|
|
|
|
2*ctx->DrawBuffer->Width*ctx->DrawBuffer->Height);
|
1999-08-19 00:55:39 +00:00
|
|
|
}
|
|
|
|
else {
|
1999-11-24 18:48:30 +00:00
|
|
|
GLdepth *d = ctx->DrawBuffer->Depth;
|
|
|
|
GLint n = ctx->DrawBuffer->Width * ctx->DrawBuffer->Height;
|
1999-08-19 00:55:39 +00:00
|
|
|
while (n>=16) {
|
|
|
|
d[0] = clear_value; d[1] = clear_value;
|
|
|
|
d[2] = clear_value; d[3] = clear_value;
|
|
|
|
d[4] = clear_value; d[5] = clear_value;
|
|
|
|
d[6] = clear_value; d[7] = clear_value;
|
|
|
|
d[8] = clear_value; d[9] = clear_value;
|
|
|
|
d[10] = clear_value; d[11] = clear_value;
|
|
|
|
d[12] = clear_value; d[13] = clear_value;
|
|
|
|
d[14] = clear_value; d[15] = clear_value;
|
|
|
|
d += 16;
|
|
|
|
n -= 16;
|
|
|
|
}
|
|
|
|
while (n>0) {
|
|
|
|
*d++ = clear_value;
|
|
|
|
n--;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|