replace GLdepth with GLuint
This commit is contained in:
@@ -294,13 +294,13 @@ do { if ((STATE_MASK) & ~((FMESA)->state_dirty)) { \
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* 1.0 would produce a value of 0x0fffffff in the actual Z
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* buffer, which is the maximum value.
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*
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* Mesa's depth type is a 32-bit int, so we use the following macro
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* Mesa's depth type is a 32-bit uint, so we use the following macro
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* to convert to/from FFB hw Z values. Note we also have to clear
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* out the top bits as that is where the Y (stencil) buffer is stored
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* and during hw Z buffer reads it is always there. (During writes
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* we tell the hw to discard those top 4 bits).
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*/
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#define Z_TO_MESA(VAL) ((GLdepth)(((VAL) & 0x0fffffff) << (32 - 28)))
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#define Z_TO_MESA(VAL) ((GLuint)(((VAL) & 0x0fffffff) << (32 - 28)))
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#define Z_FROM_MESA(VAL) (((GLuint)((GLdouble)(VAL))) >> (32 - 28))
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#endif /* !(_FFB_CONTEXT_H) */
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@@ -539,7 +539,7 @@ static void r128Clear( GLcontext *ctx, GLbitfield mask, GLboolean all,
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void r128WriteDepthSpanLocked( r128ContextPtr rmesa,
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GLuint n, GLint x, GLint y,
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const GLdepth depth[],
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const GLuint depth[],
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const GLubyte mask[] )
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{
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drm_clip_rect_t *pbox = rmesa->pClipRects;
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@@ -602,7 +602,7 @@ void r128WriteDepthSpanLocked( r128ContextPtr rmesa,
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void r128WriteDepthPixelsLocked( r128ContextPtr rmesa, GLuint n,
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const GLint x[], const GLint y[],
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const GLdepth depth[],
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const GLuint depth[],
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const GLubyte mask[] )
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{
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drm_clip_rect_t *pbox = rmesa->pClipRects;
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@@ -75,11 +75,11 @@ extern void r128FireBlitLocked( r128ContextPtr rmesa, drmBufPtr buffer,
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extern void r128WriteDepthSpanLocked( r128ContextPtr rmesa,
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GLuint n, GLint x, GLint y,
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const GLdepth depth[],
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const GLuint depth[],
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const GLubyte mask[] );
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extern void r128WriteDepthPixelsLocked( r128ContextPtr rmesa, GLuint n,
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const GLint x[], const GLint y[],
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const GLdepth depth[],
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const GLuint depth[],
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const GLubyte mask[] );
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extern void r128ReadDepthSpanLocked( r128ContextPtr rmesa,
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GLuint n, GLint x, GLint y );
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@@ -453,7 +453,7 @@ static void fxReadRGBASpan_ARGB8888 (const GLcontext * ctx,
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static void
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fxReadDepthSpan_Z16(GLcontext * ctx, struct gl_renderbuffer *rb,
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GLuint n, GLint x, GLint y, GLdepth depth[])
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GLuint n, GLint x, GLint y, GLuint depth[])
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{
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fxMesaContext fxMesa = FX_CONTEXT(ctx);
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GLint bottom = fxMesa->height - 1;
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@@ -473,7 +473,7 @@ fxReadDepthSpan_Z16(GLcontext * ctx, struct gl_renderbuffer *rb,
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static void
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fxReadDepthSpan_Z24(GLcontext * ctx, struct gl_renderbuffer *rb,
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GLuint n, GLint x, GLint y, GLdepth depth[])
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GLuint n, GLint x, GLint y, GLuint depth[])
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{
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fxMesaContext fxMesa = FX_CONTEXT(ctx);
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GLint bottom = fxMesa->height - 1;
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@@ -674,18 +674,18 @@ extern void fxDDColorMask(GLcontext * ctx,
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GLboolean r, GLboolean g, GLboolean b, GLboolean a);
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extern void fxDDWriteDepthSpan(GLcontext * ctx, GLuint n, GLint x, GLint y,
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const GLdepth depth[], const GLubyte mask[]);
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const GLuint depth[], const GLubyte mask[]);
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extern void fxDDReadDepthSpan(GLcontext * ctx, GLuint n, GLint x, GLint y,
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GLdepth depth[]);
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GLuint depth[]);
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extern void fxDDWriteDepthPixels(GLcontext * ctx, GLuint n,
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const GLint x[], const GLint y[],
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const GLdepth depth[], const GLubyte mask[]);
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const GLuint depth[], const GLubyte mask[]);
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extern void fxDDReadDepthPixels(GLcontext * ctx, GLuint n,
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const GLint x[], const GLint y[],
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GLdepth depth[]);
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GLuint depth[]);
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extern void fxDDShadeModel(GLcontext * ctx, GLenum mode);
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@@ -464,7 +464,7 @@ osmesa_choose_line_function( GLcontext *ctx )
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GLuint i; \
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GLchan *img = PIXELADDR4(span.x, span.y); \
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for (i = 0; i < span.end; i++, img += 4) { \
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const GLdepth z = FixedToDepth(span.z); \
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const GLuint z = FixedToDepth(span.z); \
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if (z < zRow[i]) { \
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PACK_RGBA(img, FixedToChan(span.red), \
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FixedToChan(span.green), FixedToChan(span.blue), \
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@@ -501,7 +501,7 @@ osmesa_choose_line_function( GLcontext *ctx )
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GLuint i; \
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GLuint *img = (GLuint *) PIXELADDR4(span.x, span.y); \
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for (i = 0; i < span.end; i++) { \
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const GLdepth z = FixedToDepth(span.z); \
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const GLuint z = FixedToDepth(span.z); \
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if (z < zRow[i]) { \
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img[i] = pixel; \
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zRow[i] = z; \
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