changes in hardware depth buffer support

This commit is contained in:
Brian Paul
1999-12-10 19:09:21 +00:00
parent f5abeebf49
commit 5c3bee5039
6 changed files with 534 additions and 382 deletions

View File

@@ -1,4 +1,4 @@
/* $Id: context.c,v 1.26 1999/12/04 21:23:17 brianp Exp $ */
/* $Id: context.c,v 1.27 1999/12/10 19:09:21 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -1277,10 +1277,11 @@ GLcontext *gl_create_context( GLvisual *visual,
/* Fill in some driver defaults now.
*/
#if 0
ctx->Driver.AllocDepthBuffer = gl_alloc_depth_buffer;
ctx->Driver.ReadDepthSpanFloat = gl_read_depth_span_float;
ctx->Driver.ReadDepthSpanInt = gl_read_depth_span_int;
#endif
#ifdef PROFILE
init_timings( ctx );
@@ -1427,18 +1428,47 @@ void gl_destroy_context( GLcontext *ctx )
* encapsulates the depth, stencil and accum buffers and related
* parameters.
* Input: visual - a GLvisual pointer
* softwareDepth - create/use a software depth buffer?
* softwareStencil - create/use a software stencil buffer?
* softwareAccum - create/use a software accum buffer?
* softwareAlpha - create/use a software alpha buffer?
* Return: pointer to new GLframebuffer struct or NULL if error.
*/
GLframebuffer *gl_create_framebuffer( GLvisual *visual )
GLframebuffer *gl_create_framebuffer( GLvisual *visual,
GLboolean softwareDepth,
GLboolean softwareStencil,
GLboolean softwareAccum,
GLboolean softwareAlpha )
{
GLframebuffer *buffer;
buffer = (GLframebuffer *) CALLOC( sizeof(GLframebuffer) );
buffer = CALLOC_STRUCT(gl_frame_buffer);
if (!buffer) {
return NULL;
}
/* sanity checks */
if (softwareDepth ) {
assert(visual->DepthBits > 0);
}
if (softwareStencil) {
assert(visual->StencilBits > 0);
}
if (softwareAccum) {
assert(visual->RGBAflag);
assert(visual->AccumBits > 0);
}
if (softwareAlpha) {
assert(visual->RGBAflag);
assert(visual->AlphaBits > 0);
}
buffer->Visual = visual;
buffer->UseSoftwareDepthBuffer = softwareDepth;
buffer->UseSoftwareStencilBuffer = softwareStencil;
buffer->UseSoftwareAccumBuffer = softwareAccum;
buffer->UseSoftwareAlphaBuffers = softwareAlpha;
return buffer;
}
@@ -1694,15 +1724,15 @@ _mesa_ResizeBuffersMESA( void )
ctx->DrawBuffer->Height = buf_height;
/* Reallocate other buffers if needed. */
if (ctx->Visual->DepthBits>0) {
if (ctx->DrawBuffer->UseSoftwareDepthBuffer) {
/* reallocate depth buffer */
(*ctx->Driver.AllocDepthBuffer)( ctx );
gl_alloc_depth_buffer( ctx );
}
if (ctx->Visual->StencilBits>0) {
if (ctx->DrawBuffer->UseSoftwareStencilBuffer) {
/* reallocate stencil buffer */
gl_alloc_stencil_buffer( ctx );
}
if (ctx->Visual->AccumBits>0) {
if (ctx->DrawBuffer->UseSoftwareAccumBuffer) {
/* reallocate accum buffer */
gl_alloc_accum_buffer( ctx );
}
@@ -2197,31 +2227,6 @@ void gl_update_state( GLcontext *ctx )
ctx->DrawBuffer->Ymax = ctx->Scissor.Y + ctx->Scissor.Height - 1;
}
}
/* The driver isn't managing the depth buffer.
*/
if (ctx->Driver.AllocDepthBuffer == gl_alloc_depth_buffer)
{
if (ctx->Depth.Mask) {
switch (ctx->Depth.Func) {
case GL_LESS:
ctx->Driver.DepthTestSpan = gl_depth_test_span_less;
ctx->Driver.DepthTestPixels = gl_depth_test_pixels_less;
break;
case GL_GREATER:
ctx->Driver.DepthTestSpan = gl_depth_test_span_greater;
ctx->Driver.DepthTestPixels = gl_depth_test_pixels_greater;
break;
default:
ctx->Driver.DepthTestSpan = gl_depth_test_span_generic;
ctx->Driver.DepthTestPixels = gl_depth_test_pixels_generic;
}
}
else {
ctx->Driver.DepthTestSpan = gl_depth_test_span_generic;
ctx->Driver.DepthTestPixels = gl_depth_test_pixels_generic;
}
}
}
if (ctx->NewState & NEW_LIGHTING) {

View File

@@ -1,4 +1,4 @@
/* $Id: context.h,v 1.4 1999/11/24 18:48:31 brianp Exp $ */
/* $Id: context.h,v 1.5 1999/12/10 19:09:22 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -97,7 +97,11 @@ extern void gl_copy_context(const GLcontext *src, GLcontext *dst, GLuint mask);
* It bundles up the depth buffer, stencil buffer and accum buffers into a
* single entity.
*/
extern GLframebuffer *gl_create_framebuffer( GLvisual *visual );
extern GLframebuffer *gl_create_framebuffer( GLvisual *visual,
GLboolean softwareDepth,
GLboolean softwareStencil,
GLboolean softwareAccum,
GLboolean softwareAlpha );
extern void gl_destroy_framebuffer( GLframebuffer *buffer );

View File

@@ -1,4 +1,4 @@
/* $Id: dd.h,v 1.7 1999/12/10 16:14:40 brianp Exp $ */
/* $Id: dd.h,v 1.8 1999/12/10 19:09:22 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -393,33 +393,32 @@ struct dd_function_table {
*** Either ALL or NONE of these functions must be implemented!
***/
void (*AllocDepthBuffer)( GLcontext *ctx );
/*
* Called when the depth buffer must be allocated or possibly resized.
void (*WriteDepthSpan)( GLcontext *ctx, GLuint n, GLint x, GLint y,
const GLdepth depth[], const GLubyte mask[] );
/* Write a horizontal span of values into the depth buffer. Only write
* depth[i] value if mask[i] is nonzero.
*/
GLuint (*DepthTestSpan)( GLcontext *ctx,
GLuint n, GLint x, GLint y, const GLdepth z[],
GLubyte mask[] );
void (*DepthTestPixels)( GLcontext *ctx,
GLuint n, const GLint x[], const GLint y[],
const GLdepth z[], GLubyte mask[] );
/*
* Apply the depth buffer test to an span/array of pixels and return
* an updated pixel mask. This function is not used when accelerated
* point, line, polygon functions are used.
void (*ReadDepthSpan)( GLcontext *ctx, GLuint n, GLint x, GLint y,
GLdepth depth[] );
/* Read a horizontal span of values from the depth buffer.
*/
void (*ReadDepthSpanFloat)( GLcontext *ctx,
GLuint n, GLint x, GLint y, GLfloat depth[]);
void (*ReadDepthSpanInt)( GLcontext *ctx,
GLuint n, GLint x, GLint y, GLdepth depth[] );
/*
* Return depth values as integers for glReadPixels.
* Floats should be returned in the range [0,1].
* Ints (GLdepth) values should be in the range [0,MAXDEPTH].
void (*WriteDepthPixels)( GLcontext *ctx, GLuint n,
const GLint x[], const GLint y[],
const GLdepth depth[], const GLubyte mask[] );
/* Write an array of randomly positioned depth values into the
* depth buffer. Only write depth[i] value if mask[i] is nonzero.
*/
void (*ReadDepthPixels)( GLcontext *ctx, GLuint n,
const GLint x[], const GLint y[],
GLdepth depth[] );
/* Read an array of randomly positioned depth values from the depth buffer.
*/
/***
*** For supporting hardware stencil buffers:
@@ -427,8 +426,7 @@ struct dd_function_table {
***/
void (*WriteStencilSpan)( GLcontext *ctx, GLuint n, GLint x, GLint y,
const GLstencil stencil[],
const GLubyte mask[] );
const GLstencil stencil[], const GLubyte mask[] );
/* Write a horizontal span of stencil values into the stencil buffer.
* If mask is NULL, write all stencil values.
* Else, only write stencil[i] if mask[i] is non-zero.

View File

@@ -1,4 +1,4 @@
/* $Id: depth.c,v 1.10 1999/11/24 18:48:31 brianp Exp $ */
/* $Id: depth.c,v 1.11 1999/12/10 19:09:22 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -24,6 +24,7 @@
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#ifdef PC_HEADER
#include "all.h"
#else
@@ -32,6 +33,7 @@
#include "enums.h"
#include "depth.h"
#include "mem.h"
#include "pb.h"
#include "types.h"
#endif
@@ -128,28 +130,16 @@ _mesa_DepthMask( GLboolean flag )
/*
* Depth test horizontal spans of fragments. These functions are called
* via ctx->Driver.depth_test_span only.
*
* Input: n - number of pixels in the span
* x, y - location of leftmost pixel in span in window coords
* z - array [n] of integer depth values
* In/Out: mask - array [n] of flags (1=draw pixel, 0=don't draw)
* Return: number of pixels which passed depth test
* Do depth test for an array of fragments. This is used both for
* software and hardware Z buffers.
* Input: zbuffer - array of z values in the zbuffer
* z - array of fragment z values
* Return: number of fragments which pass the test.
*/
/*
* glDepthFunc( any ) and glDepthMask( GL_TRUE or GL_FALSE ).
*/
GLuint gl_depth_test_span_generic( GLcontext* ctx,
GLuint n, GLint x, GLint y,
const GLdepth z[],
GLubyte mask[] )
static GLuint
depth_test_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
GLdepth zbuffer[], const GLdepth z[], GLubyte mask[] )
{
GLdepth *zptr = Z_ADDRESS( ctx, x, y );
GLubyte *m = mask;
GLuint i;
GLuint passed = 0;
/* switch cases ordered from most frequent to less frequent */
@@ -157,30 +147,32 @@ GLuint gl_depth_test_span_generic( GLcontext* ctx,
case GL_LESS:
if (ctx->Depth.Mask) {
/* Update Z buffer */
for (i=0; i<n; i++,zptr++,m++) {
if (*m) {
if (z[i] < *zptr) {
GLuint i;
for (i=0; i<n; i++) {
if (mask[i]) {
if (z[i] < zbuffer[i]) {
/* pass */
*zptr = z[i];
zbuffer[i] = z[i];
passed++;
}
else {
/* fail */
*m = 0;
mask[i] = 0;
}
}
}
}
else {
/* Don't update Z buffer */
for (i=0; i<n; i++,zptr++,m++) {
if (*m) {
if (z[i] < *zptr) {
GLuint i;
for (i=0; i<n; i++) {
if (mask[i]) {
if (z[i] < zbuffer[i]) {
/* pass */
passed++;
}
else {
*m = 0;
mask[i] = 0;
}
}
}
@@ -189,28 +181,30 @@ GLuint gl_depth_test_span_generic( GLcontext* ctx,
case GL_LEQUAL:
if (ctx->Depth.Mask) {
/* Update Z buffer */
for (i=0;i<n;i++,zptr++,m++) {
if (*m) {
if (z[i] <= *zptr) {
*zptr = z[i];
GLuint i;
for (i=0;i<n;i++) {
if (mask[i]) {
if (z[i] <= zbuffer[i]) {
zbuffer[i] = z[i];
passed++;
}
else {
*m = 0;
mask[i] = 0;
}
}
}
}
else {
/* Don't update Z buffer */
for (i=0;i<n;i++,zptr++,m++) {
if (*m) {
if (z[i] <= *zptr) {
GLuint i;
for (i=0;i<n;i++) {
if (mask[i]) {
if (z[i] <= zbuffer[i]) {
/* pass */
passed++;
}
else {
*m = 0;
mask[i] = 0;
}
}
}
@@ -219,28 +213,30 @@ GLuint gl_depth_test_span_generic( GLcontext* ctx,
case GL_GEQUAL:
if (ctx->Depth.Mask) {
/* Update Z buffer */
for (i=0;i<n;i++,zptr++,m++) {
if (*m) {
if (z[i] >= *zptr) {
*zptr = z[i];
GLuint i;
for (i=0;i<n;i++) {
if (mask[i]) {
if (z[i] >= zbuffer[i]) {
zbuffer[i] = z[i];
passed++;
}
else {
*m = 0;
mask[i] = 0;
}
}
}
}
else {
/* Don't update Z buffer */
for (i=0;i<n;i++,zptr++,m++) {
if (*m) {
if (z[i] >= *zptr) {
GLuint i;
for (i=0;i<n;i++) {
if (mask[i]) {
if (z[i] >= zbuffer[i]) {
/* pass */
passed++;
}
else {
*m = 0;
mask[i] = 0;
}
}
}
@@ -249,28 +245,30 @@ GLuint gl_depth_test_span_generic( GLcontext* ctx,
case GL_GREATER:
if (ctx->Depth.Mask) {
/* Update Z buffer */
for (i=0;i<n;i++,zptr++,m++) {
if (*m) {
if (z[i] > *zptr) {
*zptr = z[i];
GLuint i;
for (i=0;i<n;i++) {
if (mask[i]) {
if (z[i] > zbuffer[i]) {
zbuffer[i] = z[i];
passed++;
}
else {
*m = 0;
mask[i] = 0;
}
}
}
}
else {
/* Don't update Z buffer */
for (i=0;i<n;i++,zptr++,m++) {
if (*m) {
if (z[i] > *zptr) {
GLuint i;
for (i=0;i<n;i++) {
if (mask[i]) {
if (z[i] > zbuffer[i]) {
/* pass */
passed++;
}
else {
*m = 0;
mask[i] = 0;
}
}
}
@@ -279,28 +277,30 @@ GLuint gl_depth_test_span_generic( GLcontext* ctx,
case GL_NOTEQUAL:
if (ctx->Depth.Mask) {
/* Update Z buffer */
for (i=0;i<n;i++,zptr++,m++) {
if (*m) {
if (z[i] != *zptr) {
*zptr = z[i];
GLuint i;
for (i=0;i<n;i++) {
if (mask[i]) {
if (z[i] != zbuffer[i]) {
zbuffer[i] = z[i];
passed++;
}
else {
*m = 0;
mask[i] = 0;
}
}
}
}
else {
/* Don't update Z buffer */
for (i=0;i<n;i++,zptr++,m++) {
if (*m) {
if (z[i] != *zptr) {
GLuint i;
for (i=0;i<n;i++) {
if (mask[i]) {
if (z[i] != zbuffer[i]) {
/* pass */
passed++;
}
else {
*m = 0;
mask[i] = 0;
}
}
}
@@ -309,28 +309,30 @@ GLuint gl_depth_test_span_generic( GLcontext* ctx,
case GL_EQUAL:
if (ctx->Depth.Mask) {
/* Update Z buffer */
for (i=0;i<n;i++,zptr++,m++) {
if (*m) {
if (z[i] == *zptr) {
*zptr = z[i];
GLuint i;
for (i=0;i<n;i++) {
if (mask[i]) {
if (z[i] == zbuffer[i]) {
zbuffer[i] = z[i];
passed++;
}
else {
*m =0;
mask[i] = 0;
}
}
}
}
else {
/* Don't update Z buffer */
for (i=0;i<n;i++,zptr++,m++) {
if (*m) {
if (z[i] == *zptr) {
GLuint i;
for (i=0;i<n;i++) {
if (mask[i]) {
if (z[i] == zbuffer[i]) {
/* pass */
passed++;
}
else {
*m =0;
mask[i] = 0;
}
}
}
@@ -339,9 +341,10 @@ GLuint gl_depth_test_span_generic( GLcontext* ctx,
case GL_ALWAYS:
if (ctx->Depth.Mask) {
/* Update Z buffer */
for (i=0;i<n;i++,zptr++,m++) {
if (*m) {
*zptr = z[i];
GLuint i;
for (i=0;i<n;i++) {
if (mask[i]) {
zbuffer[i] = z[i];
passed++;
}
}
@@ -352,13 +355,11 @@ GLuint gl_depth_test_span_generic( GLcontext* ctx,
}
break;
case GL_NEVER:
for (i=0;i<n;i++) {
mask[i] = 0;
}
MEMSET(mask, 0, n * sizeof(GLubyte));
break;
default:
gl_problem(ctx, "Bad depth func in gl_depth_test_span_generic");
} /*switch*/
gl_problem(ctx, "Bad depth func in depth_test_span");
}
return passed;
}
@@ -366,93 +367,57 @@ GLuint gl_depth_test_span_generic( GLcontext* ctx,
/*
* glDepthFunc(GL_LESS) and glDepthMask(GL_TRUE).
* Apply depth test to span of fragments. Hardware or software z buffer.
*/
GLuint gl_depth_test_span_less( 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;
}
/*
* glDepthFunc(GL_GREATER) and glDepthMask(GL_TRUE).
*/
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[],
GLuint
gl_depth_test_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
const GLdepth z[], GLubyte mask[] )
{
register GLdepth *zptr;
register GLuint i;
GLdepth zbuffer[MAX_WIDTH];
GLdepth *zptr;
GLuint passed;
if (ctx->Driver.ReadDepthSpan) {
/* read depth values out of hardware Z buffer */
(*ctx->Driver.ReadDepthSpan)(ctx, n, x, y, zbuffer);
zptr = zbuffer;
}
else {
/* test against software depth buffer values */
zptr = Z_ADDRESS( ctx, x, y );
}
passed = depth_test_span( ctx, n, x, y, zptr, z, mask );
if (ctx->Driver.WriteDepthSpan) {
/* write updated depth values into hardware Z buffer */
assert(zptr == zbuffer);
(*ctx->Driver.WriteDepthSpan)(ctx, n, x, y, zbuffer, mask);
}
return passed;
}
/*
* Do depth testing for an array of fragments using software Z buffer.
*/
static void
software_depth_test_pixels( GLcontext *ctx, GLuint n,
const GLint x[], const GLint y[],
const GLdepth z[], GLubyte mask[] )
{
/* switch cases ordered from most frequent to less frequent */
switch (ctx->Depth.Func) {
case GL_LESS:
if (ctx->Depth.Mask) {
/* Update Z buffer */
GLuint i;
for (i=0; i<n; i++) {
if (mask[i]) {
zptr = Z_ADDRESS(ctx,x[i],y[i]);
GLdepth *zptr = Z_ADDRESS(ctx,x[i],y[i]);
if (z[i] < *zptr) {
/* pass */
*zptr = z[i];
@@ -466,9 +431,10 @@ void gl_depth_test_pixels_generic( GLcontext* ctx,
}
else {
/* Don't update Z buffer */
GLuint i;
for (i=0; i<n; i++) {
if (mask[i]) {
zptr = Z_ADDRESS(ctx,x[i],y[i]);
GLdepth *zptr = Z_ADDRESS(ctx,x[i],y[i]);
if (z[i] < *zptr) {
/* pass */
}
@@ -483,9 +449,10 @@ void gl_depth_test_pixels_generic( GLcontext* ctx,
case GL_LEQUAL:
if (ctx->Depth.Mask) {
/* Update Z buffer */
GLuint i;
for (i=0; i<n; i++) {
if (mask[i]) {
zptr = Z_ADDRESS(ctx,x[i],y[i]);
GLdepth *zptr = Z_ADDRESS(ctx,x[i],y[i]);
if (z[i] <= *zptr) {
/* pass */
*zptr = z[i];
@@ -499,9 +466,10 @@ void gl_depth_test_pixels_generic( GLcontext* ctx,
}
else {
/* Don't update Z buffer */
GLuint i;
for (i=0; i<n; i++) {
if (mask[i]) {
zptr = Z_ADDRESS(ctx,x[i],y[i]);
GLdepth *zptr = Z_ADDRESS(ctx,x[i],y[i]);
if (z[i] <= *zptr) {
/* pass */
}
@@ -516,9 +484,10 @@ void gl_depth_test_pixels_generic( GLcontext* ctx,
case GL_GEQUAL:
if (ctx->Depth.Mask) {
/* Update Z buffer */
GLuint i;
for (i=0; i<n; i++) {
if (mask[i]) {
zptr = Z_ADDRESS(ctx,x[i],y[i]);
GLdepth *zptr = Z_ADDRESS(ctx,x[i],y[i]);
if (z[i] >= *zptr) {
/* pass */
*zptr = z[i];
@@ -532,9 +501,10 @@ void gl_depth_test_pixels_generic( GLcontext* ctx,
}
else {
/* Don't update Z buffer */
GLuint i;
for (i=0; i<n; i++) {
if (mask[i]) {
zptr = Z_ADDRESS(ctx,x[i],y[i]);
GLdepth *zptr = Z_ADDRESS(ctx,x[i],y[i]);
if (z[i] >= *zptr) {
/* pass */
}
@@ -549,9 +519,10 @@ void gl_depth_test_pixels_generic( GLcontext* ctx,
case GL_GREATER:
if (ctx->Depth.Mask) {
/* Update Z buffer */
GLuint i;
for (i=0; i<n; i++) {
if (mask[i]) {
zptr = Z_ADDRESS(ctx,x[i],y[i]);
GLdepth *zptr = Z_ADDRESS(ctx,x[i],y[i]);
if (z[i] > *zptr) {
/* pass */
*zptr = z[i];
@@ -565,9 +536,10 @@ void gl_depth_test_pixels_generic( GLcontext* ctx,
}
else {
/* Don't update Z buffer */
GLuint i;
for (i=0; i<n; i++) {
if (mask[i]) {
zptr = Z_ADDRESS(ctx,x[i],y[i]);
GLdepth *zptr = Z_ADDRESS(ctx,x[i],y[i]);
if (z[i] > *zptr) {
/* pass */
}
@@ -582,9 +554,10 @@ void gl_depth_test_pixels_generic( GLcontext* ctx,
case GL_NOTEQUAL:
if (ctx->Depth.Mask) {
/* Update Z buffer */
GLuint i;
for (i=0; i<n; i++) {
if (mask[i]) {
zptr = Z_ADDRESS(ctx,x[i],y[i]);
GLdepth *zptr = Z_ADDRESS(ctx,x[i],y[i]);
if (z[i] != *zptr) {
/* pass */
*zptr = z[i];
@@ -598,9 +571,10 @@ void gl_depth_test_pixels_generic( GLcontext* ctx,
}
else {
/* Don't update Z buffer */
GLuint i;
for (i=0; i<n; i++) {
if (mask[i]) {
zptr = Z_ADDRESS(ctx,x[i],y[i]);
GLdepth *zptr = Z_ADDRESS(ctx,x[i],y[i]);
if (z[i] != *zptr) {
/* pass */
}
@@ -615,9 +589,10 @@ void gl_depth_test_pixels_generic( GLcontext* ctx,
case GL_EQUAL:
if (ctx->Depth.Mask) {
/* Update Z buffer */
GLuint i;
for (i=0; i<n; i++) {
if (mask[i]) {
zptr = Z_ADDRESS(ctx,x[i],y[i]);
GLdepth *zptr = Z_ADDRESS(ctx,x[i],y[i]);
if (z[i] == *zptr) {
/* pass */
*zptr = z[i];
@@ -631,9 +606,10 @@ void gl_depth_test_pixels_generic( GLcontext* ctx,
}
else {
/* Don't update Z buffer */
GLuint i;
for (i=0; i<n; i++) {
if (mask[i]) {
zptr = Z_ADDRESS(ctx,x[i],y[i]);
GLdepth *zptr = Z_ADDRESS(ctx,x[i],y[i]);
if (z[i] == *zptr) {
/* pass */
}
@@ -648,9 +624,10 @@ void gl_depth_test_pixels_generic( GLcontext* ctx,
case GL_ALWAYS:
if (ctx->Depth.Mask) {
/* Update Z buffer */
GLuint i;
for (i=0; i<n; i++) {
if (mask[i]) {
zptr = Z_ADDRESS(ctx,x[i],y[i]);
GLdepth *zptr = Z_ADDRESS(ctx,x[i],y[i]);
*zptr = z[i];
}
}
@@ -661,33 +638,35 @@ void gl_depth_test_pixels_generic( GLcontext* ctx,
break;
case GL_NEVER:
/* depth test never passes */
for (i=0;i<n;i++) {
mask[i] = 0;
}
MEMSET(mask, 0, n * sizeof(GLubyte));
break;
default:
gl_problem(ctx, "Bad depth func in gl_depth_test_pixels_generic");
} /*switch*/
gl_problem(ctx, "Bad depth func in software_depth_test_pixels");
}
}
/*
* glDepthFunc( GL_LESS ) and glDepthMask( GL_TRUE ).
* Do depth testing for an array of pixels using hardware Z buffer.
* Input/output: zbuffer - array of depth values from Z buffer
* Input: z - array of fragment z values.
*/
void gl_depth_test_pixels_less( GLcontext* ctx,
GLuint n, const GLint x[], const GLint y[],
static void
hardware_depth_test_pixels( GLcontext *ctx, GLuint n, GLdepth zbuffer[],
const GLdepth z[], GLubyte mask[] )
{
GLdepth *zptr;
/* switch cases ordered from most frequent to less frequent */
switch (ctx->Depth.Func) {
case GL_LESS:
if (ctx->Depth.Mask) {
/* Update Z buffer */
GLuint i;
for (i=0; i<n; i++) {
if (mask[i]) {
zptr = Z_ADDRESS(ctx,x[i],y[i]);
if (z[i] < *zptr) {
if (z[i] < zbuffer[i]) {
/* pass */
*zptr = z[i];
zbuffer[i] = z[i];
}
else {
/* fail */
@@ -695,25 +674,14 @@ void gl_depth_test_pixels_less( GLcontext* ctx,
}
}
}
}
/*
* 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;
}
else {
/* Don't update Z buffer */
GLuint i;
for (i=0; i<n; i++) {
if (mask[i]) {
zptr = Z_ADDRESS(ctx,x[i],y[i]);
if (z[i] > *zptr) {
if (z[i] < zbuffer[i]) {
/* pass */
*zptr = z[i];
}
else {
/* fail */
@@ -721,10 +689,222 @@ void gl_depth_test_pixels_greater( GLcontext* ctx,
}
}
}
}
break;
case GL_LEQUAL:
if (ctx->Depth.Mask) {
/* Update Z buffer */
GLuint i;
for (i=0; i<n; i++) {
if (mask[i]) {
if (z[i] <= zbuffer[i]) {
/* pass */
zbuffer[i] = z[i];
}
else {
/* fail */
mask[i] = 0;
}
}
}
}
else {
/* Don't update Z buffer */
GLuint i;
for (i=0; i<n; i++) {
if (mask[i]) {
if (z[i] <= zbuffer[i]) {
/* pass */
}
else {
/* fail */
mask[i] = 0;
}
}
}
}
break;
case GL_GEQUAL:
if (ctx->Depth.Mask) {
/* Update Z buffer */
GLuint i;
for (i=0; i<n; i++) {
if (mask[i]) {
if (z[i] >= zbuffer[i]) {
/* pass */
zbuffer[i] = z[i];
}
else {
/* fail */
mask[i] = 0;
}
}
}
}
else {
/* Don't update Z buffer */
GLuint i;
for (i=0; i<n; i++) {
if (mask[i]) {
if (z[i] >= zbuffer[i]) {
/* pass */
}
else {
/* fail */
mask[i] = 0;
}
}
}
}
break;
case GL_GREATER:
if (ctx->Depth.Mask) {
/* Update Z buffer */
GLuint i;
for (i=0; i<n; i++) {
if (mask[i]) {
if (z[i] > zbuffer[i]) {
/* pass */
zbuffer[i] = z[i];
}
else {
/* fail */
mask[i] = 0;
}
}
}
}
else {
/* Don't update Z buffer */
GLuint i;
for (i=0; i<n; i++) {
if (mask[i]) {
if (z[i] > zbuffer[i]) {
/* pass */
}
else {
/* fail */
mask[i] = 0;
}
}
}
}
break;
case GL_NOTEQUAL:
if (ctx->Depth.Mask) {
/* Update Z buffer */
GLuint i;
for (i=0; i<n; i++) {
if (mask[i]) {
if (z[i] != zbuffer[i]) {
/* pass */
zbuffer[i] = z[i];
}
else {
/* fail */
mask[i] = 0;
}
}
}
}
else {
/* Don't update Z buffer */
GLuint i;
for (i=0; i<n; i++) {
if (mask[i]) {
if (z[i] != zbuffer[i]) {
/* pass */
}
else {
/* fail */
mask[i] = 0;
}
}
}
}
break;
case GL_EQUAL:
if (ctx->Depth.Mask) {
/* Update Z buffer */
GLuint i;
for (i=0; i<n; i++) {
if (mask[i]) {
if (z[i] == zbuffer[i]) {
/* pass */
zbuffer[i] = z[i];
}
else {
/* fail */
mask[i] = 0;
}
}
}
}
else {
/* Don't update Z buffer */
GLuint i;
for (i=0; i<n; i++) {
if (mask[i]) {
if (z[i] == zbuffer[i]) {
/* pass */
}
else {
/* fail */
mask[i] = 0;
}
}
}
}
break;
case GL_ALWAYS:
if (ctx->Depth.Mask) {
/* Update Z buffer */
GLuint i;
for (i=0; i<n; i++) {
if (mask[i]) {
zbuffer[i] = z[i];
}
}
}
else {
/* Don't update Z buffer or mask */
}
break;
case GL_NEVER:
/* depth test never passes */
MEMSET(mask, 0, n * sizeof(GLubyte));
break;
default:
gl_problem(ctx, "Bad depth func in hardware_depth_test_pixels");
}
}
void gl_depth_test_pixels( GLcontext *ctx,
GLuint n, const GLint x[], const GLint y[],
const GLdepth z[], GLubyte mask[] )
{
if (ctx->Driver.ReadDepthPixels) {
/* read depth values from hardware Z buffer */
GLdepth zbuffer[PB_SIZE];
(*ctx->Driver.ReadDepthPixels)(ctx, n, x, y, zbuffer);
hardware_depth_test_pixels( ctx, n, zbuffer, z, mask );
/* update hardware Z buffer with new values */
assert(ctx->Driver.WriteDepthPixels);
(*ctx->Driver.WriteDepthPixels)(ctx, n, x, y, z, mask );
}
else {
/* software depth testing */
software_depth_test_pixels(ctx, n, x, y, z, mask);
}
}
/**********************************************************************/
/***** Read Depth Buffer *****/
@@ -733,7 +913,7 @@ void gl_depth_test_pixels_greater( GLcontext* ctx,
/*
* 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()
* This is used for both hardware and software depth buffers.
* Input: n - how many pixels
* x,y - location of first pixel
* Output: depth - the array of depth values
@@ -741,47 +921,30 @@ void gl_depth_test_pixels_greater( GLcontext* ctx,
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;
const GLfloat scale = 1.0F / DEPTH_SCALE;
if (ctx->DrawBuffer->Depth) {
zptr = Z_ADDRESS( ctx, x, y );
for (i=0;i<n;i++) {
/* read from software depth buffer */
const GLdepth *zptr = Z_ADDRESS( ctx, x, y );
GLuint i;
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[] )
{
if (ctx->DrawBuffer->Depth) {
GLdepth *zptr = Z_ADDRESS( ctx, x, y );
MEMCPY( depth, zptr, n * sizeof(GLdepth) );
}
else {
else if (ctx->Driver.ReadDepthSpan) {
/* read from hardware depth buffer */
GLdepth d[MAX_WIDTH];
GLuint i;
for (i=0;i<n;i++) {
depth[i] = 0;
assert(n <= MAX_WIDTH);
(*ctx->Driver.ReadDepthSpan)( ctx, n, x, y, d );
for (i = 0; i < n; i++) {
depth[i] = d[i] * scale;
}
}
else {
/* no depth buffer */
MEMSET(depth, 0, n * sizeof(GLfloat));
}
}
@@ -800,6 +963,7 @@ void gl_read_depth_span_int( GLcontext* ctx,
void gl_alloc_depth_buffer( GLcontext* ctx )
{
/* deallocate current depth buffer if present */
if (ctx->DrawBuffer->UseSoftwareDepthBuffer) {
if (ctx->DrawBuffer->Depth) {
FREE(ctx->DrawBuffer->Depth);
ctx->DrawBuffer->Depth = NULL;
@@ -815,6 +979,7 @@ void gl_alloc_depth_buffer( GLcontext* ctx )
ctx->NewState |= NEW_RASTER_OPS;
gl_error( ctx, GL_OUT_OF_MEMORY, "Couldn't allocate depth buffer" );
}
}
}
@@ -854,8 +1019,8 @@ void gl_clear_depth_buffer( GLcontext* ctx )
/* clear whole buffer */
if (sizeof(GLdepth)==2 && (clear_value&0xff)==(clear_value>>8)) {
/* lower and upper bytes of clear_value are same, use MEMSET */
MEMSET( ctx->DrawBuffer->Depth, clear_value&0xff,
2*ctx->DrawBuffer->Width*ctx->DrawBuffer->Height);
MEMSET( ctx->DrawBuffer->Depth, clear_value & 0xff,
2*ctx->DrawBuffer->Width * ctx->DrawBuffer->Height);
}
else {
GLdepth *d = ctx->DrawBuffer->Depth;
@@ -879,6 +1044,3 @@ void gl_clear_depth_buffer( GLcontext* ctx )
}
}
}

View File

@@ -1,4 +1,4 @@
/* $Id: depth.h,v 1.4 1999/11/24 18:48:31 brianp Exp $ */
/* $Id: depth.h,v 1.5 1999/12/10 19:09:22 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -33,63 +33,13 @@
/*
* Return the address of the Z-buffer value for window coordinate (x,y):
* Immediate-mode API entrpoints
*/
#define Z_ADDRESS( CTX, X, Y ) \
((CTX)->DrawBuffer->Depth + (CTX)->DrawBuffer->Width * (Y) + (X))
extern GLuint
gl_depth_test_span_generic( GLcontext* ctx, GLuint n, GLint x, GLint y,
const GLdepth z[], GLubyte mask[] );
extern GLuint
gl_depth_test_span_less( GLcontext* ctx, GLuint n, GLint x, GLint y,
const GLdepth z[], GLubyte mask[] );
extern GLuint
gl_depth_test_span_greater( GLcontext* ctx, GLuint n, GLint x, GLint y,
const GLdepth z[], GLubyte mask[] );
extern void
gl_depth_test_pixels_generic( GLcontext* ctx,
GLuint n, const GLint x[], const GLint y[],
const GLdepth z[], GLubyte mask[] );
extern void
gl_depth_test_pixels_less( GLcontext* ctx,
GLuint n, const GLint x[], const GLint y[],
const GLdepth z[], GLubyte mask[] );
extern void
gl_depth_test_pixels_greater( GLcontext* ctx,
GLuint n, const GLint x[], const GLint y[],
const GLdepth z[], GLubyte mask[] );
extern void gl_read_depth_span_float( GLcontext* ctx,
GLuint n, GLint x, GLint y,
GLfloat depth[] );
extern void gl_read_depth_span_int( GLcontext* ctx, GLuint n, GLint x, GLint y,
GLdepth depth[] );
extern void gl_alloc_depth_buffer( GLcontext* ctx );
extern void gl_clear_depth_buffer( GLcontext* ctx );
extern void
_mesa_ClearDepth( GLclampd depth );
extern void
_mesa_DepthFunc( GLenum func );
@@ -98,4 +48,39 @@ extern void
_mesa_DepthMask( GLboolean flag );
/*
* Return the address of the Z-buffer value for window coordinate (x,y):
*/
#define Z_ADDRESS( CTX, X, Y ) \
((CTX)->DrawBuffer->Depth + (CTX)->DrawBuffer->Width * (Y) + (X))
extern GLuint
gl_depth_test_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
const GLdepth z[], GLubyte mask[] );
extern void
gl_depth_test_pixels( GLcontext *ctx,
GLuint n, const GLint x[], const GLint y[],
const GLdepth z[], GLubyte mask[] );
extern void
gl_read_depth_span_float( GLcontext *ctx, GLuint n, GLint x, GLint y,
GLfloat depth[] );
extern void
gl_alloc_depth_buffer( GLcontext* ctx );
extern void
gl_clear_depth_buffer( GLcontext* ctx );
#endif

View File

@@ -1,4 +1,4 @@
/* $Id: stencil.c,v 1.12 1999/12/10 16:15:04 brianp Exp $ */
/* $Id: stencil.c,v 1.13 1999/12/10 19:09:22 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -30,6 +30,7 @@
#else
#include "glheader.h"
#include "context.h"
#include "depth.h"
#include "mem.h"
#include "pb.h"
#include "stencil.h"
@@ -579,8 +580,7 @@ stencil_and_depth_test_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
MEMCPY(oldmask, mask, n * sizeof(GLubyte));
/* apply the depth test */
if (ctx->Driver.DepthTestSpan)
(*ctx->Driver.DepthTestSpan)( ctx, n, x, y, z, mask );
gl_depth_test_span(ctx, n, x, y, z, mask);
/* Set the stencil pass/fail flags according to result of depth testing.
* if oldmask[i] == 0 then
@@ -1059,8 +1059,7 @@ gl_stencil_and_depth_test_pixels( GLcontext *ctx,
MEMCPY(oldmask, mask, n * sizeof(GLubyte));
if (ctx->Driver.DepthTestPixels)
(*ctx->Driver.DepthTestPixels)( ctx, n, x, y, z, mask );
gl_depth_test_pixels(ctx, n, x, y, z, mask);
for (i=0;i<n;i++) {
ASSERT(mask[i] == 0 || mask[i] == 1);
@@ -1100,8 +1099,7 @@ gl_stencil_and_depth_test_pixels( GLcontext *ctx,
MEMCPY(oldmask, mask, n * sizeof(GLubyte));
if (ctx->Driver.DepthTestPixels)
(*ctx->Driver.DepthTestPixels)( ctx, n, x, y, z, mask );
gl_depth_test_pixels(ctx, n, x, y, z, mask);
for (i=0;i<n;i++) {
ASSERT(mask[i] == 0 || mask[i] == 1);