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.

File diff suppressed because it is too large Load Diff

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);