runtime selectable depth buffer depth

This commit is contained in:
Brian Paul
2000-03-03 17:47:39 +00:00
parent 8df3d8ae6c
commit ed30dfa126
15 changed files with 926 additions and 276 deletions

View File

@@ -1,10 +1,10 @@
/* $Id: depth.c,v 1.12 2000/02/02 22:16:04 brianp Exp $ */
/* $Id: depth.c,v 1.13 2000/03/03 17:47:39 brianp Exp $ */
/*
* Mesa 3-D graphics library
* Version: 3.3
*
* Copyright (C) 1999 Brian Paul All Rights Reserved.
* Copyright (C) 1999-2000 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
@@ -124,6 +124,33 @@ _mesa_DepthMask( GLboolean flag )
/**********************************************************************/
/***** Misc *****/
/**********************************************************************/
/*
* Return address of depth buffer value for given window coord.
*/
GLvoid *
_mesa_zbuffer_address(GLcontext *ctx, GLint x, GLint y)
{
if (ctx->Visual->DepthBits <= 16)
return (GLushort *) ctx->DrawBuffer->DepthBuffer + ctx->DrawBuffer->Width * y + x;
else
return (GLuint *) ctx->DrawBuffer->DepthBuffer + ctx->DrawBuffer->Width * y + x;
}
#define Z_ADDRESS16( CTX, X, Y ) \
( ((GLushort *) (CTX)->DrawBuffer->DepthBuffer) \
+ (CTX)->DrawBuffer->Width * (Y) + (X) )
#define Z_ADDRESS32( CTX, X, Y ) \
( ((GLuint *) (CTX)->DrawBuffer->DepthBuffer) \
+ (CTX)->DrawBuffer->Width * (Y) + (X) )
/**********************************************************************/
/***** Depth Testing Functions *****/
/**********************************************************************/
@@ -137,8 +164,8 @@ _mesa_DepthMask( GLboolean flag )
* Return: number of fragments which pass the test.
*/
static GLuint
depth_test_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
GLdepth zbuffer[], const GLdepth z[], GLubyte mask[] )
depth_test_span16( GLcontext *ctx, GLuint n, GLint x, GLint y,
GLushort zbuffer[], const GLdepth z[], GLubyte mask[] )
{
GLuint passed = 0;
@@ -358,7 +385,236 @@ depth_test_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
MEMSET(mask, 0, n * sizeof(GLubyte));
break;
default:
gl_problem(ctx, "Bad depth func in depth_test_span");
gl_problem(ctx, "Bad depth func in depth_test_span16");
}
return passed;
}
static GLuint
depth_test_span32( GLcontext *ctx, GLuint n, GLint x, GLint y,
GLuint zbuffer[], const GLdepth z[], GLubyte mask[] )
{
GLuint passed = 0;
/* 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]) {
if (z[i] < zbuffer[i]) {
/* pass */
zbuffer[i] = z[i];
passed++;
}
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 */
passed++;
}
else {
mask[i] = 0;
}
}
}
}
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]) {
zbuffer[i] = z[i];
passed++;
}
else {
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 */
passed++;
}
else {
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]) {
zbuffer[i] = z[i];
passed++;
}
else {
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 */
passed++;
}
else {
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]) {
zbuffer[i] = z[i];
passed++;
}
else {
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 */
passed++;
}
else {
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]) {
zbuffer[i] = z[i];
passed++;
}
else {
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 */
passed++;
}
else {
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]) {
zbuffer[i] = z[i];
passed++;
}
else {
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 */
passed++;
}
else {
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];
passed++;
}
}
}
else {
/* Don't update Z buffer or mask */
passed = n;
}
break;
case GL_NEVER:
MEMSET(mask, 0, n * sizeof(GLubyte));
break;
default:
gl_problem(ctx, "Bad depth func in depth_test_span32");
}
return passed;
@@ -373,29 +629,29 @@ GLuint
_mesa_depth_test_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
const GLdepth z[], GLubyte mask[] )
{
GLdepth zbuffer[MAX_WIDTH];
GLdepth *zptr;
GLuint passed;
if (ctx->Driver.ReadDepthSpan) {
/* read depth values out of hardware Z buffer */
/* hardware-based depth buffer */
GLdepth zbuffer[MAX_WIDTH];
GLuint passed;
(*ctx->Driver.ReadDepthSpan)(ctx, n, x, y, zbuffer);
zptr = zbuffer;
passed = depth_test_span32(ctx, n, x, y, zbuffer, z, mask);
assert(ctx->Driver.WriteDepthSpan);
(*ctx->Driver.WriteDepthSpan)(ctx, n, x, y, zbuffer, mask);
return passed;
}
else {
/* test against software depth buffer values */
zptr = Z_ADDRESS( ctx, x, y );
/* software depth buffer */
if (ctx->Visual->DepthBits <= 16) {
GLushort *zptr = (GLushort *) Z_ADDRESS16(ctx, x, y);
GLuint passed = depth_test_span16(ctx, n, x, y, zptr, z, mask);
return passed;
}
else {
GLuint *zptr = (GLuint *) Z_ADDRESS32(ctx, x, y);
GLuint passed = depth_test_span32(ctx, n, x, y, zptr, z, mask);
return passed;
}
}
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;
}
@@ -405,9 +661,9 @@ _mesa_depth_test_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
* 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[] )
software_depth_test_pixels16( 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) {
@@ -417,7 +673,7 @@ software_depth_test_pixels( GLcontext *ctx, GLuint n,
GLuint i;
for (i=0; i<n; i++) {
if (mask[i]) {
GLdepth *zptr = Z_ADDRESS(ctx,x[i],y[i]);
GLushort *zptr = Z_ADDRESS16(ctx,x[i],y[i]);
if (z[i] < *zptr) {
/* pass */
*zptr = z[i];
@@ -434,7 +690,7 @@ software_depth_test_pixels( GLcontext *ctx, GLuint n,
GLuint i;
for (i=0; i<n; i++) {
if (mask[i]) {
GLdepth *zptr = Z_ADDRESS(ctx,x[i],y[i]);
GLushort *zptr = Z_ADDRESS16(ctx,x[i],y[i]);
if (z[i] < *zptr) {
/* pass */
}
@@ -452,7 +708,7 @@ software_depth_test_pixels( GLcontext *ctx, GLuint n,
GLuint i;
for (i=0; i<n; i++) {
if (mask[i]) {
GLdepth *zptr = Z_ADDRESS(ctx,x[i],y[i]);
GLushort *zptr = Z_ADDRESS16(ctx,x[i],y[i]);
if (z[i] <= *zptr) {
/* pass */
*zptr = z[i];
@@ -469,7 +725,7 @@ software_depth_test_pixels( GLcontext *ctx, GLuint n,
GLuint i;
for (i=0; i<n; i++) {
if (mask[i]) {
GLdepth *zptr = Z_ADDRESS(ctx,x[i],y[i]);
GLushort *zptr = Z_ADDRESS16(ctx,x[i],y[i]);
if (z[i] <= *zptr) {
/* pass */
}
@@ -487,7 +743,7 @@ software_depth_test_pixels( GLcontext *ctx, GLuint n,
GLuint i;
for (i=0; i<n; i++) {
if (mask[i]) {
GLdepth *zptr = Z_ADDRESS(ctx,x[i],y[i]);
GLushort *zptr = Z_ADDRESS16(ctx,x[i],y[i]);
if (z[i] >= *zptr) {
/* pass */
*zptr = z[i];
@@ -504,7 +760,7 @@ software_depth_test_pixels( GLcontext *ctx, GLuint n,
GLuint i;
for (i=0; i<n; i++) {
if (mask[i]) {
GLdepth *zptr = Z_ADDRESS(ctx,x[i],y[i]);
GLushort *zptr = Z_ADDRESS16(ctx,x[i],y[i]);
if (z[i] >= *zptr) {
/* pass */
}
@@ -522,7 +778,7 @@ software_depth_test_pixels( GLcontext *ctx, GLuint n,
GLuint i;
for (i=0; i<n; i++) {
if (mask[i]) {
GLdepth *zptr = Z_ADDRESS(ctx,x[i],y[i]);
GLushort *zptr = Z_ADDRESS16(ctx,x[i],y[i]);
if (z[i] > *zptr) {
/* pass */
*zptr = z[i];
@@ -539,7 +795,7 @@ software_depth_test_pixels( GLcontext *ctx, GLuint n,
GLuint i;
for (i=0; i<n; i++) {
if (mask[i]) {
GLdepth *zptr = Z_ADDRESS(ctx,x[i],y[i]);
GLushort *zptr = Z_ADDRESS16(ctx,x[i],y[i]);
if (z[i] > *zptr) {
/* pass */
}
@@ -557,7 +813,7 @@ software_depth_test_pixels( GLcontext *ctx, GLuint n,
GLuint i;
for (i=0; i<n; i++) {
if (mask[i]) {
GLdepth *zptr = Z_ADDRESS(ctx,x[i],y[i]);
GLushort *zptr = Z_ADDRESS16(ctx,x[i],y[i]);
if (z[i] != *zptr) {
/* pass */
*zptr = z[i];
@@ -574,7 +830,7 @@ software_depth_test_pixels( GLcontext *ctx, GLuint n,
GLuint i;
for (i=0; i<n; i++) {
if (mask[i]) {
GLdepth *zptr = Z_ADDRESS(ctx,x[i],y[i]);
GLushort *zptr = Z_ADDRESS16(ctx,x[i],y[i]);
if (z[i] != *zptr) {
/* pass */
}
@@ -592,7 +848,7 @@ software_depth_test_pixels( GLcontext *ctx, GLuint n,
GLuint i;
for (i=0; i<n; i++) {
if (mask[i]) {
GLdepth *zptr = Z_ADDRESS(ctx,x[i],y[i]);
GLushort *zptr = Z_ADDRESS16(ctx,x[i],y[i]);
if (z[i] == *zptr) {
/* pass */
*zptr = z[i];
@@ -609,7 +865,7 @@ software_depth_test_pixels( GLcontext *ctx, GLuint n,
GLuint i;
for (i=0; i<n; i++) {
if (mask[i]) {
GLdepth *zptr = Z_ADDRESS(ctx,x[i],y[i]);
GLushort *zptr = Z_ADDRESS16(ctx,x[i],y[i]);
if (z[i] == *zptr) {
/* pass */
}
@@ -627,7 +883,253 @@ software_depth_test_pixels( GLcontext *ctx, GLuint n,
GLuint i;
for (i=0; i<n; i++) {
if (mask[i]) {
GLdepth *zptr = Z_ADDRESS(ctx,x[i],y[i]);
GLushort *zptr = Z_ADDRESS16(ctx,x[i],y[i]);
*zptr = 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 software_depth_test_pixels");
}
}
/*
* Do depth testing for an array of fragments using software Z buffer.
*/
static void
software_depth_test_pixels32( 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]) {
GLuint *zptr = Z_ADDRESS32(ctx,x[i],y[i]);
if (z[i] < *zptr) {
/* pass */
*zptr = z[i];
}
else {
/* fail */
mask[i] = 0;
}
}
}
}
else {
/* Don't update Z buffer */
GLuint i;
for (i=0; i<n; i++) {
if (mask[i]) {
GLuint *zptr = Z_ADDRESS32(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 */
GLuint i;
for (i=0; i<n; i++) {
if (mask[i]) {
GLuint *zptr = Z_ADDRESS32(ctx,x[i],y[i]);
if (z[i] <= *zptr) {
/* pass */
*zptr = z[i];
}
else {
/* fail */
mask[i] = 0;
}
}
}
}
else {
/* Don't update Z buffer */
GLuint i;
for (i=0; i<n; i++) {
if (mask[i]) {
GLuint *zptr = Z_ADDRESS32(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 */
GLuint i;
for (i=0; i<n; i++) {
if (mask[i]) {
GLuint *zptr = Z_ADDRESS32(ctx,x[i],y[i]);
if (z[i] >= *zptr) {
/* pass */
*zptr = z[i];
}
else {
/* fail */
mask[i] = 0;
}
}
}
}
else {
/* Don't update Z buffer */
GLuint i;
for (i=0; i<n; i++) {
if (mask[i]) {
GLuint *zptr = Z_ADDRESS32(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 */
GLuint i;
for (i=0; i<n; i++) {
if (mask[i]) {
GLuint *zptr = Z_ADDRESS32(ctx,x[i],y[i]);
if (z[i] > *zptr) {
/* pass */
*zptr = z[i];
}
else {
/* fail */
mask[i] = 0;
}
}
}
}
else {
/* Don't update Z buffer */
GLuint i;
for (i=0; i<n; i++) {
if (mask[i]) {
GLuint *zptr = Z_ADDRESS32(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 */
GLuint i;
for (i=0; i<n; i++) {
if (mask[i]) {
GLuint *zptr = Z_ADDRESS32(ctx,x[i],y[i]);
if (z[i] != *zptr) {
/* pass */
*zptr = z[i];
}
else {
/* fail */
mask[i] = 0;
}
}
}
}
else {
/* Don't update Z buffer */
GLuint i;
for (i=0; i<n; i++) {
if (mask[i]) {
GLuint *zptr = Z_ADDRESS32(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 */
GLuint i;
for (i=0; i<n; i++) {
if (mask[i]) {
GLuint *zptr = Z_ADDRESS32(ctx,x[i],y[i]);
if (z[i] == *zptr) {
/* pass */
*zptr = z[i];
}
else {
/* fail */
mask[i] = 0;
}
}
}
}
else {
/* Don't update Z buffer */
GLuint i;
for (i=0; i<n; i++) {
if (mask[i]) {
GLuint *zptr = Z_ADDRESS32(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 */
GLuint i;
for (i=0; i<n; i++) {
if (mask[i]) {
GLuint *zptr = Z_ADDRESS32(ctx,x[i],y[i]);
*zptr = z[i];
}
}
@@ -895,11 +1397,14 @@ _mesa_depth_test_pixels( GLcontext *ctx,
/* update hardware Z buffer with new values */
assert(ctx->Driver.WriteDepthPixels);
(*ctx->Driver.WriteDepthPixels)(ctx, n, x, y, z, mask );
(*ctx->Driver.WriteDepthPixels)(ctx, n, x, y, zbuffer, mask );
}
else {
/* software depth testing */
software_depth_test_pixels(ctx, n, x, y, z, mask);
if (ctx->Visual->DepthBits <= 16)
software_depth_test_pixels16(ctx, n, x, y, z, mask);
else
software_depth_test_pixels32(ctx, n, x, y, z, mask);
}
}
@@ -923,14 +1428,23 @@ void
_mesa_read_depth_span_float( GLcontext* ctx,
GLuint n, GLint x, GLint y, GLfloat depth[] )
{
const GLfloat scale = 1.0F / DEPTH_SCALE;
const GLfloat scale = 1.0F / ctx->Visual->DepthMaxF;
if (ctx->DrawBuffer->Depth) {
if (ctx->DrawBuffer->DepthBuffer) {
/* 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;
if (ctx->Visual->DepthBits <= 16) {
const GLushort *zptr = Z_ADDRESS16( ctx, x, y );
GLuint i;
for (i = 0; i < n; i++) {
depth[i] = (GLfloat) zptr[i] * scale;
}
}
else {
const GLuint *zptr = Z_ADDRESS32( ctx, x, y );
GLuint i;
for (i = 0; i < n; i++) {
depth[i] = (GLfloat) zptr[i] * scale;
}
}
}
else if (ctx->Driver.ReadDepthSpan) {
@@ -963,19 +1477,29 @@ _mesa_read_depth_span_float( GLcontext* ctx,
* This function is only called through Driver.alloc_depth_buffer.
*/
void
_mesa_alloc_depth_buffer( GLcontext* ctx )
_mesa_alloc_depth_buffer( GLcontext *ctx )
{
/* deallocate current depth buffer if present */
if (ctx->DrawBuffer->UseSoftwareDepthBuffer) {
GLint bytesPerValue;
if (ctx->DrawBuffer->Depth) {
FREE(ctx->DrawBuffer->Depth);
ctx->DrawBuffer->DepthBuffer = NULL;
ctx->DrawBuffer->Depth = NULL;
}
/* allocate new depth buffer, but don't initialize it */
ctx->DrawBuffer->Depth = (GLdepth *) MALLOC( ctx->DrawBuffer->Width
* ctx->DrawBuffer->Height
* sizeof(GLdepth) );
if (ctx->Visual->DepthBits <= 16)
bytesPerValue = sizeof(GLushort);
else
bytesPerValue = sizeof(GLuint);
ctx->DrawBuffer->DepthBuffer = MALLOC( ctx->DrawBuffer->Width
* ctx->DrawBuffer->Height
* bytesPerValue );
ctx->DrawBuffer->Depth = (GLdepth *) ctx->DrawBuffer->DepthBuffer;
if (!ctx->DrawBuffer->Depth) {
/* out of memory */
ctx->Depth.Test = GL_FALSE;
@@ -994,11 +1518,11 @@ _mesa_alloc_depth_buffer( GLcontext* ctx )
* This function is only called through Driver.clear_depth_buffer.
*/
void
_mesa_clear_depth_buffer( GLcontext* ctx )
_mesa_clear_depth_buffer( GLcontext *ctx )
{
GLdepth clear_value = (GLdepth) (ctx->Depth.Clear * DEPTH_SCALE);
if (ctx->Visual->DepthBits==0 || !ctx->DrawBuffer->Depth || !ctx->Depth.Mask) {
if (ctx->Visual->DepthBits == 0
|| !ctx->DrawBuffer->DepthBuffer
|| !ctx->Depth.Mask) {
/* no depth buffer, or writing to it is disabled */
return;
}
@@ -1009,40 +1533,84 @@ _mesa_clear_depth_buffer( GLcontext* ctx )
if (ctx->Scissor.Enabled) {
/* only clear scissor region */
GLint y;
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;
do {
*d++ = clear_value;
n--;
} while (n);
if (ctx->Visual->DepthBits <= 16) {
const GLushort clearValue = (GLushort) (ctx->Depth.Clear * ctx->Visual->DepthMax);
const GLint rows = ctx->DrawBuffer->Ymax - ctx->DrawBuffer->Ymin + 1;
const GLint width = ctx->DrawBuffer->Width;
GLushort *dRow = (GLushort *) ctx->DrawBuffer->DepthBuffer
+ ctx->DrawBuffer->Ymin * width + ctx->DrawBuffer->Xmin;
GLint i, j;
for (i = 0; i < rows; i++) {
for (j = 0; j < width; j++) {
dRow[j] = clearValue;
}
dRow += width;
}
}
else {
const GLuint clearValue = (GLuint) (ctx->Depth.Clear * ctx->Visual->DepthMax);
const GLint rows = ctx->DrawBuffer->Ymax - ctx->DrawBuffer->Ymin + 1;
const GLint width = ctx->DrawBuffer->Width;
GLuint *dRow = (GLuint *) ctx->DrawBuffer->DepthBuffer
+ ctx->DrawBuffer->Ymin * width + ctx->DrawBuffer->Xmin;
GLint i, j;
for (i = 0; i < rows; i++) {
for (j = 0; j < width; j++) {
dRow[j] = clearValue;
}
dRow += width;
}
}
}
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 */
MEMSET( ctx->DrawBuffer->Depth, clear_value & 0xff,
2*ctx->DrawBuffer->Width * ctx->DrawBuffer->Height);
if (ctx->Visual->DepthBits <= 16) {
const GLushort clearValue = (GLushort) (ctx->Depth.Clear * ctx->Visual->DepthMax);
if ((clearValue & 0xff) == (clearValue >> 8)) {
/* lower and upper bytes of clear_value are same, use MEMSET */
MEMSET( ctx->DrawBuffer->DepthBuffer, clearValue & 0xff,
2 * ctx->DrawBuffer->Width * ctx->DrawBuffer->Height);
}
else {
GLushort *d = ctx->DrawBuffer->DepthBuffer;
GLint n = ctx->DrawBuffer->Width * ctx->DrawBuffer->Height;
while (n >= 16) {
d[0] = clearValue; d[1] = clearValue;
d[2] = clearValue; d[3] = clearValue;
d[4] = clearValue; d[5] = clearValue;
d[6] = clearValue; d[7] = clearValue;
d[8] = clearValue; d[9] = clearValue;
d[10] = clearValue; d[11] = clearValue;
d[12] = clearValue; d[13] = clearValue;
d[14] = clearValue; d[15] = clearValue;
d += 16;
n -= 16;
}
while (n > 0) {
*d++ = clearValue;
n--;
}
}
}
else {
GLdepth *d = ctx->DrawBuffer->Depth;
/* >16 bit depth buffer */
GLuint *d = (GLuint *) ctx->DrawBuffer->DepthBuffer;
const GLuint clearValue = (GLuint) (ctx->Depth.Clear * ctx->Visual->DepthMax);
GLint n = ctx->DrawBuffer->Width * ctx->DrawBuffer->Height;
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;
while (n >= 16) {
d[0] = clearValue; d[1] = clearValue;
d[2] = clearValue; d[3] = clearValue;
d[4] = clearValue; d[5] = clearValue;
d[6] = clearValue; d[7] = clearValue;
d[8] = clearValue; d[9] = clearValue;
d[10] = clearValue; d[11] = clearValue;
d[12] = clearValue; d[13] = clearValue;
d[14] = clearValue; d[15] = clearValue;
d += 16;
n -= 16;
}
while (n>0) {
*d++ = clear_value;
while (n > 0) {
*d++ = clearValue;
n--;
}
}