📄 s_depth.c
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}
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:
_mesa_bzero(mask, n * sizeof(GLubyte));
break;
default:
_mesa_problem(ctx, "Bad depth func in depth_test_span32");
}
return passed;
}
/*
* Apply depth test to span of fragments.
*/
static GLuint
depth_test_span( GLcontext *ctx, struct sw_span *span)
{
struct gl_framebuffer *fb = ctx->DrawBuffer;
struct gl_renderbuffer *rb = fb->Attachment[BUFFER_DEPTH].Renderbuffer;
const GLint x = span->x;
const GLint y = span->y;
const GLuint count = span->end;
const GLuint *zValues = span->array->z;
GLubyte *mask = span->array->mask;
GLuint passed;
ASSERT((span->arrayMask & SPAN_XY) == 0);
ASSERT(span->arrayMask & SPAN_Z);
if (rb->GetPointer(ctx, rb, 0, 0)) {
/* Directly access buffer */
if (ctx->DrawBuffer->Visual.depthBits <= 16) {
GLushort *zbuffer = (GLushort *) rb->GetPointer(ctx, rb, x, y);
passed = depth_test_span16(ctx, count, zbuffer, zValues, mask);
}
else {
GLuint *zbuffer = (GLuint *) rb->GetPointer(ctx, rb, x, y);
passed = depth_test_span32(ctx, count, zbuffer, zValues, mask);
}
}
else {
/* read depth values from buffer, test, write back */
if (rb->DataType == GL_UNSIGNED_SHORT) {
GLushort zbuffer[MAX_WIDTH];
rb->GetRow(ctx, rb, count, x, y, zbuffer);
passed = depth_test_span16(ctx, count, zbuffer, zValues, mask );
rb->PutRow(ctx, rb, count, x, y, zbuffer, NULL);
}
else {
GLuint zbuffer[MAX_WIDTH];
ASSERT(rb->DataType == GL_UNSIGNED_INT);
rb->GetRow(ctx, rb, count, x, y, zbuffer);
passed = depth_test_span32(ctx, count, zbuffer, zValues, mask );
rb->PutRow(ctx, rb, count, x, y, zbuffer, NULL);
}
}
if (passed < count) {
span->writeAll = GL_FALSE;
}
return passed;
}
#define Z_ADDRESS(X, Y) (zStart + (Y) * stride + (X))
/*
* Do depth testing for an array of fragments at assorted locations.
*/
static void
direct_depth_test_pixels16(GLcontext *ctx, GLushort *zStart, GLuint stride,
GLuint n, const GLint x[], const GLint y[],
const GLuint 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]) {
GLushort *zptr = Z_ADDRESS(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]) {
GLushort *zptr = Z_ADDRESS(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]) {
GLushort *zptr = Z_ADDRESS(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]) {
GLushort *zptr = Z_ADDRESS(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]) {
GLushort *zptr = Z_ADDRESS(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]) {
GLushort *zptr = Z_ADDRESS(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]) {
GLushort *zptr = Z_ADDRESS(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]) {
GLushort *zptr = Z_ADDRESS(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]) {
GLushort *zptr = Z_ADDRESS(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]) {
GLushort *zptr = Z_ADDRESS(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]) {
GLushort *zptr = Z_ADDRESS(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]) {
GLushort *zptr = Z_ADDRESS(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]) {
GLushort *zptr = Z_ADDRESS(x[i], y[i]);
*zptr = z[i];
}
}
}
else {
/* Don't update Z buffer or mask */
}
break;
case GL_NEVER:
/* depth test never passes */
_mesa_bzero(mask, n * sizeof(GLubyte));
break;
default:
_mesa_problem(ctx, "Bad depth func in direct_depth_test_pixels");
}
}
/*
* Do depth testing for an array of fragments with direct access to zbuffer.
*/
static void
direct_depth_test_pixels32(GLcontext *ctx, GLuint *zStart, GLuint stride,
GLuint n, const GLint x[], const GLint y[],
const GLuint 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_ADDRESS(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_ADDRESS(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_ADDRESS(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_ADDRESS(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_ADDRESS(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_ADDRESS(x[i], y[i]);
if (z[i] >= *zptr) {
/* pass */
}
else {
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