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📄 s_depth.c

📁 mesa-6.5-minigui源码
💻 C
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/* * Mesa 3-D graphics library * Version:  6.5 * * Copyright (C) 1999-2005  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"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */#include "glheader.h"#include "context.h"#include "macros.h"#include "imports.h"#include "fbobject.h"#include "s_depth.h"#include "s_context.h"#include "s_span.h"/** * Do depth test for a horizontal span of fragments. * Input:  zbuffer - array of z values in the zbuffer *         z - array of fragment z values * Return:  number of fragments which pass the test. */static GLuintdepth_test_span16( GLcontext *ctx, GLuint n,                   GLushort zbuffer[], const GLuint 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:         _mesa_bzero(mask, n * sizeof(GLubyte));	 break;      default:         _mesa_problem(ctx, "Bad depth func in depth_test_span16");   }   return passed;}static GLuintdepth_test_span32( GLcontext *ctx, GLuint n,                   GLuint zbuffer[], const GLuint 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:         _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 GLuintdepth_test_span( GLcontext *ctx, struct sw_span *span){   struct gl_framebuffer *fb = ctx->DrawBuffer;   struct gl_renderbuffer *rb = fb->_DepthBuffer;   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 (rb->DataType == GL_UNSIGNED_SHORT) {         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);         ASSERT(rb->DataType == GL_UNSIGNED_INT);         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 voiddirect_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 */

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