📄 s_depth.c
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/* * Mesa 3-D graphics library * Version: 6.5.1 * * Copyright (C) 1999-2006 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;
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