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📄 s_depth.c

📁 Mesa is an open-source implementation of the OpenGL specification - a system for rendering interacti
💻 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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