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authorBrian Paul <brian.paul@tungstengraphics.com>2002-02-04 15:59:29 +0000
committerBrian Paul <brian.paul@tungstengraphics.com>2002-02-04 15:59:29 +0000
commit79c2f534916046fab91f53ebd37f705bd25f7dcb (patch)
treef64d08207452d92bf94fd905d96c542dbf30682a /src/mesa/swrast/s_depth.c
parentac8c241e6419f1bd85aa37849a8d7b3c050ff97b (diff)
Clean-up and remove dead code related to depth/stecil testing.
Diffstat (limited to 'src/mesa/swrast/s_depth.c')
-rw-r--r--src/mesa/swrast/s_depth.c100
1 files changed, 36 insertions, 64 deletions
diff --git a/src/mesa/swrast/s_depth.c b/src/mesa/swrast/s_depth.c
index 03a5ec9735..fb466b0391 100644
--- a/src/mesa/swrast/s_depth.c
+++ b/src/mesa/swrast/s_depth.c
@@ -1,4 +1,4 @@
-/* $Id: s_depth.c,v 1.15 2002/02/02 21:40:33 brianp Exp $ */
+/* $Id: s_depth.c,v 1.16 2002/02/04 15:59:29 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -34,9 +34,7 @@
#include "s_context.h"
-
-
-/*
+/**
* Return address of depth buffer value for given window coord.
*/
GLvoid *
@@ -532,58 +530,29 @@ depth_test_span32( GLcontext *ctx, GLuint n,
-
-GLuint
-_old_depth_test_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
- const GLdepth z[], GLubyte mask[] )
-{
- SWcontext *swrast = SWRAST_CONTEXT(ctx);
- if (swrast->Driver.ReadDepthSpan) {
- /* hardware-based depth buffer */
- GLdepth zbuffer[MAX_WIDTH];
- GLuint passed;
- (*swrast->Driver.ReadDepthSpan)(ctx, n, x, y, zbuffer);
- passed = depth_test_span32(ctx, n, zbuffer, z, mask);
- assert(swrast->Driver.WriteDepthSpan);
- (*swrast->Driver.WriteDepthSpan)(ctx, n, x, y, zbuffer, mask);
- return passed;
- }
- else {
- /* software depth buffer */
- if (ctx->Visual.depthBits <= 16) {
- GLushort *zptr = (GLushort *) Z_ADDRESS16(ctx, x, y);
- GLuint passed = depth_test_span16(ctx, n, zptr, z, mask);
- return passed;
- }
- else {
- GLuint *zptr = (GLuint *) Z_ADDRESS32(ctx, x, y);
- GLuint passed = depth_test_span32(ctx, n, zptr, z, mask);
- return passed;
- }
- }
-}
-
-
/*
* Apply depth test to span of fragments. Hardware or software z buffer.
*/
static GLuint
depth_test_span( GLcontext *ctx, struct sw_span *span)
{
+ const GLint x = span->x;
+ const GLint y = span->y;
+ const GLuint n = span->end;
SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ ASSERT((span->arrayMask & SPAN_XY) == 0);
ASSERT(span->arrayMask & SPAN_Z);
if (swrast->Driver.ReadDepthSpan) {
/* hardware-based depth buffer */
GLdepth zbuffer[MAX_WIDTH];
GLuint passed;
- (*swrast->Driver.ReadDepthSpan)(ctx, span->end, span->x, span->y, zbuffer);
- passed = depth_test_span32(ctx, span->end,
- zbuffer, span->zArray, span->mask);
+ (*swrast->Driver.ReadDepthSpan)(ctx, n, x, y, zbuffer);
+ passed = depth_test_span32(ctx, n, zbuffer, span->zArray, span->mask);
ASSERT(swrast->Driver.WriteDepthSpan);
- (*swrast->Driver.WriteDepthSpan)(ctx, span->end, span->x, span->y, zbuffer, span->mask);
- if (passed < span->end)
+ (*swrast->Driver.WriteDepthSpan)(ctx, n, x, y, zbuffer, span->mask);
+ if (passed < n)
span->writeAll = GL_FALSE;
return passed;
}
@@ -591,12 +560,12 @@ depth_test_span( GLcontext *ctx, struct sw_span *span)
GLuint passed;
/* software depth buffer */
if (ctx->Visual.depthBits <= 16) {
- GLushort *zptr = (GLushort *) Z_ADDRESS16(ctx, span->x, span->y);
- passed = depth_test_span16(ctx, span->end, zptr, span->zArray, span->mask);
+ GLushort *zptr = (GLushort *) Z_ADDRESS16(ctx, x, y);
+ passed = depth_test_span16(ctx, n, zptr, span->zArray, span->mask);
}
else {
- GLuint *zptr = (GLuint *) Z_ADDRESS32(ctx, span->x, span->y);
- passed = depth_test_span32(ctx, span->end, zptr, span->zArray, span->mask);
+ GLuint *zptr = (GLuint *) Z_ADDRESS32(ctx, x, y);
+ passed = depth_test_span32(ctx, n, zptr, span->zArray, span->mask);
}
if (passed < span->end)
span->writeAll = GL_FALSE;
@@ -1331,12 +1300,18 @@ hardware_depth_test_pixels( GLcontext *ctx, GLuint n, GLdepth zbuffer[],
}
}
-void
-_mesa_depth_test_pixels( GLcontext *ctx,
- GLuint n, const GLint x[], const GLint y[],
- const GLdepth z[], GLubyte mask[] )
+
+
+static GLuint
+depth_test_pixels( GLcontext *ctx, struct sw_span *span )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ const GLuint n = span->end;
+ const GLint *x = span->xArray;
+ const GLint *y = span->xArray;
+ const GLdepth *z = span->zArray;
+ GLubyte *mask = span->mask;
+
if (swrast->Driver.ReadDepthPixels) {
/* read depth values from hardware Z buffer */
GLdepth zbuffer[MAX_WIDTH];
@@ -1355,22 +1330,21 @@ _mesa_depth_test_pixels( GLcontext *ctx,
else
software_depth_test_pixels32(ctx, n, x, y, z, mask);
}
+ return n; /* not really correct, but OK */
}
-
+/**
+ * Apply depth (Z) buffer testing to the span.
+ * \return approx number of pixels that passed (only zero is reliable)
+ */
GLuint
_mesa_depth_test_span( GLcontext *ctx, struct sw_span *span)
{
- if (span->arrayMask & SPAN_XY) {
- _mesa_depth_test_pixels(ctx, span->end,
- span->xArray, span->yArray,
- span->zArray, span->mask);
- return 1;
- }
- else {
+ if (span->arrayMask & SPAN_XY)
+ return depth_test_pixels(ctx, span);
+ else
return depth_test_span(ctx, span);
- }
}
@@ -1380,7 +1354,7 @@ _mesa_depth_test_span( GLcontext *ctx, struct sw_span *span)
/**********************************************************************/
-/*
+/**
* Read a span of depth values from the depth buffer.
* This function does clipping before calling the device driver function.
*/
@@ -1450,7 +1424,7 @@ _mesa_read_depth_span( GLcontext *ctx,
-/*
+/**
* Return a span of depth values from the depth buffer as floats in [0,1].
* This is used for both hardware and software depth buffers.
* Input: n - how many pixels
@@ -1533,7 +1507,7 @@ _mesa_read_depth_span_float( GLcontext *ctx,
-/*
+/**
* Allocate a new depth buffer. If there's already a depth buffer allocated
* it will be free()'d. The new depth buffer will be uniniitalized.
* This function is only called through Driver.alloc_depth_buffer.
@@ -1570,9 +1544,7 @@ _mesa_alloc_depth_buffer( GLcontext *ctx )
}
-
-
-/*
+/**
* Clear the depth buffer. If the depth buffer doesn't exist yet we'll
* allocate it now.
* This function is only called through Driver.clear_depth_buffer.