diff options
Diffstat (limited to 'src/mesa/main/depth.c')
-rw-r--r-- | src/mesa/main/depth.c | 34 |
1 files changed, 17 insertions, 17 deletions
diff --git a/src/mesa/main/depth.c b/src/mesa/main/depth.c index dcd84f5848..746b8188ba 100644 --- a/src/mesa/main/depth.c +++ b/src/mesa/main/depth.c @@ -1,4 +1,4 @@ -/* $Id: depth.c,v 1.9 1999/11/11 01:22:26 brianp Exp $ */ +/* $Id: depth.c,v 1.10 1999/11/24 18:48:31 brianp Exp $ */ /* * Mesa 3-D graphics library @@ -747,7 +747,7 @@ void gl_read_depth_span_float( GLcontext* ctx, scale = 1.0F / DEPTH_SCALE; - if (ctx->Buffer->Depth) { + if (ctx->DrawBuffer->Depth) { zptr = Z_ADDRESS( ctx, x, y ); for (i=0;i<n;i++) { depth[i] = (GLfloat) zptr[i] * scale; @@ -772,7 +772,7 @@ void gl_read_depth_span_float( GLcontext* ctx, void gl_read_depth_span_int( GLcontext* ctx, GLuint n, GLint x, GLint y, GLdepth depth[] ) { - if (ctx->Buffer->Depth) { + if (ctx->DrawBuffer->Depth) { GLdepth *zptr = Z_ADDRESS( ctx, x, y ); MEMCPY( depth, zptr, n * sizeof(GLdepth) ); } @@ -800,16 +800,16 @@ void gl_read_depth_span_int( GLcontext* ctx, void gl_alloc_depth_buffer( GLcontext* ctx ) { /* deallocate current depth buffer if present */ - if (ctx->Buffer->Depth) { - FREE(ctx->Buffer->Depth); - ctx->Buffer->Depth = NULL; + if (ctx->DrawBuffer->Depth) { + FREE(ctx->DrawBuffer->Depth); + ctx->DrawBuffer->Depth = NULL; } /* allocate new depth buffer, but don't initialize it */ - ctx->Buffer->Depth = (GLdepth *) MALLOC( ctx->Buffer->Width - * ctx->Buffer->Height + ctx->DrawBuffer->Depth = (GLdepth *) MALLOC( ctx->DrawBuffer->Width + * ctx->DrawBuffer->Height * sizeof(GLdepth) ); - if (!ctx->Buffer->Depth) { + if (!ctx->DrawBuffer->Depth) { /* out of memory */ ctx->Depth.Test = GL_FALSE; ctx->NewState |= NEW_RASTER_OPS; @@ -829,7 +829,7 @@ void gl_clear_depth_buffer( GLcontext* ctx ) { GLdepth clear_value = (GLdepth) (ctx->Depth.Clear * DEPTH_SCALE); - if (ctx->Visual->DepthBits==0 || !ctx->Buffer->Depth || !ctx->Depth.Mask) { + if (ctx->Visual->DepthBits==0 || !ctx->DrawBuffer->Depth || !ctx->Depth.Mask) { /* no depth buffer, or writing to it is disabled */ return; } @@ -841,9 +841,9 @@ void gl_clear_depth_buffer( GLcontext* ctx ) if (ctx->Scissor.Enabled) { /* only clear scissor region */ GLint y; - for (y=ctx->Buffer->Ymin; y<=ctx->Buffer->Ymax; y++) { - GLdepth *d = Z_ADDRESS( ctx, ctx->Buffer->Xmin, y ); - GLint n = ctx->Buffer->Xmax - ctx->Buffer->Xmin + 1; + for (y=ctx->DrawBuffer->Ymin; y<=ctx->DrawBuffer->Ymax; y++) { + GLdepth *d = Z_ADDRESS( ctx, ctx->DrawBuffer->Xmin, y ); + GLint n = ctx->DrawBuffer->Xmax - ctx->DrawBuffer->Xmin + 1; do { *d++ = clear_value; n--; @@ -854,12 +854,12 @@ void gl_clear_depth_buffer( GLcontext* ctx ) /* clear whole buffer */ if (sizeof(GLdepth)==2 && (clear_value&0xff)==(clear_value>>8)) { /* lower and upper bytes of clear_value are same, use MEMSET */ - MEMSET( ctx->Buffer->Depth, clear_value&0xff, - 2*ctx->Buffer->Width*ctx->Buffer->Height); + MEMSET( ctx->DrawBuffer->Depth, clear_value&0xff, + 2*ctx->DrawBuffer->Width*ctx->DrawBuffer->Height); } else { - GLdepth *d = ctx->Buffer->Depth; - GLint n = ctx->Buffer->Width * ctx->Buffer->Height; + GLdepth *d = ctx->DrawBuffer->Depth; + GLint n = ctx->DrawBuffer->Width * ctx->DrawBuffer->Height; while (n>=16) { d[0] = clear_value; d[1] = clear_value; d[2] = clear_value; d[3] = clear_value; |