From ed30dfa1264ec8875a3162c3c8778bc703bf11d5 Mon Sep 17 00:00:00 2001 From: Brian Paul Date: Fri, 3 Mar 2000 17:47:39 +0000 Subject: runtime selectable depth buffer depth --- src/mesa/drivers/glide/fxddspan.c | 65 ++-- src/mesa/drivers/osmesa/osmesa.c | 167 +++++---- src/mesa/drivers/x11/fakeglx.c | 29 +- src/mesa/main/config.h | 26 +- src/mesa/main/context.c | 56 ++- src/mesa/main/dd.h | 4 +- src/mesa/main/depth.c | 722 ++++++++++++++++++++++++++++++++++---- src/mesa/main/depth.h | 12 +- src/mesa/main/dlist.c | 5 +- src/mesa/main/drawpix.c | 36 +- src/mesa/main/feedback.c | 25 +- src/mesa/main/image.c | 5 +- src/mesa/main/matrix.c | 10 +- src/mesa/main/polygon.c | 6 +- src/mesa/main/rastpos.c | 6 +- 15 files changed, 912 insertions(+), 262 deletions(-) (limited to 'src/mesa') diff --git a/src/mesa/drivers/glide/fxddspan.c b/src/mesa/drivers/glide/fxddspan.c index ec55134802..89abdda951 100644 --- a/src/mesa/drivers/glide/fxddspan.c +++ b/src/mesa/drivers/glide/fxddspan.c @@ -396,7 +396,7 @@ static void fxDDReadRGBAPixels(const GLcontext *ctx, { fxMesaContext fxMesa=(fxMesaContext)ctx->DriverCtx; GLuint i; - GLint bottom=fxMesa->y_delta-1; + GLint bottom=fxMesa->height+fxMesa->y_offset-1; if (MESA_VERBOSE&VERBOSE_DRIVER) { fprintf(stderr,"fxmesa: fxDDReadRGBAPixels(...)\n"); @@ -423,11 +423,11 @@ void fxDDWriteDepthSpan(GLcontext *ctx, GLuint n, GLint x, GLint y, const GLdepth depth[], const GLubyte mask[]) { - fxMesaContext fxMesa=(fxMesaContext)ctx->DriverCtx; - GLint bottom=fxMesa->height+fxMesa->y_offset-1; + fxMesaContext fxMesa = (fxMesaContext)ctx->DriverCtx; + GLint bottom = fxMesa->height + fxMesa->y_offset - 1; - if (MESA_VERBOSE&VERBOSE_DRIVER) { - fprintf(stderr,"fxmesa: fxDDReadDepthSpanInt(...)\n"); + if (MESA_VERBOSE & VERBOSE_DRIVER) { + fprintf(stderr, "fxmesa: fxDDWriteDepthSpan(...)\n"); } x += fxMesa->x_offset; @@ -436,14 +436,20 @@ void fxDDWriteDepthSpan(GLcontext *ctx, GLint i; for (i = 0; i < n; i++) { if (mask[i]) { - writeRegionClipped(fxMesa, GR_BUFFER_AUXBUFFER, x + i, bottom-y, - GR_LFB_SRC_FMT_ZA16, 1, 1, 0, (void *) &depth[i]); + GLshort d = depth[i]; + writeRegionClipped(fxMesa, GR_BUFFER_AUXBUFFER, x + i, bottom - y, + GR_LFB_SRC_FMT_ZA16, 1, 1, 0, (void *) &d); } } } else { - writeRegionClipped(fxMesa, GR_BUFFER_AUXBUFFER, x, bottom-y, - GR_LFB_SRC_FMT_ZA16, n, 1, 0, (void *) depth); + GLushort depth16[MAX_WIDTH]; + GLint i; + for (i = 0; i < n; i++) { + depth16[i] = depth[i]; + } + writeRegionClipped(fxMesa, GR_BUFFER_AUXBUFFER, x, bottom - y, + GR_LFB_SRC_FMT_ZA16, n, 1, 0, (void *) depth16); } } @@ -451,15 +457,20 @@ void fxDDWriteDepthSpan(GLcontext *ctx, void fxDDReadDepthSpan(GLcontext *ctx, GLuint n, GLint x, GLint y, GLdepth depth[]) { - fxMesaContext fxMesa=(fxMesaContext)ctx->DriverCtx; - GLint bottom=fxMesa->height+fxMesa->y_offset-1; + fxMesaContext fxMesa = (fxMesaContext)ctx->DriverCtx; + GLint bottom = fxMesa->height + fxMesa->y_offset - 1; + GLushort depth16[MAX_WIDTH]; + GLuint i; - if (MESA_VERBOSE&VERBOSE_DRIVER) { - fprintf(stderr,"fxmesa: fxDDReadDepthSpanInt(...)\n"); + if (MESA_VERBOSE & VERBOSE_DRIVER) { + fprintf(stderr, "fxmesa: fxDDReadDepthSpan(...)\n"); } - x+=fxMesa->x_offset; - FX_grLfbReadRegion(GR_BUFFER_AUXBUFFER,x,bottom-y,n,1,0,depth); + x += fxMesa->x_offset; + FX_grLfbReadRegion(GR_BUFFER_AUXBUFFER, x, bottom - y, n, 1, 0, depth16); + for (i = 0; i < n; i++) { + depth[i] = depth16[i]; + } } @@ -468,20 +479,21 @@ void fxDDWriteDepthPixels(GLcontext *ctx, GLuint n, const GLint x[], const GLint y[], const GLdepth depth[], const GLubyte mask[]) { - fxMesaContext fxMesa=(fxMesaContext)ctx->DriverCtx; - GLint bottom=fxMesa->height+fxMesa->y_offset-1; + fxMesaContext fxMesa = (fxMesaContext)ctx->DriverCtx; + GLint bottom = fxMesa->height + fxMesa->y_offset - 1; GLuint i; - if (MESA_VERBOSE&VERBOSE_DRIVER) { - fprintf(stderr,"fxmesa: fxDDReadDepthSpanInt(...)\n"); + if (MESA_VERBOSE & VERBOSE_DRIVER) { + fprintf(stderr, "fxmesa: fxDDWriteDepthPixels(...)\n"); } for (i = 0; i < n; i++) { if (mask[i]) { int xpos = x[i] + fxMesa->x_offset; int ypos = bottom - y[i]; + GLushort d = depth[i]; writeRegionClipped(fxMesa, GR_BUFFER_AUXBUFFER, xpos, ypos, - GR_LFB_SRC_FMT_ZA16, 1, 1, 0, (void *) &depth[i]); + GR_LFB_SRC_FMT_ZA16, 1, 1, 0, (void *) &d); } } } @@ -490,19 +502,20 @@ void fxDDWriteDepthPixels(GLcontext *ctx, void fxDDReadDepthPixels(GLcontext *ctx, GLuint n, const GLint x[], const GLint y[], GLdepth depth[]) { - fxMesaContext fxMesa=(fxMesaContext)ctx->DriverCtx; - GLint bottom=fxMesa->height+fxMesa->y_offset-1; + fxMesaContext fxMesa = (fxMesaContext)ctx->DriverCtx; + GLint bottom = fxMesa->height + fxMesa->y_offset - 1; GLuint i; - if (MESA_VERBOSE&VERBOSE_DRIVER) { - fprintf(stderr,"fxmesa: fxDDReadDepthSpanInt(...)\n"); + if (MESA_VERBOSE & VERBOSE_DRIVER) { + fprintf(stderr, "fxmesa: fxDDReadDepthPixels(...)\n"); } - for (i = 0; i < n; i++) { int xpos = x[i] + fxMesa->x_offset; int ypos = bottom - y[i]; - FX_grLfbReadRegion(GR_BUFFER_AUXBUFFER,xpos,ypos,1,1,0,&depth[i]); + GLushort d; + FX_grLfbReadRegion(GR_BUFFER_AUXBUFFER, xpos, ypos, 1, 1, 0, &d); + depth[i] = d; } } diff --git a/src/mesa/drivers/osmesa/osmesa.c b/src/mesa/drivers/osmesa/osmesa.c index a5a71bfc2d..ea015236f0 100644 --- a/src/mesa/drivers/osmesa/osmesa.c +++ b/src/mesa/drivers/osmesa/osmesa.c @@ -1,4 +1,4 @@ -/* $Id: osmesa.c,v 1.9 2000/01/15 06:13:26 rjfrank Exp $ */ +/* $Id: osmesa.c,v 1.10 2000/03/03 17:50:09 brianp Exp $ */ /* * Mesa 3-D graphics library @@ -206,7 +206,7 @@ OSMesaCreateContext( GLenum format, OSMesaContext sharelist ) swalpha, /* software alpha */ GL_FALSE, /* double buffer */ GL_FALSE, /* stereo */ - DEPTH_BITS, + DEFAULT_SOFTWARE_DEPTH_BITS, STENCIL_BITS, rgbmode ? ACCUM_BITS : 0, indexBits, @@ -400,7 +400,6 @@ OSMesaMakeCurrent( OSMesaContext ctx, void *buffer, GLenum type, - OSMesaContext GLAPIENTRY OSMesaGetCurrentContext( void ) { GLcontext *ctx = gl_get_current_context(); @@ -1220,6 +1219,7 @@ static void flat_rgba_z_line( GLcontext *ctx, #define INTERP_XY 1 #define INTERP_Z 1 +#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE #define CLIP_HACK 1 #define PLOT(X,Y) \ if (Z < *zPtr) { \ @@ -1272,6 +1272,7 @@ static void flat_blend_rgba_line( GLcontext *ctx, #endif } + /* * Draw a flat-shaded, Z-less, alpha-blended, RGB line into an osmesa buffer. */ @@ -1292,16 +1293,16 @@ static void flat_blend_rgba_z_line( GLcontext *ctx, #define INTERP_XY 1 #define INTERP_Z 1 +#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE #define CLIP_HACK 1 -#define PLOT(X,Y) \ - if (Z < *zPtr) { \ - { GLuint *ptr4 = PIXELADDR4(X,Y); \ - GLuint pixel = 0; \ - pixel |=((((((*ptr4) >> rshift) & 0xff)*msavalue+rvalue)>>8) << rshift);\ - pixel |=((((((*ptr4) >> gshift) & 0xff)*msavalue+gvalue)>>8) << gshift);\ - pixel |=((((((*ptr4) >> bshift) & 0xff)*msavalue+bvalue)>>8) << bshift);\ - *ptr4 = pixel; \ - } \ +#define PLOT(X,Y) \ + if (Z < *zPtr) { \ + GLuint *ptr4 = PIXELADDR4(X,Y); \ + GLuint pixel = 0; \ + pixel |=((((((*ptr4) >> rshift) & 0xff)*msavalue+rvalue)>>8) << rshift); \ + pixel |=((((((*ptr4) >> gshift) & 0xff)*msavalue+gvalue)>>8) << gshift); \ + pixel |=((((((*ptr4) >> bshift) & 0xff)*msavalue+bvalue)>>8) << bshift); \ + *ptr4 = pixel; \ } #ifdef WIN32 @@ -1311,6 +1312,7 @@ static void flat_blend_rgba_z_line( GLcontext *ctx, #endif } + /* * Draw a flat-shaded, Z-less, alpha-blended, RGB line into an osmesa buffer. */ @@ -1331,17 +1333,17 @@ static void flat_blend_rgba_z_line_write( GLcontext *ctx, #define INTERP_XY 1 #define INTERP_Z 1 +#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE #define CLIP_HACK 1 -#define PLOT(X,Y) \ - if (Z < *zPtr) { \ - { GLuint *ptr4 = PIXELADDR4(X,Y); \ - GLuint pixel = 0; \ - pixel |=((((((*ptr4) >> rshift) & 0xff)*msavalue+rvalue)>>8) << rshift);\ - pixel |=((((((*ptr4) >> gshift) & 0xff)*msavalue+gvalue)>>8) << gshift);\ - pixel |=((((((*ptr4) >> bshift) & 0xff)*msavalue+bvalue)>>8) << bshift);\ - *ptr4 = pixel; \ - } \ - *zPtr = Z; \ +#define PLOT(X,Y) \ + if (Z < *zPtr) { \ + GLuint *ptr4 = PIXELADDR4(X,Y); \ + GLuint pixel = 0; \ + pixel |=((((((*ptr4) >> rshift) & 0xff)*msavalue+rvalue)>>8) << rshift); \ + pixel |=((((((*ptr4) >> gshift) & 0xff)*msavalue+gvalue)>>8) << gshift); \ + pixel |=((((((*ptr4) >> bshift) & 0xff)*msavalue+bvalue)>>8) << bshift); \ + *ptr4 = pixel; \ + *zPtr = Z; \ } #ifdef WIN32 @@ -1369,7 +1371,8 @@ static line_func choose_line_function( GLcontext *ctx ) if (ctx->RasterMask==DEPTH_BIT && ctx->Depth.Func==GL_LESS - && ctx->Depth.Mask==GL_TRUE) { + && ctx->Depth.Mask==GL_TRUE + && ctx->Visual->DepthBits == DEFAULT_SOFTWARE_DEPTH_BITS) { switch(osmesa->format) { case OSMESA_RGBA: case OSMESA_BGRA: @@ -1394,6 +1397,7 @@ static line_func choose_line_function( GLcontext *ctx ) if (ctx->RasterMask==(DEPTH_BIT|BLEND_BIT) && ctx->Depth.Func==GL_LESS && ctx->Depth.Mask==GL_TRUE + && ctx->Visual->DepthBits == DEFAULT_SOFTWARE_DEPTH_BITS && ctx->Color.BlendSrcRGB==GL_SRC_ALPHA && ctx->Color.BlendDstRGB==GL_ONE_MINUS_SRC_ALPHA && ctx->Color.BlendSrcA==GL_SRC_ALPHA @@ -1412,6 +1416,7 @@ static line_func choose_line_function( GLcontext *ctx ) if (ctx->RasterMask==(DEPTH_BIT|BLEND_BIT) && ctx->Depth.Func==GL_LESS && ctx->Depth.Mask==GL_FALSE + && ctx->Visual->DepthBits == DEFAULT_SOFTWARE_DEPTH_BITS && ctx->Color.BlendSrcRGB==GL_SRC_ALPHA && ctx->Color.BlendDstRGB==GL_ONE_MINUS_SRC_ALPHA && ctx->Color.BlendSrcA==GL_SRC_ALPHA @@ -1467,6 +1472,7 @@ static void smooth_rgba_z_triangle( GLcontext *ctx, GLuint v0, GLuint v1, (void) pv; osmesa->bVisible = GL_TRUE; /* if here, the occlusion test is misused */ #define INTERP_Z 1 +#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE #define INTERP_RGB 1 #define INTERP_ALPHA 1 #define INNER_LOOP( LEFT, RIGHT, Y ) \ @@ -1502,6 +1508,7 @@ static void flat_rgba_z_triangle( GLcontext *ctx, GLuint v0, GLuint v1, { OSMesaContext osmesa = (OSMesaContext) ctx; #define INTERP_Z 1 +#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE #define SETUP_CODE \ GLubyte r = VB->ColorPtr->data[pv][0]; \ GLubyte g = VB->ColorPtr->data[pv][1]; \ @@ -1547,6 +1554,7 @@ static triangle_func choose_triangle_function( GLcontext *ctx ) if (ctx->RasterMask==DEPTH_BIT && ctx->Depth.Func==GL_LESS && ctx->Depth.Mask==GL_TRUE + && ctx->Visual->DepthBits == DEFAULT_SOFTWARE_DEPTH_BITS && osmesa->format!=OSMESA_COLOR_INDEX) { if (ctx->Light.ShadeModel==GL_SMOOTH) { return smooth_rgba_z_triangle; @@ -1558,6 +1566,8 @@ static triangle_func choose_triangle_function( GLcontext *ctx ) return NULL; } + + /**********************************************************************/ /***** Occlusion rendering routines *****/ /**********************************************************************/ @@ -1576,87 +1586,113 @@ static triangle_func choose_triangle_function( GLcontext *ctx ) } \ return; -/***** Color Index *****/ +/** +*** Color Index +**/ + static void write_index32_span_occ( const GLcontext *ctx, - GLuint n, GLint x, GLint y, - const GLuint index[], const GLubyte mask[] ) + GLuint n, GLint x, GLint y, + const GLuint index[], const GLubyte mask[] ) { - OCC_STD_MASK_TEST + OCC_STD_MASK_TEST } + + static void write_index8_span_occ( const GLcontext *ctx, - GLuint n, GLint x, GLint y, - const GLubyte index[], const GLubyte mask[] ) + GLuint n, GLint x, GLint y, + const GLubyte index[], const GLubyte mask[] ) { - OCC_STD_MASK_TEST + OCC_STD_MASK_TEST } + + static void write_monoindex_span_occ( const GLcontext *ctx, - GLuint n, GLint x, GLint y, - const GLubyte mask[] ) + GLuint n, GLint x, GLint y, + const GLubyte mask[] ) { - OCC_STD_MASK_TEST + OCC_STD_MASK_TEST } + + static void write_index_pixels_occ( const GLcontext *ctx, - GLuint n, const GLint x[], const GLint y[], - const GLuint index[], const GLubyte mask[] ) + GLuint n, const GLint x[], const GLint y[], + const GLuint index[], const GLubyte mask[] ) { - OCC_STD_MASK_TEST + OCC_STD_MASK_TEST } + + static void write_monoindex_pixels_occ( const GLcontext *ctx, - GLuint n, const GLint x[], const GLint y[], - const GLubyte mask[] ) + GLuint n, const GLint x[], const GLint y[], + const GLubyte mask[] ) { - OCC_STD_MASK_TEST + OCC_STD_MASK_TEST } -/***** RGB/RGBA *****/ +/** +*** RGB/RGBA +**/ static void write_rgba_span_occ( const GLcontext *ctx, - GLuint n, GLint x, GLint y, - CONST GLubyte rgba[][4], const GLubyte mask[] ) + GLuint n, GLint x, GLint y, + CONST GLubyte rgba[][4], const GLubyte mask[] ) { - OCC_STD_MASK_TEST + OCC_STD_MASK_TEST } + + static void write_rgb_span_occ( const GLcontext *ctx, - GLuint n, GLint x, GLint y, - CONST GLubyte rgb[][3], - const GLubyte mask[] ) + GLuint n, GLint x, GLint y, + CONST GLubyte rgb[][3], + const GLubyte mask[] ) { - OCC_STD_MASK_TEST + OCC_STD_MASK_TEST } + + static void write_rgba_pixels_occ( const GLcontext *ctx, - GLuint n, const GLint x[], const GLint y[], - CONST GLubyte rgba[][4], const GLubyte mask[] ) + GLuint n, const GLint x[], const GLint y[], + CONST GLubyte rgba[][4], const GLubyte mask[] ) { - OCC_STD_MASK_TEST + OCC_STD_MASK_TEST } + + static void write_monocolor_span_occ( const GLcontext *ctx, - GLuint n, GLint x, GLint y, - const GLubyte mask[] ) + GLuint n, GLint x, GLint y, + const GLubyte mask[] ) { - OCC_STD_MASK_TEST + OCC_STD_MASK_TEST } + + static void write_monocolor_pixels_occ( const GLcontext *ctx, - GLuint n, const GLint x[], const GLint y[], - const GLubyte mask[] ) + GLuint n, const GLint x[], const GLint y[], + const GLubyte mask[] ) { - OCC_STD_MASK_TEST + OCC_STD_MASK_TEST } -/***** Line Drawing *****/ + +/** +*** Line Drawing +**/ static void line_occ( GLcontext *ctx, - GLuint vert0, GLuint vert1, GLuint pvert ) + GLuint vert0, GLuint vert1, GLuint pvert ) { OSMesaContext osmesa = (OSMesaContext) ctx->DriverCtx; osmesa->bVisible = GL_TRUE; } + static void line_z_occ( GLcontext *ctx, - GLuint vert0, GLuint vert1, GLuint pvert ) + GLuint vert0, GLuint vert1, GLuint pvert ) { OSMesaContext osmesa = (OSMesaContext) ctx->DriverCtx; if (osmesa->bVisible) return; #define INTERP_XY 1 #define INTERP_Z 1 +#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE #define CLIP_HACK 1 #define PLOT(X,Y) \ if (Z < *zPtr) { \ @@ -1671,19 +1707,25 @@ static void line_z_occ( GLcontext *ctx, #endif } -/***** Triangle Drawing *****/ + +/** +*** Triangle Drawing +**/ static void triangle_occ( GLcontext *ctx, GLuint v0, GLuint v1, - GLuint v2, GLuint pv ) + GLuint v2, GLuint pv ) { OSMesaContext osmesa = (OSMesaContext) ctx->DriverCtx; osmesa->bVisible = GL_TRUE; } + + static void triangle_z_occ( GLcontext *ctx, GLuint v0, GLuint v1, - GLuint v2, GLuint pv ) + GLuint v2, GLuint pv ) { OSMesaContext osmesa = (OSMesaContext) ctx->DriverCtx; if (osmesa->bVisible) return; #define INTERP_Z 1 +#define DEPTH_TYPE DEFAULT_SOFTWARE_DEPTH_TYPE #define INNER_LOOP( LEFT, RIGHT, Y ) \ { \ GLint i, len = RIGHT-LEFT; \ @@ -1703,6 +1745,7 @@ static void triangle_z_occ( GLcontext *ctx, GLuint v0, GLuint v1, #endif } + static const GLubyte *get_string( GLcontext *ctx, GLenum name ) { (void) ctx; diff --git a/src/mesa/drivers/x11/fakeglx.c b/src/mesa/drivers/x11/fakeglx.c index 152e661e98..af8254fed9 100644 --- a/src/mesa/drivers/x11/fakeglx.c +++ b/src/mesa/drivers/x11/fakeglx.c @@ -1,4 +1,4 @@ -/* $Id: fakeglx.c,v 1.24 2000/02/27 18:26:54 brianp Exp $ */ +/* $Id: fakeglx.c,v 1.25 2000/03/03 17:50:09 brianp Exp $ */ /* * Mesa 3-D graphics library @@ -300,6 +300,11 @@ save_glx_visual( Display *dpy, XVisualInfo *vinfo, /* * Create a GLX visual from a regular XVisualInfo. + * This is called when Fake GLX is given an XVisualInfo which wasn't + * returned by glXChooseVisual. Since this is the first time we're + * considering this visual we'll take a guess at reasonable values + * for depth buffer size, stencil size, accum size, etc. + * This is the best we can do with a client-side emulation of GLX. */ static XMesaVisual create_glx_visual( Display *dpy, XVisualInfo *visinfo ) @@ -329,9 +334,9 @@ create_glx_visual( Display *dpy, XVisualInfo *visinfo ) GL_FALSE, /* alpha */ GL_TRUE, /* double */ GL_FALSE, /* stereo */ - 8*sizeof(GLdepth), - 8*sizeof(GLstencil), - 8*sizeof(GLaccum), + DEFAULT_SOFTWARE_DEPTH_BITS, + 8 * sizeof(GLstencil), + 8 * sizeof(GLaccum), 0 /* level */ ); } @@ -1014,6 +1019,22 @@ Fake_glXChooseVisual( Display *dpy, int screen, int *list ) } if (vis) { + /* Note: we're not exactly obeying the glXChooseVisual rules here. + * When GLX_DEPTH_SIZE = 1 is specified we're supposed to choose the + * largest depth buffer size, which is 32bits/value. However, we + * return 16 to maintain performance with earlier versions of Mesa. + */ + if (depth_size == 1) + depth_size = DEFAULT_SOFTWARE_DEPTH_BITS; + else if (depth_size > 24) + depth_size = 31; + else if (depth_size > 16) + depth_size = 24; + /* we only support one size of stencil and accum buffers. */ + if (stencil_size > 0) + stencil_size = STENCIL_BITS; + if (accum_size > 0) + accum_size = ACCUM_BITS; if (!save_glx_visual( dpy, vis, rgb_flag, alpha_flag, double_flag, stereo_flag, depth_size, stencil_size, accum_size, level )) diff --git a/src/mesa/main/config.h b/src/mesa/main/config.h index 8c4af7615a..af11356f36 100644 --- a/src/mesa/main/config.h +++ b/src/mesa/main/config.h @@ -1,4 +1,4 @@ -/* $Id: config.h,v 1.6 2000/02/21 14:46:28 brianp Exp $ */ +/* $Id: config.h,v 1.7 2000/03/03 17:47:39 brianp Exp $ */ /* * Mesa 3-D graphics library @@ -126,26 +126,12 @@ /* - * Bits per depth buffer value: 16 or 32 + * Bits per depth buffer value: 16 or 32 (GLushort or GLuint) + * gl_create_visual() can select any depth in [0, 32]. */ -#ifdef MESAD3D - /* Mesa / Direct3D driver only */ - extern float g_DepthScale, g_MaxDepth; -# define DEPTH_BITS 32 -# define DEPTH_SCALE g_DepthScale -# define MAX_DEPTH g_MaxDepth -#else -# define DEPTH_BITS 16 -# if DEPTH_BITS==16 -# define MAX_DEPTH 0xffff -# define DEPTH_SCALE 65535.0F -# elif DEPTH_BITS==32 -# define MAX_DEPTH 0x3fffffff -# define DEPTH_SCALE ((GLfloat) MAX_DEPTH) -# else -# error "illegal number of depth bits" -# endif -#endif +#define DEFAULT_SOFTWARE_DEPTH_BITS 16 +#define DEFAULT_SOFTWARE_DEPTH_TYPE GLushort + /* diff --git a/src/mesa/main/context.c b/src/mesa/main/context.c index 2fa8848dcf..eb3b7a8121 100644 --- a/src/mesa/main/context.c +++ b/src/mesa/main/context.c @@ -1,4 +1,4 @@ -/* $Id: context.c,v 1.43 2000/02/12 17:26:15 brianp Exp $ */ +/* $Id: context.c,v 1.44 2000/03/03 17:47:39 brianp Exp $ */ /* * Mesa 3-D graphics library @@ -255,12 +255,15 @@ static void print_timings( GLcontext *ctx ) * alphaFlag - alloc software alpha buffers? * dbFlag - double buffering? * stereoFlag - stereo buffer? - * depthFits - requested minimum bits per depth buffer value - * stencilFits - requested minimum bits per stencil buffer value - * accumFits - requested minimum bits per accum buffer component - * indexFits - number of bits per pixel if rgbFlag==GL_FALSE - * red/green/blue/alphaFits - number of bits per color component - * in frame buffer for RGB(A) mode. + * depthBits - requested bits per depth buffer value + * Any value in [0, 32] is acceptable but the actual + * depth type will be GLushort or GLuint as needed. + * stencilBits - requested minimum bits per stencil buffer value + * accumBits - requested minimum bits per accum buffer component + * indexBits - number of bits per pixel if rgbFlag==GL_FALSE + * red/green/blue/alphaBits - number of bits per color component + * in frame buffer for RGB(A) mode. + * We always use 8 in core Mesa though. * Return: pointer to new GLvisual or NULL if requested parameters can't * be met. */ @@ -279,16 +282,19 @@ GLvisual *gl_create_visual( GLboolean rgbFlag, { GLvisual *vis; - if (depthBits > (GLint) (8*sizeof(GLdepth))) { - /* can't meet depth buffer requirements */ + /* This is to catch bad values from device drivers not updated for + * Mesa 3.3. Some device drivers just passed 1. That's a REALLY + * bad value now (a 1-bit depth buffer!?!). + */ + assert(depthBits == 0 || depthBits > 1); + + if (depthBits < 0 || depthBits > 32) { return NULL; } - if (stencilBits > (GLint) (8*sizeof(GLstencil))) { - /* can't meet stencil buffer requirements */ + if (stencilBits < 0 || stencilBits > (GLint) (8 * sizeof(GLstencil))) { return NULL; } - if (accumBits > (GLint) (8*sizeof(GLaccum))) { - /* can't meet accum buffer requirements */ + if (accumBits < 0 || accumBits > (GLint) (8 * sizeof(GLaccum))) { return NULL; } @@ -303,15 +309,27 @@ GLvisual *gl_create_visual( GLboolean rgbFlag, vis->RedBits = redBits; vis->GreenBits = greenBits; vis->BlueBits = blueBits; - vis->AlphaBits = alphaFlag ? 8*sizeof(GLubyte) : alphaBits; + vis->AlphaBits = alphaFlag ? (8 * sizeof(GLubyte)) : alphaBits; vis->IndexBits = indexBits; - vis->DepthBits = (depthBits>0) ? 8*sizeof(GLdepth) : 0; - vis->AccumBits = (accumBits>0) ? 8*sizeof(GLaccum) : 0; - vis->StencilBits = (stencilBits>0) ? 8*sizeof(GLstencil) : 0; + vis->DepthBits = depthBits; + vis->AccumBits = (accumBits > 0) ? (8 * sizeof(GLaccum)) : 0; + vis->StencilBits = (stencilBits > 0) ? (8 * sizeof(GLstencil)) : 0; vis->SoftwareAlpha = alphaFlag; + if (depthBits == 0) { + /* Special case. Even if we don't have a depth buffer we need + * good values for DepthMax for Z vertex transformation purposes. + */ + vis->DepthMax = 1; + vis->DepthMaxF = 1.0F; + } + else { + vis->DepthMax = (1 << depthBits) - 1; + vis->DepthMaxF = (GLfloat) vis->DepthMax; + } + return vis; } @@ -1101,8 +1119,8 @@ static void init_attrib_groups( GLcontext *ctx ) #define Sz 10 #define Tz 14 - ctx->Viewport.WindowMap.m[Sz] = 0.5 * DEPTH_SCALE; - ctx->Viewport.WindowMap.m[Tz] = 0.5 * DEPTH_SCALE; + ctx->Viewport.WindowMap.m[Sz] = 0.5 * ctx->Visual->DepthMaxF; + ctx->Viewport.WindowMap.m[Tz] = 0.5 * ctx->Visual->DepthMaxF; #undef Sz #undef Tz diff --git a/src/mesa/main/dd.h b/src/mesa/main/dd.h index 9a10fd0d4b..d2b985f384 100644 --- a/src/mesa/main/dd.h +++ b/src/mesa/main/dd.h @@ -1,4 +1,4 @@ -/* $Id: dd.h,v 1.13 2000/03/03 15:38:57 brianp Exp $ */ +/* $Id: dd.h,v 1.14 2000/03/03 17:54:56 brianp Exp $ */ /* * Mesa 3-D graphics library @@ -391,6 +391,8 @@ struct dd_function_table { /*** *** For supporting hardware Z buffers: *** Either ALL or NONE of these functions must be implemented! + *** NOTE that Each depth value is a 32-bit GLuint. If the depth + *** buffer is less than 32 bits deep then the extra upperbits are zero. ***/ void (*WriteDepthSpan)( GLcontext *ctx, GLuint n, GLint x, GLint y, diff --git a/src/mesa/main/depth.c b/src/mesa/main/depth.c index 3d8b1a190b..ba7f6248ab 100644 --- a/src/mesa/main/depth.c +++ b/src/mesa/main/depth.c @@ -1,10 +1,10 @@ -/* $Id: depth.c,v 1.12 2000/02/02 22:16:04 brianp Exp $ */ +/* $Id: depth.c,v 1.13 2000/03/03 17:47:39 brianp Exp $ */ /* * Mesa 3-D graphics library * Version: 3.3 * - * Copyright (C) 1999 Brian Paul All Rights Reserved. + * Copyright (C) 1999-2000 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"), @@ -124,6 +124,33 @@ _mesa_DepthMask( GLboolean flag ) +/**********************************************************************/ +/***** Misc *****/ +/**********************************************************************/ + +/* + * Return address of depth buffer value for given window coord. + */ +GLvoid * +_mesa_zbuffer_address(GLcontext *ctx, GLint x, GLint y) +{ + if (ctx->Visual->DepthBits <= 16) + return (GLushort *) ctx->DrawBuffer->DepthBuffer + ctx->DrawBuffer->Width * y + x; + else + return (GLuint *) ctx->DrawBuffer->DepthBuffer + ctx->DrawBuffer->Width * y + x; +} + + +#define Z_ADDRESS16( CTX, X, Y ) \ + ( ((GLushort *) (CTX)->DrawBuffer->DepthBuffer) \ + + (CTX)->DrawBuffer->Width * (Y) + (X) ) + +#define Z_ADDRESS32( CTX, X, Y ) \ + ( ((GLuint *) (CTX)->DrawBuffer->DepthBuffer) \ + + (CTX)->DrawBuffer->Width * (Y) + (X) ) + + + /**********************************************************************/ /***** Depth Testing Functions *****/ /**********************************************************************/ @@ -137,8 +164,8 @@ _mesa_DepthMask( GLboolean flag ) * Return: number of fragments which pass the test. */ static GLuint -depth_test_span( GLcontext *ctx, GLuint n, GLint x, GLint y, - GLdepth zbuffer[], const GLdepth z[], GLubyte mask[] ) +depth_test_span16( GLcontext *ctx, GLuint n, GLint x, GLint y, + GLushort zbuffer[], const GLdepth z[], GLubyte mask[] ) { GLuint passed = 0; @@ -358,7 +385,236 @@ depth_test_span( GLcontext *ctx, GLuint n, GLint x, GLint y, MEMSET(mask, 0, n * sizeof(GLubyte)); break; default: - gl_problem(ctx, "Bad depth func in depth_test_span"); + gl_problem(ctx, "Bad depth func in depth_test_span16"); + } + + return passed; +} + + +static GLuint +depth_test_span32( GLcontext *ctx, GLuint n, GLint x, GLint y, + GLuint zbuffer[], const GLdepth 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; iDepth.Mask) { + /* Update Z buffer */ + GLuint i; + for (i=0;iDepth.Mask) { + /* Update Z buffer */ + GLuint i; + for (i=0;i= zbuffer[i]) { + zbuffer[i] = z[i]; + passed++; + } + else { + mask[i] = 0; + } + } + } + } + else { + /* Don't update Z buffer */ + GLuint i; + for (i=0;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 zbuffer[i]) { + zbuffer[i] = z[i]; + passed++; + } + else { + mask[i] = 0; + } + } + } + } + else { + /* Don't update Z buffer */ + GLuint i; + for (i=0;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;iDepth.Mask) { + /* Update Z buffer */ + GLuint i; + for (i=0;iDepth.Mask) { + /* Update Z buffer */ + GLuint i; + for (i=0;iDriver.ReadDepthSpan) { - /* read depth values out of hardware Z buffer */ + /* hardware-based depth buffer */ + GLdepth zbuffer[MAX_WIDTH]; + GLuint passed; (*ctx->Driver.ReadDepthSpan)(ctx, n, x, y, zbuffer); - zptr = zbuffer; + passed = depth_test_span32(ctx, n, x, y, zbuffer, z, mask); + assert(ctx->Driver.WriteDepthSpan); + (*ctx->Driver.WriteDepthSpan)(ctx, n, x, y, zbuffer, mask); + return passed; } else { - /* test against software depth buffer values */ - zptr = Z_ADDRESS( ctx, x, y ); + /* software depth buffer */ + if (ctx->Visual->DepthBits <= 16) { + GLushort *zptr = (GLushort *) Z_ADDRESS16(ctx, x, y); + GLuint passed = depth_test_span16(ctx, n, x, y, zptr, z, mask); + return passed; + } + else { + GLuint *zptr = (GLuint *) Z_ADDRESS32(ctx, x, y); + GLuint passed = depth_test_span32(ctx, n, x, y, zptr, z, mask); + return passed; + } } +} - passed = depth_test_span( ctx, n, x, y, zptr, z, mask ); - if (ctx->Driver.WriteDepthSpan) { - /* write updated depth values into hardware Z buffer */ - assert(zptr == zbuffer); - (*ctx->Driver.WriteDepthSpan)(ctx, n, x, y, zbuffer, mask); - } - return passed; -} +/* + * Do depth testing for an array of fragments using software Z buffer. + */ +static void +software_depth_test_pixels16( GLcontext *ctx, GLuint n, + const GLint x[], const GLint y[], + const GLdepth 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; iDepth.Mask) { + /* Update Z buffer */ + GLuint i; + for (i=0; iDepth.Mask) { + /* Update Z buffer */ + GLuint i; + for (i=0; i= *zptr) { + /* pass */ + *zptr = z[i]; + } + else { + /* fail */ + mask[i] = 0; + } + } + } + } + else { + /* Don't update Z buffer */ + GLuint i; + for (i=0; i= *zptr) { + /* pass */ + } + else { + /* fail */ + mask[i] = 0; + } + } + } + } + break; + case GL_GREATER: + if (ctx->Depth.Mask) { + /* Update Z buffer */ + GLuint i; + for (i=0; i *zptr) { + /* pass */ + *zptr = z[i]; + } + else { + /* fail */ + mask[i] = 0; + } + } + } + } + else { + /* Don't update Z buffer */ + GLuint i; + for (i=0; i *zptr) { + /* pass */ + } + else { + /* fail */ + mask[i] = 0; + } + } + } + } + break; + case GL_NOTEQUAL: + if (ctx->Depth.Mask) { + /* Update Z buffer */ + GLuint i; + for (i=0; iDepth.Mask) { + /* Update Z buffer */ + GLuint i; + for (i=0; iDepth.Mask) { + /* Update Z buffer */ + GLuint i; + for (i=0; iDepth.Func) { @@ -417,7 +919,7 @@ software_depth_test_pixels( GLcontext *ctx, GLuint n, GLuint i; for (i=0; i= *zptr) { /* pass */ *zptr = z[i]; @@ -504,7 +1006,7 @@ software_depth_test_pixels( GLcontext *ctx, GLuint n, GLuint i; for (i=0; i= *zptr) { /* pass */ } @@ -522,7 +1024,7 @@ software_depth_test_pixels( GLcontext *ctx, GLuint n, GLuint i; for (i=0; i *zptr) { /* pass */ *zptr = z[i]; @@ -539,7 +1041,7 @@ software_depth_test_pixels( GLcontext *ctx, GLuint n, GLuint i; for (i=0; i *zptr) { /* pass */ } @@ -557,7 +1059,7 @@ software_depth_test_pixels( GLcontext *ctx, GLuint n, GLuint i; for (i=0; iDriver.WriteDepthPixels); - (*ctx->Driver.WriteDepthPixels)(ctx, n, x, y, z, mask ); + (*ctx->Driver.WriteDepthPixels)(ctx, n, x, y, zbuffer, mask ); } else { /* software depth testing */ - software_depth_test_pixels(ctx, n, x, y, z, mask); + if (ctx->Visual->DepthBits <= 16) + software_depth_test_pixels16(ctx, n, x, y, z, mask); + else + software_depth_test_pixels32(ctx, n, x, y, z, mask); } } @@ -923,14 +1428,23 @@ void _mesa_read_depth_span_float( GLcontext* ctx, GLuint n, GLint x, GLint y, GLfloat depth[] ) { - const GLfloat scale = 1.0F / DEPTH_SCALE; + const GLfloat scale = 1.0F / ctx->Visual->DepthMaxF; - if (ctx->DrawBuffer->Depth) { + if (ctx->DrawBuffer->DepthBuffer) { /* read from software depth buffer */ - const GLdepth *zptr = Z_ADDRESS( ctx, x, y ); - GLuint i; - for (i = 0; i < n; i++) { - depth[i] = (GLfloat) zptr[i] * scale; + if (ctx->Visual->DepthBits <= 16) { + const GLushort *zptr = Z_ADDRESS16( ctx, x, y ); + GLuint i; + for (i = 0; i < n; i++) { + depth[i] = (GLfloat) zptr[i] * scale; + } + } + else { + const GLuint *zptr = Z_ADDRESS32( ctx, x, y ); + GLuint i; + for (i = 0; i < n; i++) { + depth[i] = (GLfloat) zptr[i] * scale; + } } } else if (ctx->Driver.ReadDepthSpan) { @@ -963,19 +1477,29 @@ _mesa_read_depth_span_float( GLcontext* ctx, * This function is only called through Driver.alloc_depth_buffer. */ void -_mesa_alloc_depth_buffer( GLcontext* ctx ) +_mesa_alloc_depth_buffer( GLcontext *ctx ) { /* deallocate current depth buffer if present */ if (ctx->DrawBuffer->UseSoftwareDepthBuffer) { + GLint bytesPerValue; + if (ctx->DrawBuffer->Depth) { FREE(ctx->DrawBuffer->Depth); + ctx->DrawBuffer->DepthBuffer = NULL; ctx->DrawBuffer->Depth = NULL; } /* allocate new depth buffer, but don't initialize it */ - ctx->DrawBuffer->Depth = (GLdepth *) MALLOC( ctx->DrawBuffer->Width - * ctx->DrawBuffer->Height - * sizeof(GLdepth) ); + if (ctx->Visual->DepthBits <= 16) + bytesPerValue = sizeof(GLushort); + else + bytesPerValue = sizeof(GLuint); + + ctx->DrawBuffer->DepthBuffer = MALLOC( ctx->DrawBuffer->Width + * ctx->DrawBuffer->Height + * bytesPerValue ); + ctx->DrawBuffer->Depth = (GLdepth *) ctx->DrawBuffer->DepthBuffer; + if (!ctx->DrawBuffer->Depth) { /* out of memory */ ctx->Depth.Test = GL_FALSE; @@ -994,11 +1518,11 @@ _mesa_alloc_depth_buffer( GLcontext* ctx ) * This function is only called through Driver.clear_depth_buffer. */ void -_mesa_clear_depth_buffer( GLcontext* ctx ) +_mesa_clear_depth_buffer( GLcontext *ctx ) { - GLdepth clear_value = (GLdepth) (ctx->Depth.Clear * DEPTH_SCALE); - - if (ctx->Visual->DepthBits==0 || !ctx->DrawBuffer->Depth || !ctx->Depth.Mask) { + if (ctx->Visual->DepthBits == 0 + || !ctx->DrawBuffer->DepthBuffer + || !ctx->Depth.Mask) { /* no depth buffer, or writing to it is disabled */ return; } @@ -1009,40 +1533,84 @@ _mesa_clear_depth_buffer( GLcontext* ctx ) if (ctx->Scissor.Enabled) { /* only clear scissor region */ - GLint y; - 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--; - } while (n); + if (ctx->Visual->DepthBits <= 16) { + const GLushort clearValue = (GLushort) (ctx->Depth.Clear * ctx->Visual->DepthMax); + const GLint rows = ctx->DrawBuffer->Ymax - ctx->DrawBuffer->Ymin + 1; + const GLint width = ctx->DrawBuffer->Width; + GLushort *dRow = (GLushort *) ctx->DrawBuffer->DepthBuffer + + ctx->DrawBuffer->Ymin * width + ctx->DrawBuffer->Xmin; + GLint i, j; + for (i = 0; i < rows; i++) { + for (j = 0; j < width; j++) { + dRow[j] = clearValue; + } + dRow += width; + } + } + else { + const GLuint clearValue = (GLuint) (ctx->Depth.Clear * ctx->Visual->DepthMax); + const GLint rows = ctx->DrawBuffer->Ymax - ctx->DrawBuffer->Ymin + 1; + const GLint width = ctx->DrawBuffer->Width; + GLuint *dRow = (GLuint *) ctx->DrawBuffer->DepthBuffer + + ctx->DrawBuffer->Ymin * width + ctx->DrawBuffer->Xmin; + GLint i, j; + for (i = 0; i < rows; i++) { + for (j = 0; j < width; j++) { + dRow[j] = clearValue; + } + dRow += width; + } } } else { /* 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->DrawBuffer->Depth, clear_value & 0xff, - 2*ctx->DrawBuffer->Width * ctx->DrawBuffer->Height); + if (ctx->Visual->DepthBits <= 16) { + const GLushort clearValue = (GLushort) (ctx->Depth.Clear * ctx->Visual->DepthMax); + if ((clearValue & 0xff) == (clearValue >> 8)) { + /* lower and upper bytes of clear_value are same, use MEMSET */ + MEMSET( ctx->DrawBuffer->DepthBuffer, clearValue & 0xff, + 2 * ctx->DrawBuffer->Width * ctx->DrawBuffer->Height); + } + else { + GLushort *d = ctx->DrawBuffer->DepthBuffer; + GLint n = ctx->DrawBuffer->Width * ctx->DrawBuffer->Height; + while (n >= 16) { + d[0] = clearValue; d[1] = clearValue; + d[2] = clearValue; d[3] = clearValue; + d[4] = clearValue; d[5] = clearValue; + d[6] = clearValue; d[7] = clearValue; + d[8] = clearValue; d[9] = clearValue; + d[10] = clearValue; d[11] = clearValue; + d[12] = clearValue; d[13] = clearValue; + d[14] = clearValue; d[15] = clearValue; + d += 16; + n -= 16; + } + while (n > 0) { + *d++ = clearValue; + n--; + } + } } else { - GLdepth *d = ctx->DrawBuffer->Depth; + /* >16 bit depth buffer */ + GLuint *d = (GLuint *) ctx->DrawBuffer->DepthBuffer; + const GLuint clearValue = (GLuint) (ctx->Depth.Clear * ctx->Visual->DepthMax); 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; - d[4] = clear_value; d[5] = clear_value; - d[6] = clear_value; d[7] = clear_value; - d[8] = clear_value; d[9] = clear_value; - d[10] = clear_value; d[11] = clear_value; - d[12] = clear_value; d[13] = clear_value; - d[14] = clear_value; d[15] = clear_value; + while (n >= 16) { + d[0] = clearValue; d[1] = clearValue; + d[2] = clearValue; d[3] = clearValue; + d[4] = clearValue; d[5] = clearValue; + d[6] = clearValue; d[7] = clearValue; + d[8] = clearValue; d[9] = clearValue; + d[10] = clearValue; d[11] = clearValue; + d[12] = clearValue; d[13] = clearValue; + d[14] = clearValue; d[15] = clearValue; d += 16; n -= 16; } - while (n>0) { - *d++ = clear_value; + while (n > 0) { + *d++ = clearValue; n--; } } diff --git a/src/mesa/main/depth.h b/src/mesa/main/depth.h index 39064a653b..ec16ecf37d 100644 --- a/src/mesa/main/depth.h +++ b/src/mesa/main/depth.h @@ -1,10 +1,10 @@ -/* $Id: depth.h,v 1.6 2000/02/02 22:16:04 brianp Exp $ */ +/* $Id: depth.h,v 1.7 2000/03/03 17:47:39 brianp Exp $ */ /* * Mesa 3-D graphics library * Version: 3.3 * - * Copyright (C) 1999 Brian Paul All Rights Reserved. + * Copyright (C) 1999-2000 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"), @@ -49,14 +49,12 @@ _mesa_DepthMask( GLboolean flag ); - /* - * Return the address of the Z-buffer value for window coordinate (x,y): + * Internal functions */ -#define Z_ADDRESS( CTX, X, Y ) \ - ((CTX)->DrawBuffer->Depth + (CTX)->DrawBuffer->Width * (Y) + (X)) - +extern GLvoid * +_mesa_zbuffer_address(GLcontext *ctx, GLint x, GLint y); extern GLuint diff --git a/src/mesa/main/dlist.c b/src/mesa/main/dlist.c index fc4fbbd48b..2a317c7ba7 100644 --- a/src/mesa/main/dlist.c +++ b/src/mesa/main/dlist.c @@ -1,4 +1,4 @@ -/* $Id: dlist.c,v 1.33 2000/03/03 17:45:21 brianp Exp $ */ +/* $Id: dlist.c,v 1.34 2000/03/03 17:47:39 brianp Exp $ */ /* * Mesa 3-D graphics library @@ -2177,7 +2177,8 @@ static void save_PolygonOffset( GLfloat factor, GLfloat units ) static void save_PolygonOffsetEXT( GLfloat factor, GLfloat bias ) { - save_PolygonOffset(factor, DEPTH_SCALE * bias); + GET_CURRENT_CONTEXT(ctx); + save_PolygonOffset(factor, ctx->Visual->DepthMaxF * bias); } diff --git a/src/mesa/main/drawpix.c b/src/mesa/main/drawpix.c index 56ee2d76e3..49321a9459 100644 --- a/src/mesa/main/drawpix.c +++ b/src/mesa/main/drawpix.c @@ -1,4 +1,4 @@ -/* $Id: drawpix.c,v 1.13 2000/03/03 15:39:13 brianp Exp $ */ +/* $Id: drawpix.c,v 1.14 2000/03/03 17:54:56 brianp Exp $ */ /* * Mesa 3-D graphics library @@ -34,6 +34,7 @@ #include "feedback.h" #include "image.h" #include "macros.h" +#include "mem.h" #include "mmath.h" #include "pixel.h" #include "span.h" @@ -174,7 +175,7 @@ simple_DrawPixels( GLcontext *ctx, GLint x, GLint y, } else { /* setup array of fragment Z value to pass to zoom function */ - GLdepth z = (GLdepth) (ctx->Current.RasterPos[2] * DEPTH_SCALE); + GLdepth z = (GLdepth) (ctx->Current.RasterPos[2] * ctx->Visual->DepthMaxF); GLint i; assert(drawWidth < MAX_WIDTH); for (i=0; iDepth.Test || ctx->Fog.Enabled) { - GLdepth zval = (GLdepth) (ctx->Current.RasterPos[2] * DEPTH_SCALE); + GLdepth zval = (GLdepth) (ctx->Current.RasterPos[2] * ctx->Visual->DepthMaxF); GLint i; for (i = 0; i < drawWidth; i++) { zspan[i] = zval; @@ -539,30 +540,23 @@ draw_depth_pixels( GLcontext *ctx, GLint x, GLint y, /* Special case: directly write 16-bit depth values */ GLint row; for (row = 0; row < height; row++, y++) { - const GLdepth *zptr = gl_pixel_addr_in_image(&ctx->Unpack, + GLdepth zspan[MAX_WIDTH]; + const GLushort *zptr = gl_pixel_addr_in_image(&ctx->Unpack, pixels, width, height, GL_DEPTH_COMPONENT, type, 0, row, 0); - gl_write_rgba_span( ctx, width, x, y, zptr, rgba, GL_BITMAP ); + GLint i; + for (i = 0; i < width; i++) + zspan[i] = zptr[i]; + gl_write_rgba_span( ctx, width, x, y, zspan, rgba, GL_BITMAP ); } } - else if (type==GL_UNSIGNED_INT && sizeof(GLdepth)==sizeof(GLuint) + else if (type==GL_UNSIGNED_INT && ctx->Visual->DepthBits == 32 && !bias_or_scale && !zoom && ctx->Visual->RGBAflag) { /* Special case: directly write 32-bit depth values */ - GLint i, row; - /* Compute shift value to scale 32-bit uints down to depth values. */ - GLuint shift = 0; - GLuint max = MAX_DEPTH; - while ((max & 0x80000000) == 0) { - max = max << 1; - shift++; - } + GLint row; for (row = 0; row < height; row++, y++) { - GLdepth zspan[MAX_WIDTH]; - const GLdepth *zptr = gl_pixel_addr_in_image(&ctx->Unpack, + const GLuint *zptr = gl_pixel_addr_in_image(&ctx->Unpack, pixels, width, height, GL_DEPTH_COMPONENT, type, 0, row, 0); - for (i=0;i> shift; - } - gl_write_rgba_span( ctx, width, x, y, zspan, rgba, GL_BITMAP ); + gl_write_rgba_span( ctx, width, x, y, zptr, rgba, GL_BITMAP ); } } else { @@ -619,7 +613,7 @@ draw_rgba_pixels( GLcontext *ctx, GLint x, GLint y, /* Fragment depth values */ if (ctx->Depth.Test || ctx->Fog.Enabled) { /* fill in array of z values */ - GLdepth z = (GLdepth) (ctx->Current.RasterPos[2] * DEPTH_SCALE); + GLdepth z = (GLdepth) (ctx->Current.RasterPos[2] * ctx->Visual->DepthMaxF); GLint i; for (i=0;iFeedback.Mask & FB_3D) { + printf("FB %g\n", win[2]); FEEDBACK_TOKEN( ctx, win[2] ); } if (ctx->Feedback.Mask & FB_4D) { @@ -168,7 +169,7 @@ static void feedback_vertex( GLcontext *ctx, GLuint v, GLuint pv ) win[0] = VB->Win.data[v][0]; win[1] = VB->Win.data[v][1]; - win[2] = VB->Win.data[v][2] / DEPTH_SCALE; + win[2] = VB->Win.data[v][2] / ctx->Visual->DepthMaxF; win[3] = 1.0 / VB->Win.data[v][3]; if (ctx->Light.ShadeModel == GL_SMOOTH) @@ -299,12 +300,13 @@ void gl_update_hitflag( GLcontext *ctx, GLfloat z ) void gl_select_triangle( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint pv ) { - struct vertex_buffer *VB = ctx->VB; + const struct vertex_buffer *VB = ctx->VB; if (gl_cull_triangle( ctx, v0, v1, v2, 0 )) { - gl_update_hitflag( ctx, VB->Win.data[v0][2] / DEPTH_SCALE ); - gl_update_hitflag( ctx, VB->Win.data[v1][2] / DEPTH_SCALE ); - gl_update_hitflag( ctx, VB->Win.data[v2][2] / DEPTH_SCALE ); + const GLfloat zs = 1.0F / ctx->Visual->DepthMaxF; + gl_update_hitflag( ctx, VB->Win.data[v0][2] * zs ); + gl_update_hitflag( ctx, VB->Win.data[v1][2] * zs ); + gl_update_hitflag( ctx, VB->Win.data[v2][2] * zs ); } } @@ -312,21 +314,22 @@ void gl_select_triangle( GLcontext *ctx, void gl_select_line( GLcontext *ctx, GLuint v0, GLuint v1, GLuint pv ) { - struct vertex_buffer *VB = ctx->VB; - - gl_update_hitflag( ctx, VB->Win.data[v0][2] / DEPTH_SCALE ); - gl_update_hitflag( ctx, VB->Win.data[v1][2] / DEPTH_SCALE ); + const struct vertex_buffer *VB = ctx->VB; + const GLfloat zs = 1.0F / ctx->Visual->DepthMaxF; + gl_update_hitflag( ctx, VB->Win.data[v0][2] * zs ); + gl_update_hitflag( ctx, VB->Win.data[v1][2] * zs ); } void gl_select_points( GLcontext *ctx, GLuint first, GLuint last ) { struct vertex_buffer *VB = ctx->VB; + const GLfloat zs = 1.0F / ctx->Visual->DepthMaxF; GLuint i; for (i=first;i<=last;i++) { if (VB->ClipMask[i]==0) { - gl_update_hitflag( ctx, VB->Win.data[i][2] / DEPTH_SCALE); + gl_update_hitflag( ctx, VB->Win.data[i][2] * zs ); } } } diff --git a/src/mesa/main/image.c b/src/mesa/main/image.c index e37711e499..a1a0fe20ee 100644 --- a/src/mesa/main/image.c +++ b/src/mesa/main/image.c @@ -1,4 +1,4 @@ -/* $Id: image.c,v 1.17 2000/02/21 16:33:20 brianp Exp $ */ +/* $Id: image.c,v 1.18 2000/03/03 17:47:39 brianp Exp $ */ /* * Mesa 3-D graphics library @@ -2644,9 +2644,10 @@ _mesa_unpack_depth_span( const GLcontext *ctx, GLuint n, GLdepth *dest, /* clamp depth values to [0,1] and convert from floats to integers */ { + const GLfloat zs = ctx->Visual->DepthMaxF; GLuint i; for (i = 0; i < n; i++) { - dest[i] = (GLdepth) (CLAMP(depth[i], 0.0F, 1.0F) * DEPTH_SCALE); + dest[i] = (GLdepth) (CLAMP(depth[i], 0.0F, 1.0F) * zs); } } diff --git a/src/mesa/main/matrix.c b/src/mesa/main/matrix.c index f340b1ecd1..c8f25c0cd5 100644 --- a/src/mesa/main/matrix.c +++ b/src/mesa/main/matrix.c @@ -1,4 +1,4 @@ -/* $Id: matrix.c,v 1.15 2000/02/21 23:00:51 brianp Exp $ */ +/* $Id: matrix.c,v 1.16 2000/03/03 17:47:39 brianp Exp $ */ /* * Mesa 3-D graphics library @@ -1460,8 +1460,8 @@ gl_Viewport( GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height ) ctx->Viewport.WindowMap.m[MAT_TX] = ctx->Viewport.WindowMap.m[MAT_SX] + x; ctx->Viewport.WindowMap.m[MAT_SY] = (GLfloat) height / 2.0F; ctx->Viewport.WindowMap.m[MAT_TY] = ctx->Viewport.WindowMap.m[MAT_SY] + y; - ctx->Viewport.WindowMap.m[MAT_SZ] = 0.5 * DEPTH_SCALE; - ctx->Viewport.WindowMap.m[MAT_TZ] = 0.5 * DEPTH_SCALE; + ctx->Viewport.WindowMap.m[MAT_SZ] = 0.5 * ctx->Visual->DepthMaxF; + ctx->Viewport.WindowMap.m[MAT_TZ] = 0.5 * ctx->Visual->DepthMaxF; ctx->Viewport.WindowMap.flags = MAT_FLAG_GENERAL_SCALE|MAT_FLAG_TRANSLATION; ctx->Viewport.WindowMap.type = MATRIX_3D_NO_ROT; @@ -1518,8 +1518,8 @@ _mesa_DepthRange( GLclampd nearval, GLclampd farval ) ctx->Viewport.Near = n; ctx->Viewport.Far = f; - ctx->Viewport.WindowMap.m[MAT_SZ] = DEPTH_SCALE * ((f - n) / 2.0); - ctx->Viewport.WindowMap.m[MAT_TZ] = DEPTH_SCALE * ((f - n) / 2.0 + n); + ctx->Viewport.WindowMap.m[MAT_SZ] = ctx->Visual->DepthMaxF * ((f - n) / 2.0); + ctx->Viewport.WindowMap.m[MAT_TZ] = ctx->Visual->DepthMaxF * ((f - n) / 2.0 + n); ctx->ModelProjectWinMatrixUptodate = GL_FALSE; diff --git a/src/mesa/main/polygon.c b/src/mesa/main/polygon.c index 94a747c402..b461ac2998 100644 --- a/src/mesa/main/polygon.c +++ b/src/mesa/main/polygon.c @@ -1,4 +1,4 @@ -/* $Id: polygon.c,v 1.8 2000/02/27 20:38:15 keithw Exp $ */ +/* $Id: polygon.c,v 1.9 2000/03/03 17:47:39 brianp Exp $ */ /* * Mesa 3-D graphics library @@ -188,6 +188,8 @@ _mesa_PolygonOffset( GLfloat factor, GLfloat units ) void _mesa_PolygonOffsetEXT( GLfloat factor, GLfloat bias ) { - _mesa_PolygonOffset(factor, bias * DEPTH_SCALE ); + GET_CURRENT_CONTEXT(ctx); + ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glPolygonOffsetEXT"); + _mesa_PolygonOffset(factor, bias * ctx->Visual->DepthMaxF ); } diff --git a/src/mesa/main/rastpos.c b/src/mesa/main/rastpos.c index 9d852bd59d..722431a948 100644 --- a/src/mesa/main/rastpos.c +++ b/src/mesa/main/rastpos.c @@ -1,10 +1,10 @@ -/* $Id: rastpos.c,v 1.5 2000/02/02 19:17:57 brianp Exp $ */ +/* $Id: rastpos.c,v 1.6 2000/03/03 17:47:39 brianp Exp $ */ /* * Mesa 3-D graphics library * Version: 3.3 * - * Copyright (C) 1999 Brian Paul All Rights Reserved. + * Copyright (C) 1999-2000 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"), @@ -132,7 +132,7 @@ static void raster_pos4f( GLcontext *ctx, ctx->Current.RasterPos[1] = (ndc[1] * ctx->Viewport.WindowMap.m[MAT_SY] + ctx->Viewport.WindowMap.m[MAT_TY]); ctx->Current.RasterPos[2] = (ndc[2] * ctx->Viewport.WindowMap.m[MAT_SZ] + - ctx->Viewport.WindowMap.m[MAT_TZ]) / DEPTH_SCALE; + ctx->Viewport.WindowMap.m[MAT_TZ]) / ctx->Visual->DepthMaxF; ctx->Current.RasterPos[3] = clip[3]; ctx->Current.RasterPosValid = GL_TRUE; -- cgit v1.2.3