/* $Id: s_depth.c,v 1.8 2001/03/12 00:48:41 gareth Exp $ */ /* * Mesa 3-D graphics library * Version: 3.5 * * Copyright (C) 1999-2001 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 "mem.h" #include "s_depth.h" #include "s_context.h" #include "s_pb.h" /* * 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 *****/ /**********************************************************************/ /* * Do depth test for an array of fragments. This is used both for * software and hardware Z buffers. * Input: zbuffer - array of z values in the zbuffer * z - array of fragment z values * Return: number of fragments which pass the test. */ static GLuint depth_test_span16( GLcontext *ctx, GLuint n, GLint x, GLint y, GLushort 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;iDepth.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) { /* hardware-based depth buffer */ GLdepth zbuffer[MAX_WIDTH]; GLuint passed; (*ctx->Driver.ReadDepthSpan)(ctx, n, x, y, 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 { /* 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; } } } /* * 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) { 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) { 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]) { /* pass */ zbuffer[i] = z[i]; } else { /* fail */ mask[i] = 0; } } } } else { /* Don't update Z buffer */ GLuint i; for (i=0; i= zbuffer[i]) { /* pass */ } else { /* fail */ mask[i] = 0; } } } } break; case GL_GREATER: if (ctx->Depth.Mask) { /* Update Z buffer */ GLuint i; for (i=0; i zbuffer[i]) { /* pass */ zbuffer[i] = z[i]; } else { /* fail */ mask[i] = 0; } } } } else { /* Don't update Z buffer */ GLuint i; for (i=0; i zbuffer[i]) { /* 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; iDriver.ReadDepthPixels) { /* read depth values from hardware Z buffer */ GLdepth zbuffer[PB_SIZE]; (*ctx->Driver.ReadDepthPixels)(ctx, n, x, y, zbuffer); hardware_depth_test_pixels( ctx, n, zbuffer, z, mask ); /* update hardware Z buffer with new values */ assert(ctx->Driver.WriteDepthPixels); (*ctx->Driver.WriteDepthPixels)(ctx, n, x, y, zbuffer, mask ); } else { /* software depth testing */ 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); } } /**********************************************************************/ /***** Read Depth Buffer *****/ /**********************************************************************/ /* * Read a span of depth values from the depth buffer. * This function does clipping before calling the device driver function. */ void _mesa_read_depth_span( GLcontext *ctx, GLint n, GLint x, GLint y, GLdepth depth[] ) { if (y < 0 || y >= ctx->DrawBuffer->Height || x + (GLint) n <= 0 || x >= ctx->DrawBuffer->Width) { /* span is completely outside framebuffer */ GLint i; for (i = 0; i < n; i++) depth[i] = 0; return; } if (x < 0) { GLint dx = -x; GLint i; for (i = 0; i < dx; i++) depth[i] = 0; x = 0; n -= dx; depth += dx; } if (x + n > ctx->DrawBuffer->Width) { GLint dx = x + n - ctx->DrawBuffer->Width; GLint i; for (i = 0; i < dx; i++) depth[n - i - 1] = 0; n -= dx; } if (n <= 0) { return; } if (ctx->DrawBuffer->DepthBuffer) { /* read from software depth buffer */ if (ctx->Visual.depthBits <= 16) { const GLushort *zptr = Z_ADDRESS16( ctx, x, y ); GLint i; for (i = 0; i < n; i++) { depth[i] = zptr[i]; } } else { const GLuint *zptr = Z_ADDRESS32( ctx, x, y ); GLint i; for (i = 0; i < n; i++) { depth[i] = zptr[i]; } } } else if (ctx->Driver.ReadDepthSpan) { /* read from hardware depth buffer */ (*ctx->Driver.ReadDepthSpan)( ctx, n, x, y, depth ); } else { /* no depth buffer */ BZERO(depth, n * sizeof(GLfloat)); } } /* * 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 * x,y - location of first pixel * Output: depth - the array of depth values */ void _mesa_read_depth_span_float( GLcontext *ctx, GLint n, GLint x, GLint y, GLfloat depth[] ) { const GLfloat scale = 1.0F / ctx->DepthMaxF; if (y < 0 || y >= ctx->DrawBuffer->Height || x + (GLint) n <= 0 || x >= ctx->DrawBuffer->Width) { /* span is completely outside framebuffer */ GLint i; for (i = 0; i < n; i++) depth[i] = 0.0F; return; } if (x < 0) { GLint dx = -x; GLint i; for (i = 0; i < dx; i++) depth[i] = 0.0F; n -= dx; x = 0; } if (x + n > ctx->DrawBuffer->Width) { GLint dx = x + n - ctx->DrawBuffer->Width; GLint i; for (i = 0; i < dx; i++) depth[n - i - 1] = 0.0F; n -= dx; } if (n <= 0) { return; } if (ctx->DrawBuffer->DepthBuffer) { /* read from software depth buffer */ if (ctx->Visual.depthBits <= 16) { const GLushort *zptr = Z_ADDRESS16( ctx, x, y ); GLint i; for (i = 0; i < n; i++) { depth[i] = (GLfloat) zptr[i] * scale; } } else { const GLuint *zptr = Z_ADDRESS32( ctx, x, y ); GLint i; for (i = 0; i < n; i++) { depth[i] = (GLfloat) zptr[i] * scale; } } } else if (ctx->Driver.ReadDepthSpan) { /* read from hardware depth buffer */ GLdepth d[MAX_WIDTH]; GLint i; assert(n <= MAX_WIDTH); (*ctx->Driver.ReadDepthSpan)( ctx, n, x, y, d ); for (i = 0; i < n; i++) { depth[i] = d[i] * scale; } } else { /* no depth buffer */ BZERO(depth, n * sizeof(GLfloat)); } } /**********************************************************************/ /***** Allocate and Clear Depth Buffer *****/ /**********************************************************************/ /* * 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. */ void _mesa_alloc_depth_buffer( GLcontext *ctx ) { /* deallocate current depth buffer if present */ if (ctx->DrawBuffer->UseSoftwareDepthBuffer) { GLint bytesPerValue; if (ctx->DrawBuffer->DepthBuffer) { FREE(ctx->DrawBuffer->DepthBuffer); ctx->DrawBuffer->DepthBuffer = NULL; } /* allocate new depth buffer, but don't initialize it */ if (ctx->Visual.depthBits <= 16) bytesPerValue = sizeof(GLushort); else bytesPerValue = sizeof(GLuint); ctx->DrawBuffer->DepthBuffer = MALLOC( ctx->DrawBuffer->Width * ctx->DrawBuffer->Height * bytesPerValue ); if (!ctx->DrawBuffer->DepthBuffer) { /* out of memory */ ctx->Depth.Test = GL_FALSE; ctx->NewState |= _NEW_DEPTH; _mesa_error( ctx, GL_OUT_OF_MEMORY, "Couldn't allocate depth buffer" ); } } } /* * 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. */ void _mesa_clear_depth_buffer( GLcontext *ctx ) { if (ctx->Visual.depthBits == 0 || !ctx->DrawBuffer->DepthBuffer || !ctx->Depth.Mask) { /* no depth buffer, or writing to it is disabled */ return; } /* The loops in this function have been written so the IRIX 5.3 * C compiler can unroll them. Hopefully other compilers can too! */ if (ctx->Scissor.Enabled) { /* only clear scissor region */ if (ctx->Visual.depthBits <= 16) { const GLushort clearValue = (GLushort) (ctx->Depth.Clear * ctx->DepthMax); const GLint rows = ctx->DrawBuffer->_Ymax - ctx->DrawBuffer->_Ymin; const GLint cols = ctx->DrawBuffer->_Xmax - ctx->DrawBuffer->_Xmin; const GLint rowStride = ctx->DrawBuffer->Width; GLushort *dRow = (GLushort *) ctx->DrawBuffer->DepthBuffer + ctx->DrawBuffer->_Ymin * rowStride + ctx->DrawBuffer->_Xmin; GLint i, j; for (i = 0; i < rows; i++) { for (j = 0; j < cols; j++) { dRow[j] = clearValue; } dRow += rowStride; } } else { const GLuint clearValue = (GLuint) (ctx->Depth.Clear * ctx->DepthMax); const GLint rows = ctx->DrawBuffer->_Ymax - ctx->DrawBuffer->_Ymin; const GLint cols = ctx->DrawBuffer->_Xmax - ctx->DrawBuffer->_Xmin; const GLint rowStride = ctx->DrawBuffer->Width; GLuint *dRow = (GLuint *) ctx->DrawBuffer->DepthBuffer + ctx->DrawBuffer->_Ymin * rowStride + ctx->DrawBuffer->_Xmin; GLint i, j; for (i = 0; i < rows; i++) { for (j = 0; j < cols; j++) { dRow[j] = clearValue; } dRow += rowStride; } } } else { /* clear whole buffer */ if (ctx->Visual.depthBits <= 16) { const GLushort clearValue = (GLushort) (ctx->Depth.Clear * ctx->DepthMax); if ((clearValue & 0xff) == (clearValue >> 8)) { if (clearValue == 0) { BZERO(ctx->DrawBuffer->DepthBuffer, 2*ctx->DrawBuffer->Width*ctx->DrawBuffer->Height); } else { /* 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 = (GLushort *) 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 { /* >16 bit depth buffer */ const GLuint clearValue = (GLuint) (ctx->Depth.Clear * ctx->DepthMax); if (clearValue == 0) { BZERO(ctx->DrawBuffer->DepthBuffer, ctx->DrawBuffer->Width*ctx->DrawBuffer->Height*sizeof(GLuint)); } else { GLint n = ctx->DrawBuffer->Width * ctx->DrawBuffer->Height; GLuint *d = (GLuint *) ctx->DrawBuffer->DepthBuffer; 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--; } } } } }