1/* 2 * Mesa 3-D graphics library 3 * 4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved. 5 * 6 * Permission is hereby granted, free of charge, to any person obtaining a 7 * copy of this software and associated documentation files (the "Software"), 8 * to deal in the Software without restriction, including without limitation 9 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 10 * and/or sell copies of the Software, and to permit persons to whom the 11 * Software is furnished to do so, subject to the following conditions: 12 * 13 * The above copyright notice and this permission notice shall be included 14 * in all copies or substantial portions of the Software. 15 * 16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS 17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR 20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, 21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR 22 * OTHER DEALINGS IN THE SOFTWARE. 23 */ 24 25 26#include "main/glheader.h" 27#include "main/context.h" 28#include "main/formats.h" 29#include "main/format_unpack.h" 30#include "main/format_pack.h" 31#include "main/macros.h" 32#include "main/imports.h" 33 34#include "s_context.h" 35#include "s_depth.h" 36#include "s_span.h" 37 38 39 40#define Z_TEST(COMPARE) \ 41 do { \ 42 GLuint i; \ 43 for (i = 0; i < n; i++) { \ 44 if (mask[i]) { \ 45 if (COMPARE) { \ 46 /* pass */ \ 47 if (write) { \ 48 zbuffer[i] = zfrag[i]; \ 49 } \ 50 passed++; \ 51 } \ 52 else { \ 53 /* fail */ \ 54 mask[i] = 0; \ 55 } \ 56 } \ 57 } \ 58 } while (0) 59 60 61/** 62 * Do depth test for an array of 16-bit Z values. 63 * @param zbuffer array of Z buffer values (16-bit) 64 * @param zfrag array of fragment Z values (use 16-bit in 32-bit uint) 65 * @param mask which fragments are alive, killed afterward 66 * @return number of fragments which pass the test. 67 */ 68static GLuint 69depth_test_span16( struct gl_context *ctx, GLuint n, 70 GLushort zbuffer[], const GLuint zfrag[], GLubyte mask[] ) 71{ 72 const GLboolean write = ctx->Depth.Mask; 73 GLuint passed = 0; 74 75 /* switch cases ordered from most frequent to less frequent */ 76 switch (ctx->Depth.Func) { 77 case GL_LESS: 78 Z_TEST(zfrag[i] < zbuffer[i]); 79 break; 80 case GL_LEQUAL: 81 Z_TEST(zfrag[i] <= zbuffer[i]); 82 break; 83 case GL_GEQUAL: 84 Z_TEST(zfrag[i] >= zbuffer[i]); 85 break; 86 case GL_GREATER: 87 Z_TEST(zfrag[i] > zbuffer[i]); 88 break; 89 case GL_NOTEQUAL: 90 Z_TEST(zfrag[i] != zbuffer[i]); 91 break; 92 case GL_EQUAL: 93 Z_TEST(zfrag[i] == zbuffer[i]); 94 break; 95 case GL_ALWAYS: 96 Z_TEST(1); 97 break; 98 case GL_NEVER: 99 memset(mask, 0, n * sizeof(GLubyte)); 100 break; 101 default: 102 _mesa_problem(ctx, "Bad depth func in depth_test_span16"); 103 } 104 105 return passed; 106} 107 108 109/** 110 * Do depth test for an array of 32-bit Z values. 111 * @param zbuffer array of Z buffer values (32-bit) 112 * @param zfrag array of fragment Z values (use 32-bits in 32-bit uint) 113 * @param mask which fragments are alive, killed afterward 114 * @return number of fragments which pass the test. 115 */ 116static GLuint 117depth_test_span32( struct gl_context *ctx, GLuint n, 118 GLuint zbuffer[], const GLuint zfrag[], GLubyte mask[]) 119{ 120 const GLboolean write = ctx->Depth.Mask; 121 GLuint passed = 0; 122 123 /* switch cases ordered from most frequent to less frequent */ 124 switch (ctx->Depth.Func) { 125 case GL_LESS: 126 Z_TEST(zfrag[i] < zbuffer[i]); 127 break; 128 case GL_LEQUAL: 129 Z_TEST(zfrag[i] <= zbuffer[i]); 130 break; 131 case GL_GEQUAL: 132 Z_TEST(zfrag[i] >= zbuffer[i]); 133 break; 134 case GL_GREATER: 135 Z_TEST(zfrag[i] > zbuffer[i]); 136 break; 137 case GL_NOTEQUAL: 138 Z_TEST(zfrag[i] != zbuffer[i]); 139 break; 140 case GL_EQUAL: 141 Z_TEST(zfrag[i] == zbuffer[i]); 142 break; 143 case GL_ALWAYS: 144 Z_TEST(1); 145 break; 146 case GL_NEVER: 147 memset(mask, 0, n * sizeof(GLubyte)); 148 break; 149 default: 150 _mesa_problem(ctx, "Bad depth func in depth_test_span32"); 151 } 152 153 return passed; 154} 155 156 157/** 158 * Clamp fragment Z values to the depth near/far range (glDepthRange()). 159 * This is used when GL_ARB_depth_clamp/GL_DEPTH_CLAMP is turned on. 160 * In that case, vertexes are not clipped against the near/far planes 161 * so rasterization will produce fragment Z values outside the usual 162 * [0,1] range. 163 */ 164void 165_swrast_depth_clamp_span( struct gl_context *ctx, SWspan *span ) 166{ 167 struct gl_framebuffer *fb = ctx->DrawBuffer; 168 const GLuint count = span->end; 169 GLint *zValues = (GLint *) span->array->z; /* sign change */ 170 GLint min, max; 171 GLfloat min_f, max_f; 172 GLuint i; 173 174 if (ctx->ViewportArray[0].Near < ctx->ViewportArray[0].Far) { 175 min_f = ctx->ViewportArray[0].Near; 176 max_f = ctx->ViewportArray[0].Far; 177 } else { 178 min_f = ctx->ViewportArray[0].Far; 179 max_f = ctx->ViewportArray[0].Near; 180 } 181 182 /* Convert floating point values in [0,1] to device Z coordinates in 183 * [0, DepthMax]. 184 * ex: If the Z buffer has 24 bits, DepthMax = 0xffffff. 185 * 186 * XXX this all falls apart if we have 31 or more bits of Z because 187 * the triangle rasterization code produces unsigned Z values. Negative 188 * vertex Z values come out as large fragment Z uints. 189 */ 190 min = (GLint) (min_f * fb->_DepthMaxF); 191 max = (GLint) (max_f * fb->_DepthMaxF); 192 if (max < 0) 193 max = 0x7fffffff; /* catch over flow for 30-bit z */ 194 195 /* Note that we do the comparisons here using signed integers. 196 */ 197 for (i = 0; i < count; i++) { 198 if (zValues[i] < min) 199 zValues[i] = min; 200 if (zValues[i] > max) 201 zValues[i] = max; 202 } 203} 204 205 206/** 207 * Get array of 32-bit z values from the depth buffer. With clipping. 208 * Note: the returned values are always in the range [0, 2^32-1]. 209 */ 210static void 211get_z32_values(struct gl_context *ctx, struct gl_renderbuffer *rb, 212 GLuint count, const GLint x[], const GLint y[], 213 GLuint zbuffer[]) 214{ 215 struct swrast_renderbuffer *srb = swrast_renderbuffer(rb); 216 const GLint w = rb->Width, h = rb->Height; 217 const GLubyte *map = _swrast_pixel_address(rb, 0, 0); 218 GLuint i; 219 220 if (rb->Format == MESA_FORMAT_Z_UNORM32) { 221 const GLint rowStride = srb->RowStride; 222 for (i = 0; i < count; i++) { 223 if (x[i] >= 0 && y[i] >= 0 && x[i] < w && y[i] < h) { 224 zbuffer[i] = *((GLuint *) (map + y[i] * rowStride + x[i] * 4)); 225 } 226 } 227 } 228 else { 229 const GLint bpp = _mesa_get_format_bytes(rb->Format); 230 const GLint rowStride = srb->RowStride; 231 for (i = 0; i < count; i++) { 232 if (x[i] >= 0 && y[i] >= 0 && x[i] < w && y[i] < h) { 233 const GLubyte *src = map + y[i] * rowStride+ x[i] * bpp; 234 _mesa_unpack_uint_z_row(rb->Format, 1, src, &zbuffer[i]); 235 } 236 } 237 } 238} 239 240 241/** 242 * Put an array of 32-bit z values into the depth buffer. 243 * Note: the z values are always in the range [0, 2^32-1]. 244 */ 245static void 246put_z32_values(struct gl_context *ctx, struct gl_renderbuffer *rb, 247 GLuint count, const GLint x[], const GLint y[], 248 const GLuint zvalues[], const GLubyte mask[]) 249{ 250 struct swrast_renderbuffer *srb = swrast_renderbuffer(rb); 251 const GLint w = rb->Width, h = rb->Height; 252 GLubyte *map = _swrast_pixel_address(rb, 0, 0); 253 GLuint i; 254 255 if (rb->Format == MESA_FORMAT_Z_UNORM32) { 256 const GLint rowStride = srb->RowStride; 257 for (i = 0; i < count; i++) { 258 if (mask[i] && x[i] >= 0 && y[i] >= 0 && x[i] < w && y[i] < h) { 259 GLuint *dst = (GLuint *) (map + y[i] * rowStride + x[i] * 4); 260 *dst = zvalues[i]; 261 } 262 } 263 } 264 else { 265 gl_pack_uint_z_func packZ = _mesa_get_pack_uint_z_func(rb->Format); 266 const GLint bpp = _mesa_get_format_bytes(rb->Format); 267 const GLint rowStride = srb->RowStride; 268 for (i = 0; i < count; i++) { 269 if (mask[i] && x[i] >= 0 && y[i] >= 0 && x[i] < w && y[i] < h) { 270 void *dst = map + y[i] * rowStride + x[i] * bpp; 271 packZ(zvalues + i, dst); 272 } 273 } 274 } 275} 276 277 278/** 279 * Apply depth (Z) buffer testing to the span. 280 * \return approx number of pixels that passed (only zero is reliable) 281 */ 282GLuint 283_swrast_depth_test_span(struct gl_context *ctx, SWspan *span) 284{ 285 struct gl_framebuffer *fb = ctx->DrawBuffer; 286 struct gl_renderbuffer *rb = fb->Attachment[BUFFER_DEPTH].Renderbuffer; 287 const GLint bpp = _mesa_get_format_bytes(rb->Format); 288 void *zStart; 289 const GLuint count = span->end; 290 const GLuint *fragZ = span->array->z; 291 GLubyte *mask = span->array->mask; 292 void *zBufferVals; 293 GLuint *zBufferTemp = NULL; 294 GLuint passed; 295 GLuint zBits = _mesa_get_format_bits(rb->Format, GL_DEPTH_BITS); 296 GLboolean ztest16 = GL_FALSE; 297 298 if (span->arrayMask & SPAN_XY) 299 zStart = NULL; 300 else 301 zStart = _swrast_pixel_address(rb, span->x, span->y); 302 303 if (rb->Format == MESA_FORMAT_Z_UNORM16 && !(span->arrayMask & SPAN_XY)) { 304 /* directly read/write row of 16-bit Z values */ 305 zBufferVals = zStart; 306 ztest16 = GL_TRUE; 307 } 308 else if (rb->Format == MESA_FORMAT_Z_UNORM32 && !(span->arrayMask & SPAN_XY)) { 309 /* directly read/write row of 32-bit Z values */ 310 zBufferVals = zStart; 311 } 312 else { 313 /* copy Z buffer values into temp buffer (32-bit Z values) */ 314 zBufferTemp = malloc(count * sizeof(GLuint)); 315 if (!zBufferTemp) 316 return 0; 317 318 if (span->arrayMask & SPAN_XY) { 319 get_z32_values(ctx, rb, count, 320 span->array->x, span->array->y, zBufferTemp); 321 } 322 else { 323 _mesa_unpack_uint_z_row(rb->Format, count, zStart, zBufferTemp); 324 } 325 326 if (zBits == 24) { 327 GLuint i; 328 /* Convert depth buffer values from 32 to 24 bits to match the 329 * fragment Z values generated by rasterization. 330 */ 331 for (i = 0; i < count; i++) { 332 zBufferTemp[i] >>= 8; 333 } 334 } 335 else if (zBits == 16) { 336 GLuint i; 337 /* Convert depth buffer values from 32 to 16 bits */ 338 for (i = 0; i < count; i++) { 339 zBufferTemp[i] >>= 16; 340 } 341 } 342 else { 343 assert(zBits == 32); 344 } 345 346 zBufferVals = zBufferTemp; 347 } 348 349 /* do the depth test either with 16 or 32-bit values */ 350 if (ztest16) 351 passed = depth_test_span16(ctx, count, zBufferVals, fragZ, mask); 352 else 353 passed = depth_test_span32(ctx, count, zBufferVals, fragZ, mask); 354 355 if (zBufferTemp) { 356 /* need to write temp Z values back into the buffer */ 357 358 /* Convert depth buffer values back to 32-bit values. The least 359 * significant bits don't matter since they'll get dropped when 360 * they're packed back into the depth buffer. 361 */ 362 if (zBits == 24) { 363 GLuint i; 364 for (i = 0; i < count; i++) { 365 zBufferTemp[i] = (zBufferTemp[i] << 8); 366 } 367 } 368 else if (zBits == 16) { 369 GLuint i; 370 for (i = 0; i < count; i++) { 371 zBufferTemp[i] = zBufferTemp[i] << 16; 372 } 373 } 374 375 if (span->arrayMask & SPAN_XY) { 376 /* random locations */ 377 put_z32_values(ctx, rb, count, span->array->x, span->array->y, 378 zBufferTemp, mask); 379 } 380 else { 381 /* horizontal row */ 382 gl_pack_uint_z_func packZ = _mesa_get_pack_uint_z_func(rb->Format); 383 GLubyte *dst = zStart; 384 GLuint i; 385 for (i = 0; i < count; i++) { 386 if (mask[i]) { 387 packZ(&zBufferTemp[i], dst); 388 } 389 dst += bpp; 390 } 391 } 392 393 free(zBufferTemp); 394 } 395 396 if (passed < count) { 397 span->writeAll = GL_FALSE; 398 } 399 return passed; 400} 401 402 403/** 404 * GL_EXT_depth_bounds_test extension. 405 * Discard fragments depending on whether the corresponding Z-buffer 406 * values are outside the depth bounds test range. 407 * Note: we test the Z buffer values, not the fragment Z values! 408 * \return GL_TRUE if any fragments pass, GL_FALSE if no fragments pass 409 */ 410GLboolean 411_swrast_depth_bounds_test( struct gl_context *ctx, SWspan *span ) 412{ 413 struct gl_framebuffer *fb = ctx->DrawBuffer; 414 struct gl_renderbuffer *rb = fb->Attachment[BUFFER_DEPTH].Renderbuffer; 415 GLubyte *zStart; 416 GLuint zMin = (GLuint)((double)ctx->Depth.BoundsMin * 0xffffffff); 417 GLuint zMax = (GLuint)((double)ctx->Depth.BoundsMax * 0xffffffff); 418 GLubyte *mask = span->array->mask; 419 const GLuint count = span->end; 420 GLuint i; 421 GLboolean anyPass = GL_FALSE; 422 GLuint *zBufferTemp; 423 const GLuint *zBufferVals; 424 425 zBufferTemp = malloc(count * sizeof(GLuint)); 426 if (!zBufferTemp) { 427 /* don't generate a stream of OUT_OF_MEMORY errors here */ 428 return GL_FALSE; 429 } 430 431 if (span->arrayMask & SPAN_XY) 432 zStart = NULL; 433 else 434 zStart = _swrast_pixel_address(rb, span->x, span->y); 435 436 if (rb->Format == MESA_FORMAT_Z_UNORM32 && !(span->arrayMask & SPAN_XY)) { 437 /* directly access 32-bit values in the depth buffer */ 438 zBufferVals = (const GLuint *) zStart; 439 } 440 else { 441 /* Round the bounds to the precision of the zbuffer. */ 442 if (rb->Format == MESA_FORMAT_Z_UNORM16) { 443 zMin = (zMin & 0xffff0000) | (zMin >> 16); 444 zMax = (zMax & 0xffff0000) | (zMax >> 16); 445 } else { 446 /* 24 bits */ 447 zMin = (zMin & 0xffffff00) | (zMin >> 24); 448 zMax = (zMax & 0xffffff00) | (zMax >> 24); 449 } 450 451 /* unpack Z values into a temporary array */ 452 if (span->arrayMask & SPAN_XY) { 453 get_z32_values(ctx, rb, count, span->array->x, span->array->y, 454 zBufferTemp); 455 } 456 else { 457 _mesa_unpack_uint_z_row(rb->Format, count, zStart, zBufferTemp); 458 } 459 zBufferVals = zBufferTemp; 460 } 461 462 /* Now do the tests */ 463 for (i = 0; i < count; i++) { 464 if (mask[i]) { 465 if (zBufferVals[i] < zMin || zBufferVals[i] > zMax) 466 mask[i] = GL_FALSE; 467 else 468 anyPass = GL_TRUE; 469 } 470 } 471 472 free(zBufferTemp); 473 474 return anyPass; 475} 476 477 478 479/**********************************************************************/ 480/***** Read Depth Buffer *****/ 481/**********************************************************************/ 482 483 484/** 485 * Read a span of depth values from the given depth renderbuffer, returning 486 * the values as GLfloats. 487 * This function does clipping to prevent reading outside the depth buffer's 488 * bounds. 489 */ 490void 491_swrast_read_depth_span_float(struct gl_context *ctx, 492 struct gl_renderbuffer *rb, 493 GLint n, GLint x, GLint y, GLfloat depth[]) 494{ 495 if (!rb) { 496 /* really only doing this to prevent FP exceptions later */ 497 memset(depth, 0, n * sizeof(GLfloat)); 498 return; 499 } 500 501 if (y < 0 || y >= (GLint) rb->Height || 502 x + n <= 0 || x >= (GLint) rb->Width) { 503 /* span is completely outside framebuffer */ 504 memset(depth, 0, n * sizeof(GLfloat)); 505 return; 506 } 507 508 if (x < 0) { 509 GLint dx = -x; 510 GLint i; 511 for (i = 0; i < dx; i++) 512 depth[i] = 0.0; 513 x = 0; 514 n -= dx; 515 depth += dx; 516 } 517 if (x + n > (GLint) rb->Width) { 518 GLint dx = x + n - (GLint) rb->Width; 519 GLint i; 520 for (i = 0; i < dx; i++) 521 depth[n - i - 1] = 0.0; 522 n -= dx; 523 } 524 if (n <= 0) { 525 return; 526 } 527 528 _mesa_unpack_float_z_row(rb->Format, n, _swrast_pixel_address(rb, x, y), 529 depth); 530} 531 532 533/** 534 * Clear the given z/depth renderbuffer. If the buffer is a combined 535 * depth+stencil buffer, only the Z bits will be touched. 536 */ 537void 538_swrast_clear_depth_buffer(struct gl_context *ctx) 539{ 540 struct gl_renderbuffer *rb = 541 ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer; 542 GLint x, y, width, height; 543 GLubyte *map; 544 GLint rowStride, i, j; 545 GLbitfield mapMode; 546 547 if (!rb || !ctx->Depth.Mask) { 548 /* no depth buffer, or writing to it is disabled */ 549 return; 550 } 551 552 /* compute region to clear */ 553 x = ctx->DrawBuffer->_Xmin; 554 y = ctx->DrawBuffer->_Ymin; 555 width = ctx->DrawBuffer->_Xmax - ctx->DrawBuffer->_Xmin; 556 height = ctx->DrawBuffer->_Ymax - ctx->DrawBuffer->_Ymin; 557 558 mapMode = GL_MAP_WRITE_BIT; 559 if (rb->Format == MESA_FORMAT_Z24_UNORM_S8_UINT || 560 rb->Format == MESA_FORMAT_Z24_UNORM_X8_UINT || 561 rb->Format == MESA_FORMAT_S8_UINT_Z24_UNORM || 562 rb->Format == MESA_FORMAT_X8_UINT_Z24_UNORM) { 563 mapMode |= GL_MAP_READ_BIT; 564 } 565 566 ctx->Driver.MapRenderbuffer(ctx, rb, x, y, width, height, 567 mapMode, &map, &rowStride, 568 ctx->DrawBuffer->FlipY); 569 if (!map) { 570 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glClear(depth)"); 571 return; 572 } 573 574 switch (rb->Format) { 575 case MESA_FORMAT_Z_UNORM16: 576 { 577 GLfloat clear = (GLfloat) ctx->Depth.Clear; 578 GLushort clearVal = 0; 579 _mesa_pack_float_z_row(rb->Format, 1, &clear, &clearVal); 580 if (clearVal == 0xffff && width * 2 == rowStride) { 581 /* common case */ 582 memset(map, 0xff, width * height * 2); 583 } 584 else { 585 for (i = 0; i < height; i++) { 586 GLushort *row = (GLushort *) map; 587 for (j = 0; j < width; j++) { 588 row[j] = clearVal; 589 } 590 map += rowStride; 591 } 592 } 593 } 594 break; 595 case MESA_FORMAT_Z_UNORM32: 596 case MESA_FORMAT_Z_FLOAT32: 597 { 598 GLfloat clear = (GLfloat) ctx->Depth.Clear; 599 GLuint clearVal = 0; 600 _mesa_pack_float_z_row(rb->Format, 1, &clear, &clearVal); 601 for (i = 0; i < height; i++) { 602 GLuint *row = (GLuint *) map; 603 for (j = 0; j < width; j++) { 604 row[j] = clearVal; 605 } 606 map += rowStride; 607 } 608 } 609 break; 610 case MESA_FORMAT_Z24_UNORM_S8_UINT: 611 case MESA_FORMAT_Z24_UNORM_X8_UINT: 612 case MESA_FORMAT_S8_UINT_Z24_UNORM: 613 case MESA_FORMAT_X8_UINT_Z24_UNORM: 614 { 615 GLfloat clear = (GLfloat) ctx->Depth.Clear; 616 GLuint clearVal = 0; 617 GLuint mask; 618 619 if (rb->Format == MESA_FORMAT_Z24_UNORM_S8_UINT || 620 rb->Format == MESA_FORMAT_Z24_UNORM_X8_UINT) 621 mask = 0xff000000; 622 else 623 mask = 0xff; 624 625 _mesa_pack_float_z_row(rb->Format, 1, &clear, &clearVal); 626 for (i = 0; i < height; i++) { 627 GLuint *row = (GLuint *) map; 628 for (j = 0; j < width; j++) { 629 row[j] = (row[j] & mask) | clearVal; 630 } 631 map += rowStride; 632 } 633 634 } 635 break; 636 case MESA_FORMAT_Z32_FLOAT_S8X24_UINT: 637 /* XXX untested */ 638 { 639 GLfloat clearVal = (GLfloat) ctx->Depth.Clear; 640 for (i = 0; i < height; i++) { 641 GLfloat *row = (GLfloat *) map; 642 for (j = 0; j < width; j++) { 643 row[j * 2] = clearVal; 644 } 645 map += rowStride; 646 } 647 } 648 break; 649 default: 650 _mesa_problem(ctx, "Unexpected depth buffer format %s" 651 " in _swrast_clear_depth_buffer()", 652 _mesa_get_format_name(rb->Format)); 653 } 654 655 ctx->Driver.UnmapRenderbuffer(ctx, rb); 656} 657 658 659 660 661/** 662 * Clear both depth and stencil values in a combined depth+stencil buffer. 663 */ 664void 665_swrast_clear_depth_stencil_buffer(struct gl_context *ctx) 666{ 667 const GLubyte stencilBits = ctx->DrawBuffer->Visual.stencilBits; 668 const GLuint writeMask = ctx->Stencil.WriteMask[0]; 669 const GLuint stencilMax = (1 << stencilBits) - 1; 670 struct gl_renderbuffer *rb = 671 ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer; 672 GLint x, y, width, height; 673 GLbitfield mapMode; 674 GLubyte *map; 675 GLint rowStride, i, j; 676 677 /* check that we really have a combined depth+stencil buffer */ 678 assert(rb == ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer); 679 680 /* compute region to clear */ 681 x = ctx->DrawBuffer->_Xmin; 682 y = ctx->DrawBuffer->_Ymin; 683 width = ctx->DrawBuffer->_Xmax - ctx->DrawBuffer->_Xmin; 684 height = ctx->DrawBuffer->_Ymax - ctx->DrawBuffer->_Ymin; 685 686 mapMode = GL_MAP_WRITE_BIT; 687 if ((writeMask & stencilMax) != stencilMax) { 688 /* need to mask stencil values */ 689 mapMode |= GL_MAP_READ_BIT; 690 } 691 692 ctx->Driver.MapRenderbuffer(ctx, rb, x, y, width, height, 693 mapMode, &map, &rowStride, 694 ctx->DrawBuffer->FlipY); 695 if (!map) { 696 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glClear(depth+stencil)"); 697 return; 698 } 699 700 switch (rb->Format) { 701 case MESA_FORMAT_Z24_UNORM_S8_UINT: 702 case MESA_FORMAT_S8_UINT_Z24_UNORM: 703 { 704 GLfloat zClear = (GLfloat) ctx->Depth.Clear; 705 GLuint clear = 0, mask; 706 707 _mesa_pack_float_z_row(rb->Format, 1, &zClear, &clear); 708 709 if (rb->Format == MESA_FORMAT_Z24_UNORM_S8_UINT) { 710 mask = ((~writeMask) & 0xff) << 24; 711 clear |= (ctx->Stencil.Clear & writeMask & 0xff) << 24; 712 } 713 else { 714 mask = ((~writeMask) & 0xff); 715 clear |= (ctx->Stencil.Clear & writeMask & 0xff); 716 } 717 718 for (i = 0; i < height; i++) { 719 GLuint *row = (GLuint *) map; 720 if (mask != 0x0) { 721 for (j = 0; j < width; j++) { 722 row[j] = (row[j] & mask) | clear; 723 } 724 } 725 else { 726 for (j = 0; j < width; j++) { 727 row[j] = clear; 728 } 729 } 730 map += rowStride; 731 } 732 } 733 break; 734 case MESA_FORMAT_Z32_FLOAT_S8X24_UINT: 735 /* XXX untested */ 736 { 737 const GLfloat zClear = (GLfloat) ctx->Depth.Clear; 738 const GLuint sClear = ctx->Stencil.Clear & writeMask; 739 const GLuint sMask = (~writeMask) & 0xff; 740 for (i = 0; i < height; i++) { 741 GLfloat *zRow = (GLfloat *) map; 742 GLuint *sRow = (GLuint *) map; 743 for (j = 0; j < width; j++) { 744 zRow[j * 2 + 0] = zClear; 745 } 746 if (sMask != 0) { 747 for (j = 0; j < width; j++) { 748 sRow[j * 2 + 1] = (sRow[j * 2 + 1] & sMask) | sClear; 749 } 750 } 751 else { 752 for (j = 0; j < width; j++) { 753 sRow[j * 2 + 1] = sClear; 754 } 755 } 756 map += rowStride; 757 } 758 } 759 break; 760 default: 761 _mesa_problem(ctx, "Unexpected depth buffer format %s" 762 " in _swrast_clear_depth_buffer()", 763 _mesa_get_format_name(rb->Format)); 764 } 765 766 ctx->Driver.UnmapRenderbuffer(ctx, rb); 767 768} 769