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