1848b8605Smrg/*
2848b8605Smrg * Mesa 3-D graphics library
3848b8605Smrg *
4848b8605Smrg * Copyright (C) 1999-2008  Brian Paul   All Rights Reserved.
5848b8605Smrg *
6848b8605Smrg * Permission is hereby granted, free of charge, to any person obtaining a
7848b8605Smrg * copy of this software and associated documentation files (the "Software"),
8848b8605Smrg * to deal in the Software without restriction, including without limitation
9848b8605Smrg * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10848b8605Smrg * and/or sell copies of the Software, and to permit persons to whom the
11848b8605Smrg * Software is furnished to do so, subject to the following conditions:
12848b8605Smrg *
13848b8605Smrg * The above copyright notice and this permission notice shall be included
14848b8605Smrg * in all copies or substantial portions of the Software.
15848b8605Smrg *
16848b8605Smrg * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17848b8605Smrg * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18848b8605Smrg * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
19848b8605Smrg * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20848b8605Smrg * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21848b8605Smrg * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22848b8605Smrg * OTHER DEALINGS IN THE SOFTWARE.
23848b8605Smrg */
24848b8605Smrg
25848b8605Smrg
26848b8605Smrg#include "main/glheader.h"
27848b8605Smrg#include "main/context.h"
28848b8605Smrg#include "main/formats.h"
29848b8605Smrg#include "main/format_unpack.h"
30848b8605Smrg#include "main/format_pack.h"
31848b8605Smrg#include "main/macros.h"
32848b8605Smrg#include "main/imports.h"
33848b8605Smrg
34848b8605Smrg#include "s_context.h"
35848b8605Smrg#include "s_depth.h"
36848b8605Smrg#include "s_span.h"
37848b8605Smrg
38848b8605Smrg
39848b8605Smrg
40848b8605Smrg#define Z_TEST(COMPARE)                      \
41848b8605Smrg   do {                                      \
42848b8605Smrg      GLuint i;                              \
43848b8605Smrg      for (i = 0; i < n; i++) {              \
44848b8605Smrg         if (mask[i]) {                      \
45848b8605Smrg            if (COMPARE) {                   \
46848b8605Smrg               /* pass */                    \
47848b8605Smrg               if (write) {                  \
48848b8605Smrg                  zbuffer[i] = zfrag[i];     \
49848b8605Smrg               }                             \
50848b8605Smrg               passed++;                     \
51848b8605Smrg            }                                \
52848b8605Smrg            else {                           \
53848b8605Smrg               /* fail */                    \
54848b8605Smrg               mask[i] = 0;                  \
55848b8605Smrg            }                                \
56848b8605Smrg         }                                   \
57848b8605Smrg      }                                      \
58848b8605Smrg   } while (0)
59848b8605Smrg
60848b8605Smrg
61848b8605Smrg/**
62848b8605Smrg * Do depth test for an array of 16-bit Z values.
63848b8605Smrg * @param zbuffer  array of Z buffer values (16-bit)
64848b8605Smrg * @param zfrag  array of fragment Z values (use 16-bit in 32-bit uint)
65848b8605Smrg * @param mask  which fragments are alive, killed afterward
66848b8605Smrg * @return  number of fragments which pass the test.
67848b8605Smrg */
68848b8605Smrgstatic GLuint
69848b8605Smrgdepth_test_span16( struct gl_context *ctx, GLuint n,
70848b8605Smrg                   GLushort zbuffer[], const GLuint zfrag[], GLubyte mask[] )
71848b8605Smrg{
72848b8605Smrg   const GLboolean write = ctx->Depth.Mask;
73848b8605Smrg   GLuint passed = 0;
74848b8605Smrg
75848b8605Smrg   /* switch cases ordered from most frequent to less frequent */
76848b8605Smrg   switch (ctx->Depth.Func) {
77848b8605Smrg   case GL_LESS:
78848b8605Smrg      Z_TEST(zfrag[i] < zbuffer[i]);
79848b8605Smrg      break;
80848b8605Smrg   case GL_LEQUAL:
81848b8605Smrg      Z_TEST(zfrag[i] <= zbuffer[i]);
82848b8605Smrg      break;
83848b8605Smrg   case GL_GEQUAL:
84848b8605Smrg      Z_TEST(zfrag[i] >= zbuffer[i]);
85848b8605Smrg      break;
86848b8605Smrg   case GL_GREATER:
87848b8605Smrg      Z_TEST(zfrag[i] > zbuffer[i]);
88848b8605Smrg      break;
89848b8605Smrg   case GL_NOTEQUAL:
90848b8605Smrg      Z_TEST(zfrag[i] != zbuffer[i]);
91848b8605Smrg      break;
92848b8605Smrg   case GL_EQUAL:
93848b8605Smrg      Z_TEST(zfrag[i] == zbuffer[i]);
94848b8605Smrg      break;
95848b8605Smrg   case GL_ALWAYS:
96848b8605Smrg      Z_TEST(1);
97848b8605Smrg      break;
98848b8605Smrg   case GL_NEVER:
99848b8605Smrg      memset(mask, 0, n * sizeof(GLubyte));
100848b8605Smrg      break;
101848b8605Smrg   default:
102848b8605Smrg      _mesa_problem(ctx, "Bad depth func in depth_test_span16");
103848b8605Smrg   }
104848b8605Smrg
105848b8605Smrg   return passed;
106848b8605Smrg}
107848b8605Smrg
108848b8605Smrg
109848b8605Smrg/**
110848b8605Smrg * Do depth test for an array of 32-bit Z values.
111848b8605Smrg * @param zbuffer  array of Z buffer values (32-bit)
112848b8605Smrg * @param zfrag  array of fragment Z values (use 32-bits in 32-bit uint)
113848b8605Smrg * @param mask  which fragments are alive, killed afterward
114848b8605Smrg * @return  number of fragments which pass the test.
115848b8605Smrg */
116848b8605Smrgstatic GLuint
117848b8605Smrgdepth_test_span32( struct gl_context *ctx, GLuint n,
118848b8605Smrg                   GLuint zbuffer[], const GLuint zfrag[], GLubyte mask[])
119848b8605Smrg{
120848b8605Smrg   const GLboolean write = ctx->Depth.Mask;
121848b8605Smrg   GLuint passed = 0;
122848b8605Smrg
123848b8605Smrg   /* switch cases ordered from most frequent to less frequent */
124848b8605Smrg   switch (ctx->Depth.Func) {
125848b8605Smrg   case GL_LESS:
126848b8605Smrg      Z_TEST(zfrag[i] < zbuffer[i]);
127848b8605Smrg      break;
128848b8605Smrg   case GL_LEQUAL:
129848b8605Smrg      Z_TEST(zfrag[i] <= zbuffer[i]);
130848b8605Smrg      break;
131848b8605Smrg   case GL_GEQUAL:
132848b8605Smrg      Z_TEST(zfrag[i] >= zbuffer[i]);
133848b8605Smrg      break;
134848b8605Smrg   case GL_GREATER:
135848b8605Smrg      Z_TEST(zfrag[i] > zbuffer[i]);
136848b8605Smrg      break;
137848b8605Smrg   case GL_NOTEQUAL:
138848b8605Smrg      Z_TEST(zfrag[i] != zbuffer[i]);
139848b8605Smrg      break;
140848b8605Smrg   case GL_EQUAL:
141848b8605Smrg      Z_TEST(zfrag[i] == zbuffer[i]);
142848b8605Smrg      break;
143848b8605Smrg   case GL_ALWAYS:
144848b8605Smrg      Z_TEST(1);
145848b8605Smrg      break;
146848b8605Smrg   case GL_NEVER:
147848b8605Smrg      memset(mask, 0, n * sizeof(GLubyte));
148848b8605Smrg      break;
149848b8605Smrg   default:
150848b8605Smrg      _mesa_problem(ctx, "Bad depth func in depth_test_span32");
151848b8605Smrg   }
152848b8605Smrg
153848b8605Smrg   return passed;
154848b8605Smrg}
155848b8605Smrg
156848b8605Smrg
157848b8605Smrg/**
158848b8605Smrg * Clamp fragment Z values to the depth near/far range (glDepthRange()).
159848b8605Smrg * This is used when GL_ARB_depth_clamp/GL_DEPTH_CLAMP is turned on.
160848b8605Smrg * In that case, vertexes are not clipped against the near/far planes
161848b8605Smrg * so rasterization will produce fragment Z values outside the usual
162848b8605Smrg * [0,1] range.
163848b8605Smrg */
164848b8605Smrgvoid
165848b8605Smrg_swrast_depth_clamp_span( struct gl_context *ctx, SWspan *span )
166848b8605Smrg{
167848b8605Smrg   struct gl_framebuffer *fb = ctx->DrawBuffer;
168848b8605Smrg   const GLuint count = span->end;
169848b8605Smrg   GLint *zValues = (GLint *) span->array->z; /* sign change */
170848b8605Smrg   GLint min, max;
171848b8605Smrg   GLfloat min_f, max_f;
172848b8605Smrg   GLuint i;
173848b8605Smrg
174848b8605Smrg   if (ctx->ViewportArray[0].Near < ctx->ViewportArray[0].Far) {
175848b8605Smrg      min_f = ctx->ViewportArray[0].Near;
176848b8605Smrg      max_f = ctx->ViewportArray[0].Far;
177848b8605Smrg   } else {
178848b8605Smrg      min_f = ctx->ViewportArray[0].Far;
179848b8605Smrg      max_f = ctx->ViewportArray[0].Near;
180848b8605Smrg   }
181848b8605Smrg
182848b8605Smrg   /* Convert floating point values in [0,1] to device Z coordinates in
183848b8605Smrg    * [0, DepthMax].
184848b8605Smrg    * ex: If the Z buffer has 24 bits, DepthMax = 0xffffff.
185848b8605Smrg    *
186848b8605Smrg    * XXX this all falls apart if we have 31 or more bits of Z because
187848b8605Smrg    * the triangle rasterization code produces unsigned Z values.  Negative
188848b8605Smrg    * vertex Z values come out as large fragment Z uints.
189848b8605Smrg    */
190848b8605Smrg   min = (GLint) (min_f * fb->_DepthMaxF);
191848b8605Smrg   max = (GLint) (max_f * fb->_DepthMaxF);
192848b8605Smrg   if (max < 0)
193848b8605Smrg      max = 0x7fffffff; /* catch over flow for 30-bit z */
194848b8605Smrg
195848b8605Smrg   /* Note that we do the comparisons here using signed integers.
196848b8605Smrg    */
197848b8605Smrg   for (i = 0; i < count; i++) {
198848b8605Smrg      if (zValues[i] < min)
199848b8605Smrg	 zValues[i] = min;
200848b8605Smrg      if (zValues[i] > max)
201848b8605Smrg	 zValues[i] = max;
202848b8605Smrg   }
203848b8605Smrg}
204848b8605Smrg
205848b8605Smrg
206848b8605Smrg/**
207848b8605Smrg * Get array of 32-bit z values from the depth buffer.  With clipping.
208848b8605Smrg * Note: the returned values are always in the range [0, 2^32-1].
209848b8605Smrg */
210848b8605Smrgstatic void
211848b8605Smrgget_z32_values(struct gl_context *ctx, struct gl_renderbuffer *rb,
212848b8605Smrg               GLuint count, const GLint x[], const GLint y[],
213848b8605Smrg               GLuint zbuffer[])
214848b8605Smrg{
215848b8605Smrg   struct swrast_renderbuffer *srb = swrast_renderbuffer(rb);
216848b8605Smrg   const GLint w = rb->Width, h = rb->Height;
217848b8605Smrg   const GLubyte *map = _swrast_pixel_address(rb, 0, 0);
218848b8605Smrg   GLuint i;
219848b8605Smrg
220848b8605Smrg   if (rb->Format == MESA_FORMAT_Z_UNORM32) {
221848b8605Smrg      const GLint rowStride = srb->RowStride;
222848b8605Smrg      for (i = 0; i < count; i++) {
223848b8605Smrg         if (x[i] >= 0 && y[i] >= 0 && x[i] < w && y[i] < h) {
224848b8605Smrg            zbuffer[i] = *((GLuint *) (map + y[i] * rowStride + x[i] * 4));
225848b8605Smrg         }
226848b8605Smrg      }
227848b8605Smrg   }
228848b8605Smrg   else {
229848b8605Smrg      const GLint bpp = _mesa_get_format_bytes(rb->Format);
230848b8605Smrg      const GLint rowStride = srb->RowStride;
231848b8605Smrg      for (i = 0; i < count; i++) {
232848b8605Smrg         if (x[i] >= 0 && y[i] >= 0 && x[i] < w && y[i] < h) {
233848b8605Smrg            const GLubyte *src = map + y[i] * rowStride+ x[i] * bpp;
234848b8605Smrg            _mesa_unpack_uint_z_row(rb->Format, 1, src, &zbuffer[i]);
235848b8605Smrg         }
236848b8605Smrg      }
237848b8605Smrg   }
238848b8605Smrg}
239848b8605Smrg
240848b8605Smrg
241848b8605Smrg/**
242848b8605Smrg * Put an array of 32-bit z values into the depth buffer.
243848b8605Smrg * Note: the z values are always in the range [0, 2^32-1].
244848b8605Smrg */
245848b8605Smrgstatic void
246848b8605Smrgput_z32_values(struct gl_context *ctx, struct gl_renderbuffer *rb,
247848b8605Smrg               GLuint count, const GLint x[], const GLint y[],
248848b8605Smrg               const GLuint zvalues[], const GLubyte mask[])
249848b8605Smrg{
250848b8605Smrg   struct swrast_renderbuffer *srb = swrast_renderbuffer(rb);
251848b8605Smrg   const GLint w = rb->Width, h = rb->Height;
252848b8605Smrg   GLubyte *map = _swrast_pixel_address(rb, 0, 0);
253848b8605Smrg   GLuint i;
254848b8605Smrg
255848b8605Smrg   if (rb->Format == MESA_FORMAT_Z_UNORM32) {
256848b8605Smrg      const GLint rowStride = srb->RowStride;
257848b8605Smrg      for (i = 0; i < count; i++) {
258848b8605Smrg         if (mask[i] && x[i] >= 0 && y[i] >= 0 && x[i] < w && y[i] < h) {
259848b8605Smrg            GLuint *dst = (GLuint *) (map + y[i] * rowStride + x[i] * 4);
260848b8605Smrg            *dst = zvalues[i];
261848b8605Smrg         }
262848b8605Smrg      }
263848b8605Smrg   }
264848b8605Smrg   else {
265848b8605Smrg      gl_pack_uint_z_func packZ = _mesa_get_pack_uint_z_func(rb->Format);
266848b8605Smrg      const GLint bpp = _mesa_get_format_bytes(rb->Format);
267848b8605Smrg      const GLint rowStride = srb->RowStride;
268848b8605Smrg      for (i = 0; i < count; i++) {
269848b8605Smrg         if (mask[i] && x[i] >= 0 && y[i] >= 0 && x[i] < w && y[i] < h) {
270848b8605Smrg            void *dst = map + y[i] * rowStride + x[i] * bpp;
271848b8605Smrg            packZ(zvalues + i, dst);
272848b8605Smrg         }
273848b8605Smrg      }
274848b8605Smrg   }
275848b8605Smrg}
276848b8605Smrg
277848b8605Smrg
278848b8605Smrg/**
279848b8605Smrg * Apply depth (Z) buffer testing to the span.
280848b8605Smrg * \return approx number of pixels that passed (only zero is reliable)
281848b8605Smrg */
282848b8605SmrgGLuint
283848b8605Smrg_swrast_depth_test_span(struct gl_context *ctx, SWspan *span)
284848b8605Smrg{
285848b8605Smrg   struct gl_framebuffer *fb = ctx->DrawBuffer;
286848b8605Smrg   struct gl_renderbuffer *rb = fb->Attachment[BUFFER_DEPTH].Renderbuffer;
287848b8605Smrg   const GLint bpp = _mesa_get_format_bytes(rb->Format);
288848b8605Smrg   void *zStart;
289848b8605Smrg   const GLuint count = span->end;
290848b8605Smrg   const GLuint *fragZ = span->array->z;
291848b8605Smrg   GLubyte *mask = span->array->mask;
292848b8605Smrg   void *zBufferVals;
293848b8605Smrg   GLuint *zBufferTemp = NULL;
294848b8605Smrg   GLuint passed;
295848b8605Smrg   GLuint zBits = _mesa_get_format_bits(rb->Format, GL_DEPTH_BITS);
296848b8605Smrg   GLboolean ztest16 = GL_FALSE;
297848b8605Smrg
298848b8605Smrg   if (span->arrayMask & SPAN_XY)
299848b8605Smrg      zStart = NULL;
300848b8605Smrg   else
301848b8605Smrg      zStart = _swrast_pixel_address(rb, span->x, span->y);
302848b8605Smrg
303848b8605Smrg   if (rb->Format == MESA_FORMAT_Z_UNORM16 && !(span->arrayMask & SPAN_XY)) {
304848b8605Smrg      /* directly read/write row of 16-bit Z values */
305848b8605Smrg      zBufferVals = zStart;
306848b8605Smrg      ztest16 = GL_TRUE;
307848b8605Smrg   }
308848b8605Smrg   else if (rb->Format == MESA_FORMAT_Z_UNORM32 && !(span->arrayMask & SPAN_XY)) {
309848b8605Smrg      /* directly read/write row of 32-bit Z values */
310848b8605Smrg      zBufferVals = zStart;
311848b8605Smrg   }
312848b8605Smrg   else {
313848b8605Smrg      /* copy Z buffer values into temp buffer (32-bit Z values) */
314848b8605Smrg      zBufferTemp = malloc(count * sizeof(GLuint));
315848b8605Smrg      if (!zBufferTemp)
316848b8605Smrg         return 0;
317848b8605Smrg
318848b8605Smrg      if (span->arrayMask & SPAN_XY) {
319848b8605Smrg         get_z32_values(ctx, rb, count,
320848b8605Smrg                        span->array->x, span->array->y, zBufferTemp);
321848b8605Smrg      }
322848b8605Smrg      else {
323848b8605Smrg         _mesa_unpack_uint_z_row(rb->Format, count, zStart, zBufferTemp);
324848b8605Smrg      }
325848b8605Smrg
326848b8605Smrg      if (zBits == 24) {
327848b8605Smrg         GLuint i;
328848b8605Smrg         /* Convert depth buffer values from 32 to 24 bits to match the
329848b8605Smrg          * fragment Z values generated by rasterization.
330848b8605Smrg          */
331848b8605Smrg         for (i = 0; i < count; i++) {
332848b8605Smrg            zBufferTemp[i] >>= 8;
333848b8605Smrg         }
334848b8605Smrg      }
335848b8605Smrg      else if (zBits == 16) {
336848b8605Smrg         GLuint i;
337848b8605Smrg         /* Convert depth buffer values from 32 to 16 bits */
338848b8605Smrg         for (i = 0; i < count; i++) {
339848b8605Smrg            zBufferTemp[i] >>= 16;
340848b8605Smrg         }
341848b8605Smrg      }
342848b8605Smrg      else {
343848b8605Smrg         assert(zBits == 32);
344848b8605Smrg      }
345848b8605Smrg
346848b8605Smrg      zBufferVals = zBufferTemp;
347848b8605Smrg   }
348848b8605Smrg
349848b8605Smrg   /* do the depth test either with 16 or 32-bit values */
350848b8605Smrg   if (ztest16)
351848b8605Smrg      passed = depth_test_span16(ctx, count, zBufferVals, fragZ, mask);
352848b8605Smrg   else
353848b8605Smrg      passed = depth_test_span32(ctx, count, zBufferVals, fragZ, mask);
354848b8605Smrg
355848b8605Smrg   if (zBufferTemp) {
356848b8605Smrg      /* need to write temp Z values back into the buffer */
357848b8605Smrg
358848b8605Smrg      /* Convert depth buffer values back to 32-bit values.  The least
359848b8605Smrg       * significant bits don't matter since they'll get dropped when
360848b8605Smrg       * they're packed back into the depth buffer.
361848b8605Smrg       */
362848b8605Smrg      if (zBits == 24) {
363848b8605Smrg         GLuint i;
364848b8605Smrg         for (i = 0; i < count; i++) {
365848b8605Smrg            zBufferTemp[i] = (zBufferTemp[i] << 8);
366848b8605Smrg         }
367848b8605Smrg      }
368848b8605Smrg      else if (zBits == 16) {
369848b8605Smrg         GLuint i;
370848b8605Smrg         for (i = 0; i < count; i++) {
371848b8605Smrg            zBufferTemp[i] = zBufferTemp[i] << 16;
372848b8605Smrg         }
373848b8605Smrg      }
374848b8605Smrg
375848b8605Smrg      if (span->arrayMask & SPAN_XY) {
376848b8605Smrg         /* random locations */
377848b8605Smrg         put_z32_values(ctx, rb, count, span->array->x, span->array->y,
378848b8605Smrg                        zBufferTemp, mask);
379848b8605Smrg      }
380848b8605Smrg      else {
381848b8605Smrg         /* horizontal row */
382848b8605Smrg         gl_pack_uint_z_func packZ = _mesa_get_pack_uint_z_func(rb->Format);
383848b8605Smrg         GLubyte *dst = zStart;
384848b8605Smrg         GLuint i;
385848b8605Smrg         for (i = 0; i < count; i++) {
386848b8605Smrg            if (mask[i]) {
387848b8605Smrg               packZ(&zBufferTemp[i], dst);
388848b8605Smrg            }
389848b8605Smrg            dst += bpp;
390848b8605Smrg         }
391848b8605Smrg      }
392848b8605Smrg
393848b8605Smrg      free(zBufferTemp);
394848b8605Smrg   }
395848b8605Smrg
396848b8605Smrg   if (passed < count) {
397848b8605Smrg      span->writeAll = GL_FALSE;
398848b8605Smrg   }
399848b8605Smrg   return passed;
400848b8605Smrg}
401848b8605Smrg
402848b8605Smrg
403848b8605Smrg/**
404848b8605Smrg * GL_EXT_depth_bounds_test extension.
405848b8605Smrg * Discard fragments depending on whether the corresponding Z-buffer
406848b8605Smrg * values are outside the depth bounds test range.
407848b8605Smrg * Note: we test the Z buffer values, not the fragment Z values!
408848b8605Smrg * \return GL_TRUE if any fragments pass, GL_FALSE if no fragments pass
409848b8605Smrg */
410848b8605SmrgGLboolean
411848b8605Smrg_swrast_depth_bounds_test( struct gl_context *ctx, SWspan *span )
412848b8605Smrg{
413848b8605Smrg   struct gl_framebuffer *fb = ctx->DrawBuffer;
414848b8605Smrg   struct gl_renderbuffer *rb = fb->Attachment[BUFFER_DEPTH].Renderbuffer;
415848b8605Smrg   GLubyte *zStart;
416b8e80941Smrg   GLuint zMin = (GLuint)((double)ctx->Depth.BoundsMin * 0xffffffff);
417b8e80941Smrg   GLuint zMax = (GLuint)((double)ctx->Depth.BoundsMax * 0xffffffff);
418848b8605Smrg   GLubyte *mask = span->array->mask;
419848b8605Smrg   const GLuint count = span->end;
420848b8605Smrg   GLuint i;
421848b8605Smrg   GLboolean anyPass = GL_FALSE;
422848b8605Smrg   GLuint *zBufferTemp;
423848b8605Smrg   const GLuint *zBufferVals;
424848b8605Smrg
425848b8605Smrg   zBufferTemp = malloc(count * sizeof(GLuint));
426848b8605Smrg   if (!zBufferTemp) {
427848b8605Smrg      /* don't generate a stream of OUT_OF_MEMORY errors here */
428848b8605Smrg      return GL_FALSE;
429848b8605Smrg   }
430848b8605Smrg
431848b8605Smrg   if (span->arrayMask & SPAN_XY)
432848b8605Smrg      zStart = NULL;
433848b8605Smrg   else
434848b8605Smrg      zStart = _swrast_pixel_address(rb, span->x, span->y);
435848b8605Smrg
436848b8605Smrg   if (rb->Format == MESA_FORMAT_Z_UNORM32 && !(span->arrayMask & SPAN_XY)) {
437848b8605Smrg      /* directly access 32-bit values in the depth buffer */
438848b8605Smrg      zBufferVals = (const GLuint *) zStart;
439848b8605Smrg   }
440848b8605Smrg   else {
441b8e80941Smrg      /* Round the bounds to the precision of the zbuffer. */
442b8e80941Smrg      if (rb->Format == MESA_FORMAT_Z_UNORM16) {
443b8e80941Smrg         zMin = (zMin & 0xffff0000) | (zMin >> 16);
444b8e80941Smrg         zMax = (zMax & 0xffff0000) | (zMax >> 16);
445b8e80941Smrg      } else {
446b8e80941Smrg         /* 24 bits */
447b8e80941Smrg         zMin = (zMin & 0xffffff00) | (zMin >> 24);
448b8e80941Smrg         zMax = (zMax & 0xffffff00) | (zMax >> 24);
449b8e80941Smrg      }
450b8e80941Smrg
451848b8605Smrg      /* unpack Z values into a temporary array */
452848b8605Smrg      if (span->arrayMask & SPAN_XY) {
453848b8605Smrg         get_z32_values(ctx, rb, count, span->array->x, span->array->y,
454848b8605Smrg                        zBufferTemp);
455848b8605Smrg      }
456848b8605Smrg      else {
457848b8605Smrg         _mesa_unpack_uint_z_row(rb->Format, count, zStart, zBufferTemp);
458848b8605Smrg      }
459848b8605Smrg      zBufferVals = zBufferTemp;
460848b8605Smrg   }
461848b8605Smrg
462848b8605Smrg   /* Now do the tests */
463848b8605Smrg   for (i = 0; i < count; i++) {
464848b8605Smrg      if (mask[i]) {
465848b8605Smrg         if (zBufferVals[i] < zMin || zBufferVals[i] > zMax)
466848b8605Smrg            mask[i] = GL_FALSE;
467848b8605Smrg         else
468848b8605Smrg            anyPass = GL_TRUE;
469848b8605Smrg      }
470848b8605Smrg   }
471848b8605Smrg
472848b8605Smrg   free(zBufferTemp);
473848b8605Smrg
474848b8605Smrg   return anyPass;
475848b8605Smrg}
476848b8605Smrg
477848b8605Smrg
478848b8605Smrg
479848b8605Smrg/**********************************************************************/
480848b8605Smrg/*****                      Read Depth Buffer                     *****/
481848b8605Smrg/**********************************************************************/
482848b8605Smrg
483848b8605Smrg
484848b8605Smrg/**
485848b8605Smrg * Read a span of depth values from the given depth renderbuffer, returning
486848b8605Smrg * the values as GLfloats.
487848b8605Smrg * This function does clipping to prevent reading outside the depth buffer's
488848b8605Smrg * bounds.
489848b8605Smrg */
490848b8605Smrgvoid
491848b8605Smrg_swrast_read_depth_span_float(struct gl_context *ctx,
492848b8605Smrg                              struct gl_renderbuffer *rb,
493848b8605Smrg                              GLint n, GLint x, GLint y, GLfloat depth[])
494848b8605Smrg{
495848b8605Smrg   if (!rb) {
496848b8605Smrg      /* really only doing this to prevent FP exceptions later */
497848b8605Smrg      memset(depth, 0, n * sizeof(GLfloat));
498848b8605Smrg      return;
499848b8605Smrg   }
500848b8605Smrg
501848b8605Smrg   if (y < 0 || y >= (GLint) rb->Height ||
502848b8605Smrg       x + n <= 0 || x >= (GLint) rb->Width) {
503848b8605Smrg      /* span is completely outside framebuffer */
504848b8605Smrg      memset(depth, 0, n * sizeof(GLfloat));
505848b8605Smrg      return;
506848b8605Smrg   }
507848b8605Smrg
508848b8605Smrg   if (x < 0) {
509848b8605Smrg      GLint dx = -x;
510848b8605Smrg      GLint i;
511848b8605Smrg      for (i = 0; i < dx; i++)
512848b8605Smrg         depth[i] = 0.0;
513848b8605Smrg      x = 0;
514848b8605Smrg      n -= dx;
515848b8605Smrg      depth += dx;
516848b8605Smrg   }
517848b8605Smrg   if (x + n > (GLint) rb->Width) {
518848b8605Smrg      GLint dx = x + n - (GLint) rb->Width;
519848b8605Smrg      GLint i;
520848b8605Smrg      for (i = 0; i < dx; i++)
521848b8605Smrg         depth[n - i - 1] = 0.0;
522848b8605Smrg      n -= dx;
523848b8605Smrg   }
524848b8605Smrg   if (n <= 0) {
525848b8605Smrg      return;
526848b8605Smrg   }
527848b8605Smrg
528848b8605Smrg   _mesa_unpack_float_z_row(rb->Format, n, _swrast_pixel_address(rb, x, y),
529848b8605Smrg                            depth);
530848b8605Smrg}
531848b8605Smrg
532848b8605Smrg
533848b8605Smrg/**
534848b8605Smrg * Clear the given z/depth renderbuffer.  If the buffer is a combined
535848b8605Smrg * depth+stencil buffer, only the Z bits will be touched.
536848b8605Smrg */
537848b8605Smrgvoid
538848b8605Smrg_swrast_clear_depth_buffer(struct gl_context *ctx)
539848b8605Smrg{
540848b8605Smrg   struct gl_renderbuffer *rb =
541848b8605Smrg      ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
542848b8605Smrg   GLint x, y, width, height;
543848b8605Smrg   GLubyte *map;
544848b8605Smrg   GLint rowStride, i, j;
545848b8605Smrg   GLbitfield mapMode;
546848b8605Smrg
547848b8605Smrg   if (!rb || !ctx->Depth.Mask) {
548848b8605Smrg      /* no depth buffer, or writing to it is disabled */
549848b8605Smrg      return;
550848b8605Smrg   }
551848b8605Smrg
552848b8605Smrg   /* compute region to clear */
553848b8605Smrg   x = ctx->DrawBuffer->_Xmin;
554848b8605Smrg   y = ctx->DrawBuffer->_Ymin;
555848b8605Smrg   width  = ctx->DrawBuffer->_Xmax - ctx->DrawBuffer->_Xmin;
556848b8605Smrg   height = ctx->DrawBuffer->_Ymax - ctx->DrawBuffer->_Ymin;
557848b8605Smrg
558848b8605Smrg   mapMode = GL_MAP_WRITE_BIT;
559848b8605Smrg   if (rb->Format == MESA_FORMAT_Z24_UNORM_S8_UINT ||
560848b8605Smrg       rb->Format == MESA_FORMAT_Z24_UNORM_X8_UINT ||
561848b8605Smrg       rb->Format == MESA_FORMAT_S8_UINT_Z24_UNORM ||
562848b8605Smrg       rb->Format == MESA_FORMAT_X8_UINT_Z24_UNORM) {
563848b8605Smrg      mapMode |= GL_MAP_READ_BIT;
564848b8605Smrg   }
565848b8605Smrg
566848b8605Smrg   ctx->Driver.MapRenderbuffer(ctx, rb, x, y, width, height,
567b8e80941Smrg                               mapMode, &map, &rowStride,
568b8e80941Smrg                               ctx->DrawBuffer->FlipY);
569848b8605Smrg   if (!map) {
570848b8605Smrg      _mesa_error(ctx, GL_OUT_OF_MEMORY, "glClear(depth)");
571848b8605Smrg      return;
572848b8605Smrg   }
573848b8605Smrg
574848b8605Smrg   switch (rb->Format) {
575848b8605Smrg   case MESA_FORMAT_Z_UNORM16:
576848b8605Smrg      {
577848b8605Smrg         GLfloat clear = (GLfloat) ctx->Depth.Clear;
578848b8605Smrg         GLushort clearVal = 0;
579848b8605Smrg         _mesa_pack_float_z_row(rb->Format, 1, &clear, &clearVal);
580848b8605Smrg         if (clearVal == 0xffff && width * 2 == rowStride) {
581848b8605Smrg            /* common case */
582848b8605Smrg            memset(map, 0xff, width * height * 2);
583848b8605Smrg         }
584848b8605Smrg         else {
585848b8605Smrg            for (i = 0; i < height; i++) {
586848b8605Smrg               GLushort *row = (GLushort *) map;
587848b8605Smrg               for (j = 0; j < width; j++) {
588848b8605Smrg                  row[j] = clearVal;
589848b8605Smrg               }
590848b8605Smrg               map += rowStride;
591848b8605Smrg            }
592848b8605Smrg         }
593848b8605Smrg      }
594848b8605Smrg      break;
595848b8605Smrg   case MESA_FORMAT_Z_UNORM32:
596848b8605Smrg   case MESA_FORMAT_Z_FLOAT32:
597848b8605Smrg      {
598848b8605Smrg         GLfloat clear = (GLfloat) ctx->Depth.Clear;
599848b8605Smrg         GLuint clearVal = 0;
600848b8605Smrg         _mesa_pack_float_z_row(rb->Format, 1, &clear, &clearVal);
601848b8605Smrg         for (i = 0; i < height; i++) {
602848b8605Smrg            GLuint *row = (GLuint *) map;
603848b8605Smrg            for (j = 0; j < width; j++) {
604848b8605Smrg               row[j] = clearVal;
605848b8605Smrg            }
606848b8605Smrg            map += rowStride;
607848b8605Smrg         }
608848b8605Smrg      }
609848b8605Smrg      break;
610848b8605Smrg   case MESA_FORMAT_Z24_UNORM_S8_UINT:
611848b8605Smrg   case MESA_FORMAT_Z24_UNORM_X8_UINT:
612848b8605Smrg   case MESA_FORMAT_S8_UINT_Z24_UNORM:
613848b8605Smrg   case MESA_FORMAT_X8_UINT_Z24_UNORM:
614848b8605Smrg      {
615848b8605Smrg         GLfloat clear = (GLfloat) ctx->Depth.Clear;
616848b8605Smrg         GLuint clearVal = 0;
617848b8605Smrg         GLuint mask;
618848b8605Smrg
619848b8605Smrg         if (rb->Format == MESA_FORMAT_Z24_UNORM_S8_UINT ||
620848b8605Smrg             rb->Format == MESA_FORMAT_Z24_UNORM_X8_UINT)
621848b8605Smrg            mask = 0xff000000;
622848b8605Smrg         else
623848b8605Smrg            mask = 0xff;
624848b8605Smrg
625848b8605Smrg         _mesa_pack_float_z_row(rb->Format, 1, &clear, &clearVal);
626848b8605Smrg         for (i = 0; i < height; i++) {
627848b8605Smrg            GLuint *row = (GLuint *) map;
628848b8605Smrg            for (j = 0; j < width; j++) {
629848b8605Smrg               row[j] = (row[j] & mask) | clearVal;
630848b8605Smrg            }
631848b8605Smrg            map += rowStride;
632848b8605Smrg         }
633848b8605Smrg
634848b8605Smrg      }
635848b8605Smrg      break;
636848b8605Smrg   case MESA_FORMAT_Z32_FLOAT_S8X24_UINT:
637848b8605Smrg      /* XXX untested */
638848b8605Smrg      {
639848b8605Smrg         GLfloat clearVal = (GLfloat) ctx->Depth.Clear;
640848b8605Smrg         for (i = 0; i < height; i++) {
641848b8605Smrg            GLfloat *row = (GLfloat *) map;
642848b8605Smrg            for (j = 0; j < width; j++) {
643848b8605Smrg               row[j * 2] = clearVal;
644848b8605Smrg            }
645848b8605Smrg            map += rowStride;
646848b8605Smrg         }
647848b8605Smrg      }
648848b8605Smrg      break;
649848b8605Smrg   default:
650848b8605Smrg      _mesa_problem(ctx, "Unexpected depth buffer format %s"
651848b8605Smrg                    " in _swrast_clear_depth_buffer()",
652848b8605Smrg                    _mesa_get_format_name(rb->Format));
653848b8605Smrg   }
654848b8605Smrg
655848b8605Smrg   ctx->Driver.UnmapRenderbuffer(ctx, rb);
656848b8605Smrg}
657848b8605Smrg
658848b8605Smrg
659848b8605Smrg
660848b8605Smrg
661848b8605Smrg/**
662848b8605Smrg * Clear both depth and stencil values in a combined depth+stencil buffer.
663848b8605Smrg */
664848b8605Smrgvoid
665848b8605Smrg_swrast_clear_depth_stencil_buffer(struct gl_context *ctx)
666848b8605Smrg{
667848b8605Smrg   const GLubyte stencilBits = ctx->DrawBuffer->Visual.stencilBits;
668848b8605Smrg   const GLuint writeMask = ctx->Stencil.WriteMask[0];
669848b8605Smrg   const GLuint stencilMax = (1 << stencilBits) - 1;
670848b8605Smrg   struct gl_renderbuffer *rb =
671848b8605Smrg      ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
672848b8605Smrg   GLint x, y, width, height;
673848b8605Smrg   GLbitfield mapMode;
674848b8605Smrg   GLubyte *map;
675848b8605Smrg   GLint rowStride, i, j;
676848b8605Smrg
677848b8605Smrg   /* check that we really have a combined depth+stencil buffer */
678848b8605Smrg   assert(rb == ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer);
679848b8605Smrg
680848b8605Smrg   /* compute region to clear */
681848b8605Smrg   x = ctx->DrawBuffer->_Xmin;
682848b8605Smrg   y = ctx->DrawBuffer->_Ymin;
683848b8605Smrg   width  = ctx->DrawBuffer->_Xmax - ctx->DrawBuffer->_Xmin;
684848b8605Smrg   height = ctx->DrawBuffer->_Ymax - ctx->DrawBuffer->_Ymin;
685848b8605Smrg
686848b8605Smrg   mapMode = GL_MAP_WRITE_BIT;
687848b8605Smrg   if ((writeMask & stencilMax) != stencilMax) {
688848b8605Smrg      /* need to mask stencil values */
689848b8605Smrg      mapMode |= GL_MAP_READ_BIT;
690848b8605Smrg   }
691848b8605Smrg
692848b8605Smrg   ctx->Driver.MapRenderbuffer(ctx, rb, x, y, width, height,
693b8e80941Smrg                               mapMode, &map, &rowStride,
694b8e80941Smrg                               ctx->DrawBuffer->FlipY);
695848b8605Smrg   if (!map) {
696848b8605Smrg      _mesa_error(ctx, GL_OUT_OF_MEMORY, "glClear(depth+stencil)");
697848b8605Smrg      return;
698848b8605Smrg   }
699848b8605Smrg
700848b8605Smrg   switch (rb->Format) {
701848b8605Smrg   case MESA_FORMAT_Z24_UNORM_S8_UINT:
702848b8605Smrg   case MESA_FORMAT_S8_UINT_Z24_UNORM:
703848b8605Smrg      {
704848b8605Smrg         GLfloat zClear = (GLfloat) ctx->Depth.Clear;
705848b8605Smrg         GLuint clear = 0, mask;
706848b8605Smrg
707848b8605Smrg         _mesa_pack_float_z_row(rb->Format, 1, &zClear, &clear);
708848b8605Smrg
709848b8605Smrg         if (rb->Format == MESA_FORMAT_Z24_UNORM_S8_UINT) {
710848b8605Smrg            mask = ((~writeMask) & 0xff) << 24;
711848b8605Smrg            clear |= (ctx->Stencil.Clear & writeMask & 0xff) << 24;
712848b8605Smrg         }
713848b8605Smrg         else {
714848b8605Smrg            mask = ((~writeMask) & 0xff);
715848b8605Smrg            clear |= (ctx->Stencil.Clear & writeMask & 0xff);
716848b8605Smrg         }
717848b8605Smrg
718848b8605Smrg         for (i = 0; i < height; i++) {
719848b8605Smrg            GLuint *row = (GLuint *) map;
720848b8605Smrg            if (mask != 0x0) {
721848b8605Smrg               for (j = 0; j < width; j++) {
722848b8605Smrg                  row[j] = (row[j] & mask) | clear;
723848b8605Smrg               }
724848b8605Smrg            }
725848b8605Smrg            else {
726848b8605Smrg               for (j = 0; j < width; j++) {
727848b8605Smrg                  row[j] = clear;
728848b8605Smrg               }
729848b8605Smrg            }
730848b8605Smrg            map += rowStride;
731848b8605Smrg         }
732848b8605Smrg      }
733848b8605Smrg      break;
734848b8605Smrg   case MESA_FORMAT_Z32_FLOAT_S8X24_UINT:
735848b8605Smrg      /* XXX untested */
736848b8605Smrg      {
737848b8605Smrg         const GLfloat zClear = (GLfloat) ctx->Depth.Clear;
738848b8605Smrg         const GLuint sClear = ctx->Stencil.Clear & writeMask;
739848b8605Smrg         const GLuint sMask = (~writeMask) & 0xff;
740848b8605Smrg         for (i = 0; i < height; i++) {
741848b8605Smrg            GLfloat *zRow = (GLfloat *) map;
742848b8605Smrg            GLuint *sRow = (GLuint *) map;
743848b8605Smrg            for (j = 0; j < width; j++) {
744848b8605Smrg               zRow[j * 2 + 0] = zClear;
745848b8605Smrg            }
746848b8605Smrg            if (sMask != 0) {
747848b8605Smrg               for (j = 0; j < width; j++) {
748848b8605Smrg                  sRow[j * 2 + 1] = (sRow[j * 2 + 1] & sMask) | sClear;
749848b8605Smrg               }
750848b8605Smrg            }
751848b8605Smrg            else {
752848b8605Smrg               for (j = 0; j < width; j++) {
753848b8605Smrg                  sRow[j * 2 + 1] = sClear;
754848b8605Smrg               }
755848b8605Smrg            }
756848b8605Smrg            map += rowStride;
757848b8605Smrg         }
758848b8605Smrg      }
759848b8605Smrg      break;
760848b8605Smrg   default:
761848b8605Smrg      _mesa_problem(ctx, "Unexpected depth buffer format %s"
762848b8605Smrg                    " in _swrast_clear_depth_buffer()",
763848b8605Smrg                    _mesa_get_format_name(rb->Format));
764848b8605Smrg   }
765848b8605Smrg
766848b8605Smrg   ctx->Driver.UnmapRenderbuffer(ctx, rb);
767848b8605Smrg
768848b8605Smrg}
769