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
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/** Helper struct for MESA_FORMAT_Z32_FLOAT_S8X24_UINT */
242struct z32f_x24s8
243{
244   float z;
245   uint32_t x24s8;
246};
247
248
249/**
250 ** Pack uint Z pixels.  The incoming src value is always in
251 ** the range [0, 2^32-1].
252 **/
253
254static void
255pack_uint_S8_UINT_Z24_UNORM(const uint32_t *src, void *dst)
256{
257   /* don't disturb the stencil values */
258   uint32_t *d = ((uint32_t *) dst);
259   uint32_t s = *d & 0xff;
260   uint32_t z = *src & 0xffffff00;
261   *d = z | s;
262}
263
264static void
265pack_uint_Z24_UNORM_S8_UINT(const uint32_t *src, void *dst)
266{
267   /* don't disturb the stencil values */
268   uint32_t *d = ((uint32_t *) dst);
269   uint32_t s = *d & 0xff000000;
270   uint32_t z = *src >> 8;
271   *d = s | z;
272}
273
274static void
275pack_uint_Z_UNORM16(const uint32_t *src, void *dst)
276{
277   uint16_t *d = ((uint16_t *) dst);
278   *d = *src >> 16;
279}
280
281static void
282pack_uint_Z_UNORM32(const uint32_t *src, void *dst)
283{
284   uint32_t *d = ((uint32_t *) dst);
285   *d = *src;
286}
287
288/**
289 ** Pack uint to Z_FLOAT32 or Z_FLOAT32_X24S8.
290 **/
291
292static void
293pack_uint_Z_FLOAT32(const uint32_t *src, void *dst)
294{
295   float *d = ((float *) dst);
296   const double scale = 1.0 / (double) 0xffffffff;
297   *d = (float) (*src * scale);
298   assert(*d >= 0.0f);
299   assert(*d <= 1.0f);
300}
301
302/** Pack a uint32_t Z value to dest address */
303typedef void (*mesa_pack_uint_z_func)(const uint32_t *src, void *dst);
304
305static mesa_pack_uint_z_func
306get_pack_uint_z_func(mesa_format format)
307{
308   switch (format) {
309   case MESA_FORMAT_S8_UINT_Z24_UNORM:
310   case MESA_FORMAT_X8_UINT_Z24_UNORM:
311      return pack_uint_S8_UINT_Z24_UNORM;
312   case MESA_FORMAT_Z24_UNORM_S8_UINT:
313   case MESA_FORMAT_Z24_UNORM_X8_UINT:
314      return pack_uint_Z24_UNORM_S8_UINT;
315   case MESA_FORMAT_Z_UNORM16:
316      return pack_uint_Z_UNORM16;
317   case MESA_FORMAT_Z_UNORM32:
318      return pack_uint_Z_UNORM32;
319   case MESA_FORMAT_Z_FLOAT32:
320   case MESA_FORMAT_Z32_FLOAT_S8X24_UINT:
321      return pack_uint_Z_FLOAT32;
322   default:
323      unreachable("unexpected format in get_pack_uint_z_func()");
324   }
325}
326
327/**
328 * Put an array of 32-bit z values into the depth buffer.
329 * Note: the z values are always in the range [0, 2^32-1].
330 */
331static void
332put_z32_values(struct gl_context *ctx, struct gl_renderbuffer *rb,
333               GLuint count, const GLint x[], const GLint y[],
334               const GLuint zvalues[], const GLubyte mask[])
335{
336   struct swrast_renderbuffer *srb = swrast_renderbuffer(rb);
337   const GLint w = rb->Width, h = rb->Height;
338   GLubyte *map = _swrast_pixel_address(rb, 0, 0);
339   GLuint i;
340
341   if (rb->Format == MESA_FORMAT_Z_UNORM32) {
342      const GLint rowStride = srb->RowStride;
343      for (i = 0; i < count; i++) {
344         if (mask[i] && x[i] >= 0 && y[i] >= 0 && x[i] < w && y[i] < h) {
345            GLuint *dst = (GLuint *) (map + y[i] * rowStride + x[i] * 4);
346            *dst = zvalues[i];
347         }
348      }
349   }
350   else {
351      mesa_pack_uint_z_func packZ = get_pack_uint_z_func(rb->Format);
352      const GLint bpp = _mesa_get_format_bytes(rb->Format);
353      const GLint rowStride = srb->RowStride;
354      for (i = 0; i < count; i++) {
355         if (mask[i] && x[i] >= 0 && y[i] >= 0 && x[i] < w && y[i] < h) {
356            void *dst = map + y[i] * rowStride + x[i] * bpp;
357            packZ(zvalues + i, dst);
358         }
359      }
360   }
361}
362
363
364/**
365 * Apply depth (Z) buffer testing to the span.
366 * \return approx number of pixels that passed (only zero is reliable)
367 */
368GLuint
369_swrast_depth_test_span(struct gl_context *ctx, SWspan *span)
370{
371   struct gl_framebuffer *fb = ctx->DrawBuffer;
372   struct gl_renderbuffer *rb = fb->Attachment[BUFFER_DEPTH].Renderbuffer;
373   const GLint bpp = _mesa_get_format_bytes(rb->Format);
374   void *zStart;
375   const GLuint count = span->end;
376   const GLuint *fragZ = span->array->z;
377   GLubyte *mask = span->array->mask;
378   void *zBufferVals;
379   GLuint *zBufferTemp = NULL;
380   GLuint passed;
381   GLuint zBits = _mesa_get_format_bits(rb->Format, GL_DEPTH_BITS);
382   GLboolean ztest16 = GL_FALSE;
383
384   if (span->arrayMask & SPAN_XY)
385      zStart = NULL;
386   else
387      zStart = _swrast_pixel_address(rb, span->x, span->y);
388
389   if (rb->Format == MESA_FORMAT_Z_UNORM16 && !(span->arrayMask & SPAN_XY)) {
390      /* directly read/write row of 16-bit Z values */
391      zBufferVals = zStart;
392      ztest16 = GL_TRUE;
393   }
394   else if (rb->Format == MESA_FORMAT_Z_UNORM32 && !(span->arrayMask & SPAN_XY)) {
395      /* directly read/write row of 32-bit Z values */
396      zBufferVals = zStart;
397   }
398   else {
399      /* copy Z buffer values into temp buffer (32-bit Z values) */
400      zBufferTemp = malloc(count * sizeof(GLuint));
401      if (!zBufferTemp)
402         return 0;
403
404      if (span->arrayMask & SPAN_XY) {
405         get_z32_values(ctx, rb, count,
406                        span->array->x, span->array->y, zBufferTemp);
407      }
408      else {
409         _mesa_unpack_uint_z_row(rb->Format, count, zStart, zBufferTemp);
410      }
411
412      if (zBits == 24) {
413         GLuint i;
414         /* Convert depth buffer values from 32 to 24 bits to match the
415          * fragment Z values generated by rasterization.
416          */
417         for (i = 0; i < count; i++) {
418            zBufferTemp[i] >>= 8;
419         }
420      }
421      else if (zBits == 16) {
422         GLuint i;
423         /* Convert depth buffer values from 32 to 16 bits */
424         for (i = 0; i < count; i++) {
425            zBufferTemp[i] >>= 16;
426         }
427      }
428      else {
429         assert(zBits == 32);
430      }
431
432      zBufferVals = zBufferTemp;
433   }
434
435   /* do the depth test either with 16 or 32-bit values */
436   if (ztest16)
437      passed = depth_test_span16(ctx, count, zBufferVals, fragZ, mask);
438   else
439      passed = depth_test_span32(ctx, count, zBufferVals, fragZ, mask);
440
441   if (zBufferTemp) {
442      /* need to write temp Z values back into the buffer */
443
444      /* Convert depth buffer values back to 32-bit values.  The least
445       * significant bits don't matter since they'll get dropped when
446       * they're packed back into the depth buffer.
447       */
448      if (zBits == 24) {
449         GLuint i;
450         for (i = 0; i < count; i++) {
451            zBufferTemp[i] = (zBufferTemp[i] << 8);
452         }
453      }
454      else if (zBits == 16) {
455         GLuint i;
456         for (i = 0; i < count; i++) {
457            zBufferTemp[i] = zBufferTemp[i] << 16;
458         }
459      }
460
461      if (span->arrayMask & SPAN_XY) {
462         /* random locations */
463         put_z32_values(ctx, rb, count, span->array->x, span->array->y,
464                        zBufferTemp, mask);
465      }
466      else {
467         /* horizontal row */
468         mesa_pack_uint_z_func packZ = get_pack_uint_z_func(rb->Format);
469         GLubyte *dst = zStart;
470         GLuint i;
471         for (i = 0; i < count; i++) {
472            if (mask[i]) {
473               packZ(&zBufferTemp[i], dst);
474            }
475            dst += bpp;
476         }
477      }
478
479      free(zBufferTemp);
480   }
481
482   if (passed < count) {
483      span->writeAll = GL_FALSE;
484   }
485   return passed;
486}
487
488
489/**
490 * GL_EXT_depth_bounds_test extension.
491 * Discard fragments depending on whether the corresponding Z-buffer
492 * values are outside the depth bounds test range.
493 * Note: we test the Z buffer values, not the fragment Z values!
494 * \return GL_TRUE if any fragments pass, GL_FALSE if no fragments pass
495 */
496GLboolean
497_swrast_depth_bounds_test( struct gl_context *ctx, SWspan *span )
498{
499   struct gl_framebuffer *fb = ctx->DrawBuffer;
500   struct gl_renderbuffer *rb = fb->Attachment[BUFFER_DEPTH].Renderbuffer;
501   GLubyte *zStart;
502   GLuint zMin = (GLuint)((double)ctx->Depth.BoundsMin * 0xffffffff);
503   GLuint zMax = (GLuint)((double)ctx->Depth.BoundsMax * 0xffffffff);
504   GLubyte *mask = span->array->mask;
505   const GLuint count = span->end;
506   GLuint i;
507   GLboolean anyPass = GL_FALSE;
508   GLuint *zBufferTemp;
509   const GLuint *zBufferVals;
510
511   zBufferTemp = malloc(count * sizeof(GLuint));
512   if (!zBufferTemp) {
513      /* don't generate a stream of OUT_OF_MEMORY errors here */
514      return GL_FALSE;
515   }
516
517   if (span->arrayMask & SPAN_XY)
518      zStart = NULL;
519   else
520      zStart = _swrast_pixel_address(rb, span->x, span->y);
521
522   if (rb->Format == MESA_FORMAT_Z_UNORM32 && !(span->arrayMask & SPAN_XY)) {
523      /* directly access 32-bit values in the depth buffer */
524      zBufferVals = (const GLuint *) zStart;
525   }
526   else {
527      /* Round the bounds to the precision of the zbuffer. */
528      if (rb->Format == MESA_FORMAT_Z_UNORM16) {
529         zMin = (zMin & 0xffff0000) | (zMin >> 16);
530         zMax = (zMax & 0xffff0000) | (zMax >> 16);
531      } else {
532         /* 24 bits */
533         zMin = (zMin & 0xffffff00) | (zMin >> 24);
534         zMax = (zMax & 0xffffff00) | (zMax >> 24);
535      }
536
537      /* unpack Z values into a temporary array */
538      if (span->arrayMask & SPAN_XY) {
539         get_z32_values(ctx, rb, count, span->array->x, span->array->y,
540                        zBufferTemp);
541      }
542      else {
543         _mesa_unpack_uint_z_row(rb->Format, count, zStart, zBufferTemp);
544      }
545      zBufferVals = zBufferTemp;
546   }
547
548   /* Now do the tests */
549   for (i = 0; i < count; i++) {
550      if (mask[i]) {
551         if (zBufferVals[i] < zMin || zBufferVals[i] > zMax)
552            mask[i] = GL_FALSE;
553         else
554            anyPass = GL_TRUE;
555      }
556   }
557
558   free(zBufferTemp);
559
560   return anyPass;
561}
562
563
564
565/**********************************************************************/
566/*****                      Read Depth Buffer                     *****/
567/**********************************************************************/
568
569
570/**
571 * Read a span of depth values from the given depth renderbuffer, returning
572 * the values as GLfloats.
573 * This function does clipping to prevent reading outside the depth buffer's
574 * bounds.
575 */
576void
577_swrast_read_depth_span_float(struct gl_context *ctx,
578                              struct gl_renderbuffer *rb,
579                              GLint n, GLint x, GLint y, GLfloat depth[])
580{
581   if (!rb) {
582      /* really only doing this to prevent FP exceptions later */
583      memset(depth, 0, n * sizeof(GLfloat));
584      return;
585   }
586
587   if (y < 0 || y >= (GLint) rb->Height ||
588       x + n <= 0 || x >= (GLint) rb->Width) {
589      /* span is completely outside framebuffer */
590      memset(depth, 0, n * sizeof(GLfloat));
591      return;
592   }
593
594   if (x < 0) {
595      GLint dx = -x;
596      GLint i;
597      for (i = 0; i < dx; i++)
598         depth[i] = 0.0;
599      x = 0;
600      n -= dx;
601      depth += dx;
602   }
603   if (x + n > (GLint) rb->Width) {
604      GLint dx = x + n - (GLint) rb->Width;
605      GLint i;
606      for (i = 0; i < dx; i++)
607         depth[n - i - 1] = 0.0;
608      n -= dx;
609   }
610   if (n <= 0) {
611      return;
612   }
613
614   _mesa_unpack_float_z_row(rb->Format, n, _swrast_pixel_address(rb, x, y),
615                            depth);
616}
617
618
619/**
620 * Clear the given z/depth renderbuffer.  If the buffer is a combined
621 * depth+stencil buffer, only the Z bits will be touched.
622 */
623void
624_swrast_clear_depth_buffer(struct gl_context *ctx)
625{
626   struct gl_renderbuffer *rb =
627      ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
628   GLint x, y, width, height;
629   GLubyte *map;
630   GLint rowStride, i, j;
631   GLbitfield mapMode;
632
633   if (!rb || !ctx->Depth.Mask) {
634      /* no depth buffer, or writing to it is disabled */
635      return;
636   }
637
638   /* compute region to clear */
639   x = ctx->DrawBuffer->_Xmin;
640   y = ctx->DrawBuffer->_Ymin;
641   width  = ctx->DrawBuffer->_Xmax - ctx->DrawBuffer->_Xmin;
642   height = ctx->DrawBuffer->_Ymax - ctx->DrawBuffer->_Ymin;
643
644   mapMode = GL_MAP_WRITE_BIT;
645   if (rb->Format == MESA_FORMAT_Z24_UNORM_S8_UINT ||
646       rb->Format == MESA_FORMAT_Z24_UNORM_X8_UINT ||
647       rb->Format == MESA_FORMAT_S8_UINT_Z24_UNORM ||
648       rb->Format == MESA_FORMAT_X8_UINT_Z24_UNORM) {
649      mapMode |= GL_MAP_READ_BIT;
650   }
651
652   ctx->Driver.MapRenderbuffer(ctx, rb, x, y, width, height,
653                               mapMode, &map, &rowStride,
654                               ctx->DrawBuffer->FlipY);
655   if (!map) {
656      _mesa_error(ctx, GL_OUT_OF_MEMORY, "glClear(depth)");
657      return;
658   }
659
660   switch (rb->Format) {
661   case MESA_FORMAT_Z_UNORM16:
662      {
663         GLfloat clear = (GLfloat) ctx->Depth.Clear;
664         GLushort clearVal = 0;
665         _mesa_pack_float_z_row(rb->Format, 1, &clear, &clearVal);
666         if (clearVal == 0xffff && width * 2 == rowStride) {
667            /* common case */
668            memset(map, 0xff, width * height * 2);
669         }
670         else {
671            for (i = 0; i < height; i++) {
672               GLushort *row = (GLushort *) map;
673               for (j = 0; j < width; j++) {
674                  row[j] = clearVal;
675               }
676               map += rowStride;
677            }
678         }
679      }
680      break;
681   case MESA_FORMAT_Z_UNORM32:
682   case MESA_FORMAT_Z_FLOAT32:
683      {
684         GLfloat clear = (GLfloat) ctx->Depth.Clear;
685         GLuint clearVal = 0;
686         _mesa_pack_float_z_row(rb->Format, 1, &clear, &clearVal);
687         for (i = 0; i < height; i++) {
688            GLuint *row = (GLuint *) map;
689            for (j = 0; j < width; j++) {
690               row[j] = clearVal;
691            }
692            map += rowStride;
693         }
694      }
695      break;
696   case MESA_FORMAT_Z24_UNORM_S8_UINT:
697   case MESA_FORMAT_Z24_UNORM_X8_UINT:
698   case MESA_FORMAT_S8_UINT_Z24_UNORM:
699   case MESA_FORMAT_X8_UINT_Z24_UNORM:
700      {
701         GLfloat clear = (GLfloat) ctx->Depth.Clear;
702         GLuint clearVal = 0;
703         GLuint mask;
704
705         if (rb->Format == MESA_FORMAT_Z24_UNORM_S8_UINT ||
706             rb->Format == MESA_FORMAT_Z24_UNORM_X8_UINT)
707            mask = 0xff000000;
708         else
709            mask = 0xff;
710
711         _mesa_pack_float_z_row(rb->Format, 1, &clear, &clearVal);
712         for (i = 0; i < height; i++) {
713            GLuint *row = (GLuint *) map;
714            for (j = 0; j < width; j++) {
715               row[j] = (row[j] & mask) | clearVal;
716            }
717            map += rowStride;
718         }
719
720      }
721      break;
722   case MESA_FORMAT_Z32_FLOAT_S8X24_UINT:
723      /* XXX untested */
724      {
725         GLfloat clearVal = (GLfloat) ctx->Depth.Clear;
726         for (i = 0; i < height; i++) {
727            GLfloat *row = (GLfloat *) map;
728            for (j = 0; j < width; j++) {
729               row[j * 2] = clearVal;
730            }
731            map += rowStride;
732         }
733      }
734      break;
735   default:
736      _mesa_problem(ctx, "Unexpected depth buffer format %s"
737                    " in _swrast_clear_depth_buffer()",
738                    _mesa_get_format_name(rb->Format));
739   }
740
741   ctx->Driver.UnmapRenderbuffer(ctx, rb);
742}
743
744
745
746
747/**
748 * Clear both depth and stencil values in a combined depth+stencil buffer.
749 */
750void
751_swrast_clear_depth_stencil_buffer(struct gl_context *ctx)
752{
753   const GLubyte stencilBits = ctx->DrawBuffer->Visual.stencilBits;
754   const GLuint writeMask = ctx->Stencil.WriteMask[0];
755   const GLuint stencilMax = (1 << stencilBits) - 1;
756   struct gl_renderbuffer *rb =
757      ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
758   GLint x, y, width, height;
759   GLbitfield mapMode;
760   GLubyte *map;
761   GLint rowStride, i, j;
762
763   /* check that we really have a combined depth+stencil buffer */
764   assert(rb == ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer);
765
766   /* compute region to clear */
767   x = ctx->DrawBuffer->_Xmin;
768   y = ctx->DrawBuffer->_Ymin;
769   width  = ctx->DrawBuffer->_Xmax - ctx->DrawBuffer->_Xmin;
770   height = ctx->DrawBuffer->_Ymax - ctx->DrawBuffer->_Ymin;
771
772   mapMode = GL_MAP_WRITE_BIT;
773   if ((writeMask & stencilMax) != stencilMax) {
774      /* need to mask stencil values */
775      mapMode |= GL_MAP_READ_BIT;
776   }
777
778   ctx->Driver.MapRenderbuffer(ctx, rb, x, y, width, height,
779                               mapMode, &map, &rowStride,
780                               ctx->DrawBuffer->FlipY);
781   if (!map) {
782      _mesa_error(ctx, GL_OUT_OF_MEMORY, "glClear(depth+stencil)");
783      return;
784   }
785
786   switch (rb->Format) {
787   case MESA_FORMAT_Z24_UNORM_S8_UINT:
788   case MESA_FORMAT_S8_UINT_Z24_UNORM:
789      {
790         GLfloat zClear = (GLfloat) ctx->Depth.Clear;
791         GLuint clear = 0, mask;
792
793         _mesa_pack_float_z_row(rb->Format, 1, &zClear, &clear);
794
795         if (rb->Format == MESA_FORMAT_Z24_UNORM_S8_UINT) {
796            mask = ((~writeMask) & 0xff) << 24;
797            clear |= (ctx->Stencil.Clear & writeMask & 0xff) << 24;
798         }
799         else {
800            mask = ((~writeMask) & 0xff);
801            clear |= (ctx->Stencil.Clear & writeMask & 0xff);
802         }
803
804         for (i = 0; i < height; i++) {
805            GLuint *row = (GLuint *) map;
806            if (mask != 0x0) {
807               for (j = 0; j < width; j++) {
808                  row[j] = (row[j] & mask) | clear;
809               }
810            }
811            else {
812               for (j = 0; j < width; j++) {
813                  row[j] = clear;
814               }
815            }
816            map += rowStride;
817         }
818      }
819      break;
820   case MESA_FORMAT_Z32_FLOAT_S8X24_UINT:
821      /* XXX untested */
822      {
823         const GLfloat zClear = (GLfloat) ctx->Depth.Clear;
824         const GLuint sClear = ctx->Stencil.Clear & writeMask;
825         const GLuint sMask = (~writeMask) & 0xff;
826         for (i = 0; i < height; i++) {
827            GLfloat *zRow = (GLfloat *) map;
828            GLuint *sRow = (GLuint *) map;
829            for (j = 0; j < width; j++) {
830               zRow[j * 2 + 0] = zClear;
831            }
832            if (sMask != 0) {
833               for (j = 0; j < width; j++) {
834                  sRow[j * 2 + 1] = (sRow[j * 2 + 1] & sMask) | sClear;
835               }
836            }
837            else {
838               for (j = 0; j < width; j++) {
839                  sRow[j * 2 + 1] = sClear;
840               }
841            }
842            map += rowStride;
843         }
844      }
845      break;
846   default:
847      _mesa_problem(ctx, "Unexpected depth buffer format %s"
848                    " in _swrast_clear_depth_buffer()",
849                    _mesa_get_format_name(rb->Format));
850   }
851
852   ctx->Driver.UnmapRenderbuffer(ctx, rb);
853
854}
855