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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  */
68 static GLuint
depth_test_span16(struct gl_context * ctx,GLuint n,GLushort zbuffer[],const GLuint zfrag[],GLubyte mask[])69 depth_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  */
116 static GLuint
depth_test_span32(struct gl_context * ctx,GLuint n,GLuint zbuffer[],const GLuint zfrag[],GLubyte mask[])117 depth_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  */
164 void
_swrast_depth_clamp_span(struct gl_context * ctx,SWspan * span)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  */
210 static void
get_z32_values(struct gl_context * ctx,struct gl_renderbuffer * rb,GLuint count,const GLint x[],const GLint y[],GLuint zbuffer[])211 get_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 */
242 struct 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 
254 static void
pack_uint_S8_UINT_Z24_UNORM(const uint32_t * src,void * dst)255 pack_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 
264 static void
pack_uint_Z24_UNORM_S8_UINT(const uint32_t * src,void * dst)265 pack_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 
274 static void
pack_uint_Z_UNORM16(const uint32_t * src,void * dst)275 pack_uint_Z_UNORM16(const uint32_t *src, void *dst)
276 {
277    uint16_t *d = ((uint16_t *) dst);
278    *d = *src >> 16;
279 }
280 
281 static void
pack_uint_Z_UNORM32(const uint32_t * src,void * dst)282 pack_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 
292 static void
pack_uint_Z_FLOAT32(const uint32_t * src,void * dst)293 pack_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 */
303 typedef void (*mesa_pack_uint_z_func)(const uint32_t *src, void *dst);
304 
305 static mesa_pack_uint_z_func
get_pack_uint_z_func(mesa_format format)306 get_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  */
331 static void
put_z32_values(struct gl_context * ctx,struct gl_renderbuffer * rb,GLuint count,const GLint x[],const GLint y[],const GLuint zvalues[],const GLubyte mask[])332 put_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  */
368 GLuint
_swrast_depth_test_span(struct gl_context * ctx,SWspan * span)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  */
496 GLboolean
_swrast_depth_bounds_test(struct gl_context * ctx,SWspan * span)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  */
576 void
_swrast_read_depth_span_float(struct gl_context * ctx,struct gl_renderbuffer * rb,GLint n,GLint x,GLint y,GLfloat depth[])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  */
623 void
_swrast_clear_depth_buffer(struct gl_context * ctx)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  */
750 void
_swrast_clear_depth_stencil_buffer(struct gl_context * ctx)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