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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 #include "main/imports.h"
33 
34 #include "s_context.h"
35 #include "s_depth.h"
36 #include "s_span.h"
37 
38 
39 
40 #define Z_TEST(COMPARE)                      \
41    do {                                      \
42       GLuint i;                              \
43       for (i = 0; i < n; i++) {              \
44          if (mask[i]) {                      \
45             if (COMPARE) {                   \
46                /* pass */                    \
47                if (write) {                  \
48                   zbuffer[i] = zfrag[i];     \
49                }                             \
50                passed++;                     \
51             }                                \
52             else {                           \
53                /* fail */                    \
54                mask[i] = 0;                  \
55             }                                \
56          }                                   \
57       }                                      \
58    } while (0)
59 
60 
61 /**
62  * Do depth test for an array of 16-bit Z values.
63  * @param zbuffer  array of Z buffer values (16-bit)
64  * @param zfrag  array of fragment Z values (use 16-bit in 32-bit uint)
65  * @param mask  which fragments are alive, killed afterward
66  * @return  number of fragments which pass the test.
67  */
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 /**
242  * Put an array of 32-bit z values into the depth buffer.
243  * Note: the z values are always in the range [0, 2^32-1].
244  */
245 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[])246 put_z32_values(struct gl_context *ctx, struct gl_renderbuffer *rb,
247                GLuint count, const GLint x[], const GLint y[],
248                const GLuint zvalues[], const GLubyte mask[])
249 {
250    struct swrast_renderbuffer *srb = swrast_renderbuffer(rb);
251    const GLint w = rb->Width, h = rb->Height;
252    GLubyte *map = _swrast_pixel_address(rb, 0, 0);
253    GLuint i;
254 
255    if (rb->Format == MESA_FORMAT_Z_UNORM32) {
256       const GLint rowStride = srb->RowStride;
257       for (i = 0; i < count; i++) {
258          if (mask[i] && x[i] >= 0 && y[i] >= 0 && x[i] < w && y[i] < h) {
259             GLuint *dst = (GLuint *) (map + y[i] * rowStride + x[i] * 4);
260             *dst = zvalues[i];
261          }
262       }
263    }
264    else {
265       gl_pack_uint_z_func packZ = _mesa_get_pack_uint_z_func(rb->Format);
266       const GLint bpp = _mesa_get_format_bytes(rb->Format);
267       const GLint rowStride = srb->RowStride;
268       for (i = 0; i < count; i++) {
269          if (mask[i] && x[i] >= 0 && y[i] >= 0 && x[i] < w && y[i] < h) {
270             void *dst = map + y[i] * rowStride + x[i] * bpp;
271             packZ(zvalues + i, dst);
272          }
273       }
274    }
275 }
276 
277 
278 /**
279  * Apply depth (Z) buffer testing to the span.
280  * \return approx number of pixels that passed (only zero is reliable)
281  */
282 GLuint
_swrast_depth_test_span(struct gl_context * ctx,SWspan * span)283 _swrast_depth_test_span(struct gl_context *ctx, SWspan *span)
284 {
285    struct gl_framebuffer *fb = ctx->DrawBuffer;
286    struct gl_renderbuffer *rb = fb->Attachment[BUFFER_DEPTH].Renderbuffer;
287    const GLint bpp = _mesa_get_format_bytes(rb->Format);
288    void *zStart;
289    const GLuint count = span->end;
290    const GLuint *fragZ = span->array->z;
291    GLubyte *mask = span->array->mask;
292    void *zBufferVals;
293    GLuint *zBufferTemp = NULL;
294    GLuint passed;
295    GLuint zBits = _mesa_get_format_bits(rb->Format, GL_DEPTH_BITS);
296    GLboolean ztest16 = GL_FALSE;
297 
298    if (span->arrayMask & SPAN_XY)
299       zStart = NULL;
300    else
301       zStart = _swrast_pixel_address(rb, span->x, span->y);
302 
303    if (rb->Format == MESA_FORMAT_Z_UNORM16 && !(span->arrayMask & SPAN_XY)) {
304       /* directly read/write row of 16-bit Z values */
305       zBufferVals = zStart;
306       ztest16 = GL_TRUE;
307    }
308    else if (rb->Format == MESA_FORMAT_Z_UNORM32 && !(span->arrayMask & SPAN_XY)) {
309       /* directly read/write row of 32-bit Z values */
310       zBufferVals = zStart;
311    }
312    else {
313       if (_mesa_get_format_datatype(rb->Format) != GL_UNSIGNED_NORMALIZED) {
314          _mesa_problem(ctx, "Incorrectly writing swrast's integer depth "
315                        "values to %s depth buffer",
316                        _mesa_get_format_name(rb->Format));
317       }
318 
319       /* copy Z buffer values into temp buffer (32-bit Z values) */
320       zBufferTemp = malloc(count * sizeof(GLuint));
321       if (!zBufferTemp)
322          return 0;
323 
324       if (span->arrayMask & SPAN_XY) {
325          get_z32_values(ctx, rb, count,
326                         span->array->x, span->array->y, zBufferTemp);
327       }
328       else {
329          _mesa_unpack_uint_z_row(rb->Format, count, zStart, zBufferTemp);
330       }
331 
332       if (zBits == 24) {
333          GLuint i;
334          /* Convert depth buffer values from 32 to 24 bits to match the
335           * fragment Z values generated by rasterization.
336           */
337          for (i = 0; i < count; i++) {
338             zBufferTemp[i] >>= 8;
339          }
340       }
341       else if (zBits == 16) {
342          GLuint i;
343          /* Convert depth buffer values from 32 to 16 bits */
344          for (i = 0; i < count; i++) {
345             zBufferTemp[i] >>= 16;
346          }
347       }
348       else {
349          assert(zBits == 32);
350       }
351 
352       zBufferVals = zBufferTemp;
353    }
354 
355    /* do the depth test either with 16 or 32-bit values */
356    if (ztest16)
357       passed = depth_test_span16(ctx, count, zBufferVals, fragZ, mask);
358    else
359       passed = depth_test_span32(ctx, count, zBufferVals, fragZ, mask);
360 
361    if (zBufferTemp) {
362       /* need to write temp Z values back into the buffer */
363 
364       /* Convert depth buffer values back to 32-bit values.  The least
365        * significant bits don't matter since they'll get dropped when
366        * they're packed back into the depth buffer.
367        */
368       if (zBits == 24) {
369          GLuint i;
370          for (i = 0; i < count; i++) {
371             zBufferTemp[i] = (zBufferTemp[i] << 8);
372          }
373       }
374       else if (zBits == 16) {
375          GLuint i;
376          for (i = 0; i < count; i++) {
377             zBufferTemp[i] = zBufferTemp[i] << 16;
378          }
379       }
380 
381       if (span->arrayMask & SPAN_XY) {
382          /* random locations */
383          put_z32_values(ctx, rb, count, span->array->x, span->array->y,
384                         zBufferTemp, mask);
385       }
386       else {
387          /* horizontal row */
388          gl_pack_uint_z_func packZ = _mesa_get_pack_uint_z_func(rb->Format);
389          GLubyte *dst = zStart;
390          GLuint i;
391          for (i = 0; i < count; i++) {
392             if (mask[i]) {
393                packZ(&zBufferTemp[i], dst);
394             }
395             dst += bpp;
396          }
397       }
398 
399       free(zBufferTemp);
400    }
401 
402    if (passed < count) {
403       span->writeAll = GL_FALSE;
404    }
405    return passed;
406 }
407 
408 
409 /**
410  * GL_EXT_depth_bounds_test extension.
411  * Discard fragments depending on whether the corresponding Z-buffer
412  * values are outside the depth bounds test range.
413  * Note: we test the Z buffer values, not the fragment Z values!
414  * \return GL_TRUE if any fragments pass, GL_FALSE if no fragments pass
415  */
416 GLboolean
_swrast_depth_bounds_test(struct gl_context * ctx,SWspan * span)417 _swrast_depth_bounds_test( struct gl_context *ctx, SWspan *span )
418 {
419    struct gl_framebuffer *fb = ctx->DrawBuffer;
420    struct gl_renderbuffer *rb = fb->Attachment[BUFFER_DEPTH].Renderbuffer;
421    GLubyte *zStart;
422    GLuint zMin = (GLuint)((double)ctx->Depth.BoundsMin * 0xffffffff);
423    GLuint zMax = (GLuint)((double)ctx->Depth.BoundsMax * 0xffffffff);
424    GLubyte *mask = span->array->mask;
425    const GLuint count = span->end;
426    GLuint i;
427    GLboolean anyPass = GL_FALSE;
428    GLuint *zBufferTemp;
429    const GLuint *zBufferVals;
430 
431    zBufferTemp = malloc(count * sizeof(GLuint));
432    if (!zBufferTemp) {
433       /* don't generate a stream of OUT_OF_MEMORY errors here */
434       return GL_FALSE;
435    }
436 
437    if (span->arrayMask & SPAN_XY)
438       zStart = NULL;
439    else
440       zStart = _swrast_pixel_address(rb, span->x, span->y);
441 
442    if (rb->Format == MESA_FORMAT_Z_UNORM32 && !(span->arrayMask & SPAN_XY)) {
443       /* directly access 32-bit values in the depth buffer */
444       zBufferVals = (const GLuint *) zStart;
445    }
446    else {
447       /* Round the bounds to the precision of the zbuffer. */
448       if (rb->Format == MESA_FORMAT_Z_UNORM16) {
449          zMin = (zMin & 0xffff0000) | (zMin >> 16);
450          zMax = (zMax & 0xffff0000) | (zMax >> 16);
451       } else {
452          /* 24 bits */
453          zMin = (zMin & 0xffffff00) | (zMin >> 24);
454          zMax = (zMax & 0xffffff00) | (zMax >> 24);
455       }
456 
457       /* unpack Z values into a temporary array */
458       if (span->arrayMask & SPAN_XY) {
459          get_z32_values(ctx, rb, count, span->array->x, span->array->y,
460                         zBufferTemp);
461       }
462       else {
463          _mesa_unpack_uint_z_row(rb->Format, count, zStart, zBufferTemp);
464       }
465       zBufferVals = zBufferTemp;
466    }
467 
468    /* Now do the tests */
469    for (i = 0; i < count; i++) {
470       if (mask[i]) {
471          if (zBufferVals[i] < zMin || zBufferVals[i] > zMax)
472             mask[i] = GL_FALSE;
473          else
474             anyPass = GL_TRUE;
475       }
476    }
477 
478    free(zBufferTemp);
479 
480    return anyPass;
481 }
482 
483 
484 
485 /**********************************************************************/
486 /*****                      Read Depth Buffer                     *****/
487 /**********************************************************************/
488 
489 
490 /**
491  * Read a span of depth values from the given depth renderbuffer, returning
492  * the values as GLfloats.
493  * This function does clipping to prevent reading outside the depth buffer's
494  * bounds.
495  */
496 void
_swrast_read_depth_span_float(struct gl_context * ctx,struct gl_renderbuffer * rb,GLint n,GLint x,GLint y,GLfloat depth[])497 _swrast_read_depth_span_float(struct gl_context *ctx,
498                               struct gl_renderbuffer *rb,
499                               GLint n, GLint x, GLint y, GLfloat depth[])
500 {
501    if (!rb) {
502       /* really only doing this to prevent FP exceptions later */
503       memset(depth, 0, n * sizeof(GLfloat));
504       return;
505    }
506 
507    if (y < 0 || y >= (GLint) rb->Height ||
508        x + n <= 0 || x >= (GLint) rb->Width) {
509       /* span is completely outside framebuffer */
510       memset(depth, 0, n * sizeof(GLfloat));
511       return;
512    }
513 
514    if (x < 0) {
515       GLint dx = -x;
516       GLint i;
517       for (i = 0; i < dx; i++)
518          depth[i] = 0.0;
519       x = 0;
520       n -= dx;
521       depth += dx;
522    }
523    if (x + n > (GLint) rb->Width) {
524       GLint dx = x + n - (GLint) rb->Width;
525       GLint i;
526       for (i = 0; i < dx; i++)
527          depth[n - i - 1] = 0.0;
528       n -= dx;
529    }
530    if (n <= 0) {
531       return;
532    }
533 
534    _mesa_unpack_float_z_row(rb->Format, n, _swrast_pixel_address(rb, x, y),
535                             depth);
536 }
537 
538 
539 /**
540  * Clear the given z/depth renderbuffer.  If the buffer is a combined
541  * depth+stencil buffer, only the Z bits will be touched.
542  */
543 void
_swrast_clear_depth_buffer(struct gl_context * ctx)544 _swrast_clear_depth_buffer(struct gl_context *ctx)
545 {
546    struct gl_renderbuffer *rb =
547       ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
548    GLint x, y, width, height;
549    GLubyte *map;
550    GLint rowStride, i, j;
551    GLbitfield mapMode;
552 
553    if (!rb || !ctx->Depth.Mask) {
554       /* no depth buffer, or writing to it is disabled */
555       return;
556    }
557 
558    /* compute region to clear */
559    x = ctx->DrawBuffer->_Xmin;
560    y = ctx->DrawBuffer->_Ymin;
561    width  = ctx->DrawBuffer->_Xmax - ctx->DrawBuffer->_Xmin;
562    height = ctx->DrawBuffer->_Ymax - ctx->DrawBuffer->_Ymin;
563 
564    mapMode = GL_MAP_WRITE_BIT;
565    if (rb->Format == MESA_FORMAT_Z24_UNORM_S8_UINT ||
566        rb->Format == MESA_FORMAT_Z24_UNORM_X8_UINT ||
567        rb->Format == MESA_FORMAT_S8_UINT_Z24_UNORM ||
568        rb->Format == MESA_FORMAT_X8_UINT_Z24_UNORM) {
569       mapMode |= GL_MAP_READ_BIT;
570    }
571 
572    ctx->Driver.MapRenderbuffer(ctx, rb, x, y, width, height,
573                                mapMode, &map, &rowStride);
574    if (!map) {
575       _mesa_error(ctx, GL_OUT_OF_MEMORY, "glClear(depth)");
576       return;
577    }
578 
579    switch (rb->Format) {
580    case MESA_FORMAT_Z_UNORM16:
581       {
582          GLfloat clear = (GLfloat) ctx->Depth.Clear;
583          GLushort clearVal = 0;
584          _mesa_pack_float_z_row(rb->Format, 1, &clear, &clearVal);
585          if (clearVal == 0xffff && width * 2 == rowStride) {
586             /* common case */
587             memset(map, 0xff, width * height * 2);
588          }
589          else {
590             for (i = 0; i < height; i++) {
591                GLushort *row = (GLushort *) map;
592                for (j = 0; j < width; j++) {
593                   row[j] = clearVal;
594                }
595                map += rowStride;
596             }
597          }
598       }
599       break;
600    case MESA_FORMAT_Z_UNORM32:
601    case MESA_FORMAT_Z_FLOAT32:
602       {
603          GLfloat clear = (GLfloat) ctx->Depth.Clear;
604          GLuint clearVal = 0;
605          _mesa_pack_float_z_row(rb->Format, 1, &clear, &clearVal);
606          for (i = 0; i < height; i++) {
607             GLuint *row = (GLuint *) map;
608             for (j = 0; j < width; j++) {
609                row[j] = clearVal;
610             }
611             map += rowStride;
612          }
613       }
614       break;
615    case MESA_FORMAT_Z24_UNORM_S8_UINT:
616    case MESA_FORMAT_Z24_UNORM_X8_UINT:
617    case MESA_FORMAT_S8_UINT_Z24_UNORM:
618    case MESA_FORMAT_X8_UINT_Z24_UNORM:
619       {
620          GLfloat clear = (GLfloat) ctx->Depth.Clear;
621          GLuint clearVal = 0;
622          GLuint mask;
623 
624          if (rb->Format == MESA_FORMAT_Z24_UNORM_S8_UINT ||
625              rb->Format == MESA_FORMAT_Z24_UNORM_X8_UINT)
626             mask = 0xff000000;
627          else
628             mask = 0xff;
629 
630          _mesa_pack_float_z_row(rb->Format, 1, &clear, &clearVal);
631          for (i = 0; i < height; i++) {
632             GLuint *row = (GLuint *) map;
633             for (j = 0; j < width; j++) {
634                row[j] = (row[j] & mask) | clearVal;
635             }
636             map += rowStride;
637          }
638 
639       }
640       break;
641    case MESA_FORMAT_Z32_FLOAT_S8X24_UINT:
642       /* XXX untested */
643       {
644          GLfloat clearVal = (GLfloat) ctx->Depth.Clear;
645          for (i = 0; i < height; i++) {
646             GLfloat *row = (GLfloat *) map;
647             for (j = 0; j < width; j++) {
648                row[j * 2] = clearVal;
649             }
650             map += rowStride;
651          }
652       }
653       break;
654    default:
655       _mesa_problem(ctx, "Unexpected depth buffer format %s"
656                     " in _swrast_clear_depth_buffer()",
657                     _mesa_get_format_name(rb->Format));
658    }
659 
660    ctx->Driver.UnmapRenderbuffer(ctx, rb);
661 }
662 
663 
664 
665 
666 /**
667  * Clear both depth and stencil values in a combined depth+stencil buffer.
668  */
669 void
_swrast_clear_depth_stencil_buffer(struct gl_context * ctx)670 _swrast_clear_depth_stencil_buffer(struct gl_context *ctx)
671 {
672    const GLubyte stencilBits = ctx->DrawBuffer->Visual.stencilBits;
673    const GLuint writeMask = ctx->Stencil.WriteMask[0];
674    const GLuint stencilMax = (1 << stencilBits) - 1;
675    struct gl_renderbuffer *rb =
676       ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
677    GLint x, y, width, height;
678    GLbitfield mapMode;
679    GLubyte *map;
680    GLint rowStride, i, j;
681 
682    /* check that we really have a combined depth+stencil buffer */
683    assert(rb == ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer);
684 
685    /* compute region to clear */
686    x = ctx->DrawBuffer->_Xmin;
687    y = ctx->DrawBuffer->_Ymin;
688    width  = ctx->DrawBuffer->_Xmax - ctx->DrawBuffer->_Xmin;
689    height = ctx->DrawBuffer->_Ymax - ctx->DrawBuffer->_Ymin;
690 
691    mapMode = GL_MAP_WRITE_BIT;
692    if ((writeMask & stencilMax) != stencilMax) {
693       /* need to mask stencil values */
694       mapMode |= GL_MAP_READ_BIT;
695    }
696 
697    ctx->Driver.MapRenderbuffer(ctx, rb, x, y, width, height,
698                                mapMode, &map, &rowStride);
699    if (!map) {
700       _mesa_error(ctx, GL_OUT_OF_MEMORY, "glClear(depth+stencil)");
701       return;
702    }
703 
704    switch (rb->Format) {
705    case MESA_FORMAT_Z24_UNORM_S8_UINT:
706    case MESA_FORMAT_S8_UINT_Z24_UNORM:
707       {
708          GLfloat zClear = (GLfloat) ctx->Depth.Clear;
709          GLuint clear = 0, mask;
710 
711          _mesa_pack_float_z_row(rb->Format, 1, &zClear, &clear);
712 
713          if (rb->Format == MESA_FORMAT_Z24_UNORM_S8_UINT) {
714             mask = ((~writeMask) & 0xff) << 24;
715             clear |= (ctx->Stencil.Clear & writeMask & 0xff) << 24;
716          }
717          else {
718             mask = ((~writeMask) & 0xff);
719             clear |= (ctx->Stencil.Clear & writeMask & 0xff);
720          }
721 
722          for (i = 0; i < height; i++) {
723             GLuint *row = (GLuint *) map;
724             if (mask != 0x0) {
725                for (j = 0; j < width; j++) {
726                   row[j] = (row[j] & mask) | clear;
727                }
728             }
729             else {
730                for (j = 0; j < width; j++) {
731                   row[j] = clear;
732                }
733             }
734             map += rowStride;
735          }
736       }
737       break;
738    case MESA_FORMAT_Z32_FLOAT_S8X24_UINT:
739       /* XXX untested */
740       {
741          const GLfloat zClear = (GLfloat) ctx->Depth.Clear;
742          const GLuint sClear = ctx->Stencil.Clear & writeMask;
743          const GLuint sMask = (~writeMask) & 0xff;
744          for (i = 0; i < height; i++) {
745             GLfloat *zRow = (GLfloat *) map;
746             GLuint *sRow = (GLuint *) map;
747             for (j = 0; j < width; j++) {
748                zRow[j * 2 + 0] = zClear;
749             }
750             if (sMask != 0) {
751                for (j = 0; j < width; j++) {
752                   sRow[j * 2 + 1] = (sRow[j * 2 + 1] & sMask) | sClear;
753                }
754             }
755             else {
756                for (j = 0; j < width; j++) {
757                   sRow[j * 2 + 1] = sClear;
758                }
759             }
760             map += rowStride;
761          }
762       }
763       break;
764    default:
765       _mesa_problem(ctx, "Unexpected depth buffer format %s"
766                     " in _swrast_clear_depth_buffer()",
767                     _mesa_get_format_name(rb->Format));
768    }
769 
770    ctx->Driver.UnmapRenderbuffer(ctx, rb);
771 
772 }
773