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Diffstat (limited to 'xc/lib/GL/mesa/src/drv/mga/mgadepth.c')
-rw-r--r--xc/lib/GL/mesa/src/drv/mga/mgadepth.c636
1 files changed, 636 insertions, 0 deletions
diff --git a/xc/lib/GL/mesa/src/drv/mga/mgadepth.c b/xc/lib/GL/mesa/src/drv/mga/mgadepth.c
new file mode 100644
index 000000000..0d55137d1
--- /dev/null
+++ b/xc/lib/GL/mesa/src/drv/mga/mgadepth.c
@@ -0,0 +1,636 @@
+/*
+ * Mesa 3-D graphics library
+ * Version: 3.1
+ *
+ * Copyright (C) 1999 Brian Paul All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
+ * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
+ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ */
+
+/*
+ * This file has been modified by Wittawat Yamwong for GLX module.
+ */
+
+/*
+ * Depth buffer functions
+ */
+
+
+#ifdef PC_HEADER
+#include "all.h"
+#else
+#include <stdlib.h>
+#include <string.h>
+#include "context.h"
+#include "mgadepth.h"
+#include "types.h"
+#include "mm.h"
+#include "mgalib.h"
+#endif
+
+
+
+/*
+ * Return the address of the Z-buffer value for window coordinate (x,y):
+ */
+#define Z_SETUP \
+ mgaContextPtr mmesa = MGA_CONTEXT(ctx); \
+ __DRIscreenPrivate *sPriv = mmesa->driScreen; \
+ mgaScreenPrivate *mgaScreen = mmesa->mgaScreen; \
+ GLdepth *zbstart = (GLdepth *)(sPriv->pFB + mgaScreen->depthOffset);\
+ GLint zbpitch = mgaScreen->depthPitch
+
+#define Z_ADDRESS( X, Y ) \
+ (zbstart + zbpitch * (Y) + (X))
+
+
+/**********************************************************************/
+/***** Depth Testing Functions *****/
+/**********************************************************************/
+
+
+/*
+ * Depth test horizontal spans of fragments. These functions are called
+ * via ctx->Driver.depth_test_span only.
+ *
+ * Input: n - number of pixels in the span
+ * x, y - location of leftmost pixel in span in window coords
+ * z - array [n] of integer depth values
+ * In/Out: mask - array [n] of flags (1=draw pixel, 0=don't draw)
+ * Return: number of pixels which passed depth test
+ */
+
+
+/*
+ * glDepthFunc( any ) and glDepthMask( GL_TRUE or GL_FALSE ).
+ */
+static GLuint mga_depth_test_span_generic( GLcontext* ctx,
+ GLuint n, GLint x, GLint y,
+ const GLdepth z[],
+ GLubyte mask[] )
+{
+ Z_SETUP;
+ GLdepth *zptr = Z_ADDRESS( x, y );
+ GLubyte *m = mask;
+ GLuint i;
+ GLuint passed = 0;
+
+ LOCK_HARDWARE(mmesa);
+
+ /* switch cases ordered from most frequent to less frequent */
+ switch (ctx->Depth.Func) {
+ case GL_LESS:
+ if (ctx->Depth.Mask) {
+ /* Update Z buffer */
+ for (i=0; i<n; i++,zptr++,m++) {
+ if (*m) {
+ if (z[i] < *zptr) {
+ /* pass */
+ *zptr = z[i];
+ passed++;
+ }
+ else {
+ /* fail */
+ *m = 0;
+ }
+ }
+ }
+ }
+ else {
+ /* Don't update Z buffer */
+ for (i=0; i<n; i++,zptr++,m++) {
+ if (*m) {
+ if (z[i] < *zptr) {
+ /* pass */
+ passed++;
+ }
+ else {
+ *m = 0;
+ }
+ }
+ }
+ }
+ break;
+ case GL_LEQUAL:
+ if (ctx->Depth.Mask) {
+ /* Update Z buffer */
+ for (i=0;i<n;i++,zptr++,m++) {
+ if (*m) {
+ if (z[i] <= *zptr) {
+ *zptr = z[i];
+ passed++;
+ }
+ else {
+ *m = 0;
+ }
+ }
+ }
+ }
+ else {
+ /* Don't update Z buffer */
+ for (i=0;i<n;i++,zptr++,m++) {
+ if (*m) {
+ if (z[i] <= *zptr) {
+ /* pass */
+ passed++;
+ }
+ else {
+ *m = 0;
+ }
+ }
+ }
+ }
+ break;
+ case GL_GEQUAL:
+ if (ctx->Depth.Mask) {
+ /* Update Z buffer */
+ for (i=0;i<n;i++,zptr++,m++) {
+ if (*m) {
+ if (z[i] >= *zptr) {
+ *zptr = z[i];
+ passed++;
+ }
+ else {
+ *m = 0;
+ }
+ }
+ }
+ }
+ else {
+ /* Don't update Z buffer */
+ for (i=0;i<n;i++,zptr++,m++) {
+ if (*m) {
+ if (z[i] >= *zptr) {
+ /* pass */
+ passed++;
+ }
+ else {
+ *m = 0;
+ }
+ }
+ }
+ }
+ break;
+ case GL_GREATER:
+ if (ctx->Depth.Mask) {
+ /* Update Z buffer */
+ for (i=0;i<n;i++,zptr++,m++) {
+ if (*m) {
+ if (z[i] > *zptr) {
+ *zptr = z[i];
+ passed++;
+ }
+ else {
+ *m = 0;
+ }
+ }
+ }
+ }
+ else {
+ /* Don't update Z buffer */
+ for (i=0;i<n;i++,zptr++,m++) {
+ if (*m) {
+ if (z[i] > *zptr) {
+ /* pass */
+ passed++;
+ }
+ else {
+ *m = 0;
+ }
+ }
+ }
+ }
+ break;
+ case GL_NOTEQUAL:
+ if (ctx->Depth.Mask) {
+ /* Update Z buffer */
+ for (i=0;i<n;i++,zptr++,m++) {
+ if (*m) {
+ if (z[i] != *zptr) {
+ *zptr = z[i];
+ passed++;
+ }
+ else {
+ *m = 0;
+ }
+ }
+ }
+ }
+ else {
+ /* Don't update Z buffer */
+ for (i=0;i<n;i++,zptr++,m++) {
+ if (*m) {
+ if (z[i] != *zptr) {
+ /* pass */
+ passed++;
+ }
+ else {
+ *m = 0;
+ }
+ }
+ }
+ }
+ break;
+ case GL_EQUAL:
+ if (ctx->Depth.Mask) {
+ /* Update Z buffer */
+ for (i=0;i<n;i++,zptr++,m++) {
+ if (*m) {
+ if (z[i] == *zptr) {
+ *zptr = z[i];
+ passed++;
+ }
+ else {
+ *m =0;
+ }
+ }
+ }
+ }
+ else {
+ /* Don't update Z buffer */
+ for (i=0;i<n;i++,zptr++,m++) {
+ if (*m) {
+ if (z[i] == *zptr) {
+ /* pass */
+ passed++;
+ }
+ else {
+ *m =0;
+ }
+ }
+ }
+ }
+ break;
+ case GL_ALWAYS:
+ if (ctx->Depth.Mask) {
+ /* Update Z buffer */
+ for (i=0;i<n;i++,zptr++,m++) {
+ if (*m) {
+ *zptr = z[i];
+ passed++;
+ }
+ }
+ }
+ else {
+ /* Don't update Z buffer or mask */
+ passed = n;
+ }
+ break;
+ case GL_NEVER:
+ for (i=0;i<n;i++) {
+ mask[i] = 0;
+ }
+ break;
+ default:
+ }
+
+ UNLOCK_HARDWARE(mmesa);
+
+ return passed;
+}
+
+
+
+
+
+/*
+ * Depth test an array of randomly positioned fragments.
+ */
+
+/*
+ * glDepthFunc( any ) and glDepthMask( GL_TRUE or GL_FALSE ).
+ */
+static void mga_depth_test_pixels_generic( GLcontext* ctx,
+ GLuint n,
+ const GLint x[], const GLint y[],
+ const GLdepth z[], GLubyte mask[] )
+{
+ Z_SETUP;
+ register GLdepth *zptr;
+ register GLuint i;
+
+ LOCK_HARDWARE(mmesa);
+
+ /* switch cases ordered from most frequent to less frequent */
+ switch (ctx->Depth.Func) {
+ case GL_LESS:
+ if (ctx->Depth.Mask) {
+ /* Update Z buffer */
+ for (i=0; i<n; i++) {
+ if (mask[i]) {
+ zptr = Z_ADDRESS(x[i],y[i]);
+ if (z[i] < *zptr) {
+ /* pass */
+ *zptr = z[i];
+ }
+ else {
+ /* fail */
+ mask[i] = 0;
+ }
+ }
+ }
+ }
+ else {
+ /* Don't update Z buffer */
+ for (i=0; i<n; i++) {
+ if (mask[i]) {
+ zptr = Z_ADDRESS(x[i],y[i]);
+ if (z[i] < *zptr) {
+ /* pass */
+ }
+ else {
+ /* fail */
+ mask[i] = 0;
+ }
+ }
+ }
+ }
+ break;
+ case GL_LEQUAL:
+ if (ctx->Depth.Mask) {
+ /* Update Z buffer */
+ for (i=0; i<n; i++) {
+ if (mask[i]) {
+ zptr = Z_ADDRESS(x[i],y[i]);
+ if (z[i] <= *zptr) {
+ /* pass */
+ *zptr = z[i];
+ }
+ else {
+ /* fail */
+ mask[i] = 0;
+ }
+ }
+ }
+ }
+ else {
+ /* Don't update Z buffer */
+ for (i=0; i<n; i++) {
+ if (mask[i]) {
+ zptr = Z_ADDRESS(x[i],y[i]);
+ if (z[i] <= *zptr) {
+ /* pass */
+ }
+ else {
+ /* fail */
+ mask[i] = 0;
+ }
+ }
+ }
+ }
+ break;
+ case GL_GEQUAL:
+ if (ctx->Depth.Mask) {
+ /* Update Z buffer */
+ for (i=0; i<n; i++) {
+ if (mask[i]) {
+ zptr = Z_ADDRESS(x[i],y[i]);
+ if (z[i] >= *zptr) {
+ /* pass */
+ *zptr = z[i];
+ }
+ else {
+ /* fail */
+ mask[i] = 0;
+ }
+ }
+ }
+ }
+ else {
+ /* Don't update Z buffer */
+ for (i=0; i<n; i++) {
+ if (mask[i]) {
+ zptr = Z_ADDRESS(x[i],y[i]);
+ if (z[i] >= *zptr) {
+ /* pass */
+ }
+ else {
+ /* fail */
+ mask[i] = 0;
+ }
+ }
+ }
+ }
+ break;
+ case GL_GREATER:
+ if (ctx->Depth.Mask) {
+ /* Update Z buffer */
+ for (i=0; i<n; i++) {
+ if (mask[i]) {
+ zptr = Z_ADDRESS(x[i],y[i]);
+ if (z[i] > *zptr) {
+ /* pass */
+ *zptr = z[i];
+ }
+ else {
+ /* fail */
+ mask[i] = 0;
+ }
+ }
+ }
+ }
+ else {
+ /* Don't update Z buffer */
+ for (i=0; i<n; i++) {
+ if (mask[i]) {
+ zptr = Z_ADDRESS(x[i],y[i]);
+ if (z[i] > *zptr) {
+ /* pass */
+ }
+ else {
+ /* fail */
+ mask[i] = 0;
+ }
+ }
+ }
+ }
+ break;
+ case GL_NOTEQUAL:
+ if (ctx->Depth.Mask) {
+ /* Update Z buffer */
+ for (i=0; i<n; i++) {
+ if (mask[i]) {
+ zptr = Z_ADDRESS(x[i],y[i]);
+ if (z[i] != *zptr) {
+ /* pass */
+ *zptr = z[i];
+ }
+ else {
+ /* fail */
+ mask[i] = 0;
+ }
+ }
+ }
+ }
+ else {
+ /* Don't update Z buffer */
+ for (i=0; i<n; i++) {
+ if (mask[i]) {
+ zptr = Z_ADDRESS(x[i],y[i]);
+ if (z[i] != *zptr) {
+ /* pass */
+ }
+ else {
+ /* fail */
+ mask[i] = 0;
+ }
+ }
+ }
+ }
+ break;
+ case GL_EQUAL:
+ if (ctx->Depth.Mask) {
+ /* Update Z buffer */
+ for (i=0; i<n; i++) {
+ if (mask[i]) {
+ zptr = Z_ADDRESS(x[i],y[i]);
+ if (z[i] == *zptr) {
+ /* pass */
+ *zptr = z[i];
+ }
+ else {
+ /* fail */
+ mask[i] = 0;
+ }
+ }
+ }
+ }
+ else {
+ /* Don't update Z buffer */
+ for (i=0; i<n; i++) {
+ if (mask[i]) {
+ zptr = Z_ADDRESS(x[i],y[i]);
+ if (z[i] == *zptr) {
+ /* pass */
+ }
+ else {
+ /* fail */
+ mask[i] = 0;
+ }
+ }
+ }
+ }
+ break;
+ case GL_ALWAYS:
+ if (ctx->Depth.Mask) {
+ /* Update Z buffer */
+ for (i=0; i<n; i++) {
+ if (mask[i]) {
+ zptr = Z_ADDRESS(x[i],y[i]);
+ *zptr = z[i];
+ }
+ }
+ }
+ else {
+ /* Don't update Z buffer or mask */
+ }
+ break;
+ case GL_NEVER:
+ /* depth test never passes */
+ for (i=0;i<n;i++) {
+ mask[i] = 0;
+ }
+ break;
+ default:
+ }
+
+ UNLOCK_HARDWARE(mmesa);
+}
+
+
+
+/**********************************************************************/
+/***** Read Depth Buffer *****/
+/**********************************************************************/
+
+
+/*
+ * Return a span of depth values from the depth buffer as floats in [0,1].
+ * This function is only called through Driver.read_depth_span_float()
+ * Input: n - how many pixels
+ * x,y - location of first pixel
+ * Output: depth - the array of depth values
+ */
+static void mga_read_depth_span_float( GLcontext* ctx,
+ GLuint n, GLint x, GLint y,
+ GLfloat depth[] )
+{
+ Z_SETUP;
+ GLdepth *zptr;
+ GLfloat scale;
+ GLuint i;
+
+ LOCK_HARDWARE(mmesa);
+
+ scale = 1.0F / DEPTH_SCALE;
+
+ if (ctx->Buffer->Depth) {
+ zptr = Z_ADDRESS( x, y );
+ for (i=0;i<n;i++) {
+ depth[i] = (GLfloat) zptr[i] * scale;
+ }
+ }
+ else {
+ for (i=0;i<n;i++) {
+ depth[i] = 0.0F;
+ }
+ }
+
+ UNLOCK_HARDWARE(mmesa);
+}
+
+
+/*
+ * Return a span of depth values from the depth buffer as integers in
+ * [0,MAX_DEPTH].
+ * This function is only called through Driver.read_depth_span_int()
+ * Input: n - how many pixels
+ * x,y - location of first pixel
+ * Output: depth - the array of depth values
+ */
+static void mga_read_depth_span_int( GLcontext* ctx,
+ GLuint n, GLint x, GLint y,
+ GLdepth depth[] )
+{
+ Z_SETUP;
+
+ LOCK_HARDWARE(mmesa);
+
+ if (ctx->Buffer->Depth) {
+ GLdepth *zptr = Z_ADDRESS( x, y );
+ MEMCPY( depth, zptr, n * sizeof(GLdepth) );
+ }
+ else {
+ GLuint i;
+ for (i=0;i<n;i++) {
+ depth[i] = 0;
+ }
+ }
+
+ UNLOCK_HARDWARE(mmesa);
+}
+
+
+void mgaDDInitDepthFuncs( GLcontext *ctx )
+{
+ ctx->Driver.ReadDepthSpanFloat = mga_read_depth_span_float;
+ ctx->Driver.ReadDepthSpanInt = mga_read_depth_span_int;
+ ctx->Driver.DepthTestSpan = mga_depth_test_span_generic;
+ ctx->Driver.DepthTestPixels = mga_depth_test_pixels_generic;
+}
+