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/*
* 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;
}
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