mirror of
https://github.com/reactos/reactos.git
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5f2bebf7a5
With this commit, we now use a forked version of MESA which only supports OpenGL 1.1, like the windows implementation does. It exposes : - The same pixel formats - The same set of extensions - Nothing more All of this without taking 10% of your build time. If you need a more modern option, look at the MESA package from Rapps, which is (and must be) maintained outside of this code tree. CORE-7499
924 lines
20 KiB
C
924 lines
20 KiB
C
/* $Id: depth.c,v 1.11 1997/07/24 01:24:45 brianp Exp $ */
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/*
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* Mesa 3-D graphics library
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* Version: 2.4
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* Copyright (C) 1995-1997 Brian Paul
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Library General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Library General Public License for more details.
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*
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* You should have received a copy of the GNU Library General Public
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* License along with this library; if not, write to the Free
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* Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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*/
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/*
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* $Log: depth.c,v $
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* Revision 1.11 1997/07/24 01:24:45 brianp
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* changed precompiled header symbol from PCH to PC_HEADER
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*
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* Revision 1.10 1997/05/28 03:24:22 brianp
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* added precompiled header (PCH) support
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*
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* Revision 1.9 1997/04/20 19:54:15 brianp
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* replaced abort() with gl_problem()
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*
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* Revision 1.8 1997/02/27 19:58:52 brianp
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* don't try to clear depth buffer if there isn't one
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*
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* Revision 1.7 1997/01/31 23:33:08 brianp
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* replaced calloc with malloc in gl_alloc_depth_buffer()
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*
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* Revision 1.6 1996/11/04 01:42:07 brianp
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* multiply Viewport.Sz and .Tz by DEPTH_SCALE
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*
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* Revision 1.5 1996/10/09 03:07:25 brianp
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* replaced malloc with calloc in gl_alloc_depth_buffer()
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*
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* Revision 1.4 1996/09/27 01:24:58 brianp
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* added missing default cases to switches
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*
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* Revision 1.3 1996/09/19 00:54:05 brianp
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* added missing returns after some gl_error() calls
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*
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* Revision 1.2 1996/09/15 14:19:16 brianp
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* now use GLframebuffer and GLvisual
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*
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* Revision 1.1 1996/09/13 01:38:16 brianp
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* Initial revision
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*
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*/
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/*
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* Depth buffer functions
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*/
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#ifdef PC_HEADER
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#include "all.h"
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#else
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#include <stdlib.h>
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#include <string.h>
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#include "context.h"
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#include "depth.h"
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#include "dlist.h"
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#include "macros.h"
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#include "types.h"
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#endif
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/**********************************************************************/
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/***** API Functions *****/
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/**********************************************************************/
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void gl_ClearDepth( GLcontext* ctx, GLclampd depth )
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{
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if (INSIDE_BEGIN_END(ctx)) {
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gl_error( ctx, GL_INVALID_OPERATION, "glClearDepth" );
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return;
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}
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ctx->Depth.Clear = (GLfloat) CLAMP( depth, 0.0, 1.0 );
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}
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void gl_DepthFunc( GLcontext* ctx, GLenum func )
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{
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if (INSIDE_BEGIN_END(ctx)) {
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gl_error( ctx, GL_INVALID_OPERATION, "glDepthFunc" );
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return;
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}
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switch (func) {
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case GL_NEVER:
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case GL_LESS: /* (default) pass if incoming z < stored z */
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case GL_GEQUAL:
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case GL_LEQUAL:
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case GL_GREATER:
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case GL_NOTEQUAL:
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case GL_EQUAL:
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case GL_ALWAYS:
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ctx->Depth.Func = func;
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ctx->NewState |= NEW_RASTER_OPS;
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break;
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default:
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gl_error( ctx, GL_INVALID_ENUM, "glDepth.Func" );
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}
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}
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void gl_DepthMask( GLcontext* ctx, GLboolean flag )
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{
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if (INSIDE_BEGIN_END(ctx)) {
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gl_error( ctx, GL_INVALID_OPERATION, "glDepthMask" );
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return;
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}
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/*
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* GL_TRUE indicates depth buffer writing is enabled (default)
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* GL_FALSE indicates depth buffer writing is disabled
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*/
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ctx->Depth.Mask = flag;
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ctx->NewState |= NEW_RASTER_OPS;
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}
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void gl_DepthRange( GLcontext* ctx, GLclampd nearval, GLclampd farval )
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{
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/*
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* nearval - specifies mapping of the near clipping plane to window
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* coordinates, default is 0
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* farval - specifies mapping of the far clipping plane to window
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* coordinates, default is 1
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*
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* After clipping and div by w, z coords are in -1.0 to 1.0,
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* corresponding to near and far clipping planes. glDepthRange
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* specifies a linear mapping of the normalized z coords in
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* this range to window z coords.
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*/
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GLfloat n, f;
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if (INSIDE_BEGIN_END(ctx)) {
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gl_error( ctx, GL_INVALID_OPERATION, "glDepthRange" );
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return;
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}
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n = (GLfloat) CLAMP( nearval, 0.0, 1.0 );
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f = (GLfloat) CLAMP( farval, 0.0, 1.0 );
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ctx->Viewport.Near = n;
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ctx->Viewport.Far = f;
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ctx->Viewport.Sz = DEPTH_SCALE * ((f - n) / 2.0);
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ctx->Viewport.Tz = DEPTH_SCALE * ((f - n) / 2.0 + n);
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}
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/**********************************************************************/
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/***** Depth Testing Functions *****/
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/**********************************************************************/
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/*
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* Depth test horizontal spans of fragments. These functions are called
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* via ctx->Driver.depth_test_span only.
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*
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* Input: n - number of pixels in the span
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* x, y - location of leftmost pixel in span in window coords
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* z - array [n] of integer depth values
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* In/Out: mask - array [n] of flags (1=draw pixel, 0=don't draw)
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* Return: number of pixels which passed depth test
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*/
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/*
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* glDepthFunc( any ) and glDepthMask( GL_TRUE or GL_FALSE ).
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*/
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GLuint gl_depth_test_span_generic( GLcontext* ctx,
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GLuint n, GLint x, GLint y,
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const GLdepth z[],
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GLubyte mask[] )
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{
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GLdepth *zptr = Z_ADDRESS( ctx, x, y );
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GLubyte *m = mask;
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GLuint i;
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GLuint passed = 0;
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/* switch cases ordered from most frequent to less frequent */
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switch (ctx->Depth.Func) {
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case GL_LESS:
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if (ctx->Depth.Mask) {
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/* Update Z buffer */
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for (i=0; i<n; i++,zptr++,m++) {
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if (*m) {
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if (z[i] < *zptr) {
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/* pass */
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*zptr = z[i];
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passed++;
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}
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else {
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/* fail */
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*m = 0;
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}
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}
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}
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}
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else {
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/* Don't update Z buffer */
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for (i=0; i<n; i++,zptr++,m++) {
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if (*m) {
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if (z[i] < *zptr) {
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/* pass */
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passed++;
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}
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else {
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*m = 0;
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}
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}
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}
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}
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break;
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case GL_LEQUAL:
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if (ctx->Depth.Mask) {
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/* Update Z buffer */
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for (i=0;i<n;i++,zptr++,m++) {
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if (*m) {
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if (z[i] <= *zptr) {
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*zptr = z[i];
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passed++;
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}
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else {
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*m = 0;
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}
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}
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}
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}
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else {
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/* Don't update Z buffer */
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for (i=0;i<n;i++,zptr++,m++) {
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if (*m) {
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if (z[i] <= *zptr) {
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/* pass */
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passed++;
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}
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else {
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*m = 0;
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}
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}
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}
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}
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break;
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case GL_GEQUAL:
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if (ctx->Depth.Mask) {
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/* Update Z buffer */
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for (i=0;i<n;i++,zptr++,m++) {
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if (*m) {
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if (z[i] >= *zptr) {
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*zptr = z[i];
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passed++;
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}
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else {
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*m = 0;
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}
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}
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}
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}
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else {
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/* Don't update Z buffer */
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for (i=0;i<n;i++,zptr++,m++) {
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if (*m) {
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if (z[i] >= *zptr) {
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/* pass */
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passed++;
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}
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else {
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*m = 0;
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}
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}
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}
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}
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break;
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case GL_GREATER:
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if (ctx->Depth.Mask) {
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/* Update Z buffer */
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for (i=0;i<n;i++,zptr++,m++) {
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if (*m) {
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if (z[i] > *zptr) {
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*zptr = z[i];
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passed++;
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}
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else {
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*m = 0;
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}
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}
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}
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}
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else {
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/* Don't update Z buffer */
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for (i=0;i<n;i++,zptr++,m++) {
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if (*m) {
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if (z[i] > *zptr) {
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/* pass */
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passed++;
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}
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else {
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*m = 0;
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}
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}
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}
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}
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break;
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case GL_NOTEQUAL:
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if (ctx->Depth.Mask) {
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/* Update Z buffer */
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for (i=0;i<n;i++,zptr++,m++) {
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if (*m) {
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if (z[i] != *zptr) {
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*zptr = z[i];
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passed++;
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}
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else {
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*m = 0;
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}
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}
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}
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}
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else {
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/* Don't update Z buffer */
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for (i=0;i<n;i++,zptr++,m++) {
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if (*m) {
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if (z[i] != *zptr) {
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/* pass */
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passed++;
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}
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else {
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*m = 0;
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}
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}
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}
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}
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break;
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case GL_EQUAL:
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if (ctx->Depth.Mask) {
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/* Update Z buffer */
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for (i=0;i<n;i++,zptr++,m++) {
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if (*m) {
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if (z[i] == *zptr) {
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*zptr = z[i];
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passed++;
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}
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else {
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*m =0;
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}
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}
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}
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}
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else {
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/* Don't update Z buffer */
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for (i=0;i<n;i++,zptr++,m++) {
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if (*m) {
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if (z[i] == *zptr) {
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/* pass */
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passed++;
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}
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else {
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*m =0;
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}
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}
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}
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}
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break;
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case GL_ALWAYS:
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if (ctx->Depth.Mask) {
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/* Update Z buffer */
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for (i=0;i<n;i++,zptr++,m++) {
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if (*m) {
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*zptr = z[i];
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passed++;
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}
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}
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}
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else {
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/* Don't update Z buffer or mask */
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passed = n;
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}
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break;
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case GL_NEVER:
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for (i=0;i<n;i++) {
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mask[i] = 0;
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}
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break;
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default:
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gl_problem(ctx, "Bad depth func in gl_depth_test_span_generic");
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} /*switch*/
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return passed;
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}
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/*
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* glDepthFunc(GL_LESS) and glDepthMask(GL_TRUE).
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*/
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GLuint gl_depth_test_span_less( GLcontext* ctx,
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GLuint n, GLint x, GLint y, const GLdepth z[],
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GLubyte mask[] )
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{
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GLdepth *zptr = Z_ADDRESS( ctx, x, y );
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GLuint i;
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GLuint passed = 0;
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for (i=0; i<n; i++) {
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if (mask[i]) {
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if (z[i] < zptr[i]) {
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/* pass */
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zptr[i] = z[i];
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passed++;
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}
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else {
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/* fail */
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mask[i] = 0;
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}
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}
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}
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return passed;
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}
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/*
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* glDepthFunc(GL_GREATER) and glDepthMask(GL_TRUE).
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*/
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GLuint gl_depth_test_span_greater( GLcontext* ctx,
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GLuint n, GLint x, GLint y,
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const GLdepth z[],
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GLubyte mask[] )
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{
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GLdepth *zptr = Z_ADDRESS( ctx, x, y );
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GLuint i;
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GLuint passed = 0;
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for (i=0; i<n; i++) {
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if (mask[i]) {
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if (z[i] > zptr[i]) {
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/* pass */
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zptr[i] = z[i];
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passed++;
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}
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else {
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/* fail */
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mask[i] = 0;
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}
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}
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}
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return passed;
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}
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/*
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* Depth test an array of randomly positioned fragments.
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*/
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#define ZADDR_SETUP GLdepth *depthbuffer = ctx->Buffer->Depth; \
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GLint width = ctx->Buffer->Width;
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#define ZADDR( X, Y ) (depthbuffer + (Y) * width + (X) )
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/*
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* glDepthFunc( any ) and glDepthMask( GL_TRUE or GL_FALSE ).
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*/
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void gl_depth_test_pixels_generic( GLcontext* ctx,
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GLuint n, const GLint x[], const GLint y[],
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const GLdepth z[], GLubyte mask[] )
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{
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register GLdepth *zptr;
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register GLuint i;
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/* switch cases ordered from most frequent to less frequent */
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switch (ctx->Depth.Func) {
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case GL_LESS:
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if (ctx->Depth.Mask) {
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/* Update Z buffer */
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for (i=0; i<n; i++) {
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if (mask[i]) {
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zptr = Z_ADDRESS(ctx,x[i],y[i]);
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if (z[i] < *zptr) {
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/* pass */
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*zptr = z[i];
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}
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else {
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/* fail */
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mask[i] = 0;
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}
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}
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}
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}
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else {
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/* Don't update Z buffer */
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for (i=0; i<n; i++) {
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if (mask[i]) {
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zptr = Z_ADDRESS(ctx,x[i],y[i]);
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if (z[i] < *zptr) {
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/* pass */
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}
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else {
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/* fail */
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mask[i] = 0;
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}
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}
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}
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}
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break;
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case GL_LEQUAL:
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if (ctx->Depth.Mask) {
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/* Update Z buffer */
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for (i=0; i<n; i++) {
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if (mask[i]) {
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zptr = Z_ADDRESS(ctx,x[i],y[i]);
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if (z[i] <= *zptr) {
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/* pass */
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*zptr = z[i];
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}
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else {
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/* fail */
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mask[i] = 0;
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}
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}
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}
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}
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else {
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/* Don't update Z buffer */
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for (i=0; i<n; i++) {
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if (mask[i]) {
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zptr = Z_ADDRESS(ctx,x[i],y[i]);
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if (z[i] <= *zptr) {
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/* pass */
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}
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else {
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/* fail */
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mask[i] = 0;
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}
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}
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}
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}
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break;
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case GL_GEQUAL:
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if (ctx->Depth.Mask) {
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/* Update Z buffer */
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for (i=0; i<n; i++) {
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if (mask[i]) {
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zptr = Z_ADDRESS(ctx,x[i],y[i]);
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if (z[i] >= *zptr) {
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/* pass */
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*zptr = z[i];
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}
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else {
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/* fail */
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mask[i] = 0;
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}
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}
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}
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}
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else {
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/* Don't update Z buffer */
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for (i=0; i<n; i++) {
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if (mask[i]) {
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|
zptr = Z_ADDRESS(ctx,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(ctx,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(ctx,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(ctx,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(ctx,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(ctx,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(ctx,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(ctx,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:
|
|
gl_problem(ctx, "Bad depth func in gl_depth_test_pixels_generic");
|
|
} /*switch*/
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
* glDepthFunc( GL_LESS ) and glDepthMask( GL_TRUE ).
|
|
*/
|
|
void gl_depth_test_pixels_less( GLcontext* ctx,
|
|
GLuint n, const GLint x[], const GLint y[],
|
|
const GLdepth z[], GLubyte mask[] )
|
|
{
|
|
GLdepth *zptr;
|
|
GLuint i;
|
|
|
|
for (i=0; i<n; i++) {
|
|
if (mask[i]) {
|
|
zptr = Z_ADDRESS(ctx,x[i],y[i]);
|
|
if (z[i] < *zptr) {
|
|
/* pass */
|
|
*zptr = z[i];
|
|
}
|
|
else {
|
|
/* fail */
|
|
mask[i] = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
* glDepthFunc( GL_GREATER ) and glDepthMask( GL_TRUE ).
|
|
*/
|
|
void gl_depth_test_pixels_greater( GLcontext* ctx,
|
|
GLuint n, const GLint x[], const GLint y[],
|
|
const GLdepth z[], GLubyte mask[] )
|
|
{
|
|
GLdepth *zptr;
|
|
GLuint i;
|
|
|
|
for (i=0; i<n; i++) {
|
|
if (mask[i]) {
|
|
zptr = Z_ADDRESS(ctx,x[i],y[i]);
|
|
if (z[i] > *zptr) {
|
|
/* pass */
|
|
*zptr = z[i];
|
|
}
|
|
else {
|
|
/* fail */
|
|
mask[i] = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
/**********************************************************************/
|
|
/***** 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
|
|
*/
|
|
void gl_read_depth_span_float( GLcontext* ctx,
|
|
GLuint n, GLint x, GLint y, GLfloat depth[] )
|
|
{
|
|
GLdepth *zptr;
|
|
GLfloat scale;
|
|
GLuint i;
|
|
|
|
scale = 1.0F / DEPTH_SCALE;
|
|
|
|
if (ctx->Buffer->Depth) {
|
|
zptr = Z_ADDRESS( ctx, 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;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
* 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
|
|
*/
|
|
void gl_read_depth_span_int( GLcontext* ctx,
|
|
GLuint n, GLint x, GLint y, GLdepth depth[] )
|
|
{
|
|
if (ctx->Buffer->Depth) {
|
|
GLdepth *zptr = Z_ADDRESS( ctx, x, y );
|
|
MEMCPY( depth, zptr, n * sizeof(GLdepth) );
|
|
}
|
|
else {
|
|
GLuint i;
|
|
for (i=0;i<n;i++) {
|
|
depth[i] = 0.0;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/**********************************************************************/
|
|
/***** Allocate and Clear Depth Buffer *****/
|
|
/**********************************************************************/
|
|
|
|
|
|
|
|
/*
|
|
* Allocate a new depth buffer. If there's already a depth buffer allocated
|
|
* it will be free()'d. The new depth buffer will be uniniitalized.
|
|
* This function is only called through Driver.alloc_depth_buffer.
|
|
*/
|
|
void gl_alloc_depth_buffer( GLcontext* ctx )
|
|
{
|
|
/* deallocate current depth buffer if present */
|
|
if (ctx->Buffer->Depth) {
|
|
free(ctx->Buffer->Depth);
|
|
ctx->Buffer->Depth = NULL;
|
|
}
|
|
|
|
/* allocate new depth buffer, but don't initialize it */
|
|
ctx->Buffer->Depth = (GLdepth *) malloc( ctx->Buffer->Width
|
|
* ctx->Buffer->Height
|
|
* sizeof(GLdepth) );
|
|
if (!ctx->Buffer->Depth) {
|
|
/* out of memory */
|
|
ctx->Depth.Test = GL_FALSE;
|
|
gl_error( ctx, GL_OUT_OF_MEMORY, "Couldn't allocate depth buffer" );
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
/*
|
|
* Clear the depth buffer. If the depth buffer doesn't exist yet we'll
|
|
* allocate it now.
|
|
* This function is only called through Driver.clear_depth_buffer.
|
|
*/
|
|
void gl_clear_depth_buffer( GLcontext* ctx )
|
|
{
|
|
GLdepth clear_value = (GLdepth) (ctx->Depth.Clear * DEPTH_SCALE);
|
|
|
|
if (ctx->Visual->DepthBits==0 || !ctx->Buffer->Depth) {
|
|
/* no depth buffer */
|
|
return;
|
|
}
|
|
|
|
/* The loops in this function have been written so the IRIX 5.3
|
|
* C compiler can unroll them. Hopefully other compilers can too!
|
|
*/
|
|
|
|
if (ctx->Scissor.Enabled) {
|
|
/* only clear scissor region */
|
|
GLint y;
|
|
for (y=ctx->Buffer->Ymin; y<=ctx->Buffer->Ymax; y++) {
|
|
GLdepth *d = Z_ADDRESS( ctx, ctx->Buffer->Xmin, y );
|
|
GLint n = ctx->Buffer->Xmax - ctx->Buffer->Xmin + 1;
|
|
do {
|
|
*d++ = clear_value;
|
|
n--;
|
|
} while (n);
|
|
}
|
|
}
|
|
else {
|
|
/* clear whole buffer */
|
|
GLdepth *d = ctx->Buffer->Depth;
|
|
GLint n = ctx->Buffer->Width * ctx->Buffer->Height;
|
|
while (n>=16) {
|
|
d[0] = clear_value; d[1] = clear_value;
|
|
d[2] = clear_value; d[3] = clear_value;
|
|
d[4] = clear_value; d[5] = clear_value;
|
|
d[6] = clear_value; d[7] = clear_value;
|
|
d[8] = clear_value; d[9] = clear_value;
|
|
d[10] = clear_value; d[11] = clear_value;
|
|
d[12] = clear_value; d[13] = clear_value;
|
|
d[14] = clear_value; d[15] = clear_value;
|
|
d += 16;
|
|
n -= 16;
|
|
}
|
|
while (n>0) {
|
|
*d++ = clear_value;
|
|
n--;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|