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556 lines
16 KiB
C
556 lines
16 KiB
C
/*
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* Mesa 3-D graphics library
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* Version: 7.2.1
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*
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* Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#include <precomp.h>
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#define Z_TEST(COMPARE) \
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do { \
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GLuint i; \
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for (i = 0; i < n; i++) { \
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if (mask[i]) { \
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if (COMPARE) { \
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/* pass */ \
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if (write) { \
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zbuffer[i] = zfrag[i]; \
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} \
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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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} while (0)
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/**
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* Do depth test for an array of 16-bit Z values.
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* @param zbuffer array of Z buffer values (16-bit)
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* @param zfrag array of fragment Z values (use 16-bit in 32-bit uint)
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* @param mask which fragments are alive, killed afterward
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* @return number of fragments which pass the test.
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*/
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static GLuint
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depth_test_span16( struct gl_context *ctx, GLuint n,
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GLushort zbuffer[], const GLuint zfrag[], GLubyte mask[] )
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{
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const GLboolean write = ctx->Depth.Mask;
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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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Z_TEST(zfrag[i] < zbuffer[i]);
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break;
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case GL_LEQUAL:
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Z_TEST(zfrag[i] <= zbuffer[i]);
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break;
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case GL_GEQUAL:
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Z_TEST(zfrag[i] >= zbuffer[i]);
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break;
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case GL_GREATER:
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Z_TEST(zfrag[i] > zbuffer[i]);
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break;
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case GL_NOTEQUAL:
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Z_TEST(zfrag[i] != zbuffer[i]);
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break;
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case GL_EQUAL:
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Z_TEST(zfrag[i] == zbuffer[i]);
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break;
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case GL_ALWAYS:
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Z_TEST(1);
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break;
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case GL_NEVER:
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memset(mask, 0, n * sizeof(GLubyte));
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break;
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default:
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_mesa_problem(ctx, "Bad depth func in depth_test_span16");
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}
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return passed;
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}
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/**
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* Do depth test for an array of 32-bit Z values.
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* @param zbuffer array of Z buffer values (32-bit)
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* @param zfrag array of fragment Z values (use 32-bits in 32-bit uint)
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* @param mask which fragments are alive, killed afterward
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* @return number of fragments which pass the test.
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*/
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static GLuint
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depth_test_span32( struct gl_context *ctx, GLuint n,
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GLuint zbuffer[], const GLuint zfrag[], GLubyte mask[])
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{
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const GLboolean write = ctx->Depth.Mask;
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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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Z_TEST(zfrag[i] < zbuffer[i]);
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break;
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case GL_LEQUAL:
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Z_TEST(zfrag[i] <= zbuffer[i]);
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break;
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case GL_GEQUAL:
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Z_TEST(zfrag[i] >= zbuffer[i]);
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break;
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case GL_GREATER:
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Z_TEST(zfrag[i] > zbuffer[i]);
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break;
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case GL_NOTEQUAL:
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Z_TEST(zfrag[i] != zbuffer[i]);
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break;
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case GL_EQUAL:
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Z_TEST(zfrag[i] == zbuffer[i]);
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break;
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case GL_ALWAYS:
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Z_TEST(1);
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break;
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case GL_NEVER:
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memset(mask, 0, n * sizeof(GLubyte));
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break;
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default:
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_mesa_problem(ctx, "Bad depth func in depth_test_span32");
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}
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return passed;
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}
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/**
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* Get array of 32-bit z values from the depth buffer. With clipping.
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* Note: the returned values are always in the range [0, 2^32-1].
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*/
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static void
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get_z32_values(struct gl_context *ctx, struct gl_renderbuffer *rb,
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GLuint count, const GLint x[], const GLint y[],
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GLuint zbuffer[])
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{
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struct swrast_renderbuffer *srb = swrast_renderbuffer(rb);
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const GLint w = rb->Width, h = rb->Height;
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const GLubyte *map = _swrast_pixel_address(rb, 0, 0);
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GLuint i;
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if (rb->Format == MESA_FORMAT_Z32) {
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const GLint rowStride = srb->RowStride;
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for (i = 0; i < count; i++) {
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if (x[i] >= 0 && y[i] >= 0 && x[i] < w && y[i] < h) {
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zbuffer[i] = *((GLuint *) (map + y[i] * rowStride + x[i] * 4));
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}
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}
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}
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else {
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const GLint bpp = _mesa_get_format_bytes(rb->Format);
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const GLint rowStride = srb->RowStride;
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for (i = 0; i < count; i++) {
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if (x[i] >= 0 && y[i] >= 0 && x[i] < w && y[i] < h) {
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const GLubyte *src = map + y[i] * rowStride+ x[i] * bpp;
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_mesa_unpack_uint_z_row(rb->Format, 1, src, &zbuffer[i]);
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}
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}
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}
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}
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/**
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* Put an array of 32-bit z values into the depth buffer.
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* Note: the z values are always in the range [0, 2^32-1].
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*/
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static void
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put_z32_values(struct gl_context *ctx, struct gl_renderbuffer *rb,
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GLuint count, const GLint x[], const GLint y[],
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const GLuint zvalues[], const GLubyte mask[])
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{
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struct swrast_renderbuffer *srb = swrast_renderbuffer(rb);
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const GLint w = rb->Width, h = rb->Height;
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GLubyte *map = _swrast_pixel_address(rb, 0, 0);
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GLuint i;
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if (rb->Format == MESA_FORMAT_Z32) {
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const GLint rowStride = srb->RowStride;
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for (i = 0; i < count; i++) {
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if (mask[i] && x[i] >= 0 && y[i] >= 0 && x[i] < w && y[i] < h) {
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GLuint *dst = (GLuint *) (map + y[i] * rowStride + x[i] * 4);
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*dst = zvalues[i];
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}
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}
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}
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else {
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gl_pack_uint_z_func packZ = _mesa_get_pack_uint_z_func(rb->Format);
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const GLint bpp = _mesa_get_format_bytes(rb->Format);
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const GLint rowStride = srb->RowStride;
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for (i = 0; i < count; i++) {
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if (mask[i] && x[i] >= 0 && y[i] >= 0 && x[i] < w && y[i] < h) {
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void *dst = map + y[i] * rowStride + x[i] * bpp;
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packZ(zvalues + i, dst);
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}
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}
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}
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}
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/**
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* Apply depth (Z) buffer testing to the span.
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* \return approx number of pixels that passed (only zero is reliable)
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*/
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GLuint
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_swrast_depth_test_span(struct gl_context *ctx, SWspan *span)
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{
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struct gl_framebuffer *fb = ctx->DrawBuffer;
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struct gl_renderbuffer *rb = fb->Attachment[BUFFER_DEPTH].Renderbuffer;
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const GLint bpp = _mesa_get_format_bytes(rb->Format);
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void *zStart;
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const GLuint count = span->end;
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const GLuint *fragZ = span->array->z;
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GLubyte *mask = span->array->mask;
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void *zBufferVals;
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GLuint *zBufferTemp = NULL;
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GLuint passed;
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GLuint zBits = _mesa_get_format_bits(rb->Format, GL_DEPTH_BITS);
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GLboolean ztest16 = GL_FALSE;
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if (span->arrayMask & SPAN_XY)
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zStart = NULL;
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else
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zStart = _swrast_pixel_address(rb, span->x, span->y);
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if (rb->Format == MESA_FORMAT_Z16 && !(span->arrayMask & SPAN_XY)) {
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/* directly read/write row of 16-bit Z values */
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zBufferVals = zStart;
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ztest16 = GL_TRUE;
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}
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else if (rb->Format == MESA_FORMAT_Z32 && !(span->arrayMask & SPAN_XY)) {
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/* directly read/write row of 32-bit Z values */
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zBufferVals = zStart;
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}
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else {
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/* copy Z buffer values into temp buffer (32-bit Z values) */
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zBufferTemp = (GLuint *) malloc(count * sizeof(GLuint));
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if (!zBufferTemp)
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return 0;
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if (span->arrayMask & SPAN_XY) {
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get_z32_values(ctx, rb, count,
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span->array->x, span->array->y, zBufferTemp);
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}
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else {
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_mesa_unpack_uint_z_row(rb->Format, count, zStart, zBufferTemp);
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}
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if (zBits == 24) {
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GLuint i;
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/* Convert depth buffer values from 32 to 24 bits to match the
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* fragment Z values generated by rasterization.
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*/
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for (i = 0; i < count; i++) {
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zBufferTemp[i] >>= 8;
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}
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}
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else if (zBits == 16) {
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GLuint i;
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/* Convert depth buffer values from 32 to 16 bits */
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for (i = 0; i < count; i++) {
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zBufferTemp[i] >>= 16;
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}
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}
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else {
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assert(zBits == 32);
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}
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zBufferVals = zBufferTemp;
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}
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/* do the depth test either with 16 or 32-bit values */
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if (ztest16)
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passed = depth_test_span16(ctx, count, zBufferVals, fragZ, mask);
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else
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passed = depth_test_span32(ctx, count, zBufferVals, fragZ, mask);
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if (zBufferTemp) {
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/* need to write temp Z values back into the buffer */
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/* Convert depth buffer values back to 32-bit values. The least
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* significant bits don't matter since they'll get dropped when
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* they're packed back into the depth buffer.
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*/
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if (zBits == 24) {
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GLuint i;
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for (i = 0; i < count; i++) {
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zBufferTemp[i] = (zBufferTemp[i] << 8);
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}
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}
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else if (zBits == 16) {
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GLuint i;
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for (i = 0; i < count; i++) {
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zBufferTemp[i] = zBufferTemp[i] << 16;
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}
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}
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if (span->arrayMask & SPAN_XY) {
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/* random locations */
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put_z32_values(ctx, rb, count, span->array->x, span->array->y,
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zBufferTemp, mask);
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}
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else {
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/* horizontal row */
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gl_pack_uint_z_func packZ = _mesa_get_pack_uint_z_func(rb->Format);
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GLubyte *dst = zStart;
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GLuint i;
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for (i = 0; i < count; i++) {
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if (mask[i]) {
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packZ(&zBufferTemp[i], dst);
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}
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dst += bpp;
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}
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}
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free(zBufferTemp);
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}
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if (passed < count) {
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span->writeAll = GL_FALSE;
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}
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return passed;
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}
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/**
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* GL_EXT_depth_bounds_test extension.
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* Discard fragments depending on whether the corresponding Z-buffer
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* values are outside the depth bounds test range.
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* Note: we test the Z buffer values, not the fragment Z values!
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* \return GL_TRUE if any fragments pass, GL_FALSE if no fragments pass
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*/
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GLboolean
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_swrast_depth_bounds_test( struct gl_context *ctx, SWspan *span )
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{
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struct gl_framebuffer *fb = ctx->DrawBuffer;
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struct gl_renderbuffer *rb = fb->Attachment[BUFFER_DEPTH].Renderbuffer;
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GLubyte *zStart;
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GLuint zMin = (GLuint) (ctx->Depth.BoundsMin * fb->_DepthMaxF + 0.5F);
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GLuint zMax = (GLuint) (ctx->Depth.BoundsMax * fb->_DepthMaxF + 0.5F);
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GLubyte *mask = span->array->mask;
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const GLuint count = span->end;
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GLuint i;
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GLboolean anyPass = GL_FALSE;
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GLuint zBufferTemp[MAX_WIDTH];
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const GLuint *zBufferVals;
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if (span->arrayMask & SPAN_XY)
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zStart = NULL;
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else
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zStart = _swrast_pixel_address(rb, span->x, span->y);
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if (rb->Format == MESA_FORMAT_Z32 && !(span->arrayMask & SPAN_XY)) {
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/* directly access 32-bit values in the depth buffer */
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zBufferVals = (const GLuint *) zStart;
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}
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else {
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/* unpack Z values into a temporary array */
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if (span->arrayMask & SPAN_XY) {
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get_z32_values(ctx, rb, count, span->array->x, span->array->y,
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zBufferTemp);
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}
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else {
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_mesa_unpack_uint_z_row(rb->Format, count, zStart, zBufferTemp);
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}
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zBufferVals = zBufferTemp;
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}
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/* Now do the tests */
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for (i = 0; i < count; i++) {
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if (mask[i]) {
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if (zBufferVals[i] < zMin || zBufferVals[i] > zMax)
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mask[i] = GL_FALSE;
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else
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anyPass = GL_TRUE;
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}
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}
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return anyPass;
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}
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/**********************************************************************/
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/***** Read Depth Buffer *****/
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/**********************************************************************/
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/**
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* Read a span of depth values from the given depth renderbuffer, returning
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* the values as GLfloats.
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* This function does clipping to prevent reading outside the depth buffer's
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* bounds.
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*/
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void
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_swrast_read_depth_span_float(struct gl_context *ctx,
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struct gl_renderbuffer *rb,
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GLint n, GLint x, GLint y, GLfloat depth[])
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{
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if (!rb) {
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/* really only doing this to prevent FP exceptions later */
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memset(depth, 0, n * sizeof(GLfloat));
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return;
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}
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if (y < 0 || y >= (GLint) rb->Height ||
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x + n <= 0 || x >= (GLint) rb->Width) {
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/* span is completely outside framebuffer */
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memset(depth, 0, n * sizeof(GLfloat));
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return;
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}
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if (x < 0) {
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GLint dx = -x;
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GLint i;
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for (i = 0; i < dx; i++)
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depth[i] = 0.0;
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x = 0;
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n -= dx;
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depth += dx;
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}
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if (x + n > (GLint) rb->Width) {
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GLint dx = x + n - (GLint) rb->Width;
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GLint i;
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for (i = 0; i < dx; i++)
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depth[n - i - 1] = 0.0;
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n -= dx;
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}
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if (n <= 0) {
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return;
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}
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_mesa_unpack_float_z_row(rb->Format, n, _swrast_pixel_address(rb, x, y),
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depth);
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}
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/**
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* Clear the given z/depth renderbuffer. If the buffer is a combined
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* depth+stencil buffer, only the Z bits will be touched.
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*/
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void
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_swrast_clear_depth_buffer(struct gl_context *ctx)
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{
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struct gl_renderbuffer *rb =
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ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
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GLint x, y, width, height;
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GLubyte *map;
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GLint rowStride, i, j;
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GLbitfield mapMode;
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if (!rb || !ctx->Depth.Mask) {
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/* no depth buffer, or writing to it is disabled */
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return;
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}
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/* compute region to clear */
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x = ctx->DrawBuffer->_Xmin;
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y = ctx->DrawBuffer->_Ymin;
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width = ctx->DrawBuffer->_Xmax - ctx->DrawBuffer->_Xmin;
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height = ctx->DrawBuffer->_Ymax - ctx->DrawBuffer->_Ymin;
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mapMode = GL_MAP_WRITE_BIT;
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if (rb->Format == MESA_FORMAT_X8_Z24 ||
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rb->Format == MESA_FORMAT_Z24_X8) {
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mapMode |= GL_MAP_READ_BIT;
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}
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ctx->Driver.MapRenderbuffer(ctx, rb, x, y, width, height,
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mapMode, &map, &rowStride);
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if (!map) {
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_mesa_error(ctx, GL_OUT_OF_MEMORY, "glClear(depth)");
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return;
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}
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switch (rb->Format) {
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case MESA_FORMAT_Z16:
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{
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GLfloat clear = (GLfloat) ctx->Depth.Clear;
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GLushort clearVal = 0;
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_mesa_pack_float_z_row(rb->Format, 1, &clear, &clearVal);
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if (clearVal == 0xffff && width * 2 == rowStride) {
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/* common case */
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memset(map, 0xff, width * height * 2);
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}
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else {
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for (i = 0; i < height; i++) {
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GLushort *row = (GLushort *) map;
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for (j = 0; j < width; j++) {
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row[j] = clearVal;
|
|
}
|
|
map += rowStride;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case MESA_FORMAT_Z32:
|
|
{
|
|
GLfloat clear = (GLfloat) ctx->Depth.Clear;
|
|
GLuint clearVal = 0;
|
|
_mesa_pack_float_z_row(rb->Format, 1, &clear, &clearVal);
|
|
for (i = 0; i < height; i++) {
|
|
GLuint *row = (GLuint *) map;
|
|
for (j = 0; j < width; j++) {
|
|
row[j] = clearVal;
|
|
}
|
|
map += rowStride;
|
|
}
|
|
}
|
|
break;
|
|
case MESA_FORMAT_X8_Z24:
|
|
case MESA_FORMAT_Z24_X8:
|
|
{
|
|
GLfloat clear = (GLfloat) ctx->Depth.Clear;
|
|
GLuint clearVal = 0;
|
|
GLuint mask;
|
|
|
|
if (rb->Format == MESA_FORMAT_X8_Z24)
|
|
mask = 0xff000000;
|
|
else
|
|
mask = 0xff;
|
|
|
|
_mesa_pack_float_z_row(rb->Format, 1, &clear, &clearVal);
|
|
for (i = 0; i < height; i++) {
|
|
GLuint *row = (GLuint *) map;
|
|
for (j = 0; j < width; j++) {
|
|
row[j] = (row[j] & mask) | clearVal;
|
|
}
|
|
map += rowStride;
|
|
}
|
|
|
|
}
|
|
break;
|
|
default:
|
|
_mesa_problem(ctx, "Unexpected depth buffer format %s"
|
|
" in _swrast_clear_depth_buffer()",
|
|
_mesa_get_format_name(rb->Format));
|
|
}
|
|
|
|
ctx->Driver.UnmapRenderbuffer(ctx, rb);
|
|
}
|