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      1 /*
      2  * Mesa 3-D graphics library
      3  * Version:  7.2.1
      4  *
      5  * Copyright (C) 1999-2008  Brian Paul   All Rights Reserved.
      6  *
      7  * Permission is hereby granted, free of charge, to any person obtaining a
      8  * copy of this software and associated documentation files (the "Software"),
      9  * to deal in the Software without restriction, including without limitation
     10  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
     11  * and/or sell copies of the Software, and to permit persons to whom the
     12  * Software is furnished to do so, subject to the following conditions:
     13  *
     14  * The above copyright notice and this permission notice shall be included
     15  * in all copies or substantial portions of the Software.
     16  *
     17  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
     18  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
     19  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
     20  * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
     21  * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
     22  * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
     23  */
     24 
     25 
     26 #include "main/glheader.h"
     27 #include "main/context.h"
     28 #include "main/formats.h"
     29 #include "main/format_unpack.h"
     30 #include "main/format_pack.h"
     31 #include "main/macros.h"
     32 #include "main/imports.h"
     33 
     34 #include "s_context.h"
     35 #include "s_depth.h"
     36 #include "s_span.h"
     37 
     38 
     39 
     40 #define Z_TEST(COMPARE)                      \
     41    do {                                      \
     42       GLuint i;                              \
     43       for (i = 0; i < n; i++) {              \
     44          if (mask[i]) {                      \
     45             if (COMPARE) {                   \
     46                /* pass */                    \
     47                if (write) {                  \
     48                   zbuffer[i] = zfrag[i];     \
     49                }                             \
     50                passed++;                     \
     51             }                                \
     52             else {                           \
     53                /* fail */                    \
     54                mask[i] = 0;                  \
     55             }                                \
     56          }                                   \
     57       }                                      \
     58    } while (0)
     59 
     60 
     61 /**
     62  * Do depth test for an array of 16-bit Z values.
     63  * @param zbuffer  array of Z buffer values (16-bit)
     64  * @param zfrag  array of fragment Z values (use 16-bit in 32-bit uint)
     65  * @param mask  which fragments are alive, killed afterward
     66  * @return  number of fragments which pass the test.
     67  */
     68 static GLuint
     69 depth_test_span16( struct gl_context *ctx, GLuint n,
     70                    GLushort zbuffer[], const GLuint zfrag[], GLubyte mask[] )
     71 {
     72    const GLboolean write = ctx->Depth.Mask;
     73    GLuint passed = 0;
     74 
     75    /* switch cases ordered from most frequent to less frequent */
     76    switch (ctx->Depth.Func) {
     77    case GL_LESS:
     78       Z_TEST(zfrag[i] < zbuffer[i]);
     79       break;
     80    case GL_LEQUAL:
     81       Z_TEST(zfrag[i] <= zbuffer[i]);
     82       break;
     83    case GL_GEQUAL:
     84       Z_TEST(zfrag[i] >= zbuffer[i]);
     85       break;
     86    case GL_GREATER:
     87       Z_TEST(zfrag[i] > zbuffer[i]);
     88       break;
     89    case GL_NOTEQUAL:
     90       Z_TEST(zfrag[i] != zbuffer[i]);
     91       break;
     92    case GL_EQUAL:
     93       Z_TEST(zfrag[i] == zbuffer[i]);
     94       break;
     95    case GL_ALWAYS:
     96       Z_TEST(1);
     97       break;
     98    case GL_NEVER:
     99       memset(mask, 0, n * sizeof(GLubyte));
    100       break;
    101    default:
    102       _mesa_problem(ctx, "Bad depth func in depth_test_span16");
    103    }
    104 
    105    return passed;
    106 }
    107 
    108 
    109 /**
    110  * Do depth test for an array of 32-bit Z values.
    111  * @param zbuffer  array of Z buffer values (32-bit)
    112  * @param zfrag  array of fragment Z values (use 32-bits in 32-bit uint)
    113  * @param mask  which fragments are alive, killed afterward
    114  * @return  number of fragments which pass the test.
    115  */
    116 static GLuint
    117 depth_test_span32( struct gl_context *ctx, GLuint n,
    118                    GLuint zbuffer[], const GLuint zfrag[], GLubyte mask[])
    119 {
    120    const GLboolean write = ctx->Depth.Mask;
    121    GLuint passed = 0;
    122 
    123    /* switch cases ordered from most frequent to less frequent */
    124    switch (ctx->Depth.Func) {
    125    case GL_LESS:
    126       Z_TEST(zfrag[i] < zbuffer[i]);
    127       break;
    128    case GL_LEQUAL:
    129       Z_TEST(zfrag[i] <= zbuffer[i]);
    130       break;
    131    case GL_GEQUAL:
    132       Z_TEST(zfrag[i] >= zbuffer[i]);
    133       break;
    134    case GL_GREATER:
    135       Z_TEST(zfrag[i] > zbuffer[i]);
    136       break;
    137    case GL_NOTEQUAL:
    138       Z_TEST(zfrag[i] != zbuffer[i]);
    139       break;
    140    case GL_EQUAL:
    141       Z_TEST(zfrag[i] == zbuffer[i]);
    142       break;
    143    case GL_ALWAYS:
    144       Z_TEST(1);
    145       break;
    146    case GL_NEVER:
    147       memset(mask, 0, n * sizeof(GLubyte));
    148       break;
    149    default:
    150       _mesa_problem(ctx, "Bad depth func in depth_test_span32");
    151    }
    152 
    153    return passed;
    154 }
    155 
    156 
    157 /**
    158  * Clamp fragment Z values to the depth near/far range (glDepthRange()).
    159  * This is used when GL_ARB_depth_clamp/GL_DEPTH_CLAMP is turned on.
    160  * In that case, vertexes are not clipped against the near/far planes
    161  * so rasterization will produce fragment Z values outside the usual
    162  * [0,1] range.
    163  */
    164 void
    165 _swrast_depth_clamp_span( struct gl_context *ctx, SWspan *span )
    166 {
    167    struct gl_framebuffer *fb = ctx->DrawBuffer;
    168    const GLuint count = span->end;
    169    GLint *zValues = (GLint *) span->array->z; /* sign change */
    170    GLint min, max;
    171    GLfloat min_f, max_f;
    172    GLuint i;
    173 
    174    if (ctx->Viewport.Near < ctx->Viewport.Far) {
    175       min_f = ctx->Viewport.Near;
    176       max_f = ctx->Viewport.Far;
    177    } else {
    178       min_f = ctx->Viewport.Far;
    179       max_f = ctx->Viewport.Near;
    180    }
    181 
    182    /* Convert floating point values in [0,1] to device Z coordinates in
    183     * [0, DepthMax].
    184     * ex: If the Z buffer has 24 bits, DepthMax = 0xffffff.
    185     *
    186     * XXX this all falls apart if we have 31 or more bits of Z because
    187     * the triangle rasterization code produces unsigned Z values.  Negative
    188     * vertex Z values come out as large fragment Z uints.
    189     */
    190    min = (GLint) (min_f * fb->_DepthMaxF);
    191    max = (GLint) (max_f * fb->_DepthMaxF);
    192    if (max < 0)
    193       max = 0x7fffffff; /* catch over flow for 30-bit z */
    194 
    195    /* Note that we do the comparisons here using signed integers.
    196     */
    197    for (i = 0; i < count; i++) {
    198       if (zValues[i] < min)
    199 	 zValues[i] = min;
    200       if (zValues[i] > max)
    201 	 zValues[i] = max;
    202    }
    203 }
    204 
    205 
    206 /**
    207  * Get array of 32-bit z values from the depth buffer.  With clipping.
    208  * Note: the returned values are always in the range [0, 2^32-1].
    209  */
    210 static void
    211 get_z32_values(struct gl_context *ctx, struct gl_renderbuffer *rb,
    212                GLuint count, const GLint x[], const GLint y[],
    213                GLuint zbuffer[])
    214 {
    215    struct swrast_renderbuffer *srb = swrast_renderbuffer(rb);
    216    const GLint w = rb->Width, h = rb->Height;
    217    const GLubyte *map = _swrast_pixel_address(rb, 0, 0);
    218    GLuint i;
    219 
    220    if (rb->Format == MESA_FORMAT_Z32) {
    221       const GLint rowStride = srb->RowStride;
    222       for (i = 0; i < count; i++) {
    223          if (x[i] >= 0 && y[i] >= 0 && x[i] < w && y[i] < h) {
    224             zbuffer[i] = *((GLuint *) (map + y[i] * rowStride + x[i] * 4));
    225          }
    226       }
    227    }
    228    else {
    229       const GLint bpp = _mesa_get_format_bytes(rb->Format);
    230       const GLint rowStride = srb->RowStride;
    231       for (i = 0; i < count; i++) {
    232          if (x[i] >= 0 && y[i] >= 0 && x[i] < w && y[i] < h) {
    233             const GLubyte *src = map + y[i] * rowStride+ x[i] * bpp;
    234             _mesa_unpack_uint_z_row(rb->Format, 1, src, &zbuffer[i]);
    235          }
    236       }
    237    }
    238 }
    239 
    240 
    241 /**
    242  * Put an array of 32-bit z values into the depth buffer.
    243  * Note: the z values are always in the range [0, 2^32-1].
    244  */
    245 static void
    246 put_z32_values(struct gl_context *ctx, struct gl_renderbuffer *rb,
    247                GLuint count, const GLint x[], const GLint y[],
    248                const GLuint zvalues[], const GLubyte mask[])
    249 {
    250    struct swrast_renderbuffer *srb = swrast_renderbuffer(rb);
    251    const GLint w = rb->Width, h = rb->Height;
    252    GLubyte *map = _swrast_pixel_address(rb, 0, 0);
    253    GLuint i;
    254 
    255    if (rb->Format == MESA_FORMAT_Z32) {
    256       const GLint rowStride = srb->RowStride;
    257       for (i = 0; i < count; i++) {
    258          if (mask[i] && x[i] >= 0 && y[i] >= 0 && x[i] < w && y[i] < h) {
    259             GLuint *dst = (GLuint *) (map + y[i] * rowStride + x[i] * 4);
    260             *dst = zvalues[i];
    261          }
    262       }
    263    }
    264    else {
    265       gl_pack_uint_z_func packZ = _mesa_get_pack_uint_z_func(rb->Format);
    266       const GLint bpp = _mesa_get_format_bytes(rb->Format);
    267       const GLint rowStride = srb->RowStride;
    268       for (i = 0; i < count; i++) {
    269          if (mask[i] && x[i] >= 0 && y[i] >= 0 && x[i] < w && y[i] < h) {
    270             void *dst = map + y[i] * rowStride + x[i] * bpp;
    271             packZ(zvalues + i, dst);
    272          }
    273       }
    274    }
    275 }
    276 
    277 
    278 /**
    279  * Apply depth (Z) buffer testing to the span.
    280  * \return approx number of pixels that passed (only zero is reliable)
    281  */
    282 GLuint
    283 _swrast_depth_test_span(struct gl_context *ctx, SWspan *span)
    284 {
    285    struct gl_framebuffer *fb = ctx->DrawBuffer;
    286    struct gl_renderbuffer *rb = fb->Attachment[BUFFER_DEPTH].Renderbuffer;
    287    const GLint bpp = _mesa_get_format_bytes(rb->Format);
    288    void *zStart;
    289    const GLuint count = span->end;
    290    const GLuint *fragZ = span->array->z;
    291    GLubyte *mask = span->array->mask;
    292    void *zBufferVals;
    293    GLuint *zBufferTemp = NULL;
    294    GLuint passed;
    295    GLuint zBits = _mesa_get_format_bits(rb->Format, GL_DEPTH_BITS);
    296    GLboolean ztest16 = GL_FALSE;
    297 
    298    if (span->arrayMask & SPAN_XY)
    299       zStart = NULL;
    300    else
    301       zStart = _swrast_pixel_address(rb, span->x, span->y);
    302 
    303    if (rb->Format == MESA_FORMAT_Z16 && !(span->arrayMask & SPAN_XY)) {
    304       /* directly read/write row of 16-bit Z values */
    305       zBufferVals = zStart;
    306       ztest16 = GL_TRUE;
    307    }
    308    else if (rb->Format == MESA_FORMAT_Z32 && !(span->arrayMask & SPAN_XY)) {
    309       /* directly read/write row of 32-bit Z values */
    310       zBufferVals = zStart;
    311    }
    312    else {
    313       /* copy Z buffer values into temp buffer (32-bit Z values) */
    314       zBufferTemp = (GLuint *) malloc(count * sizeof(GLuint));
    315       if (!zBufferTemp)
    316          return 0;
    317 
    318       if (span->arrayMask & SPAN_XY) {
    319          get_z32_values(ctx, rb, count,
    320                         span->array->x, span->array->y, zBufferTemp);
    321       }
    322       else {
    323          _mesa_unpack_uint_z_row(rb->Format, count, zStart, zBufferTemp);
    324       }
    325 
    326       if (zBits == 24) {
    327          GLuint i;
    328          /* Convert depth buffer values from 32 to 24 bits to match the
    329           * fragment Z values generated by rasterization.
    330           */
    331          for (i = 0; i < count; i++) {
    332             zBufferTemp[i] >>= 8;
    333          }
    334       }
    335       else if (zBits == 16) {
    336          GLuint i;
    337          /* Convert depth buffer values from 32 to 16 bits */
    338          for (i = 0; i < count; i++) {
    339             zBufferTemp[i] >>= 16;
    340          }
    341       }
    342       else {
    343          assert(zBits == 32);
    344       }
    345 
    346       zBufferVals = zBufferTemp;
    347    }
    348 
    349    /* do the depth test either with 16 or 32-bit values */
    350    if (ztest16)
    351       passed = depth_test_span16(ctx, count, zBufferVals, fragZ, mask);
    352    else
    353       passed = depth_test_span32(ctx, count, zBufferVals, fragZ, mask);
    354 
    355    if (zBufferTemp) {
    356       /* need to write temp Z values back into the buffer */
    357 
    358       /* Convert depth buffer values back to 32-bit values.  The least
    359        * significant bits don't matter since they'll get dropped when
    360        * they're packed back into the depth buffer.
    361        */
    362       if (zBits == 24) {
    363          GLuint i;
    364          for (i = 0; i < count; i++) {
    365             zBufferTemp[i] = (zBufferTemp[i] << 8);
    366          }
    367       }
    368       else if (zBits == 16) {
    369          GLuint i;
    370          for (i = 0; i < count; i++) {
    371             zBufferTemp[i] = zBufferTemp[i] << 16;
    372          }
    373       }
    374 
    375       if (span->arrayMask & SPAN_XY) {
    376          /* random locations */
    377          put_z32_values(ctx, rb, count, span->array->x, span->array->y,
    378                         zBufferTemp, mask);
    379       }
    380       else {
    381          /* horizontal row */
    382          gl_pack_uint_z_func packZ = _mesa_get_pack_uint_z_func(rb->Format);
    383          GLubyte *dst = zStart;
    384          GLuint i;
    385          for (i = 0; i < count; i++) {
    386             if (mask[i]) {
    387                packZ(&zBufferTemp[i], dst);
    388             }
    389             dst += bpp;
    390          }
    391       }
    392 
    393       free(zBufferTemp);
    394    }
    395 
    396    if (passed < count) {
    397       span->writeAll = GL_FALSE;
    398    }
    399    return passed;
    400 }
    401 
    402 
    403 /**
    404  * GL_EXT_depth_bounds_test extension.
    405  * Discard fragments depending on whether the corresponding Z-buffer
    406  * values are outside the depth bounds test range.
    407  * Note: we test the Z buffer values, not the fragment Z values!
    408  * \return GL_TRUE if any fragments pass, GL_FALSE if no fragments pass
    409  */
    410 GLboolean
    411 _swrast_depth_bounds_test( struct gl_context *ctx, SWspan *span )
    412 {
    413    struct gl_framebuffer *fb = ctx->DrawBuffer;
    414    struct gl_renderbuffer *rb = fb->Attachment[BUFFER_DEPTH].Renderbuffer;
    415    GLubyte *zStart;
    416    GLuint zMin = (GLuint) (ctx->Depth.BoundsMin * fb->_DepthMaxF + 0.5F);
    417    GLuint zMax = (GLuint) (ctx->Depth.BoundsMax * fb->_DepthMaxF + 0.5F);
    418    GLubyte *mask = span->array->mask;
    419    const GLuint count = span->end;
    420    GLuint i;
    421    GLboolean anyPass = GL_FALSE;
    422    GLuint *zBufferTemp;
    423    const GLuint *zBufferVals;
    424 
    425    zBufferTemp = (GLuint *) malloc(count * sizeof(GLuint));
    426    if (!zBufferTemp) {
    427       /* don't generate a stream of OUT_OF_MEMORY errors here */
    428       return GL_FALSE;
    429    }
    430 
    431    if (span->arrayMask & SPAN_XY)
    432       zStart = NULL;
    433    else
    434       zStart = _swrast_pixel_address(rb, span->x, span->y);
    435 
    436    if (rb->Format == MESA_FORMAT_Z32 && !(span->arrayMask & SPAN_XY)) {
    437       /* directly access 32-bit values in the depth buffer */
    438       zBufferVals = (const GLuint *) zStart;
    439    }
    440    else {
    441       /* unpack Z values into a temporary array */
    442       if (span->arrayMask & SPAN_XY) {
    443          get_z32_values(ctx, rb, count, span->array->x, span->array->y,
    444                         zBufferTemp);
    445       }
    446       else {
    447          _mesa_unpack_uint_z_row(rb->Format, count, zStart, zBufferTemp);
    448       }
    449       zBufferVals = zBufferTemp;
    450    }
    451 
    452    /* Now do the tests */
    453    for (i = 0; i < count; i++) {
    454       if (mask[i]) {
    455          if (zBufferVals[i] < zMin || zBufferVals[i] > zMax)
    456             mask[i] = GL_FALSE;
    457          else
    458             anyPass = GL_TRUE;
    459       }
    460    }
    461 
    462    free(zBufferTemp);
    463 
    464    return anyPass;
    465 }
    466 
    467 
    468 
    469 /**********************************************************************/
    470 /*****                      Read Depth Buffer                     *****/
    471 /**********************************************************************/
    472 
    473 
    474 /**
    475  * Read a span of depth values from the given depth renderbuffer, returning
    476  * the values as GLfloats.
    477  * This function does clipping to prevent reading outside the depth buffer's
    478  * bounds.
    479  */
    480 void
    481 _swrast_read_depth_span_float(struct gl_context *ctx,
    482                               struct gl_renderbuffer *rb,
    483                               GLint n, GLint x, GLint y, GLfloat depth[])
    484 {
    485    if (!rb) {
    486       /* really only doing this to prevent FP exceptions later */
    487       memset(depth, 0, n * sizeof(GLfloat));
    488       return;
    489    }
    490 
    491    if (y < 0 || y >= (GLint) rb->Height ||
    492        x + n <= 0 || x >= (GLint) rb->Width) {
    493       /* span is completely outside framebuffer */
    494       memset(depth, 0, n * sizeof(GLfloat));
    495       return;
    496    }
    497 
    498    if (x < 0) {
    499       GLint dx = -x;
    500       GLint i;
    501       for (i = 0; i < dx; i++)
    502          depth[i] = 0.0;
    503       x = 0;
    504       n -= dx;
    505       depth += dx;
    506    }
    507    if (x + n > (GLint) rb->Width) {
    508       GLint dx = x + n - (GLint) rb->Width;
    509       GLint i;
    510       for (i = 0; i < dx; i++)
    511          depth[n - i - 1] = 0.0;
    512       n -= dx;
    513    }
    514    if (n <= 0) {
    515       return;
    516    }
    517 
    518    _mesa_unpack_float_z_row(rb->Format, n, _swrast_pixel_address(rb, x, y),
    519                             depth);
    520 }
    521 
    522 
    523 /**
    524  * Clear the given z/depth renderbuffer.  If the buffer is a combined
    525  * depth+stencil buffer, only the Z bits will be touched.
    526  */
    527 void
    528 _swrast_clear_depth_buffer(struct gl_context *ctx)
    529 {
    530    struct gl_renderbuffer *rb =
    531       ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
    532    GLint x, y, width, height;
    533    GLubyte *map;
    534    GLint rowStride, i, j;
    535    GLbitfield mapMode;
    536 
    537    if (!rb || !ctx->Depth.Mask) {
    538       /* no depth buffer, or writing to it is disabled */
    539       return;
    540    }
    541 
    542    /* compute region to clear */
    543    x = ctx->DrawBuffer->_Xmin;
    544    y = ctx->DrawBuffer->_Ymin;
    545    width  = ctx->DrawBuffer->_Xmax - ctx->DrawBuffer->_Xmin;
    546    height = ctx->DrawBuffer->_Ymax - ctx->DrawBuffer->_Ymin;
    547 
    548    mapMode = GL_MAP_WRITE_BIT;
    549    if (rb->Format == MESA_FORMAT_S8_Z24 ||
    550        rb->Format == MESA_FORMAT_X8_Z24 ||
    551        rb->Format == MESA_FORMAT_Z24_S8 ||
    552        rb->Format == MESA_FORMAT_Z24_X8) {
    553       mapMode |= GL_MAP_READ_BIT;
    554    }
    555 
    556    ctx->Driver.MapRenderbuffer(ctx, rb, x, y, width, height,
    557                                mapMode, &map, &rowStride);
    558    if (!map) {
    559       _mesa_error(ctx, GL_OUT_OF_MEMORY, "glClear(depth)");
    560       return;
    561    }
    562 
    563    switch (rb->Format) {
    564    case MESA_FORMAT_Z16:
    565       {
    566          GLfloat clear = (GLfloat) ctx->Depth.Clear;
    567          GLushort clearVal = 0;
    568          _mesa_pack_float_z_row(rb->Format, 1, &clear, &clearVal);
    569          if (clearVal == 0xffff && width * 2 == rowStride) {
    570             /* common case */
    571             memset(map, 0xff, width * height * 2);
    572          }
    573          else {
    574             for (i = 0; i < height; i++) {
    575                GLushort *row = (GLushort *) map;
    576                for (j = 0; j < width; j++) {
    577                   row[j] = clearVal;
    578                }
    579                map += rowStride;
    580             }
    581          }
    582       }
    583       break;
    584    case MESA_FORMAT_Z32:
    585    case MESA_FORMAT_Z32_FLOAT:
    586       {
    587          GLfloat clear = (GLfloat) ctx->Depth.Clear;
    588          GLuint clearVal = 0;
    589          _mesa_pack_float_z_row(rb->Format, 1, &clear, &clearVal);
    590          for (i = 0; i < height; i++) {
    591             GLuint *row = (GLuint *) map;
    592             for (j = 0; j < width; j++) {
    593                row[j] = clearVal;
    594             }
    595             map += rowStride;
    596          }
    597       }
    598       break;
    599    case MESA_FORMAT_S8_Z24:
    600    case MESA_FORMAT_X8_Z24:
    601    case MESA_FORMAT_Z24_S8:
    602    case MESA_FORMAT_Z24_X8:
    603       {
    604          GLfloat clear = (GLfloat) ctx->Depth.Clear;
    605          GLuint clearVal = 0;
    606          GLuint mask;
    607 
    608          if (rb->Format == MESA_FORMAT_S8_Z24 ||
    609              rb->Format == MESA_FORMAT_X8_Z24)
    610             mask = 0xff000000;
    611          else
    612             mask = 0xff;
    613 
    614          _mesa_pack_float_z_row(rb->Format, 1, &clear, &clearVal);
    615          for (i = 0; i < height; i++) {
    616             GLuint *row = (GLuint *) map;
    617             for (j = 0; j < width; j++) {
    618                row[j] = (row[j] & mask) | clearVal;
    619             }
    620             map += rowStride;
    621          }
    622 
    623       }
    624       break;
    625    case MESA_FORMAT_Z32_FLOAT_X24S8:
    626       /* XXX untested */
    627       {
    628          GLfloat clearVal = (GLfloat) ctx->Depth.Clear;
    629          for (i = 0; i < height; i++) {
    630             GLfloat *row = (GLfloat *) map;
    631             for (j = 0; j < width; j++) {
    632                row[j * 2] = clearVal;
    633             }
    634             map += rowStride;
    635          }
    636       }
    637       break;
    638    default:
    639       _mesa_problem(ctx, "Unexpected depth buffer format %s"
    640                     " in _swrast_clear_depth_buffer()",
    641                     _mesa_get_format_name(rb->Format));
    642    }
    643 
    644    ctx->Driver.UnmapRenderbuffer(ctx, rb);
    645 }
    646 
    647 
    648 
    649 
    650 /**
    651  * Clear both depth and stencil values in a combined depth+stencil buffer.
    652  */
    653 void
    654 _swrast_clear_depth_stencil_buffer(struct gl_context *ctx)
    655 {
    656    const GLubyte stencilBits = ctx->DrawBuffer->Visual.stencilBits;
    657    const GLuint writeMask = ctx->Stencil.WriteMask[0];
    658    const GLuint stencilMax = (1 << stencilBits) - 1;
    659    struct gl_renderbuffer *rb =
    660       ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
    661    GLint x, y, width, height;
    662    GLbitfield mapMode;
    663    GLubyte *map;
    664    GLint rowStride, i, j;
    665 
    666    /* check that we really have a combined depth+stencil buffer */
    667    assert(rb == ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer);
    668 
    669    /* compute region to clear */
    670    x = ctx->DrawBuffer->_Xmin;
    671    y = ctx->DrawBuffer->_Ymin;
    672    width  = ctx->DrawBuffer->_Xmax - ctx->DrawBuffer->_Xmin;
    673    height = ctx->DrawBuffer->_Ymax - ctx->DrawBuffer->_Ymin;
    674 
    675    mapMode = GL_MAP_WRITE_BIT;
    676    if ((writeMask & stencilMax) != stencilMax) {
    677       /* need to mask stencil values */
    678       mapMode |= GL_MAP_READ_BIT;
    679    }
    680 
    681    ctx->Driver.MapRenderbuffer(ctx, rb, x, y, width, height,
    682                                mapMode, &map, &rowStride);
    683    if (!map) {
    684       _mesa_error(ctx, GL_OUT_OF_MEMORY, "glClear(depth+stencil)");
    685       return;
    686    }
    687 
    688    switch (rb->Format) {
    689    case MESA_FORMAT_S8_Z24:
    690    case MESA_FORMAT_Z24_S8:
    691       {
    692          GLfloat zClear = (GLfloat) ctx->Depth.Clear;
    693          GLuint clear = 0, mask;
    694 
    695          _mesa_pack_float_z_row(rb->Format, 1, &zClear, &clear);
    696 
    697          if (rb->Format == MESA_FORMAT_S8_Z24) {
    698             mask = ((~writeMask) & 0xff) << 24;
    699             clear |= (ctx->Stencil.Clear & writeMask & 0xff) << 24;
    700          }
    701          else {
    702             mask = ((~writeMask) & 0xff);
    703             clear |= (ctx->Stencil.Clear & writeMask & 0xff);
    704          }
    705 
    706          for (i = 0; i < height; i++) {
    707             GLuint *row = (GLuint *) map;
    708             if (mask != 0x0) {
    709                for (j = 0; j < width; j++) {
    710                   row[j] = (row[j] & mask) | clear;
    711                }
    712             }
    713             else {
    714                for (j = 0; j < width; j++) {
    715                   row[j] = clear;
    716                }
    717             }
    718             map += rowStride;
    719          }
    720       }
    721       break;
    722    case MESA_FORMAT_Z32_FLOAT_X24S8:
    723       /* XXX untested */
    724       {
    725          const GLfloat zClear = (GLfloat) ctx->Depth.Clear;
    726          const GLuint sClear = ctx->Stencil.Clear & writeMask;
    727          const GLuint sMask = (~writeMask) & 0xff;
    728          for (i = 0; i < height; i++) {
    729             GLfloat *zRow = (GLfloat *) map;
    730             GLuint *sRow = (GLuint *) map;
    731             for (j = 0; j < width; j++) {
    732                zRow[j * 2 + 0] = zClear;
    733             }
    734             if (sMask != 0) {
    735                for (j = 0; j < width; j++) {
    736                   sRow[j * 2 + 1] = (sRow[j * 2 + 1] & sMask) | sClear;
    737                }
    738             }
    739             else {
    740                for (j = 0; j < width; j++) {
    741                   sRow[j * 2 + 1] = sClear;
    742                }
    743             }
    744             map += rowStride;
    745          }
    746       }
    747       break;
    748    default:
    749       _mesa_problem(ctx, "Unexpected depth buffer format %s"
    750                     " in _swrast_clear_depth_buffer()",
    751                     _mesa_get_format_name(rb->Format));
    752    }
    753 
    754    ctx->Driver.UnmapRenderbuffer(ctx, rb);
    755 
    756 }
    757