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