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      1 /*
      2  * Mesa 3-D graphics library
      3  *
      4  * Copyright (C) 1999-2008  Brian Paul   All Rights Reserved.
      5  *
      6  * Permission is hereby granted, free of charge, to any person obtaining a
      7  * copy of this software and associated documentation files (the "Software"),
      8  * to deal in the Software without restriction, including without limitation
      9  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
     10  * and/or sell copies of the Software, and to permit persons to whom the
     11  * Software is furnished to do so, subject to the following conditions:
     12  *
     13  * The above copyright notice and this permission notice shall be included
     14  * in all copies or substantial portions of the Software.
     15  *
     16  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
     17  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
     18  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
     19  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
     20  * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
     21  * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
     22  * 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->ViewportArray[0].Near < ctx->ViewportArray[0].Far) {
    175       min_f = ctx->ViewportArray[0].Near;
    176       max_f = ctx->ViewportArray[0].Far;
    177    } else {
    178       min_f = ctx->ViewportArray[0].Far;
    179       max_f = ctx->ViewportArray[0].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_Z_UNORM32) {
    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_Z_UNORM32) {
    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_Z_UNORM16 && !(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_Z_UNORM32 && !(span->arrayMask & SPAN_XY)) {
    309       /* directly read/write row of 32-bit Z values */
    310       zBufferVals = zStart;
    311    }
    312    else {
    313       if (_mesa_get_format_datatype(rb->Format) != GL_UNSIGNED_NORMALIZED) {
    314          _mesa_problem(ctx, "Incorrectly writing swrast's integer depth "
    315                        "values to %s depth buffer",
    316                        _mesa_get_format_name(rb->Format));
    317       }
    318 
    319       /* copy Z buffer values into temp buffer (32-bit Z values) */
    320       zBufferTemp = malloc(count * sizeof(GLuint));
    321       if (!zBufferTemp)
    322          return 0;
    323 
    324       if (span->arrayMask & SPAN_XY) {
    325          get_z32_values(ctx, rb, count,
    326                         span->array->x, span->array->y, zBufferTemp);
    327       }
    328       else {
    329          _mesa_unpack_uint_z_row(rb->Format, count, zStart, zBufferTemp);
    330       }
    331 
    332       if (zBits == 24) {
    333          GLuint i;
    334          /* Convert depth buffer values from 32 to 24 bits to match the
    335           * fragment Z values generated by rasterization.
    336           */
    337          for (i = 0; i < count; i++) {
    338             zBufferTemp[i] >>= 8;
    339          }
    340       }
    341       else if (zBits == 16) {
    342          GLuint i;
    343          /* Convert depth buffer values from 32 to 16 bits */
    344          for (i = 0; i < count; i++) {
    345             zBufferTemp[i] >>= 16;
    346          }
    347       }
    348       else {
    349          assert(zBits == 32);
    350       }
    351 
    352       zBufferVals = zBufferTemp;
    353    }
    354 
    355    /* do the depth test either with 16 or 32-bit values */
    356    if (ztest16)
    357       passed = depth_test_span16(ctx, count, zBufferVals, fragZ, mask);
    358    else
    359       passed = depth_test_span32(ctx, count, zBufferVals, fragZ, mask);
    360 
    361    if (zBufferTemp) {
    362       /* need to write temp Z values back into the buffer */
    363 
    364       /* Convert depth buffer values back to 32-bit values.  The least
    365        * significant bits don't matter since they'll get dropped when
    366        * they're packed back into the depth buffer.
    367        */
    368       if (zBits == 24) {
    369          GLuint i;
    370          for (i = 0; i < count; i++) {
    371             zBufferTemp[i] = (zBufferTemp[i] << 8);
    372          }
    373       }
    374       else if (zBits == 16) {
    375          GLuint i;
    376          for (i = 0; i < count; i++) {
    377             zBufferTemp[i] = zBufferTemp[i] << 16;
    378          }
    379       }
    380 
    381       if (span->arrayMask & SPAN_XY) {
    382          /* random locations */
    383          put_z32_values(ctx, rb, count, span->array->x, span->array->y,
    384                         zBufferTemp, mask);
    385       }
    386       else {
    387          /* horizontal row */
    388          gl_pack_uint_z_func packZ = _mesa_get_pack_uint_z_func(rb->Format);
    389          GLubyte *dst = zStart;
    390          GLuint i;
    391          for (i = 0; i < count; i++) {
    392             if (mask[i]) {
    393                packZ(&zBufferTemp[i], dst);
    394             }
    395             dst += bpp;
    396          }
    397       }
    398 
    399       free(zBufferTemp);
    400    }
    401 
    402    if (passed < count) {
    403       span->writeAll = GL_FALSE;
    404    }
    405    return passed;
    406 }
    407 
    408 
    409 /**
    410  * GL_EXT_depth_bounds_test extension.
    411  * Discard fragments depending on whether the corresponding Z-buffer
    412  * values are outside the depth bounds test range.
    413  * Note: we test the Z buffer values, not the fragment Z values!
    414  * \return GL_TRUE if any fragments pass, GL_FALSE if no fragments pass
    415  */
    416 GLboolean
    417 _swrast_depth_bounds_test( struct gl_context *ctx, SWspan *span )
    418 {
    419    struct gl_framebuffer *fb = ctx->DrawBuffer;
    420    struct gl_renderbuffer *rb = fb->Attachment[BUFFER_DEPTH].Renderbuffer;
    421    GLubyte *zStart;
    422    GLuint zMin = (GLuint)((double)ctx->Depth.BoundsMin * 0xffffffff);
    423    GLuint zMax = (GLuint)((double)ctx->Depth.BoundsMax * 0xffffffff);
    424    GLubyte *mask = span->array->mask;
    425    const GLuint count = span->end;
    426    GLuint i;
    427    GLboolean anyPass = GL_FALSE;
    428    GLuint *zBufferTemp;
    429    const GLuint *zBufferVals;
    430 
    431    zBufferTemp = malloc(count * sizeof(GLuint));
    432    if (!zBufferTemp) {
    433       /* don't generate a stream of OUT_OF_MEMORY errors here */
    434       return GL_FALSE;
    435    }
    436 
    437    if (span->arrayMask & SPAN_XY)
    438       zStart = NULL;
    439    else
    440       zStart = _swrast_pixel_address(rb, span->x, span->y);
    441 
    442    if (rb->Format == MESA_FORMAT_Z_UNORM32 && !(span->arrayMask & SPAN_XY)) {
    443       /* directly access 32-bit values in the depth buffer */
    444       zBufferVals = (const GLuint *) zStart;
    445    }
    446    else {
    447       /* Round the bounds to the precision of the zbuffer. */
    448       if (rb->Format == MESA_FORMAT_Z_UNORM16) {
    449          zMin = (zMin & 0xffff0000) | (zMin >> 16);
    450          zMax = (zMax & 0xffff0000) | (zMax >> 16);
    451       } else {
    452          /* 24 bits */
    453          zMin = (zMin & 0xffffff00) | (zMin >> 24);
    454          zMax = (zMax & 0xffffff00) | (zMax >> 24);
    455       }
    456 
    457       /* unpack Z values into a temporary array */
    458       if (span->arrayMask & SPAN_XY) {
    459          get_z32_values(ctx, rb, count, span->array->x, span->array->y,
    460                         zBufferTemp);
    461       }
    462       else {
    463          _mesa_unpack_uint_z_row(rb->Format, count, zStart, zBufferTemp);
    464       }
    465       zBufferVals = zBufferTemp;
    466    }
    467 
    468    /* Now do the tests */
    469    for (i = 0; i < count; i++) {
    470       if (mask[i]) {
    471          if (zBufferVals[i] < zMin || zBufferVals[i] > zMax)
    472             mask[i] = GL_FALSE;
    473          else
    474             anyPass = GL_TRUE;
    475       }
    476    }
    477 
    478    free(zBufferTemp);
    479 
    480    return anyPass;
    481 }
    482 
    483 
    484 
    485 /**********************************************************************/
    486 /*****                      Read Depth Buffer                     *****/
    487 /**********************************************************************/
    488 
    489 
    490 /**
    491  * Read a span of depth values from the given depth renderbuffer, returning
    492  * the values as GLfloats.
    493  * This function does clipping to prevent reading outside the depth buffer's
    494  * bounds.
    495  */
    496 void
    497 _swrast_read_depth_span_float(struct gl_context *ctx,
    498                               struct gl_renderbuffer *rb,
    499                               GLint n, GLint x, GLint y, GLfloat depth[])
    500 {
    501    if (!rb) {
    502       /* really only doing this to prevent FP exceptions later */
    503       memset(depth, 0, n * sizeof(GLfloat));
    504       return;
    505    }
    506 
    507    if (y < 0 || y >= (GLint) rb->Height ||
    508        x + n <= 0 || x >= (GLint) rb->Width) {
    509       /* span is completely outside framebuffer */
    510       memset(depth, 0, n * sizeof(GLfloat));
    511       return;
    512    }
    513 
    514    if (x < 0) {
    515       GLint dx = -x;
    516       GLint i;
    517       for (i = 0; i < dx; i++)
    518          depth[i] = 0.0;
    519       x = 0;
    520       n -= dx;
    521       depth += dx;
    522    }
    523    if (x + n > (GLint) rb->Width) {
    524       GLint dx = x + n - (GLint) rb->Width;
    525       GLint i;
    526       for (i = 0; i < dx; i++)
    527          depth[n - i - 1] = 0.0;
    528       n -= dx;
    529    }
    530    if (n <= 0) {
    531       return;
    532    }
    533 
    534    _mesa_unpack_float_z_row(rb->Format, n, _swrast_pixel_address(rb, x, y),
    535                             depth);
    536 }
    537 
    538 
    539 /**
    540  * Clear the given z/depth renderbuffer.  If the buffer is a combined
    541  * depth+stencil buffer, only the Z bits will be touched.
    542  */
    543 void
    544 _swrast_clear_depth_buffer(struct gl_context *ctx)
    545 {
    546    struct gl_renderbuffer *rb =
    547       ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
    548    GLint x, y, width, height;
    549    GLubyte *map;
    550    GLint rowStride, i, j;
    551    GLbitfield mapMode;
    552 
    553    if (!rb || !ctx->Depth.Mask) {
    554       /* no depth buffer, or writing to it is disabled */
    555       return;
    556    }
    557 
    558    /* compute region to clear */
    559    x = ctx->DrawBuffer->_Xmin;
    560    y = ctx->DrawBuffer->_Ymin;
    561    width  = ctx->DrawBuffer->_Xmax - ctx->DrawBuffer->_Xmin;
    562    height = ctx->DrawBuffer->_Ymax - ctx->DrawBuffer->_Ymin;
    563 
    564    mapMode = GL_MAP_WRITE_BIT;
    565    if (rb->Format == MESA_FORMAT_Z24_UNORM_S8_UINT ||
    566        rb->Format == MESA_FORMAT_Z24_UNORM_X8_UINT ||
    567        rb->Format == MESA_FORMAT_S8_UINT_Z24_UNORM ||
    568        rb->Format == MESA_FORMAT_X8_UINT_Z24_UNORM) {
    569       mapMode |= GL_MAP_READ_BIT;
    570    }
    571 
    572    ctx->Driver.MapRenderbuffer(ctx, rb, x, y, width, height,
    573                                mapMode, &map, &rowStride);
    574    if (!map) {
    575       _mesa_error(ctx, GL_OUT_OF_MEMORY, "glClear(depth)");
    576       return;
    577    }
    578 
    579    switch (rb->Format) {
    580    case MESA_FORMAT_Z_UNORM16:
    581       {
    582          GLfloat clear = (GLfloat) ctx->Depth.Clear;
    583          GLushort clearVal = 0;
    584          _mesa_pack_float_z_row(rb->Format, 1, &clear, &clearVal);
    585          if (clearVal == 0xffff && width * 2 == rowStride) {
    586             /* common case */
    587             memset(map, 0xff, width * height * 2);
    588          }
    589          else {
    590             for (i = 0; i < height; i++) {
    591                GLushort *row = (GLushort *) map;
    592                for (j = 0; j < width; j++) {
    593                   row[j] = clearVal;
    594                }
    595                map += rowStride;
    596             }
    597          }
    598       }
    599       break;
    600    case MESA_FORMAT_Z_UNORM32:
    601    case MESA_FORMAT_Z_FLOAT32:
    602       {
    603          GLfloat clear = (GLfloat) ctx->Depth.Clear;
    604          GLuint clearVal = 0;
    605          _mesa_pack_float_z_row(rb->Format, 1, &clear, &clearVal);
    606          for (i = 0; i < height; i++) {
    607             GLuint *row = (GLuint *) map;
    608             for (j = 0; j < width; j++) {
    609                row[j] = clearVal;
    610             }
    611             map += rowStride;
    612          }
    613       }
    614       break;
    615    case MESA_FORMAT_Z24_UNORM_S8_UINT:
    616    case MESA_FORMAT_Z24_UNORM_X8_UINT:
    617    case MESA_FORMAT_S8_UINT_Z24_UNORM:
    618    case MESA_FORMAT_X8_UINT_Z24_UNORM:
    619       {
    620          GLfloat clear = (GLfloat) ctx->Depth.Clear;
    621          GLuint clearVal = 0;
    622          GLuint mask;
    623 
    624          if (rb->Format == MESA_FORMAT_Z24_UNORM_S8_UINT ||
    625              rb->Format == MESA_FORMAT_Z24_UNORM_X8_UINT)
    626             mask = 0xff000000;
    627          else
    628             mask = 0xff;
    629 
    630          _mesa_pack_float_z_row(rb->Format, 1, &clear, &clearVal);
    631          for (i = 0; i < height; i++) {
    632             GLuint *row = (GLuint *) map;
    633             for (j = 0; j < width; j++) {
    634                row[j] = (row[j] & mask) | clearVal;
    635             }
    636             map += rowStride;
    637          }
    638 
    639       }
    640       break;
    641    case MESA_FORMAT_Z32_FLOAT_S8X24_UINT:
    642       /* XXX untested */
    643       {
    644          GLfloat clearVal = (GLfloat) ctx->Depth.Clear;
    645          for (i = 0; i < height; i++) {
    646             GLfloat *row = (GLfloat *) map;
    647             for (j = 0; j < width; j++) {
    648                row[j * 2] = clearVal;
    649             }
    650             map += rowStride;
    651          }
    652       }
    653       break;
    654    default:
    655       _mesa_problem(ctx, "Unexpected depth buffer format %s"
    656                     " in _swrast_clear_depth_buffer()",
    657                     _mesa_get_format_name(rb->Format));
    658    }
    659 
    660    ctx->Driver.UnmapRenderbuffer(ctx, rb);
    661 }
    662 
    663 
    664 
    665 
    666 /**
    667  * Clear both depth and stencil values in a combined depth+stencil buffer.
    668  */
    669 void
    670 _swrast_clear_depth_stencil_buffer(struct gl_context *ctx)
    671 {
    672    const GLubyte stencilBits = ctx->DrawBuffer->Visual.stencilBits;
    673    const GLuint writeMask = ctx->Stencil.WriteMask[0];
    674    const GLuint stencilMax = (1 << stencilBits) - 1;
    675    struct gl_renderbuffer *rb =
    676       ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
    677    GLint x, y, width, height;
    678    GLbitfield mapMode;
    679    GLubyte *map;
    680    GLint rowStride, i, j;
    681 
    682    /* check that we really have a combined depth+stencil buffer */
    683    assert(rb == ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer);
    684 
    685    /* compute region to clear */
    686    x = ctx->DrawBuffer->_Xmin;
    687    y = ctx->DrawBuffer->_Ymin;
    688    width  = ctx->DrawBuffer->_Xmax - ctx->DrawBuffer->_Xmin;
    689    height = ctx->DrawBuffer->_Ymax - ctx->DrawBuffer->_Ymin;
    690 
    691    mapMode = GL_MAP_WRITE_BIT;
    692    if ((writeMask & stencilMax) != stencilMax) {
    693       /* need to mask stencil values */
    694       mapMode |= GL_MAP_READ_BIT;
    695    }
    696 
    697    ctx->Driver.MapRenderbuffer(ctx, rb, x, y, width, height,
    698                                mapMode, &map, &rowStride);
    699    if (!map) {
    700       _mesa_error(ctx, GL_OUT_OF_MEMORY, "glClear(depth+stencil)");
    701       return;
    702    }
    703 
    704    switch (rb->Format) {
    705    case MESA_FORMAT_Z24_UNORM_S8_UINT:
    706    case MESA_FORMAT_S8_UINT_Z24_UNORM:
    707       {
    708          GLfloat zClear = (GLfloat) ctx->Depth.Clear;
    709          GLuint clear = 0, mask;
    710 
    711          _mesa_pack_float_z_row(rb->Format, 1, &zClear, &clear);
    712 
    713          if (rb->Format == MESA_FORMAT_Z24_UNORM_S8_UINT) {
    714             mask = ((~writeMask) & 0xff) << 24;
    715             clear |= (ctx->Stencil.Clear & writeMask & 0xff) << 24;
    716          }
    717          else {
    718             mask = ((~writeMask) & 0xff);
    719             clear |= (ctx->Stencil.Clear & writeMask & 0xff);
    720          }
    721 
    722          for (i = 0; i < height; i++) {
    723             GLuint *row = (GLuint *) map;
    724             if (mask != 0x0) {
    725                for (j = 0; j < width; j++) {
    726                   row[j] = (row[j] & mask) | clear;
    727                }
    728             }
    729             else {
    730                for (j = 0; j < width; j++) {
    731                   row[j] = clear;
    732                }
    733             }
    734             map += rowStride;
    735          }
    736       }
    737       break;
    738    case MESA_FORMAT_Z32_FLOAT_S8X24_UINT:
    739       /* XXX untested */
    740       {
    741          const GLfloat zClear = (GLfloat) ctx->Depth.Clear;
    742          const GLuint sClear = ctx->Stencil.Clear & writeMask;
    743          const GLuint sMask = (~writeMask) & 0xff;
    744          for (i = 0; i < height; i++) {
    745             GLfloat *zRow = (GLfloat *) map;
    746             GLuint *sRow = (GLuint *) map;
    747             for (j = 0; j < width; j++) {
    748                zRow[j * 2 + 0] = zClear;
    749             }
    750             if (sMask != 0) {
    751                for (j = 0; j < width; j++) {
    752                   sRow[j * 2 + 1] = (sRow[j * 2 + 1] & sMask) | sClear;
    753                }
    754             }
    755             else {
    756                for (j = 0; j < width; j++) {
    757                   sRow[j * 2 + 1] = sClear;
    758                }
    759             }
    760             map += rowStride;
    761          }
    762       }
    763       break;
    764    default:
    765       _mesa_problem(ctx, "Unexpected depth buffer format %s"
    766                     " in _swrast_clear_depth_buffer()",
    767                     _mesa_get_format_name(rb->Format));
    768    }
    769 
    770    ctx->Driver.UnmapRenderbuffer(ctx, rb);
    771 
    772 }
    773