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
depth_test_span16(struct gl_context * ctx,GLuint n,GLushort zbuffer[],const GLuint zfrag[],GLubyte mask[])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
depth_test_span32(struct gl_context * ctx,GLuint n,GLuint zbuffer[],const GLuint zfrag[],GLubyte mask[])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
_swrast_depth_clamp_span(struct gl_context * ctx,SWspan * span)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
get_z32_values(struct gl_context * ctx,struct gl_renderbuffer * rb,GLuint count,const GLint x[],const GLint y[],GLuint zbuffer[])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
put_z32_values(struct gl_context * ctx,struct gl_renderbuffer * rb,GLuint count,const GLint x[],const GLint y[],const GLuint zvalues[],const GLubyte mask[])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
_swrast_depth_test_span(struct gl_context * ctx,SWspan * span)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
_swrast_depth_bounds_test(struct gl_context * ctx,SWspan * span)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
_swrast_read_depth_span_float(struct gl_context * ctx,struct gl_renderbuffer * rb,GLint n,GLint x,GLint y,GLfloat depth[])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
_swrast_clear_depth_buffer(struct gl_context * ctx)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
_swrast_clear_depth_stencil_buffer(struct gl_context * ctx)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