ReactOS 0.4.15-dev-7924-g5949c20
depth.c
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1/* $Id: depth.c,v 1.11 1997/07/24 01:24:45 brianp Exp $ */
2
3/*
4 * Mesa 3-D graphics library
5 * Version: 2.4
6 * Copyright (C) 1995-1997 Brian Paul
7 *
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Library General Public
10 * License as published by the Free Software Foundation; either
11 * version 2 of the License, or (at your option) any later version.
12 *
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Library General Public License for more details.
17 *
18 * You should have received a copy of the GNU Library General Public
19 * License along with this library; if not, write to the Free
20 * Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 */
22
23
24/*
25 * $Log: depth.c,v $
26 * Revision 1.11 1997/07/24 01:24:45 brianp
27 * changed precompiled header symbol from PCH to PC_HEADER
28 *
29 * Revision 1.10 1997/05/28 03:24:22 brianp
30 * added precompiled header (PCH) support
31 *
32 * Revision 1.9 1997/04/20 19:54:15 brianp
33 * replaced abort() with gl_problem()
34 *
35 * Revision 1.8 1997/02/27 19:58:52 brianp
36 * don't try to clear depth buffer if there isn't one
37 *
38 * Revision 1.7 1997/01/31 23:33:08 brianp
39 * replaced calloc with malloc in gl_alloc_depth_buffer()
40 *
41 * Revision 1.6 1996/11/04 01:42:07 brianp
42 * multiply Viewport.Sz and .Tz by DEPTH_SCALE
43 *
44 * Revision 1.5 1996/10/09 03:07:25 brianp
45 * replaced malloc with calloc in gl_alloc_depth_buffer()
46 *
47 * Revision 1.4 1996/09/27 01:24:58 brianp
48 * added missing default cases to switches
49 *
50 * Revision 1.3 1996/09/19 00:54:05 brianp
51 * added missing returns after some gl_error() calls
52 *
53 * Revision 1.2 1996/09/15 14:19:16 brianp
54 * now use GLframebuffer and GLvisual
55 *
56 * Revision 1.1 1996/09/13 01:38:16 brianp
57 * Initial revision
58 *
59 */
60
61
62/*
63 * Depth buffer functions
64 */
65
66
67#ifdef PC_HEADER
68#include "all.h"
69#else
70#include <stdlib.h>
71#include <string.h>
72#include "context.h"
73#include "depth.h"
74#include "dlist.h"
75#include "macros.h"
76#include "types.h"
77#endif
78
79
80
81/**********************************************************************/
82/***** API Functions *****/
83/**********************************************************************/
84
85
86
88{
89 if (INSIDE_BEGIN_END(ctx)) {
90 gl_error( ctx, GL_INVALID_OPERATION, "glClearDepth" );
91 return;
92 }
93 ctx->Depth.Clear = (GLfloat) CLAMP( depth, 0.0, 1.0 );
94}
95
96
97
99{
100 if (INSIDE_BEGIN_END(ctx)) {
101 gl_error( ctx, GL_INVALID_OPERATION, "glDepthFunc" );
102 return;
103 }
104
105 switch (func) {
106 case GL_NEVER:
107 case GL_LESS: /* (default) pass if incoming z < stored z */
108 case GL_GEQUAL:
109 case GL_LEQUAL:
110 case GL_GREATER:
111 case GL_NOTEQUAL:
112 case GL_EQUAL:
113 case GL_ALWAYS:
114 ctx->Depth.Func = func;
115 ctx->NewState |= NEW_RASTER_OPS;
116 break;
117 default:
118 gl_error( ctx, GL_INVALID_ENUM, "glDepth.Func" );
119 }
120}
121
122
123
125{
126 if (INSIDE_BEGIN_END(ctx)) {
127 gl_error( ctx, GL_INVALID_OPERATION, "glDepthMask" );
128 return;
129 }
130
131 /*
132 * GL_TRUE indicates depth buffer writing is enabled (default)
133 * GL_FALSE indicates depth buffer writing is disabled
134 */
135 ctx->Depth.Mask = flag;
136 ctx->NewState |= NEW_RASTER_OPS;
137}
138
139
140
141void gl_DepthRange( GLcontext* ctx, GLclampd nearval, GLclampd farval )
142{
143 /*
144 * nearval - specifies mapping of the near clipping plane to window
145 * coordinates, default is 0
146 * farval - specifies mapping of the far clipping plane to window
147 * coordinates, default is 1
148 *
149 * After clipping and div by w, z coords are in -1.0 to 1.0,
150 * corresponding to near and far clipping planes. glDepthRange
151 * specifies a linear mapping of the normalized z coords in
152 * this range to window z coords.
153 */
154
155 GLfloat n, f;
156
157 if (INSIDE_BEGIN_END(ctx)) {
158 gl_error( ctx, GL_INVALID_OPERATION, "glDepthRange" );
159 return;
160 }
161
162 n = (GLfloat) CLAMP( nearval, 0.0, 1.0 );
163 f = (GLfloat) CLAMP( farval, 0.0, 1.0 );
164
165 ctx->Viewport.Near = n;
166 ctx->Viewport.Far = f;
167 ctx->Viewport.Sz = DEPTH_SCALE * ((f - n) / 2.0);
168 ctx->Viewport.Tz = DEPTH_SCALE * ((f - n) / 2.0 + n);
169}
170
171
172
173/**********************************************************************/
174/***** Depth Testing Functions *****/
175/**********************************************************************/
176
177
178/*
179 * Depth test horizontal spans of fragments. These functions are called
180 * via ctx->Driver.depth_test_span only.
181 *
182 * Input: n - number of pixels in the span
183 * x, y - location of leftmost pixel in span in window coords
184 * z - array [n] of integer depth values
185 * In/Out: mask - array [n] of flags (1=draw pixel, 0=don't draw)
186 * Return: number of pixels which passed depth test
187 */
188
189
190/*
191 * glDepthFunc( any ) and glDepthMask( GL_TRUE or GL_FALSE ).
192 */
194 GLuint n, GLint x, GLint y,
195 const GLdepth z[],
196 GLubyte mask[] )
197{
198 GLdepth *zptr = Z_ADDRESS( ctx, x, y );
199 GLubyte *m = mask;
200 GLuint i;
201 GLuint passed = 0;
202
203 /* switch cases ordered from most frequent to less frequent */
204 switch (ctx->Depth.Func) {
205 case GL_LESS:
206 if (ctx->Depth.Mask) {
207 /* Update Z buffer */
208 for (i=0; i<n; i++,zptr++,m++) {
209 if (*m) {
210 if (z[i] < *zptr) {
211 /* pass */
212 *zptr = z[i];
213 passed++;
214 }
215 else {
216 /* fail */
217 *m = 0;
218 }
219 }
220 }
221 }
222 else {
223 /* Don't update Z buffer */
224 for (i=0; i<n; i++,zptr++,m++) {
225 if (*m) {
226 if (z[i] < *zptr) {
227 /* pass */
228 passed++;
229 }
230 else {
231 *m = 0;
232 }
233 }
234 }
235 }
236 break;
237 case GL_LEQUAL:
238 if (ctx->Depth.Mask) {
239 /* Update Z buffer */
240 for (i=0;i<n;i++,zptr++,m++) {
241 if (*m) {
242 if (z[i] <= *zptr) {
243 *zptr = z[i];
244 passed++;
245 }
246 else {
247 *m = 0;
248 }
249 }
250 }
251 }
252 else {
253 /* Don't update Z buffer */
254 for (i=0;i<n;i++,zptr++,m++) {
255 if (*m) {
256 if (z[i] <= *zptr) {
257 /* pass */
258 passed++;
259 }
260 else {
261 *m = 0;
262 }
263 }
264 }
265 }
266 break;
267 case GL_GEQUAL:
268 if (ctx->Depth.Mask) {
269 /* Update Z buffer */
270 for (i=0;i<n;i++,zptr++,m++) {
271 if (*m) {
272 if (z[i] >= *zptr) {
273 *zptr = z[i];
274 passed++;
275 }
276 else {
277 *m = 0;
278 }
279 }
280 }
281 }
282 else {
283 /* Don't update Z buffer */
284 for (i=0;i<n;i++,zptr++,m++) {
285 if (*m) {
286 if (z[i] >= *zptr) {
287 /* pass */
288 passed++;
289 }
290 else {
291 *m = 0;
292 }
293 }
294 }
295 }
296 break;
297 case GL_GREATER:
298 if (ctx->Depth.Mask) {
299 /* Update Z buffer */
300 for (i=0;i<n;i++,zptr++,m++) {
301 if (*m) {
302 if (z[i] > *zptr) {
303 *zptr = z[i];
304 passed++;
305 }
306 else {
307 *m = 0;
308 }
309 }
310 }
311 }
312 else {
313 /* Don't update Z buffer */
314 for (i=0;i<n;i++,zptr++,m++) {
315 if (*m) {
316 if (z[i] > *zptr) {
317 /* pass */
318 passed++;
319 }
320 else {
321 *m = 0;
322 }
323 }
324 }
325 }
326 break;
327 case GL_NOTEQUAL:
328 if (ctx->Depth.Mask) {
329 /* Update Z buffer */
330 for (i=0;i<n;i++,zptr++,m++) {
331 if (*m) {
332 if (z[i] != *zptr) {
333 *zptr = z[i];
334 passed++;
335 }
336 else {
337 *m = 0;
338 }
339 }
340 }
341 }
342 else {
343 /* Don't update Z buffer */
344 for (i=0;i<n;i++,zptr++,m++) {
345 if (*m) {
346 if (z[i] != *zptr) {
347 /* pass */
348 passed++;
349 }
350 else {
351 *m = 0;
352 }
353 }
354 }
355 }
356 break;
357 case GL_EQUAL:
358 if (ctx->Depth.Mask) {
359 /* Update Z buffer */
360 for (i=0;i<n;i++,zptr++,m++) {
361 if (*m) {
362 if (z[i] == *zptr) {
363 *zptr = z[i];
364 passed++;
365 }
366 else {
367 *m =0;
368 }
369 }
370 }
371 }
372 else {
373 /* Don't update Z buffer */
374 for (i=0;i<n;i++,zptr++,m++) {
375 if (*m) {
376 if (z[i] == *zptr) {
377 /* pass */
378 passed++;
379 }
380 else {
381 *m =0;
382 }
383 }
384 }
385 }
386 break;
387 case GL_ALWAYS:
388 if (ctx->Depth.Mask) {
389 /* Update Z buffer */
390 for (i=0;i<n;i++,zptr++,m++) {
391 if (*m) {
392 *zptr = z[i];
393 passed++;
394 }
395 }
396 }
397 else {
398 /* Don't update Z buffer or mask */
399 passed = n;
400 }
401 break;
402 case GL_NEVER:
403 for (i=0;i<n;i++) {
404 mask[i] = 0;
405 }
406 break;
407 default:
408 gl_problem(ctx, "Bad depth func in gl_depth_test_span_generic");
409 } /*switch*/
410
411 return passed;
412}
413
414
415
416/*
417 * glDepthFunc(GL_LESS) and glDepthMask(GL_TRUE).
418 */
420 GLuint n, GLint x, GLint y, const GLdepth z[],
421 GLubyte mask[] )
422{
423 GLdepth *zptr = Z_ADDRESS( ctx, x, y );
424 GLuint i;
425 GLuint passed = 0;
426
427 for (i=0; i<n; i++) {
428 if (mask[i]) {
429 if (z[i] < zptr[i]) {
430 /* pass */
431 zptr[i] = z[i];
432 passed++;
433 }
434 else {
435 /* fail */
436 mask[i] = 0;
437 }
438 }
439 }
440 return passed;
441}
442
443
444/*
445 * glDepthFunc(GL_GREATER) and glDepthMask(GL_TRUE).
446 */
448 GLuint n, GLint x, GLint y,
449 const GLdepth z[],
450 GLubyte mask[] )
451{
452 GLdepth *zptr = Z_ADDRESS( ctx, x, y );
453 GLuint i;
454 GLuint passed = 0;
455
456 for (i=0; i<n; i++) {
457 if (mask[i]) {
458 if (z[i] > zptr[i]) {
459 /* pass */
460 zptr[i] = z[i];
461 passed++;
462 }
463 else {
464 /* fail */
465 mask[i] = 0;
466 }
467 }
468 }
469 return passed;
470}
471
472
473
474/*
475 * Depth test an array of randomly positioned fragments.
476 */
477
478
479#define ZADDR_SETUP GLdepth *depthbuffer = ctx->Buffer->Depth; \
480 GLint width = ctx->Buffer->Width;
481
482#define ZADDR( X, Y ) (depthbuffer + (Y) * width + (X) )
483
484
485
486/*
487 * glDepthFunc( any ) and glDepthMask( GL_TRUE or GL_FALSE ).
488 */
490 GLuint n, const GLint x[], const GLint y[],
491 const GLdepth z[], GLubyte mask[] )
492{
493 register GLdepth *zptr;
494 register GLuint i;
495
496 /* switch cases ordered from most frequent to less frequent */
497 switch (ctx->Depth.Func) {
498 case GL_LESS:
499 if (ctx->Depth.Mask) {
500 /* Update Z buffer */
501 for (i=0; i<n; i++) {
502 if (mask[i]) {
503 zptr = Z_ADDRESS(ctx,x[i],y[i]);
504 if (z[i] < *zptr) {
505 /* pass */
506 *zptr = z[i];
507 }
508 else {
509 /* fail */
510 mask[i] = 0;
511 }
512 }
513 }
514 }
515 else {
516 /* Don't update Z buffer */
517 for (i=0; i<n; i++) {
518 if (mask[i]) {
519 zptr = Z_ADDRESS(ctx,x[i],y[i]);
520 if (z[i] < *zptr) {
521 /* pass */
522 }
523 else {
524 /* fail */
525 mask[i] = 0;
526 }
527 }
528 }
529 }
530 break;
531 case GL_LEQUAL:
532 if (ctx->Depth.Mask) {
533 /* Update Z buffer */
534 for (i=0; i<n; i++) {
535 if (mask[i]) {
536 zptr = Z_ADDRESS(ctx,x[i],y[i]);
537 if (z[i] <= *zptr) {
538 /* pass */
539 *zptr = z[i];
540 }
541 else {
542 /* fail */
543 mask[i] = 0;
544 }
545 }
546 }
547 }
548 else {
549 /* Don't update Z buffer */
550 for (i=0; i<n; i++) {
551 if (mask[i]) {
552 zptr = Z_ADDRESS(ctx,x[i],y[i]);
553 if (z[i] <= *zptr) {
554 /* pass */
555 }
556 else {
557 /* fail */
558 mask[i] = 0;
559 }
560 }
561 }
562 }
563 break;
564 case GL_GEQUAL:
565 if (ctx->Depth.Mask) {
566 /* Update Z buffer */
567 for (i=0; i<n; i++) {
568 if (mask[i]) {
569 zptr = Z_ADDRESS(ctx,x[i],y[i]);
570 if (z[i] >= *zptr) {
571 /* pass */
572 *zptr = z[i];
573 }
574 else {
575 /* fail */
576 mask[i] = 0;
577 }
578 }
579 }
580 }
581 else {
582 /* Don't update Z buffer */
583 for (i=0; i<n; i++) {
584 if (mask[i]) {
585 zptr = Z_ADDRESS(ctx,x[i],y[i]);
586 if (z[i] >= *zptr) {
587 /* pass */
588 }
589 else {
590 /* fail */
591 mask[i] = 0;
592 }
593 }
594 }
595 }
596 break;
597 case GL_GREATER:
598 if (ctx->Depth.Mask) {
599 /* Update Z buffer */
600 for (i=0; i<n; i++) {
601 if (mask[i]) {
602 zptr = Z_ADDRESS(ctx,x[i],y[i]);
603 if (z[i] > *zptr) {
604 /* pass */
605 *zptr = z[i];
606 }
607 else {
608 /* fail */
609 mask[i] = 0;
610 }
611 }
612 }
613 }
614 else {
615 /* Don't update Z buffer */
616 for (i=0; i<n; i++) {
617 if (mask[i]) {
618 zptr = Z_ADDRESS(ctx,x[i],y[i]);
619 if (z[i] > *zptr) {
620 /* pass */
621 }
622 else {
623 /* fail */
624 mask[i] = 0;
625 }
626 }
627 }
628 }
629 break;
630 case GL_NOTEQUAL:
631 if (ctx->Depth.Mask) {
632 /* Update Z buffer */
633 for (i=0; i<n; i++) {
634 if (mask[i]) {
635 zptr = Z_ADDRESS(ctx,x[i],y[i]);
636 if (z[i] != *zptr) {
637 /* pass */
638 *zptr = z[i];
639 }
640 else {
641 /* fail */
642 mask[i] = 0;
643 }
644 }
645 }
646 }
647 else {
648 /* Don't update Z buffer */
649 for (i=0; i<n; i++) {
650 if (mask[i]) {
651 zptr = Z_ADDRESS(ctx,x[i],y[i]);
652 if (z[i] != *zptr) {
653 /* pass */
654 }
655 else {
656 /* fail */
657 mask[i] = 0;
658 }
659 }
660 }
661 }
662 break;
663 case GL_EQUAL:
664 if (ctx->Depth.Mask) {
665 /* Update Z buffer */
666 for (i=0; i<n; i++) {
667 if (mask[i]) {
668 zptr = Z_ADDRESS(ctx,x[i],y[i]);
669 if (z[i] == *zptr) {
670 /* pass */
671 *zptr = z[i];
672 }
673 else {
674 /* fail */
675 mask[i] = 0;
676 }
677 }
678 }
679 }
680 else {
681 /* Don't update Z buffer */
682 for (i=0; i<n; i++) {
683 if (mask[i]) {
684 zptr = Z_ADDRESS(ctx,x[i],y[i]);
685 if (z[i] == *zptr) {
686 /* pass */
687 }
688 else {
689 /* fail */
690 mask[i] = 0;
691 }
692 }
693 }
694 }
695 break;
696 case GL_ALWAYS:
697 if (ctx->Depth.Mask) {
698 /* Update Z buffer */
699 for (i=0; i<n; i++) {
700 if (mask[i]) {
701 zptr = Z_ADDRESS(ctx,x[i],y[i]);
702 *zptr = z[i];
703 }
704 }
705 }
706 else {
707 /* Don't update Z buffer or mask */
708 }
709 break;
710 case GL_NEVER:
711 /* depth test never passes */
712 for (i=0;i<n;i++) {
713 mask[i] = 0;
714 }
715 break;
716 default:
717 gl_problem(ctx, "Bad depth func in gl_depth_test_pixels_generic");
718 } /*switch*/
719}
720
721
722
723/*
724 * glDepthFunc( GL_LESS ) and glDepthMask( GL_TRUE ).
725 */
727 GLuint n, const GLint x[], const GLint y[],
728 const GLdepth z[], GLubyte mask[] )
729{
730 GLdepth *zptr;
731 GLuint i;
732
733 for (i=0; i<n; i++) {
734 if (mask[i]) {
735 zptr = Z_ADDRESS(ctx,x[i],y[i]);
736 if (z[i] < *zptr) {
737 /* pass */
738 *zptr = z[i];
739 }
740 else {
741 /* fail */
742 mask[i] = 0;
743 }
744 }
745 }
746}
747
748
749/*
750 * glDepthFunc( GL_GREATER ) and glDepthMask( GL_TRUE ).
751 */
753 GLuint n, const GLint x[], const GLint y[],
754 const GLdepth z[], GLubyte mask[] )
755{
756 GLdepth *zptr;
757 GLuint i;
758
759 for (i=0; i<n; i++) {
760 if (mask[i]) {
761 zptr = Z_ADDRESS(ctx,x[i],y[i]);
762 if (z[i] > *zptr) {
763 /* pass */
764 *zptr = z[i];
765 }
766 else {
767 /* fail */
768 mask[i] = 0;
769 }
770 }
771 }
772}
773
774
775
776
777/**********************************************************************/
778/***** Read Depth Buffer *****/
779/**********************************************************************/
780
781
782/*
783 * Return a span of depth values from the depth buffer as floats in [0,1].
784 * This function is only called through Driver.read_depth_span_float()
785 * Input: n - how many pixels
786 * x,y - location of first pixel
787 * Output: depth - the array of depth values
788 */
791{
792 GLdepth *zptr;
794 GLuint i;
795
796 scale = 1.0F / DEPTH_SCALE;
797
798 if (ctx->Buffer->Depth) {
799 zptr = Z_ADDRESS( ctx, x, y );
800 for (i=0;i<n;i++) {
801 depth[i] = (GLfloat) zptr[i] * scale;
802 }
803 }
804 else {
805 for (i=0;i<n;i++) {
806 depth[i] = 0.0F;
807 }
808 }
809}
810
811
812/*
813 * Return a span of depth values from the depth buffer as integers in
814 * [0,MAX_DEPTH].
815 * This function is only called through Driver.read_depth_span_int()
816 * Input: n - how many pixels
817 * x,y - location of first pixel
818 * Output: depth - the array of depth values
819 */
822{
823 if (ctx->Buffer->Depth) {
824 GLdepth *zptr = Z_ADDRESS( ctx, x, y );
825 MEMCPY( depth, zptr, n * sizeof(GLdepth) );
826 }
827 else {
828 GLuint i;
829 for (i=0;i<n;i++) {
830 depth[i] = 0.0;
831 }
832 }
833}
834
835
836
837/**********************************************************************/
838/***** Allocate and Clear Depth Buffer *****/
839/**********************************************************************/
840
841
842
843/*
844 * Allocate a new depth buffer. If there's already a depth buffer allocated
845 * it will be free()'d. The new depth buffer will be uniniitalized.
846 * This function is only called through Driver.alloc_depth_buffer.
847 */
849{
850 /* deallocate current depth buffer if present */
851 if (ctx->Buffer->Depth) {
852 free(ctx->Buffer->Depth);
853 ctx->Buffer->Depth = NULL;
854 }
855
856 /* allocate new depth buffer, but don't initialize it */
857 ctx->Buffer->Depth = (GLdepth *) malloc( ctx->Buffer->Width
858 * ctx->Buffer->Height
859 * sizeof(GLdepth) );
860 if (!ctx->Buffer->Depth) {
861 /* out of memory */
862 ctx->Depth.Test = GL_FALSE;
863 gl_error( ctx, GL_OUT_OF_MEMORY, "Couldn't allocate depth buffer" );
864 }
865}
866
867
868
869
870/*
871 * Clear the depth buffer. If the depth buffer doesn't exist yet we'll
872 * allocate it now.
873 * This function is only called through Driver.clear_depth_buffer.
874 */
876{
877 GLdepth clear_value = (GLdepth) (ctx->Depth.Clear * DEPTH_SCALE);
878
879 if (ctx->Visual->DepthBits==0 || !ctx->Buffer->Depth) {
880 /* no depth buffer */
881 return;
882 }
883
884 /* The loops in this function have been written so the IRIX 5.3
885 * C compiler can unroll them. Hopefully other compilers can too!
886 */
887
888 if (ctx->Scissor.Enabled) {
889 /* only clear scissor region */
890 GLint y;
891 for (y=ctx->Buffer->Ymin; y<=ctx->Buffer->Ymax; y++) {
892 GLdepth *d = Z_ADDRESS( ctx, ctx->Buffer->Xmin, y );
893 GLint n = ctx->Buffer->Xmax - ctx->Buffer->Xmin + 1;
894 do {
895 *d++ = clear_value;
896 n--;
897 } while (n);
898 }
899 }
900 else {
901 /* clear whole buffer */
902 GLdepth *d = ctx->Buffer->Depth;
903 GLint n = ctx->Buffer->Width * ctx->Buffer->Height;
904 while (n>=16) {
905 d[0] = clear_value; d[1] = clear_value;
906 d[2] = clear_value; d[3] = clear_value;
907 d[4] = clear_value; d[5] = clear_value;
908 d[6] = clear_value; d[7] = clear_value;
909 d[8] = clear_value; d[9] = clear_value;
910 d[10] = clear_value; d[11] = clear_value;
911 d[12] = clear_value; d[13] = clear_value;
912 d[14] = clear_value; d[15] = clear_value;
913 d += 16;
914 n -= 16;
915 }
916 while (n>0) {
917 *d++ = clear_value;
918 n--;
919 }
920 }
921}
922
923
924
Definition: bufpool.h:45
#define free
Definition: debug_ros.c:5
#define malloc
Definition: debug_ros.c:4
void gl_DepthFunc(GLcontext *ctx, GLenum func)
Definition: depth.c:98
void gl_depth_test_pixels_greater(GLcontext *ctx, GLuint n, const GLint x[], const GLint y[], const GLdepth z[], GLubyte mask[])
Definition: depth.c:752
GLuint gl_depth_test_span_generic(GLcontext *ctx, GLuint n, GLint x, GLint y, const GLdepth z[], GLubyte mask[])
Definition: depth.c:193
void gl_alloc_depth_buffer(GLcontext *ctx)
Definition: depth.c:848
GLuint gl_depth_test_span_less(GLcontext *ctx, GLuint n, GLint x, GLint y, const GLdepth z[], GLubyte mask[])
Definition: depth.c:419
void gl_DepthMask(GLcontext *ctx, GLboolean flag)
Definition: depth.c:124
void gl_depth_test_pixels_generic(GLcontext *ctx, GLuint n, const GLint x[], const GLint y[], const GLdepth z[], GLubyte mask[])
Definition: depth.c:489
void gl_read_depth_span_float(GLcontext *ctx, GLuint n, GLint x, GLint y, GLfloat depth[])
Definition: depth.c:789
void gl_depth_test_pixels_less(GLcontext *ctx, GLuint n, const GLint x[], const GLint y[], const GLdepth z[], GLubyte mask[])
Definition: depth.c:726
GLuint gl_depth_test_span_greater(GLcontext *ctx, GLuint n, GLint x, GLint y, const GLdepth z[], GLubyte mask[])
Definition: depth.c:447
void gl_read_depth_span_int(GLcontext *ctx, GLuint n, GLint x, GLint y, GLdepth depth[])
Definition: depth.c:820
void gl_clear_depth_buffer(GLcontext *ctx)
Definition: depth.c:875
void gl_ClearDepth(GLcontext *ctx, GLclampd depth)
Definition: depth.c:87
void gl_DepthRange(GLcontext *ctx, GLclampd nearval, GLclampd farval)
Definition: depth.c:141
#define Z_ADDRESS(CTX, X, Y)
Definition: depth.h:45
#define NULL
Definition: types.h:112
#define DEPTH_SCALE
Definition: config.h:146
void gl_problem(const GLcontext *ctx, const char *s)
Definition: context.c:1394
void gl_error(GLcontext *ctx, GLenum error, const char *s)
Definition: context.c:1421
#define NEW_RASTER_OPS
Definition: types.h:1233
GLint GLdepth
Definition: types.h:218
#define GL_NEVER
Definition: gl.h:293
unsigned char GLubyte
Definition: gl.h:157
#define GL_ALWAYS
Definition: gl.h:300
#define GL_LESS
Definition: gl.h:294
GLint GLint GLsizei GLsizei GLsizei depth
Definition: gl.h:1546
float GLfloat
Definition: gl.h:161
GLint GLint GLint GLint GLint x
Definition: gl.h:1548
#define GL_NOTEQUAL
Definition: gl.h:298
#define GL_INVALID_OPERATION
Definition: gl.h:696
unsigned int GLenum
Definition: gl.h:150
unsigned int GLuint
Definition: gl.h:159
GLint GLint GLint GLint GLint GLint y
Definition: gl.h:1548
#define GL_LEQUAL
Definition: gl.h:296
#define GL_GEQUAL
Definition: gl.h:299
#define GL_GREATER
Definition: gl.h:297
#define GL_FALSE
Definition: gl.h:173
double GLclampd
Definition: gl.h:164
#define GL_EQUAL
Definition: gl.h:295
int GLint
Definition: gl.h:156
#define GL_OUT_OF_MEMORY
Definition: gl.h:699
unsigned char GLboolean
Definition: gl.h:151
#define GL_INVALID_ENUM
Definition: gl.h:694
GLenum func
Definition: glext.h:6028
GLdouble n
Definition: glext.h:7729
GLenum GLenum GLenum GLenum GLenum scale
Definition: glext.h:9032
GLenum GLint GLuint mask
Definition: glext.h:6028
GLfloat f
Definition: glext.h:7540
GLdouble GLdouble z
Definition: glext.h:5874
const GLfloat * m
Definition: glext.h:10848
GLsizei GLenum const GLvoid GLsizei GLenum GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLint GLint GLint GLshort GLshort GLshort GLubyte GLubyte GLubyte GLuint GLuint GLuint GLushort GLushort GLushort GLbyte GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLfloat GLint GLint GLint GLint GLshort GLshort GLshort GLshort GLubyte GLubyte GLubyte GLubyte GLuint GLuint GLuint GLuint GLushort GLushort GLushort GLushort GLboolean flag
Definition: glfuncs.h:52
GLsizei GLenum const GLvoid GLsizei GLenum GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLint GLint GLint GLshort GLshort GLshort GLubyte GLubyte GLubyte GLuint GLuint GLuint GLushort GLushort GLushort GLbyte GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLfloat GLint GLint GLint GLint GLshort GLshort GLshort GLshort GLubyte GLubyte GLubyte GLubyte GLuint GLuint GLuint GLuint GLushort GLushort GLushort GLushort GLboolean const GLdouble const GLfloat const GLint const GLshort const GLbyte const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLdouble const GLfloat const GLfloat const GLint const GLint const GLshort const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort GLenum GLenum GLenum GLfloat GLenum GLint GLenum GLenum GLenum GLfloat GLenum GLenum GLint GLenum GLfloat GLenum GLint GLint GLushort GLenum GLenum GLfloat GLenum GLenum GLint GLfloat const GLubyte GLenum GLenum GLenum const GLfloat GLenum GLenum const GLint GLenum GLint GLint GLsizei GLsizei GLint GLenum GLenum const GLvoid GLenum GLenum const GLfloat GLenum GLenum const GLint GLenum GLenum const GLdouble GLenum GLenum const GLfloat GLenum GLenum const GLint GLsizei GLuint GLfloat GLuint GLbitfield GLfloat GLint GLuint GLboolean GLenum GLfloat GLenum GLbitfield GLenum GLfloat GLfloat GLint GLint const GLfloat GLenum GLfloat GLfloat GLint GLint GLfloat GLfloat GLint GLint const GLfloat GLint GLfloat GLfloat GLint GLfloat GLfloat GLint GLfloat GLfloat const GLdouble const GLfloat const GLdouble const GLfloat GLint i
Definition: glfuncs.h:248
#define d
Definition: ke_i.h:81
#define f
Definition: ke_i.h:83
#define MEMCPY(DST, SRC, BYTES)
Definition: macros.h:231
#define INSIDE_BEGIN_END(CTX)
Definition: macros.h:135
#define CLAMP(f, min, max)
Definition: tif_color.c:177