avoid unnecessary clamping of depth values (bug 11448)

This commit is contained in:
Brian 2007-07-02 08:46:57 -06:00
parent 6257ed8663
commit 06542019a8

View file

@ -1,6 +1,6 @@
/*
* Mesa 3-D graphics library
* Version: 7.0
* Version: 7.1
*
* Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
*
@ -3878,7 +3878,7 @@ _mesa_pack_stencil_span( const GLcontext *ctx, GLuint n,
SWAP4BYTE(value); \
} \
} \
depthValues[i] = CLAMP(GLTYPE2FLOAT(value), 0.0F, 1.0F); \
depthValues[i] = GLTYPE2FLOAT(value); \
} \
} while (0)
@ -3889,6 +3889,7 @@ _mesa_unpack_depth_span( const GLcontext *ctx, GLuint n,
const struct gl_pixelstore_attrib *srcPacking )
{
GLfloat depthTemp[MAX_WIDTH], *depthValues;
GLboolean needClamp = GL_FALSE;
/* Look for special cases first.
* Not only are these faster, they're less prone to numeric conversion
@ -3918,7 +3919,7 @@ _mesa_unpack_depth_span( const GLcontext *ctx, GLuint n,
/* XXX may want to add additional cases here someday */
}
/* general case path */
/* general case path follows */
if (dstType == GL_FLOAT) {
depthValues = (GLfloat *) dest;
@ -3927,29 +3928,31 @@ _mesa_unpack_depth_span( const GLcontext *ctx, GLuint n,
depthValues = depthTemp;
}
/* XXX we need to obey srcPacking->SwapBytes here!!! */
(void) srcPacking;
/* convert incoming values to GLfloat */
/* Convert incoming values to GLfloat. Some conversions will require
* clamping, below.
*/
switch (srcType) {
case GL_BYTE:
DEPTH_VALUES(GLbyte, BYTE_TO_FLOAT);
break;
DEPTH_VALUES(GLbyte, BYTE_TO_FLOAT);
needClamp = GL_TRUE;
break;
case GL_UNSIGNED_BYTE:
DEPTH_VALUES(GLubyte, UBYTE_TO_FLOAT);
break;
DEPTH_VALUES(GLubyte, UBYTE_TO_FLOAT);
break;
case GL_SHORT:
DEPTH_VALUES(GLshort, SHORT_TO_FLOAT);
break;
DEPTH_VALUES(GLshort, SHORT_TO_FLOAT);
needClamp = GL_TRUE;
break;
case GL_UNSIGNED_SHORT:
DEPTH_VALUES(GLushort, USHORT_TO_FLOAT);
break;
DEPTH_VALUES(GLushort, USHORT_TO_FLOAT);
break;
case GL_INT:
DEPTH_VALUES(GLint, INT_TO_FLOAT);
break;
DEPTH_VALUES(GLint, INT_TO_FLOAT);
needClamp = GL_TRUE;
break;
case GL_UNSIGNED_INT:
DEPTH_VALUES(GLuint, UINT_TO_FLOAT);
break;
DEPTH_VALUES(GLuint, UINT_TO_FLOAT);
break;
case GL_UNSIGNED_INT_24_8_EXT: /* GL_EXT_packed_depth_stencil */
if (dstType == GL_UNSIGNED_INT &&
depthScale == (GLfloat) 0xffffff &&
@ -3981,19 +3984,21 @@ _mesa_unpack_depth_span( const GLcontext *ctx, GLuint n,
}
break;
case GL_FLOAT:
DEPTH_VALUES(GLfloat, 1*);
break;
DEPTH_VALUES(GLfloat, 1*);
needClamp = GL_TRUE;
break;
case GL_HALF_FLOAT_ARB:
{
GLuint i;
const GLhalfARB *src = (const GLhalfARB *) source;
for (i = 0; i < n; i++) {
GLhalfARB value = src[i];
if (srcPacking->SwapBytes) {
SWAP2BYTE(value);
}
GLhalfARB value = src[i];
if (srcPacking->SwapBytes) {
SWAP2BYTE(value);
}
depthValues[i] = _mesa_half_to_float(value);
}
needClamp = GL_TRUE;
}
break;
default:
@ -4001,12 +4006,30 @@ _mesa_unpack_depth_span( const GLcontext *ctx, GLuint n,
return;
}
/* apply depth scale and bias and clamp to [0,1] */
if (ctx->Pixel.DepthScale != 1.0 || ctx->Pixel.DepthBias != 0.0) {
_mesa_scale_and_bias_depth(ctx, n, depthValues);
/* apply depth scale and bias */
{
const GLfloat scale = ctx->Pixel.DepthScale;
const GLfloat bias = ctx->Pixel.DepthBias;
if (scale != 1.0 || bias != 0.0) {
GLuint i;
for (i = 0; i < n; i++) {
depthValues[i] = depthValues[i] * scale + bias;
}
needClamp = GL_TRUE;
}
}
/* clamp to [0, 1] */
if (needClamp) {
GLuint i;
for (i = 0; i < n; i++) {
depthValues[i] = CLAMP(depthValues[i], 0.0, 1.0);
}
}
/*
* Convert values to dstType
*/
if (dstType == GL_UNSIGNED_INT) {
GLuint *zValues = (GLuint *) dest;
GLuint i;