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avoid unnecessary clamping of depth values (bug 11448)
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6257ed8663
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06542019a8
1 changed files with 52 additions and 29 deletions
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@ -1,6 +1,6 @@
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/*
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* Mesa 3-D graphics library
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* Version: 7.0
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* Version: 7.1
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*
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* Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
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*
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@ -3878,7 +3878,7 @@ _mesa_pack_stencil_span( const GLcontext *ctx, GLuint n,
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SWAP4BYTE(value); \
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} \
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} \
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depthValues[i] = CLAMP(GLTYPE2FLOAT(value), 0.0F, 1.0F); \
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depthValues[i] = GLTYPE2FLOAT(value); \
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} \
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} while (0)
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@ -3889,6 +3889,7 @@ _mesa_unpack_depth_span( const GLcontext *ctx, GLuint n,
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const struct gl_pixelstore_attrib *srcPacking )
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{
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GLfloat depthTemp[MAX_WIDTH], *depthValues;
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GLboolean needClamp = GL_FALSE;
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/* Look for special cases first.
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* Not only are these faster, they're less prone to numeric conversion
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@ -3918,7 +3919,7 @@ _mesa_unpack_depth_span( const GLcontext *ctx, GLuint n,
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/* XXX may want to add additional cases here someday */
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}
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/* general case path */
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/* general case path follows */
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if (dstType == GL_FLOAT) {
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depthValues = (GLfloat *) dest;
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@ -3927,29 +3928,31 @@ _mesa_unpack_depth_span( const GLcontext *ctx, GLuint n,
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depthValues = depthTemp;
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}
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/* XXX we need to obey srcPacking->SwapBytes here!!! */
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(void) srcPacking;
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/* convert incoming values to GLfloat */
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/* Convert incoming values to GLfloat. Some conversions will require
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* clamping, below.
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*/
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switch (srcType) {
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case GL_BYTE:
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DEPTH_VALUES(GLbyte, BYTE_TO_FLOAT);
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break;
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DEPTH_VALUES(GLbyte, BYTE_TO_FLOAT);
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needClamp = GL_TRUE;
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break;
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case GL_UNSIGNED_BYTE:
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DEPTH_VALUES(GLubyte, UBYTE_TO_FLOAT);
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break;
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DEPTH_VALUES(GLubyte, UBYTE_TO_FLOAT);
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break;
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case GL_SHORT:
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DEPTH_VALUES(GLshort, SHORT_TO_FLOAT);
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break;
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DEPTH_VALUES(GLshort, SHORT_TO_FLOAT);
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needClamp = GL_TRUE;
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break;
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case GL_UNSIGNED_SHORT:
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DEPTH_VALUES(GLushort, USHORT_TO_FLOAT);
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break;
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DEPTH_VALUES(GLushort, USHORT_TO_FLOAT);
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break;
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case GL_INT:
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DEPTH_VALUES(GLint, INT_TO_FLOAT);
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break;
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DEPTH_VALUES(GLint, INT_TO_FLOAT);
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needClamp = GL_TRUE;
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break;
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case GL_UNSIGNED_INT:
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DEPTH_VALUES(GLuint, UINT_TO_FLOAT);
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break;
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DEPTH_VALUES(GLuint, UINT_TO_FLOAT);
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break;
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case GL_UNSIGNED_INT_24_8_EXT: /* GL_EXT_packed_depth_stencil */
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if (dstType == GL_UNSIGNED_INT &&
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depthScale == (GLfloat) 0xffffff &&
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@ -3981,19 +3984,21 @@ _mesa_unpack_depth_span( const GLcontext *ctx, GLuint n,
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}
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break;
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case GL_FLOAT:
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DEPTH_VALUES(GLfloat, 1*);
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break;
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DEPTH_VALUES(GLfloat, 1*);
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needClamp = GL_TRUE;
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break;
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case GL_HALF_FLOAT_ARB:
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{
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GLuint i;
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const GLhalfARB *src = (const GLhalfARB *) source;
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for (i = 0; i < n; i++) {
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GLhalfARB value = src[i];
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if (srcPacking->SwapBytes) {
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SWAP2BYTE(value);
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}
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GLhalfARB value = src[i];
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if (srcPacking->SwapBytes) {
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SWAP2BYTE(value);
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}
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depthValues[i] = _mesa_half_to_float(value);
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}
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needClamp = GL_TRUE;
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}
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break;
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default:
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@ -4001,12 +4006,30 @@ _mesa_unpack_depth_span( const GLcontext *ctx, GLuint n,
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return;
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}
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/* apply depth scale and bias and clamp to [0,1] */
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if (ctx->Pixel.DepthScale != 1.0 || ctx->Pixel.DepthBias != 0.0) {
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_mesa_scale_and_bias_depth(ctx, n, depthValues);
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/* apply depth scale and bias */
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{
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const GLfloat scale = ctx->Pixel.DepthScale;
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const GLfloat bias = ctx->Pixel.DepthBias;
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if (scale != 1.0 || bias != 0.0) {
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GLuint i;
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for (i = 0; i < n; i++) {
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depthValues[i] = depthValues[i] * scale + bias;
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}
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needClamp = GL_TRUE;
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}
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}
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/* clamp to [0, 1] */
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if (needClamp) {
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GLuint i;
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for (i = 0; i < n; i++) {
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depthValues[i] = CLAMP(depthValues[i], 0.0, 1.0);
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}
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}
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/*
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* Convert values to dstType
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*/
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if (dstType == GL_UNSIGNED_INT) {
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GLuint *zValues = (GLuint *) dest;
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GLuint i;
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