When and how does openGL calculate F_depth(depth value)

I just got everything how the F_depth and how [-1,1] to [0,1] mapping occurs. I very much thank you and Alfonse for that.

But, one thing, during window transformation z value seems to map to [0,1], meaning (x’,y’,z’), where x’,y’,z’ are the window transformed coordinates. meaning (x’,y’,z’) don’t span a plane, they span a space, so while drawing, the z’ coords are ignored?