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pb.c
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2000-01-07
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/* $Id: pb.c,v 1.3.2.1 1999/11/25 16:51:25 keithw Exp $ */
/*
* Mesa 3-D graphics library
* Version: 3.1
*
* Copyright (C) 1999 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
/*
* Pixel buffer:
*
* As fragments are produced (by point, line, and bitmap drawing) they
* are accumlated in a buffer. When the buffer is full or has to be
* flushed (glEnd), we apply all enabled rasterization functions to the
* pixels and write the results to the display buffer. The goal is to
* maximize the number of pixels processed inside loops and to minimize
* the number of function calls.
*/
/* $XFree86: xc/lib/GL/mesa/src/pb.c,v 1.3 1999/04/04 00:20:28 dawes Exp $ */
#ifdef PC_HEADER
#include "all.h"
#else
#ifndef XFree86Server
#include <stdlib.h>
#include <string.h>
#else
#include "GL/xf86glx.h"
#endif
#include "alpha.h"
#include "alphabuf.h"
#include "blend.h"
#include "depth.h"
#include "fog.h"
#include "logic.h"
#include "macros.h"
#include "masking.h"
#include "pb.h"
#include "scissor.h"
#include "stencil.h"
#include "texture.h"
#include "types.h"
#endif
/*
* Allocate and initialize a new pixel buffer structure.
*/
struct pixel_buffer *gl_alloc_pb(void)
{
struct pixel_buffer *pb;
pb = (struct pixel_buffer *) calloc(sizeof(struct pixel_buffer), 1);
if (pb) {
int i, j;
/* set non-zero fields */
pb->primitive = GL_BITMAP;
/* Set all lambda values to 0.0 since we don't do mipmapping for
* points or lines and want to use the level 0 texture image.
*/
for (j=0;j<MAX_TEXTURE_UNITS;j++) {
for (i=0; i<PB_SIZE; i++) {
pb->lambda[j][i] = 0.0;
}
}
}
return pb;
}
/*
* Draw to more than one color buffer (or none).
*/
static void multi_write_index_pixels( GLcontext *ctx, GLuint n,
const GLint x[], const GLint y[],
const GLuint indexes[],
const GLubyte mask[] )
{
GLuint bufferBit;
if (ctx->Color.DrawBuffer == GL_NONE)
return;
/* loop over four possible dest color buffers */
for (bufferBit = 1; bufferBit <= 8; bufferBit = bufferBit << 1) {
if (bufferBit & ctx->Color.DrawDestMask) {
GLuint indexTmp[MAX_WIDTH];
ASSERT(n < MAX_WIDTH);
if (bufferBit == FRONT_LEFT_BIT)
(*ctx->Driver.SetBuffer)( ctx, GL_FRONT_LEFT);
else if (bufferBit == FRONT_RIGHT_BIT)
(*ctx->Driver.SetBuffer)( ctx, GL_FRONT_RIGHT);
else if (bufferBit == BACK_LEFT_BIT)
(*ctx->Driver.SetBuffer)( ctx, GL_BACK_LEFT);
else
(*ctx->Driver.SetBuffer)( ctx, GL_BACK_RIGHT);
/* make copy of incoming indexes */
MEMCPY( indexTmp, indexes, n * sizeof(GLuint) );
if (ctx->Color.SWLogicOpEnabled) {
gl_logicop_ci_pixels( ctx, n, x, y, indexTmp, mask );
}
if (ctx->Color.SWmasking) {
gl_mask_index_pixels( ctx, n, x, y, indexTmp, mask );
}
(*ctx->Driver.WriteCI32Pixels)( ctx, n, x, y, indexTmp, mask );
}
}
/* restore default dest buffer */
(void) (*ctx->Driver.SetBuffer)( ctx, ctx->Color.DriverDrawBuffer);
}
/*
* Draw to more than one RGBA color buffer (or none).
*/
static void multi_write_rgba_pixels( GLcontext *ctx, GLuint n,
const GLint x[], const GLint y[],
CONST GLubyte rgba[][4],
const GLubyte mask[] )
{
GLuint bufferBit;
if (ctx->Color.DrawBuffer == GL_NONE)
return;
/* loop over four possible dest color buffers */
for (bufferBit = 1; bufferBit <= 8; bufferBit = bufferBit << 1) {
if (bufferBit & ctx->Color.DrawDestMask) {
GLubyte rgbaTmp[MAX_WIDTH][4];
ASSERT(n < MAX_WIDTH);
if (bufferBit == FRONT_LEFT_BIT) {
(*ctx->Driver.SetBuffer)( ctx, GL_FRONT_LEFT);
ctx->Buffer->Alpha = ctx->Buffer->FrontLeftAlpha;
}
else if (bufferBit == FRONT_RIGHT_BIT) {
(*ctx->Driver.SetBuffer)( ctx, GL_FRONT_RIGHT);
ctx->Buffer->Alpha = ctx->Buffer->FrontRightAlpha;
}
else if (bufferBit == BACK_LEFT_BIT) {
(*ctx->Driver.SetBuffer)( ctx, GL_BACK_LEFT);
ctx->Buffer->Alpha = ctx->Buffer->BackLeftAlpha;
}
else {
(*ctx->Driver.SetBuffer)( ctx, GL_BACK_RIGHT);
ctx->Buffer->Alpha = ctx->Buffer->BackRightAlpha;
}
/* make copy of incoming colors */
MEMCPY( rgbaTmp, rgba, 4 * n * sizeof(GLubyte) );
if (ctx->Color.SWLogicOpEnabled) {
gl_logicop_rgba_pixels( ctx, n, x, y, rgbaTmp, mask );
}
else if (ctx->Color.BlendEnabled) {
gl_blend_pixels( ctx, n, x, y, rgbaTmp, mask );
}
if (ctx->Color.SWmasking) {
gl_mask_rgba_pixels( ctx, n, x, y, rgbaTmp, mask );
}
(*ctx->Driver.WriteRGBAPixels)( ctx, n, x, y,
(const GLubyte (*)[4])rgbaTmp, mask );
if (ctx->RasterMask & ALPHABUF_BIT) {
gl_write_alpha_pixels( ctx, n, x, y,
(const GLubyte (*)[4])rgbaTmp, mask );
}
}
}
/* restore default dest buffer */
(void) (*ctx->Driver.SetBuffer)( ctx, ctx->Color.DriverDrawBuffer);
}
/*
* Add specular color to primary color. This is used only when
* GL_LIGHT_MODEL_COLOR_CONTROL = GL_SEPARATE_SPECULAR_COLOR.
*/
static void add_colors( GLuint n, GLubyte rgba[][4], CONST GLubyte spec[][3] )
{
GLuint i;
for (i=0; i<n; i++) {
GLint r = rgba[i][RCOMP] + spec[i][RCOMP];
GLint g = rgba[i][GCOMP] + spec[i][GCOMP];
GLint b = rgba[i][BCOMP] + spec[i][BCOMP];
rgba[i][RCOMP] = MIN2(r, 255);
rgba[i][GCOMP] = MIN2(g, 255);
rgba[i][BCOMP] = MIN2(b, 255);
}
}
/*
* When the pixel buffer is full, or needs to be flushed, call this
* function. All the pixels in the pixel buffer will be subjected
* to texturing, scissoring, stippling, alpha testing, stenciling,
* depth testing, blending, and finally written to the frame buffer.
*/
void gl_flush_pb( GLcontext *ctx )
{
struct pixel_buffer* PB = ctx->PB;
GLubyte mask[PB_SIZE];
if (PB->count==0)
goto CleanUp;
/* initialize mask array and clip pixels simultaneously */
{
GLint xmin = ctx->Buffer->Xmin;
GLint xmax = ctx->Buffer->Xmax;
GLint ymin = ctx->Buffer->Ymin;
GLint ymax = ctx->Buffer->Ymax;
GLint *x = PB->x;
GLint *y = PB->y;
GLuint i, n = PB->count;
for (i=0;i<n;i++) {
mask[i] = (x[i]>=xmin) & (x[i]<=xmax) & (y[i]>=ymin) & (y[i]<=ymax);
}
}
if (ctx->Visual->RGBAflag) {
/*
* RGBA COLOR PIXELS
*/
if (PB->mono && ctx->MutablePixels) {
/* Copy mono color to all pixels */
GLuint i;
for (i=0; i<PB->count; i++) {
PB->rgba[i][RCOMP] = PB->color[RCOMP];
PB->rgba[i][GCOMP] = PB->color[GCOMP];
PB->rgba[i][BCOMP] = PB->color[BCOMP];
PB->rgba[i][ACOMP] = PB->color[ACOMP];
}
}
/* If each pixel can be of a different color... */
if (ctx->MutablePixels || !PB->mono) {
if (ctx->Texture.ReallyEnabled) {
int texUnit;
for (texUnit=0;texUnit<MAX_TEXTURE_UNITS;texUnit++) {
gl_texture_pixels( ctx, texUnit,
PB->count, PB->s[texUnit], PB->t[texUnit],
PB->u[texUnit], PB->lambda[texUnit],
PB->rgba);
}
}
if (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR
&& ctx->Light.Enabled) {
/* add specular color to primary color */
add_colors( PB->count, PB->rgba, (const GLubyte (*)[3]) PB->spec );
}
if (ctx->Fog.Enabled
&& (ctx->FogMode == FOG_FRAGMENT || PB->primitive==GL_BITMAP)) {
gl_fog_rgba_pixels( ctx, PB->count, PB->z, PB->rgba );
}
/* Scissoring already done above */
if (ctx->Color.AlphaEnabled) {
if (gl_alpha_test( ctx, PB->count,
(const GLubyte (*)[4])PB->rgba, mask )==0) {
goto CleanUp;
}
}
if (ctx->Stencil.Enabled) {
/* first stencil test */
if (gl_stencil_pixels( ctx, PB->count, PB->x, PB->y, mask )==0) {
goto CleanUp;
}
/* depth buffering w/ stencil */
gl_depth_stencil_pixels( ctx, PB->count, PB->x, PB->y, PB->z, mask );
}
else if (ctx->Depth.Test) {
/* regular depth testing */
(*ctx->Driver.DepthTestPixels)( ctx, PB->count, PB->x, PB->y,
PB->z, mask );
}
if (ctx->RasterMask & MULTI_DRAW_BIT) {
multi_write_rgba_pixels( ctx, PB->count, PB->x, PB->y,
(const GLubyte (*)[4])PB->rgba, mask );
}
else {
/* normal case: write to exactly one buffer */
if (ctx->Color.SWLogicOpEnabled) {
gl_logicop_rgba_pixels( ctx, PB->count, PB->x, PB->y,
PB->rgba, mask);
}
else if (ctx->Color.BlendEnabled) {
gl_blend_pixels( ctx, PB->count, PB->x, PB->y, PB->rgba, mask);
}
if (ctx->Color.SWmasking) {
gl_mask_rgba_pixels(ctx, PB->count, PB->x, PB->y, PB->rgba, mask);
}
(*ctx->Driver.WriteRGBAPixels)( ctx, PB->count, PB->x, PB->y,
(const GLubyte (*)[4]) PB->rgba,
mask );
if (ctx->RasterMask & ALPHABUF_BIT) {
gl_write_alpha_pixels( ctx, PB->count, PB->x, PB->y,
(const GLubyte (*)[4]) PB->rgba, mask );
}
}
}
else {
/* Same color for all pixels */
/* Scissoring already done above */
if (ctx->Color.AlphaEnabled) {
if (gl_alpha_test( ctx, PB->count,
(const GLubyte (*)[4]) PB->rgba, mask )==0) {
goto CleanUp;
}
}
if (ctx->Stencil.Enabled) {
/* first stencil test */
if (gl_stencil_pixels( ctx, PB->count, PB->x, PB->y, mask )==0) {
goto CleanUp;
}
/* depth buffering w/ stencil */
gl_depth_stencil_pixels( ctx, PB->count, PB->x, PB->y, PB->z, mask );
}
else if (ctx->Depth.Test) {
/* regular depth testing */
(*ctx->Driver.DepthTestPixels)( ctx, PB->count, PB->x, PB->y, PB->z, mask );
}
if (ctx->Color.DrawBuffer == GL_NONE) {
goto CleanUp;
}
if (ctx->RasterMask & MULTI_DRAW_BIT) {
/* Copy mono color to all pixels */
GLuint i;
for (i=0; i<PB->count; i++) {
PB->rgba[i][RCOMP] = PB->color[RCOMP];
PB->rgba[i][GCOMP] = PB->color[GCOMP];
PB->rgba[i][BCOMP] = PB->color[BCOMP];
PB->rgba[i][ACOMP] = PB->color[ACOMP];
}
multi_write_rgba_pixels( ctx, PB->count, PB->x, PB->y,
(const GLubyte (*)[4]) PB->rgba, mask );
}
else {
/* normal case: write to exactly one buffer */
GLubyte red, green, blue, alpha;
red = PB->color[RCOMP];
green = PB->color[GCOMP];
blue = PB->color[BCOMP];
alpha = PB->color[ACOMP];
(*ctx->Driver.Color)( ctx, red, green, blue, alpha );
(*ctx->Driver.WriteMonoRGBAPixels)( ctx, PB->count, PB->x, PB->y, mask );
if (ctx->RasterMask & ALPHABUF_BIT) {
gl_write_mono_alpha_pixels( ctx, PB->count, PB->x, PB->y,
PB->color[ACOMP], mask );
}
}
/*** ALL DONE ***/
}
}
else {
/*
* COLOR INDEX PIXELS
*/
/* If we may be writting pixels with different indexes... */
if (PB->mono && ctx->MutablePixels) {
/* copy index to all pixels */
GLuint n = PB->count, indx = PB->index;
GLuint *pbindex = PB->i;
do {
*pbindex++ = indx;
n--;
} while (n);
}
if (ctx->MutablePixels || !PB->mono) {
if (ctx->Fog.Enabled
&& (ctx->FogMode==FOG_FRAGMENT || PB->primitive==GL_BITMAP)) {
gl_fog_ci_pixels( ctx, PB->count, PB->z, PB->i );
}
/* Scissoring already done above */
if (ctx->Stencil.Enabled) {
/* first stencil test */
if (gl_stencil_pixels( ctx, PB->count, PB->x, PB->y, mask )==0) {
goto CleanUp;
}
/* depth buffering w/ stencil */
gl_depth_stencil_pixels( ctx, PB->count, PB->x, PB->y, PB->z, mask );
}
else if (ctx->Depth.Test) {
/* regular depth testing */
(*ctx->Driver.DepthTestPixels)( ctx, PB->count, PB->x, PB->y, PB->z, mask );
}
if (ctx->RasterMask & MULTI_DRAW_BIT) {
multi_write_index_pixels( ctx, PB->count, PB->x, PB->y, PB->i, mask );
}
else {
/* normal case: write to exactly one buffer */
if (ctx->Color.SWLogicOpEnabled) {
gl_logicop_ci_pixels( ctx, PB->count, PB->x, PB->y, PB->i, mask );
}
if (ctx->Color.SWmasking) {
gl_mask_index_pixels( ctx, PB->count, PB->x, PB->y, PB->i, mask );
}
(*ctx->Driver.WriteCI32Pixels)( ctx, PB->count, PB->x, PB->y,
PB->i, mask );
}
/*** ALL DONE ***/
}
else {
/* Same color index for all pixels */
/* Scissoring already done above */
if (ctx->Stencil.Enabled) {
/* first stencil test */
if (gl_stencil_pixels( ctx, PB->count, PB->x, PB->y, mask )==0) {
goto CleanUp;
}
/* depth buffering w/ stencil */
gl_depth_stencil_pixels( ctx, PB->count, PB->x, PB->y, PB->z, mask );
}
else if (ctx->Depth.Test) {
/* regular depth testing */
(*ctx->Driver.DepthTestPixels)( ctx, PB->count, PB->x, PB->y, PB->z, mask );
}
if (ctx->RasterMask & MULTI_DRAW_BIT) {
GLuint n = PB->count, indx = PB->index;
GLuint *pbindex = PB->i;
do {
*pbindex++ = indx;
n--;
} while (n);
multi_write_index_pixels( ctx, PB->count, PB->x, PB->y, PB->i, mask );
}
else {
/* normal case: write to exactly one buffer */
(*ctx->Driver.Index)( ctx, PB->index );
(*ctx->Driver.WriteMonoCIPixels)( ctx, PB->count, PB->x, PB->y, mask );
}
}
}
CleanUp:
PB->count = 0;
}