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![Jérôme Gardou](/assets/img/avatar_default.png)
With this commit, we now use a forked version of MESA which only supports OpenGL 1.1, like the windows implementation does. It exposes : - The same pixel formats - The same set of extensions - Nothing more All of this without taking 10% of your build time. If you need a more modern option, look at the MESA package from Rapps, which is (and must be) maintained outside of this code tree. CORE-7499
178 lines
4.4 KiB
C
178 lines
4.4 KiB
C
/* $Id: pb.h,v 1.4 1997/11/13 02:16:48 brianp Exp $ */
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/*
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* Mesa 3-D graphics library
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* Version: 2.5
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* Copyright (C) 1995-1997 Brian Paul
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Library General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Library General Public License for more details.
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*
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* You should have received a copy of the GNU Library General Public
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* License along with this library; if not, write to the Free
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* Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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*/
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/*
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* $Log: pb.h,v $
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* Revision 1.4 1997/11/13 02:16:48 brianp
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* added lambda array, initialized to zeros
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*
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* Revision 1.3 1997/05/09 22:40:19 brianp
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* added gl_alloc_pb()
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*
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* Revision 1.2 1997/02/09 18:43:14 brianp
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* added GL_EXT_texture3D support
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*
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* Revision 1.1 1996/09/13 01:38:16 brianp
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* Initial revision
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*
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*/
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#ifndef PB_H
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#define PB_H
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#include "types.h"
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/*
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* Pixel buffer size, must be larger than MAX_WIDTH.
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*/
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#define PB_SIZE (3*MAX_WIDTH)
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struct pixel_buffer {
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GLint x[PB_SIZE]; /* X window coord in [0,MAX_WIDTH) */
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GLint y[PB_SIZE]; /* Y window coord in [0,MAX_HEIGHT) */
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GLdepth z[PB_SIZE]; /* Z window coord in [0,MAX_DEPTH] */
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GLubyte r[PB_SIZE]; /* Red */
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GLubyte g[PB_SIZE]; /* Green */
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GLubyte b[PB_SIZE]; /* Blue */
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GLubyte a[PB_SIZE]; /* Alpha */
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GLuint i[PB_SIZE]; /* Index */
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GLfloat s[PB_SIZE]; /* Texture S coordinate */
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GLfloat t[PB_SIZE]; /* Texture T coordinate */
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GLfloat u[PB_SIZE]; /* Texture R coordinate */
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GLfloat lambda[PB_SIZE];/* Texture lambda value */
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GLint color[4]; /* Mono color, integers! */
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GLuint index; /* Mono index */
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GLuint count; /* Number of pixels in buffer */
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GLboolean mono; /* Same color or index for all pixels? */
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GLenum primitive; /* GL_POINT, GL_LINE, GL_POLYGON or GL_BITMAP*/
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};
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/*
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* Initialize the Pixel Buffer, specifying the type of primitive being drawn.
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*/
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#define PB_INIT( PB, PRIM ) \
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(PB)->count = 0; \
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(PB)->mono = GL_FALSE; \
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(PB)->primitive = (PRIM);
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/*
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* Set the color used for all subsequent pixels in the buffer.
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*/
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#define PB_SET_COLOR( CTX, PB, R, G, B, A ) \
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if ((PB)->color[0]!=(R) || (PB)->color[1]!=(G) \
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|| (PB)->color[2]!=(B) || (PB)->color[3]!=(A) \
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|| !(PB)->mono) { \
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gl_flush_pb( ctx ); \
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} \
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(PB)->color[0] = R; \
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(PB)->color[1] = G; \
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(PB)->color[2] = B; \
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(PB)->color[3] = A; \
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(PB)->mono = GL_TRUE;
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/*
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* Set the color index used for all subsequent pixels in the buffer.
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*/
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#define PB_SET_INDEX( CTX, PB, I ) \
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if ((PB)->index!=(I) || !(PB)->mono) { \
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gl_flush_pb( CTX ); \
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} \
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(PB)->index = I; \
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(PB)->mono = GL_TRUE;
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/*
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* "write" a pixel using current color or index
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*/
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#define PB_WRITE_PIXEL( PB, X, Y, Z ) \
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(PB)->x[(PB)->count] = X; \
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(PB)->y[(PB)->count] = Y; \
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(PB)->z[(PB)->count] = Z; \
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(PB)->count++;
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/*
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* "write" an RGBA pixel
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*/
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#define PB_WRITE_RGBA_PIXEL( PB, X, Y, Z, R, G, B, A ) \
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(PB)->x[(PB)->count] = X; \
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(PB)->y[(PB)->count] = Y; \
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(PB)->z[(PB)->count] = Z; \
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(PB)->r[(PB)->count] = R; \
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(PB)->g[(PB)->count] = G; \
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(PB)->b[(PB)->count] = B; \
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(PB)->a[(PB)->count] = A; \
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(PB)->count++;
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/*
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* "write" a color-index pixel
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*/
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#define PB_WRITE_CI_PIXEL( PB, X, Y, Z, I ) \
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(PB)->x[(PB)->count] = X; \
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(PB)->y[(PB)->count] = Y; \
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(PB)->z[(PB)->count] = Z; \
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(PB)->i[(PB)->count] = I; \
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(PB)->count++;
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/*
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* "write" an RGBA pixel with texture coordinates
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*/
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#define PB_WRITE_TEX_PIXEL( PB, X, Y, Z, R, G, B, A, S, T, U ) \
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(PB)->x[(PB)->count] = X; \
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(PB)->y[(PB)->count] = Y; \
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(PB)->z[(PB)->count] = Z; \
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(PB)->r[(PB)->count] = R; \
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(PB)->g[(PB)->count] = G; \
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(PB)->b[(PB)->count] = B; \
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(PB)->a[(PB)->count] = A; \
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(PB)->s[(PB)->count] = S; \
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(PB)->t[(PB)->count] = T; \
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(PB)->u[(PB)->count] = U; \
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(PB)->count++;
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/*
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* Call this function at least every MAX_WIDTH pixels:
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*/
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#define PB_CHECK_FLUSH( CTX, PB ) \
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if ((PB)->count>=PB_SIZE-MAX_WIDTH) { \
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gl_flush_pb( CTX ); \
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}
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extern struct pixel_buffer *gl_alloc_pb(void);
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extern void gl_flush_pb( GLcontext *ctx );
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#endif
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