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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
133 lines
3.4 KiB
C
133 lines
3.4 KiB
C
/* $Id: scissor.c,v 1.6 1997/11/25 03:38:58 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: scissor.c,v $
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* Revision 1.6 1997/11/25 03:38:58 brianp
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* small optimization to gl_Scissor() (Daryll Strauss)
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*
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* Revision 1.5 1997/07/24 01:21:56 brianp
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* changed precompiled header symbol from PCH to PC_HEADER
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*
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* Revision 1.4 1997/05/28 03:26:29 brianp
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* added precompiled header (PCH) support
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*
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* Revision 1.3 1997/05/17 03:17:50 brianp
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* faster gl_scissor_span() from Mats Lofkvist
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*
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* Revision 1.2 1996/09/15 14:18:37 brianp
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* now use GLframebuffer and GLvisual
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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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#ifdef PC_HEADER
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#include "all.h"
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#else
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#include "context.h"
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#include "macros.h"
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#include "dlist.h"
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#include "scissor.h"
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#include "types.h"
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#endif
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void gl_Scissor( GLcontext *ctx,
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GLint x, GLint y, GLsizei width, GLsizei height )
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{
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if (width<0 || height<0) {
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gl_error( ctx, GL_INVALID_VALUE, "glScissor" );
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return;
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}
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if (INSIDE_BEGIN_END(ctx)) {
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gl_error( ctx, GL_INVALID_OPERATION, "glBegin" );
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return;
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}
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if (x!=ctx->Scissor.X || y!=ctx->Scissor.Y ||
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width!=ctx->Scissor.Width || height!=ctx->Scissor.Height) {
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ctx->Scissor.X = x;
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ctx->Scissor.Y = y;
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ctx->Scissor.Width = width;
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ctx->Scissor.Height = height;
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ctx->NewState |= NEW_ALL; /* TODO: this is overkill */
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}
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}
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/*
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* Apply the scissor test to a span of pixels.
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* Return: 0 = all pixels in the span are outside the scissor box.
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* 1 = one or more pixels passed the scissor test.
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*/
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GLint gl_scissor_span( GLcontext *ctx,
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GLuint n, GLint x, GLint y, GLubyte mask[] )
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{
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/* first check if whole span is outside the scissor box */
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if (y<ctx->Buffer->Ymin || y>ctx->Buffer->Ymax
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|| x>ctx->Buffer->Xmax || x+(GLint)n-1<ctx->Buffer->Xmin) {
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return 0;
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}
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else {
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GLint i;
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GLint xMin = ctx->Buffer->Xmin;
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GLint xMax = ctx->Buffer->Xmax;
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for (i=0; x+i < xMin; i++) {
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mask[i] = 0;
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}
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for (i=(GLint)n-1; x+i > xMax; i--) {
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mask[i] = 0;
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}
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return 1;
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}
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}
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/*
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* Apply the scissor test to an array of pixels.
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*/
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GLuint gl_scissor_pixels( GLcontext *ctx,
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GLuint n, const GLint x[], const GLint y[],
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GLubyte mask[] )
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{
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GLint xmin = ctx->Buffer->Xmin;
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GLint xmax = ctx->Buffer->Xmax;
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GLint ymin = ctx->Buffer->Ymin;
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GLint ymax = ctx->Buffer->Ymax;
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GLuint i;
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for (i=0;i<n;i++) {
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mask[i] &= (x[i]>=xmin) & (x[i]<=xmax) & (y[i]>=ymin) & (y[i]<=ymax);
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}
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return 1;
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}
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