reactos/dll/opengl/mesa/alphabuf.c
Jérôme Gardou 5f2bebf7a5 [OPENGL32][MESA] Downgrade Mesa library to version 2.6
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
2019-01-19 14:23:54 +01:00

272 lines
6.6 KiB
C

/* $Id: alphabuf.c,v 1.5 1997/07/24 01:24:28 brianp Exp $ */
/*
* Mesa 3-D graphics library
* Version: 2.4
* Copyright (C) 1995-1997 Brian Paul
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public
* License along with this library; if not, write to the Free
* Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
/*
* $Log: alphabuf.c,v $
* Revision 1.5 1997/07/24 01:24:28 brianp
* changed precompiled header symbol from PCH to PC_HEADER
*
* Revision 1.4 1997/05/28 03:23:09 brianp
* added precompiled header (PCH) support
*
* Revision 1.3 1996/10/02 02:51:07 brianp
* in gl_clear_alpha_buffers() check for GL_FRONT_AND_BACK draw mode
*
* Revision 1.2 1996/09/15 14:15:54 brianp
* now use GLframebuffer and GLvisual
*
* Revision 1.1 1996/09/13 01:38:16 brianp
* Initial revision
*
*/
/*
* Software alpha planes. Many frame buffers don't have alpha bits so
* we simulate them in software.
*/
#ifdef PC_HEADER
#include "all.h"
#else
#include <stdlib.h>
#include <string.h>
#include "alphabuf.h"
#include "context.h"
#include "macros.h"
#include "types.h"
#endif
#define ALPHA_ADDR(X,Y) (ctx->Buffer->Alpha + (Y) * ctx->Buffer->Width + (X))
/*
* Allocate a new front and back alpha buffer.
*/
void gl_alloc_alpha_buffers( GLcontext* ctx )
{
GLint bytes = ctx->Buffer->Width * ctx->Buffer->Height * sizeof(GLubyte);
if (ctx->Visual->FrontAlphaEnabled) {
if (ctx->Buffer->FrontAlpha) {
free( ctx->Buffer->FrontAlpha );
}
ctx->Buffer->FrontAlpha = (GLubyte *) malloc( bytes );
if (!ctx->Buffer->FrontAlpha) {
/* out of memory */
gl_error( ctx, GL_OUT_OF_MEMORY, "Couldn't allocate front alpha buffer" );
}
}
if (ctx->Visual->BackAlphaEnabled) {
if (ctx->Buffer->BackAlpha) {
free( ctx->Buffer->BackAlpha );
}
ctx->Buffer->BackAlpha = (GLubyte *) malloc( bytes );
if (!ctx->Buffer->BackAlpha) {
/* out of memory */
gl_error( ctx, GL_OUT_OF_MEMORY, "Couldn't allocate back alpha buffer" );
}
}
if (ctx->Color.DrawBuffer==GL_FRONT) {
ctx->Buffer->Alpha = ctx->Buffer->FrontAlpha;
}
if (ctx->Color.DrawBuffer==GL_BACK) {
ctx->Buffer->Alpha = ctx->Buffer->BackAlpha;
}
}
/*
* Clear the front and/or back alpha planes.
*/
void gl_clear_alpha_buffers( GLcontext* ctx )
{
GLint buffer;
/* Loop over front and back buffers */
for (buffer=0;buffer<2;buffer++) {
/* Get pointer to front or back buffer */
GLubyte *abuffer = NULL;
if (buffer==0
&& ( ctx->Color.DrawBuffer==GL_FRONT
|| ctx->Color.DrawBuffer==GL_FRONT_AND_BACK)
&& ctx->Visual->FrontAlphaEnabled && ctx->Buffer->FrontAlpha) {
abuffer = ctx->Buffer->FrontAlpha;
}
else if (buffer==1
&& ( ctx->Color.DrawBuffer==GL_BACK
|| ctx->Color.DrawBuffer==GL_FRONT_AND_BACK)
&& ctx->Visual->BackAlphaEnabled && ctx->Buffer->BackAlpha) {
abuffer = ctx->Buffer->BackAlpha;
}
/* Clear the alpha buffer */
if (abuffer) {
GLubyte aclear = (GLint) (ctx->Color.ClearColor[3]
* ctx->Visual->AlphaScale);
if (ctx->Scissor.Enabled) {
/* clear scissor region */
GLint i, j;
for (j=0;j<ctx->Scissor.Height;j++) {
GLubyte *aptr = ALPHA_ADDR(ctx->Buffer->Xmin,
ctx->Buffer->Ymin+j);
for (i=0;i<ctx->Scissor.Width;i++) {
*aptr++ = aclear;
}
}
}
else {
/* clear whole buffer */
MEMSET( abuffer, aclear, ctx->Buffer->Width*ctx->Buffer->Height );
}
}
}
}
void gl_write_alpha_span( GLcontext* ctx, GLuint n, GLint x, GLint y,
GLubyte alpha[], GLubyte mask[] )
{
GLubyte *aptr = ALPHA_ADDR( x, y );
GLuint i;
if (mask) {
for (i=0;i<n;i++) {
if (mask[i]) {
*aptr = alpha[i];
}
aptr++;
}
}
else {
for (i=0;i<n;i++) {
*aptr++ = alpha[i];
}
}
}
void gl_write_mono_alpha_span( GLcontext* ctx, GLuint n, GLint x, GLint y,
GLubyte alpha, GLubyte mask[] )
{
GLubyte *aptr = ALPHA_ADDR( x, y );
GLuint i;
if (mask) {
for (i=0;i<n;i++) {
if (mask[i]) {
*aptr = alpha;
}
aptr++;
}
}
else {
for (i=0;i<n;i++) {
*aptr++ = alpha;
}
}
}
void gl_write_alpha_pixels( GLcontext* ctx,
GLuint n, const GLint x[], const GLint y[],
const GLubyte alpha[], const GLubyte mask[] )
{
GLuint i;
if (mask) {
for (i=0;i<n;i++) {
if (mask[i]) {
GLubyte *aptr = ALPHA_ADDR( x[i], y[i] );
*aptr = alpha[i];
}
}
}
else {
for (i=0;i<n;i++) {
GLubyte *aptr = ALPHA_ADDR( x[i], y[i] );
*aptr = alpha[i];
}
}
}
void gl_write_mono_alpha_pixels( GLcontext* ctx,
GLuint n, const GLint x[], const GLint y[],
GLubyte alpha, const GLubyte mask[] )
{
GLuint i;
if (mask) {
for (i=0;i<n;i++) {
if (mask[i]) {
GLubyte *aptr = ALPHA_ADDR( x[i], y[i] );
*aptr = alpha;
}
}
}
else {
for (i=0;i<n;i++) {
GLubyte *aptr = ALPHA_ADDR( x[i], y[i] );
*aptr = alpha;
}
}
}
void gl_read_alpha_span( GLcontext* ctx,
GLuint n, GLint x, GLint y, GLubyte alpha[] )
{
GLubyte *aptr = ALPHA_ADDR( x, y );
GLuint i;
for (i=0;i<n;i++) {
alpha[i] = *aptr++;
}
}
void gl_read_alpha_pixels( GLcontext* ctx,
GLuint n, const GLint x[], const GLint y[],
GLubyte alpha[], const GLubyte mask[] )
{
GLuint i;
for (i=0;i<n;i++) {
if (mask[i]) {
GLubyte *aptr = ALPHA_ADDR( x[i], y[i] );
alpha[i] = *aptr;
}
}
}