mirror of
https://github.com/reactos/reactos.git
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5f2bebf7a5
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
450 lines
14 KiB
C
450 lines
14 KiB
C
/* $Id: pb.c,v 1.14 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: 2.4
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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.c,v $
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* Revision 1.14 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 1.13 1997/07/24 01:24:11 brianp
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* changed precompiled header symbol from PCH to PC_HEADER
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*
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* Revision 1.12 1997/05/28 03:26:02 brianp
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* added precompiled header (PCH) support
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*
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* Revision 1.11 1997/05/09 22:40:19 brianp
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* added gl_alloc_pb()
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*
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* Revision 1.10 1997/05/03 00:51:30 brianp
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* new texturing function call: gl_texture_pixels()
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*
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* Revision 1.9 1997/05/01 02:10:33 brianp
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* removed manually unrolled loop to stop Purify uninitialized memory read
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*
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* Revision 1.8 1997/04/16 23:54:11 brianp
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* do per-pixel fog if texturing is enabled
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*
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* Revision 1.7 1997/02/09 19:53:43 brianp
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* now use TEXTURE_xD enable constants
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*
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* Revision 1.6 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 1.5 1997/02/03 20:30:54 brianp
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* added a few DEFARRAY macros for BeOS
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*
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* Revision 1.4 1997/01/28 22:17:44 brianp
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* new RGBA mode logic op support
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*
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* Revision 1.3 1996/09/25 03:21:10 brianp
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* added NO_DRAW_BIT support
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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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/*
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* Pixel buffer:
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*
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* As fragments are produced (by point, line, and bitmap drawing) they
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* are accumlated in a buffer. When the buffer is full or has to be
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* flushed (glEnd), we apply all enabled rasterization functions to the
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* pixels and write the results to the display buffer. The goal is to
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* maximize the number of pixels processed inside loops and to minimize
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* the number of function calls.
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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 <stdlib.h>
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#include <string.h>
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#include "alpha.h"
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#include "alphabuf.h"
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#include "blend.h"
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#include "depth.h"
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#include "fog.h"
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#include "logic.h"
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#include "macros.h"
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#include "masking.h"
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#include "pb.h"
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#include "scissor.h"
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#include "stencil.h"
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#include "texture.h"
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#include "types.h"
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#endif
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/*
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* Allocate and initialize a new pixel buffer structure.
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*/
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struct pixel_buffer *gl_alloc_pb(void)
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{
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struct pixel_buffer *pb;
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pb = (struct pixel_buffer *) calloc(sizeof(struct pixel_buffer), 1);
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if (pb) {
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int i;
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/* set non-zero fields */
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pb->primitive = GL_BITMAP;
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/* Set all lambda values to 0.0 since we don't do mipmapping for
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* points or lines and want to use the level 0 texture image.
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*/
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for (i=0; i<PB_SIZE; i++) {
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pb->lambda[i] = 0.0;
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}
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}
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return pb;
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}
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/*
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* When the pixel buffer is full, or needs to be flushed, call this
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* function. All the pixels in the pixel buffer will be subjected
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* to texturing, scissoring, stippling, alpha testing, stenciling,
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* depth testing, blending, and finally written to the frame buffer.
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*/
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void gl_flush_pb( GLcontext *ctx )
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{
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struct pixel_buffer* PB = ctx->PB;
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DEFARRAY(GLubyte,mask,PB_SIZE);
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DEFARRAY(GLubyte, rsave, PB_SIZE);
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DEFARRAY(GLubyte, gsave, PB_SIZE);
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DEFARRAY(GLubyte, bsave, PB_SIZE);
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DEFARRAY(GLubyte, asave, PB_SIZE);
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if (PB->count==0) goto CleanUp;
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/* initialize mask array and clip pixels simultaneously */
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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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GLint *x = PB->x;
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GLint *y = PB->y;
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GLuint i, n = PB->count;
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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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}
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if (ctx->Visual->RGBAflag) {
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/* RGBA COLOR PIXELS */
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if (PB->mono && ctx->MutablePixels) {
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/* Copy flat color to all pixels */
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MEMSET( PB->r, PB->color[0], PB->count );
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MEMSET( PB->g, PB->color[1], PB->count );
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MEMSET( PB->b, PB->color[2], PB->count );
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MEMSET( PB->a, PB->color[3], PB->count );
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}
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/* If each pixel can be of a different color... */
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if (ctx->MutablePixels || !PB->mono) {
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if (ctx->Texture.Enabled) {
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/* TODO: need texture lambda valus */
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gl_texture_pixels( ctx, PB->count, PB->s, PB->t, PB->u,
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PB->lambda, PB->r, PB->g, PB->b, PB->a);
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}
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if (ctx->Fog.Enabled
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&& (ctx->Hint.Fog==GL_NICEST || PB->primitive==GL_BITMAP
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|| ctx->Texture.Enabled)) {
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gl_fog_color_pixels( ctx, PB->count, PB->z,
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PB->r, PB->g, PB->b, PB->a );
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}
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/* Scissoring already done above */
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if (ctx->Color.AlphaEnabled) {
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if (gl_alpha_test( ctx, PB->count, PB->a, mask )==0) {
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goto CleanUp;
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}
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}
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if (ctx->Stencil.Enabled) {
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/* first stencil test */
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if (gl_stencil_pixels( ctx, PB->count, PB->x, PB->y, mask )==0) {
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goto CleanUp;
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}
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/* depth buffering w/ stencil */
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gl_depth_stencil_pixels( ctx, PB->count, PB->x, PB->y, PB->z, mask );
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}
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else if (ctx->Depth.Test) {
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/* regular depth testing */
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(*ctx->Driver.DepthTestPixels)( ctx, PB->count, PB->x, PB->y, PB->z, mask );
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}
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if (ctx->RasterMask & NO_DRAW_BIT) {
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goto CleanUp;
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}
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if (ctx->RasterMask & FRONT_AND_BACK_BIT) {
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/* make a copy of the colors */
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MEMCPY( rsave, PB->r, PB->count * sizeof(GLubyte) );
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MEMCPY( gsave, PB->r, PB->count * sizeof(GLubyte) );
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MEMCPY( bsave, PB->r, PB->count * sizeof(GLubyte) );
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MEMCPY( asave, PB->r, PB->count * sizeof(GLubyte) );
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}
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if (ctx->Color.SWLogicOpEnabled) {
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gl_logicop_rgba_pixels( ctx, PB->count, PB->x, PB->y,
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PB->r, PB->g, PB->b, PB->a, mask);
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}
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else if (ctx->Color.BlendEnabled) {
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gl_blend_pixels( ctx, PB->count, PB->x, PB->y,
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PB->r, PB->g, PB->b, PB->a, mask);
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}
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if (ctx->Color.SWmasking) {
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gl_mask_color_pixels( ctx, PB->count, PB->x, PB->y,
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PB->r, PB->g, PB->b, PB->a, mask );
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}
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/* write pixels */
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(*ctx->Driver.WriteColorPixels)( ctx, PB->count, PB->x, PB->y,
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PB->r, PB->g, PB->b, PB->a, mask );
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if (ctx->RasterMask & ALPHABUF_BIT) {
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gl_write_alpha_pixels( ctx, PB->count, PB->x, PB->y, PB->a, mask );
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}
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if (ctx->RasterMask & FRONT_AND_BACK_BIT) {
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/*** Also draw to back buffer ***/
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(*ctx->Driver.SetBuffer)( ctx, GL_BACK );
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if (ctx->Color.SWLogicOpEnabled) {
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gl_logicop_rgba_pixels( ctx, PB->count, PB->x, PB->y,
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PB->r, PB->g, PB->b, PB->a, mask);
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}
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else if (ctx->Color.BlendEnabled) {
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gl_blend_pixels( ctx, PB->count, PB->x, PB->y,
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rsave, gsave, bsave, asave, mask );
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}
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if (ctx->Color.SWmasking) {
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gl_mask_color_pixels( ctx, PB->count, PB->x, PB->y,
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rsave, gsave, bsave, asave, mask);
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}
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(*ctx->Driver.WriteColorPixels)( ctx, PB->count, PB->x, PB->y,
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rsave, gsave, bsave, asave, mask);
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if (ctx->RasterMask & ALPHABUF_BIT) {
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ctx->Buffer->Alpha = ctx->Buffer->BackAlpha;
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gl_write_alpha_pixels( ctx, PB->count, PB->x, PB->y,
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asave, mask );
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ctx->Buffer->Alpha = ctx->Buffer->FrontAlpha;
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}
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(*ctx->Driver.SetBuffer)( ctx, GL_FRONT );
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/*** ALL DONE ***/
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}
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}
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else {
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/* Same color for all pixels */
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/* Scissoring already done above */
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if (ctx->Color.AlphaEnabled) {
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if (gl_alpha_test( ctx, PB->count, PB->a, mask )==0) {
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goto CleanUp;
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}
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}
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if (ctx->Stencil.Enabled) {
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/* first stencil test */
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if (gl_stencil_pixels( ctx, PB->count, PB->x, PB->y, mask )==0) {
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goto CleanUp;
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}
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/* depth buffering w/ stencil */
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gl_depth_stencil_pixels( ctx, PB->count, PB->x, PB->y, PB->z, mask );
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}
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else if (ctx->Depth.Test) {
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/* regular depth testing */
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(*ctx->Driver.DepthTestPixels)( ctx, PB->count, PB->x, PB->y, PB->z, mask );
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}
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if (ctx->RasterMask & NO_DRAW_BIT) {
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goto CleanUp;
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}
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/* write pixels */
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{
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GLubyte red, green, blue, alpha;
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red = PB->color[0];
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green = PB->color[1];
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blue = PB->color[2];
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alpha = PB->color[3];
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(*ctx->Driver.Color)( ctx, red, green, blue, alpha );
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}
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(*ctx->Driver.WriteMonocolorPixels)( ctx, PB->count, PB->x, PB->y, mask );
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if (ctx->RasterMask & ALPHABUF_BIT) {
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gl_write_mono_alpha_pixels( ctx, PB->count, PB->x, PB->y,
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PB->color[3], mask );
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}
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if (ctx->RasterMask & FRONT_AND_BACK_BIT) {
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/*** Also render to back buffer ***/
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(*ctx->Driver.SetBuffer)( ctx, GL_BACK );
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(*ctx->Driver.WriteMonocolorPixels)( ctx, PB->count, PB->x, PB->y, mask );
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if (ctx->RasterMask & ALPHABUF_BIT) {
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ctx->Buffer->Alpha = ctx->Buffer->BackAlpha;
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gl_write_mono_alpha_pixels( ctx, PB->count, PB->x, PB->y,
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PB->color[3], mask );
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ctx->Buffer->Alpha = ctx->Buffer->FrontAlpha;
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}
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(*ctx->Driver.SetBuffer)( ctx, GL_FRONT );
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}
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/*** ALL DONE ***/
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}
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}
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else {
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/* COLOR INDEX PIXELS */
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/* If we may be writting pixels with different indexes... */
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if (PB->mono && ctx->MutablePixels) {
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/* copy index to all pixels */
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GLuint n = PB->count, indx = PB->index;
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GLuint *pbindex = PB->i;
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do {
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*pbindex++ = indx;
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n--;
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} while (n);
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}
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if (ctx->MutablePixels || !PB->mono) {
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/* Pixel color index may be modified */
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GLuint isave[PB_SIZE];
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if (ctx->Fog.Enabled
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&& (ctx->Hint.Fog==GL_NICEST || PB->primitive==GL_BITMAP)) {
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gl_fog_index_pixels( ctx, PB->count, PB->z, PB->i );
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}
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/* Scissoring already done above */
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if (ctx->Stencil.Enabled) {
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/* first stencil test */
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if (gl_stencil_pixels( ctx, PB->count, PB->x, PB->y, mask )==0) {
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goto CleanUp;
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}
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/* depth buffering w/ stencil */
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gl_depth_stencil_pixels( ctx, PB->count, PB->x, PB->y, PB->z, mask );
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}
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else if (ctx->Depth.Test) {
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/* regular depth testing */
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(*ctx->Driver.DepthTestPixels)( ctx, PB->count, PB->x, PB->y, PB->z, mask );
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}
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if (ctx->RasterMask & NO_DRAW_BIT) {
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goto CleanUp;
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}
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if (ctx->RasterMask & FRONT_AND_BACK_BIT) {
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/* make a copy of the indexes */
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MEMCPY( isave, PB->i, PB->count * sizeof(GLuint) );
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}
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if (ctx->Color.SWLogicOpEnabled) {
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gl_logicop_ci_pixels( ctx, PB->count, PB->x, PB->y, PB->i, mask );
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}
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if (ctx->Color.SWmasking) {
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gl_mask_index_pixels( ctx, PB->count, PB->x, PB->y, PB->i, mask );
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}
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/* write pixels */
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(*ctx->Driver.WriteIndexPixels)( ctx, PB->count, PB->x, PB->y,
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PB->i, mask );
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if (ctx->RasterMask & FRONT_AND_BACK_BIT) {
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/*** Also write to back buffer ***/
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(*ctx->Driver.SetBuffer)( ctx, GL_BACK );
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MEMCPY( PB->i, isave, PB->count * sizeof(GLuint) );
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if (ctx->Color.SWLogicOpEnabled) {
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gl_logicop_ci_pixels( ctx, PB->count, PB->x, PB->y, PB->i, mask );
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}
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if (ctx->Color.SWmasking) {
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gl_mask_index_pixels( ctx, PB->count, PB->x, PB->y,
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PB->i, mask );
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}
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(*ctx->Driver.WriteIndexPixels)( ctx, PB->count, PB->x, PB->y,
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PB->i, mask );
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(*ctx->Driver.SetBuffer)( ctx, GL_FRONT );
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}
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/*** ALL DONE ***/
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}
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else {
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/* Same color index for all pixels */
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/* Scissoring already done above */
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if (ctx->Stencil.Enabled) {
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/* first stencil test */
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if (gl_stencil_pixels( ctx, PB->count, PB->x, PB->y, mask )==0) {
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goto CleanUp;
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}
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/* depth buffering w/ stencil */
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gl_depth_stencil_pixels( ctx, PB->count, PB->x, PB->y, PB->z, mask );
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}
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else if (ctx->Depth.Test) {
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/* regular depth testing */
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(*ctx->Driver.DepthTestPixels)( ctx, PB->count, PB->x, PB->y, PB->z, mask );
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}
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if (ctx->RasterMask & NO_DRAW_BIT) {
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goto CleanUp;
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}
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/* write pixels */
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(*ctx->Driver.Index)( ctx, PB->index );
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(*ctx->Driver.WriteMonoindexPixels)( ctx, PB->count, PB->x, PB->y, mask );
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if (ctx->RasterMask & FRONT_AND_BACK_BIT) {
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/*** Also write to back buffer ***/
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(*ctx->Driver.SetBuffer)( ctx, GL_BACK );
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(*ctx->Driver.WriteMonoindexPixels)( ctx, PB->count, PB->x, PB->y, mask );
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(*ctx->Driver.SetBuffer)( ctx, GL_FRONT );
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}
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/*** ALL DONE ***/
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}
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}
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CleanUp:
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PB->count = 0;
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UNDEFARRAY(mask);
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UNDEFARRAY(rsave);
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UNDEFARRAY(gsave);
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UNDEFARRAY(bsave);
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UNDEFARRAY(asave);
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}
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