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/* $Id: s_buffers.c,v 1.1 2003-02-28 11:49:41 pj Exp $ */
/*
* Mesa 3-D graphics library
* Version: 4.1
*
* Copyright (C) 1999-2002 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.
*/
#include "glheader.h"
#include "colormac.h"
#include "macros.h"
#include "imports.h"
#include "s_accum.h"
#include "s_alphabuf.h"
#include "s_context.h"
#include "s_depth.h"
#include "s_masking.h"
#include "s_stencil.h"
/*
* Clear the color buffer when glColorMask or glIndexMask is in effect.
*/
static void
clear_color_buffer_with_masking
( GLcontext
*ctx
)
{
SWcontext
*swrast
= SWRAST_CONTEXT
(ctx
);
const GLint x
= ctx
->DrawBuffer
->_Xmin
;
const GLint y
= ctx
->DrawBuffer
->_Ymin
;
const GLint height
= ctx
->DrawBuffer
->_Ymax
- ctx
->DrawBuffer
->_Ymin
;
const GLint width
= ctx
->DrawBuffer
->_Xmax
- ctx
->DrawBuffer
->_Xmin
;
if (ctx
->Visual.
rgbMode) {
/* RGBA mode */
GLchan clearColor
[4];
GLint i
;
CLAMPED_FLOAT_TO_CHAN
(clearColor
[RCOMP
], ctx
->Color.
ClearColor[0]);
CLAMPED_FLOAT_TO_CHAN
(clearColor
[GCOMP
], ctx
->Color.
ClearColor[1]);
CLAMPED_FLOAT_TO_CHAN
(clearColor
[BCOMP
], ctx
->Color.
ClearColor[2]);
CLAMPED_FLOAT_TO_CHAN
(clearColor
[ACOMP
], ctx
->Color.
ClearColor[3]);
for (i
= 0; i
< height
; i
++) {
GLchan rgba
[MAX_WIDTH
][4];
GLint j
;
for (j
= 0; j
< width
; j
++) {
COPY_CHAN4
(rgba
[j
], clearColor
);
}
_mesa_mask_rgba_array
( ctx
, width
, x
, y
+ i
, rgba
);
(*swrast
->Driver.
WriteRGBASpan)( ctx
, width
, x
, y
+ i
,
(CONST GLchan
(*)[4]) rgba
, NULL
);
}
}
else {
/* Color index mode */
GLuint span
[MAX_WIDTH
];
GLubyte mask
[MAX_WIDTH
];
GLint i
, j
;
MEMSET
( mask
, 1, width
);
for (i
=0;i
<height
;i
++) {
for (j
=0;j
<width
;j
++) {
span
[j
] = ctx
->Color.
ClearIndex;
}
_mesa_mask_index_array
( ctx
, width
, x
, y
+ i
, span
);
(*swrast
->Driver.
WriteCI32Span)( ctx
, width
, x
, y
+ i
, span
, mask
);
}
}
}
/*
* Clear a color buffer without index/channel masking.
*/
static void
clear_color_buffer
(GLcontext
*ctx
)
{
SWcontext
*swrast
= SWRAST_CONTEXT
(ctx
);
const GLint x
= ctx
->DrawBuffer
->_Xmin
;
const GLint y
= ctx
->DrawBuffer
->_Ymin
;
const GLint height
= ctx
->DrawBuffer
->_Ymax
- ctx
->DrawBuffer
->_Ymin
;
const GLint width
= ctx
->DrawBuffer
->_Xmax
- ctx
->DrawBuffer
->_Xmin
;
if (ctx
->Visual.
rgbMode) {
/* RGBA mode */
GLchan clearColor
[4];
GLchan span
[MAX_WIDTH
][4];
GLint i
;
CLAMPED_FLOAT_TO_CHAN
(clearColor
[RCOMP
], ctx
->Color.
ClearColor[0]);
CLAMPED_FLOAT_TO_CHAN
(clearColor
[GCOMP
], ctx
->Color.
ClearColor[1]);
CLAMPED_FLOAT_TO_CHAN
(clearColor
[BCOMP
], ctx
->Color.
ClearColor[2]);
CLAMPED_FLOAT_TO_CHAN
(clearColor
[ACOMP
], ctx
->Color.
ClearColor[3]);
ASSERT
(*((GLuint
*) &ctx
->Color.
ColorMask) == 0xffffffff);
for (i
= 0; i
< width
; i
++) {
COPY_CHAN4
(span
[i
], clearColor
);
}
for (i
= 0; i
< height
; i
++) {
(*swrast
->Driver.
WriteRGBASpan)( ctx
, width
, x
, y
+ i
,
(CONST GLchan
(*)[4]) span
, NULL
);
}
}
else {
/* Color index mode */
ASSERT
((ctx
->Color.
IndexMask & ((1 << ctx
->Visual.
indexBits) - 1))
== (GLuint
) ((1 << ctx
->Visual.
indexBits) - 1));
if (ctx
->Visual.
indexBits == 8) {
/* 8-bit clear */
GLubyte span
[MAX_WIDTH
];
GLint i
;
MEMSET
(span
, ctx
->Color.
ClearIndex, width
);
for (i
= 0; i
< height
; i
++) {
(*swrast
->Driver.
WriteCI8Span)( ctx
, width
, x
, y
+ i
, span
, NULL
);
}
}
else {
/* non 8-bit clear */
GLuint span
[MAX_WIDTH
];
GLint i
;
for (i
= 0; i
< width
; i
++) {
span
[i
] = ctx
->Color.
ClearIndex;
}
for (i
= 0; i
< height
; i
++) {
(*swrast
->Driver.
WriteCI32Span)( ctx
, width
, x
, y
+ i
, span
, NULL
);
}
}
}
}
/*
* Clear the front/back/left/right color buffers.
* This function is usually only called if we need to clear the
* buffers with masking.
*/
static void
clear_color_buffers
(GLcontext
*ctx
)
{
SWcontext
*swrast
= SWRAST_CONTEXT
(ctx
);
const GLuint colorMask
= *((GLuint
*) &ctx
->Color.
ColorMask);
GLuint bufferBit
;
/* loop over four possible dest color buffers */
for (bufferBit
= 1; bufferBit
<= 8; bufferBit
= bufferBit
<< 1) {
if (bufferBit
& ctx
->Color._DrawDestMask
) {
(*swrast
->Driver.
SetBuffer)(ctx
, ctx
->DrawBuffer
, bufferBit
);
if (colorMask
!= 0xffffffff) {
clear_color_buffer_with_masking
(ctx
);
}
else {
clear_color_buffer
(ctx
);
}
}
}
/* restore default read/draw buffer */
_swrast_use_draw_buffer
(ctx
);
}
void
_swrast_Clear
( GLcontext
*ctx
, GLbitfield mask
,
GLboolean all
,
GLint x
, GLint y
, GLint width
, GLint height
)
{
SWcontext
*swrast
= SWRAST_CONTEXT
(ctx
);
#ifdef DEBUG
{
GLbitfield legalBits
= DD_FRONT_LEFT_BIT
|
DD_FRONT_RIGHT_BIT
|
DD_BACK_LEFT_BIT
|
DD_BACK_RIGHT_BIT
|
DD_DEPTH_BIT
|
DD_STENCIL_BIT
|
DD_ACCUM_BIT
;
assert((mask
& (~legalBits
)) == 0);
}
#endif
RENDER_START
(swrast
,ctx
);
/* do software clearing here */
if (mask
) {
if (mask
& ctx
->Color._DrawDestMask
) clear_color_buffers
(ctx
);
if (mask
& GL_DEPTH_BUFFER_BIT
) _mesa_clear_depth_buffer
(ctx
);
if (mask
& GL_ACCUM_BUFFER_BIT
) _mesa_clear_accum_buffer
(ctx
);
if (mask
& GL_STENCIL_BUFFER_BIT
) _mesa_clear_stencil_buffer
(ctx
);
}
/* clear software-based alpha buffer(s) */
if ( (mask
& GL_COLOR_BUFFER_BIT
)
&& ctx
->DrawBuffer
->UseSoftwareAlphaBuffers
&& ctx
->Color.
ColorMask[ACOMP
]) {
_mesa_clear_alpha_buffers
( ctx
);
}
RENDER_FINISH
(swrast
,ctx
);
}
void
_swrast_alloc_buffers
( GLframebuffer
*buffer
)
{
/* Reallocate other buffers if needed. */
if (buffer
->UseSoftwareDepthBuffer
) {
_mesa_alloc_depth_buffer
( buffer
);
}
if (buffer
->UseSoftwareStencilBuffer
) {
_mesa_alloc_stencil_buffer
( buffer
);
}
if (buffer
->UseSoftwareAccumBuffer
) {
_mesa_alloc_accum_buffer
( buffer
);
}
if (buffer
->UseSoftwareAlphaBuffers
) {
_mesa_alloc_alpha_buffers
( buffer
);
}
}
/*
* Fallback for ctx->Driver.DrawBuffer()
*/
void
_swrast_DrawBuffer
( GLcontext
*ctx
, GLenum mode
)
{
_swrast_use_draw_buffer
(ctx
);
}
/*
* Setup things so that we read/write spans from the user-designated
* read buffer (set via glReadPixels). We usually just have to call
* this for glReadPixels, glCopyPixels, etc.
*/
void
_swrast_use_read_buffer
( GLcontext
*ctx
)
{
SWcontext
*swrast
= SWRAST_CONTEXT
(ctx
);
/* Do this so the software-emulated alpha plane span functions work! */
swrast
->CurrentBuffer
= ctx
->Pixel._ReadSrcMask
;
/* Tell the device driver where to read/write spans */
(*swrast
->Driver.
SetBuffer)( ctx
, ctx
->ReadBuffer
, swrast
->CurrentBuffer
);
}
/*
* Setup things so that we read/write spans from the default draw buffer.
* This is the usual mode that Mesa's software rasterizer operates in.
*/
void
_swrast_use_draw_buffer
( GLcontext
*ctx
)
{
SWcontext
*swrast
= SWRAST_CONTEXT
(ctx
);
/* The user can specify rendering to zero, one, two, or four color
* buffers simultaneously with glDrawBuffer()!
* We don't expect the span/point/line/triangle functions to deal with
* that mess so we'll iterate over the multiple buffers as needed.
* But usually we only render to one color buffer at a time.
* We set ctx->Color._DriverDrawBuffer to that buffer and tell the
* device driver to use that buffer.
* Look in s_span.c's multi_write_rgba_span() function to see how
* we loop over multiple color buffers when needed.
*/
if (ctx
->Color._DrawDestMask
& FRONT_LEFT_BIT
)
swrast
->CurrentBuffer
= FRONT_LEFT_BIT
;
else if (ctx
->Color._DrawDestMask
& BACK_LEFT_BIT
)
swrast
->CurrentBuffer
= BACK_LEFT_BIT
;
else if (ctx
->Color._DrawDestMask
& FRONT_RIGHT_BIT
)
swrast
->CurrentBuffer
= FRONT_RIGHT_BIT
;
else if (ctx
->Color._DrawDestMask
& BACK_RIGHT_BIT
)
swrast
->CurrentBuffer
= BACK_RIGHT_BIT
;
else
/* glDrawBuffer(GL_NONE) */
swrast
->CurrentBuffer
= FRONT_LEFT_BIT
; /* we always have this buffer */
(*swrast
->Driver.
SetBuffer)( ctx
, ctx
->DrawBuffer
, swrast
->CurrentBuffer
);
}