added support for separate read/draw buffers per context

This commit is contained in:
Brian Paul
1999-11-24 18:48:30 +00:00
parent 5bf7f47083
commit 3f02f90f94
11 changed files with 176 additions and 150 deletions

View File

@@ -1,8 +1,8 @@
/* $Id: xmesaP.h,v 1.2 1999/10/08 09:27:12 keithw Exp $ */ /* $Id: xmesaP.h,v 1.3 1999/11/24 18:49:44 brianp Exp $ */
/* /*
* Mesa 3-D graphics library * Mesa 3-D graphics library
* Version: 3.1 * Version: 3.3
* *
* Copyright (C) 1999 Brian Paul All Rights Reserved. * Copyright (C) 1999 Brian Paul All Rights Reserved.
* *
@@ -23,9 +23,6 @@
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR 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. * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/ */
/* $XFree86: xc/lib/GL/mesa/src/X/xmesaP.h,v 1.5 1999/07/06 14:51:28 dawes Exp $ */
#ifndef XMESAP_H #ifndef XMESAP_H
@@ -39,7 +36,7 @@
# ifdef GLX_DIRECT_RENDERING # ifdef GLX_DIRECT_RENDERING
# include "dri_mesa.h" # include "dri_mesa.h"
# endif # endif
# ifdef SHM # ifdef USE_XSHM
# include <X11/extensions/XShm.h> # include <X11/extensions/XShm.h>
# endif # endif
#endif #endif
@@ -127,6 +124,7 @@ struct xmesa_context {
GLcontext *gl_ctx; /* the core library context */ GLcontext *gl_ctx; /* the core library context */
XMesaVisual xm_visual; /* Describes the buffers */ XMesaVisual xm_visual; /* Describes the buffers */
XMesaBuffer xm_buffer; /* current framebuffer */ XMesaBuffer xm_buffer; /* current framebuffer */
XMesaBuffer xm_read_buffer; /* current framebuffer */
XMesaDisplay *display; /* == xm_visual->display */ XMesaDisplay *display; /* == xm_visual->display */
GLboolean swapbytes; /* Host byte order != display byte order? */ GLboolean swapbytes; /* Host byte order != display byte order? */
@@ -179,7 +177,7 @@ struct xmesa_buffer {
/* 0 = not available */ /* 0 = not available */
/* 1 = XImage support available */ /* 1 = XImage support available */
/* 2 = Pixmap support available too */ /* 2 = Pixmap support available too */
#ifdef SHM #ifdef USE_XSHM
XShmSegmentInfo shminfo; XShmSegmentInfo shminfo;
#endif #endif
#endif #endif

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@@ -1,8 +1,8 @@
/* $Id: accum.c,v 1.11 1999/11/11 01:22:25 brianp Exp $ */ /* $Id: accum.c,v 1.12 1999/11/24 18:48:30 brianp Exp $ */
/* /*
* Mesa 3-D graphics library * Mesa 3-D graphics library
* Version: 3.1 * Version: 3.3
* *
* Copyright (C) 1999 Brian Paul All Rights Reserved. * Copyright (C) 1999 Brian Paul All Rights Reserved.
* *
@@ -70,15 +70,15 @@ void gl_alloc_accum_buffer( GLcontext *ctx )
{ {
GLint n; GLint n;
if (ctx->Buffer->Accum) { if (ctx->DrawBuffer->Accum) {
FREE( ctx->Buffer->Accum ); FREE( ctx->DrawBuffer->Accum );
ctx->Buffer->Accum = NULL; ctx->DrawBuffer->Accum = NULL;
} }
/* allocate accumulation buffer if not already present */ /* allocate accumulation buffer if not already present */
n = ctx->Buffer->Width * ctx->Buffer->Height * 4 * sizeof(GLaccum); n = ctx->DrawBuffer->Width * ctx->DrawBuffer->Height * 4 * sizeof(GLaccum);
ctx->Buffer->Accum = (GLaccum *) MALLOC( n ); ctx->DrawBuffer->Accum = (GLaccum *) MALLOC( n );
if (!ctx->Buffer->Accum) { if (!ctx->DrawBuffer->Accum) {
/* unable to setup accumulation buffer */ /* unable to setup accumulation buffer */
gl_error( ctx, GL_OUT_OF_MEMORY, "glAccum" ); gl_error( ctx, GL_OUT_OF_MEMORY, "glAccum" );
} }
@@ -113,10 +113,10 @@ _mesa_ClearAccum( GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha )
*/ */
static void rescale_accum( GLcontext *ctx ) static void rescale_accum( GLcontext *ctx )
{ {
const GLuint n = ctx->Buffer->Width * ctx->Buffer->Height * 4; const GLuint n = ctx->DrawBuffer->Width * ctx->DrawBuffer->Height * 4;
const GLfloat fChanMax = (1 << (sizeof(GLchan) * 8)) - 1; const GLfloat fChanMax = (1 << (sizeof(GLchan) * 8)) - 1;
const GLfloat s = ctx->IntegerAccumScaler * (32767.0 / fChanMax); const GLfloat s = ctx->IntegerAccumScaler * (32767.0 / fChanMax);
GLaccum *accum = ctx->Buffer->Accum; GLaccum *accum = ctx->DrawBuffer->Accum;
GLuint i; GLuint i;
assert(ctx->IntegerAccumMode); assert(ctx->IntegerAccumMode);
@@ -143,9 +143,13 @@ _mesa_Accum( GLenum op, GLfloat value )
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glAccum"); ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glAccum");
if (ctx->Visual->AccumBits==0 || !ctx->Buffer->Accum) { if (ctx->Visual->AccumBits == 0 || ctx->DrawBuffer != ctx->ReadBuffer) {
/* No accumulation buffer! */ gl_error(ctx, GL_INVALID_OPERATION, "glAccum");
gl_warning(ctx, "Calling glAccum() without an accumulation buffer"); return;
}
if (!ctx->DrawBuffer->Accum) {
gl_warning(ctx, "Calling glAccum() without an accumulation buffer (low memory?)");
return; return;
} }
@@ -174,8 +178,8 @@ _mesa_Accum( GLenum op, GLfloat value )
/* whole window */ /* whole window */
xpos = 0; xpos = 0;
ypos = 0; ypos = 0;
width = ctx->Buffer->Width; width = ctx->DrawBuffer->Width;
height = ctx->Buffer->Height; height = ctx->DrawBuffer->Height;
} }
width4 = 4 * width; width4 = 4 * width;
@@ -189,7 +193,7 @@ _mesa_Accum( GLenum op, GLfloat value )
if (ctx->IntegerAccumMode) if (ctx->IntegerAccumMode)
rescale_accum(ctx); rescale_accum(ctx);
for (j = 0; j < height; j++) { for (j = 0; j < height; j++) {
GLaccum * acc = ctx->Buffer->Accum + ypos * width4 + 4 * xpos; GLaccum * acc = ctx->DrawBuffer->Accum + ypos * width4 + 4 * xpos;
GLuint i; GLuint i;
for (i = 0; i < width4; i++) { for (i = 0; i < width4; i++) {
acc[i] += intVal; acc[i] += intVal;
@@ -206,7 +210,7 @@ _mesa_Accum( GLenum op, GLfloat value )
if (ctx->IntegerAccumMode) if (ctx->IntegerAccumMode)
rescale_accum(ctx); rescale_accum(ctx);
for (j = 0; j < height; j++) { for (j = 0; j < height; j++) {
GLaccum *acc = ctx->Buffer->Accum + ypos * width4 + 4 * xpos; GLaccum *acc = ctx->DrawBuffer->Accum + ypos * width4 + 4 * xpos;
GLuint i; GLuint i;
for (i = 0; i < width4; i++) { for (i = 0; i < width4; i++) {
acc[i] = (GLaccum) ( (GLfloat) acc[i] * value ); acc[i] = (GLaccum) ( (GLfloat) acc[i] * value );
@@ -228,13 +232,13 @@ _mesa_Accum( GLenum op, GLfloat value )
if (ctx->IntegerAccumMode) { if (ctx->IntegerAccumMode) {
/* simply add integer color values into accum buffer */ /* simply add integer color values into accum buffer */
GLuint j; GLuint j;
GLaccum *acc = ctx->Buffer->Accum + ypos * width4 + xpos * 4; GLaccum *acc = ctx->DrawBuffer->Accum + ypos * width4 + xpos * 4;
assert(ctx->IntegerAccumScaler > 0.0); assert(ctx->IntegerAccumScaler > 0.0);
assert(ctx->IntegerAccumScaler <= 1.0); assert(ctx->IntegerAccumScaler <= 1.0);
for (j = 0; j < height; j++) { for (j = 0; j < height; j++) {
GLuint i, i4; GLuint i, i4;
gl_read_rgba_span(ctx, width, xpos, ypos, rgba); gl_read_rgba_span(ctx, ctx->DrawBuffer, width, xpos, ypos, rgba);
for (i = i4 = 0; i < width; i++, i4+=4) { for (i = i4 = 0; i < width; i++, i4+=4) {
acc[i4+0] += rgba[i][RCOMP]; acc[i4+0] += rgba[i][RCOMP];
acc[i4+1] += rgba[i][GCOMP]; acc[i4+1] += rgba[i][GCOMP];
@@ -253,9 +257,9 @@ _mesa_Accum( GLenum op, GLfloat value )
const GLfloat ascale = value * acc_scale / fChanMax; const GLfloat ascale = value * acc_scale / fChanMax;
GLuint j; GLuint j;
for (j=0;j<height;j++) { for (j=0;j<height;j++) {
GLaccum *acc = ctx->Buffer->Accum + ypos * width4 + xpos * 4; GLaccum *acc = ctx->DrawBuffer->Accum + ypos * width4 + xpos * 4;
GLuint i; GLuint i;
gl_read_rgba_span(ctx, width, xpos, ypos, rgba); gl_read_rgba_span(ctx, ctx->DrawBuffer, width, xpos, ypos, rgba);
for (i=0;i<width;i++) { for (i=0;i<width;i++) {
*acc += (GLaccum) ( (GLfloat) rgba[i][RCOMP] * rscale ); acc++; *acc += (GLaccum) ( (GLfloat) rgba[i][RCOMP] * rscale ); acc++;
*acc += (GLaccum) ( (GLfloat) rgba[i][GCOMP] * gscale ); acc++; *acc += (GLaccum) ( (GLfloat) rgba[i][GCOMP] * gscale ); acc++;
@@ -288,12 +292,12 @@ _mesa_Accum( GLenum op, GLfloat value )
if (ctx->IntegerAccumMode) { if (ctx->IntegerAccumMode) {
/* just copy values into accum buffer */ /* just copy values into accum buffer */
GLuint j; GLuint j;
GLaccum *acc = ctx->Buffer->Accum + ypos * width4 + xpos * 4; GLaccum *acc = ctx->DrawBuffer->Accum + ypos * width4 + xpos * 4;
assert(ctx->IntegerAccumScaler > 0.0); assert(ctx->IntegerAccumScaler > 0.0);
assert(ctx->IntegerAccumScaler <= 1.0); assert(ctx->IntegerAccumScaler <= 1.0);
for (j = 0; j < height; j++) { for (j = 0; j < height; j++) {
GLuint i, i4; GLuint i, i4;
gl_read_rgba_span(ctx, width, xpos, ypos, rgba); gl_read_rgba_span(ctx, ctx->DrawBuffer, width, xpos, ypos, rgba);
for (i = i4 = 0; i < width; i++, i4 += 4) { for (i = i4 = 0; i < width; i++, i4 += 4) {
acc[i4+0] = rgba[i][RCOMP]; acc[i4+0] = rgba[i][RCOMP];
acc[i4+1] = rgba[i][GCOMP]; acc[i4+1] = rgba[i][GCOMP];
@@ -313,8 +317,8 @@ _mesa_Accum( GLenum op, GLfloat value )
const GLfloat d = 3.0 / acc_scale; const GLfloat d = 3.0 / acc_scale;
GLuint i, j; GLuint i, j;
for (j = 0; j < height; j++) { for (j = 0; j < height; j++) {
GLaccum *acc = ctx->Buffer->Accum + ypos * width4 + xpos * 4; GLaccum *acc = ctx->DrawBuffer->Accum + ypos * width4 + xpos * 4;
gl_read_rgba_span(ctx, width, xpos, ypos, rgba); gl_read_rgba_span(ctx, ctx->DrawBuffer, width, xpos, ypos, rgba);
for (i=0;i<width;i++) { for (i=0;i<width;i++) {
*acc++ = (GLaccum) ((GLfloat) rgba[i][RCOMP] * rscale + d); *acc++ = (GLaccum) ((GLfloat) rgba[i][RCOMP] * rscale + d);
*acc++ = (GLaccum) ((GLfloat) rgba[i][GCOMP] * gscale + d); *acc++ = (GLaccum) ((GLfloat) rgba[i][GCOMP] * gscale + d);
@@ -349,7 +353,7 @@ _mesa_Accum( GLenum op, GLfloat value )
assert(ctx->IntegerAccumScaler > 0.0); assert(ctx->IntegerAccumScaler > 0.0);
assert(ctx->IntegerAccumScaler <= 1.0); assert(ctx->IntegerAccumScaler <= 1.0);
for (j = 0; j < height; j++) { for (j = 0; j < height; j++) {
const GLaccum *acc = ctx->Buffer->Accum + ypos * width4 + xpos*4; const GLaccum *acc = ctx->DrawBuffer->Accum + ypos * width4 + xpos*4;
GLuint i, i4; GLuint i, i4;
for (i = i4 = 0; i < width; i++, i4 += 4) { for (i = i4 = 0; i < width; i++, i4 += 4) {
ASSERT(acc[i4+0] < max); ASSERT(acc[i4+0] < max);
@@ -376,7 +380,7 @@ _mesa_Accum( GLenum op, GLfloat value )
const GLfloat ascale = value / acc_scale * fChanMax; const GLfloat ascale = value / acc_scale * fChanMax;
GLuint i, j; GLuint i, j;
for (j=0;j<height;j++) { for (j=0;j<height;j++) {
const GLaccum *acc = ctx->Buffer->Accum + ypos * width4 + xpos*4; const GLaccum *acc = ctx->DrawBuffer->Accum + ypos * width4 + xpos*4;
for (i=0;i<width;i++) { for (i=0;i<width;i++) {
GLint r, g, b, a; GLint r, g, b, a;
r = (GLint) ( (GLfloat) (*acc++) * rscale + 0.5F ); r = (GLint) ( (GLfloat) (*acc++) * rscale + 0.5F );
@@ -430,15 +434,15 @@ void gl_clear_accum_buffer( GLcontext *ctx )
} }
/* number of pixels */ /* number of pixels */
buffersize = ctx->Buffer->Width * ctx->Buffer->Height; buffersize = ctx->DrawBuffer->Width * ctx->DrawBuffer->Height;
if (!ctx->Buffer->Accum) { if (!ctx->DrawBuffer->Accum) {
/* try to alloc accumulation buffer */ /* try to alloc accumulation buffer */
ctx->Buffer->Accum = (GLaccum *) ctx->DrawBuffer->Accum = (GLaccum *)
MALLOC( buffersize * 4 * sizeof(GLaccum) ); MALLOC( buffersize * 4 * sizeof(GLaccum) );
} }
if (ctx->Buffer->Accum) { if (ctx->DrawBuffer->Accum) {
if (ctx->Scissor.Enabled) { if (ctx->Scissor.Enabled) {
/* Limit clear to scissor box */ /* Limit clear to scissor box */
GLaccum r, g, b, a; GLaccum r, g, b, a;
@@ -450,12 +454,12 @@ void gl_clear_accum_buffer( GLcontext *ctx )
b = (GLaccum) (ctx->Accum.ClearColor[2] * acc_scale); b = (GLaccum) (ctx->Accum.ClearColor[2] * acc_scale);
a = (GLaccum) (ctx->Accum.ClearColor[3] * acc_scale); a = (GLaccum) (ctx->Accum.ClearColor[3] * acc_scale);
/* size of region to clear */ /* size of region to clear */
width = 4 * (ctx->Buffer->Xmax - ctx->Buffer->Xmin + 1); width = 4 * (ctx->DrawBuffer->Xmax - ctx->DrawBuffer->Xmin + 1);
height = ctx->Buffer->Ymax - ctx->Buffer->Ymin + 1; height = ctx->DrawBuffer->Ymax - ctx->DrawBuffer->Ymin + 1;
/* ptr to first element to clear */ /* ptr to first element to clear */
row = ctx->Buffer->Accum row = ctx->DrawBuffer->Accum
+ 4 * (ctx->Buffer->Ymin * ctx->Buffer->Width + 4 * (ctx->DrawBuffer->Ymin * ctx->DrawBuffer->Width
+ ctx->Buffer->Xmin); + ctx->DrawBuffer->Xmin);
for (j=0;j<height;j++) { for (j=0;j<height;j++) {
for (i=0;i<width;i+=4) { for (i=0;i<width;i+=4) {
row[i+0] = r; row[i+0] = r;
@@ -463,7 +467,7 @@ void gl_clear_accum_buffer( GLcontext *ctx )
row[i+2] = b; row[i+2] = b;
row[i+3] = a; row[i+3] = a;
} }
row += 4 * ctx->Buffer->Width; row += 4 * ctx->DrawBuffer->Width;
} }
} }
else { else {
@@ -473,14 +477,14 @@ void gl_clear_accum_buffer( GLcontext *ctx )
ctx->Accum.ClearColor[2]==0.0 && ctx->Accum.ClearColor[2]==0.0 &&
ctx->Accum.ClearColor[3]==0.0) { ctx->Accum.ClearColor[3]==0.0) {
/* Black */ /* Black */
MEMSET( ctx->Buffer->Accum, 0, buffersize * 4 * sizeof(GLaccum) ); MEMSET( ctx->DrawBuffer->Accum, 0, buffersize * 4 * sizeof(GLaccum) );
} }
else { else {
/* Not black */ /* Not black */
GLaccum *acc, r, g, b, a; GLaccum *acc, r, g, b, a;
GLuint i; GLuint i;
acc = ctx->Buffer->Accum; acc = ctx->DrawBuffer->Accum;
r = (GLaccum) (ctx->Accum.ClearColor[0] * acc_scale); r = (GLaccum) (ctx->Accum.ClearColor[0] * acc_scale);
g = (GLaccum) (ctx->Accum.ClearColor[1] * acc_scale); g = (GLaccum) (ctx->Accum.ClearColor[1] * acc_scale);
b = (GLaccum) (ctx->Accum.ClearColor[2] * acc_scale); b = (GLaccum) (ctx->Accum.ClearColor[2] * acc_scale);

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@@ -1,8 +1,8 @@
/* $Id: blend.c,v 1.9 1999/11/12 04:56:55 kendallb Exp $ */ /* $Id: blend.c,v 1.10 1999/11/24 18:48:31 brianp Exp $ */
/* /*
* Mesa 3-D graphics library * Mesa 3-D graphics library
* Version: 3.1 * Version: 3.3
* *
* Copyright (C) 1999 Brian Paul All Rights Reserved. * Copyright (C) 1999 Brian Paul All Rights Reserved.
* *
@@ -782,7 +782,7 @@ void gl_blend_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
} }
/* Read span of current frame buffer pixels */ /* Read span of current frame buffer pixels */
gl_read_rgba_span( ctx, n, x, y, dest ); gl_read_rgba_span( ctx, ctx->DrawBuffer, n, x, y, dest );
if (!ctx->Color.BlendFunc) if (!ctx->Color.BlendFunc)
set_blend_function(ctx); set_blend_function(ctx);

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@@ -1,4 +1,4 @@
/* $Id: context.c,v 1.22 1999/11/19 22:51:29 brianp Exp $ */ /* $Id: context.c,v 1.23 1999/11/24 18:48:31 brianp Exp $ */
/* /*
* Mesa 3-D graphics library * Mesa 3-D graphics library
@@ -1204,7 +1204,8 @@ GLcontext *gl_create_context( GLvisual *visual,
ctx->DriverCtx = driver_ctx; ctx->DriverCtx = driver_ctx;
ctx->Visual = visual; ctx->Visual = visual;
ctx->Buffer = NULL; ctx->DrawBuffer = NULL;
ctx->ReadBuffer = NULL;
ctx->VB = gl_vb_create_for_immediate( ctx ); ctx->VB = gl_vb_create_for_immediate( ctx );
if (!ctx->VB) { if (!ctx->VB) {
@@ -1478,6 +1479,17 @@ void gl_destroy_framebuffer( GLframebuffer *buffer )
* Set the current context, binding the given frame buffer to the context. * Set the current context, binding the given frame buffer to the context.
*/ */
void gl_make_current( GLcontext *newCtx, GLframebuffer *buffer ) void gl_make_current( GLcontext *newCtx, GLframebuffer *buffer )
{
gl_make_current2( newCtx, buffer, buffer );
}
/*
* Bind the given context to the given draw-buffer and read-buffer
* and make it the current context for this thread.
*/
void gl_make_current2( GLcontext *newCtx, GLframebuffer *drawBuffer,
GLframebuffer *readBuffer )
{ {
GET_CURRENT_CONTEXT(oldCtx); GET_CURRENT_CONTEXT(oldCtx);
@@ -1487,9 +1499,12 @@ void gl_make_current( GLcontext *newCtx, GLframebuffer *buffer )
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(oldCtx, "gl_make_current"); ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(oldCtx, "gl_make_current");
} }
if (oldCtx && oldCtx->Buffer) { /* unbind frame buffers from context */
/* unbind frame buffer from context */ if (oldCtx && oldCtx->DrawBuffer) {
oldCtx->Buffer = NULL; oldCtx->DrawBuffer = NULL;
}
if (oldCtx && oldCtx->ReadBuffer) {
oldCtx->ReadBuffer = NULL;
} }
#ifdef THREADS #ifdef THREADS
@@ -1509,15 +1524,17 @@ void gl_make_current( GLcontext *newCtx, GLframebuffer *buffer )
if (MESA_VERBOSE) fprintf(stderr, "gl_make_current()\n"); if (MESA_VERBOSE) fprintf(stderr, "gl_make_current()\n");
if (newCtx && buffer) { if (newCtx && drawBuffer && readBuffer) {
/* TODO: check if newCtx and buffer's visual match??? */ /* TODO: check if newCtx and buffer's visual match??? */
newCtx->Buffer = buffer; /* Bind the frame buffer to the context */ newCtx->DrawBuffer = drawBuffer;
newCtx->ReadBuffer = readBuffer;
newCtx->NewState = NEW_ALL; /* just to be safe */ newCtx->NewState = NEW_ALL; /* just to be safe */
gl_update_state( newCtx ); gl_update_state( newCtx );
} }
} }
/* /*
* Return current context handle for the calling thread. * Return current context handle for the calling thread.
*/ */
@@ -1648,15 +1665,15 @@ _mesa_ResizeBuffersMESA( void )
(*ctx->Driver.GetBufferSize)( ctx, &buf_width, &buf_height ); (*ctx->Driver.GetBufferSize)( ctx, &buf_width, &buf_height );
/* see if size of device driver's color buffer (window) has changed */ /* see if size of device driver's color buffer (window) has changed */
if (ctx->Buffer->Width == (GLint) buf_width && if (ctx->DrawBuffer->Width == (GLint) buf_width &&
ctx->Buffer->Height == (GLint) buf_height) ctx->DrawBuffer->Height == (GLint) buf_height)
return; return;
ctx->NewState |= NEW_RASTER_OPS; /* to update scissor / window bounds */ ctx->NewState |= NEW_RASTER_OPS; /* to update scissor / window bounds */
/* save buffer size */ /* save buffer size */
ctx->Buffer->Width = buf_width; ctx->DrawBuffer->Width = buf_width;
ctx->Buffer->Height = buf_height; ctx->DrawBuffer->Height = buf_height;
/* Reallocate other buffers if needed. */ /* Reallocate other buffers if needed. */
if (ctx->Visual->DepthBits>0) { if (ctx->Visual->DepthBits>0) {
@@ -1959,9 +1976,9 @@ static void update_rasterflags( GLcontext *ctx )
ctx->RasterMask |= ALPHABUF_BIT; ctx->RasterMask |= ALPHABUF_BIT;
if ( ctx->Viewport.X<0 if ( ctx->Viewport.X<0
|| ctx->Viewport.X + ctx->Viewport.Width > ctx->Buffer->Width || ctx->Viewport.X + ctx->Viewport.Width > ctx->DrawBuffer->Width
|| ctx->Viewport.Y<0 || ctx->Viewport.Y<0
|| ctx->Viewport.Y + ctx->Viewport.Height > ctx->Buffer->Height) { || ctx->Viewport.Y + ctx->Viewport.Height > ctx->DrawBuffer->Height) {
ctx->RasterMask |= WINCLIP_BIT; ctx->RasterMask |= WINCLIP_BIT;
} }
@@ -2144,22 +2161,22 @@ void gl_update_state( GLcontext *ctx )
/* update scissor region */ /* update scissor region */
ctx->Buffer->Xmin = 0; ctx->DrawBuffer->Xmin = 0;
ctx->Buffer->Ymin = 0; ctx->DrawBuffer->Ymin = 0;
ctx->Buffer->Xmax = ctx->Buffer->Width-1; ctx->DrawBuffer->Xmax = ctx->DrawBuffer->Width-1;
ctx->Buffer->Ymax = ctx->Buffer->Height-1; ctx->DrawBuffer->Ymax = ctx->DrawBuffer->Height-1;
if (ctx->Scissor.Enabled) { if (ctx->Scissor.Enabled) {
if (ctx->Scissor.X > ctx->Buffer->Xmin) { if (ctx->Scissor.X > ctx->DrawBuffer->Xmin) {
ctx->Buffer->Xmin = ctx->Scissor.X; ctx->DrawBuffer->Xmin = ctx->Scissor.X;
} }
if (ctx->Scissor.Y > ctx->Buffer->Ymin) { if (ctx->Scissor.Y > ctx->DrawBuffer->Ymin) {
ctx->Buffer->Ymin = ctx->Scissor.Y; ctx->DrawBuffer->Ymin = ctx->Scissor.Y;
} }
if (ctx->Scissor.X + ctx->Scissor.Width - 1 < ctx->Buffer->Xmax) { if (ctx->Scissor.X + ctx->Scissor.Width - 1 < ctx->DrawBuffer->Xmax) {
ctx->Buffer->Xmax = ctx->Scissor.X + ctx->Scissor.Width - 1; ctx->DrawBuffer->Xmax = ctx->Scissor.X + ctx->Scissor.Width - 1;
} }
if (ctx->Scissor.Y + ctx->Scissor.Height - 1 < ctx->Buffer->Ymax) { if (ctx->Scissor.Y + ctx->Scissor.Height - 1 < ctx->DrawBuffer->Ymax) {
ctx->Buffer->Ymax = ctx->Scissor.Y + ctx->Scissor.Height - 1; ctx->DrawBuffer->Ymax = ctx->Scissor.Y + ctx->Scissor.Height - 1;
} }
} }

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@@ -1,4 +1,4 @@
/* $Id: context.h,v 1.3 1999/11/19 22:26:53 brianp Exp $ */ /* $Id: context.h,v 1.4 1999/11/24 18:48:31 brianp Exp $ */
/* /*
* Mesa 3-D graphics library * Mesa 3-D graphics library
@@ -105,6 +105,9 @@ extern void gl_destroy_framebuffer( GLframebuffer *buffer );
extern void gl_make_current( GLcontext *ctx, GLframebuffer *buffer ); extern void gl_make_current( GLcontext *ctx, GLframebuffer *buffer );
extern void gl_make_current2( GLcontext *ctx, GLframebuffer *drawBuffer,
GLframebuffer *readBuffer );
extern GLcontext *gl_get_current_context(void); extern GLcontext *gl_get_current_context(void);

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@@ -1,4 +1,4 @@
/* $Id: depth.c,v 1.9 1999/11/11 01:22:26 brianp Exp $ */ /* $Id: depth.c,v 1.10 1999/11/24 18:48:31 brianp Exp $ */
/* /*
* Mesa 3-D graphics library * Mesa 3-D graphics library
@@ -747,7 +747,7 @@ void gl_read_depth_span_float( GLcontext* ctx,
scale = 1.0F / DEPTH_SCALE; scale = 1.0F / DEPTH_SCALE;
if (ctx->Buffer->Depth) { if (ctx->DrawBuffer->Depth) {
zptr = Z_ADDRESS( ctx, x, y ); zptr = Z_ADDRESS( ctx, x, y );
for (i=0;i<n;i++) { for (i=0;i<n;i++) {
depth[i] = (GLfloat) zptr[i] * scale; depth[i] = (GLfloat) zptr[i] * scale;
@@ -772,7 +772,7 @@ void gl_read_depth_span_float( GLcontext* ctx,
void gl_read_depth_span_int( GLcontext* ctx, void gl_read_depth_span_int( GLcontext* ctx,
GLuint n, GLint x, GLint y, GLdepth depth[] ) GLuint n, GLint x, GLint y, GLdepth depth[] )
{ {
if (ctx->Buffer->Depth) { if (ctx->DrawBuffer->Depth) {
GLdepth *zptr = Z_ADDRESS( ctx, x, y ); GLdepth *zptr = Z_ADDRESS( ctx, x, y );
MEMCPY( depth, zptr, n * sizeof(GLdepth) ); MEMCPY( depth, zptr, n * sizeof(GLdepth) );
} }
@@ -800,16 +800,16 @@ void gl_read_depth_span_int( GLcontext* ctx,
void gl_alloc_depth_buffer( GLcontext* ctx ) void gl_alloc_depth_buffer( GLcontext* ctx )
{ {
/* deallocate current depth buffer if present */ /* deallocate current depth buffer if present */
if (ctx->Buffer->Depth) { if (ctx->DrawBuffer->Depth) {
FREE(ctx->Buffer->Depth); FREE(ctx->DrawBuffer->Depth);
ctx->Buffer->Depth = NULL; ctx->DrawBuffer->Depth = NULL;
} }
/* allocate new depth buffer, but don't initialize it */ /* allocate new depth buffer, but don't initialize it */
ctx->Buffer->Depth = (GLdepth *) MALLOC( ctx->Buffer->Width ctx->DrawBuffer->Depth = (GLdepth *) MALLOC( ctx->DrawBuffer->Width
* ctx->Buffer->Height * ctx->DrawBuffer->Height
* sizeof(GLdepth) ); * sizeof(GLdepth) );
if (!ctx->Buffer->Depth) { if (!ctx->DrawBuffer->Depth) {
/* out of memory */ /* out of memory */
ctx->Depth.Test = GL_FALSE; ctx->Depth.Test = GL_FALSE;
ctx->NewState |= NEW_RASTER_OPS; ctx->NewState |= NEW_RASTER_OPS;
@@ -829,7 +829,7 @@ void gl_clear_depth_buffer( GLcontext* ctx )
{ {
GLdepth clear_value = (GLdepth) (ctx->Depth.Clear * DEPTH_SCALE); GLdepth clear_value = (GLdepth) (ctx->Depth.Clear * DEPTH_SCALE);
if (ctx->Visual->DepthBits==0 || !ctx->Buffer->Depth || !ctx->Depth.Mask) { if (ctx->Visual->DepthBits==0 || !ctx->DrawBuffer->Depth || !ctx->Depth.Mask) {
/* no depth buffer, or writing to it is disabled */ /* no depth buffer, or writing to it is disabled */
return; return;
} }
@@ -841,9 +841,9 @@ void gl_clear_depth_buffer( GLcontext* ctx )
if (ctx->Scissor.Enabled) { if (ctx->Scissor.Enabled) {
/* only clear scissor region */ /* only clear scissor region */
GLint y; GLint y;
for (y=ctx->Buffer->Ymin; y<=ctx->Buffer->Ymax; y++) { for (y=ctx->DrawBuffer->Ymin; y<=ctx->DrawBuffer->Ymax; y++) {
GLdepth *d = Z_ADDRESS( ctx, ctx->Buffer->Xmin, y ); GLdepth *d = Z_ADDRESS( ctx, ctx->DrawBuffer->Xmin, y );
GLint n = ctx->Buffer->Xmax - ctx->Buffer->Xmin + 1; GLint n = ctx->DrawBuffer->Xmax - ctx->DrawBuffer->Xmin + 1;
do { do {
*d++ = clear_value; *d++ = clear_value;
n--; n--;
@@ -854,12 +854,12 @@ void gl_clear_depth_buffer( GLcontext* ctx )
/* clear whole buffer */ /* clear whole buffer */
if (sizeof(GLdepth)==2 && (clear_value&0xff)==(clear_value>>8)) { if (sizeof(GLdepth)==2 && (clear_value&0xff)==(clear_value>>8)) {
/* lower and upper bytes of clear_value are same, use MEMSET */ /* lower and upper bytes of clear_value are same, use MEMSET */
MEMSET( ctx->Buffer->Depth, clear_value&0xff, MEMSET( ctx->DrawBuffer->Depth, clear_value&0xff,
2*ctx->Buffer->Width*ctx->Buffer->Height); 2*ctx->DrawBuffer->Width*ctx->DrawBuffer->Height);
} }
else { else {
GLdepth *d = ctx->Buffer->Depth; GLdepth *d = ctx->DrawBuffer->Depth;
GLint n = ctx->Buffer->Width * ctx->Buffer->Height; GLint n = ctx->DrawBuffer->Width * ctx->DrawBuffer->Height;
while (n>=16) { while (n>=16) {
d[0] = clear_value; d[1] = clear_value; d[0] = clear_value; d[1] = clear_value;
d[2] = clear_value; d[3] = clear_value; d[2] = clear_value; d[3] = clear_value;

View File

@@ -1,4 +1,4 @@
/* $Id: depth.h,v 1.3 1999/11/11 01:22:26 brianp Exp $ */ /* $Id: depth.h,v 1.4 1999/11/24 18:48:31 brianp Exp $ */
/* /*
* Mesa 3-D graphics library * Mesa 3-D graphics library
@@ -36,7 +36,7 @@
* Return the address of the Z-buffer value for window coordinate (x,y): * Return the address of the Z-buffer value for window coordinate (x,y):
*/ */
#define Z_ADDRESS( CTX, X, Y ) \ #define Z_ADDRESS( CTX, X, Y ) \
((CTX)->Buffer->Depth + (CTX)->Buffer->Width * (Y) + (X)) ((CTX)->DrawBuffer->Depth + (CTX)->DrawBuffer->Width * (Y) + (X))

View File

@@ -1,4 +1,4 @@
/* $Id: drawpix.c,v 1.8 1999/11/22 22:21:38 brianp Exp $ */ /* $Id: drawpix.c,v 1.9 1999/11/24 18:48:31 brianp Exp $ */
/* /*
* Mesa 3-D graphics library * Mesa 3-D graphics library
@@ -57,28 +57,30 @@ _mesa_clip_pixelrect(const GLcontext *ctx,
GLsizei *width, GLsizei *height, GLsizei *width, GLsizei *height,
GLint *skipPixels, GLint *skipRows) GLint *skipPixels, GLint *skipRows)
{ {
const GLframebuffer *buffer = ctx->DrawBuffer;
/* left clipping */ /* left clipping */
if (*destX < ctx->Buffer->Xmin) { if (*destX < buffer->Xmin) {
*skipPixels += (ctx->Buffer->Xmin - *destX); *skipPixels += (buffer->Xmin - *destX);
*width -= (ctx->Buffer->Xmin - *destX); *width -= (buffer->Xmin - *destX);
*destX = ctx->Buffer->Xmin; *destX = buffer->Xmin;
} }
/* right clipping */ /* right clipping */
if (*destX + *width > ctx->Buffer->Xmax) if (*destX + *width > buffer->Xmax)
*width -= (*destX + *width - ctx->Buffer->Xmax - 1); *width -= (*destX + *width - buffer->Xmax - 1);
if (*width <= 0) if (*width <= 0)
return GL_FALSE; return GL_FALSE;
/* bottom clipping */ /* bottom clipping */
if (*destY < ctx->Buffer->Ymin) { if (*destY < buffer->Ymin) {
*skipRows += (ctx->Buffer->Ymin - *destY); *skipRows += (buffer->Ymin - *destY);
*height -= (ctx->Buffer->Ymin - *destY); *height -= (buffer->Ymin - *destY);
*destY = ctx->Buffer->Ymin; *destY = buffer->Ymin;
} }
/* top clipping */ /* top clipping */
if (*destY + *height > ctx->Buffer->Ymax) if (*destY + *height > buffer->Ymax)
*height -= (*destY + *height - ctx->Buffer->Ymax - 1); *height -= (*destY + *height - buffer->Ymax - 1);
if (*height <= 0) if (*height <= 0)
return GL_TRUE; return GL_TRUE;
@@ -153,24 +155,24 @@ simple_DrawPixels( GLcontext *ctx, GLint x, GLint y,
*/ */
if (ctx->Pixel.ZoomX==1.0F && ctx->Pixel.ZoomY==1.0F) { if (ctx->Pixel.ZoomX==1.0F && ctx->Pixel.ZoomY==1.0F) {
/* horizontal clipping */ /* horizontal clipping */
if (destX < ctx->Buffer->Xmin) { if (destX < ctx->DrawBuffer->Xmin) {
skipPixels += (ctx->Buffer->Xmin - destX); skipPixels += (ctx->DrawBuffer->Xmin - destX);
drawWidth -= (ctx->Buffer->Xmin - destX); drawWidth -= (ctx->DrawBuffer->Xmin - destX);
destX = ctx->Buffer->Xmin; destX = ctx->DrawBuffer->Xmin;
} }
if (destX + drawWidth > ctx->Buffer->Xmax) if (destX + drawWidth > ctx->DrawBuffer->Xmax)
drawWidth -= (destX + drawWidth - ctx->Buffer->Xmax - 1); drawWidth -= (destX + drawWidth - ctx->DrawBuffer->Xmax - 1);
if (drawWidth <= 0) if (drawWidth <= 0)
return GL_TRUE; return GL_TRUE;
/* vertical clipping */ /* vertical clipping */
if (destY < ctx->Buffer->Ymin) { if (destY < ctx->DrawBuffer->Ymin) {
skipRows += (ctx->Buffer->Ymin - destY); skipRows += (ctx->DrawBuffer->Ymin - destY);
drawHeight -= (ctx->Buffer->Ymin - destY); drawHeight -= (ctx->DrawBuffer->Ymin - destY);
destY = ctx->Buffer->Ymin; destY = ctx->DrawBuffer->Ymin;
} }
if (destY + drawHeight > ctx->Buffer->Ymax) if (destY + drawHeight > ctx->DrawBuffer->Ymax)
drawHeight -= (destY + drawHeight - ctx->Buffer->Ymax - 1); drawHeight -= (destY + drawHeight - ctx->DrawBuffer->Ymax - 1);
if (drawHeight <= 0) if (drawHeight <= 0)
return GL_TRUE; return GL_TRUE;
@@ -633,8 +635,8 @@ draw_rgba_pixels( GLcontext *ctx, GLint x, GLint y,
if (ctx->RasterMask == 0 && !zoom if (ctx->RasterMask == 0 && !zoom
&& x >= 0 && y >= 0 && x >= 0 && y >= 0
&& x + width <= ctx->Buffer->Width && x + width <= ctx->DrawBuffer->Width
&& y + height <= ctx->Buffer->Height) { && y + height <= ctx->DrawBuffer->Height) {
quickDraw = GL_TRUE; quickDraw = GL_TRUE;
} }
else { else {

View File

@@ -1,4 +1,4 @@
/* $Id: matrix.c,v 1.10 1999/11/12 18:10:47 brianp Exp $ */ /* $Id: matrix.c,v 1.11 1999/11/24 18:48:31 brianp Exp $ */
/* /*
* Mesa 3-D graphics library * Mesa 3-D graphics library
@@ -1397,9 +1397,9 @@ gl_Viewport( GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height )
ctx->RasterMask &= ~WINCLIP_BIT; ctx->RasterMask &= ~WINCLIP_BIT;
if ( ctx->Viewport.X<0 if ( ctx->Viewport.X<0
|| ctx->Viewport.X + ctx->Viewport.Width > ctx->Buffer->Width || ctx->Viewport.X + ctx->Viewport.Width > ctx->DrawBuffer->Width
|| ctx->Viewport.Y<0 || ctx->Viewport.Y<0
|| ctx->Viewport.Y + ctx->Viewport.Height > ctx->Buffer->Height) { || ctx->Viewport.Y + ctx->Viewport.Height > ctx->DrawBuffer->Height) {
ctx->RasterMask |= WINCLIP_BIT; ctx->RasterMask |= WINCLIP_BIT;
} }

View File

@@ -1,4 +1,4 @@
/* $Id: stencil.c,v 1.9 1999/11/11 01:22:27 brianp Exp $ */ /* $Id: stencil.c,v 1.10 1999/11/24 18:48:31 brianp Exp $ */
/* /*
* Mesa 3-D graphics library * Mesa 3-D graphics library
@@ -48,12 +48,6 @@
/*
* Return the address of a stencil buffer value given the window coords:
*/
#define STENCIL_ADDRESS(X,Y) (ctx->Buffer->Stencil + ctx->Buffer->Width * (Y) + (X))
void void
_mesa_ClearStencil( GLint s ) _mesa_ClearStencil( GLint s )
{ {
@@ -197,6 +191,13 @@ ENDIF
/*
* Return the address of a stencil buffer value given the window coords:
*/
#define STENCIL_ADDRESS(X,Y) \
(ctx->DrawBuffer->Stencil + ctx->DrawBuffer->Width * (Y) + (X))
/* /*
* Apply the given stencil operator for each pixel in the span whose * Apply the given stencil operator for each pixel in the span whose
@@ -1006,7 +1007,7 @@ void gl_depth_stencil_pixels( GLcontext *ctx,
void gl_read_stencil_span( GLcontext *ctx, void gl_read_stencil_span( GLcontext *ctx,
GLuint n, GLint x, GLint y, GLstencil stencil[] ) GLuint n, GLint x, GLint y, GLstencil stencil[] )
{ {
if (ctx->Buffer->Stencil) { if (ctx->DrawBuffer->Stencil) {
const GLstencil *s = STENCIL_ADDRESS( x, y ); const GLstencil *s = STENCIL_ADDRESS( x, y );
#if STENCIL_BITS == 8 #if STENCIL_BITS == 8
MEMCPY( stencil, s, n * sizeof(GLstencil) ); MEMCPY( stencil, s, n * sizeof(GLstencil) );
@@ -1030,7 +1031,7 @@ void gl_write_stencil_span( GLcontext *ctx,
GLuint n, GLint x, GLint y, GLuint n, GLint x, GLint y,
const GLstencil stencil[] ) const GLstencil stencil[] )
{ {
if (ctx->Buffer->Stencil) { if (ctx->DrawBuffer->Stencil) {
GLstencil *s = STENCIL_ADDRESS( x, y ); GLstencil *s = STENCIL_ADDRESS( x, y );
#if STENCIL_BITS == 8 #if STENCIL_BITS == 8
MEMCPY( s, stencil, n * sizeof(GLstencil) ); MEMCPY( s, stencil, n * sizeof(GLstencil) );
@@ -1050,17 +1051,17 @@ void gl_write_stencil_span( GLcontext *ctx,
*/ */
void gl_alloc_stencil_buffer( GLcontext *ctx ) void gl_alloc_stencil_buffer( GLcontext *ctx )
{ {
GLuint buffersize = ctx->Buffer->Width * ctx->Buffer->Height; GLuint buffersize = ctx->DrawBuffer->Width * ctx->DrawBuffer->Height;
/* deallocate current stencil buffer if present */ /* deallocate current stencil buffer if present */
if (ctx->Buffer->Stencil) { if (ctx->DrawBuffer->Stencil) {
FREE(ctx->Buffer->Stencil); FREE(ctx->DrawBuffer->Stencil);
ctx->Buffer->Stencil = NULL; ctx->DrawBuffer->Stencil = NULL;
} }
/* allocate new stencil buffer */ /* allocate new stencil buffer */
ctx->Buffer->Stencil = (GLstencil *) MALLOC(buffersize * sizeof(GLstencil)); ctx->DrawBuffer->Stencil = (GLstencil *) MALLOC(buffersize * sizeof(GLstencil));
if (!ctx->Buffer->Stencil) { if (!ctx->DrawBuffer->Stencil) {
/* out of memory */ /* out of memory */
_mesa_set_enable( ctx, GL_STENCIL_TEST, GL_FALSE ); _mesa_set_enable( ctx, GL_STENCIL_TEST, GL_FALSE );
gl_error( ctx, GL_OUT_OF_MEMORY, "gl_alloc_stencil_buffer" ); gl_error( ctx, GL_OUT_OF_MEMORY, "gl_alloc_stencil_buffer" );
@@ -1076,7 +1077,7 @@ void gl_alloc_stencil_buffer( GLcontext *ctx )
*/ */
void gl_clear_stencil_buffer( GLcontext *ctx ) void gl_clear_stencil_buffer( GLcontext *ctx )
{ {
if (ctx->Visual->StencilBits==0 || !ctx->Buffer->Stencil) { if (ctx->Visual->StencilBits==0 || !ctx->DrawBuffer->Stencil) {
/* no stencil buffer */ /* no stencil buffer */
return; return;
} }
@@ -1084,9 +1085,9 @@ void gl_clear_stencil_buffer( GLcontext *ctx )
if (ctx->Scissor.Enabled) { if (ctx->Scissor.Enabled) {
/* clear scissor region only */ /* clear scissor region only */
GLint y; GLint y;
GLint width = ctx->Buffer->Xmax - ctx->Buffer->Xmin + 1; GLint width = ctx->DrawBuffer->Xmax - ctx->DrawBuffer->Xmin + 1;
for (y=ctx->Buffer->Ymin; y<=ctx->Buffer->Ymax; y++) { for (y=ctx->DrawBuffer->Ymin; y<=ctx->DrawBuffer->Ymax; y++) {
GLstencil *ptr = STENCIL_ADDRESS( ctx->Buffer->Xmin, y ); GLstencil *ptr = STENCIL_ADDRESS( ctx->DrawBuffer->Xmin, y );
#if STENCIL_BITS==8 #if STENCIL_BITS==8
MEMSET( ptr, ctx->Stencil.Clear, width * sizeof(GLstencil) ); MEMSET( ptr, ctx->Stencil.Clear, width * sizeof(GLstencil) );
#else #else
@@ -1099,12 +1100,12 @@ void gl_clear_stencil_buffer( GLcontext *ctx )
else { else {
/* clear whole stencil buffer */ /* clear whole stencil buffer */
#if STENCIL_BITS==8 #if STENCIL_BITS==8
MEMSET( ctx->Buffer->Stencil, ctx->Stencil.Clear, MEMSET( ctx->DrawBuffer->Stencil, ctx->Stencil.Clear,
ctx->Buffer->Width * ctx->Buffer->Height * sizeof(GLstencil) ); ctx->DrawBuffer->Width * ctx->DrawBuffer->Height * sizeof(GLstencil) );
#else #else
GLuint i; GLuint i;
GLuint pixels = ctx->Buffer->Width * ctx->Buffer->Height; GLuint pixels = ctx->DrawBuffer->Width * ctx->DrawBuffer->Height;
GLstencil *buffer = ctx->Buffer->Stencil; GLstencil *buffer = ctx->DrawBuffer->Stencil;
for (i = 0; i < pixels; i++) for (i = 0; i < pixels; i++)
ptr[i] = ctx->Stencil.Clear; ptr[i] = ctx->Stencil.Clear;
#endif #endif

View File

@@ -1,4 +1,4 @@
/* $Id: teximage.c,v 1.12 1999/11/11 01:22:27 brianp Exp $ */ /* $Id: teximage.c,v 1.13 1999/11/24 18:48:31 brianp Exp $ */
/* /*
* Mesa 3-D graphics library * Mesa 3-D graphics library
@@ -1632,7 +1632,8 @@ read_color_image( GLcontext *ctx, GLint x, GLint y,
dst = image; dst = image;
stride = width * 4 * sizeof(GLubyte); stride = width * 4 * sizeof(GLubyte);
for (i = 0; i < height; i++) { for (i = 0; i < height; i++) {
gl_read_rgba_span( ctx, width, x, y + i, (GLubyte (*)[4]) dst ); gl_read_rgba_span( ctx, ctx->ReadBuffer, width, x, y + i,
(GLubyte (*)[4]) dst );
dst += stride; dst += stride;
} }
@@ -1732,7 +1733,7 @@ copy_tex_sub_image( GLcontext *ctx, struct gl_texture_image *dest,
for (i = 0;i < height; i++) { for (i = 0;i < height; i++) {
GLubyte rgba[MAX_WIDTH][4]; GLubyte rgba[MAX_WIDTH][4];
GLubyte *dst; GLubyte *dst;
gl_read_rgba_span( ctx, width, srcx, srcy + i, rgba ); gl_read_rgba_span( ctx, ctx->ReadBuffer, width, srcx, srcy + i, rgba );
dst = dest->Data + ( zoffset + (dsty+i) * texwidth + dstx) * components; dst = dest->Data + ( zoffset + (dsty+i) * texwidth + dstx) * components;
_mesa_unpack_ubyte_color_span(ctx, width, format, dst, _mesa_unpack_ubyte_color_span(ctx, width, format, dst,
GL_RGBA, GL_UNSIGNED_BYTE, rgba, GL_RGBA, GL_UNSIGNED_BYTE, rgba,