added support for separate read/draw buffers per context
This commit is contained in:
@@ -1,8 +1,8 @@
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/* $Id: xmesaP.h,v 1.2 1999/10/08 09:27:12 keithw Exp $ */
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/* $Id: xmesaP.h,v 1.3 1999/11/24 18:49:44 brianp Exp $ */
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/*
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* Mesa 3-D graphics library
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* Version: 3.1
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* Version: 3.3
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*
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* Copyright (C) 1999 Brian Paul All Rights Reserved.
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*
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@@ -23,9 +23,6 @@
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* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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/* $XFree86: xc/lib/GL/mesa/src/X/xmesaP.h,v 1.5 1999/07/06 14:51:28 dawes Exp $ */
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#ifndef XMESAP_H
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@@ -39,7 +36,7 @@
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# ifdef GLX_DIRECT_RENDERING
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# include "dri_mesa.h"
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# endif
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# ifdef SHM
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# ifdef USE_XSHM
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# include <X11/extensions/XShm.h>
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# endif
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#endif
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@@ -127,6 +124,7 @@ struct xmesa_context {
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GLcontext *gl_ctx; /* the core library context */
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XMesaVisual xm_visual; /* Describes the buffers */
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XMesaBuffer xm_buffer; /* current framebuffer */
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XMesaBuffer xm_read_buffer; /* current framebuffer */
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XMesaDisplay *display; /* == xm_visual->display */
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GLboolean swapbytes; /* Host byte order != display byte order? */
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@@ -179,7 +177,7 @@ struct xmesa_buffer {
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/* 0 = not available */
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/* 1 = XImage support available */
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/* 2 = Pixmap support available too */
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#ifdef SHM
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#ifdef USE_XSHM
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XShmSegmentInfo shminfo;
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#endif
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#endif
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@@ -1,8 +1,8 @@
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/* $Id: accum.c,v 1.11 1999/11/11 01:22:25 brianp Exp $ */
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/* $Id: accum.c,v 1.12 1999/11/24 18:48:30 brianp Exp $ */
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/*
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* Mesa 3-D graphics library
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* Version: 3.1
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* Version: 3.3
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*
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* Copyright (C) 1999 Brian Paul All Rights Reserved.
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*
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@@ -70,15 +70,15 @@ void gl_alloc_accum_buffer( GLcontext *ctx )
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{
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GLint n;
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if (ctx->Buffer->Accum) {
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FREE( ctx->Buffer->Accum );
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ctx->Buffer->Accum = NULL;
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if (ctx->DrawBuffer->Accum) {
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FREE( ctx->DrawBuffer->Accum );
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ctx->DrawBuffer->Accum = NULL;
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}
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/* allocate accumulation buffer if not already present */
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n = ctx->Buffer->Width * ctx->Buffer->Height * 4 * sizeof(GLaccum);
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ctx->Buffer->Accum = (GLaccum *) MALLOC( n );
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if (!ctx->Buffer->Accum) {
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n = ctx->DrawBuffer->Width * ctx->DrawBuffer->Height * 4 * sizeof(GLaccum);
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ctx->DrawBuffer->Accum = (GLaccum *) MALLOC( n );
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if (!ctx->DrawBuffer->Accum) {
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/* unable to setup accumulation buffer */
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gl_error( ctx, GL_OUT_OF_MEMORY, "glAccum" );
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}
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@@ -113,10 +113,10 @@ _mesa_ClearAccum( GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha )
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*/
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static void rescale_accum( GLcontext *ctx )
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{
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const GLuint n = ctx->Buffer->Width * ctx->Buffer->Height * 4;
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const GLuint n = ctx->DrawBuffer->Width * ctx->DrawBuffer->Height * 4;
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const GLfloat fChanMax = (1 << (sizeof(GLchan) * 8)) - 1;
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const GLfloat s = ctx->IntegerAccumScaler * (32767.0 / fChanMax);
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GLaccum *accum = ctx->Buffer->Accum;
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GLaccum *accum = ctx->DrawBuffer->Accum;
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GLuint i;
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assert(ctx->IntegerAccumMode);
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@@ -143,9 +143,13 @@ _mesa_Accum( GLenum op, GLfloat value )
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ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glAccum");
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if (ctx->Visual->AccumBits==0 || !ctx->Buffer->Accum) {
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/* No accumulation buffer! */
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gl_warning(ctx, "Calling glAccum() without an accumulation buffer");
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if (ctx->Visual->AccumBits == 0 || ctx->DrawBuffer != ctx->ReadBuffer) {
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gl_error(ctx, GL_INVALID_OPERATION, "glAccum");
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return;
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}
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if (!ctx->DrawBuffer->Accum) {
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gl_warning(ctx, "Calling glAccum() without an accumulation buffer (low memory?)");
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return;
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}
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@@ -174,8 +178,8 @@ _mesa_Accum( GLenum op, GLfloat value )
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/* whole window */
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xpos = 0;
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ypos = 0;
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width = ctx->Buffer->Width;
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height = ctx->Buffer->Height;
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width = ctx->DrawBuffer->Width;
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height = ctx->DrawBuffer->Height;
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}
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width4 = 4 * width;
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@@ -189,7 +193,7 @@ _mesa_Accum( GLenum op, GLfloat value )
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if (ctx->IntegerAccumMode)
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rescale_accum(ctx);
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for (j = 0; j < height; j++) {
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GLaccum * acc = ctx->Buffer->Accum + ypos * width4 + 4 * xpos;
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GLaccum * acc = ctx->DrawBuffer->Accum + ypos * width4 + 4 * xpos;
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GLuint i;
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for (i = 0; i < width4; i++) {
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acc[i] += intVal;
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@@ -206,7 +210,7 @@ _mesa_Accum( GLenum op, GLfloat value )
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if (ctx->IntegerAccumMode)
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rescale_accum(ctx);
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for (j = 0; j < height; j++) {
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GLaccum *acc = ctx->Buffer->Accum + ypos * width4 + 4 * xpos;
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GLaccum *acc = ctx->DrawBuffer->Accum + ypos * width4 + 4 * xpos;
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GLuint i;
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for (i = 0; i < width4; i++) {
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acc[i] = (GLaccum) ( (GLfloat) acc[i] * value );
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@@ -228,13 +232,13 @@ _mesa_Accum( GLenum op, GLfloat value )
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if (ctx->IntegerAccumMode) {
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/* simply add integer color values into accum buffer */
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GLuint j;
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GLaccum *acc = ctx->Buffer->Accum + ypos * width4 + xpos * 4;
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GLaccum *acc = ctx->DrawBuffer->Accum + ypos * width4 + xpos * 4;
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assert(ctx->IntegerAccumScaler > 0.0);
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assert(ctx->IntegerAccumScaler <= 1.0);
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for (j = 0; j < height; j++) {
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GLuint i, i4;
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gl_read_rgba_span(ctx, width, xpos, ypos, rgba);
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gl_read_rgba_span(ctx, ctx->DrawBuffer, width, xpos, ypos, rgba);
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for (i = i4 = 0; i < width; i++, i4+=4) {
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acc[i4+0] += rgba[i][RCOMP];
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acc[i4+1] += rgba[i][GCOMP];
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@@ -253,9 +257,9 @@ _mesa_Accum( GLenum op, GLfloat value )
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const GLfloat ascale = value * acc_scale / fChanMax;
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GLuint j;
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for (j=0;j<height;j++) {
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GLaccum *acc = ctx->Buffer->Accum + ypos * width4 + xpos * 4;
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GLaccum *acc = ctx->DrawBuffer->Accum + ypos * width4 + xpos * 4;
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GLuint i;
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gl_read_rgba_span(ctx, width, xpos, ypos, rgba);
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gl_read_rgba_span(ctx, ctx->DrawBuffer, width, xpos, ypos, rgba);
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for (i=0;i<width;i++) {
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*acc += (GLaccum) ( (GLfloat) rgba[i][RCOMP] * rscale ); acc++;
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*acc += (GLaccum) ( (GLfloat) rgba[i][GCOMP] * gscale ); acc++;
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@@ -288,12 +292,12 @@ _mesa_Accum( GLenum op, GLfloat value )
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if (ctx->IntegerAccumMode) {
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/* just copy values into accum buffer */
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GLuint j;
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GLaccum *acc = ctx->Buffer->Accum + ypos * width4 + xpos * 4;
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GLaccum *acc = ctx->DrawBuffer->Accum + ypos * width4 + xpos * 4;
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assert(ctx->IntegerAccumScaler > 0.0);
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assert(ctx->IntegerAccumScaler <= 1.0);
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for (j = 0; j < height; j++) {
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GLuint i, i4;
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gl_read_rgba_span(ctx, width, xpos, ypos, rgba);
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gl_read_rgba_span(ctx, ctx->DrawBuffer, width, xpos, ypos, rgba);
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for (i = i4 = 0; i < width; i++, i4 += 4) {
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acc[i4+0] = rgba[i][RCOMP];
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acc[i4+1] = rgba[i][GCOMP];
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@@ -313,8 +317,8 @@ _mesa_Accum( GLenum op, GLfloat value )
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const GLfloat d = 3.0 / acc_scale;
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GLuint i, j;
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for (j = 0; j < height; j++) {
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GLaccum *acc = ctx->Buffer->Accum + ypos * width4 + xpos * 4;
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gl_read_rgba_span(ctx, width, xpos, ypos, rgba);
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GLaccum *acc = ctx->DrawBuffer->Accum + ypos * width4 + xpos * 4;
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gl_read_rgba_span(ctx, ctx->DrawBuffer, width, xpos, ypos, rgba);
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for (i=0;i<width;i++) {
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*acc++ = (GLaccum) ((GLfloat) rgba[i][RCOMP] * rscale + d);
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*acc++ = (GLaccum) ((GLfloat) rgba[i][GCOMP] * gscale + d);
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@@ -349,7 +353,7 @@ _mesa_Accum( GLenum op, GLfloat value )
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assert(ctx->IntegerAccumScaler > 0.0);
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assert(ctx->IntegerAccumScaler <= 1.0);
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for (j = 0; j < height; j++) {
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const GLaccum *acc = ctx->Buffer->Accum + ypos * width4 + xpos*4;
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const GLaccum *acc = ctx->DrawBuffer->Accum + ypos * width4 + xpos*4;
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GLuint i, i4;
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for (i = i4 = 0; i < width; i++, i4 += 4) {
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ASSERT(acc[i4+0] < max);
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@@ -376,7 +380,7 @@ _mesa_Accum( GLenum op, GLfloat value )
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const GLfloat ascale = value / acc_scale * fChanMax;
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GLuint i, j;
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for (j=0;j<height;j++) {
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const GLaccum *acc = ctx->Buffer->Accum + ypos * width4 + xpos*4;
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const GLaccum *acc = ctx->DrawBuffer->Accum + ypos * width4 + xpos*4;
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for (i=0;i<width;i++) {
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GLint r, g, b, a;
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r = (GLint) ( (GLfloat) (*acc++) * rscale + 0.5F );
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@@ -430,15 +434,15 @@ void gl_clear_accum_buffer( GLcontext *ctx )
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}
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/* number of pixels */
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buffersize = ctx->Buffer->Width * ctx->Buffer->Height;
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buffersize = ctx->DrawBuffer->Width * ctx->DrawBuffer->Height;
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if (!ctx->Buffer->Accum) {
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if (!ctx->DrawBuffer->Accum) {
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/* try to alloc accumulation buffer */
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ctx->Buffer->Accum = (GLaccum *)
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ctx->DrawBuffer->Accum = (GLaccum *)
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MALLOC( buffersize * 4 * sizeof(GLaccum) );
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}
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if (ctx->Buffer->Accum) {
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if (ctx->DrawBuffer->Accum) {
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if (ctx->Scissor.Enabled) {
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/* Limit clear to scissor box */
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GLaccum r, g, b, a;
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@@ -450,12 +454,12 @@ void gl_clear_accum_buffer( GLcontext *ctx )
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b = (GLaccum) (ctx->Accum.ClearColor[2] * acc_scale);
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a = (GLaccum) (ctx->Accum.ClearColor[3] * acc_scale);
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/* size of region to clear */
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width = 4 * (ctx->Buffer->Xmax - ctx->Buffer->Xmin + 1);
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height = ctx->Buffer->Ymax - ctx->Buffer->Ymin + 1;
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width = 4 * (ctx->DrawBuffer->Xmax - ctx->DrawBuffer->Xmin + 1);
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height = ctx->DrawBuffer->Ymax - ctx->DrawBuffer->Ymin + 1;
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/* ptr to first element to clear */
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row = ctx->Buffer->Accum
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+ 4 * (ctx->Buffer->Ymin * ctx->Buffer->Width
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+ ctx->Buffer->Xmin);
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row = ctx->DrawBuffer->Accum
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+ 4 * (ctx->DrawBuffer->Ymin * ctx->DrawBuffer->Width
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+ ctx->DrawBuffer->Xmin);
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for (j=0;j<height;j++) {
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for (i=0;i<width;i+=4) {
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row[i+0] = r;
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@@ -463,7 +467,7 @@ void gl_clear_accum_buffer( GLcontext *ctx )
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row[i+2] = b;
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row[i+3] = a;
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}
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row += 4 * ctx->Buffer->Width;
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row += 4 * ctx->DrawBuffer->Width;
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}
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}
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else {
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@@ -473,14 +477,14 @@ void gl_clear_accum_buffer( GLcontext *ctx )
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ctx->Accum.ClearColor[2]==0.0 &&
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ctx->Accum.ClearColor[3]==0.0) {
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/* Black */
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MEMSET( ctx->Buffer->Accum, 0, buffersize * 4 * sizeof(GLaccum) );
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MEMSET( ctx->DrawBuffer->Accum, 0, buffersize * 4 * sizeof(GLaccum) );
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}
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else {
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/* Not black */
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GLaccum *acc, r, g, b, a;
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GLuint i;
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acc = ctx->Buffer->Accum;
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acc = ctx->DrawBuffer->Accum;
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r = (GLaccum) (ctx->Accum.ClearColor[0] * acc_scale);
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g = (GLaccum) (ctx->Accum.ClearColor[1] * acc_scale);
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b = (GLaccum) (ctx->Accum.ClearColor[2] * acc_scale);
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@@ -1,8 +1,8 @@
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/* $Id: blend.c,v 1.9 1999/11/12 04:56:55 kendallb Exp $ */
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/* $Id: blend.c,v 1.10 1999/11/24 18:48:31 brianp Exp $ */
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/*
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* Mesa 3-D graphics library
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* Version: 3.1
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* Version: 3.3
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*
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* Copyright (C) 1999 Brian Paul All Rights Reserved.
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*
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@@ -782,7 +782,7 @@ void gl_blend_span( GLcontext *ctx, GLuint n, GLint x, GLint y,
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}
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/* Read span of current frame buffer pixels */
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gl_read_rgba_span( ctx, n, x, y, dest );
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gl_read_rgba_span( ctx, ctx->DrawBuffer, n, x, y, dest );
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if (!ctx->Color.BlendFunc)
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set_blend_function(ctx);
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@@ -1,4 +1,4 @@
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/* $Id: context.c,v 1.22 1999/11/19 22:51:29 brianp Exp $ */
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/* $Id: context.c,v 1.23 1999/11/24 18:48:31 brianp Exp $ */
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/*
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* Mesa 3-D graphics library
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@@ -1204,7 +1204,8 @@ GLcontext *gl_create_context( GLvisual *visual,
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ctx->DriverCtx = driver_ctx;
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ctx->Visual = visual;
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ctx->Buffer = NULL;
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ctx->DrawBuffer = NULL;
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ctx->ReadBuffer = NULL;
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ctx->VB = gl_vb_create_for_immediate( ctx );
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if (!ctx->VB) {
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@@ -1478,6 +1479,17 @@ void gl_destroy_framebuffer( GLframebuffer *buffer )
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* Set the current context, binding the given frame buffer to the context.
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*/
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void gl_make_current( GLcontext *newCtx, GLframebuffer *buffer )
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{
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gl_make_current2( newCtx, buffer, buffer );
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}
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/*
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* Bind the given context to the given draw-buffer and read-buffer
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* and make it the current context for this thread.
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*/
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void gl_make_current2( GLcontext *newCtx, GLframebuffer *drawBuffer,
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GLframebuffer *readBuffer )
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{
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GET_CURRENT_CONTEXT(oldCtx);
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@@ -1487,9 +1499,12 @@ void gl_make_current( GLcontext *newCtx, GLframebuffer *buffer )
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ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(oldCtx, "gl_make_current");
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}
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if (oldCtx && oldCtx->Buffer) {
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/* unbind frame buffer from context */
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oldCtx->Buffer = NULL;
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/* unbind frame buffers from context */
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if (oldCtx && oldCtx->DrawBuffer) {
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oldCtx->DrawBuffer = NULL;
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}
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if (oldCtx && oldCtx->ReadBuffer) {
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oldCtx->ReadBuffer = NULL;
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}
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#ifdef THREADS
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@@ -1509,15 +1524,17 @@ void gl_make_current( GLcontext *newCtx, GLframebuffer *buffer )
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if (MESA_VERBOSE) fprintf(stderr, "gl_make_current()\n");
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if (newCtx && buffer) {
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if (newCtx && drawBuffer && readBuffer) {
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/* TODO: check if newCtx and buffer's visual match??? */
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newCtx->Buffer = buffer; /* Bind the frame buffer to the context */
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newCtx->DrawBuffer = drawBuffer;
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newCtx->ReadBuffer = readBuffer;
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newCtx->NewState = NEW_ALL; /* just to be safe */
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gl_update_state( newCtx );
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}
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}
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/*
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* Return current context handle for the calling thread.
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*/
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@@ -1648,15 +1665,15 @@ _mesa_ResizeBuffersMESA( void )
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(*ctx->Driver.GetBufferSize)( ctx, &buf_width, &buf_height );
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/* see if size of device driver's color buffer (window) has changed */
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if (ctx->Buffer->Width == (GLint) buf_width &&
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ctx->Buffer->Height == (GLint) buf_height)
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if (ctx->DrawBuffer->Width == (GLint) buf_width &&
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ctx->DrawBuffer->Height == (GLint) buf_height)
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return;
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ctx->NewState |= NEW_RASTER_OPS; /* to update scissor / window bounds */
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/* save buffer size */
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ctx->Buffer->Width = buf_width;
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ctx->Buffer->Height = buf_height;
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ctx->DrawBuffer->Width = buf_width;
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ctx->DrawBuffer->Height = buf_height;
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/* Reallocate other buffers if needed. */
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if (ctx->Visual->DepthBits>0) {
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@@ -1959,9 +1976,9 @@ static void update_rasterflags( GLcontext *ctx )
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ctx->RasterMask |= ALPHABUF_BIT;
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if ( ctx->Viewport.X<0
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|| ctx->Viewport.X + ctx->Viewport.Width > ctx->Buffer->Width
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|| ctx->Viewport.X + ctx->Viewport.Width > ctx->DrawBuffer->Width
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|| ctx->Viewport.Y<0
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|| ctx->Viewport.Y + ctx->Viewport.Height > ctx->Buffer->Height) {
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|| ctx->Viewport.Y + ctx->Viewport.Height > ctx->DrawBuffer->Height) {
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ctx->RasterMask |= WINCLIP_BIT;
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}
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@@ -2144,22 +2161,22 @@ void gl_update_state( GLcontext *ctx )
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|
||||
/* update scissor region */
|
||||
|
||||
ctx->Buffer->Xmin = 0;
|
||||
ctx->Buffer->Ymin = 0;
|
||||
ctx->Buffer->Xmax = ctx->Buffer->Width-1;
|
||||
ctx->Buffer->Ymax = ctx->Buffer->Height-1;
|
||||
ctx->DrawBuffer->Xmin = 0;
|
||||
ctx->DrawBuffer->Ymin = 0;
|
||||
ctx->DrawBuffer->Xmax = ctx->DrawBuffer->Width-1;
|
||||
ctx->DrawBuffer->Ymax = ctx->DrawBuffer->Height-1;
|
||||
if (ctx->Scissor.Enabled) {
|
||||
if (ctx->Scissor.X > ctx->Buffer->Xmin) {
|
||||
ctx->Buffer->Xmin = ctx->Scissor.X;
|
||||
if (ctx->Scissor.X > ctx->DrawBuffer->Xmin) {
|
||||
ctx->DrawBuffer->Xmin = ctx->Scissor.X;
|
||||
}
|
||||
if (ctx->Scissor.Y > ctx->Buffer->Ymin) {
|
||||
ctx->Buffer->Ymin = ctx->Scissor.Y;
|
||||
if (ctx->Scissor.Y > ctx->DrawBuffer->Ymin) {
|
||||
ctx->DrawBuffer->Ymin = ctx->Scissor.Y;
|
||||
}
|
||||
if (ctx->Scissor.X + ctx->Scissor.Width - 1 < ctx->Buffer->Xmax) {
|
||||
ctx->Buffer->Xmax = ctx->Scissor.X + ctx->Scissor.Width - 1;
|
||||
if (ctx->Scissor.X + ctx->Scissor.Width - 1 < ctx->DrawBuffer->Xmax) {
|
||||
ctx->DrawBuffer->Xmax = ctx->Scissor.X + ctx->Scissor.Width - 1;
|
||||
}
|
||||
if (ctx->Scissor.Y + ctx->Scissor.Height - 1 < ctx->Buffer->Ymax) {
|
||||
ctx->Buffer->Ymax = ctx->Scissor.Y + ctx->Scissor.Height - 1;
|
||||
if (ctx->Scissor.Y + ctx->Scissor.Height - 1 < ctx->DrawBuffer->Ymax) {
|
||||
ctx->DrawBuffer->Ymax = ctx->Scissor.Y + ctx->Scissor.Height - 1;
|
||||
}
|
||||
}
|
||||
|
||||
|
@@ -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
|
||||
@@ -105,6 +105,9 @@ extern void gl_destroy_framebuffer( 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);
|
||||
|
||||
|
||||
|
@@ -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
|
||||
@@ -747,7 +747,7 @@ void gl_read_depth_span_float( GLcontext* ctx,
|
||||
|
||||
scale = 1.0F / DEPTH_SCALE;
|
||||
|
||||
if (ctx->Buffer->Depth) {
|
||||
if (ctx->DrawBuffer->Depth) {
|
||||
zptr = Z_ADDRESS( ctx, x, y );
|
||||
for (i=0;i<n;i++) {
|
||||
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,
|
||||
GLuint n, GLint x, GLint y, GLdepth depth[] )
|
||||
{
|
||||
if (ctx->Buffer->Depth) {
|
||||
if (ctx->DrawBuffer->Depth) {
|
||||
GLdepth *zptr = Z_ADDRESS( ctx, x, y );
|
||||
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 )
|
||||
{
|
||||
/* deallocate current depth buffer if present */
|
||||
if (ctx->Buffer->Depth) {
|
||||
FREE(ctx->Buffer->Depth);
|
||||
ctx->Buffer->Depth = NULL;
|
||||
if (ctx->DrawBuffer->Depth) {
|
||||
FREE(ctx->DrawBuffer->Depth);
|
||||
ctx->DrawBuffer->Depth = NULL;
|
||||
}
|
||||
|
||||
/* allocate new depth buffer, but don't initialize it */
|
||||
ctx->Buffer->Depth = (GLdepth *) MALLOC( ctx->Buffer->Width
|
||||
* ctx->Buffer->Height
|
||||
ctx->DrawBuffer->Depth = (GLdepth *) MALLOC( ctx->DrawBuffer->Width
|
||||
* ctx->DrawBuffer->Height
|
||||
* sizeof(GLdepth) );
|
||||
if (!ctx->Buffer->Depth) {
|
||||
if (!ctx->DrawBuffer->Depth) {
|
||||
/* out of memory */
|
||||
ctx->Depth.Test = GL_FALSE;
|
||||
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);
|
||||
|
||||
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 */
|
||||
return;
|
||||
}
|
||||
@@ -841,9 +841,9 @@ void gl_clear_depth_buffer( GLcontext* ctx )
|
||||
if (ctx->Scissor.Enabled) {
|
||||
/* only clear scissor region */
|
||||
GLint y;
|
||||
for (y=ctx->Buffer->Ymin; y<=ctx->Buffer->Ymax; y++) {
|
||||
GLdepth *d = Z_ADDRESS( ctx, ctx->Buffer->Xmin, y );
|
||||
GLint n = ctx->Buffer->Xmax - ctx->Buffer->Xmin + 1;
|
||||
for (y=ctx->DrawBuffer->Ymin; y<=ctx->DrawBuffer->Ymax; y++) {
|
||||
GLdepth *d = Z_ADDRESS( ctx, ctx->DrawBuffer->Xmin, y );
|
||||
GLint n = ctx->DrawBuffer->Xmax - ctx->DrawBuffer->Xmin + 1;
|
||||
do {
|
||||
*d++ = clear_value;
|
||||
n--;
|
||||
@@ -854,12 +854,12 @@ void gl_clear_depth_buffer( GLcontext* ctx )
|
||||
/* clear whole buffer */
|
||||
if (sizeof(GLdepth)==2 && (clear_value&0xff)==(clear_value>>8)) {
|
||||
/* lower and upper bytes of clear_value are same, use MEMSET */
|
||||
MEMSET( ctx->Buffer->Depth, clear_value&0xff,
|
||||
2*ctx->Buffer->Width*ctx->Buffer->Height);
|
||||
MEMSET( ctx->DrawBuffer->Depth, clear_value&0xff,
|
||||
2*ctx->DrawBuffer->Width*ctx->DrawBuffer->Height);
|
||||
}
|
||||
else {
|
||||
GLdepth *d = ctx->Buffer->Depth;
|
||||
GLint n = ctx->Buffer->Width * ctx->Buffer->Height;
|
||||
GLdepth *d = ctx->DrawBuffer->Depth;
|
||||
GLint n = ctx->DrawBuffer->Width * ctx->DrawBuffer->Height;
|
||||
while (n>=16) {
|
||||
d[0] = clear_value; d[1] = clear_value;
|
||||
d[2] = clear_value; d[3] = clear_value;
|
||||
|
@@ -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
|
||||
@@ -36,7 +36,7 @@
|
||||
* Return the address of the Z-buffer value for window coordinate (x,y):
|
||||
*/
|
||||
#define Z_ADDRESS( CTX, X, Y ) \
|
||||
((CTX)->Buffer->Depth + (CTX)->Buffer->Width * (Y) + (X))
|
||||
((CTX)->DrawBuffer->Depth + (CTX)->DrawBuffer->Width * (Y) + (X))
|
||||
|
||||
|
||||
|
||||
|
@@ -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
|
||||
@@ -57,28 +57,30 @@ _mesa_clip_pixelrect(const GLcontext *ctx,
|
||||
GLsizei *width, GLsizei *height,
|
||||
GLint *skipPixels, GLint *skipRows)
|
||||
{
|
||||
const GLframebuffer *buffer = ctx->DrawBuffer;
|
||||
|
||||
/* left clipping */
|
||||
if (*destX < ctx->Buffer->Xmin) {
|
||||
*skipPixels += (ctx->Buffer->Xmin - *destX);
|
||||
*width -= (ctx->Buffer->Xmin - *destX);
|
||||
*destX = ctx->Buffer->Xmin;
|
||||
if (*destX < buffer->Xmin) {
|
||||
*skipPixels += (buffer->Xmin - *destX);
|
||||
*width -= (buffer->Xmin - *destX);
|
||||
*destX = buffer->Xmin;
|
||||
}
|
||||
/* right clipping */
|
||||
if (*destX + *width > ctx->Buffer->Xmax)
|
||||
*width -= (*destX + *width - ctx->Buffer->Xmax - 1);
|
||||
if (*destX + *width > buffer->Xmax)
|
||||
*width -= (*destX + *width - buffer->Xmax - 1);
|
||||
|
||||
if (*width <= 0)
|
||||
return GL_FALSE;
|
||||
|
||||
/* bottom clipping */
|
||||
if (*destY < ctx->Buffer->Ymin) {
|
||||
*skipRows += (ctx->Buffer->Ymin - *destY);
|
||||
*height -= (ctx->Buffer->Ymin - *destY);
|
||||
*destY = ctx->Buffer->Ymin;
|
||||
if (*destY < buffer->Ymin) {
|
||||
*skipRows += (buffer->Ymin - *destY);
|
||||
*height -= (buffer->Ymin - *destY);
|
||||
*destY = buffer->Ymin;
|
||||
}
|
||||
/* top clipping */
|
||||
if (*destY + *height > ctx->Buffer->Ymax)
|
||||
*height -= (*destY + *height - ctx->Buffer->Ymax - 1);
|
||||
if (*destY + *height > buffer->Ymax)
|
||||
*height -= (*destY + *height - buffer->Ymax - 1);
|
||||
|
||||
if (*height <= 0)
|
||||
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) {
|
||||
/* horizontal clipping */
|
||||
if (destX < ctx->Buffer->Xmin) {
|
||||
skipPixels += (ctx->Buffer->Xmin - destX);
|
||||
drawWidth -= (ctx->Buffer->Xmin - destX);
|
||||
destX = ctx->Buffer->Xmin;
|
||||
if (destX < ctx->DrawBuffer->Xmin) {
|
||||
skipPixels += (ctx->DrawBuffer->Xmin - destX);
|
||||
drawWidth -= (ctx->DrawBuffer->Xmin - destX);
|
||||
destX = ctx->DrawBuffer->Xmin;
|
||||
}
|
||||
if (destX + drawWidth > ctx->Buffer->Xmax)
|
||||
drawWidth -= (destX + drawWidth - ctx->Buffer->Xmax - 1);
|
||||
if (destX + drawWidth > ctx->DrawBuffer->Xmax)
|
||||
drawWidth -= (destX + drawWidth - ctx->DrawBuffer->Xmax - 1);
|
||||
if (drawWidth <= 0)
|
||||
return GL_TRUE;
|
||||
|
||||
/* vertical clipping */
|
||||
if (destY < ctx->Buffer->Ymin) {
|
||||
skipRows += (ctx->Buffer->Ymin - destY);
|
||||
drawHeight -= (ctx->Buffer->Ymin - destY);
|
||||
destY = ctx->Buffer->Ymin;
|
||||
if (destY < ctx->DrawBuffer->Ymin) {
|
||||
skipRows += (ctx->DrawBuffer->Ymin - destY);
|
||||
drawHeight -= (ctx->DrawBuffer->Ymin - destY);
|
||||
destY = ctx->DrawBuffer->Ymin;
|
||||
}
|
||||
if (destY + drawHeight > ctx->Buffer->Ymax)
|
||||
drawHeight -= (destY + drawHeight - ctx->Buffer->Ymax - 1);
|
||||
if (destY + drawHeight > ctx->DrawBuffer->Ymax)
|
||||
drawHeight -= (destY + drawHeight - ctx->DrawBuffer->Ymax - 1);
|
||||
if (drawHeight <= 0)
|
||||
return GL_TRUE;
|
||||
|
||||
@@ -633,8 +635,8 @@ draw_rgba_pixels( GLcontext *ctx, GLint x, GLint y,
|
||||
|
||||
if (ctx->RasterMask == 0 && !zoom
|
||||
&& x >= 0 && y >= 0
|
||||
&& x + width <= ctx->Buffer->Width
|
||||
&& y + height <= ctx->Buffer->Height) {
|
||||
&& x + width <= ctx->DrawBuffer->Width
|
||||
&& y + height <= ctx->DrawBuffer->Height) {
|
||||
quickDraw = GL_TRUE;
|
||||
}
|
||||
else {
|
||||
|
@@ -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
|
||||
@@ -1397,9 +1397,9 @@ gl_Viewport( GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height )
|
||||
ctx->RasterMask &= ~WINCLIP_BIT;
|
||||
|
||||
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 + ctx->Viewport.Height > ctx->Buffer->Height) {
|
||||
|| ctx->Viewport.Y + ctx->Viewport.Height > ctx->DrawBuffer->Height) {
|
||||
ctx->RasterMask |= WINCLIP_BIT;
|
||||
}
|
||||
|
||||
|
@@ -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
|
||||
@@ -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
|
||||
_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
|
||||
@@ -1006,7 +1007,7 @@ void gl_depth_stencil_pixels( GLcontext *ctx,
|
||||
void gl_read_stencil_span( GLcontext *ctx,
|
||||
GLuint n, GLint x, GLint y, GLstencil stencil[] )
|
||||
{
|
||||
if (ctx->Buffer->Stencil) {
|
||||
if (ctx->DrawBuffer->Stencil) {
|
||||
const GLstencil *s = STENCIL_ADDRESS( x, y );
|
||||
#if STENCIL_BITS == 8
|
||||
MEMCPY( stencil, s, n * sizeof(GLstencil) );
|
||||
@@ -1030,7 +1031,7 @@ void gl_write_stencil_span( GLcontext *ctx,
|
||||
GLuint n, GLint x, GLint y,
|
||||
const GLstencil stencil[] )
|
||||
{
|
||||
if (ctx->Buffer->Stencil) {
|
||||
if (ctx->DrawBuffer->Stencil) {
|
||||
GLstencil *s = STENCIL_ADDRESS( x, y );
|
||||
#if STENCIL_BITS == 8
|
||||
MEMCPY( s, stencil, n * sizeof(GLstencil) );
|
||||
@@ -1050,17 +1051,17 @@ void gl_write_stencil_span( 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 */
|
||||
if (ctx->Buffer->Stencil) {
|
||||
FREE(ctx->Buffer->Stencil);
|
||||
ctx->Buffer->Stencil = NULL;
|
||||
if (ctx->DrawBuffer->Stencil) {
|
||||
FREE(ctx->DrawBuffer->Stencil);
|
||||
ctx->DrawBuffer->Stencil = NULL;
|
||||
}
|
||||
|
||||
/* allocate new stencil buffer */
|
||||
ctx->Buffer->Stencil = (GLstencil *) MALLOC(buffersize * sizeof(GLstencil));
|
||||
if (!ctx->Buffer->Stencil) {
|
||||
ctx->DrawBuffer->Stencil = (GLstencil *) MALLOC(buffersize * sizeof(GLstencil));
|
||||
if (!ctx->DrawBuffer->Stencil) {
|
||||
/* out of memory */
|
||||
_mesa_set_enable( ctx, GL_STENCIL_TEST, GL_FALSE );
|
||||
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 )
|
||||
{
|
||||
if (ctx->Visual->StencilBits==0 || !ctx->Buffer->Stencil) {
|
||||
if (ctx->Visual->StencilBits==0 || !ctx->DrawBuffer->Stencil) {
|
||||
/* no stencil buffer */
|
||||
return;
|
||||
}
|
||||
@@ -1084,9 +1085,9 @@ void gl_clear_stencil_buffer( GLcontext *ctx )
|
||||
if (ctx->Scissor.Enabled) {
|
||||
/* clear scissor region only */
|
||||
GLint y;
|
||||
GLint width = ctx->Buffer->Xmax - ctx->Buffer->Xmin + 1;
|
||||
for (y=ctx->Buffer->Ymin; y<=ctx->Buffer->Ymax; y++) {
|
||||
GLstencil *ptr = STENCIL_ADDRESS( ctx->Buffer->Xmin, y );
|
||||
GLint width = ctx->DrawBuffer->Xmax - ctx->DrawBuffer->Xmin + 1;
|
||||
for (y=ctx->DrawBuffer->Ymin; y<=ctx->DrawBuffer->Ymax; y++) {
|
||||
GLstencil *ptr = STENCIL_ADDRESS( ctx->DrawBuffer->Xmin, y );
|
||||
#if STENCIL_BITS==8
|
||||
MEMSET( ptr, ctx->Stencil.Clear, width * sizeof(GLstencil) );
|
||||
#else
|
||||
@@ -1099,12 +1100,12 @@ void gl_clear_stencil_buffer( GLcontext *ctx )
|
||||
else {
|
||||
/* clear whole stencil buffer */
|
||||
#if STENCIL_BITS==8
|
||||
MEMSET( ctx->Buffer->Stencil, ctx->Stencil.Clear,
|
||||
ctx->Buffer->Width * ctx->Buffer->Height * sizeof(GLstencil) );
|
||||
MEMSET( ctx->DrawBuffer->Stencil, ctx->Stencil.Clear,
|
||||
ctx->DrawBuffer->Width * ctx->DrawBuffer->Height * sizeof(GLstencil) );
|
||||
#else
|
||||
GLuint i;
|
||||
GLuint pixels = ctx->Buffer->Width * ctx->Buffer->Height;
|
||||
GLstencil *buffer = ctx->Buffer->Stencil;
|
||||
GLuint pixels = ctx->DrawBuffer->Width * ctx->DrawBuffer->Height;
|
||||
GLstencil *buffer = ctx->DrawBuffer->Stencil;
|
||||
for (i = 0; i < pixels; i++)
|
||||
ptr[i] = ctx->Stencil.Clear;
|
||||
#endif
|
||||
|
@@ -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
|
||||
@@ -1632,7 +1632,8 @@ read_color_image( GLcontext *ctx, GLint x, GLint y,
|
||||
dst = image;
|
||||
stride = width * 4 * sizeof(GLubyte);
|
||||
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;
|
||||
}
|
||||
|
||||
@@ -1732,7 +1733,7 @@ copy_tex_sub_image( GLcontext *ctx, struct gl_texture_image *dest,
|
||||
for (i = 0;i < height; i++) {
|
||||
GLubyte rgba[MAX_WIDTH][4];
|
||||
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;
|
||||
_mesa_unpack_ubyte_color_span(ctx, width, format, dst,
|
||||
GL_RGBA, GL_UNSIGNED_BYTE, rgba,
|
||||
|
Reference in New Issue
Block a user