diff options
author | Kristian Høgsberg <[email protected]> | 2010-02-25 15:52:32 -0500 |
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committer | Kristian Høgsberg <[email protected]> | 2010-02-25 17:40:10 -0500 |
commit | 97972244d5254cb2862325f8fe03db0a82a8041a (patch) | |
tree | 39de8f31b44eed21abdbba63758dd3c9fd634dfa /src/mesa/drivers/d3d/DDrawPROCS.c | |
parent | 4387580e50f49d642160982208c807da858cd1ab (diff) |
Remove d3d driver
Diffstat (limited to 'src/mesa/drivers/d3d/DDrawPROCS.c')
-rw-r--r-- | src/mesa/drivers/d3d/DDrawPROCS.c | 399 |
1 files changed, 0 insertions, 399 deletions
diff --git a/src/mesa/drivers/d3d/DDrawPROCS.c b/src/mesa/drivers/d3d/DDrawPROCS.c deleted file mode 100644 index 10dcfdbabba..00000000000 --- a/src/mesa/drivers/d3d/DDrawPROCS.c +++ /dev/null @@ -1,399 +0,0 @@ -/*===========================================================================*/ -/* */ -/* Mesa-3.0 DirectX 6 Driver */ -/* */ -/* By Leigh McRae */ -/* */ -/* http://www.altsoftware.com/ */ -/* */ -/* Copyright (c) 1999-1998 alt.software inc. All Rights Reserved */ -/*===========================================================================*/ -#include "D3DMesa.h" -/*===========================================================================*/ -/* This call will clear the render surface using the pixel info built from */ -/* the surface at creation time. The call uses Lock/Unlock to access the */ -/* surface. The call also special cases a full clear or a dirty rectangle. */ -/* Finally the call returns the new clear mask that reflects that the color */ -/* buffer was cleared. */ -/*===========================================================================*/ -/* RETURN: the original mask with the bits cleared that represents the buffer*/ -/* or buffers we just cleared. */ -/*===========================================================================*/ -GLbitfield ClearBuffers( GLcontext *ctx, GLbitfield mask, GLboolean all, GLint x, GLint y, GLint width, GLint height ) -{ - D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx; - DDSURFACEDESC2 *pddsd2; - UCHAR *pBuffer, - *pScanLine; - int index, - index2; - DWORD dwColor; - - if ( mask & GL_COLOR_BUFFER_BIT ) - { - /* Lock the surface to get the surface pointer. */ - pddsd2 = LockHAL( pContext->pShared, TRUE ); - - /* Solve the color once only. */ - dwColor = ( ((DWORD)((float)pContext->rClear * pContext->pShared->pixel.rScale)) << pContext->pShared->pixel.rShift ); - dwColor |= ( ((DWORD)((float)pContext->gClear * pContext->pShared->pixel.gScale)) << pContext->pShared->pixel.gShift ); - dwColor |= ( ((DWORD)((float)pContext->bClear * pContext->pShared->pixel.bScale)) << pContext->pShared->pixel.bShift ); - - if ( all ) - { - for( index = 0, pScanLine = (UCHAR *)pddsd2->lpSurface; index < pContext->pShared->dwHeight; index++, pScanLine += pddsd2->lPitch ) - for( pBuffer = pScanLine, index2 = 0; index2 < pContext->pShared->dwWidth; index2++, pBuffer += pContext->pShared->pixel.cb ) - memcpy( pBuffer, &dwColor, pContext->pShared->pixel.cb ); - } - else - { - pScanLine = ((UCHAR *)pddsd2->lpSurface) + - ( (FLIP( pContext->pShared->dwHeight, (y+height)) * pddsd2->lPitch) + (x * pContext->pShared->pixel.cb) ); - - for( index = 0; index < height; index++, pScanLine += pddsd2->lPitch ) - { - for( index2 = 0, pBuffer = pScanLine; index2 < width; index2++, pBuffer += pContext->pShared->pixel.cb ) - memcpy( pBuffer, &dwColor, pContext->pShared->pixel.cb ); - } - } - - UnlockHAL( pContext->pShared, TRUE ); - } - - return (mask & ~GL_COLOR_BUFFER_BIT); -} -/*===========================================================================*/ -/* This proc (as all others) has been written for the general case. I use */ -/* the PIXELINFO structure to pack the pixel from RGB24 to whatever the Off- */ -/* Screen render surface uses. The alpha is ignored as Mesa does it in SW. */ -/*===========================================================================*/ -/* RETURN: */ -/*===========================================================================*/ -void WSpanRGB( const GLcontext* ctx, GLuint n, GLint x, GLint y, const GLubyte rgb[][3], const GLubyte mask[] ) -{ - D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx; - DDSURFACEDESC2 *pddsd2; - UCHAR *pBuffer; - int index; - DWORD dwColor; - - /* Get the surface pointer and the pitch. */ - pddsd2 = LockHAL( pContext->pShared, TRUE ); - - /* Find the start of the span. Invert y for Windows. */ - pBuffer = (UCHAR *)pddsd2->lpSurface + (FLIP(pContext->pShared->dwHeight,y) * pddsd2->lPitch) + (x*pContext->pShared->pixel.cb); - - if ( mask ) - { - for( index = 0; index < n; index++, pBuffer += pContext->pShared->pixel.cb ) - { - if ( mask[index] ) - { - /* Pack the color components. */ - dwColor = ( ((DWORD)((float)rgb[index][RCOMP] * pContext->pShared->pixel.rScale)) << pContext->pShared->pixel.rShift ); - dwColor |= ( ((DWORD)((float)rgb[index][GCOMP] * pContext->pShared->pixel.gScale)) << pContext->pShared->pixel.gShift ); - dwColor |= ( ((DWORD)((float)rgb[index][BCOMP] * pContext->pShared->pixel.bScale)) << pContext->pShared->pixel.bShift ); - memcpy( pBuffer, &dwColor, pContext->pShared->pixel.cb ); - } - } - } - else - { - for( index = 0; index < n; index++, pBuffer += pContext->pShared->pixel.cb ) - { - /* Pack the color components. */ - dwColor = ( ((DWORD)((float)rgb[index][RCOMP] * pContext->pShared->pixel.rScale)) << pContext->pShared->pixel.rShift ); - dwColor |= ( ((DWORD)((float)rgb[index][GCOMP] * pContext->pShared->pixel.gScale)) << pContext->pShared->pixel.gShift ); - dwColor |= ( ((DWORD)((float)rgb[index][BCOMP] * pContext->pShared->pixel.bScale)) << pContext->pShared->pixel.bShift ); - memcpy( pBuffer, &dwColor, pContext->pShared->pixel.cb ); - } - } - - /* Giver back. */ - UnlockHAL( pContext->pShared, TRUE ); -} -/*===========================================================================*/ -/* This proc (as all others) has been written for the general case. I use */ -/* the PIXELINFO structure to pack the pixel from RGB24 to whatever the Off- */ -/* Screen render surface uses. The alpha is ignored as Mesa does it in SW. */ -/*===========================================================================*/ -/* RETURN: */ -/*===========================================================================*/ -void WSpanRGBA( const GLcontext* ctx, GLuint n, GLint x, GLint y, const GLubyte rgba[][4], const GLubyte mask[] ) -{ - D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx; - DDSURFACEDESC2 *pddsd2; - UCHAR *pBuffer; - int index; - DWORD dwColor; - - /* Get the surface pointer and the pitch. */ - pddsd2 = LockHAL( pContext->pShared, TRUE ); - - /* Find the start of the span. Invert y for Windows. */ - pBuffer = (UCHAR *)pddsd2->lpSurface + (FLIP(pContext->pShared->dwHeight,y) * pddsd2->lPitch) + (x*pContext->pShared->pixel.cb); - - if ( mask ) - { - for( index = 0; index < n; index++, pBuffer += pContext->pShared->pixel.cb ) - { - if ( mask[index] ) - { - /* Pack the color components. */ - dwColor = ( ((DWORD)((float)rgba[index][RCOMP] * pContext->pShared->pixel.rScale)) << pContext->pShared->pixel.rShift ); - dwColor |= ( ((DWORD)((float)rgba[index][GCOMP] * pContext->pShared->pixel.gScale)) << pContext->pShared->pixel.gShift ); - dwColor |= ( ((DWORD)((float)rgba[index][BCOMP] * pContext->pShared->pixel.bScale)) << pContext->pShared->pixel.bShift ); - memcpy( pBuffer, &dwColor, pContext->pShared->pixel.cb ); - } - } - } - else - { - for( index = 0; index < n; index++, pBuffer += pContext->pShared->pixel.cb ) - { - /* Pack the color components. */ - dwColor = ( ((DWORD)((float)rgba[index][RCOMP] * pContext->pShared->pixel.rScale)) << pContext->pShared->pixel.rShift ); - dwColor |= ( ((DWORD)((float)rgba[index][GCOMP] * pContext->pShared->pixel.gScale)) << pContext->pShared->pixel.gShift ); - dwColor |= ( ((DWORD)((float)rgba[index][BCOMP] * pContext->pShared->pixel.bScale)) << pContext->pShared->pixel.bShift ); - memcpy( pBuffer, &dwColor, pContext->pShared->pixel.cb ); - } - } - - /* Giver back. */ - UnlockHAL( pContext->pShared, TRUE ); -} -/*===========================================================================*/ -/* This proc (as all others) has been written for the general case. I use */ -/* the PIXELINFO structure to pack the pixel from RGB24 to whatever the Off- */ -/* Screen render surface uses. The color is solved once from the current */ -/* color components. The alpha is ignored as Mesa is doing it in SW. */ -/*===========================================================================*/ -/* RETURN: */ -/*===========================================================================*/ -void WSpanRGBAMono( const GLcontext* ctx, GLuint n, GLint x, GLint y, const GLubyte mask[] ) -{ - D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx; - DDSURFACEDESC2 *pddsd2; - UCHAR *pBuffer; - int index; - DWORD dwColor; - - /* Lock the surface to get the surface pointer and the pitch. */ - pddsd2 = LockHAL( pContext->pShared, TRUE ); - - /* Solve the color once only. (no alpha) */ - dwColor = ( ((DWORD)((float)pContext->rCurrent * pContext->pShared->pixel.rScale)) << pContext->pShared->pixel.rShift ); - dwColor |= ( ((DWORD)((float)pContext->gCurrent * pContext->pShared->pixel.gScale)) << pContext->pShared->pixel.gShift ); - dwColor |= ( ((DWORD)((float)pContext->bCurrent * pContext->pShared->pixel.bScale)) << pContext->pShared->pixel.bShift ); - - /* Find the start of the span. Invert y for Windows. */ - pBuffer = (UCHAR *)pddsd2->lpSurface + (FLIP(pContext->pShared->dwHeight,y) * pddsd2->lPitch) + (x*pContext->pShared->pixel.cb); - - if ( mask ) - { - for( index = 0; index < n; index++, pBuffer += pContext->pShared->pixel.cb ) - if ( mask[index] ) - memcpy( pBuffer, &dwColor, pContext->pShared->pixel.cb ); - } - else - { - for( index = 0; index < n; index++, pBuffer += pContext->pShared->pixel.cb ) - memcpy( pBuffer, &dwColor, pContext->pShared->pixel.cb ); - } - - /* Giver back. */ - UnlockHAL( pContext->pShared, TRUE ); -} -/*===========================================================================*/ -/* This proc (as all others) has been written for the general case. I use */ -/* the PIXELINFO structure to pack the pixel from RGB24 to whatever the Off- */ -/* Screen render surface uses. The alpha is ignored as Mesa does it in SW. */ -/*===========================================================================*/ -/* RETURN: */ -/*===========================================================================*/ -void WPixelsRGBA( const GLcontext* ctx, GLuint n, const GLint x[], const GLint y[], const GLubyte rgba[][4], const GLubyte mask[] ) -{ - D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx; - DDSURFACEDESC2 *pddsd2; - UCHAR *pBuffer; - int index; - DWORD dwColor; - - /* Get the surface pointer and the pitch. */ - pddsd2 = LockHAL( pContext->pShared, TRUE ); - - if ( mask ) - { - for( index = 0; index < n; index++ ) - { - if ( mask[index] ) - { - /* Pack the color components. */ - dwColor = ( ((DWORD)((float)rgba[index][RCOMP] * pContext->pShared->pixel.rScale)) << pContext->pShared->pixel.rShift ); - dwColor |= ( ((DWORD)((float)rgba[index][GCOMP] * pContext->pShared->pixel.gScale)) << pContext->pShared->pixel.gShift ); - dwColor |= ( ((DWORD)((float)rgba[index][BCOMP] * pContext->pShared->pixel.bScale)) << pContext->pShared->pixel.bShift ); - - /* Find the pixel. Invert y for Windows. */ - pBuffer = (UCHAR *)pddsd2->lpSurface + (FLIP(pContext->pShared->dwHeight,y[index]) * pddsd2->lPitch) + (x[index]*pContext->pShared->pixel.cb); - memcpy( pBuffer, &dwColor, pContext->pShared->pixel.cb ); - } - } - } - else - { - for( index = 0; index < n; index++ ) - { - /* Pack the color components. */ - dwColor = ( ((DWORD)((float)rgba[index][RCOMP] * pContext->pShared->pixel.rScale)) << pContext->pShared->pixel.rShift ); - dwColor |= ( ((DWORD)((float)rgba[index][GCOMP] * pContext->pShared->pixel.gScale)) << pContext->pShared->pixel.gShift ); - dwColor |= ( ((DWORD)((float)rgba[index][BCOMP] * pContext->pShared->pixel.bScale)) << pContext->pShared->pixel.bShift ); - - /* Find the pixel. Invert y for Windows. */ - pBuffer = (UCHAR *)pddsd2->lpSurface + (FLIP(pContext->pShared->dwHeight,y[index]) * pddsd2->lPitch) + (x[index]*pContext->pShared->pixel.cb); - memcpy( pBuffer, &dwColor, pContext->pShared->pixel.cb ); - } - } - - /* Giver back. */ - UnlockHAL( pContext->pShared, TRUE ); -} -/*===========================================================================*/ -/* This proc (as all others) has been written for the general case. I use */ -/* the PIXELINFO structure to pack the pixel from RGB24 to whatever the Off- */ -/* Screen render surface uses. The color is solved once from the current */ -/* color components. The alpha is ignored as Mesa is doing it in SW. */ -/*===========================================================================*/ -/* RETURN: */ -/*===========================================================================*/ -void WPixelsRGBAMono( const GLcontext* ctx, GLuint n, const GLint x[], const GLint y[], const GLubyte mask[] ) -{ - D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx; - DDSURFACEDESC2 *pddsd2; - UCHAR *pBuffer; - int index; - DWORD dwColor; - - /* Get the surface pointer and the pitch. */ - pddsd2 = LockHAL( pContext->pShared, TRUE ); - - /* Solve the color once only. I don't uses the alpha. */ - dwColor = ( ((DWORD)((float)pContext->rCurrent * pContext->pShared->pixel.rScale)) << pContext->pShared->pixel.rShift ); - dwColor |= ( ((DWORD)((float)pContext->gCurrent * pContext->pShared->pixel.gScale)) << pContext->pShared->pixel.gShift ); - dwColor |= ( ((DWORD)((float)pContext->bCurrent * pContext->pShared->pixel.bScale)) << pContext->pShared->pixel.bShift ); - - if ( mask ) - { - /* We store the surface pointer as a UCHAR so that pixel.cb (count in btyles) will work for all. */ - for( index = 0; index < n; index++ ) - { - if ( mask[index] ) - { - /* Find the pixel. Invert y for Windows. */ - pBuffer = (UCHAR *)pddsd2->lpSurface + (FLIP(pContext->pShared->dwHeight,y[index]) * pddsd2->lPitch) + (x[index]*pContext->pShared->pixel.cb); - memcpy( pBuffer, &dwColor, pContext->pShared->pixel.cb ); - } - } - } - else - { - /* We store the surface pointer as a UCHAR so that pixel.cb (count in btyles) will work for all. */ - for( index = 0; index < n; index++ ) - { - /* Find the pixel. Invert y for Windows. */ - pBuffer = (UCHAR *)pddsd2->lpSurface + (FLIP(pContext->pShared->dwHeight,y[index]) * pddsd2->lPitch) + (x[index]*pContext->pShared->pixel.cb); - memcpy( pBuffer, &dwColor, pContext->pShared->pixel.cb ); - } - } - - /* Giver back. */ - UnlockHAL( pContext->pShared, TRUE ); -} -/*===========================================================================*/ -/* This proc isn't written for speed rather its to handle the general case. */ -/* I grab each pixel from the surface and unpack the info using the PIXELINFO*/ -/* structure that was generated from the OffScreen surface pixelformat. The */ -/* function will not fill in the alpha value as Mesa I have Mesa allocate its*/ -/* own alpha channel when the context was created. I did this as I didn't */ -/* feel that it was worth the effort to try and get HW to work (bus bound). */ -/*===========================================================================*/ -/* RETURN: */ -/*===========================================================================*/ -void RSpanRGBA( const GLcontext* ctx, GLuint n, GLint x, GLint y, GLubyte rgba[][4] ) -{ - D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx; - DDSURFACEDESC2 *pddsd2; - UCHAR *pBuffer; - int index; - DWORD *pdwColor; - - /* Get the surface pointer and the pitch. */ - pddsd2 = LockHAL( pContext->pShared, TRUE ); - - /* Find the start of the span. Invert y for Windows. */ - pBuffer = (UCHAR *)pddsd2->lpSurface + - (FLIP(pContext->pShared->dwHeight,y) * pddsd2->lPitch) + - (x*pContext->pShared->pixel.cb); - - /* We store the surface pointer as a UCHAR so that pixel.cb (count in btyles) will work for all. */ - for( index = 0; index < n; index++, pBuffer += pContext->pShared->pixel.cb ) - { - pdwColor = (DWORD *)pBuffer; - rgba[index][RCOMP] = (GLubyte)((float)((*pdwColor & pContext->pShared->pixel.dwRMask) >> pContext->pShared->pixel.rShift) / pContext->pShared->pixel.rScale); - rgba[index][GCOMP] = (GLubyte)((float)((*pdwColor & pContext->pShared->pixel.dwGMask) >> pContext->pShared->pixel.gShift) / pContext->pShared->pixel.gScale); - rgba[index][BCOMP] = (GLubyte)((float)((*pdwColor & pContext->pShared->pixel.dwBMask) >> pContext->pShared->pixel.bShift) / pContext->pShared->pixel.bScale); - } - - /* Giver back. */ - UnlockHAL( pContext->pShared, TRUE ); -} -/*===========================================================================*/ -/* This proc isn't written for speed rather its to handle the general case. */ -/* I grab each pixel from the surface and unpack the info using the PIXELINFO*/ -/* structure that was generated from the OffScreen surface pixelformat. The */ -/* function will not fill in the alpha value as Mesa I have Mesa allocate its*/ -/* own alpha channel when the context was created. I did this as I didn't */ -/* feel that it was worth the effort to try and get HW to work (bus bound). */ -/*===========================================================================*/ -/* RETURN: */ -/*===========================================================================*/ -void RPixelsRGBA( const GLcontext* ctx, GLuint n, const GLint x[], const GLint y[], GLubyte rgba[][4], const GLubyte mask[] ) -{ - D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx; - DDSURFACEDESC2 *pddsd2; - int index; - DWORD *pdwColor; - - /* Get the surface pointer and the pitch. */ - pddsd2 = LockHAL( pContext->pShared, TRUE ); - - if ( mask ) - { - /* We store the surface pointer as a UCHAR so that pixel.cb (count in btyles) will work for all. */ - for( index = 0; index < n; index++ ) - { - if ( mask[index] ) - { - /* Find the start of the pixel. Invert y for Windows. */ - pdwColor = (DWORD *)((UCHAR *)pddsd2->lpSurface + (FLIP(pContext->pShared->dwHeight,y[index]) * pddsd2->lPitch) + (x[index]*pContext->pShared->pixel.cb)); - rgba[index][RCOMP] = (GLubyte)((float)((*pdwColor & pContext->pShared->pixel.dwRMask) >> pContext->pShared->pixel.rShift) / pContext->pShared->pixel.rScale); - rgba[index][GCOMP] = (GLubyte)((float)((*pdwColor & pContext->pShared->pixel.dwGMask) >> pContext->pShared->pixel.gShift) / pContext->pShared->pixel.gScale); - rgba[index][BCOMP] = (GLubyte)((float)((*pdwColor & pContext->pShared->pixel.dwBMask) >> pContext->pShared->pixel.bShift) / pContext->pShared->pixel.bScale); - } - } - } - else - { - /* We store the surface pointer as a UCHAR so that pixel.cb (count in btyles) will work for all. */ - for( index = 0; index < n; index++ ) - { - /* Find the start of the pixel. Invert y for Windows. */ - pdwColor = (DWORD *)((UCHAR *)pddsd2->lpSurface + (FLIP(pContext->pShared->dwHeight,y[index]) * pddsd2->lPitch) + (x[index]*pContext->pShared->pixel.cb)); - rgba[index][RCOMP] = (GLubyte)((float)((*pdwColor & pContext->pShared->pixel.dwRMask) >> pContext->pShared->pixel.rShift) / pContext->pShared->pixel.rScale); - rgba[index][GCOMP] = (GLubyte)((float)((*pdwColor & pContext->pShared->pixel.dwGMask) >> pContext->pShared->pixel.gShift) / pContext->pShared->pixel.gScale); - rgba[index][BCOMP] = (GLubyte)((float)((*pdwColor & pContext->pShared->pixel.dwBMask) >> pContext->pShared->pixel.bShift) / pContext->pShared->pixel.bScale); - } - } - - /* Giver back. */ - UnlockHAL( pContext->pShared, TRUE ); -} |