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authorBrian Paul <[email protected]>2000-01-22 20:08:36 +0000
committerBrian Paul <[email protected]>2000-01-22 20:08:36 +0000
commit069965f1709d7bcaecca0db9baf6b18e6f20f598 (patch)
tree1752db29a97c8bc3d3a2afa3810b6ad19f957a1b /src/mesa/drivers/svga/svgamesa8.c
parent99dd0d4092b2a30546359e4513b9a0dbca2e9483 (diff)
updated SVGA sources from Mesa 3.2
Diffstat (limited to 'src/mesa/drivers/svga/svgamesa8.c')
-rw-r--r--src/mesa/drivers/svga/svgamesa8.c159
1 files changed, 159 insertions, 0 deletions
diff --git a/src/mesa/drivers/svga/svgamesa8.c b/src/mesa/drivers/svga/svgamesa8.c
new file mode 100644
index 00000000000..ed613735592
--- /dev/null
+++ b/src/mesa/drivers/svga/svgamesa8.c
@@ -0,0 +1,159 @@
+/* $Id: svgamesa8.c,v 1.2 2000/01/22 20:08:36 brianp Exp $ */
+
+/*
+ * Mesa 3-D graphics library
+ * Version: 3.2
+ * Copyright (C) 1995-2000 Brian Paul
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Library General Public
+ * License as published by the Free Software Foundation; either
+ * version 2 of the License, or (at your option) any later version.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Library General Public License for more details.
+ *
+ * You should have received a copy of the GNU Library General Public
+ * License along with this library; if not, write to the Free
+ * Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
+ */
+
+
+/*
+ * SVGA driver for Mesa.
+ * Original author: Brian Paul
+ * Additional authors: Slawomir Szczyrba <[email protected]> (Mesa 3.2)
+ */
+
+
+#include "svgapix.h"
+
+int __svga_drawpixel8(int x, int y, unsigned long c)
+{
+ unsigned long offset;
+
+ y = SVGAInfo->height-y-1;
+ offset = y * SVGAInfo->linewidth + x;
+ SVGABuffer.BackBuffer[offset]=c;
+
+ return 0;
+}
+
+unsigned long __svga_getpixel8(int x, int y)
+{
+ unsigned long offset;
+
+ y = SVGAInfo->height-y-1;
+ offset = y * SVGAInfo->linewidth + x;
+ return SVGABuffer.BackBuffer[offset];
+}
+
+void __set_index8( GLcontext *ctx, GLuint index )
+{
+ SVGAMesa->index = index;
+}
+
+void __clear_index8( GLcontext *ctx, GLuint index )
+{
+ SVGAMesa->clear_index = index;
+}
+
+GLbitfield __clear8( GLcontext *ctx, GLbitfield mask, GLboolean all,
+ GLint x, GLint y, GLint width, GLint height )
+{
+ int i,j;
+
+ if (mask & GL_COLOR_BUFFER_BIT) {
+
+ if (all)
+ {
+ memset(SVGABuffer.BackBuffer,SVGAMesa->clear_index,SVGABuffer.BufferSize);
+ } else {
+ for (i=x;i<width;i++)
+ for (j=y;j<height;j++)
+ __svga_drawpixel8(i,j,SVGAMesa->clear_index);
+ }
+ }
+ return mask & (~GL_COLOR_BUFFER_BIT);
+}
+
+void __write_ci32_span8( const GLcontext *ctx, GLuint n, GLint x, GLint y,
+ const GLuint index[], const GLubyte mask[] )
+{
+ int i;
+ for (i=0;i<n;i++,x++) {
+ if (mask[i]) {
+ __svga_drawpixel8( x, y, index[i]);
+ }
+ }
+}
+
+void __write_ci8_span8( const GLcontext *ctx, GLuint n, GLint x, GLint y,
+ const GLubyte index[], const GLubyte mask[] )
+{
+ int i;
+
+ for (i=0;i<n;i++,x++) {
+ if (mask[i]) {
+ __svga_drawpixel8( x, y, index[i]);
+ }
+ }
+}
+
+void __write_mono_ci_span8( const GLcontext *ctx, GLuint n,
+ GLint x, GLint y, const GLubyte mask[] )
+{
+ int i;
+ for (i=0;i<n;i++,x++) {
+ if (mask[i]) {
+ __svga_drawpixel8( x, y, SVGAMesa->index);
+ }
+ }
+}
+
+void __read_ci32_span8( const GLcontext *ctx,
+ GLuint n, GLint x, GLint y, GLuint index[])
+{
+ int i;
+ for (i=0; i<n; i++,x++) {
+ index[i] = __svga_getpixel8( x, y);
+ }
+}
+
+void __write_ci32_pixels8( const GLcontext *ctx,
+ GLuint n, const GLint x[], const GLint y[],
+ const GLuint index[], const GLubyte mask[] )
+{
+ int i;
+ for (i=0; i<n; i++) {
+ if (mask[i]) {
+ __svga_drawpixel8( x[i], y[i], index[i]);
+ }
+ }
+}
+
+
+void __write_mono_ci_pixels8( const GLcontext *ctx, GLuint n,
+ const GLint x[], const GLint y[],
+ const GLubyte mask[] )
+{
+ int i;
+ for (i=0; i<n; i++) {
+ if (mask[i]) {
+ __svga_drawpixel8( x[i], y[i], SVGAMesa->index);
+ }
+ }
+}
+
+void __read_ci32_pixels8( const GLcontext *ctx,
+ GLuint n, const GLint x[], const GLint y[],
+ GLuint index[], const GLubyte mask[] )
+{
+ int i;
+ for (i=0; i<n; i++,x++) {
+ index[i] = __svga_getpixel8( x[i], y[i]);
+ }
+}
+