diff options
author | Keith Whitwell <[email protected]> | 2000-10-31 18:00:04 +0000 |
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committer | Keith Whitwell <[email protected]> | 2000-10-31 18:00:04 +0000 |
commit | e3a051e0538a605551f4d58294c94f5eb00ed07f (patch) | |
tree | ea5ccfd6d578fee1f8adb5a5c7f34f12d601c1c9 /src/mesa/swrast/s_accum.c | |
parent | 6e0f0f51e0371688a434ed65c4ae0da1b061a4b5 (diff) |
Moved software rasterizer functionality to new directory.
Diffstat (limited to 'src/mesa/swrast/s_accum.c')
-rw-r--r-- | src/mesa/swrast/s_accum.c | 499 |
1 files changed, 499 insertions, 0 deletions
diff --git a/src/mesa/swrast/s_accum.c b/src/mesa/swrast/s_accum.c new file mode 100644 index 00000000000..21ac29153c2 --- /dev/null +++ b/src/mesa/swrast/s_accum.c @@ -0,0 +1,499 @@ +/* $Id: s_accum.c,v 1.1 2000/10/31 18:00:04 keithw Exp $ */ + +/* + * Mesa 3-D graphics library + * Version: 3.5 + * + * Copyright (C) 1999-2000 Brian Paul All Rights Reserved. + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included + * in all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS + * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN + * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ + + +#include "context.h" +#include "macros.h" +#include "mem.h" + +#include "s_accum.h" +#include "s_masking.h" +#include "s_span.h" + + +/* + * Accumulation buffer notes + * + * Normally, accumulation buffer values are GLshorts with values in + * [-32767, 32767] which represent floating point colors in [-1, 1], + * as suggested by the OpenGL specification. + * + * We optimize for the common case used for full-scene antialiasing: + * // start with accum buffer cleared to zero + * glAccum(GL_LOAD, w); // or GL_ACCUM the first image + * glAccum(GL_ACCUM, w); + * ... + * glAccum(GL_ACCUM, w); + * glAccum(GL_RETURN, 1.0); + * That is, we start with an empty accumulation buffer and accumulate + * n images, each with weight w = 1/n. + * In this scenario, we can simply store unscaled integer values in + * the accum buffer instead of scaled integers. We'll also keep track + * of the w value so when we do GL_RETURN we simply divide the accumulated + * values by n (=1/w). + * This lets us avoid _many_ int->float->int conversions. + */ + + +#if CHAN_BITS == 8 +#define USE_OPTIMIZED_ACCUM /* enable the optimization */ +#endif + + + +void +_mesa_alloc_accum_buffer( GLcontext *ctx ) +{ + GLint n; + + if (ctx->DrawBuffer->Accum) { + FREE( ctx->DrawBuffer->Accum ); + ctx->DrawBuffer->Accum = NULL; + } + + /* allocate accumulation buffer if not already present */ + n = ctx->DrawBuffer->Width * ctx->DrawBuffer->Height * 4 * sizeof(GLaccum); + ctx->DrawBuffer->Accum = (GLaccum *) MALLOC( n ); + if (!ctx->DrawBuffer->Accum) { + /* unable to setup accumulation buffer */ + gl_error( ctx, GL_OUT_OF_MEMORY, "glAccum" ); + } +#ifdef USE_OPTIMIZED_ACCUM + ctx->IntegerAccumMode = GL_TRUE; +#else + ctx->IntegerAccumMode = GL_FALSE; +#endif + ctx->IntegerAccumScaler = 0.0; +} + + + + + + +/* + * This is called when we fall out of optimized/unscaled accum buffer mode. + * That is, we convert each unscaled accum buffer value into a scaled value + * representing the range[-1, 1]. + */ +static void rescale_accum( GLcontext *ctx ) +{ + const GLuint n = ctx->DrawBuffer->Width * ctx->DrawBuffer->Height * 4; + const GLfloat fChanMax = (1 << (sizeof(GLchan) * 8)) - 1; + const GLfloat s = ctx->IntegerAccumScaler * (32767.0 / fChanMax); + GLaccum *accum = ctx->DrawBuffer->Accum; + GLuint i; + + assert(ctx->IntegerAccumMode); + assert(accum); + + for (i = 0; i < n; i++) { + accum[i] = (GLaccum) (accum[i] * s); + } + + ctx->IntegerAccumMode = GL_FALSE; +} + + + +void +_swrast_Accum( GLcontext *ctx, GLenum op, GLfloat value, + GLint xpos, GLint ypos, + GLint width, GLint height ) + +{ + GLuint width4; + GLfloat acc_scale; + GLchan rgba[MAX_WIDTH][4]; + const GLuint colorMask = *((GLuint *) &ctx->Color.ColorMask); + const GLint iChanMax = (1 << (sizeof(GLchan) * 8)) - 1; + const GLfloat fChanMax = (1 << (sizeof(GLchan) * 8)) - 1; + + + if (!ctx->DrawBuffer->Accum) { + _mesa_warning(ctx, "Calling glAccum() without an accumulation buffer (low memory?)"); + return; + } + + if (sizeof(GLaccum)==1) { + acc_scale = 127.0; + } + else if (sizeof(GLaccum)==2) { + acc_scale = 32767.0; + } + else { + /* sizeof(GLaccum) > 2 (Cray) */ + acc_scale = (float) SHRT_MAX; + } + + width4 = 4 * width; + + switch (op) { + case GL_ADD: + if (value != 0.0F) { + const GLaccum intVal = (GLaccum) (value * acc_scale); + GLuint j; + /* Leave optimized accum buffer mode */ + if (ctx->IntegerAccumMode) + rescale_accum(ctx); + for (j = 0; j < height; j++) { + GLaccum * acc = ctx->DrawBuffer->Accum + ypos * width4 + 4 * xpos; + GLuint i; + for (i = 0; i < width4; i++) { + acc[i] += intVal; + } + ypos++; + } + } + break; + + case GL_MULT: + if (value != 1.0F) { + GLuint j; + /* Leave optimized accum buffer mode */ + if (ctx->IntegerAccumMode) + rescale_accum(ctx); + for (j = 0; j < height; j++) { + GLaccum *acc = ctx->DrawBuffer->Accum + ypos * width4 + 4 * xpos; + GLuint i; + for (i = 0; i < width4; i++) { + acc[i] = (GLaccum) ( (GLfloat) acc[i] * value ); + } + ypos++; + } + } + break; + + case GL_ACCUM: + if (value == 0.0F) + return; + + (*ctx->Driver.SetReadBuffer)( ctx, ctx->ReadBuffer, + ctx->Pixel.DriverReadBuffer ); + + /* May have to leave optimized accum buffer mode */ + if (ctx->IntegerAccumScaler == 0.0 && value > 0.0 && value <= 1.0) + ctx->IntegerAccumScaler = value; + if (ctx->IntegerAccumMode && value != ctx->IntegerAccumScaler) + rescale_accum(ctx); + + RENDER_START(ctx); + + if (ctx->IntegerAccumMode) { + /* simply add integer color values into accum buffer */ + GLuint j; + GLaccum *acc = ctx->DrawBuffer->Accum + ypos * width4 + xpos * 4; + assert(ctx->IntegerAccumScaler > 0.0); + assert(ctx->IntegerAccumScaler <= 1.0); + for (j = 0; j < height; j++) { + + GLuint i, i4; + gl_read_rgba_span(ctx, ctx->DrawBuffer, width, xpos, ypos, rgba); + for (i = i4 = 0; i < width; i++, i4+=4) { + acc[i4+0] += rgba[i][RCOMP]; + acc[i4+1] += rgba[i][GCOMP]; + acc[i4+2] += rgba[i][BCOMP]; + acc[i4+3] += rgba[i][ACOMP]; + } + acc += width4; + ypos++; + } + } + else { + /* scaled integer accum buffer */ + const GLfloat rscale = value * acc_scale / fChanMax; + const GLfloat gscale = value * acc_scale / fChanMax; + const GLfloat bscale = value * acc_scale / fChanMax; + const GLfloat ascale = value * acc_scale / fChanMax; + GLuint j; + for (j=0;j<height;j++) { + GLaccum *acc = ctx->DrawBuffer->Accum + ypos * width4 + xpos * 4; + GLuint i; + gl_read_rgba_span(ctx, ctx->DrawBuffer, width, xpos, ypos, rgba); + for (i=0;i<width;i++) { + *acc += (GLaccum) ( (GLfloat) rgba[i][RCOMP] * rscale ); acc++; + *acc += (GLaccum) ( (GLfloat) rgba[i][GCOMP] * gscale ); acc++; + *acc += (GLaccum) ( (GLfloat) rgba[i][BCOMP] * bscale ); acc++; + *acc += (GLaccum) ( (GLfloat) rgba[i][ACOMP] * ascale ); acc++; + } + ypos++; + } + } + /* restore read buffer = draw buffer (the default) */ + (*ctx->Driver.SetReadBuffer)( ctx, ctx->DrawBuffer, + ctx->Color.DriverDrawBuffer ); + RENDER_FINISH(ctx); + break; + + case GL_LOAD: + (*ctx->Driver.SetReadBuffer)( ctx, ctx->ReadBuffer, + ctx->Pixel.DriverReadBuffer ); + + /* This is a change to go into optimized accum buffer mode */ + if (value > 0.0 && value <= 1.0) { +#ifdef USE_OPTIMIZED_ACCUM + ctx->IntegerAccumMode = GL_TRUE; +#else + ctx->IntegerAccumMode = GL_FALSE; +#endif + ctx->IntegerAccumScaler = value; + } + else { + ctx->IntegerAccumMode = GL_FALSE; + ctx->IntegerAccumScaler = 0.0; + } + + RENDER_START(ctx); + if (ctx->IntegerAccumMode) { + /* just copy values into accum buffer */ + GLuint j; + GLaccum *acc = ctx->DrawBuffer->Accum + ypos * width4 + xpos * 4; + assert(ctx->IntegerAccumScaler > 0.0); + assert(ctx->IntegerAccumScaler <= 1.0); + for (j = 0; j < height; j++) { + GLuint i, i4; + gl_read_rgba_span(ctx, ctx->DrawBuffer, width, xpos, ypos, rgba); + for (i = i4 = 0; i < width; i++, i4 += 4) { + acc[i4+0] = rgba[i][RCOMP]; + acc[i4+1] = rgba[i][GCOMP]; + acc[i4+2] = rgba[i][BCOMP]; + acc[i4+3] = rgba[i][ACOMP]; + } + acc += width4; + ypos++; + } + } + else { + /* scaled integer accum buffer */ + const GLfloat rscale = value * acc_scale / fChanMax; + const GLfloat gscale = value * acc_scale / fChanMax; + const GLfloat bscale = value * acc_scale / fChanMax; + const GLfloat ascale = value * acc_scale / fChanMax; + const GLfloat d = 3.0 / acc_scale; + GLuint i, j; + for (j = 0; j < height; j++) { + GLaccum *acc = ctx->DrawBuffer->Accum + ypos * width4 + xpos * 4; + gl_read_rgba_span(ctx, ctx->DrawBuffer, width, xpos, ypos, rgba); + for (i=0;i<width;i++) { + *acc++ = (GLaccum) ((GLfloat) rgba[i][RCOMP] * rscale + d); + *acc++ = (GLaccum) ((GLfloat) rgba[i][GCOMP] * gscale + d); + *acc++ = (GLaccum) ((GLfloat) rgba[i][BCOMP] * bscale + d); + *acc++ = (GLaccum) ((GLfloat) rgba[i][ACOMP] * ascale + d); + } + ypos++; + } + } + + /* restore read buffer = draw buffer (the default) */ + (*ctx->Driver.SetReadBuffer)( ctx, ctx->DrawBuffer, + ctx->Color.DriverDrawBuffer ); + RENDER_FINISH(ctx); + break; + + case GL_RETURN: + /* May have to leave optimized accum buffer mode */ + if (ctx->IntegerAccumMode && value != 1.0) + rescale_accum(ctx); + + RENDER_START(ctx); + if (ctx->IntegerAccumMode && ctx->IntegerAccumScaler > 0) { + /* build lookup table to avoid many floating point multiplies */ + static GLchan multTable[32768]; + static GLfloat prevMult = 0.0; + const GLfloat mult = ctx->IntegerAccumScaler; + const GLint max = MIN2((GLint) (256 / mult), 32767); + GLuint j; + if (mult != prevMult) { + for (j = 0; j < max; j++) + multTable[j] = (GLint) ((GLfloat) j * mult + 0.5F); + prevMult = mult; + } + + assert(ctx->IntegerAccumScaler > 0.0); + assert(ctx->IntegerAccumScaler <= 1.0); + for (j = 0; j < height; j++) { + const GLaccum *acc = ctx->DrawBuffer->Accum + ypos * width4 + xpos*4; + GLuint i, i4; + for (i = i4 = 0; i < width; i++, i4 += 4) { + ASSERT(acc[i4+0] < max); + ASSERT(acc[i4+1] < max); + ASSERT(acc[i4+2] < max); + ASSERT(acc[i4+3] < max); + rgba[i][RCOMP] = multTable[acc[i4+0]]; + rgba[i][GCOMP] = multTable[acc[i4+1]]; + rgba[i][BCOMP] = multTable[acc[i4+2]]; + rgba[i][ACOMP] = multTable[acc[i4+3]]; + } + if (colorMask != 0xffffffff) { + _mesa_mask_rgba_span( ctx, width, xpos, ypos, rgba ); + } + (*ctx->Driver.WriteRGBASpan)( ctx, width, xpos, ypos, + (const GLchan (*)[4])rgba, NULL ); + ypos++; + } + } + else { + const GLfloat rscale = value / acc_scale * fChanMax; + const GLfloat gscale = value / acc_scale * fChanMax; + const GLfloat bscale = value / acc_scale * fChanMax; + const GLfloat ascale = value / acc_scale * fChanMax; + GLuint i, j; + for (j=0;j<height;j++) { + const GLaccum *acc = ctx->DrawBuffer->Accum + ypos * width4 + xpos*4; + for (i=0;i<width;i++) { + GLint r, g, b, a; + r = (GLint) ( (GLfloat) (*acc++) * rscale + 0.5F ); + g = (GLint) ( (GLfloat) (*acc++) * gscale + 0.5F ); + b = (GLint) ( (GLfloat) (*acc++) * bscale + 0.5F ); + a = (GLint) ( (GLfloat) (*acc++) * ascale + 0.5F ); + rgba[i][RCOMP] = CLAMP( r, 0, iChanMax ); + rgba[i][GCOMP] = CLAMP( g, 0, iChanMax ); + rgba[i][BCOMP] = CLAMP( b, 0, iChanMax ); + rgba[i][ACOMP] = CLAMP( a, 0, iChanMax ); + } + if (colorMask != 0xffffffff) { + _mesa_mask_rgba_span( ctx, width, xpos, ypos, rgba ); + } + (*ctx->Driver.WriteRGBASpan)( ctx, width, xpos, ypos, + (const GLchan (*)[4])rgba, NULL ); + ypos++; + } + } + RENDER_FINISH(ctx); + break; + + default: + gl_error( ctx, GL_INVALID_ENUM, "glAccum" ); + } +} + + + +/* + * Clear the accumulation Buffer. + */ +void +_mesa_clear_accum_buffer( GLcontext *ctx ) +{ + GLuint buffersize; + GLfloat acc_scale; + + if (ctx->Visual.AccumRedBits==0) { + /* No accumulation buffer! */ + return; + } + + if (sizeof(GLaccum)==1) { + acc_scale = 127.0; + } + else if (sizeof(GLaccum)==2) { + acc_scale = 32767.0; + } + else { + /* sizeof(GLaccum) > 2 (Cray) */ + acc_scale = (float) SHRT_MAX; + } + + /* number of pixels */ + buffersize = ctx->DrawBuffer->Width * ctx->DrawBuffer->Height; + + if (!ctx->DrawBuffer->Accum) { + /* try to alloc accumulation buffer */ + ctx->DrawBuffer->Accum = (GLaccum *) + MALLOC( buffersize * 4 * sizeof(GLaccum) ); + } + + if (ctx->DrawBuffer->Accum) { + if (ctx->Scissor.Enabled) { + /* Limit clear to scissor box */ + GLaccum r, g, b, a; + GLint i, j; + GLint width, height; + GLaccum *row; + r = (GLaccum) (ctx->Accum.ClearColor[0] * acc_scale); + g = (GLaccum) (ctx->Accum.ClearColor[1] * acc_scale); + b = (GLaccum) (ctx->Accum.ClearColor[2] * acc_scale); + a = (GLaccum) (ctx->Accum.ClearColor[3] * acc_scale); + /* size of region to clear */ + width = 4 * (ctx->DrawBuffer->Xmax - ctx->DrawBuffer->Xmin); + height = ctx->DrawBuffer->Ymax - ctx->DrawBuffer->Ymin; + /* ptr to first element to clear */ + row = ctx->DrawBuffer->Accum + + 4 * (ctx->DrawBuffer->Ymin * ctx->DrawBuffer->Width + + ctx->DrawBuffer->Xmin); + for (j=0;j<height;j++) { + for (i=0;i<width;i+=4) { + row[i+0] = r; + row[i+1] = g; + row[i+2] = b; + row[i+3] = a; + } + row += 4 * ctx->DrawBuffer->Width; + } + } + else { + /* clear whole buffer */ + if (ctx->Accum.ClearColor[0]==0.0 && + ctx->Accum.ClearColor[1]==0.0 && + ctx->Accum.ClearColor[2]==0.0 && + ctx->Accum.ClearColor[3]==0.0) { + /* Black */ + BZERO( ctx->DrawBuffer->Accum, buffersize * 4 * sizeof(GLaccum) ); + } + else { + /* Not black */ + GLaccum *acc, r, g, b, a; + GLuint i; + + acc = ctx->DrawBuffer->Accum; + r = (GLaccum) (ctx->Accum.ClearColor[0] * acc_scale); + g = (GLaccum) (ctx->Accum.ClearColor[1] * acc_scale); + b = (GLaccum) (ctx->Accum.ClearColor[2] * acc_scale); + a = (GLaccum) (ctx->Accum.ClearColor[3] * acc_scale); + for (i=0;i<buffersize;i++) { + *acc++ = r; + *acc++ = g; + *acc++ = b; + *acc++ = a; + } + } + } + + /* update optimized accum state vars */ + if (ctx->Accum.ClearColor[0] == 0.0 && ctx->Accum.ClearColor[1] == 0.0 && + ctx->Accum.ClearColor[2] == 0.0 && ctx->Accum.ClearColor[3] == 0.0) { +#ifdef USE_OPTIMIZED_ACCUM + ctx->IntegerAccumMode = GL_TRUE; +#else + ctx->IntegerAccumMode = GL_FALSE; +#endif + ctx->IntegerAccumScaler = 0.0; /* denotes empty accum buffer */ + } + else { + ctx->IntegerAccumMode = GL_FALSE; + } + } +} |