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authorBrian Paul <[email protected]>2002-07-09 01:22:50 +0000
committerBrian Paul <[email protected]>2002-07-09 01:22:50 +0000
commit3b4fbbc129c711a5aec8d653d5c6eb2e195f947c (patch)
treeececa2d3a08ab45afd2068d9cabf5609a0c374d1 /src/mesa/swrast/s_buffers.c
parentb4338e58879a4f2eabf8af09f9dfa7adf6e9f9f2 (diff)
Overhaul of glRead/DrawBuffer() code. Now, swrast->Driver.SetBuffer()
indicates the read AND draw color buffer for all software rasterization. Lots of related clean-ups. See RELNOTES-4.1 for details.
Diffstat (limited to 'src/mesa/swrast/s_buffers.c')
-rw-r--r--src/mesa/swrast/s_buffers.c88
1 files changed, 74 insertions, 14 deletions
diff --git a/src/mesa/swrast/s_buffers.c b/src/mesa/swrast/s_buffers.c
index 6c7b447aba8..dcfa26f5e20 100644
--- a/src/mesa/swrast/s_buffers.c
+++ b/src/mesa/swrast/s_buffers.c
@@ -1,4 +1,4 @@
-/* $Id: s_buffers.c,v 1.11 2002/06/15 02:38:17 brianp Exp $ */
+/* $Id: s_buffers.c,v 1.12 2002/07/09 01:22:52 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -167,22 +167,18 @@ clear_color_buffers(GLcontext *ctx)
/* loop over four possible dest color buffers */
for (bufferBit = 1; bufferBit <= 8; bufferBit = bufferBit << 1) {
- if (bufferBit & ctx->Color.DrawDestMask) {
+ if (bufferBit & ctx->Color._DrawDestMask) {
if (bufferBit == FRONT_LEFT_BIT) {
- (*ctx->Driver.SetDrawBuffer)( ctx, GL_FRONT_LEFT);
- (*swrast->Driver.SetReadBuffer)( ctx, ctx->DrawBuffer, GL_FRONT_LEFT);
+ (*swrast->Driver.SetBuffer)(ctx, ctx->DrawBuffer, GL_FRONT_LEFT);
}
else if (bufferBit == FRONT_RIGHT_BIT) {
- (*ctx->Driver.SetDrawBuffer)( ctx, GL_FRONT_RIGHT);
- (*swrast->Driver.SetReadBuffer)( ctx, ctx->DrawBuffer, GL_FRONT_RIGHT);
+ (*swrast->Driver.SetBuffer)(ctx, ctx->DrawBuffer, GL_FRONT_RIGHT);
}
else if (bufferBit == BACK_LEFT_BIT) {
- (*ctx->Driver.SetDrawBuffer)( ctx, GL_BACK_LEFT);
- (*swrast->Driver.SetReadBuffer)( ctx, ctx->DrawBuffer, GL_BACK_LEFT);
+ (*swrast->Driver.SetBuffer)(ctx, ctx->DrawBuffer, GL_BACK_LEFT);
}
else {
- (*ctx->Driver.SetDrawBuffer)( ctx, GL_BACK_RIGHT);
- (*swrast->Driver.SetReadBuffer)( ctx, ctx->DrawBuffer, GL_BACK_RIGHT);
+ (*swrast->Driver.SetBuffer)(ctx, ctx->DrawBuffer, GL_BACK_RIGHT);
}
if (colorMask != 0xffffffff) {
@@ -194,9 +190,8 @@ clear_color_buffers(GLcontext *ctx)
}
}
- /* restore default read/draw buffers */
- (void) (*ctx->Driver.SetDrawBuffer)( ctx, ctx->Color.DriverDrawBuffer );
- (void) (*swrast->Driver.SetReadBuffer)( ctx, ctx->ReadBuffer, ctx->Pixel.DriverReadBuffer );
+ /* restore default read/draw buffer */
+ _swrast_use_draw_buffer(ctx);
}
@@ -224,7 +219,7 @@ _swrast_Clear( GLcontext *ctx, GLbitfield mask,
/* do software clearing here */
if (mask) {
- if (mask & ctx->Color.DrawDestMask) clear_color_buffers(ctx);
+ if (mask & ctx->Color._DrawDestMask) clear_color_buffers(ctx);
if (mask & GL_DEPTH_BUFFER_BIT) _mesa_clear_depth_buffer(ctx);
if (mask & GL_ACCUM_BUFFER_BIT) _mesa_clear_accum_buffer(ctx);
if (mask & GL_STENCIL_BUFFER_BIT) _mesa_clear_stencil_buffer(ctx);
@@ -258,3 +253,68 @@ _swrast_alloc_buffers( GLframebuffer *buffer )
_mesa_alloc_alpha_buffers( buffer );
}
}
+
+
+/*
+ * Fallback for ctx->Driver.DrawBuffer()
+ */
+void
+_swrast_DrawBuffer( GLcontext *ctx, GLenum mode )
+{
+ _swrast_use_draw_buffer(ctx);
+}
+
+
+/*
+ * Setup things so that we read/write spans from the user-designated
+ * read buffer (set via glReadPixels). We usually just have to call
+ * this for glReadPixels, glCopyPixels, etc.
+ */
+void
+_swrast_use_read_buffer( GLcontext *ctx )
+{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+
+ /* Do this so the software-emulated alpha plane span functions work! */
+ ctx->Color._DriverDrawBuffer = ctx->Pixel._DriverReadBuffer;
+ /* Tell the device driver where to read/write spans */
+ (*swrast->Driver.SetBuffer)( ctx, ctx->ReadBuffer,
+ ctx->Pixel._DriverReadBuffer );
+}
+
+
+/*
+ * Setup things so that we read/write spans from the default draw buffer.
+ * This is the usual mode that Mesa's software rasterizer operates in.
+ */
+void
+_swrast_use_draw_buffer( GLcontext *ctx )
+{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+
+ /* The user can specify rendering to zero, one, two, or four color
+ * buffers simultaneously with glDrawBuffer()!
+ * We don't expect the span/point/line/triangle functions to deal with
+ * that mess so we'll iterate over the multiple buffers as needed.
+ * But usually we only render to one color buffer at a time.
+ * We set ctx->Color._DriverDrawBuffer to that buffer and tell the
+ * device driver to use that buffer.
+ * Look in s_span.c's multi_write_rgba_span() function to see how
+ * we loop over multiple color buffers when needed.
+ */
+
+ if (ctx->Color._DrawDestMask & FRONT_LEFT_BIT)
+ ctx->Color._DriverDrawBuffer = GL_FRONT_LEFT;
+ else if (ctx->Color._DrawDestMask & BACK_LEFT_BIT)
+ ctx->Color._DriverDrawBuffer = GL_BACK_LEFT;
+ else if (ctx->Color._DrawDestMask & FRONT_RIGHT_BIT)
+ ctx->Color._DriverDrawBuffer = GL_FRONT_RIGHT;
+ else if (ctx->Color._DrawDestMask & BACK_RIGHT_BIT)
+ ctx->Color._DriverDrawBuffer = GL_BACK_RIGHT;
+ else
+ /* glDrawBuffer(GL_NONE) */
+ ctx->Color._DriverDrawBuffer = GL_FRONT_LEFT; /* always have this */
+
+ (*swrast->Driver.SetBuffer)( ctx, ctx->DrawBuffer,
+ ctx->Color._DriverDrawBuffer );
+}