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-rw-r--r--src/mesa/drivers/svga/svgamesa32.c176
1 files changed, 176 insertions, 0 deletions
diff --git a/src/mesa/drivers/svga/svgamesa32.c b/src/mesa/drivers/svga/svgamesa32.c
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index 00000000000..204d582cf3d
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+++ b/src/mesa/drivers/svga/svgamesa32.c
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+/* $Id: svgamesa32.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"
+
+GLint * intBuffer;
+
+inline int RGB2BGR32(int c)
+{
+ asm("rorw $8, %0\n"
+ "rorl $16, %0\n"
+ "rorw $8, %0\n"
+ "shrl $8, %0\n"
+ : "=q"(c):"0"(c));
+ return c;
+}
+
+int __svga_drawpixel32(int x, int y, unsigned long c)
+{
+ unsigned long offset;
+
+ intBuffer=(void *)SVGABuffer.BackBuffer;
+ y = SVGAInfo->height-y-1;
+ offset = y * SVGAInfo->width + x;
+ intBuffer[offset]=c;
+ return 0;
+}
+
+unsigned long __svga_getpixel32(int x, int y)
+{
+ unsigned long offset;
+
+ intBuffer=(void *)SVGABuffer.BackBuffer;
+ y = SVGAInfo->height-y-1;
+ offset = y * SVGAInfo->width + x;
+ return intBuffer[offset];
+}
+
+void __set_color32( GLcontext *ctx,
+ GLubyte red, GLubyte green,
+ GLubyte blue, GLubyte alpha )
+{
+ SVGAMesa->red = red;
+ SVGAMesa->green = green;
+ SVGAMesa->blue = blue;
+ SVGAMesa->truecolor = red<<16 | green<<8 | blue;
+}
+
+void __clear_color32( GLcontext *ctx,
+ GLubyte red, GLubyte green,
+ GLubyte blue, GLubyte alpha )
+{
+ SVGAMesa->clear_truecolor = red<<16 | green<<8 | blue;
+}
+
+GLbitfield __clear32( 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) {
+ intBuffer=(void *)SVGABuffer.BackBuffer;
+ for (i=0;i<SVGABuffer.BufferSize / 4;i++) intBuffer[i]=SVGAMesa->clear_truecolor;
+ } else {
+ for (i=x;i<width;i++)
+ for (j=y;j<height;j++)
+ __svga_drawpixel32(i,j,SVGAMesa->clear_truecolor);
+ }
+ }
+ return mask & (~GL_COLOR_BUFFER_BIT);
+}
+
+void __write_rgba_span32( const GLcontext *ctx, GLuint n, GLint x, GLint y,
+ const GLubyte rgba[][4], const GLubyte mask[] )
+{
+ int i;
+ if (mask) {
+ /* draw some pixels */
+ for (i=0; i<n; i++, x++) {
+ if (mask[i]) {
+ __svga_drawpixel32( x, y, RGB2BGR32(*((GLint*)rgba[i])));
+ }
+ }
+ }
+ else {
+ /* draw all pixels */
+ for (i=0; i<n; i++, x++) {
+ __svga_drawpixel32( x, y, RGB2BGR32(*((GLint*)rgba[i])));
+ }
+ }
+}
+
+void __write_mono_rgba_span32( 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_drawpixel32( x, y, SVGAMesa->truecolor);
+ }
+ }
+}
+
+void __read_rgba_span32( const GLcontext *ctx, GLuint n, GLint x, GLint y,
+ GLubyte rgba[][4] )
+{
+ int i;
+ for (i=0; i<n; i++, x++) {
+ *((GLint*)rgba[i]) = RGB2BGR32(__svga_getpixel32( x, y ));
+ }
+}
+
+void __write_rgba_pixels32( const GLcontext *ctx,
+ GLuint n, const GLint x[], const GLint y[],
+ const GLubyte rgba[][4], const GLubyte mask[] )
+{
+ int i;
+ for (i=0; i<n; i++) {
+ if (mask[i]) {
+ __svga_drawpixel32( x[i], y[i], RGB2BGR32(*((GLint*)rgba[i])));
+ }
+ }
+}
+
+void __write_mono_rgba_pixels32( const GLcontext *ctx,
+ GLuint n,
+ const GLint x[], const GLint y[],
+ const GLubyte mask[] )
+{
+ int i;
+ /* use current rgb color */
+ for (i=0; i<n; i++) {
+ if (mask[i]) {
+ __svga_drawpixel32( x[i], y[i], SVGAMesa->truecolor );
+ }
+ }
+}
+
+void __read_rgba_pixels32( const GLcontext *ctx,
+ GLuint n, const GLint x[], const GLint y[],
+ GLubyte rgba[][4], const GLubyte mask[] )
+{
+ int i;
+ for (i=0; i<n; i++,x++) {
+ *((GLint*)rgba[i]) = RGB2BGR32(__svga_getpixel32( x[i], y[i] ));
+ }
+}