diff options
Diffstat (limited to 'src/mesa/main/accum.c')
-rw-r--r-- | src/mesa/main/accum.c | 495 |
1 files changed, 495 insertions, 0 deletions
diff --git a/src/mesa/main/accum.c b/src/mesa/main/accum.c new file mode 100644 index 00000000000..29a8a134f2c --- /dev/null +++ b/src/mesa/main/accum.c @@ -0,0 +1,495 @@ +/* $Id: accum.c,v 1.1 1999/08/19 00:55:41 jtg Exp $ */ + +/* + * Mesa 3-D graphics library + * Version: 3.1 + * + * Copyright (C) 1999 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. + */ + + +#ifdef PC_HEADER +#include "all.h" +#else +#include <assert.h> +#include <limits.h> +#include <stdlib.h> +#include <string.h> +#include "accum.h" +#include "context.h" +#include "macros.h" +#include "masking.h" +#include "span.h" +#include "types.h" +#ifdef XFree86Server +#include "GL/xf86glx.h" +#endif +#endif + + +/* + * 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. + */ + + + +void gl_alloc_accum_buffer( GLcontext *ctx ) +{ + GLint n; + + if (ctx->Buffer->Accum) { + free( ctx->Buffer->Accum ); + ctx->Buffer->Accum = NULL; + } + + /* allocate accumulation buffer if not already present */ + n = ctx->Buffer->Width * ctx->Buffer->Height * 4 * sizeof(GLaccum); + ctx->Buffer->Accum = (GLaccum *) malloc( n ); + if (!ctx->Buffer->Accum) { + /* unable to setup accumulation buffer */ + gl_error( ctx, GL_OUT_OF_MEMORY, "glAccum" ); + } + ctx->IntegerAccumMode = GL_TRUE; + ctx->IntegerAccumScaler = 0.0; +} + + + +void gl_ClearAccum( GLcontext *ctx, + GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha ) +{ + ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glAccum"); + + ctx->Accum.ClearColor[0] = CLAMP( red, -1.0, 1.0 ); + ctx->Accum.ClearColor[1] = CLAMP( green, -1.0, 1.0 ); + ctx->Accum.ClearColor[2] = CLAMP( blue, -1.0, 1.0 ); + ctx->Accum.ClearColor[3] = CLAMP( alpha, -1.0, 1.0 ); +} + + + +/* + * 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->Buffer->Width * ctx->Buffer->Height * 4; + const GLfloat s = ctx->IntegerAccumScaler * (32767.0 / 255.0); + GLaccum *accum = ctx->Buffer->Accum; + GLuint i; + + assert(ctx->IntegerAccumMode); + assert(sizeof(GLchan) == 1); /* if not true, 255.0 above must be fixed */ + assert(accum); + + for (i = 0; i < n; i++) { + accum[i] = (GLaccum) (accum[i] * s); + } + + ctx->IntegerAccumMode = GL_FALSE; +} + + + +void gl_Accum( GLcontext *ctx, GLenum op, GLfloat value ) +{ + GLuint xpos, ypos, width, height, width4; + GLfloat acc_scale; + GLubyte rgba[MAX_WIDTH][4]; + + ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glAccum"); + + if (ctx->Visual->AccumBits==0 || !ctx->Buffer->Accum) { + /* No accumulation buffer! */ + gl_warning(ctx, "Calling glAccum() without an 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; + } + + if (ctx->NewState) + gl_update_state( ctx ); + + /* Determine region to operate upon. */ + if (ctx->Scissor.Enabled) { + xpos = ctx->Scissor.X; + ypos = ctx->Scissor.Y; + width = ctx->Scissor.Width; + height = ctx->Scissor.Height; + } + else { + /* whole window */ + xpos = 0; + ypos = 0; + width = ctx->Buffer->Width; + height = ctx->Buffer->Height; + } + + width4 = 4 * width; + + switch (op) { + case GL_ADD: + { + const GLaccum intVal = (GLaccum) (value * acc_scale); + GLuint j; + /* May have to leave optimized accum buffer mode */ + if (ctx->IntegerAccumMode) + rescale_accum(ctx); + for (j = 0; j < height; j++) { + GLaccum * acc = ctx->Buffer->Accum + ypos * width4 + 4 * xpos; + GLuint i; + for (i = 0; i < width4; i++) { + acc[i] += intVal; + } + ypos++; + } + } + break; + + case GL_MULT: + { + GLuint j; + /* May have to leave optimized accum buffer mode */ + if (ctx->IntegerAccumMode) + rescale_accum(ctx); + for (j = 0; j < height; j++) { + GLaccum *acc = ctx->Buffer->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: + (void) (*ctx->Driver.SetBuffer)( ctx, 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); + + if (ctx->IntegerAccumMode) { + /* simply add integer color values into accum buffer */ + GLuint j; + GLaccum *acc = ctx->Buffer->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, 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 / 255.0; + const GLfloat gscale = value * acc_scale / 255.0; + const GLfloat bscale = value * acc_scale / 255.0; + const GLfloat ascale = value * acc_scale / 255.0; + GLuint j; + for (j=0;j<height;j++) { + GLaccum *acc = ctx->Buffer->Accum + ypos * width4 + xpos * 4; + GLuint i; + gl_read_rgba_span(ctx, 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++; + } + } + (void) (*ctx->Driver.SetBuffer)( ctx, ctx->Color.DriverDrawBuffer ); + break; + + case GL_LOAD: + (void) (*ctx->Driver.SetBuffer)( ctx, ctx->Pixel.DriverReadBuffer ); + + /* This is a change to go into optimized accum buffer mode */ + if (value > 0.0 && value <= 1.0) { + ctx->IntegerAccumMode = GL_TRUE; + ctx->IntegerAccumScaler = value; + } + else { + ctx->IntegerAccumMode = GL_FALSE; + ctx->IntegerAccumScaler = 0.0; + } + + if (ctx->IntegerAccumMode) { + /* just copy values into accum buffer */ + GLuint j; + GLaccum *acc = ctx->Buffer->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, 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 / 255.0; + const GLfloat gscale = value * acc_scale / 255.0; + const GLfloat bscale = value * acc_scale / 255.0; + const GLfloat ascale = value * acc_scale / 255.0; + GLuint i, j; + for (j = 0; j < height; j++) { + GLaccum *acc = ctx->Buffer->Accum + ypos * width4 + xpos * 4; + gl_read_rgba_span(ctx, width, xpos, ypos, rgba); + for (i=0;i<width;i++) { + *acc++ = (GLaccum) ( (GLfloat) rgba[i][RCOMP] * rscale ); + *acc++ = (GLaccum) ( (GLfloat) rgba[i][GCOMP] * gscale ); + *acc++ = (GLaccum) ( (GLfloat) rgba[i][BCOMP] * bscale ); + *acc++ = (GLaccum) ( (GLfloat) rgba[i][ACOMP] * ascale ); + } + ypos++; + } + } + (void) (*ctx->Driver.SetBuffer)( ctx, ctx->Color.DriverDrawBuffer ); + break; + + case GL_RETURN: + /* May have to leave optimized accum buffer mode */ + if (ctx->IntegerAccumMode && value != 1.0) + rescale_accum(ctx); + + if (ctx->IntegerAccumMode) { + /* build lookup table to avoid integer divides */ + GLint divisor = (GLint) ((1.0F / ctx->IntegerAccumScaler) + 0.5F); + static GLubyte divTable[32768]; + static GLint prevDivisor = 0.0; + GLuint j; + if (divisor != prevDivisor) { + assert(divisor * 256 <= 32768); + for (j = 0; j < divisor * 256; j++) + divTable[j] = j / divisor; + prevDivisor = divisor; + } + + assert(ctx->IntegerAccumScaler > 0.0); + assert(ctx->IntegerAccumScaler <= 1.0); + for (j = 0; j < height; j++) { + const GLaccum *acc = ctx->Buffer->Accum + ypos * width4 + xpos*4; + GLuint i, i4; + for (i = i4 = 0; i < width; i++, i4 += 4) { + ASSERT(acc[i4+0] < divisor * 256); + ASSERT(acc[i4+1] < divisor * 256); + ASSERT(acc[i4+2] < divisor * 256); + ASSERT(acc[i4+3] < divisor * 256); + rgba[i][RCOMP] = divTable[acc[i4+0]]; + rgba[i][GCOMP] = divTable[acc[i4+1]]; + rgba[i][BCOMP] = divTable[acc[i4+2]]; + rgba[i][ACOMP] = divTable[acc[i4+3]]; + } + if (ctx->Color.SWmasking) { + gl_mask_rgba_span( ctx, width, xpos, ypos, rgba ); + } + (*ctx->Driver.WriteRGBASpan)( ctx, width, xpos, ypos, + (const GLubyte (*)[4])rgba, NULL ); + ypos++; + } + } + else { + const GLfloat rscale = value / acc_scale * 255.0F; + const GLfloat gscale = value / acc_scale * 255.0F; + const GLfloat bscale = value / acc_scale * 255.0F; + const GLfloat ascale = value / acc_scale * 255.0F; + GLuint i, j; + for (j=0;j<height;j++) { + const GLaccum *acc = ctx->Buffer->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, 255 ); + rgba[i][GCOMP] = CLAMP( g, 0, 255 ); + rgba[i][BCOMP] = CLAMP( b, 0, 255 ); + rgba[i][ACOMP] = CLAMP( a, 0, 255 ); + } + if (ctx->Color.SWmasking) { + gl_mask_rgba_span( ctx, width, xpos, ypos, rgba ); + } + (*ctx->Driver.WriteRGBASpan)( ctx, width, xpos, ypos, + (const GLubyte (*)[4])rgba, NULL ); + ypos++; + } + } + break; + + default: + gl_error( ctx, GL_INVALID_ENUM, "glAccum" ); + } +} + + + +/* + * Clear the accumulation Buffer. + */ +void gl_clear_accum_buffer( GLcontext *ctx ) +{ + GLuint buffersize; + GLfloat acc_scale; + + if (ctx->Visual->AccumBits==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->Buffer->Width * ctx->Buffer->Height; + + if (!ctx->Buffer->Accum) { + /* try to alloc accumulation buffer */ + ctx->Buffer->Accum = (GLaccum *) + malloc( buffersize * 4 * sizeof(GLaccum) ); + } + + if (ctx->Buffer->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->Buffer->Xmax - ctx->Buffer->Xmin + 1); + height = ctx->Buffer->Ymax - ctx->Buffer->Ymin + 1; + /* ptr to first element to clear */ + row = ctx->Buffer->Accum + + 4 * (ctx->Buffer->Ymin * ctx->Buffer->Width + + ctx->Buffer->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->Buffer->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 */ + MEMSET( ctx->Buffer->Accum, 0, buffersize * 4 * sizeof(GLaccum) ); + } + else { + /* Not black */ + GLaccum *acc, r, g, b, a; + GLuint i; + + acc = ctx->Buffer->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) { + ctx->IntegerAccumMode = GL_TRUE; + ctx->IntegerAccumScaler = 0.0; /* denotes empty accum buffer */ + } + else { + ctx->IntegerAccumMode = GL_FALSE; + } + } +} |