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-rw-r--r--src/mesa/main/renderbuffer.c1869
1 files changed, 1869 insertions, 0 deletions
diff --git a/src/mesa/main/renderbuffer.c b/src/mesa/main/renderbuffer.c
new file mode 100644
index 00000000000..42e94a31fe5
--- /dev/null
+++ b/src/mesa/main/renderbuffer.c
@@ -0,0 +1,1869 @@
+/*
+ * Mesa 3-D graphics library
+ * Version: 6.3
+ *
+ * Copyright (C) 1999-2005 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.
+ */
+
+
+/**
+ * Functions for allocating/managing renderbuffers.
+ * Also, routines for reading/writing software-based renderbuffer data as
+ * ubytes, ushorts, uints, etc.
+ *
+ * The 'alpha8' renderbuffer is interesting. It's used to add a software-based
+ * alpha channel to RGB renderbuffers. This is done by wrapping the RGB
+ * renderbuffer with the alpha renderbuffer. We can do this because of the
+ * OO-nature of renderbuffers.
+ *
+ * Down the road we'll use this for run-time support of 8, 16 and 32-bit
+ * color channels. For example, Mesa may use 32-bit/float color channels
+ * internally (swrast) and use wrapper renderbuffers to convert 32-bit
+ * values down to 16 or 8-bit values for whatever kind of framebuffer we have.
+ */
+
+
+#include "glheader.h"
+#include "imports.h"
+#include "context.h"
+#include "mtypes.h"
+#include "fbobject.h"
+#include "renderbuffer.h"
+
+
+#define COLOR_INDEX32 0x424243
+
+
+/*
+ * Routines for get/put values in common buffer formats follow.
+ * Someday add support for arbitrary row stride to make them more
+ * flexible.
+ */
+
+/**********************************************************************
+ * Functions for buffers of 1 X GLushort values.
+ * Typically stencil.
+ */
+
+static void *
+get_pointer_ubyte(GLcontext *ctx, struct gl_renderbuffer *rb,
+ GLint x, GLint y)
+{
+ if (!rb->Data)
+ return NULL;
+ ASSERT(rb->DataType == GL_UNSIGNED_BYTE);
+ return (GLubyte *) rb->Data + y * rb->Width + x;
+}
+
+
+static void
+get_row_ubyte(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
+ GLint x, GLint y, void *values)
+{
+ const GLubyte *src = (const GLubyte *) rb->Data + y * rb->Width + x;
+ ASSERT(rb->DataType == GL_UNSIGNED_BYTE);
+ _mesa_memcpy(values, src, count * sizeof(GLubyte));
+}
+
+
+static void
+get_values_ubyte(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
+ const GLint x[], const GLint y[], void *values)
+{
+ GLubyte *dst = (GLubyte *) values;
+ GLuint i;
+ assert(rb->DataType == GL_UNSIGNED_BYTE);
+ for (i = 0; i < count; i++) {
+ const GLubyte *src = (GLubyte *) rb->Data + y[i] * rb->Width + x[i];
+ dst[i] = *src;
+ }
+}
+
+
+static void
+put_row_ubyte(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
+ GLint x, GLint y, const void *values, const GLubyte *mask)
+{
+ const GLubyte *src = (const GLubyte *) values;
+ GLubyte *dst = (GLubyte *) rb->Data + y * rb->Width + x;
+ assert(rb->DataType == GL_UNSIGNED_BYTE);
+ if (mask) {
+ GLuint i;
+ for (i = 0; i < count; i++) {
+ if (mask[i]) {
+ dst[i] = src[i];
+ }
+ }
+ }
+ else {
+ _mesa_memcpy(dst, values, count * sizeof(GLubyte));
+ }
+}
+
+
+static void
+put_mono_row_ubyte(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
+ GLint x, GLint y, const void *value, const GLubyte *mask)
+{
+ const GLubyte val = *((const GLubyte *) value);
+ GLubyte *dst = (GLubyte *) rb->Data + y * rb->Width + x;
+ assert(rb->DataType == GL_UNSIGNED_BYTE);
+ if (mask) {
+ GLuint i;
+ for (i = 0; i < count; i++) {
+ if (mask[i]) {
+ dst[i] = val;
+ }
+ }
+ }
+ else {
+ GLuint i;
+ for (i = 0; i < count; i++) {
+ dst[i] = val;
+ }
+ }
+}
+
+
+static void
+put_values_ubyte(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
+ const GLint x[], const GLint y[],
+ const void *values, const GLubyte *mask)
+{
+ const GLubyte *src = (const GLubyte *) values;
+ GLuint i;
+ assert(rb->DataType == GL_UNSIGNED_BYTE);
+ for (i = 0; i < count; i++) {
+ if (!mask || mask[i]) {
+ GLubyte *dst = (GLubyte *) rb->Data + y[i] * rb->Width + x[i];
+ *dst = src[i];
+ }
+ }
+}
+
+
+static void
+put_mono_values_ubyte(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
+ const GLint x[], const GLint y[],
+ const void *value, const GLubyte *mask)
+{
+ const GLubyte val = *((const GLubyte *) value);
+ GLuint i;
+ assert(rb->DataType == GL_UNSIGNED_BYTE);
+ for (i = 0; i < count; i++) {
+ if (!mask || mask[i]) {
+ GLubyte *dst = (GLubyte *) rb->Data + y[i] * rb->Width + x[i];
+ *dst = val;
+ }
+ }
+}
+
+
+/**********************************************************************
+ * Functions for buffers of 1 X GLushort values.
+ * Typically depth/Z.
+ */
+
+static void *
+get_pointer_ushort(GLcontext *ctx, struct gl_renderbuffer *rb,
+ GLint x, GLint y)
+{
+ if (!rb->Data)
+ return NULL;
+ ASSERT(rb->DataType == GL_UNSIGNED_SHORT);
+ ASSERT(rb->Width > 0);
+ return (GLushort *) rb->Data + y * rb->Width + x;
+}
+
+
+static void
+get_row_ushort(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
+ GLint x, GLint y, void *values)
+{
+ const void *src = rb->GetPointer(ctx, rb, x, y);
+ ASSERT(rb->DataType == GL_UNSIGNED_SHORT);
+ _mesa_memcpy(values, src, count * sizeof(GLushort));
+}
+
+
+static void
+get_values_ushort(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
+ const GLint x[], const GLint y[], void *values)
+{
+ GLushort *dst = (GLushort *) values;
+ GLuint i;
+ ASSERT(rb->DataType == GL_UNSIGNED_SHORT);
+ for (i = 0; i < count; i++) {
+ const GLushort *src = (GLushort *) rb->Data + y[i] * rb->Width + x[i];
+ dst[i] = *src;
+ }
+}
+
+
+static void
+put_row_ushort(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
+ GLint x, GLint y, const void *values, const GLubyte *mask)
+{
+ const GLushort *src = (const GLushort *) values;
+ GLushort *dst = (GLushort *) rb->Data + y * rb->Width + x;
+ ASSERT(rb->DataType == GL_UNSIGNED_SHORT);
+ if (mask) {
+ GLuint i;
+ for (i = 0; i < count; i++) {
+ if (mask[i]) {
+ dst[i] = src[i];
+ }
+ }
+ }
+ else {
+ _mesa_memcpy(dst, src, count * sizeof(GLushort));
+ }
+}
+
+
+static void
+put_mono_row_ushort(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
+ GLint x, GLint y, const void *value, const GLubyte *mask)
+{
+ const GLushort val = *((const GLushort *) value);
+ GLushort *dst = (GLushort *) rb->Data + y * rb->Width + x;
+ ASSERT(rb->DataType == GL_UNSIGNED_SHORT);
+ if (mask) {
+ GLuint i;
+ for (i = 0; i < count; i++) {
+ if (mask[i]) {
+ dst[i] = val;
+ }
+ }
+ }
+ else {
+ GLuint i;
+ for (i = 0; i < count; i++) {
+ dst[i] = val;
+ }
+ }
+}
+
+
+static void
+put_values_ushort(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
+ const GLint x[], const GLint y[], const void *values,
+ const GLubyte *mask)
+{
+ const GLushort *src = (const GLushort *) values;
+ GLuint i;
+ ASSERT(rb->DataType == GL_UNSIGNED_SHORT);
+ for (i = 0; i < count; i++) {
+ if (!mask || mask[i]) {
+ GLushort *dst = (GLushort *) rb->Data + y[i] * rb->Width + x[i];
+ *dst = src[i];
+ }
+ }
+}
+
+
+static void
+put_mono_values_ushort(GLcontext *ctx, struct gl_renderbuffer *rb,
+ GLuint count, const GLint x[], const GLint y[],
+ const void *value, const GLubyte *mask)
+{
+ const GLushort val = *((const GLushort *) value);
+ ASSERT(rb->DataType == GL_UNSIGNED_SHORT);
+ if (mask) {
+ GLuint i;
+ for (i = 0; i < count; i++) {
+ if (mask[i]) {
+ GLushort *dst = (GLushort *) rb->Data + y[i] * rb->Width + x[i];
+ *dst = val;
+ }
+ }
+ }
+ else {
+ GLuint i;
+ for (i = 0; i < count; i++) {
+ GLushort *dst = (GLushort *) rb->Data + y[i] * rb->Width + x[i];
+ *dst = val;
+ }
+ }
+}
+
+
+/**********************************************************************
+ * Functions for buffers of 1 X GLuint values.
+ * Typically depth/Z or color index.
+ */
+
+static void *
+get_pointer_uint(GLcontext *ctx, struct gl_renderbuffer *rb,
+ GLint x, GLint y)
+{
+ if (!rb->Data)
+ return NULL;
+ ASSERT(rb->DataType == GL_UNSIGNED_INT);
+ return (GLuint *) rb->Data + y * rb->Width + x;
+}
+
+
+static void
+get_row_uint(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
+ GLint x, GLint y, void *values)
+{
+ const void *src = rb->GetPointer(ctx, rb, x, y);
+ ASSERT(rb->DataType == GL_UNSIGNED_INT);
+ _mesa_memcpy(values, src, count * sizeof(GLuint));
+}
+
+
+static void
+get_values_uint(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
+ const GLint x[], const GLint y[], void *values)
+{
+ GLuint *dst = (GLuint *) values;
+ GLuint i;
+ ASSERT(rb->DataType == GL_UNSIGNED_INT);
+ for (i = 0; i < count; i++) {
+ const GLuint *src = (GLuint *) rb->Data + y[i] * rb->Width + x[i];
+ dst[i] = *src;
+ }
+}
+
+
+static void
+put_row_uint(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
+ GLint x, GLint y, const void *values, const GLubyte *mask)
+{
+ const GLuint *src = (const GLuint *) values;
+ GLuint *dst = (GLuint *) rb->Data + y * rb->Width + x;
+ ASSERT(rb->DataType == GL_UNSIGNED_INT);
+ if (mask) {
+ GLuint i;
+ for (i = 0; i < count; i++) {
+ if (mask[i]) {
+ dst[i] = src[i];
+ }
+ }
+ }
+ else {
+ _mesa_memcpy(dst, src, count * sizeof(GLuint));
+ }
+}
+
+
+static void
+put_mono_row_uint(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
+ GLint x, GLint y, const void *value, const GLubyte *mask)
+{
+ const GLuint val = *((const GLuint *) value);
+ GLuint *dst = (GLuint *) rb->Data + y * rb->Width + x;
+ GLuint i;
+ ASSERT(rb->DataType == GL_UNSIGNED_INT);
+ for (i = 0; i < count; i++) {
+ if (!mask || mask[i]) {
+ dst[i] = val;
+ }
+ }
+}
+
+
+static void
+put_values_uint(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
+ const GLint x[], const GLint y[], const void *values,
+ const GLubyte *mask)
+{
+ const GLuint *src = (const GLuint *) values;
+ GLuint i;
+ ASSERT(rb->DataType == GL_UNSIGNED_INT);
+ for (i = 0; i < count; i++) {
+ if (!mask || mask[i]) {
+ GLuint *dst = (GLuint *) rb->Data + y[i] * rb->Width + x[i];
+ *dst = src[i];
+ }
+ }
+}
+
+
+static void
+put_mono_values_uint(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
+ const GLint x[], const GLint y[], const void *value,
+ const GLubyte *mask)
+{
+ const GLuint val = *((const GLuint *) value);
+ GLuint i;
+ ASSERT(rb->DataType == GL_UNSIGNED_INT);
+ for (i = 0; i < count; i++) {
+ if (!mask || mask[i]) {
+ GLuint *dst = (GLuint *) rb->Data + y[i] * rb->Width + x[i];
+ *dst = val;
+ }
+ }
+}
+
+
+/**********************************************************************
+ * Functions for buffers of 3 X GLubyte (or GLbyte) values.
+ * Typically color buffers.
+ * NOTE: the incoming and outgoing colors are RGBA! We ignore incoming
+ * alpha values and return 255 for outgoing alpha values.
+ */
+
+static void *
+get_pointer_ubyte3(GLcontext *ctx, struct gl_renderbuffer *rb,
+ GLint x, GLint y)
+{
+ /* No direct access since this buffer is RGB but caller will be
+ * treating it as if it were RGBA.
+ */
+ return NULL;
+}
+
+
+static void
+get_row_ubyte3(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
+ GLint x, GLint y, void *values)
+{
+ const GLubyte *src = (const GLubyte *) rb->Data + 3 * (y * rb->Width + x);
+ GLubyte *dst = (GLubyte *) values;
+ GLuint i;
+ ASSERT(rb->DataType == GL_UNSIGNED_BYTE);
+ for (i = 0; i < count; i++) {
+ dst[i * 4 + 0] = src[i * 3 + 0];
+ dst[i * 4 + 1] = src[i * 3 + 1];
+ dst[i * 4 + 2] = src[i * 3 + 2];
+ dst[i * 4 + 3] = 255;
+ }
+}
+
+
+static void
+get_values_ubyte3(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
+ const GLint x[], const GLint y[], void *values)
+{
+ GLubyte *dst = (GLubyte *) values;
+ GLuint i;
+ assert(rb->DataType == GL_UNSIGNED_BYTE);
+ for (i = 0; i < count; i++) {
+ const GLubyte *src
+ = (GLubyte *) rb->Data + 3 * (y[i] * rb->Width + x[i]);
+ dst[i * 4 + 0] = src[0];
+ dst[i * 4 + 1] = src[1];
+ dst[i * 4 + 2] = src[2];
+ dst[i * 4 + 3] = 255;
+ }
+}
+
+
+static void
+put_row_ubyte3(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
+ GLint x, GLint y, const void *values, const GLubyte *mask)
+{
+ /* note: incoming values are RGB+A! */
+ const GLubyte *src = (const GLubyte *) values;
+ GLubyte *dst = (GLubyte *) rb->Data + 3 * (y * rb->Width + x);
+ GLuint i;
+ assert(rb->DataType == GL_UNSIGNED_BYTE);
+ for (i = 0; i < count; i++) {
+ if (!mask || mask[i]) {
+ dst[i * 3 + 0] = src[i * 4 + 0];
+ dst[i * 3 + 1] = src[i * 4 + 1];
+ dst[i * 3 + 2] = src[i * 4 + 2];
+ }
+ }
+}
+
+
+static void
+put_row_rgb_ubyte3(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
+ GLint x, GLint y, const void *values, const GLubyte *mask)
+{
+ /* note: incoming values are RGB+A! */
+ const GLubyte *src = (const GLubyte *) values;
+ GLubyte *dst = (GLubyte *) rb->Data + 3 * (y * rb->Width + x);
+ GLuint i;
+ assert(rb->DataType == GL_UNSIGNED_BYTE);
+ for (i = 0; i < count; i++) {
+ if (!mask || mask[i]) {
+ dst[i * 3 + 0] = src[i * 3 + 0];
+ dst[i * 3 + 1] = src[i * 3 + 1];
+ dst[i * 3 + 2] = src[i * 3 + 2];
+ }
+ }
+}
+
+
+static void
+put_mono_row_ubyte3(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
+ GLint x, GLint y, const void *value, const GLubyte *mask)
+{
+ /* note: incoming value is RGB+A! */
+ const GLubyte val0 = ((const GLubyte *) value)[0];
+ const GLubyte val1 = ((const GLubyte *) value)[1];
+ const GLubyte val2 = ((const GLubyte *) value)[2];
+ GLubyte *dst = (GLubyte *) rb->Data + 3 * (y * rb->Width + x);
+ assert(rb->DataType == GL_UNSIGNED_BYTE);
+ if (!mask && val0 == val1 && val1 == val2) {
+ /* optimized case */
+ _mesa_memset(dst, val0, 3 * count);
+ }
+ else {
+ GLuint i;
+ for (i = 0; i < count; i++) {
+ if (!mask || mask[i]) {
+ dst[i * 3 + 0] = val0;
+ dst[i * 3 + 1] = val1;
+ dst[i * 3 + 2] = val2;
+ }
+ }
+ }
+}
+
+
+static void
+put_values_ubyte3(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
+ const GLint x[], const GLint y[], const void *values,
+ const GLubyte *mask)
+{
+ /* note: incoming values are RGB+A! */
+ const GLubyte *src = (const GLubyte *) values;
+ GLuint i;
+ assert(rb->DataType == GL_UNSIGNED_BYTE);
+ for (i = 0; i < count; i++) {
+ if (!mask || mask[i]) {
+ GLubyte *dst = (GLubyte *) rb->Data + 3 * (y[i] * rb->Width + x[i]);
+ dst[0] = src[i * 4 + 0];
+ dst[1] = src[i * 4 + 1];
+ dst[2] = src[i * 4 + 2];
+ }
+ }
+}
+
+
+static void
+put_mono_values_ubyte3(GLcontext *ctx, struct gl_renderbuffer *rb,
+ GLuint count, const GLint x[], const GLint y[],
+ const void *value, const GLubyte *mask)
+{
+ /* note: incoming value is RGB+A! */
+ const GLubyte val0 = ((const GLubyte *) value)[0];
+ const GLubyte val1 = ((const GLubyte *) value)[1];
+ const GLubyte val2 = ((const GLubyte *) value)[2];
+ GLuint i;
+ assert(rb->DataType == GL_UNSIGNED_BYTE);
+ for (i = 0; i < count; i++) {
+ if (!mask || mask[i]) {
+ GLubyte *dst = (GLubyte *) rb->Data + 3 * (y[i] * rb->Width + x[i]);
+ dst[0] = val0;
+ dst[1] = val1;
+ dst[2] = val2;
+ }
+ }
+}
+
+
+/**********************************************************************
+ * Functions for buffers of 4 X GLubyte (or GLbyte) values.
+ * Typically color buffers.
+ */
+
+static void *
+get_pointer_ubyte4(GLcontext *ctx, struct gl_renderbuffer *rb,
+ GLint x, GLint y)
+{
+ if (!rb->Data)
+ return NULL;
+ ASSERT(rb->DataType == GL_UNSIGNED_BYTE);
+ return (GLubyte *) rb->Data + 4 * (y * rb->Width + x);
+}
+
+
+static void
+get_row_ubyte4(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
+ GLint x, GLint y, void *values)
+{
+ const GLbyte *src = (const GLbyte *) rb->Data + 4 * (y * rb->Width + x);
+ ASSERT(rb->DataType == GL_UNSIGNED_BYTE);
+ _mesa_memcpy(values, src, 4 * count * sizeof(GLbyte));
+}
+
+
+static void
+get_values_ubyte4(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
+ const GLint x[], const GLint y[], void *values)
+{
+ /* treat 4*GLubyte as 1*GLuint */
+ GLuint *dst = (GLuint *) values;
+ GLuint i;
+ assert(rb->DataType == GL_UNSIGNED_BYTE);
+ for (i = 0; i < count; i++) {
+ const GLuint *src = (GLuint *) rb->Data + (y[i] * rb->Width + x[i]);
+ dst[i] = *src;
+ }
+}
+
+
+static void
+put_row_ubyte4(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
+ GLint x, GLint y, const void *values, const GLubyte *mask)
+{
+ /* treat 4*GLubyte as 1*GLuint */
+ const GLuint *src = (const GLuint *) values;
+ GLuint *dst = (GLuint *) rb->Data + (y * rb->Width + x);
+ assert(rb->DataType == GL_UNSIGNED_BYTE);
+ if (mask) {
+ GLuint i;
+ for (i = 0; i < count; i++) {
+ if (mask[i]) {
+ dst[i] = src[i];
+ }
+ }
+ }
+ else {
+ _mesa_memcpy(dst, src, 4 * count * sizeof(GLubyte));
+ }
+}
+
+
+static void
+put_row_rgb_ubyte4(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
+ GLint x, GLint y, const void *values, const GLubyte *mask)
+{
+ /* Store RGB values in RGBA buffer */
+ const GLubyte *src = (const GLubyte *) values;
+ GLubyte *dst = (GLubyte *) rb->Data + 4 * (y * rb->Width + x);
+ GLuint i;
+ assert(rb->DataType == GL_UNSIGNED_BYTE);
+ for (i = 0; i < count; i++) {
+ if (!mask || mask[i]) {
+ dst[i * 4 + 0] = src[i * 3 + 0];
+ dst[i * 4 + 1] = src[i * 3 + 1];
+ dst[i * 4 + 2] = src[i * 3 + 2];
+ dst[i * 4 + 3] = 0xff;
+ }
+ }
+}
+
+
+static void
+put_mono_row_ubyte4(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
+ GLint x, GLint y, const void *value, const GLubyte *mask)
+{
+ /* treat 4*GLubyte as 1*GLuint */
+ const GLuint val = *((const GLuint *) value);
+ GLuint *dst = (GLuint *) rb->Data + (y * rb->Width + x);
+ assert(rb->DataType == GL_UNSIGNED_BYTE);
+ if (!mask && val == 0) {
+ /* common case */
+ _mesa_bzero(dst, count * 4 * sizeof(GLubyte));
+ }
+ else {
+ /* general case */
+ if (mask) {
+ GLuint i;
+ for (i = 0; i < count; i++) {
+ if (mask[i]) {
+ dst[i] = val;
+ }
+ }
+ }
+ else {
+ GLuint i;
+ for (i = 0; i < count; i++) {
+ dst[i] = val;
+ }
+ }
+ }
+}
+
+
+static void
+put_values_ubyte4(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
+ const GLint x[], const GLint y[], const void *values,
+ const GLubyte *mask)
+{
+ /* treat 4*GLubyte as 1*GLuint */
+ const GLuint *src = (const GLuint *) values;
+ GLuint i;
+ assert(rb->DataType == GL_UNSIGNED_BYTE);
+ for (i = 0; i < count; i++) {
+ if (!mask || mask[i]) {
+ GLuint *dst = (GLuint *) rb->Data + (y[i] * rb->Width + x[i]);
+ *dst = src[i];
+ }
+ }
+}
+
+
+static void
+put_mono_values_ubyte4(GLcontext *ctx, struct gl_renderbuffer *rb,
+ GLuint count, const GLint x[], const GLint y[],
+ const void *value, const GLubyte *mask)
+{
+ /* treat 4*GLubyte as 1*GLuint */
+ const GLuint val = *((const GLuint *) value);
+ GLuint i;
+ assert(rb->DataType == GL_UNSIGNED_BYTE);
+ for (i = 0; i < count; i++) {
+ if (!mask || mask[i]) {
+ GLuint *dst = (GLuint *) rb->Data + (y[i] * rb->Width + x[i]);
+ *dst = val;
+ }
+ }
+}
+
+
+/**********************************************************************
+ * Functions for buffers of 4 X GLushort (or GLshort) values.
+ * Typically accum buffer.
+ */
+
+static void *
+get_pointer_ushort4(GLcontext *ctx, struct gl_renderbuffer *rb,
+ GLint x, GLint y)
+{
+ if (!rb->Data)
+ return NULL;
+ ASSERT(rb->DataType == GL_UNSIGNED_SHORT || rb->DataType == GL_SHORT);
+ return (GLushort *) rb->Data + 4 * (y * rb->Width + x);
+}
+
+
+static void
+get_row_ushort4(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
+ GLint x, GLint y, void *values)
+{
+ const GLshort *src = (const GLshort *) rb->Data + 4 * (y * rb->Width + x);
+ ASSERT(rb->DataType == GL_UNSIGNED_SHORT || rb->DataType == GL_SHORT);
+ _mesa_memcpy(values, src, 4 * count * sizeof(GLshort));
+}
+
+
+static void
+get_values_ushort4(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
+ const GLint x[], const GLint y[], void *values)
+{
+ GLushort *dst = (GLushort *) values;
+ GLuint i;
+ ASSERT(rb->DataType == GL_UNSIGNED_SHORT || rb->DataType == GL_SHORT);
+ for (i = 0; i < count; i++) {
+ const GLushort *src
+ = (GLushort *) rb->Data + 4 * (y[i] * rb->Width + x[i]);
+ dst[i] = *src;
+ }
+}
+
+
+static void
+put_row_ushort4(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
+ GLint x, GLint y, const void *values, const GLubyte *mask)
+{
+ const GLushort *src = (const GLushort *) values;
+ GLushort *dst = (GLushort *) rb->Data + 4 * (y * rb->Width + x);
+ ASSERT(rb->DataType == GL_UNSIGNED_SHORT || rb->DataType == GL_SHORT);
+ if (mask) {
+ GLuint i;
+ for (i = 0; i < count; i++) {
+ if (mask[i]) {
+ dst[i * 4 + 0] = src[i * 4 + 0];
+ dst[i * 4 + 1] = src[i * 4 + 1];
+ dst[i * 4 + 2] = src[i * 4 + 2];
+ dst[i * 4 + 3] = src[i * 4 + 3];
+ }
+ }
+ }
+ else {
+ _mesa_memcpy(dst, src, 4 * count * sizeof(GLushort));
+ }
+}
+
+
+static void
+put_row_rgb_ushort4(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
+ GLint x, GLint y, const void *values, const GLubyte *mask)
+{
+ /* Put RGB values in RGBA buffer */
+ const GLushort *src = (const GLushort *) values;
+ GLushort *dst = (GLushort *) rb->Data + 4 * (y * rb->Width + x);
+ ASSERT(rb->DataType == GL_UNSIGNED_SHORT || rb->DataType == GL_SHORT);
+ if (mask) {
+ GLuint i;
+ for (i = 0; i < count; i++) {
+ if (mask[i]) {
+ dst[i * 4 + 0] = src[i * 3 + 0];
+ dst[i * 4 + 1] = src[i * 3 + 1];
+ dst[i * 4 + 2] = src[i * 3 + 2];
+ dst[i * 4 + 3] = 0xffff;
+ }
+ }
+ }
+ else {
+ _mesa_memcpy(dst, src, 4 * count * sizeof(GLushort));
+ }
+}
+
+
+static void
+put_mono_row_ushort4(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
+ GLint x, GLint y, const void *value, const GLubyte *mask)
+{
+ const GLushort val0 = ((const GLushort *) value)[0];
+ const GLushort val1 = ((const GLushort *) value)[1];
+ const GLushort val2 = ((const GLushort *) value)[2];
+ const GLushort val3 = ((const GLushort *) value)[3];
+ GLushort *dst = (GLushort *) rb->Data + 4 * (y * rb->Width + x);
+ ASSERT(rb->DataType == GL_UNSIGNED_SHORT || rb->DataType == GL_SHORT);
+ if (!mask && val0 == 0 && val1 == 0 && val2 == 0 && val3 == 0) {
+ /* common case for clearing accum buffer */
+ _mesa_bzero(dst, count * 4 * sizeof(GLushort));
+ }
+ else {
+ GLuint i;
+ for (i = 0; i < count; i++) {
+ if (!mask || mask[i]) {
+ dst[i * 4 + 0] = val0;
+ dst[i * 4 + 1] = val1;
+ dst[i * 4 + 2] = val2;
+ dst[i * 4 + 3] = val3;
+ }
+ }
+ }
+}
+
+
+static void
+put_values_ushort4(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count,
+ const GLint x[], const GLint y[], const void *values,
+ const GLubyte *mask)
+{
+ const GLushort *src = (const GLushort *) values;
+ GLuint i;
+ ASSERT(rb->DataType == GL_UNSIGNED_SHORT || rb->DataType == GL_SHORT);
+ for (i = 0; i < count; i++) {
+ if (!mask || mask[i]) {
+ GLushort *dst = (GLushort *) rb->Data + 4 * (y[i] * rb->Width + x[i]);
+ dst[0] = src[i * 4 + 0];
+ dst[1] = src[i * 4 + 1];
+ dst[2] = src[i * 4 + 2];
+ dst[3] = src[i * 4 + 3];
+ }
+ }
+}
+
+
+static void
+put_mono_values_ushort4(GLcontext *ctx, struct gl_renderbuffer *rb,
+ GLuint count, const GLint x[], const GLint y[],
+ const void *value, const GLubyte *mask)
+{
+ const GLushort val0 = ((const GLushort *) value)[0];
+ const GLushort val1 = ((const GLushort *) value)[1];
+ const GLushort val2 = ((const GLushort *) value)[2];
+ const GLushort val3 = ((const GLushort *) value)[3];
+ GLuint i;
+ ASSERT(rb->DataType == GL_UNSIGNED_SHORT || rb->DataType == GL_SHORT);
+ for (i = 0; i < count; i++) {
+ if (!mask || mask[i]) {
+ GLushort *dst = (GLushort *) rb->Data + 4 * (y[i] * rb->Width + x[i]);
+ dst[0] = val0;
+ dst[1] = val1;
+ dst[2] = val2;
+ dst[3] = val3;
+ }
+ }
+}
+
+
+
+/**
+ * This is a software fallback for the gl_renderbuffer->AllocStorage
+ * function.
+ * Device drivers will typically override this function for the buffers
+ * which it manages (typically color buffers, Z and stencil).
+ * Other buffers (like software accumulation and aux buffers) which the driver
+ * doesn't manage can be handled with this function.
+ *
+ * This one multi-purpose function can allocate stencil, depth, accum, color
+ * or color-index buffers!
+ *
+ * This function also plugs in the appropriate GetPointer, Get/PutRow and
+ * Get/PutValues functions.
+ */
+static GLboolean
+soft_renderbuffer_storage(GLcontext *ctx, struct gl_renderbuffer *rb,
+ GLenum internalFormat, GLuint width, GLuint height)
+{
+ GLuint pixelSize;
+
+ switch (internalFormat) {
+ case GL_RGB:
+ case GL_R3_G3_B2:
+ case GL_RGB4:
+ case GL_RGB5:
+ case GL_RGB8:
+ case GL_RGB10:
+ case GL_RGB12:
+ case GL_RGB16:
+ rb->_BaseFormat = GL_RGB;
+ rb->DataType = GL_UNSIGNED_BYTE;
+ rb->GetPointer = get_pointer_ubyte3;
+ rb->GetRow = get_row_ubyte3;
+ rb->GetValues = get_values_ubyte3;
+ rb->PutRow = put_row_ubyte3;
+ rb->PutRowRGB = put_row_rgb_ubyte3;
+ rb->PutMonoRow = put_mono_row_ubyte3;
+ rb->PutValues = put_values_ubyte3;
+ rb->PutMonoValues = put_mono_values_ubyte3;
+ rb->ComponentSizes[0] = 8 * sizeof(GLubyte);
+ rb->ComponentSizes[1] = 8 * sizeof(GLubyte);
+ rb->ComponentSizes[2] = 8 * sizeof(GLubyte);
+ rb->ComponentSizes[3] = 0;
+ pixelSize = 3 * sizeof(GLchan);
+ break;
+ case GL_RGBA:
+ case GL_RGBA2:
+ case GL_RGBA4:
+ case GL_RGB5_A1:
+ case GL_RGBA8:
+ rb->_BaseFormat = GL_RGBA;
+ rb->DataType = GL_UNSIGNED_BYTE;
+ rb->GetPointer = get_pointer_ubyte4;
+ rb->GetRow = get_row_ubyte4;
+ rb->GetValues = get_values_ubyte4;
+ rb->PutRow = put_row_ubyte4;
+ rb->PutRowRGB = put_row_rgb_ubyte4;
+ rb->PutMonoRow = put_mono_row_ubyte4;
+ rb->PutValues = put_values_ubyte4;
+ rb->PutMonoValues = put_mono_values_ubyte4;
+ rb->ComponentSizes[0] = 8 * sizeof(GLubyte);
+ rb->ComponentSizes[1] = 8 * sizeof(GLubyte);
+ rb->ComponentSizes[2] = 8 * sizeof(GLubyte);
+ rb->ComponentSizes[3] = 8 * sizeof(GLubyte);
+ pixelSize = 4 * sizeof(GLubyte);
+ break;
+ case GL_RGB10_A2:
+ case GL_RGBA12:
+ case GL_RGBA16:
+ rb->_BaseFormat = GL_RGBA;
+ rb->DataType = GL_UNSIGNED_SHORT;
+ rb->GetPointer = get_pointer_ushort4;
+ rb->GetRow = get_row_ushort4;
+ rb->GetValues = get_values_ushort4;
+ rb->PutRow = put_row_ushort4;
+ rb->PutRowRGB = put_row_rgb_ushort4;
+ rb->PutMonoRow = put_mono_row_ushort4;
+ rb->PutValues = put_values_ushort4;
+ rb->PutMonoValues = put_mono_values_ushort4;
+ rb->ComponentSizes[0] = 8 * sizeof(GLushort);
+ rb->ComponentSizes[1] = 8 * sizeof(GLushort);
+ rb->ComponentSizes[2] = 8 * sizeof(GLushort);
+ rb->ComponentSizes[3] = 8 * sizeof(GLushort);
+ pixelSize = 4 * sizeof(GLushort);
+ break;
+#if 00
+ case ALPHA8:
+ rb->_BaseFormat = GL_RGBA; /* Yes, not GL_ALPHA! */
+ rb->DataType = GL_UNSIGNED_BYTE;
+ rb->GetPointer = get_pointer_alpha8;
+ rb->GetRow = get_row_alpha8;
+ rb->GetValues = get_values_alpha8;
+ rb->PutRow = put_row_alpha8;
+ rb->PutRowRGB = NULL;
+ rb->PutMonoRow = put_mono_row_alpha8;
+ rb->PutValues = put_values_alpha8;
+ rb->PutMonoValues = put_mono_values_alpha8;
+ rb->ComponentSizes[0] = 0; /*red*/
+ rb->ComponentSizes[1] = 0; /*green*/
+ rb->ComponentSizes[2] = 0; /*blue*/
+ rb->ComponentSizes[3] = 8 * sizeof(GLubyte);
+ pixelSize = sizeof(GLubyte);
+ break;
+#endif
+ case GL_STENCIL_INDEX:
+ case GL_STENCIL_INDEX1_EXT:
+ case GL_STENCIL_INDEX4_EXT:
+ case GL_STENCIL_INDEX8_EXT:
+ rb->_BaseFormat = GL_STENCIL_INDEX;
+ rb->DataType = GL_UNSIGNED_BYTE;
+ rb->GetPointer = get_pointer_ubyte;
+ rb->GetRow = get_row_ubyte;
+ rb->GetValues = get_values_ubyte;
+ rb->PutRow = put_row_ubyte;
+ rb->PutRowRGB = NULL;
+ rb->PutMonoRow = put_mono_row_ubyte;
+ rb->PutValues = put_values_ubyte;
+ rb->PutMonoValues = put_mono_values_ubyte;
+ rb->ComponentSizes[0] = 8 * sizeof(GLubyte);
+ pixelSize = sizeof(GLubyte);
+ break;
+ case GL_STENCIL_INDEX16_EXT:
+ rb->_BaseFormat = GL_STENCIL_INDEX;
+ rb->DataType = GL_UNSIGNED_SHORT;
+ rb->GetPointer = get_pointer_ushort;
+ rb->GetRow = get_row_ushort;
+ rb->GetValues = get_values_ushort;
+ rb->PutRow = put_row_ushort;
+ rb->PutRowRGB = NULL;
+ rb->PutMonoRow = put_mono_row_ushort;
+ rb->PutValues = put_values_ushort;
+ rb->PutMonoValues = put_mono_values_ushort;
+ rb->ComponentSizes[0] = 8 * sizeof(GLushort);
+ pixelSize = sizeof(GLushort);
+ break;
+ case GL_DEPTH_COMPONENT:
+ case GL_DEPTH_COMPONENT16:
+ rb->_BaseFormat = GL_DEPTH_COMPONENT;
+ rb->DataType = GL_UNSIGNED_SHORT;
+ rb->GetPointer = get_pointer_ushort;
+ rb->GetRow = get_row_ushort;
+ rb->GetValues = get_values_ushort;
+ rb->PutRow = put_row_ushort;
+ rb->PutRowRGB = NULL;
+ rb->PutMonoRow = put_mono_row_ushort;
+ rb->PutValues = put_values_ushort;
+ rb->PutMonoValues = put_mono_values_ushort;
+ rb->ComponentSizes[0] = 8 * sizeof(GLushort);
+ pixelSize = sizeof(GLushort);
+ break;
+ case GL_DEPTH_COMPONENT24:
+ case GL_DEPTH_COMPONENT32:
+ rb->_BaseFormat = GL_DEPTH_COMPONENT;
+ rb->DataType = GL_UNSIGNED_INT;
+ rb->GetPointer = get_pointer_uint;
+ rb->GetRow = get_row_uint;
+ rb->GetValues = get_values_uint;
+ rb->PutRow = put_row_uint;
+ rb->PutRowRGB = NULL;
+ rb->PutMonoRow = put_mono_row_uint;
+ rb->PutValues = put_values_uint;
+ rb->PutMonoValues = put_mono_values_uint;
+ rb->ComponentSizes[0] = 8 * sizeof(GLuint);
+ pixelSize = sizeof(GLuint);
+ break;
+ case GL_COLOR_INDEX8_EXT:
+ rb->_BaseFormat = GL_COLOR_INDEX;
+ rb->DataType = GL_UNSIGNED_BYTE;
+ rb->GetPointer = get_pointer_ubyte;
+ rb->GetRow = get_row_ubyte;
+ rb->GetValues = get_values_ubyte;
+ rb->PutRow = put_row_ubyte;
+ rb->PutRowRGB = NULL;
+ rb->PutMonoRow = put_mono_row_ubyte;
+ rb->PutValues = put_values_ubyte;
+ rb->PutMonoValues = put_mono_values_ubyte;
+ rb->ComponentSizes[0] = 8 * sizeof(GLubyte);
+ pixelSize = sizeof(GLubyte);
+ break;
+ case GL_COLOR_INDEX16_EXT:
+ rb->_BaseFormat = GL_COLOR_INDEX;
+ rb->DataType = GL_UNSIGNED_SHORT;
+ rb->GetPointer = get_pointer_ushort;
+ rb->GetRow = get_row_ushort;
+ rb->GetValues = get_values_ushort;
+ rb->PutRow = put_row_ushort;
+ rb->PutRowRGB = NULL;
+ rb->PutMonoRow = put_mono_row_ushort;
+ rb->PutValues = put_values_ushort;
+ rb->PutMonoValues = put_mono_values_ushort;
+ rb->ComponentSizes[0] = 8 * sizeof(GLushort);
+ pixelSize = sizeof(GLushort);
+ break;
+ case COLOR_INDEX32:
+ rb->_BaseFormat = GL_COLOR_INDEX;
+ rb->DataType = GL_UNSIGNED_INT;
+ rb->GetPointer = get_pointer_uint;
+ rb->GetRow = get_row_uint;
+ rb->GetValues = get_values_uint;
+ rb->PutRow = put_row_uint;
+ rb->PutRowRGB = NULL;
+ rb->PutMonoRow = put_mono_row_uint;
+ rb->PutValues = put_values_uint;
+ rb->PutMonoValues = put_mono_values_uint;
+ rb->ComponentSizes[0] = 8 * sizeof(GLuint);
+ pixelSize = sizeof(GLuint);
+ break;
+ default:
+ _mesa_problem(ctx, "Bad internalFormat in soft_renderbuffer_storage");
+ return GL_FALSE;
+ }
+
+ ASSERT(rb->DataType);
+ ASSERT(rb->GetPointer);
+ ASSERT(rb->GetRow);
+ ASSERT(rb->GetValues);
+ ASSERT(rb->PutRow);
+ ASSERT(rb->PutMonoRow);
+ ASSERT(rb->PutValues);
+ ASSERT(rb->PutMonoValues);
+ ASSERT(rb->ComponentSizes[0] > 0);
+
+ /* free old buffer storage */
+ if (rb->Data)
+ _mesa_free(rb->Data);
+
+ /* allocate new buffer storage */
+ rb->Data = _mesa_malloc(width * height * pixelSize);
+ if (rb->Data == NULL) {
+ rb->Width = 0;
+ rb->Height = 0;
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "software renderbuffer allocation");
+ return GL_FALSE;
+ }
+
+ rb->Width = width;
+ rb->Height = height;
+ rb->InternalFormat = internalFormat;
+
+ return GL_TRUE;
+}
+
+
+/**********************************************************************/
+/**********************************************************************/
+/**********************************************************************/
+
+
+/**
+ * Here we utilize the gl_renderbuffer->Wrapper field to put an alpha
+ * buffer wrapper around an existing RGB renderbuffer (hw or sw).
+ *
+ * When PutRow is called (for example), we store the alpha values in
+ * this buffer, then pass on the PutRow call to the wrapped RGB
+ * buffer.
+ */
+
+
+static GLboolean
+alloc_storage_alpha8(GLcontext *ctx, struct gl_renderbuffer *arb,
+ GLenum internalFormat, GLuint width, GLuint height)
+{
+ ASSERT(arb != arb->Wrapped);
+
+ /* first, pass the call to the wrapped RGB buffer */
+ if (!arb->Wrapped->AllocStorage(ctx, arb->Wrapped, internalFormat,
+ width, height)) {
+ return GL_FALSE;
+ }
+
+ /* next, resize my alpha buffer */
+ if (arb->Data) {
+ _mesa_free(arb->Data);
+ }
+
+ arb->Data = _mesa_malloc(width * height * sizeof(GLubyte));
+ if (arb->Data == NULL) {
+ arb->Width = 0;
+ arb->Height = 0;
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "software alpha buffer allocation");
+ return GL_FALSE;
+ }
+
+ arb->Width = width;
+ arb->Height = height;
+ arb->InternalFormat = internalFormat;
+
+ return GL_TRUE;
+}
+
+
+/**
+ * Delete an alpha_renderbuffer object, as well as the wrapped RGB buffer.
+ */
+static void
+delete_renderbuffer_alpha8(struct gl_renderbuffer *arb)
+{
+ if (arb->Data) {
+ _mesa_free(arb->Data);
+ }
+ ASSERT(arb->Wrapped);
+ ASSERT(arb != arb->Wrapped);
+ arb->Wrapped->Delete(arb->Wrapped);
+ arb->Wrapped = NULL;
+ _mesa_free(arb);
+}
+
+
+static void *
+get_pointer_alpha8(GLcontext *ctx, struct gl_renderbuffer *arb,
+ GLint x, GLint y)
+{
+ return NULL; /* don't allow direct access! */
+}
+
+
+static void
+get_row_alpha8(GLcontext *ctx, struct gl_renderbuffer *arb, GLuint count,
+ GLint x, GLint y, void *values)
+{
+ /* NOTE: 'values' is RGBA format! */
+ const GLubyte *src = (const GLubyte *) arb->Data + y * arb->Width + x;
+ GLubyte *dst = (GLubyte *) values;
+ GLuint i;
+ ASSERT(arb != arb->Wrapped);
+ ASSERT(arb->DataType == GL_UNSIGNED_BYTE);
+ /* first, pass the call to the wrapped RGB buffer */
+ arb->Wrapped->GetRow(ctx, arb->Wrapped, count, x, y, values);
+ /* second, fill in alpha values from this buffer! */
+ for (i = 0; i < count; i++) {
+ dst[i * 4 + 3] = src[i];
+ }
+}
+
+
+static void
+get_values_alpha8(GLcontext *ctx, struct gl_renderbuffer *arb, GLuint count,
+ const GLint x[], const GLint y[], void *values)
+{
+ GLubyte *dst = (GLubyte *) values;
+ GLuint i;
+ ASSERT(arb != arb->Wrapped);
+ ASSERT(arb->DataType == GL_UNSIGNED_BYTE);
+ /* first, pass the call to the wrapped RGB buffer */
+ arb->Wrapped->GetValues(ctx, arb->Wrapped, count, x, y, values);
+ /* second, fill in alpha values from this buffer! */
+ for (i = 0; i < count; i++) {
+ const GLubyte *src = (GLubyte *) arb->Data + y[i] * arb->Width + x[i];
+ dst[i * 4 + 3] = *src;
+ }
+}
+
+
+static void
+put_row_alpha8(GLcontext *ctx, struct gl_renderbuffer *arb, GLuint count,
+ GLint x, GLint y, const void *values, const GLubyte *mask)
+{
+ const GLubyte *src = (const GLubyte *) values;
+ GLubyte *dst = (GLubyte *) arb->Data + y * arb->Width + x;
+ GLuint i;
+ ASSERT(arb != arb->Wrapped);
+ ASSERT(arb->DataType == GL_UNSIGNED_BYTE);
+ /* first, pass the call to the wrapped RGB buffer */
+ arb->Wrapped->PutRow(ctx, arb->Wrapped, count, x, y, values, mask);
+ /* second, store alpha in our buffer */
+ for (i = 0; i < count; i++) {
+ if (!mask || mask[i]) {
+ dst[i] = src[i * 4 + 3];
+ }
+ }
+}
+
+
+static void
+put_row_rgb_alpha8(GLcontext *ctx, struct gl_renderbuffer *arb, GLuint count,
+ GLint x, GLint y, const void *values, const GLubyte *mask)
+{
+ const GLubyte *src = (const GLubyte *) values;
+ GLubyte *dst = (GLubyte *) arb->Data + y * arb->Width + x;
+ GLuint i;
+ ASSERT(arb != arb->Wrapped);
+ ASSERT(arb->DataType == GL_UNSIGNED_BYTE);
+ /* first, pass the call to the wrapped RGB buffer */
+ arb->Wrapped->PutRowRGB(ctx, arb->Wrapped, count, x, y, values, mask);
+ /* second, store alpha in our buffer */
+ for (i = 0; i < count; i++) {
+ if (!mask || mask[i]) {
+ dst[i] = src[i * 4 + 3];
+ }
+ }
+}
+
+
+static void
+put_mono_row_alpha8(GLcontext *ctx, struct gl_renderbuffer *arb, GLuint count,
+ GLint x, GLint y, const void *value, const GLubyte *mask)
+{
+ const GLubyte val = ((const GLubyte *) value)[3];
+ GLubyte *dst = (GLubyte *) arb->Data + y * arb->Width + x;
+ ASSERT(arb != arb->Wrapped);
+ ASSERT(arb->DataType == GL_UNSIGNED_BYTE);
+ /* first, pass the call to the wrapped RGB buffer */
+ arb->Wrapped->PutMonoRow(ctx, arb->Wrapped, count, x, y, value, mask);
+ /* second, store alpha in our buffer */
+ if (mask) {
+ GLuint i;
+ for (i = 0; i < count; i++) {
+ if (mask[i]) {
+ dst[i] = val;
+ }
+ }
+ }
+ else {
+ _mesa_memset(dst, val, count);
+ }
+}
+
+
+static void
+put_values_alpha8(GLcontext *ctx, struct gl_renderbuffer *arb, GLuint count,
+ const GLint x[], const GLint y[],
+ const void *values, const GLubyte *mask)
+{
+ const GLubyte *src = (const GLubyte *) values;
+ GLuint i;
+ ASSERT(arb != arb->Wrapped);
+ ASSERT(arb->DataType == GL_UNSIGNED_BYTE);
+ /* first, pass the call to the wrapped RGB buffer */
+ arb->Wrapped->PutValues(ctx, arb->Wrapped, count, x, y, values, mask);
+ /* second, store alpha in our buffer */
+ for (i = 0; i < count; i++) {
+ if (!mask || mask[i]) {
+ GLubyte *dst = (GLubyte *) arb->Data + y[i] * arb->Width + x[i];
+ *dst = src[i * 4 + 3];
+ }
+ }
+}
+
+
+static void
+put_mono_values_alpha8(GLcontext *ctx, struct gl_renderbuffer *arb,
+ GLuint count, const GLint x[], const GLint y[],
+ const void *value, const GLubyte *mask)
+{
+ const GLubyte val = ((const GLubyte *) value)[3];
+ GLuint i;
+ ASSERT(arb != arb->Wrapped);
+ ASSERT(arb->DataType == GL_UNSIGNED_BYTE);
+ /* first, pass the call to the wrapped RGB buffer */
+ arb->Wrapped->PutValues(ctx, arb->Wrapped, count, x, y, value, mask);
+ /* second, store alpha in our buffer */
+ for (i = 0; i < count; i++) {
+ if (!mask || mask[i]) {
+ GLubyte *dst = (GLubyte *) arb->Data + y[i] * arb->Width + x[i];
+ *dst = val;
+ }
+ }
+}
+
+
+
+/**********************************************************************/
+/**********************************************************************/
+/**********************************************************************/
+
+
+/**
+ * Default GetPointer routine. Always return NULL to indicate that
+ * direct buffer access is not supported.
+ */
+static void *
+nop_get_pointer(GLcontext *ctx, struct gl_renderbuffer *rb, GLint x, GLint y)
+{
+ return NULL;
+}
+
+
+/**
+ * Initialize the fields of a gl_renderbuffer to default values.
+ */
+void
+_mesa_init_renderbuffer(struct gl_renderbuffer *rb, GLuint name)
+{
+ rb->Name = name;
+ rb->RefCount = 1;
+ rb->Delete = _mesa_delete_renderbuffer;
+
+ /* The rest of these should be set later by the caller of this function or
+ * the AllocStorage method:
+ */
+ rb->AllocStorage = NULL;
+
+ rb->Width = 0;
+ rb->Height = 0;
+ rb->InternalFormat = GL_NONE;
+ rb->_BaseFormat = GL_NONE;
+ rb->DataType = GL_NONE;
+ rb->ComponentSizes[0] = 0;
+ rb->ComponentSizes[1] = 0;
+ rb->ComponentSizes[2] = 0;
+ rb->ComponentSizes[3] = 0;
+ rb->Data = NULL;
+
+ /* Point back to ourself so that we don't have to check for Wrapped==NULL
+ * all over the drivers.
+ */
+ rb->Wrapped = rb;
+
+ rb->GetPointer = nop_get_pointer;
+ rb->GetRow = NULL;
+ rb->GetValues = NULL;
+ rb->PutRow = NULL;
+ rb->PutRowRGB = NULL;
+ rb->PutMonoRow = NULL;
+ rb->PutValues = NULL;
+ rb->PutMonoValues = NULL;
+}
+
+
+/**
+ * Allocate a new gl_renderbuffer object. This can be used for user-created
+ * renderbuffers or window-system renderbuffers.
+ */
+struct gl_renderbuffer *
+_mesa_new_renderbuffer(GLcontext *ctx, GLuint name)
+{
+ struct gl_renderbuffer *rb = CALLOC_STRUCT(gl_renderbuffer);
+ if (rb) {
+ _mesa_init_renderbuffer(rb, name);
+ }
+ return rb;
+}
+
+
+/**
+ * Delete a gl_framebuffer.
+ * This is the default function for framebuffer->Delete().
+ */
+void
+_mesa_delete_renderbuffer(struct gl_renderbuffer *rb)
+{
+ if (rb->Data) {
+ _mesa_free(rb->Data);
+ }
+ _mesa_free(rb);
+}
+
+
+/**
+ * Allocate a software-based renderbuffer. This is called via the
+ * ctx->Driver.NewRenderbuffer() function when the user creates a new
+ * renderbuffer.
+ */
+struct gl_renderbuffer *
+_mesa_new_soft_renderbuffer(GLcontext *ctx, GLuint name)
+{
+ struct gl_renderbuffer *rb = _mesa_new_renderbuffer(ctx, name);
+ if (rb) {
+ rb->AllocStorage = soft_renderbuffer_storage;
+ /* Normally, one would setup the PutRow, GetRow, etc functions here.
+ * But we're doing that in the soft_renderbuffer_storage() function
+ * instead.
+ */
+ }
+ return rb;
+}
+
+
+/**
+ * Add software-based color renderbuffers to the given framebuffer.
+ * This is a helper routine for device drivers when creating a
+ * window system framebuffer (not a user-created render/framebuffer).
+ * Once this function is called, you can basically forget about this
+ * renderbuffer; core Mesa will handle all the buffer management and
+ * rendering!
+ */
+GLboolean
+_mesa_add_color_renderbuffers(GLcontext *ctx, struct gl_framebuffer *fb,
+ GLuint rgbBits, GLuint alphaBits,
+ GLboolean frontLeft, GLboolean backLeft,
+ GLboolean frontRight, GLboolean backRight)
+{
+ GLuint b;
+
+ if (rgbBits > 16 || alphaBits > 16) {
+ _mesa_problem(ctx,
+ "Unsupported bit depth in _mesa_add_color_renderbuffers");
+ return GL_FALSE;
+ }
+
+ assert(MAX_COLOR_ATTACHMENTS >= 4);
+
+ for (b = BUFFER_FRONT_LEFT; b <= BUFFER_BACK_RIGHT; b++) {
+ struct gl_renderbuffer *rb;
+
+ if (b == BUFFER_FRONT_LEFT && !frontLeft)
+ continue;
+ else if (b == BUFFER_BACK_LEFT && !backLeft)
+ continue;
+ else if (b == BUFFER_FRONT_RIGHT && !frontRight)
+ continue;
+ else if (b == BUFFER_BACK_RIGHT && !backRight)
+ continue;
+
+ assert(fb->Attachment[b].Renderbuffer == NULL);
+
+ rb = _mesa_new_renderbuffer(ctx, 0);
+ if (!rb) {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "Allocating color buffer");
+ return GL_FALSE;
+ }
+
+ if (rgbBits <= 8) {
+ if (alphaBits)
+ rb->InternalFormat = GL_RGBA8;
+ else
+ rb->InternalFormat = GL_RGB8;
+ }
+ else {
+ assert(rgbBits <= 16);
+ if (alphaBits)
+ rb->InternalFormat = GL_RGBA16;
+ else
+ rb->InternalFormat = GL_RGBA16; /* don't really have RGB16 yet */
+ }
+
+ rb->AllocStorage = soft_renderbuffer_storage;
+ _mesa_add_renderbuffer(fb, b, rb);
+ }
+
+ return GL_TRUE;
+}
+
+
+/**
+ * Add software-based color index renderbuffers to the given framebuffer.
+ * This is a helper routine for device drivers when creating a
+ * window system framebuffer (not a user-created render/framebuffer).
+ * Once this function is called, you can basically forget about this
+ * renderbuffer; core Mesa will handle all the buffer management and
+ * rendering!
+ */
+GLboolean
+_mesa_add_color_index_renderbuffers(GLcontext *ctx, struct gl_framebuffer *fb,
+ GLuint indexBits,
+ GLboolean frontLeft, GLboolean backLeft,
+ GLboolean frontRight, GLboolean backRight)
+{
+ GLuint b;
+
+ if (indexBits > 8) {
+ _mesa_problem(ctx,
+ "Unsupported bit depth in _mesa_add_color_renderbuffers");
+ return GL_FALSE;
+ }
+
+ assert(MAX_COLOR_ATTACHMENTS >= 4);
+
+ for (b = BUFFER_FRONT_LEFT; b <= BUFFER_BACK_RIGHT; b++) {
+ struct gl_renderbuffer *rb;
+
+ if (b == BUFFER_FRONT_LEFT && !frontLeft)
+ continue;
+ else if (b == BUFFER_BACK_LEFT && !backLeft)
+ continue;
+ else if (b == BUFFER_FRONT_RIGHT && !frontRight)
+ continue;
+ else if (b == BUFFER_BACK_RIGHT && !backRight)
+ continue;
+
+ assert(fb->Attachment[b].Renderbuffer == NULL);
+
+ rb = _mesa_new_renderbuffer(ctx, 0);
+ if (!rb) {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "Allocating color buffer");
+ return GL_FALSE;
+ }
+
+ if (indexBits <= 8) {
+ /* only support GLuint for now */
+ /*rb->InternalFormat = GL_COLOR_INDEX8_EXT;*/
+ rb->InternalFormat = COLOR_INDEX32;
+ }
+ else {
+ rb->InternalFormat = COLOR_INDEX32;
+ }
+ rb->AllocStorage = soft_renderbuffer_storage;
+ _mesa_add_renderbuffer(fb, b, rb);
+ }
+
+ return GL_TRUE;
+}
+
+
+/**
+ * Add software-based alpha renderbuffers to the given framebuffer.
+ * This is a helper routine for device drivers when creating a
+ * window system framebuffer (not a user-created render/framebuffer).
+ * Once this function is called, you can basically forget about this
+ * renderbuffer; core Mesa will handle all the buffer management and
+ * rendering!
+ */
+GLboolean
+_mesa_add_alpha_renderbuffers(GLcontext *ctx, struct gl_framebuffer *fb,
+ GLuint alphaBits,
+ GLboolean frontLeft, GLboolean backLeft,
+ GLboolean frontRight, GLboolean backRight)
+{
+ GLuint b;
+
+ /* for window system framebuffers only! */
+ assert(fb->Name == 0);
+
+ if (alphaBits > 8) {
+ _mesa_problem(ctx,
+ "Unsupported bit depth in _mesa_add_alpha_renderbuffers");
+ return GL_FALSE;
+ }
+
+ assert(MAX_COLOR_ATTACHMENTS >= 4);
+
+ /* Wrap each of the RGB color buffers with an alpha renderbuffer.
+ */
+ for (b = BUFFER_FRONT_LEFT; b <= BUFFER_BACK_RIGHT; b++) {
+ struct gl_renderbuffer *arb;
+
+ if (b == BUFFER_FRONT_LEFT && !frontLeft)
+ continue;
+ else if (b == BUFFER_BACK_LEFT && !backLeft)
+ continue;
+ else if (b == BUFFER_FRONT_RIGHT && !frontRight)
+ continue;
+ else if (b == BUFFER_BACK_RIGHT && !backRight)
+ continue;
+
+ /* the RGB buffer to wrap must already exist!! */
+ assert(fb->Attachment[b].Renderbuffer);
+
+ /* only GLubyte supported for now */
+ assert(fb->Attachment[b].Renderbuffer->DataType == GL_UNSIGNED_BYTE);
+
+ /* allocate alpha renderbuffer */
+ arb = _mesa_new_renderbuffer(ctx, 0);
+ if (!arb) {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "Allocating alpha buffer");
+ return GL_FALSE;
+ }
+
+ /* wrap the alpha renderbuffer around the RGB renderbuffer */
+ arb->Wrapped = fb->Attachment[b].Renderbuffer;
+
+ /* Set up my alphabuffer fields and plug in my functions.
+ * The functions will put/get the alpha values from/to RGBA arrays
+ * and then call the wrapped buffer's functions to handle the RGB
+ * values.
+ */
+ arb->InternalFormat = arb->Wrapped->InternalFormat;
+ arb->_BaseFormat = arb->Wrapped->_BaseFormat;
+ arb->DataType = arb->Wrapped->DataType;
+ arb->AllocStorage = alloc_storage_alpha8;
+ arb->Delete = delete_renderbuffer_alpha8;
+ arb->GetPointer = get_pointer_alpha8;
+ arb->GetRow = get_row_alpha8;
+ arb->GetValues = get_values_alpha8;
+ arb->PutRow = put_row_alpha8;
+ arb->PutRowRGB = put_row_rgb_alpha8;
+ arb->PutMonoRow = put_mono_row_alpha8;
+ arb->PutValues = put_values_alpha8;
+ arb->PutMonoValues = put_mono_values_alpha8;
+
+ /* clear the pointer to avoid assertion/sanity check failure later */
+ fb->Attachment[b].Renderbuffer = NULL;
+
+ /* plug the alpha renderbuffer into the colorbuffer attachment */
+ _mesa_add_renderbuffer(fb, b, arb);
+ }
+
+ return GL_TRUE;
+}
+
+
+/**
+ * Add a software-based depth renderbuffer to the given framebuffer.
+ * This is a helper routine for device drivers when creating a
+ * window system framebuffer (not a user-created render/framebuffer).
+ * Once this function is called, you can basically forget about this
+ * renderbuffer; core Mesa will handle all the buffer management and
+ * rendering!
+ */
+GLboolean
+_mesa_add_depth_renderbuffer(GLcontext *ctx, struct gl_framebuffer *fb,
+ GLuint depthBits)
+{
+ struct gl_renderbuffer *rb;
+
+ if (depthBits > 32) {
+ _mesa_problem(ctx,
+ "Unsupported depthBits in _mesa_add_depth_renderbuffer");
+ return GL_FALSE;
+ }
+
+ assert(fb->Attachment[BUFFER_DEPTH].Renderbuffer == NULL);
+
+ rb = _mesa_new_renderbuffer(ctx, 0);
+ if (!rb) {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "Allocating depth buffer");
+ return GL_FALSE;
+ }
+
+ if (depthBits <= 16) {
+ rb->InternalFormat = GL_DEPTH_COMPONENT16;
+ }
+ else {
+ rb->InternalFormat = GL_DEPTH_COMPONENT32;
+ }
+
+ rb->AllocStorage = soft_renderbuffer_storage;
+ _mesa_add_renderbuffer(fb, BUFFER_DEPTH, rb);
+
+ return GL_TRUE;
+}
+
+
+/**
+ * Add a software-based stencil renderbuffer to the given framebuffer.
+ * This is a helper routine for device drivers when creating a
+ * window system framebuffer (not a user-created render/framebuffer).
+ * Once this function is called, you can basically forget about this
+ * renderbuffer; core Mesa will handle all the buffer management and
+ * rendering!
+ */
+GLboolean
+_mesa_add_stencil_renderbuffer(GLcontext *ctx, struct gl_framebuffer *fb,
+ GLuint stencilBits)
+{
+ struct gl_renderbuffer *rb;
+
+ if (stencilBits > 16) {
+ _mesa_problem(ctx,
+ "Unsupported stencilBits in _mesa_add_stencil_renderbuffer");
+ return GL_FALSE;
+ }
+
+ assert(fb->Attachment[BUFFER_STENCIL].Renderbuffer == NULL);
+
+ rb = _mesa_new_renderbuffer(ctx, 0);
+ if (!rb) {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "Allocating stencil buffer");
+ return GL_FALSE;
+ }
+
+ if (stencilBits <= 8) {
+ rb->InternalFormat = GL_STENCIL_INDEX8_EXT;
+ }
+ else {
+ /* not really supported (see s_stencil.c code) */
+ rb->InternalFormat = GL_STENCIL_INDEX16_EXT;
+ }
+
+ rb->AllocStorage = soft_renderbuffer_storage;
+ _mesa_add_renderbuffer(fb, BUFFER_STENCIL, rb);
+
+ return GL_TRUE;
+}
+
+
+/**
+ * Add a software-based accumulation renderbuffer to the given framebuffer.
+ * This is a helper routine for device drivers when creating a
+ * window system framebuffer (not a user-created render/framebuffer).
+ * Once this function is called, you can basically forget about this
+ * renderbuffer; core Mesa will handle all the buffer management and
+ * rendering!
+ */
+GLboolean
+_mesa_add_accum_renderbuffer(GLcontext *ctx, struct gl_framebuffer *fb,
+ GLuint redBits, GLuint greenBits,
+ GLuint blueBits, GLuint alphaBits)
+{
+ struct gl_renderbuffer *rb;
+
+ if (redBits > 16 || greenBits > 16 || blueBits > 16 || alphaBits > 16) {
+ _mesa_problem(ctx,
+ "Unsupported accumBits in _mesa_add_accum_renderbuffer");
+ return GL_FALSE;
+ }
+
+ assert(fb->Attachment[BUFFER_ACCUM].Renderbuffer == NULL);
+
+ rb = _mesa_new_renderbuffer(ctx, 0);
+ if (!rb) {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "Allocating accum buffer");
+ return GL_FALSE;
+ }
+
+ rb->InternalFormat = GL_RGBA16;
+ rb->AllocStorage = soft_renderbuffer_storage;
+ _mesa_add_renderbuffer(fb, BUFFER_ACCUM, rb);
+
+ return GL_TRUE;
+}
+
+
+
+/**
+ * Add a software-based accumulation renderbuffer to the given framebuffer.
+ * This is a helper routine for device drivers when creating a
+ * window system framebuffer (not a user-created render/framebuffer).
+ * Once this function is called, you can basically forget about this
+ * renderbuffer; core Mesa will handle all the buffer management and
+ * rendering!
+ *
+ * NOTE: color-index aux buffers not supported.
+ */
+GLboolean
+_mesa_add_aux_renderbuffers(GLcontext *ctx, struct gl_framebuffer *fb,
+ GLuint colorBits, GLuint numBuffers)
+{
+ GLuint i;
+
+ if (colorBits > 16) {
+ _mesa_problem(ctx,
+ "Unsupported accumBits in _mesa_add_aux_renderbuffers");
+ return GL_FALSE;
+ }
+
+ assert(numBuffers < MAX_AUX_BUFFERS);
+
+ for (i = 0; i < numBuffers; i++) {
+ struct gl_renderbuffer *rb = _mesa_new_renderbuffer(ctx, 0);
+
+ assert(fb->Attachment[BUFFER_AUX0 + i].Renderbuffer == NULL);
+
+ if (!rb) {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "Allocating accum buffer");
+ return GL_FALSE;
+ }
+
+ if (colorBits <= 8) {
+ rb->InternalFormat = GL_RGBA8;
+ }
+ else {
+ rb->InternalFormat = GL_RGBA16;
+ }
+
+ rb->AllocStorage = soft_renderbuffer_storage;
+ _mesa_add_renderbuffer(fb, BUFFER_AUX0 + i, rb);
+ }
+ return GL_TRUE;
+}
+
+
+
+/**
+ * Attach a renderbuffer to a framebuffer.
+ */
+void
+_mesa_add_renderbuffer(struct gl_framebuffer *fb,
+ GLuint bufferName, struct gl_renderbuffer *rb)
+{
+ assert(fb);
+ assert(rb);
+ /* there should be no previous renderbuffer on this attachment point! */
+ assert(fb->Attachment[bufferName].Renderbuffer == NULL);
+ assert(bufferName < BUFFER_COUNT);
+
+ /* winsys vs. user-created buffer cross check */
+ if (fb->Name) {
+ assert(rb->Name);
+ }
+ else {
+ assert(!rb->Name);
+ }
+
+ fb->Attachment[bufferName].Type = GL_RENDERBUFFER_EXT;
+ fb->Attachment[bufferName].Complete = GL_TRUE;
+ fb->Attachment[bufferName].Renderbuffer = rb;
+}