From 3b4fbbc129c711a5aec8d653d5c6eb2e195f947c Mon Sep 17 00:00:00 2001 From: Brian Paul Date: Tue, 9 Jul 2002 01:22:50 +0000 Subject: 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. --- src/mesa/swrast/s_buffers.c | 88 +++++++++++++++++++++++++++++++++++++-------- 1 file changed, 74 insertions(+), 14 deletions(-) (limited to 'src/mesa/swrast/s_buffers.c') 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 ); +} -- cgit v1.2.3