/* $Id: svgamesa24.c,v 1.12 2002-11-11 18:42:41 brianp Exp $ */ /* * Mesa 3-D graphics library * Version: 5.0 * Copyright (C) 1995-2002 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 (Mesa 3.2) */ #ifdef HAVE_CONFIG_H #include "conf.h" #endif #ifdef SVGA #include "svgapix.h" #include "svgamesa24.h" #include "swrast/swrast.h" #if 0 /* this doesn't compile with GCC on RedHat 6.1 */ static inline int RGB2BGR24(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; } #else static unsigned long RGB2BGR24(unsigned long color) { return (color & 0xff00)|(color>>16)|((color & 0xff)<<16); } #endif static void __svga_drawpixel24(int x, int y, GLubyte r, GLubyte g, GLubyte b) { unsigned long offset; _RGB *rgbBuffer=(void *)SVGABuffer.DrawBuffer; y = SVGAInfo->height-y-1; offset = y * SVGAInfo->width + x; rgbBuffer[offset].r=r; rgbBuffer[offset].g=g; rgbBuffer[offset].b=b; } static unsigned long __svga_getpixel24(int x, int y) { unsigned long offset; _RGB *rgbBuffer=(void *)SVGABuffer.ReadBuffer; y = SVGAInfo->height-y-1; offset = y * SVGAInfo->width + x; return rgbBuffer[offset].r<<16 | rgbBuffer[offset].g<<8 | rgbBuffer[offset].b; } void __clear_color24( GLcontext *ctx, const GLfloat color[4] ) { GLubyte col[3]; CLAMPED_FLOAT_TO_UBYTE(col[0], color[0]); CLAMPED_FLOAT_TO_UBYTE(col[1], color[1]); CLAMPED_FLOAT_TO_UBYTE(col[2], color[2]); SVGAMesa->clear_red = col[0]; SVGAMesa->clear_green = col[1]; SVGAMesa->clear_blue = col[2]; /* SVGAMesa->clear_truecolor = red<<16 | green<<8 | blue; */ } void __clear24( GLcontext *ctx, GLbitfield mask, GLboolean all, GLint x, GLint y, GLint width, GLint height ) { int i,j; if (mask & DD_FRONT_LEFT_BIT) { if (all) { _RGB *rgbBuffer=(void *)SVGABuffer.FrontBuffer; for (i=0;iclear_red; rgbBuffer[i].g=SVGAMesa->clear_green; rgbBuffer[i].b=SVGAMesa->clear_blue; } } else { GLubyte *tmp = SVGABuffer.DrawBuffer; SVGABuffer.DrawBuffer = SVGABuffer.FrontBuffer; for (i=x;iclear_red, SVGAMesa->clear_green, SVGAMesa->clear_blue); SVGABuffer.DrawBuffer = tmp; } mask &= ~DD_FRONT_LEFT_BIT; } if (mask & DD_BACK_LEFT_BIT) { if (all) { _RGB *rgbBuffer=(void *)SVGABuffer.BackBuffer; for (i=0;iclear_red; rgbBuffer[i].g=SVGAMesa->clear_green; rgbBuffer[i].b=SVGAMesa->clear_blue; } } else { GLubyte *tmp = SVGABuffer.DrawBuffer; SVGABuffer.DrawBuffer = SVGABuffer.BackBuffer; for (i=x;iclear_red, SVGAMesa->clear_green, SVGAMesa->clear_blue); SVGABuffer.DrawBuffer = tmp; } mask &= ~DD_BACK_LEFT_BIT; } if (mask) _swrast_Clear( ctx, mask, all, x, y, width, height ); } void __write_rgba_span24( 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