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/*===========================================================================*/
/* */
/* Mesa-3.0 DirectX 6 Driver */
/* */
/* By Leigh McRae */
/* */
/* http://www.altsoftware.com/ */
/* */
/* Copyright (c) 1999-1998 alt.software inc. All Rights Reserved */
/*===========================================================================*/
#include "D3DMesa.h"
/*===========================================================================*/
/* This call will clear the render surface using the pixel info built from */
/* the surface at creation time. The call uses Lock/Unlock to access the */
/* surface. The call also special cases a full clear or a dirty rectangle. */
/* Finally the call returns the new clear mask that reflects that the color */
/* buffer was cleared. */
/*===========================================================================*/
/* RETURN: the original mask with the bits cleared that represents the buffer*/
/* or buffers we just cleared. */
/*===========================================================================*/
GLbitfield ClearBuffers( GLcontext *ctx, GLbitfield mask, GLboolean all, GLint x, GLint y, GLint width, GLint height )
{
D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx;
DDSURFACEDESC2 *pddsd2;
UCHAR *pBuffer,
*pScanLine;
int index,
index2;
DWORD dwColor;
if ( mask & GL_COLOR_BUFFER_BIT )
{
/* Lock the surface to get the surface pointer. */
pddsd2 = LockHAL( pContext->pShared, TRUE );
/* Solve the color once only. */
dwColor = ( ((DWORD)((float)pContext->rClear * pContext->pShared->pixel.rScale)) << pContext->pShared->pixel.rShift );
dwColor |= ( ((DWORD)((float)pContext->gClear * pContext->pShared->pixel.gScale)) << pContext->pShared->pixel.gShift );
dwColor |= ( ((DWORD)((float)pContext->bClear * pContext->pShared->pixel.bScale)) << pContext->pShared->pixel.bShift );
if ( all )
{
for( index = 0, pScanLine = (UCHAR *)pddsd2->lpSurface; index < pContext->pShared->dwHeight; index++, pScanLine += pddsd2->lPitch )
for( pBuffer = pScanLine, index2 = 0; index2 < pContext->pShared->dwWidth; index2++, pBuffer += pContext->pShared->pixel.cb )
memcpy( pBuffer, &dwColor, pContext->pShared->pixel.cb );
}
else
{
pScanLine = ((UCHAR *)pddsd2->lpSurface) +
( (FLIP( pContext->pShared->dwHeight, (y+height)) * pddsd2->lPitch) + (x * pContext->pShared->pixel.cb) );
for( index = 0; index < height; index++, pScanLine += pddsd2->lPitch )
{
for( index2 = 0, pBuffer = pScanLine; index2 < width; index2++, pBuffer += pContext->pShared->pixel.cb )
memcpy( pBuffer, &dwColor, pContext->pShared->pixel.cb );
}
}
UnlockHAL( pContext->pShared, TRUE );
}
return (mask & ~GL_COLOR_BUFFER_BIT);
}
/*===========================================================================*/
/* This proc (as all others) has been written for the general case. I use */
/* the PIXELINFO structure to pack the pixel from RGB24 to whatever the Off- */
/* Screen render surface uses. The alpha is ignored as Mesa does it in SW. */
/*===========================================================================*/
/* RETURN: */
/*===========================================================================*/
void WSpanRGB( const GLcontext* ctx, GLuint n, GLint x, GLint y, const GLubyte rgb[][3], const GLubyte mask[] )
{
D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx;
DDSURFACEDESC2 *pddsd2;
UCHAR *pBuffer;
int index;
DWORD dwColor;
/* Get the surface pointer and the pitch. */
pddsd2 = LockHAL( pContext->pShared, TRUE );
/* Find the start of the span. Invert y for Windows. */
pBuffer = (UCHAR *)pddsd2->lpSurface + (FLIP(pContext->pShared->dwHeight,y) * pddsd2->lPitch) + (x*pContext->pShared->pixel.cb);
if ( mask )
{
for( index = 0; index < n; index++, pBuffer += pContext->pShared->pixel.cb )
{
if ( mask[index] )
{
/* Pack the color components. */
dwColor = ( ((DWORD)((float)rgb[index][RCOMP] * pContext->pShared->pixel.rScale)) << pContext->pShared->pixel.rShift );
dwColor |= ( ((DWORD)((float)rgb[index][GCOMP] * pContext->pShared->pixel.gScale)) << pContext->pShared->pixel.gShift );
dwColor |= ( ((DWORD)((float)rgb[index][BCOMP] * pContext->pShared->pixel.bScale)) << pContext->pShared->pixel.bShift );
memcpy( pBuffer, &dwColor, pContext->pShared->pixel.cb );
}
}
}
else
{
for( index = 0; index < n; index++, pBuffer += pContext->pShared->pixel.cb )
{
/* Pack the color components. */
dwColor = ( ((DWORD)((float)rgb[index][RCOMP] * pContext->pShared->pixel.rScale)) << pContext->pShared->pixel.rShift );
dwColor |= ( ((DWORD)((float)rgb[index][GCOMP] * pContext->pShared->pixel.gScale)) << pContext->pShared->pixel.gShift );
dwColor |= ( ((DWORD)((float)rgb[index][BCOMP] * pContext->pShared->pixel.bScale)) << pContext->pShared->pixel.bShift );
memcpy( pBuffer, &dwColor, pContext->pShared->pixel.cb );
}
}
/* Giver back. */
UnlockHAL( pContext->pShared, TRUE );
}
/*===========================================================================*/
/* This proc (as all others) has been written for the general case. I use */
/* the PIXELINFO structure to pack the pixel from RGB24 to whatever the Off- */
/* Screen render surface uses. The alpha is ignored as Mesa does it in SW. */
/*===========================================================================*/
/* RETURN: */
/*===========================================================================*/
void WSpanRGBA( const GLcontext* ctx, GLuint n, GLint x, GLint y, const GLubyte rgba[][4], const GLubyte mask[] )
{
D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx;
DDSURFACEDESC2 *pddsd2;
UCHAR *pBuffer;
int index;
DWORD dwColor;
/* Get the surface pointer and the pitch. */
pddsd2 = LockHAL( pContext->pShared, TRUE );
/* Find the start of the span. Invert y for Windows. */
pBuffer = (UCHAR *)pddsd2->lpSurface + (FLIP(pContext->pShared->dwHeight,y) * pddsd2->lPitch) + (x*pContext->pShared->pixel.cb);
if ( mask )
{
for( index = 0; index < n; index++, pBuffer += pContext->pShared->pixel.cb )
{
if ( mask[index] )
{
/* Pack the color components. */
dwColor = ( ((DWORD)((float)rgba[index][RCOMP] * pContext->pShared->pixel.rScale)) << pContext->pShared->pixel.rShift );
dwColor |= ( ((DWORD)((float)rgba[index][GCOMP] * pContext->pShared->pixel.gScale)) << pContext->pShared->pixel.gShift );
dwColor |= ( ((DWORD)((float)rgba[index][BCOMP] * pContext->pShared->pixel.bScale)) << pContext->pShared->pixel.bShift );
memcpy( pBuffer, &dwColor, pContext->pShared->pixel.cb );
}
}
}
else
{
for( index = 0; index < n; index++, pBuffer += pContext->pShared->pixel.cb )
{
/* Pack the color components. */
dwColor = ( ((DWORD)((float)rgba[index][RCOMP] * pContext->pShared->pixel.rScale)) << pContext->pShared->pixel.rShift );
dwColor |= ( ((DWORD)((float)rgba[index][GCOMP] * pContext->pShared->pixel.gScale)) << pContext->pShared->pixel.gShift );
dwColor |= ( ((DWORD)((float)rgba[index][BCOMP] * pContext->pShared->pixel.bScale)) << pContext->pShared->pixel.bShift );
memcpy( pBuffer, &dwColor, pContext->pShared->pixel.cb );
}
}
/* Giver back. */
UnlockHAL( pContext->pShared, TRUE );
}
/*===========================================================================*/
/* This proc (as all others) has been written for the general case. I use */
/* the PIXELINFO structure to pack the pixel from RGB24 to whatever the Off- */
/* Screen render surface uses. The color is solved once from the current */
/* color components. The alpha is ignored as Mesa is doing it in SW. */
/*===========================================================================*/
/* RETURN: */
/*===========================================================================*/
void WSpanRGBAMono( const GLcontext* ctx, GLuint n, GLint x, GLint y, const GLubyte mask[] )
{
D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx;
DDSURFACEDESC2 *pddsd2;
UCHAR *pBuffer;
int index;
DWORD dwColor;
/* Lock the surface to get the surface pointer and the pitch. */
pddsd2 = LockHAL( pContext->pShared, TRUE );
/* Solve the color once only. (no alpha) */
dwColor = ( ((DWORD)((float)pContext->rCurrent * pContext->pShared->pixel.rScale)) << pContext->pShared->pixel.rShift );
dwColor |= ( ((DWORD)((float)pContext->gCurrent * pContext->pShared->pixel.gScale)) << pContext->pShared->pixel.gShift );
dwColor |= ( ((DWORD)((float)pContext->bCurrent * pContext->pShared->pixel.bScale)) << pContext->pShared->pixel.bShift );
/* Find the start of the span. Invert y for Windows. */
pBuffer = (UCHAR *)pddsd2->lpSurface + (FLIP(pContext->pShared->dwHeight,y) * pddsd2->lPitch) + (x*pContext->pShared->pixel.cb);
if ( mask )
{
for( index = 0; index < n; index++, pBuffer += pContext->pShared->pixel.cb )
if ( mask[index] )
memcpy( pBuffer, &dwColor, pContext->pShared->pixel.cb );
}
else
{
for( index = 0; index < n; index++, pBuffer += pContext->pShared->pixel.cb )
memcpy( pBuffer, &dwColor, pContext->pShared->pixel.cb );
}
/* Giver back. */
UnlockHAL( pContext->pShared, TRUE );
}
/*===========================================================================*/
/* This proc (as all others) has been written for the general case. I use */
/* the PIXELINFO structure to pack the pixel from RGB24 to whatever the Off- */
/* Screen render surface uses. The alpha is ignored as Mesa does it in SW. */
/*===========================================================================*/
/* RETURN: */
/*===========================================================================*/
void WPixelsRGBA( const GLcontext* ctx, GLuint n, const GLint x[], const GLint y[], const GLubyte rgba[][4], const GLubyte mask[] )
{
D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx;
DDSURFACEDESC2 *pddsd2;
UCHAR *pBuffer;
int index;
DWORD dwColor;
/* Get the surface pointer and the pitch. */
pddsd2 = LockHAL( pContext->pShared, TRUE );
if ( mask )
{
for( index = 0; index < n; index++ )
{
if ( mask[index] )
{
/* Pack the color components. */
dwColor = ( ((DWORD)((float)rgba[index][RCOMP] * pContext->pShared->pixel.rScale)) << pContext->pShared->pixel.rShift );
dwColor |= ( ((DWORD)((float)rgba[index][GCOMP] * pContext->pShared->pixel.gScale)) << pContext->pShared->pixel.gShift );
dwColor |= ( ((DWORD)((float)rgba[index][BCOMP] * pContext->pShared->pixel.bScale)) << pContext->pShared->pixel.bShift );
/* Find the pixel. Invert y for Windows. */
pBuffer = (UCHAR *)pddsd2->lpSurface + (FLIP(pContext->pShared->dwHeight,y[index]) * pddsd2->lPitch) + (x[index]*pContext->pShared->pixel.cb);
memcpy( pBuffer, &dwColor, pContext->pShared->pixel.cb );
}
}
}
else
{
for( index = 0; index < n; index++ )
{
/* Pack the color components. */
dwColor = ( ((DWORD)((float)rgba[index][RCOMP] * pContext->pShared->pixel.rScale)) << pContext->pShared->pixel.rShift );
dwColor |= ( ((DWORD)((float)rgba[index][GCOMP] * pContext->pShared->pixel.gScale)) << pContext->pShared->pixel.gShift );
dwColor |= ( ((DWORD)((float)rgba[index][BCOMP] * pContext->pShared->pixel.bScale)) << pContext->pShared->pixel.bShift );
/* Find the pixel. Invert y for Windows. */
pBuffer = (UCHAR *)pddsd2->lpSurface + (FLIP(pContext->pShared->dwHeight,y[index]) * pddsd2->lPitch) + (x[index]*pContext->pShared->pixel.cb);
memcpy( pBuffer, &dwColor, pContext->pShared->pixel.cb );
}
}
/* Giver back. */
UnlockHAL( pContext->pShared, TRUE );
}
/*===========================================================================*/
/* This proc (as all others) has been written for the general case. I use */
/* the PIXELINFO structure to pack the pixel from RGB24 to whatever the Off- */
/* Screen render surface uses. The color is solved once from the current */
/* color components. The alpha is ignored as Mesa is doing it in SW. */
/*===========================================================================*/
/* RETURN: */
/*===========================================================================*/
void WPixelsRGBAMono( const GLcontext* ctx, GLuint n, const GLint x[], const GLint y[], const GLubyte mask[] )
{
D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx;
DDSURFACEDESC2 *pddsd2;
UCHAR *pBuffer;
int index;
DWORD dwColor;
/* Get the surface pointer and the pitch. */
pddsd2 = LockHAL( pContext->pShared, TRUE );
/* Solve the color once only. I don't uses the alpha. */
dwColor = ( ((DWORD)((float)pContext->rCurrent * pContext->pShared->pixel.rScale)) << pContext->pShared->pixel.rShift );
dwColor |= ( ((DWORD)((float)pContext->gCurrent * pContext->pShared->pixel.gScale)) << pContext->pShared->pixel.gShift );
dwColor |= ( ((DWORD)((float)pContext->bCurrent * pContext->pShared->pixel.bScale)) << pContext->pShared->pixel.bShift );
if ( mask )
{
/* We store the surface pointer as a UCHAR so that pixel.cb (count in btyles) will work for all. */
for( index = 0; index < n; index++ )
{
if ( mask[index] )
{
/* Find the pixel. Invert y for Windows. */
pBuffer = (UCHAR *)pddsd2->lpSurface + (FLIP(pContext->pShared->dwHeight,y[index]) * pddsd2->lPitch) + (x[index]*pContext->pShared->pixel.cb);
memcpy( pBuffer, &dwColor, pContext->pShared->pixel.cb );
}
}
}
else
{
/* We store the surface pointer as a UCHAR so that pixel.cb (count in btyles) will work for all. */
for( index = 0; index < n; index++ )
{
/* Find the pixel. Invert y for Windows. */
pBuffer = (UCHAR *)pddsd2->lpSurface + (FLIP(pContext->pShared->dwHeight,y[index]) * pddsd2->lPitch) + (x[index]*pContext->pShared->pixel.cb);
memcpy( pBuffer, &dwColor, pContext->pShared->pixel.cb );
}
}
/* Giver back. */
UnlockHAL( pContext->pShared, TRUE );
}
/*===========================================================================*/
/* This proc isn't written for speed rather its to handle the general case. */
/* I grab each pixel from the surface and unpack the info using the PIXELINFO*/
/* structure that was generated from the OffScreen surface pixelformat. The */
/* function will not fill in the alpha value as Mesa I have Mesa allocate its*/
/* own alpha channel when the context was created. I did this as I didn't */
/* feel that it was worth the effort to try and get HW to work (bus bound). */
/*===========================================================================*/
/* RETURN: */
/*===========================================================================*/
void RSpanRGBA( const GLcontext* ctx, GLuint n, GLint x, GLint y, GLubyte rgba[][4] )
{
D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx;
DDSURFACEDESC2 *pddsd2;
UCHAR *pBuffer;
int index;
DWORD *pdwColor;
/* Get the surface pointer and the pitch. */
pddsd2 = LockHAL( pContext->pShared, TRUE );
/* Find the start of the span. Invert y for Windows. */
pBuffer = (UCHAR *)pddsd2->lpSurface +
(FLIP(pContext->pShared->dwHeight,y) * pddsd2->lPitch) +
(x*pContext->pShared->pixel.cb);
/* We store the surface pointer as a UCHAR so that pixel.cb (count in btyles) will work for all. */
for( index = 0; index < n; index++, pBuffer += pContext->pShared->pixel.cb )
{
pdwColor = (DWORD *)pBuffer;
rgba[index][RCOMP] = (GLubyte)((float)((*pdwColor & pContext->pShared->pixel.dwRMask) >> pContext->pShared->pixel.rShift) / pContext->pShared->pixel.rScale);
rgba[index][GCOMP] = (GLubyte)((float)((*pdwColor & pContext->pShared->pixel.dwGMask) >> pContext->pShared->pixel.gShift) / pContext->pShared->pixel.gScale);
rgba[index][BCOMP] = (GLubyte)((float)((*pdwColor & pContext->pShared->pixel.dwBMask) >> pContext->pShared->pixel.bShift) / pContext->pShared->pixel.bScale);
}
/* Giver back. */
UnlockHAL( pContext->pShared, TRUE );
}
/*===========================================================================*/
/* This proc isn't written for speed rather its to handle the general case. */
/* I grab each pixel from the surface and unpack the info using the PIXELINFO*/
/* structure that was generated from the OffScreen surface pixelformat. The */
/* function will not fill in the alpha value as Mesa I have Mesa allocate its*/
/* own alpha channel when the context was created. I did this as I didn't */
/* feel that it was worth the effort to try and get HW to work (bus bound). */
/*===========================================================================*/
/* RETURN: */
/*===========================================================================*/
void RPixelsRGBA( const GLcontext* ctx, GLuint n, const GLint x[], const GLint y[], GLubyte rgba[][4], const GLubyte mask[] )
{
D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx;
DDSURFACEDESC2 *pddsd2;
int index;
DWORD *pdwColor;
/* Get the surface pointer and the pitch. */
pddsd2 = LockHAL( pContext->pShared, TRUE );
if ( mask )
{
/* We store the surface pointer as a UCHAR so that pixel.cb (count in btyles) will work for all. */
for( index = 0; index < n; index++ )
{
if ( mask[index] )
{
/* Find the start of the pixel. Invert y for Windows. */
pdwColor = (DWORD *)((UCHAR *)pddsd2->lpSurface + (FLIP(pContext->pShared->dwHeight,y[index]) * pddsd2->lPitch) + (x[index]*pContext->pShared->pixel.cb));
rgba[index][RCOMP] = (GLubyte)((float)((*pdwColor & pContext->pShared->pixel.dwRMask) >> pContext->pShared->pixel.rShift) / pContext->pShared->pixel.rScale);
rgba[index][GCOMP] = (GLubyte)((float)((*pdwColor & pContext->pShared->pixel.dwGMask) >> pContext->pShared->pixel.gShift) / pContext->pShared->pixel.gScale);
rgba[index][BCOMP] = (GLubyte)((float)((*pdwColor & pContext->pShared->pixel.dwBMask) >> pContext->pShared->pixel.bShift) / pContext->pShared->pixel.bScale);
}
}
}
else
{
/* We store the surface pointer as a UCHAR so that pixel.cb (count in btyles) will work for all. */
for( index = 0; index < n; index++ )
{
/* Find the start of the pixel. Invert y for Windows. */
pdwColor = (DWORD *)((UCHAR *)pddsd2->lpSurface + (FLIP(pContext->pShared->dwHeight,y[index]) * pddsd2->lPitch) + (x[index]*pContext->pShared->pixel.cb));
rgba[index][RCOMP] = (GLubyte)((float)((*pdwColor & pContext->pShared->pixel.dwRMask) >> pContext->pShared->pixel.rShift) / pContext->pShared->pixel.rScale);
rgba[index][GCOMP] = (GLubyte)((float)((*pdwColor & pContext->pShared->pixel.dwGMask) >> pContext->pShared->pixel.gShift) / pContext->pShared->pixel.gScale);
rgba[index][BCOMP] = (GLubyte)((float)((*pdwColor & pContext->pShared->pixel.dwBMask) >> pContext->pShared->pixel.bShift) / pContext->pShared->pixel.bScale);
}
}
/* Giver back. */
UnlockHAL( pContext->pShared, TRUE );
}
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