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/*
* Mesa 3-D graphics library
* Version: 6.5
*
* 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.
*/
#include "glheader.h"
#include "colormac.h"
#include "macros.h"
#include "imports.h"
#include "mtypes.h"
#include "fbobject.h"
#include "s_accum.h"
#include "s_context.h"
#include "s_depth.h"
#include "s_masking.h"
#include "s_stencil.h"
/**
* Clear the color buffer when glColorMask is in effect.
*/
static void
clear_rgba_buffer_with_masking(GLcontext *ctx, struct gl_renderbuffer *rb)
{
const GLint x = ctx->DrawBuffer->_Xmin;
const GLint y = ctx->DrawBuffer->_Ymin;
const GLint height = ctx->DrawBuffer->_Ymax - ctx->DrawBuffer->_Ymin;
const GLint width = ctx->DrawBuffer->_Xmax - ctx->DrawBuffer->_Xmin;
GLchan clearColor[4];
GLint i;
ASSERT(ctx->Visual.rgbMode);
ASSERT(rb->PutRow);
CLAMPED_FLOAT_TO_CHAN(clearColor[RCOMP], ctx->Color.ClearColor[0]);
CLAMPED_FLOAT_TO_CHAN(clearColor[GCOMP], ctx->Color.ClearColor[1]);
CLAMPED_FLOAT_TO_CHAN(clearColor[BCOMP], ctx->Color.ClearColor[2]);
CLAMPED_FLOAT_TO_CHAN(clearColor[ACOMP], ctx->Color.ClearColor[3]);
for (i = 0; i < height; i++) {
GLchan rgba[MAX_WIDTH][4];
GLint j;
for (j = 0; j < width; j++) {
COPY_CHAN4(rgba[j], clearColor);
}
_swrast_mask_rgba_array( ctx, rb, width, x, y + i, rgba );
rb->PutRow(ctx, rb, width, x, y + i, rgba, NULL);
}
}
/**
* Clear color index buffer with masking.
*/
static void
clear_ci_buffer_with_masking(GLcontext *ctx, struct gl_renderbuffer *rb)
{
const GLint x = ctx->DrawBuffer->_Xmin;
const GLint y = ctx->DrawBuffer->_Ymin;
const GLint height = ctx->DrawBuffer->_Ymax - ctx->DrawBuffer->_Ymin;
const GLint width = ctx->DrawBuffer->_Xmax - ctx->DrawBuffer->_Xmin;
GLuint span[MAX_WIDTH];
GLubyte mask[MAX_WIDTH];
GLint i, j;
ASSERT(!ctx->Visual.rgbMode);
MEMSET( mask, 1, width );
for (i = 0; i < height;i++) {
for (j = 0; j < width;j++) {
span[j] = ctx->Color.ClearIndex;
}
_swrast_mask_ci_array(ctx, rb, width, x, y + i, span);
ASSERT(rb->PutRow);
ASSERT(rb->DataType == GL_UNSIGNED_INT);
rb->PutRow(ctx, rb, width, x, y + i, span, mask);
}
}
/**
* Clear an rgba color buffer without channel masking.
*/
static void
clear_rgba_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
{
const GLint x = ctx->DrawBuffer->_Xmin;
const GLint y = ctx->DrawBuffer->_Ymin;
const GLint height = ctx->DrawBuffer->_Ymax - ctx->DrawBuffer->_Ymin;
const GLint width = ctx->DrawBuffer->_Xmax - ctx->DrawBuffer->_Xmin;
GLubyte clear8[4];
GLushort clear16[4];
GLvoid *clearVal;
GLint i;
ASSERT(ctx->Visual.rgbMode);
ASSERT(ctx->Color.ColorMask[0] &&
ctx->Color.ColorMask[1] &&
ctx->Color.ColorMask[2] &&
ctx->Color.ColorMask[3]);
ASSERT(rb->PutMonoRow);
switch (rb->DataType) {
case GL_UNSIGNED_BYTE:
clear8[0] = FLOAT_TO_UBYTE(ctx->Color.ClearColor[0]);
clear8[1] = FLOAT_TO_UBYTE(ctx->Color.ClearColor[1]);
clear8[2] = FLOAT_TO_UBYTE(ctx->Color.ClearColor[2]);
clear8[3] = FLOAT_TO_UBYTE(ctx->Color.ClearColor[3]);
clearVal = clear8;
break;
case GL_UNSIGNED_SHORT:
clear16[0] = FLOAT_TO_USHORT(ctx->Color.ClearColor[0]);
clear16[1] = FLOAT_TO_USHORT(ctx->Color.ClearColor[1]);
clear16[2] = FLOAT_TO_USHORT(ctx->Color.ClearColor[2]);
clear16[3] = FLOAT_TO_USHORT(ctx->Color.ClearColor[3]);
clearVal = clear16;
break;
case GL_FLOAT:
clearVal = ctx->Color.ClearColor;
break;
default:
_mesa_problem(ctx, "Bad rb DataType in clear_color_buffer");
return;
}
for (i = 0; i < height; i++) {
rb->PutMonoRow(ctx, rb, width, x, y + i, clearVal, NULL);
}
}
/**
* Clear color index buffer without masking.
*/
static void
clear_ci_buffer(GLcontext *ctx, struct gl_renderbuffer *rb)
{
const GLint x = ctx->DrawBuffer->_Xmin;
const GLint y = ctx->DrawBuffer->_Ymin;
const GLint height = ctx->DrawBuffer->_Ymax - ctx->DrawBuffer->_Ymin;
const GLint width = ctx->DrawBuffer->_Xmax - ctx->DrawBuffer->_Xmin;
GLubyte clear8;
GLushort clear16;
GLuint clear32;
GLvoid *clearVal;
GLint i;
ASSERT(!ctx->Visual.rgbMode);
ASSERT((ctx->Color.IndexMask & ((1 << ctx->Visual.indexBits) - 1))
== (GLuint) ((1 << ctx->Visual.indexBits) - 1));
ASSERT(rb->PutMonoRow);
/* setup clear value */
switch (rb->DataType) {
case GL_UNSIGNED_BYTE:
clear8 = (GLubyte) ctx->Color.ClearIndex;
clearVal = &clear8;
break;
case GL_UNSIGNED_SHORT:
clear16 = (GLushort) ctx->Color.ClearIndex;
clearVal = &clear16;
break;
case GL_UNSIGNED_INT:
clear32 = ctx->Color.ClearIndex;
clearVal = &clear32;
break;
default:
_mesa_problem(ctx, "Bad rb DataType in clear_color_buffer");
return;
}
for (i = 0; i < height; i++)
rb->PutMonoRow(ctx, rb, width, x, y + i, clearVal, NULL);
}
/**
* Clear the front/back/left/right/aux color buffers.
* This function is usually only called if the device driver can't
* clear its own color buffers for some reason (such as with masking).
*/
static void
clear_color_buffers(GLcontext *ctx)
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
GLboolean masking;
GLuint i;
if (ctx->Visual.rgbMode) {
if (ctx->Color.ColorMask[0] &&
ctx->Color.ColorMask[1] &&
ctx->Color.ColorMask[2] &&
ctx->Color.ColorMask[3]) {
masking = GL_FALSE;
}
else {
masking = GL_TRUE;
}
}
else {
const GLuint indexBits = (1 << ctx->Visual.indexBits) - 1;
if ((ctx->Color.IndexMask & indexBits) == indexBits) {
masking = GL_FALSE;
}
else {
masking = GL_TRUE;
}
}
for (i = 0; i < ctx->DrawBuffer->_NumColorDrawBuffers[0]; i++) {
struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0][i];
#if OLD_RENDERBUFFER
/* SetBuffer will go away */
if (swrast->Driver.SetBuffer)
swrast->Driver.SetBuffer(ctx, ctx->DrawBuffer,
ctx->DrawBuffer->_ColorDrawBit[0][i]);
#endif
if (ctx->Visual.rgbMode) {
if (masking) {
clear_rgba_buffer_with_masking(ctx, rb);
}
else {
clear_rgba_buffer(ctx, rb);
}
}
else {
if (masking) {
clear_ci_buffer_with_masking(ctx, rb);
}
else {
clear_ci_buffer(ctx, rb);
}
}
}
/* restore default read/draw buffer */
_swrast_use_draw_buffer(ctx);
}
/**
* Called via the device driver's ctx->Driver.Clear() function if the
* device driver can't clear one or more of the buffers itself.
* \param mask bitwise-OR of DD_*_BIT flags.
* \param all if GL_TRUE, clear whole buffer, else clear specified region.
*/
void
_swrast_Clear(GLcontext *ctx, GLbitfield mask,
GLboolean all, GLint x, GLint y, GLint width, GLint height)
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
(void) all; (void) x; (void) y; (void) width; (void) height;
#ifdef DEBUG_FOO
{
const GLbitfield legalBits =
BUFFER_BIT_FRONT_LEFT |
BUFFER_BIT_FRONT_RIGHT |
BUFFER_BIT_BACK_LEFT |
BUFFER_BIT_BACK_RIGHT |
BUFFER_BIT_DEPTH |
BUFFER_BIT_STENCIL |
BUFFER_BIT_ACCUM |
BUFFER_BIT_AUX0 |
BUFFER_BIT_AUX1 |
BUFFER_BIT_AUX2 |
BUFFER_BIT_AUX3;
assert((mask & (~legalBits)) == 0);
}
#endif
RENDER_START(swrast,ctx);
/* do software clearing here */
if (mask) {
if (mask & ctx->DrawBuffer->_ColorDrawBufferMask[0]) {
clear_color_buffers(ctx);
}
if (mask & BUFFER_BIT_DEPTH) {
struct gl_renderbuffer *rb
= ctx->DrawBuffer->Attachment[BUFFER_DEPTH].Renderbuffer;
_swrast_clear_depth_buffer(ctx, rb);
}
if (mask & BUFFER_BIT_ACCUM) {
struct gl_renderbuffer *rb
= ctx->DrawBuffer->Attachment[BUFFER_ACCUM].Renderbuffer;
_swrast_clear_accum_buffer(ctx, rb);
}
if (mask & BUFFER_BIT_STENCIL) {
struct gl_renderbuffer *rb
= ctx->DrawBuffer->Attachment[BUFFER_STENCIL].Renderbuffer;
_swrast_clear_stencil_buffer(ctx, rb);
}
}
RENDER_FINISH(swrast,ctx);
}
/*
* Fallback for ctx->Driver.DrawBuffer()
*/
void
_swrast_DrawBuffer( GLcontext *ctx, GLenum mode )
{
(void) mode;
_swrast_use_draw_buffer(ctx);
}
/*
* Fallback for ctx->Driver.DrawBuffers()
*/
void
_swrast_DrawBuffers( GLcontext *ctx, GLsizei n, const GLenum *buffers )
{
_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.
*
* XXX this will go away when the last OLD_RENDERBUFFER code is removed.
* The swrast->CurrentBufferBit var can be totally removed then too.
*/
void
_swrast_use_read_buffer( GLcontext *ctx )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
/* Do this so the software-emulated alpha plane span functions work! */
swrast->CurrentBufferBit = ctx->ReadBuffer->_ColorReadBufferMask;
/* Tell the device driver where to read/write spans */
if (swrast->Driver.SetBuffer)
swrast->Driver.SetBuffer(ctx, ctx->ReadBuffer, swrast->CurrentBufferBit);
}
/*
* 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.
*
* XXX this will go away when the last OLD_RENDERBUFFER code is removed.
* The swrast->CurrentBufferBit var can be totally removed then too.
*/
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->DrawBuffer->_ColorDrawBufferMask[0] & BUFFER_BIT_FRONT_LEFT)
swrast->CurrentBufferBit = BUFFER_BIT_FRONT_LEFT;
else if (ctx->DrawBuffer->_ColorDrawBufferMask[0] & BUFFER_BIT_BACK_LEFT)
swrast->CurrentBufferBit = BUFFER_BIT_BACK_LEFT;
else if (ctx->DrawBuffer->_ColorDrawBufferMask[0] & BUFFER_BIT_FRONT_RIGHT)
swrast->CurrentBufferBit = BUFFER_BIT_FRONT_RIGHT;
else if (ctx->DrawBuffer->_ColorDrawBufferMask[0] & BUFFER_BIT_BACK_RIGHT)
swrast->CurrentBufferBit = BUFFER_BIT_BACK_RIGHT;
else if (ctx->DrawBuffer->_ColorDrawBufferMask[0] & BUFFER_BIT_AUX0)
swrast->CurrentBufferBit = BUFFER_BIT_AUX0;
else if (ctx->DrawBuffer->_ColorDrawBufferMask[0] & BUFFER_BIT_AUX1)
swrast->CurrentBufferBit = BUFFER_BIT_AUX1;
else if (ctx->DrawBuffer->_ColorDrawBufferMask[0] & BUFFER_BIT_AUX2)
swrast->CurrentBufferBit = BUFFER_BIT_AUX2;
else if (ctx->DrawBuffer->_ColorDrawBufferMask[0] & BUFFER_BIT_AUX3)
swrast->CurrentBufferBit = BUFFER_BIT_AUX3;
else
/* glDrawBuffer(GL_NONE) */
swrast->CurrentBufferBit = BUFFER_BIT_FRONT_LEFT; /* we always have this buffer */
if (swrast->Driver.SetBuffer)
swrast->Driver.SetBuffer(ctx, ctx->DrawBuffer, swrast->CurrentBufferBit);
}
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