aboutsummaryrefslogtreecommitdiffstats
path: root/src/mesa/swrast/s_buffers.c
blob: 26b4f902e140123c3c84f0261ca5347014cc4292 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
/*
 * Mesa 3-D graphics library
 * Version:  6.1
 *
 * Copyright (C) 1999-2004  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 "s_accum.h"
#include "s_alphabuf.h"
#include "s_auxbuffer.h"
#include "s_context.h"
#include "s_depth.h"
#include "s_masking.h"
#include "s_stencil.h"


/**
 * Clear the color buffer when glColorMask or glIndexMask is in effect.
 * We'll have specified which color buffer to clear by previously
 * calling Driver.SetBuffer().
 */
static void
clear_color_buffer_with_masking( GLcontext *ctx )
{
   SWcontext *swrast = SWRAST_CONTEXT(ctx);
   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;

   if (ctx->Visual.rgbMode) {
      /* RGBA mode */
      GLchan clearColor[4];
      GLint i;
      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, width, x, y + i, rgba );
         (*swrast->Driver.WriteRGBASpan)( ctx, width, x, y + i,
                                          (CONST GLchan (*)[4]) rgba, NULL );
      }
   }
   else {
      /* Color index mode */
      GLuint span[MAX_WIDTH];
      GLubyte mask[MAX_WIDTH];
      GLint i, j;
      MEMSET( mask, 1, width );
      for (i=0;i<height;i++) {
         for (j=0;j<width;j++) {
            span[j] = ctx->Color.ClearIndex;
         }
         _swrast_mask_index_array( ctx, width, x, y + i, span );
         (*swrast->Driver.WriteCI32Span)( ctx, width, x, y + i, span, mask );
      }
   }
}


/**
 * Clear a color buffer without index/channel masking.
 * We'll have specified which color buffer to clear by previously
 * calling Driver.SetBuffer().
 */
static void
clear_color_buffer(GLcontext *ctx)
{
   SWcontext *swrast = SWRAST_CONTEXT(ctx);
   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;

   if (ctx->Visual.rgbMode) {
      /* RGBA mode */
      GLchan clearColor[4];
      GLint i;

      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]);

      ASSERT(*((GLuint *) &ctx->Color.ColorMask) == 0xffffffff);
      ASSERT(swrast->Driver.WriteRGBASpan);

      for (i = 0; i < height; i++) {
         (*swrast->Driver.WriteMonoRGBASpan)( ctx, width, x, y + i,
                                              clearColor, NULL );
      }
   }
   else {
      /* Color index mode */
      GLint i;
      ASSERT((ctx->Color.IndexMask & ((1 << ctx->Visual.indexBits) - 1))
             == (GLuint) ((1 << ctx->Visual.indexBits) - 1));
      ASSERT(swrast->Driver.WriteMonoCISpan);
      for (i = 0; i < height; i++) {
         (*swrast->Driver.WriteMonoCISpan)( ctx, width, x, y + i,
                                            ctx->Color.ClearIndex, 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);
   const GLuint colorMask = *((GLuint *) &ctx->Color.ColorMask);
   GLuint bufferBit;

   /* loop over four possible dest color buffers */
   for (bufferBit = 1; bufferBit <= DD_AUX3_BIT; bufferBit <<= 1) {
      if (bufferBit & ctx->Color._DrawDestMask) {
         (*swrast->Driver.SetBuffer)(ctx, ctx->DrawBuffer, bufferBit);

         if (colorMask != 0xffffffff) {
            clear_color_buffer_with_masking(ctx);
         }
         else {
            clear_color_buffer(ctx);
         }
      }
   }

   /* 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
   {
      const GLbitfield legalBits =
         DD_FRONT_LEFT_BIT |
	 DD_FRONT_RIGHT_BIT |
	 DD_BACK_LEFT_BIT |
	 DD_BACK_RIGHT_BIT |
	 DD_DEPTH_BIT |
	 DD_STENCIL_BIT |
	 DD_ACCUM_BIT |
         DD_AUX0_BIT |
         DD_AUX1_BIT |
         DD_AUX2_BIT |
         DD_AUX3_BIT;
      assert((mask & (~legalBits)) == 0);
   }
#endif

   RENDER_START(swrast,ctx);

   /* do software clearing here */
   if (mask) {
      if (mask & ctx->Color._DrawDestMask) {
         clear_color_buffers(ctx);
         /* clear software-based alpha buffer(s) */
         if (ctx->DrawBuffer->UseSoftwareAlphaBuffers
             && ctx->Color.ColorMask[ACOMP]) {
            _swrast_clear_alpha_buffers( ctx );
         }
      }
      if (mask & DD_DEPTH_BIT) {
         _swrast_clear_depth_buffer(ctx);
      }
      if (mask & DD_ACCUM_BIT) {
         _swrast_clear_accum_buffer(ctx);
      }
      if (mask & DD_STENCIL_BIT) {
         _swrast_clear_stencil_buffer(ctx);
      }
   }

   RENDER_FINISH(swrast,ctx);
}


/**
 * Typically called via ctx->Driver.ResizeBuffers().
 * Reallocate all software-based depth/stencil/accum/etc buffers
 * to match current window dimensions.
 */
void
_swrast_alloc_buffers( GLframebuffer *buffer )
{
   /* Reallocate other buffers if needed. */
   if (buffer->UseSoftwareDepthBuffer) {
      _swrast_alloc_depth_buffer( buffer );
   }
   if (buffer->UseSoftwareStencilBuffer) {
      _swrast_alloc_stencil_buffer( buffer );
   }
   if (buffer->UseSoftwareAccumBuffer) {
      _swrast_alloc_accum_buffer( buffer );
   }
   if (buffer->UseSoftwareAlphaBuffers) {
      _swrast_alloc_alpha_buffers( buffer );
   }
   if (buffer->UseSoftwareAuxBuffers) {
      _swrast_alloc_aux_buffers( buffer );
   }
}


/*
 * Fallback for ctx->Driver.DrawBuffer()
 */
void
_swrast_DrawBuffer( GLcontext *ctx, GLenum mode )
{
   (void) 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! */
   swrast->CurrentBufferBit = ctx->Pixel._ReadSrcMask;
   /* Tell the device driver where to read/write spans */
   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.
 */
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 & DD_FRONT_LEFT_BIT)
      swrast->CurrentBufferBit = DD_FRONT_LEFT_BIT;
   else if (ctx->Color._DrawDestMask & DD_BACK_LEFT_BIT)
      swrast->CurrentBufferBit = DD_BACK_LEFT_BIT;
   else if (ctx->Color._DrawDestMask & DD_FRONT_RIGHT_BIT)
      swrast->CurrentBufferBit = DD_FRONT_RIGHT_BIT;
   else if (ctx->Color._DrawDestMask & DD_BACK_RIGHT_BIT)
      swrast->CurrentBufferBit = DD_BACK_RIGHT_BIT;
   else if (ctx->Color._DrawDestMask & DD_AUX0_BIT)
      swrast->CurrentBufferBit = DD_AUX0_BIT;
   else if (ctx->Color._DrawDestMask & DD_AUX1_BIT)
      swrast->CurrentBufferBit = DD_AUX1_BIT;
   else if (ctx->Color._DrawDestMask & DD_AUX2_BIT)
      swrast->CurrentBufferBit = DD_AUX2_BIT;
   else if (ctx->Color._DrawDestMask & DD_AUX3_BIT)
      swrast->CurrentBufferBit = DD_AUX3_BIT;
   else
      /* glDrawBuffer(GL_NONE) */
      swrast->CurrentBufferBit = DD_FRONT_LEFT_BIT; /* we always have this buffer */

   swrast->Driver.SetBuffer(ctx, ctx->DrawBuffer, swrast->CurrentBufferBit);
}