diff options
author | José Fonseca <jrfonseca@tungstengraphics.com> | 2008-02-28 15:53:13 +0900 |
---|---|---|
committer | José Fonseca <jrfonseca@tungstengraphics.com> | 2008-02-28 15:53:13 +0900 |
commit | 2573f0e5d6f37f1a663bd472055babc97cfb3959 (patch) | |
tree | 30ca592eddf385cce61e43b88bd609797ba0bdc0 /src/mesa/drivers/d3d/DDrawPROCS.c | |
parent | 2d8d472426eb487314ae608509989141933d6192 (diff) |
Convert crlf->lf line endings.
Windows/DOS users should enable core.autocrlf from now on.
Diffstat (limited to 'src/mesa/drivers/d3d/DDrawPROCS.c')
-rw-r--r-- | src/mesa/drivers/d3d/DDrawPROCS.c | 798 |
1 files changed, 399 insertions, 399 deletions
diff --git a/src/mesa/drivers/d3d/DDrawPROCS.c b/src/mesa/drivers/d3d/DDrawPROCS.c index a02a89debb..10dcfdbabb 100644 --- a/src/mesa/drivers/d3d/DDrawPROCS.c +++ b/src/mesa/drivers/d3d/DDrawPROCS.c @@ -1,399 +1,399 @@ -/*===========================================================================*/
-/* */
-/* 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 );
-}
+/*===========================================================================*/ +/* */ +/* 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 ); +} |