From afb833d4e89c312460a4ab9ed6a7a8ca4ebbfe1c Mon Sep 17 00:00:00 2001 From: jtg Date: Thu, 19 Aug 1999 00:55:39 +0000 Subject: Initial revision --- src/mesa/drivers/svga/svgamesa.c | 540 +++++++++++++++++++++++++++++++++++++++ 1 file changed, 540 insertions(+) create mode 100644 src/mesa/drivers/svga/svgamesa.c (limited to 'src/mesa/drivers/svga/svgamesa.c') diff --git a/src/mesa/drivers/svga/svgamesa.c b/src/mesa/drivers/svga/svgamesa.c new file mode 100644 index 0000000000..4c4d9f793e --- /dev/null +++ b/src/mesa/drivers/svga/svgamesa.c @@ -0,0 +1,540 @@ +/* $Id: svgamesa.c,v 1.1 1999/08/19 00:55:42 jtg Exp $ */ + +/* + * Mesa 3-D graphics library + * Version: 3.0 + * Copyright (C) 1995-1998 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. + */ + + + +/* + * Linux SVGA/Mesa interface. + * + * This interface is not finished! Still have to implement pixel + * reading functions and double buffering. Then, look into accelerated + * line and polygon rendering. And, clean up a bunch of other stuff. + * Any volunteers? + */ + +#ifdef HAVE_CONFIG_H +#include "conf.h" +#endif + +#ifdef SVGA + + +#ifdef PC_HEADER +#include "all.h" +#else +#include +#include +#include +#include "GL/svgamesa.h" +#include "context.h" +#include "matrix.h" +#include "types.h" +#endif + + +struct svgamesa_context { + GLcontext *gl_ctx; /* the core Mesa context */ + GLvisual *gl_vis; /* describes the color buffer */ + GLframebuffer *gl_buffer; /* the ancillary buffers */ + GLuint index; /* current color index */ + GLint red, green, blue; /* current rgb color */ + GLint width, height; /* size of color buffer */ + GLint depth; /* bits per pixel (8,16,24 or 32) */ +}; + + +static SVGAMesaContext SVGAMesa = NULL; /* the current context */ + + + +/* + * Convert Mesa window Y coordinate to VGA screen Y coordinate: + */ +#define FLIP(Y) (SVGAMesa->height-(Y)-1) + + + +/**********************************************************************/ +/***** Miscellaneous functions *****/ +/**********************************************************************/ + + +static void get_buffer_size( GLcontext *ctx, GLuint *width, GLuint *height ) +{ + *width = SVGAMesa->width = vga_getxdim(); + *height = SVGAMesa->height = vga_getydim(); +} + + +/* Set current color index */ +static void set_index( GLcontext *ctx, GLuint index ) +{ + SVGAMesa->index = index; + vga_setcolor( index ); +} + + +/* Set current drawing color */ +static void set_color( GLcontext *ctx, + GLubyte red, GLubyte green, + GLubyte blue, GLubyte alpha ) +{ + SVGAMesa->red = red; + SVGAMesa->green = green; + SVGAMesa->blue = blue; + vga_setrgbcolor( red, green, blue ); +} + + +static void clear_index( GLcontext *ctx, GLuint index ) +{ + /* TODO: Implements glClearIndex() */ +} + + +static void clear_color( GLcontext *ctx, + GLubyte red, GLubyte green, + GLubyte blue, GLubyte alpha ) +{ + /* TODO: Implements glClearColor() */ +} + + +static GLbitfield clear( GLcontext *ctx, GLbitfield mask, GLboolean all, + GLint x, GLint y, GLint width, GLint height ) +{ + if (mask & GL_COLOR_BUFFER_BIT) { + vga_clear(); + } + return mask & (~GL_COLOR_BUFFER_BIT); +} + + +static GLboolean set_buffer( GLcontext *ctx, GLenum buffer ) +{ + /* TODO: implement double buffering and use this function to select */ + /* between front and back buffers. */ + if (buffer == GL_FRONT_LEFT) + return GL_TRUE; + else if (buffer == GL_BACK_LEFT) + return GL_TRUE; + else + return GL_FALSE; +} + + + + +/**********************************************************************/ +/***** Write spans of pixels *****/ +/**********************************************************************/ + + +static void write_ci32_span( const GLcontext *ctx, GLuint n, GLint x, GLint y, + const GLuint index[], const GLubyte mask[] ) +{ + int i; + y = FLIP(y); + for (i=0;iindex ); + for (i=0;ired, SVGAMesa->green, SVGAMesa->blue ); + for (i=0; iindex ); + for (i=0; ired, SVGAMesa->green, SVGAMesa->blue ); + for (i=0; iDriver.UpdateState = svgamesa_update_state; + + ctx->Driver.ClearIndex = clear_index; + ctx->Driver.ClearColor = clear_color; + ctx->Driver.Clear = clear; + + ctx->Driver.Index = set_index; + ctx->Driver.Color = set_color; + + ctx->Driver.SetBuffer = set_buffer; + ctx->Driver.GetBufferSize = get_buffer_size; + + ctx->Driver.PointsFunc = NULL; + ctx->Driver.LineFunc = NULL; + ctx->Driver.TriangleFunc = NULL; + + /* Pixel/span writing functions: */ + /* TODO: use different funcs for 8, 16, 32-bit depths */ + ctx->Driver.WriteRGBASpan = write_rgba_span; + ctx->Driver.WriteMonoRGBASpan = write_mono_rgba_span; + ctx->Driver.WriteRGBAPixels = write_rgba_pixels; + ctx->Driver.WriteMonoRGBAPixels = write_mono_rgba_pixels; + ctx->Driver.WriteCI32Span = write_ci32_span; + ctx->Driver.WriteCI8Span = write_ci8_span; + ctx->Driver.WriteMonoCISpan = write_mono_ci_span; + ctx->Driver.WriteCI32Pixels = write_ci32_pixels; + ctx->Driver.WriteMonoCIPixels = write_mono_ci_pixels; + + /* Pixel/span reading functions: */ + /* TODO: use different funcs for 8, 16, 32-bit depths */ + ctx->Driver.ReadCI32Span = read_ci32_span; + ctx->Driver.ReadRGBASpan = read_rgba_span; + ctx->Driver.ReadCI32Pixels = read_ci32_pixels; + ctx->Driver.ReadRGBAPixels = read_rgba_pixels; +} + + + +/* + * Create a new VGA/Mesa context and return a handle to it. + */ +SVGAMesaContext SVGAMesaCreateContext( GLboolean doubleBuffer ) +{ + SVGAMesaContext ctx; + GLboolean rgb_flag; + GLfloat redscale, greenscale, bluescale, alphascale; + GLboolean alpha_flag = GL_FALSE; + int colors; + GLint index_bits; + GLint redbits, greenbits, bluebits, alphabits; + + /* determine if we're in RGB or color index mode */ + colors = vga_getcolors(); + if (colors==32768) { + rgb_flag = GL_TRUE; + redscale = greenscale = bluescale = alphascale = 255.0; + redbits = greenbits = bluebits = 8; + alphabits = 0; + index_bits = 0; + } + else if (colors==256) { + rgb_flag = GL_FALSE; + redscale = greenscale = bluescale = alphascale = 0.0; + redbits = greenbits = bluebits = alphabits = 0; + index_bits = 8; + } + else { + printf(">16 bit color not implemented yet!\n"); + return NULL; + } + + ctx = (SVGAMesaContext) calloc( 1, sizeof(struct svgamesa_context) ); + if (!ctx) { + return NULL; + } + + ctx->gl_vis = gl_create_visual( rgb_flag, + alpha_flag, + doubleBuffer, + GL_FALSE, /* stereo */ + 16, /* depth_size */ + 8, /* stencil_size */ + 16, /* accum_size */ + index_bits, + redbits, greenbits, + bluebits, alphabits ); + + ctx->gl_ctx = gl_create_context( ctx->gl_vis, + NULL, /* share list context */ + (void *) ctx, GL_TRUE ); + + ctx->gl_buffer = gl_create_framebuffer( ctx->gl_vis ); + + ctx->index = 1; + ctx->red = ctx->green = ctx->blue = 255; + + ctx->width = ctx->height = 0; /* temporary until first "make-current" */ + + return ctx; +} + + + + +/* + * Destroy the given VGA/Mesa context. + */ +void SVGAMesaDestroyContext( SVGAMesaContext ctx ) +{ + if (ctx) { + gl_destroy_visual( ctx->gl_vis ); + gl_destroy_context( ctx->gl_ctx ); + gl_destroy_framebuffer( ctx->gl_buffer ); + free( ctx ); + if (ctx==SVGAMesa) { + SVGAMesa = NULL; + } + } +} + + + +/* + * Make the specified VGA/Mesa context the current one. + */ +void SVGAMesaMakeCurrent( SVGAMesaContext ctx ) +{ + SVGAMesa = ctx; + svgamesa_update_state( ctx->gl_ctx ); + gl_make_current( ctx->gl_ctx, ctx->gl_buffer ); + + if (ctx->width==0 || ctx->height==0) { + /* setup initial viewport */ + ctx->width = vga_getxdim(); + ctx->height = vga_getydim(); + gl_Viewport( ctx->gl_ctx, 0, 0, ctx->width, ctx->height ); + } +} + + + +/* + * Return a handle to the current VGA/Mesa context. + */ +SVGAMesaContext SVGAMesaGetCurrentContext( void ) +{ + return SVGAMesa; +} + + +/* + * Swap front/back buffers for current context if double buffered. + */ +void SVGAMesaSwapBuffers( void ) +{ + FLUSH_VB( SVGAMesa->gl_ctx, "swap buffers" ); + if (SVGAMesa->gl_vis->DBflag) { + vga_flip(); + } +} + + +#else + +/* + * Need this to provide at least one external definition when SVGA is + * not defined on the compiler command line. + */ + +int gl_svga_dummy_function(void) +{ + return 0; +} + +#endif /*SVGA*/ + -- cgit v1.2.3