/* * Author: Max Lingua */ #include "s3v_context.h" #include "s3v_lock.h" #include "swrast/swrast.h" #define _SPANLOCK 1 #define DBG 0 #define LOCAL_VARS \ s3vContextPtr vmesa = S3V_CONTEXT(ctx); \ __DRIscreenPrivate *sPriv = vmesa->driScreen; \ __DRIdrawablePrivate *dPriv = vmesa->driDrawable; \ driRenderbuffer *drb = (driRenderbuffer *) rb; \ GLuint cpp = drb->cpp; \ GLuint pitch = ( (drb->backBuffer) ? \ ((dPriv->w+31)&~31) * cpp \ : sPriv->fbWidth * cpp); \ GLuint height = dPriv->h; \ char *buf = (char *)(sPriv->pFB + drb->offset \ + (drb->backBuffer ? 0 : dPriv->x * cpp + dPriv->y * pitch));\ GLuint p; \ (void) p /* FIXME! Depth/Stencil read/writes don't work ! */ #define LOCAL_DEPTH_VARS \ __DRIdrawablePrivate *dPriv = vmesa->driDrawable; \ __DRIscreenPrivate *sPriv = vmesa->driScreen; \ driRenderbuffer *drb = (driRenderbuffer *) rb; \ GLuint pitch = drb->pitch; \ GLuint height = dPriv->h; \ char *buf = (char *)(sPriv->pFB + drb->offset); \ (void) pitch #define LOCAL_STENCIL_VARS LOCAL_DEPTH_VARS #define Y_FLIP( _y ) (height - _y - 1) #if _SPANLOCK /* OK, we lock */ #define HW_LOCK() \ s3vContextPtr vmesa = S3V_CONTEXT(ctx); \ (void) vmesa; \ DMAFLUSH(); \ S3V_SIMPLE_FLUSH_LOCK(vmesa); #define HW_UNLOCK() S3V_SIMPLE_UNLOCK(vmesa); #else /* plz, don't lock */ #define HW_LOCK() \ s3vContextPtr vmesa = S3V_CONTEXT(ctx); \ (void) vmesa; \ DMAFLUSH(); #define HW_UNLOCK() #endif /* ================================================================ * Color buffer */ /* 16 bit, RGB565 color spanline and pixel functions */ #define INIT_MONO_PIXEL(p, color) \ p = S3VIRGEPACKCOLOR555( color[0], color[1], color[2], color[3] ) #define WRITE_RGBA( _x, _y, r, g, b, a ) \ do { \ *(GLushort *)(buf + _x*2 + _y*pitch) = ((((int)r & 0xf8) << 7) | \ (((int)g & 0xf8) << 2) | \ (((int)b & 0xf8) >> 3)); \ DEBUG(("buf=0x%x drawOffset=0x%x dPriv->x=%i drb->cpp=%i dPriv->y=%i pitch=%i\n", \ sPriv->pFB, vmesa->drawOffset, dPriv->x, drb->cpp, dPriv->y, pitch)); \ DEBUG(("dPriv->w = %i\n", dPriv->w)); \ } while(0) #define WRITE_PIXEL( _x, _y, p ) \ *(GLushort *)(buf + _x*2 + _y*pitch) = p #define READ_RGBA( rgba, _x, _y ) \ do { \ GLushort p = *(GLushort *)(buf + _x*2 + _y*pitch); \ rgba[0] = (p >> 7) & 0xf8; \ rgba[1] = (p >> 2) & 0xf8; \ rgba[2] = (p << 3) & 0xf8; \ rgba[3] = 0xff; /* if ( rgba[0] & 0x08 ) rgba[0] |= 0x07; \ if ( rgba[1] & 0x04 ) rgba[1] |= 0x03; \ if ( rgba[2] & 0x08 ) rgba[2] |= 0x07; */ \ } while (0) #define TAG(x) s3v##x##_RGB555 #include "spantmp.h" /* 32 bit, ARGB8888 color spanline and pixel functions */ #undef INIT_MONO_PIXEL #define INIT_MONO_PIXEL(p, color) \ p = PACK_COLOR_8888( color[3], color[0], color[1], color[2] ) #define WRITE_RGBA( _x, _y, r, g, b, a ) \ *(GLuint *)(buf + _x*4 + _y*pitch) = ((b << 0) | \ (g << 8) | \ (r << 16) | \ (a << 24) ) #define WRITE_PIXEL( _x, _y, p ) \ *(GLuint *)(buf + _x*4 + _y*pitch) = p #define READ_RGBA( rgba, _x, _y ) \ do { \ GLuint p = *(GLuint *)(buf + _x*4 + _y*pitch); \ rgba[0] = (p >> 16) & 0xff; \ rgba[1] = (p >> 8) & 0xff; \ rgba[2] = (p >> 0) & 0xff; \ rgba[3] = (p >> 24) & 0xff; \ } while (0) #define TAG(x) s3v##x##_ARGB8888 #include "spantmp.h" /* 16 bit depthbuffer functions. */ #define WRITE_DEPTH( _x, _y, d ) \ *(GLushort *)(buf + _x*2 + _y*dPriv->w*2) = d #define READ_DEPTH( d, _x, _y ) \ d = *(GLushort *)(buf + _x*2 + _y*dPriv->w*2); #define TAG(x) s3v##x##_z16 #include "depthtmp.h" /* 32 bit depthbuffer functions. */ #if 0 #define WRITE_DEPTH( _x, _y, d ) \ *(GLuint *)(buf + _x*4 + _y*pitch) = d; #define READ_DEPTH( d, _x, _y ) \ d = *(GLuint *)(buf + _x*4 + _y*pitch); #define TAG(x) s3v##x##_32 #include "depthtmp.h" #endif /* 24/8 bit interleaved depth/stencil functions */ #if 0 #define WRITE_DEPTH( _x, _y, d ) { \ GLuint tmp = *(GLuint *)(buf + _x*4 + _y*pitch); \ tmp &= 0xff; \ tmp |= (d) & 0xffffff00; \ *(GLuint *)(buf + _x*4 + _y*pitch) = tmp; \ } #define READ_DEPTH( d, _x, _y ) \ d = *(GLuint *)(buf + _x*4 + _y*pitch) & ~0xff #define TAG(x) s3v##x##_24_8 #include "depthtmp.h" #define WRITE_STENCIL( _x, _y, d ) { \ GLuint tmp = *(GLuint *)(buf + _x*4 + _y*pitch); \ tmp &= 0xffffff00; \ tmp |= d & 0xff; \ *(GLuint *)(buf + _x*4 + _y*pitch) = tmp; \ } #define READ_STENCIL( d, _x, _y ) \ d = *(GLuint *)(buf + _x*4 + _y*pitch) & 0xff #define TAG(x) s3v##x##_24_8 #include "stenciltmp.h" #endif /** * Plug in the Get/Put routines for the given driRenderbuffer. */ void s3vSetSpanFunctions(driRenderbuffer *drb, const GLvisual *vis) { if (drb->Base.InternalFormat == GL_RGBA) { if (vis->redBits == 5 && vis->greenBits == 6 && vis->blueBits == 5) { s3vInitPointers_RGB555(&drb->Base); } else { s3vInitPointers_ARGB8888(&drb->Base); } } else if (drb->Base.InternalFormat == GL_DEPTH_COMPONENT16) { s3vInitDepthPointers_z16(&drb->Base); } else if (drb->Base.InternalFormat == GL_DEPTH_COMPONENT24) { /* not done yet */ } else if (drb->Base.InternalFormat == GL_STENCIL_INDEX8_EXT) { /* not done yet */ } }