/* $Id: svgamesa32.c,v 1.12.36.1 2006/11/02 12:02:17 alanh Exp $ */ /* * Mesa 3-D graphics library * Version: 5.0 * Copyright (C) 1995-2002 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. */ /* * SVGA driver for Mesa. * Original author: Brian Paul * Additional authors: Slawomir Szczyrba (Mesa 3.2) */ #ifdef HAVE_CONFIG_H #include "conf.h" #endif #ifdef SVGA #include "svgapix.h" #include "svgamesa32.h" #include "swrast/swrast.h" #if 0 /* this doesn't compile with GCC on RedHat 6.1 */ static inline int RGB2BGR32(int c) { asm("rorw $8, %0\n" "rorl $16, %0\n" "rorw $8, %0\n" "shrl $8, %0\n" : "=q"(c):"0"(c)); return c; } #else static unsigned long RGB2BGR32(unsigned long color) { return (color & 0xff00)|(color>>16)|((color & 0xff)<<16); } #endif static void __svga_drawpixel32(int x, int y, unsigned long c) { unsigned long offset; GLint *intBuffer=(void *)SVGABuffer.DrawBuffer; y = SVGAInfo->height-y-1; offset = y * SVGAInfo->width + x; intBuffer[offset]=c; } static unsigned long __svga_getpixel32(int x, int y) { unsigned long offset; const GLint *intBuffer=(void *)SVGABuffer.ReadBuffer; y = SVGAInfo->height-y-1; offset = y * SVGAInfo->width + x; return intBuffer[offset]; } void __clear_color32( GLcontext *ctx, const GLfloat color[4] ) { GLubyte col[3]; CLAMPED_FLOAT_TO_UBYTE(col[0], color[0]); CLAMPED_FLOAT_TO_UBYTE(col[1], color[1]); CLAMPED_FLOAT_TO_UBYTE(col[2], color[2]); SVGAMesa->clear_truecolor = (col[0] << 16) | (col[1] << 8) | col[2]; } void __clear32( GLcontext *ctx, GLbitfield mask ) { int i,j; int x = ctx->DrawBuffer->_Xmin; int y = ctx->DrawBuffer->_Ymin; int width = ctx->DrawBuffer->_Xmax - x; int height = ctx->DrawBuffer->_Ymax - y; GLboolean all = (width == ctx->DrawBuffer->Width && height == ctx->DrawBuffer->height) if (mask & DD_FRONT_LEFT_BIT) { if (all) { GLint *intBuffer=(void *)SVGABuffer.FrontBuffer; for (i=0;iclear_truecolor; } else { GLubyte *tmp = SVGABuffer.DrawBuffer; SVGABuffer.DrawBuffer = SVGABuffer.FrontBuffer; for (i=x;iclear_truecolor); SVGABuffer.DrawBuffer = tmp; } mask &= ~DD_FRONT_LEFT_BIT; } if (mask & DD_BACK_LEFT_BIT) { if (all) { GLint *intBuffer=(void *)SVGABuffer.BackBuffer; for (i=0;iclear_truecolor; } else { GLubyte *tmp = SVGABuffer.DrawBuffer; SVGABuffer.DrawBuffer = SVGABuffer.BackBuffer; for (i=x;iclear_truecolor); SVGABuffer.DrawBuffer = tmp; } mask &= ~DD_BACK_LEFT_BIT; } if (mask) _swrast_Clear( ctx, mask ); } void __write_rgba_span32( const GLcontext *ctx, GLuint n, GLint x, GLint y, const GLubyte rgba[][4], const GLubyte mask[] ) { int i; if (mask) { /* draw some pixels */ for (i=0; i