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/*
* Author: Max Lingua <sunmax@libero.it>
*/
#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 VALUE_TYPE GLushort
#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 VALUE_TYPE GLuint
#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 VALUE_TYPE GLuint
#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 */
}
}
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