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/*
* Mesa 3-D graphics library
* Version: 6.1
*
* Copyright (C) 1999-2004 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#include "glheader.h"
#include "colormac.h"
#include "macros.h"
#include "imports.h"
#include "s_accum.h"
#include "s_alphabuf.h"
#include "s_auxbuffer.h"
#include "s_context.h"
#include "s_depth.h"
#include "s_masking.h"
#include "s_stencil.h"
/**
* Clear the color buffer when glColorMask or glIndexMask is in effect.
* We'll have specified which color buffer to clear by previously
* calling Driver.SetBuffer().
*/
static void
clear_color_buffer_with_masking( GLcontext *ctx )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
const GLint x = ctx->DrawBuffer->_Xmin;
const GLint y = ctx->DrawBuffer->_Ymin;
const GLint height = ctx->DrawBuffer->_Ymax - ctx->DrawBuffer->_Ymin;
const GLint width = ctx->DrawBuffer->_Xmax - ctx->DrawBuffer->_Xmin;
if (ctx->Visual.rgbMode) {
/* RGBA mode */
GLchan clearColor[4];
GLint i;
CLAMPED_FLOAT_TO_CHAN(clearColor[RCOMP], ctx->Color.ClearColor[0]);
CLAMPED_FLOAT_TO_CHAN(clearColor[GCOMP], ctx->Color.ClearColor[1]);
CLAMPED_FLOAT_TO_CHAN(clearColor[BCOMP], ctx->Color.ClearColor[2]);
CLAMPED_FLOAT_TO_CHAN(clearColor[ACOMP], ctx->Color.ClearColor[3]);
for (i = 0; i < height; i++) {
GLchan rgba[MAX_WIDTH][4];
GLint j;
for (j = 0; j < width; j++) {
COPY_CHAN4(rgba[j], clearColor);
}
_swrast_mask_rgba_array( ctx, width, x, y + i, rgba );
(*swrast->Driver.WriteRGBASpan)( ctx, width, x, y + i,
(CONST GLchan (*)[4]) rgba, NULL );
}
}
else {
/* Color index mode */
GLuint span[MAX_WIDTH];
GLubyte mask[MAX_WIDTH];
GLint i, j;
MEMSET( mask, 1, width );
for (i=0;i<height;i++) {
for (j=0;j<width;j++) {
span[j] = ctx->Color.ClearIndex;
}
_swrast_mask_index_array( ctx, width, x, y + i, span );
(*swrast->Driver.WriteCI32Span)( ctx, width, x, y + i, span, mask );
}
}
}
/**
* Clear a color buffer without index/channel masking.
* We'll have specified which color buffer to clear by previously
* calling Driver.SetBuffer().
*/
static void
clear_color_buffer(GLcontext *ctx)
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
const GLint x = ctx->DrawBuffer->_Xmin;
const GLint y = ctx->DrawBuffer->_Ymin;
const GLint height = ctx->DrawBuffer->_Ymax - ctx->DrawBuffer->_Ymin;
const GLint width = ctx->DrawBuffer->_Xmax - ctx->DrawBuffer->_Xmin;
if (ctx->Visual.rgbMode) {
/* RGBA mode */
GLchan clearColor[4];
GLint i;
CLAMPED_FLOAT_TO_CHAN(clearColor[RCOMP], ctx->Color.ClearColor[0]);
CLAMPED_FLOAT_TO_CHAN(clearColor[GCOMP], ctx->Color.ClearColor[1]);
CLAMPED_FLOAT_TO_CHAN(clearColor[BCOMP], ctx->Color.ClearColor[2]);
CLAMPED_FLOAT_TO_CHAN(clearColor[ACOMP], ctx->Color.ClearColor[3]);
ASSERT(*((GLuint *) &ctx->Color.ColorMask) == 0xffffffff);
ASSERT(swrast->Driver.WriteRGBASpan);
for (i = 0; i < height; i++) {
(*swrast->Driver.WriteMonoRGBASpan)( ctx, width, x, y + i,
clearColor, NULL );
}
}
else {
/* Color index mode */
GLint i;
ASSERT((ctx->Color.IndexMask & ((1 << ctx->Visual.indexBits) - 1))
== (GLuint) ((1 << ctx->Visual.indexBits) - 1));
ASSERT(swrast->Driver.WriteMonoCISpan);
for (i = 0; i < height; i++) {
(*swrast->Driver.WriteMonoCISpan)( ctx, width, x, y + i,
ctx->Color.ClearIndex, NULL);
}
}
}
/**
* Clear the front/back/left/right/aux color buffers.
* This function is usually only called if the device driver can't
* clear its own color buffers for some reason (such as with masking).
*/
static void
clear_color_buffers(GLcontext *ctx)
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
const GLuint colorMask = *((GLuint *) &ctx->Color.ColorMask);
GLuint bufferBit;
/* loop over four possible dest color buffers */
for (bufferBit = 1; bufferBit <= DD_AUX3_BIT; bufferBit <<= 1) {
if (bufferBit & ctx->Color._DrawDestMask) {
(*swrast->Driver.SetBuffer)(ctx, ctx->DrawBuffer, bufferBit);
if (colorMask != 0xffffffff) {
clear_color_buffer_with_masking(ctx);
}
else {
clear_color_buffer(ctx);
}
}
}
/* restore default read/draw buffer */
_swrast_use_draw_buffer(ctx);
}
/**
* Called via the device driver's ctx->Driver.Clear() function if the
* device driver can't clear one or more of the buffers itself.
* \param mask bitwise-OR of DD_*_BIT flags.
* \param all if GL_TRUE, clear whole buffer, else clear specified region.
*/
void
_swrast_Clear( GLcontext *ctx, GLbitfield mask,
GLboolean all,
GLint x, GLint y, GLint width, GLint height )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
#ifdef DEBUG
{
const GLbitfield legalBits =
DD_FRONT_LEFT_BIT |
DD_FRONT_RIGHT_BIT |
DD_BACK_LEFT_BIT |
DD_BACK_RIGHT_BIT |
DD_DEPTH_BIT |
DD_STENCIL_BIT |
DD_ACCUM_BIT |
DD_AUX0_BIT |
DD_AUX1_BIT |
DD_AUX2_BIT |
DD_AUX3_BIT;
assert((mask & (~legalBits)) == 0);
}
#endif
RENDER_START(swrast,ctx);
/* do software clearing here */
if (mask) {
if (mask & ctx->Color._DrawDestMask) {
clear_color_buffers(ctx);
/* clear software-based alpha buffer(s) */
if (ctx->DrawBuffer->UseSoftwareAlphaBuffers
&& ctx->Color.ColorMask[ACOMP]) {
_swrast_clear_alpha_buffers( ctx );
}
}
if (mask & DD_DEPTH_BIT) {
_swrast_clear_depth_buffer(ctx);
}
if (mask & DD_ACCUM_BIT) {
_swrast_clear_accum_buffer(ctx);
}
if (mask & DD_STENCIL_BIT) {
_swrast_clear_stencil_buffer(ctx);
}
}
RENDER_FINISH(swrast,ctx);
}
/**
* Typically called via ctx->Driver.ResizeBuffers().
* Reallocate all software-based depth/stencil/accum/etc buffers
* to match current window dimensions.
*/
void
_swrast_alloc_buffers( GLframebuffer *buffer )
{
/* Reallocate other buffers if needed. */
if (buffer->UseSoftwareDepthBuffer) {
_swrast_alloc_depth_buffer( buffer );
}
if (buffer->UseSoftwareStencilBuffer) {
_swrast_alloc_stencil_buffer( buffer );
}
if (buffer->UseSoftwareAccumBuffer) {
_swrast_alloc_accum_buffer( buffer );
}
if (buffer->UseSoftwareAlphaBuffers) {
_swrast_alloc_alpha_buffers( buffer );
}
if (buffer->UseSoftwareAuxBuffers) {
_swrast_alloc_aux_buffers( buffer );
}
}
/*
* Fallback for ctx->Driver.DrawBuffer()
*/
void
_swrast_DrawBuffer( GLcontext *ctx, GLenum mode )
{
_swrast_use_draw_buffer(ctx);
}
/*
* Setup things so that we read/write spans from the user-designated
* read buffer (set via glReadPixels). We usually just have to call
* this for glReadPixels, glCopyPixels, etc.
*/
void
_swrast_use_read_buffer( GLcontext *ctx )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
/* Do this so the software-emulated alpha plane span functions work! */
swrast->CurrentBufferBit = ctx->Pixel._ReadSrcMask;
/* Tell the device driver where to read/write spans */
swrast->Driver.SetBuffer(ctx, ctx->ReadBuffer, swrast->CurrentBufferBit);
}
/*
* Setup things so that we read/write spans from the default draw buffer.
* This is the usual mode that Mesa's software rasterizer operates in.
*/
void
_swrast_use_draw_buffer( GLcontext *ctx )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
/* The user can specify rendering to zero, one, two, or four color
* buffers simultaneously with glDrawBuffer()!
* We don't expect the span/point/line/triangle functions to deal with
* that mess so we'll iterate over the multiple buffers as needed.
* But usually we only render to one color buffer at a time.
* We set ctx->Color._DriverDrawBuffer to that buffer and tell the
* device driver to use that buffer.
* Look in s_span.c's multi_write_rgba_span() function to see how
* we loop over multiple color buffers when needed.
*/
if (ctx->Color._DrawDestMask & DD_FRONT_LEFT_BIT)
swrast->CurrentBufferBit = DD_FRONT_LEFT_BIT;
else if (ctx->Color._DrawDestMask & DD_BACK_LEFT_BIT)
swrast->CurrentBufferBit = DD_BACK_LEFT_BIT;
else if (ctx->Color._DrawDestMask & DD_FRONT_RIGHT_BIT)
swrast->CurrentBufferBit = DD_FRONT_RIGHT_BIT;
else if (ctx->Color._DrawDestMask & DD_BACK_RIGHT_BIT)
swrast->CurrentBufferBit = DD_BACK_RIGHT_BIT;
else if (ctx->Color._DrawDestMask & DD_AUX0_BIT)
swrast->CurrentBufferBit = DD_AUX0_BIT;
else if (ctx->Color._DrawDestMask & DD_AUX1_BIT)
swrast->CurrentBufferBit = DD_AUX1_BIT;
else if (ctx->Color._DrawDestMask & DD_AUX2_BIT)
swrast->CurrentBufferBit = DD_AUX2_BIT;
else if (ctx->Color._DrawDestMask & DD_AUX3_BIT)
swrast->CurrentBufferBit = DD_AUX3_BIT;
else
/* glDrawBuffer(GL_NONE) */
swrast->CurrentBufferBit = DD_FRONT_LEFT_BIT; /* we always have this buffer */
swrast->Driver.SetBuffer(ctx, ctx->DrawBuffer, swrast->CurrentBufferBit);
}
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