📄 rndr_gu2.c
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*/
#if GFX_2DACCEL_DYNAMIC
void gu2_screen_to_screen_blt(unsigned short srcx, unsigned short srcy,
unsigned short dstx, unsigned short dsty, unsigned short width,
unsigned short height)
#else
void gfx_screen_to_screen_blt(unsigned short srcx, unsigned short srcy,
unsigned short dstx, unsigned short dsty, unsigned short width,
unsigned short height)
#endif
{
/* ### ADD ### IMPLEMENTATION */
}
/*
//----------------------------------------------------------------------------
// SCREEN TO SCREEN TRANSPARENT BLT
//
// This routine should be used to perform a screen to screen BLT when a
// specified color should by transparent. The only supported ROP is SRCCOPY.
//
// SRCX screen X position to copy from
// SRCY screen Y position to copy from
// DSTX screen X position to copy to
// DSTY screen Y position to copy to
// WIDTH width of rectangle, in pixels
// HEIGHT height of rectangle, in scanlines
// COLOR transparent color
//----------------------------------------------------------------------------
*/
#if GFX_2DACCEL_DYNAMIC
void gu2_screen_to_screen_xblt(unsigned short srcx, unsigned short srcy,
unsigned short dstx, unsigned short dsty, unsigned short width,
unsigned short height, unsigned long color)
#else
void gfx_screen_to_screen_xblt(unsigned short srcx, unsigned short srcy,
unsigned short dstx, unsigned short dsty, unsigned short width,
unsigned short height, unsigned long color)
#endif
{
/* ### ADD ### IMPLEMENTATION */
}
/*
//----------------------------------------------------------------------------
// COLOR BITMAP TO SCREEN BLT
//
// This routine transfers color bitmap data to the screen. For most cases,
// when the ROP is SRCCOPY, it may be faster to write a separate routine that
// copies the data to the frame buffer directly. This routine should be
// used when the ROP requires destination data.
//
// Transparency is handled by another routine.
//
// SRCX X offset within source bitmap
// SRCY Y offset within source bitmap
// DSTX screen X position to render data
// DSTY screen Y position to render data
// WIDTH width of rectangle, in pixels
// HEIGHT height of rectangle, in scanlines
// *DATA pointer to bitmap data
// PITCH pitch of bitmap data (bytes between scanlines)
//----------------------------------------------------------------------------
*/
#if GFX_2DACCEL_DYNAMIC
void gu2_color_bitmap_to_screen_blt(unsigned short srcx, unsigned short srcy,
unsigned short dstx, unsigned short dsty, unsigned short width,
unsigned short height, unsigned char *data, unsigned short pitch)
#else
void gfx_color_bitmap_to_screen_blt(unsigned short srcx, unsigned short srcy,
unsigned short dstx, unsigned short dsty, unsigned short width,
unsigned short height, unsigned char *data, unsigned short pitch)
#endif
{
/* ### ADD ### IMPLEMENTATION */
}
/*
//----------------------------------------------------------------------------
// COLOR BITMAP TO SCREEN TRANSPARENT BLT
//
// This routine transfers color bitmap data to the screen with transparency.
// The transparent color is specified. The only supported ROP is SRCCOPY,
// meaning that transparency cannot be applied if the ROP requires
// destination data (this is a hardware restriction).
//
// SRCX X offset within source bitmap
// SRCY Y offset within source bitmap
// DSTX screen X position to render data
// DSTY screen Y position to render data
// WIDTH width of rectangle, in pixels
// HEIGHT height of rectangle, in scanlines
// *DATA pointer to bitmap data
// PITCH pitch of bitmap data (bytes between scanlines)
// COLOR transparent color
//----------------------------------------------------------------------------
*/
#if GFX_2DACCEL_DYNAMIC
void gu2_color_bitmap_to_screen_xblt(unsigned short srcx, unsigned short srcy,
unsigned short dstx, unsigned short dsty, unsigned short width,
unsigned short height, unsigned char *data, unsigned short pitch,
unsigned long color)
#else
void gfx_color_bitmap_to_screen_xblt(unsigned short srcx, unsigned short srcy,
unsigned short dstx, unsigned short dsty, unsigned short width,
unsigned short height, unsigned char *data, unsigned short pitch,
unsigned long color)
#endif
{
/* ### ADD ### IMPLEMENTATION */
}
/*
//----------------------------------------------------------------------------
// MONOCHROME BITMAP TO SCREEN BLT
//
// This routine transfers monochrome bitmap data to the screen.
//
// SRCX X offset within source bitmap
// SRCY Y offset within source bitmap
// DSTX screen X position to render data
// DSTY screen Y position to render data
// WIDTH width of rectangle, in pixels
// HEIGHT height of rectangle, in scanlines
// *DATA pointer to bitmap data
// PITCH pitch of bitmap data (bytes between scanlines)
//----------------------------------------------------------------------------
*/
#if GFX_2DACCEL_DYNAMIC
void gu2_mono_bitmap_to_screen_blt(unsigned short srcx, unsigned short srcy,
unsigned short dstx, unsigned short dsty, unsigned short width,
unsigned short height, unsigned char *data, unsigned short pitch)
#else
void gfx_mono_bitmap_to_screen_blt(unsigned short srcx, unsigned short srcy,
unsigned short dstx, unsigned short dsty, unsigned short width,
unsigned short height, unsigned char *data, unsigned short pitch)
#endif
{
/* ### ADD ### IMPLEMENTATION */
}
/*
//----------------------------------------------------------------------------
// BRESENHAM LINE
//
// This routine draws a vector using the specified Bresenham parameters.
// Currently this file does not support a routine that accepts the two
// endpoints of a vector and calculates the Bresenham parameters. If it
// ever does, this routine is still required for vectors that have been
// clipped.
//
// X screen X position to start vector
// Y screen Y position to start vector
// LENGTH length of the vector, in pixels
// INITERR Bresenham initial error term
// AXIALERR Bresenham axial error term
// DIAGERR Bresenham diagonal error term
// FLAGS VM_YMAJOR, VM_MAJOR_INC, VM_MINOR_INC
//----------------------------------------------------------------------------
*/
#if GFX_2DACCEL_DYNAMIC
void gu2_bresenham_line(unsigned short x, unsigned short y,
unsigned short length, unsigned short initerr,
unsigned short axialerr, unsigned short diagerr,
unsigned short flags)
#else
void gfx_bresenham_line(unsigned short x, unsigned short y,
unsigned short length, unsigned short initerr,
unsigned short axialerr, unsigned short diagerr,
unsigned short flags)
#endif
{
/* ### ADD ### IMPLEMENTATION */
}
/*---------------------------------------------------------------------------
* GFX_WAIT_UNTIL_IDLE
*
* This routine waits until the graphics engine is idle. This is required
* before allowing direct access to the frame buffer.
*---------------------------------------------------------------------------
*/
#if GFX_2DACCEL_DYNAMIC
void gu2_wait_until_idle(void)
#else
void gfx_wait_until_idle(void)
#endif
{
/* ### ADD ### IMPLEMENTATION */
}
/*---------------------------------------------------------------------------
* GFX_TEST_BLT_PENDING
*
* This routine returns 1 if a BLT is pending, meaning that a call to
* perform a rendering operation would stall. Otherwise it returns 0.
* It is used by Darwin during random testing to only start a BLT
* operation when it knows the Durango routines won't spin on graphics
* (so Darwin can continue to do frame buffer reads and writes).
*---------------------------------------------------------------------------
*/
#if GFX_2DACCEL_DYNAMIC
int gu2_test_blt_pending(void)
#else
int gfx_test_blt_pending(void)
#endif
{
/* ### ADD ### IMPLEMENTATION */
return(0);
}
/* END OF FILE */
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