📄 s_span.c
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/* Stencil and Z testing */ if (ctx->Stencil.Enabled || ctx->Depth.Test) { if (span->interpMask & SPAN_Z) _swrast_span_interpolate_z(ctx, span); if (ctx->Stencil.Enabled && ctx->DrawBuffer->Visual.stencilBits > 0) { /* Combined Z/stencil tests */ if (!_swrast_stencil_and_ztest_span(ctx, span)) { span->interpMask = origInterpMask; span->arrayMask = origArrayMask; return; } } else if (ctx->DrawBuffer->Visual.depthBits > 0) { /* Just regular depth testing */ ASSERT(ctx->Depth.Test); ASSERT(span->arrayMask & SPAN_Z); if (!_swrast_depth_test_span(ctx, span)) { span->interpMask = origInterpMask; span->arrayMask = origArrayMask; return; } } }#if FEATURE_ARB_occlusion_query if (ctx->Query.CurrentOcclusionObject) { /* update count of 'passed' fragments */ struct gl_query_object *q = ctx->Query.CurrentOcclusionObject; GLuint i; for (i = 0; i < span->end; i++) q->Result += span->array->mask[i]; }#endif /* We had to wait until now to check for glColorMask(0,0,0,0) because of * the occlusion test. */ if (colorMask == 0x0) { span->interpMask = origInterpMask; span->arrayMask = origArrayMask; return; } /* If we were able to defer fragment color computation to now, there's * a good chance that many fragments will have already been killed by * Z/stencil testing. */ if (deferredTexture) { /* Now we need the rgba array, fill it in if needed */ if ((span->interpMask & SPAN_RGBA) && (span->arrayMask & SPAN_RGBA) == 0) interpolate_colors(ctx, span); if (span->interpMask & SPAN_SPEC) interpolate_specular(ctx, span); if (span->interpMask & SPAN_FOG) interpolate_fog(ctx, span); if (ctx->ShaderObjects._FragmentShaderPresent) {
if (span->interpMask & SPAN_Z)
_swrast_span_interpolate_z (ctx, span);
_swrast_exec_arbshader (ctx, span);
}
else if (ctx->FragmentProgram._Active) _swrast_exec_fragment_program( ctx, span ); else if (ctx->ATIFragmentShader._Enabled) _swrast_exec_fragment_shader( ctx, span ); else if (ctx->Texture._EnabledUnits && (span->arrayMask & SPAN_TEXTURE)) _swrast_texture_span( ctx, span ); } ASSERT(span->arrayMask & SPAN_RGBA); if (!ctx->FragmentProgram._Enabled) { /* Add base and specular colors */ if (ctx->Fog.ColorSumEnabled || (ctx->Light.Enabled && ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)) { if (span->interpMask & SPAN_SPEC) { interpolate_specular(ctx, span); } if (span->arrayMask & SPAN_SPEC) { add_colors( span->end, span->array->rgba, span->array->spec ); } else { /* We probably added the base/specular colors during the * vertex stage! */ } } } /* Fog */ if (swrast->_FogEnabled) { _swrast_fog_rgba_span(ctx, span); } /* Antialias coverage application */ if (span->arrayMask & SPAN_COVERAGE) { GLchan (*rgba)[4] = span->array->rgba; GLfloat *coverage = span->array->coverage; GLuint i; for (i = 0; i < span->end; i++) { rgba[i][ACOMP] = (GLchan) (rgba[i][ACOMP] * coverage[i]); } } /* Clamp color/alpha values over the range [0.0, 1.0] before storage */#if CHAN_TYPE == GL_FLOAT if (ctx->Color.ClampFragmentColor) { GLchan (*rgba)[4] = span->array->rgba; GLuint i; for (i = 0; i < span->end; i++) { rgba[i][RCOMP] = CLAMP(rgba[i][RCOMP], 0.0, CHAN_MAXF); rgba[i][GCOMP] = CLAMP(rgba[i][GCOMP], 0.0, CHAN_MAXF); rgba[i][BCOMP] = CLAMP(rgba[i][BCOMP], 0.0, CHAN_MAXF); rgba[i][ACOMP] = CLAMP(rgba[i][ACOMP], 0.0, CHAN_MAXF); } }#endif if (swrast->_RasterMask & MULTI_DRAW_BIT) { /* need to do blend/logicop separately for each color buffer */ multi_write_rgba_span(ctx, span); } else { /* normal: write to exactly one buffer */ struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0][0]; if (ctx->Color._LogicOpEnabled) { _swrast_logicop_rgba_span(ctx, rb, span, span->array->rgba); } else if (ctx->Color.BlendEnabled) { _swrast_blend_span(ctx, rb, span, span->array->rgba); } /* Color component masking */ if (colorMask != 0xffffffff) { _swrast_mask_rgba_span(ctx, rb, span, span->array->rgba); } /* Finally, write the pixels to a color buffer */ if (span->arrayMask & SPAN_XY) { /* array of pixel coords */ ASSERT(rb->PutValues); ASSERT(rb->_BaseFormat == GL_RGB || rb->_BaseFormat == GL_RGBA); /* XXX check datatype */ rb->PutValues(ctx, rb, span->end, span->array->x, span->array->y, span->array->rgba, span->array->mask); } else { /* horizontal run of pixels */ ASSERT(rb->PutRow); ASSERT(rb->_BaseFormat == GL_RGB || rb->_BaseFormat == GL_RGBA); /* XXX check datatype */ rb->PutRow(ctx, rb, span->end, span->x, span->y, span->array->rgba, span->writeAll ? NULL : span->array->mask); } } span->interpMask = origInterpMask; span->arrayMask = origArrayMask;}/** * Read RGBA pixels from frame buffer. Clipping will be done to prevent * reading ouside the buffer's boundaries. */void_swrast_read_rgba_span( GLcontext *ctx, struct gl_renderbuffer *rb, GLuint n, GLint x, GLint y, GLchan rgba[][4] ){ const GLint bufWidth = (GLint) rb->Width; const GLint bufHeight = (GLint) rb->Height; if (y < 0 || y >= bufHeight || x + (GLint) n < 0 || x >= bufWidth) { /* completely above, below, or right */ /* XXX maybe leave rgba values undefined? */ _mesa_bzero(rgba, 4 * n * sizeof(GLchan)); } else { GLint skip, length; if (x < 0) { /* left edge clipping */ skip = -x; length = (GLint) n - skip; if (length < 0) { /* completely left of window */ return; } if (length > bufWidth) { length = bufWidth; } } else if ((GLint) (x + n) > bufWidth) { /* right edge clipping */ skip = 0; length = bufWidth - x; if (length < 0) { /* completely to right of window */ return; } } else { /* no clipping */ skip = 0; length = (GLint) n; } ASSERT(rb); ASSERT(rb->GetRow); ASSERT(rb->_BaseFormat == GL_RGB || rb->_BaseFormat == GL_RGBA); ASSERT(rb->DataType == GL_UNSIGNED_BYTE); rb->GetRow(ctx, rb, length, x + skip, y, rgba + skip); }}/** * Read CI pixels from frame buffer. Clipping will be done to prevent * reading ouside the buffer's boundaries. */void_swrast_read_index_span( GLcontext *ctx, struct gl_renderbuffer *rb, GLuint n, GLint x, GLint y, GLuint index[] ){ const GLint bufWidth = (GLint) rb->Width; const GLint bufHeight = (GLint) rb->Height; if (y < 0 || y >= bufHeight || x + (GLint) n < 0 || x >= bufWidth) { /* completely above, below, or right */ _mesa_bzero(index, n * sizeof(GLuint)); } else { GLint skip, length; if (x < 0) { /* left edge clipping */ skip = -x; length = (GLint) n - skip; if (length < 0) { /* completely left of window */ return; } if (length > bufWidth) { length = bufWidth; } } else if ((GLint) (x + n) > bufWidth) { /* right edge clipping */ skip = 0; length = bufWidth - x; if (length < 0) { /* completely to right of window */ return; } } else { /* no clipping */ skip = 0; length = (GLint) n; } ASSERT(rb->GetRow); ASSERT(rb->_BaseFormat == GL_COLOR_INDEX); if (rb->DataType == GL_UNSIGNED_BYTE) { GLubyte index8[MAX_WIDTH]; GLint i; rb->GetRow(ctx, rb, length, x + skip, y, index8); for (i = 0; i < length; i++) index[skip + i] = index8[i]; } else if (rb->DataType == GL_UNSIGNED_SHORT) { GLushort index16[MAX_WIDTH]; GLint i; rb->GetRow(ctx, rb, length, x + skip, y, index16); for (i = 0; i < length; i++) index[skip + i] = index16[i]; } else if (rb->DataType == GL_UNSIGNED_INT) { rb->GetRow(ctx, rb, length, x + skip, y, index + skip); } }}/** * Wrapper for gl_renderbuffer::GetValues() which does clipping to avoid * reading values outside the buffer bounds. * We can use this for reading any format/type of renderbuffer. * \param valueSize is the size in bytes of each value put into the * values array. */void_swrast_get_values(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count, const GLint x[], const GLint y[], void *values, GLuint valueSize){ GLuint i, inCount = 0, inStart = 0; for (i = 0; i < count; i++) { if (x[i] >= 0 && y[i] >= 0 && x[i] < rb->Width && y[i] < rb->Height) { /* inside */ if (inCount == 0) inStart = i; inCount++; } else { if (inCount > 0) { /* read [inStart, inStart + inCount) */ rb->GetValues(ctx, rb, inCount, x + inStart, y + inStart, (GLubyte *) values + inStart * valueSize); inCount = 0; } } } if (inCount > 0) { /* read last values */ rb->GetValues(ctx, rb, inCount, x + inStart, y + inStart, (GLubyte *) values + inStart * valueSize); }}/** * Wrapper for gl_renderbuffer::PutRow() which does clipping. */void_swrast_put_row(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count, GLint x, GLint y, const GLvoid *values, GLuint valueSize){ GLint skip = 0; if (y < 0 || y >= rb->Height) return; /* above or below */ if (x + (GLint) count <= 0 || x >= rb->Width) return; /* entirely left or right */ if (x + count > rb->Width) { /* right clip */ GLint clip = x + count - rb->Width; count -= clip; } if (x < 0) { /* left clip */ skip = -x; x = 0; count -= skip; } rb->PutRow(ctx, rb, count, x, y, (const GLubyte *) values + skip * valueSize, NULL);}/** * Wrapper for gl_renderbuffer::GetRow() which does clipping. */void_swrast_get_row(GLcontext *ctx, struct gl_renderbuffer *rb, GLuint count, GLint x, GLint y, GLvoid *values, GLuint valueSize){ GLint skip = 0; if (y < 0 || y >= rb->Height) return; /* above or below */ if (x + (GLint) count <= 0 || x >= rb->Width) return; /* entirely left or right */ if (x + count > rb->Width) { /* right clip */ GLint clip = x + count - rb->Width; count -= clip; } if (x < 0) { /* left clip */ skip = -x; x = 0; count -= skip; } rb->GetRow(ctx, rb, count, x, y, (GLubyte *) values + skip * valueSize);}
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