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📄 s_span.c

📁 mesa-6.5-minigui源码
💻 C
📖 第 1 页 / 共 4 页
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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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