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📄 s_logic.c

📁 Mesa is an open-source implementation of the OpenGL specification - a system for rendering interacti
💻 C
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/* * Mesa 3-D graphics library * Version:  6.5.2 * * Copyright (C) 1999-2006  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 "context.h"#include "imports.h"#include "macros.h"#include "s_context.h"#include "s_logic.h"#include "s_span.h"/** * We do all logic ops on 4-byte GLuints. * Depending on bytes per pixel, the mask array elements correspond to * 1, 2 or 4 GLuints. */#define LOGIC_OP_LOOP(MODE, MASKSTRIDE)		\do {						\   GLuint i;					\   switch (MODE) {				\      case GL_CLEAR:				\         for (i = 0; i < n; i++) {		\	    if (mask[i / MASKSTRIDE]) {		\	       src[i] = 0;			\	    }					\	 }					\	 break;					\      case GL_SET:				\         for (i = 0; i < n; i++) {		\	    if (mask[i / MASKSTRIDE]) {		\	       src[i] = ~0;			\	    }					\	 }					\	 break;					\      case GL_COPY:				\	 /* do nothing */			\	 break;					\      case GL_COPY_INVERTED:			\         for (i = 0; i < n; i++) {		\	    if (mask[i / MASKSTRIDE]) {		\	       src[i] = ~src[i];		\	    }					\	 }					\	 break;					\      case GL_NOOP:				\         for (i = 0; i < n; i++) {		\	    if (mask[i / MASKSTRIDE]) {		\	       src[i] = dest[i];		\	    }					\	 }					\	 break;					\      case GL_INVERT:				\         for (i = 0; i < n; i++) {		\	    if (mask[i / MASKSTRIDE]) {		\	       src[i] = ~dest[i];		\	    }					\	 }					\	 break;					\      case GL_AND:				\         for (i = 0; i < n; i++) {		\	    if (mask[i / MASKSTRIDE]) {		\	       src[i] &= dest[i];		\	    }					\	 }					\	 break;					\      case GL_NAND:				\         for (i = 0; i < n; i++) {		\	    if (mask[i / MASKSTRIDE]) {		\	       src[i] = ~(src[i] & dest[i]);	\	    }					\	 }					\	 break;					\      case GL_OR:				\         for (i = 0; i < n; i++) {		\	    if (mask[i / MASKSTRIDE]) {		\	       src[i] |= dest[i];		\	    }					\	 }					\	 break;					\      case GL_NOR:				\         for (i = 0; i < n; i++) {		\	    if (mask[i / MASKSTRIDE]) {		\	       src[i] = ~(src[i] | dest[i]);	\	    }					\	 }					\	 break;					\      case GL_XOR:				\         for (i = 0; i < n; i++) {		\	    if (mask[i / MASKSTRIDE]) {		\	       src[i] ^= dest[i];		\	    }					\	 }					\	 break;					\      case GL_EQUIV:				\         for (i = 0; i < n; i++) {		\	    if (mask[i / MASKSTRIDE]) {		\	       src[i] = ~(src[i] ^ dest[i]);	\	    }					\	 }					\	 break;					\      case GL_AND_REVERSE:			\         for (i = 0; i < n; i++) {		\	    if (mask[i / MASKSTRIDE]) {		\	       src[i] = src[i] & ~dest[i];	\	    }					\	 }					\	 break;					\      case GL_AND_INVERTED:			\         for (i = 0; i < n; i++) {		\	    if (mask[i / MASKSTRIDE]) {		\	       src[i] = ~src[i] & dest[i];	\	    }					\	 }					\	 break;					\      case GL_OR_REVERSE:			\         for (i = 0; i < n; i++) {		\	    if (mask[i / MASKSTRIDE]) {		\	       src[i] = src[i] | ~dest[i];	\	    }					\	 }					\	 break;					\      case GL_OR_INVERTED:			\         for (i = 0; i < n; i++) {		\	    if (mask[i / MASKSTRIDE]) {		\	       src[i] = ~src[i] | dest[i];	\	    }					\	 }					\	 break;					\      default:					\	 _mesa_problem(ctx, "bad logicop mode");\   }						\} while (0)static INLINE voidlogicop_uint1(GLcontext *ctx, GLuint n, GLuint src[], const GLuint dest[],              const GLubyte mask[]){   LOGIC_OP_LOOP(ctx->Color.LogicOp, 1);}static INLINE voidlogicop_uint2(GLcontext *ctx, GLuint n, GLuint src[], const GLuint dest[],              const GLubyte mask[]){   LOGIC_OP_LOOP(ctx->Color.LogicOp, 2);}static INLINE voidlogicop_uint4(GLcontext *ctx, GLuint n, GLuint src[], const GLuint dest[],              const GLubyte mask[]){   LOGIC_OP_LOOP(ctx->Color.LogicOp, 4);}/* * Apply the current logic operator to a span of CI pixels.  This is only * used if the device driver can't do logic ops. */void_swrast_logicop_ci_span(GLcontext *ctx, struct gl_renderbuffer *rb,                        SWspan *span){   GLuint dest[MAX_WIDTH];   GLuint *index = span->array->index;   ASSERT(span->end < MAX_WIDTH);   ASSERT(rb->DataType == GL_UNSIGNED_INT);   /* Read dest values from frame buffer */   if (span->arrayMask & SPAN_XY) {      _swrast_get_values(ctx, rb, span->end, span->array->x, span->array->y,                         dest, sizeof(GLuint));   }   else {      rb->GetRow(ctx, rb, span->end, span->x, span->y, dest);   }   logicop_uint1(ctx, span->end, index, dest, span->array->mask);}/** * Apply the current logic operator to a span of RGBA pixels. * We can handle horizontal runs of pixels (spans) or arrays of x/y * pixel coordinates. */void_swrast_logicop_rgba_span(GLcontext *ctx, struct gl_renderbuffer *rb,                          SWspan *span){   void *rbPixels;   ASSERT(span->end < MAX_WIDTH);   ASSERT(span->arrayMask & SPAN_RGBA);   ASSERT(rb->DataType == span->array->ChanType);   rbPixels = _swrast_get_dest_rgba(ctx, rb, span);   if (span->array->ChanType == GL_UNSIGNED_BYTE) {      /* treat 4*GLubyte as GLuint */      logicop_uint1(ctx, span->end,                    (GLuint *) span->array->rgba8,                    (const GLuint *) rbPixels, span->array->mask);   }   else if (span->array->ChanType == GL_UNSIGNED_SHORT) {      /* treat 2*GLushort as GLuint */      logicop_uint2(ctx, 2 * span->end,                    (GLuint *) span->array->rgba16,                    (const GLuint *) rbPixels, span->array->mask);   }   else {      logicop_uint4(ctx, 4 * span->end,                    (GLuint *) span->array->attribs[FRAG_ATTRIB_COL0],                    (const GLuint *) rbPixels, span->array->mask);   }}

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