⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 s_buffers.c

📁 Mesa is an open-source implementation of the OpenGL specification - a system for rendering interacti
💻 C
字号:
/* * Mesa 3-D graphics library * Version:  7.1 * * Copyright (C) 1999-2008  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. *//** XXX This file should be named s_clear.c */#include "glheader.h"#include "colormac.h"#include "macros.h"#include "imports.h"#include "mtypes.h"#include "s_accum.h"#include "s_context.h"#include "s_depth.h"#include "s_masking.h"#include "s_stencil.h"/** * Clear the color buffer when glColorMask is in effect. */static voidclear_rgba_buffer_with_masking(GLcontext *ctx, struct gl_renderbuffer *rb){   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;   SWspan span;   GLint i;   ASSERT(ctx->Visual.rgbMode);   ASSERT(rb->PutRow);   /* Initialize color span with clear color */   /* XXX optimize for clearcolor == black/zero (bzero) */   INIT_SPAN(span, GL_BITMAP);   span.end = width;   span.arrayMask = SPAN_RGBA;   span.array->ChanType = rb->DataType;   if (span.array->ChanType == GL_UNSIGNED_BYTE) {      GLubyte clearColor[4];      UNCLAMPED_FLOAT_TO_UBYTE(clearColor[RCOMP], ctx->Color.ClearColor[0]);      UNCLAMPED_FLOAT_TO_UBYTE(clearColor[GCOMP], ctx->Color.ClearColor[1]);      UNCLAMPED_FLOAT_TO_UBYTE(clearColor[BCOMP], ctx->Color.ClearColor[2]);      UNCLAMPED_FLOAT_TO_UBYTE(clearColor[ACOMP], ctx->Color.ClearColor[3]);      for (i = 0; i < width; i++) {         COPY_4UBV(span.array->rgba[i], clearColor);      }   }   else if (span.array->ChanType == GL_UNSIGNED_SHORT) {      GLushort clearColor[4];      UNCLAMPED_FLOAT_TO_USHORT(clearColor[RCOMP], ctx->Color.ClearColor[0]);      UNCLAMPED_FLOAT_TO_USHORT(clearColor[GCOMP], ctx->Color.ClearColor[1]);      UNCLAMPED_FLOAT_TO_USHORT(clearColor[BCOMP], ctx->Color.ClearColor[2]);      UNCLAMPED_FLOAT_TO_USHORT(clearColor[ACOMP], ctx->Color.ClearColor[3]);      for (i = 0; i < width; i++) {         COPY_4V(span.array->rgba[i], clearColor);      }   }   else {      ASSERT(span.array->ChanType == GL_FLOAT);      for (i = 0; i < width; i++) {         CLAMPED_FLOAT_TO_CHAN(span.array->rgba[i][0], ctx->Color.ClearColor[0]);         CLAMPED_FLOAT_TO_CHAN(span.array->rgba[i][1], ctx->Color.ClearColor[1]);         CLAMPED_FLOAT_TO_CHAN(span.array->rgba[i][2], ctx->Color.ClearColor[2]);         CLAMPED_FLOAT_TO_CHAN(span.array->rgba[i][3], ctx->Color.ClearColor[3]);      }   }   /* Note that masking will change the color values, but only the    * channels for which the write mask is GL_FALSE.  The channels    * which which are write-enabled won't get modified.    */   for (i = 0; i < height; i++) {      span.x = x;      span.y = y + i;      _swrast_mask_rgba_span(ctx, rb, &span);      /* write masked row */      rb->PutRow(ctx, rb, width, x, y + i, span.array->rgba, NULL);   }}/** * Clear color index buffer with masking. */static voidclear_ci_buffer_with_masking(GLcontext *ctx, struct gl_renderbuffer *rb){   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;   SWspan span;   GLint i;   ASSERT(!ctx->Visual.rgbMode);   ASSERT(rb->PutRow);   ASSERT(rb->DataType == GL_UNSIGNED_INT);   /* Initialize index span with clear index */   INIT_SPAN(span, GL_BITMAP);   span.end = width;   span.arrayMask = SPAN_INDEX;   for (i = 0; i < width;i++) {      span.array->index[i] = ctx->Color.ClearIndex;   }   /* Note that masking will change the color indexes, but only the    * bits for which the write mask is GL_FALSE.  The bits    * which are write-enabled won't get modified.    */   for (i = 0; i < height;i++) {      span.x = x;      span.y = y + i;      _swrast_mask_ci_span(ctx, rb, &span);      /* write masked row */      rb->PutRow(ctx, rb, width, x, y + i, span.array->index, NULL);   }}/** * Clear an rgba color buffer without channel masking. */static voidclear_rgba_buffer(GLcontext *ctx, struct gl_renderbuffer *rb){   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;   GLubyte clear8[4];   GLushort clear16[4];   GLvoid *clearVal;   GLint i;   ASSERT(ctx->Visual.rgbMode);   ASSERT(ctx->Color.ColorMask[0] &&          ctx->Color.ColorMask[1] &&          ctx->Color.ColorMask[2] &&          ctx->Color.ColorMask[3]);                ASSERT(rb->PutMonoRow);   switch (rb->DataType) {      case GL_UNSIGNED_BYTE:         UNCLAMPED_FLOAT_TO_UBYTE(clear8[0], ctx->Color.ClearColor[0]);         UNCLAMPED_FLOAT_TO_UBYTE(clear8[1], ctx->Color.ClearColor[1]);         UNCLAMPED_FLOAT_TO_UBYTE(clear8[2], ctx->Color.ClearColor[2]);         UNCLAMPED_FLOAT_TO_UBYTE(clear8[3], ctx->Color.ClearColor[3]);         clearVal = clear8;         break;      case GL_UNSIGNED_SHORT:         UNCLAMPED_FLOAT_TO_USHORT(clear16[0], ctx->Color.ClearColor[0]);         UNCLAMPED_FLOAT_TO_USHORT(clear16[1], ctx->Color.ClearColor[1]);         UNCLAMPED_FLOAT_TO_USHORT(clear16[2], ctx->Color.ClearColor[2]);         UNCLAMPED_FLOAT_TO_USHORT(clear16[3], ctx->Color.ClearColor[3]);         clearVal = clear16;         break;      case GL_FLOAT:         clearVal = ctx->Color.ClearColor;         break;      default:         _mesa_problem(ctx, "Bad rb DataType in clear_color_buffer");         return;   }   for (i = 0; i < height; i++) {      rb->PutMonoRow(ctx, rb, width, x, y + i, clearVal, NULL);   }}/** * Clear color index buffer without masking. */static voidclear_ci_buffer(GLcontext *ctx, struct gl_renderbuffer *rb){   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;   GLubyte clear8;   GLushort clear16;   GLuint clear32;   GLvoid *clearVal;   GLint i;   ASSERT(!ctx->Visual.rgbMode);   ASSERT((ctx->Color.IndexMask & ((1 << rb->IndexBits) - 1))          == (GLuint) ((1 << rb->IndexBits) - 1));   ASSERT(rb->PutMonoRow);   /* setup clear value */   switch (rb->DataType) {      case GL_UNSIGNED_BYTE:         clear8 = (GLubyte) ctx->Color.ClearIndex;         clearVal = &clear8;         break;      case GL_UNSIGNED_SHORT:         clear16 = (GLushort) ctx->Color.ClearIndex;         clearVal = &clear16;         break;      case GL_UNSIGNED_INT:         clear32 = ctx->Color.ClearIndex;         clearVal = &clear32;         break;      default:         _mesa_problem(ctx, "Bad rb DataType in clear_color_buffer");         return;   }   for (i = 0; i < height; i++)      rb->PutMonoRow(ctx, rb, width, x, y + i, clearVal, 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 voidclear_color_buffers(GLcontext *ctx){   GLboolean masking;   GLuint buf;   if (ctx->Visual.rgbMode) {      if (ctx->Color.ColorMask[0] &&           ctx->Color.ColorMask[1] &&           ctx->Color.ColorMask[2] &&           ctx->Color.ColorMask[3]) {         masking = GL_FALSE;      }      else {         masking = GL_TRUE;      }   }   else {      struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[0];      const GLuint indexBits = (1 << rb->IndexBits) - 1;      if ((ctx->Color.IndexMask & indexBits) == indexBits) {         masking = GL_FALSE;      }      else {         masking = GL_TRUE;      }   }   for (buf = 0; buf < ctx->DrawBuffer->_NumColorDrawBuffers; buf++) {      struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[buf];      if (ctx->Visual.rgbMode) {         if (masking) {            clear_rgba_buffer_with_masking(ctx, rb);         }         else {            clear_rgba_buffer(ctx, rb);         }      }      else {         if (masking) {            clear_ci_buffer_with_masking(ctx, rb);         }         else {            clear_ci_buffer(ctx, rb);         }      }   }}/** * 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 buffers  bitfield of BUFFER_BIT_* values indicating which *                 renderbuffers are to be cleared. * \param all  if GL_TRUE, clear whole buffer, else clear specified region. */void_swrast_Clear(GLcontext *ctx, GLbitfield buffers){   SWcontext *swrast = SWRAST_CONTEXT(ctx);#ifdef DEBUG_FOO   {      const GLbitfield legalBits =         BUFFER_BIT_FRONT_LEFT |	 BUFFER_BIT_FRONT_RIGHT |	 BUFFER_BIT_BACK_LEFT |	 BUFFER_BIT_BACK_RIGHT |	 BUFFER_BIT_DEPTH |	 BUFFER_BIT_STENCIL |	 BUFFER_BIT_ACCUM |         BUFFER_BIT_AUX0 |         BUFFER_BIT_AUX1 |         BUFFER_BIT_AUX2 |         BUFFER_BIT_AUX3;      assert((buffers & (~legalBits)) == 0);   }#endif   RENDER_START(swrast,ctx);   /* do software clearing here */   if (buffers) {      if ((buffers & BUFFER_BITS_COLOR)          && (ctx->DrawBuffer->_NumColorDrawBuffers > 0)) {         clear_color_buffers(ctx);      }      if (buffers & BUFFER_BIT_DEPTH) {         _swrast_clear_depth_buffer(ctx, ctx->DrawBuffer->_DepthBuffer);      }      if (buffers & BUFFER_BIT_ACCUM) {         _swrast_clear_accum_buffer(ctx,                       ctx->DrawBuffer->Attachment[BUFFER_ACCUM].Renderbuffer);      }      if (buffers & BUFFER_BIT_STENCIL) {         _swrast_clear_stencil_buffer(ctx, ctx->DrawBuffer->_StencilBuffer);      }   }   RENDER_FINISH(swrast,ctx);}

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -