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📄 svgamesa8.c

📁 Mesa is an open-source implementation of the OpenGL specification - a system for rendering interacti
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/* $Id: svgamesa8.c,v 1.9.10.1 2006/11/02 12:02:17 alanh Exp $ *//* * Mesa 3-D graphics library * Version:  3.3 * Copyright (C) 1995-2000  Brian Paul * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Library General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU * Library General Public License for more details. * * You should have received a copy of the GNU Library General Public * License along with this library; if not, write to the Free * Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. *//* * SVGA driver for Mesa. * Original author:  Brian Paul * Additional authors:  Slawomir Szczyrba <steev@hot.pl>  (Mesa 3.2) */#ifdef HAVE_CONFIG_H#include "conf.h"#endif#ifdef SVGA#include "svgapix.h"#include "svgamesa8.h"#include "swrast/swrast.h"static void __svga_drawpixel8(int x, int y, unsigned long c){    unsigned long offset;    y = SVGAInfo->height-y-1;    offset = y * SVGAInfo->linewidth + x;    SVGABuffer.DrawBuffer[offset]=c;}static unsigned long __svga_getpixel8(int x, int y){    unsigned long offset;    y = SVGAInfo->height-y-1;    offset = y * SVGAInfo->linewidth + x;    return SVGABuffer.ReadBuffer[offset];}void __clear_index8( GLcontext *ctx, GLuint index ){   SVGAMesa->clear_index = index;}void __clear8( GLcontext *ctx, GLbitfield mask ){   int i,j;   int x = ctx->DrawBuffer->_Xmin;   int y = ctx->DrawBuffer->_Ymin;   int width = ctx->DrawBuffer->_Xmax - x;   int height = ctx->DrawBuffer->_Ymax - y;   GLboolean all = (width == ctx->DrawBuffer->Width && height == ctx->DrawBuffer->height)      if (mask & DD_FRONT_LEFT_BIT) {      if (all) {          memset(SVGABuffer.FrontBuffer, SVGAMesa->clear_index, SVGABuffer.BufferSize);      }      else {         GLubyte *tmp = SVGABuffer.DrawBuffer;         SVGABuffer.DrawBuffer = SVGABuffer.FrontBuffer;         for (i=x;i<width;i++)            for (j=y;j<height;j++)               __svga_drawpixel8(i,j,SVGAMesa->clear_index);         SVGABuffer.DrawBuffer = tmp;      }      mask &= ~DD_FRONT_LEFT_BIT;   }   if (mask & DD_BACK_LEFT_BIT) {      if (all) {          memset(SVGABuffer.BackBuffer, SVGAMesa->clear_index, SVGABuffer.BufferSize);      }      else {         GLubyte *tmp = SVGABuffer.DrawBuffer;         SVGABuffer.DrawBuffer = SVGABuffer.BackBuffer;         for (i=x;i<width;i++)            for (j=y;j<height;j++)               __svga_drawpixel8(i,j,SVGAMesa->clear_index);         SVGABuffer.DrawBuffer = tmp;      }      mask &= ~DD_BACK_LEFT_BIT;   }   if (mask)      _swrast_Clear( ctx, mask );}void __write_ci32_span8( const GLcontext *ctx, struct gl_renderbuffer *rb,                         GLuint n, GLint x, GLint y,                         const GLuint index[], const GLubyte mask[] ){   int i;   for (i=0;i<n;i++,x++) {      if (mask[i]) {         __svga_drawpixel8( x, y, index[i]);      }   }}void __write_ci8_span8( const GLcontext *ctx, struct gl_renderbuffer *rb,                        GLuint n, GLint x, GLint y,                        const GLubyte index[], const GLubyte mask[] ){   int i;   for (i=0;i<n;i++,x++) {      if (mask[i]) {         __svga_drawpixel8( x, y, index[i]);      }   }}void __write_mono_ci_span8( const GLcontext *ctx, struct gl_renderbuffer *rb,                            GLuint n, GLint x, GLint y,                            GLuint colorIndex, const GLubyte mask[] ){   int i;   for (i=0;i<n;i++,x++) {      if (mask[i]) {         __svga_drawpixel8( x, y, colorIndex);      }   }}void __read_ci32_span8( const GLcontext *ctx, struct gl_renderbuffer *rb,                        GLuint n, GLint x, GLint y, GLuint index[]){   int i;   for (i=0; i<n; i++,x++) {      index[i] = __svga_getpixel8( x, y);   }}void __write_ci32_pixels8( const GLcontext *ctx, struct gl_renderbuffer *rb,                           GLuint n, const GLint x[], const GLint y[],                           const GLuint index[], const GLubyte mask[] ){   int i;   for (i=0; i<n; i++) {      if (mask[i]) {         __svga_drawpixel8( x[i], y[i], index[i]);      }   }}void __write_mono_ci_pixels8( const GLcontext *ctx, struct gl_renderbuffer *rb,                              GLuint n, const GLint x[], const GLint y[],                              GLuint colorIndex, const GLubyte mask[] ){   int i;   for (i=0; i<n; i++) {      if (mask[i]) {         __svga_drawpixel8( x[i], y[i], colorIndex);      }   }}void __read_ci32_pixels8( const GLcontext *ctx, struct gl_renderbuffer *rb,                          GLuint n, const GLint x[], const GLint y[],                          GLuint index[], const GLubyte mask[] ){   int i;   for (i=0; i<n; i++,x++) {      index[i] = __svga_getpixel8( x[i], y[i]);   }}#else/* silence compiler warning */extern void _mesa_svga8_dummy_function(void);void _mesa_svga8_dummy_function(void){}#endif

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