⭐ 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

📄 via_span.c

📁 Mesa is an open-source implementation of the OpenGL specification - a system for rendering interacti
💻 C
字号:
/* * Copyright 1998-2003 VIA Technologies, Inc. All Rights Reserved. * Copyright 2001-2003 S3 Graphics, Inc. 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, sub license, * 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 (including the * next paragraph) 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 NON-INFRINGEMENT. IN NO EVENT SHALL * VIA, S3 GRAPHICS, AND/OR ITS SUPPLIERS 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 "macros.h"#include "mtypes.h"#include "colormac.h"#include "via_context.h"#include "via_span.h"#include "via_ioctl.h"#include "swrast/swrast.h"#define DBG 0#define Y_FLIP(_y) (height - _y - 1)#define HW_LOCK() #define HW_UNLOCK()#undef LOCAL_VARS#define LOCAL_VARS                                                   	\    struct via_renderbuffer *vrb = (struct via_renderbuffer *) rb;   	\    __DRIdrawablePrivate *dPriv = vrb->dPriv;                           \    GLuint pitch = vrb->pitch;                                          \    GLuint height = dPriv->h;                                        	\    GLint p = 0;							\    char *buf = (char *)(vrb->origMap);					\    (void) p;/* ================================================================ * Color buffer *//* 16 bit, RGB565 color spanline and pixel functions */#define GET_PTR(_x, _y) (buf + (_x) * 2 + (_y) * pitch)#define SPANTMP_PIXEL_FMT GL_RGB#define SPANTMP_PIXEL_TYPE GL_UNSIGNED_SHORT_5_6_5#define TAG(x)    via##x##_565#define TAG2(x,y) via##x##_565##y#include "spantmp2.h"/* 32 bit, ARGB8888 color spanline and pixel functions */#define GET_PTR(_x, _y) (buf + (_x) * 4 + (_y) * pitch)#define SPANTMP_PIXEL_FMT GL_BGRA#define SPANTMP_PIXEL_TYPE GL_UNSIGNED_INT_8_8_8_8_REV#define TAG(x)    via##x##_8888#define TAG2(x,y) via##x##_8888##y#include "spantmp2.h"/* 16 bit depthbuffer functions. */#define LOCAL_DEPTH_VARS                                            \    struct via_renderbuffer *vrb = (struct via_renderbuffer *) rb;  \    __DRIdrawablePrivate *dPriv = vrb->dPriv;                       \    GLuint depth_pitch = vrb->pitch;                                \    GLuint height = dPriv->h;                                       \    char *buf = (char *)(vrb->map)#define LOCAL_STENCIL_VARS LOCAL_DEPTH_VARS #define VALUE_TYPE GLushort#define WRITE_DEPTH(_x, _y, d)                      \    *(GLushort *)(buf + (_x) * 2 + (_y) * depth_pitch) = d;#define READ_DEPTH(d, _x, _y)                       \    d = *(volatile GLushort *)(buf + (_x) * 2 + (_y) * depth_pitch);#define TAG(x) via##x##_z16#include "depthtmp.h"/* 32 bit depthbuffer functions. */#define VALUE_TYPE GLuint#define WRITE_DEPTH(_x, _y, d)                      \    *(GLuint *)(buf + (_x) * 4 + (_y) * depth_pitch) = d;#define READ_DEPTH(d, _x, _y)                       \    d = *(volatile GLuint *)(buf + (_x) * 4 + (_y) * depth_pitch);#define TAG(x) via##x##_z32#include "depthtmp.h"/* 24/8 bit interleaved depth/stencil functions */#define VALUE_TYPE GLuint#define WRITE_DEPTH( _x, _y, d ) {			\   GLuint tmp = *(GLuint *)(buf + (_x)*4 + (_y)*depth_pitch);	\   tmp &= 0x000000ff;					\   tmp |= ((d)<<8);				\   *(GLuint *)(buf + (_x)*4 + (_y)*depth_pitch) = tmp;		\}#define READ_DEPTH( d, _x, _y )		\   d = (*(GLuint *)(buf + (_x)*4 + (_y)*depth_pitch)) >> 8;#define TAG(x) via##x##_z24_s8#include "depthtmp.h"#define WRITE_STENCIL( _x, _y, d ) {			\   GLuint tmp = *(GLuint *)(buf + (_x)*4 + (_y)*depth_pitch);	\   tmp &= 0xffffff00;					\   tmp |= (d);					\   *(GLuint *)(buf + (_x)*4 + (_y)*depth_pitch) = tmp;		\}#define READ_STENCIL( d, _x, _y )			\   d = *(GLuint *)(buf + (_x)*4 + (_y)*depth_pitch) & 0xff;#define TAG(x) via##x##_z24_s8#include "stenciltmp.h"/* Move locking out to get reasonable span performance. */void viaSpanRenderStart( GLcontext *ctx ){   struct via_context *vmesa = VIA_CONTEXT(ctx);        viaWaitIdle(vmesa, GL_FALSE);   LOCK_HARDWARE(vmesa);}void viaSpanRenderFinish( GLcontext *ctx ){   struct via_context *vmesa = VIA_CONTEXT(ctx);   _swrast_flush( ctx );   UNLOCK_HARDWARE( vmesa );}void viaInitSpanFuncs(GLcontext *ctx){    struct swrast_device_driver *swdd = _swrast_GetDeviceDriverReference(ctx);    swdd->SpanRenderStart = viaSpanRenderStart;    swdd->SpanRenderFinish = viaSpanRenderFinish; }/** * Plug in the Get/Put routines for the given driRenderbuffer. */voidviaSetSpanFunctions(struct via_renderbuffer *vrb, const GLvisual *vis){   if (vrb->Base.InternalFormat == GL_RGBA) {      if (vis->redBits == 5 && vis->greenBits == 6 && vis->blueBits == 5) {         viaInitPointers_565(&vrb->Base);      }      else {         viaInitPointers_8888(&vrb->Base);      }   }   else if (vrb->Base.InternalFormat == GL_DEPTH_COMPONENT16) {      viaInitDepthPointers_z16(&vrb->Base);   }   else if (vrb->Base.InternalFormat == GL_DEPTH_COMPONENT24) {      viaInitDepthPointers_z24_s8(&vrb->Base);   }   else if (vrb->Base.InternalFormat == GL_DEPTH_COMPONENT32) {      viaInitDepthPointers_z32(&vrb->Base);   }   else if (vrb->Base.InternalFormat == GL_STENCIL_INDEX8_EXT) {      viaInitStencilPointers_z24_s8(&vrb->Base);   }}

⌨️ 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 + -