📄 s3v_span.c
字号:
/* * Author: Max Lingua <sunmax@libero.it> */#include "s3v_context.h"#include "s3v_lock.h"#include "swrast/swrast.h"#define _SPANLOCK 1#define DBG 0#define LOCAL_VARS \ s3vContextPtr vmesa = S3V_CONTEXT(ctx); \ __DRIscreenPrivate *sPriv = vmesa->driScreen; \ __DRIdrawablePrivate *dPriv = vmesa->driDrawable; \ driRenderbuffer *drb = (driRenderbuffer *) rb; \ GLuint cpp = drb->cpp; \ GLuint pitch = ( (drb->backBuffer) ? \ ((dPriv->w+31)&~31) * cpp \ : sPriv->fbWidth * cpp); \ GLuint height = dPriv->h; \ char *buf = (char *)(sPriv->pFB + drb->offset \ + (drb->backBuffer ? 0 : dPriv->x * cpp + dPriv->y * pitch));\ GLuint p; \ (void) p/* FIXME! Depth/Stencil read/writes don't work ! */#define LOCAL_DEPTH_VARS \ __DRIdrawablePrivate *dPriv = vmesa->driDrawable; \ __DRIscreenPrivate *sPriv = vmesa->driScreen; \ driRenderbuffer *drb = (driRenderbuffer *) rb; \ GLuint pitch = drb->pitch; \ GLuint height = dPriv->h; \ char *buf = (char *)(sPriv->pFB + drb->offset); \ (void) pitch#define LOCAL_STENCIL_VARS LOCAL_DEPTH_VARS#define Y_FLIP( _y ) (height - _y - 1)#if _SPANLOCK /* OK, we lock */#define HW_LOCK() \ s3vContextPtr vmesa = S3V_CONTEXT(ctx); \ (void) vmesa; \ DMAFLUSH(); \ S3V_SIMPLE_FLUSH_LOCK(vmesa);#define HW_UNLOCK() S3V_SIMPLE_UNLOCK(vmesa);#else /* plz, don't lock */#define HW_LOCK() \ s3vContextPtr vmesa = S3V_CONTEXT(ctx); \ (void) vmesa; \ DMAFLUSH(); #define HW_UNLOCK()#endif/* ================================================================ * Color buffer *//* 16 bit, RGB565 color spanline and pixel functions */#define INIT_MONO_PIXEL(p, color) \ p = S3VIRGEPACKCOLOR555( color[0], color[1], color[2], color[3] )#define WRITE_RGBA( _x, _y, r, g, b, a ) \do { \ *(GLushort *)(buf + _x*2 + _y*pitch) = ((((int)r & 0xf8) << 7) | \ (((int)g & 0xf8) << 2) | \ (((int)b & 0xf8) >> 3)); \ DEBUG(("buf=0x%x drawOffset=0x%x dPriv->x=%i drb->cpp=%i dPriv->y=%i pitch=%i\n", \ sPriv->pFB, vmesa->drawOffset, dPriv->x, drb->cpp, dPriv->y, pitch)); \ DEBUG(("dPriv->w = %i\n", dPriv->w)); \} while(0)#define WRITE_PIXEL( _x, _y, p ) \ *(GLushort *)(buf + _x*2 + _y*pitch) = p#define READ_RGBA( rgba, _x, _y ) \ do { \ GLushort p = *(GLushort *)(buf + _x*2 + _y*pitch); \ rgba[0] = (p >> 7) & 0xf8; \ rgba[1] = (p >> 2) & 0xf8; \ rgba[2] = (p << 3) & 0xf8; \ rgba[3] = 0xff; /* if ( rgba[0] & 0x08 ) rgba[0] |= 0x07; \ if ( rgba[1] & 0x04 ) rgba[1] |= 0x03; \ if ( rgba[2] & 0x08 ) rgba[2] |= 0x07; */ \ } while (0)#define TAG(x) s3v##x##_RGB555#include "spantmp.h"/* 32 bit, ARGB8888 color spanline and pixel functions */#undef INIT_MONO_PIXEL#define INIT_MONO_PIXEL(p, color) \ p = PACK_COLOR_8888( color[3], color[0], color[1], color[2] )#define WRITE_RGBA( _x, _y, r, g, b, a ) \ *(GLuint *)(buf + _x*4 + _y*pitch) = ((b << 0) | \ (g << 8) | \ (r << 16) | \ (a << 24) )#define WRITE_PIXEL( _x, _y, p ) \ *(GLuint *)(buf + _x*4 + _y*pitch) = p#define READ_RGBA( rgba, _x, _y ) \do { \ GLuint p = *(GLuint *)(buf + _x*4 + _y*pitch); \ rgba[0] = (p >> 16) & 0xff; \ rgba[1] = (p >> 8) & 0xff; \ rgba[2] = (p >> 0) & 0xff; \ rgba[3] = (p >> 24) & 0xff; \} while (0)#define TAG(x) s3v##x##_ARGB8888#include "spantmp.h"/* 16 bit depthbuffer functions. */#define VALUE_TYPE GLushort#define WRITE_DEPTH( _x, _y, d ) \ *(GLushort *)(buf + _x*2 + _y*dPriv->w*2) = d#define READ_DEPTH( d, _x, _y ) \ d = *(GLushort *)(buf + _x*2 + _y*dPriv->w*2);#define TAG(x) s3v##x##_z16#include "depthtmp.h"/* 32 bit depthbuffer functions. */#if 0#define VALUE_TYPE GLuint#define WRITE_DEPTH( _x, _y, d ) \ *(GLuint *)(buf + _x*4 + _y*pitch) = d;#define READ_DEPTH( d, _x, _y ) \ d = *(GLuint *)(buf + _x*4 + _y*pitch); #define TAG(x) s3v##x##_32#include "depthtmp.h"#endif/* 24/8 bit interleaved depth/stencil functions */#if 0#define VALUE_TYPE GLuint#define WRITE_DEPTH( _x, _y, d ) { \ GLuint tmp = *(GLuint *)(buf + _x*4 + _y*pitch); \ tmp &= 0xff; \ tmp |= (d) & 0xffffff00; \ *(GLuint *)(buf + _x*4 + _y*pitch) = tmp; \}#define READ_DEPTH( d, _x, _y ) \ d = *(GLuint *)(buf + _x*4 + _y*pitch) & ~0xff #define TAG(x) s3v##x##_24_8#include "depthtmp.h"#define WRITE_STENCIL( _x, _y, d ) { \ GLuint tmp = *(GLuint *)(buf + _x*4 + _y*pitch); \ tmp &= 0xffffff00; \ tmp |= d & 0xff; \ *(GLuint *)(buf + _x*4 + _y*pitch) = tmp; \}#define READ_STENCIL( d, _x, _y ) \ d = *(GLuint *)(buf + _x*4 + _y*pitch) & 0xff #define TAG(x) s3v##x##_24_8#include "stenciltmp.h"#endif/** * Plug in the Get/Put routines for the given driRenderbuffer. */voids3vSetSpanFunctions(driRenderbuffer *drb, const GLvisual *vis){ if (drb->Base.InternalFormat == GL_RGBA) { if (vis->redBits == 5 && vis->greenBits == 6 && vis->blueBits == 5) { s3vInitPointers_RGB555(&drb->Base); } else { s3vInitPointers_ARGB8888(&drb->Base); } } else if (drb->Base.InternalFormat == GL_DEPTH_COMPONENT16) { s3vInitDepthPointers_z16(&drb->Base); } else if (drb->Base.InternalFormat == GL_DEPTH_COMPONENT24) { /* not done yet */ } else if (drb->Base.InternalFormat == GL_STENCIL_INDEX8_EXT) { /* not done yet */ }}
⌨️ 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 + -