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📄 intel_span.c

📁 Mesa is an open-source implementation of the OpenGL specification - a system for rendering interacti
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/************************************************************************** *  * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas. * 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 TUNGSTEN 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 "intel_fbo.h"#include "intel_screen.h"#include "intel_span.h"#include "intel_regions.h"#include "intel_ioctl.h"#include "intel_tex.h"#include "swrast/swrast.h"/*  break intelWriteRGBASpan_ARGB8888*/#undef DBG#define DBG 0#define LOCAL_VARS							\   struct intel_context *intel = intel_context(ctx);			\   struct intel_renderbuffer *irb = intel_renderbuffer(rb);		\   const GLint yScale = irb->RenderToTexture ? 1 : -1;			\   const GLint yBias = irb->RenderToTexture ? 0 : irb->Base.Height - 1;	\   GLubyte *buf = (GLubyte *) irb->pfMap				\      + (intel->drawY * irb->pfPitch + intel->drawX) * irb->region->cpp;\   GLuint p;								\   assert(irb->pfMap);\   (void) p;/* XXX FBO: this is identical to the macro in spantmp2.h except we get * the cliprect info from the context, not the driDrawable. * Move this into spantmp2.h someday. */#define HW_CLIPLOOP()							\   do {									\      int _nc = intel->numClipRects;					\      while ( _nc-- ) {							\	 int minx = intel->pClipRects[_nc].x1 - intel->drawX;		\	 int miny = intel->pClipRects[_nc].y1 - intel->drawY;		\	 int maxx = intel->pClipRects[_nc].x2 - intel->drawX;		\	 int maxy = intel->pClipRects[_nc].y2 - intel->drawY;#define Y_FLIP(_y) ((_y) * yScale + yBias)#define HW_LOCK()#define HW_UNLOCK()/* 16 bit, RGB565 color spanline and pixel functions */#define SPANTMP_PIXEL_FMT GL_RGB#define SPANTMP_PIXEL_TYPE GL_UNSIGNED_SHORT_5_6_5#define TAG(x)    intel##x##_RGB565#define TAG2(x,y) intel##x##_RGB565##y#define GET_PTR(X,Y) (buf + ((Y) * irb->pfPitch + (X)) * 2)#include "spantmp2.h"/* 32 bit, ARGB8888 color spanline and pixel functions */#define SPANTMP_PIXEL_FMT GL_BGRA#define SPANTMP_PIXEL_TYPE GL_UNSIGNED_INT_8_8_8_8_REV#define TAG(x)    intel##x##_ARGB8888#define TAG2(x,y) intel##x##_ARGB8888##y#define GET_PTR(X,Y) (buf + ((Y) * irb->pfPitch + (X)) * 4)#include "spantmp2.h"#define LOCAL_DEPTH_VARS						\   struct intel_context *intel = intel_context(ctx);			\   struct intel_renderbuffer *irb = intel_renderbuffer(rb);		\   const GLuint pitch = irb->pfPitch/***XXX region->pitch*/; /* in pixels */ \   const GLint yScale = irb->RenderToTexture ? 1 : -1;			\   const GLint yBias = irb->RenderToTexture ? 0 : irb->Base.Height - 1;	\   char *buf = (char *) irb->pfMap/*XXX use region->map*/ +             \      (intel->drawY * pitch + intel->drawX) * irb->region->cpp;#define LOCAL_STENCIL_VARS LOCAL_DEPTH_VARS/** ** 16-bit depthbuffer functions. **/#define VALUE_TYPE GLushort#define WRITE_DEPTH( _x, _y, d ) \   ((GLushort *)buf)[(_x) + (_y) * pitch] = d;#define READ_DEPTH( d, _x, _y )	\   d = ((GLushort *)buf)[(_x) + (_y) * pitch];#define TAG(x) intel##x##_z16#include "depthtmp.h"/** ** 24/8-bit interleaved depth/stencil functions ** Note: we're actually reading back combined depth+stencil values. ** The wrappers in main/depthstencil.c are used to extract the depth ** and stencil values. **/#define VALUE_TYPE GLuint/* Change ZZZS -> SZZZ */#define WRITE_DEPTH( _x, _y, d ) {				\   GLuint tmp = ((d) >> 8) | ((d) << 24);			\   ((GLuint *)buf)[(_x) + (_y) * pitch] = tmp;			\}/* Change SZZZ -> ZZZS */#define READ_DEPTH( d, _x, _y ) {				\   GLuint tmp = ((GLuint *)buf)[(_x) + (_y) * pitch];		\   d = (tmp << 8) | (tmp >> 24);				\}#define TAG(x) intel##x##_z24_s8#include "depthtmp.h"/** ** 8-bit stencil function (XXX FBO: This is obsolete) **/#define WRITE_STENCIL( _x, _y, d ) {				\   GLuint tmp = ((GLuint *)buf)[(_x) + (_y) * pitch];		\   tmp &= 0xffffff;						\   tmp |= ((d) << 24);						\   ((GLuint *) buf)[(_x) + (_y) * pitch] = tmp;			\}#define READ_STENCIL( d, _x, _y )				\   d = ((GLuint *)buf)[(_x) + (_y) * pitch] >> 24;#define TAG(x) intel##x##_z24_s8#include "stenciltmp.h"/** * Map or unmap all the renderbuffers which we may need during * software rendering. * XXX in the future, we could probably convey extra information to * reduce the number of mappings needed.  I.e. if doing a glReadPixels * from the depth buffer, we really only need one mapping. * * XXX Rewrite this function someday. * We can probably just loop over all the renderbuffer attachments, * map/unmap all of them, and not worry about the _ColorDrawBuffers * _ColorReadBuffer, _DepthBuffer or _StencilBuffer fields. */static voidintel_map_unmap_buffers(struct intel_context *intel, GLboolean map){   GLcontext *ctx = &intel->ctx;   GLuint i, j;   struct intel_renderbuffer *irb;   /* color draw buffers */   for (j = 0; j < ctx->DrawBuffer->_NumColorDrawBuffers; j++) {      struct gl_renderbuffer *rb = ctx->DrawBuffer->_ColorDrawBuffers[j];      irb = intel_renderbuffer(rb);      if (irb) {         /* this is a user-created intel_renderbuffer */         if (irb->region) {            if (map)               intel_region_map(intel, irb->region);            else               intel_region_unmap(intel, irb->region);            irb->pfMap = irb->region->map;            irb->pfPitch = irb->region->pitch;         }      }   }   /* check for render to textures */   for (i = 0; i < BUFFER_COUNT; i++) {      struct gl_renderbuffer_attachment *att =         ctx->DrawBuffer->Attachment + i;      struct gl_texture_object *tex = att->Texture;      if (tex) {         /* render to texture */         ASSERT(att->Renderbuffer);         if (map) {            struct gl_texture_image *texImg;            texImg = tex->Image[att->CubeMapFace][att->TextureLevel];            intel_tex_map_images(intel, intel_texture_object(tex));         }         else {            intel_tex_unmap_images(intel, intel_texture_object(tex));         }      }   }   /* color read buffers */   irb = intel_renderbuffer(ctx->ReadBuffer->_ColorReadBuffer);   if (irb && irb->region) {      if (map)         intel_region_map(intel, irb->region);      else         intel_region_unmap(intel, irb->region);      irb->pfMap = irb->region->map;      irb->pfPitch = irb->region->pitch;   }   /* Account for front/back color page flipping.    * The span routines use the pfMap and pfPitch fields which will    * swap the front/back region map/pitch if we're page flipped.    * Do this after mapping, above, so the map field is valid.    */#if 0   if (map && ctx->DrawBuffer->Name == 0) {      struct intel_renderbuffer *irbFront         = intel_get_renderbuffer(ctx->DrawBuffer, BUFFER_FRONT_LEFT);      struct intel_renderbuffer *irbBack         = intel_get_renderbuffer(ctx->DrawBuffer, BUFFER_BACK_LEFT);      if (irbBack) {         /* double buffered */         if (intel->sarea->pf_current_page == 0) {            irbFront->pfMap = irbFront->region->map;            irbFront->pfPitch = irbFront->region->pitch;            irbBack->pfMap = irbBack->region->map;            irbBack->pfPitch = irbBack->region->pitch;         }         else {            irbFront->pfMap = irbBack->region->map;            irbFront->pfPitch = irbBack->region->pitch;            irbBack->pfMap = irbFront->region->map;            irbBack->pfPitch = irbFront->region->pitch;         }      }   }#endif   /* depth buffer (Note wrapper!) */   if (ctx->DrawBuffer->_DepthBuffer) {      irb = intel_renderbuffer(ctx->DrawBuffer->_DepthBuffer->Wrapped);      if (irb && irb->region) {         if (map) {            intel_region_map(intel, irb->region);            irb->pfMap = irb->region->map;            irb->pfPitch = irb->region->pitch;         }         else {            intel_region_unmap(intel, irb->region);            irb->pfMap = irb->region->map;            irb->pfPitch = irb->region->pitch;         }      }   }   /* stencil buffer (Note wrapper!) */   if (ctx->DrawBuffer->_StencilBuffer) {      irb = intel_renderbuffer(ctx->DrawBuffer->_StencilBuffer->Wrapped);      if (irb && irb->region) {         if (map) {            intel_region_map(intel, irb->region);            irb->pfMap = irb->region->map;            irb->pfPitch = irb->region->pitch;         }         else {            intel_region_unmap(intel, irb->region);            irb->pfMap = irb->region->map;            irb->pfPitch = irb->region->pitch;         }      }   }}/** * Prepare for softare rendering.  Map current read/draw framebuffers' * renderbuffes and all currently bound texture objects. * * Old note: Moved locking out to get reasonable span performance. */voidintelSpanRenderStart(GLcontext * ctx){   struct intel_context *intel = intel_context(ctx);   GLuint i;   intelFinish(&intel->ctx);   LOCK_HARDWARE(intel);#if 0   /* Just map the framebuffer and all textures.  Bufmgr code will    * take care of waiting on the necessary fences:    */   intel_region_map(intel, intel->front_region);   intel_region_map(intel, intel->back_region);   intel_region_map(intel, intel->depth_region);#endif   for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++) {      if (ctx->Texture.Unit[i]._ReallyEnabled) {         struct gl_texture_object *texObj = ctx->Texture.Unit[i]._Current;         intel_tex_map_images(intel, intel_texture_object(texObj));      }   }   intel_map_unmap_buffers(intel, GL_TRUE);}/** * Called when done softare rendering.  Unmap the buffers we mapped in * the above function. */voidintelSpanRenderFinish(GLcontext * ctx){   struct intel_context *intel = intel_context(ctx);   GLuint i;   _swrast_flush(ctx);   /* Now unmap the framebuffer:    */#if 0   intel_region_unmap(intel, intel->front_region);   intel_region_unmap(intel, intel->back_region);   intel_region_unmap(intel, intel->depth_region);#endif   for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++) {      if (ctx->Texture.Unit[i]._ReallyEnabled) {         struct gl_texture_object *texObj = ctx->Texture.Unit[i]._Current;         intel_tex_unmap_images(intel, intel_texture_object(texObj));      }   }   intel_map_unmap_buffers(intel, GL_FALSE);   UNLOCK_HARDWARE(intel);}voidintelInitSpanFuncs(GLcontext * ctx){   struct swrast_device_driver *swdd = _swrast_GetDeviceDriverReference(ctx);   swdd->SpanRenderStart = intelSpanRenderStart;   swdd->SpanRenderFinish = intelSpanRenderFinish;}/** * Plug in appropriate span read/write functions for the given renderbuffer. * These are used for the software fallbacks. */voidintel_set_span_functions(struct gl_renderbuffer *rb){   if (rb->_ActualFormat == GL_RGB5) {      /* 565 RGB */      intelInitPointers_RGB565(rb);   }   else if (rb->_ActualFormat == GL_RGBA8) {      /* 8888 RGBA */      intelInitPointers_ARGB8888(rb);   }   else if (rb->_ActualFormat == GL_DEPTH_COMPONENT16) {      intelInitDepthPointers_z16(rb);   }   else if (rb->_ActualFormat == GL_DEPTH_COMPONENT24 ||        /* XXX FBO remove */            rb->_ActualFormat == GL_DEPTH24_STENCIL8_EXT) {      intelInitDepthPointers_z24_s8(rb);   }   else if (rb->_ActualFormat == GL_STENCIL_INDEX8_EXT) {       /* XXX FBO remove */      intelInitStencilPointers_z24_s8(rb);   }   else {      _mesa_problem(NULL,                    "Unexpected _ActualFormat in intelSetSpanFunctions");   }}

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