/*===========================================================================*/ | |
/* */ | |
/* Mesa-3.0 DirectX 6 Driver */ | |
/* */ | |
/* By Leigh McRae */ | |
/* */ | |
/* http://www.altsoftware.com/ */ | |
/* */ | |
/* Copyright (c) 1999-1998 alt.software inc. All Rights Reserved */ | |
/*===========================================================================*/ | |
#include "D3DMesa.h" | |
/*===========================================================================*/ | |
/* This call will clear the render surface using the pixel info built from */ | |
/* the surface at creation time. The call uses Lock/Unlock to access the */ | |
/* surface. The call also special cases a full clear or a dirty rectangle. */ | |
/* Finally the call returns the new clear mask that reflects that the color */ | |
/* buffer was cleared. */ | |
/*===========================================================================*/ | |
/* RETURN: the original mask with the bits cleared that represents the buffer*/ | |
/* or buffers we just cleared. */ | |
/*===========================================================================*/ | |
GLbitfield ClearBuffers( GLcontext *ctx, GLbitfield mask, GLboolean all, GLint x, GLint y, GLint width, GLint height ) | |
{ | |
D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx; | |
DDSURFACEDESC2 *pddsd2; | |
UCHAR *pBuffer, | |
*pScanLine; | |
int index, | |
index2; | |
DWORD dwColor; | |
if ( mask & GL_COLOR_BUFFER_BIT ) | |
{ | |
/* Lock the surface to get the surface pointer. */ | |
pddsd2 = LockHAL( pContext->pShared, TRUE ); | |
/* Solve the color once only. */ | |
dwColor = ( ((DWORD)((float)pContext->rClear * pContext->pShared->pixel.rScale)) << pContext->pShared->pixel.rShift ); | |
dwColor |= ( ((DWORD)((float)pContext->gClear * pContext->pShared->pixel.gScale)) << pContext->pShared->pixel.gShift ); | |
dwColor |= ( ((DWORD)((float)pContext->bClear * pContext->pShared->pixel.bScale)) << pContext->pShared->pixel.bShift ); | |
if ( all ) | |
{ | |
for( index = 0, pScanLine = (UCHAR *)pddsd2->lpSurface; index < pContext->pShared->dwHeight; index++, pScanLine += pddsd2->lPitch ) | |
for( pBuffer = pScanLine, index2 = 0; index2 < pContext->pShared->dwWidth; index2++, pBuffer += pContext->pShared->pixel.cb ) | |
memcpy( pBuffer, &dwColor, pContext->pShared->pixel.cb ); | |
} | |
else | |
{ | |
pScanLine = ((UCHAR *)pddsd2->lpSurface) + | |
( (FLIP( pContext->pShared->dwHeight, (y+height)) * pddsd2->lPitch) + (x * pContext->pShared->pixel.cb) ); | |
for( index = 0; index < height; index++, pScanLine += pddsd2->lPitch ) | |
{ | |
for( index2 = 0, pBuffer = pScanLine; index2 < width; index2++, pBuffer += pContext->pShared->pixel.cb ) | |
memcpy( pBuffer, &dwColor, pContext->pShared->pixel.cb ); | |
} | |
} | |
UnlockHAL( pContext->pShared, TRUE ); | |
} | |
return (mask & ~GL_COLOR_BUFFER_BIT); | |
} | |
/*===========================================================================*/ | |
/* This proc (as all others) has been written for the general case. I use */ | |
/* the PIXELINFO structure to pack the pixel from RGB24 to whatever the Off- */ | |
/* Screen render surface uses. The alpha is ignored as Mesa does it in SW. */ | |
/*===========================================================================*/ | |
/* RETURN: */ | |
/*===========================================================================*/ | |
void WSpanRGB( const GLcontext* ctx, GLuint n, GLint x, GLint y, const GLubyte rgb[][3], const GLubyte mask[] ) | |
{ | |
D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx; | |
DDSURFACEDESC2 *pddsd2; | |
UCHAR *pBuffer; | |
int index; | |
DWORD dwColor; | |
/* Get the surface pointer and the pitch. */ | |
pddsd2 = LockHAL( pContext->pShared, TRUE ); | |
/* Find the start of the span. Invert y for Windows. */ | |
pBuffer = (UCHAR *)pddsd2->lpSurface + (FLIP(pContext->pShared->dwHeight,y) * pddsd2->lPitch) + (x*pContext->pShared->pixel.cb); | |
if ( mask ) | |
{ | |
for( index = 0; index < n; index++, pBuffer += pContext->pShared->pixel.cb ) | |
{ | |
if ( mask[index] ) | |
{ | |
/* Pack the color components. */ | |
dwColor = ( ((DWORD)((float)rgb[index][RCOMP] * pContext->pShared->pixel.rScale)) << pContext->pShared->pixel.rShift ); | |
dwColor |= ( ((DWORD)((float)rgb[index][GCOMP] * pContext->pShared->pixel.gScale)) << pContext->pShared->pixel.gShift ); | |
dwColor |= ( ((DWORD)((float)rgb[index][BCOMP] * pContext->pShared->pixel.bScale)) << pContext->pShared->pixel.bShift ); | |
memcpy( pBuffer, &dwColor, pContext->pShared->pixel.cb ); | |
} | |
} | |
} | |
else | |
{ | |
for( index = 0; index < n; index++, pBuffer += pContext->pShared->pixel.cb ) | |
{ | |
/* Pack the color components. */ | |
dwColor = ( ((DWORD)((float)rgb[index][RCOMP] * pContext->pShared->pixel.rScale)) << pContext->pShared->pixel.rShift ); | |
dwColor |= ( ((DWORD)((float)rgb[index][GCOMP] * pContext->pShared->pixel.gScale)) << pContext->pShared->pixel.gShift ); | |
dwColor |= ( ((DWORD)((float)rgb[index][BCOMP] * pContext->pShared->pixel.bScale)) << pContext->pShared->pixel.bShift ); | |
memcpy( pBuffer, &dwColor, pContext->pShared->pixel.cb ); | |
} | |
} | |
/* Giver back. */ | |
UnlockHAL( pContext->pShared, TRUE ); | |
} | |
/*===========================================================================*/ | |
/* This proc (as all others) has been written for the general case. I use */ | |
/* the PIXELINFO structure to pack the pixel from RGB24 to whatever the Off- */ | |
/* Screen render surface uses. The alpha is ignored as Mesa does it in SW. */ | |
/*===========================================================================*/ | |
/* RETURN: */ | |
/*===========================================================================*/ | |
void WSpanRGBA( const GLcontext* ctx, GLuint n, GLint x, GLint y, const GLubyte rgba[][4], const GLubyte mask[] ) | |
{ | |
D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx; | |
DDSURFACEDESC2 *pddsd2; | |
UCHAR *pBuffer; | |
int index; | |
DWORD dwColor; | |
/* Get the surface pointer and the pitch. */ | |
pddsd2 = LockHAL( pContext->pShared, TRUE ); | |
/* Find the start of the span. Invert y for Windows. */ | |
pBuffer = (UCHAR *)pddsd2->lpSurface + (FLIP(pContext->pShared->dwHeight,y) * pddsd2->lPitch) + (x*pContext->pShared->pixel.cb); | |
if ( mask ) | |
{ | |
for( index = 0; index < n; index++, pBuffer += pContext->pShared->pixel.cb ) | |
{ | |
if ( mask[index] ) | |
{ | |
/* Pack the color components. */ | |
dwColor = ( ((DWORD)((float)rgba[index][RCOMP] * pContext->pShared->pixel.rScale)) << pContext->pShared->pixel.rShift ); | |
dwColor |= ( ((DWORD)((float)rgba[index][GCOMP] * pContext->pShared->pixel.gScale)) << pContext->pShared->pixel.gShift ); | |
dwColor |= ( ((DWORD)((float)rgba[index][BCOMP] * pContext->pShared->pixel.bScale)) << pContext->pShared->pixel.bShift ); | |
memcpy( pBuffer, &dwColor, pContext->pShared->pixel.cb ); | |
} | |
} | |
} | |
else | |
{ | |
for( index = 0; index < n; index++, pBuffer += pContext->pShared->pixel.cb ) | |
{ | |
/* Pack the color components. */ | |
dwColor = ( ((DWORD)((float)rgba[index][RCOMP] * pContext->pShared->pixel.rScale)) << pContext->pShared->pixel.rShift ); | |
dwColor |= ( ((DWORD)((float)rgba[index][GCOMP] * pContext->pShared->pixel.gScale)) << pContext->pShared->pixel.gShift ); | |
dwColor |= ( ((DWORD)((float)rgba[index][BCOMP] * pContext->pShared->pixel.bScale)) << pContext->pShared->pixel.bShift ); | |
memcpy( pBuffer, &dwColor, pContext->pShared->pixel.cb ); | |
} | |
} | |
/* Giver back. */ | |
UnlockHAL( pContext->pShared, TRUE ); | |
} | |
/*===========================================================================*/ | |
/* This proc (as all others) has been written for the general case. I use */ | |
/* the PIXELINFO structure to pack the pixel from RGB24 to whatever the Off- */ | |
/* Screen render surface uses. The color is solved once from the current */ | |
/* color components. The alpha is ignored as Mesa is doing it in SW. */ | |
/*===========================================================================*/ | |
/* RETURN: */ | |
/*===========================================================================*/ | |
void WSpanRGBAMono( const GLcontext* ctx, GLuint n, GLint x, GLint y, const GLubyte mask[] ) | |
{ | |
D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx; | |
DDSURFACEDESC2 *pddsd2; | |
UCHAR *pBuffer; | |
int index; | |
DWORD dwColor; | |
/* Lock the surface to get the surface pointer and the pitch. */ | |
pddsd2 = LockHAL( pContext->pShared, TRUE ); | |
/* Solve the color once only. (no alpha) */ | |
dwColor = ( ((DWORD)((float)pContext->rCurrent * pContext->pShared->pixel.rScale)) << pContext->pShared->pixel.rShift ); | |
dwColor |= ( ((DWORD)((float)pContext->gCurrent * pContext->pShared->pixel.gScale)) << pContext->pShared->pixel.gShift ); | |
dwColor |= ( ((DWORD)((float)pContext->bCurrent * pContext->pShared->pixel.bScale)) << pContext->pShared->pixel.bShift ); | |
/* Find the start of the span. Invert y for Windows. */ | |
pBuffer = (UCHAR *)pddsd2->lpSurface + (FLIP(pContext->pShared->dwHeight,y) * pddsd2->lPitch) + (x*pContext->pShared->pixel.cb); | |
if ( mask ) | |
{ | |
for( index = 0; index < n; index++, pBuffer += pContext->pShared->pixel.cb ) | |
if ( mask[index] ) | |
memcpy( pBuffer, &dwColor, pContext->pShared->pixel.cb ); | |
} | |
else | |
{ | |
for( index = 0; index < n; index++, pBuffer += pContext->pShared->pixel.cb ) | |
memcpy( pBuffer, &dwColor, pContext->pShared->pixel.cb ); | |
} | |
/* Giver back. */ | |
UnlockHAL( pContext->pShared, TRUE ); | |
} | |
/*===========================================================================*/ | |
/* This proc (as all others) has been written for the general case. I use */ | |
/* the PIXELINFO structure to pack the pixel from RGB24 to whatever the Off- */ | |
/* Screen render surface uses. The alpha is ignored as Mesa does it in SW. */ | |
/*===========================================================================*/ | |
/* RETURN: */ | |
/*===========================================================================*/ | |
void WPixelsRGBA( const GLcontext* ctx, GLuint n, const GLint x[], const GLint y[], const GLubyte rgba[][4], const GLubyte mask[] ) | |
{ | |
D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx; | |
DDSURFACEDESC2 *pddsd2; | |
UCHAR *pBuffer; | |
int index; | |
DWORD dwColor; | |
/* Get the surface pointer and the pitch. */ | |
pddsd2 = LockHAL( pContext->pShared, TRUE ); | |
if ( mask ) | |
{ | |
for( index = 0; index < n; index++ ) | |
{ | |
if ( mask[index] ) | |
{ | |
/* Pack the color components. */ | |
dwColor = ( ((DWORD)((float)rgba[index][RCOMP] * pContext->pShared->pixel.rScale)) << pContext->pShared->pixel.rShift ); | |
dwColor |= ( ((DWORD)((float)rgba[index][GCOMP] * pContext->pShared->pixel.gScale)) << pContext->pShared->pixel.gShift ); | |
dwColor |= ( ((DWORD)((float)rgba[index][BCOMP] * pContext->pShared->pixel.bScale)) << pContext->pShared->pixel.bShift ); | |
/* Find the pixel. Invert y for Windows. */ | |
pBuffer = (UCHAR *)pddsd2->lpSurface + (FLIP(pContext->pShared->dwHeight,y[index]) * pddsd2->lPitch) + (x[index]*pContext->pShared->pixel.cb); | |
memcpy( pBuffer, &dwColor, pContext->pShared->pixel.cb ); | |
} | |
} | |
} | |
else | |
{ | |
for( index = 0; index < n; index++ ) | |
{ | |
/* Pack the color components. */ | |
dwColor = ( ((DWORD)((float)rgba[index][RCOMP] * pContext->pShared->pixel.rScale)) << pContext->pShared->pixel.rShift ); | |
dwColor |= ( ((DWORD)((float)rgba[index][GCOMP] * pContext->pShared->pixel.gScale)) << pContext->pShared->pixel.gShift ); | |
dwColor |= ( ((DWORD)((float)rgba[index][BCOMP] * pContext->pShared->pixel.bScale)) << pContext->pShared->pixel.bShift ); | |
/* Find the pixel. Invert y for Windows. */ | |
pBuffer = (UCHAR *)pddsd2->lpSurface + (FLIP(pContext->pShared->dwHeight,y[index]) * pddsd2->lPitch) + (x[index]*pContext->pShared->pixel.cb); | |
memcpy( pBuffer, &dwColor, pContext->pShared->pixel.cb ); | |
} | |
} | |
/* Giver back. */ | |
UnlockHAL( pContext->pShared, TRUE ); | |
} | |
/*===========================================================================*/ | |
/* This proc (as all others) has been written for the general case. I use */ | |
/* the PIXELINFO structure to pack the pixel from RGB24 to whatever the Off- */ | |
/* Screen render surface uses. The color is solved once from the current */ | |
/* color components. The alpha is ignored as Mesa is doing it in SW. */ | |
/*===========================================================================*/ | |
/* RETURN: */ | |
/*===========================================================================*/ | |
void WPixelsRGBAMono( const GLcontext* ctx, GLuint n, const GLint x[], const GLint y[], const GLubyte mask[] ) | |
{ | |
D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx; | |
DDSURFACEDESC2 *pddsd2; | |
UCHAR *pBuffer; | |
int index; | |
DWORD dwColor; | |
/* Get the surface pointer and the pitch. */ | |
pddsd2 = LockHAL( pContext->pShared, TRUE ); | |
/* Solve the color once only. I don't uses the alpha. */ | |
dwColor = ( ((DWORD)((float)pContext->rCurrent * pContext->pShared->pixel.rScale)) << pContext->pShared->pixel.rShift ); | |
dwColor |= ( ((DWORD)((float)pContext->gCurrent * pContext->pShared->pixel.gScale)) << pContext->pShared->pixel.gShift ); | |
dwColor |= ( ((DWORD)((float)pContext->bCurrent * pContext->pShared->pixel.bScale)) << pContext->pShared->pixel.bShift ); | |
if ( mask ) | |
{ | |
/* We store the surface pointer as a UCHAR so that pixel.cb (count in btyles) will work for all. */ | |
for( index = 0; index < n; index++ ) | |
{ | |
if ( mask[index] ) | |
{ | |
/* Find the pixel. Invert y for Windows. */ | |
pBuffer = (UCHAR *)pddsd2->lpSurface + (FLIP(pContext->pShared->dwHeight,y[index]) * pddsd2->lPitch) + (x[index]*pContext->pShared->pixel.cb); | |
memcpy( pBuffer, &dwColor, pContext->pShared->pixel.cb ); | |
} | |
} | |
} | |
else | |
{ | |
/* We store the surface pointer as a UCHAR so that pixel.cb (count in btyles) will work for all. */ | |
for( index = 0; index < n; index++ ) | |
{ | |
/* Find the pixel. Invert y for Windows. */ | |
pBuffer = (UCHAR *)pddsd2->lpSurface + (FLIP(pContext->pShared->dwHeight,y[index]) * pddsd2->lPitch) + (x[index]*pContext->pShared->pixel.cb); | |
memcpy( pBuffer, &dwColor, pContext->pShared->pixel.cb ); | |
} | |
} | |
/* Giver back. */ | |
UnlockHAL( pContext->pShared, TRUE ); | |
} | |
/*===========================================================================*/ | |
/* This proc isn't written for speed rather its to handle the general case. */ | |
/* I grab each pixel from the surface and unpack the info using the PIXELINFO*/ | |
/* structure that was generated from the OffScreen surface pixelformat. The */ | |
/* function will not fill in the alpha value as Mesa I have Mesa allocate its*/ | |
/* own alpha channel when the context was created. I did this as I didn't */ | |
/* feel that it was worth the effort to try and get HW to work (bus bound). */ | |
/*===========================================================================*/ | |
/* RETURN: */ | |
/*===========================================================================*/ | |
void RSpanRGBA( const GLcontext* ctx, GLuint n, GLint x, GLint y, GLubyte rgba[][4] ) | |
{ | |
D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx; | |
DDSURFACEDESC2 *pddsd2; | |
UCHAR *pBuffer; | |
int index; | |
DWORD *pdwColor; | |
/* Get the surface pointer and the pitch. */ | |
pddsd2 = LockHAL( pContext->pShared, TRUE ); | |
/* Find the start of the span. Invert y for Windows. */ | |
pBuffer = (UCHAR *)pddsd2->lpSurface + | |
(FLIP(pContext->pShared->dwHeight,y) * pddsd2->lPitch) + | |
(x*pContext->pShared->pixel.cb); | |
/* We store the surface pointer as a UCHAR so that pixel.cb (count in btyles) will work for all. */ | |
for( index = 0; index < n; index++, pBuffer += pContext->pShared->pixel.cb ) | |
{ | |
pdwColor = (DWORD *)pBuffer; | |
rgba[index][RCOMP] = (GLubyte)((float)((*pdwColor & pContext->pShared->pixel.dwRMask) >> pContext->pShared->pixel.rShift) / pContext->pShared->pixel.rScale); | |
rgba[index][GCOMP] = (GLubyte)((float)((*pdwColor & pContext->pShared->pixel.dwGMask) >> pContext->pShared->pixel.gShift) / pContext->pShared->pixel.gScale); | |
rgba[index][BCOMP] = (GLubyte)((float)((*pdwColor & pContext->pShared->pixel.dwBMask) >> pContext->pShared->pixel.bShift) / pContext->pShared->pixel.bScale); | |
} | |
/* Giver back. */ | |
UnlockHAL( pContext->pShared, TRUE ); | |
} | |
/*===========================================================================*/ | |
/* This proc isn't written for speed rather its to handle the general case. */ | |
/* I grab each pixel from the surface and unpack the info using the PIXELINFO*/ | |
/* structure that was generated from the OffScreen surface pixelformat. The */ | |
/* function will not fill in the alpha value as Mesa I have Mesa allocate its*/ | |
/* own alpha channel when the context was created. I did this as I didn't */ | |
/* feel that it was worth the effort to try and get HW to work (bus bound). */ | |
/*===========================================================================*/ | |
/* RETURN: */ | |
/*===========================================================================*/ | |
void RPixelsRGBA( const GLcontext* ctx, GLuint n, const GLint x[], const GLint y[], GLubyte rgba[][4], const GLubyte mask[] ) | |
{ | |
D3DMESACONTEXT *pContext = (D3DMESACONTEXT *)ctx->DriverCtx; | |
DDSURFACEDESC2 *pddsd2; | |
int index; | |
DWORD *pdwColor; | |
/* Get the surface pointer and the pitch. */ | |
pddsd2 = LockHAL( pContext->pShared, TRUE ); | |
if ( mask ) | |
{ | |
/* We store the surface pointer as a UCHAR so that pixel.cb (count in btyles) will work for all. */ | |
for( index = 0; index < n; index++ ) | |
{ | |
if ( mask[index] ) | |
{ | |
/* Find the start of the pixel. Invert y for Windows. */ | |
pdwColor = (DWORD *)((UCHAR *)pddsd2->lpSurface + (FLIP(pContext->pShared->dwHeight,y[index]) * pddsd2->lPitch) + (x[index]*pContext->pShared->pixel.cb)); | |
rgba[index][RCOMP] = (GLubyte)((float)((*pdwColor & pContext->pShared->pixel.dwRMask) >> pContext->pShared->pixel.rShift) / pContext->pShared->pixel.rScale); | |
rgba[index][GCOMP] = (GLubyte)((float)((*pdwColor & pContext->pShared->pixel.dwGMask) >> pContext->pShared->pixel.gShift) / pContext->pShared->pixel.gScale); | |
rgba[index][BCOMP] = (GLubyte)((float)((*pdwColor & pContext->pShared->pixel.dwBMask) >> pContext->pShared->pixel.bShift) / pContext->pShared->pixel.bScale); | |
} | |
} | |
} | |
else | |
{ | |
/* We store the surface pointer as a UCHAR so that pixel.cb (count in btyles) will work for all. */ | |
for( index = 0; index < n; index++ ) | |
{ | |
/* Find the start of the pixel. Invert y for Windows. */ | |
pdwColor = (DWORD *)((UCHAR *)pddsd2->lpSurface + (FLIP(pContext->pShared->dwHeight,y[index]) * pddsd2->lPitch) + (x[index]*pContext->pShared->pixel.cb)); | |
rgba[index][RCOMP] = (GLubyte)((float)((*pdwColor & pContext->pShared->pixel.dwRMask) >> pContext->pShared->pixel.rShift) / pContext->pShared->pixel.rScale); | |
rgba[index][GCOMP] = (GLubyte)((float)((*pdwColor & pContext->pShared->pixel.dwGMask) >> pContext->pShared->pixel.gShift) / pContext->pShared->pixel.gScale); | |
rgba[index][BCOMP] = (GLubyte)((float)((*pdwColor & pContext->pShared->pixel.dwBMask) >> pContext->pShared->pixel.bShift) / pContext->pShared->pixel.bScale); | |
} | |
} | |
/* Giver back. */ | |
UnlockHAL( pContext->pShared, TRUE ); | |
} | |