-/* $Id: svgamesa24.c,v 1.7 2000/06/14 21:59:07 brianp Exp $ */
/*
* Mesa 3-D graphics library
- * Version: 3.3
- * Copyright (C) 1995-2000 Brian Paul
+ * Version: 5.0
+ * Copyright (C) 1995-2002 Brian Paul
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
#include "svgapix.h"
#include "svgamesa24.h"
+#include "swrast/swrast.h"
#if 0
/* this doesn't compile with GCC on RedHat 6.1 */
-static inline int RGB2BGR24(int c)
+static INLINE int RGB2BGR24(int c)
{
asm("rorw $8, %0\n"
"rorl $16, %0\n"
return rgbBuffer[offset].r<<16 | rgbBuffer[offset].g<<8 | rgbBuffer[offset].b;
}
-void __set_color24( GLcontext *ctx,
- GLubyte red, GLubyte green,
- GLubyte blue, GLubyte alpha )
+void __clear_color24( GLcontext *ctx, const GLfloat color[4] )
{
- SVGAMesa->red = red;
- SVGAMesa->green = green;
- SVGAMesa->blue = blue;
-/* SVGAMesa->truecolor = red<<16 | green<<8 | blue; */
-}
-
-void __clear_color24( GLcontext *ctx,
- GLubyte red, GLubyte green,
- GLubyte blue, GLubyte alpha )
-{
- SVGAMesa->clear_red = red;
- SVGAMesa->clear_green = green;
- SVGAMesa->clear_blue = blue;
+ GLubyte col[3];
+ CLAMPED_FLOAT_TO_UBYTE(col[0], color[0]);
+ CLAMPED_FLOAT_TO_UBYTE(col[1], color[1]);
+ CLAMPED_FLOAT_TO_UBYTE(col[2], color[2]);
+ SVGAMesa->clear_red = col[0];
+ SVGAMesa->clear_green = col[1];
+ SVGAMesa->clear_blue = col[2];
/* SVGAMesa->clear_truecolor = red<<16 | green<<8 | blue; */
}
-GLbitfield __clear24( GLcontext *ctx, GLbitfield mask, GLboolean all,
- GLint x, GLint y, GLint width, GLint height )
+void __clear24( 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) {
SVGAMesa->clear_blue);
SVGABuffer.DrawBuffer = tmp;
}
+ mask &= ~DD_FRONT_LEFT_BIT;
}
if (mask & DD_BACK_LEFT_BIT) {
if (all) {
SVGAMesa->clear_blue);
SVGABuffer.DrawBuffer = tmp;
}
+ mask &= ~DD_BACK_LEFT_BIT;
}
- return mask & (~(DD_FRONT_LEFT_BIT | DD_BACK_LEFT_BIT));
+
+ if (mask)
+ _swrast_Clear( ctx, mask );
}
void __write_rgba_span24( const GLcontext *ctx, GLuint n, GLint x, GLint y,
void __write_mono_rgba_span24( const GLcontext *ctx,
GLuint n, GLint x, GLint y,
- const GLubyte mask[])
+ const GLchan color[4], const GLubyte mask[])
{
int i;
for (i=0; i<n; i++, x++) {
if (mask[i]) {
- __svga_drawpixel24( x, y, SVGAMesa->red,
- SVGAMesa->green,
- SVGAMesa->blue);
+ __svga_drawpixel24( x, y, color[RCOMP], color[GCOMP], color[BCOMP]);
}
}
}
void __write_mono_rgba_pixels24( const GLcontext *ctx,
GLuint n,
const GLint x[], const GLint y[],
- const GLubyte mask[] )
+ const GLchan color[4], const GLubyte mask[] )
{
int i;
- /* use current rgb color */
for (i=0; i<n; i++) {
if (mask[i]) {
- __svga_drawpixel24( x[i], y[i], SVGAMesa->red,
- SVGAMesa->green,
- SVGAMesa->blue);
+ __svga_drawpixel24( x[i], y[i],
+ color[RCOMP], color[GCOMP], color[BCOMP] );
}
}
}