#include "dglcontext.h"
// Get compile errors without this. KeithH
-#include "scitech.h" // ibool, etc.
+//#include "scitech.h" // ibool, etc.
#ifdef _USE_GLD3_WGL
#include "gld_driver.h"
HGLRC hGLRC = NULL;
DGL_ctx* lpCtx = NULL;
int cmd = 0, dx1 = 0, dx2 = 0, i;
- static ibool bAltPressed = false;
- static ibool bCtrlPressed = false;
- static ibool bShiftPressed = false;
+ static BOOL bAltPressed = FALSE;
+ static BOOL bCtrlPressed = FALSE;
+ static BOOL bShiftPressed = FALSE;
RECT r, rf, rc;
POINT pt;
- ibool bForceReshape = false;
+ BOOL bForceReshape = FALSE;
return CallNextHookEx(hKeyHook, code, wParam, lParam);
}
#include "gld_driver.h"
#endif
-#include "glu.h" // MUST USE MICROSOFT'S GLU32!
+#include "gl/glu.h" // MUST USE MICROSOFT'S GLU32!
#ifndef _USE_GLD3_WGL
extern DGL_mesaFuncs mesaFuncs;
#include "dllmain.h"
-#include "snap/graphics.h"
-#include "drvlib/os/os.h"
+//#include "snap/graphics.h"
+//#include "drvlib/os/os.h"
#ifdef _USE_GLD3_WGL
typedef void (APIENTRY *LPDGLSPLASHSCREEN)(int, int, char*);
if (bRegistryError || !bSuccess)
return FALSE;
else
+
return TRUE;
#undef REG_READ_DWORD
"Direct3D RGB SW",
"Direct3D HW",
};
- static ibool bWarnOnce = false;
+ static BOOL bWarnOnce = FALSE;
// Already initialized?
if (bInitialized)
"Please run the configuration program\n"
"before using GLDirect with applications.\n",
"GLDirect", MB_OK | MB_ICONWARNING);
- bWarnOnce = true;
+ bWarnOnce = TRUE;
return FALSE;
}
#include "DirectGL.h"
#endif // _USE_GLD3_WGL
-#include "gldirect/regkeys.h"
+//#include "gldirect/regkeys.h"
#include "dglglobals.h"
#include "ddlog.h"
#ifndef _USE_GLD3_WGL
static void gld_fetch_1d_texel_X8R8G8B8(
const struct gl_texture_image *texImage,
- GLint i, GLint j, GLint k, GLvoid *texel )
+ GLint i, GLint j, GLint k, GLchan *texel )
{
const GLchan *src = CHAN_SRC( texImage, i, j, k, 4 );
- GLchan *rgba = (GLchan *) texel;
+ GLchan *rgba = (GLchan *)texel;
rgba[RCOMP] = src[2];
rgba[GCOMP] = src[1];
rgba[BCOMP] = src[0];
//---------------------------------------------------------------------------
+static void gld_fetch_1d_texel_f_X8R8G8B8(
+ const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLchan *src = CHAN_SRC( texImage, i, j, k, 4 );
+ texel[RCOMP] = CHAN_TO_FLOAT(src[0]);
+ texel[GCOMP] = CHAN_TO_FLOAT(src[1]);
+ texel[BCOMP] = CHAN_TO_FLOAT(src[2]);
+ texel[ACOMP] = 1.f;
+}
+
+//---------------------------------------------------------------------------
+
static void gld_fetch_1d_texel_X1R5G5B5(
const struct gl_texture_image *texImage,
- GLint i, GLint j, GLint k, GLvoid *texel )
+ GLint i, GLint j, GLint k, GLchan *texel )
{
const GLushort *src = USHORT_SRC( texImage, i, j, k );
GLchan *rgba = (GLchan *) texel; GLushort s = *src;
//---------------------------------------------------------------------------
+static void gld_fetch_1d_texel_f_X1R5G5B5(
+ const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLushort *src = USHORT_SRC( texImage, i, j, k );
+ GLushort s = *src;
+ texel[RCOMP] = UBYTE_TO_FLOAT( ((s >> 10) & 0xf8) * 255 / 0xf8 );
+ texel[GCOMP] = UBYTE_TO_FLOAT( ((s >> 5) & 0xf8) * 255 / 0xf8 );
+ texel[BCOMP] = UBYTE_TO_FLOAT( ((s ) & 0xf8) * 255 / 0xf8 );
+ texel[ACOMP] = 1.f;
+}
+
+//---------------------------------------------------------------------------
+
static void gld_fetch_1d_texel_X4R4G4B4(
const struct gl_texture_image *texImage,
- GLint i, GLint j, GLint k, GLvoid *texel )
+ GLint i, GLint j, GLint k, GLchan *texel )
{
const GLushort *src = USHORT_SRC( texImage, i, j, k );
GLchan *rgba = (GLchan *) texel; GLushort s = *src;
//---------------------------------------------------------------------------
+static void gld_fetch_1d_texel_f_X4R4G4B4(
+ const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLushort *src = USHORT_SRC( texImage, i, j, k );
+ GLushort s = *src;
+ texel[RCOMP] = UBYTE_TO_FLOAT( ((s >> 8) & 0xf) * 255 / 0xf );
+ texel[GCOMP] = UBYTE_TO_FLOAT( ((s >> 4) & 0xf) * 255 / 0xf );
+ texel[BCOMP] = UBYTE_TO_FLOAT( ((s ) & 0xf) * 255 / 0xf );
+ texel[ACOMP] = 1.f;
+}
+
+//---------------------------------------------------------------------------
+
#undef CHAN_SRC
#undef UBYTE_SRC
#undef USHORT_SRC
static void gld_fetch_2d_texel_X8R8G8B8(
const struct gl_texture_image *texImage,
- GLint i, GLint j, GLint k, GLvoid *texel )
+ GLint i, GLint j, GLint k, GLchan *texel )
{
const GLchan *src = CHAN_SRC( texImage, i, j, k, 4 );
- GLchan *rgba = (GLchan *) texel;
+ GLchan *rgba = (GLchan *)texel;
rgba[RCOMP] = src[2];
rgba[GCOMP] = src[1];
rgba[BCOMP] = src[0];
//---------------------------------------------------------------------------
+static void gld_fetch_2d_texel_f_X8R8G8B8(
+ const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLchan *src = CHAN_SRC( texImage, i, j, k, 4 );
+ texel[RCOMP] = CHAN_TO_FLOAT(src[0]);
+ texel[GCOMP] = CHAN_TO_FLOAT(src[1]);
+ texel[BCOMP] = CHAN_TO_FLOAT(src[2]);
+ texel[ACOMP] = 1.f;
+}
+
+//---------------------------------------------------------------------------
+
static void gld_fetch_2d_texel_X1R5G5B5(
const struct gl_texture_image *texImage,
- GLint i, GLint j, GLint k, GLvoid *texel )
+ GLint i, GLint j, GLint k, GLchan *texel )
{
const GLushort *src = USHORT_SRC( texImage, i, j, k );
GLchan *rgba = (GLchan *) texel; GLushort s = *src;
//---------------------------------------------------------------------------
+static void gld_fetch_2d_texel_f_X1R5G5B5(
+ const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLushort *src = USHORT_SRC( texImage, i, j, k );
+ GLushort s = *src;
+ texel[RCOMP] = UBYTE_TO_FLOAT( ((s >> 10) & 0xf8) * 255 / 0xf8 );
+ texel[GCOMP] = UBYTE_TO_FLOAT( ((s >> 5) & 0xf8) * 255 / 0xf8 );
+ texel[BCOMP] = UBYTE_TO_FLOAT( ((s ) & 0xf8) * 255 / 0xf8 );
+ texel[ACOMP] = 1.f;
+}
+
+//---------------------------------------------------------------------------
+
static void gld_fetch_2d_texel_X4R4G4B4(
const struct gl_texture_image *texImage,
- GLint i, GLint j, GLint k, GLvoid *texel )
+ GLint i, GLint j, GLint k, GLchan *texel )
{
const GLushort *src = USHORT_SRC( texImage, i, j, k );
GLchan *rgba = (GLchan *) texel; GLushort s = *src;
//---------------------------------------------------------------------------
+static void gld_fetch_2d_texel_f_X4R4G4B4(
+ const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLushort *src = USHORT_SRC( texImage, i, j, k );
+ GLushort s = *src;
+ texel[RCOMP] = UBYTE_TO_FLOAT( ((s >> 8) & 0xf) * 255 / 0xf );
+ texel[GCOMP] = UBYTE_TO_FLOAT( ((s >> 4) & 0xf) * 255 / 0xf );
+ texel[BCOMP] = UBYTE_TO_FLOAT( ((s ) & 0xf) * 255 / 0xf );
+ texel[ACOMP] = 1.f;
+}
+
+//---------------------------------------------------------------------------
+
#undef CHAN_SRC
#undef UBYTE_SRC
#undef USHORT_SRC
static void gld_fetch_3d_texel_X8R8G8B8(
const struct gl_texture_image *texImage,
- GLint i, GLint j, GLint k, GLvoid *texel )
+ GLint i, GLint j, GLint k, GLchan *texel )
{
const GLchan *src = CHAN_SRC( texImage, i, j, k, 4 );
- GLchan *rgba = (GLchan *) texel;
+ GLchan *rgba = (GLchan *)texel;
rgba[RCOMP] = src[2];
rgba[GCOMP] = src[1];
rgba[BCOMP] = src[0];
//---------------------------------------------------------------------------
+static void gld_fetch_3d_texel_f_X8R8G8B8(
+ const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLchan *src = CHAN_SRC( texImage, i, j, k, 4 );
+ texel[RCOMP] = CHAN_TO_FLOAT(src[0]);
+ texel[GCOMP] = CHAN_TO_FLOAT(src[1]);
+ texel[BCOMP] = CHAN_TO_FLOAT(src[2]);
+ texel[ACOMP] = 1.f;
+}
+
+//---------------------------------------------------------------------------
+
static void gld_fetch_3d_texel_X1R5G5B5(
const struct gl_texture_image *texImage,
- GLint i, GLint j, GLint k, GLvoid *texel )
+ GLint i, GLint j, GLint k, GLchan *texel )
{
const GLushort *src = USHORT_SRC( texImage, i, j, k );
GLchan *rgba = (GLchan *) texel; GLushort s = *src;
//---------------------------------------------------------------------------
+static void gld_fetch_3d_texel_f_X1R5G5B5(
+ const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLushort *src = USHORT_SRC( texImage, i, j, k );
+ GLushort s = *src;
+ texel[RCOMP] = UBYTE_TO_FLOAT( ((s >> 10) & 0xf8) * 255 / 0xf8 );
+ texel[GCOMP] = UBYTE_TO_FLOAT( ((s >> 5) & 0xf8) * 255 / 0xf8 );
+ texel[BCOMP] = UBYTE_TO_FLOAT( ((s ) & 0xf8) * 255 / 0xf8 );
+ texel[ACOMP] = 1.f;
+}
+
+//---------------------------------------------------------------------------
+
static void gld_fetch_3d_texel_X4R4G4B4(
const struct gl_texture_image *texImage,
- GLint i, GLint j, GLint k, GLvoid *texel )
+ GLint i, GLint j, GLint k, GLchan *texel )
{
const GLushort *src = USHORT_SRC( texImage, i, j, k );
GLchan *rgba = (GLchan *) texel; GLushort s = *src;
//---------------------------------------------------------------------------
+static void gld_fetch_3d_texel_f_X4R4G4B4(
+ const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLushort *src = USHORT_SRC( texImage, i, j, k );
+ GLushort s = *src;
+ texel[RCOMP] = UBYTE_TO_FLOAT( ((s >> 8) & 0xf) * 255 / 0xf );
+ texel[GCOMP] = UBYTE_TO_FLOAT( ((s >> 4) & 0xf) * 255 / 0xf );
+ texel[BCOMP] = UBYTE_TO_FLOAT( ((s ) & 0xf) * 255 / 0xf );
+ texel[ACOMP] = 1.f;
+}
+
+//---------------------------------------------------------------------------
+
#undef CHAN_SRC
#undef UBYTE_SRC
#undef USHORT_SRC
const struct gl_texture_format _gld_texformat_X8R8G8B8 = {
MESA_FORMAT_ARGB8888, /* MesaFormat */
GL_RGBA, /* BaseFormat */
+ GL_UNSIGNED_NORMALIZED_ARB, /* DataType */
8, /* RedBits */
8, /* GreenBits */
8, /* BlueBits */
0, /* IndexBits */
0, /* DepthBits */
4, /* TexelBytes */
+ _mesa_texstore_argb8888, /* StoreTexImageFunc */
gld_fetch_1d_texel_X8R8G8B8, /* FetchTexel1D */
gld_fetch_2d_texel_X8R8G8B8, /* FetchTexel2D */
gld_fetch_3d_texel_X8R8G8B8, /* FetchTexel3D */
+ gld_fetch_1d_texel_f_X8R8G8B8, /* FetchTexel1Df */
+ gld_fetch_2d_texel_f_X8R8G8B8, /* FetchTexel2Df */
+ gld_fetch_3d_texel_f_X8R8G8B8, /* FetchTexel3Df */
};
const struct gl_texture_format _gld_texformat_X1R5G5B5 = {
MESA_FORMAT_ARGB1555, /* MesaFormat */
GL_RGBA, /* BaseFormat */
+ GL_UNSIGNED_NORMALIZED_ARB, /* DataType */
5, /* RedBits */
5, /* GreenBits */
5, /* BlueBits */
0, /* IndexBits */
0, /* DepthBits */
2, /* TexelBytes */
+ _mesa_texstore_argb1555, /* StoreTexImageFunc */
gld_fetch_1d_texel_X1R5G5B5, /* FetchTexel1D */
gld_fetch_2d_texel_X1R5G5B5, /* FetchTexel2D */
gld_fetch_3d_texel_X1R5G5B5, /* FetchTexel3D */
+ gld_fetch_1d_texel_f_X1R5G5B5, /* FetchTexel1Df */
+ gld_fetch_2d_texel_f_X1R5G5B5, /* FetchTexel2Df */
+ gld_fetch_3d_texel_f_X1R5G5B5, /* FetchTexel3Df */
};
const struct gl_texture_format _gld_texformat_X4R4G4B4 = {
MESA_FORMAT_ARGB4444, /* MesaFormat */
GL_RGBA, /* BaseFormat */
+ GL_UNSIGNED_NORMALIZED_ARB, /* DataType */
4, /* RedBits */
4, /* GreenBits */
4, /* BlueBits */
0, /* IndexBits */
0, /* DepthBits */
2, /* TexelBytes */
+ _mesa_texstore_argb4444, /* StoreTexImageFunc */
gld_fetch_1d_texel_X4R4G4B4, /* FetchTexel1D */
gld_fetch_2d_texel_X4R4G4B4, /* FetchTexel2D */
gld_fetch_3d_texel_X4R4G4B4, /* FetchTexel3D */
+ gld_fetch_1d_texel_f_X4R4G4B4, /* FetchTexel1Df */
+ gld_fetch_2d_texel_f_X4R4G4B4, /* FetchTexel2Df */
+ gld_fetch_3d_texel_f_X4R4G4B4, /* FetchTexel3Df */
};
//---------------------------------------------------------------------------
D3DX_SURFACEFORMAT sf;
DWORD dwMipmaps;
+ const struct gl_texture_format *MesaFormat;
+
+ MesaFormat = _mesa_choose_tex_format(ctx, format, format, type);
+
gldCtx = GLD_GET_CONTEXT(ctx);
gld = GLD_GET_DX7_DRIVER(gldCtx);
}
// unpack image, apply transfer ops and store directly in texture
- _mesa_transfer_teximage(
+ MesaFormat->StoreImage(
ctx,
2,
GL_RGBA,
// We need to flip the data. Yuck.
// Perhaps Mesa has a span packer we can use in future...
for (i=0; i<height; i++) {
- BYTE *pDestRow = (BYTE*)_mesa_image_address2d(pack, dest, width, height, format, type, 0, i, 0);
+ BYTE *pDestRow = (BYTE*)_mesa_image_address(2,pack, dest, width, height, format, type, 0, i, 0);
BYTE *pSrcRow = (BYTE*)d3dLockedRect.pBits + (d3dLockedRect.Pitch * (height-i-1));
- _mesa_transfer_teximage(
+ texImage->TexFormat->StoreImage(
ctx,
2,
GL_RGBA, // base format
for (i=0; i<height; i++) {
GLubyte byte;
pBits = (D3DCOLOR*)((BYTE*)ddsd.lpSurface + (i*ddsd.lPitch));
- src = (const GLubyte *) _mesa_image_address2d(
+ src = (const GLubyte *) _mesa_image_address(2,
&ctx->DefaultPacking, pTempBitmap, width, height, GL_COLOR_INDEX, GL_BITMAP,
0, i, 0);
for (j=0; j<(width>>3); j++) {
return;
}
// unpack image, apply transfer ops and store in tempImage
- _mesa_transfer_teximage(ctx, 2, texImage->Format,
+ texImage->TexFormat->StoreImage(ctx, 2, texImage->Format,
&_mesa_texformat_argb8888, // dest format
tempImage,
width, height, 1, 0, 0, 0,
}
// unpack image, apply transfer ops and store directly in texture
- _mesa_transfer_teximage(
+ texImage->TexFormat->StoreImage(
ctx,
2,
texImage->Format,
}
// unpack image, apply transfer ops and store in tempImage
- _mesa_transfer_teximage(ctx, 2, texImage->Format,
+ texImage->TexFormat->StoreImage(ctx, 2, texImage->Format,
&_mesa_texformat_argb8888, // dest format
tempImage,
width, height, 1, 0, 0, 0,
}
// unpack image, apply transfer ops and store directly in texture
- _mesa_transfer_teximage(ctx, 2, texImage->Format,
+ texImage->TexFormat->StoreImage(ctx, 2, texImage->Format,
_gldMesaFormatForD3DFormat(_gldD3DXFormatFromSurface(pSurface)),
ddsd.lpSurface,
width, height, 1,
-/* $Id: gld_vb_mesa_render_dx7.c,v 1.3 2005/04/14 16:58:25 bencrossman Exp $ */
+/* $Id: gld_vb_mesa_render_dx7.c,v 1.4 2005/04/15 17:17:47 bencrossman Exp $ */
/*
* Mesa 3-D graphics library
GLcontext *ctx,
struct tnl_pipeline_stage *stage)
{
- GLuint inputs = VERT_BIT_CLIP;
- GLuint i;
-
- if (ctx->Visual.rgbMode) {
- inputs |= VERT_BIT_COLOR0;
-
- if (ctx->_TriangleCaps & DD_SEPARATE_SPECULAR)
- inputs |= VERT_BIT_COLOR1; //VERT_BIT_SPEC_RGB;
-
- //if (ctx->Texture._ReallyEnabled) {
- for (i=0; i<ctx->Const.MaxTextureUnits; i++) {
- if (ctx->Texture.Unit[i]._ReallyEnabled)
- inputs |= VERT_BIT_TEX(i);
- }
- //}
- } else {
- inputs |= VERT_BIT_INDEX;
- }
-
- if (ctx->Point._Attenuated)
- inputs |= VERT_BIT_POINT_SIZE;
-
- /* How do drivers turn this off?
- */
- if (ctx->Fog.Enabled)
- inputs |= VERT_BIT_FOG; // VERT_FOG_COORD;
-
- if (ctx->_TriangleCaps & DD_TRI_UNFILLED)
- inputs |= VERT_BIT_EDGEFLAG;
-
- if (ctx->RenderMode==GL_FEEDBACK)
- inputs |= VERT_BITS_TEX_ANY;
-
- stage->inputs = inputs;
+ stage->inputs = TNL_CONTEXT(ctx)->render_inputs;
}
//---------------------------------------------------------------------------
// If CVA (Compiled Vertex Array) is used by an OpenGL app, then we
// will need enough vertices to cater for Mesa::Const.MaxArrayLockSize.
// We'll use IMM_SIZE if it's larger (which it should not be).
- dwMaxVertices = (IMM_SIZE < MAX_ARRAY_LOCK_SIZE) ? MAX_ARRAY_LOCK_SIZE : IMM_SIZE;
+ dwMaxVertices = MAX_ARRAY_LOCK_SIZE;
// Max vertex buffer size limited in DX7. (DaveM)
if (dwMaxVertices*9 > D3DMAXNUMVERTICES)
static void gld_fetch_1d_texel_X8R8G8B8(
const struct gl_texture_image *texImage,
- GLint i, GLint j, GLint k, GLvoid *texel )
+ GLint i, GLint j, GLint k, GLchan *texel )
{
const GLchan *src = CHAN_SRC( texImage, i, j, k, 4 );
- GLchan *rgba = (GLchan *) texel;
+ GLchan *rgba = (GLchan *)texel;
rgba[RCOMP] = src[2];
rgba[GCOMP] = src[1];
rgba[BCOMP] = src[0];
//---------------------------------------------------------------------------
+static void gld_fetch_1d_texel_f_X8R8G8B8(
+ const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLchan *src = CHAN_SRC( texImage, i, j, k, 4 );
+ texel[RCOMP] = CHAN_TO_FLOAT(src[0]);
+ texel[GCOMP] = CHAN_TO_FLOAT(src[1]);
+ texel[BCOMP] = CHAN_TO_FLOAT(src[2]);
+ texel[ACOMP] = 1.f;
+}
+
+//---------------------------------------------------------------------------
+
static void gld_fetch_1d_texel_X1R5G5B5(
const struct gl_texture_image *texImage,
- GLint i, GLint j, GLint k, GLvoid *texel )
+ GLint i, GLint j, GLint k, GLchan *texel )
{
const GLushort *src = USHORT_SRC( texImage, i, j, k );
GLchan *rgba = (GLchan *) texel; GLushort s = *src;
//---------------------------------------------------------------------------
+static void gld_fetch_1d_texel_f_X1R5G5B5(
+ const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLushort *src = USHORT_SRC( texImage, i, j, k );
+ GLushort s = *src;
+ texel[RCOMP] = UBYTE_TO_FLOAT( ((s >> 10) & 0xf8) * 255 / 0xf8 );
+ texel[GCOMP] = UBYTE_TO_FLOAT( ((s >> 5) & 0xf8) * 255 / 0xf8 );
+ texel[BCOMP] = UBYTE_TO_FLOAT( ((s ) & 0xf8) * 255 / 0xf8 );
+ texel[ACOMP] = 1.f;
+}
+
+//---------------------------------------------------------------------------
+
static void gld_fetch_1d_texel_X4R4G4B4(
const struct gl_texture_image *texImage,
- GLint i, GLint j, GLint k, GLvoid *texel )
+ GLint i, GLint j, GLint k, GLchan *texel )
{
const GLushort *src = USHORT_SRC( texImage, i, j, k );
GLchan *rgba = (GLchan *) texel; GLushort s = *src;
//---------------------------------------------------------------------------
+static void gld_fetch_1d_texel_f_X4R4G4B4(
+ const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLushort *src = USHORT_SRC( texImage, i, j, k );
+ GLushort s = *src;
+ texel[RCOMP] = UBYTE_TO_FLOAT( ((s >> 8) & 0xf) * 255 / 0xf );
+ texel[GCOMP] = UBYTE_TO_FLOAT( ((s >> 4) & 0xf) * 255 / 0xf );
+ texel[BCOMP] = UBYTE_TO_FLOAT( ((s ) & 0xf) * 255 / 0xf );
+ texel[ACOMP] = 1.f;
+}
+
+//---------------------------------------------------------------------------
+
#undef CHAN_SRC
#undef UBYTE_SRC
#undef USHORT_SRC
static void gld_fetch_2d_texel_X8R8G8B8(
const struct gl_texture_image *texImage,
- GLint i, GLint j, GLint k, GLvoid *texel )
+ GLint i, GLint j, GLint k, GLchan *texel )
{
const GLchan *src = CHAN_SRC( texImage, i, j, k, 4 );
- GLchan *rgba = (GLchan *) texel;
+ GLchan *rgba = (GLchan *)texel;
rgba[RCOMP] = src[2];
rgba[GCOMP] = src[1];
rgba[BCOMP] = src[0];
//---------------------------------------------------------------------------
+static void gld_fetch_2d_texel_f_X8R8G8B8(
+ const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLchan *src = CHAN_SRC( texImage, i, j, k, 4 );
+ texel[RCOMP] = CHAN_TO_FLOAT(src[0]);
+ texel[GCOMP] = CHAN_TO_FLOAT(src[1]);
+ texel[BCOMP] = CHAN_TO_FLOAT(src[2]);
+ texel[ACOMP] = 1.f;
+}
+
+//---------------------------------------------------------------------------
+
static void gld_fetch_2d_texel_X1R5G5B5(
const struct gl_texture_image *texImage,
- GLint i, GLint j, GLint k, GLvoid *texel )
+ GLint i, GLint j, GLint k, GLchan *texel )
{
const GLushort *src = USHORT_SRC( texImage, i, j, k );
GLchan *rgba = (GLchan *) texel; GLushort s = *src;
//---------------------------------------------------------------------------
+static void gld_fetch_2d_texel_f_X1R5G5B5(
+ const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLushort *src = USHORT_SRC( texImage, i, j, k );
+ GLushort s = *src;
+ texel[RCOMP] = UBYTE_TO_FLOAT( ((s >> 10) & 0xf8) * 255 / 0xf8 );
+ texel[GCOMP] = UBYTE_TO_FLOAT( ((s >> 5) & 0xf8) * 255 / 0xf8 );
+ texel[BCOMP] = UBYTE_TO_FLOAT( ((s ) & 0xf8) * 255 / 0xf8 );
+ texel[ACOMP] = 1.f;
+}
+
+//---------------------------------------------------------------------------
+
static void gld_fetch_2d_texel_X4R4G4B4(
const struct gl_texture_image *texImage,
- GLint i, GLint j, GLint k, GLvoid *texel )
+ GLint i, GLint j, GLint k, GLchan *texel )
{
const GLushort *src = USHORT_SRC( texImage, i, j, k );
GLchan *rgba = (GLchan *) texel; GLushort s = *src;
//---------------------------------------------------------------------------
+static void gld_fetch_2d_texel_f_X4R4G4B4(
+ const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLushort *src = USHORT_SRC( texImage, i, j, k );
+ GLushort s = *src;
+ texel[RCOMP] = UBYTE_TO_FLOAT( ((s >> 8) & 0xf) * 255 / 0xf );
+ texel[GCOMP] = UBYTE_TO_FLOAT( ((s >> 4) & 0xf) * 255 / 0xf );
+ texel[BCOMP] = UBYTE_TO_FLOAT( ((s ) & 0xf) * 255 / 0xf );
+ texel[ACOMP] = 1.f;
+}
+
+//---------------------------------------------------------------------------
+
#undef CHAN_SRC
#undef UBYTE_SRC
#undef USHORT_SRC
static void gld_fetch_3d_texel_X8R8G8B8(
const struct gl_texture_image *texImage,
- GLint i, GLint j, GLint k, GLvoid *texel )
+ GLint i, GLint j, GLint k, GLchan *texel )
{
const GLchan *src = CHAN_SRC( texImage, i, j, k, 4 );
- GLchan *rgba = (GLchan *) texel;
+ GLchan *rgba = (GLchan *)texel;
rgba[RCOMP] = src[2];
rgba[GCOMP] = src[1];
rgba[BCOMP] = src[0];
//---------------------------------------------------------------------------
+static void gld_fetch_3d_texel_f_X8R8G8B8(
+ const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLchan *src = CHAN_SRC( texImage, i, j, k, 4 );
+ texel[RCOMP] = CHAN_TO_FLOAT(src[0]);
+ texel[GCOMP] = CHAN_TO_FLOAT(src[1]);
+ texel[BCOMP] = CHAN_TO_FLOAT(src[2]);
+ texel[ACOMP] = 1.f;
+}
+
+//---------------------------------------------------------------------------
+
static void gld_fetch_3d_texel_X1R5G5B5(
const struct gl_texture_image *texImage,
- GLint i, GLint j, GLint k, GLvoid *texel )
+ GLint i, GLint j, GLint k, GLchan *texel )
{
const GLushort *src = USHORT_SRC( texImage, i, j, k );
GLchan *rgba = (GLchan *) texel; GLushort s = *src;
//---------------------------------------------------------------------------
+static void gld_fetch_3d_texel_f_X1R5G5B5(
+ const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLushort *src = USHORT_SRC( texImage, i, j, k );
+ GLushort s = *src;
+ texel[RCOMP] = UBYTE_TO_FLOAT( ((s >> 10) & 0xf8) * 255 / 0xf8 );
+ texel[GCOMP] = UBYTE_TO_FLOAT( ((s >> 5) & 0xf8) * 255 / 0xf8 );
+ texel[BCOMP] = UBYTE_TO_FLOAT( ((s ) & 0xf8) * 255 / 0xf8 );
+ texel[ACOMP] = 1.f;
+}
+
+//---------------------------------------------------------------------------
+
static void gld_fetch_3d_texel_X4R4G4B4(
const struct gl_texture_image *texImage,
- GLint i, GLint j, GLint k, GLvoid *texel )
+ GLint i, GLint j, GLint k, GLchan *texel )
{
const GLushort *src = USHORT_SRC( texImage, i, j, k );
GLchan *rgba = (GLchan *) texel; GLushort s = *src;
//---------------------------------------------------------------------------
+static void gld_fetch_3d_texel_f_X4R4G4B4(
+ const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLushort *src = USHORT_SRC( texImage, i, j, k );
+ GLushort s = *src;
+ texel[RCOMP] = UBYTE_TO_FLOAT( ((s >> 8) & 0xf) * 255 / 0xf );
+ texel[GCOMP] = UBYTE_TO_FLOAT( ((s >> 4) & 0xf) * 255 / 0xf );
+ texel[BCOMP] = UBYTE_TO_FLOAT( ((s ) & 0xf) * 255 / 0xf );
+ texel[ACOMP] = 1.f;
+}
+
+//---------------------------------------------------------------------------
+
#undef CHAN_SRC
#undef UBYTE_SRC
#undef USHORT_SRC
const struct gl_texture_format _gld_texformat_X8R8G8B8 = {
MESA_FORMAT_ARGB8888, /* MesaFormat */
GL_RGBA, /* BaseFormat */
-// GL_UNSIGNED_BYTE, /* Type */
+ GL_UNSIGNED_NORMALIZED_ARB, /* DataType */
8, /* RedBits */
8, /* GreenBits */
8, /* BlueBits */
0, /* IndexBits */
0, /* DepthBits */
4, /* TexelBytes */
+ _mesa_texstore_argb8888, /* StoreTexImageFunc */
gld_fetch_1d_texel_X8R8G8B8, /* FetchTexel1D */
gld_fetch_2d_texel_X8R8G8B8, /* FetchTexel2D */
gld_fetch_3d_texel_X8R8G8B8, /* FetchTexel3D */
+ gld_fetch_1d_texel_f_X8R8G8B8, /* FetchTexel1Df */
+ gld_fetch_2d_texel_f_X8R8G8B8, /* FetchTexel2Df */
+ gld_fetch_3d_texel_f_X8R8G8B8, /* FetchTexel3Df */
};
const struct gl_texture_format _gld_texformat_X1R5G5B5 = {
MESA_FORMAT_ARGB1555, /* MesaFormat */
GL_RGBA, /* BaseFormat */
-// GL_UNSIGNED_SHORT_1_5_5_5_REV, /* Type */
+ GL_UNSIGNED_NORMALIZED_ARB, /* DataType */
5, /* RedBits */
5, /* GreenBits */
5, /* BlueBits */
0, /* IndexBits */
0, /* DepthBits */
2, /* TexelBytes */
+ _mesa_texstore_argb1555, /* StoreTexImageFunc */
gld_fetch_1d_texel_X1R5G5B5, /* FetchTexel1D */
gld_fetch_2d_texel_X1R5G5B5, /* FetchTexel2D */
gld_fetch_3d_texel_X1R5G5B5, /* FetchTexel3D */
+ gld_fetch_1d_texel_f_X1R5G5B5, /* FetchTexel1Df */
+ gld_fetch_2d_texel_f_X1R5G5B5, /* FetchTexel2Df */
+ gld_fetch_3d_texel_f_X1R5G5B5, /* FetchTexel3Df */
};
const struct gl_texture_format _gld_texformat_X4R4G4B4 = {
MESA_FORMAT_ARGB4444, /* MesaFormat */
GL_RGBA, /* BaseFormat */
-// GL_UNSIGNED_SHORT_4_4_4_4_REV, /* Type */
+ GL_UNSIGNED_NORMALIZED_ARB, /* DataType */
4, /* RedBits */
4, /* GreenBits */
4, /* BlueBits */
0, /* IndexBits */
0, /* DepthBits */
2, /* TexelBytes */
+ _mesa_texstore_argb4444, /* StoreTexImageFunc */
gld_fetch_1d_texel_X4R4G4B4, /* FetchTexel1D */
gld_fetch_2d_texel_X4R4G4B4, /* FetchTexel2D */
gld_fetch_3d_texel_X4R4G4B4, /* FetchTexel3D */
+ gld_fetch_1d_texel_f_X4R4G4B4, /* FetchTexel1Df */
+ gld_fetch_2d_texel_f_X4R4G4B4, /* FetchTexel2Df */
+ gld_fetch_3d_texel_f_X4R4G4B4, /* FetchTexel3Df */
};
//---------------------------------------------------------------------------
HRESULT hr;
D3DLOCKED_RECT d3dLockedRect;
+ const struct gl_texture_format *MesaFormat;
+
gldCtx = GLD_GET_CONTEXT(ctx);
gld = GLD_GET_DX8_DRIVER(gldCtx);
return;
}
+ MesaFormat = _mesa_choose_tex_format(ctx, format, format, type);
+
// unpack image, apply transfer ops and store directly in texture
- _mesa_transfer_teximage(
+ MesaFormat->StoreImage(
ctx,
2,
GL_RGBA,
// We need to flip the data. Yuck.
// Perhaps Mesa has a span packer we can use in future...
for (i=0; i<height; i++) {
- BYTE *pDestRow = (BYTE*)_mesa_image_address2d(pack, dest, width, height, format, type, 0, i, 0);
+ BYTE *pDestRow = (BYTE*)_mesa_image_address(2,pack, dest, width, height, format, type, 0, i, 0);
BYTE *pSrcRow = (BYTE*)d3dLockedRect.pBits + (d3dLockedRect.Pitch * (height-i-1));
- _mesa_transfer_teximage(
+ MesaFormat->StoreImage(
ctx,
2,
GL_RGBA, // base format
for (i=0; i<height; i++) {
GLubyte byte;
pBits = (D3DCOLOR*)((BYTE*)d3dLockedRect.pBits + (i*d3dLockedRect.Pitch));
- src = (const GLubyte *) _mesa_image_address2d(
+ src = (const GLubyte *) _mesa_image_address(2,
&ctx->DefaultPacking, pTempBitmap, width, height, GL_COLOR_INDEX, GL_BITMAP,
0, i, 0);
for (j=0; j<(width>>3); j++) {
/*
// unpack image, apply transfer ops and store directly in texture
- _mesa_transfer_teximage(
+ texImage->TexFormat->StoreImage(
ctx,
2,
GL_BITMAP,
return;
}
// unpack image, apply transfer ops and store in tempImage
- _mesa_transfer_teximage(ctx, 2, texImage->Format,
+ texImage->TexFormat->StoreImage(ctx, 2, texImage->Format,
&_mesa_texformat_argb8888, // dest format
tempImage,
width, height, 1, 0, 0, 0,
}
// unpack image, apply transfer ops and store directly in texture
- _mesa_transfer_teximage(
+ texImage->TexFormat->StoreImage(
ctx,
2,
texImage->Format,
}
// unpack image, apply transfer ops and store in tempImage
- _mesa_transfer_teximage(ctx, 2, texImage->Format,
+ texImage->TexFormat->StoreImage(ctx, 2, texImage->Format,
&_mesa_texformat_argb8888, // dest format
tempImage,
width, height, 1, 0, 0, 0,
}
// unpack image, apply transfer ops and store directly in texture
- _mesa_transfer_teximage(ctx, 2, texImage->Format,
+ texImage->TexFormat->StoreImage(ctx, 2, texImage->Format,
_gldMesaFormatForD3DFormat(d3dsd.Format),
d3dLockedRect.pBits,
width, height, 1,
-/* $Id: gld_vb_mesa_render_dx8.c,v 1.3 2005/04/14 16:58:25 bencrossman Exp $ */
+/* $Id: gld_vb_mesa_render_dx8.c,v 1.4 2005/04/15 17:17:47 bencrossman Exp $ */
/*
* Mesa 3-D graphics library
GLcontext *ctx,
struct tnl_pipeline_stage *stage)
{
- GLuint inputs = VERT_BIT_CLIP;
- GLuint i;
-
- if (ctx->Visual.rgbMode) {
- inputs |= VERT_BIT_COLOR0;
-
- if (ctx->_TriangleCaps & DD_SEPARATE_SPECULAR)
- inputs |= VERT_BIT_COLOR1; //VERT_BIT_SPEC_RGB;
-
- //if (ctx->Texture._ReallyEnabled) {
- for (i=0; i<ctx->Const.MaxTextureUnits; i++) {
- if (ctx->Texture.Unit[i]._ReallyEnabled)
- inputs |= VERT_BIT_TEX(i);
- }
- //}
- } else {
- inputs |= VERT_BIT_INDEX;
- }
-
- if (ctx->Point._Attenuated)
- inputs |= VERT_BIT_POINT_SIZE;
-
- /* How do drivers turn this off?
- */
- if (ctx->Fog.Enabled)
- inputs |= VERT_BIT_FOG; // VERT_FOG_COORD;
-
- if (ctx->_TriangleCaps & DD_TRI_UNFILLED)
- inputs |= VERT_BIT_EDGEFLAG;
-
- if (ctx->RenderMode==GL_FEEDBACK)
- inputs |= VERT_BITS_TEX_ANY;
-
- stage->inputs = inputs;
+ stage->inputs = TNL_CONTEXT(ctx)->render_inputs;
}
//---------------------------------------------------------------------------
// If CVA (Compiled Vertex Array) is used by an OpenGL app, then we
// will need enough vertices to cater for Mesa::Const.MaxArrayLockSize.
// We'll use IMM_SIZE if it's larger (which it should not be).
- dwMaxVertices = (IMM_SIZE < MAX_ARRAY_LOCK_SIZE) ? MAX_ARRAY_LOCK_SIZE : IMM_SIZE;
+ dwMaxVertices = MAX_ARRAY_LOCK_SIZE;
// Now calculate how many vertices to allow for in total
// 1 per point, 2 per line, 6 per quad = 9
static void gld_fetch_1d_texel_X8R8G8B8(
const struct gl_texture_image *texImage,
- GLint i, GLint j, GLint k, GLvoid *texel )
+ GLint i, GLint j, GLint k, GLchan *texel )
{
const GLchan *src = CHAN_SRC( texImage, i, j, k, 4 );
- GLchan *rgba = (GLchan *) texel;
+ GLchan *rgba = (GLchan *)texel;
rgba[RCOMP] = src[2];
rgba[GCOMP] = src[1];
rgba[BCOMP] = src[0];
//---------------------------------------------------------------------------
+static void gld_fetch_1d_texel_f_X8R8G8B8(
+ const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLchan *src = CHAN_SRC( texImage, i, j, k, 4 );
+ texel[RCOMP] = CHAN_TO_FLOAT(src[0]);
+ texel[GCOMP] = CHAN_TO_FLOAT(src[1]);
+ texel[BCOMP] = CHAN_TO_FLOAT(src[2]);
+ texel[ACOMP] = 1.f;
+}
+
+//---------------------------------------------------------------------------
+
static void gld_fetch_1d_texel_X1R5G5B5(
const struct gl_texture_image *texImage,
- GLint i, GLint j, GLint k, GLvoid *texel )
+ GLint i, GLint j, GLint k, GLchan *texel )
{
const GLushort *src = USHORT_SRC( texImage, i, j, k );
GLchan *rgba = (GLchan *) texel; GLushort s = *src;
//---------------------------------------------------------------------------
+static void gld_fetch_1d_texel_f_X1R5G5B5(
+ const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLushort *src = USHORT_SRC( texImage, i, j, k );
+ GLushort s = *src;
+ texel[RCOMP] = UBYTE_TO_FLOAT( ((s >> 10) & 0xf8) * 255 / 0xf8 );
+ texel[GCOMP] = UBYTE_TO_FLOAT( ((s >> 5) & 0xf8) * 255 / 0xf8 );
+ texel[BCOMP] = UBYTE_TO_FLOAT( ((s ) & 0xf8) * 255 / 0xf8 );
+ texel[ACOMP] = 1.f;
+}
+
+//---------------------------------------------------------------------------
+
static void gld_fetch_1d_texel_X4R4G4B4(
const struct gl_texture_image *texImage,
- GLint i, GLint j, GLint k, GLvoid *texel )
+ GLint i, GLint j, GLint k, GLchan *texel )
{
const GLushort *src = USHORT_SRC( texImage, i, j, k );
GLchan *rgba = (GLchan *) texel; GLushort s = *src;
//---------------------------------------------------------------------------
+static void gld_fetch_1d_texel_f_X4R4G4B4(
+ const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLushort *src = USHORT_SRC( texImage, i, j, k );
+ GLushort s = *src;
+ texel[RCOMP] = UBYTE_TO_FLOAT( ((s >> 8) & 0xf) * 255 / 0xf );
+ texel[GCOMP] = UBYTE_TO_FLOAT( ((s >> 4) & 0xf) * 255 / 0xf );
+ texel[BCOMP] = UBYTE_TO_FLOAT( ((s ) & 0xf) * 255 / 0xf );
+ texel[ACOMP] = 1.f;
+}
+
+//---------------------------------------------------------------------------
+
#undef CHAN_SRC
#undef UBYTE_SRC
#undef USHORT_SRC
static void gld_fetch_2d_texel_X8R8G8B8(
const struct gl_texture_image *texImage,
- GLint i, GLint j, GLint k, GLvoid *texel )
+ GLint i, GLint j, GLint k, GLchan *texel )
{
const GLchan *src = CHAN_SRC( texImage, i, j, k, 4 );
- GLchan *rgba = (GLchan *) texel;
+ GLchan *rgba = (GLchan *)texel;
rgba[RCOMP] = src[2];
rgba[GCOMP] = src[1];
rgba[BCOMP] = src[0];
//---------------------------------------------------------------------------
+static void gld_fetch_2d_texel_f_X8R8G8B8(
+ const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLchan *src = CHAN_SRC( texImage, i, j, k, 4 );
+ texel[RCOMP] = CHAN_TO_FLOAT(src[0]);
+ texel[GCOMP] = CHAN_TO_FLOAT(src[1]);
+ texel[BCOMP] = CHAN_TO_FLOAT(src[2]);
+ texel[ACOMP] = 1.f;
+}
+
+//---------------------------------------------------------------------------
+
static void gld_fetch_2d_texel_X1R5G5B5(
const struct gl_texture_image *texImage,
- GLint i, GLint j, GLint k, GLvoid *texel )
+ GLint i, GLint j, GLint k, GLchan *texel )
{
const GLushort *src = USHORT_SRC( texImage, i, j, k );
GLchan *rgba = (GLchan *) texel; GLushort s = *src;
//---------------------------------------------------------------------------
+static void gld_fetch_2d_texel_f_X1R5G5B5(
+ const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLushort *src = USHORT_SRC( texImage, i, j, k );
+ GLushort s = *src;
+ texel[RCOMP] = UBYTE_TO_FLOAT( ((s >> 10) & 0xf8) * 255 / 0xf8 );
+ texel[GCOMP] = UBYTE_TO_FLOAT( ((s >> 5) & 0xf8) * 255 / 0xf8 );
+ texel[BCOMP] = UBYTE_TO_FLOAT( ((s ) & 0xf8) * 255 / 0xf8 );
+ texel[ACOMP] = 1.f;
+}
+
+//---------------------------------------------------------------------------
+
static void gld_fetch_2d_texel_X4R4G4B4(
const struct gl_texture_image *texImage,
- GLint i, GLint j, GLint k, GLvoid *texel )
+ GLint i, GLint j, GLint k, GLchan *texel )
{
const GLushort *src = USHORT_SRC( texImage, i, j, k );
GLchan *rgba = (GLchan *) texel; GLushort s = *src;
//---------------------------------------------------------------------------
+static void gld_fetch_2d_texel_f_X4R4G4B4(
+ const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLushort *src = USHORT_SRC( texImage, i, j, k );
+ GLushort s = *src;
+ texel[RCOMP] = UBYTE_TO_FLOAT( ((s >> 8) & 0xf) * 255 / 0xf );
+ texel[GCOMP] = UBYTE_TO_FLOAT( ((s >> 4) & 0xf) * 255 / 0xf );
+ texel[BCOMP] = UBYTE_TO_FLOAT( ((s ) & 0xf) * 255 / 0xf );
+ texel[ACOMP] = 1.f;
+}
+
+//---------------------------------------------------------------------------
+
#undef CHAN_SRC
#undef UBYTE_SRC
#undef USHORT_SRC
static void gld_fetch_3d_texel_X8R8G8B8(
const struct gl_texture_image *texImage,
- GLint i, GLint j, GLint k, GLvoid *texel )
+ GLint i, GLint j, GLint k, GLchan *texel )
{
const GLchan *src = CHAN_SRC( texImage, i, j, k, 4 );
- GLchan *rgba = (GLchan *) texel;
+ GLchan *rgba = (GLchan *)texel;
rgba[RCOMP] = src[2];
rgba[GCOMP] = src[1];
rgba[BCOMP] = src[0];
//---------------------------------------------------------------------------
+static void gld_fetch_3d_texel_f_X8R8G8B8(
+ const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLchan *src = CHAN_SRC( texImage, i, j, k, 4 );
+ texel[RCOMP] = CHAN_TO_FLOAT(src[0]);
+ texel[GCOMP] = CHAN_TO_FLOAT(src[1]);
+ texel[BCOMP] = CHAN_TO_FLOAT(src[2]);
+ texel[ACOMP] = 1.f;
+}
+
+//---------------------------------------------------------------------------
+
static void gld_fetch_3d_texel_X1R5G5B5(
const struct gl_texture_image *texImage,
- GLint i, GLint j, GLint k, GLvoid *texel )
+ GLint i, GLint j, GLint k, GLchan *texel )
{
const GLushort *src = USHORT_SRC( texImage, i, j, k );
GLchan *rgba = (GLchan *) texel; GLushort s = *src;
//---------------------------------------------------------------------------
+static void gld_fetch_3d_texel_f_X1R5G5B5(
+ const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLushort *src = USHORT_SRC( texImage, i, j, k );
+ GLushort s = *src;
+ texel[RCOMP] = UBYTE_TO_FLOAT( ((s >> 10) & 0xf8) * 255 / 0xf8 );
+ texel[GCOMP] = UBYTE_TO_FLOAT( ((s >> 5) & 0xf8) * 255 / 0xf8 );
+ texel[BCOMP] = UBYTE_TO_FLOAT( ((s ) & 0xf8) * 255 / 0xf8 );
+ texel[ACOMP] = 1.f;
+}
+
+//---------------------------------------------------------------------------
+
static void gld_fetch_3d_texel_X4R4G4B4(
const struct gl_texture_image *texImage,
- GLint i, GLint j, GLint k, GLvoid *texel )
+ GLint i, GLint j, GLint k, GLchan *texel )
{
const GLushort *src = USHORT_SRC( texImage, i, j, k );
GLchan *rgba = (GLchan *) texel; GLushort s = *src;
//---------------------------------------------------------------------------
+static void gld_fetch_3d_texel_f_X4R4G4B4(
+ const struct gl_texture_image *texImage,
+ GLint i, GLint j, GLint k, GLfloat *texel )
+{
+ const GLushort *src = USHORT_SRC( texImage, i, j, k );
+ GLushort s = *src;
+ texel[RCOMP] = UBYTE_TO_FLOAT( ((s >> 8) & 0xf) * 255 / 0xf );
+ texel[GCOMP] = UBYTE_TO_FLOAT( ((s >> 4) & 0xf) * 255 / 0xf );
+ texel[BCOMP] = UBYTE_TO_FLOAT( ((s ) & 0xf) * 255 / 0xf );
+ texel[ACOMP] = 1.f;
+}
+
+//---------------------------------------------------------------------------
+
#undef CHAN_SRC
#undef UBYTE_SRC
#undef USHORT_SRC
const struct gl_texture_format _gld_texformat_X8R8G8B8 = {
MESA_FORMAT_ARGB8888, /* MesaFormat */
GL_RGBA, /* BaseFormat */
-// GL_UNSIGNED_BYTE, /* Type */
+ GL_UNSIGNED_NORMALIZED_ARB, /* DataType */
8, /* RedBits */
8, /* GreenBits */
8, /* BlueBits */
0, /* IndexBits */
0, /* DepthBits */
4, /* TexelBytes */
+ _mesa_texstore_argb8888, /* StoreTexImageFunc */
gld_fetch_1d_texel_X8R8G8B8, /* FetchTexel1D */
gld_fetch_2d_texel_X8R8G8B8, /* FetchTexel2D */
gld_fetch_3d_texel_X8R8G8B8, /* FetchTexel3D */
+ gld_fetch_1d_texel_f_X8R8G8B8, /* FetchTexel1Df */
+ gld_fetch_2d_texel_f_X8R8G8B8, /* FetchTexel2Df */
+ gld_fetch_3d_texel_f_X8R8G8B8, /* FetchTexel3Df */
};
const struct gl_texture_format _gld_texformat_X1R5G5B5 = {
MESA_FORMAT_ARGB1555, /* MesaFormat */
GL_RGBA, /* BaseFormat */
-// GL_UNSIGNED_SHORT_1_5_5_5_REV, /* Type */
+ GL_UNSIGNED_NORMALIZED_ARB, /* DataType */
5, /* RedBits */
5, /* GreenBits */
5, /* BlueBits */
0, /* IndexBits */
0, /* DepthBits */
2, /* TexelBytes */
+ _mesa_texstore_argb1555, /* StoreTexImageFunc */
gld_fetch_1d_texel_X1R5G5B5, /* FetchTexel1D */
gld_fetch_2d_texel_X1R5G5B5, /* FetchTexel2D */
gld_fetch_3d_texel_X1R5G5B5, /* FetchTexel3D */
+ gld_fetch_1d_texel_f_X1R5G5B5, /* FetchTexel1Df */
+ gld_fetch_2d_texel_f_X1R5G5B5, /* FetchTexel2Df */
+ gld_fetch_3d_texel_f_X1R5G5B5, /* FetchTexel3Df */
};
const struct gl_texture_format _gld_texformat_X4R4G4B4 = {
MESA_FORMAT_ARGB4444, /* MesaFormat */
GL_RGBA, /* BaseFormat */
-// GL_UNSIGNED_SHORT_4_4_4_4_REV, /* Type */
+ GL_UNSIGNED_NORMALIZED_ARB, /* DataType */
4, /* RedBits */
4, /* GreenBits */
4, /* BlueBits */
0, /* IndexBits */
0, /* DepthBits */
2, /* TexelBytes */
+ _mesa_texstore_argb4444, /* StoreTexImageFunc */
gld_fetch_1d_texel_X4R4G4B4, /* FetchTexel1D */
gld_fetch_2d_texel_X4R4G4B4, /* FetchTexel2D */
gld_fetch_3d_texel_X4R4G4B4, /* FetchTexel3D */
+ gld_fetch_1d_texel_f_X4R4G4B4, /* FetchTexel1Df */
+ gld_fetch_2d_texel_f_X4R4G4B4, /* FetchTexel2Df */
+ gld_fetch_3d_texel_f_X4R4G4B4, /* FetchTexel3Df */
};
//---------------------------------------------------------------------------
HRESULT hr;
D3DLOCKED_RECT d3dLockedRect;
+ const struct gl_texture_format *MesaFormat;
+
+ MesaFormat = _mesa_choose_tex_format(ctx, format, format, type);
+
// Mesa does not currently handle this format.
if (format == GL_BGR)
return;
}
// unpack image, apply transfer ops and store directly in texture
- _mesa_transfer_teximage(
+ MesaFormat->StoreImage(
ctx,
2,
GL_RGBA,
// We need to flip the data. Yuck.
// Perhaps Mesa has a span packer we can use in future...
for (i=0; i<height; i++) {
- BYTE *pDestRow = (BYTE*)_mesa_image_address2d(pack, dest, width, height, format, type, 0, i, 0);
+ BYTE *pDestRow = (BYTE*)_mesa_image_address(2,pack, dest, width, height, format, type, 0, i, 0);
BYTE *pSrcRow = (BYTE*)d3dLockedRect.pBits + (d3dLockedRect.Pitch * (height-i-1));
- _mesa_transfer_teximage(
+ MesaFormat->StoreImage(
ctx,
2,
GL_RGBA, // base format
for (i=0; i<height; i++) {
GLubyte byte;
pBits = (D3DCOLOR*)((BYTE*)d3dLockedRect.pBits + (i*d3dLockedRect.Pitch));
- src = (const GLubyte *) _mesa_image_address2d(
+ src = (const GLubyte *) _mesa_image_address(2,
&ctx->DefaultPacking, pTempBitmap, width, height, GL_COLOR_INDEX, GL_BITMAP,
0, i, 0);
for (j=0; j<(width>>3); j++) {
/*
// unpack image, apply transfer ops and store directly in texture
- _mesa_transfer_teximage(
+ texImage->TexFormat->StoreImage(
ctx,
2,
GL_BITMAP,
return;
}
// unpack image, apply transfer ops and store in tempImage
- _mesa_transfer_teximage(ctx, 2, texImage->Format,
+ texImage->TexFormat->StoreImage(ctx, 2, texImage->Format,
&_mesa_texformat_argb8888, // dest format
tempImage,
width, height, 1, 0, 0, 0,
}
// unpack image, apply transfer ops and store directly in texture
- _mesa_transfer_teximage(
+ texImage->TexFormat->StoreImage(
ctx,
2,
texImage->Format,
}
// unpack image, apply transfer ops and store in tempImage
- _mesa_transfer_teximage(ctx, 2, texImage->Format,
+ texImage->TexFormat->StoreImage(ctx, 2, texImage->Format,
&_mesa_texformat_argb8888, // dest format
tempImage,
width, height, 1, 0, 0, 0,
}
// unpack image, apply transfer ops and store directly in texture
- _mesa_transfer_teximage(ctx, 2, texImage->Format,
+ texImage->TexFormat->StoreImage(ctx, 2, texImage->Format,
_gldMesaFormatForD3DFormat(d3dsd.Format),
d3dLockedRect.pBits,
width, height, 1,
-/* $Id: gld_vb_mesa_render_dx9.c,v 1.3 2005/04/14 16:58:25 bencrossman Exp $ */
+/* $Id: gld_vb_mesa_render_dx9.c,v 1.4 2005/04/15 17:17:47 bencrossman Exp $ */
/*
* Mesa 3-D graphics library
GLcontext *ctx,
struct tnl_pipeline_stage *stage)
{
- GLuint inputs = VERT_BIT_CLIP;
- GLuint i;
-
- if (ctx->Visual.rgbMode) {
- inputs |= VERT_BIT_COLOR0;
-
- if (ctx->_TriangleCaps & DD_SEPARATE_SPECULAR)
- inputs |= VERT_BIT_COLOR1; //VERT_BIT_SPEC_RGB;
-
- //if (ctx->Texture._ReallyEnabled) {
- for (i=0; i<ctx->Const.MaxTextureUnits; i++) {
- if (ctx->Texture.Unit[i]._ReallyEnabled)
- inputs |= VERT_BIT_TEX(i);
- }
- //}
- } else {
- inputs |= VERT_BIT_INDEX;
- }
-
- if (ctx->Point._Attenuated)
- inputs |= VERT_BIT_POINT_SIZE;
-
- /* How do drivers turn this off?
- */
- if (ctx->Fog.Enabled)
- inputs |= VERT_BIT_FOG; // VERT_FOG_COORD;
-
- if (ctx->_TriangleCaps & DD_TRI_UNFILLED)
- inputs |= VERT_BIT_EDGEFLAG;
-
- if (ctx->RenderMode==GL_FEEDBACK)
- inputs |= VERT_BITS_TEX_ANY;
-
- stage->inputs = inputs;
+ stage->inputs = TNL_CONTEXT(ctx)->render_inputs;
}
//---------------------------------------------------------------------------
// If CVA (Compiled Vertex Array) is used by an OpenGL app, then we
// will need enough vertices to cater for Mesa::Const.MaxArrayLockSize.
// We'll use IMM_SIZE if it's larger (which it should not be).
- dwMaxVertices = (IMM_SIZE < MAX_ARRAY_LOCK_SIZE) ? MAX_ARRAY_LOCK_SIZE : IMM_SIZE;
+ dwMaxVertices = MAX_ARRAY_LOCK_SIZE;
// Now calculate how many vertices to allow for in total
// 1 per point, 2 per line, 6 per quad = 9
#include "mtypes.h"
#include "texformat.h"
#include "texstore.h"
+#include "teximage.h"
#include "array_cache/acache.h"
#include "swrast/swrast.h"
#include "swrast_setup/swrast_setup.h"
if ((mask & (DD_FRONT_LEFT_BIT | DD_BACK_RIGHT_BIT)) &&
ctx->DrawBuffer->UseSoftwareAlphaBuffers &&
ctx->Color.ColorMask[ACOMP]) {
- _mesa_clear_alpha_buffers( ctx );
+ _swrast_clear_alpha_buffers( ctx );
}
if (*colorMask == 0xffffffff && ctx->Color.IndexMask == 0xffffffff) {