* span writing interface, which is very slow for a clear operation.
*/
-/*
- * Set the color index used to clear the color buffer.
- */
-static void clear_index(GLcontext *ctx, GLuint index)
-{
- WMesaContext pwc = wmesa_context(ctx);
- /* Note that indexed mode is not supported yet */
- pwc->clearColorRef = RGB(0,0,0);
-}
-
/*
* Set the color used to clear the color buffer.
*/
};
} BGRA;
BGRA *bgra, c;
- int i;
+ GLuint i;
if (n < 16) { // the value 16 is just guessed
y=FLIP(y);
lpdw = ((LPDWORD)(pwfb->pbPixels + pwfb->ScanWidth * y)) + x;
for (i=0; i<n; i++) {
pixel = lpdw[i];
- rgba[i][RCOMP] = (pixel & 0x00ff0000) >> 16;
- rgba[i][GCOMP] = (pixel & 0x0000ff00) >> 8;
- rgba[i][BCOMP] = (pixel & 0x000000ff);
+ rgba[i][RCOMP] = (GLubyte)((pixel & 0x00ff0000) >> 16);
+ rgba[i][GCOMP] = (GLubyte)((pixel & 0x0000ff00) >> 8);
+ rgba[i][BCOMP] = (GLubyte)(pixel & 0x000000ff);
rgba[i][ACOMP] = 255;
}
}
GLint y2 = FLIP(y[i]);
lpdw = ((LPDWORD)(pwfb->pbPixels + pwfb->ScanWidth * y2)) + x[i];
pixel = *lpdw;
- rgba[i][RCOMP] = (pixel & 0x00ff0000) >> 16;
- rgba[i][GCOMP] = (pixel & 0x0000ff00) >> 8;
- rgba[i][BCOMP] = (pixel & 0x000000ff);
+ rgba[i][RCOMP] = (GLubyte)((pixel & 0x00ff0000) >> 16);
+ rgba[i][GCOMP] = (GLubyte)((pixel & 0x0000ff00) >> 8);
+ rgba[i][BCOMP] = (GLubyte)(pixel & 0x000000ff);
rgba[i][ACOMP] = 255;
}
}
* on if we're drawing to the front or back color buffer.
*/
void wmesa_set_renderbuffer_funcs(struct gl_renderbuffer *rb, int pixelformat,
- BYTE cColorBits, int double_buffer)
+ int cColorBits, int double_buffer)
{
if (double_buffer) {
/* back buffer */
functions.GetBufferSize = wmesa_get_buffer_size;
functions.Flush = wmesa_flush;
functions.Clear = clear;
- functions.ClearIndex = clear_index;
functions.ClearColor = clear_color;
functions.ResizeBuffers = wmesa_resize_buffers;
functions.Viewport = wmesa_viewport;
void
_swrast_span_default_attribs(GLcontext *ctx, SWspan *span)
{
+ GLchan r, g, b, a;
/* Z*/
{
const GLfloat depthMax = ctx->DrawBuffer->_DepthMaxF;
span->attrStepY[FRAG_ATTRIB_WPOS][3] = 0.0;
/* primary color, or color index */
- GLchan r, g, b, a;
UNCLAMPED_FLOAT_TO_CHAN(r, ctx->Current.RasterColor[0]);
UNCLAMPED_FLOAT_TO_CHAN(g, ctx->Current.RasterColor[1]);
UNCLAMPED_FLOAT_TO_CHAN(b, ctx->Current.RasterColor[2]);