From b11b0954a2c7348bc0a896e256d006eaf7db7924 Mon Sep 17 00:00:00 2001 From: Brian Paul Date: Fri, 25 Feb 2000 04:16:50 +0000 Subject: [PATCH] new fxDDClear(), fxDDDrawBitmp(), example extension registration code --- src/mesa/drivers/glide/fxdd.c | 442 ++++++++++++++++++++-------------- 1 file changed, 261 insertions(+), 181 deletions(-) diff --git a/src/mesa/drivers/glide/fxdd.c b/src/mesa/drivers/glide/fxdd.c index ca5ff944844..6fd6a1e69e1 100644 --- a/src/mesa/drivers/glide/fxdd.c +++ b/src/mesa/drivers/glide/fxdd.c @@ -52,6 +52,7 @@ #if defined(FX) +#include "image.h" #include "types.h" #include "fxdrv.h" #include "enums.h" @@ -169,95 +170,110 @@ static void fxDDClearColor(GLcontext *ctx, GLubyte red, GLubyte green, fxMesa->clearA=alpha; } + /* Clear the color and/or depth buffers */ static GLbitfield fxDDClear(GLcontext *ctx, GLbitfield mask, GLboolean all, GLint x, GLint y, GLint width, GLint height ) { fxMesaContext fxMesa=(fxMesaContext)ctx->DriverCtx; const GLuint colorMask = *((GLuint *) &ctx->Color.ColorMask); + const FxU16 clearD = (FxU16) (ctx->Depth.Clear * 0xffff); GLbitfield softwareMask = mask & (DD_STENCIL_BIT | DD_ACCUM_BIT); - GLbitfield newMask = mask & ~(DD_STENCIL_BIT | DD_ACCUM_BIT); - if (MESA_VERBOSE&VERBOSE_DRIVER) { + if (MESA_VERBOSE & VERBOSE_DRIVER) { fprintf(stderr,"fxmesa: fxDDClear(%d,%d,%d,%d)\n", (int) x, (int) y, (int) width, (int) height); } - if (mask == (DD_BACK_LEFT_BIT | DD_DEPTH_BIT) - && colorMask == 0xffffffff) { - /* common case: clear back color buffer and depth buffer */ - FX_grRenderBuffer(GR_BUFFER_BACKBUFFER); - FX_grBufferClear(fxMesa->clearC, fxMesa->clearA, - (FxU16)(ctx->Depth.Clear*0xffff)); - return 0; - } - - /* depth masking */ - if (newMask & DD_DEPTH_BIT) { - FX_grDepthMask(FXTRUE); - CLEAR_BITS(newMask, DD_DEPTH_BIT); - } - else { - FX_grDepthMask(FXFALSE); - } - if (colorMask != 0xffffffff) { - /* do masked color clear in software */ - softwareMask |= (newMask & (DD_FRONT_LEFT_BIT | DD_BACK_LEFT_BIT)); - CLEAR_BITS(newMask, (DD_FRONT_LEFT_BIT | DD_BACK_LEFT_BIT)); + /* do color buffer clears in software */ + softwareMask |= (mask & (DD_FRONT_LEFT_BIT | DD_BACK_LEFT_BIT)); + mask &= ~(DD_FRONT_LEFT_BIT | DD_BACK_LEFT_BIT); } - if (newMask & (DD_FRONT_LEFT_BIT | DD_BACK_LEFT_BIT)) { - if (newMask & DD_FRONT_LEFT_BIT) { - if (mask & DD_DEPTH_BIT) { - /* XXX it appears that the depth buffer isn't cleared when - * glRenderBuffer(GR_BUFFER_FRONTBUFFER) is set. - * This is a work-around/ - */ - FX_grRenderBuffer(GR_BUFFER_BACKBUFFER); - FX_grColorMask(FXFALSE,FXFALSE); - FX_grBufferClear(fxMesa->clearC, fxMesa->clearA, - (FxU16)(ctx->Depth.Clear*0xffff)); - FX_grColorMask(ctx->Color.ColorMask[RCOMP] || - ctx->Color.ColorMask[GCOMP] || - ctx->Color.ColorMask[BCOMP], - ctx->Color.ColorMask[ACOMP] && fxMesa->haveAlphaBuffer); + /* + * This could probably be done fancier but doing each possible case + * explicitly is less error prone. + */ + switch (mask) { + case DD_BACK_LEFT_BIT | DD_DEPTH_BIT: + /* back buffer & depth */ + FX_grDepthMask(FXTRUE); + FX_grRenderBuffer(GR_BUFFER_BACKBUFFER); + FX_grBufferClear(fxMesa->clearC, fxMesa->clearA, clearD); + if (!ctx->Depth.Mask) { + FX_grDepthMask(FXFALSE); + } + break; + case DD_FRONT_LEFT_BIT | DD_DEPTH_BIT: + /* XXX it appears that the depth buffer isn't cleared when + * glRenderBuffer(GR_BUFFER_FRONTBUFFER) is set. + * This is a work-around/ + */ + /* clear depth */ + FX_grRenderBuffer(GR_BUFFER_BACKBUFFER); + FX_grColorMask(FXFALSE,FXFALSE); + FX_grBufferClear(fxMesa->clearC, fxMesa->clearA, clearD); + /* clear front */ + FX_grColorMask(FXTRUE, ctx->Color.ColorMask[ACOMP] && fxMesa->haveAlphaBuffer); + FX_grRenderBuffer(GR_BUFFER_FRONTBUFFER); + FX_grBufferClear(fxMesa->clearC, fxMesa->clearA, clearD); + break; + case DD_BACK_LEFT_BIT: + /* back buffer only */ + FX_grDepthMask(FXFALSE); + FX_grRenderBuffer(GR_BUFFER_BACKBUFFER); + FX_grBufferClear(fxMesa->clearC, fxMesa->clearA, clearD); + if (!ctx->Depth.Mask) { + FX_grDepthMask(FXFALSE); } + break; + case DD_FRONT_LEFT_BIT: + /* front buffer only */ + FX_grDepthMask(FXFALSE); FX_grRenderBuffer(GR_BUFFER_FRONTBUFFER); - FX_grBufferClear(fxMesa->clearC, fxMesa->clearA, - (FxU16)(ctx->Depth.Clear*0xffff)); - } - - if (newMask & DD_BACK_LEFT_BIT) { + FX_grBufferClear(fxMesa->clearC, fxMesa->clearA, clearD); + if (!ctx->Depth.Mask) { + FX_grDepthMask(FXFALSE); + } + break; + case DD_FRONT_LEFT_BIT | DD_BACK_LEFT_BIT: + /* front and back */ + FX_grDepthMask(FXFALSE); FX_grRenderBuffer(GR_BUFFER_BACKBUFFER); + FX_grBufferClear(fxMesa->clearC, fxMesa->clearA, clearD); + FX_grRenderBuffer(GR_BUFFER_FRONTBUFFER); + FX_grBufferClear(fxMesa->clearC, fxMesa->clearA, clearD); + if (!ctx->Depth.Mask) { + FX_grDepthMask(FXFALSE); + } + break; + case DD_FRONT_LEFT_BIT | DD_BACK_LEFT_BIT | DD_DEPTH_BIT: + /* clear front */ + FX_grDepthMask(FXFALSE); + FX_grRenderBuffer(GR_BUFFER_FRONTBUFFER); + FX_grBufferClear(fxMesa->clearC, fxMesa->clearA, clearD); + /* clear back and depth */ + FX_grDepthMask(FXTRUE); + FX_grRenderBuffer(GR_BUFFER_BACKBUFFER); + FX_grBufferClear(fxMesa->clearC, fxMesa->clearA, clearD); + if (!ctx->Depth.Mask) { + FX_grDepthMask(FXFALSE); + } + break; + case DD_DEPTH_BIT: + /* just the depth buffer */ + FX_grColorMask(FXFALSE,FXFALSE); FX_grBufferClear(fxMesa->clearC, fxMesa->clearA, (FxU16)(ctx->Depth.Clear*0xffff)); - } - - CLEAR_BITS(newMask, (DD_FRONT_LEFT_BIT | DD_BACK_LEFT_BIT)); - } - else if (mask & DD_DEPTH_BIT) { - /* clear depth but not color */ - FX_grColorMask(FXFALSE,FXFALSE); - FX_grBufferClear(fxMesa->clearC, fxMesa->clearA, - (FxU16)(ctx->Depth.Clear*0xffff)); - FX_grColorMask(ctx->Color.ColorMask[RCOMP] || - ctx->Color.ColorMask[GCOMP] || - ctx->Color.ColorMask[BCOMP], - ctx->Color.ColorMask[ACOMP] && fxMesa->haveAlphaBuffer); - } - - /* Restore depth mask state */ - if (mask & DD_DEPTH_BIT) { - if (ctx->Depth.Mask) { - FX_grDepthMask(FXTRUE); - } - else { - FX_grDepthMask(FXFALSE); - } + FX_grColorMask(FXTRUE, ctx->Color.ColorMask[ACOMP] && fxMesa->haveAlphaBuffer); + break; + default: + /* error */ + ; } - return newMask | softwareMask; + return softwareMask; } @@ -311,11 +327,10 @@ static void fxDDSetReadBuffer(GLcontext *ctx, GLframebuffer *buffer, #ifdef XF86DRI +/* test if window coord (px,py) is visible */ static GLboolean inClipRects(fxMesaContext fxMesa, int px, int py) { int i; - - py=fxMesa->height+fxMesa->y_offset-py; for (i=0; inumClipRects; i++) { if ((px>=fxMesa->pClipRects[i].x1) && (pxpClipRects[i].x2) && @@ -333,127 +348,165 @@ static GLboolean fxDDDrawBitMap(GLcontext *ctx, GLint px, GLint py, const GLubyte *bitmap) { fxMesaContext fxMesa=(fxMesaContext)ctx->DriverCtx; - FxU16 *p; GrLfbInfo_t info; - const GLubyte *pb; - int x,y,xmin,xmax,ymin,ymax; - GLint r,g,b,a,scrwidth,scrheight,stride; FxU16 color; - - /* TODO: with a little work, these bitmap unpacking parameter restrictions - * could be removed. - */ - if((unpack->Alignment!=1) || - (unpack->RowLength!=0) || - (unpack->SkipPixels!=0) || - (unpack->SkipRows!=0) || - (unpack->SwapBytes) || - (unpack->LsbFirst)) + const struct gl_pixelstore_attrib *finalUnpack; + struct gl_pixelstore_attrib scissoredUnpack; + + /* check if there's any raster operations enabled which we can't handle */ + if (ctx->RasterMask & (ALPHATEST_BIT | + BLEND_BIT | + DEPTH_BIT | + FOG_BIT | + LOGIC_OP_BIT | + SCISSOR_BIT | + STENCIL_BIT | + MASKING_BIT | + ALPHABUF_BIT | + MULTI_DRAW_BIT)) return GL_FALSE; if (ctx->Scissor.Enabled) { - xmin=ctx->Scissor.X; - xmax=ctx->Scissor.X+ctx->Scissor.Width; - ymin=ctx->Scissor.Y; - ymax=ctx->Scissor.Y+ctx->Scissor.Height; - } else { - xmin=0; - xmax=fxMesa->width; - ymin=0; - ymax=fxMesa->height; - } - - xmin+=fxMesa->x_offset; - xmax+=fxMesa->x_offset; - -#ifdef XF86DRI -#define ISCLIPPED(rx, ry) ( ((rx)=xmax) || !inClipRects(fxMesa, rx, ry)) -#else -#define ISCLIPPED(rx, ry) ( ((rx)=xmax) ) -#endif -#define DRAWBIT(i) { \ - if(!ISCLIPPED(x+px, y)) \ - if( (*pb) & (1<<(i)) ) \ - (*p)=color; \ - p++; \ - x++; \ - if(x>=width) { \ - pb++; \ - break; \ - } \ -} - - scrwidth=fxMesa->width; - scrheight=fxMesa->height; - - if ((px>=scrwidth) || (px+width<=0) || (py>=scrheight) || (py+height<=0)) - return GL_TRUE; + /* This is a bit tricky, but by carefully adjusting the px, py, + * width, height, skipPixels and skipRows values we can do + * scissoring without special code in the rendering loop. + */ - pb=bitmap; + /* we'll construct a new pixelstore struct */ + finalUnpack = &scissoredUnpack; + scissoredUnpack = *unpack; + if (scissoredUnpack.RowLength == 0) + scissoredUnpack.RowLength = width; + + /* clip left */ + if (px < ctx->Scissor.X) { + scissoredUnpack.SkipPixels += (ctx->Scissor.X - px); + width -= (ctx->Scissor.X - px); + px = ctx->Scissor.X; + } + /* clip right */ + if (px + width >= ctx->Scissor.X + ctx->Scissor.Width) { + width -= (px + width - (ctx->Scissor.X + ctx->Scissor.Width)); + } + /* clip bottom */ + if (py < ctx->Scissor.Y) { + scissoredUnpack.SkipRows += (ctx->Scissor.Y - py); + height -= (ctx->Scissor.Y - py); + py = ctx->Scissor.Y; + } + /* clip top */ + if (py + height >= ctx->Scissor.Y + ctx->Scissor.Height) { + height -= (py + height - (ctx->Scissor.Y + ctx->Scissor.Height)); + } - if(py<0) { - pb+=(height*(-py)) >> (3+1); - height+=py; - py=0; + if (width <= 0 || height <= 0) + return GL_TRUE; /* totally scissored away */ + } + else { + finalUnpack = unpack; } - if (py+height>=scrheight) - height-=(py+height)-scrheight; + /* compute pixel value */ + { + GLint r = (GLint) (ctx->Current.RasterColor[0] * 255.0f); + GLint g = (GLint) (ctx->Current.RasterColor[1] * 255.0f); + GLint b = (GLint) (ctx->Current.RasterColor[2] * 255.0f); + /*GLint a = (GLint)(ctx->Current.RasterColor[3]*255.0f);*/ + if (fxMesa->bgrOrder) + color = (FxU16) + ( ((FxU16)0xf8 & b) << (11-3)) | + ( ((FxU16)0xfc & g) << (5-3+1)) | + ( ((FxU16)0xf8 & r) >> 3); + else + color = (FxU16) + ( ((FxU16)0xf8 & r) << (11-3)) | + ( ((FxU16)0xfc & g) << (5-3+1)) | + ( ((FxU16)0xf8 & b) >> 3); + } - info.size=sizeof(info); - if(!FX_grLfbLock(GR_LFB_WRITE_ONLY, - fxMesa->currentFB, - GR_LFBWRITEMODE_565, - GR_ORIGIN_UPPER_LEFT, - FXFALSE, - &info)) { + info.size = sizeof(info); + if (!FX_grLfbLock(GR_LFB_WRITE_ONLY, + fxMesa->currentFB, + GR_LFBWRITEMODE_565, + GR_ORIGIN_UPPER_LEFT, + FXFALSE, + &info)) { #ifndef FX_SILENT fprintf(stderr,"fx Driver: error locking the linear frame buffer\n"); #endif return GL_TRUE; } - r=(GLint)(ctx->Current.RasterColor[0]*255.0f); - g=(GLint)(ctx->Current.RasterColor[1]*255.0f); - b=(GLint)(ctx->Current.RasterColor[2]*255.0f); - a=(GLint)(ctx->Current.RasterColor[3]*255.0f); - if (fxMesa->bgrOrder) - color=(FxU16) - ( ((FxU16)0xf8 & b) <<(11-3)) | - ( ((FxU16)0xfc & g) <<(5-3+1)) | - ( ((FxU16)0xf8 & r) >> 3); - else - color=(FxU16) - ( ((FxU16)0xf8 & r) <<(11-3)) | - ( ((FxU16)0xfc & g) <<(5-3+1)) | - ( ((FxU16)0xf8 & b) >> 3); - - stride=info.strideInBytes>>1; - - /* This code is a bit slow... */ - - if (py>ymin) ymin=py; - if (py+heightx_offset; - scrheight=fxMesa->height+fxMesa->y_offset; - - for(y=ymin; yx_offset; + const GLint winY = fxMesa->y_offset + fxMesa->height - 1; +#ifdef XF86DRI + const GLint dstStride = fxMesa->screen_width; +#else + const GLint dstStride = info.strideInBytes / 2; /* stride in GLushorts */ +#endif + GLint row; + /* compute dest address of bottom-left pixel in bitmap */ + GLushort *dst = (GLushort *) info.lfbPtr + + (winY - py) * dstStride + + (winX + px); + + for (row = 0; row < height; row++) { + const GLubyte *src = (const GLubyte *) gl_pixel_addr_in_image( finalUnpack, + bitmap, width, height, GL_COLOR_INDEX, GL_BITMAP, 0, row, 0 ); + if (finalUnpack->LsbFirst) { + /* least significan bit first */ + GLubyte mask = 1U << (finalUnpack->SkipPixels & 0x7); + GLint col; + for (col=0; col> (finalUnpack->SkipPixels & 0x7); + GLint col; + for (col=0; col> 1; + } + } + if (mask != 128) + src++; + } + dst -= dstStride; } } - FX_grLfbUnlock(GR_LFB_WRITE_ONLY,fxMesa->currentFB); - -#undef ISCLIPPED -#undef DRAWBIT +#undef INSIDE + FX_grLfbUnlock(GR_LFB_WRITE_ONLY,fxMesa->currentFB); return GL_TRUE; } @@ -510,7 +563,7 @@ static const GLubyte *fxDDGetString(GLcontext *ctx, GLenum name) } } /* now make the GL_RENDERER string */ - sprintf(buffer, "Mesa DRI %s 20000208", hardware); + sprintf(buffer, "Mesa DRI %s 20000224", hardware); return buffer; } case GL_VENDOR: @@ -692,28 +745,55 @@ int fxDDInitFxMesaContext( fxMesaContext fxMesa ) } - +#if 0 +/* Example extension function */ +static void fxFooBarEXT(GLint i) +{ + printf("You called glFooBarEXT(%d)\n", i); +} +#endif void fxDDInitExtensions( GLcontext *ctx ) { fxMesaContext fxMesa=(fxMesaContext)ctx->DriverCtx; - gl_extensions_add( ctx, DEFAULT_ON, "3DFX_set_global_palette", 0 ); - gl_extensions_add( ctx, DEFAULT_ON, "GL_FXMESA_global_texture_lod_bias", 0); + gl_extensions_disable(ctx, "GL_EXT_blend_logic_op"); + gl_extensions_disable(ctx, "GL_EXT_blend_minmax"); + gl_extensions_disable(ctx, "GL_EXT_blend_subtract"); + gl_extensions_disable(ctx, "GL_EXT_blend_color"); + gl_extensions_disable(ctx, "GL_EXT_paletted_texture"); + + gl_extensions_add(ctx, DEFAULT_ON, "3DFX_set_global_palette", 0); + gl_extensions_add(ctx, DEFAULT_ON, "GL_FXMESA_global_texture_lod_bias", 0); - if(fxMesa->haveTwoTMUs) - gl_extensions_add( ctx, DEFAULT_ON, "GL_EXT_texture_env_add", 0); + if (!fxMesa->haveTwoTMUs) + gl_extensions_disable(ctx, "GL_EXT_texture_env_add"); if (!fxMesa->emulateTwoTMUs) - gl_extensions_disable( ctx, "GL_ARB_multitexture" ); + gl_extensions_disable(ctx, "GL_ARB_multitexture"); + + + /* Example of hooking in an extension function. + * For DRI-based drivers, also see __driRegisterExtensions in the + * tdfx_xmesa.c file. + */ +#if 0 + { + void **dispatchTable = (void **) ctx->Exec; + const int _gloffset_FooBarEXT = 555; /* just an example number! */ + const int tabSize = _glapi_get_dispatch_table_size(); + assert(_gloffset_FooBarEXT < tabSize); + dispatchTable[_gloffset_FooBarEXT] = (void *) fxFooBarEXT; + /* XXX You would also need to hook into the display list dispatch + * table. Really, the implementation of extensions might as well + * be in the core of Mesa since core Mesa and the device driver + * is one big shared lib. + */ + } +#endif } -/* - This driver may need to move the drawing operations to a different sub - window. This modifies the viewport command to add our X,Y offset to all - drawn objects that go through the viewport transformation. -*/ /************************************************************************/ /************************************************************************/ -- 2.30.2