Leaked source code of windows server 2003
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//-----------------------------------------------------------------------------
//
// This file contains C span loops.
//
// Copyright (C) Microsoft Corporation, 1997.
//
//-----------------------------------------------------------------------------
include(`ctexaddr.mh')dnl
#include "pch.cpp"
#pragma hdrstop
#include "cloop.h"
//-----------------------------------------------------------------------------
//
// C_LoopAny
//
// Loops over the pixels of a span, calling processing routines at each one.
// Handles any pixel-to-pixel step.
//
//-----------------------------------------------------------------------------
void C_LoopAny(PD3DI_RASTCTX pCtx, PD3DI_RASTPRIM pP, PD3DI_RASTSPAN pS)
{
// get values to iterate
UINT16 uPix = pS->uPix;
// Keep dither pattern up to date directly, so keeping SI.uX up
// to date is not necessary, except for debug
pCtx->SI.uDitherOffset = (pS->uY & 3) | ((pS->uX & 3)<<2);
if (pCtx->pdwRenderState[D3DRENDERSTATE_FOGENABLE]) {
D3DCOLOR FogColor = pCtx->pdwRenderState[D3DRENDERSTATE_FOGCOLOR];
UINT16 uMFog = 0xff - (pS->uFog>>8);
UINT16 FR = (UINT16)RGBA_GETRED(FogColor);
UINT16 FG = (UINT16)RGBA_GETGREEN(FogColor);
UINT16 FB = (UINT16)RGBA_GETBLUE(FogColor);
pCtx->SI.uFogR = uMFog * FR; // 0.8 * 8.0 = 8.8
pCtx->SI.uFogG = uMFog * FG;
pCtx->SI.uFogB = uMFog * FB;
INT32 iMDFog = -pS->iDFog;
// 1.7.8 * 8.0 >> 8 = 1.7.8 (ATTENTION this could overflow, but it is naturally aligned for
// doing the walking. Can fix by changing precision of uFogR values, or by clamping
// range of iDFog.
pCtx->SI.iFogRDX = (INT16)((iMDFog * FR) >> 8);
pCtx->SI.iFogGDX = (INT16)((iMDFog * FG) >> 8);
pCtx->SI.iFogBDX = (INT16)((iMDFog * FB) >> 8);
// if iFog*DX is positive, iFog*DX will always be too small, hence no overflow
// but if iFog*DX is negative, add some to make sure overflow does not
// occur
if (pCtx->SI.iFogRDX < 0)
{
pCtx->SI.iFogRDX = min(pCtx->SI.iFogRDX+4, 0);
}
if (pCtx->SI.iFogGDX < 0)
{
pCtx->SI.iFogGDX = min(pCtx->SI.iFogGDX+4, 0);
}
if (pCtx->SI.iFogBDX < 0)
{
pCtx->SI.iFogBDX = min(pCtx->SI.iFogBDX+4, 0);
}
}
// don't need to do this if not texture mapping
if (pCtx->pdwRenderState[D3DRENDERSTATE_TEXTUREPERSPECTIVE])
{
pCtx->SI.iU1 = d_WTimesUVoW(pS->iW,pS->iUoW1);
pCtx->SI.iV1 = d_WTimesUVoW(pS->iW,pS->iVoW1);
pCtx->SI.iU2 = d_WTimesUVoW(pS->iW,pS->iUoW2);
pCtx->SI.iV2 = d_WTimesUVoW(pS->iW,pS->iVoW2);
pCtx->SI.iDW = 0x0;
if (pP->iDOoWDX > 0)
{
// iSpecialW should be negative for the first 3 pixels of span
pCtx->SI.iSpecialW = -3;
}
else
{
// iSpecialW should be negative for the last 3 pixels of span
pCtx->SI.iSpecialW = 0x7fff - uPix;
pCtx->SI.iSpecialW += 5; // this may wrap, but it should
}
}
else
{
pCtx->SI.iU1 = pS->iUoW1>>TEX_TO_FINAL_SHIFT; // 1.11.20 >> 4 == 1.15.16
pCtx->SI.iV1 = pS->iVoW1>>TEX_TO_FINAL_SHIFT;
pCtx->SI.iU2 = pS->iUoW2>>TEX_TO_FINAL_SHIFT;
pCtx->SI.iV2 = pS->iVoW2>>TEX_TO_FINAL_SHIFT;
pCtx->SI.iDW = 0x0;
pCtx->SI.iSpecialW = 0;
}
INT iSurfaceStep;
INT iZStep;
if (pP->uFlags & D3DI_RASTPRIM_X_DEC)
{
iZStep = -pCtx->iZStep;
iSurfaceStep = -pCtx->iSurfaceStep;
pCtx->SI.iXStep = -1; // for dithering
}
else
{
iZStep = pCtx->iZStep;
iSurfaceStep = pCtx->iSurfaceStep;
pCtx->SI.iXStep = 1;
}
while (1)
{
#if 0
// for debug, since breakpoints with conditions are really really slow
if ((pS->uX == 104) && (pS->uY == 146))
{
DPF(0, "Look at this");
}
#endif
pCtx->pfnLoopEnd(pCtx, pP, pS);
if (--uPix <= 0)
break;
pS->pZ += iZStep;
pS->pSurface += iSurfaceStep;
// don't update this in dithered write functions because of alpha test
// ATTENTION could specialize loop routines based on things like dither and Z buffer
pCtx->SI.uDitherOffset = (pCtx->SI.uDitherOffset + (pCtx->SI.iXStep<<2)) & 0xf;
#ifdef DBG
// handy for debug to see where we are
pS->uX += (INT16)pCtx->SI.iXStep;
#endif
}
}