Leaked source code of windows server 2003
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/*
** Copyright 1991, 1992, 1993, Silicon Graphics, Inc.
** All Rights Reserved.
**
** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.;
** the contents of this file may not be disclosed to third parties, copied or
** duplicated in any form, in whole or in part, without the prior written
** permission of Silicon Graphics, Inc.
**
** RESTRICTED RIGHTS LEGEND:
** Use, duplication or disclosure by the Government is subject to restrictions
** as set forth in subdivision (c)(1)(ii) of the Rights in Technical Data
** and Computer Software clause at DFARS 252.227-7013, and/or in similar or
** successor clauses in the FAR, DOD or NASA FAR Supplement. Unpublished -
** rights reserved under the Copyright Laws of the United States.
*/
#include "precomp.h"
#pragma hdrstop
#include "devlock.h"
void APIPRIVATE __glim_Accum(GLenum op, GLfloat value)
{
__GLaccumBuffer *fb;
__GL_SETUP();
GLuint beginMode;
void (*accumOp)(__GLaccumBuffer *fb, __GLfloat val);
beginMode = gc->beginMode;
if (beginMode != __GL_NOT_IN_BEGIN) {
if (beginMode == __GL_NEED_VALIDATE) {
(*gc->procs.validate)(gc);
gc->beginMode = __GL_NOT_IN_BEGIN;
__glim_Accum(op,value);
return;
} else {
__glSetError(GL_INVALID_OPERATION);
return;
}
}
fb = &gc->accumBuffer;
if (!gc->modes.accumBits || gc->modes.colorIndexMode) {
__glSetError(GL_INVALID_OPERATION);
return;
}
if (!gc->modes.haveAccumBuffer) {
LazyAllocateAccum(gc);
if (!gc->modes.haveAccumBuffer) // LazyAllocate failed
return;
}
switch (op) {
case GL_ACCUM:
accumOp = fb->accumulate;
break;
case GL_LOAD:
accumOp = fb->load;
break;
case GL_RETURN:
accumOp = fb->ret;
break;
case GL_MULT:
accumOp = fb->mult;
break;
case GL_ADD:
accumOp = fb->add;
break;
default:
__glSetError(GL_INVALID_ENUM);
return;
}
if (gc->renderMode == GL_RENDER) {
BOOL bResetViewportAdj = FALSE;
if (((__GLGENcontext *)gc)->pMcdState) {
//
// MCD does not hook glBitmap, so we go straight to the
// simulations. Therefore, if we are grabbing the device
// lock lazily, we need to grab it now.
//
if (!glsrvLazyGrabSurfaces((__GLGENcontext *)gc,
COLOR_LOCK_FLAGS)) {
__glSetError(GL_OUT_OF_MEMORY);
return;
}
//
// We may need to temporarily reset the viewport adjust values
// before calling simulations. If GenMcdResetViewportAdj returns
// TRUE, the viewport is changed and we need restore later with
// VP_NOBIAS.
//
bResetViewportAdj = GenMcdResetViewportAdj(gc, VP_FIXBIAS);
}
(*accumOp)(fb, value);
//
// Restore viewport values if needed.
//
if (bResetViewportAdj)
{
GenMcdResetViewportAdj(gc, VP_NOBIAS);
}
}
}
/************************************************************************/
static void FASTCALL Pick(__GLcontext *gc, __GLaccumBuffer *afb)
{
#ifdef __GL_LINT
gc = gc;
afb = afb;
#endif
}
static void Load32(__GLaccumBuffer* afb, __GLfloat val)
{
__GLcontext *gc = afb->buf.gc;
GLint x0 = gc->transform.clipX0;
GLint y0 = gc->transform.clipY0;
GLint x1 = gc->transform.clipX1;
GLint y1 = gc->transform.clipY1;
GLint w, w4, w1, ow, skip;
GLint redShift, greenShift, blueShift;
GLuint redMask, greenMask, blueMask;
__GLfloat rval, gval, bval;
GLuint *ac;
__GLcolorBuffer *cfb;
__GLcolor *cbuf;
__GLuicolor *shift, *mask, *sign;
__GLcolor cval, *cp;
GLint i;
shift = &afb->shift;
mask = &afb->mask;
sign = &afb->sign;
cval.r = val * afb->redScale;
cval.g = val * afb->greenScale;
cval.b = val * afb->blueScale;
cval.a = val * afb->alphaScale;
w = x1 - x0;
cbuf = (__GLcolor *) gcTempAlloc(gc, w * sizeof(__GLcolor));
if (!cbuf)
return;
ac = __GL_ACCUM_ADDRESS(afb,(GLuint*),x0,y0);
cfb = gc->readBuffer;
ow = w;
w4 = w >> 2;
w1 = w & 3;
skip = afb->buf.outerWidth - w;
for (; y0 < y1; y0++, ac+= skip ) {
__GLcolor *cp = &cbuf[0];
(*cfb->readSpan)(cfb, x0, y0, &cbuf[0], w);
if( ! gc->modes.alphaBits ) {
for( i = 0; i < w; i++, ac++, cp++ ) {
*ac = (((GLuint)(cp->r * cval.r) & mask->r) << shift->r) |
(((GLuint)(cp->g * cval.g) & mask->g) << shift->g) |
(((GLuint)(cp->b * cval.b) & mask->b) << shift->b);
}
} else
// accum buffer has alpha component
for( i = 0; i < w; i++, ac++, cp++ ) {
*ac = (((GLuint)(cp->r * cval.r) & mask->r) << shift->r) |
(((GLuint)(cp->g * cval.g) & mask->g) << shift->g) |
(((GLuint)(cp->b * cval.b) & mask->b) << shift->b) |
(((GLuint)(cp->a * cval.a) & mask->a) << shift->a);
}
}
gcTempFree(gc, cbuf);
}
// Macros for accumulation operations on color components
#define ACCUM_ACCUM_MASKED_COLOR_COMPONENT( col, fbcol, shift, sign, mask, val) \
col = (*ac >> shift) & mask; \
if (col & sign) \
col |= ~mask; \
col += (GLint) (fbcol * val);
#define ACCUM_ADD_MASKED_COLOR_COMPONENT( col, shift, sign, mask, val) \
col = (*ac >> shift) & mask; \
if (col & sign) \
col |= ~mask; \
col = (GLint) (col + val);
#define ACCUM_MULT_MASKED_COLOR_COMPONENT( col, shift, sign, mask, val) \
col = (*ac >> shift) & mask; \
if (col & sign) \
col |= ~mask; \
col = (GLint) (col * val);
static void Accumulate32(__GLaccumBuffer* afb, __GLfloat val)
{
__GLcontext *gc = afb->buf.gc;
GLint x0 = gc->transform.clipX0;
GLint y0 = gc->transform.clipY0;
GLint x1 = gc->transform.clipX1;
GLint y1 = gc->transform.clipY1;
GLint w, ow, skip, w4, w1;
GLint r, g, b;
GLuint *ac, acVal;
__GLfloat rval, gval, bval;
__GLcolorBuffer *cfb;
__GLcolor *cbuf;
__GLuicolor *shift, *mask, *sign;
__GLcolor cval, *cp;
GLint a;
shift = &afb->shift;
mask = &afb->mask;
sign = &afb->sign;
cval.r = val * afb->redScale;
cval.g = val * afb->greenScale;
cval.b = val * afb->blueScale;
cval.a = val * afb->alphaScale;
w = x1 - x0;
cbuf = (__GLcolor *) gcTempAlloc(gc, w * sizeof(__GLcolor));
if (!cbuf)
return;
ac = __GL_ACCUM_ADDRESS(afb,(GLuint*),x0,y0);
cfb = gc->readBuffer;
ow = w;
skip = afb->buf.outerWidth - w;
for (; y0 < y1; y0++, ac+= skip ) {
(*cfb->readSpan)(cfb, x0, y0, &cbuf[0], ow);
cp = &cbuf[0];
if( ! gc->modes.alphaBits ) {
for( w = ow; w; w--, ac++, cp++ ) {
ACCUM_ACCUM_MASKED_COLOR_COMPONENT( r, cp->r, shift->r, sign->r,
mask->r, cval.r);
ACCUM_ACCUM_MASKED_COLOR_COMPONENT( g, cp->g, shift->g, sign->g,
mask->g, cval.g);
ACCUM_ACCUM_MASKED_COLOR_COMPONENT( b, cp->b, shift->b, sign->b,
mask->b, cval.b);
*ac = ((r & mask->r) << shift->r) |
((g & mask->g) << shift->g) |
((b & mask->b) << shift->b);
}
} else {
for( w = ow; w; w--, ac++, cp++ ) {
ACCUM_ACCUM_MASKED_COLOR_COMPONENT( r, cp->r, shift->r, sign->r,
mask->r, cval.r);
ACCUM_ACCUM_MASKED_COLOR_COMPONENT( g, cp->g, shift->g, sign->g,
mask->g, cval.g);
ACCUM_ACCUM_MASKED_COLOR_COMPONENT( b, cp->b, shift->b, sign->b,
mask->b, cval.b);
ACCUM_ACCUM_MASKED_COLOR_COMPONENT( a, cp->a, shift->a, sign->a,
mask->a, cval.a);
*ac = ((r & mask->r) << shift->r) |
((g & mask->g) << shift->g) |
((b & mask->b) << shift->b) |
((a & mask->a) << shift->a);
}
}
}
gcTempFree(gc, cbuf);
}
static void Mult32(__GLaccumBuffer *afb, __GLfloat val)
{
__GLcontext *gc = afb->buf.gc;
GLint x0 = gc->transform.clipX0;
GLint y0 = gc->transform.clipY0;
GLint x1 = gc->transform.clipX1;
GLint y1 = gc->transform.clipY1;
GLint w, w4, w1, skip;
GLuint acVal, *ac;
GLint r, g, b;
__GLuicolor *shift, *mask, *sign;
GLint i;
GLint a;
shift = &afb->shift;
mask = &afb->mask;
sign = &afb->sign;
ac = __GL_ACCUM_ADDRESS(afb,(GLuint*),x0,y0);
w = x1 - x0;
skip = afb->buf.outerWidth - w;
if (val == __glZero) {
/* Zero out the buffers contents */
for (; y0 < y1; y0++) {
GLint ww = w;
while (ww > 0) {
*ac++ = 0;
ww--;
}
ac += skip;
}
return;
}
w4 = w >> 2;
w1 = w & 3;
for (; y0 < y1; y0++, ac+= skip) {
if( ! gc->modes.alphaBits ) {
for( i = 0; i < w; i++, ac++ ) {
ACCUM_MULT_MASKED_COLOR_COMPONENT( r, shift->r, sign->r,
mask->r, val);
ACCUM_MULT_MASKED_COLOR_COMPONENT( g, shift->g, sign->g,
mask->g, val);
ACCUM_MULT_MASKED_COLOR_COMPONENT( b, shift->b, sign->b,
mask->b, val);
*ac = ((r & mask->r) << shift->r) |
((g & mask->g) << shift->g) |
((b & mask->b) << shift->b);
}
} else {
for( i = 0; i < w; i++, ac++ ) {
ACCUM_MULT_MASKED_COLOR_COMPONENT( r, shift->r, sign->r,
mask->r, val);
ACCUM_MULT_MASKED_COLOR_COMPONENT( g, shift->g, sign->g,
mask->g, val);
ACCUM_MULT_MASKED_COLOR_COMPONENT( b, shift->b, sign->b,
mask->b, val);
ACCUM_MULT_MASKED_COLOR_COMPONENT( a, shift->a, sign->a,
mask->a, val);
*ac = ((r & mask->r) << shift->r) |
((g & mask->g) << shift->g) |
((b & mask->b) << shift->b) |
((a & mask->a) << shift->a);
}
}
}
}
static void Add32(__GLaccumBuffer *afb, __GLfloat value)
{
__GLcontext *gc = afb->buf.gc;
GLint x0 = gc->transform.clipX0;
GLint y0 = gc->transform.clipY0;
GLint x1 = gc->transform.clipX1;
GLint y1 = gc->transform.clipY1;
GLint w, w4, w1, skip;
GLint rval, gval, bval;
GLuint acVal, *ac;
GLint r, g, b;
__GLuicolor *shift, *mask, *sign;
__GLicolor cval;
GLint i;
GLint a;
shift = &afb->shift;
mask = &afb->mask;
sign = &afb->sign;
cval.r = (GLint)
(value * gc->frontBuffer.redScale * afb->redScale + __glHalf);
cval.g = (GLint)
(value * gc->frontBuffer.greenScale * afb->greenScale + __glHalf);
cval.b = (GLint)
(value * gc->frontBuffer.blueScale * afb->blueScale + __glHalf);
cval.a = (GLint)
(value * gc->frontBuffer.alphaScale * afb->alphaScale + __glHalf);
ac = __GL_ACCUM_ADDRESS(afb,(GLuint*),x0,y0);
w = x1 - x0;
w4 = w >> 2;
w1 = w & 3;
skip = afb->buf.outerWidth - w;
for (; y0 < y1; y0++, ac+= skip) {
if( ! gc->modes.alphaBits ) {
for( i = 0; i < w; i++, ac++ ) {
ACCUM_ADD_MASKED_COLOR_COMPONENT( r, shift->r, sign->r,
mask->r, cval.r);
ACCUM_ADD_MASKED_COLOR_COMPONENT( g, shift->g, sign->g,
mask->g, cval.g);
ACCUM_ADD_MASKED_COLOR_COMPONENT( b, shift->b, sign->b,
mask->b, cval.b);
*ac = ((r & mask->r) << shift->r) |
((g & mask->g) << shift->g) |
((b & mask->b) << shift->b);
}
} else {
for( i = 0; i < w; i++, ac++ ) {
ACCUM_ADD_MASKED_COLOR_COMPONENT( r, shift->r, sign->r,
mask->r, cval.r);
ACCUM_ADD_MASKED_COLOR_COMPONENT( g, shift->g, sign->g,
mask->g, cval.g);
ACCUM_ADD_MASKED_COLOR_COMPONENT( b, shift->b, sign->b,
mask->b, cval.b);
ACCUM_ADD_MASKED_COLOR_COMPONENT( a, shift->a, sign->a,
mask->a, cval.a);
*ac = ((r & mask->r) << shift->r) |
((g & mask->g) << shift->g) |
((b & mask->b) << shift->b) |
((a & mask->a) << shift->a);
}
}
}
}
static void Return32(__GLaccumBuffer* afb, __GLfloat val)
{
__GLcontext *gc = afb->buf.gc;
GLint x0 = gc->transform.clipX0;
GLint y0 = gc->transform.clipY0;
GLint x1 = gc->transform.clipX1;
GLint y1 = gc->transform.clipY1;
GLint w, next;
GLuint *ac;
__GLcolorBuffer *cfb;
__GLcolorBuffer *cfb2;
__GLfragment frag;
__GLcolor *pAccumCol;
// The returnspan routines use FTOL
FPU_SAVE_MODE();
FPU_CHOP_ON_PREC_LOW();
ac = __GL_ACCUM_ADDRESS(afb,(GLuint*),x0,y0);
w = x1 - x0;
next = afb->buf.outerWidth;
frag.y = y0;
// Preallocate a color buffer for the return span functions
pAccumCol = (__GLcolor *) gcTempAlloc(gc, w * sizeof(__GLcolor));
if( NULL == pAccumCol )
return;
afb->colors = pAccumCol;
if (gc->buffers.doubleStore) {
/* Store to both buffers */
cfb = &gc->frontBuffer;
cfb2 = &gc->backBuffer;
for (; y0 < y1; y0++) {
(*cfb->returnSpan)(cfb, x0, y0, (__GLaccumCell *)ac, val, w);
(*cfb2->returnSpan)(cfb2, x0, y0, (__GLaccumCell *)ac, val, w);
ac += next;
}
} else {
cfb = gc->drawBuffer;
for (; y0 < y1; y0++) {
(*cfb->returnSpan)(cfb, x0, y0, (__GLaccumCell *)ac, val, w);
ac += next;
}
}
FPU_RESTORE_MODE();
gcTempFree( gc, pAccumCol );
}
static void FASTCALL Clear32(__GLaccumBuffer* afb)
{
__GLcontext *gc = afb->buf.gc;
GLint x0 = gc->transform.clipX0;
GLint y0 = gc->transform.clipY0;
GLint y1 = gc->transform.clipY1;
GLint w, w4, w1, skip;
GLuint *ac, acVal;
GLint r, g, b;
__GLcolorBuffer *cfb = &gc->frontBuffer;
__GLcolor *val = &gc->state.accum.clear;
GLint a;
/*
** Convert abstract color into specific color value.
*/
r = (GLint) (val->r * cfb->redScale * afb->redScale);
g = (GLint) (val->g * cfb->greenScale * afb->greenScale);
b = (GLint) (val->b * cfb->blueScale * afb->blueScale);
a = (GLint) (val->a * cfb->alphaScale * afb->alphaScale);
acVal = ((r & afb->mask.r) << afb->shift.r) |
((g & afb->mask.g) << afb->shift.g) |
((b & afb->mask.b) << afb->shift.b);
if( gc->modes.alphaBits )
acVal |= (a & afb->mask.a) << afb->shift.a;
ac = __GL_ACCUM_ADDRESS(afb,(GLuint*),x0,y0);
w = gc->transform.clipX1 - x0;
w4 = w >> 2;
w1 = w & 3;
skip = afb->buf.outerWidth - w;
for (; y0 < y1; y0++) {
w = w4;
while (--w >= 0) {
ac[0] = acVal;
ac[1] = acVal;
ac[2] = acVal;
ac[3] = acVal;
ac += 4;
}
w = w1;
while (--w >= 0) {
*ac++ = acVal;
}
ac += skip;
}
}
void FASTCALL __glInitAccum32(__GLcontext *gc, __GLaccumBuffer *afb)
{
__GLGENcontext *gengc;
PIXELFORMATDESCRIPTOR *pfmt;
gengc = (__GLGENcontext *) gc;
pfmt = &gengc->gsurf.pfd;
afb->buf.elementSize = sizeof(GLuint);
afb->buf.gc = gc;
if (gc->modes.rgbMode) {
__GLcolorBuffer *cfb;
__GLfloat redScale, greenScale, blueScale;
__GLfloat alphaScale;
redScale = (__GLfloat) (1 << pfmt->cAccumRedBits)/2 - 1;
greenScale = (__GLfloat) (1 << pfmt->cAccumGreenBits)/2 - 1;
blueScale = (__GLfloat) (1 << pfmt->cAccumBlueBits)/2 - 1;
cfb = &gc->frontBuffer;
afb->redScale = redScale / (cfb->redScale);
afb->greenScale = greenScale / (cfb->greenScale);
afb->blueScale = blueScale / (cfb->blueScale);
afb->alphaScale = (__GLfloat) 1.0;
afb->oneOverRedScale = 1 / afb->redScale;
afb->oneOverGreenScale = 1 / afb->greenScale;
afb->oneOverBlueScale = 1 / afb->blueScale;
afb->oneOverAlphaScale = 1 / afb->alphaScale;
afb->shift.r = 0;
afb->shift.g = pfmt->cAccumRedBits;
afb->shift.b = afb->shift.g + pfmt->cAccumGreenBits;
afb->mask.r = (1 << pfmt->cAccumRedBits) - 1;
afb->mask.g = (1 << pfmt->cAccumGreenBits) - 1;
afb->mask.b = (1 << pfmt->cAccumBlueBits) - 1;
afb->sign.r = 1 << (pfmt->cAccumRedBits - 1);
afb->sign.g = 1 << (pfmt->cAccumGreenBits - 1);
afb->sign.b = 1 << (pfmt->cAccumBlueBits - 1);
if( gc->modes.alphaBits ) {
alphaScale = (__GLfloat) (1 << pfmt->cAccumAlphaBits)/2 - 1;
afb->alphaScale = alphaScale / (cfb->alphaScale);
afb->oneOverAlphaScale = 1 / afb->alphaScale;
afb->shift.a = afb->shift.b + pfmt->cAccumBlueBits;
afb->mask.a = (1 << pfmt->cAccumAlphaBits) - 1;
afb->sign.a = 1 << (pfmt->cAccumAlphaBits - 1);
}
}
afb->pick = Pick;
afb->clear = Clear32;
afb->accumulate = Accumulate32;
afb->load = Load32;
afb->ret = Return32;
afb->mult = Mult32;
afb->add = Add32;
}