Leaked source code of windows server 2003
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#ifndef __glcontext_h_
#define __glcontext_h_
/*
** Copyright 1991, 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** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.;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 Unpublished -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.
**
** Graphics context structures.
*/
#include "os.h"
#include "attrib.h"
#include "feedback.h"
#include "select.h"
#include "buffers.h"
#include "pixel.h"
#include "dlist.h"
#include "xform.h"
#include "render.h"
#include "oleauto.h"
#include "parray.h"
#include "procs.h"
#include "gldrv.h"
#include "glarray.h"
// Disable long to float conversion warning. see also gencx.h
#pragma warning (disable:4244)
/*
** Mode and limit information for a context. This information is
** kept around in the context so that values can be used during
** command execution, and for returning information about the
** context to the application.
*/
struct __GLcontextModesRec {
GLboolean rgbMode;
GLboolean colorIndexMode;
GLboolean doubleBufferMode;
GLboolean stereoMode;
GLboolean haveAccumBuffer;
GLboolean haveDepthBuffer;
GLboolean haveStencilBuffer;
/* The number of bits present in various buffers */
GLint accumBits;
GLint *auxBits;
GLint depthBits;
GLint stencilBits;
GLint indexBits;
GLint indexFractionBits;
GLint redBits, greenBits, blueBits, alphaBits;
GLuint redMask, greenMask, blueMask, alphaMask;
#ifdef NT
GLuint allMask;
GLuint rgbMask;
#endif
GLint maxAuxBuffers;
/* False if running from inside the X server */
GLboolean isDirect;
/* frame buffer level */
GLint level;
};
/*
** Various constants. Most of these will never change through the life
** of the context.
*/
typedef struct __GLcontextConstantsRec {
/* Specific size limits */
GLint numberOfLights;
GLint numberOfClipPlanes;
GLint numberOfTextures;
GLint numberOfTextureEnvs;
GLint maxViewportWidth;
GLint maxViewportHeight;
#ifdef GL_WIN_multiple_textures
/* Maximum number of current textures */
GLuint numberOfCurrentTextures;
GLenum texCombineNaturalClamp;
#endif // GL_WIN_multiple_textures
/*
** Viewport offsets: These numbers are added to the viewport center
** values to adjust the computed window coordinates into a
** numerically well behaved space (fixed point represented in a
** floating point number).
*/
GLint viewportXAdjust;
GLint viewportYAdjust;
__GLfloat fviewportXAdjust;
__GLfloat fviewportYAdjust;
/*
** These values are computed from viewportXAdjust when the context
** is created. It is assumed that x and y are forced into the same
** fixed point range by viewportXAdjust and viewportYAdjust.
**
** viewportEpsilon is computed as the smallest possible value that can
** be represented in that fixed point space.
**
** viewportAlmostHalf is equal to 0.5 - viewportEpsilon.
*/
__GLfloat viewportEpsilon;
__GLfloat viewportAlmostHalf;
/* Scales that bring colors values from 0.0 to 1.0 into internal range */
__GLfloat redScale, blueScale, greenScale, alphaScale;
/*
** Geometry of the current window.
*/
GLint width, height;
/*
** Size of the alpha lookup table for alpha testing, and conversion
** value to convert from scaled alpha to alpha to be used for lookup table.
*/
GLint alphaTestSize;
__GLfloat alphaTableConv;
/*
** Random getable constants
*/
GLint maxTextureSize;
GLint maxMipMapLevel;
GLint subpixelBits;
GLint maxListNesting;
__GLfloat pointSizeMinimum;
__GLfloat pointSizeMaximum;
__GLfloat pointSizeGranularity;
__GLfloat lineWidthMinimum;
__GLfloat lineWidthMaximum;
__GLfloat lineWidthGranularity;
GLint maxEvalOrder;
GLint maxPixelMapTable;
GLint maxAttribStackDepth;
GLint maxClientAttribStackDepth;
GLint maxNameStackDepth;
/*
** GDI's Y is inverted. These two constants help out.
*/
GLboolean yInverted;
GLint ySign;
} __GLcontextConstants;
/************************************************************************/
typedef enum __GLbeginModeEnum {
__GL_NOT_IN_BEGIN = 0,
__GL_IN_BEGIN = 1,
__GL_NEED_VALIDATE = 2
} __GLbeginMode;
#ifdef NT_SERVER_SHARE_LISTS
//
// Information for tracking dlist locks so we know what to unlock during
// cleanup
//
typedef struct _DlLockEntry
{
__GLdlist *dlist;
} DlLockEntry;
typedef struct _DlLockArray
{
GLsizei nAllocated;
GLsizei nFilled;
DlLockEntry *pdleEntries;
} DlLockArray;
#endif
// Signature stamp for gc's. Must be non-zero.
// Currently spells 'GLGC' in byte order.
#define GC_SIGNATURE 0x43474c47
struct __GLcontextRec {
/************************************************************************/
/*
** Initialization and signature flag. If this flag is set to the
** gc signature value then the gc is initialized.
** This could be a simple bit flag except that having the signature
** is convenient for identifying gc's in memory during debugging.
*/
GLuint gcSig;
/************************************************************************/
/*
** Stackable state. All of the current user controllable state
** is resident here.
*/
__GLattribute state;
/************************************************************************/
/*
** Unstackable State
*/
/*
** Current glBegin mode. Legal values are 0 (not in begin mode), 1
** (in beginMode), or 2 (not in begin mode, some validation is
** needed). Because all state changing routines have to fetch this
** value, we have overloaded state validation into it. There is
** special code in the __glim_Begin (for software renderers) which
** deals with validation.
*/
__GLbeginMode beginMode;
/* Current rendering mode */
GLenum renderMode;
/*
** Most recent error code, or GL_NO_ERROR if no error has occurred
** since the last glGetError.
*/
GLint error;
/*
** Mode information that describes the kind of buffers and rendering
** modes that this context manages.
*/
__GLcontextModes modes;
/* Implementation dependent constants */
__GLcontextConstants constants;
/* Feedback and select state */
__GLfeedbackMachine feedback;
__GLselectMachine select;
/* Display list state */
__GLdlistMachine dlist;
#ifdef NT
/* Saved client side dispatch tables. Used by display list. */
GLCLTPROCTABLE savedCltProcTable;
GLEXTPROCTABLE savedExtProcTable;
#endif
/************************************************************************/
/*
** The remaining state is used primarily by the software renderer.
*/
/*
** Mask word for validation state to help guide the gc validation
** code. Only operations which are largely expensive are broken
** out here. See the #define's below for the values being used.
*/
GLuint validateMask;
/*
** Mask word of dirty bits. Most routines just set the GENERIC bit to
** dirty, others may set more specific bits. The list of bits is
** listed below.
*/
GLuint dirtyMask;
/* Current draw buffer, set by glDrawBuffer */
__GLcolorBuffer *drawBuffer;
/* Current read buffer, set by glReadBuffer */
__GLcolorBuffer *readBuffer;
/* Function pointers that are mode dependent */
__GLprocs procs;
/* Attribute stack state */
__GLattributeMachine attributes;
/* Client attribute stack state */
__GLclientAttributeMachine clientAttributes;
/* Machine structures defining software rendering "machine" state */
__GLvertexMachine vertex;
__GLlightMachine light;
__GLtextureMachine texture;
__GLevaluatorMachine eval;
__GLtransformMachine transform;
__GLlineMachine line;
__GLpolygonMachine polygon;
__GLpixelMachine pixel;
__GLbufferMachine buffers;
#ifdef NT
__GLfloat redClampTable[4];
__GLfloat greenClampTable[4];
__GLfloat blueClampTable[4];
__GLfloat alphaClampTable[4];
__GLfloat oneOverRedVertexScale;
__GLfloat oneOverGreenVertexScale;
__GLfloat oneOverBlueVertexScale;
__GLfloat oneOverAlphaVertexScale;
__GLfloat redVertexScale;
__GLfloat greenVertexScale;
__GLfloat blueVertexScale;
__GLfloat alphaVertexScale;
GLboolean vertexToBufferIdentity;
__GLfloat redVertexToBufferScale;
__GLfloat blueVertexToBufferScale;
__GLfloat greenVertexToBufferScale;
__GLfloat alphaVertexToBufferScale;
GLuint textureKey;
GLubyte *alphaTestFuncTable;
#endif
/* Buffers */
__GLcolorBuffer *front;
__GLcolorBuffer *back;
__GLcolorBuffer frontBuffer;
__GLcolorBuffer backBuffer;
__GLcolorBuffer *auxBuffer;
__GLstencilBuffer stencilBuffer;
__GLdepthBuffer depthBuffer;
__GLaccumBuffer accumBuffer;
#ifdef NT
// Temporary buffers allocated by the gc. The abnormal process exit
// code will release these buffers.
void * apvTempBuf[6];
#endif // NT
#ifdef NT_SERVER_SHARE_LISTS
DlLockArray dla;
#endif
#ifdef NT
// TEB polyarray pointer for this thread. It allows fast access to the
// polyarray structure in the TEB equivalent to the GLTEB_CLTPOLYARRAY
// macro. This field is kept current in MakeCurrent.
POLYARRAY *paTeb;
// Vertex array client states
__GLvertexArray vertexArray;
// Saved vertex array state for execution of display-listed
// vertex array calls
__GLvertexArray savedVertexArray;
__GLmatrix *mInv;
#endif // NT
};
#ifdef NT
// Associate the temporary buffer with the gc for abnormal process cleanup.
#define GC_TEMP_BUFFER_ALLOC(gc, pv) \
{ \
int _i; \
for (_i = 0; _i < sizeof(gc->apvTempBuf)/sizeof(void *); _i++)\
{ \
if (!gc->apvTempBuf[_i]) \
{ \
gc->apvTempBuf[_i] = pv; \
break; \
} \
} \
ASSERTOPENGL(_i < sizeof(gc->apvTempBuf)/sizeof(void *), \
"gc->apvTempBuf overflows\n"); \
}
// Unassociate the temporary buffer with the gc.
#define GC_TEMP_BUFFER_FREE(gc, pv) \
{ \
int _i; \
for (_i = 0; _i < sizeof(gc->apvTempBuf)/sizeof(void *); _i++)\
{ \
if (gc->apvTempBuf[_i] == pv) \
{ \
gc->apvTempBuf[_i] = (void *) NULL; \
break; \
} \
} \
ASSERTOPENGL(_i < sizeof(gc->apvTempBuf)/sizeof(void *), \
"gc->apvTempBuf entry not found\n"); \
}
// Cleanup any temporary buffer allocated in gc in abnormal process exit.
#define GC_TEMP_BUFFER_EXIT_CLEANUP(gc) \
{ \
int _i; \
for (_i = 0; _i < sizeof(gc->apvTempBuf)/sizeof(void *); _i++)\
{ \
if (gc->apvTempBuf[_i]) \
{ \
WARNING("Abnormal process exit: free allocated buffers\n");\
gcTempFree(gc, gc->apvTempBuf[_i]); \
gc->apvTempBuf[_i] = (void *) NULL; \
} \
} \
}
#endif // NT
/*
** Bit values for the validateMask word
*/
#define __GL_VALIDATE_ALPHA_FUNC 0x00000001
#define __GL_VALIDATE_STENCIL_FUNC 0x00000002
#define __GL_VALIDATE_STENCIL_OP 0x00000004
/*
** Bit values for dirtyMask word.
**
** These are all for delayed validation. There are a few things that do
** not trigger delayed validation. They are:
**
** Matrix operations -- matrices are validated immediately.
** Material changes -- they also validate immediately.
** Color Material change -- validated immediately.
** Color Material enable -- validated immediately.
** Pixel Map changes -- no validation.
*/
/*
** All things not listed elsewhere.
*/
#define __GL_DIRTY_GENERIC 0x00000001
/*
** Line stipple, line stipple enable, line width, line smooth enable,
** line smooth hint.
*/
#define __GL_DIRTY_LINE 0x00000002
/*
** Polygon stipple, polygon stipple enable, polygon smooth enable, face
** culling, front face orientation, polygon mode, point smooth hint.
*/
#define __GL_DIRTY_POLYGON 0x00000004
/*
** Point smooth, point smooth hint, point width.
*/
#define __GL_DIRTY_POINT 0x00000008
/*
** Pixel store, pixel zoom, pixel transfer, (pixel maps don't cause
** validation), read buffer.
*/
#define __GL_DIRTY_PIXEL 0x00000010
/*
** Light, Light Model, lighting enable, lightx enable, (color material
** validates immediately), (NOT shade model -- it is generic), (color material
** enable validates immediately)
*/
#define __GL_DIRTY_LIGHTING 0x00000020
/*
** Polygon stipple
*/
#define __GL_DIRTY_POLYGON_STIPPLE 0x00000040
/*
** the depth mode has changed. Need to update depth function pointers.
*/
#define __GL_DIRTY_DEPTH 0x00000080
/*
** Need to update texture and function pointers.
*/
#define __GL_DIRTY_TEXTURE 0x00000100
#define __GL_DIRTY_ALL 0x000001ff
/*
** Bit values for changes to material colors
**
** These values are shared with MCDMATERIAL_
*/
#define __GL_MATERIAL_AMBIENT 0x00000001
#define __GL_MATERIAL_DIFFUSE 0x00000002
#define __GL_MATERIAL_SPECULAR 0x00000004
#define __GL_MATERIAL_EMISSIVE 0x00000008
#define __GL_MATERIAL_SHININESS 0x00000010
#define __GL_MATERIAL_COLORINDEXES 0x00000020
#define __GL_MATERIAL_ALL 0x0000003f
#define __GL_DELAY_VALIDATE(gc) \
ASSERTOPENGL((gc)->beginMode != __GL_IN_BEGIN, "Dirty state in begin\n"); \
(gc)->beginMode = __GL_NEED_VALIDATE; \
(gc)->dirtyMask |= __GL_DIRTY_GENERIC
#define __GL_DELAY_VALIDATE_MASK(gc, mask) \
ASSERTOPENGL((gc)->beginMode != __GL_IN_BEGIN, "Dirty state in begin\n"); \
(gc)->beginMode = __GL_NEED_VALIDATE; \
(gc)->dirtyMask |= (mask)
#define __GL_CLAMP_CI(target, gc, r) \
{ \
if ((r) > (GLfloat)(gc)->frontBuffer.redMax) { \
GLfloat fraction; \
GLint integer; \
\
integer = (GLint) (r); \
fraction = (r) - (GLfloat) integer; \
integer = integer & (GLint)(gc)->frontBuffer.redMax; \
target = (GLfloat) integer + fraction; \
} else if ((r) < 0) { \
GLfloat fraction; \
GLint integer; \
\
integer = (GLint) __GL_FLOORF(r); \
fraction = (r) - (GLfloat) integer; \
integer = integer & (GLint)(gc)->frontBuffer.redMax; \
target = (GLfloat) integer + fraction; \
} else { \
target = r; \
}\
}
#define __GL_CHECK_CLAMP_CI(target, gc, flags, r) \
{ \
if (((r) > (GLfloat)(gc)->frontBuffer.redMax) || \
((r) < 0)) \
flags |= POLYARRAY_CLAMP_COLOR; \
(target) = (r); \
}
#define __GL_COLOR_CLAMP_INDEX_R(value) \
(((ULONG)((CASTINT(value) & 0x80000000)) >> 30) | \
((ULONG)(((CASTINT(gc->redVertexScale) - CASTINT(value)) & 0x80000000)) >> 31)) \
#define __GL_COLOR_CLAMP_INDEX_G(value) \
(((ULONG)((CASTINT(value) & 0x80000000)) >> 30) | \
((ULONG)(((CASTINT(gc->greenVertexScale) - CASTINT(value)) & 0x80000000)) >> 31)) \
#define __GL_COLOR_CLAMP_INDEX_B(value) \
(((ULONG)((CASTINT(value) & 0x80000000)) >> 30) | \
((ULONG)(((CASTINT(gc->blueVertexScale) - CASTINT(value)) & 0x80000000)) >> 31)) \
#define __GL_COLOR_CLAMP_INDEX_A(value) \
(((ULONG)((CASTINT(value) & 0x80000000)) >> 30) | \
((ULONG)(((CASTINT(gc->alphaVertexScale) - CASTINT(value)) & 0x80000000)) >> 31)) \
#define __GL_SCALE_R(target, gc, r) \
(target) = (r) * (gc)->redVertexScale
#define __GL_SCALE_G(target, gc, g) \
(target) = (g) * (gc)->greenVertexScale
#define __GL_SCALE_B(target, gc, b) \
(target) = (b) * (gc)->blueVertexScale
#define __GL_SCALE_A(target, gc, a) \
(target) = (a) * (gc)->alphaVertexScale
#define __GL_COLOR_CHECK_CLAMP_R(value, flags) \
(flags) |= \
((ULONG)(CASTINT(value) & 0x80000000) | \
(ULONG)((CASTINT(gc->redVertexScale) - CASTINT(value)) & 0x80000000))
#define __GL_COLOR_CHECK_CLAMP_G(value, flags) \
(flags) |= \
((ULONG)(CASTINT(value) & 0x80000000) | \
(ULONG)((CASTINT(gc->greenVertexScale) - CASTINT(value)) & 0x80000000))
#define __GL_COLOR_CHECK_CLAMP_B(value, flags) \
(flags) |= \
((ULONG)(CASTINT(value) & 0x80000000) | \
(ULONG)((CASTINT(gc->blueVertexScale) - CASTINT(value)) & 0x80000000))
#define __GL_COLOR_CHECK_CLAMP_A(value, flags) \
(flags) |= \
((ULONG)(CASTINT(value) & 0x80000000) | \
(ULONG)((CASTINT(gc->alphaVertexScale) - CASTINT(value)) & 0x80000000))
#define __GL_COLOR_CHECK_CLAMP_RGB(gc, r, g, b) \
((CASTINT(r) | ((ULONG)(CASTINT(gc->redVertexScale) - CASTINT(r))) | \
CASTINT(g) | ((ULONG)(CASTINT(gc->greenVertexScale) - CASTINT(g))) | \
CASTINT(b) | ((ULONG)(CASTINT(gc->blueVertexScale) - CASTINT(b)))) & \
0x80000000)
#define __GL_SCALE_AND_CHECK_CLAMP_R(target, gc, flags, r) \
{ \
__GL_SCALE_R(target, gc, r); \
__GL_COLOR_CHECK_CLAMP_R(target, flags); \
}
#define __GL_SCALE_AND_CHECK_CLAMP_G(target, gc, flags, g) \
{ \
__GL_SCALE_G(target, gc, g); \
__GL_COLOR_CHECK_CLAMP_G(target, flags); \
}
#define __GL_SCALE_AND_CHECK_CLAMP_B(target, gc, flags, b) \
{ \
__GL_SCALE_B(target, gc, b); \
__GL_COLOR_CHECK_CLAMP_B(target, flags); \
}
#define __GL_SCALE_AND_CHECK_CLAMP_A(target, gc, flags, a) \
{ \
__GL_SCALE_A(target, gc, a); \
__GL_COLOR_CHECK_CLAMP_A(target, flags); \
}
#define __GL_CLAMP_R(target, gc, r) \
{ \
(gc)->redClampTable[0] = (r); \
target = (gc)->redClampTable[__GL_COLOR_CLAMP_INDEX_R((gc)->redClampTable[0])]; \
}
#define __GL_CLAMP_G(target, gc, g) \
{ \
(gc)->greenClampTable[0] = (g); \
target = (gc)->greenClampTable[__GL_COLOR_CLAMP_INDEX_G((gc)->greenClampTable[0])]; \
}
#define __GL_CLAMP_B(target, gc, b) \
{ \
(gc)->blueClampTable[0] = (b); \
target = (gc)->blueClampTable[__GL_COLOR_CLAMP_INDEX_B((gc)->blueClampTable[0])]; \
}
#define __GL_CLAMP_A(target, gc, a) \
{ \
(gc)->alphaClampTable[0] = (a); \
target = (gc)->alphaClampTable[__GL_COLOR_CLAMP_INDEX_A((gc)->alphaClampTable[0])]; \
}
/* Aggregate clamping routines. */
#ifdef _X86_
#define __GL_SCALE_RGB(rOut, gOut, bOut, gc, r, g, b) \
__GL_SCALE_R(rOut, gc, r); \
__GL_SCALE_G(gOut, gc, g); \
__GL_SCALE_B(bOut, gc, b);
#define __GL_SCALE_RGBA(rOut, gOut, bOut, aOut, gc, r, g, b, a) \
__GL_SCALE_R(rOut, gc, r); \
__GL_SCALE_G(gOut, gc, g); \
__GL_SCALE_B(bOut, gc, b); \
__GL_SCALE_A(aOut, gc, a);
#define __GL_CLAMP_RGB(rOut, gOut, bOut, gc, r, g, b) \
__GL_CLAMP_R(rOut, gc, r); \
__GL_CLAMP_G(gOut, gc, g); \
__GL_CLAMP_B(bOut, gc, b);
#define __GL_CLAMP_RGBA(rOut, gOut, bOut, aOut, gc, r, g, b, a) \
__GL_CLAMP_R(rOut, gc, r); \
__GL_CLAMP_G(gOut, gc, g); \
__GL_CLAMP_B(bOut, gc, b); \
__GL_CLAMP_A(aOut, gc, a);
#define __GL_SCALE_AND_CHECK_CLAMP_RGB(rOut, gOut, bOut, gc, flags, r, g, b)\
__GL_SCALE_AND_CHECK_CLAMP_R(rOut, gc, flags, r); \
__GL_SCALE_AND_CHECK_CLAMP_G(gOut, gc, flags, g); \
__GL_SCALE_AND_CHECK_CLAMP_B(bOut, gc, flags, b);
#define __GL_SCALE_AND_CHECK_CLAMP_RGBA(rOut, gOut, bOut, aOut, gc, flags,\
r, g, b, a) \
__GL_SCALE_AND_CHECK_CLAMP_R(rOut, gc, flags, r); \
__GL_SCALE_AND_CHECK_CLAMP_G(gOut, gc, flags, g); \
__GL_SCALE_AND_CHECK_CLAMP_B(bOut, gc, flags, b); \
__GL_SCALE_AND_CHECK_CLAMP_A(aOut, gc, flags, a);
#else // NOT _X86_
/* The following code is written in a "load, compute, store" style.
** It is preferable for RISC CPU's with larger numbers of registers,
** such as DEC Alpha. VC++ for Alpha does not do
** a good job expanding the __GL_CLAMP_R, __GL_CLAMP_G, __GL_CLAMP_B,
** __GL_CLAMP_A macros, due to all the pointer indirections and the
** basic blocks defined by {} brackets.
*/
#define __GL_SCALE_RGB(rOut, gOut, bOut, gc, r, g, b) \
{ \
__GLfloat rScale, gScale, bScale; \
__GLfloat rs, gs, bs; \
\
rScale = (gc)->redVertexScale; \
gScale = (gc)->greenVertexScale; \
bScale = (gc)->blueVertexScale; \
\
rs = (r) * rScale; \
gs = (g) * gScale; \
bs = (b) * bScale; \
\
rOut = rs; \
gOut = gs; \
bOut = bs; \
}
#define __GL_SCALE_RGBA(rOut, gOut, bOut, aOut, gc, r, g, b, a) \
{ \
__GLfloat rScale, gScale, bScale, aScale; \
__GLfloat rs, gs, bs, as; \
\
rScale = (gc)->redVertexScale; \
gScale = (gc)->greenVertexScale; \
bScale = (gc)->blueVertexScale; \
aScale = (gc)->alphaVertexScale; \
\
rs = (r) * rScale; \
gs = (g) * gScale; \
bs = (b) * bScale; \
as = (a) * aScale; \
\
rOut = rs; \
gOut = gs; \
bOut = bs; \
aOut = as; \
}
#define __GL_CLAMP_RGB(rOut, gOut, bOut, gc, r, g, b) \
{ \
__GLfloat dst_r, dst_g, dst_b; \
ULONG index_r, index_g, index_b; \
LONG clamp_r, clamp_g, clamp_b; \
LONG i_rScale, i_gScale, i_bScale; \
ULONG sign_mask = 0x80000000; \
\
(gc)->redClampTable[0] = (r); \
(gc)->greenClampTable[0] = (g); \
(gc)->blueClampTable[0] = (b); \
\
i_rScale = CASTINT((gc)->redVertexScale); \
i_gScale = CASTINT((gc)->greenVertexScale); \
i_bScale = CASTINT((gc)->blueVertexScale); \
\
clamp_r = CASTINT((gc)->redClampTable[0]); \
clamp_g = CASTINT((gc)->greenClampTable[0]); \
clamp_b = CASTINT((gc)->blueClampTable[0]); \
\
index_r = \
(((ULONG)((clamp_r & sign_mask)) >> 30) | \
((ULONG)(((i_rScale - clamp_r) & sign_mask)) >> 31)); \
\
index_g = \
(((ULONG)((clamp_g & sign_mask)) >> 30) | \
((ULONG)(((i_gScale - clamp_g) & sign_mask)) >> 31)); \
\
index_b = \
(((ULONG)((clamp_b & sign_mask)) >> 30) | \
((ULONG)(((i_bScale - clamp_b) & sign_mask)) >> 31)); \
\
dst_r = (gc)->redClampTable[index_r]; \
dst_g = (gc)->greenClampTable[index_g]; \
dst_b = (gc)->blueClampTable[index_b]; \
\
rOut = dst_r; \
gOut = dst_g; \
bOut = dst_b; \
}
#define __GL_CLAMP_RGBA(rOut, gOut, bOut, aOut, gc, r, g, b, a) \
{ \
__GLfloat dst_r, dst_g, dst_b, dst_a; \
ULONG index_r, index_g, index_b, index_a; \
LONG clamp_r, clamp_g, clamp_b, clamp_a; \
LONG i_rScale, i_gScale, i_bScale, i_aScale; \
ULONG sign_mask = 0x80000000; \
\
(gc)->redClampTable[0] = (r); \
(gc)->greenClampTable[0] = (g); \
(gc)->blueClampTable[0] = (b); \
(gc)->alphaClampTable[0] = (a); \
\
i_rScale = CASTINT((gc)->redVertexScale); \
i_gScale = CASTINT((gc)->greenVertexScale); \
i_bScale = CASTINT((gc)->blueVertexScale); \
i_aScale = CASTINT((gc)->alphaVertexScale); \
\
clamp_r = CASTINT((gc)->redClampTable[0]); \
clamp_g = CASTINT((gc)->greenClampTable[0]); \
clamp_b = CASTINT((gc)->blueClampTable[0]); \
clamp_a = CASTINT((gc)->alphaClampTable[0]); \
\
index_r = \
(((ULONG)((clamp_r & sign_mask)) >> 30) | \
((ULONG)(((i_rScale - clamp_r) & sign_mask)) >> 31)); \
\
index_g = \
(((ULONG)((clamp_g & sign_mask)) >> 30) | \
((ULONG)(((i_gScale - clamp_g) & sign_mask)) >> 31)); \
\
index_b = \
(((ULONG)((clamp_b & sign_mask)) >> 30) | \
((ULONG)(((i_bScale - clamp_b) & sign_mask)) >> 31)); \
\
index_a = \
(((ULONG)((clamp_a & sign_mask)) >> 30) | \
((ULONG)(((i_aScale - clamp_a) & sign_mask)) >> 31)); \
\
dst_r = (gc)->redClampTable[index_r]; \
dst_g = (gc)->greenClampTable[index_g]; \
dst_b = (gc)->blueClampTable[index_b]; \
dst_a = (gc)->alphaClampTable[index_a]; \
\
rOut = dst_r; \
gOut = dst_g; \
bOut = dst_b; \
aOut = dst_a; \
}
#define __GL_SCALE_AND_CHECK_CLAMP_RGB(rOut, gOut, bOut, gc, flags, r, g, b)\
{ \
ULONG sign_mask = 0x80000000; \
__GLfloat rScale, gScale, bScale; \
LONG i_rScale, i_gScale, i_bScale; \
LONG i_r, i_g, i_b; \
__GLfloat fr, fg, fb; \
ULONG the_flags_copy, r_flags, g_flags, b_flags; \
\
the_flags_copy = (flags); \
\
rScale = (gc)->redVertexScale; \
gScale = (gc)->greenVertexScale; \
bScale = (gc)->blueVertexScale; \
\
i_rScale = CASTINT((gc)->redVertexScale); \
i_gScale = CASTINT((gc)->greenVertexScale); \
i_bScale = CASTINT((gc)->blueVertexScale); \
\
fr = (r) * rScale; \
fg = (g) * gScale; \
fb = (b) * bScale; \
\
rOut = fr; \
gOut = fg; \
bOut = fb; \
\
i_r = CASTINT((rOut)); \
i_g = CASTINT((gOut)); \
i_b = CASTINT((bOut)); \
\
r_flags = \
((ULONG)(i_r & sign_mask) | \
(ULONG)((i_rScale - i_r) & sign_mask)); \
\
g_flags = \
((ULONG)(i_g & sign_mask) | \
(ULONG)((i_gScale - i_g) & sign_mask)); \
\
b_flags = \
((ULONG)(i_b & sign_mask) | \
(ULONG)((i_bScale - i_b) & sign_mask)); \
\
the_flags_copy |= r_flags | g_flags | b_flags; \
(flags) = the_flags_copy; \
}
#define __GL_SCALE_AND_CHECK_CLAMP_RGBA(rOut, gOut, bOut, aOut, gc, flags, \
r, g, b, a)\
{ \
ULONG sign_mask = 0x80000000; \
__GLfloat rScale, gScale, bScale, aScale; \
LONG i_rScale, i_gScale, i_bScale, i_aScale; \
LONG i_r, i_g, i_b, i_a; \
__GLfloat fr, fg, fb, fa; \
ULONG the_flags_copy, r_flags, g_flags, b_flags, a_flags; \
\
the_flags_copy = (flags); \
\
rScale = (gc)->redVertexScale; \
gScale = (gc)->greenVertexScale; \
bScale = (gc)->blueVertexScale; \
aScale = (gc)->alphaVertexScale; \
\
i_rScale = CASTINT((gc)->redVertexScale); \
i_gScale = CASTINT((gc)->greenVertexScale); \
i_bScale = CASTINT((gc)->blueVertexScale); \
i_aScale = CASTINT((gc)->alphaVertexScale); \
\
fr = (r) * rScale; \
fg = (g) * gScale; \
fb = (b) * bScale; \
fa = (a) * aScale; \
\
rOut = fr; \
gOut = fg; \
bOut = fb; \
aOut = fa; \
\
i_r = CASTINT((rOut)); \
i_g = CASTINT((gOut)); \
i_b = CASTINT((bOut)); \
i_a = CASTINT((aOut)); \
\
r_flags = \
((ULONG)(i_r & sign_mask) | \
(ULONG)((i_rScale - i_r) & sign_mask)); \
\
g_flags = \
((ULONG)(i_g & sign_mask) | \
(ULONG)((i_gScale - i_g) & sign_mask)); \
\
b_flags = \
((ULONG)(i_b & sign_mask) | \
(ULONG)((i_bScale - i_b) & sign_mask)); \
\
a_flags = \
((ULONG)(i_a & sign_mask) | \
(ULONG)((i_aScale - i_a) & sign_mask)); \
\
the_flags_copy |= r_flags | g_flags | b_flags | a_flags; \
(flags) = the_flags_copy; \
}
#endif // NOT _X86_
/************************************************************************/
/* Applies to current context */
extern void FASTCALL __glSetError(GLenum code);
#ifdef NT
/* Used when no RC is current */
extern void FASTCALL __glSetErrorEarly(__GLcontext *gc, GLenum code);
#endif // NT
extern void FASTCALL __glFreeEvaluatorState(__GLcontext *gc);
extern void FASTCALL __glFreeDlistState(__GLcontext *gc);
extern void FASTCALL __glFreeMachineState(__GLcontext *gc);
extern void FASTCALL __glFreePixelState(__GLcontext *gc);
extern void FASTCALL __glFreeTextureState(__GLcontext *gc);
extern void FASTCALL __glInitDlistState(__GLcontext *gc);
extern void FASTCALL __glInitEvaluatorState(__GLcontext *gc);
extern void FASTCALL __glInitPixelState(__GLcontext *gc);
extern void FASTCALL __glInitTextureState(__GLcontext *gc);
extern void FASTCALL __glInitTransformState(__GLcontext *gc);
void FASTCALL __glEarlyInitContext(__GLcontext *gc);
void FASTCALL __glContextSetColorScales(__GLcontext *gc);
void FASTCALL __glContextUnsetColorScales(__GLcontext *gc);
void FASTCALL __glSoftResetContext(__GLcontext *gc);
void FASTCALL __glDestroyContext(__GLcontext *gc);
#endif /* __glcontext_h_ */