Leaked source code of windows server 2003
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/******************************Module*Header*******************************\
* Module Name: span_t.h *
* *
* This include file is used to generate various flavors of textured *
* spans, or scanlines. The variations cover only RGB operation, *
* dithering, and pixel-depth. Not your typical include file. *
* *
* Created: 11-April-1994 *
* Author: Otto Berkes [ottob] *
* *
* Copyright (c) 1994 Microsoft Corporation *
\**************************************************************************/
void
#if DITHER
#if (BPP == 8)
__fastGenTex8DithSmoothSpan(__GLGENcontext *gengc)
#elif (BPP == 16)
__fastGenTex16DithSmoothSpan(__GLGENcontext *gengc)
#elif (BPP == 24)
__fastGenTex24DithSmoothSpan(__GLGENcontext *gengc)
#else
__fastGenTex32DithSmoothSpan(__GLGENcontext *gengc)
#endif
#else //!DITHER
#if (BPP == 8)
__fastGenTex8SmoothSpan(__GLGENcontext *gengc)
#elif (BPP == 16)
__fastGenTex16SmoothSpan(__GLGENcontext *gengc)
#elif (BPP == 24)
__fastGenTex24SmoothSpan(__GLGENcontext *gengc)
#else
__fastGenTex32SmoothSpan(__GLGENcontext *gengc)
#endif
#endif //!DITHER
{
ULONG rAccum;
ULONG gAccum;
ULONG bAccum;
ULONG sAccum;
ULONG tAccum;
LONG rDelta;
LONG gDelta;
LONG bDelta;
LONG sDelta;
LONG tDelta;
ULONG rShift;
ULONG gShift;
ULONG bShift;
ULONG rtShift;
ULONG gtShift;
ULONG btShift;
ULONG tShift;
ULONG sMask, tMask;
ULONG wLog2;
ULONG hLog2;
GENACCEL *pGenAccel;
__GLcolorBuffer *cfb;
BYTE *pPix;
UCHAR *texAddr;
USHORT *texBits;
#if DITHER
ULONG ditherVal;
#endif
#if (BPP == 8)
BYTE *pXlat;
#endif
ULONG *pMask;
#if DITHER
ULONG ditherShift;
ULONG ditherRow;
#endif
LONG count;
LONG totalCount;
__GLtexture *tex = ((__GLcontext *)gengc)->texture.currentTexture;
wLog2 = tex->level[0].widthLog2;
hLog2 = tex->level[0].heightLog2;
sMask = (~(~0 << wLog2)) << 16;
tMask = (~(~0 << hLog2)) << 16;
tShift = 13 - wLog2;
// get color deltas and accumulators
pGenAccel = (GENACCEL *)(gengc->pPrivateArea);
texAddr = (UCHAR *)pGenAccel->texImage;
rDelta = pGenAccel->spanDelta.r;
gDelta = pGenAccel->spanDelta.g;
bDelta = pGenAccel->spanDelta.b;
sDelta = pGenAccel->spanDelta.s;
tDelta = pGenAccel->spanDelta.t;
rAccum = pGenAccel->spanValue.r;
gAccum = pGenAccel->spanValue.g;
bAccum = pGenAccel->spanValue.b;
sAccum = pGenAccel->spanValue.s;
tAccum = pGenAccel->spanValue.t;
cfb = gengc->gc.polygon.shader.cfb;
rShift = cfb->redShift;
gShift = cfb->greenShift;
bShift = cfb->blueShift;
#if DITHER
rtShift = 8 + ((__GLcontext *)gengc)->modes.redBits;
gtShift = 8 + ((__GLcontext *)gengc)->modes.greenBits;
btShift = 8 + ((__GLcontext *)gengc)->modes.blueBits;
#else
rtShift = 16 + ((__GLcontext *)gengc)->modes.redBits;
gtShift = 16 + ((__GLcontext *)gengc)->modes.greenBits;
btShift = 16 + ((__GLcontext *)gengc)->modes.blueBits;
#endif
// get address of destination
if (pGenAccel->flags & SURFACE_TYPE_DIB) {
int xScr;
int yScr;
xScr = gengc->gc.polygon.shader.frag.x -
gengc->gc.constants.viewportXAdjust +
cfb->buf.xOrigin;
yScr = gengc->gc.polygon.shader.frag.y -
gengc->gc.constants.viewportYAdjust +
cfb->buf.yOrigin;
pPix = (BYTE *)cfb->buf.base + (yScr * cfb->buf.outerWidth) +
#if (BPP == 8)
xScr;
#elif (BPP == 16)
(xScr << 1);
#elif (BPP == 24)
xScr + (xScr << 1);
#else
(xScr << 2);
#endif //BPP
} else
pPix = gengc->ColorsBits;
// set up pointer to translation table as needed
#if (BPP == 8)
pXlat = gengc->pajTranslateVector;
#endif
#if DITHER
ditherRow = Dither_4x4[gengc->gc.polygon.shader.frag.y & 0x3];
ditherShift = (gengc->gc.polygon.shader.frag.x & 0x3) << 3;
#endif
pMask = gengc->gc.polygon.shader.stipplePat;
if ((totalCount = count = gengc->gc.polygon.shader.length) > 32)
count = 32;
for (; totalCount > 0; totalCount -= 32) {
ULONG mask;
ULONG maskTest;
if ((mask = *pMask++) == 0) {
rAccum += (rDelta << 5);
gAccum += (gDelta << 5);
bAccum += (bDelta << 5);
sAccum += (sDelta << 5);
tAccum += (tDelta << 5);
pPix += (32 * (BPP / 8));
continue;
}
maskTest = 0x80000000;
if ((count = totalCount) > 32)
count = 32;
for (; count; count--, maskTest >>= 1) {
if (mask & maskTest) {
DWORD color;
texBits = (USHORT *)(texAddr + ((sAccum & sMask) >> 13) +
((tAccum & tMask) >> tShift));
#if DITHER
ditherVal = (ditherRow >> ditherShift) & 0xff;
ditherShift = (ditherShift + 8) & 0x18;
color =
((((((ULONG)texBits[0] * (rAccum >> 8)) >> rtShift) + ditherVal) >> 8) << rShift) |
((((((ULONG)texBits[1] * (gAccum >> 8)) >> gtShift) + ditherVal) >> 8) << gShift) |
((((((ULONG)texBits[2] * (bAccum >> 8)) >> btShift) + ditherVal) >> 8) << bShift);
#else
color =
((((ULONG)texBits[0] * (rAccum >> 8)) >> rtShift) << rShift) |
((((ULONG)texBits[1] * (gAccum >> 8)) >> gtShift) << gShift) |
((((ULONG)texBits[2] * (bAccum >> 8)) >> btShift) << bShift);
#endif
#if (BPP == 8)
// XXX the color value should *not* have to be masked!
color = *(pXlat + (color & 0xff));
#endif
#if (BPP == 8)
*pPix = (BYTE)color;
#elif (BPP == 16)
*((WORD *)pPix) = (USHORT)color;
#elif (BPP == 24)
*pPix = (BYTE)color;
*(pPix + 1) = (BYTE)(color >> 8);
*(pPix + 2) = (BYTE)(color >> 16);
#else
*((DWORD *)pPix) = color;
#endif //BPP
}
rAccum += rDelta;
gAccum += gDelta;
bAccum += bDelta;
sAccum += sDelta;
tAccum += tDelta;
pPix += (BPP / 8);
}
}
}
void
#if DITHER
#if (BPP == 8)
__fastGenTex8DithDecalSpan(__GLGENcontext *gengc)
#elif (BPP == 16)
__fastGenTex16DithDecalSpan(__GLGENcontext *gengc)
#elif (BPP == 24)
__fastGenTex24DithDecalSpan(__GLGENcontext *gengc)
#else
__fastGenTex32DithDecalSpan(__GLGENcontext *gengc)
#endif
#else //!DITHER
#if (BPP == 8)
__fastGenTex8DecalSpan(__GLGENcontext *gengc)
#elif (BPP == 16)
__fastGenTex16DecalSpan(__GLGENcontext *gengc)
#elif (BPP == 24)
__fastGenTex24DecalSpan(__GLGENcontext *gengc)
#else
__fastGenTex32DecalSpan(__GLGENcontext *gengc)
#endif
#endif //!DITHER
{
register ULONG sAccum;
register ULONG tAccum;
LONG sDelta;
LONG tDelta;
ULONG rShift;
ULONG gShift;
ULONG bShift;
ULONG tShift;
ULONG sMask, tMask;
ULONG wLog2;
ULONG hLog2;
GENACCEL *pGenAccel;
__GLcolorBuffer *cfb;
BYTE *pPix;
UCHAR *texAddr;
USHORT *texBits;
#if DITHER
ULONG ditherVal;
#endif
#if (BPP == 8)
BYTE *pXlat;
#endif
ULONG *pMask;
#if DITHER
ULONG ditherShift;
ULONG ditherRow;
#endif
LONG count;
LONG totalCount;
__GLtexture *tex = ((__GLcontext *)gengc)->texture.currentTexture;
wLog2 = tex->level[0].widthLog2;
hLog2 = tex->level[0].heightLog2;
sMask = (~(~0 << wLog2)) << 16;
tMask = (~(~0 << hLog2)) << 16;
tShift = 13 - wLog2;
// get color deltas and accumulators
pGenAccel = (GENACCEL *)(gengc->pPrivateArea);
sDelta = pGenAccel->spanDelta.s;
tDelta = pGenAccel->spanDelta.t;
sAccum = pGenAccel->spanValue.s;
tAccum = pGenAccel->spanValue.t;
texAddr = (UCHAR *)pGenAccel->texImage;
cfb = gengc->gc.polygon.shader.cfb;
rShift = cfb->redShift;
gShift = cfb->greenShift;
bShift = cfb->blueShift;
// get address of destination
if (pGenAccel->flags & SURFACE_TYPE_DIB) {
int xScr;
int yScr;
xScr = gengc->gc.polygon.shader.frag.x -
gengc->gc.constants.viewportXAdjust +
cfb->buf.xOrigin;
yScr = gengc->gc.polygon.shader.frag.y -
gengc->gc.constants.viewportYAdjust +
cfb->buf.yOrigin;
pPix = (BYTE *)cfb->buf.base + (yScr * cfb->buf.outerWidth) +
#if (BPP == 8)
xScr;
#elif (BPP == 16)
(xScr << 1);
#elif (BPP == 24)
xScr + (xScr << 1);
#else
(xScr << 2);
#endif //BPP
} else
pPix = gengc->ColorsBits;
// set up pointer to translation table as needed
#if (BPP == 8)
pXlat = gengc->pajTranslateVector;
#endif
#if DITHER
ditherRow = Dither_4x4[gengc->gc.polygon.shader.frag.y & 0x3];
ditherShift = (gengc->gc.polygon.shader.frag.x & 0x3) << 3;
#endif
pMask = gengc->gc.polygon.shader.stipplePat;
if ((totalCount = count = gengc->gc.polygon.shader.length) > 32)
count = 32;
for (; totalCount > 0; totalCount -= 32) {
ULONG mask;
ULONG maskTest;
if ((mask = *pMask++) == 0) {
sAccum += (sDelta << 5);
tAccum += (tDelta << 5);
pPix += (32 * (BPP / 8));
continue;
}
maskTest = 0x80000000;
if ((count = totalCount) > 32)
count = 32;
for (; count; count--, maskTest >>= 1) {
if (mask & maskTest) {
#if (DITHER) || (BPP >= 24)
DWORD color;
#endif
texBits = (USHORT *)(texAddr + ((sAccum & sMask) >> 13) +
((tAccum & tMask) >> tShift));
#if DITHER
ditherVal = ((ditherRow >> ditherShift) & 0xff);
ditherShift = (ditherShift + 8) & 0x18;
color =
(((texBits[0] + ditherVal) >> 8) << rShift) |
(((texBits[1] + ditherVal) >> 8) << gShift) |
(((texBits[2] + ditherVal) >> 8) << bShift);
#if (BPP == 8)
// XXX the color value should *not* have to be masked!
color = *(pXlat + (color & 0xff));
*pPix = (BYTE)color;
#elif (BPP == 16)
*((WORD *)pPix) = (USHORT)color;
#elif (BPP == 24)
*pPix = (BYTE)color;
*(pPix + 1) = (BYTE)(color >> 8);
*(pPix + 2) = (BYTE)(color >> 16);
#else
*((DWORD *)pPix) = color;
#endif //BPP
#else //!DITHER
#if (BPP == 8)
*pPix = *((BYTE *)&texBits[3]);
#elif (BPP == 16)
*((WORD *)pPix) = *((WORD *)&texBits[3]);
#elif (BPP == 24)
color =
((texBits[0] >> 8) << rShift) |
((texBits[1] >> 8) << gShift) |
((texBits[2] >> 8) << bShift);
*pPix = (BYTE)color;
*(pPix + 1) = (BYTE)(color >> 8);
*(pPix + 2) = (BYTE)(color >> 16);
#else
color =
((texBits[0] >> 8) << rShift) |
((texBits[1] >> 8) << gShift) |
((texBits[2] >> 8) << bShift);
*((DWORD *)pPix) = color;
#endif //BPP
#endif //DITHER
}
sAccum += sDelta;
tAccum += tDelta;
pPix += (BPP / 8);
}
}
}
#if !DITHER
#undef ditherVal
#endif