Leaked source code of windows server 2003
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284 lines
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//----------------------------------------------------------------------------
//
// line.cpp
//
// Line processing.
//
// Copyright (C) Microsoft Corporation, 1997.
//
//----------------------------------------------------------------------------
#include "rgb_pch.h"
#pragma hdrstop
#include "d3dutil.h"
#include "setup.hpp"
#include "attrs_mh.h"
#include "tstp_mh.h"
#include "walk_mh.h"
#include "rsdbg.hpp"
DBG_DECLARE_FILE();
//----------------------------------------------------------------------------
//
// LinePatternStateMachine
//
// Runs the line pattern state machine and returns TRUE if the pixel is to be
// drawn, false otherwise.
//
//----------------------------------------------------------------------------
static inline BOOL LinePatternStateMachine(WORD wRepeatFactor, WORD wLinePattern, WORD& wRepeati, WORD& wPatterni)
{
if (wRepeatFactor == 0)
{
return TRUE;
}
WORD wBit = (wLinePattern >> wPatterni) & 1;
if (++wRepeati >= wRepeatFactor)
{
wRepeati = 0;
wPatterni = (wPatterni+1) & 0xf;
}
return (BOOL)wBit;
}
#define CLAMP_COLOR(fVal, uVal) \
if (FLOAT_LTZ(fVal)) \
{ \
uVal = 0; \
} \
else \
{ \
if (uVal > 0xffff) \
{ \
uVal = 0xffff; \
} \
} \
#define CLAMP_Z(fVal, uVal) \
if (FLOAT_LTZ(fVal)) \
{ \
uVal = 0; \
} \
//----------------------------------------------------------------------------
//
// ClampPixel
//
// Clamp color, specular and z(if any) of a pixel. Right now, it's done for
// first and last pixel of a line only.
//
//----------------------------------------------------------------------------
inline void
ClampPixel(PATTRSET pAttrs, PD3DI_RASTSPAN pSpan)
{
CLAMP_COLOR(pAttrs->fB, pSpan->uB);
CLAMP_COLOR(pAttrs->fG, pSpan->uG);
CLAMP_COLOR(pAttrs->fR, pSpan->uR);
CLAMP_COLOR(pAttrs->fA, pSpan->uA);
CLAMP_COLOR(pAttrs->fBS, pSpan->uBS);
CLAMP_COLOR(pAttrs->fGS, pSpan->uGS);
CLAMP_COLOR(pAttrs->fRS, pSpan->uRS);
CLAMP_Z(pAttrs->fZ, pSpan->uZ);
}
//----------------------------------------------------------------------------
//
// WalkLinePattern
//
// Walks a line and generates the pixels touched according to the pattern.
// If wRepeatFactor >= 1, we are patterning, otherwise, we are not
//
//----------------------------------------------------------------------------
HRESULT
WalkLinePattern(PSETUPCTX pStpCtx, WORD wRepeatFactor, WORD wLinePattern)
{
HRESULT hr;
UINT uSpansAvail;
PD3DI_RASTSPAN pSpan;
WORD wRepeati = 0;
WORD wPatterni = 0;
BOOL bFirst = TRUE;
RSASSERT(pStpCtx->cLinePix > 0);
hr = DD_OK;
uSpansAvail = 0;
RSASSERT((pStpCtx->uFlags & PRIMSF_LOD_USED) == 0);
#ifdef PWL_FOG
pStpCtx->uPwlFlags = PWL_NO_NEXT_FOG;
#endif
for (;;)
{
if (pStpCtx->iX >= pStpCtx->pCtx->Clip.left &&
pStpCtx->iX < pStpCtx->pCtx->Clip.right &&
pStpCtx->iY >= pStpCtx->pCtx->Clip.top &&
pStpCtx->iY < pStpCtx->pCtx->Clip.bottom)
{
if (LinePatternStateMachine(wRepeatFactor, wLinePattern, wRepeati, wPatterni))
{
if (uSpansAvail == 0)
{
uSpansAvail = pStpCtx->cLinePix;
hr = ALLOC_SPANS(pStpCtx, &uSpansAvail, &pSpan);
if (hr != DD_OK)
{
// uSpansAvail is set to zero on failure.
goto EH_Exit;
}
}
else
{
pSpan++;
}
uSpansAvail--;
pStpCtx->pPrim->uSpans++;
pSpan->uPix = 1;
pSpan->uX = (UINT16)pStpCtx->iX;
pSpan->uY = (UINT16)pStpCtx->iY;
pStpCtx->pfnFillSpanAttrs(&pStpCtx->Attr, pSpan, pStpCtx, 1);
// Clamp first/last pixel
if (bFirst || pStpCtx->cLinePix == 1)
{
bFirst = FALSE;
ClampPixel(&pStpCtx->Attr, pSpan);
}
}
}
if (--pStpCtx->cLinePix == 0)
{
break;
}
#ifdef VERBOSE_LINES
RSDPF((" %4d,%4d: %10d %11d => ",
pStpCtx->iX, pStpCtx->iY,
pStpCtx->iLineFrac, pStpCtx->iLineFrac + pStpCtx->iDLineFrac));
#endif
pStpCtx->iLineFrac += pStpCtx->iDLineFrac;
if (pStpCtx->iLineFrac < 0)
{
pStpCtx->iLineFrac &= 0x7fffffff;
pStpCtx->iX += pStpCtx->iDXCY;
pStpCtx->iY += pStpCtx->iDYCY;
pStpCtx->DAttrDMajor.ipSurface = pStpCtx->DAttrCY.ipSurface;
pStpCtx->DAttrDMajor.ipZ = pStpCtx->DAttrCY.ipZ;
}
else
{
pStpCtx->iX += pStpCtx->iDXNC;
pStpCtx->iY += pStpCtx->iDYNC;
pStpCtx->DAttrDMajor.ipSurface = pStpCtx->DAttrNC.ipSurface;
pStpCtx->DAttrDMajor.ipZ = pStpCtx->DAttrNC.ipZ;
}
#ifdef VERBOSE_LINES
RSDPFM((DBG_MASK_FORCE | DBG_MASK_NO_PREFIX, "%4d,%4d: %10d\n",
pStpCtx->iX, pStpCtx->iY,
pStpCtx->iLineFrac));
#endif
pStpCtx->pfnAddAttrs(&pStpCtx->Attr, &pStpCtx->DAttrDMajor, pStpCtx);
}
EH_Exit:
if (uSpansAvail > 0)
{
FREE_SPANS(pStpCtx, uSpansAvail);
}
return hr;
}
//----------------------------------------------------------------------------
//
// PrimProcessor::Line
//
// Provides a line for processing.
//
//----------------------------------------------------------------------------
HRESULT
PrimProcessor::Line(LPD3DTLVERTEX pV0,
LPD3DTLVERTEX pV1,
LPD3DTLVERTEX pFlatVtx)
{
HRESULT hr;
hr = DD_OK;
#if DBG
hr = ValidateVertex(pV0);
if (hr != DD_OK)
{
return hr;
}
hr = ValidateVertex(pV1);
if (hr != DD_OK)
{
return hr;
}
#endif
// Clear per-line flags.
m_StpCtx.uFlags &= ~(PRIMF_ALL | LNF_ALL);
RSDPFM((RSM_FLAGS, "m_uPpFlags: 0x%08X, m_StpCtx.uFlags: 0x%08X\n",
m_uPpFlags, m_StpCtx.uFlags));
RSDPFM((RSM_LINES, "Line\n"));
RSDPFM((RSM_LINES, " V0 (%f,%f,%f)\n",
pV0->dvSX, pV0->dvSY, pV0->dvSZ));
RSDPFM((RSM_LINES, " V1 (%f,%f,%f)\n",
pV1->dvSX, pV1->dvSY, pV1->dvSZ));
// Remember flat color controlling vertex for setup.
m_StpCtx.pFlatVtx = pFlatVtx;
if (LineSetup(pV0, pV1))
{
// Compute initial buffer pointers for the scanline.
m_StpCtx.Attr.pSurface = m_StpCtx.pCtx->pSurfaceBits +
m_StpCtx.iX * m_StpCtx.pCtx->iSurfaceStep +
m_StpCtx.iY * m_StpCtx.pCtx->iSurfaceStride;
if (m_StpCtx.uFlags & PRIMSF_Z_USED)
{
m_StpCtx.Attr.pZ = m_StpCtx.pCtx->pZBits +
m_StpCtx.iX * m_StpCtx.pCtx->iZStep +
m_StpCtx.iY * m_StpCtx.pCtx->iZStride;
}
// Line walking only generates single-pixel spans so
// the prim deltas are unused. Therefore, line spans
// are simply added to whatever primitive happens to
// be sitting in the buffer.
hr = AppendPrim();
if (hr != DD_OK)
{
return hr;
}
union
{
D3DLINEPATTERN LPat;
DWORD dwLPat;
} LinePat;
LinePat.dwLPat = m_StpCtx.pCtx->pdwRenderState[D3DRS_LINEPATTERN];
hr = WalkLinePattern(&m_StpCtx, LinePat.LPat.wRepeatFactor, LinePat.LPat.wLinePattern);
}
return hr;
}