Leaked source code of windows server 2003
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/*
** Copyright 1991, 1992, 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** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.;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 Unpublished -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.
*/
#ifndef __GLGENCONTXT_H__
#define __GLGENCONTXT_H__
#include "context.h"
#ifdef _MCD_
#include <winddi.h>
#include "mcdrv.h"
#include "mcd2hack.h"
#include "mcd.h"
#endif
// Re-enable long to float conversion warning. see also context.h
#pragma warning (default:4244)
#ifdef _CLIENTSIDE_
#include "glscreen.h"
#include "glgenwin.h"
#endif
#ifdef _MCD_
#include "mcdcx.h"
#endif
/*
* Define maximum color-index table size
*/
#define MAXPALENTRIES 4096
/*
* Machine dependent implementation limits
* (stolen from gfx/lib/opengl/LIGHT/rexcx.h)
*/
#define __GL_WGL_SUBPIXEL_BITS 3
#define __GL_WGL_NUMBER_OF_CLIP_PLANES 6
#define __GL_WGL_NUMBER_OF_LIGHTS 8
#define __GL_WGL_NUMBER_OF_TEXTURES 1
#define __GL_WGL_NUMBER_OF_TEXTURE_ENVS 1
#define __GL_WGL_MAX_MODELVIEW_STACK_DEPTH 32
#define __GL_WGL_MAX_PROJECTION_STACK_DEPTH 10
#define __GL_WGL_MAX_TEXTURE_STACK_DEPTH 10
#define __GL_WGL_MAX_ATTRIB_STACK_DEPTH 16
#define __GL_WGL_MAX_CLIENT_ATTRIB_STACK_DEPTH 16
#define __GL_WGL_MAX_NAME_STACK_DEPTH 128
#define __GL_WGL_MAX_EVAL_ORDER 30
#define __GL_WGL_MAX_MIPMAP_LEVEL 11
#define __GL_WGL_MAX_PIXEL_MAP_TABLE 65536
#define __GL_WGL_MAX_LIST_NESTING 64
#define __GL_WGL_POINT_SIZE_MINIMUM ((__GLfloat) 0.5)
#define __GL_WGL_POINT_SIZE_MAXIMUM ((__GLfloat) 10.0)
#define __GL_WGL_POINT_SIZE_GRANULARITY ((__GLfloat) 0.125)
#define __GL_WGL_LINE_WIDTH_MINIMUM ((__GLfloat) 0.5)
#define __GL_WGL_LINE_WIDTH_MAXIMUM ((__GLfloat) 10.0)
#define __GL_WGL_LINE_WIDTH_GRANULARITY ((__GLfloat) 0.125)
// Constants for fast accelerated texture code...
#define TEX_SCALEFACT ((float)65536.0)
#define TEX_SCALESHIFT 16
#define TEX_SHIFTPER4BPPTEXEL 2
#define TEX_SHIFTPER2BPPTEXEL 1
#define TEX_SHIFTPER1BPPTEXEL 0
#define TEX_T_FRAC_BITS 6
#define TEX_SUBDIV 8
#define TEX_SUBDIV_LOG2 3
// This is the largest size we support in the software-accelerated
// perspective-corrected texture code. This allows 8.6 representation for
// s and t, which permits shifting by constant values in the inner loop.
// Note that the maximum size for paletted textures is greater than for
// RGBA textures, since the number of address bits is smaller (1 byte vs
// 4 bytes).
#define TEX_MAX_SIZE_LOG2 10
#define __GL_MAX_INV_TABLE 31
#define __GL_UNBIAS_AND_INVERT_Y(gc, y) \
((gc)->constants.height - __GL_UNBIAS_Y((gc), (y)))
// XXX do we need to add .5?
#define __GL_COLOR_TO_COLORREF(color) \
RGB( (BYTE)((color)->r), (BYTE)((color)->g), (BYTE)((color)->b))
typedef struct __RenderStateRec {
GLuint *SrvSelectBuffer; // Server side address of
// the selection buffer.
GLuint *CltSelectBuffer; // Client address of the
// Selection buffer
GLuint SelectBufferSize; // Size of select buffer in bytes
GLfloat *SrvFeedbackBuffer; // Server side address of the
// feedback buffer
GLfloat *CltFeedbackBuffer; // Client side address of the
// Feedback buffer.
GLuint FeedbackBufferSize; // Size of the feedback buffer
GLenum FeedbackType; // Type of elements for feedback
} __RenderState;
typedef BOOL (APIENTRY *PIXVISPROC)(LONG, LONG);
typedef void (*PIXCOPYPROC)(struct __GLGENcontextRec *, __GLcolorBuffer *,
GLint, GLint, GLint, BOOL);
/****************************************************************************/
typedef struct _SPANREC {
LONG r;
LONG g;
LONG b;
LONG a;
ULONG z;
LONG s;
LONG t;
} SPANREC;
typedef struct __GLGENcontextRec __GLGENcontext;
typedef void (FASTCALL *__genSpanFunc)(__GLGENcontext *gc);
typedef ULONG (FASTCALL *__computeColorFunc)(__GLcontext *gc,
__GLcolor *color);
typedef struct _GENTEXCACHE {
__GLcontext *gc;
ULONG paletteTimeStamp;
UCHAR *texImageReplace;
GLenum internalFormat;
LONG height;
LONG width;
} GENTEXCACHE;
typedef GLboolean (FASTCALL *fastGenLineProc)(__GLcontext *gc);
typedef struct _GENACCEL {
//
// stuff below here is used in the rendering inner loops
//
ULONG constantR; // These are used for scaling texture color values
ULONG constantG;
ULONG constantB;
ULONG constantA;
SPANREC spanValue;
SPANREC spanDelta;
ULONG rAccum;
ULONG gAccum;
ULONG bAccum;
ULONG aAccum;
ULONG sAccum;
ULONG tAccum;
ULONG sResult[2];
ULONG tResult[2];
ULONG sResultNew[2];
ULONG tResultNew[2];
ULONG sStepX;
ULONG tStepX;
ULONG subDs;
ULONG subDt;
ULONG pixAccum;
ULONG ditherAccum;
__GLfloat qwStepX;
__GLfloat qwAccum;
ULONG zAccum;
PBYTE pPix;
BYTE displayColor[4];
__genSpanFunc __fastSpanFuncPtr;
//
// stuff below here is used in the FillTriangle routine
//
SPANREC spanDeltaY;
int xMultiplier;
__genSpanFunc __fastFlatSpanFuncPtr;
__genSpanFunc __fastSmoothSpanFuncPtr;
__genSpanFunc __fastTexSpanFuncPtr;
__GLspanFunc __fastZSpanFuncPtr;
__GLspanFunc __fastStippleDepthTestSpan;
__GLfloat rAccelScale; // Span scale values
__GLfloat gAccelScale;
__GLfloat bAccelScale;
__GLfloat aAccelScale;
__GLfloat zScale;
void (FASTCALL *__fastFillSubTrianglePtr)(__GLcontext *, GLint, GLint);
void (FASTCALL *__fastCalcDeltaPtr)(__GLcontext *gc, __GLvertex *a,
__GLvertex *b, __GLvertex *c);
void (*__fastSetInitParamPtr)(__GLcontext *gc,
const __GLvertex *a,
__GLfloat dx,
__GLfloat dy);
//
// these things are used in the generic rendering or texture path
//
int bpp;
ULONG flags;
ULONG tShift;
ULONG sMask, tMask;
ULONG *texImage;
ULONG *texPalette;
ULONG tMaskSubDiv;
ULONG tShiftSubDiv;
__GLfloat texXScale;
__GLfloat texYScale;
UCHAR *texImageReplace;
__GLtexture *tex;
GLboolean (FASTCALL *__fastGenZStore)(__GLzValue z, __GLzValue *fp);
fastGenLineProc __fastGenLineProc;
BOOL (FASTCALL *__fastGenInitLineData)(__GLcontext *gc, __GLvertex *v0, __GLvertex *v1);
//
// stuff below here is not used in drawing triangles
//
char *buffer;
FLONG flLineAccelModes;
BOOL bFastLineDispAccel;
BOOL bFastLineDIBAccel;
__computeColorFunc fastLineComputeColor;
BYTE *pFastLineBuffer;
POINT *pFastLinePoint;
DWORD *pFastLineCount;
DWORD fastLineCounts;
__GLfloat fastLineOffsetX;
__GLfloat fastLineOffsetY;
double zDevScale; // z scaling for MCD
} GENACCEL;
/*
** Secondary dispatch tables for GENENERIC implementation (eg CPU specific)
*/
// Define the Rendering context used by the Generic implementation
// One of these structures is allocated for each wglCreateContext(). The
// TEB will contain a pointer to this structure after a wglMakeCurrent()
// NOTE: the TEB will also have a pointer to DispatchTables, if we need
// another entry on the server side, reuse that one. Could generate code to
// offset into contextRec to get a tables.
typedef struct __GLGENcontextRec
{
// Must be first entry
struct __GLcontextRec gc;
HGLRC hrc; // handle from gdi code
GLWINDOWID gwidCurrent; // Surface made current
DWORD dwCurrentFlags; // GLSURF flags for current surface
GLDDSURF *pgddsFront; // Current DirectDraw surface for
// front buffer
GLuint flags; // misc. state flags
// Window that this context was made current to. Set in MakeCurrent and
// kept to validate that attentions are taking place on the same
// window as was made current.
GLGENwindow *pwndMakeCur;
// Window that this context current is holding a lock on. While
// locked, this must always match pwndMakeCur. When outside the
// lock it will be NULL. Any context-derived window access must
// use this field rather than pwndMakeCur to ensure that access
// only takes place while the window lock is held.
GLGENwindow *pwndLocked;
GLint WndUniq;
GLint WndSizeUniq;
ULONG PaletteTimestamp;
GLint errorcode;
// info for render DC, surface
GLSURF gsurf;
int ipfdCurrent;
BYTE *pajTranslateVector; // Used for Logical <--> System xlate
BYTE *pajInvTranslateVector;
HBITMAP ColorsBitmap; // GDI dibs for device managed surfs
PVOID ColorsBits;
HBITMAP StippleBitmap;
PVOID StippleBits;
#ifdef _CLIENTSIDE_
HDC ColorsMemDC;
HDC ColorsDdbDc;
HBITMAP ColorsDdb;
#endif
// Cached GDI objects for rectangle filling and line drawing
HBRUSH hbrFill;
COLORREF crFill;
HDC hdcFill;
HPEN hpenStroke;
__GLcolor cStroke;
COLORREF crStroke;
HDC hdcStroke;
BOOL fStrokeInvalid;
// A COLORREF value which isn't a legal COLORREF, used for marking
// the caches as empty
#define COLORREF_UNUSED 0xffffffff
__RenderState RenderState;
VOID *pPrivateArea; // Pointer to implementation-specific
// memory area.
GENACCEL genAccel; // Always have this handy...
BYTE xlatPalette[256]; // goes here to save indirection
GLint visibleWidth;
GLint visibleHeight;
// Information so that OpenGL can adaptively change the amount of
// time the lock is held.
DWORD dwLockTick; // tick count when lock was acquired
DWORD dwCalls; // tracks number of calls for this tick
DWORD dwCallsPerTick; // number of calls per tick allowed
DWORD dwLastTick; // last recorded tick count
// Locks held by OpenGL while drawing to this context (see values
// below).
FSHORT fsGenLocks; // locks needed for generic code
FSHORT fsLocks; // locks actually held
HANDLE hTexture; // current texture handle
PIXCOPYPROC pfnCopyPixels;
PIXVISPROC pfnPixelVisible;
#ifdef _CLIENTSIDE_
// Pointers to LOGPALETTE buffers. The pointer ppalBuf is storage for
// for two maximally sized (MAXPALENTRIES) LOGPALETTEs. One, pointed
// to by ppalSave, is a copy of the last LOGPALETTE used. The other,
// pointed to by ppalTmp, is used for temporary storage of the current
// LOGPALETTE. To keep the saved copy current, rather than copy the
// contents of the temp buffer, the two pointers are swapped.
//
// We need to do this comparison to detect LOGPALETTE changes to maintain
// the window ulPaletteUniq when doing >= 16bpp color index-mode drawing
// (WM_PALETTECHANGED messages are not sent for this case).
//
// The LOGPALETTE pointers are NULL if pixelformat is RGBA or < 16bpp.
LOGPALETTE *ppalBuf; // Room for both save and tmp buffers.
LOGPALETTE *ppalSave; // Saved copy of LOGPALETTE
LOGPALETTE *ppalTemp; // Temp storage for current LOGPALETTE
// In addition, if we are rendering to a 4bpp or 8bpp DIB, we need to
// track changes in the DIB color table. In this case, the ppalBuf
// buffer also includes room for two 256-entry RGBQUAD tables.
ULONG crgbSave; // Num of valid entries in color table
RGBQUAD *prgbSave; // Saved copy of color table
ULONG crgbTemp;
RGBQUAD *prgbTemp; // Temp storage for color table
#endif
#ifdef _MCD_
// MCD state
GENMCDSTATE *_pMcdState; // pointer to MCD context/state
GENMCDSTATE *pMcdState; // pointer to bound MCD context/state
// (implies both _pMcdState and pMcdSurf
// valid; i.e., valid MCD context is
// bound to a valid MCD surface)
LONG iLayerPlane;
#endif
// Add other rc info here
} __GLGENcontext;
/*
* Mark the gc as dirty so that pick procs will be executed when
* __glGenericPickAllProcs is called (probably via gc->proc.pickAllProcs).
*/
#define __GL_INVALIDATE(gc) \
(gc)->dirtyMask |= __GL_DIRTY_GENERIC
/*
* __GLGENcontext flags
*
* GLGEN_MCD_CONVERTED_TO_GENERIC context used to be MCD, but now
* converted to generic
*
* GENGC_MCD_BGR_INTO_RGB fake 233BGR format to appear internally
* as 332RGB (more 332RGB fast path code)
*
* GENGC_GENERIC_COMPATIBLE_FORMAT pixel format is compatible with
* generic code (see in pixelfmt.c
* GenMcdGenericCompatibleFormat)
*/
#define GLGEN_MCD_CONVERTED_TO_GENERIC 0x0001
#define GENGC_MCD_BGR_INTO_RGB 0x0002
#define GENGC_GENERIC_COMPATIBLE_FORMAT 0x0004
/*
* Error codes
*/
#define GLGEN_NO_ERROR 0
#define GLGEN_OUT_OF_MEMORY 1
#define GLGEN_GRE_FAILURE 2
#define GLGEN_DEVLOCK_FAILED 3
/*
* Locks that can be held during operation.
*
* Value Description
* ------------------------------------------------------------------
* LOCKFLAG_WINDOW Window information semaphore.
* LOCKFLAG_MCD MCD lock.
* LOCKFLAG_FRONT_BUFFER Primary surface lock.
* LOCKFLAG_DD_DEPTH DirectDraw depth buffer surface lock.
* LOCKFLAG_DD_TEXTURE DirectDraw texture mipmap surface locks.
*
* __GLGENcontext.fsLocks indicates the locks currently held by the context.
* __GLGENcontext.fsGenLocks indicates the locks that need to be held
* if generic code is going to be executed. The two fields allow
* lazy acquisition of locks by deferring actual locking until just
* before generic code is executed.
*
*/
#define LOCKFLAG_WINDOW 0x0001
#define LOCKFLAG_MCD 0x0002
#define LOCKFLAG_FRONT_BUFFER 0x0004
#define LOCKFLAG_DD_DEPTH 0x0008
#define LOCKFLAG_DD_TEXTURE 0x0010
// All lock flags that can be lazily acquired.
#define LAZY_LOCK_FLAGS \
(LOCKFLAG_MCD | LOCKFLAG_FRONT_BUFFER | LOCKFLAG_DD_DEPTH | \
LOCKFLAG_DD_TEXTURE)
// All lock flags for surfaces.
#define SURFACE_LOCK_FLAGS \
(LOCKFLAG_FRONT_BUFFER | LOCKFLAG_DD_DEPTH | LOCKFLAG_DD_TEXTURE)
// All lock flags for color buffer access.
#define COLOR_LOCK_FLAGS (LOCKFLAG_MCD | LOCKFLAG_FRONT_BUFFER)
// All lock flags for depth buffer access.
#define DEPTH_LOCK_FLAGS (LOCKFLAG_MCD | LOCKFLAG_DD_DEPTH)
// All lock flags for texture access.
#define TEXTURE_LOCK_FLAGS LOCKFLAG_DD_TEXTURE
// Accesses required for fragment rendering.
#define RENDER_LOCK_FLAGS (COLOR_LOCK_FLAGS | DEPTH_LOCK_FLAGS | \
TEXTURE_LOCK_FLAGS)
/*
* Screen lock testing functions. GDI drawing calls should not be made
* when the screen lock is held. These are for
* use on a checked (debug system) to assert the state of the lock.
*/
#if DBG
#define GENGC_LOCK \
(((__GLGENcontext *)GLTEB_SRVCONTEXT())->fsLocks)
#define PWNDFLAGS \
((((__GLGENcontext *)GLTEB_SRVCONTEXT())->pwndLocked)->ulFlags)
#define CHECKSCREENLOCKOUT() \
ASSERTOPENGL(GLTEB_SRVCONTEXT() == NULL || \
!(GENGC_LOCK & LOCKFLAG_FRONT_BUFFER) || \
!(PWNDFLAGS & GLGENWIN_DIRECTSCREEN), \
"Screen lock held\n")
#define CHECKSCREENLOCKIN() \
ASSERTOPENGL(GLTEB_SRVCONTEXT() != NULL && \
(GENGC_LOCK & LOCKFLAG_FRONT_BUFFER) && \
(PWNDFLAGS & GLGENWIN_DIRECTSCREEN), \
"Screen lock not held\n")
#else
#define CHECKSCREENLOCKOUT()
#define CHECKSCREENLOCKIN()
#endif
/*
* Structure to keep track of ancillary buffers for a window/drawable
* All RCs/threads must share the ancillary buffers, including fake back buffer
*/
typedef struct __GLGENbitmapRec {
GLGENwindow *pwnd; // This must be the first member in this structure
GLGENwindow wnd;
HBITMAP hbm;
HDC hdc;
PVOID pvBits;
} __GLGENbitmap;
#define CURRENT_DC_CFB(cfb) ((cfb)->bitmap->hdc)
#define CURRENT_DC CURRENT_DC_CFB(cfb)
#define CURRENT_DC_GC(gc) CURRENT_DC_CFB(gc->drawBuffer)
#define CURRENT_DC_FRONT_GC(gc) CURRENT_DC_CFB(gc->front)
/*
* Structure used to cache clip rectangles enumerated from window clip region.
*/
typedef struct __GLGENclipCacheRec {
GLint WndUniq;
GLint crcl;
RECTL *prcl;
} __GLGENclipCache;
/****************************************************************************/
// Make sure this header file is loaded, it contains the rectlist definition.
#include "srvp.h"
/****************************************************************************/
// Comment it out if the __glDoPolygonClip stack allocation fix is not
// wanted
#define __CLIP_FIX
#ifdef __CLIP_FIX
#define __GL_TOTAL_CLIP_PLANES 20 /*XXX*/
#define __GL_MAX_CLIP_VERTEX (__GL_TOTAL_CLIP_PLANES + __GL_MAX_POLYGON_CLIP_SIZE)
#endif
/*
* This structure contains the buffers shared by all gc's using the
* same window.
*/
struct __GLGENbuffersRec {
// Global (within this structure) state.
GLint WndUniq;
GLint WndSizeUniq;
GLint flags;
GLint width, height;
// Ancillary buffers and state.
// The ancillary buffers are lazily created. The createdXBuffer flags
// indicate one of two states: FALSE means that the lazy allocation
// function has never been called, TRUE means that it has. What this
// allows us to do, in the event of an ancillary buffer allocation
// failure, is temporarily disable the ancillary buffer and continue to
// render. At some later time, the createdXBuffer flag serves as an
// indication that the buffer SHOULD exist and that we may need to try
// and retry the allocation.
//
// The stencil, depth, accum, and color bits must match the corresponding
// bits in the context. Otherwise, glsrvMakeCurrent should not succeed.
GLboolean createdStencilBuffer;
GLboolean createdDepthBuffer;
GLboolean createdAccumBuffer;
GLint stencilBits;
GLint depthBits;
GLint accumBits;
GLint colorBits;
__GLbuffer stencilBuffer;
__GLbuffer depthBuffer;
__GLbuffer accumBuffer;
GLint alphaBits;
__GLbuffer alphaBuffer0;
__GLbuffer alphaBuffer1;
__GLbuffer *alphaFrontBuffer;
__GLbuffer *alphaBackBuffer;
// Back buffer.
__GLbuffer backBuffer;
__GLGENbitmap backBitmap;
// Ancillary buffer resize functions.
GLboolean (*resize)(__GLGENbuffers *, __GLbuffer *, GLint, GLint);
GLboolean (*resizeDepth)(__GLGENbuffers *, __GLbuffer *, GLint, GLint);
// Clip rectangle cache.
__GLGENclipCache clip;
// dirty regions data
PXLIST pxlist; // free lists
PYLIST pylist;
RECTLIST rl; // SwapBuffers Hint Region
BOOL fMax; // should we blt the entire window?
#ifdef _MCD_
// MCD surface.
GENMCDSURFACE *pMcdSurf; // pointer MCD surface
GENMCDSTATE *pMcdState; // pointer to current MCD state
// holding McdSurf for rendering
// (i.e., holds the window lock)
#endif
#ifdef __CLIP_FIX
__GLvertex *clip_verts[__GL_TOTAL_CLIP_PLANES][__GL_MAX_CLIP_VERTEX];
#endif
};
/* flags */
#define GLGENBUF_HAS_BACK_BUF 0x0001
#define GLGENBUF_MCD_LOST 0x0002
/****************************************************************************/
void RECTLISTAddRect(PRECTLIST prl, int xs, int ys, int xe, int ye);
void RECTLISTSetEmpty(PRECTLIST prl);
BOOL RECTLISTIsEmpty(PRECTLIST prl);
void YLISTFree(__GLGENbuffers *buffers, PYLIST pylist);
void XLISTFree(__GLGENbuffers *buffers, PXLIST pxlist);
/****************************************************************************/
/* colorbuffer flags */
#define COLORMASK_ON 0x0001 // glColorMask() not all true for r,g,b
#define INDEXMASK_ON 0x0001 // glIndexMask() not all 1's
#define DIB_FORMAT 0x0002 // surface is DIB format
#define NEED_FETCH 0x0004 // fetch required
#define MEMORY_DC 0x0008 // set if DIB in memory (ie !display)
#define NO_CLIP 0x0010 // Set if surface never requires clip
#define ALPHA_ON 0x0020 // have alphaBits, alphaMask is true
#define ALPHA_IN_PIXEL_BIT 0x0040 // alpha is part of the pixel
#define ALPHA_WRITE_ENABLED( cfb ) \
( (cfb)->buf.flags & ALPHA_ON )
// These next macros take into account the fact that alpha values can either be
// part of the pixel (e.g. MCD color buffer), or are kept in a separate software
// buffer (generic software implementation). They are mostly used by the span
// routines in genrgb.c to determine where to store/fetch alpha values.
#define ALPHA_IN_PIXEL( cfb ) \
( (cfb)->buf.flags & ALPHA_IN_PIXEL_BIT )
#define ALPHA_BUFFER_WRITE( cfb ) \
(((cfb)->buf.flags & (ALPHA_ON | ALPHA_IN_PIXEL_BIT)) == ALPHA_ON)
#define ALPHA_PIXEL_WRITE( cfb ) \
(((cfb)->buf.flags & (ALPHA_ON | ALPHA_IN_PIXEL_BIT)) == \
(ALPHA_ON | ALPHA_IN_PIXEL_BIT))
/*
* Structures and flags for accelerated span and line functions.
*/
#define SURFACE_TYPE_DIB 0x001
#define HAVE_STIPPLE 0x002
#define GEN_TEXTURE_ORTHO 0x008
#define GEN_TEXTURE 0x010
#define GEN_RGBMODE 0x020
#define GEN_DITHER 0x040
#define GEN_SHADE 0x080
#define GEN_FASTZBUFFER 0x100
#define GEN_LESS 0x200
#define ACCEL_FIX_SCALE 65536.0
#define ACCEL_COLOR_SCALE ((GLfloat)(255.0))
#define ACCEL_COLOR_SCALE_FIX ((GLfloat)(65536.0 * 255.0))
// Overall size of fast line buffer
#define __FAST_LINE_BUFFER_SIZE 65536
// Number of polyline counts reserved in the fast line buffer
// This is computed to roughly handle lines with eight vertices
#define __FAST_LINE_BUFFER_COUNTS (__FAST_LINE_BUFFER_SIZE/64)
#define GENACCEL(gc) (((__GLGENcontext *)gc)->genAccel)
BOOL FASTCALL __glGenCreateAccelContext(__GLcontext *gc);
void FASTCALL __glGenDestroyAccelContext(__GLcontext *gc);
#define Copy3Bytes( dst, src ) \
{ \
GLubyte *ps = (GLubyte *)src, *pd = (GLubyte *)dst; \
*pd++ = *ps++; \
*pd++ = *ps++; \
*pd = *ps ; \
}
#define NeedLogicOpFetch( op ) \
!( (op == GL_CLEAR) || (op == GL_COPY) || (op == GL_COPY_INVERTED) || \
(op == GL_SET) )
GLuint FASTCALL DoLogicOp( GLenum logicOp, GLuint SrcColor, GLuint DstColor );
/*
* Function Prototypes for Generic calls
*/
void FASTCALL __fastGenPickSpanProcs(__GLcontext *gc);
void FASTCALL __fastGenPickZStoreProc(__GLcontext *gc);
void FASTCALL __fastGenPickTriangleProcs(__GLcontext *gc);
void FASTCALL __fastGenPickLineProcs(__GLcontext *gc);
void FASTCALL __fastGenFillSubTriangle(__GLcontext *, GLint, GLint);
void FASTCALL __fastGenFillSubTriangleTexRGBA(__GLcontext *, GLint, GLint);
void FASTCALL __glGenPickStoreProcs(__GLcontext *gc);
__GLcontext *__glGenCreateContext( HDC hdc, ULONG handle);
void ResizeBitmapBuffer(__GLGENbuffers *, __GLcolorBuffer *, GLint, GLint);
void FASTCALL ClearBitmapBuffer(__GLcolorBuffer *);
void UpdateSharedBuffer(__GLbuffer *to, __GLbuffer *from);
void FASTCALL LazyAllocateDepth(__GLcontext *gc);
void FASTCALL LazyAllocateAccum(__GLcontext *gc);
void FASTCALL LazyAllocateStencil(__GLcontext *gc);
void FASTCALL glGenInitCommon(__GLGENcontext *gengc, __GLcolorBuffer *cfb, GLenum type);
BOOL FASTCALL wglCreateScanlineBuffers(__GLGENcontext *gengc);
VOID FASTCALL wglDeleteScanlineBuffers(__GLGENcontext *gengc);
VOID FASTCALL wglInitializeColorBuffers(__GLGENcontext *gengc);
VOID FASTCALL wglInitializeDepthBuffer(__GLGENcontext *gengc);
VOID FASTCALL wglInitializePixelCopyFuncs(__GLGENcontext *gengc);
GLboolean ResizeAncillaryBuffer(__GLGENbuffers *, __GLbuffer *, GLint, GLint);
GLboolean ResizeUnownedDepthBuffer(__GLGENbuffers *, __GLbuffer *, GLint, GLint);
VOID wglResizeBuffers(__GLGENcontext *gengc, GLint width, GLint height);
BOOL wglUpdateBuffers(__GLGENcontext *gengc, __GLGENbuffers *buffers);
extern void APIPRIVATE glsrvFlushDrawPolyArray(struct _POLYARRAY *, BOOL);
MCDHANDLE FASTCALL __glGenLoadTexture(__GLcontext *gc, __GLtexture *tex, ULONG flags);
BOOL FASTCALL __glGenUpdateTexture(__GLcontext *gc, __GLtexture *tex, MCDHANDLE loadKey);
void FASTCALL __glGenFreeTexture(__GLcontext *gc, __GLtexture *tex, MCDHANDLE loadKey);
BOOL FASTCALL __glGenMakeTextureCurrent(__GLcontext *gc, __GLtexture *tex, MCDHANDLE loadKey);
void FASTCALL __glGenUpdateTexturePalette(__GLcontext *gc, __GLtexture *tex, MCDHANDLE loadKey,
ULONG start, ULONG count);
#ifdef GL_EXT_flat_paletted_lighting
void FASTCALL __glGenSetPaletteOffset(__GLcontext *gc, __GLtexture *tex,
GLint offset);
#endif
/*
* Function Prototypes and Externs for accelerated generic calls
*/
extern __genSpanFunc __fastGenRGBFlatFuncs[];
extern __genSpanFunc __fastGenCIFlatFuncs[];
extern __genSpanFunc __fastGenRGBFuncs[];
extern __genSpanFunc __fastGenCIFuncs[];
extern __genSpanFunc __fastGenTexDecalFuncs[];
extern __genSpanFunc __fastGenTexFuncs[];
extern __genSpanFunc __fastGenWTexDecalFuncs[];
extern __genSpanFunc __fastGenWTexFuncs[];
extern __genSpanFunc __fastPerspTexReplaceFuncs[];
extern __genSpanFunc __fastPerspTexPalReplaceFuncs[];
extern __genSpanFunc __fastPerspTexFlatFuncs[];
extern __genSpanFunc __fastPerspTexSmoothFuncs[];
extern __GLspanFunc __fastDepthFuncs[];
extern __GLspanFunc __fastDepth16Funcs[];
extern void FASTCALL __fastGenDeltaSpan(__GLcontext *gc, SPANREC *spanDelta);
extern void FASTCALL __fastGenFillTriangle(__GLcontext *gc, __GLvertex *a,
__GLvertex *b, __GLvertex *c, GLboolean ccw);
extern void FASTCALL __fastLineComputeOffsets(__GLGENcontext *gengc);
extern void FASTCALL __fastGenRenderLineDIBRGB8(__GLcontext *gc, __GLvertex *v0, __GLvertex *v1);
extern void FASTCALL __fastGenRenderLineDIBRGB16(__GLcontext *gc, __GLvertex *v0, __GLvertex *v1);
extern void FASTCALL __fastGenRenderLineDIBRGB(__GLcontext *gc, __GLvertex *v0, __GLvertex *v1);
extern void FASTCALL __fastGenRenderLineDIBBGR(__GLcontext *gc, __GLvertex *v0, __GLvertex *v1);
extern void FASTCALL __fastGenRenderLineDIBRGB32(__GLcontext *gc, __GLvertex *v0, __GLvertex *v1);
extern void FASTCALL __fastGenRenderLineDIBCI8(__GLcontext *gc, __GLvertex *v0, __GLvertex *v1);
extern void FASTCALL __fastGenRenderLineDIBCI16(__GLcontext *gc, __GLvertex *v0, __GLvertex *v1);
extern void FASTCALL __fastGenRenderLineDIBCIRGB(__GLcontext *gc, __GLvertex *v0, __GLvertex *v1);
extern void FASTCALL __fastGenRenderLineDIBCIBGR(__GLcontext *gc, __GLvertex *v0, __GLvertex *v1);
extern void FASTCALL __fastGenRenderLineDIBCI32(__GLcontext *gc, __GLvertex *v0, __GLvertex *v1);
extern void FASTCALL __fastGenRenderLineWideDIBRGB8(__GLcontext *gc, __GLvertex *v0, __GLvertex *v1);
extern void FASTCALL __fastGenRenderLineWideDIBRGB16(__GLcontext *gc, __GLvertex *v0, __GLvertex *v1);
extern void FASTCALL __fastGenRenderLineWideDIBRGB(__GLcontext *gc, __GLvertex *v0, __GLvertex *v1);
extern void FASTCALL __fastGenRenderLineWideDIBBGR(__GLcontext *gc, __GLvertex *v0, __GLvertex *v1);
extern void FASTCALL __fastGenRenderLineWideDIBRGB32(__GLcontext *gc, __GLvertex *v0, __GLvertex *v1);
extern void FASTCALL __fastGenRenderLineWideDIBCI8(__GLcontext *gc, __GLvertex *v0, __GLvertex *v1);
extern void FASTCALL __fastGenRenderLineWideDIBCI16(__GLcontext *gc, __GLvertex *v0, __GLvertex *v1);
extern void FASTCALL __fastGenRenderLineWideDIBCIRGB(__GLcontext *gc, __GLvertex *v0, __GLvertex *v1);
extern void FASTCALL __fastGenRenderLineWideDIBCIBGR(__GLcontext *gc, __GLvertex *v0, __GLvertex *v1);
extern void FASTCALL __fastGenRenderLineWideDIBCI32(__GLcontext *gc, __GLvertex *v0, __GLvertex *v1);
extern void gdiCopyPixels(__GLGENcontext *, __GLcolorBuffer *, GLint, GLint,
GLint, BOOL);
extern void dibCopyPixels(__GLGENcontext *, __GLcolorBuffer *, GLint, GLint,
GLint, BOOL);
typedef void (FASTCALL *PFNZIPPYSUB)(__GLcontext *gc, GLint iyBottom, GLint iyTop);
void FASTCALL __ZippyFSTRGBTex(__GLcontext *gc, GLint iyBottom, GLint iyTop);
void FASTCALL __ZippyFSTTex(__GLcontext *gc, GLint iyBottom, GLint iyTop);
void FASTCALL __ZippyFSTRGB(__GLcontext *gc, GLint iyBottom, GLint iyTop);
void FASTCALL __ZippyFSTCI(__GLcontext *gc, GLint iyBottom, GLint iyTop);
void FASTCALL __ZippyFSTZ(__GLcontext *gc, GLint iyBottom, GLint iyTop);
void FASTCALL __ZippyFSTCI8Flat(__GLcontext *gc, GLint iyBottom, GLint iyTop);
void FASTCALL __fastGenSpan(__GLGENcontext *gengc);
GLboolean FASTCALL __fastGenStippleLt32Span(__GLcontext *gc);
GLboolean FASTCALL __fastGenStippleLt16Span(__GLcontext *gc);
GLboolean FASTCALL __fastGenStippleAnyDepthTestSpan(__GLcontext *gc);
extern BYTE gbMulTable[];
extern BYTE gbSatTable[];
extern DWORD ditherShade[];
extern DWORD ditherTexture[];
extern __GLfloat invTable[];
extern __GLfloat fDitherIncTable[]; // defined in genrgb.c
void FASTCALL __glGenFreeBuffers( __GLGENbuffers *buffers );
#endif /* __GLGENCONTXT_H__ */