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398 lines
13 KiB
398 lines
13 KiB
/******************************Module*Header*******************************\
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* Module Name: span.h
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*
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* This include file is used to generate various flavors of textured and
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* shaded spans, or scanlines.
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*
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* 14-Oct-1994 mikeke Combined span_t.h and span_s.h to share common
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* code. Speeded things up a little. Had a little
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* fun with the C preprocessor.
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* 11-April-1994 Otto Berkes [ottob] Created
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*
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* Copyright (c) 1994 Microsoft Corporation
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\**************************************************************************/
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#undef STRING1
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#undef STRING2
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#undef STRING3
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#undef STRING4
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#if GENERIC
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void FASTCALL __fastGenSpan
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#else
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#if ZBUFFER
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#define STRING1 __fastGenMask
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#else
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#define STRING1 __fastGen
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#endif
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#if TEXTURE
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#if SHADE
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#define STRING2 Tex
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#else
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#define STRING2 TexDecal
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#endif
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#elif RGBMODE
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#define STRING2 RGB
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#else
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#define STRING2 CI
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#endif
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#if DITHER
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#define STRING3 STRCAT2(COLORFORMAT, Dith)
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#else
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#define STRING3 COLORFORMAT
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#endif
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#define STRING4 Span
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void FASTCALL STRCAT4(STRING1, STRING2, STRING3, STRING4)
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#endif
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(__GLGENcontext *gengc)
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{
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#if (SHADE) || !(RGBMODE) || (TEXTURE && DITHER)
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ULONG rAccum;
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LONG rDelta;
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#if RGBMODE
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ULONG gAccum;
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ULONG bAccum;
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LONG gDelta;
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LONG bDelta;
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#endif
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#endif
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#if TEXTURE
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LONG sAccum;
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LONG tAccum;
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LONG sDelta;
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LONG tDelta;
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ULONG tShift;
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ULONG sMask, tMask;
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#endif
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ULONG rShift;
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ULONG rBits;
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#if RGBMODE
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ULONG gShift;
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ULONG gBits;
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ULONG bShift;
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ULONG bBits;
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#endif
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BYTE *pPix;
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BYTE *texAddr;
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BYTE *texBits;
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LONG count;
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LONG totalCount;
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#if DITHER
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PDWORD pdither;
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#if (BPP == 24) || (GENERIC)
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DWORD iDither;
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#endif
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#endif
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#if (BPP == 8) || (GENERIC)
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BYTE *pXlat;
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#elif (!RGBMODE)
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ULONG *pXlat;
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#endif
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#if GENERIC
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DWORD flags = GENACCEL(gengc).flags;
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DWORD bpp = GENACCEL(gengc).bpp;
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#endif
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#if GENERIC
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if (flags & GEN_TEXTURE)
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#endif
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#if TEXTURE
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{
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__GLtexture *tex = ((__GLcontext *)gengc)->texture.currentTexture;
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sMask = GENACCEL(gengc).sMask;
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tMask = GENACCEL(gengc).tMask;
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tShift = GENACCEL(gengc).tShift;
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sDelta = GENACCEL(gengc).spanDelta.s;
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tDelta = GENACCEL(gengc).spanDelta.t;
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sAccum = GENACCEL(gengc).spanValue.s;
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tAccum = GENACCEL(gengc).spanValue.t;
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#if !(SHADE) && !(DITHER) && ((BPP == 8) || (BPP == 16))
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texAddr = (BYTE *)GENACCEL(gengc).texImageReplace;
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#else
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texAddr = (BYTE *)GENACCEL(gengc).texImage;
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#endif
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}
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#endif
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// get color deltas and accumulators
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#ifndef RSHIFT
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rShift = gengc->gsurf.pfd.cRedShift;
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rBits = gengc->gsurf.pfd.cRedBits;
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#if RGBMODE
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gShift = gengc->gsurf.pfd.cGreenShift;
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gBits = gengc->gsurf.pfd.cGreenBits;
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bShift = gengc->gsurf.pfd.cBlueShift;
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bBits = gengc->gsurf.pfd.cBlueBits;
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#endif
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#endif
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#if (GENERIC)
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if (!(flags & GEN_SHADE) &&
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(flags & (GEN_TEXTURE | GEN_DITHER)) == (GEN_TEXTURE | GEN_DITHER)) {
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rAccum = (GENACCEL(gengc).spanValue.r >> rBits) & 0xff00;
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gAccum = (GENACCEL(gengc).spanValue.g >> gBits) & 0xff00;
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bAccum = (GENACCEL(gengc).spanValue.b >> bBits) & 0xff00;
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rDelta = 0;
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gDelta = 0;
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bDelta = 0;
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} else {
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rAccum = GENACCEL(gengc).spanValue.r;
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gAccum = GENACCEL(gengc).spanValue.g;
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bAccum = GENACCEL(gengc).spanValue.b;
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rDelta = GENACCEL(gengc).spanDelta.r;
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gDelta = GENACCEL(gengc).spanDelta.g;
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bDelta = GENACCEL(gengc).spanDelta.b;
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}
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#else
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#if !(SHADE) && (TEXTURE) && (DITHER)
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#ifndef RSHIFT
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rAccum = (GENACCEL(gengc).spanValue.r >> rBits) & 0xff00;
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gAccum = (GENACCEL(gengc).spanValue.g >> gBits) & 0xff00;
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bAccum = (GENACCEL(gengc).spanValue.b >> bBits) & 0xff00;
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#else
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rAccum = (GENACCEL(gengc).spanValue.r >> RBITS) & 0xff00;
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gAccum = (GENACCEL(gengc).spanValue.g >> GBITS) & 0xff00;
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bAccum = (GENACCEL(gengc).spanValue.b >> BBITS) & 0xff00;
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#endif
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#else
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#if (SHADE) || !(RGBMODE)
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rAccum = GENACCEL(gengc).spanValue.r;
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#if RGBMODE
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gAccum = GENACCEL(gengc).spanValue.g;
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bAccum = GENACCEL(gengc).spanValue.b;
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#endif
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#endif
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#endif
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#if (SHADE) || !(RGBMODE)
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rDelta = GENACCEL(gengc).spanDelta.r;
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#if RGBMODE
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gDelta = GENACCEL(gengc).spanDelta.g;
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bDelta = GENACCEL(gengc).spanDelta.b;
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#endif
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#endif
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#endif
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// get address of destination
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if (GENACCEL(gengc).flags & SURFACE_TYPE_DIB) {
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pPix = GENACCEL(gengc).pPix +
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gengc->gc.polygon.shader.frag.x * (BPP / 8);
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} else {
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pPix = gengc->ColorsBits;
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}
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// set up pointer to translation table as needed
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#if GENERIC
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if ((bpp != 8) && (!(flags & GEN_RGBMODE))) {
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pXlat = gengc->pajTranslateVector + sizeof(DWORD);
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}
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#else
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#if (BPP == 8)
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// No need to set up xlat vector
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#elif (!RGBMODE)
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pXlat = (ULONG *)(gengc->pajTranslateVector + sizeof(DWORD));
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#endif
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#endif
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#if GENERIC
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if (GENACCEL(gengc).flags & GEN_DITHER) {
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// LATER !!! mikeke
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// fix this so the destination is always aligned with the x value
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// !!! make sure this is correct in generic case
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// look at flat it assumes alignment
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//
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if (GENACCEL(gengc).flags & GEN_TEXTURE)
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pdither = ditherTexture;
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else
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pdither = ditherShade;
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pdither += (gengc->gc.polygon.shader.frag.y & 0x3) * 8;
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iDither = gengc->gc.polygon.shader.frag.x & 0x3;
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} else {
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// LATER !!! mikeke
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// add these outside of the loop
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if (!(GENACCEL(gengc).flags & GEN_TEXTURE)) {
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rAccum += 0x0800;
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gAccum += 0x0800;
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bAccum += 0x0800;
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}
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//pdither = 0;
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}
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#else
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#if DITHER
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// LATER !!! mikeke
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// fix this so the destination is always aligned with the x value
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// !!! make sure this is correct in generic case
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// look at flat it assumes alignment
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//
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#if (BPP == 24)
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pdither = (gengc->gc.polygon.shader.frag.y & 0x3) * 8
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#if (TEXTURE)
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+ ditherTexture
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#else
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+ ditherShade
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#endif
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;
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iDither = gengc->gc.polygon.shader.frag.x & 0x3;
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#else
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pdither = (gengc->gc.polygon.shader.frag.y & 0x3) * 8
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#if (TEXTURE)
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+ ditherTexture
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#else
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+ ditherShade
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#endif
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+ ((
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(gengc->gc.polygon.shader.frag.x & 0x3)
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- (((ULONG_PTR)pPix / (BPP / 8)) & 0x3)
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) & 0x3 );
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#endif
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#else
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// LATER !!! mikeke
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// add these outside of the loop
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#if !(RGBMODE)
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rAccum += 0x0800;
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#else //RGBMODE
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#if (TEXTURE) && !(GENERIC)
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#else //!TEXTURE
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rAccum += 0x0800;
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gAccum += 0x0800;
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bAccum += 0x0800;
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#endif //TEXTURE
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#endif //RGBMODE
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#endif
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#endif
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#if GENERIC
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{
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ULONG *pMask;
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pMask = gengc->gc.polygon.shader.stipplePat;
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for (totalCount = gengc->gc.polygon.shader.length;
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totalCount > 0; totalCount -= 32
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) {
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ULONG maskTest;
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ULONG mask = *pMask++;
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if (mask == 0) {
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#if (SHADE) || !(RGBMODE)
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rAccum += (rDelta << 5);
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#if RGBMODE
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gAccum += (gDelta << 5);
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bAccum += (bDelta << 5);
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#endif
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#endif
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#if TEXTURE
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sAccum += (sDelta << 5);
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tAccum += (tDelta << 5);
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#endif
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//iDither = (iDither + 32) & 0x3;
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pPix += (32 * (BPP / 8));
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} else {
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maskTest = 0x80000000;
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if ((count = totalCount) > 32)
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count = 32;
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for (; count; count--, maskTest >>= 1) {
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if (mask & maskTest) {
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#include "spangen.h"
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}
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#include "span3.h"
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}
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}
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}
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}
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#elif ZBUFFER
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{
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GLuint zAccum = gengc->gc.polygon.shader.frag.z;
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GLint zDelta = gengc->gc.polygon.shader.dzdx;
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PBYTE zbuf = (PBYTE)gengc->gc.polygon.shader.zbuf;
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if (GENACCEL(gengc).flags & GEN_LESS) {
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if (gengc->gc.modes.depthBits == 16) {
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for (count = gengc->gc.polygon.shader.length;;) {
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if ( ((__GLz16Value)(zAccum >> Z16_SHIFT)) < *((__GLz16Value*)zbuf) ) {
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*((__GLz16Value*)zbuf) = ((__GLz16Value)(zAccum >> Z16_SHIFT));
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#include "span2.h"
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}
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if (--count == 0)
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return;
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zbuf += 2;
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zAccum += zDelta;
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#include "span3.h"
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}
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} else {
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for (count = gengc->gc.polygon.shader.length;;) {
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if ( zAccum < *((GLuint*)zbuf) ) {
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*((GLuint*)zbuf) = zAccum;
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#include "span2.h"
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}
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if (--count == 0)
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return;
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zbuf += 4;
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zAccum += zDelta;
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#include "span3.h"
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}
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}
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} else {
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if (gengc->gc.modes.depthBits == 16) {
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for (count = gengc->gc.polygon.shader.length;;) {
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if ( ((__GLz16Value)(zAccum >> Z16_SHIFT)) <= *((__GLz16Value*)zbuf) ) {
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*((__GLz16Value*)zbuf) = ((__GLz16Value)(zAccum >> Z16_SHIFT));
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#include "span2.h"
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}
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if (--count == 0)
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return;
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zbuf += 2;
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zAccum += zDelta;
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#include "span3.h"
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}
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} else {
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for (count = gengc->gc.polygon.shader.length;;) {
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if ( zAccum <= *((GLuint*)zbuf) ) {
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*((GLuint*)zbuf) = zAccum;
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#include "span2.h"
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}
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if (--count == 0)
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return;
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zbuf += 4;
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zAccum += zDelta;
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#include "span3.h"
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}
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}
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}
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}
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#else
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for (count = gengc->gc.polygon.shader.length;;) {
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#include "span2.h"
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if (--count == 0)
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return;
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#include "span3.h"
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}
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#endif
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}
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#undef ditherVal
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