Leaked source code of windows server 2003
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/******************************Module*Header*******************************\
* Module Name: array.h
*
* Fast VA_ArrayElement functions.
*
* Created: 1-31-1996
* Author: Hock San Lee [hockl]
*
* Copyright (c) 1996 Microsoft Corporation
\**************************************************************************/
#ifndef __array_h_
#define __array_h_
#define __VA_PD_FLAGS_T2F (POLYDATA_TEXTURE_VALID|POLYDATA_DLIST_TEXTURE2)
#define __VA_PD_FLAGS_C3F (POLYDATA_COLOR_VALID)
#define __VA_PD_FLAGS_C4F (POLYDATA_COLOR_VALID| POLYDATA_DLIST_COLOR_4)
#define __VA_PD_FLAGS_N3F (POLYDATA_NORMAL_VALID)
#define __VA_PD_FLAGS_V2F (POLYDATA_VERTEX2)
#define __VA_PD_FLAGS_V3F (POLYDATA_VERTEX3)
#define __VA_PD_FLAGS_V4F (POLYDATA_VERTEX4)
#define __VA_PA_FLAGS_T2F (POLYARRAY_TEXTURE2)
#define __VA_PA_FLAGS_C3F (0)
#define __VA_PA_FLAGS_C4F (0)
#define __VA_PA_FLAGS_N3F (0)
#define __VA_PA_FLAGS_V2F (POLYARRAY_VERTEX2)
#define __VA_PA_FLAGS_V3F (POLYARRAY_VERTEX3)
#define __VA_PA_FLAGS_V4F (POLYARRAY_VERTEX4)
#endif // __array_h_
#ifdef __VA_ARRAY_ELEMENT_V2F
#define __VA_NAME VA_ArrayElement_V2F
#define __VA_NAMEB VA_ArrayElement_V2F_B
#define __VA_NAMEBI VA_ArrayElement_V2F_BI
#define __VA_T2F 0
#define __VA_C3F 0
#define __VA_C4F 0
#define __VA_N3F 0
#define __VA_V2F 1
#define __VA_V3F 0
#define __VA_V4F 0
#endif
#ifdef __VA_ARRAY_ELEMENT_V3F
#define __VA_NAME VA_ArrayElement_V3F
#define __VA_NAMEB VA_ArrayElement_V3F_B
#define __VA_NAMEBI VA_ArrayElement_V3F_BI
#define __VA_T2F 0
#define __VA_C3F 0
#define __VA_C4F 0
#define __VA_N3F 0
#define __VA_V2F 0
#define __VA_V3F 1
#define __VA_V4F 0
#endif
#ifdef __VA_ARRAY_ELEMENT_C3F_V3F
#define __VA_NAME VA_ArrayElement_C3F_V3F
#define __VA_NAMEB VA_ArrayElement_C3F_V3F_B
#define __VA_NAMEBI VA_ArrayElement_C3F_V3F_BI
#define __VA_T2F 0
#define __VA_C3F 1
#define __VA_C4F 0
#define __VA_N3F 0
#define __VA_V2F 0
#define __VA_V3F 1
#define __VA_V4F 0
#endif
#ifdef __VA_ARRAY_ELEMENT_N3F_V3F
#define __VA_NAME VA_ArrayElement_N3F_V3F
#define __VA_NAMEB VA_ArrayElement_N3F_V3F_B
#define __VA_NAMEBI VA_ArrayElement_N3F_V3F_BI
#define __VA_T2F 0
#define __VA_C3F 0
#define __VA_C4F 0
#define __VA_N3F 1
#define __VA_V2F 0
#define __VA_V3F 1
#define __VA_V4F 0
#endif
#ifdef __VA_ARRAY_ELEMENT_C3F_N3F_V3F
#define __VA_NAME VA_ArrayElement_C3F_N3F_V3F
#define __VA_NAMEB VA_ArrayElement_C3F_N3F_V3F_B
#define __VA_NAMEBI VA_ArrayElement_C3F_N3F_V3F_BI
#define __VA_T2F 0
#define __VA_C3F 1
#define __VA_C4F 0
#define __VA_N3F 1
#define __VA_V2F 0
#define __VA_V3F 1
#define __VA_V4F 0
#endif
#ifdef __VA_ARRAY_ELEMENT_C4F_N3F_V3F
#define __VA_NAME VA_ArrayElement_C4F_N3F_V3F
#define __VA_NAMEB VA_ArrayElement_C4F_N3F_V3F_B
#define __VA_NAMEBI VA_ArrayElement_C4F_N3F_V3F_BI
#define __VA_T2F 0
#define __VA_C3F 0
#define __VA_C4F 1
#define __VA_N3F 1
#define __VA_V2F 0
#define __VA_V3F 1
#define __VA_V4F 0
#endif
#ifdef __VA_ARRAY_ELEMENT_T2F_V3F
#define __VA_NAME VA_ArrayElement_T2F_V3F
#define __VA_NAMEB VA_ArrayElement_T2F_V3F_B
#define __VA_NAMEBI VA_ArrayElement_T2F_V3F_BI
#define __VA_T2F 1
#define __VA_C3F 0
#define __VA_C4F 0
#define __VA_N3F 0
#define __VA_V2F 0
#define __VA_V3F 1
#define __VA_V4F 0
#endif
#ifdef __VA_ARRAY_ELEMENT_T2F_C3F_V3F
#define __VA_NAME VA_ArrayElement_T2F_C3F_V3F
#define __VA_NAMEB VA_ArrayElement_T2F_C3F_V3F_B
#define __VA_NAMEBI VA_ArrayElement_T2F_C3F_V3F_BI
#define __VA_T2F 1
#define __VA_C3F 1
#define __VA_C4F 0
#define __VA_N3F 0
#define __VA_V2F 0
#define __VA_V3F 1
#define __VA_V4F 0
#endif
#ifdef __VA_ARRAY_ELEMENT_T2F_N3F_V3F
#define __VA_NAME VA_ArrayElement_T2F_N3F_V3F
#define __VA_NAMEB VA_ArrayElement_T2F_N3F_V3F_B
#define __VA_NAMEBI VA_ArrayElement_T2F_N3F_V3F_BI
#define __VA_T2F 1
#define __VA_C3F 0
#define __VA_C4F 0
#define __VA_N3F 1
#define __VA_V2F 0
#define __VA_V3F 1
#define __VA_V4F 0
#endif
#ifdef __VA_ARRAY_ELEMENT_T2F_C3F_N3F_V3F
#define __VA_NAME VA_ArrayElement_T2F_C3F_N3F_V3F
#define __VA_NAMEB VA_ArrayElement_T2F_C3F_N3F_V3F_B
#define __VA_NAMEBI VA_ArrayElement_T2F_C3F_N3F_V3F_BI
#define __VA_T2F 1
#define __VA_C3F 1
#define __VA_C4F 0
#define __VA_N3F 1
#define __VA_V2F 0
#define __VA_V3F 1
#define __VA_V4F 0
#endif
#ifdef __VA_ARRAY_ELEMENT_T2F_C4F_N3F_V3F
#define __VA_NAME VA_ArrayElement_T2F_C4F_N3F_V3F
#define __VA_NAMEB VA_ArrayElement_T2F_C4F_N3F_V3F_B
#define __VA_NAMEBI VA_ArrayElement_T2F_C4F_N3F_V3F_BI
#define __VA_T2F 1
#define __VA_C3F 0
#define __VA_C4F 1
#define __VA_N3F 1
#define __VA_V2F 0
#define __VA_V3F 1
#define __VA_V4F 0
#endif
/*************************************************************************/
// Compute pd flags and pa flags
#if __VA_T2F
#define __VA_PD_FLAGS_T __VA_PD_FLAGS_T2F
#define __VA_PA_FLAGS_T __VA_PA_FLAGS_T2F
#else
#define __VA_PD_FLAGS_T 0
#define __VA_PA_FLAGS_T 0
#endif
#if __VA_C3F
#define __VA_PD_FLAGS_C __VA_PD_FLAGS_C3F
#define __VA_PA_FLAGS_C __VA_PA_FLAGS_C3F
#elif __VA_C4F
#define __VA_PD_FLAGS_C __VA_PD_FLAGS_C4F
#define __VA_PA_FLAGS_C __VA_PA_FLAGS_C4F
#else
#define __VA_PD_FLAGS_C 0
#define __VA_PA_FLAGS_C 0
#endif
#if __VA_N3F
#define __VA_PD_FLAGS_N __VA_PD_FLAGS_N3F
#define __VA_PA_FLAGS_N __VA_PA_FLAGS_N3F
#else
#define __VA_PD_FLAGS_N 0
#define __VA_PA_FLAGS_N 0
#endif
#if __VA_V2F
#define __VA_PD_FLAGS_V __VA_PD_FLAGS_V2F
#define __VA_PA_FLAGS_V __VA_PA_FLAGS_V2F
#elif __VA_V3F
#define __VA_PD_FLAGS_V __VA_PD_FLAGS_V3F
#define __VA_PA_FLAGS_V __VA_PA_FLAGS_V3F
#elif __VA_V4F
#define __VA_PD_FLAGS_V __VA_PD_FLAGS_V4F
#define __VA_PA_FLAGS_V __VA_PA_FLAGS_V4F
#endif
#define __VA_PD_FLAGS \
(__VA_PD_FLAGS_T|__VA_PD_FLAGS_C|__VA_PD_FLAGS_N|__VA_PD_FLAGS_V)
#define __VA_PA_FLAGS \
(__VA_PA_FLAGS_T|__VA_PA_FLAGS_C|__VA_PA_FLAGS_N|__VA_PA_FLAGS_V)
#define VA_COPY_VERTEX_V2F(dataCoord) \
pd->obj.x = ((__GLcoord *) dataCoord)->x; \
pd->obj.y = ((__GLcoord *) dataCoord)->y; \
pd->obj.z = __glZero; \
pd->obj.w = __glOne;
#define VA_COPY_VERTEX_V3F(dataCoord) \
pd->obj.x = ((__GLcoord *) dataCoord)->x; \
pd->obj.y = ((__GLcoord *) dataCoord)->y; \
pd->obj.z = ((__GLcoord *) dataCoord)->z; \
pd->obj.w = __glOne;
#define VA_COPY_VERTEX_V4F(dataCoord) \
pd->obj = *((__GLcoord *) data);
#define VA_COPY_TEXTURE_T2F(dataTexture) \
pd->texture.x = ((__GLcoord *) dataTexture)->x; \
pd->texture.y = ((__GLcoord *) dataTexture)->y; \
pd->texture.z = __glZero; \
pd->texture.w = __glOne;
#define VA_COPY_COLOR_C3F(dataColor) \
__GL_SCALE_AND_CHECK_CLAMP_RGB(pd->colors[0].r, \
pd->colors[0].g, \
pd->colors[0].b, \
gc, pa->flags, \
((__GLcolor *) dataColor)->r, \
((__GLcolor *) dataColor)->g, \
((__GLcolor *) dataColor)->b); \
pd->colors[0].a = gc->alphaVertexScale;
#define VA_COPY_COLOR_C4F(dataColor) \
__GL_SCALE_AND_CHECK_CLAMP_RGBA(pd->colors[0].r, \
pd->colors[0].g, \
pd->colors[0].b, \
pd->colors[0].a, \
gc, pa->flags, \
((__GLcolor *) dataColor)->r, \
((__GLcolor *) dataColor)->g, \
((__GLcolor *) dataColor)->b, \
((__GLcolor *) dataColor)->a);
#define VA_COPY_NORMAL_N3F(dataNormal) \
pd->normal.x = ((__GLcoord *) dataNormal)->x; \
pd->normal.y = ((__GLcoord *) dataNormal)->y; \
pd->normal.z = ((__GLcoord *) dataNormal)->z;
/*************************************************************************/
// Define a fast VA_ArrayElement function for batch mode.
// This function is called in Begin and in RGBA mode only!
//
void FASTCALL __VA_NAMEB(__GLcontext *gc, GLint firstIndex, GLint nVertices)
{
POLYARRAY* const pa = gc->paTeb;
POLYDATA* pd;
const GLbyte *dataCoord = gc->vertexArray.vertex.pointer;
const int coordStride = gc->vertexArray.vertex.ibytes;
#if __VA_N3F
const GLbyte *dataNormal = gc->vertexArray.normal.pointer;
const int normalStride = gc->vertexArray.normal.ibytes;
#endif
#if __VA_T2F
const GLbyte *dataTexture = gc->vertexArray.texCoord.pointer;
const int textureStride = gc->vertexArray.texCoord.ibytes;
#endif
#if __VA_C3F || __VA_C4F
const GLbyte *dataColor = gc->vertexArray.color.pointer;
const int colorStride = gc->vertexArray.color.ibytes;
#endif
if (firstIndex != 0)
{
dataCoord += firstIndex*coordStride;
#if __VA_N3F
dataNormal += firstIndex*normalStride;
#endif
#if __VA_T2F
dataTexture+= firstIndex*textureStride;
#endif
#if __VA_C3F || __VA_C4F
dataColor += firstIndex*colorStride;
#endif
}
ASSERTOPENGL(pa->flags & POLYARRAY_IN_BEGIN,
"VA_ArrayElement called outside Begin!\n");
while (nVertices > 0)
{
int n, nProcess;
int needFlush = FALSE;
pa->flags |= __VA_PA_FLAGS;
pd = pa->pdNextVertex;
if (&pd[nVertices-1] >= pa->pdFlush)
{
nProcess = (int)((ULONG_PTR)(pa->pdFlush - pd) + 1);
needFlush = TRUE;
}
else
nProcess = nVertices;
for (n=nProcess; n > 0; n--)
{
// Update pd attributes.
pd->flags = __VA_PD_FLAGS;
#if __VA_V2F
VA_COPY_VERTEX_V2F(dataCoord);
#elif __VA_V3F
VA_COPY_VERTEX_V3F(dataCoord);
#elif __VA_V4F
VA_COPY_VERTEX_V4F(dataCoord);
#endif
dataCoord += coordStride;
#if __VA_T2F
VA_COPY_TEXTURE_T2F(dataTexture);
dataTexture += textureStride;
#endif
#if __VA_C3F
// Color
VA_COPY_COLOR_C3F(dataColor);
dataColor += colorStride;
#elif __VA_C4F
// Color
VA_COPY_COLOR_C4F(dataColor);
dataColor += colorStride;
#endif
#if __VA_N3F
// Normal
VA_COPY_NORMAL_N3F(dataNormal);
dataNormal += normalStride;
#endif
pd++;
} // End of loop
pa->pdNextVertex = pd;
pd->flags = 0;
pd--;
#if __VA_T2F
pa->pdCurTexture = pd;
#endif
#if __VA_C3F || __VA_C4F
pa->pdCurColor = pd;
#endif
#if __VA_N3F
pa->pdCurNormal = pd;
#endif
nVertices-= nProcess;
if (needFlush)
PolyArrayFlushPartialPrimitive();
}
}
/*************************************************************************/
// Define a fast VA_ArrayElement function for batch indirect mode.
// This function is called in Begin and in RGBA mode only!
//
void FASTCALL __VA_NAMEBI(__GLcontext *gc, GLint nVertices, VAMAP* indices)
{
POLYARRAY* const pa = gc->paTeb;
POLYDATA* pd;
const GLbyte *dataCoord0 = gc->vertexArray.vertex.pointer;
const int coordStride = gc->vertexArray.vertex.ibytes;
#if __VA_N3F
const GLbyte *dataNormal0 = gc->vertexArray.normal.pointer;
const int normalStride = gc->vertexArray.normal.ibytes;
#endif
#if __VA_T2F
const GLbyte *dataTexture0 = gc->vertexArray.texCoord.pointer;
const int textureStride = gc->vertexArray.texCoord.ibytes;
#endif
#if __VA_C3F || __VA_C4F
const GLbyte *dataColor0 = gc->vertexArray.color.pointer;
const int colorStride = gc->vertexArray.color.ibytes;
#endif
ASSERTOPENGL(pa->flags & POLYARRAY_IN_BEGIN,
"VA_ArrayElement called outside Begin!\n");
while (nVertices > 0)
{
int n, nProcess;
int needFlush = FALSE;
pa->flags |= __VA_PA_FLAGS;
pd = pa->pdNextVertex;
if (&pd[nVertices-1] >= pa->pdFlush)
{
nProcess = (int)((ULONG_PTR)(pa->pdFlush - pd) + 1);
needFlush = TRUE;
}
else
nProcess = nVertices;
for (n=nProcess; n > 0; n--)
{
int i = indices->iIn;
const GLbyte* dataCoord;
#if __VA_N3F
const GLbyte* dataNormal;
#endif
#if __VA_C3F || __VA_C4F
const GLbyte* dataColor;
#endif
#if __VA_T2F
const GLbyte* dataTexture;
#endif
indices++;
// Update pd attributes.
pd->flags = __VA_PD_FLAGS;
dataCoord = dataCoord0 + i * coordStride;
#if __VA_V2F
VA_COPY_VERTEX_V2F(dataCoord);
#elif __VA_V3F
VA_COPY_VERTEX_V3F(dataCoord);
#elif __VA_V4F
VA_COPY_VERTEX_V4F(dataCoord);
#endif
#if __VA_T2F
dataTexture = dataTexture0 + i * textureStride;
VA_COPY_TEXTURE_T2F(dataTexture);
#endif
#if __VA_C3F
// Color
dataColor = dataColor0 + i * colorStride;
VA_COPY_COLOR_C3F(dataColor);
#elif __VA_C4F
// Color
dataColor = dataColor0 + i * colorStride;
VA_COPY_COLOR_C4F(dataColor);
#endif
#if __VA_N3F
// Normal
dataNormal = dataNormal0 + i * normalStride;
VA_COPY_NORMAL_N3F(dataNormal);
#endif
pd++;
} // End of loop
pa->pdNextVertex = pd;
pd->flags = 0;
pd--;
#if __VA_T2F
pa->pdCurTexture = pd;
#endif
#if __VA_C3F || __VA_C4F
pa->pdCurColor = pd;
#endif
#if __VA_N3F
pa->pdCurNormal = pd;
#endif
nVertices-= nProcess;
if (needFlush)
PolyArrayFlushPartialPrimitive();
}
}
/*************************************************************************/
// Define a fast VA_ArrayElement function.
// This function is called in Begin and in RGBA mode only!
void FASTCALL __VA_NAME(__GLcontext *gc, GLint i)
{
POLYARRAY *pa;
POLYDATA *pd;
const GLbyte *data;
pa = gc->paTeb;
ASSERTOPENGL(pa->flags & POLYARRAY_IN_BEGIN,
"VA_ArrayElement called outside Begin!\n");
// Update pa fields.
pa->flags |= __VA_PA_FLAGS;
pd = pa->pdNextVertex++;
#if __VA_T2F
pa->pdCurTexture = pd;
#endif
#if __VA_C3F || __VA_C4F
pa->pdCurColor = pd;
#endif
#if __VA_N3F
pa->pdCurNormal = pd;
#endif
// Update pd attributes.
pd->flags |= __VA_PD_FLAGS;
data = gc->vertexArray.vertex.pointer + i * gc->vertexArray.vertex.ibytes;
#if __VA_V2F
VA_COPY_VERTEX_V2F(data);
#elif __VA_V3F
VA_COPY_VERTEX_V3F(data);
#elif __VA_V4F
VA_COPY_VERTEX_V4F(data);
#endif
#if __VA_T2F
data = gc->vertexArray.texCoord.pointer + i * gc->vertexArray.texCoord.ibytes;
VA_COPY_TEXTURE_T2F(data);
#endif
#if __VA_C3F
data = gc->vertexArray.color.pointer + i * gc->vertexArray.color.ibytes;
VA_COPY_COLOR_C3F(data);
#elif __VA_C4F
data = gc->vertexArray.color.pointer + i * gc->vertexArray.color.ibytes;
VA_COPY_COLOR_C4F(data);
#endif
#if __VA_N3F
// Normal
data = gc->vertexArray.normal.pointer + i * gc->vertexArray.normal.ibytes;
VA_COPY_NORMAL_N3F(data);
#endif
pd[1].flags = 0;
if (pd >= pa->pdFlush)
PolyArrayFlushPartialPrimitive();
}
#undef __VA_NAMEB
#undef __VA_NAMEBI
#undef VA_COPY_VERTEX_V2F
#undef VA_COPY_VERTEX_V3F
#undef VA_COPY_VERTEX_V4F
#undef VA_COPY_TEXTURE
#undef VA_COPY_COLOR_C3F
#undef VA_COPY_COLOR_C4F
#undef VA_COPY_NORMAL
#undef __VA_NAME
#undef __VA_T2F
#undef __VA_C3F
#undef __VA_C4F
#undef __VA_N3F
#undef __VA_V2F
#undef __VA_V3F
#undef __VA_V4F
#undef __VA_PD_FLAGS_T
#undef __VA_PD_FLAGS_C
#undef __VA_PD_FLAGS_N
#undef __VA_PD_FLAGS_V
#undef __VA_PA_FLAGS_T
#undef __VA_PA_FLAGS_C
#undef __VA_PA_FLAGS_N
#undef __VA_PA_FLAGS_V
#undef __VA_PD_FLAGS
#undef __VA_PA_FLAGS