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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 ** ** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.; ** the contents of this file may not be disclosed to third parties, copied or ** duplicated in any form, in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 Unpublished - ** rights reserved under the Copyright Laws of the United States.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__ */
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