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/*
** Copyright 1991, 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 ** ** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.; ** the contents of this file may not be disclosed to third parties, copied or ** duplicated in any form, in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 Unpublished - ** rights reserved under the Copyright Laws of the United States. */ #include "precomp.h"
#pragma hdrstop
GLboolean __glReadSpan(__GLcolorBuffer *cfb, GLint x, GLint y, __GLcolor *results, GLint w) { while (--w >= 0) { (*cfb->readColor)(cfb, x, y, results); x++; results++; }
return GL_FALSE; }
/*
** NOTE: this is a hack. Late in the game we determined that returning ** a span of data should not also blend. So this code stacks the old ** blend enable value, disables blending, updates the pick procs, and ** then does the store. Obviously this is a real slow thing to ** do. */ void __glReturnSpan(__GLcolorBuffer *cfb, GLint x, GLint y, const __GLaccumCell *ac, __GLfloat scale, GLint w) { __GLfragment frag; GLuint oldEnables; __GLcontext *gc = cfb->buf.gc; __GLfloat rscale, gscale, bscale, ascale; __GLaccumBuffer *afb = &gc->accumBuffer;
/* Temporarily disable blending if its enabled */ oldEnables = gc->state.enables.general; if (oldEnables & __GL_BLEND_ENABLE) { gc->state.enables.general &= ~__GL_BLEND_ENABLE; __GL_DELAY_VALIDATE(gc); (*gc->procs.validate)(gc); }
rscale = scale * afb->oneOverRedScale; gscale = scale * afb->oneOverGreenScale; bscale = scale * afb->oneOverBlueScale; ascale = scale * afb->oneOverAlphaScale;
frag.x = x; frag.y = y; while (--w >= 0) { frag.color.r = ac->r * rscale; frag.color.g = ac->g * gscale; frag.color.b = ac->b * bscale; frag.color.a = ac->a * ascale; __glClampRGBColor(cfb->buf.gc, &frag.color, &frag.color); (*cfb->store)(cfb, &frag); frag.x++; ac++; }
/* Restore blending enable */ if (oldEnables & __GL_BLEND_ENABLE) { gc->state.enables.general = oldEnables; __GL_DELAY_VALIDATE(gc); (*gc->procs.validate)(gc); } }
GLboolean FASTCALL __glFetchSpan(__GLcontext *gc) { __GLcolor *fcp; __GLcolorBuffer *cfb; GLint x, y; GLint w;
w = gc->polygon.shader.length;
fcp = gc->polygon.shader.fbcolors; cfb = gc->polygon.shader.cfb; x = gc->polygon.shader.frag.x; y = gc->polygon.shader.frag.y; (*cfb->readSpan)(cfb, x, y, fcp, w);
return GL_FALSE; }
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