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576 lines
18 KiB
576 lines
18 KiB
/*
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** Copyright 1991, 1992, 1993, Silicon Graphics, Inc.
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** All Rights Reserved.
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**
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** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.;
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** the contents of this file may not be disclosed to third parties, copied or
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** duplicated in any form, in whole or in part, without the prior written
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** permission of Silicon Graphics, Inc.
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**
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** RESTRICTED RIGHTS LEGEND:
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** Use, duplication or disclosure by the Government is subject to restrictions
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** as set forth in subdivision (c)(1)(ii) of the Rights in Technical Data
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** and Computer Software clause at DFARS 252.227-7013, and/or in similar or
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** successor clauses in the FAR, DOD or NASA FAR Supplement. Unpublished -
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** rights reserved under the Copyright Laws of the United States.
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*/
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#include "precomp.h"
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#pragma hdrstop
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#include "devlock.h"
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void APIPRIVATE __glim_Accum(GLenum op, GLfloat value)
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{
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__GLaccumBuffer *fb;
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__GL_SETUP();
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GLuint beginMode;
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void (*accumOp)(__GLaccumBuffer *fb, __GLfloat val);
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beginMode = gc->beginMode;
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if (beginMode != __GL_NOT_IN_BEGIN) {
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if (beginMode == __GL_NEED_VALIDATE) {
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(*gc->procs.validate)(gc);
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gc->beginMode = __GL_NOT_IN_BEGIN;
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__glim_Accum(op,value);
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return;
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} else {
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__glSetError(GL_INVALID_OPERATION);
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return;
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}
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}
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fb = &gc->accumBuffer;
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if (!gc->modes.accumBits || gc->modes.colorIndexMode) {
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__glSetError(GL_INVALID_OPERATION);
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return;
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}
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if (!gc->modes.haveAccumBuffer) {
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LazyAllocateAccum(gc);
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if (!gc->modes.haveAccumBuffer) // LazyAllocate failed
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return;
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}
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switch (op) {
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case GL_ACCUM:
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accumOp = fb->accumulate;
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break;
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case GL_LOAD:
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accumOp = fb->load;
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break;
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case GL_RETURN:
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accumOp = fb->ret;
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break;
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case GL_MULT:
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accumOp = fb->mult;
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break;
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case GL_ADD:
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accumOp = fb->add;
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break;
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default:
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__glSetError(GL_INVALID_ENUM);
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return;
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}
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if (gc->renderMode == GL_RENDER) {
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BOOL bResetViewportAdj = FALSE;
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if (((__GLGENcontext *)gc)->pMcdState) {
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//
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// MCD does not hook glBitmap, so we go straight to the
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// simulations. Therefore, if we are grabbing the device
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// lock lazily, we need to grab it now.
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//
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if (!glsrvLazyGrabSurfaces((__GLGENcontext *)gc,
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COLOR_LOCK_FLAGS)) {
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__glSetError(GL_OUT_OF_MEMORY);
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return;
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}
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//
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// We may need to temporarily reset the viewport adjust values
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// before calling simulations. If GenMcdResetViewportAdj returns
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// TRUE, the viewport is changed and we need restore later with
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// VP_NOBIAS.
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//
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bResetViewportAdj = GenMcdResetViewportAdj(gc, VP_FIXBIAS);
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}
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(*accumOp)(fb, value);
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//
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// Restore viewport values if needed.
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//
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if (bResetViewportAdj)
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{
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GenMcdResetViewportAdj(gc, VP_NOBIAS);
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}
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}
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}
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/************************************************************************/
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static void FASTCALL Pick(__GLcontext *gc, __GLaccumBuffer *afb)
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{
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#ifdef __GL_LINT
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gc = gc;
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afb = afb;
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#endif
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}
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static void Load32(__GLaccumBuffer* afb, __GLfloat val)
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{
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__GLcontext *gc = afb->buf.gc;
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GLint x0 = gc->transform.clipX0;
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GLint y0 = gc->transform.clipY0;
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GLint x1 = gc->transform.clipX1;
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GLint y1 = gc->transform.clipY1;
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GLint w, w4, w1, ow, skip;
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GLint redShift, greenShift, blueShift;
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GLuint redMask, greenMask, blueMask;
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__GLfloat rval, gval, bval;
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GLuint *ac;
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__GLcolorBuffer *cfb;
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__GLcolor *cbuf;
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__GLuicolor *shift, *mask, *sign;
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__GLcolor cval, *cp;
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GLint i;
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shift = &afb->shift;
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mask = &afb->mask;
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sign = &afb->sign;
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cval.r = val * afb->redScale;
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cval.g = val * afb->greenScale;
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cval.b = val * afb->blueScale;
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cval.a = val * afb->alphaScale;
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w = x1 - x0;
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cbuf = (__GLcolor *) gcTempAlloc(gc, w * sizeof(__GLcolor));
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if (!cbuf)
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return;
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ac = __GL_ACCUM_ADDRESS(afb,(GLuint*),x0,y0);
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cfb = gc->readBuffer;
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ow = w;
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w4 = w >> 2;
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w1 = w & 3;
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skip = afb->buf.outerWidth - w;
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for (; y0 < y1; y0++, ac+= skip ) {
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__GLcolor *cp = &cbuf[0];
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(*cfb->readSpan)(cfb, x0, y0, &cbuf[0], w);
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if( ! gc->modes.alphaBits ) {
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for( i = 0; i < w; i++, ac++, cp++ ) {
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*ac = (((GLuint)(cp->r * cval.r) & mask->r) << shift->r) |
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(((GLuint)(cp->g * cval.g) & mask->g) << shift->g) |
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(((GLuint)(cp->b * cval.b) & mask->b) << shift->b);
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}
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} else
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// accum buffer has alpha component
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for( i = 0; i < w; i++, ac++, cp++ ) {
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*ac = (((GLuint)(cp->r * cval.r) & mask->r) << shift->r) |
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(((GLuint)(cp->g * cval.g) & mask->g) << shift->g) |
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(((GLuint)(cp->b * cval.b) & mask->b) << shift->b) |
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(((GLuint)(cp->a * cval.a) & mask->a) << shift->a);
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}
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}
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gcTempFree(gc, cbuf);
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}
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// Macros for accumulation operations on color components
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#define ACCUM_ACCUM_MASKED_COLOR_COMPONENT( col, fbcol, shift, sign, mask, val) \
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col = (*ac >> shift) & mask; \
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if (col & sign) \
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col |= ~mask; \
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col += (GLint) (fbcol * val);
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#define ACCUM_ADD_MASKED_COLOR_COMPONENT( col, shift, sign, mask, val) \
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col = (*ac >> shift) & mask; \
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if (col & sign) \
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col |= ~mask; \
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col = (GLint) (col + val);
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#define ACCUM_MULT_MASKED_COLOR_COMPONENT( col, shift, sign, mask, val) \
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col = (*ac >> shift) & mask; \
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if (col & sign) \
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col |= ~mask; \
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col = (GLint) (col * val);
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static void Accumulate32(__GLaccumBuffer* afb, __GLfloat val)
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{
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__GLcontext *gc = afb->buf.gc;
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GLint x0 = gc->transform.clipX0;
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GLint y0 = gc->transform.clipY0;
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GLint x1 = gc->transform.clipX1;
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GLint y1 = gc->transform.clipY1;
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GLint w, ow, skip, w4, w1;
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GLint r, g, b;
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GLuint *ac, acVal;
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__GLfloat rval, gval, bval;
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__GLcolorBuffer *cfb;
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__GLcolor *cbuf;
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__GLuicolor *shift, *mask, *sign;
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__GLcolor cval, *cp;
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GLint a;
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shift = &afb->shift;
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mask = &afb->mask;
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sign = &afb->sign;
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cval.r = val * afb->redScale;
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cval.g = val * afb->greenScale;
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cval.b = val * afb->blueScale;
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cval.a = val * afb->alphaScale;
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w = x1 - x0;
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cbuf = (__GLcolor *) gcTempAlloc(gc, w * sizeof(__GLcolor));
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if (!cbuf)
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return;
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ac = __GL_ACCUM_ADDRESS(afb,(GLuint*),x0,y0);
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cfb = gc->readBuffer;
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ow = w;
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skip = afb->buf.outerWidth - w;
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for (; y0 < y1; y0++, ac+= skip ) {
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(*cfb->readSpan)(cfb, x0, y0, &cbuf[0], ow);
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cp = &cbuf[0];
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if( ! gc->modes.alphaBits ) {
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for( w = ow; w; w--, ac++, cp++ ) {
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ACCUM_ACCUM_MASKED_COLOR_COMPONENT( r, cp->r, shift->r, sign->r,
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mask->r, cval.r);
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ACCUM_ACCUM_MASKED_COLOR_COMPONENT( g, cp->g, shift->g, sign->g,
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mask->g, cval.g);
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ACCUM_ACCUM_MASKED_COLOR_COMPONENT( b, cp->b, shift->b, sign->b,
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mask->b, cval.b);
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*ac = ((r & mask->r) << shift->r) |
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((g & mask->g) << shift->g) |
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((b & mask->b) << shift->b);
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}
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} else {
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for( w = ow; w; w--, ac++, cp++ ) {
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ACCUM_ACCUM_MASKED_COLOR_COMPONENT( r, cp->r, shift->r, sign->r,
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mask->r, cval.r);
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ACCUM_ACCUM_MASKED_COLOR_COMPONENT( g, cp->g, shift->g, sign->g,
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mask->g, cval.g);
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ACCUM_ACCUM_MASKED_COLOR_COMPONENT( b, cp->b, shift->b, sign->b,
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mask->b, cval.b);
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ACCUM_ACCUM_MASKED_COLOR_COMPONENT( a, cp->a, shift->a, sign->a,
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mask->a, cval.a);
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*ac = ((r & mask->r) << shift->r) |
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((g & mask->g) << shift->g) |
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((b & mask->b) << shift->b) |
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((a & mask->a) << shift->a);
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}
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}
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}
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gcTempFree(gc, cbuf);
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}
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static void Mult32(__GLaccumBuffer *afb, __GLfloat val)
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{
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__GLcontext *gc = afb->buf.gc;
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GLint x0 = gc->transform.clipX0;
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GLint y0 = gc->transform.clipY0;
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GLint x1 = gc->transform.clipX1;
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GLint y1 = gc->transform.clipY1;
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GLint w, w4, w1, skip;
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GLuint acVal, *ac;
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GLint r, g, b;
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__GLuicolor *shift, *mask, *sign;
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GLint i;
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GLint a;
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shift = &afb->shift;
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mask = &afb->mask;
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sign = &afb->sign;
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ac = __GL_ACCUM_ADDRESS(afb,(GLuint*),x0,y0);
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w = x1 - x0;
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skip = afb->buf.outerWidth - w;
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if (val == __glZero) {
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/* Zero out the buffers contents */
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for (; y0 < y1; y0++) {
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GLint ww = w;
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while (ww > 0) {
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*ac++ = 0;
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ww--;
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}
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ac += skip;
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}
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return;
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}
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w4 = w >> 2;
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w1 = w & 3;
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for (; y0 < y1; y0++, ac+= skip) {
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if( ! gc->modes.alphaBits ) {
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for( i = 0; i < w; i++, ac++ ) {
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ACCUM_MULT_MASKED_COLOR_COMPONENT( r, shift->r, sign->r,
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mask->r, val);
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ACCUM_MULT_MASKED_COLOR_COMPONENT( g, shift->g, sign->g,
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mask->g, val);
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ACCUM_MULT_MASKED_COLOR_COMPONENT( b, shift->b, sign->b,
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mask->b, val);
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*ac = ((r & mask->r) << shift->r) |
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((g & mask->g) << shift->g) |
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((b & mask->b) << shift->b);
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}
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} else {
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for( i = 0; i < w; i++, ac++ ) {
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ACCUM_MULT_MASKED_COLOR_COMPONENT( r, shift->r, sign->r,
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mask->r, val);
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ACCUM_MULT_MASKED_COLOR_COMPONENT( g, shift->g, sign->g,
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mask->g, val);
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ACCUM_MULT_MASKED_COLOR_COMPONENT( b, shift->b, sign->b,
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mask->b, val);
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ACCUM_MULT_MASKED_COLOR_COMPONENT( a, shift->a, sign->a,
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mask->a, val);
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*ac = ((r & mask->r) << shift->r) |
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((g & mask->g) << shift->g) |
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((b & mask->b) << shift->b) |
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((a & mask->a) << shift->a);
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}
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}
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}
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}
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static void Add32(__GLaccumBuffer *afb, __GLfloat value)
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{
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__GLcontext *gc = afb->buf.gc;
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GLint x0 = gc->transform.clipX0;
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GLint y0 = gc->transform.clipY0;
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GLint x1 = gc->transform.clipX1;
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GLint y1 = gc->transform.clipY1;
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GLint w, w4, w1, skip;
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GLint rval, gval, bval;
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GLuint acVal, *ac;
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GLint r, g, b;
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__GLuicolor *shift, *mask, *sign;
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__GLicolor cval;
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GLint i;
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GLint a;
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shift = &afb->shift;
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mask = &afb->mask;
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sign = &afb->sign;
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cval.r = (GLint)
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(value * gc->frontBuffer.redScale * afb->redScale + __glHalf);
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cval.g = (GLint)
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(value * gc->frontBuffer.greenScale * afb->greenScale + __glHalf);
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cval.b = (GLint)
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(value * gc->frontBuffer.blueScale * afb->blueScale + __glHalf);
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cval.a = (GLint)
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(value * gc->frontBuffer.alphaScale * afb->alphaScale + __glHalf);
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ac = __GL_ACCUM_ADDRESS(afb,(GLuint*),x0,y0);
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w = x1 - x0;
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w4 = w >> 2;
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w1 = w & 3;
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skip = afb->buf.outerWidth - w;
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for (; y0 < y1; y0++, ac+= skip) {
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if( ! gc->modes.alphaBits ) {
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for( i = 0; i < w; i++, ac++ ) {
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ACCUM_ADD_MASKED_COLOR_COMPONENT( r, shift->r, sign->r,
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mask->r, cval.r);
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ACCUM_ADD_MASKED_COLOR_COMPONENT( g, shift->g, sign->g,
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mask->g, cval.g);
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ACCUM_ADD_MASKED_COLOR_COMPONENT( b, shift->b, sign->b,
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mask->b, cval.b);
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*ac = ((r & mask->r) << shift->r) |
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((g & mask->g) << shift->g) |
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((b & mask->b) << shift->b);
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}
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} else {
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for( i = 0; i < w; i++, ac++ ) {
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ACCUM_ADD_MASKED_COLOR_COMPONENT( r, shift->r, sign->r,
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mask->r, cval.r);
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ACCUM_ADD_MASKED_COLOR_COMPONENT( g, shift->g, sign->g,
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mask->g, cval.g);
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ACCUM_ADD_MASKED_COLOR_COMPONENT( b, shift->b, sign->b,
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mask->b, cval.b);
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ACCUM_ADD_MASKED_COLOR_COMPONENT( a, shift->a, sign->a,
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mask->a, cval.a);
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*ac = ((r & mask->r) << shift->r) |
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((g & mask->g) << shift->g) |
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((b & mask->b) << shift->b) |
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((a & mask->a) << shift->a);
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}
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}
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}
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}
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static void Return32(__GLaccumBuffer* afb, __GLfloat val)
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{
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__GLcontext *gc = afb->buf.gc;
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GLint x0 = gc->transform.clipX0;
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GLint y0 = gc->transform.clipY0;
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GLint x1 = gc->transform.clipX1;
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GLint y1 = gc->transform.clipY1;
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GLint w, next;
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GLuint *ac;
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__GLcolorBuffer *cfb;
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__GLcolorBuffer *cfb2;
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__GLfragment frag;
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__GLcolor *pAccumCol;
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// The returnspan routines use FTOL
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FPU_SAVE_MODE();
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FPU_CHOP_ON_PREC_LOW();
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ac = __GL_ACCUM_ADDRESS(afb,(GLuint*),x0,y0);
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w = x1 - x0;
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next = afb->buf.outerWidth;
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frag.y = y0;
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// Preallocate a color buffer for the return span functions
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pAccumCol = (__GLcolor *) gcTempAlloc(gc, w * sizeof(__GLcolor));
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if( NULL == pAccumCol )
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return;
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afb->colors = pAccumCol;
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if (gc->buffers.doubleStore) {
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/* Store to both buffers */
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cfb = &gc->frontBuffer;
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cfb2 = &gc->backBuffer;
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for (; y0 < y1; y0++) {
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(*cfb->returnSpan)(cfb, x0, y0, (__GLaccumCell *)ac, val, w);
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(*cfb2->returnSpan)(cfb2, x0, y0, (__GLaccumCell *)ac, val, w);
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ac += next;
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}
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} else {
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cfb = gc->drawBuffer;
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for (; y0 < y1; y0++) {
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(*cfb->returnSpan)(cfb, x0, y0, (__GLaccumCell *)ac, val, w);
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ac += next;
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}
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}
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FPU_RESTORE_MODE();
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gcTempFree( gc, pAccumCol );
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}
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static void FASTCALL Clear32(__GLaccumBuffer* afb)
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{
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__GLcontext *gc = afb->buf.gc;
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GLint x0 = gc->transform.clipX0;
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GLint y0 = gc->transform.clipY0;
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GLint y1 = gc->transform.clipY1;
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GLint w, w4, w1, skip;
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|
GLuint *ac, acVal;
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|
GLint r, g, b;
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__GLcolorBuffer *cfb = &gc->frontBuffer;
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|
__GLcolor *val = &gc->state.accum.clear;
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|
GLint a;
|
|
|
|
/*
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|
** Convert abstract color into specific color value.
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|
*/
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|
r = (GLint) (val->r * cfb->redScale * afb->redScale);
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g = (GLint) (val->g * cfb->greenScale * afb->greenScale);
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b = (GLint) (val->b * cfb->blueScale * afb->blueScale);
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|
a = (GLint) (val->a * cfb->alphaScale * afb->alphaScale);
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|
acVal = ((r & afb->mask.r) << afb->shift.r) |
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|
((g & afb->mask.g) << afb->shift.g) |
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|
((b & afb->mask.b) << afb->shift.b);
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|
if( gc->modes.alphaBits )
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|
acVal |= (a & afb->mask.a) << afb->shift.a;
|
|
|
|
ac = __GL_ACCUM_ADDRESS(afb,(GLuint*),x0,y0);
|
|
w = gc->transform.clipX1 - x0;
|
|
w4 = w >> 2;
|
|
w1 = w & 3;
|
|
skip = afb->buf.outerWidth - w;
|
|
for (; y0 < y1; y0++) {
|
|
w = w4;
|
|
while (--w >= 0) {
|
|
ac[0] = acVal;
|
|
ac[1] = acVal;
|
|
ac[2] = acVal;
|
|
ac[3] = acVal;
|
|
ac += 4;
|
|
}
|
|
w = w1;
|
|
while (--w >= 0) {
|
|
*ac++ = acVal;
|
|
}
|
|
ac += skip;
|
|
}
|
|
}
|
|
|
|
void FASTCALL __glInitAccum32(__GLcontext *gc, __GLaccumBuffer *afb)
|
|
{
|
|
__GLGENcontext *gengc;
|
|
PIXELFORMATDESCRIPTOR *pfmt;
|
|
|
|
gengc = (__GLGENcontext *) gc;
|
|
pfmt = &gengc->gsurf.pfd;
|
|
afb->buf.elementSize = sizeof(GLuint);
|
|
afb->buf.gc = gc;
|
|
if (gc->modes.rgbMode) {
|
|
__GLcolorBuffer *cfb;
|
|
__GLfloat redScale, greenScale, blueScale;
|
|
__GLfloat alphaScale;
|
|
|
|
redScale = (__GLfloat) (1 << pfmt->cAccumRedBits)/2 - 1;
|
|
greenScale = (__GLfloat) (1 << pfmt->cAccumGreenBits)/2 - 1;
|
|
blueScale = (__GLfloat) (1 << pfmt->cAccumBlueBits)/2 - 1;
|
|
|
|
cfb = &gc->frontBuffer;
|
|
afb->redScale = redScale / (cfb->redScale);
|
|
afb->greenScale = greenScale / (cfb->greenScale);
|
|
afb->blueScale = blueScale / (cfb->blueScale);
|
|
afb->alphaScale = (__GLfloat) 1.0;
|
|
|
|
afb->oneOverRedScale = 1 / afb->redScale;
|
|
afb->oneOverGreenScale = 1 / afb->greenScale;
|
|
afb->oneOverBlueScale = 1 / afb->blueScale;
|
|
afb->oneOverAlphaScale = 1 / afb->alphaScale;
|
|
afb->shift.r = 0;
|
|
afb->shift.g = pfmt->cAccumRedBits;
|
|
afb->shift.b = afb->shift.g + pfmt->cAccumGreenBits;
|
|
afb->mask.r = (1 << pfmt->cAccumRedBits) - 1;
|
|
afb->mask.g = (1 << pfmt->cAccumGreenBits) - 1;
|
|
afb->mask.b = (1 << pfmt->cAccumBlueBits) - 1;
|
|
afb->sign.r = 1 << (pfmt->cAccumRedBits - 1);
|
|
afb->sign.g = 1 << (pfmt->cAccumGreenBits - 1);
|
|
afb->sign.b = 1 << (pfmt->cAccumBlueBits - 1);
|
|
if( gc->modes.alphaBits ) {
|
|
alphaScale = (__GLfloat) (1 << pfmt->cAccumAlphaBits)/2 - 1;
|
|
afb->alphaScale = alphaScale / (cfb->alphaScale);
|
|
afb->oneOverAlphaScale = 1 / afb->alphaScale;
|
|
afb->shift.a = afb->shift.b + pfmt->cAccumBlueBits;
|
|
afb->mask.a = (1 << pfmt->cAccumAlphaBits) - 1;
|
|
afb->sign.a = 1 << (pfmt->cAccumAlphaBits - 1);
|
|
}
|
|
}
|
|
afb->pick = Pick;
|
|
afb->clear = Clear32;
|
|
afb->accumulate = Accumulate32;
|
|
afb->load = Load32;
|
|
afb->ret = Return32;
|
|
afb->mult = Mult32;
|
|
afb->add = Add32;
|
|
}
|