/******************************Module*Header*******************************\ * Module Name: span_t.h * * * * This include file is used to generate various flavors of textured * * spans, or scanlines. The variations cover only RGB operation, * * dithering, and pixel-depth. Not your typical include file. * * * * Created: 11-April-1994 * * Author: Otto Berkes [ottob] * * * * Copyright (c) 1994 Microsoft Corporation * \**************************************************************************/ void #if DITHER #if (BPP == 8) __fastGenTex8DithSmoothSpan(__GLGENcontext *gengc) #elif (BPP == 16) __fastGenTex16DithSmoothSpan(__GLGENcontext *gengc) #elif (BPP == 24) __fastGenTex24DithSmoothSpan(__GLGENcontext *gengc) #else __fastGenTex32DithSmoothSpan(__GLGENcontext *gengc) #endif #else //!DITHER #if (BPP == 8) __fastGenTex8SmoothSpan(__GLGENcontext *gengc) #elif (BPP == 16) __fastGenTex16SmoothSpan(__GLGENcontext *gengc) #elif (BPP == 24) __fastGenTex24SmoothSpan(__GLGENcontext *gengc) #else __fastGenTex32SmoothSpan(__GLGENcontext *gengc) #endif #endif //!DITHER { ULONG rAccum; ULONG gAccum; ULONG bAccum; ULONG sAccum; ULONG tAccum; LONG rDelta; LONG gDelta; LONG bDelta; LONG sDelta; LONG tDelta; ULONG rShift; ULONG gShift; ULONG bShift; ULONG rtShift; ULONG gtShift; ULONG btShift; ULONG tShift; ULONG sMask, tMask; ULONG wLog2; ULONG hLog2; GENACCEL *pGenAccel; __GLcolorBuffer *cfb; BYTE *pPix; UCHAR *texAddr; USHORT *texBits; #if DITHER ULONG ditherVal; #endif #if (BPP == 8) BYTE *pXlat; #endif ULONG *pMask; #if DITHER ULONG ditherShift; ULONG ditherRow; #endif LONG count; LONG totalCount; __GLtexture *tex = ((__GLcontext *)gengc)->texture.currentTexture; wLog2 = tex->level[0].widthLog2; hLog2 = tex->level[0].heightLog2; sMask = (~(~0 << wLog2)) << 16; tMask = (~(~0 << hLog2)) << 16; tShift = 13 - wLog2; // get color deltas and accumulators pGenAccel = (GENACCEL *)(gengc->pPrivateArea); texAddr = (UCHAR *)pGenAccel->texImage; rDelta = pGenAccel->spanDelta.r; gDelta = pGenAccel->spanDelta.g; bDelta = pGenAccel->spanDelta.b; sDelta = pGenAccel->spanDelta.s; tDelta = pGenAccel->spanDelta.t; rAccum = pGenAccel->spanValue.r; gAccum = pGenAccel->spanValue.g; bAccum = pGenAccel->spanValue.b; sAccum = pGenAccel->spanValue.s; tAccum = pGenAccel->spanValue.t; cfb = gengc->gc.polygon.shader.cfb; rShift = cfb->redShift; gShift = cfb->greenShift; bShift = cfb->blueShift; #if DITHER rtShift = 8 + ((__GLcontext *)gengc)->modes.redBits; gtShift = 8 + ((__GLcontext *)gengc)->modes.greenBits; btShift = 8 + ((__GLcontext *)gengc)->modes.blueBits; #else rtShift = 16 + ((__GLcontext *)gengc)->modes.redBits; gtShift = 16 + ((__GLcontext *)gengc)->modes.greenBits; btShift = 16 + ((__GLcontext *)gengc)->modes.blueBits; #endif // get address of destination if (pGenAccel->flags & SURFACE_TYPE_DIB) { int xScr; int yScr; xScr = gengc->gc.polygon.shader.frag.x - gengc->gc.constants.viewportXAdjust + cfb->buf.xOrigin; yScr = gengc->gc.polygon.shader.frag.y - gengc->gc.constants.viewportYAdjust + cfb->buf.yOrigin; pPix = (BYTE *)cfb->buf.base + (yScr * cfb->buf.outerWidth) + #if (BPP == 8) xScr; #elif (BPP == 16) (xScr << 1); #elif (BPP == 24) xScr + (xScr << 1); #else (xScr << 2); #endif //BPP } else pPix = gengc->ColorsBits; // set up pointer to translation table as needed #if (BPP == 8) pXlat = gengc->pajTranslateVector; #endif #if DITHER ditherRow = Dither_4x4[gengc->gc.polygon.shader.frag.y & 0x3]; ditherShift = (gengc->gc.polygon.shader.frag.x & 0x3) << 3; #endif pMask = gengc->gc.polygon.shader.stipplePat; if ((totalCount = count = gengc->gc.polygon.shader.length) > 32) count = 32; for (; totalCount > 0; totalCount -= 32) { ULONG mask; ULONG maskTest; if ((mask = *pMask++) == 0) { rAccum += (rDelta << 5); gAccum += (gDelta << 5); bAccum += (bDelta << 5); sAccum += (sDelta << 5); tAccum += (tDelta << 5); pPix += (32 * (BPP / 8)); continue; } maskTest = 0x80000000; if ((count = totalCount) > 32) count = 32; for (; count; count--, maskTest >>= 1) { if (mask & maskTest) { DWORD color; texBits = (USHORT *)(texAddr + ((sAccum & sMask) >> 13) + ((tAccum & tMask) >> tShift)); #if DITHER ditherVal = (ditherRow >> ditherShift) & 0xff; ditherShift = (ditherShift + 8) & 0x18; color = ((((((ULONG)texBits[0] * (rAccum >> 8)) >> rtShift) + ditherVal) >> 8) << rShift) | ((((((ULONG)texBits[1] * (gAccum >> 8)) >> gtShift) + ditherVal) >> 8) << gShift) | ((((((ULONG)texBits[2] * (bAccum >> 8)) >> btShift) + ditherVal) >> 8) << bShift); #else color = ((((ULONG)texBits[0] * (rAccum >> 8)) >> rtShift) << rShift) | ((((ULONG)texBits[1] * (gAccum >> 8)) >> gtShift) << gShift) | ((((ULONG)texBits[2] * (bAccum >> 8)) >> btShift) << bShift); #endif #if (BPP == 8) // XXX the color value should *not* have to be masked! color = *(pXlat + (color & 0xff)); #endif #if (BPP == 8) *pPix = (BYTE)color; #elif (BPP == 16) *((WORD *)pPix) = (USHORT)color; #elif (BPP == 24) *pPix = (BYTE)color; *(pPix + 1) = (BYTE)(color >> 8); *(pPix + 2) = (BYTE)(color >> 16); #else *((DWORD *)pPix) = color; #endif //BPP } rAccum += rDelta; gAccum += gDelta; bAccum += bDelta; sAccum += sDelta; tAccum += tDelta; pPix += (BPP / 8); } } } void #if DITHER #if (BPP == 8) __fastGenTex8DithDecalSpan(__GLGENcontext *gengc) #elif (BPP == 16) __fastGenTex16DithDecalSpan(__GLGENcontext *gengc) #elif (BPP == 24) __fastGenTex24DithDecalSpan(__GLGENcontext *gengc) #else __fastGenTex32DithDecalSpan(__GLGENcontext *gengc) #endif #else //!DITHER #if (BPP == 8) __fastGenTex8DecalSpan(__GLGENcontext *gengc) #elif (BPP == 16) __fastGenTex16DecalSpan(__GLGENcontext *gengc) #elif (BPP == 24) __fastGenTex24DecalSpan(__GLGENcontext *gengc) #else __fastGenTex32DecalSpan(__GLGENcontext *gengc) #endif #endif //!DITHER { register ULONG sAccum; register ULONG tAccum; LONG sDelta; LONG tDelta; ULONG rShift; ULONG gShift; ULONG bShift; ULONG tShift; ULONG sMask, tMask; ULONG wLog2; ULONG hLog2; GENACCEL *pGenAccel; __GLcolorBuffer *cfb; BYTE *pPix; UCHAR *texAddr; USHORT *texBits; #if DITHER ULONG ditherVal; #endif #if (BPP == 8) BYTE *pXlat; #endif ULONG *pMask; #if DITHER ULONG ditherShift; ULONG ditherRow; #endif LONG count; LONG totalCount; __GLtexture *tex = ((__GLcontext *)gengc)->texture.currentTexture; wLog2 = tex->level[0].widthLog2; hLog2 = tex->level[0].heightLog2; sMask = (~(~0 << wLog2)) << 16; tMask = (~(~0 << hLog2)) << 16; tShift = 13 - wLog2; // get color deltas and accumulators pGenAccel = (GENACCEL *)(gengc->pPrivateArea); sDelta = pGenAccel->spanDelta.s; tDelta = pGenAccel->spanDelta.t; sAccum = pGenAccel->spanValue.s; tAccum = pGenAccel->spanValue.t; texAddr = (UCHAR *)pGenAccel->texImage; cfb = gengc->gc.polygon.shader.cfb; rShift = cfb->redShift; gShift = cfb->greenShift; bShift = cfb->blueShift; // get address of destination if (pGenAccel->flags & SURFACE_TYPE_DIB) { int xScr; int yScr; xScr = gengc->gc.polygon.shader.frag.x - gengc->gc.constants.viewportXAdjust + cfb->buf.xOrigin; yScr = gengc->gc.polygon.shader.frag.y - gengc->gc.constants.viewportYAdjust + cfb->buf.yOrigin; pPix = (BYTE *)cfb->buf.base + (yScr * cfb->buf.outerWidth) + #if (BPP == 8) xScr; #elif (BPP == 16) (xScr << 1); #elif (BPP == 24) xScr + (xScr << 1); #else (xScr << 2); #endif //BPP } else pPix = gengc->ColorsBits; // set up pointer to translation table as needed #if (BPP == 8) pXlat = gengc->pajTranslateVector; #endif #if DITHER ditherRow = Dither_4x4[gengc->gc.polygon.shader.frag.y & 0x3]; ditherShift = (gengc->gc.polygon.shader.frag.x & 0x3) << 3; #endif pMask = gengc->gc.polygon.shader.stipplePat; if ((totalCount = count = gengc->gc.polygon.shader.length) > 32) count = 32; for (; totalCount > 0; totalCount -= 32) { ULONG mask; ULONG maskTest; if ((mask = *pMask++) == 0) { sAccum += (sDelta << 5); tAccum += (tDelta << 5); pPix += (32 * (BPP / 8)); continue; } maskTest = 0x80000000; if ((count = totalCount) > 32) count = 32; for (; count; count--, maskTest >>= 1) { if (mask & maskTest) { #if (DITHER) || (BPP >= 24) DWORD color; #endif texBits = (USHORT *)(texAddr + ((sAccum & sMask) >> 13) + ((tAccum & tMask) >> tShift)); #if DITHER ditherVal = ((ditherRow >> ditherShift) & 0xff); ditherShift = (ditherShift + 8) & 0x18; color = (((texBits[0] + ditherVal) >> 8) << rShift) | (((texBits[1] + ditherVal) >> 8) << gShift) | (((texBits[2] + ditherVal) >> 8) << bShift); #if (BPP == 8) // XXX the color value should *not* have to be masked! color = *(pXlat + (color & 0xff)); *pPix = (BYTE)color; #elif (BPP == 16) *((WORD *)pPix) = (USHORT)color; #elif (BPP == 24) *pPix = (BYTE)color; *(pPix + 1) = (BYTE)(color >> 8); *(pPix + 2) = (BYTE)(color >> 16); #else *((DWORD *)pPix) = color; #endif //BPP #else //!DITHER #if (BPP == 8) *pPix = *((BYTE *)&texBits[3]); #elif (BPP == 16) *((WORD *)pPix) = *((WORD *)&texBits[3]); #elif (BPP == 24) color = ((texBits[0] >> 8) << rShift) | ((texBits[1] >> 8) << gShift) | ((texBits[2] >> 8) << bShift); *pPix = (BYTE)color; *(pPix + 1) = (BYTE)(color >> 8); *(pPix + 2) = (BYTE)(color >> 16); #else color = ((texBits[0] >> 8) << rShift) | ((texBits[1] >> 8) << gShift) | ((texBits[2] >> 8) << bShift); *((DWORD *)pPix) = color; #endif //BPP #endif //DITHER } sAccum += sDelta; tAccum += tDelta; pPix += (BPP / 8); } } } #if !DITHER #undef ditherVal #endif