windows-nt/Source/XPSP1/NT/multimedia/opengl/server/soft/so_accum.c
2020-09-26 16:20:57 +08:00

430 lines
12 KiB
C

/*
** Copyright 1991, 1992, 1993, 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** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.;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 Unpublished -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
void Load(__GLaccumBuffer* afb, __GLfloat val)
{
__GLcontext *gc = afb->buf.gc;
GLint x0 = gc->transform.clipX0;
GLint y0 = gc->transform.clipY0;
GLint x1 = gc->transform.clipX1;
GLint y1 = gc->transform.clipY1;
GLint w, w4, w1, ow, skip;
__GLfloat rval, gval, bval, aval;
__GLaccumCell *ac;
__GLcolorBuffer *cfb;
#ifdef NT
__GLcolor *cbuf;
w = x1 - x0;
cbuf = (__GLcolor *) gcTempAlloc(gc, w * sizeof(__GLcolor));
if (NULL == cbuf)
return;
#else
__GLcolor cbuf[4096];/*XXX*/
w = x1 - x0;
assert(w < 4096);/*XXX*/
#endif
ac = __GL_ACCUM_ADDRESS(afb,(__GLaccumCell*),x0,y0);
cfb = gc->readBuffer;
ow = w;
w4 = w >> 2;
w1 = w & 3;
skip = afb->buf.outerWidth - w;
rval = val * afb->redScale;
gval = val * afb->greenScale;
bval = val * afb->blueScale;
aval = val * afb->alphaScale;
for (; y0 < y1; y0++) {
__GLcolor *cp = &cbuf[0];
(*cfb->readSpan)(cfb, x0, y0, &cbuf[0], ow);
w = w4;
while (--w >= 0) {
ac[0].r = (__GLaccumCellElement) (cp[0].r * rval);
ac[0].g = (__GLaccumCellElement) (cp[0].g * gval);
ac[0].b = (__GLaccumCellElement) (cp[0].b * bval);
ac[0].a = (__GLaccumCellElement) (cp[0].a * aval);
ac[1].r = (__GLaccumCellElement) (cp[1].r * rval);
ac[1].g = (__GLaccumCellElement) (cp[1].g * gval);
ac[1].b = (__GLaccumCellElement) (cp[1].b * bval);
ac[1].a = (__GLaccumCellElement) (cp[1].a * aval);
ac[2].r = (__GLaccumCellElement) (cp[2].r * rval);
ac[2].g = (__GLaccumCellElement) (cp[2].g * gval);
ac[2].b = (__GLaccumCellElement) (cp[2].b * bval);
ac[2].a = (__GLaccumCellElement) (cp[2].a * aval);
ac[3].r = (__GLaccumCellElement) (cp[3].r * rval);
ac[3].g = (__GLaccumCellElement) (cp[3].g * gval);
ac[3].b = (__GLaccumCellElement) (cp[3].b * bval);
ac[3].a = (__GLaccumCellElement) (cp[3].a * aval);
ac += 4;
cp += 4;
}
w = w1;
while (--w >= 0) {
ac->r = (__GLaccumCellElement) (cp->r * rval);
ac->g = (__GLaccumCellElement) (cp->g * gval);
ac->b = (__GLaccumCellElement) (cp->b * bval);
ac->a = (__GLaccumCellElement) (cp->a * aval);
ac++;
cp++;
}
ac += skip;
}
#ifdef NT
gcTempFree(gc, cbuf);
#endif
}
void Accumulate(__GLaccumBuffer* afb, __GLfloat val)
{
__GLcontext *gc = afb->buf.gc;
GLint x0 = gc->transform.clipX0;
GLint y0 = gc->transform.clipY0;
GLint x1 = gc->transform.clipX1;
GLint y1 = gc->transform.clipY1;
GLint w, ow, skip, w4, w1;
__GLfloat rval, gval, bval, aval;
__GLaccumCell *ac;
__GLcolorBuffer *cfb;
#ifdef NT
__GLcolor *cbuf;
w = x1 - x0;
cbuf = (__GLcolor *) gcTempAlloc(gc, w * sizeof(__GLcolor));
if (NULL == cbuf)
return;
#else
__GLcolor cbuf[4096];/*XXX*/
w = x1 - x0;
assert(w < 4096);/*XXX*/
#endif
ac = __GL_ACCUM_ADDRESS(afb,(__GLaccumCell*),x0,y0);
cfb = gc->readBuffer;
ow = w;
w4 = w >> 2;
w1 = w & 3;
skip = afb->buf.outerWidth - w;
rval = val * afb->redScale;
gval = val * afb->greenScale;
bval = val * afb->blueScale;
aval = val * afb->alphaScale;
for (; y0 < y1; y0++) {
__GLcolor *cp = &cbuf[0];
(*cfb->readSpan)(cfb, x0, y0, &cbuf[0], ow);
w = w4;
while (--w >= 0) {
ac[0].r += (__GLaccumCellElement) (cp[0].r * rval);
ac[0].g += (__GLaccumCellElement) (cp[0].g * gval);
ac[0].b += (__GLaccumCellElement) (cp[0].b * bval);
ac[0].a += (__GLaccumCellElement) (cp[0].a * aval);
ac[1].r += (__GLaccumCellElement) (cp[1].r * rval);
ac[1].g += (__GLaccumCellElement) (cp[1].g * gval);
ac[1].b += (__GLaccumCellElement) (cp[1].b * bval);
ac[1].a += (__GLaccumCellElement) (cp[1].a * aval);
ac[2].r += (__GLaccumCellElement) (cp[2].r * rval);
ac[2].g += (__GLaccumCellElement) (cp[2].g * gval);
ac[2].b += (__GLaccumCellElement) (cp[2].b * bval);
ac[2].a += (__GLaccumCellElement) (cp[2].a * aval);
ac[3].r += (__GLaccumCellElement) (cp[3].r * rval);
ac[3].g += (__GLaccumCellElement) (cp[3].g * gval);
ac[3].b += (__GLaccumCellElement) (cp[3].b * bval);
ac[3].a += (__GLaccumCellElement) (cp[3].a * aval);
ac += 4;
cp += 4;
}
w = w1;
while (--w >= 0) {
ac->r += (__GLaccumCellElement) (cp->r * rval);
ac->g += (__GLaccumCellElement) (cp->g * gval);
ac->b += (__GLaccumCellElement) (cp->b * bval);
ac->a += (__GLaccumCellElement) (cp->a * aval);
ac++;
cp++;
}
ac += skip;
}
#ifdef NT
gcTempFree(gc, cbuf);
#endif
}
void Mult(__GLaccumBuffer *afb, __GLfloat val)
{
__GLcontext *gc = afb->buf.gc;
GLint x0 = gc->transform.clipX0;
GLint y0 = gc->transform.clipY0;
GLint x1 = gc->transform.clipX1;
GLint y1 = gc->transform.clipY1;
GLint w, w4, w1, skip;
__GLaccumCell *ac;
ac = __GL_ACCUM_ADDRESS(afb,(__GLaccumCell*),x0,y0);
w = x1 - x0;
skip = afb->buf.outerWidth - w;
if (val == __glZero) {
/* Zero out the buffers contents */
for (; y0 < y1; y0++) {
GLint ww = w;
while (ww > 0) {
ac[0].r = 0; ac[0].g = 0; ac[0].b = 0; ac[0].a = 0;
ac++;
ww--;
}
ac += skip;
}
return;
}
w4 = w >> 2;
w1 = w & 3;
for (; y0 < y1; y0++) {
w = w4;
while (--w >= 0) {
ac[0].r = (__GLaccumCellElement) (ac[0].r * val);
ac[0].g = (__GLaccumCellElement) (ac[0].g * val);
ac[0].b = (__GLaccumCellElement) (ac[0].b * val);
ac[0].a = (__GLaccumCellElement) (ac[0].a * val);
ac[1].r = (__GLaccumCellElement) (ac[1].r * val);
ac[1].g = (__GLaccumCellElement) (ac[1].g * val);
ac[1].b = (__GLaccumCellElement) (ac[1].b * val);
ac[1].a = (__GLaccumCellElement) (ac[1].a * val);
ac[2].r = (__GLaccumCellElement) (ac[2].r * val);
ac[2].g = (__GLaccumCellElement) (ac[2].g * val);
ac[2].b = (__GLaccumCellElement) (ac[2].b * val);
ac[2].a = (__GLaccumCellElement) (ac[2].a * val);
ac[3].r = (__GLaccumCellElement) (ac[3].r * val);
ac[3].g = (__GLaccumCellElement) (ac[3].g * val);
ac[3].b = (__GLaccumCellElement) (ac[3].b * val);
ac[3].a = (__GLaccumCellElement) (ac[3].a * val);
ac += 4;
}
w = w1;
while (--w >= 0) {
ac[0].r = (__GLaccumCellElement) (ac[0].r * val);
ac[0].g = (__GLaccumCellElement) (ac[0].g * val);
ac[0].b = (__GLaccumCellElement) (ac[0].b * val);
ac[0].a = (__GLaccumCellElement) (ac[0].a * val);
ac++;
}
ac += skip;
}
}
void Add(__GLaccumBuffer *afb, __GLfloat value)
{
__GLcontext *gc = afb->buf.gc;
GLint x0 = gc->transform.clipX0;
GLint y0 = gc->transform.clipY0;
GLint x1 = gc->transform.clipX1;
GLint y1 = gc->transform.clipY1;
GLint w, w4, w1, skip;
__GLaccumCellElement rval, gval, bval, aval;
__GLaccumCell *ac;
rval = (__GLaccumCellElement)
(value * gc->frontBuffer.redScale * afb->redScale + __glHalf);
gval = (__GLaccumCellElement)
(value * gc->frontBuffer.greenScale * afb->greenScale + __glHalf);
bval = (__GLaccumCellElement)
(value * gc->frontBuffer.blueScale * afb->blueScale + __glHalf);
aval = (__GLaccumCellElement)
(value * gc->frontBuffer.alphaScale * afb->alphaScale + __glHalf);
ac = __GL_ACCUM_ADDRESS(afb,(__GLaccumCell*),x0,y0);
w = x1 - x0;
w4 = w >> 2;
w1 = w & 3;
skip = afb->buf.outerWidth - w;
for (; y0 < y1; y0++) {
w = w4;
while (--w >= 0) {
ac[0].r += rval; ac[0].g += gval; ac[0].b += bval; ac[0].a += aval;
ac[1].r += rval; ac[1].g += gval; ac[1].b += bval; ac[1].a += aval;
ac[2].r += rval; ac[2].g += gval; ac[2].b += bval; ac[2].a += aval;
ac[3].r += rval; ac[3].g += gval; ac[3].b += bval; ac[3].a += aval;
ac += 4;
}
w = w1;
while (--w >= 0) {
ac[0].r += rval; ac[0].g += gval; ac[0].b += bval; ac[0].a += aval;
ac++;
}
ac += skip;
}
}
void Return(__GLaccumBuffer* afb, __GLfloat val)
{
__GLcontext *gc = afb->buf.gc;
GLint x0 = gc->transform.clipX0;
GLint y0 = gc->transform.clipY0;
GLint x1 = gc->transform.clipX1;
GLint y1 = gc->transform.clipY1;
GLint w, next;
__GLaccumCell *ac;
__GLcolorBuffer *cfb;
__GLcolorBuffer *cfb2;
__GLfragment frag;
__GLcolor *pAccumCol;
// The returnspan routines use FTOL
FPU_SAVE_MODE();
FPU_CHOP_ON_PREC_LOW();
ac = __GL_ACCUM_ADDRESS(afb,(__GLaccumCell*),x0,y0);
w = x1 - x0;
next = afb->buf.outerWidth;
frag.y = y0;
// Preallocate a color buffer for the return span functions
pAccumCol = (__GLcolor *) gcTempAlloc(gc, w * sizeof(__GLcolor));
if( NULL == pAccumCol )
return;
afb->colors = pAccumCol;
if (gc->buffers.doubleStore) {
/* Store to both buffers */
cfb = &gc->frontBuffer;
cfb2 = &gc->backBuffer;
for (; y0 < y1; y0++) {
(*cfb->returnSpan)(cfb, x0, y0, ac, val, w);
(*cfb2->returnSpan)(cfb2, x0, y0, ac, val, w);
ac += next;
}
} else {
cfb = gc->drawBuffer;
for (; y0 < y1; y0++) {
(*cfb->returnSpan)(cfb, x0, y0, ac, val, w);
ac += next;
}
}
FPU_RESTORE_MODE();
gcTempFree( gc, pAccumCol );
}
void FASTCALL Clear(__GLaccumBuffer* afb)
{
__GLcontext *gc = afb->buf.gc;
GLint x0 = gc->transform.clipX0;
GLint y0 = gc->transform.clipY0;
GLint y1 = gc->transform.clipY1;
GLint w, w4, w1, skip;
__GLaccumCell *ac;
__GLaccumCellElement r, g, b, a;
__GLcolorBuffer *cfb = &gc->frontBuffer;
__GLcolor *val = &gc->state.accum.clear;
/*
** Convert abstract color into specific color value.
*/
r = (__GLaccumCellElement) (val->r * cfb->redScale * afb->redScale);
g = (__GLaccumCellElement) (val->g * cfb->greenScale * afb->greenScale);
b = (__GLaccumCellElement) (val->b * cfb->blueScale * afb->blueScale);
a = (__GLaccumCellElement) (val->a * cfb->alphaScale * afb->alphaScale);
ac = __GL_ACCUM_ADDRESS(afb,(__GLaccumCell*),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].r = r; ac[0].g = g; ac[0].b = b; ac[0].a = a;
ac[1].r = r; ac[1].g = g; ac[1].b = b; ac[1].a = a;
ac[2].r = r; ac[2].g = g; ac[2].b = b; ac[2].a = a;
ac[3].r = r; ac[3].g = g; ac[3].b = b; ac[3].a = a;
ac += 4;
}
w = w1;
while (--w >= 0) {
ac[0].r = r; ac[0].g = g; ac[0].b = b; ac[0].a = a;
ac++;
}
ac += skip;
}
}
/************************************************************************/
void FASTCALL Pick(__GLcontext *gc, __GLaccumBuffer *afb)
{
#ifdef __GL_LINT
gc = gc;
afb = afb;
#endif
}
void FASTCALL __glInitAccum64(__GLcontext *gc, __GLaccumBuffer *afb)
{
afb->buf.elementSize = sizeof(__GLaccumCell);
afb->buf.gc = gc;
if (gc->modes.rgbMode) {
__GLcolorBuffer *cfb;
__GLfloat scale;
scale = (__GLfloat)((1 << (8 * sizeof(__GLaccumCellElement)))/2 - 1);
cfb = &gc->frontBuffer;
afb->redScale = scale / (cfb->redScale);
afb->blueScale = scale / (cfb->blueScale);
afb->greenScale = scale / (cfb->greenScale);
afb->alphaScale = scale / (cfb->alphaScale);
afb->oneOverRedScale = 1 / afb->redScale;
afb->oneOverGreenScale = 1 / afb->greenScale;
afb->oneOverBlueScale = 1 / afb->blueScale;
afb->oneOverAlphaScale = 1 / afb->alphaScale;
}
afb->pick = Pick;
afb->clear = Clear;
afb->accumulate = Accumulate;
afb->load = Load;
afb->ret = Return;
afb->mult = Mult;
afb->add = Add;
}
void FASTCALL __glFreeAccum64(__GLcontext *gc, __GLaccumBuffer *afb)
{
#ifdef __GL_LINT
gc = gc;
afb = afb;
#endif
}