1 | /* $Id: pb.c,v 1.1 2000-02-29 00:50:07 sandervl Exp $ */
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2 |
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3 | /*
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4 | * Mesa 3-D graphics library
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5 | * Version: 3.1
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6 | *
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7 | * Copyright (C) 1999 Brian Paul All Rights Reserved.
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8 | *
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9 | * Permission is hereby granted, free of charge, to any person obtaining a
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10 | * copy of this software and associated documentation files (the "Software"),
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11 | * to deal in the Software without restriction, including without limitation
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12 | * the rights to use, copy, modify, merge, publish, distribute, sublicense,
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13 | * and/or sell copies of the Software, and to permit persons to whom the
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14 | * Software is furnished to do so, subject to the following conditions:
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15 | *
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16 | * The above copyright notice and this permission notice shall be included
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17 | * in all copies or substantial portions of the Software.
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18 | *
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19 | * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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20 | * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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21 | * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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22 | * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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23 | * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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24 | * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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25 | */
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26 |
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27 |
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28 |
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29 |
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30 |
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31 | /*
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32 | * Pixel buffer:
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33 | *
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34 | * As fragments are produced (by point, line, and bitmap drawing) they
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35 | * are accumlated in a buffer. When the buffer is full or has to be
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36 | * flushed (glEnd), we apply all enabled rasterization functions to the
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37 | * pixels and write the results to the display buffer. The goal is to
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38 | * maximize the number of pixels processed inside loops and to minimize
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39 | * the number of function calls.
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40 | */
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41 | /* $XFree86: xc/lib/GL/mesa/src/pb.c,v 1.3 1999/04/04 00:20:28 dawes Exp $ */
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42 |
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43 |
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44 | #ifdef PC_HEADER
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45 | #include "all.h"
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46 | #else
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47 | #ifndef XFree86Server
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48 | #include <stdlib.h>
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49 | #include <string.h>
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50 | #else
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51 | #include "GL/xf86glx.h"
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52 | #endif
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53 | #include "alpha.h"
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54 | #include "alphabuf.h"
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55 | #include "blend.h"
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56 | #include "depth.h"
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57 | #include "fog.h"
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58 | #include "logic.h"
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59 | #include "macros.h"
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60 | #include "masking.h"
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61 | #include "pb.h"
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62 | #include "scissor.h"
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63 | #include "stencil.h"
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64 | #include "texture.h"
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65 | #include "types.h"
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66 | #endif
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67 |
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68 |
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69 |
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70 | /*
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71 | * Allocate and initialize a new pixel buffer structure.
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72 | */
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73 | struct pixel_buffer *gl_alloc_pb(void)
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74 | {
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75 | struct pixel_buffer *pb;
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76 | pb = (struct pixel_buffer *) calloc(sizeof(struct pixel_buffer), 1);
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77 | if (pb) {
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78 | int i, j;
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79 | /* set non-zero fields */
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80 | pb->primitive = GL_BITMAP;
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81 | /* Set all lambda values to 0.0 since we don't do mipmapping for
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82 | * points or lines and want to use the level 0 texture image.
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83 | */
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84 |
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85 | for (j=0;j<MAX_TEXTURE_UNITS;j++) {
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86 | for (i=0; i<PB_SIZE; i++) {
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87 | pb->lambda[j][i] = 0.0;
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88 | }
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89 | }
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90 | }
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91 | return pb;
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92 | }
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93 |
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94 |
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95 |
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96 | /*
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97 | * Draw to more than one color buffer (or none).
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98 | */
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99 | static void multi_write_index_pixels( GLcontext *ctx, GLuint n,
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100 | const GLint x[], const GLint y[],
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101 | const GLuint indexes[],
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102 | const GLubyte mask[] )
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103 | {
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104 | GLuint bufferBit;
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105 |
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106 | if (ctx->Color.DrawBuffer == GL_NONE)
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107 | return;
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108 |
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109 | /* loop over four possible dest color buffers */
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110 | for (bufferBit = 1; bufferBit <= 8; bufferBit = bufferBit << 1) {
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111 | if (bufferBit & ctx->Color.DrawDestMask) {
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112 | GLuint indexTmp[MAX_WIDTH];
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113 | ASSERT(n < MAX_WIDTH);
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114 |
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115 | if (bufferBit == FRONT_LEFT_BIT)
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116 | (*ctx->Driver.SetBuffer)( ctx, GL_FRONT_LEFT);
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117 | else if (bufferBit == FRONT_RIGHT_BIT)
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118 | (*ctx->Driver.SetBuffer)( ctx, GL_FRONT_RIGHT);
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119 | else if (bufferBit == BACK_LEFT_BIT)
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120 | (*ctx->Driver.SetBuffer)( ctx, GL_BACK_LEFT);
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121 | else
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122 | (*ctx->Driver.SetBuffer)( ctx, GL_BACK_RIGHT);
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123 |
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124 | /* make copy of incoming indexes */
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125 | MEMCPY( indexTmp, indexes, n * sizeof(GLuint) );
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126 | if (ctx->Color.SWLogicOpEnabled) {
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127 | gl_logicop_ci_pixels( ctx, n, x, y, indexTmp, mask );
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128 | }
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129 | if (ctx->Color.SWmasking) {
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130 | gl_mask_index_pixels( ctx, n, x, y, indexTmp, mask );
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131 | }
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132 | (*ctx->Driver.WriteCI32Pixels)( ctx, n, x, y, indexTmp, mask );
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133 | }
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134 | }
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135 |
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136 | /* restore default dest buffer */
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137 | (void) (*ctx->Driver.SetBuffer)( ctx, ctx->Color.DriverDrawBuffer);
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138 | }
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139 |
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140 |
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141 |
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142 | /*
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143 | * Draw to more than one RGBA color buffer (or none).
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144 | */
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145 | static void multi_write_rgba_pixels( GLcontext *ctx, GLuint n,
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146 | const GLint x[], const GLint y[],
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147 | CONST GLubyte rgba[][4],
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148 | const GLubyte mask[] )
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149 | {
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150 | GLuint bufferBit;
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151 |
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152 | if (ctx->Color.DrawBuffer == GL_NONE)
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153 | return;
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154 |
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155 | /* loop over four possible dest color buffers */
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156 | for (bufferBit = 1; bufferBit <= 8; bufferBit = bufferBit << 1) {
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157 | if (bufferBit & ctx->Color.DrawDestMask) {
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158 | GLubyte rgbaTmp[MAX_WIDTH][4];
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159 | ASSERT(n < MAX_WIDTH);
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160 |
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161 | if (bufferBit == FRONT_LEFT_BIT) {
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162 | (*ctx->Driver.SetBuffer)( ctx, GL_FRONT_LEFT);
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163 | ctx->Buffer->Alpha = ctx->Buffer->FrontLeftAlpha;
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164 | }
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165 | else if (bufferBit == FRONT_RIGHT_BIT) {
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166 | (*ctx->Driver.SetBuffer)( ctx, GL_FRONT_RIGHT);
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167 | ctx->Buffer->Alpha = ctx->Buffer->FrontRightAlpha;
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168 | }
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169 | else if (bufferBit == BACK_LEFT_BIT) {
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170 | (*ctx->Driver.SetBuffer)( ctx, GL_BACK_LEFT);
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171 | ctx->Buffer->Alpha = ctx->Buffer->BackLeftAlpha;
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172 | }
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173 | else {
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174 | (*ctx->Driver.SetBuffer)( ctx, GL_BACK_RIGHT);
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175 | ctx->Buffer->Alpha = ctx->Buffer->BackRightAlpha;
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176 | }
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177 |
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178 | /* make copy of incoming colors */
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179 | MEMCPY( rgbaTmp, rgba, 4 * n * sizeof(GLubyte) );
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180 |
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181 | if (ctx->Color.SWLogicOpEnabled) {
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182 | gl_logicop_rgba_pixels( ctx, n, x, y, rgbaTmp, mask );
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183 | }
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184 | else if (ctx->Color.BlendEnabled) {
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185 | gl_blend_pixels( ctx, n, x, y, rgbaTmp, mask );
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186 | }
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187 | if (ctx->Color.SWmasking) {
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188 | gl_mask_rgba_pixels( ctx, n, x, y, rgbaTmp, mask );
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189 | }
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190 |
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191 | (*ctx->Driver.WriteRGBAPixels)( ctx, n, x, y,
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192 | (const GLubyte (*)[4])rgbaTmp, mask );
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193 | if (ctx->RasterMask & ALPHABUF_BIT) {
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194 | gl_write_alpha_pixels( ctx, n, x, y,
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195 | (const GLubyte (*)[4])rgbaTmp, mask );
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196 | }
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197 | }
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198 | }
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199 |
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200 | /* restore default dest buffer */
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201 | (void) (*ctx->Driver.SetBuffer)( ctx, ctx->Color.DriverDrawBuffer);
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202 | }
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203 |
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204 |
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205 |
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206 | /*
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207 | * Add specular color to primary color. This is used only when
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208 | * GL_LIGHT_MODEL_COLOR_CONTROL = GL_SEPARATE_SPECULAR_COLOR.
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209 | */
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210 | static void add_colors( GLuint n, GLubyte rgba[][4], CONST GLubyte spec[][3] )
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211 | {
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212 | GLuint i;
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213 | for (i=0; i<n; i++) {
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214 | GLint r = rgba[i][RCOMP] + spec[i][RCOMP];
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215 | GLint g = rgba[i][GCOMP] + spec[i][GCOMP];
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216 | GLint b = rgba[i][BCOMP] + spec[i][BCOMP];
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217 | rgba[i][RCOMP] = MIN2(r, 255);
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218 | rgba[i][GCOMP] = MIN2(g, 255);
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219 | rgba[i][BCOMP] = MIN2(b, 255);
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220 | }
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221 | }
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222 |
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223 |
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224 |
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225 | /*
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226 | * When the pixel buffer is full, or needs to be flushed, call this
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227 | * function. All the pixels in the pixel buffer will be subjected
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228 | * to texturing, scissoring, stippling, alpha testing, stenciling,
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229 | * depth testing, blending, and finally written to the frame buffer.
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230 | */
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231 | void gl_flush_pb( GLcontext *ctx )
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232 | {
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233 | struct pixel_buffer* PB = ctx->PB;
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234 | GLubyte mask[PB_SIZE];
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235 |
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236 | if (PB->count==0)
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237 | goto CleanUp;
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238 |
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239 | /* initialize mask array and clip pixels simultaneously */
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240 | {
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241 | GLint xmin = ctx->Buffer->Xmin;
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242 | GLint xmax = ctx->Buffer->Xmax;
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243 | GLint ymin = ctx->Buffer->Ymin;
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244 | GLint ymax = ctx->Buffer->Ymax;
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245 | GLint *x = PB->x;
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246 | GLint *y = PB->y;
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247 | GLuint i, n = PB->count;
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248 | for (i=0;i<n;i++) {
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249 | mask[i] = (x[i]>=xmin) & (x[i]<=xmax) & (y[i]>=ymin) & (y[i]<=ymax);
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250 | }
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251 | }
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252 |
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253 | if (ctx->Visual->RGBAflag) {
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254 | /*
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255 | * RGBA COLOR PIXELS
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256 | */
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257 | if (PB->mono && ctx->MutablePixels) {
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258 | /* Copy mono color to all pixels */
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259 | GLuint i;
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260 | for (i=0; i<PB->count; i++) {
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261 | PB->rgba[i][RCOMP] = PB->color[RCOMP];
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262 | PB->rgba[i][GCOMP] = PB->color[GCOMP];
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263 | PB->rgba[i][BCOMP] = PB->color[BCOMP];
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264 | PB->rgba[i][ACOMP] = PB->color[ACOMP];
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265 | }
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266 | }
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267 |
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268 | /* If each pixel can be of a different color... */
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269 | if (ctx->MutablePixels || !PB->mono) {
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270 |
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271 | if (ctx->Texture.ReallyEnabled) {
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272 | int texUnit;
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273 | for (texUnit=0;texUnit<MAX_TEXTURE_UNITS;texUnit++) {
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274 | gl_texture_pixels( ctx, texUnit,
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275 | PB->count, PB->s[texUnit], PB->t[texUnit],
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276 | PB->u[texUnit], PB->lambda[texUnit],
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277 | PB->rgba);
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278 | }
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279 | }
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280 |
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281 | if (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR
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282 | && ctx->Light.Enabled) {
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283 | /* add specular color to primary color */
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284 | add_colors( PB->count, PB->rgba, (const GLubyte (*)[3]) PB->spec );
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285 | }
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286 |
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287 | if (ctx->Fog.Enabled
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288 | && (ctx->FogMode == FOG_FRAGMENT || PB->primitive==GL_BITMAP)) {
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289 | gl_fog_rgba_pixels( ctx, PB->count, PB->z, PB->rgba );
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290 | }
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291 |
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292 | /* Scissoring already done above */
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293 |
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294 | if (ctx->Color.AlphaEnabled) {
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295 | if (gl_alpha_test( ctx, PB->count,
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296 | (const GLubyte (*)[4])PB->rgba, mask )==0) {
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297 | goto CleanUp;
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298 | }
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299 | }
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300 |
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301 | if (ctx->Stencil.Enabled) {
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302 | /* first stencil test */
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303 | if (gl_stencil_pixels( ctx, PB->count, PB->x, PB->y, mask )==0) {
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304 | goto CleanUp;
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305 | }
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306 | /* depth buffering w/ stencil */
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307 | gl_depth_stencil_pixels( ctx, PB->count, PB->x, PB->y, PB->z, mask );
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308 | }
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309 | else if (ctx->Depth.Test) {
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310 | /* regular depth testing */
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311 | (*ctx->Driver.DepthTestPixels)( ctx, PB->count, PB->x, PB->y,
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312 | PB->z, mask );
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313 | }
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314 |
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315 |
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316 | if (ctx->RasterMask & MULTI_DRAW_BIT) {
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317 | multi_write_rgba_pixels( ctx, PB->count, PB->x, PB->y,
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318 | (const GLubyte (*)[4])PB->rgba, mask );
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319 | }
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320 | else {
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321 | /* normal case: write to exactly one buffer */
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322 |
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323 | if (ctx->Color.SWLogicOpEnabled) {
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324 | gl_logicop_rgba_pixels( ctx, PB->count, PB->x, PB->y,
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325 | PB->rgba, mask);
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326 | }
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327 | else if (ctx->Color.BlendEnabled) {
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328 | gl_blend_pixels( ctx, PB->count, PB->x, PB->y, PB->rgba, mask);
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329 | }
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330 | if (ctx->Color.SWmasking) {
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331 | gl_mask_rgba_pixels(ctx, PB->count, PB->x, PB->y, PB->rgba, mask);
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332 | }
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333 |
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334 | (*ctx->Driver.WriteRGBAPixels)( ctx, PB->count, PB->x, PB->y,
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335 | (const GLubyte (*)[4]) PB->rgba,
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336 | mask );
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337 | if (ctx->RasterMask & ALPHABUF_BIT) {
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338 | gl_write_alpha_pixels( ctx, PB->count, PB->x, PB->y,
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339 | (const GLubyte (*)[4]) PB->rgba, mask );
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340 | }
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341 | }
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342 | }
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343 | else {
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344 | /* Same color for all pixels */
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345 |
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346 | /* Scissoring already done above */
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347 |
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348 | if (ctx->Color.AlphaEnabled) {
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349 | if (gl_alpha_test( ctx, PB->count,
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350 | (const GLubyte (*)[4]) PB->rgba, mask )==0) {
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351 | goto CleanUp;
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352 | }
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353 | }
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354 |
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355 | if (ctx->Stencil.Enabled) {
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356 | /* first stencil test */
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357 | if (gl_stencil_pixels( ctx, PB->count, PB->x, PB->y, mask )==0) {
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358 | goto CleanUp;
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359 | }
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360 | /* depth buffering w/ stencil */
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361 | gl_depth_stencil_pixels( ctx, PB->count, PB->x, PB->y, PB->z, mask );
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362 | }
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363 | else if (ctx->Depth.Test) {
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364 | /* regular depth testing */
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365 | (*ctx->Driver.DepthTestPixels)( ctx, PB->count, PB->x, PB->y, PB->z, mask );
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366 | }
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367 |
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368 | if (ctx->Color.DrawBuffer == GL_NONE) {
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369 | goto CleanUp;
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370 | }
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371 |
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372 | if (ctx->RasterMask & MULTI_DRAW_BIT) {
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373 | /* Copy mono color to all pixels */
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374 | GLuint i;
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375 | for (i=0; i<PB->count; i++) {
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376 | PB->rgba[i][RCOMP] = PB->color[RCOMP];
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377 | PB->rgba[i][GCOMP] = PB->color[GCOMP];
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378 | PB->rgba[i][BCOMP] = PB->color[BCOMP];
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379 | PB->rgba[i][ACOMP] = PB->color[ACOMP];
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380 | }
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381 | multi_write_rgba_pixels( ctx, PB->count, PB->x, PB->y,
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382 | (const GLubyte (*)[4]) PB->rgba, mask );
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383 | }
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384 | else {
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385 | /* normal case: write to exactly one buffer */
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386 |
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387 | GLubyte red, green, blue, alpha;
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388 | red = PB->color[RCOMP];
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389 | green = PB->color[GCOMP];
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390 | blue = PB->color[BCOMP];
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391 | alpha = PB->color[ACOMP];
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392 | (*ctx->Driver.Color)( ctx, red, green, blue, alpha );
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393 |
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394 | (*ctx->Driver.WriteMonoRGBAPixels)( ctx, PB->count, PB->x, PB->y, mask );
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395 | if (ctx->RasterMask & ALPHABUF_BIT) {
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396 | gl_write_mono_alpha_pixels( ctx, PB->count, PB->x, PB->y,
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397 | PB->color[ACOMP], mask );
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398 | }
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399 | }
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400 | /*** ALL DONE ***/
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401 | }
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402 | }
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403 | else {
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404 | /*
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405 | * COLOR INDEX PIXELS
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406 | */
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407 |
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408 | /* If we may be writting pixels with different indexes... */
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409 | if (PB->mono && ctx->MutablePixels) {
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410 | /* copy index to all pixels */
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411 | GLuint n = PB->count, indx = PB->index;
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412 | GLuint *pbindex = PB->i;
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413 | do {
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414 | *pbindex++ = indx;
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415 | n--;
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416 | } while (n);
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417 | }
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418 |
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419 | if (ctx->MutablePixels || !PB->mono) {
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420 |
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421 | if (ctx->Fog.Enabled
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422 | && (ctx->FogMode==FOG_FRAGMENT || PB->primitive==GL_BITMAP)) {
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423 | gl_fog_ci_pixels( ctx, PB->count, PB->z, PB->i );
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424 | }
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425 |
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426 | /* Scissoring already done above */
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427 |
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428 | if (ctx->Stencil.Enabled) {
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429 | /* first stencil test */
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430 | if (gl_stencil_pixels( ctx, PB->count, PB->x, PB->y, mask )==0) {
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431 | goto CleanUp;
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432 | }
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433 | /* depth buffering w/ stencil */
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434 | gl_depth_stencil_pixels( ctx, PB->count, PB->x, PB->y, PB->z, mask );
|
---|
435 | }
|
---|
436 | else if (ctx->Depth.Test) {
|
---|
437 | /* regular depth testing */
|
---|
438 | (*ctx->Driver.DepthTestPixels)( ctx, PB->count, PB->x, PB->y, PB->z, mask );
|
---|
439 | }
|
---|
440 |
|
---|
441 | if (ctx->RasterMask & MULTI_DRAW_BIT) {
|
---|
442 | multi_write_index_pixels( ctx, PB->count, PB->x, PB->y, PB->i, mask );
|
---|
443 | }
|
---|
444 | else {
|
---|
445 | /* normal case: write to exactly one buffer */
|
---|
446 |
|
---|
447 | if (ctx->Color.SWLogicOpEnabled) {
|
---|
448 | gl_logicop_ci_pixels( ctx, PB->count, PB->x, PB->y, PB->i, mask );
|
---|
449 | }
|
---|
450 | if (ctx->Color.SWmasking) {
|
---|
451 | gl_mask_index_pixels( ctx, PB->count, PB->x, PB->y, PB->i, mask );
|
---|
452 | }
|
---|
453 |
|
---|
454 | (*ctx->Driver.WriteCI32Pixels)( ctx, PB->count, PB->x, PB->y,
|
---|
455 | PB->i, mask );
|
---|
456 | }
|
---|
457 |
|
---|
458 | /*** ALL DONE ***/
|
---|
459 | }
|
---|
460 | else {
|
---|
461 | /* Same color index for all pixels */
|
---|
462 |
|
---|
463 | /* Scissoring already done above */
|
---|
464 |
|
---|
465 | if (ctx->Stencil.Enabled) {
|
---|
466 | /* first stencil test */
|
---|
467 | if (gl_stencil_pixels( ctx, PB->count, PB->x, PB->y, mask )==0) {
|
---|
468 | goto CleanUp;
|
---|
469 | }
|
---|
470 | /* depth buffering w/ stencil */
|
---|
471 | gl_depth_stencil_pixels( ctx, PB->count, PB->x, PB->y, PB->z, mask );
|
---|
472 | }
|
---|
473 | else if (ctx->Depth.Test) {
|
---|
474 | /* regular depth testing */
|
---|
475 | (*ctx->Driver.DepthTestPixels)( ctx, PB->count, PB->x, PB->y, PB->z, mask );
|
---|
476 | }
|
---|
477 |
|
---|
478 | if (ctx->RasterMask & MULTI_DRAW_BIT) {
|
---|
479 | GLuint n = PB->count, indx = PB->index;
|
---|
480 | GLuint *pbindex = PB->i;
|
---|
481 | do {
|
---|
482 | *pbindex++ = indx;
|
---|
483 | n--;
|
---|
484 | } while (n);
|
---|
485 |
|
---|
486 | multi_write_index_pixels( ctx, PB->count, PB->x, PB->y, PB->i, mask );
|
---|
487 | }
|
---|
488 | else {
|
---|
489 | /* normal case: write to exactly one buffer */
|
---|
490 |
|
---|
491 | (*ctx->Driver.Index)( ctx, PB->index );
|
---|
492 | (*ctx->Driver.WriteMonoCIPixels)( ctx, PB->count, PB->x, PB->y, mask );
|
---|
493 | }
|
---|
494 | }
|
---|
495 | }
|
---|
496 |
|
---|
497 | CleanUp:
|
---|
498 | PB->count = 0;
|
---|
499 | }
|
---|
500 |
|
---|
501 |
|
---|