/* * Mesa 3-D graphics library * * Copyright (C) 1999-2006 Brian Paul All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR * OTHER DEALINGS IN THE SOFTWARE. */ #include "main/glheader.h" #include "main/context.h" #include "main/imports.h" #include "main/macros.h" #include "s_context.h" #include "s_logic.h" #include "s_span.h" /** * We do all logic ops on 4-byte GLuints. * Depending on bytes per pixel, the mask array elements correspond to * 1, 2 or 4 GLuints. */ #define LOGIC_OP_LOOP(MODE, MASKSTRIDE) \ do { \ GLuint i; \ switch (MODE) { \ case GL_CLEAR: \ for (i = 0; i < n; i++) { \ if (mask[i / MASKSTRIDE]) { \ src[i] = 0; \ } \ } \ break; \ case GL_SET: \ for (i = 0; i < n; i++) { \ if (mask[i / MASKSTRIDE]) { \ src[i] = ~0; \ } \ } \ break; \ case GL_COPY: \ /* do nothing */ \ break; \ case GL_COPY_INVERTED: \ for (i = 0; i < n; i++) { \ if (mask[i / MASKSTRIDE]) { \ src[i] = ~src[i]; \ } \ } \ break; \ case GL_NOOP: \ for (i = 0; i < n; i++) { \ if (mask[i / MASKSTRIDE]) { \ src[i] = dest[i]; \ } \ } \ break; \ case GL_INVERT: \ for (i = 0; i < n; i++) { \ if (mask[i / MASKSTRIDE]) { \ src[i] = ~dest[i]; \ } \ } \ break; \ case GL_AND: \ for (i = 0; i < n; i++) { \ if (mask[i / MASKSTRIDE]) { \ src[i] &= dest[i]; \ } \ } \ break; \ case GL_NAND: \ for (i = 0; i < n; i++) { \ if (mask[i / MASKSTRIDE]) { \ src[i] = ~(src[i] & dest[i]); \ } \ } \ break; \ case GL_OR: \ for (i = 0; i < n; i++) { \ if (mask[i / MASKSTRIDE]) { \ src[i] |= dest[i]; \ } \ } \ break; \ case GL_NOR: \ for (i = 0; i < n; i++) { \ if (mask[i / MASKSTRIDE]) { \ src[i] = ~(src[i] | dest[i]); \ } \ } \ break; \ case GL_XOR: \ for (i = 0; i < n; i++) { \ if (mask[i / MASKSTRIDE]) { \ src[i] ^= dest[i]; \ } \ } \ break; \ case GL_EQUIV: \ for (i = 0; i < n; i++) { \ if (mask[i / MASKSTRIDE]) { \ src[i] = ~(src[i] ^ dest[i]); \ } \ } \ break; \ case GL_AND_REVERSE: \ for (i = 0; i < n; i++) { \ if (mask[i / MASKSTRIDE]) { \ src[i] = src[i] & ~dest[i]; \ } \ } \ break; \ case GL_AND_INVERTED: \ for (i = 0; i < n; i++) { \ if (mask[i / MASKSTRIDE]) { \ src[i] = ~src[i] & dest[i]; \ } \ } \ break; \ case GL_OR_REVERSE: \ for (i = 0; i < n; i++) { \ if (mask[i / MASKSTRIDE]) { \ src[i] = src[i] | ~dest[i]; \ } \ } \ break; \ case GL_OR_INVERTED: \ for (i = 0; i < n; i++) { \ if (mask[i / MASKSTRIDE]) { \ src[i] = ~src[i] | dest[i]; \ } \ } \ break; \ default: \ _mesa_problem(ctx, "bad logicop mode");\ } \ } while (0) static inline void logicop_uint1(struct gl_context *ctx, GLuint n, GLuint src[], const GLuint dest[], const GLubyte mask[]) { LOGIC_OP_LOOP(ctx->Color.LogicOp, 1); } static inline void logicop_uint2(struct gl_context *ctx, GLuint n, GLuint src[], const GLuint dest[], const GLubyte mask[]) { LOGIC_OP_LOOP(ctx->Color.LogicOp, 2); } static inline void logicop_uint4(struct gl_context *ctx, GLuint n, GLuint src[], const GLuint dest[], const GLubyte mask[]) { LOGIC_OP_LOOP(ctx->Color.LogicOp, 4); } /** * Apply the current logic operator to a span of RGBA pixels. * We can handle horizontal runs of pixels (spans) or arrays of x/y * pixel coordinates. */ void _swrast_logicop_rgba_span(struct gl_context *ctx, struct gl_renderbuffer *rb, SWspan *span) { void *rbPixels; ASSERT(span->end < SWRAST_MAX_WIDTH); ASSERT(span->arrayMask & SPAN_RGBA); rbPixels = _swrast_get_dest_rgba(ctx, rb, span); if (span->array->ChanType == GL_UNSIGNED_BYTE) { /* treat 4*GLubyte as GLuint */ logicop_uint1(ctx, span->end, (GLuint *) span->array->rgba8, (const GLuint *) rbPixels, span->array->mask); } else if (span->array->ChanType == GL_UNSIGNED_SHORT) { /* treat 2*GLushort as GLuint */ logicop_uint2(ctx, 2 * span->end, (GLuint *) span->array->rgba16, (const GLuint *) rbPixels, span->array->mask); } else { logicop_uint4(ctx, 4 * span->end, (GLuint *) span->array->attribs[VARYING_SLOT_COL0], (const GLuint *) rbPixels, span->array->mask); } }