summaryrefslogtreecommitdiff
path: root/src/mesa/drivers/dri/s3v/s3v_span.c
blob: f9f7c0d1eeecd55a6f242e7191f93a4ddb76ca75 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
/*
 * Author: Max Lingua <sunmax@libero.it>
 */

#include "s3v_context.h"
#include "s3v_lock.h"

#include "swrast/swrast.h"

#define _SPANLOCK 1
#define DBG 0

#define LOCAL_VARS \
	s3vContextPtr vmesa = S3V_CONTEXT(ctx);				\
	__DRIscreenPrivate *sPriv = vmesa->driScreen;			\
	__DRIdrawablePrivate *dPriv = vmesa->driDrawable;		\
	driRenderbuffer *drb = (driRenderbuffer *) rb;			\
	GLuint cpp = drb->cpp;						\
	GLuint pitch = ( (drb->backBuffer) ?				\
			((dPriv->w+31)&~31) * cpp			\
			: sPriv->fbWidth * cpp);			\
	GLuint height = dPriv->h;					\
	char *buf = (char *)(sPriv->pFB + drb->offset			\
	   + (drb->backBuffer ?	0 : dPriv->x * cpp + dPriv->y * pitch));\
	GLuint p; \
	(void) p

/* FIXME! Depth/Stencil read/writes don't work ! */
#define LOCAL_DEPTH_VARS					\
	__DRIdrawablePrivate *dPriv = vmesa->driDrawable;	\
	__DRIscreenPrivate *sPriv = vmesa->driScreen;		\
	driRenderbuffer *drb = (driRenderbuffer *) rb;		\
	GLuint pitch = drb->pitch;				\
	GLuint height = dPriv->h;				\
	char *buf = (char *)(sPriv->pFB + drb->offset);		\
	(void) pitch

#define LOCAL_STENCIL_VARS	LOCAL_DEPTH_VARS

#define Y_FLIP( _y )	(height - _y - 1)

#if _SPANLOCK	/* OK, we lock */

#define HW_LOCK() \
	s3vContextPtr vmesa = S3V_CONTEXT(ctx);	\
	(void) vmesa; \
	DMAFLUSH(); \
	S3V_SIMPLE_FLUSH_LOCK(vmesa);
#define HW_UNLOCK() S3V_SIMPLE_UNLOCK(vmesa);

#else			/* plz, don't lock */

#define HW_LOCK() \
	s3vContextPtr vmesa = S3V_CONTEXT(ctx); \
    (void) vmesa; \
	DMAFLUSH(); 
#define HW_UNLOCK()

#endif


/* ================================================================
 * Color buffer
 */

/* 16 bit, RGB565 color spanline and pixel functions
 */
#define INIT_MONO_PIXEL(p, color) \
  p = S3VIRGEPACKCOLOR555( color[0], color[1], color[2], color[3] )

#define WRITE_RGBA( _x, _y, r, g, b, a ) \
do { \
   *(GLushort *)(buf + _x*2 + _y*pitch) = ((((int)r & 0xf8) << 7) | \
					   (((int)g & 0xf8) << 2) | \
					   (((int)b & 0xf8) >> 3)); \
   DEBUG(("buf=0x%x drawOffset=0x%x dPriv->x=%i drb->cpp=%i dPriv->y=%i pitch=%i\n", \
   	sPriv->pFB, vmesa->drawOffset, dPriv->x, drb->cpp, dPriv->y, pitch)); \
   DEBUG(("dPriv->w = %i\n", dPriv->w)); \
} while(0)

#define WRITE_PIXEL( _x, _y, p ) \
   *(GLushort *)(buf + _x*2 + _y*pitch) = p

#define READ_RGBA( rgba, _x, _y ) \
   do { \
      GLushort p = *(GLushort *)(buf + _x*2 + _y*pitch); \
      rgba[0] = (p >> 7) & 0xf8; \
      rgba[1] = (p >> 2) & 0xf8; \
      rgba[2] = (p << 3) & 0xf8; \
      rgba[3] = 0xff; /*
      if ( rgba[0] & 0x08 ) rgba[0] |= 0x07; \ 
      if ( rgba[1] & 0x04 ) rgba[1] |= 0x03; \
      if ( rgba[2] & 0x08 ) rgba[2] |= 0x07; */ \
   } while (0)

#define TAG(x) s3v##x##_RGB555
#include "spantmp.h"


/* 32 bit, ARGB8888 color spanline and pixel functions
 */

#undef INIT_MONO_PIXEL
#define INIT_MONO_PIXEL(p, color) \
  p = PACK_COLOR_8888( color[3], color[0], color[1], color[2] )

#define WRITE_RGBA( _x, _y, r, g, b, a ) \
   *(GLuint *)(buf + _x*4 + _y*pitch) = ((b <<  0) | \
					 (g <<  8) | \
					 (r << 16) | \
					 (a << 24) )

#define WRITE_PIXEL( _x, _y, p ) \
   *(GLuint *)(buf + _x*4 + _y*pitch) = p

#define READ_RGBA( rgba, _x, _y ) \
do { \
   GLuint p = *(GLuint *)(buf + _x*4 + _y*pitch); \
   rgba[0] = (p >> 16) & 0xff; \
   rgba[1] = (p >>  8) & 0xff; \
   rgba[2] = (p >>  0) & 0xff; \
   rgba[3] = (p >> 24) & 0xff; \
} while (0)

#define TAG(x) s3v##x##_ARGB8888
#include "spantmp.h"


/* 16 bit depthbuffer functions.
 */
#define VALUE_TYPE GLushort

#define WRITE_DEPTH( _x, _y, d ) \
   *(GLushort *)(buf + _x*2 + _y*dPriv->w*2) = d

#define READ_DEPTH( d, _x, _y ) \
   d = *(GLushort *)(buf + _x*2 + _y*dPriv->w*2);

#define TAG(x) s3v##x##_z16
#include "depthtmp.h"




/* 32 bit depthbuffer functions.
 */
#if 0
#define VALUE_TYPE GLuint

#define WRITE_DEPTH( _x, _y, d )	\
   *(GLuint *)(buf + _x*4 + _y*pitch) = d;

#define READ_DEPTH( d, _x, _y )		\
   d = *(GLuint *)(buf + _x*4 + _y*pitch);	

#define TAG(x) s3v##x##_32
#include "depthtmp.h"
#endif


/* 24/8 bit interleaved depth/stencil functions
 */
#if 0
#define VALUE_TYPE GLuint

#define WRITE_DEPTH( _x, _y, d ) { \
   GLuint tmp = *(GLuint *)(buf + _x*4 + _y*pitch);	\
   tmp &= 0xff; \
   tmp |= (d) & 0xffffff00; \
   *(GLuint *)(buf + _x*4 + _y*pitch) = tmp; \
}

#define READ_DEPTH( d, _x, _y ) \
   d = *(GLuint *)(buf + _x*4 + _y*pitch) & ~0xff	


#define TAG(x) s3v##x##_24_8
#include "depthtmp.h"

#define WRITE_STENCIL( _x, _y, d ) { \
   GLuint tmp = *(GLuint *)(buf + _x*4 + _y*pitch);	\
   tmp &= 0xffffff00; \
   tmp |= d & 0xff; \
   *(GLuint *)(buf + _x*4 + _y*pitch) = tmp; \
}

#define READ_STENCIL( d, _x, _y ) \
   d = *(GLuint *)(buf + _x*4 + _y*pitch) & 0xff	

#define TAG(x) s3v##x##_24_8
#include "stenciltmp.h"

#endif


/**
 * Plug in the Get/Put routines for the given driRenderbuffer.
 */
void
s3vSetSpanFunctions(driRenderbuffer *drb, const GLvisual *vis)
{
   if (drb->Base.InternalFormat == GL_RGBA) {
      if (vis->redBits == 5 && vis->greenBits == 6 && vis->blueBits == 5) {
         s3vInitPointers_RGB555(&drb->Base);
      }
      else {
         s3vInitPointers_ARGB8888(&drb->Base);
      }
   }
   else if (drb->Base.InternalFormat == GL_DEPTH_COMPONENT16) {
      s3vInitDepthPointers_z16(&drb->Base);
   }
   else if (drb->Base.InternalFormat == GL_DEPTH_COMPONENT24) {
      /* not done yet */
   }
   else if (drb->Base.InternalFormat == GL_STENCIL_INDEX8_EXT) {
      /* not done yet */
   }
}