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/*
* Mesa 3-D graphics library
* Version: 6.5
*
* Copyright (C) 1999-2005 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
* BRIAN PAUL 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.
*/
/* Vertices are just an array of floats, with all the attributes
* packed. We currently assume a layout like:
*
* attr[0][0..3] - window position
* attr[1..n][0..3] - remaining attributes.
*
* Attributes are assumed to be 4 floats wide but are packed so that
* all the enabled attributes run contiguously.
*/
#include "glheader.h"
#include "g_context.h"
#include "g_headers.h"
#include "g_surface.h"
#include "g_tile.h"
static void mask_copy( GLfloat (*dest)[4],
GLfloat (*src)[4],
GLuint mask )
{
GLuint i, j;
for (i = 0; i < 4; i++) {
if (mask & (1<<i)) {
for (j = 0; j < 4; j++) {
dest[j][i] = src[j][i];
}
}
}
}
/* Write to the output, taking mask into account.
*
* Note that surfaces support only full quad reads and writes.
*/
void quad_output( struct generic_context *generic,
struct quad_header *quad )
{
if (quad->mask != MASK_ALL)
{
GLfloat tmp[4][QUAD_SIZE];
/* Yes, we'll probably have a masked write as well, but this is
* how blend will be done at least.
*/
gs_read_quad_f_swz( generic->cbuf_surface,
quad->x0,
quad->y0,
tmp );
mask_copy( tmp, quad->outputs.color, quad->mask );
gs_write_quad_f_swz( generic->cbuf_surface,
quad->x0,
quad->y0,
tmp );
}
else
{
gs_write_quad_f_swz( generic->cbuf_surface,
quad->x0,
quad->y0,
quad->outputs.color );
}
}
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