NT4/private/windows/opengl/server/soft/so_store.c
2020-09-30 17:12:29 +02:00

368 lines
8.9 KiB
C

/*
** Copyright 1991, 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** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.;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 Unpublished -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.
**
** $Revision: 1.13 $
** $Date: 1993/05/14 09:00:53 $
*/
#include "precomp.h"
#pragma hdrstop
/*
** Store fragment proc.
** alpha test on, stencil test on, depth test on
*/
void FASTCALL __glDoStore_ASD(__GLcolorBuffer *cfb, const __GLfragment *frag)
{
__GLcontext *gc;
GLint x, y;
gc = cfb->buf.gc;
x = frag->x;
y = frag->y;
/* Pixel ownership, scissor */
if (x < gc->transform.clipX0 || y < gc->transform.clipY0 ||
x >= gc->transform.clipX1 || y >= gc->transform.clipY1) {
return;
}
if (!gc->frontBuffer.alphaTestFuncTable[(GLint) (frag->color.a *
gc->constants.alphaTableConv)]) {
/* alpha test failed */
return;
}
if (!(*gc->stencilBuffer.testFunc)(&gc->stencilBuffer, x, y)) {
/* stencil test failed */
(*gc->stencilBuffer.failOp)(&gc->stencilBuffer, x, y);
return;
}
if (!(*gc->depthBuffer.store)(&gc->depthBuffer, x, y, frag->z)) {
/* depth buffer test failed */
(*gc->stencilBuffer.passDepthFailOp)(&gc->stencilBuffer, x, y);
return;
}
(*gc->stencilBuffer.depthPassOp)(&gc->stencilBuffer, x, y);
(*gc->procs.cfbStore)( cfb, frag );
}
/*
** Store fragment proc.
** alpha test on, stencil test on, depth test off
*/
void FASTCALL __glDoStore_AS(__GLcolorBuffer *cfb, const __GLfragment *frag)
{
__GLcontext *gc;
GLint x, y;
gc = cfb->buf.gc;
x = frag->x;
y = frag->y;
/* Pixel ownership, scissor */
if (x < gc->transform.clipX0 || y < gc->transform.clipY0 ||
x >= gc->transform.clipX1 || y >= gc->transform.clipY1) {
return;
}
if (!gc->frontBuffer.alphaTestFuncTable[(GLint) (frag->color.a *
gc->constants.alphaTableConv)]) {
/* alpha test failed */
return;
}
if (!(*gc->stencilBuffer.testFunc)(&gc->stencilBuffer, x, y)) {
/* stencil test failed */
(*gc->stencilBuffer.failOp)(&gc->stencilBuffer, x, y);
return;
}
(*gc->stencilBuffer.depthPassOp)(&gc->stencilBuffer, x, y);
(*gc->procs.cfbStore)( cfb, frag );
}
/*
** Store fragment proc.
** alpha test on, stencil test off, depth test on
*/
void FASTCALL __glDoStore_AD(__GLcolorBuffer *cfb, const __GLfragment *frag)
{
__GLcontext *gc;
GLint x, y;
gc = cfb->buf.gc;
x = frag->x;
y = frag->y;
/* Pixel ownership, scissor */
if (x < gc->transform.clipX0 || y < gc->transform.clipY0 ||
x >= gc->transform.clipX1 || y >= gc->transform.clipY1) {
return;
}
if (!gc->frontBuffer.alphaTestFuncTable[(GLint) (frag->color.a *
gc->constants.alphaTableConv)]) {
/* alpha test failed */
return;
}
if (!(*gc->depthBuffer.store)(&gc->depthBuffer, x, y, frag->z)) {
/* depth buffer test failed */
return;
}
(*gc->procs.cfbStore)( cfb, frag );
}
/*
** Store fragment proc.
** alpha test off, stencil test on, depth test on
*/
void FASTCALL __glDoStore_SD(__GLcolorBuffer *cfb, const __GLfragment *frag)
{
__GLcontext *gc;
GLint x, y;
gc = cfb->buf.gc;
x = frag->x;
y = frag->y;
/* Pixel ownership, scissor */
if (x < gc->transform.clipX0 || y < gc->transform.clipY0 ||
x >= gc->transform.clipX1 || y >= gc->transform.clipY1) {
return;
}
if (!(*gc->stencilBuffer.testFunc)(&gc->stencilBuffer, x, y)) {
/* stencil test failed */
(*gc->stencilBuffer.failOp)(&gc->stencilBuffer, x, y);
return;
}
if (!(*gc->depthBuffer.store)(&gc->depthBuffer, x, y, frag->z)) {
/* depth buffer test failed */
(*gc->stencilBuffer.passDepthFailOp)(&gc->stencilBuffer, x, y);
return;
}
(*gc->stencilBuffer.depthPassOp)(&gc->stencilBuffer, x, y);
(*gc->procs.cfbStore)( cfb, frag );
}
/*
** Store fragment proc.
** alpha test on, stencil test off, depth test off
*/
void FASTCALL __glDoStore_A(__GLcolorBuffer *cfb, const __GLfragment *frag)
{
__GLcontext *gc;
GLint x, y;
gc = cfb->buf.gc;
x = frag->x;
y = frag->y;
/* Pixel ownership, scissor */
if (x < gc->transform.clipX0 || y < gc->transform.clipY0 ||
x >= gc->transform.clipX1 || y >= gc->transform.clipY1) {
return;
}
if (!gc->frontBuffer.alphaTestFuncTable[(GLint) (frag->color.a *
gc->constants.alphaTableConv)]) {
/* alpha test failed */
return;
}
(*gc->procs.cfbStore)( cfb, frag );
}
/*
** Store fragment proc.
** alpha test off, stencil test on, depth test off, draw to current buffer
*/
void FASTCALL __glDoStore_S(__GLcolorBuffer *cfb, const __GLfragment *frag)
{
__GLcontext *gc;
GLint x, y;
gc = cfb->buf.gc;
x = frag->x;
y = frag->y;
/* Pixel ownership, scissor */
if (x < gc->transform.clipX0 || y < gc->transform.clipY0 ||
x >= gc->transform.clipX1 || y >= gc->transform.clipY1) {
return;
}
if (!(*gc->stencilBuffer.testFunc)(&gc->stencilBuffer, x, y)) {
/* stencil test failed */
(*gc->stencilBuffer.failOp)(&gc->stencilBuffer, x, y);
return;
}
(*gc->stencilBuffer.depthPassOp)(&gc->stencilBuffer, x, y);
(*gc->procs.cfbStore)( cfb, frag );
}
/*
** Store fragment proc.
** alpha test off, stencil test off, depth test on
*/
void FASTCALL __glDoStore_D(__GLcolorBuffer *cfb, const __GLfragment *frag)
{
__GLcontext *gc;
GLint x, y;
gc = cfb->buf.gc;
x = frag->x;
y = frag->y;
/* Pixel ownership, scissor */
if (x < gc->transform.clipX0 || y < gc->transform.clipY0 ||
x >= gc->transform.clipX1 || y >= gc->transform.clipY1) {
return;
}
if (!(*gc->depthBuffer.store)(&gc->depthBuffer, x, y, frag->z)) {
/* depth buffer test failed */
return;
}
(*gc->procs.cfbStore)( cfb, frag );
}
/*
** Store fragment proc.
** alpha test off, stencil test off, depth test off, draw to current buffer
*/
void FASTCALL __glDoStore(__GLcolorBuffer *cfb, const __GLfragment *frag)
{
__GLcontext *gc;
GLint x, y;
gc = cfb->buf.gc;
x = frag->x;
y = frag->y;
/* Pixel ownership, scissor */
if (x < gc->transform.clipX0 || y < gc->transform.clipY0 ||
x >= gc->transform.clipX1 || y >= gc->transform.clipY1) {
return;
}
(*gc->procs.cfbStore)( cfb, frag );
}
/************************************************************************/
#ifdef NT_DEADCODE_PICKSTORE
typedef void (FASTCALL *StoreProc)(__GLcolorBuffer *cfb, const __GLfragment *frag);
static StoreProc storeProcs[8] = {
&__glDoStore,
&__glDoStore_A,
&__glDoStore_S,
&__glDoStore_AS,
&__glDoStore_D,
&__glDoStore_AD,
&__glDoStore_SD,
&__glDoStore_ASD,
};
#endif // NT_DEADCODE_PICKSTORE
void FASTCALL __glDoNullStore(__GLcolorBuffer *cfb, const __GLfragment *frag)
{
}
void FASTCALL __glDoDoubleStore(__GLcolorBuffer *cfb, const __GLfragment *frag)
{
__GLcontext * gc = cfb->buf.gc;
cfb = gc->front;
cfb->store( cfb, frag );
cfb = gc->back;
cfb->store( cfb, frag );
}
#ifdef NT_DEADCODE_PICKSTORE
/*
** Note: You must call gc->front->pick and gc->back->pick before
** __glGenericPickStoreProcs
*/
void FASTCALL __glGenericPickStoreProcs(__GLcontext *gc)
{
GLint ix = 0;
GLuint modeFlags = gc->polygon.shader.modeFlags;
if ((modeFlags & __GL_SHADE_ALPHA_TEST) && gc->modes.rgbMode) {
ix |= 1;
}
if (modeFlags & __GL_SHADE_STENCIL_TEST) {
ix |= 2;
}
if (modeFlags & __GL_SHADE_DEPTH_TEST) {
ix |= 4;
}
switch (gc->state.raster.drawBuffer) {
case GL_NONE:
gc->procs.store = storeProcs[ix];
gc->procs.cfbStore = __glDoNullStore;
break;
case GL_FRONT_AND_BACK:
if (gc->buffers.doubleStore) {
gc->procs.store = storeProcs[ix];
gc->procs.cfbStore = __glDoDoubleStore;
break;
}
/*
** Note that there is an intentional drop through here. If double
** store is not set, then storing to this buffer is no different
** that storing to the front buffer.
*/
case GL_FRONT:
case GL_BACK:
case GL_AUX0:
case GL_AUX1:
case GL_AUX2:
case GL_AUX3:
/*
** This code knows that gc->drawBuffer will point to the
** current buffer as chosen by glDrawBuffer
*/
if (ix == 0) {
/*
** Since all modes are off, our code here is not doing any
** good at all. Put a copy of the color buffers store
** proc in instead.
*/
gc->procs.store = gc->drawBuffer->store;
} else {
gc->procs.store = storeProcs[ix];
gc->procs.cfbStore = gc->drawBuffer->store;
}
break;
}
}
#endif // NT_DEADCODE_PICKSTORE