Переглянути джерело

more gldirect compile fixes. Getting near the linking stage now. No build file yet.

tags/mesa_20050504
Ben Crossman 20 роки тому
джерело
коміт
509710cfd7

+ 5
- 5
src/mesa/drivers/windows/gldirect/dglcontext.c Переглянути файл

@@ -37,7 +37,7 @@
#include "dglcontext.h"

// Get compile errors without this. KeithH
#include "scitech.h" // ibool, etc.
//#include "scitech.h" // ibool, etc.

#ifdef _USE_GLD3_WGL
#include "gld_driver.h"
@@ -517,12 +517,12 @@ LRESULT CALLBACK dglKeyProc(
HGLRC hGLRC = NULL;
DGL_ctx* lpCtx = NULL;
int cmd = 0, dx1 = 0, dx2 = 0, i;
static ibool bAltPressed = false;
static ibool bCtrlPressed = false;
static ibool bShiftPressed = false;
static BOOL bAltPressed = FALSE;
static BOOL bCtrlPressed = FALSE;
static BOOL bShiftPressed = FALSE;
RECT r, rf, rc;
POINT pt;
ibool bForceReshape = false;
BOOL bForceReshape = FALSE;

return CallNextHookEx(hKeyHook, code, wParam, lParam);
}

+ 1
- 1
src/mesa/drivers/windows/gldirect/dglwgl.c Переглянути файл

@@ -39,7 +39,7 @@
#include "gld_driver.h"
#endif

#include "glu.h" // MUST USE MICROSOFT'S GLU32!
#include "gl/glu.h" // MUST USE MICROSOFT'S GLU32!

#ifndef _USE_GLD3_WGL
extern DGL_mesaFuncs mesaFuncs;

+ 5
- 4
src/mesa/drivers/windows/gldirect/dll_main.c Переглянути файл

@@ -43,8 +43,8 @@

#include "dllmain.h"

#include "snap/graphics.h"
#include "drvlib/os/os.h"
//#include "snap/graphics.h"
//#include "drvlib/os/os.h"

#ifdef _USE_GLD3_WGL
typedef void (APIENTRY *LPDGLSPLASHSCREEN)(int, int, char*);
@@ -390,6 +390,7 @@ BOOL dllReadRegistry(
if (bRegistryError || !bSuccess)
return FALSE;
else
return TRUE;

#undef REG_READ_DWORD
@@ -568,7 +569,7 @@ BOOL dglInitDriver(void)
"Direct3D RGB SW",
"Direct3D HW",
};
static ibool bWarnOnce = false;
static BOOL bWarnOnce = FALSE;

// Already initialized?
if (bInitialized)
@@ -586,7 +587,7 @@ BOOL dglInitDriver(void)
"Please run the configuration program\n"
"before using GLDirect with applications.\n",
"GLDirect", MB_OK | MB_ICONWARNING);
bWarnOnce = true;
bWarnOnce = TRUE;
return FALSE;
}


+ 1
- 1
src/mesa/drivers/windows/gldirect/dllmain.h Переглянути файл

@@ -47,7 +47,7 @@
#include "DirectGL.h"
#endif // _USE_GLD3_WGL

#include "gldirect/regkeys.h"
//#include "gldirect/regkeys.h"
#include "dglglobals.h"
#include "ddlog.h"
#ifndef _USE_GLD3_WGL

+ 162
- 20
src/mesa/drivers/windows/gldirect/dx7/gld_texture_dx7.c Переглянути файл

@@ -69,10 +69,10 @@ D3DX_SURFACEFORMAT _gldD3DXFormatFromSurface(IDirectDrawSurface7 *pSurface);

static void gld_fetch_1d_texel_X8R8G8B8(
const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLvoid *texel )
GLint i, GLint j, GLint k, GLchan *texel )
{
const GLchan *src = CHAN_SRC( texImage, i, j, k, 4 );
GLchan *rgba = (GLchan *) texel;
GLchan *rgba = (GLchan *)texel;
rgba[RCOMP] = src[2];
rgba[GCOMP] = src[1];
rgba[BCOMP] = src[0];
@@ -81,9 +81,22 @@ static void gld_fetch_1d_texel_X8R8G8B8(

//---------------------------------------------------------------------------

static void gld_fetch_1d_texel_f_X8R8G8B8(
const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLfloat *texel )
{
const GLchan *src = CHAN_SRC( texImage, i, j, k, 4 );
texel[RCOMP] = CHAN_TO_FLOAT(src[0]);
texel[GCOMP] = CHAN_TO_FLOAT(src[1]);
texel[BCOMP] = CHAN_TO_FLOAT(src[2]);
texel[ACOMP] = 1.f;
}

//---------------------------------------------------------------------------

static void gld_fetch_1d_texel_X1R5G5B5(
const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLvoid *texel )
GLint i, GLint j, GLint k, GLchan *texel )
{
const GLushort *src = USHORT_SRC( texImage, i, j, k );
GLchan *rgba = (GLchan *) texel; GLushort s = *src;
@@ -95,9 +108,23 @@ static void gld_fetch_1d_texel_X1R5G5B5(

//---------------------------------------------------------------------------

static void gld_fetch_1d_texel_f_X1R5G5B5(
const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLfloat *texel )
{
const GLushort *src = USHORT_SRC( texImage, i, j, k );
GLushort s = *src;
texel[RCOMP] = UBYTE_TO_FLOAT( ((s >> 10) & 0xf8) * 255 / 0xf8 );
texel[GCOMP] = UBYTE_TO_FLOAT( ((s >> 5) & 0xf8) * 255 / 0xf8 );
texel[BCOMP] = UBYTE_TO_FLOAT( ((s ) & 0xf8) * 255 / 0xf8 );
texel[ACOMP] = 1.f;
}

//---------------------------------------------------------------------------

static void gld_fetch_1d_texel_X4R4G4B4(
const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLvoid *texel )
GLint i, GLint j, GLint k, GLchan *texel )
{
const GLushort *src = USHORT_SRC( texImage, i, j, k );
GLchan *rgba = (GLchan *) texel; GLushort s = *src;
@@ -109,6 +136,20 @@ static void gld_fetch_1d_texel_X4R4G4B4(

//---------------------------------------------------------------------------

static void gld_fetch_1d_texel_f_X4R4G4B4(
const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLfloat *texel )
{
const GLushort *src = USHORT_SRC( texImage, i, j, k );
GLushort s = *src;
texel[RCOMP] = UBYTE_TO_FLOAT( ((s >> 8) & 0xf) * 255 / 0xf );
texel[GCOMP] = UBYTE_TO_FLOAT( ((s >> 4) & 0xf) * 255 / 0xf );
texel[BCOMP] = UBYTE_TO_FLOAT( ((s ) & 0xf) * 255 / 0xf );
texel[ACOMP] = 1.f;
}

//---------------------------------------------------------------------------

#undef CHAN_SRC
#undef UBYTE_SRC
#undef USHORT_SRC
@@ -131,10 +172,10 @@ static void gld_fetch_1d_texel_X4R4G4B4(

static void gld_fetch_2d_texel_X8R8G8B8(
const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLvoid *texel )
GLint i, GLint j, GLint k, GLchan *texel )
{
const GLchan *src = CHAN_SRC( texImage, i, j, k, 4 );
GLchan *rgba = (GLchan *) texel;
GLchan *rgba = (GLchan *)texel;
rgba[RCOMP] = src[2];
rgba[GCOMP] = src[1];
rgba[BCOMP] = src[0];
@@ -143,9 +184,22 @@ static void gld_fetch_2d_texel_X8R8G8B8(

//---------------------------------------------------------------------------

static void gld_fetch_2d_texel_f_X8R8G8B8(
const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLfloat *texel )
{
const GLchan *src = CHAN_SRC( texImage, i, j, k, 4 );
texel[RCOMP] = CHAN_TO_FLOAT(src[0]);
texel[GCOMP] = CHAN_TO_FLOAT(src[1]);
texel[BCOMP] = CHAN_TO_FLOAT(src[2]);
texel[ACOMP] = 1.f;
}

//---------------------------------------------------------------------------

static void gld_fetch_2d_texel_X1R5G5B5(
const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLvoid *texel )
GLint i, GLint j, GLint k, GLchan *texel )
{
const GLushort *src = USHORT_SRC( texImage, i, j, k );
GLchan *rgba = (GLchan *) texel; GLushort s = *src;
@@ -157,9 +211,23 @@ static void gld_fetch_2d_texel_X1R5G5B5(

//---------------------------------------------------------------------------

static void gld_fetch_2d_texel_f_X1R5G5B5(
const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLfloat *texel )
{
const GLushort *src = USHORT_SRC( texImage, i, j, k );
GLushort s = *src;
texel[RCOMP] = UBYTE_TO_FLOAT( ((s >> 10) & 0xf8) * 255 / 0xf8 );
texel[GCOMP] = UBYTE_TO_FLOAT( ((s >> 5) & 0xf8) * 255 / 0xf8 );
texel[BCOMP] = UBYTE_TO_FLOAT( ((s ) & 0xf8) * 255 / 0xf8 );
texel[ACOMP] = 1.f;
}

//---------------------------------------------------------------------------

static void gld_fetch_2d_texel_X4R4G4B4(
const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLvoid *texel )
GLint i, GLint j, GLint k, GLchan *texel )
{
const GLushort *src = USHORT_SRC( texImage, i, j, k );
GLchan *rgba = (GLchan *) texel; GLushort s = *src;
@@ -171,6 +239,20 @@ static void gld_fetch_2d_texel_X4R4G4B4(

//---------------------------------------------------------------------------

static void gld_fetch_2d_texel_f_X4R4G4B4(
const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLfloat *texel )
{
const GLushort *src = USHORT_SRC( texImage, i, j, k );
GLushort s = *src;
texel[RCOMP] = UBYTE_TO_FLOAT( ((s >> 8) & 0xf) * 255 / 0xf );
texel[GCOMP] = UBYTE_TO_FLOAT( ((s >> 4) & 0xf) * 255 / 0xf );
texel[BCOMP] = UBYTE_TO_FLOAT( ((s ) & 0xf) * 255 / 0xf );
texel[ACOMP] = 1.f;
}

//---------------------------------------------------------------------------

#undef CHAN_SRC
#undef UBYTE_SRC
#undef USHORT_SRC
@@ -197,10 +279,10 @@ static void gld_fetch_2d_texel_X4R4G4B4(

static void gld_fetch_3d_texel_X8R8G8B8(
const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLvoid *texel )
GLint i, GLint j, GLint k, GLchan *texel )
{
const GLchan *src = CHAN_SRC( texImage, i, j, k, 4 );
GLchan *rgba = (GLchan *) texel;
GLchan *rgba = (GLchan *)texel;
rgba[RCOMP] = src[2];
rgba[GCOMP] = src[1];
rgba[BCOMP] = src[0];
@@ -209,9 +291,22 @@ static void gld_fetch_3d_texel_X8R8G8B8(

//---------------------------------------------------------------------------

static void gld_fetch_3d_texel_f_X8R8G8B8(
const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLfloat *texel )
{
const GLchan *src = CHAN_SRC( texImage, i, j, k, 4 );
texel[RCOMP] = CHAN_TO_FLOAT(src[0]);
texel[GCOMP] = CHAN_TO_FLOAT(src[1]);
texel[BCOMP] = CHAN_TO_FLOAT(src[2]);
texel[ACOMP] = 1.f;
}

//---------------------------------------------------------------------------

static void gld_fetch_3d_texel_X1R5G5B5(
const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLvoid *texel )
GLint i, GLint j, GLint k, GLchan *texel )
{
const GLushort *src = USHORT_SRC( texImage, i, j, k );
GLchan *rgba = (GLchan *) texel; GLushort s = *src;
@@ -223,9 +318,23 @@ static void gld_fetch_3d_texel_X1R5G5B5(

//---------------------------------------------------------------------------

static void gld_fetch_3d_texel_f_X1R5G5B5(
const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLfloat *texel )
{
const GLushort *src = USHORT_SRC( texImage, i, j, k );
GLushort s = *src;
texel[RCOMP] = UBYTE_TO_FLOAT( ((s >> 10) & 0xf8) * 255 / 0xf8 );
texel[GCOMP] = UBYTE_TO_FLOAT( ((s >> 5) & 0xf8) * 255 / 0xf8 );
texel[BCOMP] = UBYTE_TO_FLOAT( ((s ) & 0xf8) * 255 / 0xf8 );
texel[ACOMP] = 1.f;
}

//---------------------------------------------------------------------------

static void gld_fetch_3d_texel_X4R4G4B4(
const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLvoid *texel )
GLint i, GLint j, GLint k, GLchan *texel )
{
const GLushort *src = USHORT_SRC( texImage, i, j, k );
GLchan *rgba = (GLchan *) texel; GLushort s = *src;
@@ -237,6 +346,20 @@ static void gld_fetch_3d_texel_X4R4G4B4(

//---------------------------------------------------------------------------

static void gld_fetch_3d_texel_f_X4R4G4B4(
const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLfloat *texel )
{
const GLushort *src = USHORT_SRC( texImage, i, j, k );
GLushort s = *src;
texel[RCOMP] = UBYTE_TO_FLOAT( ((s >> 8) & 0xf) * 255 / 0xf );
texel[GCOMP] = UBYTE_TO_FLOAT( ((s >> 4) & 0xf) * 255 / 0xf );
texel[BCOMP] = UBYTE_TO_FLOAT( ((s ) & 0xf) * 255 / 0xf );
texel[ACOMP] = 1.f;
}

//---------------------------------------------------------------------------

#undef CHAN_SRC
#undef UBYTE_SRC
#undef USHORT_SRC
@@ -249,6 +372,7 @@ static void gld_fetch_3d_texel_X4R4G4B4(
const struct gl_texture_format _gld_texformat_X8R8G8B8 = {
MESA_FORMAT_ARGB8888, /* MesaFormat */
GL_RGBA, /* BaseFormat */
GL_UNSIGNED_NORMALIZED_ARB, /* DataType */
8, /* RedBits */
8, /* GreenBits */
8, /* BlueBits */
@@ -258,14 +382,19 @@ const struct gl_texture_format _gld_texformat_X8R8G8B8 = {
0, /* IndexBits */
0, /* DepthBits */
4, /* TexelBytes */
_mesa_texstore_argb8888, /* StoreTexImageFunc */
gld_fetch_1d_texel_X8R8G8B8, /* FetchTexel1D */
gld_fetch_2d_texel_X8R8G8B8, /* FetchTexel2D */
gld_fetch_3d_texel_X8R8G8B8, /* FetchTexel3D */
gld_fetch_1d_texel_f_X8R8G8B8, /* FetchTexel1Df */
gld_fetch_2d_texel_f_X8R8G8B8, /* FetchTexel2Df */
gld_fetch_3d_texel_f_X8R8G8B8, /* FetchTexel3Df */
};

const struct gl_texture_format _gld_texformat_X1R5G5B5 = {
MESA_FORMAT_ARGB1555, /* MesaFormat */
GL_RGBA, /* BaseFormat */
GL_UNSIGNED_NORMALIZED_ARB, /* DataType */
5, /* RedBits */
5, /* GreenBits */
5, /* BlueBits */
@@ -275,14 +404,19 @@ const struct gl_texture_format _gld_texformat_X1R5G5B5 = {
0, /* IndexBits */
0, /* DepthBits */
2, /* TexelBytes */
_mesa_texstore_argb1555, /* StoreTexImageFunc */
gld_fetch_1d_texel_X1R5G5B5, /* FetchTexel1D */
gld_fetch_2d_texel_X1R5G5B5, /* FetchTexel2D */
gld_fetch_3d_texel_X1R5G5B5, /* FetchTexel3D */
gld_fetch_1d_texel_f_X1R5G5B5, /* FetchTexel1Df */
gld_fetch_2d_texel_f_X1R5G5B5, /* FetchTexel2Df */
gld_fetch_3d_texel_f_X1R5G5B5, /* FetchTexel3Df */
};

const struct gl_texture_format _gld_texformat_X4R4G4B4 = {
MESA_FORMAT_ARGB4444, /* MesaFormat */
GL_RGBA, /* BaseFormat */
GL_UNSIGNED_NORMALIZED_ARB, /* DataType */
4, /* RedBits */
4, /* GreenBits */
4, /* BlueBits */
@@ -292,9 +426,13 @@ const struct gl_texture_format _gld_texformat_X4R4G4B4 = {
0, /* IndexBits */
0, /* DepthBits */
2, /* TexelBytes */
_mesa_texstore_argb4444, /* StoreTexImageFunc */
gld_fetch_1d_texel_X4R4G4B4, /* FetchTexel1D */
gld_fetch_2d_texel_X4R4G4B4, /* FetchTexel2D */
gld_fetch_3d_texel_X4R4G4B4, /* FetchTexel3D */
gld_fetch_1d_texel_f_X4R4G4B4, /* FetchTexel1Df */
gld_fetch_2d_texel_f_X4R4G4B4, /* FetchTexel2Df */
gld_fetch_3d_texel_f_X4R4G4B4, /* FetchTexel3Df */
};

//---------------------------------------------------------------------------
@@ -887,6 +1025,10 @@ void gld_DrawPixels_DX7(
D3DX_SURFACEFORMAT sf;
DWORD dwMipmaps;

const struct gl_texture_format *MesaFormat;

MesaFormat = _mesa_choose_tex_format(ctx, format, format, type);

gldCtx = GLD_GET_CONTEXT(ctx);
gld = GLD_GET_DX7_DRIVER(gldCtx);

@@ -923,7 +1065,7 @@ void gld_DrawPixels_DX7(
}

// unpack image, apply transfer ops and store directly in texture
_mesa_transfer_teximage(
MesaFormat->StoreImage(
ctx,
2,
GL_RGBA,
@@ -1070,9 +1212,9 @@ void gld_ReadPixels_DX7(
// We need to flip the data. Yuck.
// Perhaps Mesa has a span packer we can use in future...
for (i=0; i<height; i++) {
BYTE *pDestRow = (BYTE*)_mesa_image_address2d(pack, dest, width, height, format, type, 0, i, 0);
BYTE *pDestRow = (BYTE*)_mesa_image_address(2,pack, dest, width, height, format, type, 0, i, 0);
BYTE *pSrcRow = (BYTE*)d3dLockedRect.pBits + (d3dLockedRect.Pitch * (height-i-1));
_mesa_transfer_teximage(
texImage->TexFormat->StoreImage(
ctx,
2,
GL_RGBA, // base format
@@ -1295,7 +1437,7 @@ void gld_Bitmap_DX7(
for (i=0; i<height; i++) {
GLubyte byte;
pBits = (D3DCOLOR*)((BYTE*)ddsd.lpSurface + (i*ddsd.lPitch));
src = (const GLubyte *) _mesa_image_address2d(
src = (const GLubyte *) _mesa_image_address(2,
&ctx->DefaultPacking, pTempBitmap, width, height, GL_COLOR_INDEX, GL_BITMAP,
0, i, 0);
for (j=0; j<(width>>3); j++) {
@@ -1527,7 +1669,7 @@ void gld_TexImage2D_DX7(
return;
}
// unpack image, apply transfer ops and store in tempImage
_mesa_transfer_teximage(ctx, 2, texImage->Format,
texImage->TexFormat->StoreImage(ctx, 2, texImage->Format,
&_mesa_texformat_argb8888, // dest format
tempImage,
width, height, 1, 0, 0, 0,
@@ -1633,7 +1775,7 @@ void gld_TexImage2D_DX7(
}

// unpack image, apply transfer ops and store directly in texture
_mesa_transfer_teximage(
texImage->TexFormat->StoreImage(
ctx,
2,
texImage->Format,
@@ -1705,7 +1847,7 @@ void gld_TexSubImage2D( GLcontext *ctx, GLenum target, GLint level,
}

// unpack image, apply transfer ops and store in tempImage
_mesa_transfer_teximage(ctx, 2, texImage->Format,
texImage->TexFormat->StoreImage(ctx, 2, texImage->Format,
&_mesa_texformat_argb8888, // dest format
tempImage,
width, height, 1, 0, 0, 0,
@@ -1802,7 +1944,7 @@ void gld_TexSubImage2D_DX7( GLcontext *ctx, GLenum target, GLint level,
}

// unpack image, apply transfer ops and store directly in texture
_mesa_transfer_teximage(ctx, 2, texImage->Format,
texImage->TexFormat->StoreImage(ctx, 2, texImage->Format,
_gldMesaFormatForD3DFormat(_gldD3DXFormatFromSurface(pSurface)),
ddsd.lpSurface,
width, height, 1,

+ 2
- 35
src/mesa/drivers/windows/gldirect/dx7/gld_vb_mesa_render_dx7.c Переглянути файл

@@ -1,4 +1,4 @@
/* $Id: gld_vb_mesa_render_dx7.c,v 1.3 2005/04/14 16:58:25 bencrossman Exp $ */
/* $Id: gld_vb_mesa_render_dx7.c,v 1.4 2005/04/15 17:17:47 bencrossman Exp $ */

/*
* Mesa 3-D graphics library
@@ -420,40 +420,7 @@ static void _gld_mesa_render_stage_check(
GLcontext *ctx,
struct tnl_pipeline_stage *stage)
{
GLuint inputs = VERT_BIT_CLIP;
GLuint i;

if (ctx->Visual.rgbMode) {
inputs |= VERT_BIT_COLOR0;
if (ctx->_TriangleCaps & DD_SEPARATE_SPECULAR)
inputs |= VERT_BIT_COLOR1; //VERT_BIT_SPEC_RGB;
//if (ctx->Texture._ReallyEnabled) {
for (i=0; i<ctx->Const.MaxTextureUnits; i++) {
if (ctx->Texture.Unit[i]._ReallyEnabled)
inputs |= VERT_BIT_TEX(i);
}
//}
} else {
inputs |= VERT_BIT_INDEX;
}

if (ctx->Point._Attenuated)
inputs |= VERT_BIT_POINT_SIZE;

/* How do drivers turn this off?
*/
if (ctx->Fog.Enabled)
inputs |= VERT_BIT_FOG; // VERT_FOG_COORD;

if (ctx->_TriangleCaps & DD_TRI_UNFILLED)
inputs |= VERT_BIT_EDGEFLAG;

if (ctx->RenderMode==GL_FEEDBACK)
inputs |= VERT_BITS_TEX_ANY;

stage->inputs = inputs;
stage->inputs = TNL_CONTEXT(ctx)->render_inputs;
}

//---------------------------------------------------------------------------

+ 1
- 1
src/mesa/drivers/windows/gldirect/dx7/gld_wgl_dx7.c Переглянути файл

@@ -256,7 +256,7 @@ HRESULT _gldCreatePrimitiveBuffer(
// If CVA (Compiled Vertex Array) is used by an OpenGL app, then we
// will need enough vertices to cater for Mesa::Const.MaxArrayLockSize.
// We'll use IMM_SIZE if it's larger (which it should not be).
dwMaxVertices = (IMM_SIZE < MAX_ARRAY_LOCK_SIZE) ? MAX_ARRAY_LOCK_SIZE : IMM_SIZE;
dwMaxVertices = MAX_ARRAY_LOCK_SIZE;

// Max vertex buffer size limited in DX7. (DaveM)
if (dwMaxVertices*9 > D3DMAXNUMVERTICES)

+ 163
- 24
src/mesa/drivers/windows/gldirect/dx8/gld_texture_dx8.c Переглянути файл

@@ -67,10 +67,10 @@

static void gld_fetch_1d_texel_X8R8G8B8(
const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLvoid *texel )
GLint i, GLint j, GLint k, GLchan *texel )
{
const GLchan *src = CHAN_SRC( texImage, i, j, k, 4 );
GLchan *rgba = (GLchan *) texel;
GLchan *rgba = (GLchan *)texel;
rgba[RCOMP] = src[2];
rgba[GCOMP] = src[1];
rgba[BCOMP] = src[0];
@@ -79,9 +79,22 @@ static void gld_fetch_1d_texel_X8R8G8B8(

//---------------------------------------------------------------------------

static void gld_fetch_1d_texel_f_X8R8G8B8(
const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLfloat *texel )
{
const GLchan *src = CHAN_SRC( texImage, i, j, k, 4 );
texel[RCOMP] = CHAN_TO_FLOAT(src[0]);
texel[GCOMP] = CHAN_TO_FLOAT(src[1]);
texel[BCOMP] = CHAN_TO_FLOAT(src[2]);
texel[ACOMP] = 1.f;
}

//---------------------------------------------------------------------------

static void gld_fetch_1d_texel_X1R5G5B5(
const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLvoid *texel )
GLint i, GLint j, GLint k, GLchan *texel )
{
const GLushort *src = USHORT_SRC( texImage, i, j, k );
GLchan *rgba = (GLchan *) texel; GLushort s = *src;
@@ -93,9 +106,23 @@ static void gld_fetch_1d_texel_X1R5G5B5(

//---------------------------------------------------------------------------

static void gld_fetch_1d_texel_f_X1R5G5B5(
const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLfloat *texel )
{
const GLushort *src = USHORT_SRC( texImage, i, j, k );
GLushort s = *src;
texel[RCOMP] = UBYTE_TO_FLOAT( ((s >> 10) & 0xf8) * 255 / 0xf8 );
texel[GCOMP] = UBYTE_TO_FLOAT( ((s >> 5) & 0xf8) * 255 / 0xf8 );
texel[BCOMP] = UBYTE_TO_FLOAT( ((s ) & 0xf8) * 255 / 0xf8 );
texel[ACOMP] = 1.f;
}

//---------------------------------------------------------------------------

static void gld_fetch_1d_texel_X4R4G4B4(
const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLvoid *texel )
GLint i, GLint j, GLint k, GLchan *texel )
{
const GLushort *src = USHORT_SRC( texImage, i, j, k );
GLchan *rgba = (GLchan *) texel; GLushort s = *src;
@@ -107,6 +134,20 @@ static void gld_fetch_1d_texel_X4R4G4B4(

//---------------------------------------------------------------------------

static void gld_fetch_1d_texel_f_X4R4G4B4(
const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLfloat *texel )
{
const GLushort *src = USHORT_SRC( texImage, i, j, k );
GLushort s = *src;
texel[RCOMP] = UBYTE_TO_FLOAT( ((s >> 8) & 0xf) * 255 / 0xf );
texel[GCOMP] = UBYTE_TO_FLOAT( ((s >> 4) & 0xf) * 255 / 0xf );
texel[BCOMP] = UBYTE_TO_FLOAT( ((s ) & 0xf) * 255 / 0xf );
texel[ACOMP] = 1.f;
}

//---------------------------------------------------------------------------

#undef CHAN_SRC
#undef UBYTE_SRC
#undef USHORT_SRC
@@ -129,10 +170,10 @@ static void gld_fetch_1d_texel_X4R4G4B4(

static void gld_fetch_2d_texel_X8R8G8B8(
const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLvoid *texel )
GLint i, GLint j, GLint k, GLchan *texel )
{
const GLchan *src = CHAN_SRC( texImage, i, j, k, 4 );
GLchan *rgba = (GLchan *) texel;
GLchan *rgba = (GLchan *)texel;
rgba[RCOMP] = src[2];
rgba[GCOMP] = src[1];
rgba[BCOMP] = src[0];
@@ -141,9 +182,22 @@ static void gld_fetch_2d_texel_X8R8G8B8(

//---------------------------------------------------------------------------

static void gld_fetch_2d_texel_f_X8R8G8B8(
const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLfloat *texel )
{
const GLchan *src = CHAN_SRC( texImage, i, j, k, 4 );
texel[RCOMP] = CHAN_TO_FLOAT(src[0]);
texel[GCOMP] = CHAN_TO_FLOAT(src[1]);
texel[BCOMP] = CHAN_TO_FLOAT(src[2]);
texel[ACOMP] = 1.f;
}

//---------------------------------------------------------------------------

static void gld_fetch_2d_texel_X1R5G5B5(
const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLvoid *texel )
GLint i, GLint j, GLint k, GLchan *texel )
{
const GLushort *src = USHORT_SRC( texImage, i, j, k );
GLchan *rgba = (GLchan *) texel; GLushort s = *src;
@@ -155,9 +209,23 @@ static void gld_fetch_2d_texel_X1R5G5B5(

//---------------------------------------------------------------------------

static void gld_fetch_2d_texel_f_X1R5G5B5(
const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLfloat *texel )
{
const GLushort *src = USHORT_SRC( texImage, i, j, k );
GLushort s = *src;
texel[RCOMP] = UBYTE_TO_FLOAT( ((s >> 10) & 0xf8) * 255 / 0xf8 );
texel[GCOMP] = UBYTE_TO_FLOAT( ((s >> 5) & 0xf8) * 255 / 0xf8 );
texel[BCOMP] = UBYTE_TO_FLOAT( ((s ) & 0xf8) * 255 / 0xf8 );
texel[ACOMP] = 1.f;
}

//---------------------------------------------------------------------------

static void gld_fetch_2d_texel_X4R4G4B4(
const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLvoid *texel )
GLint i, GLint j, GLint k, GLchan *texel )
{
const GLushort *src = USHORT_SRC( texImage, i, j, k );
GLchan *rgba = (GLchan *) texel; GLushort s = *src;
@@ -169,6 +237,20 @@ static void gld_fetch_2d_texel_X4R4G4B4(

//---------------------------------------------------------------------------

static void gld_fetch_2d_texel_f_X4R4G4B4(
const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLfloat *texel )
{
const GLushort *src = USHORT_SRC( texImage, i, j, k );
GLushort s = *src;
texel[RCOMP] = UBYTE_TO_FLOAT( ((s >> 8) & 0xf) * 255 / 0xf );
texel[GCOMP] = UBYTE_TO_FLOAT( ((s >> 4) & 0xf) * 255 / 0xf );
texel[BCOMP] = UBYTE_TO_FLOAT( ((s ) & 0xf) * 255 / 0xf );
texel[ACOMP] = 1.f;
}

//---------------------------------------------------------------------------

#undef CHAN_SRC
#undef UBYTE_SRC
#undef USHORT_SRC
@@ -195,10 +277,10 @@ static void gld_fetch_2d_texel_X4R4G4B4(

static void gld_fetch_3d_texel_X8R8G8B8(
const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLvoid *texel )
GLint i, GLint j, GLint k, GLchan *texel )
{
const GLchan *src = CHAN_SRC( texImage, i, j, k, 4 );
GLchan *rgba = (GLchan *) texel;
GLchan *rgba = (GLchan *)texel;
rgba[RCOMP] = src[2];
rgba[GCOMP] = src[1];
rgba[BCOMP] = src[0];
@@ -207,9 +289,22 @@ static void gld_fetch_3d_texel_X8R8G8B8(

//---------------------------------------------------------------------------

static void gld_fetch_3d_texel_f_X8R8G8B8(
const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLfloat *texel )
{
const GLchan *src = CHAN_SRC( texImage, i, j, k, 4 );
texel[RCOMP] = CHAN_TO_FLOAT(src[0]);
texel[GCOMP] = CHAN_TO_FLOAT(src[1]);
texel[BCOMP] = CHAN_TO_FLOAT(src[2]);
texel[ACOMP] = 1.f;
}

//---------------------------------------------------------------------------

static void gld_fetch_3d_texel_X1R5G5B5(
const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLvoid *texel )
GLint i, GLint j, GLint k, GLchan *texel )
{
const GLushort *src = USHORT_SRC( texImage, i, j, k );
GLchan *rgba = (GLchan *) texel; GLushort s = *src;
@@ -221,9 +316,23 @@ static void gld_fetch_3d_texel_X1R5G5B5(

//---------------------------------------------------------------------------

static void gld_fetch_3d_texel_f_X1R5G5B5(
const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLfloat *texel )
{
const GLushort *src = USHORT_SRC( texImage, i, j, k );
GLushort s = *src;
texel[RCOMP] = UBYTE_TO_FLOAT( ((s >> 10) & 0xf8) * 255 / 0xf8 );
texel[GCOMP] = UBYTE_TO_FLOAT( ((s >> 5) & 0xf8) * 255 / 0xf8 );
texel[BCOMP] = UBYTE_TO_FLOAT( ((s ) & 0xf8) * 255 / 0xf8 );
texel[ACOMP] = 1.f;
}

//---------------------------------------------------------------------------

static void gld_fetch_3d_texel_X4R4G4B4(
const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLvoid *texel )
GLint i, GLint j, GLint k, GLchan *texel )
{
const GLushort *src = USHORT_SRC( texImage, i, j, k );
GLchan *rgba = (GLchan *) texel; GLushort s = *src;
@@ -235,6 +344,20 @@ static void gld_fetch_3d_texel_X4R4G4B4(

//---------------------------------------------------------------------------

static void gld_fetch_3d_texel_f_X4R4G4B4(
const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLfloat *texel )
{
const GLushort *src = USHORT_SRC( texImage, i, j, k );
GLushort s = *src;
texel[RCOMP] = UBYTE_TO_FLOAT( ((s >> 8) & 0xf) * 255 / 0xf );
texel[GCOMP] = UBYTE_TO_FLOAT( ((s >> 4) & 0xf) * 255 / 0xf );
texel[BCOMP] = UBYTE_TO_FLOAT( ((s ) & 0xf) * 255 / 0xf );
texel[ACOMP] = 1.f;
}

//---------------------------------------------------------------------------

#undef CHAN_SRC
#undef UBYTE_SRC
#undef USHORT_SRC
@@ -247,7 +370,7 @@ static void gld_fetch_3d_texel_X4R4G4B4(
const struct gl_texture_format _gld_texformat_X8R8G8B8 = {
MESA_FORMAT_ARGB8888, /* MesaFormat */
GL_RGBA, /* BaseFormat */
// GL_UNSIGNED_BYTE, /* Type */
GL_UNSIGNED_NORMALIZED_ARB, /* DataType */
8, /* RedBits */
8, /* GreenBits */
8, /* BlueBits */
@@ -257,15 +380,19 @@ const struct gl_texture_format _gld_texformat_X8R8G8B8 = {
0, /* IndexBits */
0, /* DepthBits */
4, /* TexelBytes */
_mesa_texstore_argb8888, /* StoreTexImageFunc */
gld_fetch_1d_texel_X8R8G8B8, /* FetchTexel1D */
gld_fetch_2d_texel_X8R8G8B8, /* FetchTexel2D */
gld_fetch_3d_texel_X8R8G8B8, /* FetchTexel3D */
gld_fetch_1d_texel_f_X8R8G8B8, /* FetchTexel1Df */
gld_fetch_2d_texel_f_X8R8G8B8, /* FetchTexel2Df */
gld_fetch_3d_texel_f_X8R8G8B8, /* FetchTexel3Df */
};

const struct gl_texture_format _gld_texformat_X1R5G5B5 = {
MESA_FORMAT_ARGB1555, /* MesaFormat */
GL_RGBA, /* BaseFormat */
// GL_UNSIGNED_SHORT_1_5_5_5_REV, /* Type */
GL_UNSIGNED_NORMALIZED_ARB, /* DataType */
5, /* RedBits */
5, /* GreenBits */
5, /* BlueBits */
@@ -275,15 +402,19 @@ const struct gl_texture_format _gld_texformat_X1R5G5B5 = {
0, /* IndexBits */
0, /* DepthBits */
2, /* TexelBytes */
_mesa_texstore_argb1555, /* StoreTexImageFunc */
gld_fetch_1d_texel_X1R5G5B5, /* FetchTexel1D */
gld_fetch_2d_texel_X1R5G5B5, /* FetchTexel2D */
gld_fetch_3d_texel_X1R5G5B5, /* FetchTexel3D */
gld_fetch_1d_texel_f_X1R5G5B5, /* FetchTexel1Df */
gld_fetch_2d_texel_f_X1R5G5B5, /* FetchTexel2Df */
gld_fetch_3d_texel_f_X1R5G5B5, /* FetchTexel3Df */
};

const struct gl_texture_format _gld_texformat_X4R4G4B4 = {
MESA_FORMAT_ARGB4444, /* MesaFormat */
GL_RGBA, /* BaseFormat */
// GL_UNSIGNED_SHORT_4_4_4_4_REV, /* Type */
GL_UNSIGNED_NORMALIZED_ARB, /* DataType */
4, /* RedBits */
4, /* GreenBits */
4, /* BlueBits */
@@ -293,9 +424,13 @@ const struct gl_texture_format _gld_texformat_X4R4G4B4 = {
0, /* IndexBits */
0, /* DepthBits */
2, /* TexelBytes */
_mesa_texstore_argb4444, /* StoreTexImageFunc */
gld_fetch_1d_texel_X4R4G4B4, /* FetchTexel1D */
gld_fetch_2d_texel_X4R4G4B4, /* FetchTexel2D */
gld_fetch_3d_texel_X4R4G4B4, /* FetchTexel3D */
gld_fetch_1d_texel_f_X4R4G4B4, /* FetchTexel1Df */
gld_fetch_2d_texel_f_X4R4G4B4, /* FetchTexel2Df */
gld_fetch_3d_texel_f_X4R4G4B4, /* FetchTexel3Df */
};

//---------------------------------------------------------------------------
@@ -860,6 +995,8 @@ void gld_DrawPixels_DX8(
HRESULT hr;
D3DLOCKED_RECT d3dLockedRect;

const struct gl_texture_format *MesaFormat;

gldCtx = GLD_GET_CONTEXT(ctx);
gld = GLD_GET_DX8_DRIVER(gldCtx);

@@ -884,8 +1021,10 @@ void gld_DrawPixels_DX8(
return;
}

MesaFormat = _mesa_choose_tex_format(ctx, format, format, type);

// unpack image, apply transfer ops and store directly in texture
_mesa_transfer_teximage(
MesaFormat->StoreImage(
ctx,
2,
GL_RGBA,
@@ -1031,9 +1170,9 @@ void gld_ReadPixels_DX8(
// We need to flip the data. Yuck.
// Perhaps Mesa has a span packer we can use in future...
for (i=0; i<height; i++) {
BYTE *pDestRow = (BYTE*)_mesa_image_address2d(pack, dest, width, height, format, type, 0, i, 0);
BYTE *pDestRow = (BYTE*)_mesa_image_address(2,pack, dest, width, height, format, type, 0, i, 0);
BYTE *pSrcRow = (BYTE*)d3dLockedRect.pBits + (d3dLockedRect.Pitch * (height-i-1));
_mesa_transfer_teximage(
MesaFormat->StoreImage(
ctx,
2,
GL_RGBA, // base format
@@ -1203,7 +1342,7 @@ void gld_Bitmap_DX8(
for (i=0; i<height; i++) {
GLubyte byte;
pBits = (D3DCOLOR*)((BYTE*)d3dLockedRect.pBits + (i*d3dLockedRect.Pitch));
src = (const GLubyte *) _mesa_image_address2d(
src = (const GLubyte *) _mesa_image_address(2,
&ctx->DefaultPacking, pTempBitmap, width, height, GL_COLOR_INDEX, GL_BITMAP,
0, i, 0);
for (j=0; j<(width>>3); j++) {
@@ -1227,7 +1366,7 @@ void gld_Bitmap_DX8(

/*
// unpack image, apply transfer ops and store directly in texture
_mesa_transfer_teximage(
texImage->TexFormat->StoreImage(
ctx,
2,
GL_BITMAP,
@@ -1432,7 +1571,7 @@ void gld_TexImage2D_DX8(
return;
}
// unpack image, apply transfer ops and store in tempImage
_mesa_transfer_teximage(ctx, 2, texImage->Format,
texImage->TexFormat->StoreImage(ctx, 2, texImage->Format,
&_mesa_texformat_argb8888, // dest format
tempImage,
width, height, 1, 0, 0, 0,
@@ -1520,7 +1659,7 @@ void gld_TexImage2D_DX8(
}

// unpack image, apply transfer ops and store directly in texture
_mesa_transfer_teximage(
texImage->TexFormat->StoreImage(
ctx,
2,
texImage->Format,
@@ -1592,7 +1731,7 @@ void gld_TexSubImage2D( GLcontext *ctx, GLenum target, GLint level,
}

// unpack image, apply transfer ops and store in tempImage
_mesa_transfer_teximage(ctx, 2, texImage->Format,
texImage->TexFormat->StoreImage(ctx, 2, texImage->Format,
&_mesa_texformat_argb8888, // dest format
tempImage,
width, height, 1, 0, 0, 0,
@@ -1673,7 +1812,7 @@ void gld_TexSubImage2D_DX8( GLcontext *ctx, GLenum target, GLint level,
}

// unpack image, apply transfer ops and store directly in texture
_mesa_transfer_teximage(ctx, 2, texImage->Format,
texImage->TexFormat->StoreImage(ctx, 2, texImage->Format,
_gldMesaFormatForD3DFormat(d3dsd.Format),
d3dLockedRect.pBits,
width, height, 1,

+ 2
- 35
src/mesa/drivers/windows/gldirect/dx8/gld_vb_mesa_render_dx8.c Переглянути файл

@@ -1,4 +1,4 @@
/* $Id: gld_vb_mesa_render_dx8.c,v 1.3 2005/04/14 16:58:25 bencrossman Exp $ */
/* $Id: gld_vb_mesa_render_dx8.c,v 1.4 2005/04/15 17:17:47 bencrossman Exp $ */

/*
* Mesa 3-D graphics library
@@ -443,40 +443,7 @@ static void _gld_mesa_render_stage_check(
GLcontext *ctx,
struct tnl_pipeline_stage *stage)
{
GLuint inputs = VERT_BIT_CLIP;
GLuint i;

if (ctx->Visual.rgbMode) {
inputs |= VERT_BIT_COLOR0;
if (ctx->_TriangleCaps & DD_SEPARATE_SPECULAR)
inputs |= VERT_BIT_COLOR1; //VERT_BIT_SPEC_RGB;
//if (ctx->Texture._ReallyEnabled) {
for (i=0; i<ctx->Const.MaxTextureUnits; i++) {
if (ctx->Texture.Unit[i]._ReallyEnabled)
inputs |= VERT_BIT_TEX(i);
}
//}
} else {
inputs |= VERT_BIT_INDEX;
}

if (ctx->Point._Attenuated)
inputs |= VERT_BIT_POINT_SIZE;

/* How do drivers turn this off?
*/
if (ctx->Fog.Enabled)
inputs |= VERT_BIT_FOG; // VERT_FOG_COORD;

if (ctx->_TriangleCaps & DD_TRI_UNFILLED)
inputs |= VERT_BIT_EDGEFLAG;

if (ctx->RenderMode==GL_FEEDBACK)
inputs |= VERT_BITS_TEX_ANY;

stage->inputs = inputs;
stage->inputs = TNL_CONTEXT(ctx)->render_inputs;
}

//---------------------------------------------------------------------------

+ 1
- 1
src/mesa/drivers/windows/gldirect/dx8/gld_wgl_dx8.c Переглянути файл

@@ -245,7 +245,7 @@ HRESULT _gldCreatePrimitiveBuffer(
// If CVA (Compiled Vertex Array) is used by an OpenGL app, then we
// will need enough vertices to cater for Mesa::Const.MaxArrayLockSize.
// We'll use IMM_SIZE if it's larger (which it should not be).
dwMaxVertices = (IMM_SIZE < MAX_ARRAY_LOCK_SIZE) ? MAX_ARRAY_LOCK_SIZE : IMM_SIZE;
dwMaxVertices = MAX_ARRAY_LOCK_SIZE;

// Now calculate how many vertices to allow for in total
// 1 per point, 2 per line, 6 per quad = 9

+ 163
- 24
src/mesa/drivers/windows/gldirect/dx9/gld_texture_dx9.c Переглянути файл

@@ -67,10 +67,10 @@

static void gld_fetch_1d_texel_X8R8G8B8(
const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLvoid *texel )
GLint i, GLint j, GLint k, GLchan *texel )
{
const GLchan *src = CHAN_SRC( texImage, i, j, k, 4 );
GLchan *rgba = (GLchan *) texel;
GLchan *rgba = (GLchan *)texel;
rgba[RCOMP] = src[2];
rgba[GCOMP] = src[1];
rgba[BCOMP] = src[0];
@@ -79,9 +79,22 @@ static void gld_fetch_1d_texel_X8R8G8B8(

//---------------------------------------------------------------------------

static void gld_fetch_1d_texel_f_X8R8G8B8(
const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLfloat *texel )
{
const GLchan *src = CHAN_SRC( texImage, i, j, k, 4 );
texel[RCOMP] = CHAN_TO_FLOAT(src[0]);
texel[GCOMP] = CHAN_TO_FLOAT(src[1]);
texel[BCOMP] = CHAN_TO_FLOAT(src[2]);
texel[ACOMP] = 1.f;
}

//---------------------------------------------------------------------------

static void gld_fetch_1d_texel_X1R5G5B5(
const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLvoid *texel )
GLint i, GLint j, GLint k, GLchan *texel )
{
const GLushort *src = USHORT_SRC( texImage, i, j, k );
GLchan *rgba = (GLchan *) texel; GLushort s = *src;
@@ -93,9 +106,23 @@ static void gld_fetch_1d_texel_X1R5G5B5(

//---------------------------------------------------------------------------

static void gld_fetch_1d_texel_f_X1R5G5B5(
const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLfloat *texel )
{
const GLushort *src = USHORT_SRC( texImage, i, j, k );
GLushort s = *src;
texel[RCOMP] = UBYTE_TO_FLOAT( ((s >> 10) & 0xf8) * 255 / 0xf8 );
texel[GCOMP] = UBYTE_TO_FLOAT( ((s >> 5) & 0xf8) * 255 / 0xf8 );
texel[BCOMP] = UBYTE_TO_FLOAT( ((s ) & 0xf8) * 255 / 0xf8 );
texel[ACOMP] = 1.f;
}

//---------------------------------------------------------------------------

static void gld_fetch_1d_texel_X4R4G4B4(
const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLvoid *texel )
GLint i, GLint j, GLint k, GLchan *texel )
{
const GLushort *src = USHORT_SRC( texImage, i, j, k );
GLchan *rgba = (GLchan *) texel; GLushort s = *src;
@@ -107,6 +134,20 @@ static void gld_fetch_1d_texel_X4R4G4B4(

//---------------------------------------------------------------------------

static void gld_fetch_1d_texel_f_X4R4G4B4(
const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLfloat *texel )
{
const GLushort *src = USHORT_SRC( texImage, i, j, k );
GLushort s = *src;
texel[RCOMP] = UBYTE_TO_FLOAT( ((s >> 8) & 0xf) * 255 / 0xf );
texel[GCOMP] = UBYTE_TO_FLOAT( ((s >> 4) & 0xf) * 255 / 0xf );
texel[BCOMP] = UBYTE_TO_FLOAT( ((s ) & 0xf) * 255 / 0xf );
texel[ACOMP] = 1.f;
}

//---------------------------------------------------------------------------

#undef CHAN_SRC
#undef UBYTE_SRC
#undef USHORT_SRC
@@ -129,10 +170,10 @@ static void gld_fetch_1d_texel_X4R4G4B4(

static void gld_fetch_2d_texel_X8R8G8B8(
const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLvoid *texel )
GLint i, GLint j, GLint k, GLchan *texel )
{
const GLchan *src = CHAN_SRC( texImage, i, j, k, 4 );
GLchan *rgba = (GLchan *) texel;
GLchan *rgba = (GLchan *)texel;
rgba[RCOMP] = src[2];
rgba[GCOMP] = src[1];
rgba[BCOMP] = src[0];
@@ -141,9 +182,22 @@ static void gld_fetch_2d_texel_X8R8G8B8(

//---------------------------------------------------------------------------

static void gld_fetch_2d_texel_f_X8R8G8B8(
const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLfloat *texel )
{
const GLchan *src = CHAN_SRC( texImage, i, j, k, 4 );
texel[RCOMP] = CHAN_TO_FLOAT(src[0]);
texel[GCOMP] = CHAN_TO_FLOAT(src[1]);
texel[BCOMP] = CHAN_TO_FLOAT(src[2]);
texel[ACOMP] = 1.f;
}

//---------------------------------------------------------------------------

static void gld_fetch_2d_texel_X1R5G5B5(
const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLvoid *texel )
GLint i, GLint j, GLint k, GLchan *texel )
{
const GLushort *src = USHORT_SRC( texImage, i, j, k );
GLchan *rgba = (GLchan *) texel; GLushort s = *src;
@@ -155,9 +209,23 @@ static void gld_fetch_2d_texel_X1R5G5B5(

//---------------------------------------------------------------------------

static void gld_fetch_2d_texel_f_X1R5G5B5(
const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLfloat *texel )
{
const GLushort *src = USHORT_SRC( texImage, i, j, k );
GLushort s = *src;
texel[RCOMP] = UBYTE_TO_FLOAT( ((s >> 10) & 0xf8) * 255 / 0xf8 );
texel[GCOMP] = UBYTE_TO_FLOAT( ((s >> 5) & 0xf8) * 255 / 0xf8 );
texel[BCOMP] = UBYTE_TO_FLOAT( ((s ) & 0xf8) * 255 / 0xf8 );
texel[ACOMP] = 1.f;
}

//---------------------------------------------------------------------------

static void gld_fetch_2d_texel_X4R4G4B4(
const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLvoid *texel )
GLint i, GLint j, GLint k, GLchan *texel )
{
const GLushort *src = USHORT_SRC( texImage, i, j, k );
GLchan *rgba = (GLchan *) texel; GLushort s = *src;
@@ -169,6 +237,20 @@ static void gld_fetch_2d_texel_X4R4G4B4(

//---------------------------------------------------------------------------

static void gld_fetch_2d_texel_f_X4R4G4B4(
const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLfloat *texel )
{
const GLushort *src = USHORT_SRC( texImage, i, j, k );
GLushort s = *src;
texel[RCOMP] = UBYTE_TO_FLOAT( ((s >> 8) & 0xf) * 255 / 0xf );
texel[GCOMP] = UBYTE_TO_FLOAT( ((s >> 4) & 0xf) * 255 / 0xf );
texel[BCOMP] = UBYTE_TO_FLOAT( ((s ) & 0xf) * 255 / 0xf );
texel[ACOMP] = 1.f;
}

//---------------------------------------------------------------------------

#undef CHAN_SRC
#undef UBYTE_SRC
#undef USHORT_SRC
@@ -195,10 +277,10 @@ static void gld_fetch_2d_texel_X4R4G4B4(

static void gld_fetch_3d_texel_X8R8G8B8(
const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLvoid *texel )
GLint i, GLint j, GLint k, GLchan *texel )
{
const GLchan *src = CHAN_SRC( texImage, i, j, k, 4 );
GLchan *rgba = (GLchan *) texel;
GLchan *rgba = (GLchan *)texel;
rgba[RCOMP] = src[2];
rgba[GCOMP] = src[1];
rgba[BCOMP] = src[0];
@@ -207,9 +289,22 @@ static void gld_fetch_3d_texel_X8R8G8B8(

//---------------------------------------------------------------------------

static void gld_fetch_3d_texel_f_X8R8G8B8(
const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLfloat *texel )
{
const GLchan *src = CHAN_SRC( texImage, i, j, k, 4 );
texel[RCOMP] = CHAN_TO_FLOAT(src[0]);
texel[GCOMP] = CHAN_TO_FLOAT(src[1]);
texel[BCOMP] = CHAN_TO_FLOAT(src[2]);
texel[ACOMP] = 1.f;
}

//---------------------------------------------------------------------------

static void gld_fetch_3d_texel_X1R5G5B5(
const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLvoid *texel )
GLint i, GLint j, GLint k, GLchan *texel )
{
const GLushort *src = USHORT_SRC( texImage, i, j, k );
GLchan *rgba = (GLchan *) texel; GLushort s = *src;
@@ -221,9 +316,23 @@ static void gld_fetch_3d_texel_X1R5G5B5(

//---------------------------------------------------------------------------

static void gld_fetch_3d_texel_f_X1R5G5B5(
const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLfloat *texel )
{
const GLushort *src = USHORT_SRC( texImage, i, j, k );
GLushort s = *src;
texel[RCOMP] = UBYTE_TO_FLOAT( ((s >> 10) & 0xf8) * 255 / 0xf8 );
texel[GCOMP] = UBYTE_TO_FLOAT( ((s >> 5) & 0xf8) * 255 / 0xf8 );
texel[BCOMP] = UBYTE_TO_FLOAT( ((s ) & 0xf8) * 255 / 0xf8 );
texel[ACOMP] = 1.f;
}

//---------------------------------------------------------------------------

static void gld_fetch_3d_texel_X4R4G4B4(
const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLvoid *texel )
GLint i, GLint j, GLint k, GLchan *texel )
{
const GLushort *src = USHORT_SRC( texImage, i, j, k );
GLchan *rgba = (GLchan *) texel; GLushort s = *src;
@@ -235,6 +344,20 @@ static void gld_fetch_3d_texel_X4R4G4B4(

//---------------------------------------------------------------------------

static void gld_fetch_3d_texel_f_X4R4G4B4(
const struct gl_texture_image *texImage,
GLint i, GLint j, GLint k, GLfloat *texel )
{
const GLushort *src = USHORT_SRC( texImage, i, j, k );
GLushort s = *src;
texel[RCOMP] = UBYTE_TO_FLOAT( ((s >> 8) & 0xf) * 255 / 0xf );
texel[GCOMP] = UBYTE_TO_FLOAT( ((s >> 4) & 0xf) * 255 / 0xf );
texel[BCOMP] = UBYTE_TO_FLOAT( ((s ) & 0xf) * 255 / 0xf );
texel[ACOMP] = 1.f;
}

//---------------------------------------------------------------------------

#undef CHAN_SRC
#undef UBYTE_SRC
#undef USHORT_SRC
@@ -247,7 +370,7 @@ static void gld_fetch_3d_texel_X4R4G4B4(
const struct gl_texture_format _gld_texformat_X8R8G8B8 = {
MESA_FORMAT_ARGB8888, /* MesaFormat */
GL_RGBA, /* BaseFormat */
// GL_UNSIGNED_BYTE, /* Type */
GL_UNSIGNED_NORMALIZED_ARB, /* DataType */
8, /* RedBits */
8, /* GreenBits */
8, /* BlueBits */
@@ -257,15 +380,19 @@ const struct gl_texture_format _gld_texformat_X8R8G8B8 = {
0, /* IndexBits */
0, /* DepthBits */
4, /* TexelBytes */
_mesa_texstore_argb8888, /* StoreTexImageFunc */
gld_fetch_1d_texel_X8R8G8B8, /* FetchTexel1D */
gld_fetch_2d_texel_X8R8G8B8, /* FetchTexel2D */
gld_fetch_3d_texel_X8R8G8B8, /* FetchTexel3D */
gld_fetch_1d_texel_f_X8R8G8B8, /* FetchTexel1Df */
gld_fetch_2d_texel_f_X8R8G8B8, /* FetchTexel2Df */
gld_fetch_3d_texel_f_X8R8G8B8, /* FetchTexel3Df */
};

const struct gl_texture_format _gld_texformat_X1R5G5B5 = {
MESA_FORMAT_ARGB1555, /* MesaFormat */
GL_RGBA, /* BaseFormat */
// GL_UNSIGNED_SHORT_1_5_5_5_REV, /* Type */
GL_UNSIGNED_NORMALIZED_ARB, /* DataType */
5, /* RedBits */
5, /* GreenBits */
5, /* BlueBits */
@@ -275,15 +402,19 @@ const struct gl_texture_format _gld_texformat_X1R5G5B5 = {
0, /* IndexBits */
0, /* DepthBits */
2, /* TexelBytes */
_mesa_texstore_argb1555, /* StoreTexImageFunc */
gld_fetch_1d_texel_X1R5G5B5, /* FetchTexel1D */
gld_fetch_2d_texel_X1R5G5B5, /* FetchTexel2D */
gld_fetch_3d_texel_X1R5G5B5, /* FetchTexel3D */
gld_fetch_1d_texel_f_X1R5G5B5, /* FetchTexel1Df */
gld_fetch_2d_texel_f_X1R5G5B5, /* FetchTexel2Df */
gld_fetch_3d_texel_f_X1R5G5B5, /* FetchTexel3Df */
};

const struct gl_texture_format _gld_texformat_X4R4G4B4 = {
MESA_FORMAT_ARGB4444, /* MesaFormat */
GL_RGBA, /* BaseFormat */
// GL_UNSIGNED_SHORT_4_4_4_4_REV, /* Type */
GL_UNSIGNED_NORMALIZED_ARB, /* DataType */
4, /* RedBits */
4, /* GreenBits */
4, /* BlueBits */
@@ -293,9 +424,13 @@ const struct gl_texture_format _gld_texformat_X4R4G4B4 = {
0, /* IndexBits */
0, /* DepthBits */
2, /* TexelBytes */
_mesa_texstore_argb4444, /* StoreTexImageFunc */
gld_fetch_1d_texel_X4R4G4B4, /* FetchTexel1D */
gld_fetch_2d_texel_X4R4G4B4, /* FetchTexel2D */
gld_fetch_3d_texel_X4R4G4B4, /* FetchTexel3D */
gld_fetch_1d_texel_f_X4R4G4B4, /* FetchTexel1Df */
gld_fetch_2d_texel_f_X4R4G4B4, /* FetchTexel2Df */
gld_fetch_3d_texel_f_X4R4G4B4, /* FetchTexel3Df */
};

//---------------------------------------------------------------------------
@@ -869,6 +1004,10 @@ void gld_DrawPixels_DX9(
HRESULT hr;
D3DLOCKED_RECT d3dLockedRect;

const struct gl_texture_format *MesaFormat;

MesaFormat = _mesa_choose_tex_format(ctx, format, format, type);

// Mesa does not currently handle this format.
if (format == GL_BGR)
return;
@@ -900,7 +1039,7 @@ void gld_DrawPixels_DX9(
}

// unpack image, apply transfer ops and store directly in texture
_mesa_transfer_teximage(
MesaFormat->StoreImage(
ctx,
2,
GL_RGBA,
@@ -1063,9 +1202,9 @@ void gld_ReadPixels_DX9(
// We need to flip the data. Yuck.
// Perhaps Mesa has a span packer we can use in future...
for (i=0; i<height; i++) {
BYTE *pDestRow = (BYTE*)_mesa_image_address2d(pack, dest, width, height, format, type, 0, i, 0);
BYTE *pDestRow = (BYTE*)_mesa_image_address(2,pack, dest, width, height, format, type, 0, i, 0);
BYTE *pSrcRow = (BYTE*)d3dLockedRect.pBits + (d3dLockedRect.Pitch * (height-i-1));
_mesa_transfer_teximage(
MesaFormat->StoreImage(
ctx,
2,
GL_RGBA, // base format
@@ -1254,7 +1393,7 @@ void gld_Bitmap_DX9(
for (i=0; i<height; i++) {
GLubyte byte;
pBits = (D3DCOLOR*)((BYTE*)d3dLockedRect.pBits + (i*d3dLockedRect.Pitch));
src = (const GLubyte *) _mesa_image_address2d(
src = (const GLubyte *) _mesa_image_address(2,
&ctx->DefaultPacking, pTempBitmap, width, height, GL_COLOR_INDEX, GL_BITMAP,
0, i, 0);
for (j=0; j<(width>>3); j++) {
@@ -1278,7 +1417,7 @@ void gld_Bitmap_DX9(

/*
// unpack image, apply transfer ops and store directly in texture
_mesa_transfer_teximage(
texImage->TexFormat->StoreImage(
ctx,
2,
GL_BITMAP,
@@ -1483,7 +1622,7 @@ void gld_TexImage2D_DX9(
return;
}
// unpack image, apply transfer ops and store in tempImage
_mesa_transfer_teximage(ctx, 2, texImage->Format,
texImage->TexFormat->StoreImage(ctx, 2, texImage->Format,
&_mesa_texformat_argb8888, // dest format
tempImage,
width, height, 1, 0, 0, 0,
@@ -1571,7 +1710,7 @@ void gld_TexImage2D_DX9(
}

// unpack image, apply transfer ops and store directly in texture
_mesa_transfer_teximage(
texImage->TexFormat->StoreImage(
ctx,
2,
texImage->Format,
@@ -1643,7 +1782,7 @@ void gld_TexSubImage2D( GLcontext *ctx, GLenum target, GLint level,
}

// unpack image, apply transfer ops and store in tempImage
_mesa_transfer_teximage(ctx, 2, texImage->Format,
texImage->TexFormat->StoreImage(ctx, 2, texImage->Format,
&_mesa_texformat_argb8888, // dest format
tempImage,
width, height, 1, 0, 0, 0,
@@ -1724,7 +1863,7 @@ void gld_TexSubImage2D_DX9( GLcontext *ctx, GLenum target, GLint level,
}

// unpack image, apply transfer ops and store directly in texture
_mesa_transfer_teximage(ctx, 2, texImage->Format,
texImage->TexFormat->StoreImage(ctx, 2, texImage->Format,
_gldMesaFormatForD3DFormat(d3dsd.Format),
d3dLockedRect.pBits,
width, height, 1,

+ 2
- 35
src/mesa/drivers/windows/gldirect/dx9/gld_vb_mesa_render_dx9.c Переглянути файл

@@ -1,4 +1,4 @@
/* $Id: gld_vb_mesa_render_dx9.c,v 1.3 2005/04/14 16:58:25 bencrossman Exp $ */
/* $Id: gld_vb_mesa_render_dx9.c,v 1.4 2005/04/15 17:17:47 bencrossman Exp $ */

/*
* Mesa 3-D graphics library
@@ -440,40 +440,7 @@ static void _gld_mesa_render_stage_check(
GLcontext *ctx,
struct tnl_pipeline_stage *stage)
{
GLuint inputs = VERT_BIT_CLIP;
GLuint i;

if (ctx->Visual.rgbMode) {
inputs |= VERT_BIT_COLOR0;
if (ctx->_TriangleCaps & DD_SEPARATE_SPECULAR)
inputs |= VERT_BIT_COLOR1; //VERT_BIT_SPEC_RGB;
//if (ctx->Texture._ReallyEnabled) {
for (i=0; i<ctx->Const.MaxTextureUnits; i++) {
if (ctx->Texture.Unit[i]._ReallyEnabled)
inputs |= VERT_BIT_TEX(i);
}
//}
} else {
inputs |= VERT_BIT_INDEX;
}

if (ctx->Point._Attenuated)
inputs |= VERT_BIT_POINT_SIZE;

/* How do drivers turn this off?
*/
if (ctx->Fog.Enabled)
inputs |= VERT_BIT_FOG; // VERT_FOG_COORD;

if (ctx->_TriangleCaps & DD_TRI_UNFILLED)
inputs |= VERT_BIT_EDGEFLAG;

if (ctx->RenderMode==GL_FEEDBACK)
inputs |= VERT_BITS_TEX_ANY;

stage->inputs = inputs;
stage->inputs = TNL_CONTEXT(ctx)->render_inputs;
}

//---------------------------------------------------------------------------

+ 1
- 1
src/mesa/drivers/windows/gldirect/dx9/gld_wgl_dx9.c Переглянути файл

@@ -258,7 +258,7 @@ HRESULT _gldCreatePrimitiveBuffer(
// If CVA (Compiled Vertex Array) is used by an OpenGL app, then we
// will need enough vertices to cater for Mesa::Const.MaxArrayLockSize.
// We'll use IMM_SIZE if it's larger (which it should not be).
dwMaxVertices = (IMM_SIZE < MAX_ARRAY_LOCK_SIZE) ? MAX_ARRAY_LOCK_SIZE : IMM_SIZE;
dwMaxVertices = MAX_ARRAY_LOCK_SIZE;

// Now calculate how many vertices to allow for in total
// 1 per point, 2 per line, 6 per quad = 9

+ 2
- 1
src/mesa/drivers/windows/gldirect/mesasw/gld_wgl_mesasw.c Переглянути файл

@@ -53,6 +53,7 @@
#include "mtypes.h"
#include "texformat.h"
#include "texstore.h"
#include "teximage.h"
#include "array_cache/acache.h"
#include "swrast/swrast.h"
#include "swrast_setup/swrast_setup.h"
@@ -706,7 +707,7 @@ static clear(GLcontext* ctx, GLbitfield mask,
if ((mask & (DD_FRONT_LEFT_BIT | DD_BACK_RIGHT_BIT)) &&
ctx->DrawBuffer->UseSoftwareAlphaBuffers &&
ctx->Color.ColorMask[ACOMP]) {
_mesa_clear_alpha_buffers( ctx );
_swrast_clear_alpha_buffers( ctx );
}
if (*colorMask == 0xffffffff && ctx->Color.IndexMask == 0xffffffff) {

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