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- /* $Id: accum.c,v 1.10.2.1 1999/11/27 01:35:42 brianp Exp $ */
-
- /*
- * Mesa 3-D graphics library
- * Version: 3.1
- *
- * Copyright (C) 1999 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.
- */
-
-
- /* $XFree86: xc/lib/GL/mesa/src/accum.c,v 1.3 1999/04/04 00:20:17 dawes Exp $ */
-
- #ifdef PC_HEADER
- #include "all.h"
- #else
- #ifndef XFree86Server
- #include <assert.h>
- #include <limits.h>
- #include <stdlib.h>
- #include <string.h>
- #else
- #include "GL/xf86glx.h"
- #endif
- #include "accum.h"
- #include "context.h"
- #include "macros.h"
- #include "masking.h"
- #include "span.h"
- #include "types.h"
- #endif
-
-
- /*
- * Accumulation buffer notes
- *
- * Normally, accumulation buffer values are GLshorts with values in
- * [-32767, 32767] which represent floating point colors in [-1, 1],
- * as suggested by the OpenGL specification.
- *
- * We optimize for the common case used for full-scene antialiasing:
- * // start with accum buffer cleared to zero
- * glAccum(GL_LOAD, w); // or GL_ACCUM the first image
- * glAccum(GL_ACCUM, w);
- * ...
- * glAccum(GL_ACCUM, w);
- * glAccum(GL_RETURN, 1.0);
- * That is, we start with an empty accumulation buffer and accumulate
- * n images, each with weight w = 1/n.
- * In this scenario, we can simply store unscaled integer values in
- * the accum buffer instead of scaled integers. We'll also keep track
- * of the w value so when we do GL_RETURN we simply divide the accumulated
- * values by n (=1/w).
- * This lets us avoid _many_ int->float->int conversions.
- */
-
-
- #define USE_OPTIMIZED_ACCUM /* enable the optimization */
-
-
-
- void gl_alloc_accum_buffer( GLcontext *ctx )
- {
- GLint n;
-
- if (ctx->Buffer->Accum) {
- FREE( ctx->Buffer->Accum );
- ctx->Buffer->Accum = NULL;
- }
-
- /* allocate accumulation buffer if not already present */
- n = ctx->Buffer->Width * ctx->Buffer->Height * 4 * sizeof(GLaccum);
- ctx->Buffer->Accum = (GLaccum *) MALLOC( n );
- if (!ctx->Buffer->Accum) {
- /* unable to setup accumulation buffer */
- gl_error( ctx, GL_OUT_OF_MEMORY, "glAccum" );
- }
- #ifdef USE_OPTIMIZED_ACCUM
- ctx->IntegerAccumMode = GL_TRUE;
- #else
- ctx->IntegerAccumMode = GL_FALSE;
- #endif
- ctx->IntegerAccumScaler = 0.0;
- }
-
-
-
- void gl_ClearAccum( GLcontext *ctx,
- GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha )
- {
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glAccum");
-
- ctx->Accum.ClearColor[0] = CLAMP( red, -1.0, 1.0 );
- ctx->Accum.ClearColor[1] = CLAMP( green, -1.0, 1.0 );
- ctx->Accum.ClearColor[2] = CLAMP( blue, -1.0, 1.0 );
- ctx->Accum.ClearColor[3] = CLAMP( alpha, -1.0, 1.0 );
- }
-
-
-
- /*
- * This is called when we fall out of optimized/unscaled accum buffer mode.
- * That is, we convert each unscaled accum buffer value into a scaled value
- * representing the range[-1, 1].
- */
- static void rescale_accum( GLcontext *ctx )
- {
- const GLuint n = ctx->Buffer->Width * ctx->Buffer->Height * 4;
- const GLfloat fChanMax = (1 << (sizeof(GLchan) * 8)) - 1;
- const GLfloat s = ctx->IntegerAccumScaler * (32767.0 / fChanMax);
- GLaccum *accum = ctx->Buffer->Accum;
- GLuint i;
-
- assert(ctx->IntegerAccumMode);
- assert(accum);
-
- for (i = 0; i < n; i++) {
- accum[i] = (GLaccum) (accum[i] * s);
- }
-
- ctx->IntegerAccumMode = GL_FALSE;
- }
-
-
-
- void gl_Accum( GLcontext *ctx, GLenum op, GLfloat value )
- {
- GLuint xpos, ypos, width, height, width4;
- GLfloat acc_scale;
- GLubyte rgba[MAX_WIDTH][4];
- const GLint iChanMax = (1 << (sizeof(GLchan) * 8)) - 1;
- const GLfloat fChanMax = (1 << (sizeof(GLchan) * 8)) - 1;
-
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glAccum");
-
- if (ctx->Visual->AccumBits==0 || !ctx->Buffer->Accum) {
- /* No accumulation buffer! */
- gl_warning(ctx, "Calling glAccum() without an accumulation buffer");
- return;
- }
-
- if (sizeof(GLaccum)==1) {
- acc_scale = 127.0;
- }
- else if (sizeof(GLaccum)==2) {
- acc_scale = 32767.0;
- }
- else {
- /* sizeof(GLaccum) > 2 (Cray) */
- acc_scale = (float) SHRT_MAX;
- }
-
- if (ctx->NewState)
- gl_update_state( ctx );
-
- /* Determine region to operate upon. */
- if (ctx->Scissor.Enabled) {
- xpos = ctx->Scissor.X;
- ypos = ctx->Scissor.Y;
- width = ctx->Scissor.Width;
- height = ctx->Scissor.Height;
- }
- else {
- /* whole window */
- xpos = 0;
- ypos = 0;
- width = ctx->Buffer->Width;
- height = ctx->Buffer->Height;
- }
-
- width4 = 4 * width;
-
- switch (op) {
- case GL_ADD:
- {
- const GLaccum intVal = (GLaccum) (value * acc_scale);
- GLuint j;
- /* Leave optimized accum buffer mode */
- if (ctx->IntegerAccumMode)
- rescale_accum(ctx);
- for (j = 0; j < height; j++) {
- GLaccum * acc = ctx->Buffer->Accum + ypos * width4 + 4 * xpos;
- GLuint i;
- for (i = 0; i < width4; i++) {
- acc[i] += intVal;
- }
- ypos++;
- }
- }
- break;
-
- case GL_MULT:
- {
- GLuint j;
- /* Leave optimized accum buffer mode */
- if (ctx->IntegerAccumMode)
- rescale_accum(ctx);
- for (j = 0; j < height; j++) {
- GLaccum *acc = ctx->Buffer->Accum + ypos * width4 + 4 * xpos;
- GLuint i;
- for (i = 0; i < width4; i++) {
- acc[i] = (GLaccum) ( (GLfloat) acc[i] * value );
- }
- ypos++;
- }
- }
- break;
-
- case GL_ACCUM:
- (void) (*ctx->Driver.SetBuffer)( ctx, ctx->Pixel.DriverReadBuffer );
-
- /* May have to leave optimized accum buffer mode */
- if (ctx->IntegerAccumScaler == 0.0 && value > 0.0 && value <= 1.0)
- ctx->IntegerAccumScaler = value;
- if (ctx->IntegerAccumMode && value != ctx->IntegerAccumScaler)
- rescale_accum(ctx);
-
- if (ctx->IntegerAccumMode) {
- /* simply add integer color values into accum buffer */
- GLuint j;
- GLaccum *acc = ctx->Buffer->Accum + ypos * width4 + xpos * 4;
- assert(ctx->IntegerAccumScaler > 0.0);
- assert(ctx->IntegerAccumScaler <= 1.0);
- for (j = 0; j < height; j++) {
-
- GLuint i, i4;
- gl_read_rgba_span(ctx, width, xpos, ypos, rgba);
- for (i = i4 = 0; i < width; i++, i4+=4) {
- acc[i4+0] += rgba[i][RCOMP];
- acc[i4+1] += rgba[i][GCOMP];
- acc[i4+2] += rgba[i][BCOMP];
- acc[i4+3] += rgba[i][ACOMP];
- }
- acc += width4;
- ypos++;
- }
- }
- else {
- /* scaled integer accum buffer */
- const GLfloat rscale = value * acc_scale / fChanMax;
- const GLfloat gscale = value * acc_scale / fChanMax;
- const GLfloat bscale = value * acc_scale / fChanMax;
- const GLfloat ascale = value * acc_scale / fChanMax;
- GLuint j;
- for (j=0;j<height;j++) {
- GLaccum *acc = ctx->Buffer->Accum + ypos * width4 + xpos * 4;
- GLuint i;
- gl_read_rgba_span(ctx, width, xpos, ypos, rgba);
- for (i=0;i<width;i++) {
- *acc += (GLaccum) ( (GLfloat) rgba[i][RCOMP] * rscale ); acc++;
- *acc += (GLaccum) ( (GLfloat) rgba[i][GCOMP] * gscale ); acc++;
- *acc += (GLaccum) ( (GLfloat) rgba[i][BCOMP] * bscale ); acc++;
- *acc += (GLaccum) ( (GLfloat) rgba[i][ACOMP] * ascale ); acc++;
- }
- ypos++;
- }
- }
- (void) (*ctx->Driver.SetBuffer)( ctx, ctx->Color.DriverDrawBuffer );
- break;
-
- case GL_LOAD:
- (void) (*ctx->Driver.SetBuffer)( ctx, ctx->Pixel.DriverReadBuffer );
-
- /* This is a change to go into optimized accum buffer mode */
- if (value > 0.0 && value <= 1.0) {
- #ifdef USE_OPTIMIZED_ACCUM
- ctx->IntegerAccumMode = GL_TRUE;
- #else
- ctx->IntegerAccumMode = GL_FALSE;
- #endif
- ctx->IntegerAccumScaler = value;
- }
- else {
- ctx->IntegerAccumMode = GL_FALSE;
- ctx->IntegerAccumScaler = 0.0;
- }
-
- if (ctx->IntegerAccumMode) {
- /* just copy values into accum buffer */
- GLuint j;
- GLaccum *acc = ctx->Buffer->Accum + ypos * width4 + xpos * 4;
- assert(ctx->IntegerAccumScaler > 0.0);
- assert(ctx->IntegerAccumScaler <= 1.0);
- for (j = 0; j < height; j++) {
- GLuint i, i4;
- gl_read_rgba_span(ctx, width, xpos, ypos, rgba);
- for (i = i4 = 0; i < width; i++, i4 += 4) {
- acc[i4+0] = rgba[i][RCOMP];
- acc[i4+1] = rgba[i][GCOMP];
- acc[i4+2] = rgba[i][BCOMP];
- acc[i4+3] = rgba[i][ACOMP];
- }
- acc += width4;
- ypos++;
- }
- }
- else {
- /* scaled integer accum buffer */
- const GLfloat rscale = value * acc_scale / fChanMax;
- const GLfloat gscale = value * acc_scale / fChanMax;
- const GLfloat bscale = value * acc_scale / fChanMax;
- const GLfloat ascale = value * acc_scale / fChanMax;
- const GLfloat d = 3.0 / acc_scale;
- GLuint i, j;
- for (j = 0; j < height; j++) {
- GLaccum *acc = ctx->Buffer->Accum + ypos * width4 + xpos * 4;
- gl_read_rgba_span(ctx, width, xpos, ypos, rgba);
- for (i=0;i<width;i++) {
- *acc++ = (GLaccum) ((GLfloat) rgba[i][RCOMP] * rscale + d);
- *acc++ = (GLaccum) ((GLfloat) rgba[i][GCOMP] * gscale + d);
- *acc++ = (GLaccum) ((GLfloat) rgba[i][BCOMP] * bscale + d);
- *acc++ = (GLaccum) ((GLfloat) rgba[i][ACOMP] * ascale + d);
- }
- ypos++;
- }
- }
- (void) (*ctx->Driver.SetBuffer)( ctx, ctx->Color.DriverDrawBuffer );
- break;
-
- case GL_RETURN:
- /* May have to leave optimized accum buffer mode */
- if (ctx->IntegerAccumMode && value != 1.0)
- rescale_accum(ctx);
-
- if (ctx->IntegerAccumMode) {
- /* build lookup table to avoid many floating point multiplies */
- const GLfloat mult = ctx->IntegerAccumScaler;
- static GLchan multTable[32768];
- static GLfloat prevMult = 0.0;
- GLuint j;
- const GLint max = (GLint) (256 / mult);
- if (mult != prevMult) {
- assert(max <= 32768);
- for (j = 0; j < max; j++)
- multTable[j] = (GLint) ((GLfloat) j * mult + 0.5F);
- prevMult = mult;
- }
-
- assert(ctx->IntegerAccumScaler > 0.0);
- assert(ctx->IntegerAccumScaler <= 1.0);
- for (j = 0; j < height; j++) {
- const GLaccum *acc = ctx->Buffer->Accum + ypos * width4 + xpos*4;
- GLuint i, i4;
- for (i = i4 = 0; i < width; i++, i4 += 4) {
- ASSERT(acc[i4+0] < max);
- ASSERT(acc[i4+1] < max);
- ASSERT(acc[i4+2] < max);
- ASSERT(acc[i4+3] < max);
- rgba[i][RCOMP] = multTable[acc[i4+0]];
- rgba[i][GCOMP] = multTable[acc[i4+1]];
- rgba[i][BCOMP] = multTable[acc[i4+2]];
- rgba[i][ACOMP] = multTable[acc[i4+3]];
- }
- if (ctx->Color.SWmasking) {
- gl_mask_rgba_span( ctx, width, xpos, ypos, rgba );
- }
- (*ctx->Driver.WriteRGBASpan)( ctx, width, xpos, ypos,
- (const GLubyte (*)[4])rgba, NULL );
- ypos++;
- }
- }
- else {
- const GLfloat rscale = value / acc_scale * fChanMax;
- const GLfloat gscale = value / acc_scale * fChanMax;
- const GLfloat bscale = value / acc_scale * fChanMax;
- const GLfloat ascale = value / acc_scale * fChanMax;
- GLuint i, j;
- for (j=0;j<height;j++) {
- const GLaccum *acc = ctx->Buffer->Accum + ypos * width4 + xpos*4;
- for (i=0;i<width;i++) {
- GLint r, g, b, a;
- r = (GLint) ( (GLfloat) (*acc++) * rscale + 0.5F );
- g = (GLint) ( (GLfloat) (*acc++) * gscale + 0.5F );
- b = (GLint) ( (GLfloat) (*acc++) * bscale + 0.5F );
- a = (GLint) ( (GLfloat) (*acc++) * ascale + 0.5F );
- rgba[i][RCOMP] = CLAMP( r, 0, iChanMax );
- rgba[i][GCOMP] = CLAMP( g, 0, iChanMax );
- rgba[i][BCOMP] = CLAMP( b, 0, iChanMax );
- rgba[i][ACOMP] = CLAMP( a, 0, iChanMax );
- }
- if (ctx->Color.SWmasking) {
- gl_mask_rgba_span( ctx, width, xpos, ypos, rgba );
- }
- (*ctx->Driver.WriteRGBASpan)( ctx, width, xpos, ypos,
- (const GLubyte (*)[4])rgba, NULL );
- ypos++;
- }
- }
- break;
-
- default:
- gl_error( ctx, GL_INVALID_ENUM, "glAccum" );
- }
- }
-
-
-
- /*
- * Clear the accumulation Buffer.
- */
- void gl_clear_accum_buffer( GLcontext *ctx )
- {
- GLuint buffersize;
- GLfloat acc_scale;
-
- if (ctx->Visual->AccumBits==0) {
- /* No accumulation buffer! */
- return;
- }
-
- if (sizeof(GLaccum)==1) {
- acc_scale = 127.0;
- }
- else if (sizeof(GLaccum)==2) {
- acc_scale = 32767.0;
- }
- else {
- /* sizeof(GLaccum) > 2 (Cray) */
- acc_scale = (float) SHRT_MAX;
- }
-
- /* number of pixels */
- buffersize = ctx->Buffer->Width * ctx->Buffer->Height;
-
- if (!ctx->Buffer->Accum) {
- /* try to alloc accumulation buffer */
- ctx->Buffer->Accum = (GLaccum *)
- MALLOC( buffersize * 4 * sizeof(GLaccum) );
- }
-
- if (ctx->Buffer->Accum) {
- if (ctx->Scissor.Enabled) {
- /* Limit clear to scissor box */
- GLaccum r, g, b, a;
- GLint i, j;
- GLint width, height;
- GLaccum *row;
- r = (GLaccum) (ctx->Accum.ClearColor[0] * acc_scale);
- g = (GLaccum) (ctx->Accum.ClearColor[1] * acc_scale);
- b = (GLaccum) (ctx->Accum.ClearColor[2] * acc_scale);
- a = (GLaccum) (ctx->Accum.ClearColor[3] * acc_scale);
- /* size of region to clear */
- width = 4 * (ctx->Buffer->Xmax - ctx->Buffer->Xmin + 1);
- height = ctx->Buffer->Ymax - ctx->Buffer->Ymin + 1;
- /* ptr to first element to clear */
- row = ctx->Buffer->Accum
- + 4 * (ctx->Buffer->Ymin * ctx->Buffer->Width
- + ctx->Buffer->Xmin);
- for (j=0;j<height;j++) {
- for (i=0;i<width;i+=4) {
- row[i+0] = r;
- row[i+1] = g;
- row[i+2] = b;
- row[i+3] = a;
- }
- row += 4 * ctx->Buffer->Width;
- }
- }
- else {
- /* clear whole buffer */
- if (ctx->Accum.ClearColor[0]==0.0 &&
- ctx->Accum.ClearColor[1]==0.0 &&
- ctx->Accum.ClearColor[2]==0.0 &&
- ctx->Accum.ClearColor[3]==0.0) {
- /* Black */
- MEMSET( ctx->Buffer->Accum, 0, buffersize * 4 * sizeof(GLaccum) );
- }
- else {
- /* Not black */
- GLaccum *acc, r, g, b, a;
- GLuint i;
-
- acc = ctx->Buffer->Accum;
- r = (GLaccum) (ctx->Accum.ClearColor[0] * acc_scale);
- g = (GLaccum) (ctx->Accum.ClearColor[1] * acc_scale);
- b = (GLaccum) (ctx->Accum.ClearColor[2] * acc_scale);
- a = (GLaccum) (ctx->Accum.ClearColor[3] * acc_scale);
- for (i=0;i<buffersize;i++) {
- *acc++ = r;
- *acc++ = g;
- *acc++ = b;
- *acc++ = a;
- }
- }
- }
-
- /* update optimized accum state vars */
- if (ctx->Accum.ClearColor[0] == 0.0 && ctx->Accum.ClearColor[1] == 0.0 &&
- ctx->Accum.ClearColor[2] == 0.0 && ctx->Accum.ClearColor[3] == 0.0) {
- #ifdef USE_OPTIMIZED_ACCUM
- ctx->IntegerAccumMode = GL_TRUE;
- #else
- ctx->IntegerAccumMode = GL_FALSE;
- #endif
- ctx->IntegerAccumScaler = 0.0; /* denotes empty accum buffer */
- }
- else {
- ctx->IntegerAccumMode = GL_FALSE;
- }
- }
- }
-