xref: /aosp_15_r20/external/mesa3d/src/mesa/main/accum.c (revision 6104692788411f58d303aa86923a9ff6ecaded22)
1*61046927SAndroid Build Coastguard Worker /*
2*61046927SAndroid Build Coastguard Worker  * Mesa 3-D graphics library
3*61046927SAndroid Build Coastguard Worker  *
4*61046927SAndroid Build Coastguard Worker  * Copyright (C) 1999-2005  Brian Paul   All Rights Reserved.
5*61046927SAndroid Build Coastguard Worker  *
6*61046927SAndroid Build Coastguard Worker  * Permission is hereby granted, free of charge, to any person obtaining a
7*61046927SAndroid Build Coastguard Worker  * copy of this software and associated documentation files (the "Software"),
8*61046927SAndroid Build Coastguard Worker  * to deal in the Software without restriction, including without limitation
9*61046927SAndroid Build Coastguard Worker  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10*61046927SAndroid Build Coastguard Worker  * and/or sell copies of the Software, and to permit persons to whom the
11*61046927SAndroid Build Coastguard Worker  * Software is furnished to do so, subject to the following conditions:
12*61046927SAndroid Build Coastguard Worker  *
13*61046927SAndroid Build Coastguard Worker  * The above copyright notice and this permission notice shall be included
14*61046927SAndroid Build Coastguard Worker  * in all copies or substantial portions of the Software.
15*61046927SAndroid Build Coastguard Worker  *
16*61046927SAndroid Build Coastguard Worker  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17*61046927SAndroid Build Coastguard Worker  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18*61046927SAndroid Build Coastguard Worker  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
19*61046927SAndroid Build Coastguard Worker  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20*61046927SAndroid Build Coastguard Worker  * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21*61046927SAndroid Build Coastguard Worker  * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22*61046927SAndroid Build Coastguard Worker  * OTHER DEALINGS IN THE SOFTWARE.
23*61046927SAndroid Build Coastguard Worker  */
24*61046927SAndroid Build Coastguard Worker 
25*61046927SAndroid Build Coastguard Worker #include "util/glheader.h"
26*61046927SAndroid Build Coastguard Worker #include "accum.h"
27*61046927SAndroid Build Coastguard Worker #include "condrender.h"
28*61046927SAndroid Build Coastguard Worker #include "context.h"
29*61046927SAndroid Build Coastguard Worker #include "format_unpack.h"
30*61046927SAndroid Build Coastguard Worker #include "format_pack.h"
31*61046927SAndroid Build Coastguard Worker #include "framebuffer.h"
32*61046927SAndroid Build Coastguard Worker #include "renderbuffer.h"
33*61046927SAndroid Build Coastguard Worker #include "macros.h"
34*61046927SAndroid Build Coastguard Worker #include "state.h"
35*61046927SAndroid Build Coastguard Worker #include "mtypes.h"
36*61046927SAndroid Build Coastguard Worker #include "api_exec_decl.h"
37*61046927SAndroid Build Coastguard Worker 
38*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_ClearAccum(GLfloat red,GLfloat green,GLfloat blue,GLfloat alpha)39*61046927SAndroid Build Coastguard Worker _mesa_ClearAccum( GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha )
40*61046927SAndroid Build Coastguard Worker {
41*61046927SAndroid Build Coastguard Worker    GLfloat tmp[4];
42*61046927SAndroid Build Coastguard Worker    GET_CURRENT_CONTEXT(ctx);
43*61046927SAndroid Build Coastguard Worker 
44*61046927SAndroid Build Coastguard Worker    tmp[0] = CLAMP( red,   -1.0F, 1.0F );
45*61046927SAndroid Build Coastguard Worker    tmp[1] = CLAMP( green, -1.0F, 1.0F );
46*61046927SAndroid Build Coastguard Worker    tmp[2] = CLAMP( blue,  -1.0F, 1.0F );
47*61046927SAndroid Build Coastguard Worker    tmp[3] = CLAMP( alpha, -1.0F, 1.0F );
48*61046927SAndroid Build Coastguard Worker 
49*61046927SAndroid Build Coastguard Worker    if (TEST_EQ_4V(tmp, ctx->Accum.ClearColor))
50*61046927SAndroid Build Coastguard Worker       return;
51*61046927SAndroid Build Coastguard Worker 
52*61046927SAndroid Build Coastguard Worker    ctx->PopAttribState |= GL_ACCUM_BUFFER_BIT;
53*61046927SAndroid Build Coastguard Worker    COPY_4FV( ctx->Accum.ClearColor, tmp );
54*61046927SAndroid Build Coastguard Worker }
55*61046927SAndroid Build Coastguard Worker 
56*61046927SAndroid Build Coastguard Worker 
57*61046927SAndroid Build Coastguard Worker /**
58*61046927SAndroid Build Coastguard Worker  * Clear the accumulation buffer by mapping the renderbuffer and
59*61046927SAndroid Build Coastguard Worker  * writing the clear color to it.  Called by the driver's implementation
60*61046927SAndroid Build Coastguard Worker  * of the glClear function.
61*61046927SAndroid Build Coastguard Worker  */
62*61046927SAndroid Build Coastguard Worker void
_mesa_clear_accum_buffer(struct gl_context * ctx)63*61046927SAndroid Build Coastguard Worker _mesa_clear_accum_buffer(struct gl_context *ctx)
64*61046927SAndroid Build Coastguard Worker {
65*61046927SAndroid Build Coastguard Worker    GLuint x, y, width, height;
66*61046927SAndroid Build Coastguard Worker    GLubyte *accMap;
67*61046927SAndroid Build Coastguard Worker    GLint accRowStride;
68*61046927SAndroid Build Coastguard Worker    struct gl_renderbuffer *accRb;
69*61046927SAndroid Build Coastguard Worker 
70*61046927SAndroid Build Coastguard Worker    if (!ctx->DrawBuffer)
71*61046927SAndroid Build Coastguard Worker       return;
72*61046927SAndroid Build Coastguard Worker 
73*61046927SAndroid Build Coastguard Worker    accRb = ctx->DrawBuffer->Attachment[BUFFER_ACCUM].Renderbuffer;
74*61046927SAndroid Build Coastguard Worker    if (!accRb)
75*61046927SAndroid Build Coastguard Worker       return;   /* missing accum buffer, not an error */
76*61046927SAndroid Build Coastguard Worker 
77*61046927SAndroid Build Coastguard Worker    _mesa_update_draw_buffer_bounds(ctx, ctx->DrawBuffer);
78*61046927SAndroid Build Coastguard Worker 
79*61046927SAndroid Build Coastguard Worker    /* bounds, with scissor */
80*61046927SAndroid Build Coastguard Worker    x = ctx->DrawBuffer->_Xmin;
81*61046927SAndroid Build Coastguard Worker    y = ctx->DrawBuffer->_Ymin;
82*61046927SAndroid Build Coastguard Worker    width = ctx->DrawBuffer->_Xmax - ctx->DrawBuffer->_Xmin;
83*61046927SAndroid Build Coastguard Worker    height = ctx->DrawBuffer->_Ymax - ctx->DrawBuffer->_Ymin;
84*61046927SAndroid Build Coastguard Worker 
85*61046927SAndroid Build Coastguard Worker    _mesa_map_renderbuffer(ctx, accRb, x, y, width, height,
86*61046927SAndroid Build Coastguard Worker                       GL_MAP_WRITE_BIT, &accMap, &accRowStride,
87*61046927SAndroid Build Coastguard Worker                       ctx->DrawBuffer->FlipY);
88*61046927SAndroid Build Coastguard Worker 
89*61046927SAndroid Build Coastguard Worker    if (!accMap) {
90*61046927SAndroid Build Coastguard Worker       _mesa_error(ctx, GL_OUT_OF_MEMORY, "glAccum");
91*61046927SAndroid Build Coastguard Worker       return;
92*61046927SAndroid Build Coastguard Worker    }
93*61046927SAndroid Build Coastguard Worker 
94*61046927SAndroid Build Coastguard Worker    if (accRb->Format == MESA_FORMAT_RGBA_SNORM16) {
95*61046927SAndroid Build Coastguard Worker       const GLshort clearR = FLOAT_TO_SHORT(ctx->Accum.ClearColor[0]);
96*61046927SAndroid Build Coastguard Worker       const GLshort clearG = FLOAT_TO_SHORT(ctx->Accum.ClearColor[1]);
97*61046927SAndroid Build Coastguard Worker       const GLshort clearB = FLOAT_TO_SHORT(ctx->Accum.ClearColor[2]);
98*61046927SAndroid Build Coastguard Worker       const GLshort clearA = FLOAT_TO_SHORT(ctx->Accum.ClearColor[3]);
99*61046927SAndroid Build Coastguard Worker       GLuint i, j;
100*61046927SAndroid Build Coastguard Worker 
101*61046927SAndroid Build Coastguard Worker       for (j = 0; j < height; j++) {
102*61046927SAndroid Build Coastguard Worker          GLshort *row = (GLshort *) accMap;
103*61046927SAndroid Build Coastguard Worker 
104*61046927SAndroid Build Coastguard Worker          for (i = 0; i < width; i++) {
105*61046927SAndroid Build Coastguard Worker             row[i * 4 + 0] = clearR;
106*61046927SAndroid Build Coastguard Worker             row[i * 4 + 1] = clearG;
107*61046927SAndroid Build Coastguard Worker             row[i * 4 + 2] = clearB;
108*61046927SAndroid Build Coastguard Worker             row[i * 4 + 3] = clearA;
109*61046927SAndroid Build Coastguard Worker          }
110*61046927SAndroid Build Coastguard Worker          accMap += accRowStride;
111*61046927SAndroid Build Coastguard Worker       }
112*61046927SAndroid Build Coastguard Worker    }
113*61046927SAndroid Build Coastguard Worker    else {
114*61046927SAndroid Build Coastguard Worker       /* other types someday? */
115*61046927SAndroid Build Coastguard Worker       _mesa_warning(ctx, "unexpected accum buffer type");
116*61046927SAndroid Build Coastguard Worker    }
117*61046927SAndroid Build Coastguard Worker 
118*61046927SAndroid Build Coastguard Worker    _mesa_unmap_renderbuffer(ctx, accRb);
119*61046927SAndroid Build Coastguard Worker }
120*61046927SAndroid Build Coastguard Worker 
121*61046927SAndroid Build Coastguard Worker 
122*61046927SAndroid Build Coastguard Worker /**
123*61046927SAndroid Build Coastguard Worker  * if (bias)
124*61046927SAndroid Build Coastguard Worker  *    Accum += value
125*61046927SAndroid Build Coastguard Worker  * else
126*61046927SAndroid Build Coastguard Worker  *    Accum *= value
127*61046927SAndroid Build Coastguard Worker  */
128*61046927SAndroid Build Coastguard Worker static void
accum_scale_or_bias(struct gl_context * ctx,GLfloat value,GLint xpos,GLint ypos,GLint width,GLint height,GLboolean bias)129*61046927SAndroid Build Coastguard Worker accum_scale_or_bias(struct gl_context *ctx, GLfloat value,
130*61046927SAndroid Build Coastguard Worker                     GLint xpos, GLint ypos, GLint width, GLint height,
131*61046927SAndroid Build Coastguard Worker                     GLboolean bias)
132*61046927SAndroid Build Coastguard Worker {
133*61046927SAndroid Build Coastguard Worker    struct gl_renderbuffer *accRb =
134*61046927SAndroid Build Coastguard Worker       ctx->DrawBuffer->Attachment[BUFFER_ACCUM].Renderbuffer;
135*61046927SAndroid Build Coastguard Worker    GLubyte *accMap;
136*61046927SAndroid Build Coastguard Worker    GLint accRowStride;
137*61046927SAndroid Build Coastguard Worker 
138*61046927SAndroid Build Coastguard Worker    assert(accRb);
139*61046927SAndroid Build Coastguard Worker 
140*61046927SAndroid Build Coastguard Worker    _mesa_map_renderbuffer(ctx, accRb, xpos, ypos, width, height,
141*61046927SAndroid Build Coastguard Worker                       GL_MAP_READ_BIT | GL_MAP_WRITE_BIT,
142*61046927SAndroid Build Coastguard Worker                       &accMap, &accRowStride,
143*61046927SAndroid Build Coastguard Worker                       ctx->DrawBuffer->FlipY);
144*61046927SAndroid Build Coastguard Worker 
145*61046927SAndroid Build Coastguard Worker    if (!accMap) {
146*61046927SAndroid Build Coastguard Worker       _mesa_error(ctx, GL_OUT_OF_MEMORY, "glAccum");
147*61046927SAndroid Build Coastguard Worker       return;
148*61046927SAndroid Build Coastguard Worker    }
149*61046927SAndroid Build Coastguard Worker 
150*61046927SAndroid Build Coastguard Worker    if (accRb->Format == MESA_FORMAT_RGBA_SNORM16) {
151*61046927SAndroid Build Coastguard Worker       const GLshort incr = (GLshort) (value * 32767.0f);
152*61046927SAndroid Build Coastguard Worker       GLint i, j;
153*61046927SAndroid Build Coastguard Worker       if (bias) {
154*61046927SAndroid Build Coastguard Worker          for (j = 0; j < height; j++) {
155*61046927SAndroid Build Coastguard Worker             GLshort *acc = (GLshort *) accMap;
156*61046927SAndroid Build Coastguard Worker             for (i = 0; i < 4 * width; i++) {
157*61046927SAndroid Build Coastguard Worker                acc[i] += incr;
158*61046927SAndroid Build Coastguard Worker             }
159*61046927SAndroid Build Coastguard Worker             accMap += accRowStride;
160*61046927SAndroid Build Coastguard Worker          }
161*61046927SAndroid Build Coastguard Worker       }
162*61046927SAndroid Build Coastguard Worker       else {
163*61046927SAndroid Build Coastguard Worker          /* scale */
164*61046927SAndroid Build Coastguard Worker          for (j = 0; j < height; j++) {
165*61046927SAndroid Build Coastguard Worker             GLshort *acc = (GLshort *) accMap;
166*61046927SAndroid Build Coastguard Worker             for (i = 0; i < 4 * width; i++) {
167*61046927SAndroid Build Coastguard Worker                acc[i] = (GLshort) (acc[i] * value);
168*61046927SAndroid Build Coastguard Worker             }
169*61046927SAndroid Build Coastguard Worker             accMap += accRowStride;
170*61046927SAndroid Build Coastguard Worker          }
171*61046927SAndroid Build Coastguard Worker       }
172*61046927SAndroid Build Coastguard Worker    }
173*61046927SAndroid Build Coastguard Worker    else {
174*61046927SAndroid Build Coastguard Worker       /* other types someday? */
175*61046927SAndroid Build Coastguard Worker    }
176*61046927SAndroid Build Coastguard Worker 
177*61046927SAndroid Build Coastguard Worker    _mesa_unmap_renderbuffer(ctx, accRb);
178*61046927SAndroid Build Coastguard Worker }
179*61046927SAndroid Build Coastguard Worker 
180*61046927SAndroid Build Coastguard Worker 
181*61046927SAndroid Build Coastguard Worker /**
182*61046927SAndroid Build Coastguard Worker  * if (load)
183*61046927SAndroid Build Coastguard Worker  *    Accum = ColorBuf * value
184*61046927SAndroid Build Coastguard Worker  * else
185*61046927SAndroid Build Coastguard Worker  *    Accum += ColorBuf * value
186*61046927SAndroid Build Coastguard Worker  */
187*61046927SAndroid Build Coastguard Worker static void
accum_or_load(struct gl_context * ctx,GLfloat value,GLint xpos,GLint ypos,GLint width,GLint height,GLboolean load)188*61046927SAndroid Build Coastguard Worker accum_or_load(struct gl_context *ctx, GLfloat value,
189*61046927SAndroid Build Coastguard Worker               GLint xpos, GLint ypos, GLint width, GLint height,
190*61046927SAndroid Build Coastguard Worker               GLboolean load)
191*61046927SAndroid Build Coastguard Worker {
192*61046927SAndroid Build Coastguard Worker    struct gl_renderbuffer *accRb =
193*61046927SAndroid Build Coastguard Worker       ctx->DrawBuffer->Attachment[BUFFER_ACCUM].Renderbuffer;
194*61046927SAndroid Build Coastguard Worker    struct gl_renderbuffer *colorRb = ctx->ReadBuffer->_ColorReadBuffer;
195*61046927SAndroid Build Coastguard Worker    GLubyte *accMap, *colorMap;
196*61046927SAndroid Build Coastguard Worker    GLint accRowStride, colorRowStride;
197*61046927SAndroid Build Coastguard Worker    GLbitfield mappingFlags;
198*61046927SAndroid Build Coastguard Worker 
199*61046927SAndroid Build Coastguard Worker    if (!colorRb) {
200*61046927SAndroid Build Coastguard Worker       /* no read buffer - OK */
201*61046927SAndroid Build Coastguard Worker       return;
202*61046927SAndroid Build Coastguard Worker    }
203*61046927SAndroid Build Coastguard Worker 
204*61046927SAndroid Build Coastguard Worker    assert(accRb);
205*61046927SAndroid Build Coastguard Worker 
206*61046927SAndroid Build Coastguard Worker    mappingFlags = GL_MAP_WRITE_BIT;
207*61046927SAndroid Build Coastguard Worker    if (!load) /* if we're accumulating */
208*61046927SAndroid Build Coastguard Worker       mappingFlags |= GL_MAP_READ_BIT;
209*61046927SAndroid Build Coastguard Worker 
210*61046927SAndroid Build Coastguard Worker    /* Map accum buffer */
211*61046927SAndroid Build Coastguard Worker    _mesa_map_renderbuffer(ctx, accRb, xpos, ypos, width, height,
212*61046927SAndroid Build Coastguard Worker                       mappingFlags, &accMap, &accRowStride,
213*61046927SAndroid Build Coastguard Worker                       ctx->DrawBuffer->FlipY);
214*61046927SAndroid Build Coastguard Worker    if (!accMap) {
215*61046927SAndroid Build Coastguard Worker       _mesa_error(ctx, GL_OUT_OF_MEMORY, "glAccum");
216*61046927SAndroid Build Coastguard Worker       return;
217*61046927SAndroid Build Coastguard Worker    }
218*61046927SAndroid Build Coastguard Worker 
219*61046927SAndroid Build Coastguard Worker    /* Map color buffer */
220*61046927SAndroid Build Coastguard Worker    _mesa_map_renderbuffer(ctx, colorRb, xpos, ypos, width, height,
221*61046927SAndroid Build Coastguard Worker                       GL_MAP_READ_BIT,
222*61046927SAndroid Build Coastguard Worker                       &colorMap, &colorRowStride,
223*61046927SAndroid Build Coastguard Worker                       ctx->DrawBuffer->FlipY);
224*61046927SAndroid Build Coastguard Worker    if (!colorMap) {
225*61046927SAndroid Build Coastguard Worker       _mesa_unmap_renderbuffer(ctx, accRb);
226*61046927SAndroid Build Coastguard Worker       _mesa_error(ctx, GL_OUT_OF_MEMORY, "glAccum");
227*61046927SAndroid Build Coastguard Worker       return;
228*61046927SAndroid Build Coastguard Worker    }
229*61046927SAndroid Build Coastguard Worker 
230*61046927SAndroid Build Coastguard Worker    if (accRb->Format == MESA_FORMAT_RGBA_SNORM16) {
231*61046927SAndroid Build Coastguard Worker       const GLfloat scale = value * 32767.0f;
232*61046927SAndroid Build Coastguard Worker       GLint i, j;
233*61046927SAndroid Build Coastguard Worker       GLfloat (*rgba)[4];
234*61046927SAndroid Build Coastguard Worker 
235*61046927SAndroid Build Coastguard Worker       rgba = malloc(width * 4 * sizeof(GLfloat));
236*61046927SAndroid Build Coastguard Worker       if (rgba) {
237*61046927SAndroid Build Coastguard Worker          for (j = 0; j < height; j++) {
238*61046927SAndroid Build Coastguard Worker             GLshort *acc = (GLshort *) accMap;
239*61046927SAndroid Build Coastguard Worker 
240*61046927SAndroid Build Coastguard Worker             /* read colors from source color buffer */
241*61046927SAndroid Build Coastguard Worker             _mesa_unpack_rgba_row(colorRb->Format, width, colorMap, rgba);
242*61046927SAndroid Build Coastguard Worker 
243*61046927SAndroid Build Coastguard Worker             if (load) {
244*61046927SAndroid Build Coastguard Worker                for (i = 0; i < width; i++) {
245*61046927SAndroid Build Coastguard Worker                   acc[i * 4 + 0] = (GLshort) (rgba[i][RCOMP] * scale);
246*61046927SAndroid Build Coastguard Worker                   acc[i * 4 + 1] = (GLshort) (rgba[i][GCOMP] * scale);
247*61046927SAndroid Build Coastguard Worker                   acc[i * 4 + 2] = (GLshort) (rgba[i][BCOMP] * scale);
248*61046927SAndroid Build Coastguard Worker                   acc[i * 4 + 3] = (GLshort) (rgba[i][ACOMP] * scale);
249*61046927SAndroid Build Coastguard Worker                }
250*61046927SAndroid Build Coastguard Worker             }
251*61046927SAndroid Build Coastguard Worker             else {
252*61046927SAndroid Build Coastguard Worker                /* accumulate */
253*61046927SAndroid Build Coastguard Worker                for (i = 0; i < width; i++) {
254*61046927SAndroid Build Coastguard Worker                   acc[i * 4 + 0] += (GLshort) (rgba[i][RCOMP] * scale);
255*61046927SAndroid Build Coastguard Worker                   acc[i * 4 + 1] += (GLshort) (rgba[i][GCOMP] * scale);
256*61046927SAndroid Build Coastguard Worker                   acc[i * 4 + 2] += (GLshort) (rgba[i][BCOMP] * scale);
257*61046927SAndroid Build Coastguard Worker                   acc[i * 4 + 3] += (GLshort) (rgba[i][ACOMP] * scale);
258*61046927SAndroid Build Coastguard Worker                }
259*61046927SAndroid Build Coastguard Worker             }
260*61046927SAndroid Build Coastguard Worker 
261*61046927SAndroid Build Coastguard Worker             colorMap += colorRowStride;
262*61046927SAndroid Build Coastguard Worker             accMap += accRowStride;
263*61046927SAndroid Build Coastguard Worker          }
264*61046927SAndroid Build Coastguard Worker 
265*61046927SAndroid Build Coastguard Worker          free(rgba);
266*61046927SAndroid Build Coastguard Worker       }
267*61046927SAndroid Build Coastguard Worker       else {
268*61046927SAndroid Build Coastguard Worker          _mesa_error(ctx, GL_OUT_OF_MEMORY, "glAccum");
269*61046927SAndroid Build Coastguard Worker       }
270*61046927SAndroid Build Coastguard Worker    }
271*61046927SAndroid Build Coastguard Worker    else {
272*61046927SAndroid Build Coastguard Worker       /* other types someday? */
273*61046927SAndroid Build Coastguard Worker    }
274*61046927SAndroid Build Coastguard Worker 
275*61046927SAndroid Build Coastguard Worker    _mesa_unmap_renderbuffer(ctx, accRb);
276*61046927SAndroid Build Coastguard Worker    _mesa_unmap_renderbuffer(ctx, colorRb);
277*61046927SAndroid Build Coastguard Worker }
278*61046927SAndroid Build Coastguard Worker 
279*61046927SAndroid Build Coastguard Worker 
280*61046927SAndroid Build Coastguard Worker /**
281*61046927SAndroid Build Coastguard Worker  * ColorBuffer = Accum * value
282*61046927SAndroid Build Coastguard Worker  */
283*61046927SAndroid Build Coastguard Worker static void
accum_return(struct gl_context * ctx,GLfloat value,GLint xpos,GLint ypos,GLint width,GLint height)284*61046927SAndroid Build Coastguard Worker accum_return(struct gl_context *ctx, GLfloat value,
285*61046927SAndroid Build Coastguard Worker              GLint xpos, GLint ypos, GLint width, GLint height)
286*61046927SAndroid Build Coastguard Worker {
287*61046927SAndroid Build Coastguard Worker    struct gl_framebuffer *fb = ctx->DrawBuffer;
288*61046927SAndroid Build Coastguard Worker    struct gl_renderbuffer *accRb = fb->Attachment[BUFFER_ACCUM].Renderbuffer;
289*61046927SAndroid Build Coastguard Worker    GLubyte *accMap, *colorMap;
290*61046927SAndroid Build Coastguard Worker    GLint accRowStride, colorRowStride;
291*61046927SAndroid Build Coastguard Worker    GLuint buffer;
292*61046927SAndroid Build Coastguard Worker 
293*61046927SAndroid Build Coastguard Worker    /* Map accum buffer */
294*61046927SAndroid Build Coastguard Worker    _mesa_map_renderbuffer(ctx, accRb, xpos, ypos, width, height,
295*61046927SAndroid Build Coastguard Worker                                GL_MAP_READ_BIT,
296*61046927SAndroid Build Coastguard Worker                                &accMap, &accRowStride, fb->FlipY);
297*61046927SAndroid Build Coastguard Worker    if (!accMap) {
298*61046927SAndroid Build Coastguard Worker       _mesa_error(ctx, GL_OUT_OF_MEMORY, "glAccum");
299*61046927SAndroid Build Coastguard Worker       return;
300*61046927SAndroid Build Coastguard Worker    }
301*61046927SAndroid Build Coastguard Worker 
302*61046927SAndroid Build Coastguard Worker    /* Loop over destination buffers */
303*61046927SAndroid Build Coastguard Worker    for (buffer = 0; buffer < fb->_NumColorDrawBuffers; buffer++) {
304*61046927SAndroid Build Coastguard Worker       struct gl_renderbuffer *colorRb = fb->_ColorDrawBuffers[buffer];
305*61046927SAndroid Build Coastguard Worker       const GLboolean masking = (!GET_COLORMASK_BIT(ctx->Color.ColorMask, buffer, 0) ||
306*61046927SAndroid Build Coastguard Worker                                  !GET_COLORMASK_BIT(ctx->Color.ColorMask, buffer, 1) ||
307*61046927SAndroid Build Coastguard Worker                                  !GET_COLORMASK_BIT(ctx->Color.ColorMask, buffer, 2) ||
308*61046927SAndroid Build Coastguard Worker                                  !GET_COLORMASK_BIT(ctx->Color.ColorMask, buffer, 3));
309*61046927SAndroid Build Coastguard Worker       GLbitfield mappingFlags = GL_MAP_WRITE_BIT;
310*61046927SAndroid Build Coastguard Worker 
311*61046927SAndroid Build Coastguard Worker       if (masking)
312*61046927SAndroid Build Coastguard Worker          mappingFlags |= GL_MAP_READ_BIT;
313*61046927SAndroid Build Coastguard Worker 
314*61046927SAndroid Build Coastguard Worker       /* Map color buffer */
315*61046927SAndroid Build Coastguard Worker       _mesa_map_renderbuffer(ctx, colorRb, xpos, ypos, width, height,
316*61046927SAndroid Build Coastguard Worker                                   mappingFlags, &colorMap, &colorRowStride,
317*61046927SAndroid Build Coastguard Worker                                   fb->FlipY);
318*61046927SAndroid Build Coastguard Worker       if (!colorMap) {
319*61046927SAndroid Build Coastguard Worker          _mesa_error(ctx, GL_OUT_OF_MEMORY, "glAccum");
320*61046927SAndroid Build Coastguard Worker          continue;
321*61046927SAndroid Build Coastguard Worker       }
322*61046927SAndroid Build Coastguard Worker 
323*61046927SAndroid Build Coastguard Worker       if (accRb->Format == MESA_FORMAT_RGBA_SNORM16) {
324*61046927SAndroid Build Coastguard Worker          const GLfloat scale = value / 32767.0f;
325*61046927SAndroid Build Coastguard Worker          GLint i, j;
326*61046927SAndroid Build Coastguard Worker          GLfloat (*rgba)[4], (*dest)[4];
327*61046927SAndroid Build Coastguard Worker 
328*61046927SAndroid Build Coastguard Worker          rgba = malloc(width * 4 * sizeof(GLfloat));
329*61046927SAndroid Build Coastguard Worker          dest = malloc(width * 4 * sizeof(GLfloat));
330*61046927SAndroid Build Coastguard Worker 
331*61046927SAndroid Build Coastguard Worker          if (rgba && dest) {
332*61046927SAndroid Build Coastguard Worker             for (j = 0; j < height; j++) {
333*61046927SAndroid Build Coastguard Worker                GLshort *acc = (GLshort *) accMap;
334*61046927SAndroid Build Coastguard Worker 
335*61046927SAndroid Build Coastguard Worker                for (i = 0; i < width; i++) {
336*61046927SAndroid Build Coastguard Worker                   rgba[i][0] = acc[i * 4 + 0] * scale;
337*61046927SAndroid Build Coastguard Worker                   rgba[i][1] = acc[i * 4 + 1] * scale;
338*61046927SAndroid Build Coastguard Worker                   rgba[i][2] = acc[i * 4 + 2] * scale;
339*61046927SAndroid Build Coastguard Worker                   rgba[i][3] = acc[i * 4 + 3] * scale;
340*61046927SAndroid Build Coastguard Worker                }
341*61046927SAndroid Build Coastguard Worker 
342*61046927SAndroid Build Coastguard Worker                if (masking) {
343*61046927SAndroid Build Coastguard Worker 
344*61046927SAndroid Build Coastguard Worker                   /* get existing colors from dest buffer */
345*61046927SAndroid Build Coastguard Worker                   _mesa_unpack_rgba_row(colorRb->Format, width, colorMap, dest);
346*61046927SAndroid Build Coastguard Worker 
347*61046927SAndroid Build Coastguard Worker                   /* use the dest colors where mask[channel] = 0 */
348*61046927SAndroid Build Coastguard Worker                   if (!GET_COLORMASK_BIT(ctx->Color.ColorMask, buffer, 0)) {
349*61046927SAndroid Build Coastguard Worker                      for (i = 0; i < width; i++)
350*61046927SAndroid Build Coastguard Worker                         rgba[i][RCOMP] = dest[i][RCOMP];
351*61046927SAndroid Build Coastguard Worker                   }
352*61046927SAndroid Build Coastguard Worker                   if (!GET_COLORMASK_BIT(ctx->Color.ColorMask, buffer, 1)) {
353*61046927SAndroid Build Coastguard Worker                      for (i = 0; i < width; i++)
354*61046927SAndroid Build Coastguard Worker                         rgba[i][GCOMP] = dest[i][GCOMP];
355*61046927SAndroid Build Coastguard Worker                   }
356*61046927SAndroid Build Coastguard Worker                   if (!GET_COLORMASK_BIT(ctx->Color.ColorMask, buffer, 2)) {
357*61046927SAndroid Build Coastguard Worker                      for (i = 0; i < width; i++)
358*61046927SAndroid Build Coastguard Worker                         rgba[i][BCOMP] = dest[i][BCOMP];
359*61046927SAndroid Build Coastguard Worker                   }
360*61046927SAndroid Build Coastguard Worker                   if (!GET_COLORMASK_BIT(ctx->Color.ColorMask, buffer, 3)) {
361*61046927SAndroid Build Coastguard Worker                      for (i = 0; i < width; i++)
362*61046927SAndroid Build Coastguard Worker                         rgba[i][ACOMP] = dest[i][ACOMP];
363*61046927SAndroid Build Coastguard Worker                   }
364*61046927SAndroid Build Coastguard Worker                }
365*61046927SAndroid Build Coastguard Worker 
366*61046927SAndroid Build Coastguard Worker                _mesa_pack_float_rgba_row(colorRb->Format, width,
367*61046927SAndroid Build Coastguard Worker                                          (const GLfloat (*)[4]) rgba, colorMap);
368*61046927SAndroid Build Coastguard Worker 
369*61046927SAndroid Build Coastguard Worker                accMap += accRowStride;
370*61046927SAndroid Build Coastguard Worker                colorMap += colorRowStride;
371*61046927SAndroid Build Coastguard Worker             }
372*61046927SAndroid Build Coastguard Worker          }
373*61046927SAndroid Build Coastguard Worker          else {
374*61046927SAndroid Build Coastguard Worker             _mesa_error(ctx, GL_OUT_OF_MEMORY, "glAccum");
375*61046927SAndroid Build Coastguard Worker          }
376*61046927SAndroid Build Coastguard Worker          free(rgba);
377*61046927SAndroid Build Coastguard Worker          free(dest);
378*61046927SAndroid Build Coastguard Worker       }
379*61046927SAndroid Build Coastguard Worker       else {
380*61046927SAndroid Build Coastguard Worker          /* other types someday? */
381*61046927SAndroid Build Coastguard Worker       }
382*61046927SAndroid Build Coastguard Worker 
383*61046927SAndroid Build Coastguard Worker       _mesa_unmap_renderbuffer(ctx, colorRb);
384*61046927SAndroid Build Coastguard Worker    }
385*61046927SAndroid Build Coastguard Worker 
386*61046927SAndroid Build Coastguard Worker    _mesa_unmap_renderbuffer(ctx, accRb);
387*61046927SAndroid Build Coastguard Worker }
388*61046927SAndroid Build Coastguard Worker 
389*61046927SAndroid Build Coastguard Worker 
390*61046927SAndroid Build Coastguard Worker 
391*61046927SAndroid Build Coastguard Worker /**
392*61046927SAndroid Build Coastguard Worker  * Software fallback for glAccum.  A hardware driver that supports
393*61046927SAndroid Build Coastguard Worker  * signed 16-bit color channels could implement hardware accumulation
394*61046927SAndroid Build Coastguard Worker  * operations, but no driver does so at this time.
395*61046927SAndroid Build Coastguard Worker  */
396*61046927SAndroid Build Coastguard Worker static void
accum(struct gl_context * ctx,GLenum op,GLfloat value)397*61046927SAndroid Build Coastguard Worker accum(struct gl_context *ctx, GLenum op, GLfloat value)
398*61046927SAndroid Build Coastguard Worker {
399*61046927SAndroid Build Coastguard Worker    GLint xpos, ypos, width, height;
400*61046927SAndroid Build Coastguard Worker 
401*61046927SAndroid Build Coastguard Worker    if (!ctx->DrawBuffer->Attachment[BUFFER_ACCUM].Renderbuffer) {
402*61046927SAndroid Build Coastguard Worker       _mesa_warning(ctx, "Calling glAccum() without an accumulation buffer");
403*61046927SAndroid Build Coastguard Worker       return;
404*61046927SAndroid Build Coastguard Worker    }
405*61046927SAndroid Build Coastguard Worker 
406*61046927SAndroid Build Coastguard Worker    if (!_mesa_check_conditional_render(ctx))
407*61046927SAndroid Build Coastguard Worker       return;
408*61046927SAndroid Build Coastguard Worker 
409*61046927SAndroid Build Coastguard Worker    _mesa_update_draw_buffer_bounds(ctx, ctx->DrawBuffer);
410*61046927SAndroid Build Coastguard Worker 
411*61046927SAndroid Build Coastguard Worker    xpos = ctx->DrawBuffer->_Xmin;
412*61046927SAndroid Build Coastguard Worker    ypos = ctx->DrawBuffer->_Ymin;
413*61046927SAndroid Build Coastguard Worker    width =  ctx->DrawBuffer->_Xmax - ctx->DrawBuffer->_Xmin;
414*61046927SAndroid Build Coastguard Worker    height = ctx->DrawBuffer->_Ymax - ctx->DrawBuffer->_Ymin;
415*61046927SAndroid Build Coastguard Worker 
416*61046927SAndroid Build Coastguard Worker    switch (op) {
417*61046927SAndroid Build Coastguard Worker    case GL_ADD:
418*61046927SAndroid Build Coastguard Worker       if (value != 0.0F) {
419*61046927SAndroid Build Coastguard Worker          accum_scale_or_bias(ctx, value, xpos, ypos, width, height, GL_TRUE);
420*61046927SAndroid Build Coastguard Worker       }
421*61046927SAndroid Build Coastguard Worker       break;
422*61046927SAndroid Build Coastguard Worker    case GL_MULT:
423*61046927SAndroid Build Coastguard Worker       if (value != 1.0F) {
424*61046927SAndroid Build Coastguard Worker          accum_scale_or_bias(ctx, value, xpos, ypos, width, height, GL_FALSE);
425*61046927SAndroid Build Coastguard Worker       }
426*61046927SAndroid Build Coastguard Worker       break;
427*61046927SAndroid Build Coastguard Worker    case GL_ACCUM:
428*61046927SAndroid Build Coastguard Worker       if (value != 0.0F) {
429*61046927SAndroid Build Coastguard Worker          accum_or_load(ctx, value, xpos, ypos, width, height, GL_FALSE);
430*61046927SAndroid Build Coastguard Worker       }
431*61046927SAndroid Build Coastguard Worker       break;
432*61046927SAndroid Build Coastguard Worker    case GL_LOAD:
433*61046927SAndroid Build Coastguard Worker       accum_or_load(ctx, value, xpos, ypos, width, height, GL_TRUE);
434*61046927SAndroid Build Coastguard Worker       break;
435*61046927SAndroid Build Coastguard Worker    case GL_RETURN:
436*61046927SAndroid Build Coastguard Worker       accum_return(ctx, value, xpos, ypos, width, height);
437*61046927SAndroid Build Coastguard Worker       break;
438*61046927SAndroid Build Coastguard Worker    default:
439*61046927SAndroid Build Coastguard Worker       unreachable("invalid mode in _mesa_Accum()");
440*61046927SAndroid Build Coastguard Worker       break;
441*61046927SAndroid Build Coastguard Worker    }
442*61046927SAndroid Build Coastguard Worker }
443*61046927SAndroid Build Coastguard Worker 
444*61046927SAndroid Build Coastguard Worker 
445*61046927SAndroid Build Coastguard Worker void
_mesa_init_accum(struct gl_context * ctx)446*61046927SAndroid Build Coastguard Worker _mesa_init_accum( struct gl_context *ctx )
447*61046927SAndroid Build Coastguard Worker {
448*61046927SAndroid Build Coastguard Worker    /* Accumulate buffer group */
449*61046927SAndroid Build Coastguard Worker    ASSIGN_4V( ctx->Accum.ClearColor, 0.0, 0.0, 0.0, 0.0 );
450*61046927SAndroid Build Coastguard Worker }
451*61046927SAndroid Build Coastguard Worker 
452*61046927SAndroid Build Coastguard Worker 
453*61046927SAndroid Build Coastguard Worker void GLAPIENTRY
_mesa_Accum(GLenum op,GLfloat value)454*61046927SAndroid Build Coastguard Worker _mesa_Accum( GLenum op, GLfloat value )
455*61046927SAndroid Build Coastguard Worker {
456*61046927SAndroid Build Coastguard Worker    GET_CURRENT_CONTEXT(ctx);
457*61046927SAndroid Build Coastguard Worker    FLUSH_VERTICES(ctx, 0, 0);
458*61046927SAndroid Build Coastguard Worker 
459*61046927SAndroid Build Coastguard Worker    switch (op) {
460*61046927SAndroid Build Coastguard Worker    case GL_ADD:
461*61046927SAndroid Build Coastguard Worker    case GL_MULT:
462*61046927SAndroid Build Coastguard Worker    case GL_ACCUM:
463*61046927SAndroid Build Coastguard Worker    case GL_LOAD:
464*61046927SAndroid Build Coastguard Worker    case GL_RETURN:
465*61046927SAndroid Build Coastguard Worker       /* OK */
466*61046927SAndroid Build Coastguard Worker       break;
467*61046927SAndroid Build Coastguard Worker    default:
468*61046927SAndroid Build Coastguard Worker       _mesa_error(ctx, GL_INVALID_ENUM, "glAccum(op)");
469*61046927SAndroid Build Coastguard Worker       return;
470*61046927SAndroid Build Coastguard Worker    }
471*61046927SAndroid Build Coastguard Worker 
472*61046927SAndroid Build Coastguard Worker    if (ctx->DrawBuffer->Visual.accumRedBits == 0) {
473*61046927SAndroid Build Coastguard Worker       _mesa_error(ctx, GL_INVALID_OPERATION, "glAccum(no accum buffer)");
474*61046927SAndroid Build Coastguard Worker       return;
475*61046927SAndroid Build Coastguard Worker    }
476*61046927SAndroid Build Coastguard Worker 
477*61046927SAndroid Build Coastguard Worker    if (ctx->DrawBuffer != ctx->ReadBuffer) {
478*61046927SAndroid Build Coastguard Worker       /* See GLX_SGI_make_current_read or WGL_ARB_make_current_read,
479*61046927SAndroid Build Coastguard Worker        * or GL_EXT_framebuffer_blit.
480*61046927SAndroid Build Coastguard Worker        */
481*61046927SAndroid Build Coastguard Worker       _mesa_error(ctx, GL_INVALID_OPERATION,
482*61046927SAndroid Build Coastguard Worker                   "glAccum(different read/draw buffers)");
483*61046927SAndroid Build Coastguard Worker       return;
484*61046927SAndroid Build Coastguard Worker    }
485*61046927SAndroid Build Coastguard Worker 
486*61046927SAndroid Build Coastguard Worker    if (ctx->NewState)
487*61046927SAndroid Build Coastguard Worker       _mesa_update_state(ctx);
488*61046927SAndroid Build Coastguard Worker 
489*61046927SAndroid Build Coastguard Worker    if (ctx->DrawBuffer->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
490*61046927SAndroid Build Coastguard Worker       _mesa_error(ctx, GL_INVALID_FRAMEBUFFER_OPERATION_EXT,
491*61046927SAndroid Build Coastguard Worker                   "glAccum(incomplete framebuffer)");
492*61046927SAndroid Build Coastguard Worker       return;
493*61046927SAndroid Build Coastguard Worker    }
494*61046927SAndroid Build Coastguard Worker 
495*61046927SAndroid Build Coastguard Worker    if (ctx->RasterDiscard)
496*61046927SAndroid Build Coastguard Worker       return;
497*61046927SAndroid Build Coastguard Worker 
498*61046927SAndroid Build Coastguard Worker    if (ctx->RenderMode == GL_RENDER) {
499*61046927SAndroid Build Coastguard Worker       accum(ctx, op, value);
500*61046927SAndroid Build Coastguard Worker    }
501*61046927SAndroid Build Coastguard Worker }
502