146 if (
PB->count==0)
goto CleanUp;
158 mask[
i] = (
x[
i]>=xmin) & (
x[
i]<=xmax) & (
y[
i]>=ymin) & (
y[
i]<=ymax);
162 if (
ctx->Visual->RGBAflag) {
164 if (
PB->mono &&
ctx->MutablePixels) {
173 if (
ctx->MutablePixels || !
PB->mono) {
175 if (
ctx->Texture.Enabled) {
183 ||
ctx->Texture.Enabled)) {
190 if (
ctx->Color.AlphaEnabled) {
196 if (
ctx->Stencil.Enabled) {
204 else if (
ctx->Depth.Test) {
221 if (
ctx->Color.SWLogicOpEnabled) {
225 else if (
ctx->Color.BlendEnabled) {
230 if (
ctx->Color.SWmasking) {
236 (*
ctx->Driver.WriteColorPixels)(
ctx,
PB->count,
PB->x,
PB->y,
245 if (
ctx->Color.SWLogicOpEnabled) {
249 else if (
ctx->Color.BlendEnabled) {
251 rsave, gsave, bsave, asave,
mask );
253 if (
ctx->Color.SWmasking) {
255 rsave, gsave, bsave, asave,
mask);
257 (*
ctx->Driver.WriteColorPixels)(
ctx,
PB->count,
PB->x,
PB->y,
258 rsave, gsave, bsave, asave,
mask);
260 ctx->Buffer->Alpha =
ctx->Buffer->BackAlpha;
263 ctx->Buffer->Alpha =
ctx->Buffer->FrontAlpha;
274 if (
ctx->Color.AlphaEnabled) {
280 if (
ctx->Stencil.Enabled) {
288 else if (
ctx->Depth.Test) {
317 ctx->Buffer->Alpha =
ctx->Buffer->BackAlpha;
320 ctx->Buffer->Alpha =
ctx->Buffer->FrontAlpha;
331 if (
PB->mono &&
ctx->MutablePixels) {
341 if (
ctx->MutablePixels || !
PB->mono) {
352 if (
ctx->Stencil.Enabled) {
360 else if (
ctx->Depth.Test) {
374 if (
ctx->Color.SWLogicOpEnabled) {
378 if (
ctx->Color.SWmasking) {
383 (*
ctx->Driver.WriteIndexPixels)(
ctx,
PB->count,
PB->x,
PB->y,
390 if (
ctx->Color.SWLogicOpEnabled) {
393 if (
ctx->Color.SWmasking) {
397 (*
ctx->Driver.WriteIndexPixels)(
ctx,
PB->count,
PB->x,
PB->y,
409 if (
ctx->Stencil.Enabled) {
417 else if (
ctx->Depth.Test) {
427 (*
ctx->Driver.Index)(
ctx,
PB->index );
GLint gl_alpha_test(GLcontext *ctx, GLuint n, const GLubyte alpha[], GLubyte mask[])
void gl_write_alpha_pixels(GLcontext *ctx, GLuint n, const GLint x[], const GLint y[], const GLubyte alpha[], const GLubyte mask[])
void gl_write_mono_alpha_pixels(GLcontext *ctx, GLuint n, const GLint x[], const GLint y[], GLubyte alpha, const GLubyte mask[])
void gl_blend_pixels(GLcontext *ctx, GLuint n, const GLint x[], const GLint y[], GLubyte red[], GLubyte green[], GLubyte blue[], GLubyte alpha[], GLubyte mask[])
void gl_texture_pixels(GLcontext *ctx, GLuint n, const GLfloat s[], const GLfloat t[], const GLfloat r[], const GLfloat lambda[], GLubyte red[], GLubyte green[], GLubyte blue[], GLubyte alpha[])
#define FRONT_AND_BACK_BIT
void gl_fog_color_pixels(GLcontext *ctx, GLuint n, const GLdepth z[], GLubyte red[], GLubyte green[], GLubyte blue[], GLubyte alpha[])
void gl_fog_index_pixels(GLcontext *ctx, GLuint n, const GLdepth z[], GLuint index[])
GLint GLint GLint GLint GLint x
GLclampf GLclampf GLclampf alpha
GLint GLint GLint GLint GLint GLint y
GLsizei GLenum const GLvoid GLsizei GLenum GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLint GLint GLint GLshort GLshort GLshort GLubyte GLubyte GLubyte GLuint GLuint GLuint GLushort GLushort GLushort GLbyte GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLfloat GLint GLint GLint GLint GLshort GLshort GLshort GLshort GLubyte GLubyte GLubyte GLubyte GLuint GLuint GLuint GLuint GLushort GLushort GLushort GLushort GLboolean const GLdouble const GLfloat const GLint const GLshort const GLbyte const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLdouble const GLfloat const GLfloat const GLint const GLint const GLshort const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort GLenum GLenum GLenum GLfloat GLenum GLint GLenum GLenum GLenum GLfloat GLenum GLenum GLint GLenum GLfloat GLenum GLint GLint GLushort GLenum GLenum GLfloat GLenum GLenum GLint GLfloat const GLubyte GLenum GLenum GLenum const GLfloat GLenum GLenum const GLint GLenum GLint GLint GLsizei GLsizei GLint GLenum GLenum const GLvoid GLenum GLenum const GLfloat GLenum GLenum const GLint GLenum GLenum const GLdouble GLenum GLenum const GLfloat GLenum GLenum const GLint GLsizei GLuint GLfloat GLuint GLbitfield GLfloat GLint GLuint GLboolean GLenum GLfloat GLenum GLbitfield GLenum GLfloat GLfloat GLint GLint const GLfloat GLenum GLfloat GLfloat GLint GLint GLfloat GLfloat GLint GLint const GLfloat GLint GLfloat GLfloat GLint GLfloat GLfloat GLint GLfloat GLfloat const GLdouble const GLfloat const GLdouble const GLfloat GLint i
void gl_logicop_rgba_pixels(GLcontext *ctx, GLuint n, const GLint x[], const GLint y[], GLubyte red[], GLubyte green[], GLubyte blue[], GLubyte alpha[], GLubyte mask[])
void gl_logicop_ci_pixels(GLcontext *ctx, GLuint n, const GLint x[], const GLint y[], GLuint index[], GLubyte mask[])
#define DEFARRAY(TYPE, NAME, SIZE)
#define MEMSET(DST, VAL, N)
#define MEMCPY(DST, SRC, BYTES)
void gl_mask_color_pixels(GLcontext *ctx, GLuint n, const GLint x[], const GLint y[], GLubyte red[], GLubyte green[], GLubyte blue[], GLubyte alpha[], const GLubyte mask[])
void gl_mask_index_pixels(GLcontext *ctx, GLuint n, const GLint x[], const GLint y[], GLuint index[], const GLubyte mask[])
struct pixel_buffer * gl_alloc_pb(void)
void gl_flush_pb(GLcontext *ctx)
void gl_depth_stencil_pixels(GLcontext *ctx, GLuint n, const GLint x[], const GLint y[], const GLdepth z[], GLubyte mask[])
GLint gl_stencil_pixels(GLcontext *ctx, GLuint n, const GLint x[], const GLint y[], GLubyte mask[])