diff options
author | Brian Paul <[email protected]> | 2001-12-17 04:54:35 +0000 |
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committer | Brian Paul <[email protected]> | 2001-12-17 04:54:35 +0000 |
commit | 10f30eb43835c57c00783390a02d72daf4f78e26 (patch) | |
tree | d97fd3ed55c760c4d0fb8763d4819b46b35d15ca /src/mesa/swrast/swrast.h | |
parent | 57d6e1aebf1f850686a2c8d3a246fb388ec23979 (diff) |
first checkpoint commit of Klaus's new span code (struct sw_span)
Diffstat (limited to 'src/mesa/swrast/swrast.h')
-rw-r--r-- | src/mesa/swrast/swrast.h | 101 |
1 files changed, 100 insertions, 1 deletions
diff --git a/src/mesa/swrast/swrast.h b/src/mesa/swrast/swrast.h index 76453cdaef9..5f9a2bbb53e 100644 --- a/src/mesa/swrast/swrast.h +++ b/src/mesa/swrast/swrast.h @@ -1,4 +1,4 @@ -/* $Id: swrast.h,v 1.12 2001/03/19 02:25:36 keithw Exp $ */ +/* $Id: swrast.h,v 1.13 2001/12/17 04:54:35 brianp Exp $ */ /* * Mesa 3-D graphics library @@ -67,6 +67,105 @@ typedef struct { } SWvertex; +/* + * The sw_span structure is used by the triangle template code in + * s_tritemp.h. It describes how colors, Z, texcoords, etc are to be + * interpolated across each scanline of triangle. + * With this structure it's easy to hand-off span rasterization to a + * subroutine instead of doing it all inline like we used to do. + * It also cleans up the local variable namespace a great deal. + * + * It would be interesting to experiment with multiprocessor rasterization + * with this structure. The triangle rasterizer could simply emit a + * stream of these structures which would be consumed by one or more + * span-processing threads which could run in parallel. + */ + + +/* When the sw_span struct is initialized, these flags indicates + * which values are needed for rendering the triangle. + */ +#define SPAN_RGBA 0x001 +#define SPAN_SPEC 0x002 +#define SPAN_INDEX 0x004 +#define SPAN_Z 0x008 +#define SPAN_FOG 0x010 +#define SPAN_TEXTURE 0x020 +#define SPAN_INT_TEXTURE 0x040 +#define SPAN_LAMBDA 0x080 +#define SPAN_FLAT 0x100 /* flat shading? */ + + +struct sw_span { + GLint x, y; + GLuint start, end; /* start=first pixel in span, end=last pixel in span*/ + /* only end is used until now.(end was before called count) */ + GLuint activeMask; /* OR of the SPAN_* flags */ +#if CHAN_TYPE == GL_FLOAT + GLfloat red, redStep; + GLfloat green, greenStep; + GLfloat blue, blueStep; + GLfloat alpha, alphaStep; + GLfloat specRed, specRedStep; + GLfloat specGreen, specGreenStep; + GLfloat specBlue, specBlueStep; +#else /* CHAN_TYPE == */ + GLfixed red, redStep; + GLfixed green, greenStep; + GLfixed blue, blueStep; + GLfixed alpha, alphaStep; + GLfixed specRed, specRedStep; + GLfixed specGreen, specGreenStep; + GLfixed specBlue, specBlueStep; +#endif + GLfixed index, indexStep; + GLfixed z, zStep; + GLfloat fog, fogStep; + GLfloat tex[MAX_TEXTURE_UNITS][4], texStep[MAX_TEXTURE_UNITS][4]; + GLfixed intTex[2], intTexStep[2]; + /* Needed for texture lambda (LOD) computation */ + GLfloat rho[MAX_TEXTURE_UNITS]; + GLfloat texWidth[MAX_TEXTURE_UNITS], texHeight[MAX_TEXTURE_UNITS]; + + GLboolean write_all; /* This flag indicates that only a part of */ + /*the span is visible. */ +#ifdef DEBUG + GLboolean filledDepth, filledMask, filledAlpha; + GLboolean filledColor, filledSpecular; + GLboolean filledLambda[MAX_TEXTURE_UNITS], filledTex[MAX_TEXTURE_UNITS]; + GLboolean testedDepth, testedAlpha; +#endif + /* The interpolated fragment values */ + GLdepth depth[MAX_WIDTH]; + union { + GLchan rgb[MAX_WIDTH][3]; + GLchan rgba[MAX_WIDTH][4]; + GLuint index[MAX_WIDTH]; + } color; + GLchan specular[MAX_WIDTH][4]; + GLint itexcoords[MAX_WIDTH][2]; /* s, t */ + GLfloat texcoords[MAX_TEXTURE_UNITS][MAX_WIDTH][3]; /* s, t, r */ + GLfloat lambda[MAX_TEXTURE_UNITS][MAX_WIDTH]; + GLfloat coverage[MAX_WIDTH]; + GLubyte mask[MAX_WIDTH]; +}; + +#ifdef DEBUG +#define SW_SPAN_SET_FLAG(flag) {ASSERT((flag) == GL_FALSE);(flag) = GL_TRUE;} +#define SW_SPAN_RESET(span) { \ + (span).filledDepth = (span).filledMask = (span).filledAlpha \ + = (span).filledColor = (span).filledSpecular \ + = (span).testedDepth = (span).testedAlpha = GL_FALSE; \ + MEMSET((span).filledTex, GL_FALSE, \ + MAX_TEXTURE_UNITS*sizeof(GLboolean)); \ + MEMSET((span).filledLambda, GL_FALSE, \ + MAX_TEXTURE_UNITS*sizeof(GLboolean)); \ + (span).start = 0; (span).write_all = GL_TRUE;} +#else +#define SW_SPAN_SET_FLAG(flag) ; +#define SW_SPAN_RESET(span) {(span).start = 0;(span).write_all = GL_TRUE;} +#endif + struct swrast_device_driver; |