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+/**************************************************************************
+ *
+ * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
+ * 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, sub license, 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 (including the
+ * next paragraph) 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 NON-INFRINGEMENT.
+ * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS 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.
+ *
+ **************************************************************************/
+
+/* Authors: Keith Whitwell <[email protected]>
+ */
+#ifndef G_HEADERS_H
+#define G_HEADERS_H
+
+#define PRIM_POINT 1
+#define PRIM_LINE 2
+#define PRIM_TRI 3
+
+struct prim_header {
+ GLfloat det;
+ struct vertex_header *v[3];
+};
+
+/* Carry some useful information around with the vertices in the prim
+ * pipe.
+ */
+struct vertex_header {
+ GLuint clipmask:12;
+ GLuint edgeflag:1;
+ GLuint pad:19;
+
+ GLfloat clip[4];
+
+ GLfloat data[][4]; /* Note variable size */
+};
+
+
+
+
+
+/* The rasterizer generates 2x2 quads of fragment and feeds them to
+ * the current fp_machine (see below).
+ */
+#define QUAD_BOTTOM_LEFT 0
+#define QUAD_BOTTOM_RIGHT 1
+#define QUAD_TOP_LEFT 2
+#define QUAD_TOP_RIGHT 3
+#define QUAD_SIZE (2*2)
+
+#define MASK_BOTTOM_LEFT 0x1
+#define MASK_BOTTOM_RIGHT 0x2
+#define MASK_TOP_LEFT 0x4
+#define MASK_TOP_RIGHT 0x8
+#define MASK_ALL 0xf
+
+
+#define NUM_CHANNELS 4 /* avoid confusion between 4 pixels and 4 channels */
+
+
+struct setup_coefficient {
+ GLfloat a0[NUM_CHANNELS]; /* in an xyzw layout */
+ GLfloat dadx[NUM_CHANNELS];
+ GLfloat dady[NUM_CHANNELS];
+};
+
+
+
+/* Encodes everything we need to know about a 2x2 pixel block. Uses
+ * "Channel-Serial" or "SoA" layout.
+ *
+ * Will expand to include non-attribute things like AA coverage and
+ * maybe prefetched depth from the depth buffer.
+ */
+struct quad_header {
+ GLint x0;
+ GLint y0;
+ GLuint mask;
+ GLuint facing; /**< Front or back facing? */
+
+ struct {
+ GLfloat color[4][QUAD_SIZE]; /* rrrr, gggg, bbbb, aaaa */
+ GLfloat depth[QUAD_SIZE];
+ } outputs;
+
+ const struct setup_coefficient *coef;
+
+ const enum interp_mode *interp; /* XXX: this information should be
+ * encoded in fragment program DECL
+ * statements. */
+
+ GLuint nr_attrs;
+};
+
+
+
+
+
+#endif