diff options
Diffstat (limited to 'src/mesa/swrast/swrast.h')
-rw-r--r-- | src/mesa/swrast/swrast.h | 258 |
1 files changed, 256 insertions, 2 deletions
diff --git a/src/mesa/swrast/swrast.h b/src/mesa/swrast/swrast.h index eaea8cd7e81..76453cdaef9 100644 --- a/src/mesa/swrast/swrast.h +++ b/src/mesa/swrast/swrast.h @@ -1,4 +1,4 @@ -/* $Id: swrast.h,v 1.11 2001/03/12 00:48:42 gareth Exp $ */ +/* $Id: swrast.h,v 1.12 2001/03/19 02:25:36 keithw Exp $ */ /* * Mesa 3-D graphics library @@ -67,6 +67,7 @@ typedef struct { } SWvertex; +struct swrast_device_driver; /* These are the public-access functions exported from swrast. @@ -80,7 +81,10 @@ _swrast_CreateContext( GLcontext *ctx ); extern void _swrast_DestroyContext( GLcontext *ctx ); - +/* Get a (non-const) reference to the device driver struct for swrast. + */ +extern struct swrast_device_driver * +_swrast_GetDeviceDriverReference( GLcontext *ctx ); extern void _swrast_Bitmap( GLcontext *ctx, @@ -168,4 +172,254 @@ _swrast_allow_pixel_fog( GLcontext *ctx, GLboolean value ); extern void _swrast_print_vertex( GLcontext *ctx, const SWvertex *v ); + +/* + * Imaging fallbacks (a better solution should be found, perhaps + * moving all the imaging fallback code to a new module) + */ +void +_swrast_CopyConvolutionFilter2D(GLcontext *ctx, GLenum target, + GLenum internalFormat, + GLint x, GLint y, GLsizei width, + GLsizei height); +void +_swrast_CopyConvolutionFilter1D(GLcontext *ctx, GLenum target, + GLenum internalFormat, + GLint x, GLint y, GLsizei width); +void +_swrast_CopyColorSubTable( GLcontext *ctx,GLenum target, GLsizei start, + GLint x, GLint y, GLsizei width); +void +_swrast_CopyColorTable( GLcontext *ctx, + GLenum target, GLenum internalformat, + GLint x, GLint y, GLsizei width); + + +/* + * Texture fallbacks, Brian Paul. Could also live in a new module + * with the rest of the texture store fallbacks? + */ +extern void +_swrast_copy_teximage1d(GLcontext *ctx, GLenum target, GLint level, + GLenum internalFormat, + GLint x, GLint y, GLsizei width, GLint border); + +extern void +_swrast_copy_teximage2d(GLcontext *ctx, GLenum target, GLint level, + GLenum internalFormat, + GLint x, GLint y, GLsizei width, GLsizei height, + GLint border); + + +extern void +_swrast_copy_texsubimage1d(GLcontext *ctx, GLenum target, GLint level, + GLint xoffset, GLint x, GLint y, GLsizei width); + +extern void +_swrast_copy_texsubimage2d(GLcontext *ctx, + GLenum target, GLint level, + GLint xoffset, GLint yoffset, + GLint x, GLint y, GLsizei width, GLsizei height); + +extern void +_swrast_copy_texsubimage3d(GLcontext *ctx, + GLenum target, GLint level, + GLint xoffset, GLint yoffset, GLint zoffset, + GLint x, GLint y, GLsizei width, GLsizei height); + + + +/* The driver interface for the software rasterizer. Unless otherwise + * noted, all functions are mandatory. + */ +struct swrast_device_driver { + + void (*SetReadBuffer)( GLcontext *ctx, GLframebuffer *colorBuffer, + GLenum buffer ); + /* + * Specifies the current buffer for span/pixel reading. + * colorBuffer will be one of: + * GL_FRONT_LEFT - this buffer always exists + * GL_BACK_LEFT - when double buffering + * GL_FRONT_RIGHT - when using stereo + * GL_BACK_RIGHT - when using stereo and double buffering + */ + + + /*** + *** Functions for synchronizing access to the framebuffer: + ***/ + + void (*SpanRenderStart)(GLcontext *ctx); + void (*SpanRenderFinish)(GLcontext *ctx); + /* OPTIONAL. + * + * Called before and after all rendering operations, including DrawPixels, + * ReadPixels, Bitmap, span functions, and CopyTexImage, etc commands. + * These are a suitable place for grabbing/releasing hardware locks. + * + * NOTE: The swrast triangle/line/point routines *DO NOT* call + * these functions. Locking in that case must be organized by the + * driver by other mechanisms. + */ + + /*** + *** Functions for writing pixels to the frame buffer: + ***/ + + void (*WriteRGBASpan)( const GLcontext *ctx, + GLuint n, GLint x, GLint y, + CONST GLchan rgba[][4], const GLubyte mask[] ); + void (*WriteRGBSpan)( const GLcontext *ctx, + GLuint n, GLint x, GLint y, + CONST GLchan rgb[][3], const GLubyte mask[] ); + /* Write a horizontal run of RGBA or RGB pixels. + * If mask is NULL, draw all pixels. + * If mask is not null, only draw pixel [i] when mask [i] is true. + */ + + void (*WriteMonoRGBASpan)( const GLcontext *ctx, GLuint n, GLint x, GLint y, + const GLchan color[4], const GLubyte mask[] ); + /* Write a horizontal run of RGBA pixels all with the same color. + */ + + void (*WriteRGBAPixels)( const GLcontext *ctx, + GLuint n, const GLint x[], const GLint y[], + CONST GLchan rgba[][4], const GLubyte mask[] ); + /* Write array of RGBA pixels at random locations. + */ + + void (*WriteMonoRGBAPixels)( const GLcontext *ctx, + GLuint n, const GLint x[], const GLint y[], + const GLchan color[4], const GLubyte mask[] ); + /* Write an array of mono-RGBA pixels at random locations. + */ + + void (*WriteCI32Span)( const GLcontext *ctx, GLuint n, GLint x, GLint y, + const GLuint index[], const GLubyte mask[] ); + void (*WriteCI8Span)( const GLcontext *ctx, GLuint n, GLint x, GLint y, + const GLubyte index[], const GLubyte mask[] ); + /* Write a horizontal run of CI pixels. One function is for 32bpp + * indexes and the other for 8bpp pixels (the common case). You mus + * implement both for color index mode. + */ + + void (*WriteMonoCISpan)( const GLcontext *ctx, GLuint n, GLint x, GLint y, + GLuint colorIndex, const GLubyte mask[] ); + /* Write a horizontal run of color index pixels using the color index + * last specified by the Index() function. + */ + + void (*WriteCI32Pixels)( const GLcontext *ctx, + GLuint n, const GLint x[], const GLint y[], + const GLuint index[], const GLubyte mask[] ); + /* + * Write a random array of CI pixels. + */ + + void (*WriteMonoCIPixels)( const GLcontext *ctx, + GLuint n, const GLint x[], const GLint y[], + GLuint colorIndex, const GLubyte mask[] ); + /* Write a random array of color index pixels using the color index + * last specified by the Index() function. + */ + + + /*** + *** Functions to read pixels from frame buffer: + ***/ + + void (*ReadCI32Span)( const GLcontext *ctx, + GLuint n, GLint x, GLint y, GLuint index[] ); + /* Read a horizontal run of color index pixels. + */ + + void (*ReadRGBASpan)( const GLcontext *ctx, GLuint n, GLint x, GLint y, + GLchan rgba[][4] ); + /* Read a horizontal run of RGBA pixels. + */ + + void (*ReadCI32Pixels)( const GLcontext *ctx, + GLuint n, const GLint x[], const GLint y[], + GLuint indx[], const GLubyte mask[] ); + /* Read a random array of CI pixels. + */ + + void (*ReadRGBAPixels)( const GLcontext *ctx, + GLuint n, const GLint x[], const GLint y[], + GLchan rgba[][4], const GLubyte mask[] ); + /* Read a random array of RGBA pixels. + */ + + + + /*** + *** For supporting hardware Z buffers: + *** Either ALL or NONE of these functions must be implemented! + *** NOTE that Each depth value is a 32-bit GLuint. If the depth + *** buffer is less than 32 bits deep then the extra upperbits are zero. + ***/ + + void (*WriteDepthSpan)( GLcontext *ctx, GLuint n, GLint x, GLint y, + const GLdepth depth[], const GLubyte mask[] ); + /* Write a horizontal span of values into the depth buffer. Only write + * depth[i] value if mask[i] is nonzero. + */ + + void (*ReadDepthSpan)( GLcontext *ctx, GLuint n, GLint x, GLint y, + GLdepth depth[] ); + /* Read a horizontal span of values from the depth buffer. + */ + + + void (*WriteDepthPixels)( GLcontext *ctx, GLuint n, + const GLint x[], const GLint y[], + const GLdepth depth[], const GLubyte mask[] ); + /* Write an array of randomly positioned depth values into the + * depth buffer. Only write depth[i] value if mask[i] is nonzero. + */ + + void (*ReadDepthPixels)( GLcontext *ctx, GLuint n, + const GLint x[], const GLint y[], + GLdepth depth[] ); + /* Read an array of randomly positioned depth values from the depth buffer. + */ + + + + /*** + *** For supporting hardware stencil buffers: + *** Either ALL or NONE of these functions must be implemented! + ***/ + + void (*WriteStencilSpan)( GLcontext *ctx, GLuint n, GLint x, GLint y, + const GLstencil stencil[], const GLubyte mask[] ); + /* Write a horizontal span of stencil values into the stencil buffer. + * If mask is NULL, write all stencil values. + * Else, only write stencil[i] if mask[i] is non-zero. + */ + + void (*ReadStencilSpan)( GLcontext *ctx, GLuint n, GLint x, GLint y, + GLstencil stencil[] ); + /* Read a horizontal span of stencil values from the stencil buffer. + */ + + void (*WriteStencilPixels)( GLcontext *ctx, GLuint n, + const GLint x[], const GLint y[], + const GLstencil stencil[], + const GLubyte mask[] ); + /* Write an array of stencil values into the stencil buffer. + * If mask is NULL, write all stencil values. + * Else, only write stencil[i] if mask[i] is non-zero. + */ + + void (*ReadStencilPixels)( GLcontext *ctx, GLuint n, + const GLint x[], const GLint y[], + GLstencil stencil[] ); + /* Read an array of stencil values from the stencil buffer. + */ +}; + + + #endif |