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-rw-r--r--src/mesa/swrast/swrast.h101
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;