/*
 * Mesa 3-D graphics library
 * Version:  6.5.3
 *
 * Copyright (C) 1999-2007  Brian Paul   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, sublicense,
 * 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 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 NONINFRINGEMENT.  IN NO EVENT SHALL
 * BRIAN PAUL 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.
 */


/**
 * \file swrast/s_context.h
 * \brief Software rasterization context and private types.
 * \author Keith Whitwell <keith@tungstengraphics.com>
 */

/**
 * \mainpage swrast module
 *
 * This module, software rasterization, contains the software fallback
 * routines for drawing points, lines, triangles, bitmaps and images.
 * All rendering boils down to writing spans (arrays) of pixels with
 * particular colors.  The span-writing routines must be implemented
 * by the device driver.
 */


#ifndef S_CONTEXT_H
#define S_CONTEXT_H

#include "main/mtypes.h"
#include "shader/prog_execute.h"
#include "swrast.h"
#include "s_span.h"


typedef void (*texture_sample_func)(GLcontext *ctx,
                                    const struct gl_texture_object *tObj,
                                    GLuint n, const GLfloat texcoords[][4],
                                    const GLfloat lambda[], GLchan rgba[][4]);

typedef void (_ASMAPIP blend_func)( GLcontext *ctx, GLuint n,
                                    const GLubyte mask[],
                                    GLvoid *src, const GLvoid *dst,
                                    GLenum chanType);

typedef void (*swrast_point_func)( GLcontext *ctx, const SWvertex *);

typedef void (*swrast_line_func)( GLcontext *ctx,
                                  const SWvertex *, const SWvertex *);

typedef void (*swrast_tri_func)( GLcontext *ctx, const SWvertex *,
                                 const SWvertex *, const SWvertex *);


typedef void (*validate_texture_image_func)(GLcontext *ctx,
                                            struct gl_texture_object *texObj,
                                            GLuint face, GLuint level);


/**
 * \defgroup Bitmasks
 * Bitmasks to indicate which rasterization options are enabled
 * (RasterMask)
 */
/*@{*/
#define ALPHATEST_BIT		0x001	/**< Alpha-test pixels */
#define BLEND_BIT		0x002	/**< Blend pixels */
#define DEPTH_BIT		0x004	/**< Depth-test pixels */
#define FOG_BIT			0x008	/**< Fog pixels */
#define LOGIC_OP_BIT		0x010	/**< Apply logic op in software */
#define CLIP_BIT		0x020	/**< Scissor or window clip pixels */
#define STENCIL_BIT		0x040	/**< Stencil pixels */
#define MASKING_BIT		0x080	/**< Do glColorMask or glIndexMask */
#define MULTI_DRAW_BIT		0x400	/**< Write to more than one color- */
                                        /**< buffer or no buffers. */
#define OCCLUSION_BIT           0x800   /**< GL_HP_occlusion_test enabled */
#define TEXTURE_BIT		0x1000	/**< Texturing really enabled */
#define FRAGPROG_BIT            0x2000  /**< Fragment program enabled */
#define ATIFRAGSHADER_BIT       0x4000  /**< ATI Fragment shader enabled */
#define CLAMPING_BIT            0x8000  /**< Clamp colors to [0,1] */
/*@}*/

#define _SWRAST_NEW_RASTERMASK (_NEW_BUFFERS|	\
			        _NEW_SCISSOR|	\
			        _NEW_COLOR|	\
			        _NEW_DEPTH|	\
			        _NEW_FOG|	\
                                _NEW_PROGRAM|   \
			        _NEW_STENCIL|	\
			        _NEW_TEXTURE|	\
			        _NEW_VIEWPORT|	\
			        _NEW_DEPTH)


/**
 * \struct SWcontext
 * \brief  Per-context state that's private to the software rasterizer module.
 */
typedef struct
{
   /** Driver interface:
    */
   struct swrast_device_driver Driver;

   /** Configuration mechanisms to make software rasterizer match
    * characteristics of the hardware rasterizer (if present):
    */
   GLboolean AllowVertexFog;
   GLboolean AllowPixelFog;

   /** Derived values, invalidated on statechanges, updated from
    * _swrast_validate_derived():
    */
   GLbitfield _RasterMask;
   GLfloat _BackfaceSign;      /** +1 or -1 */
   GLfloat _BackfaceCullSign;  /** +1, 0, or -1 */
   GLboolean _PreferPixelFog;    /* Compute fog blend factor per fragment? */
   GLboolean _AnyTextureCombine;
   GLboolean _FogEnabled;
   GLboolean _DeferredTexture;
   GLenum _FogMode;  /* either GL_FOG_MODE or fragment program's fog mode */

   /** List/array of the fragment attributes to interpolate */
   GLuint _ActiveAttribs[FRAG_ATTRIB_MAX];
   /** Same info, but as a bitmask */
   GLbitfield _ActiveAttribMask;
   /** Number of fragment attributes to interpolate */
   GLuint _NumActiveAttribs;
   /** Indicates how each attrib is to be interpolated (lines/tris) */
   GLenum _InterpMode[FRAG_ATTRIB_MAX]; /* GL_FLAT or GL_SMOOTH (for now) */

   /* Accum buffer temporaries.
    */
   GLboolean _IntegerAccumMode;	/**< Storing unscaled integers? */
   GLfloat _IntegerAccumScaler;	/**< Implicit scale factor */

   /* Working values:
    */
   GLuint StippleCounter;    /**< Line stipple counter */
   GLuint PointLineFacing;
   GLbitfield NewState;
   GLuint StateChanges;
   GLenum Primitive;    /* current primitive being drawn (ala glBegin) */

   void (*InvalidateState)( GLcontext *ctx, GLbitfield new_state );

   /**
    * When the NewState mask intersects these masks, we invalidate the
    * Point/Line/Triangle function pointers below.
    */
   /*@{*/
   GLbitfield InvalidatePointMask;
   GLbitfield InvalidateLineMask;
   GLbitfield InvalidateTriangleMask;
   /*@}*/

   /**
    * Device drivers plug in functions for these callbacks.
    * Will be called when the GL state change mask intersects the above masks.
    */
   /*@{*/
   void (*choose_point)( GLcontext * );
   void (*choose_line)( GLcontext * );
   void (*choose_triangle)( GLcontext * );
   /*@}*/

   /**
    * Current point, line and triangle drawing functions.
    */
   /*@{*/
   swrast_point_func Point;
   swrast_line_func Line;
   swrast_tri_func Triangle;
   /*@}*/

   /**
    * Placeholders for when separate specular (or secondary color) is
    * enabled but texturing is not.
    */
   /*@{*/
   swrast_point_func SpecPoint;
   swrast_line_func SpecLine;
   swrast_tri_func SpecTriangle;
   /*@}*/

   /**
    * Typically, we'll allocate a sw_span structure as a local variable
    * and set its 'array' pointer to point to this object.  The reason is
    * this object is big and causes problems when allocated on the stack
    * on some systems.
    */
   SWspanarrays *SpanArrays;
   SWspanarrays *ZoomedArrays;  /**< For pixel zooming */

   /**
    * Used to buffer N GL_POINTS, instead of rendering one by one.
    */
   SWspan PointSpan;

   /** Internal hooks, kept up to date by the same mechanism as above.
    */
   blend_func BlendFunc;
   texture_sample_func TextureSample[MAX_TEXTURE_IMAGE_UNITS];

   /** Buffer for saving the sampled texture colors.
    * Needed for GL_ARB_texture_env_crossbar implementation.
    */
   GLchan *TexelBuffer;

   validate_texture_image_func ValidateTextureImage;

   /** State used during execution of fragment programs */
   struct gl_program_machine FragProgMachine;

} SWcontext;


extern void
_swrast_validate_derived( GLcontext *ctx );

extern void
_swrast_update_texture_samplers(GLcontext *ctx);


#define SWRAST_CONTEXT(ctx) ((SWcontext *)ctx->swrast_context)

#define RENDER_START(SWctx, GLctx)			\
   do {							\
      if ((SWctx)->Driver.SpanRenderStart) {		\
         (*(SWctx)->Driver.SpanRenderStart)(GLctx);	\
      }							\
   } while (0)

#define RENDER_FINISH(SWctx, GLctx)			\
   do {							\
      if ((SWctx)->Driver.SpanRenderFinish) {		\
         (*(SWctx)->Driver.SpanRenderFinish)(GLctx);	\
      }							\
   } while (0)



/**
 * Size of an RGBA pixel, in bytes, for given datatype.
 */
#define RGBA_PIXEL_SIZE(TYPE)                                     \
         ((TYPE == GL_UNSIGNED_BYTE) ? 4 * sizeof(GLubyte) :      \
          ((TYPE == GL_UNSIGNED_SHORT) ? 4 * sizeof(GLushort)     \
           : 4 * sizeof(GLfloat)))



/*
 * XXX these macros are just bandages for now in order to make
 * CHAN_BITS==32 compile cleanly.
 * These should probably go elsewhere at some point.
 */
#if CHAN_TYPE == GL_FLOAT
#define ChanToFixed(X)  (X)
#define FixedToChan(X)  (X)
#else
#define ChanToFixed(X)  IntToFixed(X)
#define FixedToChan(X)  FixedToInt(X)
#endif


/**
 * For looping over fragment attributes in the pointe, line
 * triangle rasterizers.
 */
#define ATTRIB_LOOP_BEGIN                                \
   {                                                     \
      GLuint a;                                          \
      for (a = 0; a < swrast->_NumActiveAttribs; a++) {  \
         const GLuint attr = swrast->_ActiveAttribs[a];

#define ATTRIB_LOOP_END } }



#endif