/* * 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[], GLfloat 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 _TextureCombinePrimary; 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) */ GLboolean SpecularVertexAdd; /**< Add specular/secondary color per vertex */ 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. */ GLfloat *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); /** Return SWcontext for the given GLcontext */ static INLINE SWcontext * SWRAST_CONTEXT(GLcontext *ctx) { return (SWcontext *) ctx->swrast_context; } /** const version of above */ static INLINE const SWcontext * CONST_SWRAST_CONTEXT(const GLcontext *ctx) { return (const SWcontext *) ctx->swrast_context; } /** * Called prior to framebuffer reading/writing. * For drivers that rely on swrast for fallback rendering, this is the * driver's opportunity to map renderbuffers and textures. */ static INLINE void swrast_render_start(GLcontext *ctx) { SWcontext *swrast = SWRAST_CONTEXT(ctx); if (swrast->Driver.SpanRenderStart) swrast->Driver.SpanRenderStart(ctx); } /** Called after framebuffer reading/writing */ static INLINE void swrast_render_finish(GLcontext *ctx) { SWcontext *swrast = SWRAST_CONTEXT(ctx); if (swrast->Driver.SpanRenderFinish) swrast->Driver.SpanRenderFinish(ctx); } /** * 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))) /* * Fixed point arithmetic macros */ #ifndef FIXED_FRAC_BITS #define FIXED_FRAC_BITS 11 #endif #define FIXED_SHIFT FIXED_FRAC_BITS #define FIXED_ONE (1 << FIXED_SHIFT) #define FIXED_HALF (1 << (FIXED_SHIFT-1)) #define FIXED_FRAC_MASK (FIXED_ONE - 1) #define FIXED_INT_MASK (~FIXED_FRAC_MASK) #define FIXED_EPSILON 1 #define FIXED_SCALE ((float) FIXED_ONE) #define FIXED_DBL_SCALE ((double) FIXED_ONE) #define FloatToFixed(X) (IROUND((X) * FIXED_SCALE)) #define FixedToDouble(X) ((X) * (1.0 / FIXED_DBL_SCALE)) #define IntToFixed(I) ((I) << FIXED_SHIFT) #define FixedToInt(X) ((X) >> FIXED_SHIFT) #define FixedToUns(X) (((unsigned int)(X)) >> FIXED_SHIFT) #define FixedCeil(X) (((X) + FIXED_ONE - FIXED_EPSILON) & FIXED_INT_MASK) #define FixedFloor(X) ((X) & FIXED_INT_MASK) #define FixedToFloat(X) ((X) * (1.0F / FIXED_SCALE)) #define PosFloatToFixed(X) FloatToFixed(X) #define SignedFloatToFixed(X) FloatToFixed(X) /* * 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