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/*
* Mesa 3-D graphics library
* Version: 6.5
*
* Copyright (C) 1999-2005 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.
*/
#ifndef S_TRI_H
#define S_TRI_H
/* Vertices are just an array of floats, with all the attributes
* packed. We currently assume a layout like:
*
* attr[0][0..3] - window position
* attr[1..n][0..3] - remaining attributes.
*
* Attributes are assumed to be 4 floats wide but are packed so that
* all the enabled attributes run contiguously.
*/
#include "glheader.h"
#include "imports.h"
#include "s_tri_public.h"
#include "s_context.h"
struct tri_context;
struct fp_context;
struct be_context;
/* Note the rasterizer does not take a GLcontext argument. This is
* deliberate.
*/
struct tri_context *tri_create_context( GLcontext *ctx );
void tri_destroy_context( struct tri_context *tri );
void tri_set_fp_context( struct tri_context *tri,
struct fp_context *fp,
void (*fp_run)( struct fp_context *fp,
const struct fp_inputs *,
struct fp_outputs * ));
void tri_set_be_context( struct tri_context *tri,
struct be_context *be,
void (*be_run)( struct be_context *be,
const struct fp_outputs * ));
void tri_set_attribs( struct tri_context *tri,
const struct attr_info *info,
GLuint nr_attrib );
void tri_set_backface( struct tri_context *tri,
GLfloat backface );
void tri_set_scissor( struct tri_context *tri,
GLint x,
GLint y,
GLuint width,
GLuint height,
GLboolean enabled );
void tri_set_stipple( struct tri_context *tri,
const GLuint *pattern,
GLboolean enabled );
/* Unfilled triangles will be handled elsewhere (higher in the
* pipeline), as will things like stipple (lower in the pipeline).
*/
void tri_triangle( struct tri_context *tri,
const struct vertex *v0,
const struct vertex *v1,
const struct vertex *v2 );
/* TODO: rasterize_line, rasterize_point??
* How will linestipple work?
*/
#ifdef SETUP_PRIVATE
GLboolean tri_setup( struct tri_context *tri,
const struct vertex *v0,
const struct vertex *v1,
const struct vertex *v2 );
void tri_rasterize( struct tri_context *tri );
void tri_rasterize_spans( struct tri_context *tri );
#endif
#endif
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