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/**************************************************************************
*
* Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
* 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, sub license, 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 (including the
* next paragraph) 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 NON-INFRINGEMENT.
* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS 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.
*
**************************************************************************/
/* Authors: Keith Whitwell <keith@tungstengraphics.com>
*/
#ifndef G_HEADERS_H
#define G_HEADERS_H
#define PRIM_POINT 1
#define PRIM_LINE 2
#define PRIM_TRI 3
struct prim_header {
GLfloat det;
struct vertex_header *v[3];
};
/* Carry some useful information around with the vertices in the prim
* pipe.
*/
struct vertex_header {
GLuint clipmask:12;
GLuint edgeflag:1;
GLuint pad:19;
GLfloat clip[4];
GLfloat data[][4]; /* Note variable size */
};
/* The rasterizer generates 2x2 quads of fragment and feeds them to
* the current fp_machine (see below).
*/
#define QUAD_BOTTOM_LEFT 0
#define QUAD_BOTTOM_RIGHT 1
#define QUAD_TOP_LEFT 2
#define QUAD_TOP_RIGHT 3
#define QUAD_SIZE (2*2)
#define MASK_BOTTOM_LEFT 0x1
#define MASK_BOTTOM_RIGHT 0x2
#define MASK_TOP_LEFT 0x4
#define MASK_TOP_RIGHT 0x8
#define MASK_ALL 0xf
#define NUM_CHANNELS 4 /* avoid confusion between 4 pixels and 4 channels */
struct setup_coefficient {
GLfloat a0[NUM_CHANNELS]; /* in an xyzw layout */
GLfloat dadx[NUM_CHANNELS];
GLfloat dady[NUM_CHANNELS];
};
/* Encodes everything we need to know about a 2x2 pixel block. Uses
* "Channel-Serial" or "SoA" layout.
*
* Will expand to include non-attribute things like AA coverage and
* maybe prefetched depth from the depth buffer.
*/
struct quad_header {
GLint x0;
GLint y0;
GLuint mask;
GLuint facing; /**< Front or back facing? */
struct {
GLfloat color[4][QUAD_SIZE]; /* rrrr, gggg, bbbb, aaaa */
GLfloat depth[QUAD_SIZE];
} outputs;
const struct setup_coefficient *coef;
const enum interp_mode *interp; /* XXX: this information should be
* encoded in fragment program DECL
* statements. */
GLuint nr_attrs;
};
#endif
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