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/* $Id: s_context.h,v 1.24 2003/02/23 04:10:54 brianp Exp $ */
/*
* Mesa 3-D graphics library
* Version: 5.1
*
* Copyright (C) 1999-2003 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>
*/
#ifndef S_CONTEXT_H
#define S_CONTEXT_H
#include "mtypes.h"
#include "swrast.h"
/**
* \struct sw_span
* \brief Contains data for either a horizontal line or a set of
* pixels that are passed through a pipeline of functions before being
* drawn.
*
* The sw_span structure describes the colors, Z, fogcoord, texcoords,
* etc for either a horizontal run or a set of independent pixels. We
* can either specify a base/step to indicate interpolated values, or
* fill in arrays of values. The interpMask and arrayMask bitfields
* indicate which are active.
*
* With this structure it's easy to hand-off span rasterization to
* subroutines instead of doing it all inline in the triangle functions
* 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.
*/
/**
* \defgroup SpanFlags SPAN_XXX-flags
* Bitmasks to indicate which span_arrays need to be computed
* (sw_span::interpMask) or have already been filled
* (sw_span::arrayMask)
*/
/*@{*/
#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_COVERAGE 0x100
#define SPAN_FLAT 0x200 /**< flat shading? */
/** sw_span::arrayMask only - for span_arrays::x, span_arrays::y */
#define SPAN_XY 0x400
#define SPAN_MASK 0x800 /**< sw_span::arrayMask only */
/*@}*/
/**
* \struct span_arrays
* \brief Arrays of fragment values.
*
* These will either be computed from the x/xStep values above or
* filled in by glDraw/CopyPixels, etc.
* These arrays are separated out of sw_span to conserve memory.
*/
struct span_arrays {
GLchan rgb[MAX_WIDTH][3];
GLchan rgba[MAX_WIDTH][4];
GLuint index[MAX_WIDTH];
GLchan spec[MAX_WIDTH][4]; /* specular color */
GLint x[MAX_WIDTH]; /**< X/Y used for point/line rendering only */
GLint y[MAX_WIDTH]; /**< X/Y used for point/line rendering only */
GLdepth z[MAX_WIDTH];
GLfloat fog[MAX_WIDTH];
GLfloat texcoords[MAX_TEXTURE_COORD_UNITS][MAX_WIDTH][4];
GLfloat lambda[MAX_TEXTURE_COORD_UNITS][MAX_WIDTH];
GLfloat coverage[MAX_WIDTH];
/** This mask indicates if fragment is alive or culled */
GLubyte mask[MAX_WIDTH];
};
struct sw_span {
GLint x, y;
/** Only need to process pixels between start <= i < end */
/** At this time, start is always zero. */
GLuint start, end;
/** This flag indicates that mask[] array is effectively filled with ones */
GLboolean writeAll;
/** either GL_POLYGON, GL_LINE, GL_POLYGON, GL_BITMAP */
GLenum primitive;
/** 0 = front-facing span, 1 = back-facing span (for two-sided stencil) */
GLuint facing;
/**
* This bitmask (of \link SpanFlags SPAN_* flags\endlink) indicates
* which of the x/xStep variables are relevant.
*/
GLuint interpMask;
#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 == GL_UNSIGNED_BYTE or GL_UNSIGNED SHORT */
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_COORD_UNITS][4]; /* s, t, r, q */
GLfloat texStepX[MAX_TEXTURE_COORD_UNITS][4];
GLfloat texStepY[MAX_TEXTURE_COORD_UNITS][4];
GLfixed intTex[2], intTexStep[2]; /* s, t only */
/**
* This bitmask (of \link SpanFlags SPAN_* flags\endlink) indicates
* which of the fragment arrays in the span_arrays struct are relevant.
*/
GLuint arrayMask;
/**
* We store the arrays of fragment values in a separate struct so
* that we can allocate sw_span structs on the stack without using
* a lot of memory. The span_arrays struct is about 400KB while the
* sw_span struct is only about 512 bytes.
*/
struct span_arrays *array;
};
#define INIT_SPAN(S, PRIMITIVE, END, INTERP_MASK, ARRAY_MASK) \
do { \
(S).primitive = (PRIMITIVE); \
(S).interpMask = (INTERP_MASK); \
(S).arrayMask = (ARRAY_MASK); \
(S).start = 0; \
(S).end = (END); \
(S).facing = 0; \
(S).array = SWRAST_CONTEXT(ctx)->SpanArrays; \
} while (0)
typedef void (*texture_sample_func)(GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoords[][4],
const GLfloat lambda[], GLchan rgba[][4]);
#ifdef USE_MMX_ASM
typedef void (_ASMAPIP blend_func)( GLcontext *ctx, GLuint n,
const GLubyte mask[],
GLchan src[][4], CONST GLchan dst[][4] );
#else
typedef void (*blend_func)( GLcontext *ctx, GLuint n, const GLubyte mask[],
GLchan src[][4], CONST GLchan dst[][4] );
#endif
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 *);
/** \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 ALPHABUF_BIT 0x100 /**< Using software alpha buffer */
#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 _SWRAST_NEW_RASTERMASK (_NEW_BUFFERS| \
_NEW_SCISSOR| \
_NEW_COLOR| \
_NEW_DEPTH| \
_NEW_FOG| \
_NEW_STENCIL| \
_NEW_TEXTURE| \
_NEW_VIEWPORT| \
_NEW_DEPTH)
/**
* \struct SWcontext
* \brief SWContext?
*/
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():
*/
GLuint _RasterMask;
GLfloat _MinMagThresh[MAX_TEXTURE_IMAGE_UNITS];
GLfloat _backface_sign;
GLboolean _PreferPixelFog;
GLboolean _AnyTextureCombine;
/* Accum buffer temporaries.
*/
GLboolean _IntegerAccumMode; /**< Storing unscaled integers? */
GLfloat _IntegerAccumScaler; /**< Implicit scale factor */
/* Working values:
*/
GLuint StippleCounter; /**< Line stipple counter */
GLuint NewState;
GLuint StateChanges;
GLenum Primitive; /* current primitive being drawn (ala glBegin) */
GLuint CurrentBuffer; /* exactly one of FRONT_LEFT_BIT, BACK_LEFT_BIT, etc*/
/** Mechanism to allow driver (like X11) to register further
* software rasterization routines.
*/
/*@{*/
void (*choose_point)( GLcontext * );
void (*choose_line)( GLcontext * );
void (*choose_triangle)( GLcontext * );
GLuint invalidate_point;
GLuint invalidate_line;
GLuint invalidate_triangle;
/*@}*/
/** Function pointers for dispatch behind public entrypoints. */
/*@{*/
void (*InvalidateState)( GLcontext *ctx, GLuint new_state );
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.
*/
struct span_arrays *SpanArrays;
/**
* Used to buffer N GL_POINTS, instead of rendering one by one.
*/
struct sw_span PointSpan;
/** Internal hooks, kept uptodate 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;
} SWcontext;
extern void
_swrast_validate_derived( 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)
/*
* 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
#endif
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