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/* $Id: swrast.h,v 1.15 2002/01/21 18:12:34 brianp Exp $ */
/*
* Mesa 3-D graphics library
* Version: 4.1
*
* Copyright (C) 1999-2002 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.
*
* Authors:
* Keith Whitwell <keithw@valinux.com>
*/
#ifndef SWRAST_H
#define SWRAST_H
#include "mtypes.h"
/* The software rasterizer now uses this format for vertices. Thus a
* 'RasterSetup' stage or other translation is required between the
* tnl module and the swrast rasterization functions. This serves to
* isolate the swrast module from the internals of the tnl module, and
* improve its usefulness as a fallback mechanism for hardware
* drivers.
*
* Full software drivers:
* - Register the rastersetup and triangle functions from
* utils/software_helper.
* - On statechange, update the rasterization pointers in that module.
*
* Rasterization hardware drivers:
* - Keep native rastersetup.
* - Implement native twoside,offset and unfilled triangle setup.
* - Implement a translator from native vertices to swrast vertices.
* - On partial fallback (mix of accelerated and unaccelerated
* prims), call a pass-through function which translates native
* vertices to SWvertices and calls the appropriate swrast function.
* - On total fallback (vertex format insufficient for state or all
* primitives unaccelerated), hook in swrast_setup instead.
*/
typedef struct {
GLfloat win[4];
GLfloat texcoord[MAX_TEXTURE_UNITS][4];
GLchan color[4];
GLchan specular[4];
GLfloat fog;
GLuint index;
GLfloat pointSize;
} SWvertex;
/*
* The sw_span structure is used by the triangle template code in
* s_tritemp.h. It describes how colors, Z, texcoords, etc are to be
* interpolated across each scanline of triangle.
* With this structure it's easy to hand-off span rasterization to a
* subroutine instead of doing it all inline 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.
*/
/* When the sw_span struct is initialized, these flags indicates
* which values are needed for rendering the triangle.
*/
#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_FLAT 0x100 /* flat shading? */
struct sw_span {
GLint x, y;
/* only need to process pixels between start <= i < end */
GLuint start, end;
/* This flag indicates that only a part of the span is visible */
GLboolean writeAll;
GLuint activeMask; /* OR of the SPAN_* flags */
#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 == */
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_UNITS][4], texStep[MAX_TEXTURE_UNITS][4];
GLfixed intTex[2], intTexStep[2];
/* Needed for texture lambda (LOD) computation */
GLfloat rho[MAX_TEXTURE_UNITS];
GLfloat texWidth[MAX_TEXTURE_UNITS], texHeight[MAX_TEXTURE_UNITS];
/**
* Arrays of fragment values. These will either be computed from the
* x/xStep values above or loadd from glDrawPixels, etc.
*/
GLdepth depth[MAX_WIDTH];
union {
GLchan rgb[MAX_WIDTH][3];
GLchan rgba[MAX_WIDTH][4];
GLuint index[MAX_WIDTH];
} color;
GLchan specular[MAX_WIDTH][4];
GLint itexcoords[MAX_WIDTH][2]; /* Integer texture (s, t) */
/* Texture (s,t,r). 4th component only used for pixel texture */
GLfloat texcoords[MAX_TEXTURE_UNITS][MAX_WIDTH][4];
GLfloat lambda[MAX_TEXTURE_UNITS][MAX_WIDTH];
GLfloat coverage[MAX_WIDTH];
GLubyte mask[MAX_WIDTH];
#ifdef DEBUG
GLboolean filledDepth, filledMask, filledAlpha;
GLboolean filledColor, filledSpecular;
GLboolean filledLambda[MAX_TEXTURE_UNITS], filledTex[MAX_TEXTURE_UNITS];
GLboolean testedDepth, testedAlpha;
#endif
};
#ifdef DEBUG
#define SW_SPAN_SET_FLAG(flag) {ASSERT((flag) == GL_FALSE);(flag) = GL_TRUE;}
#define SW_SPAN_RESET(span) { \
(span).filledDepth = (span).filledMask = (span).filledAlpha \
= (span).filledColor = (span).filledSpecular \
= (span).testedDepth = (span).testedAlpha = GL_FALSE; \
MEMSET((span).filledTex, GL_FALSE, \
MAX_TEXTURE_UNITS*sizeof(GLboolean)); \
MEMSET((span).filledLambda, GL_FALSE, \
MAX_TEXTURE_UNITS*sizeof(GLboolean)); \
(span).start = 0; (span).writeAll = GL_TRUE;}
#else
#define SW_SPAN_SET_FLAG(flag) ;
#define SW_SPAN_RESET(span) {(span).start = 0;(span).writeAll = GL_TRUE;}
#endif
struct swrast_device_driver;
/* These are the public-access functions exported from swrast.
*/
extern void
_swrast_alloc_buffers( GLcontext *ctx );
extern GLboolean
_swrast_CreateContext( GLcontext *ctx );
extern void
_swrast_DestroyContext( GLcontext *ctx );
/* Get a (non-const) reference to the device driver struct for swrast.
*/
extern struct swrast_device_driver *
_swrast_GetDeviceDriverReference( GLcontext *ctx );
extern void
_swrast_Bitmap( GLcontext *ctx,
GLint px, GLint py,
GLsizei width, GLsizei height,
const struct gl_pixelstore_attrib *unpack,
const GLubyte *bitmap );
extern void
_swrast_CopyPixels( GLcontext *ctx,
GLint srcx, GLint srcy,
GLint destx, GLint desty,
GLsizei width, GLsizei height,
GLenum type );
extern void
_swrast_DrawPixels( GLcontext *ctx,
GLint x, GLint y,
GLsizei width, GLsizei height,
GLenum format, GLenum type,
const struct gl_pixelstore_attrib *unpack,
const GLvoid *pixels );
extern void
_swrast_ReadPixels( GLcontext *ctx,
GLint x, GLint y, GLsizei width, GLsizei height,
GLenum format, GLenum type,
const struct gl_pixelstore_attrib *unpack,
GLvoid *pixels );
extern void
_swrast_Clear( GLcontext *ctx, GLbitfield mask, GLboolean all,
GLint x, GLint y, GLint width, GLint height );
extern void
_swrast_Accum( GLcontext *ctx, GLenum op,
GLfloat value, GLint xpos, GLint ypos,
GLint width, GLint height );
/* Reset the stipple counter
*/
extern void
_swrast_ResetLineStipple( GLcontext *ctx );
/* These will always render the correct point/line/triangle for the
* current state.
*
* For flatshaded primitives, the provoking vertex is the final one.
*/
extern void
_swrast_Point( GLcontext *ctx, const SWvertex *v );
extern void
_swrast_Line( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1 );
extern void
_swrast_Triangle( GLcontext *ctx, const SWvertex *v0,
const SWvertex *v1, const SWvertex *v2 );
extern void
_swrast_Quad( GLcontext *ctx,
const SWvertex *v0, const SWvertex *v1,
const SWvertex *v2, const SWvertex *v3);
extern void
_swrast_flush( GLcontext *ctx );
/* Tell the software rasterizer about core state changes.
*/
extern void
_swrast_InvalidateState( GLcontext *ctx, GLuint new_state );
/* Configure software rasterizer to match hardware rasterizer characteristics:
*/
extern void
_swrast_allow_vertex_fog( GLcontext *ctx, GLboolean value );
extern void
_swrast_allow_pixel_fog( GLcontext *ctx, GLboolean value );
/* Debug:
*/
extern void
_swrast_print_vertex( GLcontext *ctx, const SWvertex *v );
/*
* Imaging fallbacks (a better solution should be found, perhaps
* moving all the imaging fallback code to a new module)
*/
void
_swrast_CopyConvolutionFilter2D(GLcontext *ctx, GLenum target,
GLenum internalFormat,
GLint x, GLint y, GLsizei width,
GLsizei height);
void
_swrast_CopyConvolutionFilter1D(GLcontext *ctx, GLenum target,
GLenum internalFormat,
GLint x, GLint y, GLsizei width);
void
_swrast_CopyColorSubTable( GLcontext *ctx,GLenum target, GLsizei start,
GLint x, GLint y, GLsizei width);
void
_swrast_CopyColorTable( GLcontext *ctx,
GLenum target, GLenum internalformat,
GLint x, GLint y, GLsizei width);
/*
* Texture fallbacks, Brian Paul. Could also live in a new module
* with the rest of the texture store fallbacks?
*/
extern void
_swrast_copy_teximage1d(GLcontext *ctx, GLenum target, GLint level,
GLenum internalFormat,
GLint x, GLint y, GLsizei width, GLint border);
extern void
_swrast_copy_teximage2d(GLcontext *ctx, GLenum target, GLint level,
GLenum internalFormat,
GLint x, GLint y, GLsizei width, GLsizei height,
GLint border);
extern void
_swrast_copy_texsubimage1d(GLcontext *ctx, GLenum target, GLint level,
GLint xoffset, GLint x, GLint y, GLsizei width);
extern void
_swrast_copy_texsubimage2d(GLcontext *ctx,
GLenum target, GLint level,
GLint xoffset, GLint yoffset,
GLint x, GLint y, GLsizei width, GLsizei height);
extern void
_swrast_copy_texsubimage3d(GLcontext *ctx,
GLenum target, GLint level,
GLint xoffset, GLint yoffset, GLint zoffset,
GLint x, GLint y, GLsizei width, GLsizei height);
/* The driver interface for the software rasterizer. Unless otherwise
* noted, all functions are mandatory.
*/
struct swrast_device_driver {
void (*SetReadBuffer)( GLcontext *ctx, GLframebuffer *colorBuffer,
GLenum buffer );
/*
* Specifies the current buffer for span/pixel reading.
* colorBuffer will be one of:
* GL_FRONT_LEFT - this buffer always exists
* GL_BACK_LEFT - when double buffering
* GL_FRONT_RIGHT - when using stereo
* GL_BACK_RIGHT - when using stereo and double buffering
*/
/***
*** Functions for synchronizing access to the framebuffer:
***/
void (*SpanRenderStart)(GLcontext *ctx);
void (*SpanRenderFinish)(GLcontext *ctx);
/* OPTIONAL.
*
* Called before and after all rendering operations, including DrawPixels,
* ReadPixels, Bitmap, span functions, and CopyTexImage, etc commands.
* These are a suitable place for grabbing/releasing hardware locks.
*
* NOTE: The swrast triangle/line/point routines *DO NOT* call
* these functions. Locking in that case must be organized by the
* driver by other mechanisms.
*/
/***
*** Functions for writing pixels to the frame buffer:
***/
void (*WriteRGBASpan)( const GLcontext *ctx,
GLuint n, GLint x, GLint y,
CONST GLchan rgba[][4], const GLubyte mask[] );
void (*WriteRGBSpan)( const GLcontext *ctx,
GLuint n, GLint x, GLint y,
CONST GLchan rgb[][3], const GLubyte mask[] );
/* Write a horizontal run of RGBA or RGB pixels.
* If mask is NULL, draw all pixels.
* If mask is not null, only draw pixel [i] when mask [i] is true.
*/
void (*WriteMonoRGBASpan)( const GLcontext *ctx, GLuint n, GLint x, GLint y,
const GLchan color[4], const GLubyte mask[] );
/* Write a horizontal run of RGBA pixels all with the same color.
*/
void (*WriteRGBAPixels)( const GLcontext *ctx,
GLuint n, const GLint x[], const GLint y[],
CONST GLchan rgba[][4], const GLubyte mask[] );
/* Write array of RGBA pixels at random locations.
*/
void (*WriteMonoRGBAPixels)( const GLcontext *ctx,
GLuint n, const GLint x[], const GLint y[],
const GLchan color[4], const GLubyte mask[] );
/* Write an array of mono-RGBA pixels at random locations.
*/
void (*WriteCI32Span)( const GLcontext *ctx, GLuint n, GLint x, GLint y,
const GLuint index[], const GLubyte mask[] );
void (*WriteCI8Span)( const GLcontext *ctx, GLuint n, GLint x, GLint y,
const GLubyte index[], const GLubyte mask[] );
/* Write a horizontal run of CI pixels. One function is for 32bpp
* indexes and the other for 8bpp pixels (the common case). You mus
* implement both for color index mode.
*/
void (*WriteMonoCISpan)( const GLcontext *ctx, GLuint n, GLint x, GLint y,
GLuint colorIndex, const GLubyte mask[] );
/* Write a horizontal run of color index pixels using the color index
* last specified by the Index() function.
*/
void (*WriteCI32Pixels)( const GLcontext *ctx,
GLuint n, const GLint x[], const GLint y[],
const GLuint index[], const GLubyte mask[] );
/*
* Write a random array of CI pixels.
*/
void (*WriteMonoCIPixels)( const GLcontext *ctx,
GLuint n, const GLint x[], const GLint y[],
GLuint colorIndex, const GLubyte mask[] );
/* Write a random array of color index pixels using the color index
* last specified by the Index() function.
*/
/***
*** Functions to read pixels from frame buffer:
***/
void (*ReadCI32Span)( const GLcontext *ctx,
GLuint n, GLint x, GLint y, GLuint index[] );
/* Read a horizontal run of color index pixels.
*/
void (*ReadRGBASpan)( const GLcontext *ctx, GLuint n, GLint x, GLint y,
GLchan rgba[][4] );
/* Read a horizontal run of RGBA pixels.
*/
void (*ReadCI32Pixels)( const GLcontext *ctx,
GLuint n, const GLint x[], const GLint y[],
GLuint indx[], const GLubyte mask[] );
/* Read a random array of CI pixels.
*/
void (*ReadRGBAPixels)( const GLcontext *ctx,
GLuint n, const GLint x[], const GLint y[],
GLchan rgba[][4], const GLubyte mask[] );
/* Read a random array of RGBA pixels.
*/
/***
*** For supporting hardware Z buffers:
*** Either ALL or NONE of these functions must be implemented!
*** NOTE that Each depth value is a 32-bit GLuint. If the depth
*** buffer is less than 32 bits deep then the extra upperbits are zero.
***/
void (*WriteDepthSpan)( GLcontext *ctx, GLuint n, GLint x, GLint y,
const GLdepth depth[], const GLubyte mask[] );
/* Write a horizontal span of values into the depth buffer. Only write
* depth[i] value if mask[i] is nonzero.
*/
void (*ReadDepthSpan)( GLcontext *ctx, GLuint n, GLint x, GLint y,
GLdepth depth[] );
/* Read a horizontal span of values from the depth buffer.
*/
void (*WriteDepthPixels)( GLcontext *ctx, GLuint n,
const GLint x[], const GLint y[],
const GLdepth depth[], const GLubyte mask[] );
/* Write an array of randomly positioned depth values into the
* depth buffer. Only write depth[i] value if mask[i] is nonzero.
*/
void (*ReadDepthPixels)( GLcontext *ctx, GLuint n,
const GLint x[], const GLint y[],
GLdepth depth[] );
/* Read an array of randomly positioned depth values from the depth buffer.
*/
/***
*** For supporting hardware stencil buffers:
*** Either ALL or NONE of these functions must be implemented!
***/
void (*WriteStencilSpan)( GLcontext *ctx, GLuint n, GLint x, GLint y,
const GLstencil stencil[], const GLubyte mask[] );
/* Write a horizontal span of stencil values into the stencil buffer.
* If mask is NULL, write all stencil values.
* Else, only write stencil[i] if mask[i] is non-zero.
*/
void (*ReadStencilSpan)( GLcontext *ctx, GLuint n, GLint x, GLint y,
GLstencil stencil[] );
/* Read a horizontal span of stencil values from the stencil buffer.
*/
void (*WriteStencilPixels)( GLcontext *ctx, GLuint n,
const GLint x[], const GLint y[],
const GLstencil stencil[],
const GLubyte mask[] );
/* Write an array of stencil values into the stencil buffer.
* If mask is NULL, write all stencil values.
* Else, only write stencil[i] if mask[i] is non-zero.
*/
void (*ReadStencilPixels)( GLcontext *ctx, GLuint n,
const GLint x[], const GLint y[],
GLstencil stencil[] );
/* Read an array of stencil values from the stencil buffer.
*/
};
#endif
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