mesa: Remove the Map field from texture images.
[mesa.git] / src / mesa / swrast / s_context.h
1 /*
2 * Mesa 3-D graphics library
3 * Version: 6.5.3
4 *
5 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26
27 /**
28 * \file swrast/s_context.h
29 * \brief Software rasterization context and private types.
30 * \author Keith Whitwell <keith@tungstengraphics.com>
31 */
32
33 /**
34 * \mainpage swrast module
35 *
36 * This module, software rasterization, contains the software fallback
37 * routines for drawing points, lines, triangles, bitmaps and images.
38 * All rendering boils down to writing spans (arrays) of pixels with
39 * particular colors. The span-writing routines must be implemented
40 * by the device driver.
41 */
42
43
44 #ifndef S_CONTEXT_H
45 #define S_CONTEXT_H
46
47 #include "main/compiler.h"
48 #include "main/mtypes.h"
49 #include "main/texcompress.h"
50 #include "program/prog_execute.h"
51 #include "swrast.h"
52 #include "s_fragprog.h"
53 #include "s_span.h"
54
55
56 typedef void (*texture_sample_func)(struct gl_context *ctx,
57 const struct gl_sampler_object *samp,
58 const struct gl_texture_object *tObj,
59 GLuint n, const GLfloat texcoords[][4],
60 const GLfloat lambda[], GLfloat rgba[][4]);
61
62 typedef void (_ASMAPIP blend_func)( struct gl_context *ctx, GLuint n,
63 const GLubyte mask[],
64 GLvoid *src, const GLvoid *dst,
65 GLenum chanType);
66
67 typedef void (*swrast_point_func)( struct gl_context *ctx, const SWvertex *);
68
69 typedef void (*swrast_line_func)( struct gl_context *ctx,
70 const SWvertex *, const SWvertex *);
71
72 typedef void (*swrast_tri_func)( struct gl_context *ctx, const SWvertex *,
73 const SWvertex *, const SWvertex *);
74
75
76 typedef void (*validate_texture_image_func)(struct gl_context *ctx,
77 struct gl_texture_object *texObj,
78 GLuint face, GLuint level);
79
80
81 /**
82 * \defgroup Bitmasks
83 * Bitmasks to indicate which rasterization options are enabled
84 * (RasterMask)
85 */
86 /*@{*/
87 #define ALPHATEST_BIT 0x001 /**< Alpha-test pixels */
88 #define BLEND_BIT 0x002 /**< Blend pixels */
89 #define DEPTH_BIT 0x004 /**< Depth-test pixels */
90 #define FOG_BIT 0x008 /**< Fog pixels */
91 #define LOGIC_OP_BIT 0x010 /**< Apply logic op in software */
92 #define CLIP_BIT 0x020 /**< Scissor or window clip pixels */
93 #define STENCIL_BIT 0x040 /**< Stencil pixels */
94 #define MASKING_BIT 0x080 /**< Do glColorMask or glIndexMask */
95 #define MULTI_DRAW_BIT 0x400 /**< Write to more than one color- */
96 /**< buffer or no buffers. */
97 #define OCCLUSION_BIT 0x800 /**< GL_HP_occlusion_test enabled */
98 #define TEXTURE_BIT 0x1000 /**< Texturing really enabled */
99 #define FRAGPROG_BIT 0x2000 /**< Fragment program enabled */
100 #define ATIFRAGSHADER_BIT 0x4000 /**< ATI Fragment shader enabled */
101 #define CLAMPING_BIT 0x8000 /**< Clamp colors to [0,1] */
102 /*@}*/
103
104 #define _SWRAST_NEW_RASTERMASK (_NEW_BUFFERS| \
105 _NEW_SCISSOR| \
106 _NEW_COLOR| \
107 _NEW_DEPTH| \
108 _NEW_FOG| \
109 _NEW_PROGRAM| \
110 _NEW_STENCIL| \
111 _NEW_TEXTURE| \
112 _NEW_VIEWPORT| \
113 _NEW_DEPTH)
114
115
116 struct swrast_texture_image;
117
118
119 /**
120 * Fetch a texel from texture image at given position.
121 */
122 typedef void (*FetchTexelFunc)(const struct swrast_texture_image *texImage,
123 GLint col, GLint row, GLint img,
124 GLfloat *texelOut);
125
126
127 /**
128 * Subclass of gl_texture_image.
129 * We need extra fields/info to keep tracking of mapped texture buffers,
130 * strides and Fetch functions.
131 */
132 struct swrast_texture_image
133 {
134 struct gl_texture_image Base;
135
136 GLboolean _IsPowerOfTwo; /**< Are all dimensions powers of two? */
137
138 /** used for mipmap LOD computation */
139 GLfloat WidthScale, HeightScale, DepthScale;
140
141 /**
142 * Byte stride between rows in ImageSlices.
143 *
144 * For compressed textures, this is the byte stride between one row of
145 * blocks and the next row of blocks.
146 *
147 * Only valid while one of the ImageSlices is mapped, and must be the same
148 * between all slices.
149 */
150 GLint RowStride;
151 /**
152 * When a texture image is mapped for swrast, this array contains pointers
153 * to the beginning of each slice.
154 *
155 * For swrast-allocated textures, these pointers will always stay
156 * initialized to point within Buffer.
157 */
158 void **ImageSlices;
159
160 /** Malloc'd texture memory */
161 GLubyte *Buffer;
162
163 FetchTexelFunc FetchTexel;
164
165 /** For fetching texels from compressed textures */
166 compressed_fetch_func FetchCompressedTexel;
167 };
168
169
170 /** cast wrapper */
171 static inline struct swrast_texture_image *
172 swrast_texture_image(struct gl_texture_image *img)
173 {
174 return (struct swrast_texture_image *) img;
175 }
176
177 /** cast wrapper */
178 static inline const struct swrast_texture_image *
179 swrast_texture_image_const(const struct gl_texture_image *img)
180 {
181 return (const struct swrast_texture_image *) img;
182 }
183
184
185 /**
186 * Subclass of gl_renderbuffer with extra fields needed for software
187 * rendering.
188 */
189 struct swrast_renderbuffer
190 {
191 struct gl_renderbuffer Base;
192
193 GLubyte *Buffer; /**< The malloc'd memory for buffer */
194
195 /** These fields are only valid while buffer is mapped for rendering */
196 GLubyte *Map;
197 GLint RowStride; /**< in bytes */
198
199 /** For span rendering */
200 GLenum ColorType;
201 };
202
203
204 /** cast wrapper */
205 static inline struct swrast_renderbuffer *
206 swrast_renderbuffer(struct gl_renderbuffer *img)
207 {
208 return (struct swrast_renderbuffer *) img;
209 }
210
211
212
213 /**
214 * \struct SWcontext
215 * \brief Per-context state that's private to the software rasterizer module.
216 */
217 typedef struct
218 {
219 /** Driver interface:
220 */
221 struct swrast_device_driver Driver;
222
223 /** Configuration mechanisms to make software rasterizer match
224 * characteristics of the hardware rasterizer (if present):
225 */
226 GLboolean AllowVertexFog;
227 GLboolean AllowPixelFog;
228
229 /** Derived values, invalidated on statechanges, updated from
230 * _swrast_validate_derived():
231 */
232 GLbitfield _RasterMask;
233 GLfloat _BackfaceSign; /** +1 or -1 */
234 GLfloat _BackfaceCullSign; /** +1, 0, or -1 */
235 GLboolean _PreferPixelFog; /* Compute fog blend factor per fragment? */
236 GLboolean _TextureCombinePrimary;
237 GLboolean _FogEnabled;
238 GLboolean _DeferredTexture;
239
240 /** List/array of the fragment attributes to interpolate */
241 GLuint _ActiveAttribs[VARYING_SLOT_MAX];
242 /** Same info, but as a bitmask of VARYING_BIT_x bits */
243 GLbitfield64 _ActiveAttribMask;
244 /** Number of fragment attributes to interpolate */
245 GLuint _NumActiveAttribs;
246 /** Indicates how each attrib is to be interpolated (lines/tris) */
247 GLenum _InterpMode[VARYING_SLOT_MAX]; /* GL_FLAT or GL_SMOOTH (for now) */
248
249 /* Working values:
250 */
251 GLuint StippleCounter; /**< Line stipple counter */
252 GLuint PointLineFacing;
253 GLbitfield NewState;
254 GLuint StateChanges;
255 GLenum Primitive; /* current primitive being drawn (ala glBegin) */
256 GLboolean SpecularVertexAdd; /**< Add specular/secondary color per vertex */
257
258 void (*InvalidateState)( struct gl_context *ctx, GLbitfield new_state );
259
260 /**
261 * When the NewState mask intersects these masks, we invalidate the
262 * Point/Line/Triangle function pointers below.
263 */
264 /*@{*/
265 GLbitfield InvalidatePointMask;
266 GLbitfield InvalidateLineMask;
267 GLbitfield InvalidateTriangleMask;
268 /*@}*/
269
270 /**
271 * Device drivers plug in functions for these callbacks.
272 * Will be called when the GL state change mask intersects the above masks.
273 */
274 /*@{*/
275 void (*choose_point)( struct gl_context * );
276 void (*choose_line)( struct gl_context * );
277 void (*choose_triangle)( struct gl_context * );
278 /*@}*/
279
280 /**
281 * Current point, line and triangle drawing functions.
282 */
283 /*@{*/
284 swrast_point_func Point;
285 swrast_line_func Line;
286 swrast_tri_func Triangle;
287 /*@}*/
288
289 /**
290 * Placeholders for when separate specular (or secondary color) is
291 * enabled but texturing is not.
292 */
293 /*@{*/
294 swrast_point_func SpecPoint;
295 swrast_line_func SpecLine;
296 swrast_tri_func SpecTriangle;
297 /*@}*/
298
299 /**
300 * Typically, we'll allocate a sw_span structure as a local variable
301 * and set its 'array' pointer to point to this object. The reason is
302 * this object is big and causes problems when allocated on the stack
303 * on some systems.
304 */
305 SWspanarrays *SpanArrays;
306 SWspanarrays *ZoomedArrays; /**< For pixel zooming */
307
308 /**
309 * Used to buffer N GL_POINTS, instead of rendering one by one.
310 */
311 SWspan PointSpan;
312
313 /** Internal hooks, kept up to date by the same mechanism as above.
314 */
315 blend_func BlendFunc;
316 texture_sample_func TextureSample[MAX_TEXTURE_IMAGE_UNITS];
317
318 /** Buffer for saving the sampled texture colors.
319 * Needed for GL_ARB_texture_env_crossbar implementation.
320 */
321 GLfloat *TexelBuffer;
322
323 validate_texture_image_func ValidateTextureImage;
324
325 /** State used during execution of fragment programs */
326 struct gl_program_machine FragProgMachine;
327
328 /** Temporary arrays for stencil operations. To avoid large stack
329 * allocations.
330 */
331 struct {
332 GLubyte *buf1, *buf2, *buf3, *buf4;
333 } stencil_temp;
334
335 } SWcontext;
336
337
338 extern void
339 _swrast_validate_derived( struct gl_context *ctx );
340
341 extern void
342 _swrast_update_texture_samplers(struct gl_context *ctx);
343
344
345 /** Return SWcontext for the given struct gl_context */
346 static inline SWcontext *
347 SWRAST_CONTEXT(struct gl_context *ctx)
348 {
349 return (SWcontext *) ctx->swrast_context;
350 }
351
352 /** const version of above */
353 static inline const SWcontext *
354 CONST_SWRAST_CONTEXT(const struct gl_context *ctx)
355 {
356 return (const SWcontext *) ctx->swrast_context;
357 }
358
359
360 /**
361 * Called prior to framebuffer reading/writing.
362 * For drivers that rely on swrast for fallback rendering, this is the
363 * driver's opportunity to map renderbuffers and textures.
364 */
365 static inline void
366 swrast_render_start(struct gl_context *ctx)
367 {
368 SWcontext *swrast = SWRAST_CONTEXT(ctx);
369 if (swrast->Driver.SpanRenderStart)
370 swrast->Driver.SpanRenderStart(ctx);
371 }
372
373
374 /** Called after framebuffer reading/writing */
375 static inline void
376 swrast_render_finish(struct gl_context *ctx)
377 {
378 SWcontext *swrast = SWRAST_CONTEXT(ctx);
379 if (swrast->Driver.SpanRenderFinish)
380 swrast->Driver.SpanRenderFinish(ctx);
381 }
382
383
384 extern void
385 _swrast_span_render_start(struct gl_context *ctx);
386
387 extern void
388 _swrast_span_render_finish(struct gl_context *ctx);
389
390 extern void
391 _swrast_map_textures(struct gl_context *ctx);
392
393 extern void
394 _swrast_unmap_textures(struct gl_context *ctx);
395
396 extern unsigned int
397 _swrast_teximage_slice_height(struct gl_texture_image *texImage);
398
399 extern void
400 _swrast_map_texture(struct gl_context *ctx, struct gl_texture_object *texObj);
401
402 extern void
403 _swrast_unmap_texture(struct gl_context *ctx, struct gl_texture_object *texObj);
404
405
406 extern void
407 _swrast_map_renderbuffers(struct gl_context *ctx);
408
409 extern void
410 _swrast_unmap_renderbuffers(struct gl_context *ctx);
411
412
413 /**
414 * Size of an RGBA pixel, in bytes, for given datatype.
415 */
416 #define RGBA_PIXEL_SIZE(TYPE) \
417 ((TYPE == GL_UNSIGNED_BYTE) ? 4 * sizeof(GLubyte) : \
418 ((TYPE == GL_UNSIGNED_SHORT) ? 4 * sizeof(GLushort) \
419 : 4 * sizeof(GLfloat)))
420
421
422
423 /*
424 * Fixed point arithmetic macros
425 */
426 #ifndef FIXED_FRAC_BITS
427 #define FIXED_FRAC_BITS 11
428 #endif
429
430 #define FIXED_SHIFT FIXED_FRAC_BITS
431 #define FIXED_ONE (1 << FIXED_SHIFT)
432 #define FIXED_HALF (1 << (FIXED_SHIFT-1))
433 #define FIXED_FRAC_MASK (FIXED_ONE - 1)
434 #define FIXED_INT_MASK (~FIXED_FRAC_MASK)
435 #define FIXED_EPSILON 1
436 #define FIXED_SCALE ((float) FIXED_ONE)
437 #define FIXED_DBL_SCALE ((double) FIXED_ONE)
438 #define FloatToFixed(X) (IROUND((X) * FIXED_SCALE))
439 #define FixedToDouble(X) ((X) * (1.0 / FIXED_DBL_SCALE))
440 #define IntToFixed(I) ((I) << FIXED_SHIFT)
441 #define FixedToInt(X) ((X) >> FIXED_SHIFT)
442 #define FixedToUns(X) (((unsigned int)(X)) >> FIXED_SHIFT)
443 #define FixedCeil(X) (((X) + FIXED_ONE - FIXED_EPSILON) & FIXED_INT_MASK)
444 #define FixedFloor(X) ((X) & FIXED_INT_MASK)
445 #define FixedToFloat(X) ((X) * (1.0F / FIXED_SCALE))
446 #define PosFloatToFixed(X) FloatToFixed(X)
447 #define SignedFloatToFixed(X) FloatToFixed(X)
448
449
450
451 /*
452 * XXX these macros are just bandages for now in order to make
453 * CHAN_BITS==32 compile cleanly.
454 * These should probably go elsewhere at some point.
455 */
456 #if CHAN_TYPE == GL_FLOAT
457 #define ChanToFixed(X) (X)
458 #define FixedToChan(X) (X)
459 #else
460 #define ChanToFixed(X) IntToFixed(X)
461 #define FixedToChan(X) FixedToInt(X)
462 #endif
463
464
465 /**
466 * For looping over fragment attributes in the pointe, line
467 * triangle rasterizers.
468 */
469 #define ATTRIB_LOOP_BEGIN \
470 { \
471 GLuint a; \
472 for (a = 0; a < swrast->_NumActiveAttribs; a++) { \
473 const GLuint attr = swrast->_ActiveAttribs[a];
474
475 #define ATTRIB_LOOP_END } }
476
477
478 /**
479 * Return the address of a pixel value in a mapped renderbuffer.
480 */
481 static inline GLubyte *
482 _swrast_pixel_address(struct gl_renderbuffer *rb, GLint x, GLint y)
483 {
484 struct swrast_renderbuffer *srb = swrast_renderbuffer(rb);
485 const GLint bpp = _mesa_get_format_bytes(rb->Format);
486 const GLint rowStride = srb->RowStride;
487 assert(x >= 0);
488 assert(y >= 0);
489 /* NOTE: using <= only because of s_tritemp.h which gets a pixel
490 * address but doesn't necessarily access it.
491 */
492 assert(x <= (GLint) rb->Width);
493 assert(y <= (GLint) rb->Height);
494 assert(srb->Map);
495 return (GLubyte *) srb->Map + y * rowStride + x * bpp;
496 }
497
498
499
500 #endif