fix broken two-sided stencil
[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 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25
26 /**
27 * \file swrast/s_context.h
28 * \brief Software rasterization context and private types.
29 * \author Keith Whitwell <keith@tungstengraphics.com>
30 */
31
32 /**
33 * \mainpage swrast module
34 *
35 * This module, software rasterization, contains the software fallback
36 * routines for drawing points, lines, triangles, bitmaps and images.
37 * All rendering boils down to writing spans (arrays) of pixels with
38 * particular colors. The span-writing routines must be implemented
39 * by the device driver.
40 */
41
42
43 #ifndef S_CONTEXT_H
44 #define S_CONTEXT_H
45
46 #include "main/mtypes.h"
47 #include "shader/prog_execute.h"
48 #include "swrast.h"
49 #include "s_span.h"
50
51
52 typedef void (*texture_sample_func)(GLcontext *ctx,
53 const struct gl_texture_object *tObj,
54 GLuint n, const GLfloat texcoords[][4],
55 const GLfloat lambda[], GLchan rgba[][4]);
56
57 typedef void (_ASMAPIP blend_func)( GLcontext *ctx, GLuint n,
58 const GLubyte mask[],
59 GLvoid *src, const GLvoid *dst,
60 GLenum chanType);
61
62 typedef void (*swrast_point_func)( GLcontext *ctx, const SWvertex *);
63
64 typedef void (*swrast_line_func)( GLcontext *ctx,
65 const SWvertex *, const SWvertex *);
66
67 typedef void (*swrast_tri_func)( GLcontext *ctx, const SWvertex *,
68 const SWvertex *, const SWvertex *);
69
70
71 typedef void (*validate_texture_image_func)(GLcontext *ctx,
72 struct gl_texture_object *texObj,
73 GLuint face, GLuint level);
74
75
76 /**
77 * \defgroup Bitmasks
78 * Bitmasks to indicate which rasterization options are enabled
79 * (RasterMask)
80 */
81 /*@{*/
82 #define ALPHATEST_BIT 0x001 /**< Alpha-test pixels */
83 #define BLEND_BIT 0x002 /**< Blend pixels */
84 #define DEPTH_BIT 0x004 /**< Depth-test pixels */
85 #define FOG_BIT 0x008 /**< Fog pixels */
86 #define LOGIC_OP_BIT 0x010 /**< Apply logic op in software */
87 #define CLIP_BIT 0x020 /**< Scissor or window clip pixels */
88 #define STENCIL_BIT 0x040 /**< Stencil pixels */
89 #define MASKING_BIT 0x080 /**< Do glColorMask or glIndexMask */
90 #define MULTI_DRAW_BIT 0x400 /**< Write to more than one color- */
91 /**< buffer or no buffers. */
92 #define OCCLUSION_BIT 0x800 /**< GL_HP_occlusion_test enabled */
93 #define TEXTURE_BIT 0x1000 /**< Texturing really enabled */
94 #define FRAGPROG_BIT 0x2000 /**< Fragment program enabled */
95 #define ATIFRAGSHADER_BIT 0x4000 /**< ATI Fragment shader enabled */
96 #define CLAMPING_BIT 0x8000 /**< Clamp colors to [0,1] */
97 /*@}*/
98
99 #define _SWRAST_NEW_RASTERMASK (_NEW_BUFFERS| \
100 _NEW_SCISSOR| \
101 _NEW_COLOR| \
102 _NEW_DEPTH| \
103 _NEW_FOG| \
104 _NEW_PROGRAM| \
105 _NEW_STENCIL| \
106 _NEW_TEXTURE| \
107 _NEW_VIEWPORT| \
108 _NEW_DEPTH)
109
110
111 /**
112 * \struct SWcontext
113 * \brief Per-context state that's private to the software rasterizer module.
114 */
115 typedef struct
116 {
117 /** Driver interface:
118 */
119 struct swrast_device_driver Driver;
120
121 /** Configuration mechanisms to make software rasterizer match
122 * characteristics of the hardware rasterizer (if present):
123 */
124 GLboolean AllowVertexFog;
125 GLboolean AllowPixelFog;
126
127 /** Derived values, invalidated on statechanges, updated from
128 * _swrast_validate_derived():
129 */
130 GLbitfield _RasterMask;
131 GLfloat _BackfaceSign; /** +1 or -1 */
132 GLfloat _BackfaceCullSign; /** +1, 0, or -1 */
133 GLboolean _PreferPixelFog; /* Compute fog blend factor per fragment? */
134 GLboolean _AnyTextureCombine;
135 GLboolean _FogEnabled;
136 GLboolean _DeferredTexture;
137 GLenum _FogMode; /* either GL_FOG_MODE or fragment program's fog mode */
138
139 /** Multiple render targets */
140 GLbitfield _ColorOutputsMask;
141 GLuint _NumColorOutputs;
142
143 /** List/array of the fragment attributes to interpolate */
144 GLuint _ActiveAttribs[FRAG_ATTRIB_MAX];
145 /** Same info, but as a bitmask */
146 GLbitfield _ActiveAttribMask;
147 /** Number of fragment attributes to interpolate */
148 GLuint _NumActiveAttribs;
149 /** Indicates how each attrib is to be interpolated (lines/tris) */
150 GLenum _InterpMode[FRAG_ATTRIB_MAX]; /* GL_FLAT or GL_SMOOTH (for now) */
151
152 /* Accum buffer temporaries.
153 */
154 GLboolean _IntegerAccumMode; /**< Storing unscaled integers? */
155 GLfloat _IntegerAccumScaler; /**< Implicit scale factor */
156
157 /* Working values:
158 */
159 GLuint StippleCounter; /**< Line stipple counter */
160 GLuint PointLineFacing;
161 GLbitfield NewState;
162 GLuint StateChanges;
163 GLenum Primitive; /* current primitive being drawn (ala glBegin) */
164
165 void (*InvalidateState)( GLcontext *ctx, GLbitfield new_state );
166
167 /**
168 * When the NewState mask intersects these masks, we invalidate the
169 * Point/Line/Triangle function pointers below.
170 */
171 /*@{*/
172 GLbitfield InvalidatePointMask;
173 GLbitfield InvalidateLineMask;
174 GLbitfield InvalidateTriangleMask;
175 /*@}*/
176
177 /**
178 * Device drivers plug in functions for these callbacks.
179 * Will be called when the GL state change mask intersects the above masks.
180 */
181 /*@{*/
182 void (*choose_point)( GLcontext * );
183 void (*choose_line)( GLcontext * );
184 void (*choose_triangle)( GLcontext * );
185 /*@}*/
186
187 /**
188 * Current point, line and triangle drawing functions.
189 */
190 /*@{*/
191 swrast_point_func Point;
192 swrast_line_func Line;
193 swrast_tri_func Triangle;
194 /*@}*/
195
196 /**
197 * Placeholders for when separate specular (or secondary color) is
198 * enabled but texturing is not.
199 */
200 /*@{*/
201 swrast_point_func SpecPoint;
202 swrast_line_func SpecLine;
203 swrast_tri_func SpecTriangle;
204 /*@}*/
205
206 /**
207 * Typically, we'll allocate a sw_span structure as a local variable
208 * and set its 'array' pointer to point to this object. The reason is
209 * this object is big and causes problems when allocated on the stack
210 * on some systems.
211 */
212 SWspanarrays *SpanArrays;
213
214 /**
215 * Used to buffer N GL_POINTS, instead of rendering one by one.
216 */
217 SWspan PointSpan;
218
219 /** Internal hooks, kept up to date by the same mechanism as above.
220 */
221 blend_func BlendFunc;
222 texture_sample_func TextureSample[MAX_TEXTURE_IMAGE_UNITS];
223
224 /** Buffer for saving the sampled texture colors.
225 * Needed for GL_ARB_texture_env_crossbar implementation.
226 */
227 GLchan *TexelBuffer;
228
229 validate_texture_image_func ValidateTextureImage;
230
231 /** State used during execution of fragment programs */
232 struct gl_program_machine FragProgMachine;
233
234 } SWcontext;
235
236
237 extern void
238 _swrast_validate_derived( GLcontext *ctx );
239
240 extern void
241 _swrast_update_texture_samplers(GLcontext *ctx);
242
243
244 #define SWRAST_CONTEXT(ctx) ((SWcontext *)ctx->swrast_context)
245
246 #define RENDER_START(SWctx, GLctx) \
247 do { \
248 if ((SWctx)->Driver.SpanRenderStart) { \
249 (*(SWctx)->Driver.SpanRenderStart)(GLctx); \
250 } \
251 } while (0)
252
253 #define RENDER_FINISH(SWctx, GLctx) \
254 do { \
255 if ((SWctx)->Driver.SpanRenderFinish) { \
256 (*(SWctx)->Driver.SpanRenderFinish)(GLctx); \
257 } \
258 } while (0)
259
260
261
262 /**
263 * Size of an RGBA pixel, in bytes, for given datatype.
264 */
265 #define RGBA_PIXEL_SIZE(TYPE) \
266 ((TYPE == GL_UNSIGNED_BYTE) ? 4 * sizeof(GLubyte) : \
267 ((TYPE == GL_UNSIGNED_SHORT) ? 4 * sizeof(GLushort) \
268 : 4 * sizeof(GLfloat)))
269
270
271
272 /*
273 * XXX these macros are just bandages for now in order to make
274 * CHAN_BITS==32 compile cleanly.
275 * These should probably go elsewhere at some point.
276 */
277 #if CHAN_TYPE == GL_FLOAT
278 #define ChanToFixed(X) (X)
279 #define FixedToChan(X) (X)
280 #else
281 #define ChanToFixed(X) IntToFixed(X)
282 #define FixedToChan(X) FixedToInt(X)
283 #endif
284
285
286 /**
287 * For looping over fragment attributes in the pointe, line
288 * triangle rasterizers.
289 */
290 #define ATTRIB_LOOP_BEGIN \
291 { \
292 GLuint a; \
293 for (a = 0; a < swrast->_NumActiveAttribs; a++) { \
294 const GLuint attr = swrast->_ActiveAttribs[a];
295
296 #define ATTRIB_LOOP_END } }
297
298
299
300 #endif