added program.c plus minor fixes
[mesa.git] / src / mesa / swrast / swrast.h
1
2 /*
3 * Mesa 3-D graphics library
4 * Version: 5.1
5 *
6 * Copyright (C) 1999-2003 Brian Paul All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 *
25 */
26
27 /**
28 * \file swrast/swrast.h
29 * \brief Public interface to the software rasterization functions.
30 * \author Keith Whitwell <keith@tungstengraphics.com>
31 */
32
33 #ifndef SWRAST_H
34 #define SWRAST_H
35
36 #include "mtypes.h"
37
38 /**
39 * \struct SWvertex
40 * \brief Data-structure to handle vertices in the software rasterizer.
41 *
42 * The software rasterizer now uses this format for vertices. Thus a
43 * 'RasterSetup' stage or other translation is required between the
44 * tnl module and the swrast rasterization functions. This serves to
45 * isolate the swrast module from the internals of the tnl module, and
46 * improve its usefulness as a fallback mechanism for hardware
47 * drivers.
48 *
49 * Full software drivers:
50 * - Register the rastersetup and triangle functions from
51 * utils/software_helper.
52 * - On statechange, update the rasterization pointers in that module.
53 *
54 * Rasterization hardware drivers:
55 * - Keep native rastersetup.
56 * - Implement native twoside,offset and unfilled triangle setup.
57 * - Implement a translator from native vertices to swrast vertices.
58 * - On partial fallback (mix of accelerated and unaccelerated
59 * prims), call a pass-through function which translates native
60 * vertices to SWvertices and calls the appropriate swrast function.
61 * - On total fallback (vertex format insufficient for state or all
62 * primitives unaccelerated), hook in swrast_setup instead.
63 */
64 typedef struct {
65 /** win[0], win[1] are the screen-coords of SWvertex. win[2] is the
66 * z-coord. what is win[3]? */
67 GLfloat win[4];
68 GLfloat texcoord[MAX_TEXTURE_COORD_UNITS][4];
69 GLchan color[4];
70 GLchan specular[4];
71 GLfloat fog;
72 GLuint index;
73 GLfloat pointSize;
74 } SWvertex;
75
76
77 struct swrast_device_driver;
78
79
80 /* These are the public-access functions exported from swrast.
81 */
82 extern void
83 _swrast_alloc_buffers( GLframebuffer *buffer );
84
85 extern void
86 _swrast_use_read_buffer( GLcontext *ctx );
87
88 extern void
89 _swrast_use_draw_buffer( GLcontext *ctx );
90
91 extern GLboolean
92 _swrast_CreateContext( GLcontext *ctx );
93
94 extern void
95 _swrast_DestroyContext( GLcontext *ctx );
96
97 /* Get a (non-const) reference to the device driver struct for swrast.
98 */
99 extern struct swrast_device_driver *
100 _swrast_GetDeviceDriverReference( GLcontext *ctx );
101
102 extern void
103 _swrast_Bitmap( GLcontext *ctx,
104 GLint px, GLint py,
105 GLsizei width, GLsizei height,
106 const struct gl_pixelstore_attrib *unpack,
107 const GLubyte *bitmap );
108
109 extern void
110 _swrast_CopyPixels( GLcontext *ctx,
111 GLint srcx, GLint srcy,
112 GLint destx, GLint desty,
113 GLsizei width, GLsizei height,
114 GLenum type );
115
116 extern void
117 _swrast_DrawPixels( GLcontext *ctx,
118 GLint x, GLint y,
119 GLsizei width, GLsizei height,
120 GLenum format, GLenum type,
121 const struct gl_pixelstore_attrib *unpack,
122 const GLvoid *pixels );
123
124 extern void
125 _swrast_ReadPixels( GLcontext *ctx,
126 GLint x, GLint y, GLsizei width, GLsizei height,
127 GLenum format, GLenum type,
128 const struct gl_pixelstore_attrib *unpack,
129 GLvoid *pixels );
130
131 extern void
132 _swrast_Clear( GLcontext *ctx, GLbitfield mask, GLboolean all,
133 GLint x, GLint y, GLint width, GLint height );
134
135 extern void
136 _swrast_Accum( GLcontext *ctx, GLenum op,
137 GLfloat value, GLint xpos, GLint ypos,
138 GLint width, GLint height );
139
140
141 extern void
142 _swrast_DrawBuffer( GLcontext *ctx, GLenum mode );
143
144
145 /* Reset the stipple counter
146 */
147 extern void
148 _swrast_ResetLineStipple( GLcontext *ctx );
149
150 /* These will always render the correct point/line/triangle for the
151 * current state.
152 *
153 * For flatshaded primitives, the provoking vertex is the final one.
154 */
155 extern void
156 _swrast_Point( GLcontext *ctx, const SWvertex *v );
157
158 extern void
159 _swrast_Line( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1 );
160
161 extern void
162 _swrast_Triangle( GLcontext *ctx, const SWvertex *v0,
163 const SWvertex *v1, const SWvertex *v2 );
164
165 extern void
166 _swrast_Quad( GLcontext *ctx,
167 const SWvertex *v0, const SWvertex *v1,
168 const SWvertex *v2, const SWvertex *v3);
169
170 extern void
171 _swrast_flush( GLcontext *ctx );
172
173 extern void
174 _swrast_render_primitive( GLcontext *ctx, GLenum mode );
175
176 extern void
177 _swrast_render_start( GLcontext *ctx );
178
179 extern void
180 _swrast_render_finish( GLcontext *ctx );
181
182 /* Tell the software rasterizer about core state changes.
183 */
184 extern void
185 _swrast_InvalidateState( GLcontext *ctx, GLuint new_state );
186
187 /* Configure software rasterizer to match hardware rasterizer characteristics:
188 */
189 extern void
190 _swrast_allow_vertex_fog( GLcontext *ctx, GLboolean value );
191
192 extern void
193 _swrast_allow_pixel_fog( GLcontext *ctx, GLboolean value );
194
195 /* Debug:
196 */
197 extern void
198 _swrast_print_vertex( GLcontext *ctx, const SWvertex *v );
199
200
201 /*
202 * Imaging fallbacks (a better solution should be found, perhaps
203 * moving all the imaging fallback code to a new module)
204 */
205 extern void
206 _swrast_CopyConvolutionFilter2D(GLcontext *ctx, GLenum target,
207 GLenum internalFormat,
208 GLint x, GLint y, GLsizei width,
209 GLsizei height);
210 extern void
211 _swrast_CopyConvolutionFilter1D(GLcontext *ctx, GLenum target,
212 GLenum internalFormat,
213 GLint x, GLint y, GLsizei width);
214 extern void
215 _swrast_CopyColorSubTable( GLcontext *ctx,GLenum target, GLsizei start,
216 GLint x, GLint y, GLsizei width);
217 extern void
218 _swrast_CopyColorTable( GLcontext *ctx,
219 GLenum target, GLenum internalformat,
220 GLint x, GLint y, GLsizei width);
221
222
223 /*
224 * Texture fallbacks, Brian Paul. Could also live in a new module
225 * with the rest of the texture store fallbacks?
226 */
227 extern void
228 _swrast_copy_teximage1d(GLcontext *ctx, GLenum target, GLint level,
229 GLenum internalFormat,
230 GLint x, GLint y, GLsizei width, GLint border);
231
232 extern void
233 _swrast_copy_teximage2d(GLcontext *ctx, GLenum target, GLint level,
234 GLenum internalFormat,
235 GLint x, GLint y, GLsizei width, GLsizei height,
236 GLint border);
237
238
239 extern void
240 _swrast_copy_texsubimage1d(GLcontext *ctx, GLenum target, GLint level,
241 GLint xoffset, GLint x, GLint y, GLsizei width);
242
243 extern void
244 _swrast_copy_texsubimage2d(GLcontext *ctx,
245 GLenum target, GLint level,
246 GLint xoffset, GLint yoffset,
247 GLint x, GLint y, GLsizei width, GLsizei height);
248
249 extern void
250 _swrast_copy_texsubimage3d(GLcontext *ctx,
251 GLenum target, GLint level,
252 GLint xoffset, GLint yoffset, GLint zoffset,
253 GLint x, GLint y, GLsizei width, GLsizei height);
254
255
256
257 /* The driver interface for the software rasterizer.
258 * Unless otherwise noted, all functions are mandatory.
259 */
260 struct swrast_device_driver {
261
262 void (*SetBuffer)( GLcontext *ctx, GLframebuffer *buffer, GLuint bufferBit);
263 /*
264 * Specifies the current buffer for span/pixel writing/reading.
265 * buffer indicates which window to write to / read from. Normally,
266 * this'll be the buffer currently bound to the context, but it doesn't
267 * have to be!
268 * bufferBit indicates which color buffer, one of:
269 * FRONT_LEFT_BIT - this buffer always exists
270 * BACK_LEFT_BIT - when double buffering
271 * FRONT_RIGHT_BIT - when using stereo
272 * BACK_RIGHT_BIT - when using stereo and double buffering
273 * AUXn_BIT - if aux buffers are implemented
274 */
275
276
277 /***
278 *** Functions for synchronizing access to the framebuffer:
279 ***/
280
281 void (*SpanRenderStart)(GLcontext *ctx);
282 void (*SpanRenderFinish)(GLcontext *ctx);
283 /* OPTIONAL.
284 *
285 * Called before and after all rendering operations, including DrawPixels,
286 * ReadPixels, Bitmap, span functions, and CopyTexImage, etc commands.
287 * These are a suitable place for grabbing/releasing hardware locks.
288 *
289 * NOTE: The swrast triangle/line/point routines *DO NOT* call
290 * these functions. Locking in that case must be organized by the
291 * driver by other mechanisms.
292 */
293
294 /***
295 *** Functions for writing pixels to the frame buffer:
296 ***/
297
298 void (*WriteRGBASpan)( const GLcontext *ctx,
299 GLuint n, GLint x, GLint y,
300 CONST GLchan rgba[][4], const GLubyte mask[] );
301 void (*WriteRGBSpan)( const GLcontext *ctx,
302 GLuint n, GLint x, GLint y,
303 CONST GLchan rgb[][3], const GLubyte mask[] );
304 /* Write a horizontal run of RGBA or RGB pixels.
305 * If mask is NULL, draw all pixels.
306 * If mask is not null, only draw pixel [i] when mask [i] is true.
307 */
308
309 void (*WriteMonoRGBASpan)( const GLcontext *ctx, GLuint n, GLint x, GLint y,
310 const GLchan color[4], const GLubyte mask[] );
311 /* Write a horizontal run of RGBA pixels all with the same color.
312 * If mask is NULL, draw all pixels.
313 * If mask is not null, only draw pixel [i] when mask [i] is true.
314 */
315
316 void (*WriteRGBAPixels)( const GLcontext *ctx,
317 GLuint n, const GLint x[], const GLint y[],
318 CONST GLchan rgba[][4], const GLubyte mask[] );
319 /* Write array of RGBA pixels at random locations.
320 */
321
322 void (*WriteMonoRGBAPixels)( const GLcontext *ctx,
323 GLuint n, const GLint x[], const GLint y[],
324 const GLchan color[4], const GLubyte mask[] );
325 /* Write an array of mono-RGBA pixels at random locations.
326 */
327
328 void (*WriteCI32Span)( const GLcontext *ctx, GLuint n, GLint x, GLint y,
329 const GLuint index[], const GLubyte mask[] );
330 void (*WriteCI8Span)( const GLcontext *ctx, GLuint n, GLint x, GLint y,
331 const GLubyte index[], const GLubyte mask[] );
332 /* Write a horizontal run of CI pixels. One function is for 32bpp
333 * indexes and the other for 8bpp pixels (the common case). You mus
334 * implement both for color index mode.
335 * If mask is NULL, draw all pixels.
336 * If mask is not null, only draw pixel [i] when mask [i] is true.
337 */
338
339 void (*WriteMonoCISpan)( const GLcontext *ctx, GLuint n, GLint x, GLint y,
340 GLuint colorIndex, const GLubyte mask[] );
341 /* Write a horizontal run of color index pixels using the color index
342 * last specified by the Index() function.
343 * If mask is NULL, draw all pixels.
344 * If mask is not null, only draw pixel [i] when mask [i] is true.
345 */
346
347 void (*WriteCI32Pixels)( const GLcontext *ctx,
348 GLuint n, const GLint x[], const GLint y[],
349 const GLuint index[], const GLubyte mask[] );
350 /*
351 * Write a random array of CI pixels.
352 */
353
354 void (*WriteMonoCIPixels)( const GLcontext *ctx,
355 GLuint n, const GLint x[], const GLint y[],
356 GLuint colorIndex, const GLubyte mask[] );
357 /* Write a random array of color index pixels using the color index
358 * last specified by the Index() function.
359 */
360
361
362 /***
363 *** Functions to read pixels from frame buffer:
364 ***/
365
366 void (*ReadCI32Span)( const GLcontext *ctx,
367 GLuint n, GLint x, GLint y, GLuint index[] );
368 /* Read a horizontal run of color index pixels.
369 */
370
371 void (*ReadRGBASpan)( const GLcontext *ctx, GLuint n, GLint x, GLint y,
372 GLchan rgba[][4] );
373 /* Read a horizontal run of RGBA pixels.
374 */
375
376 void (*ReadCI32Pixels)( const GLcontext *ctx,
377 GLuint n, const GLint x[], const GLint y[],
378 GLuint indx[], const GLubyte mask[] );
379 /* Read a random array of CI pixels.
380 */
381
382 void (*ReadRGBAPixels)( const GLcontext *ctx,
383 GLuint n, const GLint x[], const GLint y[],
384 GLchan rgba[][4], const GLubyte mask[] );
385 /* Read a random array of RGBA pixels.
386 */
387
388
389
390 /***
391 *** For supporting hardware Z buffers:
392 *** Either ALL or NONE of these functions must be implemented!
393 *** NOTE that Each depth value is a 32-bit GLuint. If the depth
394 *** buffer is less than 32 bits deep then the extra upperbits are zero.
395 ***/
396
397 void (*WriteDepthSpan)( GLcontext *ctx, GLuint n, GLint x, GLint y,
398 const GLdepth depth[], const GLubyte mask[] );
399 /* Write a horizontal span of values into the depth buffer. Only write
400 * depth[i] value if mask[i] is nonzero.
401 */
402
403 void (*ReadDepthSpan)( GLcontext *ctx, GLuint n, GLint x, GLint y,
404 GLdepth depth[] );
405 /* Read a horizontal span of values from the depth buffer.
406 */
407
408
409 void (*WriteDepthPixels)( GLcontext *ctx, GLuint n,
410 const GLint x[], const GLint y[],
411 const GLdepth depth[], const GLubyte mask[] );
412 /* Write an array of randomly positioned depth values into the
413 * depth buffer. Only write depth[i] value if mask[i] is nonzero.
414 */
415
416 void (*ReadDepthPixels)( GLcontext *ctx, GLuint n,
417 const GLint x[], const GLint y[],
418 GLdepth depth[] );
419 /* Read an array of randomly positioned depth values from the depth buffer.
420 */
421
422
423
424 /***
425 *** For supporting hardware stencil buffers:
426 *** Either ALL or NONE of these functions must be implemented!
427 ***/
428
429 void (*WriteStencilSpan)( GLcontext *ctx, GLuint n, GLint x, GLint y,
430 const GLstencil stencil[], const GLubyte mask[] );
431 /* Write a horizontal span of stencil values into the stencil buffer.
432 * If mask is NULL, write all stencil values.
433 * Else, only write stencil[i] if mask[i] is non-zero.
434 */
435
436 void (*ReadStencilSpan)( GLcontext *ctx, GLuint n, GLint x, GLint y,
437 GLstencil stencil[] );
438 /* Read a horizontal span of stencil values from the stencil buffer.
439 */
440
441 void (*WriteStencilPixels)( GLcontext *ctx, GLuint n,
442 const GLint x[], const GLint y[],
443 const GLstencil stencil[],
444 const GLubyte mask[] );
445 /* Write an array of stencil values into the stencil buffer.
446 * If mask is NULL, write all stencil values.
447 * Else, only write stencil[i] if mask[i] is non-zero.
448 */
449
450 void (*ReadStencilPixels)( GLcontext *ctx, GLuint n,
451 const GLint x[], const GLint y[],
452 GLstencil stencil[] );
453 /* Read an array of stencil values from the stencil buffer.
454 */
455 };
456
457
458
459 #endif