improved solve_plane_chan() (Evgeny Kotsuba)
[mesa.git] / src / mesa / swrast / swrast.h
1 /* $Id: swrast.h,v 1.34 2003/01/14 04:55:47 brianp Exp $ */
2
3 /*
4 * Mesa 3-D graphics library
5 * Version: 5.1
6 *
7 * Copyright (C) 1999-2002 Brian Paul All Rights Reserved.
8 *
9 * Permission is hereby granted, free of charge, to any person obtaining a
10 * copy of this software and associated documentation files (the "Software"),
11 * to deal in the Software without restriction, including without limitation
12 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
13 * and/or sell copies of the Software, and to permit persons to whom the
14 * Software is furnished to do so, subject to the following conditions:
15 *
16 * The above copyright notice and this permission notice shall be included
17 * in all copies or substantial portions of the Software.
18 *
19 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
20 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
21 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
22 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
23 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
24 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 *
26 */
27
28 /**
29 * \file swrast/swrast.h
30 * \brief Defines basic structures for sw_rasterizer.
31 * \author Keith Whitwell <keith@tungstengraphics.com>
32 */
33
34 #ifndef SWRAST_H
35 #define SWRAST_H
36
37 #include "mtypes.h"
38
39 /**
40 * \struct SWvertex
41 * \brief Data-structure to handle vertices in the software rasterizer.
42 *
43 * The software rasterizer now uses this format for vertices. Thus a
44 * 'RasterSetup' stage or other translation is required between the
45 * tnl module and the swrast rasterization functions. This serves to
46 * isolate the swrast module from the internals of the tnl module, and
47 * improve its usefulness as a fallback mechanism for hardware
48 * drivers.
49 *
50 * Full software drivers:
51 * - Register the rastersetup and triangle functions from
52 * utils/software_helper.
53 * - On statechange, update the rasterization pointers in that module.
54 *
55 * Rasterization hardware drivers:
56 * - Keep native rastersetup.
57 * - Implement native twoside,offset and unfilled triangle setup.
58 * - Implement a translator from native vertices to swrast vertices.
59 * - On partial fallback (mix of accelerated and unaccelerated
60 * prims), call a pass-through function which translates native
61 * vertices to SWvertices and calls the appropriate swrast function.
62 * - On total fallback (vertex format insufficient for state or all
63 * primitives unaccelerated), hook in swrast_setup instead.
64 */
65 typedef struct {
66 /** win[0], win[1] are the screen-coords of SWvertex. win[2] is the
67 * z-coord. what is win[3]? */
68 GLfloat win[4];
69 GLfloat texcoord[MAX_TEXTURE_COORD_UNITS][4];
70 GLchan color[4];
71 GLchan specular[4];
72 GLfloat fog;
73 GLuint index;
74 GLfloat pointSize;
75 } SWvertex;
76
77
78 /**
79 * \struct sw_span
80 * \brief Contains data for either a horizontal line or a set of
81 * pixels that are passed through a pipeline of functions before being
82 * drawn.
83 *
84 * The sw_span structure describes the colors, Z, fogcoord, texcoords,
85 * etc for either a horizontal run or a set of independent pixels. We
86 * can either specify a base/step to indicate interpolated values, or
87 * fill in arrays of values. The interpMask and arrayMask bitfields
88 * indicate which are active.
89 *
90 * With this structure it's easy to hand-off span rasterization to
91 * subroutines instead of doing it all inline in the triangle functions
92 * like we used to do.
93 * It also cleans up the local variable namespace a great deal.
94 *
95 * It would be interesting to experiment with multiprocessor rasterization
96 * with this structure. The triangle rasterizer could simply emit a
97 * stream of these structures which would be consumed by one or more
98 * span-processing threads which could run in parallel.
99 */
100
101
102 /**
103 * \defgroup SpanFlags SPAN_XXX-flags
104 * Bitmasks to indicate which span_arrays need to be computed
105 * (sw_span::interpMask) or have already been filled
106 * (sw_span::arrayMask)
107 */
108 /*@{*/
109 #define SPAN_RGBA 0x001
110 #define SPAN_SPEC 0x002
111 #define SPAN_INDEX 0x004
112 #define SPAN_Z 0x008
113 #define SPAN_FOG 0x010
114 #define SPAN_TEXTURE 0x020
115 #define SPAN_INT_TEXTURE 0x040
116 #define SPAN_LAMBDA 0x080
117 #define SPAN_COVERAGE 0x100
118 #define SPAN_FLAT 0x200 /**< flat shading? */
119 /** sw_span::arrayMask only - for span_arrays::x, span_arrays::y */
120 #define SPAN_XY 0x400
121 #define SPAN_MASK 0x800 /**< sw_span::arrayMask only */
122 /*@}*/
123
124
125 /**
126 * \struct span_arrays
127 * \brief Arrays of fragment values.
128 *
129 * These will either be computed from the x/xStep values above or
130 * filled in by glDraw/CopyPixels, etc.
131 */
132 struct span_arrays {
133 GLchan rgb[MAX_WIDTH][3];
134 GLchan rgba[MAX_WIDTH][4];
135 GLuint index[MAX_WIDTH];
136 GLchan spec[MAX_WIDTH][4]; /* specular color */
137 GLint x[MAX_WIDTH]; /**< X/Y used for point/line rendering only */
138 GLint y[MAX_WIDTH]; /**< X/Y used for point/line rendering only */
139 GLdepth z[MAX_WIDTH];
140 GLfloat fog[MAX_WIDTH];
141 GLfloat texcoords[MAX_TEXTURE_COORD_UNITS][MAX_WIDTH][4];
142 GLfloat lambda[MAX_TEXTURE_COORD_UNITS][MAX_WIDTH];
143 GLfloat coverage[MAX_WIDTH];
144
145 /** This mask indicates if fragment is alive or culled */
146 GLubyte mask[MAX_WIDTH];
147 };
148
149
150 struct sw_span {
151 GLint x, y;
152
153 /** Only need to process pixels between start <= i < end */
154 /** At this time, start is always zero. */
155 GLuint start, end;
156
157 /** This flag indicates that mask[] array is effectively filled with ones */
158 GLboolean writeAll;
159
160 /** either GL_POLYGON, GL_LINE, GL_POLYGON, GL_BITMAP */
161 GLenum primitive;
162
163 /** 0 = front-facing span, 1 = back-facing span (for two-sided stencil) */
164 GLuint facing;
165
166 /**
167 * This bitmask (of \link SpanFlags SPAN_* flags\endlink) indicates
168 * which of the x/xStep variables are relevant.
169 */
170 GLuint interpMask;
171
172 #if CHAN_TYPE == GL_FLOAT
173 GLfloat red, redStep;
174 GLfloat green, greenStep;
175 GLfloat blue, blueStep;
176 GLfloat alpha, alphaStep;
177 GLfloat specRed, specRedStep;
178 GLfloat specGreen, specGreenStep;
179 GLfloat specBlue, specBlueStep;
180 #else /* CHAN_TYPE == GL_UNSIGNED_BYTE or GL_UNSIGNED SHORT */
181 GLfixed red, redStep;
182 GLfixed green, greenStep;
183 GLfixed blue, blueStep;
184 GLfixed alpha, alphaStep;
185 GLfixed specRed, specRedStep;
186 GLfixed specGreen, specGreenStep;
187 GLfixed specBlue, specBlueStep;
188 #endif
189 GLfixed index, indexStep;
190 GLfixed z, zStep;
191 GLfloat fog, fogStep;
192 GLfloat tex[MAX_TEXTURE_COORD_UNITS][4]; /* s, t, r, q */
193 GLfloat texStepX[MAX_TEXTURE_COORD_UNITS][4];
194 GLfloat texStepY[MAX_TEXTURE_COORD_UNITS][4];
195 GLfixed intTex[2], intTexStep[2]; /* s, t only */
196
197 /**
198 * This bitmask (of \link SpanFlags SPAN_* flags\endlink) indicates
199 * which of the fragment arrays in the span_arrays struct are relevant.
200 */
201 GLuint arrayMask;
202
203 /**
204 * We store the arrays of fragment values in a separate struct so
205 * that we can allocate sw_span structs on the stack without using
206 * a lot of memory. The span_arrays struct is about 400KB while the
207 * sw_span struct is only about 512 bytes.
208 */
209 struct span_arrays *array;
210 };
211
212
213 #define INIT_SPAN(S, PRIMITIVE, END, INTERP_MASK, ARRAY_MASK) \
214 do { \
215 (S).primitive = (PRIMITIVE); \
216 (S).interpMask = (INTERP_MASK); \
217 (S).arrayMask = (ARRAY_MASK); \
218 (S).start = 0; \
219 (S).end = (END); \
220 (S).facing = 0; \
221 (S).array = SWRAST_CONTEXT(ctx)->SpanArrays; \
222 } while (0)
223
224
225
226 struct swrast_device_driver;
227
228
229 /* These are the public-access functions exported from swrast.
230 */
231 extern void
232 _swrast_alloc_buffers( GLframebuffer *buffer );
233
234 extern void
235 _swrast_use_read_buffer( GLcontext *ctx );
236
237 extern void
238 _swrast_use_draw_buffer( GLcontext *ctx );
239
240 extern GLboolean
241 _swrast_CreateContext( GLcontext *ctx );
242
243 extern void
244 _swrast_DestroyContext( GLcontext *ctx );
245
246 /* Get a (non-const) reference to the device driver struct for swrast.
247 */
248 extern struct swrast_device_driver *
249 _swrast_GetDeviceDriverReference( GLcontext *ctx );
250
251 extern void
252 _swrast_Bitmap( GLcontext *ctx,
253 GLint px, GLint py,
254 GLsizei width, GLsizei height,
255 const struct gl_pixelstore_attrib *unpack,
256 const GLubyte *bitmap );
257
258 extern void
259 _swrast_CopyPixels( GLcontext *ctx,
260 GLint srcx, GLint srcy,
261 GLint destx, GLint desty,
262 GLsizei width, GLsizei height,
263 GLenum type );
264
265 extern void
266 _swrast_DrawPixels( GLcontext *ctx,
267 GLint x, GLint y,
268 GLsizei width, GLsizei height,
269 GLenum format, GLenum type,
270 const struct gl_pixelstore_attrib *unpack,
271 const GLvoid *pixels );
272
273 extern void
274 _swrast_ReadPixels( GLcontext *ctx,
275 GLint x, GLint y, GLsizei width, GLsizei height,
276 GLenum format, GLenum type,
277 const struct gl_pixelstore_attrib *unpack,
278 GLvoid *pixels );
279
280 extern void
281 _swrast_Clear( GLcontext *ctx, GLbitfield mask, GLboolean all,
282 GLint x, GLint y, GLint width, GLint height );
283
284 extern void
285 _swrast_Accum( GLcontext *ctx, GLenum op,
286 GLfloat value, GLint xpos, GLint ypos,
287 GLint width, GLint height );
288
289
290 extern void
291 _swrast_DrawBuffer( GLcontext *ctx, GLenum mode );
292
293
294 /* Reset the stipple counter
295 */
296 extern void
297 _swrast_ResetLineStipple( GLcontext *ctx );
298
299 /* These will always render the correct point/line/triangle for the
300 * current state.
301 *
302 * For flatshaded primitives, the provoking vertex is the final one.
303 */
304 extern void
305 _swrast_Point( GLcontext *ctx, const SWvertex *v );
306
307 extern void
308 _swrast_Line( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1 );
309
310 extern void
311 _swrast_Triangle( GLcontext *ctx, const SWvertex *v0,
312 const SWvertex *v1, const SWvertex *v2 );
313
314 extern void
315 _swrast_Quad( GLcontext *ctx,
316 const SWvertex *v0, const SWvertex *v1,
317 const SWvertex *v2, const SWvertex *v3);
318
319 extern void
320 _swrast_flush( GLcontext *ctx );
321
322 extern void
323 _swrast_render_primitive( GLcontext *ctx, GLenum mode );
324
325 extern void
326 _swrast_render_start( GLcontext *ctx );
327
328 extern void
329 _swrast_render_finish( GLcontext *ctx );
330
331 /* Tell the software rasterizer about core state changes.
332 */
333 extern void
334 _swrast_InvalidateState( GLcontext *ctx, GLuint new_state );
335
336 /* Configure software rasterizer to match hardware rasterizer characteristics:
337 */
338 extern void
339 _swrast_allow_vertex_fog( GLcontext *ctx, GLboolean value );
340
341 extern void
342 _swrast_allow_pixel_fog( GLcontext *ctx, GLboolean value );
343
344 /* Debug:
345 */
346 extern void
347 _swrast_print_vertex( GLcontext *ctx, const SWvertex *v );
348
349
350 /*
351 * Imaging fallbacks (a better solution should be found, perhaps
352 * moving all the imaging fallback code to a new module)
353 */
354 extern void
355 _swrast_CopyConvolutionFilter2D(GLcontext *ctx, GLenum target,
356 GLenum internalFormat,
357 GLint x, GLint y, GLsizei width,
358 GLsizei height);
359 extern void
360 _swrast_CopyConvolutionFilter1D(GLcontext *ctx, GLenum target,
361 GLenum internalFormat,
362 GLint x, GLint y, GLsizei width);
363 extern void
364 _swrast_CopyColorSubTable( GLcontext *ctx,GLenum target, GLsizei start,
365 GLint x, GLint y, GLsizei width);
366 extern void
367 _swrast_CopyColorTable( GLcontext *ctx,
368 GLenum target, GLenum internalformat,
369 GLint x, GLint y, GLsizei width);
370
371
372 /*
373 * Texture fallbacks, Brian Paul. Could also live in a new module
374 * with the rest of the texture store fallbacks?
375 */
376 extern void
377 _swrast_copy_teximage1d(GLcontext *ctx, GLenum target, GLint level,
378 GLenum internalFormat,
379 GLint x, GLint y, GLsizei width, GLint border);
380
381 extern void
382 _swrast_copy_teximage2d(GLcontext *ctx, GLenum target, GLint level,
383 GLenum internalFormat,
384 GLint x, GLint y, GLsizei width, GLsizei height,
385 GLint border);
386
387
388 extern void
389 _swrast_copy_texsubimage1d(GLcontext *ctx, GLenum target, GLint level,
390 GLint xoffset, GLint x, GLint y, GLsizei width);
391
392 extern void
393 _swrast_copy_texsubimage2d(GLcontext *ctx,
394 GLenum target, GLint level,
395 GLint xoffset, GLint yoffset,
396 GLint x, GLint y, GLsizei width, GLsizei height);
397
398 extern void
399 _swrast_copy_texsubimage3d(GLcontext *ctx,
400 GLenum target, GLint level,
401 GLint xoffset, GLint yoffset, GLint zoffset,
402 GLint x, GLint y, GLsizei width, GLsizei height);
403
404
405
406 /* The driver interface for the software rasterizer.
407 * Unless otherwise noted, all functions are mandatory.
408 */
409 struct swrast_device_driver {
410
411 void (*SetBuffer)( GLcontext *ctx, GLframebuffer *buffer, GLuint bufferBit);
412 /*
413 * Specifies the current buffer for span/pixel writing/reading.
414 * buffer indicates which window to write to / read from. Normally,
415 * this'll be the buffer currently bound to the context, but it doesn't
416 * have to be!
417 * bufferBit indicates which color buffer, one of:
418 * FRONT_LEFT_BIT - this buffer always exists
419 * BACK_LEFT_BIT - when double buffering
420 * FRONT_RIGHT_BIT - when using stereo
421 * BACK_RIGHT_BIT - when using stereo and double buffering
422 * AUXn_BIT - if aux buffers are implemented
423 */
424
425
426 /***
427 *** Functions for synchronizing access to the framebuffer:
428 ***/
429
430 void (*SpanRenderStart)(GLcontext *ctx);
431 void (*SpanRenderFinish)(GLcontext *ctx);
432 /* OPTIONAL.
433 *
434 * Called before and after all rendering operations, including DrawPixels,
435 * ReadPixels, Bitmap, span functions, and CopyTexImage, etc commands.
436 * These are a suitable place for grabbing/releasing hardware locks.
437 *
438 * NOTE: The swrast triangle/line/point routines *DO NOT* call
439 * these functions. Locking in that case must be organized by the
440 * driver by other mechanisms.
441 */
442
443 /***
444 *** Functions for writing pixels to the frame buffer:
445 ***/
446
447 void (*WriteRGBASpan)( const GLcontext *ctx,
448 GLuint n, GLint x, GLint y,
449 CONST GLchan rgba[][4], const GLubyte mask[] );
450 void (*WriteRGBSpan)( const GLcontext *ctx,
451 GLuint n, GLint x, GLint y,
452 CONST GLchan rgb[][3], const GLubyte mask[] );
453 /* Write a horizontal run of RGBA or RGB pixels.
454 * If mask is NULL, draw all pixels.
455 * If mask is not null, only draw pixel [i] when mask [i] is true.
456 */
457
458 void (*WriteMonoRGBASpan)( const GLcontext *ctx, GLuint n, GLint x, GLint y,
459 const GLchan color[4], const GLubyte mask[] );
460 /* Write a horizontal run of RGBA pixels all with the same color.
461 * If mask is NULL, draw all pixels.
462 * If mask is not null, only draw pixel [i] when mask [i] is true.
463 */
464
465 void (*WriteRGBAPixels)( const GLcontext *ctx,
466 GLuint n, const GLint x[], const GLint y[],
467 CONST GLchan rgba[][4], const GLubyte mask[] );
468 /* Write array of RGBA pixels at random locations.
469 */
470
471 void (*WriteMonoRGBAPixels)( const GLcontext *ctx,
472 GLuint n, const GLint x[], const GLint y[],
473 const GLchan color[4], const GLubyte mask[] );
474 /* Write an array of mono-RGBA pixels at random locations.
475 */
476
477 void (*WriteCI32Span)( const GLcontext *ctx, GLuint n, GLint x, GLint y,
478 const GLuint index[], const GLubyte mask[] );
479 void (*WriteCI8Span)( const GLcontext *ctx, GLuint n, GLint x, GLint y,
480 const GLubyte index[], const GLubyte mask[] );
481 /* Write a horizontal run of CI pixels. One function is for 32bpp
482 * indexes and the other for 8bpp pixels (the common case). You mus
483 * implement both for color index mode.
484 * If mask is NULL, draw all pixels.
485 * If mask is not null, only draw pixel [i] when mask [i] is true.
486 */
487
488 void (*WriteMonoCISpan)( const GLcontext *ctx, GLuint n, GLint x, GLint y,
489 GLuint colorIndex, const GLubyte mask[] );
490 /* Write a horizontal run of color index pixels using the color index
491 * last specified by the Index() function.
492 * If mask is NULL, draw all pixels.
493 * If mask is not null, only draw pixel [i] when mask [i] is true.
494 */
495
496 void (*WriteCI32Pixels)( const GLcontext *ctx,
497 GLuint n, const GLint x[], const GLint y[],
498 const GLuint index[], const GLubyte mask[] );
499 /*
500 * Write a random array of CI pixels.
501 */
502
503 void (*WriteMonoCIPixels)( const GLcontext *ctx,
504 GLuint n, const GLint x[], const GLint y[],
505 GLuint colorIndex, const GLubyte mask[] );
506 /* Write a random array of color index pixels using the color index
507 * last specified by the Index() function.
508 */
509
510
511 /***
512 *** Functions to read pixels from frame buffer:
513 ***/
514
515 void (*ReadCI32Span)( const GLcontext *ctx,
516 GLuint n, GLint x, GLint y, GLuint index[] );
517 /* Read a horizontal run of color index pixels.
518 */
519
520 void (*ReadRGBASpan)( const GLcontext *ctx, GLuint n, GLint x, GLint y,
521 GLchan rgba[][4] );
522 /* Read a horizontal run of RGBA pixels.
523 */
524
525 void (*ReadCI32Pixels)( const GLcontext *ctx,
526 GLuint n, const GLint x[], const GLint y[],
527 GLuint indx[], const GLubyte mask[] );
528 /* Read a random array of CI pixels.
529 */
530
531 void (*ReadRGBAPixels)( const GLcontext *ctx,
532 GLuint n, const GLint x[], const GLint y[],
533 GLchan rgba[][4], const GLubyte mask[] );
534 /* Read a random array of RGBA pixels.
535 */
536
537
538
539 /***
540 *** For supporting hardware Z buffers:
541 *** Either ALL or NONE of these functions must be implemented!
542 *** NOTE that Each depth value is a 32-bit GLuint. If the depth
543 *** buffer is less than 32 bits deep then the extra upperbits are zero.
544 ***/
545
546 void (*WriteDepthSpan)( GLcontext *ctx, GLuint n, GLint x, GLint y,
547 const GLdepth depth[], const GLubyte mask[] );
548 /* Write a horizontal span of values into the depth buffer. Only write
549 * depth[i] value if mask[i] is nonzero.
550 */
551
552 void (*ReadDepthSpan)( GLcontext *ctx, GLuint n, GLint x, GLint y,
553 GLdepth depth[] );
554 /* Read a horizontal span of values from the depth buffer.
555 */
556
557
558 void (*WriteDepthPixels)( GLcontext *ctx, GLuint n,
559 const GLint x[], const GLint y[],
560 const GLdepth depth[], const GLubyte mask[] );
561 /* Write an array of randomly positioned depth values into the
562 * depth buffer. Only write depth[i] value if mask[i] is nonzero.
563 */
564
565 void (*ReadDepthPixels)( GLcontext *ctx, GLuint n,
566 const GLint x[], const GLint y[],
567 GLdepth depth[] );
568 /* Read an array of randomly positioned depth values from the depth buffer.
569 */
570
571
572
573 /***
574 *** For supporting hardware stencil buffers:
575 *** Either ALL or NONE of these functions must be implemented!
576 ***/
577
578 void (*WriteStencilSpan)( GLcontext *ctx, GLuint n, GLint x, GLint y,
579 const GLstencil stencil[], const GLubyte mask[] );
580 /* Write a horizontal span of stencil values into the stencil buffer.
581 * If mask is NULL, write all stencil values.
582 * Else, only write stencil[i] if mask[i] is non-zero.
583 */
584
585 void (*ReadStencilSpan)( GLcontext *ctx, GLuint n, GLint x, GLint y,
586 GLstencil stencil[] );
587 /* Read a horizontal span of stencil values from the stencil buffer.
588 */
589
590 void (*WriteStencilPixels)( GLcontext *ctx, GLuint n,
591 const GLint x[], const GLint y[],
592 const GLstencil stencil[],
593 const GLubyte mask[] );
594 /* Write an array of stencil values into the stencil buffer.
595 * If mask is NULL, write all stencil values.
596 * Else, only write stencil[i] if mask[i] is non-zero.
597 */
598
599 void (*ReadStencilPixels)( GLcontext *ctx, GLuint n,
600 const GLint x[], const GLint y[],
601 GLstencil stencil[] );
602 /* Read an array of stencil values from the stencil buffer.
603 */
604 };
605
606
607
608 #endif