/*
* Mesa 3-D graphics library
- * Version: 6.5
+ * Version: 6.5.3
*
- * Copyright (C) 1999-2005 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2007 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"),
#ifndef S_CONTEXT_H
#define S_CONTEXT_H
-#include "mtypes.h"
+#include "main/mtypes.h"
+#include "shader/prog_execute.h"
#include "swrast.h"
+#include "s_span.h"
-/**
- * \defgroup SpanFlags SPAN_XXX-flags
- * Bitmasks to indicate which span_arrays need to be computed
- * (sw_span::interpMask) or have already been filled
- * (sw_span::arrayMask)
- */
-/*@{*/
-#define SPAN_RGBA 0x001
-#define SPAN_SPEC 0x002
-#define SPAN_INDEX 0x004
-#define SPAN_Z 0x008
-#define SPAN_W 0x010
-#define SPAN_FOG 0x020
-#define SPAN_TEXTURE 0x040
-#define SPAN_INT_TEXTURE 0x080
-#define SPAN_LAMBDA 0x100
-#define SPAN_COVERAGE 0x200
-#define SPAN_FLAT 0x400 /**< flat shading? */
-/** sw_span::arrayMask only - for span_arrays::x, span_arrays::y */
-#define SPAN_XY 0x800
-#define SPAN_MASK 0x1000 /**< sw_span::arrayMask only */
-/*@}*/
-
-
-/**
- * \struct span_arrays
- * \brief Arrays of fragment values.
- *
- * These will either be computed from the x/xStep values above or
- * filled in by glDraw/CopyPixels, etc.
- * These arrays are separated out of sw_span to conserve memory.
- */
-struct span_arrays {
- GLchan rgb[MAX_WIDTH][3];
- GLchan rgba[MAX_WIDTH][4];
- GLuint index[MAX_WIDTH];
- GLchan spec[MAX_WIDTH][4]; /* specular color */
- GLint x[MAX_WIDTH]; /**< X/Y used for point/line rendering only */
- GLint y[MAX_WIDTH]; /**< X/Y used for point/line rendering only */
- GLdepth z[MAX_WIDTH];
- GLfloat fog[MAX_WIDTH];
- GLfloat texcoords[MAX_TEXTURE_COORD_UNITS][MAX_WIDTH][4];
- GLfloat lambda[MAX_TEXTURE_COORD_UNITS][MAX_WIDTH];
- GLfloat coverage[MAX_WIDTH];
-
- /** This mask indicates if fragment is alive or culled */
- GLubyte mask[MAX_WIDTH];
-};
-
-
-/**
- * \struct sw_span
- * \brief Contains data for either a horizontal line or a set of
- * pixels that are passed through a pipeline of functions before being
- * drawn.
- *
- * The sw_span structure describes the colors, Z, fogcoord, texcoords,
- * etc for either a horizontal run or an array of independent pixels.
- * We can either specify a base/step to indicate interpolated values, or
- * fill in arrays of values. The interpMask and arrayMask bitfields
- * indicate which are active.
- *
- * With this structure it's easy to hand-off span rasterization to
- * subroutines instead of doing it all inline in the triangle functions
- * 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.
- */
-struct sw_span {
- GLint x, y;
-
- /** Only need to process pixels between start <= i < end */
- /** At this time, start is always zero. */
- GLuint start, end;
-
- /** This flag indicates that mask[] array is effectively filled with ones */
- GLboolean writeAll;
-
- /** either GL_POLYGON, GL_LINE, GL_POLYGON, GL_BITMAP */
- GLenum primitive;
-
- /** 0 = front-facing span, 1 = back-facing span (for two-sided stencil) */
- GLuint facing;
-
- /**
- * This bitmask (of \link SpanFlags SPAN_* flags\endlink) indicates
- * which of the x/xStep variables are relevant.
- */
- GLuint interpMask;
-
- /* For horizontal spans, step is the partial derivative wrt X.
- * For lines, step is the delta from one fragment to the next.
- */
-#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 == GL_UNSIGNED_BYTE or GL_UNSIGNED_SHORT */
- 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_COORD_UNITS][4]; /* s, t, r, q */
- GLfloat texStepX[MAX_TEXTURE_COORD_UNITS][4];
- GLfloat texStepY[MAX_TEXTURE_COORD_UNITS][4];
- GLfixed intTex[2], intTexStep[2]; /* s, t only */
-
- /* partial derivatives wrt X and Y. */
- GLfloat dzdx, dzdy;
- GLfloat w, dwdx, dwdy;
- GLfloat drdx, drdy;
- GLfloat dgdx, dgdy;
- GLfloat dbdx, dbdy;
- GLfloat dadx, dady;
- GLfloat dsrdx, dsrdy;
- GLfloat dsgdx, dsgdy;
- GLfloat dsbdx, dsbdy;
- GLfloat dfogdx, dfogdy;
-
- /**
- * This bitmask (of \link SpanFlags SPAN_* flags\endlink) indicates
- * which of the fragment arrays in the span_arrays struct are relevant.
- */
- GLuint arrayMask;
-
- /**
- * We store the arrays of fragment values in a separate struct so
- * that we can allocate sw_span structs on the stack without using
- * a lot of memory. The span_arrays struct is about 400KB while the
- * sw_span struct is only about 512 bytes.
- */
- struct span_arrays *array;
-};
-
-
-#define INIT_SPAN(S, PRIMITIVE, END, INTERP_MASK, ARRAY_MASK) \
-do { \
- (S).primitive = (PRIMITIVE); \
- (S).interpMask = (INTERP_MASK); \
- (S).arrayMask = (ARRAY_MASK); \
- (S).start = 0; \
- (S).end = (END); \
- (S).facing = 0; \
- (S).array = SWRAST_CONTEXT(ctx)->SpanArrays; \
-} while (0)
-
-
-typedef void (*texture_sample_func)(GLcontext *ctx, GLuint texUnit,
+typedef void (*texture_sample_func)(GLcontext *ctx,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoords[][4],
const GLfloat lambda[], GLchan rgba[][4]);
typedef void (_ASMAPIP blend_func)( GLcontext *ctx, GLuint n,
const GLubyte mask[],
- GLchan src[][4], CONST GLchan dst[][4] );
+ GLvoid *src, const GLvoid *dst,
+ GLenum chanType);
typedef void (*swrast_point_func)( GLcontext *ctx, const SWvertex *);
const SWvertex *, const SWvertex *);
-/** \defgroup Bitmasks
+typedef void (*validate_texture_image_func)(GLcontext *ctx,
+ struct gl_texture_object *texObj,
+ GLuint face, GLuint level);
+
+
+/**
+ * \defgroup Bitmasks
* Bitmasks to indicate which rasterization options are enabled
* (RasterMask)
*/
#define TEXTURE_BIT 0x1000 /**< Texturing really enabled */
#define FRAGPROG_BIT 0x2000 /**< Fragment program enabled */
#define ATIFRAGSHADER_BIT 0x4000 /**< ATI Fragment shader enabled */
+#define CLAMPING_BIT 0x8000 /**< Clamp colors to [0,1] */
/*@}*/
#define _SWRAST_NEW_RASTERMASK (_NEW_BUFFERS| \
/**
* \struct SWcontext
- * \brief SWContext?
+ * \brief Per-context state that's private to the software rasterizer module.
*/
typedef struct
{
/** Derived values, invalidated on statechanges, updated from
* _swrast_validate_derived():
*/
- GLuint _RasterMask;
- GLfloat _MinMagThresh[MAX_TEXTURE_IMAGE_UNITS];
- GLfloat _BackfaceSign;
+ GLbitfield _RasterMask;
+ GLfloat _BackfaceSign; /** +1 or -1 */
+ GLfloat _BackfaceCullSign; /** +1, 0, or -1 */
GLboolean _PreferPixelFog; /* Compute fog blend factor per fragment? */
GLboolean _AnyTextureCombine;
- GLchan _FogColor[3];
GLboolean _FogEnabled;
+ GLboolean _DeferredTexture;
GLenum _FogMode; /* either GL_FOG_MODE or fragment program's fog mode */
+ /** List/array of the fragment attributes to interpolate */
+ GLuint _ActiveAttribs[FRAG_ATTRIB_MAX];
+ /** Same info, but as a bitmask */
+ GLbitfield _ActiveAttribMask;
+ /** Number of fragment attributes to interpolate */
+ GLuint _NumActiveAttribs;
+ /** Indicates how each attrib is to be interpolated (lines/tris) */
+ GLenum _InterpMode[FRAG_ATTRIB_MAX]; /* GL_FLAT or GL_SMOOTH (for now) */
+
/* Accum buffer temporaries.
*/
GLboolean _IntegerAccumMode; /**< Storing unscaled integers? */
/* Working values:
*/
GLuint StippleCounter; /**< Line stipple counter */
- GLuint NewState;
+ GLuint PointLineFacing;
+ GLbitfield NewState;
GLuint StateChanges;
GLenum Primitive; /* current primitive being drawn (ala glBegin) */
- /** Mechanism to allow driver (like X11) to register further
- * software rasterization routines.
+ void (*InvalidateState)( GLcontext *ctx, GLbitfield new_state );
+
+ /**
+ * When the NewState mask intersects these masks, we invalidate the
+ * Point/Line/Triangle function pointers below.
+ */
+ /*@{*/
+ GLbitfield InvalidatePointMask;
+ GLbitfield InvalidateLineMask;
+ GLbitfield InvalidateTriangleMask;
+ /*@}*/
+
+ /**
+ * Device drivers plug in functions for these callbacks.
+ * Will be called when the GL state change mask intersects the above masks.
*/
/*@{*/
void (*choose_point)( GLcontext * );
void (*choose_line)( GLcontext * );
void (*choose_triangle)( GLcontext * );
-
- GLuint invalidate_point;
- GLuint invalidate_line;
- GLuint invalidate_triangle;
/*@}*/
- /** Function pointers for dispatch behind public entrypoints. */
+ /**
+ * Current point, line and triangle drawing functions.
+ */
/*@{*/
- void (*InvalidateState)( GLcontext *ctx, GLuint new_state );
-
swrast_point_func Point;
swrast_line_func Line;
swrast_tri_func Triangle;
* this object is big and causes problems when allocated on the stack
* on some systems.
*/
- struct span_arrays *SpanArrays;
+ SWspanarrays *SpanArrays;
/**
* Used to buffer N GL_POINTS, instead of rendering one by one.
*/
- struct sw_span PointSpan;
+ SWspan PointSpan;
- /** Internal hooks, kept uptodate by the same mechanism as above.
+ /** Internal hooks, kept up to date by the same mechanism as above.
*/
blend_func BlendFunc;
texture_sample_func TextureSample[MAX_TEXTURE_IMAGE_UNITS];
*/
GLchan *TexelBuffer;
+ validate_texture_image_func ValidateTextureImage;
+
+ /** State used during execution of fragment programs */
+ struct gl_program_machine FragProgMachine;
+
} SWcontext;
extern void
_swrast_validate_derived( GLcontext *ctx );
+extern void
+_swrast_update_texture_samplers(GLcontext *ctx);
+
#define SWRAST_CONTEXT(ctx) ((SWcontext *)ctx->swrast_context)
+/**
+ * Size of an RGBA pixel, in bytes, for given datatype.
+ */
+#define RGBA_PIXEL_SIZE(TYPE) \
+ ((TYPE == GL_UNSIGNED_BYTE) ? 4 * sizeof(GLubyte) : \
+ ((TYPE == GL_UNSIGNED_SHORT) ? 4 * sizeof(GLushort) \
+ : 4 * sizeof(GLfloat)))
+
+
+
/*
* XXX these macros are just bandages for now in order to make
* CHAN_BITS==32 compile cleanly.
#endif
+/**
+ * For looping over fragment attributes in the pointe, line
+ * triangle rasterizers.
+ */
+#define ATTRIB_LOOP_BEGIN \
+ { \
+ GLuint a; \
+ for (a = 0; a < swrast->_NumActiveAttribs; a++) { \
+ const GLuint attr = swrast->_ActiveAttribs[a];
-extern void
-_swrast_translate_program( GLcontext *ctx );
+#define ATTRIB_LOOP_END } }
-extern GLboolean
-_swrast_execute_codegen_program(GLcontext *ctx,
- const struct fragment_program *program,
- GLuint maxInst,
- struct fp_machine *machine,
- const struct sw_span *span,
- GLuint column );
#endif