-/* $Id: s_context.h,v 1.21 2002/10/11 17:41:06 brianp Exp $ */
-
/*
* Mesa 3-D graphics library
- * Version: 4.1
+ * Version: 5.1
*
- * Copyright (C) 1999-2002 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2003 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"),
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
- *
- * Authors:
- * Keith Whitwell <keithw@valinux.com>
*/
+
/**
* \file swrast/s_context.h
- * \brief fill in description
- * \author Keith Whitwell <keithw@valinux.com>
+ * \brief Software rasterization context and private types.
+ * \author Keith Whitwell <keith@tungstengraphics.com>
*/
#ifndef S_CONTEXT_H
#include "mtypes.h"
#include "swrast.h"
-/*
- * For texture sampling:
+
+/**
+ * \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)
*/
-typedef void (*TextureSampleFunc)( GLcontext *ctx, GLuint texUnit,
- const struct gl_texture_object *tObj,
- GLuint n, GLfloat texcoords[][4],
- const GLfloat lambda[], GLchan rgba[][4] );
+/*@{*/
+#define SPAN_RGBA 0x001
+#define SPAN_SPEC 0x002
+#define SPAN_INDEX 0x004
+#define SPAN_Z 0x008
+#define SPAN_FOG 0x010
+#define SPAN_TEXTURE 0x020
+#define SPAN_INT_TEXTURE 0x040
+#define SPAN_LAMBDA 0x080
+#define SPAN_COVERAGE 0x100
+#define SPAN_FLAT 0x200 /**< flat shading? */
+/** sw_span::arrayMask only - for span_arrays::x, span_arrays::y */
+#define SPAN_XY 0x400
+#define SPAN_MASK 0x800 /**< 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];
+};
-/*
- * Blending function
+
+/**
+ * \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.
*/
-#ifdef USE_MMX_ASM
+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,
+ 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] );
-#else
-typedef void (*blend_func)( GLcontext *ctx, GLuint n, const GLubyte mask[],
- GLchan src[][4], CONST GLchan dst[][4] );
-#endif
typedef void (*swrast_point_func)( GLcontext *ctx, const SWvertex *);
/**< buffer or no buffers. */
#define OCCLUSION_BIT 0x800 /**< GL_HP_occlusion_test enabled */
#define TEXTURE_BIT 0x1000 /**< Texturing really enabled */
+#define FRAGPROG_BIT 0x2000 /**< Fragment program enabled */
/*@}*/
#define _SWRAST_NEW_RASTERMASK (_NEW_BUFFERS| \
_NEW_COLOR| \
_NEW_DEPTH| \
_NEW_FOG| \
+ _NEW_PROGRAM| \
_NEW_STENCIL| \
_NEW_TEXTURE| \
_NEW_VIEWPORT| \
* _swrast_validate_derived():
*/
GLuint _RasterMask;
- GLfloat _MinMagThresh[MAX_TEXTURE_UNITS];
- GLfloat _backface_sign;
+ GLfloat _MinMagThresh[MAX_TEXTURE_IMAGE_UNITS];
+ GLfloat _BackfaceSign;
GLboolean _PreferPixelFog;
GLboolean _AnyTextureCombine;
/** Internal hooks, kept uptodate by the same mechanism as above.
*/
blend_func BlendFunc;
- TextureSampleFunc TextureSample[MAX_TEXTURE_UNITS];
+ texture_sample_func TextureSample[MAX_TEXTURE_IMAGE_UNITS];
/** Buffer for saving the sampled texture colors.
* Needed for GL_ARB_texture_env_crossbar implementation.