#ifndef S_CONTEXT_H
#define S_CONTEXT_H
+#include "main/compiler.h"
#include "main/mtypes.h"
-#include "shader/prog_execute.h"
+#include "program/prog_execute.h"
#include "swrast.h"
#include "s_span.h"
-typedef void (*texture_sample_func)(GLcontext *ctx,
+typedef void (*texture_sample_func)(struct gl_context *ctx,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoords[][4],
- const GLfloat lambda[], GLchan rgba[][4]);
+ const GLfloat lambda[], GLfloat rgba[][4]);
-typedef void (_ASMAPIP blend_func)( GLcontext *ctx, GLuint n,
+typedef void (_ASMAPIP blend_func)( struct gl_context *ctx, GLuint n,
const GLubyte mask[],
GLvoid *src, const GLvoid *dst,
GLenum chanType);
-typedef void (*swrast_point_func)( GLcontext *ctx, const SWvertex *);
+typedef void (*swrast_point_func)( struct gl_context *ctx, const SWvertex *);
-typedef void (*swrast_line_func)( GLcontext *ctx,
+typedef void (*swrast_line_func)( struct gl_context *ctx,
const SWvertex *, const SWvertex *);
-typedef void (*swrast_tri_func)( GLcontext *ctx, const SWvertex *,
+typedef void (*swrast_tri_func)( struct gl_context *ctx, const SWvertex *,
const SWvertex *, const SWvertex *);
-typedef void (*validate_texture_image_func)(GLcontext *ctx,
+typedef void (*validate_texture_image_func)(struct gl_context *ctx,
struct gl_texture_object *texObj,
GLuint face, GLuint level);
_NEW_DEPTH)
+struct swrast_texture_image;
+
+
+typedef void (*FetchTexelFuncC)(const struct swrast_texture_image *texImage,
+ GLint col, GLint row, GLint img,
+ GLchan *texelOut);
+
+/**
+ * As above, but returns floats.
+ * Used for depth component images and for upcoming signed/float
+ * texture images.
+ */
+typedef void (*FetchTexelFuncF)(const struct swrast_texture_image *texImage,
+ GLint col, GLint row, GLint img,
+ GLfloat *texelOut);
+
+
+typedef void (*StoreTexelFunc)(struct swrast_texture_image *texImage,
+ GLint col, GLint row, GLint img,
+ const void *texel);
+
+/**
+ * Subclass of gl_texture_image.
+ * We need extra fields/info to keep tracking of mapped texture buffers,
+ * strides and Fetch/Store functions.
+ */
+struct swrast_texture_image
+{
+ struct gl_texture_image Base;
+
+#if 0
+ /** used for mipmap LOD computation */
+ GLfloat WidthScale, HeightScale, DepthScale;
+ GLboolean _IsPowerOfTwo; /**< Are all dimensions powers of two? */
+
+ GLubyte *Data; /**< The actual texture data in malloc'd memory */
+
+ GLint TexelSize; /**< bytes per texel block */
+#endif
+
+ FetchTexelFuncC FetchTexelc;
+ FetchTexelFuncF FetchTexelf;
+ StoreTexelFunc Store;
+
+#if 0
+ /** These fields only valid when texture memory is mapped */
+ GLubyte **SliceMaps; /**< points to OneMap or a malloc'd array */
+ GLint RowStride; /**< bytes per row of blocks */
+#endif
+};
+
+
+/** cast wrapper */
+static INLINE struct swrast_texture_image *
+swrast_texture_image(struct gl_texture_image *img)
+{
+ return (struct swrast_texture_image *) img;
+}
+
+/** cast wrapper */
+static INLINE const struct swrast_texture_image *
+swrast_texture_image_const(const struct gl_texture_image *img)
+{
+ return (const struct swrast_texture_image *) img;
+}
+
+
/**
* \struct SWcontext
* \brief Per-context state that's private to the software rasterizer module.
GLfloat _BackfaceSign; /** +1 or -1 */
GLfloat _BackfaceCullSign; /** +1, 0, or -1 */
GLboolean _PreferPixelFog; /* Compute fog blend factor per fragment? */
- GLboolean _AnyTextureCombine;
+ GLboolean _TextureCombinePrimary;
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];
GLbitfield NewState;
GLuint StateChanges;
GLenum Primitive; /* current primitive being drawn (ala glBegin) */
+ GLboolean SpecularVertexAdd; /**< Add specular/secondary color per vertex */
- void (*InvalidateState)( GLcontext *ctx, GLbitfield new_state );
+ void (*InvalidateState)( struct gl_context *ctx, GLbitfield new_state );
/**
* When the NewState mask intersects these masks, we invalidate the
* 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 * );
+ void (*choose_point)( struct gl_context * );
+ void (*choose_line)( struct gl_context * );
+ void (*choose_triangle)( struct gl_context * );
/*@}*/
/**
/** Buffer for saving the sampled texture colors.
* Needed for GL_ARB_texture_env_crossbar implementation.
*/
- GLchan *TexelBuffer;
+ GLfloat *TexelBuffer;
validate_texture_image_func ValidateTextureImage;
extern void
-_swrast_validate_derived( GLcontext *ctx );
+_swrast_validate_derived( struct gl_context *ctx );
extern void
-_swrast_update_texture_samplers(GLcontext *ctx);
+_swrast_update_texture_samplers(struct gl_context *ctx);
+
+/** Return SWcontext for the given struct gl_context */
+static INLINE SWcontext *
+SWRAST_CONTEXT(struct gl_context *ctx)
+{
+ return (SWcontext *) ctx->swrast_context;
+}
+
+/** const version of above */
+static INLINE const SWcontext *
+CONST_SWRAST_CONTEXT(const struct gl_context *ctx)
+{
+ return (const SWcontext *) ctx->swrast_context;
+}
-#define SWRAST_CONTEXT(ctx) ((SWcontext *)ctx->swrast_context)
-#define RENDER_START(SWctx, GLctx) \
- do { \
- if ((SWctx)->Driver.SpanRenderStart) { \
- (*(SWctx)->Driver.SpanRenderStart)(GLctx); \
- } \
- } while (0)
+/**
+ * Called prior to framebuffer reading/writing.
+ * For drivers that rely on swrast for fallback rendering, this is the
+ * driver's opportunity to map renderbuffers and textures.
+ */
+static INLINE void
+swrast_render_start(struct gl_context *ctx)
+{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ if (swrast->Driver.SpanRenderStart)
+ swrast->Driver.SpanRenderStart(ctx);
+}
+
-#define RENDER_FINISH(SWctx, GLctx) \
- do { \
- if ((SWctx)->Driver.SpanRenderFinish) { \
- (*(SWctx)->Driver.SpanRenderFinish)(GLctx); \
- } \
- } while (0)
+/** Called after framebuffer reading/writing */
+static INLINE void
+swrast_render_finish(struct gl_context *ctx)
+{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ if (swrast->Driver.SpanRenderFinish)
+ swrast->Driver.SpanRenderFinish(ctx);
+}
+/*
+ * Fixed point arithmetic macros
+ */
+#ifndef FIXED_FRAC_BITS
+#define FIXED_FRAC_BITS 11
+#endif
+
+#define FIXED_SHIFT FIXED_FRAC_BITS
+#define FIXED_ONE (1 << FIXED_SHIFT)
+#define FIXED_HALF (1 << (FIXED_SHIFT-1))
+#define FIXED_FRAC_MASK (FIXED_ONE - 1)
+#define FIXED_INT_MASK (~FIXED_FRAC_MASK)
+#define FIXED_EPSILON 1
+#define FIXED_SCALE ((float) FIXED_ONE)
+#define FIXED_DBL_SCALE ((double) FIXED_ONE)
+#define FloatToFixed(X) (IROUND((X) * FIXED_SCALE))
+#define FixedToDouble(X) ((X) * (1.0 / FIXED_DBL_SCALE))
+#define IntToFixed(I) ((I) << FIXED_SHIFT)
+#define FixedToInt(X) ((X) >> FIXED_SHIFT)
+#define FixedToUns(X) (((unsigned int)(X)) >> FIXED_SHIFT)
+#define FixedCeil(X) (((X) + FIXED_ONE - FIXED_EPSILON) & FIXED_INT_MASK)
+#define FixedFloor(X) ((X) & FIXED_INT_MASK)
+#define FixedToFloat(X) ((X) * (1.0F / FIXED_SCALE))
+#define PosFloatToFixed(X) FloatToFixed(X)
+#define SignedFloatToFixed(X) FloatToFixed(X)
+
+
+
/*
* XXX these macros are just bandages for now in order to make
* CHAN_BITS==32 compile cleanly.