/*
* Mesa 3-D graphics library
- * Version: 6.5
+ * Version: 6.5.3
*
- * Copyright (C) 1999-2006 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"
-
-
-/**
- * \defgroup SpanFlags SPAN_XXX-flags
- * Bitmasks to indicate which span_arrays need to be computed
- * (sw_span::interpMask) or have already been filled in (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? */
-#define SPAN_XY 0x800
-#define SPAN_MASK 0x1000
-#define SPAN_VARYING 0x2000
-/*@}*/
-
-
-/**
- * \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 {
- /* XXX the next three fields could go into a union */
- 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 */
- GLuint 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];
- GLfloat varying[MAX_WIDTH][MAX_VARYING_VECTORS][VARYINGS_PER_VECTOR];
-
- /** This mask indicates which fragments are 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.
- */
- GLbitfield 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; /* XXX z should probably be GLuint */
- 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 */
- GLfloat var[MAX_VARYING_VECTORS][VARYINGS_PER_VECTOR];
- GLfloat varStepX[MAX_VARYING_VECTORS][VARYINGS_PER_VECTOR];
- GLfloat varStepY[MAX_VARYING_VECTORS][VARYINGS_PER_VECTOR];
-
- /* 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.
- */
- GLbitfield 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)
+#include "s_span.h"
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]);
+ const GLfloat lambda[], GLfloat 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 *);
GLuint face, GLuint level);
-/** \defgroup Bitmasks
+/**
+ * \defgroup Bitmasks
* Bitmasks to indicate which rasterization options are enabled
* (RasterMask)
*/
/**
* \struct SWcontext
- * \brief SWContext?
+ * \brief Per-context state that's private to the software rasterizer module.
*/
typedef struct
{
* _swrast_validate_derived():
*/
GLbitfield _RasterMask;
- GLfloat _BackfaceSign;
+ 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 _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];
+ /** 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 PointLineFacing;
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 );
* this object is big and causes problems when allocated on the stack
* on some systems.
*/
- struct span_arrays *SpanArrays;
+ SWspanarrays *SpanArrays;
+ SWspanarrays *ZoomedArrays; /**< For pixel zooming */
/**
* Used to buffer N GL_POINTS, instead of rendering one by one.
*/
- struct sw_span PointSpan;
+ SWspan PointSpan;
/** Internal hooks, kept up to date by the same mechanism as above.
*/
/** Buffer for saving the sampled texture colors.
* Needed for GL_ARB_texture_env_crossbar implementation.
*/
- GLchan *TexelBuffer;
+ GLfloat *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);
+
+
+/** Return SWcontext for the given GLcontext */
+static INLINE SWcontext *
+SWRAST_CONTEXT(GLcontext *ctx)
+{
+ return (SWcontext *) ctx->swrast_context;
+}
+
+/** const version of above */
+static INLINE const SWcontext *
+CONST_SWRAST_CONTEXT(const GLcontext *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(GLcontext *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(GLcontext *ctx)
+{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ if (swrast->Driver.SpanRenderFinish)
+ swrast->Driver.SpanRenderFinish(ctx);
+}
+
+
+
+/**
+ * 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)))
+
+
+
+/*
+ * 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)
#define FixedToChan(X) FixedToInt(X)
#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];
+
+#define ATTRIB_LOOP_END } }
+
+
+
#endif