-/* $Id: s_context.h,v 1.17 2002/04/19 14:05:50 brianp Exp $ */
-
/*
* Mesa 3-D graphics library
- * Version: 4.1
+ * Version: 6.5.3
*
- * Copyright (C) 1999-2002 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"),
* 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>
+ */
+
+/**
+ * \mainpage swrast module
+ *
+ * This module, software rasterization, contains the software fallback
+ * routines for drawing points, lines, triangles, bitmaps and images.
+ * All rendering boils down to writing spans (arrays) of pixels with
+ * particular colors. The span-writing routines must be implemented
+ * by the device driver.
*/
+
#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"
-/*
- * For texture sampling:
- */
-typedef void (*TextureSampleFunc)( GLcontext *ctx, GLuint texUnit,
- const struct gl_texture_object *tObj,
- GLuint n, GLfloat texcoords[][4],
- const GLfloat lambda[], GLchan rgba[][4] );
+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]);
-
-/*
- * Blending function
- */
-#ifdef USE_MMX_ASM
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
+ 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 CLIP_BIT 0x020 /**< Scissor or window clip pixels */
#define STENCIL_BIT 0x040 /**< Stencil pixels */
#define MASKING_BIT 0x080 /**< Do glColorMask or glIndexMask */
-#define ALPHABUF_BIT 0x100 /**< Using software alpha buffer */
#define MULTI_DRAW_BIT 0x400 /**< Write to more than one color- */
/**< 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 ATIFRAGSHADER_BIT 0x4000 /**< ATI Fragment shader enabled */
+#define CLAMPING_BIT 0x8000 /**< Clamp colors to [0,1] */
/*@}*/
#define _SWRAST_NEW_RASTERMASK (_NEW_BUFFERS| \
_NEW_COLOR| \
_NEW_DEPTH| \
_NEW_FOG| \
+ _NEW_PROGRAM| \
_NEW_STENCIL| \
_NEW_TEXTURE| \
_NEW_VIEWPORT| \
/**
* \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_UNITS];
- GLfloat _backface_sign;
- GLboolean _PreferPixelFog;
+ GLbitfield _RasterMask;
+ GLfloat _BackfaceSign; /** +1 or -1 */
+ GLfloat _BackfaceCullSign; /** +1, 0, or -1 */
+ GLboolean _PreferPixelFog; /* Compute fog blend factor per fragment? */
+ GLboolean _AnyTextureCombine;
+ 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? */
GLfloat _IntegerAccumScaler; /**< Implicit scale factor */
-
/* Working values:
*/
GLuint StippleCounter; /**< Line stipple counter */
- GLuint NewState;
+ GLuint PointLineFacing;
+ GLbitfield NewState;
GLuint StateChanges;
+ GLenum Primitive; /* current primitive being drawn (ala glBegin) */
+
+ void (*InvalidateState)( GLcontext *ctx, GLbitfield new_state );
- /** Mechanism to allow driver (like X11) to register further
- * software rasterization routines.
+ /**
+ * 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;
swrast_tri_func SpecTriangle;
/*@}*/
- struct sw_span *span;
+ /**
+ * Typically, we'll allocate a sw_span structure as a local variable
+ * and set its 'array' pointer to point to this object. The reason is
+ * this object is big and causes problems when allocated on the stack
+ * on some systems.
+ */
+ SWspanarrays *SpanArrays;
+ SWspanarrays *ZoomedArrays; /**< For pixel zooming */
+
+ /**
+ * Used to buffer N GL_POINTS, instead of rendering one by one.
+ */
+ 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;
- 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.
+ */
+ 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)
+/** Return SWcontext for the given GLcontext */
+static INLINE SWcontext *
+SWRAST_CONTEXT(GLcontext *ctx)
+{
+ return (SWcontext *) ctx->swrast_context;
+}
-#define RENDER_START(SWctx, GLctx) \
- do { \
- if ((SWctx)->Driver.SpanRenderStart) { \
- (*(SWctx)->Driver.SpanRenderStart)(GLctx); \
- } \
- } while (0)
+/** const version of above */
+static INLINE const SWcontext *
+CONST_SWRAST_CONTEXT(const GLcontext *ctx)
+{
+ return (const SWcontext *) ctx->swrast_context;
+}
-#define RENDER_FINISH(SWctx, GLctx) \
- do { \
- if ((SWctx)->Driver.SpanRenderFinish) { \
- (*(SWctx)->Driver.SpanRenderFinish)(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);
+}
+
+
+/** 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)))
#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