-/* $Id: swrast.h,v 1.12 2001/03/19 02:25:36 keithw Exp $ */
-
/*
* Mesa 3-D graphics library
- * Version: 3.5
+ * Version: 5.1
*
- * Copyright (C) 1999-2001 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"),
* 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/swrast.h
+ * \brief Public interface to the software rasterization functions.
+ * \author Keith Whitwell <keith@tungstengraphics.com>
*/
#ifndef SWRAST_H
#include "mtypes.h"
-
-
-/* The software rasterizer now uses this format for vertices. Thus a
+/**
+ * \struct SWvertex
+ * \brief Data-structure to handle vertices in the software rasterizer.
+ *
+ * The software rasterizer now uses this format for vertices. Thus a
* 'RasterSetup' stage or other translation is required between the
* tnl module and the swrast rasterization functions. This serves to
* isolate the swrast module from the internals of the tnl module, and
* primitives unaccelerated), hook in swrast_setup instead.
*/
typedef struct {
+ /** win[0], win[1] are the screen-coords of SWvertex. win[2] is the
+ * z-coord. what is win[3]? */
GLfloat win[4];
- GLfloat texcoord[MAX_TEXTURE_UNITS][4];
+ GLfloat texcoord[MAX_TEXTURE_COORD_UNITS][4];
GLchan color[4];
GLchan specular[4];
GLfloat fog;
/* These are the public-access functions exported from swrast.
*/
extern void
-_swrast_alloc_buffers( GLcontext *ctx );
+_swrast_alloc_buffers( GLframebuffer *buffer );
+
+extern void
+_swrast_use_read_buffer( GLcontext *ctx );
+
+extern void
+_swrast_use_draw_buffer( GLcontext *ctx );
extern GLboolean
_swrast_CreateContext( GLcontext *ctx );
GLint width, GLint height );
+extern void
+_swrast_DrawBuffer( GLcontext *ctx, GLenum mode );
+
+
/* Reset the stipple counter
*/
extern void
extern void
_swrast_flush( GLcontext *ctx );
+extern void
+_swrast_render_primitive( GLcontext *ctx, GLenum mode );
+
+extern void
+_swrast_render_start( GLcontext *ctx );
+
+extern void
+_swrast_render_finish( GLcontext *ctx );
/* Tell the software rasterizer about core state changes.
*/
* Imaging fallbacks (a better solution should be found, perhaps
* moving all the imaging fallback code to a new module)
*/
-void
+extern void
_swrast_CopyConvolutionFilter2D(GLcontext *ctx, GLenum target,
GLenum internalFormat,
GLint x, GLint y, GLsizei width,
GLsizei height);
-void
+extern void
_swrast_CopyConvolutionFilter1D(GLcontext *ctx, GLenum target,
GLenum internalFormat,
GLint x, GLint y, GLsizei width);
-void
+extern void
_swrast_CopyColorSubTable( GLcontext *ctx,GLenum target, GLsizei start,
GLint x, GLint y, GLsizei width);
-void
+extern void
_swrast_CopyColorTable( GLcontext *ctx,
GLenum target, GLenum internalformat,
GLint x, GLint y, GLsizei width);
/*
- * Texture fallbacks, Brian Paul. Could also live in a new module
+ * Texture fallbacks. Could also live in a new module
* with the rest of the texture store fallbacks?
*/
extern void
_swrast_copy_teximage1d(GLcontext *ctx, GLenum target, GLint level,
- GLenum internalFormat,
- GLint x, GLint y, GLsizei width, GLint border);
+ GLenum internalFormat,
+ GLint x, GLint y, GLsizei width, GLint border);
extern void
_swrast_copy_teximage2d(GLcontext *ctx, GLenum target, GLint level,
- GLenum internalFormat,
- GLint x, GLint y, GLsizei width, GLsizei height,
- GLint border);
+ GLenum internalFormat,
+ GLint x, GLint y, GLsizei width, GLsizei height,
+ GLint border);
extern void
_swrast_copy_texsubimage1d(GLcontext *ctx, GLenum target, GLint level,
- GLint xoffset, GLint x, GLint y, GLsizei width);
+ GLint xoffset, GLint x, GLint y, GLsizei width);
extern void
_swrast_copy_texsubimage2d(GLcontext *ctx,
- GLenum target, GLint level,
- GLint xoffset, GLint yoffset,
- GLint x, GLint y, GLsizei width, GLsizei height);
+ GLenum target, GLint level,
+ GLint xoffset, GLint yoffset,
+ GLint x, GLint y, GLsizei width, GLsizei height);
extern void
_swrast_copy_texsubimage3d(GLcontext *ctx,
- GLenum target, GLint level,
- GLint xoffset, GLint yoffset, GLint zoffset,
- GLint x, GLint y, GLsizei width, GLsizei height);
+ GLenum target, GLint level,
+ GLint xoffset, GLint yoffset, GLint zoffset,
+ GLint x, GLint y, GLsizei width, GLsizei height);
-/* The driver interface for the software rasterizer. Unless otherwise
- * noted, all functions are mandatory.
+/* The driver interface for the software rasterizer.
+ * Unless otherwise noted, all functions are mandatory.
*/
struct swrast_device_driver {
- void (*SetReadBuffer)( GLcontext *ctx, GLframebuffer *colorBuffer,
- GLenum buffer );
+ void (*SetBuffer)( GLcontext *ctx, GLframebuffer *buffer, GLuint bufferBit);
/*
- * Specifies the current buffer for span/pixel reading.
- * colorBuffer will be one of:
- * GL_FRONT_LEFT - this buffer always exists
- * GL_BACK_LEFT - when double buffering
- * GL_FRONT_RIGHT - when using stereo
- * GL_BACK_RIGHT - when using stereo and double buffering
+ * Specifies the current buffer for span/pixel writing/reading.
+ * buffer indicates which window to write to / read from. Normally,
+ * this'll be the buffer currently bound to the context, but it doesn't
+ * have to be!
+ * bufferBit indicates which color buffer, one of:
+ * FRONT_LEFT_BIT - this buffer always exists
+ * BACK_LEFT_BIT - when double buffering
+ * FRONT_RIGHT_BIT - when using stereo
+ * BACK_RIGHT_BIT - when using stereo and double buffering
+ * AUXn_BIT - if aux buffers are implemented
*/
void (*WriteMonoRGBASpan)( const GLcontext *ctx, GLuint n, GLint x, GLint y,
const GLchan color[4], const GLubyte mask[] );
/* Write a horizontal run of RGBA pixels all with the same color.
+ * If mask is NULL, draw all pixels.
+ * If mask is not null, only draw pixel [i] when mask [i] is true.
*/
void (*WriteRGBAPixels)( const GLcontext *ctx,
/* Write a horizontal run of CI pixels. One function is for 32bpp
* indexes and the other for 8bpp pixels (the common case). You mus
* implement both for color index mode.
+ * If mask is NULL, draw all pixels.
+ * If mask is not null, only draw pixel [i] when mask [i] is true.
*/
void (*WriteMonoCISpan)( const GLcontext *ctx, GLuint n, GLint x, GLint y,
GLuint colorIndex, const GLubyte mask[] );
/* Write a horizontal run of color index pixels using the color index
* last specified by the Index() function.
+ * If mask is NULL, draw all pixels.
+ * If mask is not null, only draw pixel [i] when mask [i] is true.
*/
void (*WriteCI32Pixels)( const GLcontext *ctx,