-/* $Id: swrast.h,v 1.16 2002/01/27 18:32:03 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"),
* 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;
} SWvertex;
-/*
- * The sw_span structure is used by the triangle template code in
- * s_tritemp.h. It describes how colors, Z, texcoords, etc are to be
- * interpolated across each scanline of triangle.
- * With this structure it's easy to hand-off span rasterization to a
- * subroutine instead of doing it all inline 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.
- */
-
-
-/* When the sw_span struct is initialized, these flags indicates
- * which values are needed for rendering the triangle.
- */
-#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? */
-
-
-struct sw_span {
- GLint x, y;
-
- /* only need to process pixels between start <= i < end */
- GLuint start, end;
-
- /* This flag indicates that only a part of the span is visible */
- GLboolean writeAll;
-
- /* This bitmask (bitwise-or of SPAN_* flags) indicates which of the
- * x/xStep variables are relevant.
- */
- GLuint interpMask;
-
-#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 == */
- 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_UNITS][4], texStep[MAX_TEXTURE_UNITS][4];
- GLfixed intTex[2], intTexStep[2];
- /* Needed for texture lambda (LOD) computation */
- GLfloat rho[MAX_TEXTURE_UNITS];
- GLfloat texWidth[MAX_TEXTURE_UNITS], texHeight[MAX_TEXTURE_UNITS];
-
- /* This bitmask (bitwise-or of SPAN_* flags) indicates which of the
- * fragment arrays are relevant.
- */
- GLuint arrayMask;
-
- /**
- * Arrays of fragment values. These will either be computed from the
- * x/xStep values above or loadd from glDrawPixels, etc.
- */
- union {
- GLchan rgb[MAX_WIDTH][3];
- GLchan rgba[MAX_WIDTH][4];
- GLuint index[MAX_WIDTH];
- } color;
- GLchan specArray[MAX_WIDTH][4];
- GLdepth zArray[MAX_WIDTH];
- GLfloat fogArray[MAX_WIDTH];
- /* Texture (s,t,r). 4th component only used for pixel texture */
- GLfloat texcoords[MAX_TEXTURE_UNITS][MAX_WIDTH][4];
- GLfloat lambda[MAX_TEXTURE_UNITS][MAX_WIDTH];
- GLfloat coverage[MAX_WIDTH];
-
- /* This mask indicates if fragment is alive or culled */
- GLubyte mask[MAX_WIDTH];
-
-#ifdef DEBUG
- GLboolean filledDepth, filledAlpha;
- GLboolean filledColor, filledSpecular;
- GLboolean filledLambda[MAX_TEXTURE_UNITS], filledTex[MAX_TEXTURE_UNITS];
-#endif
-};
-
-
-#define INIT_SPAN(S) \
-do { \
- S.interpMask = 0; \
- S.arrayMask = 0; \
- S.start = S.end = 0; \
-} while (0)
-
-
-#ifdef DEBUG
-#define SW_SPAN_SET_FLAG(flag) {ASSERT((flag) == GL_FALSE);(flag) = GL_TRUE;}
-#define SW_SPAN_RESET(span) { \
- (span).filledDepth = (span).filledAlpha \
- = (span).filledColor = (span).filledSpecular = GL_FALSE; \
- MEMSET((span).filledTex, GL_FALSE, \
- MAX_TEXTURE_UNITS*sizeof(GLboolean)); \
- MEMSET((span).filledLambda, GL_FALSE, \
- MAX_TEXTURE_UNITS*sizeof(GLboolean)); \
- (span).start = 0; (span).writeAll = GL_TRUE;}
-#else
-#define SW_SPAN_SET_FLAG(flag) ;
-#define SW_SPAN_RESET(span) {(span).start = 0;(span).writeAll = GL_TRUE;}
-#endif
-
struct swrast_device_driver;
/* 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,