/*
* Mesa 3-D graphics library
- * Version: 3.5
+ * Version: 5.1
*
- * Copyright (C) 1999 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;
+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 );
extern void
_swrast_DestroyContext( GLcontext *ctx );
-
+/* Get a (non-const) reference to the device driver struct for swrast.
+ */
+extern struct swrast_device_driver *
+_swrast_GetDeviceDriverReference( GLcontext *ctx );
extern void
_swrast_Bitmap( GLcontext *ctx,
GLint width, GLint height );
-/* Get a pointer to the stipple counter.
- */
-extern GLuint *
-_swrast_get_stipple_counter_ref( GLcontext *ctx );
+extern void
+_swrast_DrawBuffer( GLcontext *ctx, GLenum mode );
-/* Reset the stipple pointer via a function call
+
+/* Reset the stipple counter
*/
extern void
_swrast_ResetLineStipple( GLcontext *ctx );
/* These will always render the correct point/line/triangle for the
* current state.
+ *
+ * For flatshaded primitives, the provoking vertex is the final one.
*/
extern void
_swrast_Point( GLcontext *ctx, const SWvertex *v );
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.
*/
extern void
_swrast_allow_pixel_fog( GLcontext *ctx, GLboolean value );
+/* Debug:
+ */
extern void
_swrast_print_vertex( GLcontext *ctx, const SWvertex *v );
+
+/*
+ * Imaging fallbacks (a better solution should be found, perhaps
+ * moving all the imaging fallback code to a new module)
+ */
+extern void
+_swrast_CopyConvolutionFilter2D(GLcontext *ctx, GLenum target,
+ GLenum internalFormat,
+ GLint x, GLint y, GLsizei width,
+ GLsizei height);
+extern void
+_swrast_CopyConvolutionFilter1D(GLcontext *ctx, GLenum target,
+ GLenum internalFormat,
+ GLint x, GLint y, GLsizei width);
+extern void
+_swrast_CopyColorSubTable( GLcontext *ctx,GLenum target, GLsizei start,
+ GLint x, GLint y, GLsizei width);
+extern void
+_swrast_CopyColorTable( GLcontext *ctx,
+ GLenum target, GLenum internalformat,
+ GLint x, GLint y, GLsizei width);
+
+
+/*
+ * 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);
+
+extern void
+_swrast_copy_teximage2d(GLcontext *ctx, GLenum target, GLint level,
+ 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);
+
+extern void
+_swrast_copy_texsubimage2d(GLcontext *ctx,
+ 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);
+
+
+
+/* The driver interface for the software rasterizer.
+ * Unless otherwise noted, all functions are mandatory.
+ */
+struct swrast_device_driver {
+
+ void (*SetBuffer)( GLcontext *ctx, GLframebuffer *buffer, GLuint bufferBit);
+ /*
+ * 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
+ */
+
+
+ /***
+ *** Functions for synchronizing access to the framebuffer:
+ ***/
+
+ void (*SpanRenderStart)(GLcontext *ctx);
+ void (*SpanRenderFinish)(GLcontext *ctx);
+ /* OPTIONAL.
+ *
+ * Called before and after all rendering operations, including DrawPixels,
+ * ReadPixels, Bitmap, span functions, and CopyTexImage, etc commands.
+ * These are a suitable place for grabbing/releasing hardware locks.
+ *
+ * NOTE: The swrast triangle/line/point routines *DO NOT* call
+ * these functions. Locking in that case must be organized by the
+ * driver by other mechanisms.
+ */
+
+ /***
+ *** Functions for writing pixels to the frame buffer:
+ ***/
+
+ void (*WriteRGBASpan)( const GLcontext *ctx,
+ GLuint n, GLint x, GLint y,
+ CONST GLchan rgba[][4], const GLubyte mask[] );
+ void (*WriteRGBSpan)( const GLcontext *ctx,
+ GLuint n, GLint x, GLint y,
+ CONST GLchan rgb[][3], const GLubyte mask[] );
+ /* Write a horizontal run of RGBA or RGB pixels.
+ * If mask is NULL, draw all pixels.
+ * If mask is not null, only draw pixel [i] when mask [i] is true.
+ */
+
+ 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,
+ GLuint n, const GLint x[], const GLint y[],
+ CONST GLchan rgba[][4], const GLubyte mask[] );
+ /* Write array of RGBA pixels at random locations.
+ */
+
+ void (*WriteMonoRGBAPixels)( const GLcontext *ctx,
+ GLuint n, const GLint x[], const GLint y[],
+ const GLchan color[4], const GLubyte mask[] );
+ /* Write an array of mono-RGBA pixels at random locations.
+ */
+
+ void (*WriteCI32Span)( const GLcontext *ctx, GLuint n, GLint x, GLint y,
+ const GLuint index[], const GLubyte mask[] );
+ void (*WriteCI8Span)( const GLcontext *ctx, GLuint n, GLint x, GLint y,
+ const GLubyte index[], const GLubyte mask[] );
+ /* 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,
+ GLuint n, const GLint x[], const GLint y[],
+ const GLuint index[], const GLubyte mask[] );
+ /*
+ * Write a random array of CI pixels.
+ */
+
+ void (*WriteMonoCIPixels)( const GLcontext *ctx,
+ GLuint n, const GLint x[], const GLint y[],
+ GLuint colorIndex, const GLubyte mask[] );
+ /* Write a random array of color index pixels using the color index
+ * last specified by the Index() function.
+ */
+
+
+ /***
+ *** Functions to read pixels from frame buffer:
+ ***/
+
+ void (*ReadCI32Span)( const GLcontext *ctx,
+ GLuint n, GLint x, GLint y, GLuint index[] );
+ /* Read a horizontal run of color index pixels.
+ */
+
+ void (*ReadRGBASpan)( const GLcontext *ctx, GLuint n, GLint x, GLint y,
+ GLchan rgba[][4] );
+ /* Read a horizontal run of RGBA pixels.
+ */
+
+ void (*ReadCI32Pixels)( const GLcontext *ctx,
+ GLuint n, const GLint x[], const GLint y[],
+ GLuint indx[], const GLubyte mask[] );
+ /* Read a random array of CI pixels.
+ */
+
+ void (*ReadRGBAPixels)( const GLcontext *ctx,
+ GLuint n, const GLint x[], const GLint y[],
+ GLchan rgba[][4], const GLubyte mask[] );
+ /* Read a random array of RGBA pixels.
+ */
+
+
+
+ /***
+ *** For supporting hardware Z buffers:
+ *** Either ALL or NONE of these functions must be implemented!
+ *** NOTE that Each depth value is a 32-bit GLuint. If the depth
+ *** buffer is less than 32 bits deep then the extra upperbits are zero.
+ ***/
+
+ void (*WriteDepthSpan)( GLcontext *ctx, GLuint n, GLint x, GLint y,
+ const GLdepth depth[], const GLubyte mask[] );
+ /* Write a horizontal span of values into the depth buffer. Only write
+ * depth[i] value if mask[i] is nonzero.
+ */
+
+ void (*ReadDepthSpan)( GLcontext *ctx, GLuint n, GLint x, GLint y,
+ GLdepth depth[] );
+ /* Read a horizontal span of values from the depth buffer.
+ */
+
+
+ void (*WriteDepthPixels)( GLcontext *ctx, GLuint n,
+ const GLint x[], const GLint y[],
+ const GLdepth depth[], const GLubyte mask[] );
+ /* Write an array of randomly positioned depth values into the
+ * depth buffer. Only write depth[i] value if mask[i] is nonzero.
+ */
+
+ void (*ReadDepthPixels)( GLcontext *ctx, GLuint n,
+ const GLint x[], const GLint y[],
+ GLdepth depth[] );
+ /* Read an array of randomly positioned depth values from the depth buffer.
+ */
+
+
+
+ /***
+ *** For supporting hardware stencil buffers:
+ *** Either ALL or NONE of these functions must be implemented!
+ ***/
+
+ void (*WriteStencilSpan)( GLcontext *ctx, GLuint n, GLint x, GLint y,
+ const GLstencil stencil[], const GLubyte mask[] );
+ /* Write a horizontal span of stencil values into the stencil buffer.
+ * If mask is NULL, write all stencil values.
+ * Else, only write stencil[i] if mask[i] is non-zero.
+ */
+
+ void (*ReadStencilSpan)( GLcontext *ctx, GLuint n, GLint x, GLint y,
+ GLstencil stencil[] );
+ /* Read a horizontal span of stencil values from the stencil buffer.
+ */
+
+ void (*WriteStencilPixels)( GLcontext *ctx, GLuint n,
+ const GLint x[], const GLint y[],
+ const GLstencil stencil[],
+ const GLubyte mask[] );
+ /* Write an array of stencil values into the stencil buffer.
+ * If mask is NULL, write all stencil values.
+ * Else, only write stencil[i] if mask[i] is non-zero.
+ */
+
+ void (*ReadStencilPixels)( GLcontext *ctx, GLuint n,
+ const GLint x[], const GLint y[],
+ GLstencil stencil[] );
+ /* Read an array of stencil values from the stencil buffer.
+ */
+};
+
+
+
#endif