-/* $Id: swrast.h,v 1.16 2002/01/27 18:32:03 brianp Exp $ */
+/* $Id: swrast.h,v 1.31 2002/10/21 15:06:26 brianp Exp $ */
/*
* Mesa 3-D graphics library
* 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 Defines basic structures for sw_rasterizer.
+ * \author Keith Whitwell <keithw@valinux.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];
GLchan color[4];
} 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.
+/**
+ * \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 a set 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
*/
-/* When the sw_span struct is initialized, these flags indicates
- * which values are needed for rendering the triangle.
+/**
+ * \defgroup SpanFlags SPAN_XXX-flags
+ * Bitmasks to indicate which span_arrays need to be computed
+ * (sw_span::interpMask) or have already been filled
+ * (sw_span::arrayMask)
*/
+/*@{*/
#define SPAN_RGBA 0x001
#define SPAN_SPEC 0x002
#define SPAN_INDEX 0x004
#define SPAN_INT_TEXTURE 0x040
#define SPAN_LAMBDA 0x080
#define SPAN_COVERAGE 0x100
-#define SPAN_FLAT 0x200 /* flat shading? */
+#define SPAN_FLAT 0x200 /**< flat shading? */
+/** sw_span::arrayMask only - for span_arrays::x, span_arrays::y */
+#define SPAN_XY 0x400
+#define SPAN_MASK 0x800 /**< sw_span::arrayMask only */
+/*@}*/
+
+
+/**
+ * \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.
+ */
+struct span_arrays {
+ 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 */
+ GLdepth z[MAX_WIDTH];
+ GLfloat fog[MAX_WIDTH];
+ 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];
+};
struct sw_span {
GLint x, y;
- /* only need to process pixels between start <= i < end */
+ /** Only need to process pixels between start <= i < end */
+ /** At this time, start is always zero. */
GLuint start, end;
- /* This flag indicates that only a part of the span is visible */
+ /** This flag indicates that mask[] array is effectively filled with ones */
GLboolean writeAll;
- /* This bitmask (bitwise-or of SPAN_* flags) indicates which of the
- * x/xStep variables are relevant.
+ /** 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.
*/
GLuint interpMask;
GLfloat specRed, specRedStep;
GLfloat specGreen, specGreenStep;
GLfloat specBlue, specBlueStep;
-#else /* CHAN_TYPE == */
+#else /* CHAN_TYPE == GL_UNSIGNED_BYTE or GL_UNSIGNED SHORT */
GLfixed red, redStep;
GLfixed green, greenStep;
GLfixed blue, blueStep;
GLfixed index, indexStep;
GLfixed z, zStep;
GLfloat fog, fogStep;
- GLfloat tex[MAX_TEXTURE_UNITS][4], texStep[MAX_TEXTURE_UNITS][4];
+ GLfloat tex[MAX_TEXTURE_UNITS][4];
+ GLfloat texStepX[MAX_TEXTURE_UNITS][4];
+ GLfloat texStepY[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.
+ /**
+ * This bitmask (of \link SpanFlags SPAN_* flags\endlink) indicates
+ * which of the fragment arrays in the span_arrays struct are relevant.
*/
GLuint arrayMask;
/**
- * Arrays of fragment values. These will either be computed from the
- * x/xStep values above or loadd from glDrawPixels, etc.
+ * 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.
*/
- 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
+ struct span_arrays *array;
};
-#define INIT_SPAN(S) \
-do { \
- S.interpMask = 0; \
- S.arrayMask = 0; \
- S.start = S.end = 0; \
+#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)
-#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);
*/
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
*/