#define SWRAST_H
#include "main/mtypes.h"
+#include "swrast/s_chan.h"
+
+
+/**
+ * If non-zero use GLdouble for walking triangle edges, for better accuracy.
+ */
+#define TRIANGLE_WALK_DOUBLE 0
+
+
+/**
+ * Bits per depth buffer value (max is 32).
+ */
+#ifndef DEFAULT_SOFTWARE_DEPTH_BITS
+#define DEFAULT_SOFTWARE_DEPTH_BITS 16
+#endif
+/** Depth buffer data type */
+#if DEFAULT_SOFTWARE_DEPTH_BITS <= 16
+#define DEFAULT_SOFTWARE_DEPTH_TYPE GLushort
+#else
+#define DEFAULT_SOFTWARE_DEPTH_TYPE GLuint
+#endif
+
+
+/**
+ * Max image/surface/texture size.
+ */
+#define SWRAST_MAX_WIDTH 16384
+#define SWRAST_MAX_HEIGHT 16384
+
/**
* \struct SWvertex
GLsizei width, GLsizei height,
GLenum type );
+extern GLboolean
+swrast_fast_copy_pixels(struct gl_context *ctx,
+ GLint srcX, GLint srcY, GLsizei width, GLsizei height,
+ GLint dstX, GLint dstY, GLenum type);
+
extern void
_swrast_DrawPixels( struct gl_context *ctx,
GLint x, GLint y,
const struct gl_pixelstore_attrib *unpack,
const GLvoid *pixels );
-extern void
-_swrast_ReadPixels( struct gl_context *ctx,
- GLint x, GLint y, GLsizei width, GLsizei height,
- GLenum format, GLenum type,
- const struct gl_pixelstore_attrib *unpack,
- GLvoid *pixels );
-
extern void
_swrast_BlitFramebuffer(struct gl_context *ctx,
GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
extern void
_swrast_Clear(struct gl_context *ctx, GLbitfield buffers);
-extern void
-_swrast_Accum(struct gl_context *ctx, GLenum op, GLfloat value);
-
/* Reset the stipple counter
extern void
_swrast_render_finish( struct gl_context *ctx );
+extern struct gl_texture_image *
+_swrast_new_texture_image( struct gl_context *ctx );
+
+extern void
+_swrast_delete_texture_image(struct gl_context *ctx,
+ struct gl_texture_image *texImage);
+
+extern GLboolean
+_swrast_alloc_texture_image_buffer(struct gl_context *ctx,
+ struct gl_texture_image *texImage);
+
+extern void
+_swrast_init_texture_image(struct gl_texture_image *texImage);
+
+extern void
+_swrast_free_texture_image_buffer(struct gl_context *ctx,
+ struct gl_texture_image *texImage);
+
+extern void
+_swrast_map_teximage(struct gl_context *ctx,
+ struct gl_texture_image *texImage,
+ GLuint slice,
+ GLuint x, GLuint y, GLuint w, GLuint h,
+ GLbitfield mode,
+ GLubyte **mapOut,
+ GLint *rowStrideOut);
+
+extern void
+_swrast_unmap_teximage(struct gl_context *ctx,
+ struct gl_texture_image *texImage,
+ GLuint slice);
+
/* Tell the software rasterizer about core state changes.
*/
extern void
_swrast_eject_texture_images(struct gl_context *ctx);
+extern void
+_swrast_render_texture(struct gl_context *ctx,
+ struct gl_framebuffer *fb,
+ struct gl_renderbuffer_attachment *att);
+
+extern void
+_swrast_finish_render_texture(struct gl_context *ctx,
+ struct gl_renderbuffer_attachment *att);
+
+
+
+extern GLboolean
+_swrast_AllocTextureStorage(struct gl_context *ctx,
+ struct gl_texture_object *texObj,
+ GLsizei levels, GLsizei width,
+ GLsizei height, GLsizei depth);
+
/**
* The driver interface for the software rasterizer.