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/*
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 * Mesa 3-D graphics library
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 *
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 * Copyright (C) 1999-2006  Brian Paul   All Rights Reserved.
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 *
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 * Permission is hereby granted, free of charge, to any person obtaining a
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 * copy of this software and associated documentation files (the "Software"),
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 * to deal in the Software without restriction, including without limitation
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 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
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 * and/or sell copies of the Software, and to permit persons to whom the
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 * Software is furnished to do so, subject to the following conditions:
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 *
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 * The above copyright notice and this permission notice shall be included
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 * in all copies or substantial portions of the Software.
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 *
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 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
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 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
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 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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 * OTHER DEALINGS IN THE SOFTWARE.
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 *
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 */
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/**
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 * \file swrast/swrast.h
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 * \brief Public interface to the software rasterization functions.
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 * \author Keith Whitwell 
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 */
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#ifndef SWRAST_H
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#define SWRAST_H
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#include "main/mtypes.h"
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#include "swrast/s_chan.h"
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/**
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 * If non-zero use GLdouble for walking triangle edges, for better accuracy.
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 */
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#define TRIANGLE_WALK_DOUBLE 0
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/**
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 * Bits per depth buffer value (max is 32).
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 */
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#ifndef DEFAULT_SOFTWARE_DEPTH_BITS
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#define DEFAULT_SOFTWARE_DEPTH_BITS 16
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#endif
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/** Depth buffer data type */
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#if DEFAULT_SOFTWARE_DEPTH_BITS <= 16
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#define DEFAULT_SOFTWARE_DEPTH_TYPE GLushort
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#else
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#define DEFAULT_SOFTWARE_DEPTH_TYPE GLuint
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#endif
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/**
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 * Max image/surface/texture size.
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 */
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#define SWRAST_MAX_WIDTH 16384
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#define SWRAST_MAX_HEIGHT 16384
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/**
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 * \struct SWvertex
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 * \brief Data-structure to handle vertices in the software rasterizer.
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 *
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 * The software rasterizer now uses this format for vertices.  Thus a
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 * 'RasterSetup' stage or other translation is required between the
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 * tnl module and the swrast rasterization functions.  This serves to
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 * isolate the swrast module from the internals of the tnl module, and
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 * improve its usefulness as a fallback mechanism for hardware
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 * drivers.
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 *
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 * wpos = attr[VARYING_SLOT_POS] and MUST BE THE FIRST values in the
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 * vertex because of the tnl clipping code.
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 * wpos[0] and [1] are the screen-coords of SWvertex.
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 * wpos[2] is the z-buffer coord (if 16-bit Z buffer, in range [0,65535]).
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 * wpos[3] is 1/w where w is the clip-space W coord.  This is the value
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 * that clip{XYZ} were multiplied by to get ndc{XYZ}.
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 *
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 * Full software drivers:
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 *   - Register the rastersetup and triangle functions from
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 *     utils/software_helper.
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 *   - On statechange, update the rasterization pointers in that module.
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 *
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 * Rasterization hardware drivers:
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 *   - Keep native rastersetup.
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 *   - Implement native twoside,offset and unfilled triangle setup.
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 *   - Implement a translator from native vertices to swrast vertices.
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 *   - On partial fallback (mix of accelerated and unaccelerated
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 *   prims), call a pass-through function which translates native
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 *   vertices to SWvertices and calls the appropriate swrast function.
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 *   - On total fallback (vertex format insufficient for state or all
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 *     primitives unaccelerated), hook in swrast_setup instead.
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 */
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typedef struct {
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   GLfloat attrib[VARYING_SLOT_MAX][4];
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   GLchan color[4];   /** integer color */
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   GLfloat pointSize;
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} SWvertex;
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#define VARYING_SLOT_CI VARYING_SLOT_COL0
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struct swrast_device_driver;
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/* These are the public-access functions exported from swrast.
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 */
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extern GLboolean
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_swrast_CreateContext( struct gl_context *ctx );
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extern void
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_swrast_DestroyContext( struct gl_context *ctx );
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/* Get a (non-const) reference to the device driver struct for swrast.
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 */
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extern struct swrast_device_driver *
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_swrast_GetDeviceDriverReference( struct gl_context *ctx );
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extern void
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_swrast_Bitmap( struct gl_context *ctx,
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		GLint px, GLint py,
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		GLsizei width, GLsizei height,
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		const struct gl_pixelstore_attrib *unpack,
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		const GLubyte *bitmap );
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extern void
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_swrast_CopyPixels( struct gl_context *ctx,
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		    GLint srcx, GLint srcy,
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		    GLint destx, GLint desty,
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		    GLsizei width, GLsizei height,
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		    GLenum type );
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extern GLboolean
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swrast_fast_copy_pixels(struct gl_context *ctx,
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			GLint srcX, GLint srcY, GLsizei width, GLsizei height,
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			GLint dstX, GLint dstY, GLenum type);
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extern void
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_swrast_DrawPixels( struct gl_context *ctx,
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		    GLint x, GLint y,
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		    GLsizei width, GLsizei height,
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		    GLenum format, GLenum type,
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		    const struct gl_pixelstore_attrib *unpack,
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		    const GLvoid *pixels );
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extern void
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_swrast_BlitFramebuffer(struct gl_context *ctx,
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                        GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
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                        GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
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                        GLbitfield mask, GLenum filter);
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extern void
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_swrast_Clear(struct gl_context *ctx, GLbitfield buffers);
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/* Reset the stipple counter
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 */
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extern void
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_swrast_ResetLineStipple( struct gl_context *ctx );
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/**
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 * Indicates front/back facing for subsequent points/lines when drawing
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 * unfilled polygons.  Needed for two-side stencil.
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 */
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extern void
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_swrast_SetFacing(struct gl_context *ctx, GLuint facing);
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/* These will always render the correct point/line/triangle for the
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 * current state.
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 *
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 * For flatshaded primitives, the provoking vertex is the final one.
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 */
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extern void
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_swrast_Point( struct gl_context *ctx, const SWvertex *v );
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extern void
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_swrast_Line( struct gl_context *ctx, const SWvertex *v0, const SWvertex *v1 );
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extern void
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_swrast_Triangle( struct gl_context *ctx, const SWvertex *v0,
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                  const SWvertex *v1, const SWvertex *v2 );
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extern void
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_swrast_Quad( struct gl_context *ctx,
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              const SWvertex *v0, const SWvertex *v1,
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	      const SWvertex *v2,  const SWvertex *v3);
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extern void
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_swrast_flush( struct gl_context *ctx );
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extern void
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_swrast_render_primitive( struct gl_context *ctx, GLenum mode );
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extern void
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_swrast_render_start( struct gl_context *ctx );
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extern void
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_swrast_render_finish( struct gl_context *ctx );
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extern struct gl_texture_image *
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_swrast_new_texture_image( struct gl_context *ctx );
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extern void
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_swrast_delete_texture_image(struct gl_context *ctx,
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                             struct gl_texture_image *texImage);
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extern GLboolean
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_swrast_alloc_texture_image_buffer(struct gl_context *ctx,
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                                   struct gl_texture_image *texImage);
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extern GLboolean
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_swrast_init_texture_image(struct gl_texture_image *texImage);
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extern void
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_swrast_free_texture_image_buffer(struct gl_context *ctx,
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                                  struct gl_texture_image *texImage);
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extern void
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_swrast_map_teximage(struct gl_context *ctx,
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		     struct gl_texture_image *texImage,
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		     GLuint slice,
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		     GLuint x, GLuint y, GLuint w, GLuint h,
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		     GLbitfield mode,
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		     GLubyte **mapOut,
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		     GLint *rowStrideOut);
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extern void
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_swrast_unmap_teximage(struct gl_context *ctx,
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		       struct gl_texture_image *texImage,
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		       GLuint slice);
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/* Tell the software rasterizer about core state changes.
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 */
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extern void
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_swrast_InvalidateState( struct gl_context *ctx, GLbitfield new_state );
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/* Configure software rasterizer to match hardware rasterizer characteristics:
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 */
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extern void
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_swrast_allow_vertex_fog( struct gl_context *ctx, GLboolean value );
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extern void
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_swrast_allow_pixel_fog( struct gl_context *ctx, GLboolean value );
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/* Debug:
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 */
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extern void
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_swrast_print_vertex( struct gl_context *ctx, const SWvertex *v );
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extern void
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_swrast_eject_texture_images(struct gl_context *ctx);
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extern void
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_swrast_render_texture(struct gl_context *ctx,
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                       struct gl_framebuffer *fb,
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                       struct gl_renderbuffer_attachment *att);
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extern void
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_swrast_finish_render_texture(struct gl_context *ctx,
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                              struct gl_renderbuffer *rb);
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/**
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 * The driver interface for the software rasterizer.
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 * XXX this may go away.
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 * We may move these functions to ctx->Driver.RenderStart, RenderEnd.
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 */
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struct swrast_device_driver {
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   /*
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    * These are called before and after accessing renderbuffers during
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    * software rasterization.
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    *
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    * These are a suitable place for grabbing/releasing hardware locks.
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    *
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    * NOTE: The swrast triangle/line/point routines *DO NOT* call
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    * these functions.  Locking in that case must be organized by the
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    * driver by other mechanisms.
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    */
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   void (*SpanRenderStart)(struct gl_context *ctx);
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   void (*SpanRenderFinish)(struct gl_context *ctx);
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};
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#endif