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/*
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 * Mesa 3-D graphics library
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 *
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 * Copyright (C) 1999-2008  Brian Paul   All Rights Reserved.
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 * Copyright (C) 2009  VMware, Inc.  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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#ifndef S_SPAN_H
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#define S_SPAN_H
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#include "main/config.h"
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#include "main/glheader.h"
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#include "main/mtypes.h"
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#include "swrast/s_chan.h"
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#include "swrast/swrast.h"
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struct gl_context;
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struct gl_renderbuffer;
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/**
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 * \defgroup SpanFlags
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 * Special bitflags to describe span data.
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 *
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 * In general, the point/line/triangle functions interpolate/emit the
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 * attributes specified by swrast->_ActiveAttribs (i.e. FRAT_BIT_* values).
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 * Some things don't fit into that, though, so we have these flags.
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 */
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/*@{*/
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#define SPAN_RGBA       0x01  /**< interpMask and arrayMask */
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#define SPAN_Z          0x02  /**< interpMask and arrayMask */
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#define SPAN_FLAT       0x04  /**< interpMask: flat shading? */
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#define SPAN_XY         0x08  /**< array.x[], y[] valid? */
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#define SPAN_MASK       0x10  /**< was array.mask[] filled in by caller? */
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#define SPAN_LAMBDA     0x20  /**< array.lambda[] valid? */
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#define SPAN_COVERAGE   0x40  /**< array.coverage[] valid? */
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/*@}*/
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/**
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 * \sw_span_arrays
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 * \brief Arrays of fragment values.
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 *
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 * These will either be computed from the span x/xStep values or
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 * filled in by glDraw/CopyPixels, etc.
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 * These arrays are separated out of sw_span to conserve memory.
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 */
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typedef struct sw_span_arrays
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{
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   /** Per-fragment attributes (indexed by VARYING_SLOT_* tokens) */
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   /* XXX someday look at transposing first two indexes for better memory
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    * access pattern.
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    */
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   GLfloat attribs[VARYING_SLOT_MAX][SWRAST_MAX_WIDTH][4];
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   /** This mask indicates which fragments are alive or culled */
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   GLubyte mask[SWRAST_MAX_WIDTH];
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   GLenum ChanType; /**< Color channel type, GL_UNSIGNED_BYTE, GL_FLOAT */
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   /** Attribute arrays that don't fit into attribs[] array above */
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   /*@{*/
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   GLubyte rgba8[SWRAST_MAX_WIDTH][4];
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   GLushort rgba16[SWRAST_MAX_WIDTH][4];
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   GLchan (*rgba)[4];  /** either == rgba8 or rgba16 */
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   GLint   x[SWRAST_MAX_WIDTH];  /**< fragment X coords */
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   GLint   y[SWRAST_MAX_WIDTH];  /**< fragment Y coords */
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   GLuint  z[SWRAST_MAX_WIDTH];  /**< fragment Z coords */
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   GLuint  index[SWRAST_MAX_WIDTH];  /**< Color indexes */
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   GLfloat lambda[MAX_TEXTURE_COORD_UNITS][SWRAST_MAX_WIDTH]; /**< Texture LOD */
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   GLfloat coverage[SWRAST_MAX_WIDTH];  /**< Fragment coverage for AA/smoothing */
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   /*@}*/
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} SWspanarrays;
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/**
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 * The SWspan structure describes the colors, Z, fogcoord, texcoords,
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 * etc for either a horizontal run or an array of independent pixels.
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 * We can either specify a base/step to indicate interpolated values, or
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 * fill in explicit arrays of values.  The interpMask and arrayMask bitfields
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 * indicate which attributes are active interpolants or arrays, respectively.
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 *
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 * It would be interesting to experiment with multiprocessor rasterization
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 * with this structure.  The triangle rasterizer could simply emit a
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 * stream of these structures which would be consumed by one or more
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 * span-processing threads which could run in parallel.
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 */
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typedef struct sw_span
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{
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   /** Coord of first fragment in horizontal span/run */
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   GLint x, y;
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   /** Number of fragments in the span */
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   GLuint end;
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   /** for clipping left edge of spans */
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   GLuint leftClip;
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   /** This flag indicates that mask[] array is effectively filled with ones */
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   GLboolean writeAll;
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   /** either GL_POLYGON, GL_LINE, GL_POLYGON, GL_BITMAP */
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   GLenum primitive;
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   /** 0 = front-facing span, 1 = back-facing span (for two-sided stencil) */
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   GLuint facing;
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   /**
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    * This bitmask (of  \link SpanFlags SPAN_* flags\endlink) indicates
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    * which of the attrStart/StepX/StepY variables are relevant.
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    */
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   GLbitfield interpMask;
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   /** Fragment attribute interpolants */
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   GLfloat attrStart[VARYING_SLOT_MAX][4];   /**< initial value */
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   GLfloat attrStepX[VARYING_SLOT_MAX][4];   /**< dvalue/dx */
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   GLfloat attrStepY[VARYING_SLOT_MAX][4];   /**< dvalue/dy */
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   /* XXX the rest of these will go away eventually... */
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   /* For horizontal spans, step is the partial derivative wrt X.
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    * For lines, step is the delta from one fragment to the next.
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    */
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   GLfixed red, redStep;
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   GLfixed green, greenStep;
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   GLfixed blue, blueStep;
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   GLfixed alpha, alphaStep;
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   GLfixed index, indexStep;
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   GLfixed z, zStep;    /**< XXX z should probably be GLuint */
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   GLfixed intTex[2], intTexStep[2];  /**< (s,t) for unit[0] only */
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   /**
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    * This bitmask (of \link SpanFlags SPAN_* flags\endlink) indicates
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    * which of the fragment arrays in the span_arrays struct are relevant.
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    */
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   GLbitfield arrayMask;
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   /** Mask of VARYING_BIT_x bits */
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   GLbitfield64 arrayAttribs;
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   /**
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    * We store the arrays of fragment values in a separate struct so
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    * that we can allocate sw_span structs on the stack without using
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    * a lot of memory.  The span_arrays struct is about 1.4MB while the
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    * sw_span struct is only about 512 bytes.
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    */
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   SWspanarrays *array;
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} SWspan;
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#define INIT_SPAN(S, PRIMITIVE)			\
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do {						\
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   (S).primitive = (PRIMITIVE);			\
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   (S).interpMask = 0x0;			\
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   (S).arrayMask = 0x0;				\
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   (S).arrayAttribs = 0x0;			\
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   (S).end = 0;					\
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   (S).leftClip = 0;				\
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   (S).facing = 0;				\
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   (S).array = SWRAST_CONTEXT(ctx)->SpanArrays;	\
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} while (0)
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extern void
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_swrast_span_default_attribs(struct gl_context *ctx, SWspan *span);
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extern void
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_swrast_span_interpolate_z( const struct gl_context *ctx, SWspan *span );
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extern GLfloat
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_swrast_compute_lambda(GLfloat dsdx, GLfloat dsdy, GLfloat dtdx, GLfloat dtdy,
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                       GLfloat dqdx, GLfloat dqdy, GLfloat texW, GLfloat texH,
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                       GLfloat s, GLfloat t, GLfloat q, GLfloat invQ);
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extern void
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_swrast_write_rgba_span( struct gl_context *ctx, SWspan *span);
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extern void
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_swrast_read_rgba_span(struct gl_context *ctx, struct gl_renderbuffer *rb,
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                       GLuint n, GLint x, GLint y, GLvoid *rgba);
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extern void
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_swrast_put_row(struct gl_context *ctx, struct gl_renderbuffer *rb,
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                GLenum datatype,
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                GLuint count, GLint x, GLint y,
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                const void *values, const GLubyte *mask);
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extern void *
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_swrast_get_dest_rgba(struct gl_context *ctx, struct gl_renderbuffer *rb,
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                      SWspan *span);
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#endif