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1901 serge 1
/*
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 * Mesa 3-D graphics library
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 * Version:  6.5.3
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 *
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 * Copyright (C) 1999-2007  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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 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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 */
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/**
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 * \file swrast/s_context.h
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 * \brief Software rasterization context and private types.
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 * \author Keith Whitwell 
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 */
31
 
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/**
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 * \mainpage swrast module
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 *
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 * This module, software rasterization, contains the software fallback
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 * routines for drawing points, lines, triangles, bitmaps and images.
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 * All rendering boils down to writing spans (arrays) of pixels with
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 * particular colors.  The span-writing routines must be implemented
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 * by the device driver.
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 */
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#ifndef S_CONTEXT_H
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#define S_CONTEXT_H
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#include "main/compiler.h"
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#include "main/mtypes.h"
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#include "program/prog_execute.h"
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#include "swrast.h"
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#include "s_span.h"
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typedef void (*texture_sample_func)(struct gl_context *ctx,
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                                    const struct gl_texture_object *tObj,
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                                    GLuint n, const GLfloat texcoords[][4],
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                                    const GLfloat lambda[], GLfloat rgba[][4]);
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typedef void (_ASMAPIP blend_func)( struct gl_context *ctx, GLuint n,
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                                    const GLubyte mask[],
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                                    GLvoid *src, const GLvoid *dst,
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                                    GLenum chanType);
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typedef void (*swrast_point_func)( struct gl_context *ctx, const SWvertex *);
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typedef void (*swrast_line_func)( struct gl_context *ctx,
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                                  const SWvertex *, const SWvertex *);
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typedef void (*swrast_tri_func)( struct gl_context *ctx, const SWvertex *,
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                                 const SWvertex *, const SWvertex *);
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typedef void (*validate_texture_image_func)(struct gl_context *ctx,
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                                            struct gl_texture_object *texObj,
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                                            GLuint face, GLuint level);
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/**
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 * \defgroup Bitmasks
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 * Bitmasks to indicate which rasterization options are enabled
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 * (RasterMask)
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 */
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/*@{*/
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#define ALPHATEST_BIT		0x001	/**< Alpha-test pixels */
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#define BLEND_BIT		0x002	/**< Blend pixels */
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#define DEPTH_BIT		0x004	/**< Depth-test pixels */
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#define FOG_BIT			0x008	/**< Fog pixels */
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#define LOGIC_OP_BIT		0x010	/**< Apply logic op in software */
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#define CLIP_BIT		0x020	/**< Scissor or window clip pixels */
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#define STENCIL_BIT		0x040	/**< Stencil pixels */
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#define MASKING_BIT		0x080	/**< Do glColorMask or glIndexMask */
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#define MULTI_DRAW_BIT		0x400	/**< Write to more than one color- */
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                                        /**< buffer or no buffers. */
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#define OCCLUSION_BIT           0x800   /**< GL_HP_occlusion_test enabled */
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#define TEXTURE_BIT		0x1000	/**< Texturing really enabled */
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#define FRAGPROG_BIT            0x2000  /**< Fragment program enabled */
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#define ATIFRAGSHADER_BIT       0x4000  /**< ATI Fragment shader enabled */
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#define CLAMPING_BIT            0x8000  /**< Clamp colors to [0,1] */
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/*@}*/
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#define _SWRAST_NEW_RASTERMASK (_NEW_BUFFERS|	\
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			        _NEW_SCISSOR|	\
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			        _NEW_COLOR|	\
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			        _NEW_DEPTH|	\
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			        _NEW_FOG|	\
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                                _NEW_PROGRAM|   \
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			        _NEW_STENCIL|	\
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			        _NEW_TEXTURE|	\
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			        _NEW_VIEWPORT|	\
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			        _NEW_DEPTH)
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/**
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 * \struct SWcontext
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 * \brief  Per-context state that's private to the software rasterizer module.
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 */
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typedef struct
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{
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   /** Driver interface:
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    */
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   struct swrast_device_driver Driver;
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   /** Configuration mechanisms to make software rasterizer match
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    * characteristics of the hardware rasterizer (if present):
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    */
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   GLboolean AllowVertexFog;
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   GLboolean AllowPixelFog;
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   /** Derived values, invalidated on statechanges, updated from
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    * _swrast_validate_derived():
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    */
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   GLbitfield _RasterMask;
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   GLfloat _BackfaceSign;      /** +1 or -1 */
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   GLfloat _BackfaceCullSign;  /** +1, 0, or -1 */
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   GLboolean _PreferPixelFog;    /* Compute fog blend factor per fragment? */
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   GLboolean _TextureCombinePrimary;
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   GLboolean _FogEnabled;
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   GLboolean _DeferredTexture;
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   GLenum _FogMode;  /* either GL_FOG_MODE or fragment program's fog mode */
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   /** List/array of the fragment attributes to interpolate */
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   GLuint _ActiveAttribs[FRAG_ATTRIB_MAX];
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   /** Same info, but as a bitmask */
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   GLbitfield _ActiveAttribMask;
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   /** Number of fragment attributes to interpolate */
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   GLuint _NumActiveAttribs;
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   /** Indicates how each attrib is to be interpolated (lines/tris) */
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   GLenum _InterpMode[FRAG_ATTRIB_MAX]; /* GL_FLAT or GL_SMOOTH (for now) */
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   /* Accum buffer temporaries.
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    */
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   GLboolean _IntegerAccumMode;	/**< Storing unscaled integers? */
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   GLfloat _IntegerAccumScaler;	/**< Implicit scale factor */
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   /* Working values:
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    */
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   GLuint StippleCounter;    /**< Line stipple counter */
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   GLuint PointLineFacing;
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   GLbitfield NewState;
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   GLuint StateChanges;
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   GLenum Primitive;    /* current primitive being drawn (ala glBegin) */
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   GLboolean SpecularVertexAdd; /**< Add specular/secondary color per vertex */
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   void (*InvalidateState)( struct gl_context *ctx, GLbitfield new_state );
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   /**
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    * When the NewState mask intersects these masks, we invalidate the
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    * Point/Line/Triangle function pointers below.
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    */
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   /*@{*/
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   GLbitfield InvalidatePointMask;
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   GLbitfield InvalidateLineMask;
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   GLbitfield InvalidateTriangleMask;
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   /*@}*/
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   /**
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    * Device drivers plug in functions for these callbacks.
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    * Will be called when the GL state change mask intersects the above masks.
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    */
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   /*@{*/
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   void (*choose_point)( struct gl_context * );
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   void (*choose_line)( struct gl_context * );
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   void (*choose_triangle)( struct gl_context * );
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   /*@}*/
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   /**
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    * Current point, line and triangle drawing functions.
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    */
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   /*@{*/
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   swrast_point_func Point;
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   swrast_line_func Line;
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   swrast_tri_func Triangle;
192
   /*@}*/
193
 
194
   /**
195
    * Placeholders for when separate specular (or secondary color) is
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    * enabled but texturing is not.
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    */
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   /*@{*/
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   swrast_point_func SpecPoint;
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   swrast_line_func SpecLine;
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   swrast_tri_func SpecTriangle;
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   /*@}*/
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   /**
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    * Typically, we'll allocate a sw_span structure as a local variable
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    * and set its 'array' pointer to point to this object.  The reason is
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    * this object is big and causes problems when allocated on the stack
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    * on some systems.
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    */
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   SWspanarrays *SpanArrays;
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   SWspanarrays *ZoomedArrays;  /**< For pixel zooming */
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   /**
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    * Used to buffer N GL_POINTS, instead of rendering one by one.
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    */
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   SWspan PointSpan;
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   /** Internal hooks, kept up to date by the same mechanism as above.
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    */
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   blend_func BlendFunc;
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   texture_sample_func TextureSample[MAX_TEXTURE_IMAGE_UNITS];
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223
   /** Buffer for saving the sampled texture colors.
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    * Needed for GL_ARB_texture_env_crossbar implementation.
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    */
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   GLfloat *TexelBuffer;
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228
   validate_texture_image_func ValidateTextureImage;
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   /** State used during execution of fragment programs */
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   struct gl_program_machine FragProgMachine;
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233
} SWcontext;
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extern void
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_swrast_validate_derived( struct gl_context *ctx );
238
 
239
extern void
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_swrast_update_texture_samplers(struct gl_context *ctx);
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242
 
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/** Return SWcontext for the given struct gl_context */
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static INLINE SWcontext *
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SWRAST_CONTEXT(struct gl_context *ctx)
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{
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   return (SWcontext *) ctx->swrast_context;
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}
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/** const version of above */
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static INLINE const SWcontext *
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CONST_SWRAST_CONTEXT(const struct gl_context *ctx)
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{
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   return (const SWcontext *) ctx->swrast_context;
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}
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/**
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 * Called prior to framebuffer reading/writing.
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 * For drivers that rely on swrast for fallback rendering, this is the
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 * driver's opportunity to map renderbuffers and textures.
262
 */
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static INLINE void
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swrast_render_start(struct gl_context *ctx)
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{
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   SWcontext *swrast = SWRAST_CONTEXT(ctx);
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   if (swrast->Driver.SpanRenderStart)
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      swrast->Driver.SpanRenderStart(ctx);
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}
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/** Called after framebuffer reading/writing */
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static INLINE void
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swrast_render_finish(struct gl_context *ctx)
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{
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   SWcontext *swrast = SWRAST_CONTEXT(ctx);
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   if (swrast->Driver.SpanRenderFinish)
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      swrast->Driver.SpanRenderFinish(ctx);
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}
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/**
284
 * Size of an RGBA pixel, in bytes, for given datatype.
285
 */
286
#define RGBA_PIXEL_SIZE(TYPE)                                     \
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         ((TYPE == GL_UNSIGNED_BYTE) ? 4 * sizeof(GLubyte) :      \
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          ((TYPE == GL_UNSIGNED_SHORT) ? 4 * sizeof(GLushort)     \
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           : 4 * sizeof(GLfloat)))
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/*
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 * Fixed point arithmetic macros
295
 */
296
#ifndef FIXED_FRAC_BITS
297
#define FIXED_FRAC_BITS 11
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#endif
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300
#define FIXED_SHIFT     FIXED_FRAC_BITS
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#define FIXED_ONE       (1 << FIXED_SHIFT)
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#define FIXED_HALF      (1 << (FIXED_SHIFT-1))
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#define FIXED_FRAC_MASK (FIXED_ONE - 1)
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#define FIXED_INT_MASK  (~FIXED_FRAC_MASK)
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#define FIXED_EPSILON   1
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#define FIXED_SCALE     ((float) FIXED_ONE)
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#define FIXED_DBL_SCALE ((double) FIXED_ONE)
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#define FloatToFixed(X) (IROUND((X) * FIXED_SCALE))
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#define FixedToDouble(X) ((X) * (1.0 / FIXED_DBL_SCALE))
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#define IntToFixed(I)   ((I) << FIXED_SHIFT)
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#define FixedToInt(X)   ((X) >> FIXED_SHIFT)
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#define FixedToUns(X)   (((unsigned int)(X)) >> FIXED_SHIFT)
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#define FixedCeil(X)    (((X) + FIXED_ONE - FIXED_EPSILON) & FIXED_INT_MASK)
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#define FixedFloor(X)   ((X) & FIXED_INT_MASK)
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#define FixedToFloat(X) ((X) * (1.0F / FIXED_SCALE))
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#define PosFloatToFixed(X)      FloatToFixed(X)
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#define SignedFloatToFixed(X)   FloatToFixed(X)
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/*
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 * XXX these macros are just bandages for now in order to make
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 * CHAN_BITS==32 compile cleanly.
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 * These should probably go elsewhere at some point.
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 */
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#if CHAN_TYPE == GL_FLOAT
327
#define ChanToFixed(X)  (X)
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#define FixedToChan(X)  (X)
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#else
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#define ChanToFixed(X)  IntToFixed(X)
331
#define FixedToChan(X)  FixedToInt(X)
332
#endif
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/**
336
 * For looping over fragment attributes in the pointe, line
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 * triangle rasterizers.
338
 */
339
#define ATTRIB_LOOP_BEGIN                                \
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   {                                                     \
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      GLuint a;                                          \
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      for (a = 0; a < swrast->_NumActiveAttribs; a++) {  \
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         const GLuint attr = swrast->_ActiveAttribs[a];
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#define ATTRIB_LOOP_END } }
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#endif