/* * Mesa 3-D graphics library * Version: 6.5 * * Copyright (C) 1999-2006 Brian Paul All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN * 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. * */ /** * \file swrast/swrast.h * \brief Public interface to the software rasterization functions. * \author Keith Whitwell <keith@tungstengraphics.com> */ #ifndef SWRAST_H #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 * \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 * improve its usefulness as a fallback mechanism for hardware * drivers. * * wpos = attr[FRAG_ATTRIB_WPOS] and MUST BE THE FIRST values in the * vertex because of the tnl clipping code. * wpos[0] and [1] are the screen-coords of SWvertex. * wpos[2] is the z-buffer coord (if 16-bit Z buffer, in range [0,65535]). * wpos[3] is 1/w where w is the clip-space W coord. This is the value * that clip{XYZ} were multiplied by to get ndc{XYZ}. * * Full software drivers: * - Register the rastersetup and triangle functions from * utils/software_helper. * - On statechange, update the rasterization pointers in that module. * * Rasterization hardware drivers: * - Keep native rastersetup. * - Implement native twoside,offset and unfilled triangle setup. * - Implement a translator from native vertices to swrast vertices. * - On partial fallback (mix of accelerated and unaccelerated * prims), call a pass-through function which translates native * vertices to SWvertices and calls the appropriate swrast function. * - On total fallback (vertex format insufficient for state or all * primitives unaccelerated), hook in swrast_setup instead. */ typedef struct { GLfloat attrib[FRAG_ATTRIB_MAX][4]; GLchan color[4]; /** integer color */ GLfloat pointSize; } SWvertex; #define FRAG_ATTRIB_CI FRAG_ATTRIB_COL0 struct swrast_device_driver; /* These are the public-access functions exported from swrast. */ extern GLboolean _swrast_CreateContext( struct gl_context *ctx ); extern void _swrast_DestroyContext( struct gl_context *ctx ); /* Get a (non-const) reference to the device driver struct for swrast. */ extern struct swrast_device_driver * _swrast_GetDeviceDriverReference( struct gl_context *ctx ); extern void _swrast_Bitmap( struct gl_context *ctx, GLint px, GLint py, GLsizei width, GLsizei height, const struct gl_pixelstore_attrib *unpack, const GLubyte *bitmap ); extern void _swrast_CopyPixels( struct gl_context *ctx, GLint srcx, GLint srcy, GLint destx, GLint desty, 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, GLsizei width, GLsizei height, GLenum format, GLenum type, const struct gl_pixelstore_attrib *unpack, const GLvoid *pixels ); extern void _swrast_BlitFramebuffer(struct gl_context *ctx, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); extern void _swrast_Clear(struct gl_context *ctx, GLbitfield buffers); /* Reset the stipple counter */ extern void _swrast_ResetLineStipple( struct gl_context *ctx ); /** * Indicates front/back facing for subsequent points/lines when drawing * unfilled polygons. Needed for two-side stencil. */ extern void _swrast_SetFacing(struct gl_context *ctx, GLuint facing); /* These will always render the correct point/line/triangle for the * current state. * * For flatshaded primitives, the provoking vertex is the final one. */ extern void _swrast_Point( struct gl_context *ctx, const SWvertex *v ); extern void _swrast_Line( struct gl_context *ctx, const SWvertex *v0, const SWvertex *v1 ); extern void _swrast_Triangle( struct gl_context *ctx, const SWvertex *v0, const SWvertex *v1, const SWvertex *v2 ); extern void _swrast_Quad( struct gl_context *ctx, const SWvertex *v0, const SWvertex *v1, const SWvertex *v2, const SWvertex *v3); extern void _swrast_flush( struct gl_context *ctx ); extern void _swrast_render_primitive( struct gl_context *ctx, GLenum mode ); extern void _swrast_render_start( struct gl_context *ctx ); 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_InvalidateState( struct gl_context *ctx, GLbitfield new_state ); /* Configure software rasterizer to match hardware rasterizer characteristics: */ extern void _swrast_allow_vertex_fog( struct gl_context *ctx, GLboolean value ); extern void _swrast_allow_pixel_fog( struct gl_context *ctx, GLboolean value ); /* Debug: */ extern void _swrast_print_vertex( struct gl_context *ctx, const SWvertex *v ); 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. * XXX this may go away. * We may move these functions to ctx->Driver.RenderStart, RenderEnd. */ struct swrast_device_driver { /* * These are called before and after accessing renderbuffers during * software rasterization. * * These are a suitable place for grabbing/releasing hardware locks. * * NOTE: The swrast triangle/line/point routines *DO NOT* call * these functions. Locking in that case must be organized by the * driver by other mechanisms. */ void (*SpanRenderStart)(struct gl_context *ctx); void (*SpanRenderFinish)(struct gl_context *ctx); }; #endif