/*
* 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