/* * Mesa 3-D graphics library * Version: 6.5 * * Copyright (C) 1999-2005 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. */ #ifndef SP_PRIM_SETUP_H #define SP_PRIM_SETUP_H /* Vertices are just an array of floats, with all the attributes * packed. We currently assume a layout like: * * attr[0][0..3] - window position * attr[1..n][0..3] - remaining attributes. * * Attributes are assumed to be 4 floats wide but are packed so that * all the enabled attributes run contiguously. */ #include "glheader.h" #include "imports.h" #if 0 #include "s_tri_public.h" #include "s_context.h" #endif extern struct draw_stage *sp_draw_render_stage( struct softpipe_context *softpipe ); #if 0 /* UNUSED? */ struct tri_context; struct fp_context; struct be_context; /* Note the rasterizer does not take a GLcontext argument. This is * deliberate. */ struct tri_context *tri_create_context( GLcontext *ctx ); void tri_destroy_context( struct tri_context *tri ); void tri_set_fp_context( struct tri_context *tri, struct fp_context *fp, void (*fp_run)( struct fp_context *fp, const struct fp_inputs *, struct fp_outputs * )); void tri_set_be_context( struct tri_context *tri, struct be_context *be, void (*be_run)( struct be_context *be, const struct fp_outputs * )); void tri_set_attribs( struct tri_context *tri, const struct attr_info *info, GLuint nr_attrib ); void tri_set_backface( struct tri_context *tri, GLfloat backface ); void tri_set_scissor( struct tri_context *tri, GLint x, GLint y, GLuint width, GLuint height, GLboolean enabled ); void tri_set_stipple( struct tri_context *tri, const GLuint *pattern, GLboolean enabled ); /* Unfilled triangles will be handled elsewhere (higher in the * pipeline), as will things like stipple (lower in the pipeline). */ void tri_triangle( struct tri_context *tri, const struct vertex *v0, const struct vertex *v1, const struct vertex *v2 ); /* TODO: rasterize_line, rasterize_point?? * How will linestipple work? */ #ifdef SETUP_PRIVATE GLboolean tri_setup( struct tri_context *tri, const struct vertex *v0, const struct vertex *v1, const struct vertex *v2 ); void tri_rasterize( struct tri_context *tri ); void tri_rasterize_spans( struct tri_context *tri ); #endif #endif #endif /* SP_PRIM_SETUP_H */