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/*
* Mesa 3-D graphics library
* Version: 6.5.2
*
* 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/s_context.h
* \brief Software rasterization context and private types.
* \author Keith Whitwell <keith@tungstengraphics.com>
*/
/**
* \mainpage swrast module
*
* This module, software rasterization, contains the software fallback
* routines for drawing points, lines, triangles, bitmaps and images.
* All rendering boils down to writing spans (arrays) of pixels with
* particular colors. The span-writing routines must be implemented
* by the device driver.
*/
#ifndef S_CONTEXT_H
#define S_CONTEXT_H
#include "mtypes.h"
#include "swrast.h"
/**
* \defgroup SpanFlags SPAN_XXX-flags
* Bitmasks to indicate which sw_span_arrays need to be computed
* (sw_span::interpMask) or have already been filled in (sw_span::arrayMask)
*/
/*@{*/
#define SPAN_RGBA 0x001
#define SPAN_SPEC 0x002
#define SPAN_INDEX 0x004
#define SPAN_Z 0x008
#define SPAN_W 0x010
#define SPAN_FOG 0x020
#define SPAN_TEXTURE 0x040
#define SPAN_INT_TEXTURE 0x080
#define SPAN_LAMBDA 0x100
#define SPAN_COVERAGE 0x200
#define SPAN_FLAT 0x400 /**< flat shading? */
#define SPAN_XY 0x800
#define SPAN_MASK 0x1000
#define SPAN_VARYING 0x2000
/*@}*/
#if 0
/* alternate arrangement for code below */
struct arrays2 {
union {
GLubyte sz1[MAX_WIDTH][4]; /* primary color */
GLushort sz2[MAX_WIDTH][4];
GLfloat sz4[MAX_WIDTH][4];
} rgba;
union {
GLubyte sz1[MAX_WIDTH][4]; /* specular color and temp storage */
GLushort sz2[MAX_WIDTH][4];
GLfloat sz4[MAX_WIDTH][4];
} spec;
};
#endif
/**
* \sw_span_arrays
* \brief Arrays of fragment values.
*
* These will either be computed from the x/xStep values above or
* filled in by glDraw/CopyPixels, etc.
* These arrays are separated out of sw_span to conserve memory.
*/
typedef struct sw_span_arrays {
GLenum ChanType; /**< Color channel type, GL_UNSIGNED_BYTE, GL_FLOAT */
union {
struct {
GLubyte rgba[MAX_WIDTH][4]; /**< primary color */
GLubyte spec[MAX_WIDTH][4]; /**< specular color and temp storage */
} sz1;
struct {
GLushort rgba[MAX_WIDTH][4];
GLushort spec[MAX_WIDTH][4];
} sz2;
struct {
GLfloat rgba[MAX_WIDTH][4];
GLfloat spec[MAX_WIDTH][4];
} sz4;
} color;
/** XXX these are temporary fields, pointing into above color arrays */
GLchan (*rgba)[4];
GLchan (*spec)[4];
GLuint index[MAX_WIDTH];
GLint x[MAX_WIDTH]; /**< X/Y used for point/line rendering only */
GLint y[MAX_WIDTH]; /**< X/Y used for point/line rendering only */
GLuint z[MAX_WIDTH];
GLfloat fog[MAX_WIDTH];
GLfloat texcoords[MAX_TEXTURE_COORD_UNITS][MAX_WIDTH][4];
GLfloat lambda[MAX_TEXTURE_COORD_UNITS][MAX_WIDTH];
GLfloat coverage[MAX_WIDTH];
GLfloat varying[MAX_WIDTH][MAX_VARYING_VECTORS][VARYINGS_PER_VECTOR];
/** This mask indicates which fragments are alive or culled */
GLubyte mask[MAX_WIDTH];
} SWspanarrays;
/**
* \SWspan
* \brief Contains data for either a horizontal line or a set of
* pixels that are passed through a pipeline of functions before being
* drawn.
*
* The sw_span structure describes the colors, Z, fogcoord, texcoords,
* etc for either a horizontal run or an array of independent pixels.
* We can either specify a base/step to indicate interpolated values, or
* fill in arrays of values. The interpMask and arrayMask bitfields
* indicate which are active.
*
* With this structure it's easy to hand-off span rasterization to
* subroutines instead of doing it all inline in the triangle functions
* like we used to do.
* It also cleans up the local variable namespace a great deal.
*
* It would be interesting to experiment with multiprocessor rasterization
* with this structure. The triangle rasterizer could simply emit a
* stream of these structures which would be consumed by one or more
* span-processing threads which could run in parallel.
*/
typedef struct sw_span {
GLint x, y;
/** Only need to process pixels between start <= i < end */
/** At this time, start is always zero. */
GLuint start, end;
/** This flag indicates that mask[] array is effectively filled with ones */
GLboolean writeAll;
/** either GL_POLYGON, GL_LINE, GL_POLYGON, GL_BITMAP */
GLenum primitive;
/** 0 = front-facing span, 1 = back-facing span (for two-sided stencil) */
GLuint facing;
/**
* This bitmask (of \link SpanFlags SPAN_* flags\endlink) indicates
* which of the x/xStep variables are relevant.
*/
GLbitfield interpMask;
/* For horizontal spans, step is the partial derivative wrt X.
* For lines, step is the delta from one fragment to the next.
*/
#if CHAN_TYPE == GL_FLOAT
GLfloat red, redStep;
GLfloat green, greenStep;
GLfloat blue, blueStep;
GLfloat alpha, alphaStep;
GLfloat specRed, specRedStep;
GLfloat specGreen, specGreenStep;
GLfloat specBlue, specBlueStep;
#else /* CHAN_TYPE == GL_UNSIGNED_BYTE or GL_UNSIGNED_SHORT */
GLfixed red, redStep;
GLfixed green, greenStep;
GLfixed blue, blueStep;
GLfixed alpha, alphaStep;
GLfixed specRed, specRedStep;
GLfixed specGreen, specGreenStep;
GLfixed specBlue, specBlueStep;
#endif
GLfixed index, indexStep;
GLfixed z, zStep; /* XXX z should probably be GLuint */
GLfloat fog, fogStep;
GLfloat tex[MAX_TEXTURE_COORD_UNITS][4]; /* s, t, r, q */
GLfloat texStepX[MAX_TEXTURE_COORD_UNITS][4];
GLfloat texStepY[MAX_TEXTURE_COORD_UNITS][4];
GLfixed intTex[2], intTexStep[2]; /* s, t only */
GLfloat var[MAX_VARYING_VECTORS][VARYINGS_PER_VECTOR];
GLfloat varStepX[MAX_VARYING_VECTORS][VARYINGS_PER_VECTOR];
GLfloat varStepY[MAX_VARYING_VECTORS][VARYINGS_PER_VECTOR];
/* partial derivatives wrt X and Y. */
GLfloat dzdx, dzdy;
GLfloat w, dwdx, dwdy;
GLfloat drdx, drdy;
GLfloat dgdx, dgdy;
GLfloat dbdx, dbdy;
GLfloat dadx, dady;
GLfloat dsrdx, dsrdy;
GLfloat dsgdx, dsgdy;
GLfloat dsbdx, dsbdy;
GLfloat dfogdx, dfogdy;
/**
* This bitmask (of \link SpanFlags SPAN_* flags\endlink) indicates
* which of the fragment arrays in the span_arrays struct are relevant.
*/
GLbitfield arrayMask;
/**
* We store the arrays of fragment values in a separate struct so
* that we can allocate sw_span structs on the stack without using
* a lot of memory. The span_arrays struct is about 400KB while the
* sw_span struct is only about 512 bytes.
*/
SWspanarrays *array;
} SWspan;
#define INIT_SPAN(S, PRIMITIVE, END, INTERP_MASK, ARRAY_MASK) \
do { \
(S).primitive = (PRIMITIVE); \
(S).interpMask = (INTERP_MASK); \
(S).arrayMask = (ARRAY_MASK); \
(S).start = 0; \
(S).end = (END); \
(S).facing = 0; \
(S).array = SWRAST_CONTEXT(ctx)->SpanArrays; \
} while (0)
typedef void (*texture_sample_func)(GLcontext *ctx,
const struct gl_texture_object *tObj,
GLuint n, const GLfloat texcoords[][4],
const GLfloat lambda[], GLchan rgba[][4]);
typedef void (_ASMAPIP blend_func)( GLcontext *ctx, GLuint n,
const GLubyte mask[],
GLvoid *src, const GLvoid *dst,
GLenum chanType);
typedef void (*swrast_point_func)( GLcontext *ctx, const SWvertex *);
typedef void (*swrast_line_func)( GLcontext *ctx,
const SWvertex *, const SWvertex *);
typedef void (*swrast_tri_func)( GLcontext *ctx, const SWvertex *,
const SWvertex *, const SWvertex *);
typedef void (*validate_texture_image_func)(GLcontext *ctx,
struct gl_texture_object *texObj,
GLuint face, GLuint level);
/** \defgroup Bitmasks
* Bitmasks to indicate which rasterization options are enabled
* (RasterMask)
*/
/*@{*/
#define ALPHATEST_BIT 0x001 /**< Alpha-test pixels */
#define BLEND_BIT 0x002 /**< Blend pixels */
#define DEPTH_BIT 0x004 /**< Depth-test pixels */
#define FOG_BIT 0x008 /**< Fog pixels */
#define LOGIC_OP_BIT 0x010 /**< Apply logic op in software */
#define CLIP_BIT 0x020 /**< Scissor or window clip pixels */
#define STENCIL_BIT 0x040 /**< Stencil pixels */
#define MASKING_BIT 0x080 /**< Do glColorMask or glIndexMask */
#define MULTI_DRAW_BIT 0x400 /**< Write to more than one color- */
/**< buffer or no buffers. */
#define OCCLUSION_BIT 0x800 /**< GL_HP_occlusion_test enabled */
#define TEXTURE_BIT 0x1000 /**< Texturing really enabled */
#define FRAGPROG_BIT 0x2000 /**< Fragment program enabled */
#define ATIFRAGSHADER_BIT 0x4000 /**< ATI Fragment shader enabled */
#define CLAMPING_BIT 0x8000 /**< Clamp colors to [0,1] */
/*@}*/
#define _SWRAST_NEW_RASTERMASK (_NEW_BUFFERS| \
_NEW_SCISSOR| \
_NEW_COLOR| \
_NEW_DEPTH| \
_NEW_FOG| \
_NEW_PROGRAM| \
_NEW_STENCIL| \
_NEW_TEXTURE| \
_NEW_VIEWPORT| \
_NEW_DEPTH)
/**
* \struct SWcontext
* \brief Per-context state that's private to the software rasterizer module.
*/
typedef struct
{
/** Driver interface:
*/
struct swrast_device_driver Driver;
/** Configuration mechanisms to make software rasterizer match
* characteristics of the hardware rasterizer (if present):
*/
GLboolean AllowVertexFog;
GLboolean AllowPixelFog;
/** Derived values, invalidated on statechanges, updated from
* _swrast_validate_derived():
*/
GLbitfield _RasterMask;
GLfloat _BackfaceSign;
GLboolean _PreferPixelFog; /* Compute fog blend factor per fragment? */
GLboolean _AnyTextureCombine;
GLboolean _FogEnabled;
GLenum _FogMode; /* either GL_FOG_MODE or fragment program's fog mode */
/* Accum buffer temporaries.
*/
GLboolean _IntegerAccumMode; /**< Storing unscaled integers? */
GLfloat _IntegerAccumScaler; /**< Implicit scale factor */
/* Working values:
*/
GLuint StippleCounter; /**< Line stipple counter */
GLbitfield NewState;
GLuint StateChanges;
GLenum Primitive; /* current primitive being drawn (ala glBegin) */
void (*InvalidateState)( GLcontext *ctx, GLbitfield new_state );
/**
* When the NewState mask intersects these masks, we invalidate the
* Point/Line/Triangle function pointers below.
*/
/*@{*/
GLbitfield InvalidatePointMask;
GLbitfield InvalidateLineMask;
GLbitfield InvalidateTriangleMask;
/*@}*/
/**
* Device drivers plug in functions for these callbacks.
* Will be called when the GL state change mask intersects the above masks.
*/
/*@{*/
void (*choose_point)( GLcontext * );
void (*choose_line)( GLcontext * );
void (*choose_triangle)( GLcontext * );
/*@}*/
/**
* Current point, line and triangle drawing functions.
*/
/*@{*/
swrast_point_func Point;
swrast_line_func Line;
swrast_tri_func Triangle;
/*@}*/
/**
* Placeholders for when separate specular (or secondary color) is
* enabled but texturing is not.
*/
/*@{*/
swrast_point_func SpecPoint;
swrast_line_func SpecLine;
swrast_tri_func SpecTriangle;
/*@}*/
/**
* Typically, we'll allocate a sw_span structure as a local variable
* and set its 'array' pointer to point to this object. The reason is
* this object is big and causes problems when allocated on the stack
* on some systems.
*/
SWspanarrays *SpanArrays;
/**
* Used to buffer N GL_POINTS, instead of rendering one by one.
*/
SWspan PointSpan;
/** Internal hooks, kept up to date by the same mechanism as above.
*/
blend_func BlendFunc;
texture_sample_func TextureSample[MAX_TEXTURE_IMAGE_UNITS];
/** Buffer for saving the sampled texture colors.
* Needed for GL_ARB_texture_env_crossbar implementation.
*/
GLchan *TexelBuffer;
validate_texture_image_func ValidateTextureImage;
} SWcontext;
extern void
_swrast_validate_derived( GLcontext *ctx );
#define SWRAST_CONTEXT(ctx) ((SWcontext *)ctx->swrast_context)
#define RENDER_START(SWctx, GLctx) \
do { \
if ((SWctx)->Driver.SpanRenderStart) { \
(*(SWctx)->Driver.SpanRenderStart)(GLctx); \
} \
} while (0)
#define RENDER_FINISH(SWctx, GLctx) \
do { \
if ((SWctx)->Driver.SpanRenderFinish) { \
(*(SWctx)->Driver.SpanRenderFinish)(GLctx); \
} \
} while (0)
/**
* Size of an RGBA pixel, in bytes, for given datatype.
*/
#define RGBA_PIXEL_SIZE(TYPE) \
((TYPE == GL_UNSIGNED_BYTE) ? 4 * sizeof(GLubyte) : \
((TYPE == GL_UNSIGNED_SHORT) ? 4 * sizeof(GLushort) \
: 4 * sizeof(GLfloat)))
/*
* XXX these macros are just bandages for now in order to make
* CHAN_BITS==32 compile cleanly.
* These should probably go elsewhere at some point.
*/
#if CHAN_TYPE == GL_FLOAT
#define ChanToFixed(X) (X)
#define FixedToChan(X) (X)
#else
#define ChanToFixed(X) IntToFixed(X)
#define FixedToChan(X) FixedToInt(X)
#endif
#endif
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