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/*
* Mesa 3-D graphics library
* Version: 6.3
*
* 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.
*
*/
/**
* \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 "mtypes.h"
/**
* \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.
*
* 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 {
/** win[0], win[1] are the screen-coords of SWvertex. win[2] is the
* z-coord. what is win[3]? */
GLfloat win[4];
GLfloat texcoord[MAX_TEXTURE_COORD_UNITS][4];
GLchan color[4];
GLchan specular[4];
GLfloat fog;
GLfloat index;
GLfloat pointSize;
} SWvertex;
struct swrast_device_driver;
/* These are the public-access functions exported from swrast.
*/
extern void
_swrast_use_read_buffer( GLcontext *ctx );
extern void
_swrast_use_draw_buffer( GLcontext *ctx );
extern GLboolean
_swrast_CreateContext( GLcontext *ctx );
extern void
_swrast_DestroyContext( GLcontext *ctx );
/* Get a (non-const) reference to the device driver struct for swrast.
*/
extern struct swrast_device_driver *
_swrast_GetDeviceDriverReference( GLcontext *ctx );
extern void
_swrast_Bitmap( GLcontext *ctx,
GLint px, GLint py,
GLsizei width, GLsizei height,
const struct gl_pixelstore_attrib *unpack,
const GLubyte *bitmap );
extern void
_swrast_CopyPixels( GLcontext *ctx,
GLint srcx, GLint srcy,
GLint destx, GLint desty,
GLsizei width, GLsizei height,
GLenum type );
extern void
_swrast_DrawPixels( GLcontext *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_ReadPixels( GLcontext *ctx,
GLint x, GLint y, GLsizei width, GLsizei height,
GLenum format, GLenum type,
const struct gl_pixelstore_attrib *unpack,
GLvoid *pixels );
extern void
_swrast_Clear( GLcontext *ctx, GLbitfield mask, GLboolean all,
GLint x, GLint y, GLint width, GLint height );
extern void
_swrast_Accum( GLcontext *ctx, GLenum op,
GLfloat value, GLint xpos, GLint ypos,
GLint width, GLint height );
extern void
_swrast_DrawBuffer( GLcontext *ctx, GLenum mode );
extern void
_swrast_DrawBuffers( GLcontext *ctx, GLsizei n, const GLenum *buffers );
/* Reset the stipple counter
*/
extern void
_swrast_ResetLineStipple( GLcontext *ctx );
/* 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( GLcontext *ctx, const SWvertex *v );
extern void
_swrast_Line( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1 );
extern void
_swrast_Triangle( GLcontext *ctx, const SWvertex *v0,
const SWvertex *v1, const SWvertex *v2 );
extern void
_swrast_Quad( GLcontext *ctx,
const SWvertex *v0, const SWvertex *v1,
const SWvertex *v2, const SWvertex *v3);
extern void
_swrast_flush( GLcontext *ctx );
extern void
_swrast_render_primitive( GLcontext *ctx, GLenum mode );
extern void
_swrast_render_start( GLcontext *ctx );
extern void
_swrast_render_finish( GLcontext *ctx );
/* Tell the software rasterizer about core state changes.
*/
extern void
_swrast_InvalidateState( GLcontext *ctx, GLuint new_state );
/* Configure software rasterizer to match hardware rasterizer characteristics:
*/
extern void
_swrast_allow_vertex_fog( GLcontext *ctx, GLboolean value );
extern void
_swrast_allow_pixel_fog( GLcontext *ctx, GLboolean value );
/* Debug:
*/
extern void
_swrast_print_vertex( GLcontext *ctx, const SWvertex *v );
/*
* Imaging fallbacks (a better solution should be found, perhaps
* moving all the imaging fallback code to a new module)
*/
extern void
_swrast_CopyConvolutionFilter2D(GLcontext *ctx, GLenum target,
GLenum internalFormat,
GLint x, GLint y, GLsizei width,
GLsizei height);
extern void
_swrast_CopyConvolutionFilter1D(GLcontext *ctx, GLenum target,
GLenum internalFormat,
GLint x, GLint y, GLsizei width);
extern void
_swrast_CopyColorSubTable( GLcontext *ctx,GLenum target, GLsizei start,
GLint x, GLint y, GLsizei width);
extern void
_swrast_CopyColorTable( GLcontext *ctx,
GLenum target, GLenum internalformat,
GLint x, GLint y, GLsizei width);
/*
* Texture fallbacks. Could also live in a new module
* with the rest of the texture store fallbacks?
*/
extern void
_swrast_copy_teximage1d(GLcontext *ctx, GLenum target, GLint level,
GLenum internalFormat,
GLint x, GLint y, GLsizei width, GLint border);
extern void
_swrast_copy_teximage2d(GLcontext *ctx, GLenum target, GLint level,
GLenum internalFormat,
GLint x, GLint y, GLsizei width, GLsizei height,
GLint border);
extern void
_swrast_copy_texsubimage1d(GLcontext *ctx, GLenum target, GLint level,
GLint xoffset, GLint x, GLint y, GLsizei width);
extern void
_swrast_copy_texsubimage2d(GLcontext *ctx,
GLenum target, GLint level,
GLint xoffset, GLint yoffset,
GLint x, GLint y, GLsizei width, GLsizei height);
extern void
_swrast_copy_texsubimage3d(GLcontext *ctx,
GLenum target, GLint level,
GLint xoffset, GLint yoffset, GLint zoffset,
GLint x, GLint y, GLsizei width, GLsizei height);
/* The driver interface for the software rasterizer.
* Unless otherwise noted, all functions are mandatory.
*/
struct swrast_device_driver {
#if OLD_RENDERBUFFER
void (*SetBuffer)(GLcontext *ctx, GLframebuffer *buffer, GLuint bufferBit);
/*
* Specifies the current color buffer for span/pixel writing/reading.
* buffer indicates which window to write to / read from. Normally,
* this'll be the buffer currently bound to the context, but it doesn't
* have to be!
* bufferBit indicates which color buffer, exactly one of:
* DD_FRONT_LEFT_BIT - this buffer always exists
* DD_BACK_LEFT_BIT - when double buffering
* DD_FRONT_RIGHT_BIT - when using stereo
* DD_BACK_RIGHT_BIT - when using stereo and double buffering
* DD_AUXn_BIT - if aux buffers are implemented
*/
#endif
/***
*** Functions for synchronizing access to the framebuffer:
***/
void (*SpanRenderStart)(GLcontext *ctx);
void (*SpanRenderFinish)(GLcontext *ctx);
/* OPTIONAL.
*
* Called before and after all rendering operations, including DrawPixels,
* ReadPixels, Bitmap, span functions, and CopyTexImage, etc commands.
* 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.
*/
/***
*** Functions for writing pixels to the frame buffer:
***/
void (*WriteRGBASpan)( const GLcontext *ctx, struct gl_renderbuffer *rb,
GLuint n, GLint x, GLint y,
CONST GLchan rgba[][4], const GLubyte mask[] );
void (*WriteRGBSpan)( const GLcontext *ctx, struct gl_renderbuffer *rb,
GLuint n, GLint x, GLint y,
CONST GLchan rgb[][3], const GLubyte mask[] );
/* Write a horizontal run of RGBA or RGB pixels.
* If mask is NULL, draw all pixels.
* If mask is not null, only draw pixel [i] when mask [i] is true.
*/
void (*WriteMonoRGBASpan)( const GLcontext *ctx, struct gl_renderbuffer *rb,
GLuint n, GLint x, GLint y,
const GLchan color[4], const GLubyte mask[] );
/* Write a horizontal run of RGBA pixels all with the same color.
* If mask is NULL, draw all pixels.
* If mask is not null, only draw pixel [i] when mask [i] is true.
*/
void (*WriteRGBAPixels)( const GLcontext *ctx, struct gl_renderbuffer *rb,
GLuint n, const GLint x[], const GLint y[],
CONST GLchan rgba[][4], const GLubyte mask[] );
/* Write array of RGBA pixels at random locations.
*/
void (*WriteMonoRGBAPixels)( const GLcontext *ctx,
struct gl_renderbuffer *rb,
GLuint n, const GLint x[], const GLint y[],
const GLchan color[4], const GLubyte mask[] );
/* Write an array of mono-RGBA pixels at random locations.
*/
#if OLD_RENDERBUFFER /* these are obsolete */
void (*WriteCI32Span)( const GLcontext *ctx, struct gl_renderbuffer *rb,
GLuint n, GLint x, GLint y,
const GLuint index[], const GLubyte mask[] );
void (*WriteCI8Span)( const GLcontext *ctx, struct gl_renderbuffer *rb,
GLuint n, GLint x, GLint y,
const GLubyte index[], const GLubyte mask[] );
/* Write a horizontal run of CI pixels. One function is for 32bpp
* indexes and the other for 8bpp pixels (the common case). You mus
* implement both for color index mode.
* If mask is NULL, draw all pixels.
* If mask is not null, only draw pixel [i] when mask [i] is true.
*/
void (*WriteMonoCISpan)( const GLcontext *ctx, struct gl_renderbuffer *rb,
GLuint n, GLint x, GLint y,
GLuint colorIndex, const GLubyte mask[] );
/* Write a horizontal run of color index pixels using the color index
* last specified by the Index() function.
* If mask is NULL, draw all pixels.
* If mask is not null, only draw pixel [i] when mask [i] is true.
*/
void (*WriteCI32Pixels)( const GLcontext *ctx, struct gl_renderbuffer *rb,
GLuint n, const GLint x[], const GLint y[],
const GLuint index[], const GLubyte mask[] );
/*
* Write a random array of CI pixels.
*/
void (*WriteMonoCIPixels)( const GLcontext *ctx, struct gl_renderbuffer *rb, GLuint n, const GLint x[], const GLint y[],
GLuint colorIndex, const GLubyte mask[] );
/* Write a random array of color index pixels using the color index
* last specified by the Index() function.
*/
/***
*** Functions to read pixels from frame buffer:
***/
void (*ReadCI32Span)( const GLcontext *ctx, struct gl_renderbuffer *rb,
GLuint n, GLint x, GLint y, GLuint index[] );
/* Read a horizontal run of color index pixels.
*/
void (*ReadCI32Pixels)( const GLcontext *ctx, struct gl_renderbuffer *rb,
GLuint n, const GLint x[], const GLint y[],
GLuint indx[], const GLubyte mask[] );
/* Read a random array of CI pixels.
*/
#endif
void (*ReadRGBASpan)( const GLcontext *ctx, struct gl_renderbuffer *rb,
GLuint n, GLint x, GLint y, GLchan rgba[][4] );
/* Read a horizontal run of RGBA pixels.
*/
void (*ReadRGBAPixels)( const GLcontext *ctx, struct gl_renderbuffer *rb,
GLuint n, const GLint x[], const GLint y[],
GLchan rgba[][4], const GLubyte mask[] );
/* Read a random array of RGBA pixels.
*/
/***
*** For supporting hardware Z buffers:
*** Either ALL or NONE of these functions must be implemented!
*** NOTE that Each depth value is a 32-bit GLuint. If the depth
*** buffer is less than 32 bits deep then the extra upperbits are zero.
***/
void (*WriteDepthSpan)( GLcontext *ctx, struct gl_renderbuffer *rb,
GLuint n, GLint x, GLint y,
const GLdepth depth[], const GLubyte mask[] );
/* Write a horizontal span of values into the depth buffer. Only write
* depth[i] value if mask[i] is nonzero.
*/
void (*WriteMonoDepthSpan)( GLcontext *ctx, struct gl_renderbuffer *rb,
GLuint n, GLint x, GLint y,
const GLdepth depth, const GLubyte mask[] );
/* Write a horizontal run of depth values.
* If mask is NULL, draw all pixels.
* If mask is not null, only draw pixel [i] when mask [i] is true.
*/
void (*ReadDepthSpan)( GLcontext *ctx, struct gl_renderbuffer *rb,
GLuint n, GLint x, GLint y, GLdepth depth[] );
/* Read a horizontal span of values from the depth buffer.
*/
void (*WriteDepthPixels)( GLcontext *ctx, struct gl_renderbuffer *rb,
GLuint n, const GLint x[], const GLint y[],
const GLdepth depth[], const GLubyte mask[] );
/* Write an array of randomly positioned depth values into the
* depth buffer. Only write depth[i] value if mask[i] is nonzero.
*/
void (*ReadDepthPixels)( GLcontext *ctx, struct gl_renderbuffer *rb,
GLuint n, const GLint x[], const GLint y[],
GLdepth depth[] );
/* Read an array of randomly positioned depth values from the depth buffer.
*/
/***
*** For supporting hardware stencil buffers:
*** Either ALL or NONE of these functions must be implemented!
***/
void (*WriteStencilSpan)( GLcontext *ctx, struct gl_renderbuffer *rb,
GLuint n, GLint x, GLint y,
const GLstencil stencil[], const GLubyte mask[] );
/* Write a horizontal span of stencil values into the stencil buffer.
* If mask is NULL, write all stencil values.
* Else, only write stencil[i] if mask[i] is non-zero.
*/
void (*ReadStencilSpan)( GLcontext *ctx, struct gl_renderbuffer *rb,
GLuint n, GLint x, GLint y, GLstencil stencil[] );
/* Read a horizontal span of stencil values from the stencil buffer.
*/
void (*WriteStencilPixels)( GLcontext *ctx, struct gl_renderbuffer *rb,
GLuint n, const GLint x[], const GLint y[],
const GLstencil stencil[],
const GLubyte mask[] );
/* Write an array of stencil values into the stencil buffer.
* If mask is NULL, write all stencil values.
* Else, only write stencil[i] if mask[i] is non-zero.
*/
void (*ReadStencilPixels)( GLcontext *ctx, struct gl_renderbuffer *rb,
GLuint n, const GLint x[], const GLint y[],
GLstencil stencil[] );
/* Read an array of stencil values from the stencil buffer.
*/
};
#endif
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