swrast.h revision 4561f8418331f74cabf29649e9a4df7e92504a90
1/*
2 * Mesa 3-D graphics library
3 * Version:  5.1
4 *
5 * Copyright (C) 1999-2003  Brian Paul   All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
23 *
24 */
25
26/**
27 * \file swrast/swrast.h
28 * \brief Public interface to the software rasterization functions.
29 * \author Keith Whitwell <keith@tungstengraphics.com>
30 */
31
32#ifndef SWRAST_H
33#define SWRAST_H
34
35#include "mtypes.h"
36
37/**
38 * \struct SWvertex
39 * \brief Data-structure to handle vertices in the software rasterizer.
40 *
41 * The software rasterizer now uses this format for vertices.  Thus a
42 * 'RasterSetup' stage or other translation is required between the
43 * tnl module and the swrast rasterization functions.  This serves to
44 * isolate the swrast module from the internals of the tnl module, and
45 * improve its usefulness as a fallback mechanism for hardware
46 * drivers.
47 *
48 * Full software drivers:
49 *   - Register the rastersetup and triangle functions from
50 *     utils/software_helper.
51 *   - On statechange, update the rasterization pointers in that module.
52 *
53 * Rasterization hardware drivers:
54 *   - Keep native rastersetup.
55 *   - Implement native twoside,offset and unfilled triangle setup.
56 *   - Implement a translator from native vertices to swrast vertices.
57 *   - On partial fallback (mix of accelerated and unaccelerated
58 *   prims), call a pass-through function which translates native
59 *   vertices to SWvertices and calls the appropriate swrast function.
60 *   - On total fallback (vertex format insufficient for state or all
61 *     primitives unaccelerated), hook in swrast_setup instead.
62 */
63typedef struct {
64   /** win[0], win[1] are the screen-coords of SWvertex. win[2] is the
65    * z-coord. what is win[3]? */
66   GLfloat win[4];
67   GLfloat texcoord[MAX_TEXTURE_COORD_UNITS][4];
68   GLchan color[4];
69   GLchan specular[4];
70   GLfloat fog;
71   GLuint index;
72   GLfloat pointSize;
73} SWvertex;
74
75
76struct swrast_device_driver;
77
78
79/* These are the public-access functions exported from swrast.
80 */
81extern void
82_swrast_alloc_buffers( GLframebuffer *buffer );
83
84extern void
85_swrast_use_read_buffer( GLcontext *ctx );
86
87extern void
88_swrast_use_draw_buffer( GLcontext *ctx );
89
90extern GLboolean
91_swrast_CreateContext( GLcontext *ctx );
92
93extern void
94_swrast_DestroyContext( GLcontext *ctx );
95
96/* Get a (non-const) reference to the device driver struct for swrast.
97 */
98extern struct swrast_device_driver *
99_swrast_GetDeviceDriverReference( GLcontext *ctx );
100
101extern void
102_swrast_Bitmap( GLcontext *ctx,
103		GLint px, GLint py,
104		GLsizei width, GLsizei height,
105		const struct gl_pixelstore_attrib *unpack,
106		const GLubyte *bitmap );
107
108extern void
109_swrast_CopyPixels( GLcontext *ctx,
110		    GLint srcx, GLint srcy,
111		    GLint destx, GLint desty,
112		    GLsizei width, GLsizei height,
113		    GLenum type );
114
115extern void
116_swrast_DrawPixels( GLcontext *ctx,
117		    GLint x, GLint y,
118		    GLsizei width, GLsizei height,
119		    GLenum format, GLenum type,
120		    const struct gl_pixelstore_attrib *unpack,
121		    const GLvoid *pixels );
122
123extern void
124_swrast_ReadPixels( GLcontext *ctx,
125		    GLint x, GLint y, GLsizei width, GLsizei height,
126		    GLenum format, GLenum type,
127		    const struct gl_pixelstore_attrib *unpack,
128		    GLvoid *pixels );
129
130extern void
131_swrast_Clear( GLcontext *ctx, GLbitfield mask, GLboolean all,
132	       GLint x, GLint y, GLint width, GLint height );
133
134extern void
135_swrast_Accum( GLcontext *ctx, GLenum op,
136	       GLfloat value, GLint xpos, GLint ypos,
137	       GLint width, GLint height );
138
139
140extern void
141_swrast_DrawBuffer( GLcontext *ctx, GLenum mode );
142
143
144/* Reset the stipple counter
145 */
146extern void
147_swrast_ResetLineStipple( GLcontext *ctx );
148
149/* These will always render the correct point/line/triangle for the
150 * current state.
151 *
152 * For flatshaded primitives, the provoking vertex is the final one.
153 */
154extern void
155_swrast_Point( GLcontext *ctx, const SWvertex *v );
156
157extern void
158_swrast_Line( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1 );
159
160extern void
161_swrast_Triangle( GLcontext *ctx, const SWvertex *v0,
162                  const SWvertex *v1, const SWvertex *v2 );
163
164extern void
165_swrast_Quad( GLcontext *ctx,
166              const SWvertex *v0, const SWvertex *v1,
167	      const SWvertex *v2,  const SWvertex *v3);
168
169extern void
170_swrast_flush( GLcontext *ctx );
171
172extern void
173_swrast_render_primitive( GLcontext *ctx, GLenum mode );
174
175extern void
176_swrast_render_start( GLcontext *ctx );
177
178extern void
179_swrast_render_finish( GLcontext *ctx );
180
181/* Tell the software rasterizer about core state changes.
182 */
183extern void
184_swrast_InvalidateState( GLcontext *ctx, GLuint new_state );
185
186/* Configure software rasterizer to match hardware rasterizer characteristics:
187 */
188extern void
189_swrast_allow_vertex_fog( GLcontext *ctx, GLboolean value );
190
191extern void
192_swrast_allow_pixel_fog( GLcontext *ctx, GLboolean value );
193
194/* Debug:
195 */
196extern void
197_swrast_print_vertex( GLcontext *ctx, const SWvertex *v );
198
199
200/*
201 * Imaging fallbacks (a better solution should be found, perhaps
202 * moving all the imaging fallback code to a new module)
203 */
204extern void
205_swrast_CopyConvolutionFilter2D(GLcontext *ctx, GLenum target,
206				GLenum internalFormat,
207				GLint x, GLint y, GLsizei width,
208				GLsizei height);
209extern void
210_swrast_CopyConvolutionFilter1D(GLcontext *ctx, GLenum target,
211				GLenum internalFormat,
212				GLint x, GLint y, GLsizei width);
213extern void
214_swrast_CopyColorSubTable( GLcontext *ctx,GLenum target, GLsizei start,
215			   GLint x, GLint y, GLsizei width);
216extern void
217_swrast_CopyColorTable( GLcontext *ctx,
218			GLenum target, GLenum internalformat,
219			GLint x, GLint y, GLsizei width);
220
221
222/*
223 * Texture fallbacks.  Could also live in a new module
224 * with the rest of the texture store fallbacks?
225 */
226extern void
227_swrast_copy_teximage1d(GLcontext *ctx, GLenum target, GLint level,
228                        GLenum internalFormat,
229                        GLint x, GLint y, GLsizei width, GLint border);
230
231extern void
232_swrast_copy_teximage2d(GLcontext *ctx, GLenum target, GLint level,
233                        GLenum internalFormat,
234                        GLint x, GLint y, GLsizei width, GLsizei height,
235                        GLint border);
236
237
238extern void
239_swrast_copy_texsubimage1d(GLcontext *ctx, GLenum target, GLint level,
240                           GLint xoffset, GLint x, GLint y, GLsizei width);
241
242extern void
243_swrast_copy_texsubimage2d(GLcontext *ctx,
244                           GLenum target, GLint level,
245                           GLint xoffset, GLint yoffset,
246                           GLint x, GLint y, GLsizei width, GLsizei height);
247
248extern void
249_swrast_copy_texsubimage3d(GLcontext *ctx,
250                           GLenum target, GLint level,
251                           GLint xoffset, GLint yoffset, GLint zoffset,
252                           GLint x, GLint y, GLsizei width, GLsizei height);
253
254
255
256/* The driver interface for the software rasterizer.
257 * Unless otherwise noted, all functions are mandatory.
258 */
259struct swrast_device_driver {
260
261   void (*SetBuffer)( GLcontext *ctx, GLframebuffer *buffer, GLuint bufferBit);
262   /*
263    * Specifies the current buffer for span/pixel writing/reading.
264    * buffer indicates which window to write to / read from.  Normally,
265    * this'll be the buffer currently bound to the context, but it doesn't
266    * have to be!
267    * bufferBit indicates which color buffer, one of:
268    *    FRONT_LEFT_BIT - this buffer always exists
269    *    BACK_LEFT_BIT - when double buffering
270    *    FRONT_RIGHT_BIT - when using stereo
271    *    BACK_RIGHT_BIT - when using stereo and double buffering
272    *    AUXn_BIT - if aux buffers are implemented
273    */
274
275
276   /***
277    *** Functions for synchronizing access to the framebuffer:
278    ***/
279
280   void (*SpanRenderStart)(GLcontext *ctx);
281   void (*SpanRenderFinish)(GLcontext *ctx);
282   /* OPTIONAL.
283    *
284    * Called before and after all rendering operations, including DrawPixels,
285    * ReadPixels, Bitmap, span functions, and CopyTexImage, etc commands.
286    * These are a suitable place for grabbing/releasing hardware locks.
287    *
288    * NOTE: The swrast triangle/line/point routines *DO NOT* call
289    * these functions.  Locking in that case must be organized by the
290    * driver by other mechanisms.
291    */
292
293   /***
294    *** Functions for writing pixels to the frame buffer:
295    ***/
296
297   void (*WriteRGBASpan)( const GLcontext *ctx,
298                          GLuint n, GLint x, GLint y,
299                          CONST GLchan rgba[][4], const GLubyte mask[] );
300   void (*WriteRGBSpan)( const GLcontext *ctx,
301                         GLuint n, GLint x, GLint y,
302                         CONST GLchan rgb[][3], const GLubyte mask[] );
303   /* Write a horizontal run of RGBA or RGB pixels.
304    * If mask is NULL, draw all pixels.
305    * If mask is not null, only draw pixel [i] when mask [i] is true.
306    */
307
308   void (*WriteMonoRGBASpan)( const GLcontext *ctx, GLuint n, GLint x, GLint y,
309                              const GLchan color[4], const GLubyte mask[] );
310   /* Write a horizontal run of RGBA pixels all with the same color.
311    * If mask is NULL, draw all pixels.
312    * If mask is not null, only draw pixel [i] when mask [i] is true.
313    */
314
315   void (*WriteRGBAPixels)( const GLcontext *ctx,
316                            GLuint n, const GLint x[], const GLint y[],
317                            CONST GLchan rgba[][4], const GLubyte mask[] );
318   /* Write array of RGBA pixels at random locations.
319    */
320
321   void (*WriteMonoRGBAPixels)( const GLcontext *ctx,
322                                GLuint n, const GLint x[], const GLint y[],
323                                const GLchan color[4], const GLubyte mask[] );
324   /* Write an array of mono-RGBA pixels at random locations.
325    */
326
327   void (*WriteCI32Span)( const GLcontext *ctx, GLuint n, GLint x, GLint y,
328                          const GLuint index[], const GLubyte mask[] );
329   void (*WriteCI8Span)( const GLcontext *ctx, GLuint n, GLint x, GLint y,
330                         const GLubyte index[], const GLubyte mask[] );
331   /* Write a horizontal run of CI pixels.  One function is for 32bpp
332    * indexes and the other for 8bpp pixels (the common case).  You mus
333    * implement both for color index mode.
334    * If mask is NULL, draw all pixels.
335    * If mask is not null, only draw pixel [i] when mask [i] is true.
336    */
337
338   void (*WriteMonoCISpan)( const GLcontext *ctx, GLuint n, GLint x, GLint y,
339                            GLuint colorIndex, const GLubyte mask[] );
340   /* Write a horizontal run of color index pixels using the color index
341    * last specified by the Index() function.
342    * If mask is NULL, draw all pixels.
343    * If mask is not null, only draw pixel [i] when mask [i] is true.
344    */
345
346   void (*WriteCI32Pixels)( const GLcontext *ctx,
347                            GLuint n, const GLint x[], const GLint y[],
348                            const GLuint index[], const GLubyte mask[] );
349   /*
350    * Write a random array of CI pixels.
351    */
352
353   void (*WriteMonoCIPixels)( const GLcontext *ctx,
354                              GLuint n, const GLint x[], const GLint y[],
355                              GLuint colorIndex, const GLubyte mask[] );
356   /* Write a random array of color index pixels using the color index
357    * last specified by the Index() function.
358    */
359
360
361   /***
362    *** Functions to read pixels from frame buffer:
363    ***/
364
365   void (*ReadCI32Span)( const GLcontext *ctx,
366                         GLuint n, GLint x, GLint y, GLuint index[] );
367   /* Read a horizontal run of color index pixels.
368    */
369
370   void (*ReadRGBASpan)( const GLcontext *ctx, GLuint n, GLint x, GLint y,
371                         GLchan rgba[][4] );
372   /* Read a horizontal run of RGBA pixels.
373    */
374
375   void (*ReadCI32Pixels)( const GLcontext *ctx,
376                           GLuint n, const GLint x[], const GLint y[],
377                           GLuint indx[], const GLubyte mask[] );
378   /* Read a random array of CI pixels.
379    */
380
381   void (*ReadRGBAPixels)( const GLcontext *ctx,
382                           GLuint n, const GLint x[], const GLint y[],
383                           GLchan rgba[][4], const GLubyte mask[] );
384   /* Read a random array of RGBA pixels.
385    */
386
387
388
389   /***
390    *** For supporting hardware Z buffers:
391    *** Either ALL or NONE of these functions must be implemented!
392    *** NOTE that Each depth value is a 32-bit GLuint.  If the depth
393    *** buffer is less than 32 bits deep then the extra upperbits are zero.
394    ***/
395
396   void (*WriteDepthSpan)( GLcontext *ctx, GLuint n, GLint x, GLint y,
397                           const GLdepth depth[], const GLubyte mask[] );
398   /* Write a horizontal span of values into the depth buffer.  Only write
399    * depth[i] value if mask[i] is nonzero.
400    */
401
402   void (*ReadDepthSpan)( GLcontext *ctx, GLuint n, GLint x, GLint y,
403                          GLdepth depth[] );
404   /* Read a horizontal span of values from the depth buffer.
405    */
406
407
408   void (*WriteDepthPixels)( GLcontext *ctx, GLuint n,
409                             const GLint x[], const GLint y[],
410                             const GLdepth depth[], const GLubyte mask[] );
411   /* Write an array of randomly positioned depth values into the
412    * depth buffer.  Only write depth[i] value if mask[i] is nonzero.
413    */
414
415   void (*ReadDepthPixels)( GLcontext *ctx, GLuint n,
416                            const GLint x[], const GLint y[],
417                            GLdepth depth[] );
418   /* Read an array of randomly positioned depth values from the depth buffer.
419    */
420
421
422
423   /***
424    *** For supporting hardware stencil buffers:
425    *** Either ALL or NONE of these functions must be implemented!
426    ***/
427
428   void (*WriteStencilSpan)( GLcontext *ctx, GLuint n, GLint x, GLint y,
429                             const GLstencil stencil[], const GLubyte mask[] );
430   /* Write a horizontal span of stencil values into the stencil buffer.
431    * If mask is NULL, write all stencil values.
432    * Else, only write stencil[i] if mask[i] is non-zero.
433    */
434
435   void (*ReadStencilSpan)( GLcontext *ctx, GLuint n, GLint x, GLint y,
436                            GLstencil stencil[] );
437   /* Read a horizontal span of stencil values from the stencil buffer.
438    */
439
440   void (*WriteStencilPixels)( GLcontext *ctx, GLuint n,
441                               const GLint x[], const GLint y[],
442                               const GLstencil stencil[],
443                               const GLubyte mask[] );
444   /* Write an array of stencil values into the stencil buffer.
445    * If mask is NULL, write all stencil values.
446    * Else, only write stencil[i] if mask[i] is non-zero.
447    */
448
449   void (*ReadStencilPixels)( GLcontext *ctx, GLuint n,
450                              const GLint x[], const GLint y[],
451                              GLstencil stencil[] );
452   /* Read an array of stencil values from the stencil buffer.
453    */
454};
455
456
457
458#endif
459