swrast.h revision 53f82c5aadbb15585754bfacf3237093eccdb2ce
1/*
2 * Mesa 3-D graphics library
3 * Version:  6.3
4 *
5 * Copyright (C) 1999-2004  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   GLfloat 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
144extern void
145_swrast_DrawBuffers( GLcontext *ctx, GLsizei n, const GLenum *buffers );
146
147
148/* Reset the stipple counter
149 */
150extern void
151_swrast_ResetLineStipple( GLcontext *ctx );
152
153/* These will always render the correct point/line/triangle for the
154 * current state.
155 *
156 * For flatshaded primitives, the provoking vertex is the final one.
157 */
158extern void
159_swrast_Point( GLcontext *ctx, const SWvertex *v );
160
161extern void
162_swrast_Line( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1 );
163
164extern void
165_swrast_Triangle( GLcontext *ctx, const SWvertex *v0,
166                  const SWvertex *v1, const SWvertex *v2 );
167
168extern void
169_swrast_Quad( GLcontext *ctx,
170              const SWvertex *v0, const SWvertex *v1,
171	      const SWvertex *v2,  const SWvertex *v3);
172
173extern void
174_swrast_flush( GLcontext *ctx );
175
176extern void
177_swrast_render_primitive( GLcontext *ctx, GLenum mode );
178
179extern void
180_swrast_render_start( GLcontext *ctx );
181
182extern void
183_swrast_render_finish( GLcontext *ctx );
184
185/* Tell the software rasterizer about core state changes.
186 */
187extern void
188_swrast_InvalidateState( GLcontext *ctx, GLuint new_state );
189
190/* Configure software rasterizer to match hardware rasterizer characteristics:
191 */
192extern void
193_swrast_allow_vertex_fog( GLcontext *ctx, GLboolean value );
194
195extern void
196_swrast_allow_pixel_fog( GLcontext *ctx, GLboolean value );
197
198/* Debug:
199 */
200extern void
201_swrast_print_vertex( GLcontext *ctx, const SWvertex *v );
202
203
204extern GLvoid *
205_swrast_validate_pbo_access(const struct gl_pixelstore_attrib *pack,
206                            GLsizei width, GLsizei height, GLsizei depth,
207                            GLenum format, GLenum type, GLvoid *ptr);
208
209/*
210 * Imaging fallbacks (a better solution should be found, perhaps
211 * moving all the imaging fallback code to a new module)
212 */
213extern void
214_swrast_CopyConvolutionFilter2D(GLcontext *ctx, GLenum target,
215				GLenum internalFormat,
216				GLint x, GLint y, GLsizei width,
217				GLsizei height);
218extern void
219_swrast_CopyConvolutionFilter1D(GLcontext *ctx, GLenum target,
220				GLenum internalFormat,
221				GLint x, GLint y, GLsizei width);
222extern void
223_swrast_CopyColorSubTable( GLcontext *ctx,GLenum target, GLsizei start,
224			   GLint x, GLint y, GLsizei width);
225extern void
226_swrast_CopyColorTable( GLcontext *ctx,
227			GLenum target, GLenum internalformat,
228			GLint x, GLint y, GLsizei width);
229
230
231/*
232 * Texture fallbacks.  Could also live in a new module
233 * with the rest of the texture store fallbacks?
234 */
235extern void
236_swrast_copy_teximage1d(GLcontext *ctx, GLenum target, GLint level,
237                        GLenum internalFormat,
238                        GLint x, GLint y, GLsizei width, GLint border);
239
240extern void
241_swrast_copy_teximage2d(GLcontext *ctx, GLenum target, GLint level,
242                        GLenum internalFormat,
243                        GLint x, GLint y, GLsizei width, GLsizei height,
244                        GLint border);
245
246
247extern void
248_swrast_copy_texsubimage1d(GLcontext *ctx, GLenum target, GLint level,
249                           GLint xoffset, GLint x, GLint y, GLsizei width);
250
251extern void
252_swrast_copy_texsubimage2d(GLcontext *ctx,
253                           GLenum target, GLint level,
254                           GLint xoffset, GLint yoffset,
255                           GLint x, GLint y, GLsizei width, GLsizei height);
256
257extern void
258_swrast_copy_texsubimage3d(GLcontext *ctx,
259                           GLenum target, GLint level,
260                           GLint xoffset, GLint yoffset, GLint zoffset,
261                           GLint x, GLint y, GLsizei width, GLsizei height);
262
263
264/* The driver interface for the software rasterizer.
265 * Unless otherwise noted, all functions are mandatory.
266 */
267struct swrast_device_driver {
268
269   void (*SetBuffer)(GLcontext *ctx, GLframebuffer *buffer, GLuint bufferBit);
270   /*
271    * Specifies the current color buffer for span/pixel writing/reading.
272    * buffer indicates which window to write to / read from.  Normally,
273    * this'll be the buffer currently bound to the context, but it doesn't
274    * have to be!
275    * bufferBit indicates which color buffer, exactly one of:
276    *    DD_FRONT_LEFT_BIT - this buffer always exists
277    *    DD_BACK_LEFT_BIT - when double buffering
278    *    DD_FRONT_RIGHT_BIT - when using stereo
279    *    DD_BACK_RIGHT_BIT - when using stereo and double buffering
280    *    DD_AUXn_BIT - if aux buffers are implemented
281    */
282
283
284   /***
285    *** Functions for synchronizing access to the framebuffer:
286    ***/
287
288   void (*SpanRenderStart)(GLcontext *ctx);
289   void (*SpanRenderFinish)(GLcontext *ctx);
290   /* OPTIONAL.
291    *
292    * Called before and after all rendering operations, including DrawPixels,
293    * ReadPixels, Bitmap, span functions, and CopyTexImage, etc commands.
294    * These are a suitable place for grabbing/releasing hardware locks.
295    *
296    * NOTE: The swrast triangle/line/point routines *DO NOT* call
297    * these functions.  Locking in that case must be organized by the
298    * driver by other mechanisms.
299    */
300
301   /***
302    *** Functions for writing pixels to the frame buffer:
303    ***/
304
305   void (*WriteRGBASpan)( const GLcontext *ctx,
306                          GLuint n, GLint x, GLint y,
307                          CONST GLchan rgba[][4], const GLubyte mask[] );
308   void (*WriteRGBSpan)( const GLcontext *ctx,
309                         GLuint n, GLint x, GLint y,
310                         CONST GLchan rgb[][3], const GLubyte mask[] );
311   /* Write a horizontal run of RGBA or RGB pixels.
312    * If mask is NULL, draw all pixels.
313    * If mask is not null, only draw pixel [i] when mask [i] is true.
314    */
315
316   void (*WriteMonoRGBASpan)( const GLcontext *ctx, GLuint n, GLint x, GLint y,
317                              const GLchan color[4], const GLubyte mask[] );
318   /* Write a horizontal run of RGBA pixels all with the same color.
319    * If mask is NULL, draw all pixels.
320    * If mask is not null, only draw pixel [i] when mask [i] is true.
321    */
322
323   void (*WriteRGBAPixels)( const GLcontext *ctx,
324                            GLuint n, const GLint x[], const GLint y[],
325                            CONST GLchan rgba[][4], const GLubyte mask[] );
326   /* Write array of RGBA pixels at random locations.
327    */
328
329   void (*WriteMonoRGBAPixels)( const GLcontext *ctx,
330                                GLuint n, const GLint x[], const GLint y[],
331                                const GLchan color[4], const GLubyte mask[] );
332   /* Write an array of mono-RGBA pixels at random locations.
333    */
334
335   void (*WriteCI32Span)( const GLcontext *ctx, GLuint n, GLint x, GLint y,
336                          const GLuint index[], const GLubyte mask[] );
337   void (*WriteCI8Span)( const GLcontext *ctx, GLuint n, GLint x, GLint y,
338                         const GLubyte index[], const GLubyte mask[] );
339   /* Write a horizontal run of CI pixels.  One function is for 32bpp
340    * indexes and the other for 8bpp pixels (the common case).  You mus
341    * implement both for color index mode.
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 (*WriteMonoCISpan)( const GLcontext *ctx, GLuint n, GLint x, GLint y,
347                            GLuint colorIndex, const GLubyte mask[] );
348   /* Write a horizontal run of color index pixels using the color index
349    * last specified by the Index() function.
350    * If mask is NULL, draw all pixels.
351    * If mask is not null, only draw pixel [i] when mask [i] is true.
352    */
353
354   void (*WriteCI32Pixels)( const GLcontext *ctx,
355                            GLuint n, const GLint x[], const GLint y[],
356                            const GLuint index[], const GLubyte mask[] );
357   /*
358    * Write a random array of CI pixels.
359    */
360
361   void (*WriteMonoCIPixels)( const GLcontext *ctx,
362                              GLuint n, const GLint x[], const GLint y[],
363                              GLuint colorIndex, const GLubyte mask[] );
364   /* Write a random array of color index pixels using the color index
365    * last specified by the Index() function.
366    */
367
368
369   /***
370    *** Functions to read pixels from frame buffer:
371    ***/
372
373   void (*ReadCI32Span)( const GLcontext *ctx,
374                         GLuint n, GLint x, GLint y, GLuint index[] );
375   /* Read a horizontal run of color index pixels.
376    */
377
378   void (*ReadRGBASpan)( const GLcontext *ctx, GLuint n, GLint x, GLint y,
379                         GLchan rgba[][4] );
380   /* Read a horizontal run of RGBA pixels.
381    */
382
383   void (*ReadCI32Pixels)( const GLcontext *ctx,
384                           GLuint n, const GLint x[], const GLint y[],
385                           GLuint indx[], const GLubyte mask[] );
386   /* Read a random array of CI pixels.
387    */
388
389   void (*ReadRGBAPixels)( const GLcontext *ctx,
390                           GLuint n, const GLint x[], const GLint y[],
391                           GLchan rgba[][4], const GLubyte mask[] );
392   /* Read a random array of RGBA pixels.
393    */
394
395
396
397   /***
398    *** For supporting hardware Z buffers:
399    *** Either ALL or NONE of these functions must be implemented!
400    *** NOTE that Each depth value is a 32-bit GLuint.  If the depth
401    *** buffer is less than 32 bits deep then the extra upperbits are zero.
402    ***/
403
404   void (*WriteDepthSpan)( GLcontext *ctx, GLuint n, GLint x, GLint y,
405                           const GLdepth depth[], const GLubyte mask[] );
406   /* Write a horizontal span of values into the depth buffer.  Only write
407    * depth[i] value if mask[i] is nonzero.
408    */
409
410   void (*WriteMonoDepthSpan)( GLcontext *ctx, GLuint n, GLint x, GLint y,
411                               const GLdepth depth, const GLubyte mask[] );
412   /* Write a horizontal run of depth values.
413    * If mask is NULL, draw all pixels.
414    * If mask is not null, only draw pixel [i] when mask [i] is true.
415    */
416
417   void (*ReadDepthSpan)( GLcontext *ctx, GLuint n, GLint x, GLint y,
418                          GLdepth depth[] );
419   /* Read a horizontal span of values from the depth buffer.
420    */
421
422
423   void (*WriteDepthPixels)( GLcontext *ctx, GLuint n,
424                             const GLint x[], const GLint y[],
425                             const GLdepth depth[], const GLubyte mask[] );
426   /* Write an array of randomly positioned depth values into the
427    * depth buffer.  Only write depth[i] value if mask[i] is nonzero.
428    */
429
430   void (*ReadDepthPixels)( GLcontext *ctx, GLuint n,
431                            const GLint x[], const GLint y[],
432                            GLdepth depth[] );
433   /* Read an array of randomly positioned depth values from the depth buffer.
434    */
435
436
437
438   /***
439    *** For supporting hardware stencil buffers:
440    *** Either ALL or NONE of these functions must be implemented!
441    ***/
442
443   void (*WriteStencilSpan)( GLcontext *ctx, GLuint n, GLint x, GLint y,
444                             const GLstencil stencil[], const GLubyte mask[] );
445   /* Write a horizontal span of stencil values into the stencil buffer.
446    * If mask is NULL, write all stencil values.
447    * Else, only write stencil[i] if mask[i] is non-zero.
448    */
449
450   void (*ReadStencilSpan)( GLcontext *ctx, GLuint n, GLint x, GLint y,
451                            GLstencil stencil[] );
452   /* Read a horizontal span of stencil values from the stencil buffer.
453    */
454
455   void (*WriteStencilPixels)( GLcontext *ctx, GLuint n,
456                               const GLint x[], const GLint y[],
457                               const GLstencil stencil[],
458                               const GLubyte mask[] );
459   /* Write an array of stencil values into the stencil buffer.
460    * If mask is NULL, write all stencil values.
461    * Else, only write stencil[i] if mask[i] is non-zero.
462    */
463
464   void (*ReadStencilPixels)( GLcontext *ctx, GLuint n,
465                              const GLint x[], const GLint y[],
466                              GLstencil stencil[] );
467   /* Read an array of stencil values from the stencil buffer.
468    */
469};
470
471
472
473#endif
474