home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
OS/2 Shareware BBS: 10 Tools
/
10-Tools.zip
/
mesa5.zip
/
mesa5src.zip
/
swrast
/
s_context.h
< prev
next >
Wrap
C/C++ Source or Header
|
2002-12-10
|
7KB
|
239 lines
/* $Id: s_context.h,v 1.22 2002/10/29 20:29:00 brianp Exp $ */
/*
* Mesa 3-D graphics library
* Version: 4.1
*
* Copyright (C) 1999-2002 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.
*
* Authors:
* Keith Whitwell <keith@tungstengraphics.com>
*/
/**
* \file swrast/s_context.h
* \brief fill in description
* \author Keith Whitwell <keith@tungstengraphics.com>
*/
#ifndef S_CONTEXT_H
#define S_CONTEXT_H
#include "mtypes.h"
#include "swrast.h"
/*
* For texture sampling:
*/
typedef void (*TextureSampleFunc)( GLcontext *ctx, GLuint texUnit,
const struct gl_texture_object *tObj,
GLuint n, GLfloat texcoords[][4],
const GLfloat lambda[], GLchan rgba[][4] );
/*
* Blending function
*/
#ifdef USE_MMX_ASM
typedef void (_ASMAPIP blend_func)( GLcontext *ctx, GLuint n,
const GLubyte mask[],
GLchan src[][4], CONST GLchan dst[][4] );
#else
typedef void (*blend_func)( GLcontext *ctx, GLuint n, const GLubyte mask[],
GLchan src[][4], CONST GLchan dst[][4] );
#endif
typedef void (*swrast_point_func)( GLcontext *ctx, const SWvertex *);
typedef void (*swrast_line_func)( GLcontext *ctx,
const SWvertex *, const SWvertex *);
typedef void ( F_swrast_tri_func)( GLcontext *ctx, const SWvertex *,
const SWvertex *, const SWvertex *);
typedef F_swrast_tri_func *swrast_tri_func;
/** \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 ALPHABUF_BIT 0x100 /**< Using software alpha buffer */
#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 _SWRAST_NEW_RASTERMASK (_NEW_BUFFERS| \
_NEW_SCISSOR| \
_NEW_COLOR| \
_NEW_DEPTH| \
_NEW_FOG| \
_NEW_STENCIL| \
_NEW_TEXTURE| \
_NEW_VIEWPORT| \
_NEW_DEPTH)
/**
* \struct SWcontext
* \brief SWContext?
*/
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():
*/
GLuint _RasterMask;
GLfloat _MinMagThresh[MAX_TEXTURE_UNITS];
GLfloat _backface_sign;
GLboolean _PreferPixelFog;
GLboolean _AnyTextureCombine;
/* Accum buffer temporaries.
*/
GLboolean _IntegerAccumMode; /**< Storing unscaled integers? */
GLfloat _IntegerAccumScaler; /**< Implicit scale factor */
/* Working values:
*/
GLuint StippleCounter; /**< Line stipple counter */
GLuint NewState;
GLuint StateChanges;
GLenum Primitive; /* current primitive being drawn (ala glBegin) */
GLuint CurrentBuffer; /* exactly one of FRONT_LEFT_BIT, BACK_LEFT_BIT, etc*/
/** Mechanism to allow driver (like X11) to register further
* software rasterization routines.
*/
/*@{*/
void (*choose_point)( GLcontext * );
void (*choose_line)( GLcontext * );
void (*choose_triangle)( GLcontext * );
GLuint invalidate_point;
GLuint invalidate_line;
GLuint invalidate_triangle;
/*@}*/
/** Function pointers for dispatch behind public entrypoints. */
/*@{*/
void (*InvalidateState)( GLcontext *ctx, GLuint new_state );
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.
*/
struct span_arrays *SpanArrays;
/**
* Used to buffer N GL_POINTS, instead of rendering one by one.
*/
struct sw_span PointSpan;
/** Internal hooks, kept uptodate by the same mechanism as above.
*/
blend_func BlendFunc;
TextureSampleFunc TextureSample[MAX_TEXTURE_UNITS];
/** Buffer for saving the sampled texture colors.
* Needed for GL_ARB_texture_env_crossbar implementation.
*/
GLchan *TexelBuffer;
} 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)
/*
* 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