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📄 s_context.h

📁 mesa-6.5-minigui源码
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/* * Mesa 3-D graphics library * Version:  6.5 * * 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/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 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/*@}*//** * \struct 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. */struct span_arrays {   /* XXX the next three fields could go into a union */   GLchan  rgb[MAX_WIDTH][3];   GLchan  rgba[MAX_WIDTH][4];   GLuint  index[MAX_WIDTH];   GLchan  spec[MAX_WIDTH][4]; /* specular color */   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];   /** This mask indicates which fragments are alive or culled */   GLubyte mask[MAX_WIDTH];};/** * \struct sw_span * \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. */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 */   /* 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.    */   struct span_arrays *array;};#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[],                                    GLchan src[][4], CONST GLchan dst[][4] );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 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():    */   GLbitfield _RasterMask;   GLfloat _BackfaceSign;   GLboolean _PreferPixelFog;    /* Compute fog blend factor per fragment? */   GLboolean _AnyTextureCombine;   GLchan _FogColor[3];   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.    */   struct span_arrays *SpanArrays;   /**    * Used to buffer N GL_POINTS, instead of rendering one by one.    */   struct sw_span 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)/* * 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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