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📄 s_context.h

📁 Mesa is an open-source implementation of the OpenGL specification - a system for rendering interacti
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/* * Mesa 3-D graphics library * Version:  6.5.3 * * Copyright (C) 1999-2007  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 "main/mtypes.h"#include "shader/prog_execute.h"#include "swrast.h"#include "s_span.h"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[],                                    GLvoid *src, const GLvoid *dst,                                    GLenum chanType);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  Per-context state that's private to the software rasterizer module. */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;      /** +1 or -1 */   GLfloat _BackfaceCullSign;  /** +1, 0, or -1 */   GLboolean _PreferPixelFog;    /* Compute fog blend factor per fragment? */   GLboolean _AnyTextureCombine;   GLboolean _FogEnabled;   GLboolean _DeferredTexture;   GLenum _FogMode;  /* either GL_FOG_MODE or fragment program's fog mode */   /** List/array of the fragment attributes to interpolate */   GLuint _ActiveAttribs[FRAG_ATTRIB_MAX];   /** Same info, but as a bitmask */   GLbitfield _ActiveAttribMask;   /** Number of fragment attributes to interpolate */   GLuint _NumActiveAttribs;   /** Indicates how each attrib is to be interpolated (lines/tris) */   GLenum _InterpMode[FRAG_ATTRIB_MAX]; /* GL_FLAT or GL_SMOOTH (for now) */   /* Accum buffer temporaries.    */   GLboolean _IntegerAccumMode;	/**< Storing unscaled integers? */   GLfloat _IntegerAccumScaler;	/**< Implicit scale factor */   /* Working values:    */   GLuint StippleCounter;    /**< Line stipple counter */   GLuint PointLineFacing;   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.    */   SWspanarrays *SpanArrays;   SWspanarrays *ZoomedArrays;  /**< For pixel zooming */   /**    * Used to buffer N GL_POINTS, instead of rendering one by one.    */   SWspan 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;   /** State used during execution of fragment programs */   struct gl_program_machine FragProgMachine;} SWcontext;extern void_swrast_validate_derived( GLcontext *ctx );extern void_swrast_update_texture_samplers(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)/** * Size of an RGBA pixel, in bytes, for given datatype. */#define RGBA_PIXEL_SIZE(TYPE)                                     \         ((TYPE == GL_UNSIGNED_BYTE) ? 4 * sizeof(GLubyte) :      \          ((TYPE == GL_UNSIGNED_SHORT) ? 4 * sizeof(GLushort)     \           : 4 * sizeof(GLfloat)))/* * 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/** * For looping over fragment attributes in the pointe, line * triangle rasterizers. */#define ATTRIB_LOOP_BEGIN                                \   {                                                     \      GLuint a;                                          \      for (a = 0; a < swrast->_NumActiveAttribs; a++) {  \         const GLuint attr = swrast->_ActiveAttribs[a];#define ATTRIB_LOOP_END } }#endif

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