📄 ffb_context.h
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/* $XFree86: xc/lib/GL/mesa/src/drv/ffb/ffb_context.h,v 1.2 2002/02/22 21:32:58 dawes Exp $ */#ifndef _FFB_CONTEXT_H#define _FFB_CONTEXT_H#include "dri_util.h"#include "drm.h"#include "mtypes.h"#include "ffb_xmesa.h"typedef struct { GLfloat alpha; GLfloat red; GLfloat green; GLfloat blue;} ffb_color;#define FFB_GET_ALPHA(VTX) \ FFB_COLOR_FROM_FLOAT((VTX)->color[0].alpha)#define FFB_GET_RED(VTX) \ FFB_COLOR_FROM_FLOAT((VTX)->color[0].red)#define FFB_GET_GREEN(VTX) \ FFB_COLOR_FROM_FLOAT((VTX)->color[0].green)#define FFB_GET_BLUE(VTX) \ FFB_COLOR_FROM_FLOAT((VTX)->color[0].blue)typedef struct { GLfloat x, y, z; ffb_color color[2];} ffb_vertex;#define FFB_DELAYED_VIEWPORT_VARS \ GLfloat VP_SX = fmesa->hw_viewport[MAT_SX]; \ GLfloat VP_TX = fmesa->hw_viewport[MAT_TX]; \ GLfloat VP_SY = fmesa->hw_viewport[MAT_SY]; \ GLfloat VP_TY = fmesa->hw_viewport[MAT_TY]; \ GLfloat VP_SZ = fmesa->hw_viewport[MAT_SZ]; \ GLfloat VP_TZ = fmesa->hw_viewport[MAT_TZ]; \ (void) VP_SX; (void) VP_SY; (void) VP_SZ; \ (void) VP_TX; (void) VP_TY; (void) VP_TZ#define FFB_GET_Z(VTX) \ FFB_Z_FROM_FLOAT(VP_SZ * (VTX)->z + VP_TZ)#define FFB_GET_Y(VTX) \ FFB_XY_FROM_FLOAT(VP_SY * (VTX)->y + VP_TY)#define FFB_GET_X(VTX) \ FFB_XY_FROM_FLOAT(VP_SX * (VTX)->x + VP_TX)typedef void (*ffb_point_func)(GLcontext *, ffb_vertex *);typedef void (*ffb_line_func)(GLcontext *, ffb_vertex *, ffb_vertex *);typedef void (*ffb_tri_func)(GLcontext *, ffb_vertex *, ffb_vertex *, ffb_vertex *);typedef void (*ffb_quad_func)(GLcontext *, ffb_vertex *, ffb_vertex *, ffb_vertex *, ffb_vertex *);/* Immediate mode fast-path support. */typedef struct { GLfloat obj[4]; GLfloat normal[4]; GLfloat clip[4]; GLuint mask; GLfloat color[4]; GLfloat win[4]; GLfloat eye[4];} ffbTnlVertex, *ffbTnlVertexPtr;typedef void (*ffb_interp_func)(GLfloat t, ffbTnlVertex *O, const ffbTnlVertex *I, const ffbTnlVertex *J);struct ffb_current_state { GLfloat color[4]; GLfloat normal[4]; GLfloat specular[4];};struct ffb_light_state { GLfloat base_color[3]; GLfloat base_alpha;};struct ffb_vertex_state { struct ffb_current_state current; struct ffb_light_state light;};struct ffb_imm_vertex { ffbTnlVertex vertices[8]; ffbTnlVertex *v0; ffbTnlVertex *v1; ffbTnlVertex *v2; ffbTnlVertex *v3; void (*save_vertex)(GLcontext *ctx, ffbTnlVertex *v); void (*flush_vertex)(GLcontext *ctx, ffbTnlVertex *v); ffb_interp_func interp; GLuint prim, format; GLvertexformat vtxfmt;};typedef struct ffb_context_t { GLcontext *glCtx; GLframebuffer *glBuffer; ffb_fbcPtr regs; volatile char *sfb32; int hw_locked; int back_buffer; /* 0 = bufferA, 1 = bufferB */ /* Viewport matrix. */ GLfloat hw_viewport[16];#define SUBPIXEL_X (-0.5F)#define SUBPIXEL_Y (-0.5F + 0.125) /* Vertices in driver format. */ ffb_vertex *verts; /* Rasterization functions. */ ffb_point_func draw_point; ffb_line_func draw_line; ffb_tri_func draw_tri; ffb_quad_func draw_quad; GLenum raster_primitive; GLenum render_primitive; GLfloat backface_sign; GLfloat depth_scale; GLfloat ffb_2_30_fixed_scale; GLfloat ffb_one_over_2_30_fixed_scale; GLfloat ffb_16_16_fixed_scale; GLfloat ffb_one_over_16_16_fixed_scale; GLfloat ffb_ubyte_color_scale; GLfloat ffb_zero; /* Immediate mode state. */ struct ffb_vertex_state vtx_state; struct ffb_imm_vertex imm; /* Debugging knobs. */ GLboolean debugFallbacks; /* This records state bits when a per-fragment attribute has * been set which prevents us from rendering in hardware. * * As attributes change, some of these bits may clear as * we move back within the chips capabilities. If they * all clear, we return to full hw rendering. */ unsigned int bad_fragment_attrs;#define FFB_BADATTR_FOG 0x00000001 /* Bad fog possible only when < FFB2 */#define FFB_BADATTR_BLENDFUNC 0x00000002 /* Any non-const func based upon dst alpha */#define FFB_BADATTR_BLENDROP 0x00000004 /* Blend enabled and LogicOP != GL_COPY */#define FFB_BADATTR_BLENDEQN 0x00000008 /* Blend equation other than ADD */#define FFB_BADATTR_STENCIL 0x00000010 /* Stencil enabled when < FFB2+ */#define FFB_BADATTR_TEXTURE 0x00000020 /* Texture enabled */#define FFB_BADATTR_SWONLY 0x00000040 /* Environment var set */ unsigned int state_dirty; unsigned int state_fifo_ents;#define FFB_STATE_FBC 0x00000001#define FFB_STATE_PPC 0x00000002#define FFB_STATE_DRAWOP 0x00000004#define FFB_STATE_ROP 0x00000008#define FFB_STATE_LPAT 0x00000010#define FFB_STATE_PMASK 0x00000020#define FFB_STATE_XPMASK 0x00000040#define FFB_STATE_YPMASK 0x00000080#define FFB_STATE_ZPMASK 0x00000100#define FFB_STATE_XCLIP 0x00000200#define FFB_STATE_CMP 0x00000400#define FFB_STATE_MATCHAB 0x00000800#define FFB_STATE_MAGNAB 0x00001000#define FFB_STATE_MATCHC 0x00002000#define FFB_STATE_MAGNC 0x00004000#define FFB_STATE_DCUE 0x00008000#define FFB_STATE_BLEND 0x00010000#define FFB_STATE_CLIP 0x00020000#define FFB_STATE_STENCIL 0x00040000#define FFB_STATE_APAT 0x00080000#define FFB_STATE_WID 0x00100000#define FFB_STATE_ALL 0x001fffff unsigned int state_all_fifo_ents;#define FFB_MAKE_DIRTY(FMESA, STATE_MASK, FIFO_ENTS) \do { if ((STATE_MASK) & ~((FMESA)->state_dirty)) { \ (FMESA)->state_dirty |= (STATE_MASK); \ (FMESA)->state_fifo_ents += FIFO_ENTS; \ } \} while (0) /* General hw reg state. */ unsigned int fbc; unsigned int ppc; unsigned int drawop; unsigned int rop; unsigned int lpat;#define FFB_LPAT_BAD 0xffffffff unsigned int wid; unsigned int pmask; unsigned int xpmask; unsigned int ypmask; unsigned int zpmask; unsigned int xclip; unsigned int cmp; unsigned int matchab; unsigned int magnab; unsigned int matchc; unsigned int magnc; /* Depth cue unit hw reg state. */ unsigned int dcss; /* All FFB */ unsigned int dcsf; /* All FFB */ unsigned int dcsb; /* All FFB */ unsigned int dczf; /* All FFB */ unsigned int dczb; /* All FFB */ unsigned int dcss1; /* >=FFB2 only */ unsigned int dcss2; /* >=FFB2 only */ unsigned int dcss3; /* >=FFB2 only */ unsigned int dcs2; /* >=FFB2 only */ unsigned int dcs3; /* >=FFB2 only */ unsigned int dcs4; /* >=FFB2 only */ unsigned int dcd2; /* >=FFB2 only */ unsigned int dcd3; /* >=FFB2 only */ unsigned int dcd4; /* >=FFB2 only */ /* Blend unit hw reg state. */ unsigned int blendc; unsigned int blendc1; unsigned int blendc2; /* ViewPort clipping hw reg state. */ unsigned int vclipmin; unsigned int vclipmax; unsigned int vclipzmin; unsigned int vclipzmax; struct { unsigned int min; unsigned int max; } aux_clips[4]; /* Stencil control hw reg state. >=FFB2+ only. */ unsigned int stencil; unsigned int stencilctl; unsigned int consty; /* Stencil Ref */ /* Area pattern (used for polygon stipples). */ unsigned int pattern[32]; /* Fog state. */ float Znear, Zfar; drm_context_t hHWContext; drm_hw_lock_t *driHwLock; int driFd; unsigned int clear_pixel; unsigned int clear_depth; unsigned int clear_stencil; unsigned int setupindex; unsigned int setupnewinputs; unsigned int new_gl_state; __DRIdrawablePrivate *driDrawable; __DRIscreenPrivate *driScreen; ffbScreenPrivate *ffbScreen; ffb_dri_state_t *ffb_sarea;} ffbContextRec, *ffbContextPtr;#define FFB_CONTEXT(ctx) ((ffbContextPtr)((ctx)->DriverCtx))/* We want the depth values written during software rendering * to match what the hardware is going to put there when we * hw render. * * The Z buffer is 28 bits deep. Smooth shaded primitives * specify a 2:30 signed fixed point Z value in the range 0.0 * to 1.0 inclusive. * * So for example, when hw rendering, the largest Z value of * 1.0 would produce a value of 0x0fffffff in the actual Z * buffer, which is the maximum value. * * Mesa's depth type is a 32-bit uint, so we use the following macro * to convert to/from FFB hw Z values. Note we also have to clear * out the top bits as that is where the Y (stencil) buffer is stored * and during hw Z buffer reads it is always there. (During writes * we tell the hw to discard those top 4 bits). */#define Z_TO_MESA(VAL) ((GLuint)(((VAL) & 0x0fffffff) << (32 - 28)))#define Z_FROM_MESA(VAL) (((GLuint)((GLdouble)(VAL))) >> (32 - 28))#endif /* !(_FFB_CONTEXT_H) */
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