diff options
Diffstat (limited to 'mesalib/src/mesa/swrast/s_context.c')
-rw-r--r-- | mesalib/src/mesa/swrast/s_context.c | 1906 |
1 files changed, 949 insertions, 957 deletions
diff --git a/mesalib/src/mesa/swrast/s_context.c b/mesalib/src/mesa/swrast/s_context.c index b0c9880b1..def1531d7 100644 --- a/mesalib/src/mesa/swrast/s_context.c +++ b/mesalib/src/mesa/swrast/s_context.c @@ -1,957 +1,949 @@ -/*
- * Mesa 3-D graphics library
- * Version: 7.1
- *
- * Copyright (C) 1999-2008 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>
- * Brian Paul
- */
-
-#include "main/imports.h"
-#include "main/bufferobj.h"
-#include "main/colormac.h"
-#include "main/mtypes.h"
-#include "main/teximage.h"
-#include "program/prog_parameter.h"
-#include "program/prog_statevars.h"
-#include "swrast.h"
-#include "s_blend.h"
-#include "s_context.h"
-#include "s_lines.h"
-#include "s_points.h"
-#include "s_span.h"
-#include "s_triangle.h"
-#include "s_texfilter.h"
-
-
-/**
- * Recompute the value of swrast->_RasterMask, etc. according to
- * the current context. The _RasterMask field can be easily tested by
- * drivers to determine certain basic GL state (does the primitive need
- * stenciling, logic-op, fog, etc?).
- */
-static void
-_swrast_update_rasterflags( struct gl_context *ctx )
-{
- SWcontext *swrast = SWRAST_CONTEXT(ctx);
- GLbitfield rasterMask = 0;
- GLuint i;
-
- if (ctx->Color.AlphaEnabled) rasterMask |= ALPHATEST_BIT;
- if (ctx->Color.BlendEnabled) rasterMask |= BLEND_BIT;
- if (ctx->Depth.Test) rasterMask |= DEPTH_BIT;
- if (swrast->_FogEnabled) rasterMask |= FOG_BIT;
- if (ctx->Scissor.Enabled) rasterMask |= CLIP_BIT;
- if (ctx->Stencil._Enabled) rasterMask |= STENCIL_BIT;
- for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
- if (!ctx->Color.ColorMask[i][0] ||
- !ctx->Color.ColorMask[i][1] ||
- !ctx->Color.ColorMask[i][2] ||
- !ctx->Color.ColorMask[i][3]) {
- rasterMask |= MASKING_BIT;
- break;
- }
- }
- if (ctx->Color._LogicOpEnabled) rasterMask |= LOGIC_OP_BIT;
- if (ctx->Texture._EnabledUnits) rasterMask |= TEXTURE_BIT;
- if ( ctx->Viewport.X < 0
- || ctx->Viewport.X + ctx->Viewport.Width > (GLint) ctx->DrawBuffer->Width
- || ctx->Viewport.Y < 0
- || ctx->Viewport.Y + ctx->Viewport.Height > (GLint) ctx->DrawBuffer->Height) {
- rasterMask |= CLIP_BIT;
- }
-
- if (ctx->Query.CurrentOcclusionObject)
- rasterMask |= OCCLUSION_BIT;
-
-
- /* If we're not drawing to exactly one color buffer set the
- * MULTI_DRAW_BIT flag. Also set it if we're drawing to no
- * buffers or the RGBA or CI mask disables all writes.
- */
- if (ctx->DrawBuffer->_NumColorDrawBuffers != 1) {
- /* more than one color buffer designated for writing (or zero buffers) */
- rasterMask |= MULTI_DRAW_BIT;
- }
-
- for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
- if (ctx->Color.ColorMask[i][0] +
- ctx->Color.ColorMask[i][1] +
- ctx->Color.ColorMask[i][2] +
- ctx->Color.ColorMask[i][3] == 0) {
- rasterMask |= MULTI_DRAW_BIT; /* all RGBA channels disabled */
- break;
- }
- }
-
-
- if (ctx->FragmentProgram._Current) {
- rasterMask |= FRAGPROG_BIT;
- }
-
- if (ctx->ATIFragmentShader._Enabled) {
- rasterMask |= ATIFRAGSHADER_BIT;
- }
-
-#if CHAN_TYPE == GL_FLOAT
- if (ctx->Color.ClampFragmentColor == GL_TRUE) {
- rasterMask |= CLAMPING_BIT;
- }
-#endif
-
- SWRAST_CONTEXT(ctx)->_RasterMask = rasterMask;
-}
-
-
-/**
- * Examine polygon cull state to compute the _BackfaceCullSign field.
- * _BackfaceCullSign will be 0 if no culling, -1 if culling back-faces,
- * and 1 if culling front-faces. The Polygon FrontFace state also
- * factors in.
- */
-static void
-_swrast_update_polygon( struct gl_context *ctx )
-{
- GLfloat backface_sign;
-
- if (ctx->Polygon.CullFlag) {
- switch (ctx->Polygon.CullFaceMode) {
- case GL_BACK:
- backface_sign = -1.0F;
- break;
- case GL_FRONT:
- backface_sign = 1.0F;
- break;
- case GL_FRONT_AND_BACK:
- /* fallthrough */
- default:
- backface_sign = 0.0F;
- }
- }
- else {
- backface_sign = 0.0F;
- }
-
- SWRAST_CONTEXT(ctx)->_BackfaceCullSign = backface_sign;
-
- /* This is for front/back-face determination, but not for culling */
- SWRAST_CONTEXT(ctx)->_BackfaceSign
- = (ctx->Polygon.FrontFace == GL_CW) ? -1.0F : 1.0F;
-}
-
-
-
-/**
- * Update the _PreferPixelFog field to indicate if we need to compute
- * fog blend factors (from the fog coords) per-fragment.
- */
-static void
-_swrast_update_fog_hint( struct gl_context *ctx )
-{
- SWcontext *swrast = SWRAST_CONTEXT(ctx);
- swrast->_PreferPixelFog = (!swrast->AllowVertexFog ||
- ctx->FragmentProgram._Current ||
- (ctx->Hint.Fog == GL_NICEST &&
- swrast->AllowPixelFog));
-}
-
-
-
-/**
- * Update the swrast->_TextureCombinePrimary flag.
- */
-static void
-_swrast_update_texture_env( struct gl_context *ctx )
-{
- SWcontext *swrast = SWRAST_CONTEXT(ctx);
- GLuint i;
-
- swrast->_TextureCombinePrimary = GL_FALSE;
-
- for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
- const struct gl_tex_env_combine_state *combine =
- ctx->Texture.Unit[i]._CurrentCombine;
- GLuint term;
- for (term = 0; term < combine->_NumArgsRGB; term++) {
- if (combine->SourceRGB[term] == GL_PRIMARY_COLOR) {
- swrast->_TextureCombinePrimary = GL_TRUE;
- return;
- }
- if (combine->SourceA[term] == GL_PRIMARY_COLOR) {
- swrast->_TextureCombinePrimary = GL_TRUE;
- return;
- }
- }
- }
-}
-
-
-/**
- * Determine if we can defer texturing/shading until after Z/stencil
- * testing. This potentially allows us to skip texturing/shading for
- * lots of fragments.
- */
-static void
-_swrast_update_deferred_texture(struct gl_context *ctx)
-{
- SWcontext *swrast = SWRAST_CONTEXT(ctx);
- if (ctx->Color.AlphaEnabled) {
- /* alpha test depends on post-texture/shader colors */
- swrast->_DeferredTexture = GL_FALSE;
- }
- else {
- const struct gl_fragment_program *fprog
- = ctx->FragmentProgram._Current;
- if (fprog && (fprog->Base.OutputsWritten & (1 << FRAG_RESULT_DEPTH))) {
- /* Z comes from fragment program/shader */
- swrast->_DeferredTexture = GL_FALSE;
- }
- else if (fprog && fprog->UsesKill) {
- swrast->_DeferredTexture = GL_FALSE;
- }
- else if (ctx->Query.CurrentOcclusionObject) {
- /* occlusion query depends on shader discard/kill results */
- swrast->_DeferredTexture = GL_FALSE;
- }
- else {
- swrast->_DeferredTexture = GL_TRUE;
- }
- }
-}
-
-
-/**
- * Update swrast->_FogColor and swrast->_FogEnable values.
- */
-static void
-_swrast_update_fog_state( struct gl_context *ctx )
-{
- SWcontext *swrast = SWRAST_CONTEXT(ctx);
- const struct gl_fragment_program *fp = ctx->FragmentProgram._Current;
-
- /* determine if fog is needed, and if so, which fog mode */
- swrast->_FogEnabled = GL_FALSE;
- if (fp && fp->Base.Target == GL_FRAGMENT_PROGRAM_ARB) {
- if (fp->FogOption != GL_NONE) {
- swrast->_FogEnabled = GL_TRUE;
- swrast->_FogMode = fp->FogOption;
- }
- }
- else if (ctx->Fog.Enabled) {
- swrast->_FogEnabled = GL_TRUE;
- swrast->_FogMode = ctx->Fog.Mode;
- }
-}
-
-
-/**
- * Update state for running fragment programs. Basically, load the
- * program parameters with current state values.
- */
-static void
-_swrast_update_fragment_program(struct gl_context *ctx, GLbitfield newState)
-{
- const struct gl_fragment_program *fp = ctx->FragmentProgram._Current;
- if (fp) {
- _mesa_load_state_parameters(ctx, fp->Base.Parameters);
- }
-}
-
-
-/**
- * See if we can do early diffuse+specular (primary+secondary) color
- * add per vertex instead of per-fragment.
- */
-static void
-_swrast_update_specular_vertex_add(struct gl_context *ctx)
-{
- SWcontext *swrast = SWRAST_CONTEXT(ctx);
- GLboolean separateSpecular = ctx->Fog.ColorSumEnabled ||
- (ctx->Light.Enabled &&
- ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR);
-
- swrast->SpecularVertexAdd = (separateSpecular
- && ctx->Texture._EnabledUnits == 0x0
- && !ctx->FragmentProgram._Current
- && !ctx->ATIFragmentShader._Enabled);
-}
-
-
-#define _SWRAST_NEW_DERIVED (_SWRAST_NEW_RASTERMASK | \
- _NEW_PROGRAM_CONSTANTS | \
- _NEW_TEXTURE | \
- _NEW_HINT | \
- _NEW_POLYGON )
-
-/* State referenced by _swrast_choose_triangle, _swrast_choose_line.
- */
-#define _SWRAST_NEW_TRIANGLE (_SWRAST_NEW_DERIVED | \
- _NEW_RENDERMODE| \
- _NEW_POLYGON| \
- _NEW_DEPTH| \
- _NEW_STENCIL| \
- _NEW_COLOR| \
- _NEW_TEXTURE| \
- _SWRAST_NEW_RASTERMASK| \
- _NEW_LIGHT| \
- _NEW_FOG | \
- _DD_NEW_SEPARATE_SPECULAR)
-
-#define _SWRAST_NEW_LINE (_SWRAST_NEW_DERIVED | \
- _NEW_RENDERMODE| \
- _NEW_LINE| \
- _NEW_TEXTURE| \
- _NEW_LIGHT| \
- _NEW_FOG| \
- _NEW_DEPTH | \
- _DD_NEW_SEPARATE_SPECULAR)
-
-#define _SWRAST_NEW_POINT (_SWRAST_NEW_DERIVED | \
- _NEW_RENDERMODE | \
- _NEW_POINT | \
- _NEW_TEXTURE | \
- _NEW_LIGHT | \
- _NEW_FOG | \
- _DD_NEW_SEPARATE_SPECULAR)
-
-#define _SWRAST_NEW_TEXTURE_SAMPLE_FUNC _NEW_TEXTURE
-
-#define _SWRAST_NEW_TEXTURE_ENV_MODE _NEW_TEXTURE
-
-#define _SWRAST_NEW_BLEND_FUNC _NEW_COLOR
-
-
-
-/**
- * Stub for swrast->Triangle to select a true triangle function
- * after a state change.
- */
-static void
-_swrast_validate_triangle( struct gl_context *ctx,
- const SWvertex *v0,
- const SWvertex *v1,
- const SWvertex *v2 )
-{
- SWcontext *swrast = SWRAST_CONTEXT(ctx);
-
- _swrast_validate_derived( ctx );
- swrast->choose_triangle( ctx );
- ASSERT(swrast->Triangle);
-
- if (swrast->SpecularVertexAdd) {
- /* separate specular color, but no texture */
- swrast->SpecTriangle = swrast->Triangle;
- swrast->Triangle = _swrast_add_spec_terms_triangle;
- }
-
- swrast->Triangle( ctx, v0, v1, v2 );
-}
-
-/**
- * Called via swrast->Line. Examine current GL state and choose a software
- * line routine. Then call it.
- */
-static void
-_swrast_validate_line( struct gl_context *ctx, const SWvertex *v0, const SWvertex *v1 )
-{
- SWcontext *swrast = SWRAST_CONTEXT(ctx);
-
- _swrast_validate_derived( ctx );
- swrast->choose_line( ctx );
- ASSERT(swrast->Line);
-
- if (swrast->SpecularVertexAdd) {
- swrast->SpecLine = swrast->Line;
- swrast->Line = _swrast_add_spec_terms_line;
- }
-
- swrast->Line( ctx, v0, v1 );
-}
-
-/**
- * Called via swrast->Point. Examine current GL state and choose a software
- * point routine. Then call it.
- */
-static void
-_swrast_validate_point( struct gl_context *ctx, const SWvertex *v0 )
-{
- SWcontext *swrast = SWRAST_CONTEXT(ctx);
-
- _swrast_validate_derived( ctx );
- swrast->choose_point( ctx );
-
- if (swrast->SpecularVertexAdd) {
- swrast->SpecPoint = swrast->Point;
- swrast->Point = _swrast_add_spec_terms_point;
- }
-
- swrast->Point( ctx, v0 );
-}
-
-
-/**
- * Called via swrast->BlendFunc. Examine GL state to choose a blending
- * function, then call it.
- */
-static void _ASMAPI
-_swrast_validate_blend_func(struct gl_context *ctx, GLuint n, const GLubyte mask[],
- GLvoid *src, const GLvoid *dst,
- GLenum chanType )
-{
- SWcontext *swrast = SWRAST_CONTEXT(ctx);
-
- _swrast_validate_derived( ctx ); /* why is this needed? */
- _swrast_choose_blend_func( ctx, chanType );
-
- swrast->BlendFunc( ctx, n, mask, src, dst, chanType );
-}
-
-
-/**
- * Make sure we have texture image data for all the textures we may need
- * for subsequent rendering.
- */
-static void
-_swrast_validate_texture_images(struct gl_context *ctx)
-{
- SWcontext *swrast = SWRAST_CONTEXT(ctx);
- GLuint u;
-
- if (!swrast->ValidateTextureImage || !ctx->Texture._EnabledUnits) {
- /* no textures enabled, or no way to validate images! */
- return;
- }
-
- for (u = 0; u < ctx->Const.MaxTextureImageUnits; u++) {
- if (ctx->Texture.Unit[u]._ReallyEnabled) {
- struct gl_texture_object *texObj = ctx->Texture.Unit[u]._Current;
- ASSERT(texObj);
- if (texObj) {
- GLuint numFaces = (texObj->Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
- GLuint face;
- for (face = 0; face < numFaces; face++) {
- GLint lvl;
- for (lvl = texObj->BaseLevel; lvl <= texObj->_MaxLevel; lvl++) {
- struct gl_texture_image *texImg = texObj->Image[face][lvl];
- if (texImg && !texImg->Data) {
- swrast->ValidateTextureImage(ctx, texObj, face, lvl);
- ASSERT(texObj->Image[face][lvl]->Data);
- }
- }
- }
- }
- }
- }
-}
-
-
-/**
- * Free the texture image data attached to all currently enabled
- * textures. Meant to be called by device drivers when transitioning
- * from software to hardware rendering.
- */
-void
-_swrast_eject_texture_images(struct gl_context *ctx)
-{
- GLuint u;
-
- if (!ctx->Texture._EnabledUnits) {
- /* no textures enabled */
- return;
- }
-
- for (u = 0; u < ctx->Const.MaxTextureImageUnits; u++) {
- if (ctx->Texture.Unit[u]._ReallyEnabled) {
- struct gl_texture_object *texObj = ctx->Texture.Unit[u]._Current;
- ASSERT(texObj);
- if (texObj) {
- GLuint numFaces = (texObj->Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
- GLuint face;
- for (face = 0; face < numFaces; face++) {
- GLint lvl;
- for (lvl = texObj->BaseLevel; lvl <= texObj->_MaxLevel; lvl++) {
- struct gl_texture_image *texImg = texObj->Image[face][lvl];
- if (texImg && texImg->Data) {
- _mesa_free_texmemory(texImg->Data);
- texImg->Data = NULL;
- }
- }
- }
- }
- }
- }
-}
-
-
-
-static void
-_swrast_sleep( struct gl_context *ctx, GLbitfield new_state )
-{
- (void) ctx; (void) new_state;
-}
-
-
-static void
-_swrast_invalidate_state( struct gl_context *ctx, GLbitfield new_state )
-{
- SWcontext *swrast = SWRAST_CONTEXT(ctx);
- GLuint i;
-
- swrast->NewState |= new_state;
-
- /* After 10 statechanges without any swrast functions being called,
- * put the module to sleep.
- */
- if (++swrast->StateChanges > 10) {
- swrast->InvalidateState = _swrast_sleep;
- swrast->NewState = ~0;
- new_state = ~0;
- }
-
- if (new_state & swrast->InvalidateTriangleMask)
- swrast->Triangle = _swrast_validate_triangle;
-
- if (new_state & swrast->InvalidateLineMask)
- swrast->Line = _swrast_validate_line;
-
- if (new_state & swrast->InvalidatePointMask)
- swrast->Point = _swrast_validate_point;
-
- if (new_state & _SWRAST_NEW_BLEND_FUNC)
- swrast->BlendFunc = _swrast_validate_blend_func;
-
- if (new_state & _SWRAST_NEW_TEXTURE_SAMPLE_FUNC)
- for (i = 0 ; i < ctx->Const.MaxTextureImageUnits ; i++)
- swrast->TextureSample[i] = NULL;
-}
-
-
-void
-_swrast_update_texture_samplers(struct gl_context *ctx)
-{
- SWcontext *swrast = SWRAST_CONTEXT(ctx);
- GLuint u;
-
- if (!swrast)
- return; /* pipe hack */
-
- for (u = 0; u < ctx->Const.MaxTextureImageUnits; u++) {
- const struct gl_texture_object *tObj = ctx->Texture.Unit[u]._Current;
- /* Note: If tObj is NULL, the sample function will be a simple
- * function that just returns opaque black (0,0,0,1).
- */
- swrast->TextureSample[u] = _swrast_choose_texture_sample_func(ctx, tObj);
- }
-}
-
-
-/**
- * Update swrast->_ActiveAttribs, swrast->_NumActiveAttribs,
- * swrast->_ActiveAtttribMask.
- */
-static void
-_swrast_update_active_attribs(struct gl_context *ctx)
-{
- SWcontext *swrast = SWRAST_CONTEXT(ctx);
- GLuint attribsMask;
-
- /*
- * Compute _ActiveAttribsMask = which fragment attributes are needed.
- */
- if (ctx->FragmentProgram._Current) {
- /* fragment program/shader */
- attribsMask = ctx->FragmentProgram._Current->Base.InputsRead;
- attribsMask &= ~FRAG_BIT_WPOS; /* WPOS is always handled specially */
- }
- else if (ctx->ATIFragmentShader._Enabled) {
- attribsMask = ~0; /* XXX fix me */
- }
- else {
- /* fixed function */
- attribsMask = 0x0;
-
-#if CHAN_TYPE == GL_FLOAT
- attribsMask |= FRAG_BIT_COL0;
-#endif
-
- if (ctx->Fog.ColorSumEnabled ||
- (ctx->Light.Enabled &&
- ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)) {
- attribsMask |= FRAG_BIT_COL1;
- }
-
- if (swrast->_FogEnabled)
- attribsMask |= FRAG_BIT_FOGC;
-
- attribsMask |= (ctx->Texture._EnabledUnits << FRAG_ATTRIB_TEX0);
- }
-
- swrast->_ActiveAttribMask = attribsMask;
-
- /* Update _ActiveAttribs[] list */
- {
- GLuint i, num = 0;
- for (i = 0; i < FRAG_ATTRIB_MAX; i++) {
- if (attribsMask & (1 << i)) {
- swrast->_ActiveAttribs[num++] = i;
- /* how should this attribute be interpolated? */
- if (i == FRAG_ATTRIB_COL0 || i == FRAG_ATTRIB_COL1)
- swrast->_InterpMode[i] = ctx->Light.ShadeModel;
- else
- swrast->_InterpMode[i] = GL_SMOOTH;
- }
- }
- swrast->_NumActiveAttribs = num;
- }
-}
-
-
-void
-_swrast_validate_derived( struct gl_context *ctx )
-{
- SWcontext *swrast = SWRAST_CONTEXT(ctx);
-
- if (swrast->NewState) {
- if (swrast->NewState & _NEW_POLYGON)
- _swrast_update_polygon( ctx );
-
- if (swrast->NewState & (_NEW_HINT | _NEW_PROGRAM))
- _swrast_update_fog_hint( ctx );
-
- if (swrast->NewState & _SWRAST_NEW_TEXTURE_ENV_MODE)
- _swrast_update_texture_env( ctx );
-
- if (swrast->NewState & (_NEW_FOG | _NEW_PROGRAM))
- _swrast_update_fog_state( ctx );
-
- if (swrast->NewState & (_NEW_PROGRAM_CONSTANTS | _NEW_PROGRAM))
- _swrast_update_fragment_program( ctx, swrast->NewState );
-
- if (swrast->NewState & (_NEW_TEXTURE | _NEW_PROGRAM)) {
- _swrast_update_texture_samplers( ctx );
- _swrast_validate_texture_images(ctx);
- }
-
- if (swrast->NewState & (_NEW_COLOR | _NEW_PROGRAM))
- _swrast_update_deferred_texture(ctx);
-
- if (swrast->NewState & _SWRAST_NEW_RASTERMASK)
- _swrast_update_rasterflags( ctx );
-
- if (swrast->NewState & (_NEW_DEPTH |
- _NEW_FOG |
- _NEW_LIGHT |
- _NEW_PROGRAM |
- _NEW_TEXTURE))
- _swrast_update_active_attribs(ctx);
-
- if (swrast->NewState & (_NEW_FOG |
- _NEW_PROGRAM |
- _NEW_LIGHT |
- _NEW_TEXTURE))
- _swrast_update_specular_vertex_add(ctx);
-
- swrast->NewState = 0;
- swrast->StateChanges = 0;
- swrast->InvalidateState = _swrast_invalidate_state;
- }
-}
-
-#define SWRAST_DEBUG 0
-
-/* Public entrypoints: See also s_accum.c, s_bitmap.c, etc.
- */
-void
-_swrast_Quad( struct gl_context *ctx,
- const SWvertex *v0, const SWvertex *v1,
- const SWvertex *v2, const SWvertex *v3 )
-{
- if (SWRAST_DEBUG) {
- _mesa_debug(ctx, "_swrast_Quad\n");
- _swrast_print_vertex( ctx, v0 );
- _swrast_print_vertex( ctx, v1 );
- _swrast_print_vertex( ctx, v2 );
- _swrast_print_vertex( ctx, v3 );
- }
- SWRAST_CONTEXT(ctx)->Triangle( ctx, v0, v1, v3 );
- SWRAST_CONTEXT(ctx)->Triangle( ctx, v1, v2, v3 );
-}
-
-void
-_swrast_Triangle( struct gl_context *ctx, const SWvertex *v0,
- const SWvertex *v1, const SWvertex *v2 )
-{
- if (SWRAST_DEBUG) {
- _mesa_debug(ctx, "_swrast_Triangle\n");
- _swrast_print_vertex( ctx, v0 );
- _swrast_print_vertex( ctx, v1 );
- _swrast_print_vertex( ctx, v2 );
- }
- SWRAST_CONTEXT(ctx)->Triangle( ctx, v0, v1, v2 );
-}
-
-void
-_swrast_Line( struct gl_context *ctx, const SWvertex *v0, const SWvertex *v1 )
-{
- if (SWRAST_DEBUG) {
- _mesa_debug(ctx, "_swrast_Line\n");
- _swrast_print_vertex( ctx, v0 );
- _swrast_print_vertex( ctx, v1 );
- }
- SWRAST_CONTEXT(ctx)->Line( ctx, v0, v1 );
-}
-
-void
-_swrast_Point( struct gl_context *ctx, const SWvertex *v0 )
-{
- if (SWRAST_DEBUG) {
- _mesa_debug(ctx, "_swrast_Point\n");
- _swrast_print_vertex( ctx, v0 );
- }
- SWRAST_CONTEXT(ctx)->Point( ctx, v0 );
-}
-
-void
-_swrast_InvalidateState( struct gl_context *ctx, GLbitfield new_state )
-{
- if (SWRAST_DEBUG) {
- _mesa_debug(ctx, "_swrast_InvalidateState\n");
- }
- SWRAST_CONTEXT(ctx)->InvalidateState( ctx, new_state );
-}
-
-void
-_swrast_ResetLineStipple( struct gl_context *ctx )
-{
- if (SWRAST_DEBUG) {
- _mesa_debug(ctx, "_swrast_ResetLineStipple\n");
- }
- SWRAST_CONTEXT(ctx)->StippleCounter = 0;
-}
-
-void
-_swrast_SetFacing(struct gl_context *ctx, GLuint facing)
-{
- SWRAST_CONTEXT(ctx)->PointLineFacing = facing;
-}
-
-void
-_swrast_allow_vertex_fog( struct gl_context *ctx, GLboolean value )
-{
- if (SWRAST_DEBUG) {
- _mesa_debug(ctx, "_swrast_allow_vertex_fog %d\n", value);
- }
- SWRAST_CONTEXT(ctx)->InvalidateState( ctx, _NEW_HINT );
- SWRAST_CONTEXT(ctx)->AllowVertexFog = value;
-}
-
-void
-_swrast_allow_pixel_fog( struct gl_context *ctx, GLboolean value )
-{
- if (SWRAST_DEBUG) {
- _mesa_debug(ctx, "_swrast_allow_pixel_fog %d\n", value);
- }
- SWRAST_CONTEXT(ctx)->InvalidateState( ctx, _NEW_HINT );
- SWRAST_CONTEXT(ctx)->AllowPixelFog = value;
-}
-
-
-GLboolean
-_swrast_CreateContext( struct gl_context *ctx )
-{
- GLuint i;
- SWcontext *swrast = (SWcontext *)CALLOC(sizeof(SWcontext));
-
- if (SWRAST_DEBUG) {
- _mesa_debug(ctx, "_swrast_CreateContext\n");
- }
-
- if (!swrast)
- return GL_FALSE;
-
- swrast->NewState = ~0;
-
- swrast->choose_point = _swrast_choose_point;
- swrast->choose_line = _swrast_choose_line;
- swrast->choose_triangle = _swrast_choose_triangle;
-
- swrast->InvalidatePointMask = _SWRAST_NEW_POINT;
- swrast->InvalidateLineMask = _SWRAST_NEW_LINE;
- swrast->InvalidateTriangleMask = _SWRAST_NEW_TRIANGLE;
-
- swrast->Point = _swrast_validate_point;
- swrast->Line = _swrast_validate_line;
- swrast->Triangle = _swrast_validate_triangle;
- swrast->InvalidateState = _swrast_sleep;
- swrast->BlendFunc = _swrast_validate_blend_func;
-
- swrast->AllowVertexFog = GL_TRUE;
- swrast->AllowPixelFog = GL_TRUE;
-
- /* Optimized Accum buffer */
- swrast->_IntegerAccumMode = GL_FALSE;
- swrast->_IntegerAccumScaler = 0.0;
-
- for (i = 0; i < MAX_TEXTURE_IMAGE_UNITS; i++)
- swrast->TextureSample[i] = NULL;
-
- swrast->SpanArrays = MALLOC_STRUCT(sw_span_arrays);
- if (!swrast->SpanArrays) {
- FREE(swrast);
- return GL_FALSE;
- }
- swrast->SpanArrays->ChanType = CHAN_TYPE;
-#if CHAN_TYPE == GL_UNSIGNED_BYTE
- swrast->SpanArrays->rgba = swrast->SpanArrays->rgba8;
-#elif CHAN_TYPE == GL_UNSIGNED_SHORT
- swrast->SpanArrays->rgba = swrast->SpanArrays->rgba16;
-#else
- swrast->SpanArrays->rgba = swrast->SpanArrays->attribs[FRAG_ATTRIB_COL0];
-#endif
-
- /* init point span buffer */
- swrast->PointSpan.primitive = GL_POINT;
- swrast->PointSpan.end = 0;
- swrast->PointSpan.facing = 0;
- swrast->PointSpan.array = swrast->SpanArrays;
-
- swrast->TexelBuffer = (GLfloat *) MALLOC(ctx->Const.MaxTextureImageUnits *
- MAX_WIDTH * 4 * sizeof(GLfloat));
- if (!swrast->TexelBuffer) {
- FREE(swrast->SpanArrays);
- FREE(swrast);
- return GL_FALSE;
- }
-
- ctx->swrast_context = swrast;
-
- return GL_TRUE;
-}
-
-void
-_swrast_DestroyContext( struct gl_context *ctx )
-{
- SWcontext *swrast = SWRAST_CONTEXT(ctx);
-
- if (SWRAST_DEBUG) {
- _mesa_debug(ctx, "_swrast_DestroyContext\n");
- }
-
- FREE( swrast->SpanArrays );
- if (swrast->ZoomedArrays)
- FREE( swrast->ZoomedArrays );
- FREE( swrast->TexelBuffer );
- FREE( swrast );
-
- ctx->swrast_context = 0;
-}
-
-
-struct swrast_device_driver *
-_swrast_GetDeviceDriverReference( struct gl_context *ctx )
-{
- SWcontext *swrast = SWRAST_CONTEXT(ctx);
- return &swrast->Driver;
-}
-
-void
-_swrast_flush( struct gl_context *ctx )
-{
- SWcontext *swrast = SWRAST_CONTEXT(ctx);
- /* flush any pending fragments from rendering points */
- if (swrast->PointSpan.end > 0) {
- _swrast_write_rgba_span(ctx, &(swrast->PointSpan));
- swrast->PointSpan.end = 0;
- }
-}
-
-void
-_swrast_render_primitive( struct gl_context *ctx, GLenum prim )
-{
- SWcontext *swrast = SWRAST_CONTEXT(ctx);
- if (swrast->Primitive == GL_POINTS && prim != GL_POINTS) {
- _swrast_flush(ctx);
- }
- swrast->Primitive = prim;
-}
-
-
-void
-_swrast_render_start( struct gl_context *ctx )
-{
- SWcontext *swrast = SWRAST_CONTEXT(ctx);
- if (swrast->Driver.SpanRenderStart)
- swrast->Driver.SpanRenderStart( ctx );
- swrast->PointSpan.end = 0;
-}
-
-void
-_swrast_render_finish( struct gl_context *ctx )
-{
- SWcontext *swrast = SWRAST_CONTEXT(ctx);
- if (swrast->Driver.SpanRenderFinish)
- swrast->Driver.SpanRenderFinish( ctx );
-
- _swrast_flush(ctx);
-}
-
-
-#define SWRAST_DEBUG_VERTICES 0
-
-void
-_swrast_print_vertex( struct gl_context *ctx, const SWvertex *v )
-{
- GLuint i;
-
- if (SWRAST_DEBUG_VERTICES) {
- _mesa_debug(ctx, "win %f %f %f %f\n",
- v->attrib[FRAG_ATTRIB_WPOS][0],
- v->attrib[FRAG_ATTRIB_WPOS][1],
- v->attrib[FRAG_ATTRIB_WPOS][2],
- v->attrib[FRAG_ATTRIB_WPOS][3]);
-
- for (i = 0 ; i < ctx->Const.MaxTextureCoordUnits ; i++)
- if (ctx->Texture.Unit[i]._ReallyEnabled)
- _mesa_debug(ctx, "texcoord[%d] %f %f %f %f\n", i,
- v->attrib[FRAG_ATTRIB_TEX0 + i][0],
- v->attrib[FRAG_ATTRIB_TEX0 + i][1],
- v->attrib[FRAG_ATTRIB_TEX0 + i][2],
- v->attrib[FRAG_ATTRIB_TEX0 + i][3]);
-
-#if CHAN_TYPE == GL_FLOAT
- _mesa_debug(ctx, "color %f %f %f %f\n",
- v->color[0], v->color[1], v->color[2], v->color[3]);
-#else
- _mesa_debug(ctx, "color %d %d %d %d\n",
- v->color[0], v->color[1], v->color[2], v->color[3]);
-#endif
- _mesa_debug(ctx, "spec %g %g %g %g\n",
- v->attrib[FRAG_ATTRIB_COL1][0],
- v->attrib[FRAG_ATTRIB_COL1][1],
- v->attrib[FRAG_ATTRIB_COL1][2],
- v->attrib[FRAG_ATTRIB_COL1][3]);
- _mesa_debug(ctx, "fog %f\n", v->attrib[FRAG_ATTRIB_FOGC][0]);
- _mesa_debug(ctx, "index %f\n", v->attrib[FRAG_ATTRIB_CI][0]);
- _mesa_debug(ctx, "pointsize %f\n", v->pointSize);
- _mesa_debug(ctx, "\n");
- }
-}
+/* + * Mesa 3-D graphics library + * Version: 7.1 + * + * Copyright (C) 1999-2008 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> + * Brian Paul + */ + +#include "main/imports.h" +#include "main/bufferobj.h" +#include "main/colormac.h" +#include "main/mtypes.h" +#include "main/teximage.h" +#include "program/prog_parameter.h" +#include "program/prog_statevars.h" +#include "swrast.h" +#include "s_blend.h" +#include "s_context.h" +#include "s_lines.h" +#include "s_points.h" +#include "s_span.h" +#include "s_triangle.h" +#include "s_texfilter.h" + + +/** + * Recompute the value of swrast->_RasterMask, etc. according to + * the current context. The _RasterMask field can be easily tested by + * drivers to determine certain basic GL state (does the primitive need + * stenciling, logic-op, fog, etc?). + */ +static void +_swrast_update_rasterflags( struct gl_context *ctx ) +{ + SWcontext *swrast = SWRAST_CONTEXT(ctx); + GLbitfield rasterMask = 0; + GLuint i; + + if (ctx->Color.AlphaEnabled) rasterMask |= ALPHATEST_BIT; + if (ctx->Color.BlendEnabled) rasterMask |= BLEND_BIT; + if (ctx->Depth.Test) rasterMask |= DEPTH_BIT; + if (swrast->_FogEnabled) rasterMask |= FOG_BIT; + if (ctx->Scissor.Enabled) rasterMask |= CLIP_BIT; + if (ctx->Stencil._Enabled) rasterMask |= STENCIL_BIT; + for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) { + if (!ctx->Color.ColorMask[i][0] || + !ctx->Color.ColorMask[i][1] || + !ctx->Color.ColorMask[i][2] || + !ctx->Color.ColorMask[i][3]) { + rasterMask |= MASKING_BIT; + break; + } + } + if (ctx->Color._LogicOpEnabled) rasterMask |= LOGIC_OP_BIT; + if (ctx->Texture._EnabledUnits) rasterMask |= TEXTURE_BIT; + if ( ctx->Viewport.X < 0 + || ctx->Viewport.X + ctx->Viewport.Width > (GLint) ctx->DrawBuffer->Width + || ctx->Viewport.Y < 0 + || ctx->Viewport.Y + ctx->Viewport.Height > (GLint) ctx->DrawBuffer->Height) { + rasterMask |= CLIP_BIT; + } + + if (ctx->Query.CurrentOcclusionObject) + rasterMask |= OCCLUSION_BIT; + + + /* If we're not drawing to exactly one color buffer set the + * MULTI_DRAW_BIT flag. Also set it if we're drawing to no + * buffers or the RGBA or CI mask disables all writes. + */ + if (ctx->DrawBuffer->_NumColorDrawBuffers != 1) { + /* more than one color buffer designated for writing (or zero buffers) */ + rasterMask |= MULTI_DRAW_BIT; + } + + for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) { + if (ctx->Color.ColorMask[i][0] + + ctx->Color.ColorMask[i][1] + + ctx->Color.ColorMask[i][2] + + ctx->Color.ColorMask[i][3] == 0) { + rasterMask |= MULTI_DRAW_BIT; /* all RGBA channels disabled */ + break; + } + } + + + if (ctx->FragmentProgram._Current) { + rasterMask |= FRAGPROG_BIT; + } + + if (ctx->ATIFragmentShader._Enabled) { + rasterMask |= ATIFRAGSHADER_BIT; + } + +#if CHAN_TYPE == GL_FLOAT + if (ctx->Color.ClampFragmentColor == GL_TRUE) { + rasterMask |= CLAMPING_BIT; + } +#endif + + SWRAST_CONTEXT(ctx)->_RasterMask = rasterMask; +} + + +/** + * Examine polygon cull state to compute the _BackfaceCullSign field. + * _BackfaceCullSign will be 0 if no culling, -1 if culling back-faces, + * and 1 if culling front-faces. The Polygon FrontFace state also + * factors in. + */ +static void +_swrast_update_polygon( struct gl_context *ctx ) +{ + GLfloat backface_sign; + + if (ctx->Polygon.CullFlag) { + switch (ctx->Polygon.CullFaceMode) { + case GL_BACK: + backface_sign = -1.0F; + break; + case GL_FRONT: + backface_sign = 1.0F; + break; + case GL_FRONT_AND_BACK: + /* fallthrough */ + default: + backface_sign = 0.0F; + } + } + else { + backface_sign = 0.0F; + } + + SWRAST_CONTEXT(ctx)->_BackfaceCullSign = backface_sign; + + /* This is for front/back-face determination, but not for culling */ + SWRAST_CONTEXT(ctx)->_BackfaceSign + = (ctx->Polygon.FrontFace == GL_CW) ? -1.0F : 1.0F; +} + + + +/** + * Update the _PreferPixelFog field to indicate if we need to compute + * fog blend factors (from the fog coords) per-fragment. + */ +static void +_swrast_update_fog_hint( struct gl_context *ctx ) +{ + SWcontext *swrast = SWRAST_CONTEXT(ctx); + swrast->_PreferPixelFog = (!swrast->AllowVertexFog || + ctx->FragmentProgram._Current || + (ctx->Hint.Fog == GL_NICEST && + swrast->AllowPixelFog)); +} + + + +/** + * Update the swrast->_TextureCombinePrimary flag. + */ +static void +_swrast_update_texture_env( struct gl_context *ctx ) +{ + SWcontext *swrast = SWRAST_CONTEXT(ctx); + GLuint i; + + swrast->_TextureCombinePrimary = GL_FALSE; + + for (i = 0; i < ctx->Const.MaxTextureUnits; i++) { + const struct gl_tex_env_combine_state *combine = + ctx->Texture.Unit[i]._CurrentCombine; + GLuint term; + for (term = 0; term < combine->_NumArgsRGB; term++) { + if (combine->SourceRGB[term] == GL_PRIMARY_COLOR) { + swrast->_TextureCombinePrimary = GL_TRUE; + return; + } + if (combine->SourceA[term] == GL_PRIMARY_COLOR) { + swrast->_TextureCombinePrimary = GL_TRUE; + return; + } + } + } +} + + +/** + * Determine if we can defer texturing/shading until after Z/stencil + * testing. This potentially allows us to skip texturing/shading for + * lots of fragments. + */ +static void +_swrast_update_deferred_texture(struct gl_context *ctx) +{ + SWcontext *swrast = SWRAST_CONTEXT(ctx); + if (ctx->Color.AlphaEnabled) { + /* alpha test depends on post-texture/shader colors */ + swrast->_DeferredTexture = GL_FALSE; + } + else { + const struct gl_fragment_program *fprog + = ctx->FragmentProgram._Current; + if (fprog && (fprog->Base.OutputsWritten & (1 << FRAG_RESULT_DEPTH))) { + /* Z comes from fragment program/shader */ + swrast->_DeferredTexture = GL_FALSE; + } + else if (fprog && fprog->UsesKill) { + swrast->_DeferredTexture = GL_FALSE; + } + else if (ctx->Query.CurrentOcclusionObject) { + /* occlusion query depends on shader discard/kill results */ + swrast->_DeferredTexture = GL_FALSE; + } + else { + swrast->_DeferredTexture = GL_TRUE; + } + } +} + + +/** + * Update swrast->_FogColor and swrast->_FogEnable values. + */ +static void +_swrast_update_fog_state( struct gl_context *ctx ) +{ + SWcontext *swrast = SWRAST_CONTEXT(ctx); + const struct gl_fragment_program *fp = ctx->FragmentProgram._Current; + + assert((fp == NULL) || (fp->Base.Target == GL_FRAGMENT_PROGRAM_ARB)); + + /* determine if fog is needed, and if so, which fog mode */ + swrast->_FogEnabled = (fp == NULL && ctx->Fog.Enabled); +} + + +/** + * Update state for running fragment programs. Basically, load the + * program parameters with current state values. + */ +static void +_swrast_update_fragment_program(struct gl_context *ctx, GLbitfield newState) +{ + const struct gl_fragment_program *fp = ctx->FragmentProgram._Current; + if (fp) { + _mesa_load_state_parameters(ctx, fp->Base.Parameters); + } +} + + +/** + * See if we can do early diffuse+specular (primary+secondary) color + * add per vertex instead of per-fragment. + */ +static void +_swrast_update_specular_vertex_add(struct gl_context *ctx) +{ + SWcontext *swrast = SWRAST_CONTEXT(ctx); + GLboolean separateSpecular = ctx->Fog.ColorSumEnabled || + (ctx->Light.Enabled && + ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR); + + swrast->SpecularVertexAdd = (separateSpecular + && ctx->Texture._EnabledUnits == 0x0 + && !ctx->FragmentProgram._Current + && !ctx->ATIFragmentShader._Enabled); +} + + +#define _SWRAST_NEW_DERIVED (_SWRAST_NEW_RASTERMASK | \ + _NEW_PROGRAM_CONSTANTS | \ + _NEW_TEXTURE | \ + _NEW_HINT | \ + _NEW_POLYGON ) + +/* State referenced by _swrast_choose_triangle, _swrast_choose_line. + */ +#define _SWRAST_NEW_TRIANGLE (_SWRAST_NEW_DERIVED | \ + _NEW_RENDERMODE| \ + _NEW_POLYGON| \ + _NEW_DEPTH| \ + _NEW_STENCIL| \ + _NEW_COLOR| \ + _NEW_TEXTURE| \ + _SWRAST_NEW_RASTERMASK| \ + _NEW_LIGHT| \ + _NEW_FOG | \ + _DD_NEW_SEPARATE_SPECULAR) + +#define _SWRAST_NEW_LINE (_SWRAST_NEW_DERIVED | \ + _NEW_RENDERMODE| \ + _NEW_LINE| \ + _NEW_TEXTURE| \ + _NEW_LIGHT| \ + _NEW_FOG| \ + _NEW_DEPTH | \ + _DD_NEW_SEPARATE_SPECULAR) + +#define _SWRAST_NEW_POINT (_SWRAST_NEW_DERIVED | \ + _NEW_RENDERMODE | \ + _NEW_POINT | \ + _NEW_TEXTURE | \ + _NEW_LIGHT | \ + _NEW_FOG | \ + _DD_NEW_SEPARATE_SPECULAR) + +#define _SWRAST_NEW_TEXTURE_SAMPLE_FUNC _NEW_TEXTURE + +#define _SWRAST_NEW_TEXTURE_ENV_MODE _NEW_TEXTURE + +#define _SWRAST_NEW_BLEND_FUNC _NEW_COLOR + + + +/** + * Stub for swrast->Triangle to select a true triangle function + * after a state change. + */ +static void +_swrast_validate_triangle( struct gl_context *ctx, + const SWvertex *v0, + const SWvertex *v1, + const SWvertex *v2 ) +{ + SWcontext *swrast = SWRAST_CONTEXT(ctx); + + _swrast_validate_derived( ctx ); + swrast->choose_triangle( ctx ); + ASSERT(swrast->Triangle); + + if (swrast->SpecularVertexAdd) { + /* separate specular color, but no texture */ + swrast->SpecTriangle = swrast->Triangle; + swrast->Triangle = _swrast_add_spec_terms_triangle; + } + + swrast->Triangle( ctx, v0, v1, v2 ); +} + +/** + * Called via swrast->Line. Examine current GL state and choose a software + * line routine. Then call it. + */ +static void +_swrast_validate_line( struct gl_context *ctx, const SWvertex *v0, const SWvertex *v1 ) +{ + SWcontext *swrast = SWRAST_CONTEXT(ctx); + + _swrast_validate_derived( ctx ); + swrast->choose_line( ctx ); + ASSERT(swrast->Line); + + if (swrast->SpecularVertexAdd) { + swrast->SpecLine = swrast->Line; + swrast->Line = _swrast_add_spec_terms_line; + } + + swrast->Line( ctx, v0, v1 ); +} + +/** + * Called via swrast->Point. Examine current GL state and choose a software + * point routine. Then call it. + */ +static void +_swrast_validate_point( struct gl_context *ctx, const SWvertex *v0 ) +{ + SWcontext *swrast = SWRAST_CONTEXT(ctx); + + _swrast_validate_derived( ctx ); + swrast->choose_point( ctx ); + + if (swrast->SpecularVertexAdd) { + swrast->SpecPoint = swrast->Point; + swrast->Point = _swrast_add_spec_terms_point; + } + + swrast->Point( ctx, v0 ); +} + + +/** + * Called via swrast->BlendFunc. Examine GL state to choose a blending + * function, then call it. + */ +static void _ASMAPI +_swrast_validate_blend_func(struct gl_context *ctx, GLuint n, const GLubyte mask[], + GLvoid *src, const GLvoid *dst, + GLenum chanType ) +{ + SWcontext *swrast = SWRAST_CONTEXT(ctx); + + _swrast_validate_derived( ctx ); /* why is this needed? */ + _swrast_choose_blend_func( ctx, chanType ); + + swrast->BlendFunc( ctx, n, mask, src, dst, chanType ); +} + + +/** + * Make sure we have texture image data for all the textures we may need + * for subsequent rendering. + */ +static void +_swrast_validate_texture_images(struct gl_context *ctx) +{ + SWcontext *swrast = SWRAST_CONTEXT(ctx); + GLuint u; + + if (!swrast->ValidateTextureImage || !ctx->Texture._EnabledUnits) { + /* no textures enabled, or no way to validate images! */ + return; + } + + for (u = 0; u < ctx->Const.MaxTextureImageUnits; u++) { + if (ctx->Texture.Unit[u]._ReallyEnabled) { + struct gl_texture_object *texObj = ctx->Texture.Unit[u]._Current; + ASSERT(texObj); + if (texObj) { + GLuint numFaces = (texObj->Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1; + GLuint face; + for (face = 0; face < numFaces; face++) { + GLint lvl; + for (lvl = texObj->BaseLevel; lvl <= texObj->_MaxLevel; lvl++) { + struct gl_texture_image *texImg = texObj->Image[face][lvl]; + if (texImg && !texImg->Data) { + swrast->ValidateTextureImage(ctx, texObj, face, lvl); + ASSERT(texObj->Image[face][lvl]->Data); + } + } + } + } + } + } +} + + +/** + * Free the texture image data attached to all currently enabled + * textures. Meant to be called by device drivers when transitioning + * from software to hardware rendering. + */ +void +_swrast_eject_texture_images(struct gl_context *ctx) +{ + GLuint u; + + if (!ctx->Texture._EnabledUnits) { + /* no textures enabled */ + return; + } + + for (u = 0; u < ctx->Const.MaxTextureImageUnits; u++) { + if (ctx->Texture.Unit[u]._ReallyEnabled) { + struct gl_texture_object *texObj = ctx->Texture.Unit[u]._Current; + ASSERT(texObj); + if (texObj) { + GLuint numFaces = (texObj->Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1; + GLuint face; + for (face = 0; face < numFaces; face++) { + GLint lvl; + for (lvl = texObj->BaseLevel; lvl <= texObj->_MaxLevel; lvl++) { + struct gl_texture_image *texImg = texObj->Image[face][lvl]; + if (texImg && texImg->Data) { + _mesa_free_texmemory(texImg->Data); + texImg->Data = NULL; + } + } + } + } + } + } +} + + + +static void +_swrast_sleep( struct gl_context *ctx, GLbitfield new_state ) +{ + (void) ctx; (void) new_state; +} + + +static void +_swrast_invalidate_state( struct gl_context *ctx, GLbitfield new_state ) +{ + SWcontext *swrast = SWRAST_CONTEXT(ctx); + GLuint i; + + swrast->NewState |= new_state; + + /* After 10 statechanges without any swrast functions being called, + * put the module to sleep. + */ + if (++swrast->StateChanges > 10) { + swrast->InvalidateState = _swrast_sleep; + swrast->NewState = ~0; + new_state = ~0; + } + + if (new_state & swrast->InvalidateTriangleMask) + swrast->Triangle = _swrast_validate_triangle; + + if (new_state & swrast->InvalidateLineMask) + swrast->Line = _swrast_validate_line; + + if (new_state & swrast->InvalidatePointMask) + swrast->Point = _swrast_validate_point; + + if (new_state & _SWRAST_NEW_BLEND_FUNC) + swrast->BlendFunc = _swrast_validate_blend_func; + + if (new_state & _SWRAST_NEW_TEXTURE_SAMPLE_FUNC) + for (i = 0 ; i < ctx->Const.MaxTextureImageUnits ; i++) + swrast->TextureSample[i] = NULL; +} + + +void +_swrast_update_texture_samplers(struct gl_context *ctx) +{ + SWcontext *swrast = SWRAST_CONTEXT(ctx); + GLuint u; + + if (!swrast) + return; /* pipe hack */ + + for (u = 0; u < ctx->Const.MaxTextureImageUnits; u++) { + const struct gl_texture_object *tObj = ctx->Texture.Unit[u]._Current; + /* Note: If tObj is NULL, the sample function will be a simple + * function that just returns opaque black (0,0,0,1). + */ + swrast->TextureSample[u] = _swrast_choose_texture_sample_func(ctx, tObj); + } +} + + +/** + * Update swrast->_ActiveAttribs, swrast->_NumActiveAttribs, + * swrast->_ActiveAtttribMask. + */ +static void +_swrast_update_active_attribs(struct gl_context *ctx) +{ + SWcontext *swrast = SWRAST_CONTEXT(ctx); + GLuint attribsMask; + + /* + * Compute _ActiveAttribsMask = which fragment attributes are needed. + */ + if (ctx->FragmentProgram._Current) { + /* fragment program/shader */ + attribsMask = ctx->FragmentProgram._Current->Base.InputsRead; + attribsMask &= ~FRAG_BIT_WPOS; /* WPOS is always handled specially */ + } + else if (ctx->ATIFragmentShader._Enabled) { + attribsMask = ~0; /* XXX fix me */ + } + else { + /* fixed function */ + attribsMask = 0x0; + +#if CHAN_TYPE == GL_FLOAT + attribsMask |= FRAG_BIT_COL0; +#endif + + if (ctx->Fog.ColorSumEnabled || + (ctx->Light.Enabled && + ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)) { + attribsMask |= FRAG_BIT_COL1; + } + + if (swrast->_FogEnabled) + attribsMask |= FRAG_BIT_FOGC; + + attribsMask |= (ctx->Texture._EnabledUnits << FRAG_ATTRIB_TEX0); + } + + swrast->_ActiveAttribMask = attribsMask; + + /* Update _ActiveAttribs[] list */ + { + GLuint i, num = 0; + for (i = 0; i < FRAG_ATTRIB_MAX; i++) { + if (attribsMask & (1 << i)) { + swrast->_ActiveAttribs[num++] = i; + /* how should this attribute be interpolated? */ + if (i == FRAG_ATTRIB_COL0 || i == FRAG_ATTRIB_COL1) + swrast->_InterpMode[i] = ctx->Light.ShadeModel; + else + swrast->_InterpMode[i] = GL_SMOOTH; + } + } + swrast->_NumActiveAttribs = num; + } +} + + +void +_swrast_validate_derived( struct gl_context *ctx ) +{ + SWcontext *swrast = SWRAST_CONTEXT(ctx); + + if (swrast->NewState) { + if (swrast->NewState & _NEW_POLYGON) + _swrast_update_polygon( ctx ); + + if (swrast->NewState & (_NEW_HINT | _NEW_PROGRAM)) + _swrast_update_fog_hint( ctx ); + + if (swrast->NewState & _SWRAST_NEW_TEXTURE_ENV_MODE) + _swrast_update_texture_env( ctx ); + + if (swrast->NewState & (_NEW_FOG | _NEW_PROGRAM)) + _swrast_update_fog_state( ctx ); + + if (swrast->NewState & (_NEW_PROGRAM_CONSTANTS | _NEW_PROGRAM)) + _swrast_update_fragment_program( ctx, swrast->NewState ); + + if (swrast->NewState & (_NEW_TEXTURE | _NEW_PROGRAM)) { + _swrast_update_texture_samplers( ctx ); + _swrast_validate_texture_images(ctx); + } + + if (swrast->NewState & (_NEW_COLOR | _NEW_PROGRAM)) + _swrast_update_deferred_texture(ctx); + + if (swrast->NewState & _SWRAST_NEW_RASTERMASK) + _swrast_update_rasterflags( ctx ); + + if (swrast->NewState & (_NEW_DEPTH | + _NEW_FOG | + _NEW_LIGHT | + _NEW_PROGRAM | + _NEW_TEXTURE)) + _swrast_update_active_attribs(ctx); + + if (swrast->NewState & (_NEW_FOG | + _NEW_PROGRAM | + _NEW_LIGHT | + _NEW_TEXTURE)) + _swrast_update_specular_vertex_add(ctx); + + swrast->NewState = 0; + swrast->StateChanges = 0; + swrast->InvalidateState = _swrast_invalidate_state; + } +} + +#define SWRAST_DEBUG 0 + +/* Public entrypoints: See also s_accum.c, s_bitmap.c, etc. + */ +void +_swrast_Quad( struct gl_context *ctx, + const SWvertex *v0, const SWvertex *v1, + const SWvertex *v2, const SWvertex *v3 ) +{ + if (SWRAST_DEBUG) { + _mesa_debug(ctx, "_swrast_Quad\n"); + _swrast_print_vertex( ctx, v0 ); + _swrast_print_vertex( ctx, v1 ); + _swrast_print_vertex( ctx, v2 ); + _swrast_print_vertex( ctx, v3 ); + } + SWRAST_CONTEXT(ctx)->Triangle( ctx, v0, v1, v3 ); + SWRAST_CONTEXT(ctx)->Triangle( ctx, v1, v2, v3 ); +} + +void +_swrast_Triangle( struct gl_context *ctx, const SWvertex *v0, + const SWvertex *v1, const SWvertex *v2 ) +{ + if (SWRAST_DEBUG) { + _mesa_debug(ctx, "_swrast_Triangle\n"); + _swrast_print_vertex( ctx, v0 ); + _swrast_print_vertex( ctx, v1 ); + _swrast_print_vertex( ctx, v2 ); + } + SWRAST_CONTEXT(ctx)->Triangle( ctx, v0, v1, v2 ); +} + +void +_swrast_Line( struct gl_context *ctx, const SWvertex *v0, const SWvertex *v1 ) +{ + if (SWRAST_DEBUG) { + _mesa_debug(ctx, "_swrast_Line\n"); + _swrast_print_vertex( ctx, v0 ); + _swrast_print_vertex( ctx, v1 ); + } + SWRAST_CONTEXT(ctx)->Line( ctx, v0, v1 ); +} + +void +_swrast_Point( struct gl_context *ctx, const SWvertex *v0 ) +{ + if (SWRAST_DEBUG) { + _mesa_debug(ctx, "_swrast_Point\n"); + _swrast_print_vertex( ctx, v0 ); + } + SWRAST_CONTEXT(ctx)->Point( ctx, v0 ); +} + +void +_swrast_InvalidateState( struct gl_context *ctx, GLbitfield new_state ) +{ + if (SWRAST_DEBUG) { + _mesa_debug(ctx, "_swrast_InvalidateState\n"); + } + SWRAST_CONTEXT(ctx)->InvalidateState( ctx, new_state ); +} + +void +_swrast_ResetLineStipple( struct gl_context *ctx ) +{ + if (SWRAST_DEBUG) { + _mesa_debug(ctx, "_swrast_ResetLineStipple\n"); + } + SWRAST_CONTEXT(ctx)->StippleCounter = 0; +} + +void +_swrast_SetFacing(struct gl_context *ctx, GLuint facing) +{ + SWRAST_CONTEXT(ctx)->PointLineFacing = facing; +} + +void +_swrast_allow_vertex_fog( struct gl_context *ctx, GLboolean value ) +{ + if (SWRAST_DEBUG) { + _mesa_debug(ctx, "_swrast_allow_vertex_fog %d\n", value); + } + SWRAST_CONTEXT(ctx)->InvalidateState( ctx, _NEW_HINT ); + SWRAST_CONTEXT(ctx)->AllowVertexFog = value; +} + +void +_swrast_allow_pixel_fog( struct gl_context *ctx, GLboolean value ) +{ + if (SWRAST_DEBUG) { + _mesa_debug(ctx, "_swrast_allow_pixel_fog %d\n", value); + } + SWRAST_CONTEXT(ctx)->InvalidateState( ctx, _NEW_HINT ); + SWRAST_CONTEXT(ctx)->AllowPixelFog = value; +} + + +GLboolean +_swrast_CreateContext( struct gl_context *ctx ) +{ + GLuint i; + SWcontext *swrast = (SWcontext *)CALLOC(sizeof(SWcontext)); + + if (SWRAST_DEBUG) { + _mesa_debug(ctx, "_swrast_CreateContext\n"); + } + + if (!swrast) + return GL_FALSE; + + swrast->NewState = ~0; + + swrast->choose_point = _swrast_choose_point; + swrast->choose_line = _swrast_choose_line; + swrast->choose_triangle = _swrast_choose_triangle; + + swrast->InvalidatePointMask = _SWRAST_NEW_POINT; + swrast->InvalidateLineMask = _SWRAST_NEW_LINE; + swrast->InvalidateTriangleMask = _SWRAST_NEW_TRIANGLE; + + swrast->Point = _swrast_validate_point; + swrast->Line = _swrast_validate_line; + swrast->Triangle = _swrast_validate_triangle; + swrast->InvalidateState = _swrast_sleep; + swrast->BlendFunc = _swrast_validate_blend_func; + + swrast->AllowVertexFog = GL_TRUE; + swrast->AllowPixelFog = GL_TRUE; + + /* Optimized Accum buffer */ + swrast->_IntegerAccumMode = GL_FALSE; + swrast->_IntegerAccumScaler = 0.0; + + for (i = 0; i < MAX_TEXTURE_IMAGE_UNITS; i++) + swrast->TextureSample[i] = NULL; + + swrast->SpanArrays = MALLOC_STRUCT(sw_span_arrays); + if (!swrast->SpanArrays) { + FREE(swrast); + return GL_FALSE; + } + swrast->SpanArrays->ChanType = CHAN_TYPE; +#if CHAN_TYPE == GL_UNSIGNED_BYTE + swrast->SpanArrays->rgba = swrast->SpanArrays->rgba8; +#elif CHAN_TYPE == GL_UNSIGNED_SHORT + swrast->SpanArrays->rgba = swrast->SpanArrays->rgba16; +#else + swrast->SpanArrays->rgba = swrast->SpanArrays->attribs[FRAG_ATTRIB_COL0]; +#endif + + /* init point span buffer */ + swrast->PointSpan.primitive = GL_POINT; + swrast->PointSpan.end = 0; + swrast->PointSpan.facing = 0; + swrast->PointSpan.array = swrast->SpanArrays; + + swrast->TexelBuffer = (GLfloat *) MALLOC(ctx->Const.MaxTextureImageUnits * + MAX_WIDTH * 4 * sizeof(GLfloat)); + if (!swrast->TexelBuffer) { + FREE(swrast->SpanArrays); + FREE(swrast); + return GL_FALSE; + } + + ctx->swrast_context = swrast; + + return GL_TRUE; +} + +void +_swrast_DestroyContext( struct gl_context *ctx ) +{ + SWcontext *swrast = SWRAST_CONTEXT(ctx); + + if (SWRAST_DEBUG) { + _mesa_debug(ctx, "_swrast_DestroyContext\n"); + } + + FREE( swrast->SpanArrays ); + if (swrast->ZoomedArrays) + FREE( swrast->ZoomedArrays ); + FREE( swrast->TexelBuffer ); + FREE( swrast ); + + ctx->swrast_context = 0; +} + + +struct swrast_device_driver * +_swrast_GetDeviceDriverReference( struct gl_context *ctx ) +{ + SWcontext *swrast = SWRAST_CONTEXT(ctx); + return &swrast->Driver; +} + +void +_swrast_flush( struct gl_context *ctx ) +{ + SWcontext *swrast = SWRAST_CONTEXT(ctx); + /* flush any pending fragments from rendering points */ + if (swrast->PointSpan.end > 0) { + _swrast_write_rgba_span(ctx, &(swrast->PointSpan)); + swrast->PointSpan.end = 0; + } +} + +void +_swrast_render_primitive( struct gl_context *ctx, GLenum prim ) +{ + SWcontext *swrast = SWRAST_CONTEXT(ctx); + if (swrast->Primitive == GL_POINTS && prim != GL_POINTS) { + _swrast_flush(ctx); + } + swrast->Primitive = prim; +} + + +void +_swrast_render_start( struct gl_context *ctx ) +{ + SWcontext *swrast = SWRAST_CONTEXT(ctx); + if (swrast->Driver.SpanRenderStart) + swrast->Driver.SpanRenderStart( ctx ); + swrast->PointSpan.end = 0; +} + +void +_swrast_render_finish( struct gl_context *ctx ) +{ + SWcontext *swrast = SWRAST_CONTEXT(ctx); + if (swrast->Driver.SpanRenderFinish) + swrast->Driver.SpanRenderFinish( ctx ); + + _swrast_flush(ctx); +} + + +#define SWRAST_DEBUG_VERTICES 0 + +void +_swrast_print_vertex( struct gl_context *ctx, const SWvertex *v ) +{ + GLuint i; + + if (SWRAST_DEBUG_VERTICES) { + _mesa_debug(ctx, "win %f %f %f %f\n", + v->attrib[FRAG_ATTRIB_WPOS][0], + v->attrib[FRAG_ATTRIB_WPOS][1], + v->attrib[FRAG_ATTRIB_WPOS][2], + v->attrib[FRAG_ATTRIB_WPOS][3]); + + for (i = 0 ; i < ctx->Const.MaxTextureCoordUnits ; i++) + if (ctx->Texture.Unit[i]._ReallyEnabled) + _mesa_debug(ctx, "texcoord[%d] %f %f %f %f\n", i, + v->attrib[FRAG_ATTRIB_TEX0 + i][0], + v->attrib[FRAG_ATTRIB_TEX0 + i][1], + v->attrib[FRAG_ATTRIB_TEX0 + i][2], + v->attrib[FRAG_ATTRIB_TEX0 + i][3]); + +#if CHAN_TYPE == GL_FLOAT + _mesa_debug(ctx, "color %f %f %f %f\n", + v->color[0], v->color[1], v->color[2], v->color[3]); +#else + _mesa_debug(ctx, "color %d %d %d %d\n", + v->color[0], v->color[1], v->color[2], v->color[3]); +#endif + _mesa_debug(ctx, "spec %g %g %g %g\n", + v->attrib[FRAG_ATTRIB_COL1][0], + v->attrib[FRAG_ATTRIB_COL1][1], + v->attrib[FRAG_ATTRIB_COL1][2], + v->attrib[FRAG_ATTRIB_COL1][3]); + _mesa_debug(ctx, "fog %f\n", v->attrib[FRAG_ATTRIB_FOGC][0]); + _mesa_debug(ctx, "index %f\n", v->attrib[FRAG_ATTRIB_CI][0]); + _mesa_debug(ctx, "pointsize %f\n", v->pointSize); + _mesa_debug(ctx, "\n"); + } +} |