diff options
Diffstat (limited to 'mesalib/src/mesa/swrast/s_context.c')
-rw-r--r-- | mesalib/src/mesa/swrast/s_context.c | 1898 |
1 files changed, 949 insertions, 949 deletions
diff --git a/mesalib/src/mesa/swrast/s_context.c b/mesalib/src/mesa/swrast/s_context.c index def1531d7..d5f49923c 100644 --- a/mesalib/src/mesa/swrast/s_context.c +++ b/mesalib/src/mesa/swrast/s_context.c @@ -1,949 +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; - - 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"); - } -} +/*
+ * 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");
+ }
+}
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