s_context.c revision 848b8605
1/* 2 * Mesa 3-D graphics library 3 * 4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved. 5 * 6 * Permission is hereby granted, free of charge, to any person obtaining a 7 * copy of this software and associated documentation files (the "Software"), 8 * to deal in the Software without restriction, including without limitation 9 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 10 * and/or sell copies of the Software, and to permit persons to whom the 11 * Software is furnished to do so, subject to the following conditions: 12 * 13 * The above copyright notice and this permission notice shall be included 14 * in all copies or substantial portions of the Software. 15 * 16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS 17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR 20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, 21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR 22 * OTHER DEALINGS IN THE SOFTWARE. 23 * 24 * Authors: 25 * Keith Whitwell <keithw@vmware.com> Brian Paul 26 */ 27 28#include "main/imports.h" 29#include "main/bufferobj.h" 30#include "main/colormac.h" 31#include "main/mtypes.h" 32#include "main/samplerobj.h" 33#include "main/teximage.h" 34#include "program/prog_parameter.h" 35#include "program/prog_statevars.h" 36#include "swrast.h" 37#include "s_blend.h" 38#include "s_context.h" 39#include "s_lines.h" 40#include "s_points.h" 41#include "s_span.h" 42#include "s_texfetch.h" 43#include "s_triangle.h" 44#include "s_texfilter.h" 45 46 47/** 48 * Recompute the value of swrast->_RasterMask, etc. according to 49 * the current context. The _RasterMask field can be easily tested by 50 * drivers to determine certain basic GL state (does the primitive need 51 * stenciling, logic-op, fog, etc?). 52 */ 53static void 54_swrast_update_rasterflags( struct gl_context *ctx ) 55{ 56 SWcontext *swrast = SWRAST_CONTEXT(ctx); 57 GLbitfield rasterMask = 0; 58 GLuint i; 59 60 if (ctx->Color.AlphaEnabled) rasterMask |= ALPHATEST_BIT; 61 if (ctx->Color.BlendEnabled) rasterMask |= BLEND_BIT; 62 if (ctx->Depth.Test) rasterMask |= DEPTH_BIT; 63 if (swrast->_FogEnabled) rasterMask |= FOG_BIT; 64 if (ctx->Scissor.EnableFlags) rasterMask |= CLIP_BIT; 65 if (ctx->Stencil._Enabled) rasterMask |= STENCIL_BIT; 66 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) { 67 if (!ctx->Color.ColorMask[i][0] || 68 !ctx->Color.ColorMask[i][1] || 69 !ctx->Color.ColorMask[i][2] || 70 !ctx->Color.ColorMask[i][3]) { 71 rasterMask |= MASKING_BIT; 72 break; 73 } 74 } 75 if (ctx->Color.ColorLogicOpEnabled) rasterMask |= LOGIC_OP_BIT; 76 if (ctx->Texture._MaxEnabledTexImageUnit >= 0) rasterMask |= TEXTURE_BIT; 77 if ( ctx->ViewportArray[0].X < 0 78 || ctx->ViewportArray[0].X + ctx->ViewportArray[0].Width > (GLfloat) ctx->DrawBuffer->Width 79 || ctx->ViewportArray[0].Y < 0 80 || ctx->ViewportArray[0].Y + ctx->ViewportArray[0].Height > (GLfloat) ctx->DrawBuffer->Height) { 81 rasterMask |= CLIP_BIT; 82 } 83 84 if (ctx->Query.CurrentOcclusionObject) 85 rasterMask |= OCCLUSION_BIT; 86 87 88 /* If we're not drawing to exactly one color buffer set the 89 * MULTI_DRAW_BIT flag. Also set it if we're drawing to no 90 * buffers or the RGBA or CI mask disables all writes. 91 */ 92 if (ctx->DrawBuffer->_NumColorDrawBuffers != 1) { 93 /* more than one color buffer designated for writing (or zero buffers) */ 94 rasterMask |= MULTI_DRAW_BIT; 95 } 96 97 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) { 98 if (ctx->Color.ColorMask[i][0] + 99 ctx->Color.ColorMask[i][1] + 100 ctx->Color.ColorMask[i][2] + 101 ctx->Color.ColorMask[i][3] == 0) { 102 rasterMask |= MULTI_DRAW_BIT; /* all RGBA channels disabled */ 103 break; 104 } 105 } 106 107 108 if (_swrast_use_fragment_program(ctx)) { 109 rasterMask |= FRAGPROG_BIT; 110 } 111 112 if (ctx->ATIFragmentShader._Enabled) { 113 rasterMask |= ATIFRAGSHADER_BIT; 114 } 115 116#if CHAN_TYPE == GL_FLOAT 117 if (ctx->Color.ClampFragmentColor == GL_TRUE) { 118 rasterMask |= CLAMPING_BIT; 119 } 120#endif 121 122 SWRAST_CONTEXT(ctx)->_RasterMask = rasterMask; 123} 124 125 126/** 127 * Examine polygon cull state to compute the _BackfaceCullSign field. 128 * _BackfaceCullSign will be 0 if no culling, -1 if culling back-faces, 129 * and 1 if culling front-faces. The Polygon FrontFace state also 130 * factors in. 131 */ 132static void 133_swrast_update_polygon( struct gl_context *ctx ) 134{ 135 GLfloat backface_sign; 136 137 if (ctx->Polygon.CullFlag) { 138 switch (ctx->Polygon.CullFaceMode) { 139 case GL_BACK: 140 backface_sign = -1.0F; 141 break; 142 case GL_FRONT: 143 backface_sign = 1.0F; 144 break; 145 case GL_FRONT_AND_BACK: 146 /* fallthrough */ 147 default: 148 backface_sign = 0.0F; 149 } 150 } 151 else { 152 backface_sign = 0.0F; 153 } 154 155 SWRAST_CONTEXT(ctx)->_BackfaceCullSign = backface_sign; 156 157 /* This is for front/back-face determination, but not for culling */ 158 SWRAST_CONTEXT(ctx)->_BackfaceSign 159 = (ctx->Polygon.FrontFace == GL_CW) ? -1.0F : 1.0F; 160} 161 162 163 164/** 165 * Update the _PreferPixelFog field to indicate if we need to compute 166 * fog blend factors (from the fog coords) per-fragment. 167 */ 168static void 169_swrast_update_fog_hint( struct gl_context *ctx ) 170{ 171 SWcontext *swrast = SWRAST_CONTEXT(ctx); 172 swrast->_PreferPixelFog = (!swrast->AllowVertexFog || 173 _swrast_use_fragment_program(ctx) || 174 (ctx->Hint.Fog == GL_NICEST && 175 swrast->AllowPixelFog)); 176} 177 178 179 180/** 181 * Update the swrast->_TextureCombinePrimary flag. 182 */ 183static void 184_swrast_update_texture_env( struct gl_context *ctx ) 185{ 186 SWcontext *swrast = SWRAST_CONTEXT(ctx); 187 GLuint i; 188 189 swrast->_TextureCombinePrimary = GL_FALSE; 190 191 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) { 192 const struct gl_tex_env_combine_state *combine = 193 ctx->Texture.Unit[i]._CurrentCombine; 194 GLuint term; 195 for (term = 0; term < combine->_NumArgsRGB; term++) { 196 if (combine->SourceRGB[term] == GL_PRIMARY_COLOR) { 197 swrast->_TextureCombinePrimary = GL_TRUE; 198 return; 199 } 200 if (combine->SourceA[term] == GL_PRIMARY_COLOR) { 201 swrast->_TextureCombinePrimary = GL_TRUE; 202 return; 203 } 204 } 205 } 206} 207 208 209/** 210 * Determine if we can defer texturing/shading until after Z/stencil 211 * testing. This potentially allows us to skip texturing/shading for 212 * lots of fragments. 213 */ 214static void 215_swrast_update_deferred_texture(struct gl_context *ctx) 216{ 217 SWcontext *swrast = SWRAST_CONTEXT(ctx); 218 if (ctx->Color.AlphaEnabled) { 219 /* alpha test depends on post-texture/shader colors */ 220 swrast->_DeferredTexture = GL_FALSE; 221 } 222 else { 223 GLboolean use_fprog = _swrast_use_fragment_program(ctx); 224 const struct gl_fragment_program *fprog 225 = ctx->FragmentProgram._Current; 226 if (use_fprog && (fprog->Base.OutputsWritten & (1 << FRAG_RESULT_DEPTH))) { 227 /* Z comes from fragment program/shader */ 228 swrast->_DeferredTexture = GL_FALSE; 229 } 230 else if (use_fprog && fprog->UsesKill) { 231 swrast->_DeferredTexture = GL_FALSE; 232 } 233 else if (ctx->Query.CurrentOcclusionObject) { 234 /* occlusion query depends on shader discard/kill results */ 235 swrast->_DeferredTexture = GL_FALSE; 236 } 237 else { 238 swrast->_DeferredTexture = GL_TRUE; 239 } 240 } 241} 242 243 244/** 245 * Update swrast->_FogColor and swrast->_FogEnable values. 246 */ 247static void 248_swrast_update_fog_state( struct gl_context *ctx ) 249{ 250 SWcontext *swrast = SWRAST_CONTEXT(ctx); 251 const struct gl_fragment_program *fp = ctx->FragmentProgram._Current; 252 253 assert(fp == NULL || fp->Base.Target == GL_FRAGMENT_PROGRAM_ARB); 254 255 /* determine if fog is needed, and if so, which fog mode */ 256 swrast->_FogEnabled = (!_swrast_use_fragment_program(ctx) && 257 ctx->Fog.Enabled); 258} 259 260 261/** 262 * Update state for running fragment programs. Basically, load the 263 * program parameters with current state values. 264 */ 265static void 266_swrast_update_fragment_program(struct gl_context *ctx, GLbitfield newState) 267{ 268 if (!_swrast_use_fragment_program(ctx)) 269 return; 270 271 _mesa_load_state_parameters(ctx, 272 ctx->FragmentProgram._Current->Base.Parameters); 273} 274 275 276/** 277 * See if we can do early diffuse+specular (primary+secondary) color 278 * add per vertex instead of per-fragment. 279 */ 280static void 281_swrast_update_specular_vertex_add(struct gl_context *ctx) 282{ 283 SWcontext *swrast = SWRAST_CONTEXT(ctx); 284 GLboolean separateSpecular = ctx->Fog.ColorSumEnabled || 285 (ctx->Light.Enabled && 286 ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR); 287 288 swrast->SpecularVertexAdd = (separateSpecular 289 && ctx->Texture._MaxEnabledTexImageUnit == -1 290 && !_swrast_use_fragment_program(ctx) 291 && !ctx->ATIFragmentShader._Enabled); 292} 293 294 295#define _SWRAST_NEW_DERIVED (_SWRAST_NEW_RASTERMASK | \ 296 _NEW_PROGRAM_CONSTANTS | \ 297 _NEW_TEXTURE | \ 298 _NEW_HINT | \ 299 _NEW_POLYGON ) 300 301/* State referenced by _swrast_choose_triangle, _swrast_choose_line. 302 */ 303#define _SWRAST_NEW_TRIANGLE (_SWRAST_NEW_DERIVED | \ 304 _NEW_RENDERMODE| \ 305 _NEW_POLYGON| \ 306 _NEW_DEPTH| \ 307 _NEW_STENCIL| \ 308 _NEW_COLOR| \ 309 _NEW_TEXTURE| \ 310 _SWRAST_NEW_RASTERMASK| \ 311 _NEW_LIGHT| \ 312 _NEW_FOG | \ 313 _MESA_NEW_SEPARATE_SPECULAR) 314 315#define _SWRAST_NEW_LINE (_SWRAST_NEW_DERIVED | \ 316 _NEW_RENDERMODE| \ 317 _NEW_LINE| \ 318 _NEW_TEXTURE| \ 319 _NEW_LIGHT| \ 320 _NEW_FOG| \ 321 _NEW_DEPTH | \ 322 _MESA_NEW_SEPARATE_SPECULAR) 323 324#define _SWRAST_NEW_POINT (_SWRAST_NEW_DERIVED | \ 325 _NEW_RENDERMODE | \ 326 _NEW_POINT | \ 327 _NEW_TEXTURE | \ 328 _NEW_LIGHT | \ 329 _NEW_FOG | \ 330 _MESA_NEW_SEPARATE_SPECULAR) 331 332#define _SWRAST_NEW_TEXTURE_SAMPLE_FUNC _NEW_TEXTURE 333 334#define _SWRAST_NEW_TEXTURE_ENV_MODE _NEW_TEXTURE 335 336#define _SWRAST_NEW_BLEND_FUNC _NEW_COLOR 337 338 339 340/** 341 * Stub for swrast->Triangle to select a true triangle function 342 * after a state change. 343 */ 344static void 345_swrast_validate_triangle( struct gl_context *ctx, 346 const SWvertex *v0, 347 const SWvertex *v1, 348 const SWvertex *v2 ) 349{ 350 SWcontext *swrast = SWRAST_CONTEXT(ctx); 351 352 _swrast_validate_derived( ctx ); 353 swrast->choose_triangle( ctx ); 354 ASSERT(swrast->Triangle); 355 356 if (swrast->SpecularVertexAdd) { 357 /* separate specular color, but no texture */ 358 swrast->SpecTriangle = swrast->Triangle; 359 swrast->Triangle = _swrast_add_spec_terms_triangle; 360 } 361 362 swrast->Triangle( ctx, v0, v1, v2 ); 363} 364 365/** 366 * Called via swrast->Line. Examine current GL state and choose a software 367 * line routine. Then call it. 368 */ 369static void 370_swrast_validate_line( struct gl_context *ctx, const SWvertex *v0, const SWvertex *v1 ) 371{ 372 SWcontext *swrast = SWRAST_CONTEXT(ctx); 373 374 _swrast_validate_derived( ctx ); 375 swrast->choose_line( ctx ); 376 ASSERT(swrast->Line); 377 378 if (swrast->SpecularVertexAdd) { 379 swrast->SpecLine = swrast->Line; 380 swrast->Line = _swrast_add_spec_terms_line; 381 } 382 383 swrast->Line( ctx, v0, v1 ); 384} 385 386/** 387 * Called via swrast->Point. Examine current GL state and choose a software 388 * point routine. Then call it. 389 */ 390static void 391_swrast_validate_point( struct gl_context *ctx, const SWvertex *v0 ) 392{ 393 SWcontext *swrast = SWRAST_CONTEXT(ctx); 394 395 _swrast_validate_derived( ctx ); 396 swrast->choose_point( ctx ); 397 398 if (swrast->SpecularVertexAdd) { 399 swrast->SpecPoint = swrast->Point; 400 swrast->Point = _swrast_add_spec_terms_point; 401 } 402 403 swrast->Point( ctx, v0 ); 404} 405 406 407/** 408 * Called via swrast->BlendFunc. Examine GL state to choose a blending 409 * function, then call it. 410 */ 411static void _ASMAPI 412_swrast_validate_blend_func(struct gl_context *ctx, GLuint n, const GLubyte mask[], 413 GLvoid *src, const GLvoid *dst, 414 GLenum chanType ) 415{ 416 SWcontext *swrast = SWRAST_CONTEXT(ctx); 417 418 _swrast_validate_derived( ctx ); /* why is this needed? */ 419 _swrast_choose_blend_func( ctx, chanType ); 420 421 swrast->BlendFunc( ctx, n, mask, src, dst, chanType ); 422} 423 424static void 425_swrast_sleep( struct gl_context *ctx, GLbitfield new_state ) 426{ 427 (void) ctx; (void) new_state; 428} 429 430 431static void 432_swrast_invalidate_state( struct gl_context *ctx, GLbitfield new_state ) 433{ 434 SWcontext *swrast = SWRAST_CONTEXT(ctx); 435 GLuint i; 436 437 swrast->NewState |= new_state; 438 439 /* After 10 statechanges without any swrast functions being called, 440 * put the module to sleep. 441 */ 442 if (++swrast->StateChanges > 10) { 443 swrast->InvalidateState = _swrast_sleep; 444 swrast->NewState = ~0; 445 new_state = ~0; 446 } 447 448 if (new_state & swrast->InvalidateTriangleMask) 449 swrast->Triangle = _swrast_validate_triangle; 450 451 if (new_state & swrast->InvalidateLineMask) 452 swrast->Line = _swrast_validate_line; 453 454 if (new_state & swrast->InvalidatePointMask) 455 swrast->Point = _swrast_validate_point; 456 457 if (new_state & _SWRAST_NEW_BLEND_FUNC) 458 swrast->BlendFunc = _swrast_validate_blend_func; 459 460 if (new_state & _SWRAST_NEW_TEXTURE_SAMPLE_FUNC) 461 for (i = 0 ; i < ARRAY_SIZE(swrast->TextureSample); i++) 462 swrast->TextureSample[i] = NULL; 463} 464 465 466void 467_swrast_update_texture_samplers(struct gl_context *ctx) 468{ 469 SWcontext *swrast = SWRAST_CONTEXT(ctx); 470 GLuint u; 471 472 if (!swrast) 473 return; /* pipe hack */ 474 475 for (u = 0; u < ARRAY_SIZE(swrast->TextureSample); u++) { 476 struct gl_texture_object *tObj = ctx->Texture.Unit[u]._Current; 477 /* Note: If tObj is NULL, the sample function will be a simple 478 * function that just returns opaque black (0,0,0,1). 479 */ 480 _mesa_update_fetch_functions(ctx, u); 481 swrast->TextureSample[u] = 482 _swrast_choose_texture_sample_func(ctx, tObj, 483 _mesa_get_samplerobj(ctx, u)); 484 } 485} 486 487 488/** 489 * Update swrast->_ActiveAttribs, swrast->_NumActiveAttribs, 490 * swrast->_ActiveAtttribMask. 491 */ 492static void 493_swrast_update_active_attribs(struct gl_context *ctx) 494{ 495 SWcontext *swrast = SWRAST_CONTEXT(ctx); 496 GLbitfield64 attribsMask; 497 498 /* 499 * Compute _ActiveAttribsMask = which fragment attributes are needed. 500 */ 501 if (_swrast_use_fragment_program(ctx)) { 502 /* fragment program/shader */ 503 attribsMask = ctx->FragmentProgram._Current->Base.InputsRead; 504 attribsMask &= ~VARYING_BIT_POS; /* WPOS is always handled specially */ 505 } 506 else if (ctx->ATIFragmentShader._Enabled) { 507 attribsMask = ~0; /* XXX fix me */ 508 } 509 else { 510 /* fixed function */ 511 attribsMask = 0x0; 512 513#if CHAN_TYPE == GL_FLOAT 514 attribsMask |= VARYING_BIT_COL0; 515#endif 516 517 if (ctx->Fog.ColorSumEnabled || 518 (ctx->Light.Enabled && 519 ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)) { 520 attribsMask |= VARYING_BIT_COL1; 521 } 522 523 if (swrast->_FogEnabled) 524 attribsMask |= VARYING_BIT_FOGC; 525 526 attribsMask |= (ctx->Texture._EnabledCoordUnits << VARYING_SLOT_TEX0); 527 } 528 529 swrast->_ActiveAttribMask = attribsMask; 530 531 /* Update _ActiveAttribs[] list */ 532 { 533 GLuint i, num = 0; 534 for (i = 0; i < VARYING_SLOT_MAX; i++) { 535 if (attribsMask & BITFIELD64_BIT(i)) { 536 swrast->_ActiveAttribs[num++] = i; 537 /* how should this attribute be interpolated? */ 538 if (i == VARYING_SLOT_COL0 || i == VARYING_SLOT_COL1) 539 swrast->_InterpMode[i] = ctx->Light.ShadeModel; 540 else 541 swrast->_InterpMode[i] = GL_SMOOTH; 542 } 543 } 544 swrast->_NumActiveAttribs = num; 545 } 546} 547 548 549void 550_swrast_validate_derived( struct gl_context *ctx ) 551{ 552 SWcontext *swrast = SWRAST_CONTEXT(ctx); 553 554 if (swrast->NewState) { 555 if (swrast->NewState & _NEW_POLYGON) 556 _swrast_update_polygon( ctx ); 557 558 if (swrast->NewState & (_NEW_HINT | _NEW_PROGRAM)) 559 _swrast_update_fog_hint( ctx ); 560 561 if (swrast->NewState & _SWRAST_NEW_TEXTURE_ENV_MODE) 562 _swrast_update_texture_env( ctx ); 563 564 if (swrast->NewState & (_NEW_FOG | _NEW_PROGRAM)) 565 _swrast_update_fog_state( ctx ); 566 567 if (swrast->NewState & (_NEW_PROGRAM_CONSTANTS | _NEW_PROGRAM)) 568 _swrast_update_fragment_program( ctx, swrast->NewState ); 569 570 if (swrast->NewState & (_NEW_TEXTURE | _NEW_PROGRAM)) { 571 _swrast_update_texture_samplers( ctx ); 572 } 573 574 if (swrast->NewState & (_NEW_COLOR | _NEW_PROGRAM)) 575 _swrast_update_deferred_texture(ctx); 576 577 if (swrast->NewState & _SWRAST_NEW_RASTERMASK) 578 _swrast_update_rasterflags( ctx ); 579 580 if (swrast->NewState & (_NEW_DEPTH | 581 _NEW_FOG | 582 _NEW_LIGHT | 583 _NEW_PROGRAM | 584 _NEW_TEXTURE)) 585 _swrast_update_active_attribs(ctx); 586 587 if (swrast->NewState & (_NEW_FOG | 588 _NEW_PROGRAM | 589 _NEW_LIGHT | 590 _NEW_TEXTURE)) 591 _swrast_update_specular_vertex_add(ctx); 592 593 swrast->NewState = 0; 594 swrast->StateChanges = 0; 595 swrast->InvalidateState = _swrast_invalidate_state; 596 } 597} 598 599#define SWRAST_DEBUG 0 600 601/* Public entrypoints: See also s_bitmap.c, etc. 602 */ 603void 604_swrast_Quad( struct gl_context *ctx, 605 const SWvertex *v0, const SWvertex *v1, 606 const SWvertex *v2, const SWvertex *v3 ) 607{ 608 if (SWRAST_DEBUG) { 609 _mesa_debug(ctx, "_swrast_Quad\n"); 610 _swrast_print_vertex( ctx, v0 ); 611 _swrast_print_vertex( ctx, v1 ); 612 _swrast_print_vertex( ctx, v2 ); 613 _swrast_print_vertex( ctx, v3 ); 614 } 615 SWRAST_CONTEXT(ctx)->Triangle( ctx, v0, v1, v3 ); 616 SWRAST_CONTEXT(ctx)->Triangle( ctx, v1, v2, v3 ); 617} 618 619void 620_swrast_Triangle( struct gl_context *ctx, const SWvertex *v0, 621 const SWvertex *v1, const SWvertex *v2 ) 622{ 623 if (SWRAST_DEBUG) { 624 _mesa_debug(ctx, "_swrast_Triangle\n"); 625 _swrast_print_vertex( ctx, v0 ); 626 _swrast_print_vertex( ctx, v1 ); 627 _swrast_print_vertex( ctx, v2 ); 628 } 629 SWRAST_CONTEXT(ctx)->Triangle( ctx, v0, v1, v2 ); 630} 631 632void 633_swrast_Line( struct gl_context *ctx, const SWvertex *v0, const SWvertex *v1 ) 634{ 635 if (SWRAST_DEBUG) { 636 _mesa_debug(ctx, "_swrast_Line\n"); 637 _swrast_print_vertex( ctx, v0 ); 638 _swrast_print_vertex( ctx, v1 ); 639 } 640 SWRAST_CONTEXT(ctx)->Line( ctx, v0, v1 ); 641} 642 643void 644_swrast_Point( struct gl_context *ctx, const SWvertex *v0 ) 645{ 646 if (SWRAST_DEBUG) { 647 _mesa_debug(ctx, "_swrast_Point\n"); 648 _swrast_print_vertex( ctx, v0 ); 649 } 650 SWRAST_CONTEXT(ctx)->Point( ctx, v0 ); 651} 652 653void 654_swrast_InvalidateState( struct gl_context *ctx, GLbitfield new_state ) 655{ 656 if (SWRAST_DEBUG) { 657 _mesa_debug(ctx, "_swrast_InvalidateState\n"); 658 } 659 SWRAST_CONTEXT(ctx)->InvalidateState( ctx, new_state ); 660} 661 662void 663_swrast_ResetLineStipple( struct gl_context *ctx ) 664{ 665 if (SWRAST_DEBUG) { 666 _mesa_debug(ctx, "_swrast_ResetLineStipple\n"); 667 } 668 SWRAST_CONTEXT(ctx)->StippleCounter = 0; 669} 670 671void 672_swrast_SetFacing(struct gl_context *ctx, GLuint facing) 673{ 674 SWRAST_CONTEXT(ctx)->PointLineFacing = facing; 675} 676 677void 678_swrast_allow_vertex_fog( struct gl_context *ctx, GLboolean value ) 679{ 680 if (SWRAST_DEBUG) { 681 _mesa_debug(ctx, "_swrast_allow_vertex_fog %d\n", value); 682 } 683 SWRAST_CONTEXT(ctx)->InvalidateState( ctx, _NEW_HINT ); 684 SWRAST_CONTEXT(ctx)->AllowVertexFog = value; 685} 686 687void 688_swrast_allow_pixel_fog( struct gl_context *ctx, GLboolean value ) 689{ 690 if (SWRAST_DEBUG) { 691 _mesa_debug(ctx, "_swrast_allow_pixel_fog %d\n", value); 692 } 693 SWRAST_CONTEXT(ctx)->InvalidateState( ctx, _NEW_HINT ); 694 SWRAST_CONTEXT(ctx)->AllowPixelFog = value; 695} 696 697 698/** 699 * Initialize native program limits by copying the logical limits. 700 * See comments in init_program_limits() in context.c 701 */ 702static void 703init_program_native_limits(struct gl_program_constants *prog) 704{ 705 prog->MaxNativeInstructions = prog->MaxInstructions; 706 prog->MaxNativeAluInstructions = prog->MaxAluInstructions; 707 prog->MaxNativeTexInstructions = prog->MaxTexInstructions; 708 prog->MaxNativeTexIndirections = prog->MaxTexIndirections; 709 prog->MaxNativeAttribs = prog->MaxAttribs; 710 prog->MaxNativeTemps = prog->MaxTemps; 711 prog->MaxNativeAddressRegs = prog->MaxAddressRegs; 712 prog->MaxNativeParameters = prog->MaxParameters; 713} 714 715 716GLboolean 717_swrast_CreateContext( struct gl_context *ctx ) 718{ 719 GLuint i; 720 SWcontext *swrast = calloc(1, sizeof(SWcontext)); 721#ifdef _OPENMP 722 const GLuint maxThreads = omp_get_max_threads(); 723#else 724 const GLuint maxThreads = 1; 725#endif 726 727 assert(ctx->Const.MaxViewportWidth <= SWRAST_MAX_WIDTH); 728 assert(ctx->Const.MaxViewportHeight <= SWRAST_MAX_WIDTH); 729 730 assert(ctx->Const.MaxRenderbufferSize <= SWRAST_MAX_WIDTH); 731 732 /* make sure largest texture image is <= SWRAST_MAX_WIDTH in size */ 733 assert((1 << (ctx->Const.MaxTextureLevels - 1)) <= SWRAST_MAX_WIDTH); 734 assert((1 << (ctx->Const.MaxCubeTextureLevels - 1)) <= SWRAST_MAX_WIDTH); 735 assert((1 << (ctx->Const.Max3DTextureLevels - 1)) <= SWRAST_MAX_WIDTH); 736 737 assert(PROG_MAX_WIDTH == SWRAST_MAX_WIDTH); 738 739 if (SWRAST_DEBUG) { 740 _mesa_debug(ctx, "_swrast_CreateContext\n"); 741 } 742 743 if (!swrast) 744 return GL_FALSE; 745 746 swrast->NewState = ~0; 747 748 swrast->choose_point = _swrast_choose_point; 749 swrast->choose_line = _swrast_choose_line; 750 swrast->choose_triangle = _swrast_choose_triangle; 751 752 swrast->InvalidatePointMask = _SWRAST_NEW_POINT; 753 swrast->InvalidateLineMask = _SWRAST_NEW_LINE; 754 swrast->InvalidateTriangleMask = _SWRAST_NEW_TRIANGLE; 755 756 swrast->Point = _swrast_validate_point; 757 swrast->Line = _swrast_validate_line; 758 swrast->Triangle = _swrast_validate_triangle; 759 swrast->InvalidateState = _swrast_sleep; 760 swrast->BlendFunc = _swrast_validate_blend_func; 761 762 swrast->AllowVertexFog = GL_TRUE; 763 swrast->AllowPixelFog = GL_TRUE; 764 765 swrast->Driver.SpanRenderStart = _swrast_span_render_start; 766 swrast->Driver.SpanRenderFinish = _swrast_span_render_finish; 767 768 for (i = 0; i < ARRAY_SIZE(swrast->TextureSample); i++) 769 swrast->TextureSample[i] = NULL; 770 771 /* SpanArrays is global and shared by all SWspan instances. However, when 772 * using multiple threads, it is necessary to have one SpanArrays instance 773 * per thread. 774 */ 775 swrast->SpanArrays = malloc(maxThreads * sizeof(SWspanarrays)); 776 if (!swrast->SpanArrays) { 777 free(swrast); 778 return GL_FALSE; 779 } 780 for(i = 0; i < maxThreads; i++) { 781 swrast->SpanArrays[i].ChanType = CHAN_TYPE; 782#if CHAN_TYPE == GL_UNSIGNED_BYTE 783 swrast->SpanArrays[i].rgba = swrast->SpanArrays[i].rgba8; 784#elif CHAN_TYPE == GL_UNSIGNED_SHORT 785 swrast->SpanArrays[i].rgba = swrast->SpanArrays[i].rgba16; 786#else 787 swrast->SpanArrays[i].rgba = swrast->SpanArrays[i].attribs[VARYING_SLOT_COL0]; 788#endif 789 } 790 791 /* init point span buffer */ 792 swrast->PointSpan.primitive = GL_POINT; 793 swrast->PointSpan.end = 0; 794 swrast->PointSpan.facing = 0; 795 swrast->PointSpan.array = swrast->SpanArrays; 796 797 init_program_native_limits(&ctx->Const.Program[MESA_SHADER_VERTEX]); 798 init_program_native_limits(&ctx->Const.Program[MESA_SHADER_GEOMETRY]); 799 init_program_native_limits(&ctx->Const.Program[MESA_SHADER_FRAGMENT]); 800 801 ctx->swrast_context = swrast; 802 803 swrast->stencil_temp.buf1 = malloc(SWRAST_MAX_WIDTH * sizeof(GLubyte)); 804 swrast->stencil_temp.buf2 = malloc(SWRAST_MAX_WIDTH * sizeof(GLubyte)); 805 swrast->stencil_temp.buf3 = malloc(SWRAST_MAX_WIDTH * sizeof(GLubyte)); 806 swrast->stencil_temp.buf4 = malloc(SWRAST_MAX_WIDTH * sizeof(GLubyte)); 807 808 if (!swrast->stencil_temp.buf1 || 809 !swrast->stencil_temp.buf2 || 810 !swrast->stencil_temp.buf3 || 811 !swrast->stencil_temp.buf4) { 812 _swrast_DestroyContext(ctx); 813 return GL_FALSE; 814 } 815 816 return GL_TRUE; 817} 818 819void 820_swrast_DestroyContext( struct gl_context *ctx ) 821{ 822 SWcontext *swrast = SWRAST_CONTEXT(ctx); 823 824 if (SWRAST_DEBUG) { 825 _mesa_debug(ctx, "_swrast_DestroyContext\n"); 826 } 827 828 free( swrast->SpanArrays ); 829 free( swrast->ZoomedArrays ); 830 free( swrast->TexelBuffer ); 831 832 free(swrast->stencil_temp.buf1); 833 free(swrast->stencil_temp.buf2); 834 free(swrast->stencil_temp.buf3); 835 free(swrast->stencil_temp.buf4); 836 837 free( swrast ); 838 839 ctx->swrast_context = 0; 840} 841 842 843struct swrast_device_driver * 844_swrast_GetDeviceDriverReference( struct gl_context *ctx ) 845{ 846 SWcontext *swrast = SWRAST_CONTEXT(ctx); 847 return &swrast->Driver; 848} 849 850void 851_swrast_flush( struct gl_context *ctx ) 852{ 853 SWcontext *swrast = SWRAST_CONTEXT(ctx); 854 /* flush any pending fragments from rendering points */ 855 if (swrast->PointSpan.end > 0) { 856 _swrast_write_rgba_span(ctx, &(swrast->PointSpan)); 857 swrast->PointSpan.end = 0; 858 } 859} 860 861void 862_swrast_render_primitive( struct gl_context *ctx, GLenum prim ) 863{ 864 SWcontext *swrast = SWRAST_CONTEXT(ctx); 865 if (swrast->Primitive == GL_POINTS && prim != GL_POINTS) { 866 _swrast_flush(ctx); 867 } 868 swrast->Primitive = prim; 869} 870 871 872/** called via swrast->Driver.SpanRenderStart() */ 873void 874_swrast_span_render_start(struct gl_context *ctx) 875{ 876 _swrast_map_textures(ctx); 877 _swrast_map_renderbuffers(ctx); 878} 879 880 881/** called via swrast->Driver.SpanRenderFinish() */ 882void 883_swrast_span_render_finish(struct gl_context *ctx) 884{ 885 _swrast_unmap_textures(ctx); 886 _swrast_unmap_renderbuffers(ctx); 887} 888 889 890void 891_swrast_render_start( struct gl_context *ctx ) 892{ 893 SWcontext *swrast = SWRAST_CONTEXT(ctx); 894 if (swrast->Driver.SpanRenderStart) 895 swrast->Driver.SpanRenderStart( ctx ); 896 swrast->PointSpan.end = 0; 897} 898 899void 900_swrast_render_finish( struct gl_context *ctx ) 901{ 902 SWcontext *swrast = SWRAST_CONTEXT(ctx); 903 904 _swrast_flush(ctx); 905 906 if (swrast->Driver.SpanRenderFinish) 907 swrast->Driver.SpanRenderFinish( ctx ); 908} 909 910 911#define SWRAST_DEBUG_VERTICES 0 912 913void 914_swrast_print_vertex( struct gl_context *ctx, const SWvertex *v ) 915{ 916 GLuint i; 917 918 if (SWRAST_DEBUG_VERTICES) { 919 _mesa_debug(ctx, "win %f %f %f %f\n", 920 v->attrib[VARYING_SLOT_POS][0], 921 v->attrib[VARYING_SLOT_POS][1], 922 v->attrib[VARYING_SLOT_POS][2], 923 v->attrib[VARYING_SLOT_POS][3]); 924 925 for (i = 0 ; i < ctx->Const.MaxTextureCoordUnits ; i++) 926 if (ctx->Texture.Unit[i]._Current) 927 _mesa_debug(ctx, "texcoord[%d] %f %f %f %f\n", i, 928 v->attrib[VARYING_SLOT_TEX0 + i][0], 929 v->attrib[VARYING_SLOT_TEX0 + i][1], 930 v->attrib[VARYING_SLOT_TEX0 + i][2], 931 v->attrib[VARYING_SLOT_TEX0 + i][3]); 932 933#if CHAN_TYPE == GL_FLOAT 934 _mesa_debug(ctx, "color %f %f %f %f\n", 935 v->color[0], v->color[1], v->color[2], v->color[3]); 936#else 937 _mesa_debug(ctx, "color %d %d %d %d\n", 938 v->color[0], v->color[1], v->color[2], v->color[3]); 939#endif 940 _mesa_debug(ctx, "spec %g %g %g %g\n", 941 v->attrib[VARYING_SLOT_COL1][0], 942 v->attrib[VARYING_SLOT_COL1][1], 943 v->attrib[VARYING_SLOT_COL1][2], 944 v->attrib[VARYING_SLOT_COL1][3]); 945 _mesa_debug(ctx, "fog %f\n", v->attrib[VARYING_SLOT_FOGC][0]); 946 _mesa_debug(ctx, "index %f\n", v->attrib[VARYING_SLOT_CI][0]); 947 _mesa_debug(ctx, "pointsize %f\n", v->pointSize); 948 _mesa_debug(ctx, "\n"); 949 } 950} 951