s_context.c revision 3464ebd5
1/*
2 * Mesa 3-D graphics library
3 * Version:  7.1
4 *
5 * Copyright (C) 1999-2008  Brian Paul   All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
23 *
24 * Authors:
25 *    Keith Whitwell <keith@tungstengraphics.com>
26 *    Brian Paul
27 */
28
29#include "main/imports.h"
30#include "main/bufferobj.h"
31#include "main/colormac.h"
32#include "main/mtypes.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_triangle.h"
43#include "s_texfilter.h"
44
45
46/**
47 * Recompute the value of swrast->_RasterMask, etc. according to
48 * the current context.  The _RasterMask field can be easily tested by
49 * drivers to determine certain basic GL state (does the primitive need
50 * stenciling, logic-op, fog, etc?).
51 */
52static void
53_swrast_update_rasterflags( struct gl_context *ctx )
54{
55   SWcontext *swrast = SWRAST_CONTEXT(ctx);
56   GLbitfield rasterMask = 0;
57   GLuint i;
58
59   if (ctx->Color.AlphaEnabled)           rasterMask |= ALPHATEST_BIT;
60   if (ctx->Color.BlendEnabled)           rasterMask |= BLEND_BIT;
61   if (ctx->Depth.Test)                   rasterMask |= DEPTH_BIT;
62   if (swrast->_FogEnabled)               rasterMask |= FOG_BIT;
63   if (ctx->Scissor.Enabled)              rasterMask |= CLIP_BIT;
64   if (ctx->Stencil._Enabled)             rasterMask |= STENCIL_BIT;
65   for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
66      if (!ctx->Color.ColorMask[i][0] ||
67          !ctx->Color.ColorMask[i][1] ||
68          !ctx->Color.ColorMask[i][2] ||
69          !ctx->Color.ColorMask[i][3]) {
70         rasterMask |= MASKING_BIT;
71         break;
72      }
73   }
74   if (ctx->Color._LogicOpEnabled)     rasterMask |= LOGIC_OP_BIT;
75   if (ctx->Texture._EnabledUnits)     rasterMask |= TEXTURE_BIT;
76   if (   ctx->Viewport.X < 0
77       || ctx->Viewport.X + ctx->Viewport.Width > (GLint) ctx->DrawBuffer->Width
78       || ctx->Viewport.Y < 0
79       || ctx->Viewport.Y + ctx->Viewport.Height > (GLint) ctx->DrawBuffer->Height) {
80      rasterMask |= CLIP_BIT;
81   }
82
83   if (ctx->Query.CurrentOcclusionObject)
84      rasterMask |= OCCLUSION_BIT;
85
86
87   /* If we're not drawing to exactly one color buffer set the
88    * MULTI_DRAW_BIT flag.  Also set it if we're drawing to no
89    * buffers or the RGBA or CI mask disables all writes.
90    */
91   if (ctx->DrawBuffer->_NumColorDrawBuffers != 1) {
92      /* more than one color buffer designated for writing (or zero buffers) */
93      rasterMask |= MULTI_DRAW_BIT;
94   }
95
96   for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
97      if (ctx->Color.ColorMask[i][0] +
98          ctx->Color.ColorMask[i][1] +
99          ctx->Color.ColorMask[i][2] +
100          ctx->Color.ColorMask[i][3] == 0) {
101         rasterMask |= MULTI_DRAW_BIT; /* all RGBA channels disabled */
102         break;
103      }
104   }
105
106
107   if (ctx->FragmentProgram._Current) {
108      rasterMask |= FRAGPROG_BIT;
109   }
110
111   if (ctx->ATIFragmentShader._Enabled) {
112      rasterMask |= ATIFRAGSHADER_BIT;
113   }
114
115#if CHAN_TYPE == GL_FLOAT
116   if (ctx->Color.ClampFragmentColor == GL_TRUE) {
117      rasterMask |= CLAMPING_BIT;
118   }
119#endif
120
121   SWRAST_CONTEXT(ctx)->_RasterMask = rasterMask;
122}
123
124
125/**
126 * Examine polygon cull state to compute the _BackfaceCullSign field.
127 * _BackfaceCullSign will be 0 if no culling, -1 if culling back-faces,
128 * and 1 if culling front-faces.  The Polygon FrontFace state also
129 * factors in.
130 */
131static void
132_swrast_update_polygon( struct gl_context *ctx )
133{
134   GLfloat backface_sign;
135
136   if (ctx->Polygon.CullFlag) {
137      switch (ctx->Polygon.CullFaceMode) {
138      case GL_BACK:
139         backface_sign = -1.0F;
140	 break;
141      case GL_FRONT:
142         backface_sign = 1.0F;
143	 break;
144      case GL_FRONT_AND_BACK:
145         /* fallthrough */
146      default:
147	 backface_sign = 0.0F;
148      }
149   }
150   else {
151      backface_sign = 0.0F;
152   }
153
154   SWRAST_CONTEXT(ctx)->_BackfaceCullSign = backface_sign;
155
156   /* This is for front/back-face determination, but not for culling */
157   SWRAST_CONTEXT(ctx)->_BackfaceSign
158      = (ctx->Polygon.FrontFace == GL_CW) ? -1.0F : 1.0F;
159}
160
161
162
163/**
164 * Update the _PreferPixelFog field to indicate if we need to compute
165 * fog blend factors (from the fog coords) per-fragment.
166 */
167static void
168_swrast_update_fog_hint( struct gl_context *ctx )
169{
170   SWcontext *swrast = SWRAST_CONTEXT(ctx);
171   swrast->_PreferPixelFog = (!swrast->AllowVertexFog ||
172                              ctx->FragmentProgram._Current ||
173			      (ctx->Hint.Fog == GL_NICEST &&
174			       swrast->AllowPixelFog));
175}
176
177
178
179/**
180 * Update the swrast->_TextureCombinePrimary flag.
181 */
182static void
183_swrast_update_texture_env( struct gl_context *ctx )
184{
185   SWcontext *swrast = SWRAST_CONTEXT(ctx);
186   GLuint i;
187
188   swrast->_TextureCombinePrimary = GL_FALSE;
189
190   for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
191      const struct gl_tex_env_combine_state *combine =
192         ctx->Texture.Unit[i]._CurrentCombine;
193      GLuint term;
194      for (term = 0; term < combine->_NumArgsRGB; term++) {
195         if (combine->SourceRGB[term] == GL_PRIMARY_COLOR) {
196            swrast->_TextureCombinePrimary = GL_TRUE;
197            return;
198         }
199         if (combine->SourceA[term] == GL_PRIMARY_COLOR) {
200            swrast->_TextureCombinePrimary = GL_TRUE;
201            return;
202         }
203      }
204   }
205}
206
207
208/**
209 * Determine if we can defer texturing/shading until after Z/stencil
210 * testing.  This potentially allows us to skip texturing/shading for
211 * lots of fragments.
212 */
213static void
214_swrast_update_deferred_texture(struct gl_context *ctx)
215{
216   SWcontext *swrast = SWRAST_CONTEXT(ctx);
217   if (ctx->Color.AlphaEnabled) {
218      /* alpha test depends on post-texture/shader colors */
219      swrast->_DeferredTexture = GL_FALSE;
220   }
221   else {
222      const struct gl_fragment_program *fprog
223         = ctx->FragmentProgram._Current;
224      if (fprog && (fprog->Base.OutputsWritten & (1 << FRAG_RESULT_DEPTH))) {
225         /* Z comes from fragment program/shader */
226         swrast->_DeferredTexture = GL_FALSE;
227      }
228      else if (fprog && fprog->UsesKill) {
229         swrast->_DeferredTexture = GL_FALSE;
230      }
231      else if (ctx->Query.CurrentOcclusionObject) {
232         /* occlusion query depends on shader discard/kill results */
233         swrast->_DeferredTexture = GL_FALSE;
234      }
235      else {
236         swrast->_DeferredTexture = GL_TRUE;
237      }
238   }
239}
240
241
242/**
243 * Update swrast->_FogColor and swrast->_FogEnable values.
244 */
245static void
246_swrast_update_fog_state( struct gl_context *ctx )
247{
248   SWcontext *swrast = SWRAST_CONTEXT(ctx);
249   const struct gl_fragment_program *fp = ctx->FragmentProgram._Current;
250
251   assert((fp == NULL) || (fp->Base.Target == GL_FRAGMENT_PROGRAM_ARB));
252
253   /* determine if fog is needed, and if so, which fog mode */
254   swrast->_FogEnabled = (fp == NULL && ctx->Fog.Enabled);
255}
256
257
258/**
259 * Update state for running fragment programs.  Basically, load the
260 * program parameters with current state values.
261 */
262static void
263_swrast_update_fragment_program(struct gl_context *ctx, GLbitfield newState)
264{
265   const struct gl_fragment_program *fp = ctx->FragmentProgram._Current;
266   if (fp) {
267      _mesa_load_state_parameters(ctx, fp->Base.Parameters);
268   }
269}
270
271
272/**
273 * See if we can do early diffuse+specular (primary+secondary) color
274 * add per vertex instead of per-fragment.
275 */
276static void
277_swrast_update_specular_vertex_add(struct gl_context *ctx)
278{
279   SWcontext *swrast = SWRAST_CONTEXT(ctx);
280   GLboolean separateSpecular = ctx->Fog.ColorSumEnabled ||
281      (ctx->Light.Enabled &&
282       ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR);
283
284   swrast->SpecularVertexAdd = (separateSpecular
285                                && ctx->Texture._EnabledUnits == 0x0
286                                && !ctx->FragmentProgram._Current
287                                && !ctx->ATIFragmentShader._Enabled);
288}
289
290
291#define _SWRAST_NEW_DERIVED (_SWRAST_NEW_RASTERMASK |	\
292                             _NEW_PROGRAM_CONSTANTS |   \
293			     _NEW_TEXTURE |		\
294			     _NEW_HINT |		\
295			     _NEW_POLYGON )
296
297/* State referenced by _swrast_choose_triangle, _swrast_choose_line.
298 */
299#define _SWRAST_NEW_TRIANGLE (_SWRAST_NEW_DERIVED |		\
300			      _NEW_RENDERMODE|			\
301                              _NEW_POLYGON|			\
302                              _NEW_DEPTH|			\
303                              _NEW_STENCIL|			\
304                              _NEW_COLOR|			\
305                              _NEW_TEXTURE|			\
306                              _SWRAST_NEW_RASTERMASK|		\
307                              _NEW_LIGHT|			\
308                              _NEW_FOG |			\
309			      _DD_NEW_SEPARATE_SPECULAR)
310
311#define _SWRAST_NEW_LINE (_SWRAST_NEW_DERIVED |		\
312			  _NEW_RENDERMODE|		\
313                          _NEW_LINE|			\
314                          _NEW_TEXTURE|			\
315                          _NEW_LIGHT|			\
316                          _NEW_FOG|			\
317                          _NEW_DEPTH |			\
318                          _DD_NEW_SEPARATE_SPECULAR)
319
320#define _SWRAST_NEW_POINT (_SWRAST_NEW_DERIVED |	\
321			   _NEW_RENDERMODE |		\
322			   _NEW_POINT |			\
323			   _NEW_TEXTURE |		\
324			   _NEW_LIGHT |			\
325			   _NEW_FOG |			\
326                           _DD_NEW_SEPARATE_SPECULAR)
327
328#define _SWRAST_NEW_TEXTURE_SAMPLE_FUNC _NEW_TEXTURE
329
330#define _SWRAST_NEW_TEXTURE_ENV_MODE _NEW_TEXTURE
331
332#define _SWRAST_NEW_BLEND_FUNC _NEW_COLOR
333
334
335
336/**
337 * Stub for swrast->Triangle to select a true triangle function
338 * after a state change.
339 */
340static void
341_swrast_validate_triangle( struct gl_context *ctx,
342			   const SWvertex *v0,
343                           const SWvertex *v1,
344                           const SWvertex *v2 )
345{
346   SWcontext *swrast = SWRAST_CONTEXT(ctx);
347
348   _swrast_validate_derived( ctx );
349   swrast->choose_triangle( ctx );
350   ASSERT(swrast->Triangle);
351
352   if (swrast->SpecularVertexAdd) {
353      /* separate specular color, but no texture */
354      swrast->SpecTriangle = swrast->Triangle;
355      swrast->Triangle = _swrast_add_spec_terms_triangle;
356   }
357
358   swrast->Triangle( ctx, v0, v1, v2 );
359}
360
361/**
362 * Called via swrast->Line.  Examine current GL state and choose a software
363 * line routine.  Then call it.
364 */
365static void
366_swrast_validate_line( struct gl_context *ctx, const SWvertex *v0, const SWvertex *v1 )
367{
368   SWcontext *swrast = SWRAST_CONTEXT(ctx);
369
370   _swrast_validate_derived( ctx );
371   swrast->choose_line( ctx );
372   ASSERT(swrast->Line);
373
374   if (swrast->SpecularVertexAdd) {
375      swrast->SpecLine = swrast->Line;
376      swrast->Line = _swrast_add_spec_terms_line;
377   }
378
379   swrast->Line( ctx, v0, v1 );
380}
381
382/**
383 * Called via swrast->Point.  Examine current GL state and choose a software
384 * point routine.  Then call it.
385 */
386static void
387_swrast_validate_point( struct gl_context *ctx, const SWvertex *v0 )
388{
389   SWcontext *swrast = SWRAST_CONTEXT(ctx);
390
391   _swrast_validate_derived( ctx );
392   swrast->choose_point( ctx );
393
394   if (swrast->SpecularVertexAdd) {
395      swrast->SpecPoint = swrast->Point;
396      swrast->Point = _swrast_add_spec_terms_point;
397   }
398
399   swrast->Point( ctx, v0 );
400}
401
402
403/**
404 * Called via swrast->BlendFunc.  Examine GL state to choose a blending
405 * function, then call it.
406 */
407static void _ASMAPI
408_swrast_validate_blend_func(struct gl_context *ctx, GLuint n, const GLubyte mask[],
409                            GLvoid *src, const GLvoid *dst,
410                            GLenum chanType )
411{
412   SWcontext *swrast = SWRAST_CONTEXT(ctx);
413
414   _swrast_validate_derived( ctx ); /* why is this needed? */
415   _swrast_choose_blend_func( ctx, chanType );
416
417   swrast->BlendFunc( ctx, n, mask, src, dst, chanType );
418}
419
420
421/**
422 * Make sure we have texture image data for all the textures we may need
423 * for subsequent rendering.
424 */
425static void
426_swrast_validate_texture_images(struct gl_context *ctx)
427{
428   SWcontext *swrast = SWRAST_CONTEXT(ctx);
429   GLuint u;
430
431   if (!swrast->ValidateTextureImage || !ctx->Texture._EnabledUnits) {
432      /* no textures enabled, or no way to validate images! */
433      return;
434   }
435
436   for (u = 0; u < ctx->Const.MaxTextureImageUnits; u++) {
437      if (ctx->Texture.Unit[u]._ReallyEnabled) {
438         struct gl_texture_object *texObj = ctx->Texture.Unit[u]._Current;
439         ASSERT(texObj);
440         if (texObj) {
441            GLuint numFaces = (texObj->Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
442            GLuint face;
443            for (face = 0; face < numFaces; face++) {
444               GLint lvl;
445               for (lvl = texObj->BaseLevel; lvl <= texObj->_MaxLevel; lvl++) {
446                  struct gl_texture_image *texImg = texObj->Image[face][lvl];
447                  if (texImg && !texImg->Data) {
448                     swrast->ValidateTextureImage(ctx, texObj, face, lvl);
449                     ASSERT(texObj->Image[face][lvl]->Data);
450                  }
451               }
452            }
453         }
454      }
455   }
456}
457
458
459/**
460 * Free the texture image data attached to all currently enabled
461 * textures.  Meant to be called by device drivers when transitioning
462 * from software to hardware rendering.
463 */
464void
465_swrast_eject_texture_images(struct gl_context *ctx)
466{
467   GLuint u;
468
469   if (!ctx->Texture._EnabledUnits) {
470      /* no textures enabled */
471      return;
472   }
473
474   for (u = 0; u < ctx->Const.MaxTextureImageUnits; u++) {
475      if (ctx->Texture.Unit[u]._ReallyEnabled) {
476         struct gl_texture_object *texObj = ctx->Texture.Unit[u]._Current;
477         ASSERT(texObj);
478         if (texObj) {
479            GLuint numFaces = (texObj->Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
480            GLuint face;
481            for (face = 0; face < numFaces; face++) {
482               GLint lvl;
483               for (lvl = texObj->BaseLevel; lvl <= texObj->_MaxLevel; lvl++) {
484                  struct gl_texture_image *texImg = texObj->Image[face][lvl];
485                  if (texImg && texImg->Data) {
486                     _mesa_free_texmemory(texImg->Data);
487                     texImg->Data = NULL;
488                  }
489               }
490            }
491         }
492      }
493   }
494}
495
496
497
498static void
499_swrast_sleep( struct gl_context *ctx, GLbitfield new_state )
500{
501   (void) ctx; (void) new_state;
502}
503
504
505static void
506_swrast_invalidate_state( struct gl_context *ctx, GLbitfield new_state )
507{
508   SWcontext *swrast = SWRAST_CONTEXT(ctx);
509   GLuint i;
510
511   swrast->NewState |= new_state;
512
513   /* After 10 statechanges without any swrast functions being called,
514    * put the module to sleep.
515    */
516   if (++swrast->StateChanges > 10) {
517      swrast->InvalidateState = _swrast_sleep;
518      swrast->NewState = ~0;
519      new_state = ~0;
520   }
521
522   if (new_state & swrast->InvalidateTriangleMask)
523      swrast->Triangle = _swrast_validate_triangle;
524
525   if (new_state & swrast->InvalidateLineMask)
526      swrast->Line = _swrast_validate_line;
527
528   if (new_state & swrast->InvalidatePointMask)
529      swrast->Point = _swrast_validate_point;
530
531   if (new_state & _SWRAST_NEW_BLEND_FUNC)
532      swrast->BlendFunc = _swrast_validate_blend_func;
533
534   if (new_state & _SWRAST_NEW_TEXTURE_SAMPLE_FUNC)
535      for (i = 0 ; i < ctx->Const.MaxTextureImageUnits ; i++)
536	 swrast->TextureSample[i] = NULL;
537}
538
539
540void
541_swrast_update_texture_samplers(struct gl_context *ctx)
542{
543   SWcontext *swrast = SWRAST_CONTEXT(ctx);
544   GLuint u;
545
546   if (!swrast)
547      return; /* pipe hack */
548
549   for (u = 0; u < ctx->Const.MaxTextureImageUnits; u++) {
550      const struct gl_texture_object *tObj = ctx->Texture.Unit[u]._Current;
551      /* Note: If tObj is NULL, the sample function will be a simple
552       * function that just returns opaque black (0,0,0,1).
553       */
554      swrast->TextureSample[u] = _swrast_choose_texture_sample_func(ctx, tObj);
555   }
556}
557
558
559/**
560 * Update swrast->_ActiveAttribs, swrast->_NumActiveAttribs,
561 * swrast->_ActiveAtttribMask.
562 */
563static void
564_swrast_update_active_attribs(struct gl_context *ctx)
565{
566   SWcontext *swrast = SWRAST_CONTEXT(ctx);
567   GLuint attribsMask;
568
569   /*
570    * Compute _ActiveAttribsMask = which fragment attributes are needed.
571    */
572   if (ctx->FragmentProgram._Current) {
573      /* fragment program/shader */
574      attribsMask = ctx->FragmentProgram._Current->Base.InputsRead;
575      attribsMask &= ~FRAG_BIT_WPOS; /* WPOS is always handled specially */
576   }
577   else if (ctx->ATIFragmentShader._Enabled) {
578      attribsMask = ~0;  /* XXX fix me */
579   }
580   else {
581      /* fixed function */
582      attribsMask = 0x0;
583
584#if CHAN_TYPE == GL_FLOAT
585      attribsMask |= FRAG_BIT_COL0;
586#endif
587
588      if (ctx->Fog.ColorSumEnabled ||
589          (ctx->Light.Enabled &&
590           ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)) {
591         attribsMask |= FRAG_BIT_COL1;
592      }
593
594      if (swrast->_FogEnabled)
595         attribsMask |= FRAG_BIT_FOGC;
596
597      attribsMask |= (ctx->Texture._EnabledUnits << FRAG_ATTRIB_TEX0);
598   }
599
600   swrast->_ActiveAttribMask = attribsMask;
601
602   /* Update _ActiveAttribs[] list */
603   {
604      GLuint i, num = 0;
605      for (i = 0; i < FRAG_ATTRIB_MAX; i++) {
606         if (attribsMask & (1 << i)) {
607            swrast->_ActiveAttribs[num++] = i;
608            /* how should this attribute be interpolated? */
609            if (i == FRAG_ATTRIB_COL0 || i == FRAG_ATTRIB_COL1)
610               swrast->_InterpMode[i] = ctx->Light.ShadeModel;
611            else
612               swrast->_InterpMode[i] = GL_SMOOTH;
613         }
614      }
615      swrast->_NumActiveAttribs = num;
616   }
617}
618
619
620void
621_swrast_validate_derived( struct gl_context *ctx )
622{
623   SWcontext *swrast = SWRAST_CONTEXT(ctx);
624
625   if (swrast->NewState) {
626      if (swrast->NewState & _NEW_POLYGON)
627	 _swrast_update_polygon( ctx );
628
629      if (swrast->NewState & (_NEW_HINT | _NEW_PROGRAM))
630	 _swrast_update_fog_hint( ctx );
631
632      if (swrast->NewState & _SWRAST_NEW_TEXTURE_ENV_MODE)
633	 _swrast_update_texture_env( ctx );
634
635      if (swrast->NewState & (_NEW_FOG | _NEW_PROGRAM))
636         _swrast_update_fog_state( ctx );
637
638      if (swrast->NewState & (_NEW_PROGRAM_CONSTANTS | _NEW_PROGRAM))
639	 _swrast_update_fragment_program( ctx, swrast->NewState );
640
641      if (swrast->NewState & (_NEW_TEXTURE | _NEW_PROGRAM)) {
642         _swrast_update_texture_samplers( ctx );
643         _swrast_validate_texture_images(ctx);
644      }
645
646      if (swrast->NewState & (_NEW_COLOR | _NEW_PROGRAM))
647         _swrast_update_deferred_texture(ctx);
648
649      if (swrast->NewState & _SWRAST_NEW_RASTERMASK)
650 	 _swrast_update_rasterflags( ctx );
651
652      if (swrast->NewState & (_NEW_DEPTH |
653                              _NEW_FOG |
654                              _NEW_LIGHT |
655                              _NEW_PROGRAM |
656                              _NEW_TEXTURE))
657         _swrast_update_active_attribs(ctx);
658
659      if (swrast->NewState & (_NEW_FOG |
660                              _NEW_PROGRAM |
661                              _NEW_LIGHT |
662                              _NEW_TEXTURE))
663         _swrast_update_specular_vertex_add(ctx);
664
665      swrast->NewState = 0;
666      swrast->StateChanges = 0;
667      swrast->InvalidateState = _swrast_invalidate_state;
668   }
669}
670
671#define SWRAST_DEBUG 0
672
673/* Public entrypoints:  See also s_accum.c, s_bitmap.c, etc.
674 */
675void
676_swrast_Quad( struct gl_context *ctx,
677	      const SWvertex *v0, const SWvertex *v1,
678              const SWvertex *v2, const SWvertex *v3 )
679{
680   if (SWRAST_DEBUG) {
681      _mesa_debug(ctx, "_swrast_Quad\n");
682      _swrast_print_vertex( ctx, v0 );
683      _swrast_print_vertex( ctx, v1 );
684      _swrast_print_vertex( ctx, v2 );
685      _swrast_print_vertex( ctx, v3 );
686   }
687   SWRAST_CONTEXT(ctx)->Triangle( ctx, v0, v1, v3 );
688   SWRAST_CONTEXT(ctx)->Triangle( ctx, v1, v2, v3 );
689}
690
691void
692_swrast_Triangle( struct gl_context *ctx, const SWvertex *v0,
693                  const SWvertex *v1, const SWvertex *v2 )
694{
695   if (SWRAST_DEBUG) {
696      _mesa_debug(ctx, "_swrast_Triangle\n");
697      _swrast_print_vertex( ctx, v0 );
698      _swrast_print_vertex( ctx, v1 );
699      _swrast_print_vertex( ctx, v2 );
700   }
701   SWRAST_CONTEXT(ctx)->Triangle( ctx, v0, v1, v2 );
702}
703
704void
705_swrast_Line( struct gl_context *ctx, const SWvertex *v0, const SWvertex *v1 )
706{
707   if (SWRAST_DEBUG) {
708      _mesa_debug(ctx, "_swrast_Line\n");
709      _swrast_print_vertex( ctx, v0 );
710      _swrast_print_vertex( ctx, v1 );
711   }
712   SWRAST_CONTEXT(ctx)->Line( ctx, v0, v1 );
713}
714
715void
716_swrast_Point( struct gl_context *ctx, const SWvertex *v0 )
717{
718   if (SWRAST_DEBUG) {
719      _mesa_debug(ctx, "_swrast_Point\n");
720      _swrast_print_vertex( ctx, v0 );
721   }
722   SWRAST_CONTEXT(ctx)->Point( ctx, v0 );
723}
724
725void
726_swrast_InvalidateState( struct gl_context *ctx, GLbitfield new_state )
727{
728   if (SWRAST_DEBUG) {
729      _mesa_debug(ctx, "_swrast_InvalidateState\n");
730   }
731   SWRAST_CONTEXT(ctx)->InvalidateState( ctx, new_state );
732}
733
734void
735_swrast_ResetLineStipple( struct gl_context *ctx )
736{
737   if (SWRAST_DEBUG) {
738      _mesa_debug(ctx, "_swrast_ResetLineStipple\n");
739   }
740   SWRAST_CONTEXT(ctx)->StippleCounter = 0;
741}
742
743void
744_swrast_SetFacing(struct gl_context *ctx, GLuint facing)
745{
746   SWRAST_CONTEXT(ctx)->PointLineFacing = facing;
747}
748
749void
750_swrast_allow_vertex_fog( struct gl_context *ctx, GLboolean value )
751{
752   if (SWRAST_DEBUG) {
753      _mesa_debug(ctx, "_swrast_allow_vertex_fog %d\n", value);
754   }
755   SWRAST_CONTEXT(ctx)->InvalidateState( ctx, _NEW_HINT );
756   SWRAST_CONTEXT(ctx)->AllowVertexFog = value;
757}
758
759void
760_swrast_allow_pixel_fog( struct gl_context *ctx, GLboolean value )
761{
762   if (SWRAST_DEBUG) {
763      _mesa_debug(ctx, "_swrast_allow_pixel_fog %d\n", value);
764   }
765   SWRAST_CONTEXT(ctx)->InvalidateState( ctx, _NEW_HINT );
766   SWRAST_CONTEXT(ctx)->AllowPixelFog = value;
767}
768
769
770GLboolean
771_swrast_CreateContext( struct gl_context *ctx )
772{
773   GLuint i;
774   SWcontext *swrast = (SWcontext *)CALLOC(sizeof(SWcontext));
775
776   if (SWRAST_DEBUG) {
777      _mesa_debug(ctx, "_swrast_CreateContext\n");
778   }
779
780   if (!swrast)
781      return GL_FALSE;
782
783   swrast->NewState = ~0;
784
785   swrast->choose_point = _swrast_choose_point;
786   swrast->choose_line = _swrast_choose_line;
787   swrast->choose_triangle = _swrast_choose_triangle;
788
789   swrast->InvalidatePointMask = _SWRAST_NEW_POINT;
790   swrast->InvalidateLineMask = _SWRAST_NEW_LINE;
791   swrast->InvalidateTriangleMask = _SWRAST_NEW_TRIANGLE;
792
793   swrast->Point = _swrast_validate_point;
794   swrast->Line = _swrast_validate_line;
795   swrast->Triangle = _swrast_validate_triangle;
796   swrast->InvalidateState = _swrast_sleep;
797   swrast->BlendFunc = _swrast_validate_blend_func;
798
799   swrast->AllowVertexFog = GL_TRUE;
800   swrast->AllowPixelFog = GL_TRUE;
801
802   /* Optimized Accum buffer */
803   swrast->_IntegerAccumMode = GL_FALSE;
804   swrast->_IntegerAccumScaler = 0.0;
805
806   for (i = 0; i < MAX_TEXTURE_IMAGE_UNITS; i++)
807      swrast->TextureSample[i] = NULL;
808
809   swrast->SpanArrays = MALLOC_STRUCT(sw_span_arrays);
810   if (!swrast->SpanArrays) {
811      FREE(swrast);
812      return GL_FALSE;
813   }
814   swrast->SpanArrays->ChanType = CHAN_TYPE;
815#if CHAN_TYPE == GL_UNSIGNED_BYTE
816   swrast->SpanArrays->rgba = swrast->SpanArrays->rgba8;
817#elif CHAN_TYPE == GL_UNSIGNED_SHORT
818   swrast->SpanArrays->rgba = swrast->SpanArrays->rgba16;
819#else
820   swrast->SpanArrays->rgba = swrast->SpanArrays->attribs[FRAG_ATTRIB_COL0];
821#endif
822
823   /* init point span buffer */
824   swrast->PointSpan.primitive = GL_POINT;
825   swrast->PointSpan.end = 0;
826   swrast->PointSpan.facing = 0;
827   swrast->PointSpan.array = swrast->SpanArrays;
828
829   swrast->TexelBuffer = (GLfloat *) MALLOC(ctx->Const.MaxTextureImageUnits *
830                                           MAX_WIDTH * 4 * sizeof(GLfloat));
831   if (!swrast->TexelBuffer) {
832      FREE(swrast->SpanArrays);
833      FREE(swrast);
834      return GL_FALSE;
835   }
836
837   ctx->swrast_context = swrast;
838
839   return GL_TRUE;
840}
841
842void
843_swrast_DestroyContext( struct gl_context *ctx )
844{
845   SWcontext *swrast = SWRAST_CONTEXT(ctx);
846
847   if (SWRAST_DEBUG) {
848      _mesa_debug(ctx, "_swrast_DestroyContext\n");
849   }
850
851   FREE( swrast->SpanArrays );
852   if (swrast->ZoomedArrays)
853      FREE( swrast->ZoomedArrays );
854   FREE( swrast->TexelBuffer );
855   FREE( swrast );
856
857   ctx->swrast_context = 0;
858}
859
860
861struct swrast_device_driver *
862_swrast_GetDeviceDriverReference( struct gl_context *ctx )
863{
864   SWcontext *swrast = SWRAST_CONTEXT(ctx);
865   return &swrast->Driver;
866}
867
868void
869_swrast_flush( struct gl_context *ctx )
870{
871   SWcontext *swrast = SWRAST_CONTEXT(ctx);
872   /* flush any pending fragments from rendering points */
873   if (swrast->PointSpan.end > 0) {
874      _swrast_write_rgba_span(ctx, &(swrast->PointSpan));
875      swrast->PointSpan.end = 0;
876   }
877}
878
879void
880_swrast_render_primitive( struct gl_context *ctx, GLenum prim )
881{
882   SWcontext *swrast = SWRAST_CONTEXT(ctx);
883   if (swrast->Primitive == GL_POINTS && prim != GL_POINTS) {
884      _swrast_flush(ctx);
885   }
886   swrast->Primitive = prim;
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   if (swrast->Driver.SpanRenderFinish)
904      swrast->Driver.SpanRenderFinish( ctx );
905
906   _swrast_flush(ctx);
907}
908
909
910#define SWRAST_DEBUG_VERTICES 0
911
912void
913_swrast_print_vertex( struct gl_context *ctx, const SWvertex *v )
914{
915   GLuint i;
916
917   if (SWRAST_DEBUG_VERTICES) {
918      _mesa_debug(ctx, "win %f %f %f %f\n",
919                  v->attrib[FRAG_ATTRIB_WPOS][0],
920                  v->attrib[FRAG_ATTRIB_WPOS][1],
921                  v->attrib[FRAG_ATTRIB_WPOS][2],
922                  v->attrib[FRAG_ATTRIB_WPOS][3]);
923
924      for (i = 0 ; i < ctx->Const.MaxTextureCoordUnits ; i++)
925	 if (ctx->Texture.Unit[i]._ReallyEnabled)
926	    _mesa_debug(ctx, "texcoord[%d] %f %f %f %f\n", i,
927                        v->attrib[FRAG_ATTRIB_TEX0 + i][0],
928                        v->attrib[FRAG_ATTRIB_TEX0 + i][1],
929                        v->attrib[FRAG_ATTRIB_TEX0 + i][2],
930                        v->attrib[FRAG_ATTRIB_TEX0 + i][3]);
931
932#if CHAN_TYPE == GL_FLOAT
933      _mesa_debug(ctx, "color %f %f %f %f\n",
934                  v->color[0], v->color[1], v->color[2], v->color[3]);
935#else
936      _mesa_debug(ctx, "color %d %d %d %d\n",
937                  v->color[0], v->color[1], v->color[2], v->color[3]);
938#endif
939      _mesa_debug(ctx, "spec %g %g %g %g\n",
940                  v->attrib[FRAG_ATTRIB_COL1][0],
941                  v->attrib[FRAG_ATTRIB_COL1][1],
942                  v->attrib[FRAG_ATTRIB_COL1][2],
943                  v->attrib[FRAG_ATTRIB_COL1][3]);
944      _mesa_debug(ctx, "fog %f\n", v->attrib[FRAG_ATTRIB_FOGC][0]);
945      _mesa_debug(ctx, "index %f\n", v->attrib[FRAG_ATTRIB_CI][0]);
946      _mesa_debug(ctx, "pointsize %f\n", v->pointSize);
947      _mesa_debug(ctx, "\n");
948   }
949}
950