s_context.c revision 4a49301e
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/context.h" 32#include "main/colormac.h" 33#include "main/mtypes.h" 34#include "main/teximage.h" 35#include "shader/prog_parameter.h" 36#include "shader/prog_statevars.h" 37#include "swrast.h" 38#include "s_blend.h" 39#include "s_context.h" 40#include "s_lines.h" 41#include "s_points.h" 42#include "s_span.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( GLcontext *ctx ) 55{ 56 SWcontext *swrast = SWRAST_CONTEXT(ctx); 57 GLbitfield rasterMask = 0; 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 if (ctx->Visual.rgbMode) { 66 const GLuint colorMask = *((GLuint *) &ctx->Color.ColorMask); 67 if (colorMask != 0xffffffff) rasterMask |= MASKING_BIT; 68 if (ctx->Color._LogicOpEnabled) rasterMask |= LOGIC_OP_BIT; 69 if (ctx->Texture._EnabledUnits) rasterMask |= TEXTURE_BIT; 70 } 71 else { 72 if (ctx->Color.IndexMask != 0xffffffff) rasterMask |= MASKING_BIT; 73 if (ctx->Color.IndexLogicOpEnabled) rasterMask |= LOGIC_OP_BIT; 74 } 75 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 else if (ctx->Visual.rgbMode && *((GLuint *) ctx->Color.ColorMask) == 0) { 96 rasterMask |= MULTI_DRAW_BIT; /* all RGBA channels disabled */ 97 } 98 else if (!ctx->Visual.rgbMode && ctx->Color.IndexMask==0) { 99 rasterMask |= MULTI_DRAW_BIT; /* all color index bits disabled */ 100 } 101 102 if (ctx->FragmentProgram._Current) { 103 rasterMask |= FRAGPROG_BIT; 104 } 105 106 if (ctx->ATIFragmentShader._Enabled) { 107 rasterMask |= ATIFRAGSHADER_BIT; 108 } 109 110#if CHAN_TYPE == GL_FLOAT 111 if (ctx->Color.ClampFragmentColor == GL_TRUE) { 112 rasterMask |= CLAMPING_BIT; 113 } 114#endif 115 116 SWRAST_CONTEXT(ctx)->_RasterMask = rasterMask; 117} 118 119 120/** 121 * Examine polygon cull state to compute the _BackfaceCullSign field. 122 * _BackfaceCullSign will be 0 if no culling, -1 if culling back-faces, 123 * and 1 if culling front-faces. The Polygon FrontFace state also 124 * factors in. 125 */ 126static void 127_swrast_update_polygon( GLcontext *ctx ) 128{ 129 GLfloat backface_sign; 130 131 if (ctx->Polygon.CullFlag) { 132 switch (ctx->Polygon.CullFaceMode) { 133 case GL_BACK: 134 backface_sign = -1.0; 135 break; 136 case GL_FRONT: 137 backface_sign = 1.0; 138 break; 139 case GL_FRONT_AND_BACK: 140 /* fallthrough */ 141 default: 142 backface_sign = 0.0; 143 } 144 } 145 else { 146 backface_sign = 0.0; 147 } 148 149 SWRAST_CONTEXT(ctx)->_BackfaceCullSign = backface_sign; 150 151 /* This is for front/back-face determination, but not for culling */ 152 SWRAST_CONTEXT(ctx)->_BackfaceSign 153 = (ctx->Polygon.FrontFace == GL_CW) ? -1.0 : 1.0; 154} 155 156 157 158/** 159 * Update the _PreferPixelFog field to indicate if we need to compute 160 * fog blend factors (from the fog coords) per-fragment. 161 */ 162static void 163_swrast_update_fog_hint( GLcontext *ctx ) 164{ 165 SWcontext *swrast = SWRAST_CONTEXT(ctx); 166 swrast->_PreferPixelFog = (!swrast->AllowVertexFog || 167 ctx->FragmentProgram._Current || 168 (ctx->Hint.Fog == GL_NICEST && 169 swrast->AllowPixelFog)); 170} 171 172 173 174/** 175 * Update the swrast->_TextureCombinePrimary flag. 176 */ 177static void 178_swrast_update_texture_env( GLcontext *ctx ) 179{ 180 SWcontext *swrast = SWRAST_CONTEXT(ctx); 181 GLuint i; 182 183 swrast->_TextureCombinePrimary = GL_FALSE; 184 185 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) { 186 const struct gl_tex_env_combine_state *combine = 187 ctx->Texture.Unit[i]._CurrentCombine; 188 GLuint term; 189 for (term = 0; term < combine->_NumArgsRGB; term++) { 190 if (combine->SourceRGB[term] == GL_PRIMARY_COLOR) { 191 swrast->_TextureCombinePrimary = GL_TRUE; 192 return; 193 } 194 if (combine->SourceA[term] == GL_PRIMARY_COLOR) { 195 swrast->_TextureCombinePrimary = GL_TRUE; 196 return; 197 } 198 } 199 } 200} 201 202 203/** 204 * Determine if we can defer texturing/shading until after Z/stencil 205 * testing. This potentially allows us to skip texturing/shading for 206 * lots of fragments. 207 */ 208static void 209_swrast_update_deferred_texture(GLcontext *ctx) 210{ 211 SWcontext *swrast = SWRAST_CONTEXT(ctx); 212 if (ctx->Color.AlphaEnabled) { 213 /* alpha test depends on post-texture/shader colors */ 214 swrast->_DeferredTexture = GL_FALSE; 215 } 216 else { 217 const struct gl_fragment_program *fprog 218 = ctx->FragmentProgram._Current; 219 if (fprog && (fprog->Base.OutputsWritten & (1 << FRAG_RESULT_DEPTH))) { 220 /* Z comes from fragment program/shader */ 221 swrast->_DeferredTexture = GL_FALSE; 222 } 223 else if (fprog && fprog->UsesKill) { 224 swrast->_DeferredTexture = GL_FALSE; 225 } 226 else if (ctx->Query.CurrentOcclusionObject) { 227 /* occlusion query depends on shader discard/kill results */ 228 swrast->_DeferredTexture = GL_FALSE; 229 } 230 else { 231 swrast->_DeferredTexture = GL_TRUE; 232 } 233 } 234} 235 236 237/** 238 * Update swrast->_FogColor and swrast->_FogEnable values. 239 */ 240static void 241_swrast_update_fog_state( GLcontext *ctx ) 242{ 243 SWcontext *swrast = SWRAST_CONTEXT(ctx); 244 const struct gl_fragment_program *fp = ctx->FragmentProgram._Current; 245 246 /* determine if fog is needed, and if so, which fog mode */ 247 swrast->_FogEnabled = GL_FALSE; 248 if (fp && fp->Base.Target == GL_FRAGMENT_PROGRAM_ARB) { 249 if (fp->FogOption != GL_NONE) { 250 swrast->_FogEnabled = GL_TRUE; 251 swrast->_FogMode = fp->FogOption; 252 } 253 } 254 else if (ctx->Fog.Enabled) { 255 swrast->_FogEnabled = GL_TRUE; 256 swrast->_FogMode = ctx->Fog.Mode; 257 } 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(GLcontext *ctx, GLbitfield newState) 267{ 268 const struct gl_fragment_program *fp = ctx->FragmentProgram._Current; 269 if (fp) { 270 _mesa_load_state_parameters(ctx, fp->Base.Parameters); 271 } 272} 273 274 275/** 276 * See if we can do early diffuse+specular (primary+secondary) color 277 * add per vertex instead of per-fragment. 278 */ 279static void 280_swrast_update_specular_vertex_add(GLcontext *ctx) 281{ 282 SWcontext *swrast = SWRAST_CONTEXT(ctx); 283 GLboolean separateSpecular = ctx->Fog.ColorSumEnabled || 284 (ctx->Light.Enabled && 285 ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR); 286 287 swrast->SpecularVertexAdd = (separateSpecular 288 && ctx->Texture._EnabledUnits == 0x0 289 && !ctx->FragmentProgram._Current 290 && !ctx->ATIFragmentShader._Enabled); 291} 292 293 294#define _SWRAST_NEW_DERIVED (_SWRAST_NEW_RASTERMASK | \ 295 _NEW_PROGRAM_CONSTANTS | \ 296 _NEW_TEXTURE | \ 297 _NEW_HINT | \ 298 _NEW_POLYGON ) 299 300/* State referenced by _swrast_choose_triangle, _swrast_choose_line. 301 */ 302#define _SWRAST_NEW_TRIANGLE (_SWRAST_NEW_DERIVED | \ 303 _NEW_RENDERMODE| \ 304 _NEW_POLYGON| \ 305 _NEW_DEPTH| \ 306 _NEW_STENCIL| \ 307 _NEW_COLOR| \ 308 _NEW_TEXTURE| \ 309 _SWRAST_NEW_RASTERMASK| \ 310 _NEW_LIGHT| \ 311 _NEW_FOG | \ 312 _DD_NEW_SEPARATE_SPECULAR) 313 314#define _SWRAST_NEW_LINE (_SWRAST_NEW_DERIVED | \ 315 _NEW_RENDERMODE| \ 316 _NEW_LINE| \ 317 _NEW_TEXTURE| \ 318 _NEW_LIGHT| \ 319 _NEW_FOG| \ 320 _NEW_DEPTH | \ 321 _DD_NEW_SEPARATE_SPECULAR) 322 323#define _SWRAST_NEW_POINT (_SWRAST_NEW_DERIVED | \ 324 _NEW_RENDERMODE | \ 325 _NEW_POINT | \ 326 _NEW_TEXTURE | \ 327 _NEW_LIGHT | \ 328 _NEW_FOG | \ 329 _DD_NEW_SEPARATE_SPECULAR) 330 331#define _SWRAST_NEW_TEXTURE_SAMPLE_FUNC _NEW_TEXTURE 332 333#define _SWRAST_NEW_TEXTURE_ENV_MODE _NEW_TEXTURE 334 335#define _SWRAST_NEW_BLEND_FUNC _NEW_COLOR 336 337 338 339/** 340 * Stub for swrast->Triangle to select a true triangle function 341 * after a state change. 342 */ 343static void 344_swrast_validate_triangle( GLcontext *ctx, 345 const SWvertex *v0, 346 const SWvertex *v1, 347 const SWvertex *v2 ) 348{ 349 SWcontext *swrast = SWRAST_CONTEXT(ctx); 350 351 _swrast_validate_derived( ctx ); 352 swrast->choose_triangle( ctx ); 353 ASSERT(swrast->Triangle); 354 355 if (swrast->SpecularVertexAdd) { 356 /* separate specular color, but no texture */ 357 swrast->SpecTriangle = swrast->Triangle; 358 swrast->Triangle = _swrast_add_spec_terms_triangle; 359 } 360 361 swrast->Triangle( ctx, v0, v1, v2 ); 362} 363 364/** 365 * Called via swrast->Line. Examine current GL state and choose a software 366 * line routine. Then call it. 367 */ 368static void 369_swrast_validate_line( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1 ) 370{ 371 SWcontext *swrast = SWRAST_CONTEXT(ctx); 372 373 _swrast_validate_derived( ctx ); 374 swrast->choose_line( ctx ); 375 ASSERT(swrast->Line); 376 377 if (swrast->SpecularVertexAdd) { 378 swrast->SpecLine = swrast->Line; 379 swrast->Line = _swrast_add_spec_terms_line; 380 } 381 382 swrast->Line( ctx, v0, v1 ); 383} 384 385/** 386 * Called via swrast->Point. Examine current GL state and choose a software 387 * point routine. Then call it. 388 */ 389static void 390_swrast_validate_point( GLcontext *ctx, const SWvertex *v0 ) 391{ 392 SWcontext *swrast = SWRAST_CONTEXT(ctx); 393 394 _swrast_validate_derived( ctx ); 395 swrast->choose_point( ctx ); 396 397 if (swrast->SpecularVertexAdd) { 398 swrast->SpecPoint = swrast->Point; 399 swrast->Point = _swrast_add_spec_terms_point; 400 } 401 402 swrast->Point( ctx, v0 ); 403} 404 405 406/** 407 * Called via swrast->BlendFunc. Examine GL state to choose a blending 408 * function, then call it. 409 */ 410static void _ASMAPI 411_swrast_validate_blend_func(GLcontext *ctx, GLuint n, const GLubyte mask[], 412 GLvoid *src, const GLvoid *dst, 413 GLenum chanType ) 414{ 415 SWcontext *swrast = SWRAST_CONTEXT(ctx); 416 417 _swrast_validate_derived( ctx ); /* why is this needed? */ 418 _swrast_choose_blend_func( ctx, chanType ); 419 420 swrast->BlendFunc( ctx, n, mask, src, dst, chanType ); 421} 422 423 424/** 425 * Make sure we have texture image data for all the textures we may need 426 * for subsequent rendering. 427 */ 428static void 429_swrast_validate_texture_images(GLcontext *ctx) 430{ 431 SWcontext *swrast = SWRAST_CONTEXT(ctx); 432 GLuint u; 433 434 if (!swrast->ValidateTextureImage || !ctx->Texture._EnabledUnits) { 435 /* no textures enabled, or no way to validate images! */ 436 return; 437 } 438 439 for (u = 0; u < ctx->Const.MaxTextureImageUnits; u++) { 440 if (ctx->Texture.Unit[u]._ReallyEnabled) { 441 struct gl_texture_object *texObj = ctx->Texture.Unit[u]._Current; 442 ASSERT(texObj); 443 if (texObj) { 444 GLuint numFaces = (texObj->Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1; 445 GLuint face; 446 for (face = 0; face < numFaces; face++) { 447 GLint lvl; 448 for (lvl = texObj->BaseLevel; lvl <= texObj->_MaxLevel; lvl++) { 449 struct gl_texture_image *texImg = texObj->Image[face][lvl]; 450 if (texImg && !texImg->Data) { 451 swrast->ValidateTextureImage(ctx, texObj, face, lvl); 452 ASSERT(texObj->Image[face][lvl]->Data); 453 } 454 } 455 } 456 } 457 } 458 } 459} 460 461 462/** 463 * Free the texture image data attached to all currently enabled 464 * textures. Meant to be called by device drivers when transitioning 465 * from software to hardware rendering. 466 */ 467void 468_swrast_eject_texture_images(GLcontext *ctx) 469{ 470 GLuint u; 471 472 if (!ctx->Texture._EnabledUnits) { 473 /* no textures enabled */ 474 return; 475 } 476 477 for (u = 0; u < ctx->Const.MaxTextureImageUnits; u++) { 478 if (ctx->Texture.Unit[u]._ReallyEnabled) { 479 struct gl_texture_object *texObj = ctx->Texture.Unit[u]._Current; 480 ASSERT(texObj); 481 if (texObj) { 482 GLuint numFaces = (texObj->Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1; 483 GLuint face; 484 for (face = 0; face < numFaces; face++) { 485 GLint lvl; 486 for (lvl = texObj->BaseLevel; lvl <= texObj->_MaxLevel; lvl++) { 487 struct gl_texture_image *texImg = texObj->Image[face][lvl]; 488 if (texImg && texImg->Data) { 489 _mesa_free_texmemory(texImg->Data); 490 texImg->Data = NULL; 491 } 492 } 493 } 494 } 495 } 496 } 497} 498 499 500 501static void 502_swrast_sleep( GLcontext *ctx, GLbitfield new_state ) 503{ 504 (void) ctx; (void) new_state; 505} 506 507 508static void 509_swrast_invalidate_state( GLcontext *ctx, GLbitfield new_state ) 510{ 511 SWcontext *swrast = SWRAST_CONTEXT(ctx); 512 GLuint i; 513 514 swrast->NewState |= new_state; 515 516 /* After 10 statechanges without any swrast functions being called, 517 * put the module to sleep. 518 */ 519 if (++swrast->StateChanges > 10) { 520 swrast->InvalidateState = _swrast_sleep; 521 swrast->NewState = ~0; 522 new_state = ~0; 523 } 524 525 if (new_state & swrast->InvalidateTriangleMask) 526 swrast->Triangle = _swrast_validate_triangle; 527 528 if (new_state & swrast->InvalidateLineMask) 529 swrast->Line = _swrast_validate_line; 530 531 if (new_state & swrast->InvalidatePointMask) 532 swrast->Point = _swrast_validate_point; 533 534 if (new_state & _SWRAST_NEW_BLEND_FUNC) 535 swrast->BlendFunc = _swrast_validate_blend_func; 536 537 if (new_state & _SWRAST_NEW_TEXTURE_SAMPLE_FUNC) 538 for (i = 0 ; i < ctx->Const.MaxTextureImageUnits ; i++) 539 swrast->TextureSample[i] = NULL; 540} 541 542 543void 544_swrast_update_texture_samplers(GLcontext *ctx) 545{ 546 SWcontext *swrast = SWRAST_CONTEXT(ctx); 547 GLuint u; 548 549 if (!swrast) 550 return; /* pipe hack */ 551 552 for (u = 0; u < ctx->Const.MaxTextureImageUnits; u++) { 553 const struct gl_texture_object *tObj = ctx->Texture.Unit[u]._Current; 554 /* Note: If tObj is NULL, the sample function will be a simple 555 * function that just returns opaque black (0,0,0,1). 556 */ 557 swrast->TextureSample[u] = _swrast_choose_texture_sample_func(ctx, tObj); 558 } 559} 560 561 562/** 563 * Update swrast->_ActiveAttribs, swrast->_NumActiveAttribs, 564 * swrast->_ActiveAtttribMask. 565 */ 566static void 567_swrast_update_active_attribs(GLcontext *ctx) 568{ 569 SWcontext *swrast = SWRAST_CONTEXT(ctx); 570 GLuint attribsMask; 571 572 /* 573 * Compute _ActiveAttribsMask = which fragment attributes are needed. 574 */ 575 if (ctx->FragmentProgram._Current) { 576 /* fragment program/shader */ 577 attribsMask = ctx->FragmentProgram._Current->Base.InputsRead; 578 attribsMask &= ~FRAG_BIT_WPOS; /* WPOS is always handled specially */ 579 } 580 else if (ctx->ATIFragmentShader._Enabled) { 581 attribsMask = ~0; /* XXX fix me */ 582 } 583 else { 584 /* fixed function */ 585 attribsMask = 0x0; 586 587#if CHAN_TYPE == GL_FLOAT 588 attribsMask |= FRAG_BIT_COL0; 589#endif 590 591 if (ctx->Fog.ColorSumEnabled || 592 (ctx->Light.Enabled && 593 ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)) { 594 attribsMask |= FRAG_BIT_COL1; 595 } 596 597 if (swrast->_FogEnabled) 598 attribsMask |= FRAG_BIT_FOGC; 599 600 attribsMask |= (ctx->Texture._EnabledUnits << FRAG_ATTRIB_TEX0); 601 } 602 603 swrast->_ActiveAttribMask = attribsMask; 604 605 /* Update _ActiveAttribs[] list */ 606 { 607 GLuint i, num = 0; 608 for (i = 0; i < FRAG_ATTRIB_MAX; i++) { 609 if (attribsMask & (1 << i)) { 610 swrast->_ActiveAttribs[num++] = i; 611 /* how should this attribute be interpolated? */ 612 if (i == FRAG_ATTRIB_COL0 || i == FRAG_ATTRIB_COL1) 613 swrast->_InterpMode[i] = ctx->Light.ShadeModel; 614 else 615 swrast->_InterpMode[i] = GL_SMOOTH; 616 } 617 } 618 swrast->_NumActiveAttribs = num; 619 } 620} 621 622 623void 624_swrast_validate_derived( GLcontext *ctx ) 625{ 626 SWcontext *swrast = SWRAST_CONTEXT(ctx); 627 628 if (swrast->NewState) { 629 if (swrast->NewState & _NEW_POLYGON) 630 _swrast_update_polygon( ctx ); 631 632 if (swrast->NewState & (_NEW_HINT | _NEW_PROGRAM)) 633 _swrast_update_fog_hint( ctx ); 634 635 if (swrast->NewState & _SWRAST_NEW_TEXTURE_ENV_MODE) 636 _swrast_update_texture_env( ctx ); 637 638 if (swrast->NewState & (_NEW_FOG | _NEW_PROGRAM)) 639 _swrast_update_fog_state( ctx ); 640 641 if (swrast->NewState & (_NEW_PROGRAM_CONSTANTS | _NEW_PROGRAM)) 642 _swrast_update_fragment_program( ctx, swrast->NewState ); 643 644 if (swrast->NewState & (_NEW_TEXTURE | _NEW_PROGRAM)) { 645 _swrast_update_texture_samplers( ctx ); 646 _swrast_validate_texture_images(ctx); 647 } 648 649 if (swrast->NewState & (_NEW_COLOR | _NEW_PROGRAM)) 650 _swrast_update_deferred_texture(ctx); 651 652 if (swrast->NewState & _SWRAST_NEW_RASTERMASK) 653 _swrast_update_rasterflags( ctx ); 654 655 if (swrast->NewState & (_NEW_DEPTH | 656 _NEW_FOG | 657 _NEW_LIGHT | 658 _NEW_PROGRAM | 659 _NEW_TEXTURE)) 660 _swrast_update_active_attribs(ctx); 661 662 if (swrast->NewState & (_NEW_FOG | 663 _NEW_PROGRAM | 664 _NEW_LIGHT | 665 _NEW_TEXTURE)) 666 _swrast_update_specular_vertex_add(ctx); 667 668 swrast->NewState = 0; 669 swrast->StateChanges = 0; 670 swrast->InvalidateState = _swrast_invalidate_state; 671 } 672} 673 674#define SWRAST_DEBUG 0 675 676/* Public entrypoints: See also s_accum.c, s_bitmap.c, etc. 677 */ 678void 679_swrast_Quad( GLcontext *ctx, 680 const SWvertex *v0, const SWvertex *v1, 681 const SWvertex *v2, const SWvertex *v3 ) 682{ 683 if (SWRAST_DEBUG) { 684 _mesa_debug(ctx, "_swrast_Quad\n"); 685 _swrast_print_vertex( ctx, v0 ); 686 _swrast_print_vertex( ctx, v1 ); 687 _swrast_print_vertex( ctx, v2 ); 688 _swrast_print_vertex( ctx, v3 ); 689 } 690 SWRAST_CONTEXT(ctx)->Triangle( ctx, v0, v1, v3 ); 691 SWRAST_CONTEXT(ctx)->Triangle( ctx, v1, v2, v3 ); 692} 693 694void 695_swrast_Triangle( GLcontext *ctx, const SWvertex *v0, 696 const SWvertex *v1, const SWvertex *v2 ) 697{ 698 if (SWRAST_DEBUG) { 699 _mesa_debug(ctx, "_swrast_Triangle\n"); 700 _swrast_print_vertex( ctx, v0 ); 701 _swrast_print_vertex( ctx, v1 ); 702 _swrast_print_vertex( ctx, v2 ); 703 } 704 SWRAST_CONTEXT(ctx)->Triangle( ctx, v0, v1, v2 ); 705} 706 707void 708_swrast_Line( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1 ) 709{ 710 if (SWRAST_DEBUG) { 711 _mesa_debug(ctx, "_swrast_Line\n"); 712 _swrast_print_vertex( ctx, v0 ); 713 _swrast_print_vertex( ctx, v1 ); 714 } 715 SWRAST_CONTEXT(ctx)->Line( ctx, v0, v1 ); 716} 717 718void 719_swrast_Point( GLcontext *ctx, const SWvertex *v0 ) 720{ 721 if (SWRAST_DEBUG) { 722 _mesa_debug(ctx, "_swrast_Point\n"); 723 _swrast_print_vertex( ctx, v0 ); 724 } 725 SWRAST_CONTEXT(ctx)->Point( ctx, v0 ); 726} 727 728void 729_swrast_InvalidateState( GLcontext *ctx, GLbitfield new_state ) 730{ 731 if (SWRAST_DEBUG) { 732 _mesa_debug(ctx, "_swrast_InvalidateState\n"); 733 } 734 SWRAST_CONTEXT(ctx)->InvalidateState( ctx, new_state ); 735} 736 737void 738_swrast_ResetLineStipple( GLcontext *ctx ) 739{ 740 if (SWRAST_DEBUG) { 741 _mesa_debug(ctx, "_swrast_ResetLineStipple\n"); 742 } 743 SWRAST_CONTEXT(ctx)->StippleCounter = 0; 744} 745 746void 747_swrast_SetFacing(GLcontext *ctx, GLuint facing) 748{ 749 SWRAST_CONTEXT(ctx)->PointLineFacing = facing; 750} 751 752void 753_swrast_allow_vertex_fog( GLcontext *ctx, GLboolean value ) 754{ 755 if (SWRAST_DEBUG) { 756 _mesa_debug(ctx, "_swrast_allow_vertex_fog %d\n", value); 757 } 758 SWRAST_CONTEXT(ctx)->InvalidateState( ctx, _NEW_HINT ); 759 SWRAST_CONTEXT(ctx)->AllowVertexFog = value; 760} 761 762void 763_swrast_allow_pixel_fog( GLcontext *ctx, GLboolean value ) 764{ 765 if (SWRAST_DEBUG) { 766 _mesa_debug(ctx, "_swrast_allow_pixel_fog %d\n", value); 767 } 768 SWRAST_CONTEXT(ctx)->InvalidateState( ctx, _NEW_HINT ); 769 SWRAST_CONTEXT(ctx)->AllowPixelFog = value; 770} 771 772 773GLboolean 774_swrast_CreateContext( GLcontext *ctx ) 775{ 776 GLuint i; 777 SWcontext *swrast = (SWcontext *)CALLOC(sizeof(SWcontext)); 778 779 if (SWRAST_DEBUG) { 780 _mesa_debug(ctx, "_swrast_CreateContext\n"); 781 } 782 783 if (!swrast) 784 return GL_FALSE; 785 786 swrast->NewState = ~0; 787 788 swrast->choose_point = _swrast_choose_point; 789 swrast->choose_line = _swrast_choose_line; 790 swrast->choose_triangle = _swrast_choose_triangle; 791 792 swrast->InvalidatePointMask = _SWRAST_NEW_POINT; 793 swrast->InvalidateLineMask = _SWRAST_NEW_LINE; 794 swrast->InvalidateTriangleMask = _SWRAST_NEW_TRIANGLE; 795 796 swrast->Point = _swrast_validate_point; 797 swrast->Line = _swrast_validate_line; 798 swrast->Triangle = _swrast_validate_triangle; 799 swrast->InvalidateState = _swrast_sleep; 800 swrast->BlendFunc = _swrast_validate_blend_func; 801 802 swrast->AllowVertexFog = GL_TRUE; 803 swrast->AllowPixelFog = GL_TRUE; 804 805 /* Optimized Accum buffer */ 806 swrast->_IntegerAccumMode = GL_FALSE; 807 swrast->_IntegerAccumScaler = 0.0; 808 809 for (i = 0; i < MAX_TEXTURE_IMAGE_UNITS; i++) 810 swrast->TextureSample[i] = NULL; 811 812 swrast->SpanArrays = MALLOC_STRUCT(sw_span_arrays); 813 if (!swrast->SpanArrays) { 814 FREE(swrast); 815 return GL_FALSE; 816 } 817 swrast->SpanArrays->ChanType = CHAN_TYPE; 818#if CHAN_TYPE == GL_UNSIGNED_BYTE 819 swrast->SpanArrays->rgba = swrast->SpanArrays->rgba8; 820#elif CHAN_TYPE == GL_UNSIGNED_SHORT 821 swrast->SpanArrays->rgba = swrast->SpanArrays->rgba16; 822#else 823 swrast->SpanArrays->rgba = swrast->SpanArrays->attribs[FRAG_ATTRIB_COL0]; 824#endif 825 826 /* init point span buffer */ 827 swrast->PointSpan.primitive = GL_POINT; 828 swrast->PointSpan.end = 0; 829 swrast->PointSpan.facing = 0; 830 swrast->PointSpan.array = swrast->SpanArrays; 831 832 swrast->TexelBuffer = (GLfloat *) MALLOC(ctx->Const.MaxTextureImageUnits * 833 MAX_WIDTH * 4 * sizeof(GLfloat)); 834 if (!swrast->TexelBuffer) { 835 FREE(swrast->SpanArrays); 836 FREE(swrast); 837 return GL_FALSE; 838 } 839 840 ctx->swrast_context = swrast; 841 842 return GL_TRUE; 843} 844 845void 846_swrast_DestroyContext( GLcontext *ctx ) 847{ 848 SWcontext *swrast = SWRAST_CONTEXT(ctx); 849 850 if (SWRAST_DEBUG) { 851 _mesa_debug(ctx, "_swrast_DestroyContext\n"); 852 } 853 854 FREE( swrast->SpanArrays ); 855 if (swrast->ZoomedArrays) 856 FREE( swrast->ZoomedArrays ); 857 FREE( swrast->TexelBuffer ); 858 FREE( swrast ); 859 860 ctx->swrast_context = 0; 861} 862 863 864struct swrast_device_driver * 865_swrast_GetDeviceDriverReference( GLcontext *ctx ) 866{ 867 SWcontext *swrast = SWRAST_CONTEXT(ctx); 868 return &swrast->Driver; 869} 870 871void 872_swrast_flush( GLcontext *ctx ) 873{ 874 SWcontext *swrast = SWRAST_CONTEXT(ctx); 875 /* flush any pending fragments from rendering points */ 876 if (swrast->PointSpan.end > 0) { 877 if (ctx->Visual.rgbMode) { 878 _swrast_write_rgba_span(ctx, &(swrast->PointSpan)); 879 } 880 else { 881 _swrast_write_index_span(ctx, &(swrast->PointSpan)); 882 } 883 swrast->PointSpan.end = 0; 884 } 885} 886 887void 888_swrast_render_primitive( GLcontext *ctx, GLenum prim ) 889{ 890 SWcontext *swrast = SWRAST_CONTEXT(ctx); 891 if (swrast->Primitive == GL_POINTS && prim != GL_POINTS) { 892 _swrast_flush(ctx); 893 } 894 swrast->Primitive = prim; 895} 896 897 898void 899_swrast_render_start( GLcontext *ctx ) 900{ 901 SWcontext *swrast = SWRAST_CONTEXT(ctx); 902 if (swrast->Driver.SpanRenderStart) 903 swrast->Driver.SpanRenderStart( ctx ); 904 swrast->PointSpan.end = 0; 905} 906 907void 908_swrast_render_finish( GLcontext *ctx ) 909{ 910 SWcontext *swrast = SWRAST_CONTEXT(ctx); 911 if (swrast->Driver.SpanRenderFinish) 912 swrast->Driver.SpanRenderFinish( ctx ); 913 914 _swrast_flush(ctx); 915} 916 917 918#define SWRAST_DEBUG_VERTICES 0 919 920void 921_swrast_print_vertex( GLcontext *ctx, const SWvertex *v ) 922{ 923 GLuint i; 924 925 if (SWRAST_DEBUG_VERTICES) { 926 _mesa_debug(ctx, "win %f %f %f %f\n", 927 v->attrib[FRAG_ATTRIB_WPOS][0], 928 v->attrib[FRAG_ATTRIB_WPOS][1], 929 v->attrib[FRAG_ATTRIB_WPOS][2], 930 v->attrib[FRAG_ATTRIB_WPOS][3]); 931 932 for (i = 0 ; i < ctx->Const.MaxTextureCoordUnits ; i++) 933 if (ctx->Texture.Unit[i]._ReallyEnabled) 934 _mesa_debug(ctx, "texcoord[%d] %f %f %f %f\n", i, 935 v->attrib[FRAG_ATTRIB_TEX0 + i][0], 936 v->attrib[FRAG_ATTRIB_TEX0 + i][1], 937 v->attrib[FRAG_ATTRIB_TEX0 + i][2], 938 v->attrib[FRAG_ATTRIB_TEX0 + i][3]); 939 940#if CHAN_TYPE == GL_FLOAT 941 _mesa_debug(ctx, "color %f %f %f %f\n", 942 v->color[0], v->color[1], v->color[2], v->color[3]); 943#else 944 _mesa_debug(ctx, "color %d %d %d %d\n", 945 v->color[0], v->color[1], v->color[2], v->color[3]); 946#endif 947 _mesa_debug(ctx, "spec %g %g %g %g\n", 948 v->attrib[FRAG_ATTRIB_COL1][0], 949 v->attrib[FRAG_ATTRIB_COL1][1], 950 v->attrib[FRAG_ATTRIB_COL1][2], 951 v->attrib[FRAG_ATTRIB_COL1][3]); 952 _mesa_debug(ctx, "fog %f\n", v->attrib[FRAG_ATTRIB_FOGC][0]); 953 _mesa_debug(ctx, "index %d\n", v->attrib[FRAG_ATTRIB_CI][0]); 954 _mesa_debug(ctx, "pointsize %f\n", v->pointSize); 955 _mesa_debug(ctx, "\n"); 956 } 957} 958