2 * Mesa 3-D graphics library
5 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
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:
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
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.
25 * Keith Whitwell <keith@tungstengraphics.com>
30 #include "bufferobj.h"
36 #include "shader/prog_statevars.h"
38 #include "s_context.h"
42 #include "s_triangle.h"
43 #include "s_texfilter.h"
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?).
53 _swrast_update_rasterflags( GLcontext
*ctx
)
55 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
56 GLbitfield rasterMask
= 0;
58 if (ctx
->Color
.AlphaEnabled
) rasterMask
|= ALPHATEST_BIT
;
59 if (ctx
->Color
.BlendEnabled
) rasterMask
|= BLEND_BIT
;
60 if (ctx
->Depth
.Test
) rasterMask
|= DEPTH_BIT
;
61 if (swrast
->_FogEnabled
) rasterMask
|= FOG_BIT
;
62 if (ctx
->Scissor
.Enabled
) rasterMask
|= CLIP_BIT
;
63 if (ctx
->Stencil
.Enabled
) rasterMask
|= STENCIL_BIT
;
64 if (ctx
->Visual
.rgbMode
) {
65 const GLuint colorMask
= *((GLuint
*) &ctx
->Color
.ColorMask
);
66 if (colorMask
!= 0xffffffff) rasterMask
|= MASKING_BIT
;
67 if (ctx
->Color
._LogicOpEnabled
) rasterMask
|= LOGIC_OP_BIT
;
68 if (ctx
->Texture
._EnabledUnits
) rasterMask
|= TEXTURE_BIT
;
71 if (ctx
->Color
.IndexMask
!= 0xffffffff) rasterMask
|= MASKING_BIT
;
72 if (ctx
->Color
.IndexLogicOpEnabled
) rasterMask
|= LOGIC_OP_BIT
;
75 if ( ctx
->Viewport
.X
< 0
76 || ctx
->Viewport
.X
+ ctx
->Viewport
.Width
> (GLint
) ctx
->DrawBuffer
->Width
77 || ctx
->Viewport
.Y
< 0
78 || ctx
->Viewport
.Y
+ ctx
->Viewport
.Height
> (GLint
) ctx
->DrawBuffer
->Height
) {
79 rasterMask
|= CLIP_BIT
;
82 if (ctx
->Query
.CurrentOcclusionObject
)
83 rasterMask
|= OCCLUSION_BIT
;
86 /* If we're not drawing to exactly one color buffer set the
87 * MULTI_DRAW_BIT flag. Also set it if we're drawing to no
88 * buffers or the RGBA or CI mask disables all writes.
90 if (ctx
->DrawBuffer
->_NumColorDrawBuffers
[0] != 1) {
91 /* more than one color buffer designated for writing (or zero buffers) */
92 rasterMask
|= MULTI_DRAW_BIT
;
94 else if (ctx
->Visual
.rgbMode
&& *((GLuint
*) ctx
->Color
.ColorMask
) == 0) {
95 rasterMask
|= MULTI_DRAW_BIT
; /* all RGBA channels disabled */
97 else if (!ctx
->Visual
.rgbMode
&& ctx
->Color
.IndexMask
==0) {
98 rasterMask
|= MULTI_DRAW_BIT
; /* all color index bits disabled */
101 if (ctx
->FragmentProgram
._Current
) {
102 rasterMask
|= FRAGPROG_BIT
;
105 if (ctx
->ATIFragmentShader
._Enabled
) {
106 rasterMask
|= ATIFRAGSHADER_BIT
;
109 #if CHAN_TYPE == GL_FLOAT
110 if (ctx
->Color
.ClampFragmentColor
== GL_TRUE
) {
111 rasterMask
|= CLAMPING_BIT
;
115 SWRAST_CONTEXT(ctx
)->_RasterMask
= rasterMask
;
120 * Examine polygon cull state to compute the _BackfaceCullSign field.
121 * _BackfaceCullSign will be 0 if no culling, -1 if culling back-faces,
122 * and 1 if culling front-faces. The Polygon FrontFace state also
126 _swrast_update_polygon( GLcontext
*ctx
)
128 GLfloat backface_sign
;
130 if (ctx
->Polygon
.CullFlag
) {
131 switch (ctx
->Polygon
.CullFaceMode
) {
133 backface_sign
= -1.0;
138 case GL_FRONT_AND_BACK
:
148 SWRAST_CONTEXT(ctx
)->_BackfaceCullSign
= backface_sign
;
150 /* This is for front/back-face determination, but not for culling */
151 SWRAST_CONTEXT(ctx
)->_BackfaceSign
152 = (ctx
->Polygon
.FrontFace
== GL_CW
) ? -1.0 : 1.0;
158 * Update the _PreferPixelFog field to indicate if we need to compute
159 * fog blend factors (from the fog coords) per-fragment.
162 _swrast_update_fog_hint( GLcontext
*ctx
)
164 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
165 swrast
->_PreferPixelFog
= (!swrast
->AllowVertexFog
||
166 ctx
->FragmentProgram
._Current
||
167 (ctx
->Hint
.Fog
== GL_NICEST
&&
168 swrast
->AllowPixelFog
));
174 * Update the swrast->_AnyTextureCombine flag.
177 _swrast_update_texture_env( GLcontext
*ctx
)
179 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
181 swrast
->_AnyTextureCombine
= GL_FALSE
;
182 for (i
= 0; i
< ctx
->Const
.MaxTextureUnits
; i
++) {
183 if (ctx
->Texture
.Unit
[i
].EnvMode
== GL_COMBINE_EXT
||
184 ctx
->Texture
.Unit
[i
].EnvMode
== GL_COMBINE4_NV
) {
185 swrast
->_AnyTextureCombine
= GL_TRUE
;
193 * Determine if we can defer texturing/shading until after Z/stencil
194 * testing. This potentially allows us to skip texturing/shading for
198 _swrast_update_deferred_texture(GLcontext
*ctx
)
200 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
201 if (ctx
->Color
.AlphaEnabled
) {
202 /* alpha test depends on post-texture/shader colors */
203 swrast
->_DeferredTexture
= GL_FALSE
;
206 const struct gl_fragment_program
*fprog
207 = ctx
->FragmentProgram
._Current
;
208 if (fprog
&& (fprog
->Base
.OutputsWritten
& (1 << FRAG_RESULT_DEPR
))) {
209 /* Z comes from fragment program/shader */
210 swrast
->_DeferredTexture
= GL_FALSE
;
212 else if (ctx
->Query
.CurrentOcclusionObject
) {
213 /* occlusion query depends on shader discard/kill results */
214 swrast
->_DeferredTexture
= GL_FALSE
;
217 swrast
->_DeferredTexture
= GL_TRUE
;
224 * Update swrast->_FogColor and swrast->_FogEnable values.
227 _swrast_update_fog_state( GLcontext
*ctx
)
229 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
230 const struct gl_fragment_program
*fp
= ctx
->FragmentProgram
._Current
;
232 /* determine if fog is needed, and if so, which fog mode */
233 swrast
->_FogEnabled
= GL_FALSE
;
234 if (fp
&& fp
->Base
.Target
== GL_FRAGMENT_PROGRAM_ARB
) {
235 if (fp
->FogOption
!= GL_NONE
) {
236 swrast
->_FogEnabled
= GL_TRUE
;
237 swrast
->_FogMode
= fp
->FogOption
;
240 else if (ctx
->Fog
.Enabled
) {
241 swrast
->_FogEnabled
= GL_TRUE
;
242 swrast
->_FogMode
= ctx
->Fog
.Mode
;
248 * Update state for running fragment programs. Basically, load the
249 * program parameters with current state values.
252 _swrast_update_fragment_program(GLcontext
*ctx
, GLbitfield newState
)
254 const struct gl_fragment_program
*fp
= ctx
->FragmentProgram
._Current
;
257 /* XXX Need a way to trigger the initial loading of parameters
258 * even when there's no recent state changes.
260 if (fp
->Base
.Parameters
->StateFlags
& newState
)
262 _mesa_load_state_parameters(ctx
, fp
->Base
.Parameters
);
268 #define _SWRAST_NEW_DERIVED (_SWRAST_NEW_RASTERMASK | \
273 /* State referenced by _swrast_choose_triangle, _swrast_choose_line.
275 #define _SWRAST_NEW_TRIANGLE (_SWRAST_NEW_DERIVED | \
282 _SWRAST_NEW_RASTERMASK| \
285 _DD_NEW_SEPARATE_SPECULAR)
287 #define _SWRAST_NEW_LINE (_SWRAST_NEW_DERIVED | \
294 _DD_NEW_SEPARATE_SPECULAR)
296 #define _SWRAST_NEW_POINT (_SWRAST_NEW_DERIVED | \
302 _DD_NEW_SEPARATE_SPECULAR)
304 #define _SWRAST_NEW_TEXTURE_SAMPLE_FUNC _NEW_TEXTURE
306 #define _SWRAST_NEW_TEXTURE_ENV_MODE _NEW_TEXTURE
308 #define _SWRAST_NEW_BLEND_FUNC _NEW_COLOR
313 * Stub for swrast->Triangle to select a true triangle function
314 * after a state change.
317 _swrast_validate_triangle( GLcontext
*ctx
,
322 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
324 _swrast_validate_derived( ctx
);
325 swrast
->choose_triangle( ctx
);
326 ASSERT(swrast
->Triangle
);
328 if (ctx
->Texture
._EnabledUnits
== 0
329 && NEED_SECONDARY_COLOR(ctx
)
330 && !ctx
->FragmentProgram
._Current
) {
331 /* separate specular color, but no texture */
332 swrast
->SpecTriangle
= swrast
->Triangle
;
333 swrast
->Triangle
= _swrast_add_spec_terms_triangle
;
336 swrast
->Triangle( ctx
, v0
, v1
, v2
);
340 * Called via swrast->Line. Examine current GL state and choose a software
341 * line routine. Then call it.
344 _swrast_validate_line( GLcontext
*ctx
, const SWvertex
*v0
, const SWvertex
*v1
)
346 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
348 _swrast_validate_derived( ctx
);
349 swrast
->choose_line( ctx
);
350 ASSERT(swrast
->Line
);
352 if (ctx
->Texture
._EnabledUnits
== 0
353 && NEED_SECONDARY_COLOR(ctx
)
354 && !ctx
->FragmentProgram
._Current
) {
355 swrast
->SpecLine
= swrast
->Line
;
356 swrast
->Line
= _swrast_add_spec_terms_line
;
359 swrast
->Line( ctx
, v0
, v1
);
363 * Called via swrast->Point. Examine current GL state and choose a software
364 * point routine. Then call it.
367 _swrast_validate_point( GLcontext
*ctx
, const SWvertex
*v0
)
369 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
371 _swrast_validate_derived( ctx
);
372 swrast
->choose_point( ctx
);
374 if (ctx
->Texture
._EnabledUnits
== 0
375 && NEED_SECONDARY_COLOR(ctx
)
376 && !ctx
->FragmentProgram
._Current
) {
377 swrast
->SpecPoint
= swrast
->Point
;
378 swrast
->Point
= _swrast_add_spec_terms_point
;
381 swrast
->Point( ctx
, v0
);
386 * Called via swrast->BlendFunc. Examine GL state to choose a blending
387 * function, then call it.
390 _swrast_validate_blend_func(GLcontext
*ctx
, GLuint n
, const GLubyte mask
[],
391 GLvoid
*src
, const GLvoid
*dst
,
394 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
396 _swrast_validate_derived( ctx
); /* why is this needed? */
397 _swrast_choose_blend_func( ctx
, chanType
);
399 swrast
->BlendFunc( ctx
, n
, mask
, src
, dst
, chanType
);
404 * Make sure we have texture image data for all the textures we may need
405 * for subsequent rendering.
408 _swrast_validate_texture_images(GLcontext
*ctx
)
410 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
413 if (!swrast
->ValidateTextureImage
|| !ctx
->Texture
._EnabledUnits
) {
414 /* no textures enabled, or no way to validate images! */
418 for (u
= 0; u
< ctx
->Const
.MaxTextureImageUnits
; u
++) {
419 if (ctx
->Texture
.Unit
[u
]._ReallyEnabled
) {
420 struct gl_texture_object
*texObj
= ctx
->Texture
.Unit
[u
]._Current
;
423 GLuint numFaces
= (texObj
->Target
== GL_TEXTURE_CUBE_MAP
) ? 6 : 1;
425 for (face
= 0; face
< numFaces
; face
++) {
427 for (lvl
= texObj
->BaseLevel
; lvl
<= texObj
->_MaxLevel
; lvl
++) {
428 struct gl_texture_image
*texImg
= texObj
->Image
[face
][lvl
];
429 if (texImg
&& !texImg
->Data
) {
430 swrast
->ValidateTextureImage(ctx
, texObj
, face
, lvl
);
431 ASSERT(texObj
->Image
[face
][lvl
]->Data
);
442 * Free the texture image data attached to all currently enabled
443 * textures. Meant to be called by device drivers when transitioning
444 * from software to hardware rendering.
447 _swrast_eject_texture_images(GLcontext
*ctx
)
451 if (!ctx
->Texture
._EnabledUnits
) {
452 /* no textures enabled */
456 for (u
= 0; u
< ctx
->Const
.MaxTextureImageUnits
; u
++) {
457 if (ctx
->Texture
.Unit
[u
]._ReallyEnabled
) {
458 struct gl_texture_object
*texObj
= ctx
->Texture
.Unit
[u
]._Current
;
461 GLuint numFaces
= (texObj
->Target
== GL_TEXTURE_CUBE_MAP
) ? 6 : 1;
463 for (face
= 0; face
< numFaces
; face
++) {
465 for (lvl
= texObj
->BaseLevel
; lvl
<= texObj
->_MaxLevel
; lvl
++) {
466 struct gl_texture_image
*texImg
= texObj
->Image
[face
][lvl
];
467 if (texImg
&& texImg
->Data
) {
468 _mesa_free_texmemory(texImg
->Data
);
481 _swrast_sleep( GLcontext
*ctx
, GLbitfield new_state
)
483 (void) ctx
; (void) new_state
;
488 _swrast_invalidate_state( GLcontext
*ctx
, GLbitfield new_state
)
490 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
493 swrast
->NewState
|= new_state
;
495 /* After 10 statechanges without any swrast functions being called,
496 * put the module to sleep.
498 if (++swrast
->StateChanges
> 10) {
499 swrast
->InvalidateState
= _swrast_sleep
;
500 swrast
->NewState
= ~0;
504 if (new_state
& swrast
->InvalidateTriangleMask
)
505 swrast
->Triangle
= _swrast_validate_triangle
;
507 if (new_state
& swrast
->InvalidateLineMask
)
508 swrast
->Line
= _swrast_validate_line
;
510 if (new_state
& swrast
->InvalidatePointMask
)
511 swrast
->Point
= _swrast_validate_point
;
513 if (new_state
& _SWRAST_NEW_BLEND_FUNC
)
514 swrast
->BlendFunc
= _swrast_validate_blend_func
;
516 if (new_state
& _SWRAST_NEW_TEXTURE_SAMPLE_FUNC
)
517 for (i
= 0 ; i
< ctx
->Const
.MaxTextureImageUnits
; i
++)
518 swrast
->TextureSample
[i
] = NULL
;
523 _swrast_update_texture_samplers(GLcontext
*ctx
)
525 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
528 for (u
= 0; u
< ctx
->Const
.MaxTextureImageUnits
; u
++) {
529 const struct gl_texture_object
*tObj
= ctx
->Texture
.Unit
[u
]._Current
;
530 /* Note: If tObj is NULL, the sample function will be a simple
531 * function that just returns opaque black (0,0,0,1).
533 swrast
->TextureSample
[u
] = _swrast_choose_texture_sample_func(ctx
, tObj
);
539 * Update swrast->_ActiveAttribs, swrast->_NumActiveAttribs,
540 * swrast->_ActiveAtttribMask.
543 _swrast_update_active_attribs(GLcontext
*ctx
)
545 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
549 * Compute _ActiveAttribsMask = which fragment attributes are needed.
551 if (ctx
->FragmentProgram
._Current
) {
552 /* fragment program/shader */
553 attribsMask
= ctx
->FragmentProgram
._Current
->Base
.InputsRead
;
554 attribsMask
&= ~FRAG_BIT_WPOS
; /* WPOS is always handled specially */
556 else if (ctx
->ATIFragmentShader
._Enabled
) {
557 attribsMask
= ~0; /* XXX fix me */
563 #if CHAN_TYPE == GL_FLOAT
564 attribsMask
|= FRAG_BIT_COL0
;
567 if (ctx
->Fog
.ColorSumEnabled
||
568 (ctx
->Light
.Enabled
&&
569 ctx
->Light
.Model
.ColorControl
== GL_SEPARATE_SPECULAR_COLOR
)) {
570 attribsMask
|= FRAG_BIT_COL1
;
573 if (swrast
->_FogEnabled
)
574 attribsMask
|= FRAG_BIT_FOGC
;
576 attribsMask
|= (ctx
->Texture
._EnabledUnits
<< FRAG_ATTRIB_TEX0
);
579 swrast
->_ActiveAttribMask
= attribsMask
;
581 /* Update _ActiveAttribs[] list */
584 for (i
= 0; i
< FRAG_ATTRIB_MAX
; i
++) {
585 if (attribsMask
& (1 << i
)) {
586 swrast
->_ActiveAttribs
[num
++] = i
;
587 /* how should this attribute be interpolated? */
588 if (i
== FRAG_ATTRIB_COL0
|| i
== FRAG_ATTRIB_COL1
)
589 swrast
->_InterpMode
[i
] = ctx
->Light
.ShadeModel
;
591 swrast
->_InterpMode
[i
] = GL_SMOOTH
;
594 swrast
->_NumActiveAttribs
= num
;
600 * Update the swrast->_ColorOutputsMask which indicates which color
601 * renderbuffers (aka rendertargets) are being written to by the current
603 * We also take glDrawBuffers() into account to skip outputs that are
607 _swrast_update_color_outputs(GLcontext
*ctx
)
609 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
610 const struct gl_framebuffer
*fb
= ctx
->DrawBuffer
;
612 swrast
->_ColorOutputsMask
= 0;
613 swrast
->_NumColorOutputs
= 0;
615 if (ctx
->FragmentProgram
._Current
) {
616 const GLbitfield outputsWritten
617 = ctx
->FragmentProgram
._Current
->Base
.OutputsWritten
;
619 for (output
= 0; output
< ctx
->Const
.MaxDrawBuffers
; output
++) {
620 if ((outputsWritten
& (1 << (FRAG_RESULT_DATA0
+ output
)))
621 && (fb
->_NumColorDrawBuffers
[output
] > 0)) {
622 swrast
->_ColorOutputsMask
|= (1 << output
);
623 swrast
->_NumColorOutputs
= output
+ 1;
627 if (swrast
->_ColorOutputsMask
== 0x0) {
628 /* no fragment program, or frag prog didn't write to gl_FragData[] */
629 if (fb
->_NumColorDrawBuffers
[0] > 0) {
630 swrast
->_ColorOutputsMask
= 0x1;
631 swrast
->_NumColorOutputs
= 1;
638 _swrast_validate_derived( GLcontext
*ctx
)
640 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
642 if (swrast
->NewState
) {
643 if (swrast
->NewState
& _NEW_POLYGON
)
644 _swrast_update_polygon( ctx
);
646 if (swrast
->NewState
& (_NEW_HINT
| _NEW_PROGRAM
))
647 _swrast_update_fog_hint( ctx
);
649 if (swrast
->NewState
& _SWRAST_NEW_TEXTURE_ENV_MODE
)
650 _swrast_update_texture_env( ctx
);
652 if (swrast
->NewState
& (_NEW_FOG
| _NEW_PROGRAM
))
653 _swrast_update_fog_state( ctx
);
655 if (swrast
->NewState
& (_NEW_MODELVIEW
|
657 _NEW_TEXTURE_MATRIX
|
666 _swrast_update_fragment_program( ctx
, swrast
->NewState
);
668 if (swrast
->NewState
& (_NEW_TEXTURE
| _NEW_PROGRAM
)) {
669 _swrast_update_texture_samplers( ctx
);
670 _swrast_validate_texture_images(ctx
);
673 if (swrast
->NewState
& (_NEW_COLOR
| _NEW_PROGRAM
))
674 _swrast_update_deferred_texture(ctx
);
676 if (swrast
->NewState
& _SWRAST_NEW_RASTERMASK
)
677 _swrast_update_rasterflags( ctx
);
679 if (swrast
->NewState
& (_NEW_DEPTH
|
684 _swrast_update_active_attribs(ctx
);
686 if (swrast
->NewState
& (_NEW_PROGRAM
| _NEW_BUFFERS
))
687 _swrast_update_color_outputs(ctx
);
689 swrast
->NewState
= 0;
690 swrast
->StateChanges
= 0;
691 swrast
->InvalidateState
= _swrast_invalidate_state
;
695 #define SWRAST_DEBUG 0
697 /* Public entrypoints: See also s_accum.c, s_bitmap.c, etc.
700 _swrast_Quad( GLcontext
*ctx
,
701 const SWvertex
*v0
, const SWvertex
*v1
,
702 const SWvertex
*v2
, const SWvertex
*v3
)
705 _mesa_debug(ctx
, "_swrast_Quad\n");
706 _swrast_print_vertex( ctx
, v0
);
707 _swrast_print_vertex( ctx
, v1
);
708 _swrast_print_vertex( ctx
, v2
);
709 _swrast_print_vertex( ctx
, v3
);
711 SWRAST_CONTEXT(ctx
)->Triangle( ctx
, v0
, v1
, v3
);
712 SWRAST_CONTEXT(ctx
)->Triangle( ctx
, v1
, v2
, v3
);
716 _swrast_Triangle( GLcontext
*ctx
, const SWvertex
*v0
,
717 const SWvertex
*v1
, const SWvertex
*v2
)
720 _mesa_debug(ctx
, "_swrast_Triangle\n");
721 _swrast_print_vertex( ctx
, v0
);
722 _swrast_print_vertex( ctx
, v1
);
723 _swrast_print_vertex( ctx
, v2
);
725 SWRAST_CONTEXT(ctx
)->Triangle( ctx
, v0
, v1
, v2
);
729 _swrast_Line( GLcontext
*ctx
, const SWvertex
*v0
, const SWvertex
*v1
)
732 _mesa_debug(ctx
, "_swrast_Line\n");
733 _swrast_print_vertex( ctx
, v0
);
734 _swrast_print_vertex( ctx
, v1
);
736 SWRAST_CONTEXT(ctx
)->Line( ctx
, v0
, v1
);
740 _swrast_Point( GLcontext
*ctx
, const SWvertex
*v0
)
743 _mesa_debug(ctx
, "_swrast_Point\n");
744 _swrast_print_vertex( ctx
, v0
);
746 SWRAST_CONTEXT(ctx
)->Point( ctx
, v0
);
750 _swrast_InvalidateState( GLcontext
*ctx
, GLbitfield new_state
)
753 _mesa_debug(ctx
, "_swrast_InvalidateState\n");
755 SWRAST_CONTEXT(ctx
)->InvalidateState( ctx
, new_state
);
759 _swrast_ResetLineStipple( GLcontext
*ctx
)
762 _mesa_debug(ctx
, "_swrast_ResetLineStipple\n");
764 SWRAST_CONTEXT(ctx
)->StippleCounter
= 0;
768 _swrast_SetFacing(GLcontext
*ctx
, GLuint facing
)
770 SWRAST_CONTEXT(ctx
)->PointLineFacing
= facing
;
774 _swrast_allow_vertex_fog( GLcontext
*ctx
, GLboolean value
)
777 _mesa_debug(ctx
, "_swrast_allow_vertex_fog %d\n", value
);
779 SWRAST_CONTEXT(ctx
)->InvalidateState( ctx
, _NEW_HINT
);
780 SWRAST_CONTEXT(ctx
)->AllowVertexFog
= value
;
784 _swrast_allow_pixel_fog( GLcontext
*ctx
, GLboolean value
)
787 _mesa_debug(ctx
, "_swrast_allow_pixel_fog %d\n", value
);
789 SWRAST_CONTEXT(ctx
)->InvalidateState( ctx
, _NEW_HINT
);
790 SWRAST_CONTEXT(ctx
)->AllowPixelFog
= value
;
795 _swrast_CreateContext( GLcontext
*ctx
)
798 SWcontext
*swrast
= (SWcontext
*)CALLOC(sizeof(SWcontext
));
801 _mesa_debug(ctx
, "_swrast_CreateContext\n");
807 swrast
->NewState
= ~0;
809 swrast
->choose_point
= _swrast_choose_point
;
810 swrast
->choose_line
= _swrast_choose_line
;
811 swrast
->choose_triangle
= _swrast_choose_triangle
;
813 swrast
->InvalidatePointMask
= _SWRAST_NEW_POINT
;
814 swrast
->InvalidateLineMask
= _SWRAST_NEW_LINE
;
815 swrast
->InvalidateTriangleMask
= _SWRAST_NEW_TRIANGLE
;
817 swrast
->Point
= _swrast_validate_point
;
818 swrast
->Line
= _swrast_validate_line
;
819 swrast
->Triangle
= _swrast_validate_triangle
;
820 swrast
->InvalidateState
= _swrast_sleep
;
821 swrast
->BlendFunc
= _swrast_validate_blend_func
;
823 swrast
->AllowVertexFog
= GL_TRUE
;
824 swrast
->AllowPixelFog
= GL_TRUE
;
826 /* Optimized Accum buffer */
827 swrast
->_IntegerAccumMode
= GL_FALSE
;
828 swrast
->_IntegerAccumScaler
= 0.0;
830 for (i
= 0; i
< MAX_TEXTURE_IMAGE_UNITS
; i
++)
831 swrast
->TextureSample
[i
] = NULL
;
833 swrast
->SpanArrays
= MALLOC_STRUCT(sw_span_arrays
);
834 if (!swrast
->SpanArrays
) {
838 swrast
->SpanArrays
->ChanType
= CHAN_TYPE
;
839 #if CHAN_TYPE == GL_UNSIGNED_BYTE
840 swrast
->SpanArrays
->rgba
= swrast
->SpanArrays
->rgba8
;
841 #elif CHAN_TYPE == GL_UNSIGNED_SHORT
842 swrast
->SpanArrays
->rgba
= swrast
->SpanArrays
->rgba16
;
844 swrast
->SpanArrays
->rgba
= swrast
->SpanArrays
->attribs
[FRAG_ATTRIB_COL0
];
847 /* init point span buffer */
848 swrast
->PointSpan
.primitive
= GL_POINT
;
849 swrast
->PointSpan
.end
= 0;
850 swrast
->PointSpan
.facing
= 0;
851 swrast
->PointSpan
.array
= swrast
->SpanArrays
;
853 swrast
->TexelBuffer
= (GLchan
*) MALLOC(ctx
->Const
.MaxTextureImageUnits
*
854 MAX_WIDTH
* 4 * sizeof(GLchan
));
855 if (!swrast
->TexelBuffer
) {
856 FREE(swrast
->SpanArrays
);
861 ctx
->swrast_context
= swrast
;
867 _swrast_DestroyContext( GLcontext
*ctx
)
869 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
872 _mesa_debug(ctx
, "_swrast_DestroyContext\n");
875 FREE( swrast
->SpanArrays
);
876 FREE( swrast
->TexelBuffer
);
879 ctx
->swrast_context
= 0;
883 struct swrast_device_driver
*
884 _swrast_GetDeviceDriverReference( GLcontext
*ctx
)
886 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
887 return &swrast
->Driver
;
891 _swrast_flush( GLcontext
*ctx
)
893 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
894 /* flush any pending fragments from rendering points */
895 if (swrast
->PointSpan
.end
> 0) {
896 if (ctx
->Visual
.rgbMode
) {
897 _swrast_write_rgba_span(ctx
, &(swrast
->PointSpan
));
900 _swrast_write_index_span(ctx
, &(swrast
->PointSpan
));
902 swrast
->PointSpan
.end
= 0;
907 _swrast_render_primitive( GLcontext
*ctx
, GLenum prim
)
909 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
910 if (swrast
->Primitive
== GL_POINTS
&& prim
!= GL_POINTS
) {
913 swrast
->Primitive
= prim
;
918 _swrast_render_start( GLcontext
*ctx
)
920 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
921 if (swrast
->Driver
.SpanRenderStart
)
922 swrast
->Driver
.SpanRenderStart( ctx
);
923 swrast
->PointSpan
.end
= 0;
927 _swrast_render_finish( GLcontext
*ctx
)
929 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
930 if (swrast
->Driver
.SpanRenderFinish
)
931 swrast
->Driver
.SpanRenderFinish( ctx
);
937 #define SWRAST_DEBUG_VERTICES 0
940 _swrast_print_vertex( GLcontext
*ctx
, const SWvertex
*v
)
944 if (SWRAST_DEBUG_VERTICES
) {
945 _mesa_debug(ctx
, "win %f %f %f %f\n",
946 v
->attrib
[FRAG_ATTRIB_WPOS
][0],
947 v
->attrib
[FRAG_ATTRIB_WPOS
][1],
948 v
->attrib
[FRAG_ATTRIB_WPOS
][2],
949 v
->attrib
[FRAG_ATTRIB_WPOS
][3]);
951 for (i
= 0 ; i
< ctx
->Const
.MaxTextureCoordUnits
; i
++)
952 if (ctx
->Texture
.Unit
[i
]._ReallyEnabled
)
953 _mesa_debug(ctx
, "texcoord[%d] %f %f %f %f\n", i
,
954 v
->attrib
[FRAG_ATTRIB_TEX0
+ i
][0],
955 v
->attrib
[FRAG_ATTRIB_TEX0
+ i
][1],
956 v
->attrib
[FRAG_ATTRIB_TEX0
+ i
][2],
957 v
->attrib
[FRAG_ATTRIB_TEX0
+ i
][3]);
959 #if CHAN_TYPE == GL_FLOAT
960 _mesa_debug(ctx
, "color %f %f %f %f\n",
961 v
->color
[0], v
->color
[1], v
->color
[2], v
->color
[3]);
963 _mesa_debug(ctx
, "color %d %d %d %d\n",
964 v
->color
[0], v
->color
[1], v
->color
[2], v
->color
[3]);
966 _mesa_debug(ctx
, "spec %g %g %g %g\n",
967 v
->attrib
[FRAG_ATTRIB_COL1
][0],
968 v
->attrib
[FRAG_ATTRIB_COL1
][1],
969 v
->attrib
[FRAG_ATTRIB_COL1
][2],
970 v
->attrib
[FRAG_ATTRIB_COL1
][3]);
971 _mesa_debug(ctx
, "fog %f\n", v
->attrib
[FRAG_ATTRIB_FOGC
][0]);
972 _mesa_debug(ctx
, "index %d\n", v
->attrib
[FRAG_ATTRIB_CI
][0]);
973 _mesa_debug(ctx
, "pointsize %f\n", v
->pointSize
);
974 _mesa_debug(ctx
, "\n");