mesa: Prefix main includes with dir to avoid conflicts.
[mesa.git] / src / mesa / swrast / s_context.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.1
4 *
5 * Copyright (C) 1999-2007 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 "bufferobj.h"
31 #include "main/context.h"
32 #include "main/colormac.h"
33 #include "main/mtypes.h"
34 #include "teximage.h"
35 #include "swrast.h"
36 #include "shader/prog_statevars.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 */
52 static void
53 _swrast_update_rasterflags( GLcontext *ctx )
54 {
55 SWcontext *swrast = SWRAST_CONTEXT(ctx);
56 GLbitfield rasterMask = 0;
57
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;
69 }
70 else {
71 if (ctx->Color.IndexMask != 0xffffffff) rasterMask |= MASKING_BIT;
72 if (ctx->Color.IndexLogicOpEnabled) rasterMask |= LOGIC_OP_BIT;
73 }
74
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;
80 }
81
82 if (ctx->Query.CurrentOcclusionObject)
83 rasterMask |= OCCLUSION_BIT;
84
85
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.
89 */
90 if (ctx->DrawBuffer->_NumColorDrawBuffers[0] != 1) {
91 /* more than one color buffer designated for writing (or zero buffers) */
92 rasterMask |= MULTI_DRAW_BIT;
93 }
94 else if (ctx->Visual.rgbMode && *((GLuint *) ctx->Color.ColorMask) == 0) {
95 rasterMask |= MULTI_DRAW_BIT; /* all RGBA channels disabled */
96 }
97 else if (!ctx->Visual.rgbMode && ctx->Color.IndexMask==0) {
98 rasterMask |= MULTI_DRAW_BIT; /* all color index bits disabled */
99 }
100
101 if (ctx->FragmentProgram._Current) {
102 rasterMask |= FRAGPROG_BIT;
103 }
104
105 if (ctx->ATIFragmentShader._Enabled) {
106 rasterMask |= ATIFRAGSHADER_BIT;
107 }
108
109 #if CHAN_TYPE == GL_FLOAT
110 if (ctx->Color.ClampFragmentColor == GL_TRUE) {
111 rasterMask |= CLAMPING_BIT;
112 }
113 #endif
114
115 SWRAST_CONTEXT(ctx)->_RasterMask = rasterMask;
116 }
117
118
119 /**
120 * Examine polycon culls tate to compute the _BackfaceSign field.
121 * _BackfaceSign will be 0 if no culling, -1 if culling back-faces,
122 * and 1 if culling front-faces. The Polygon FrontFace state also
123 * factors in.
124 */
125 static void
126 _swrast_update_polygon( GLcontext *ctx )
127 {
128 GLfloat backface_sign;
129
130 if (ctx->Polygon.CullFlag) {
131 backface_sign = 1.0;
132 switch (ctx->Polygon.CullFaceMode) {
133 case GL_BACK:
134 if (ctx->Polygon.FrontFace == GL_CCW)
135 backface_sign = -1.0;
136 break;
137 case GL_FRONT:
138 if (ctx->Polygon.FrontFace != GL_CCW)
139 backface_sign = -1.0;
140 break;
141 case GL_FRONT_AND_BACK:
142 /* fallthrough */
143 default:
144 backface_sign = 0.0;
145 break;
146 }
147 }
148 else {
149 backface_sign = 0.0;
150 }
151
152 SWRAST_CONTEXT(ctx)->_BackfaceSign = backface_sign;
153 }
154
155
156 /**
157 * Update the _PreferPixelFog field to indicate if we need to compute
158 * fog blend factors (from the fog coords) per-fragment.
159 */
160 static void
161 _swrast_update_fog_hint( GLcontext *ctx )
162 {
163 SWcontext *swrast = SWRAST_CONTEXT(ctx);
164 swrast->_PreferPixelFog = (!swrast->AllowVertexFog ||
165 ctx->FragmentProgram._Current ||
166 (ctx->Hint.Fog == GL_NICEST &&
167 swrast->AllowPixelFog));
168 }
169
170
171
172 /**
173 * Update the swrast->_AnyTextureCombine flag.
174 */
175 static void
176 _swrast_update_texture_env( GLcontext *ctx )
177 {
178 SWcontext *swrast = SWRAST_CONTEXT(ctx);
179 GLuint i;
180 swrast->_AnyTextureCombine = GL_FALSE;
181 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
182 if (ctx->Texture.Unit[i].EnvMode == GL_COMBINE_EXT ||
183 ctx->Texture.Unit[i].EnvMode == GL_COMBINE4_NV) {
184 swrast->_AnyTextureCombine = GL_TRUE;
185 return;
186 }
187 }
188 }
189
190
191 /**
192 * Determine if we can defer texturing/shading until after Z/stencil
193 * testing. This potentially allows us to skip texturing/shading for
194 * lots of fragments.
195 */
196 static void
197 _swrast_update_deferred_texture(GLcontext *ctx)
198 {
199 SWcontext *swrast = SWRAST_CONTEXT(ctx);
200 if (ctx->Color.AlphaEnabled) {
201 /* alpha test depends on post-texture/shader colors */
202 swrast->_DeferredTexture = GL_FALSE;
203 }
204 else {
205 const struct gl_fragment_program *fprog
206 = ctx->FragmentProgram._Current;
207 if (fprog && (fprog->Base.OutputsWritten & (1 << FRAG_RESULT_DEPR))) {
208 /* Z comes from fragment program/shader */
209 swrast->_DeferredTexture = GL_FALSE;
210 }
211 else if (ctx->Query.CurrentOcclusionObject) {
212 /* occlusion query depends on shader discard/kill results */
213 swrast->_DeferredTexture = GL_FALSE;
214 }
215 else {
216 swrast->_DeferredTexture = GL_TRUE;
217 }
218 }
219 }
220
221
222 /**
223 * Update swrast->_FogColor and swrast->_FogEnable values.
224 */
225 static void
226 _swrast_update_fog_state( GLcontext *ctx )
227 {
228 SWcontext *swrast = SWRAST_CONTEXT(ctx);
229 const struct gl_fragment_program *fp = ctx->FragmentProgram._Current;
230
231 /* determine if fog is needed, and if so, which fog mode */
232 swrast->_FogEnabled = GL_FALSE;
233 if (fp && fp->Base.Target == GL_FRAGMENT_PROGRAM_ARB) {
234 if (fp->FogOption != GL_NONE) {
235 swrast->_FogEnabled = GL_TRUE;
236 swrast->_FogMode = fp->FogOption;
237 }
238 }
239 else if (ctx->Fog.Enabled) {
240 swrast->_FogEnabled = GL_TRUE;
241 swrast->_FogMode = ctx->Fog.Mode;
242 }
243 }
244
245
246 /**
247 * Update state for running fragment programs. Basically, load the
248 * program parameters with current state values.
249 */
250 static void
251 _swrast_update_fragment_program(GLcontext *ctx, GLbitfield newState)
252 {
253 const struct gl_fragment_program *fp = ctx->FragmentProgram._Current;
254 if (fp) {
255 #if 0
256 /* XXX Need a way to trigger the initial loading of parameters
257 * even when there's no recent state changes.
258 */
259 if (fp->Base.Parameters->StateFlags & newState)
260 #endif
261 _mesa_load_state_parameters(ctx, fp->Base.Parameters);
262 }
263 }
264
265
266
267 #define _SWRAST_NEW_DERIVED (_SWRAST_NEW_RASTERMASK | \
268 _NEW_TEXTURE | \
269 _NEW_HINT | \
270 _NEW_POLYGON )
271
272 /* State referenced by _swrast_choose_triangle, _swrast_choose_line.
273 */
274 #define _SWRAST_NEW_TRIANGLE (_SWRAST_NEW_DERIVED | \
275 _NEW_RENDERMODE| \
276 _NEW_POLYGON| \
277 _NEW_DEPTH| \
278 _NEW_STENCIL| \
279 _NEW_COLOR| \
280 _NEW_TEXTURE| \
281 _SWRAST_NEW_RASTERMASK| \
282 _NEW_LIGHT| \
283 _NEW_FOG | \
284 _DD_NEW_SEPARATE_SPECULAR)
285
286 #define _SWRAST_NEW_LINE (_SWRAST_NEW_DERIVED | \
287 _NEW_RENDERMODE| \
288 _NEW_LINE| \
289 _NEW_TEXTURE| \
290 _NEW_LIGHT| \
291 _NEW_FOG| \
292 _NEW_DEPTH | \
293 _DD_NEW_SEPARATE_SPECULAR)
294
295 #define _SWRAST_NEW_POINT (_SWRAST_NEW_DERIVED | \
296 _NEW_RENDERMODE | \
297 _NEW_POINT | \
298 _NEW_TEXTURE | \
299 _NEW_LIGHT | \
300 _NEW_FOG | \
301 _DD_NEW_SEPARATE_SPECULAR)
302
303 #define _SWRAST_NEW_TEXTURE_SAMPLE_FUNC _NEW_TEXTURE
304
305 #define _SWRAST_NEW_TEXTURE_ENV_MODE _NEW_TEXTURE
306
307 #define _SWRAST_NEW_BLEND_FUNC _NEW_COLOR
308
309
310
311 /**
312 * Stub for swrast->Triangle to select a true triangle function
313 * after a state change.
314 */
315 static void
316 _swrast_validate_triangle( GLcontext *ctx,
317 const SWvertex *v0,
318 const SWvertex *v1,
319 const SWvertex *v2 )
320 {
321 SWcontext *swrast = SWRAST_CONTEXT(ctx);
322
323 _swrast_validate_derived( ctx );
324 swrast->choose_triangle( ctx );
325 ASSERT(swrast->Triangle);
326
327 if (ctx->Texture._EnabledUnits == 0
328 && NEED_SECONDARY_COLOR(ctx)
329 && !ctx->FragmentProgram._Current) {
330 /* separate specular color, but no texture */
331 swrast->SpecTriangle = swrast->Triangle;
332 swrast->Triangle = _swrast_add_spec_terms_triangle;
333 }
334
335 swrast->Triangle( ctx, v0, v1, v2 );
336 }
337
338 /**
339 * Called via swrast->Line. Examine current GL state and choose a software
340 * line routine. Then call it.
341 */
342 static void
343 _swrast_validate_line( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1 )
344 {
345 SWcontext *swrast = SWRAST_CONTEXT(ctx);
346
347 _swrast_validate_derived( ctx );
348 swrast->choose_line( ctx );
349 ASSERT(swrast->Line);
350
351 if (ctx->Texture._EnabledUnits == 0
352 && NEED_SECONDARY_COLOR(ctx)
353 && !ctx->FragmentProgram._Current) {
354 swrast->SpecLine = swrast->Line;
355 swrast->Line = _swrast_add_spec_terms_line;
356 }
357
358 swrast->Line( ctx, v0, v1 );
359 }
360
361 /**
362 * Called via swrast->Point. Examine current GL state and choose a software
363 * point routine. Then call it.
364 */
365 static void
366 _swrast_validate_point( GLcontext *ctx, const SWvertex *v0 )
367 {
368 SWcontext *swrast = SWRAST_CONTEXT(ctx);
369
370 _swrast_validate_derived( ctx );
371 swrast->choose_point( ctx );
372
373 if (ctx->Texture._EnabledUnits == 0
374 && NEED_SECONDARY_COLOR(ctx)
375 && !ctx->FragmentProgram._Current) {
376 swrast->SpecPoint = swrast->Point;
377 swrast->Point = _swrast_add_spec_terms_point;
378 }
379
380 swrast->Point( ctx, v0 );
381 }
382
383
384 /**
385 * Called via swrast->BlendFunc. Examine GL state to choose a blending
386 * function, then call it.
387 */
388 static void _ASMAPI
389 _swrast_validate_blend_func(GLcontext *ctx, GLuint n, const GLubyte mask[],
390 GLvoid *src, const GLvoid *dst,
391 GLenum chanType )
392 {
393 SWcontext *swrast = SWRAST_CONTEXT(ctx);
394
395 _swrast_validate_derived( ctx ); /* why is this needed? */
396 _swrast_choose_blend_func( ctx, chanType );
397
398 swrast->BlendFunc( ctx, n, mask, src, dst, chanType );
399 }
400
401
402 /**
403 * Make sure we have texture image data for all the textures we may need
404 * for subsequent rendering.
405 */
406 static void
407 _swrast_validate_texture_images(GLcontext *ctx)
408 {
409 SWcontext *swrast = SWRAST_CONTEXT(ctx);
410 GLuint u;
411
412 if (!swrast->ValidateTextureImage || !ctx->Texture._EnabledUnits) {
413 /* no textures enabled, or no way to validate images! */
414 return;
415 }
416
417 for (u = 0; u < ctx->Const.MaxTextureImageUnits; u++) {
418 if (ctx->Texture.Unit[u]._ReallyEnabled) {
419 struct gl_texture_object *texObj = ctx->Texture.Unit[u]._Current;
420 ASSERT(texObj);
421 if (texObj) {
422 GLuint numFaces = (texObj->Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
423 GLuint face;
424 for (face = 0; face < numFaces; face++) {
425 GLint lvl;
426 for (lvl = texObj->BaseLevel; lvl <= texObj->_MaxLevel; lvl++) {
427 struct gl_texture_image *texImg = texObj->Image[face][lvl];
428 if (texImg && !texImg->Data) {
429 swrast->ValidateTextureImage(ctx, texObj, face, lvl);
430 ASSERT(texObj->Image[face][lvl]->Data);
431 }
432 }
433 }
434 }
435 }
436 }
437 }
438
439
440 /**
441 * Free the texture image data attached to all currently enabled
442 * textures. Meant to be called by device drivers when transitioning
443 * from software to hardware rendering.
444 */
445 void
446 _swrast_eject_texture_images(GLcontext *ctx)
447 {
448 GLuint u;
449
450 if (!ctx->Texture._EnabledUnits) {
451 /* no textures enabled */
452 return;
453 }
454
455 for (u = 0; u < ctx->Const.MaxTextureImageUnits; u++) {
456 if (ctx->Texture.Unit[u]._ReallyEnabled) {
457 struct gl_texture_object *texObj = ctx->Texture.Unit[u]._Current;
458 ASSERT(texObj);
459 if (texObj) {
460 GLuint numFaces = (texObj->Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
461 GLuint face;
462 for (face = 0; face < numFaces; face++) {
463 GLint lvl;
464 for (lvl = texObj->BaseLevel; lvl <= texObj->_MaxLevel; lvl++) {
465 struct gl_texture_image *texImg = texObj->Image[face][lvl];
466 if (texImg && texImg->Data) {
467 _mesa_free_texmemory(texImg->Data);
468 texImg->Data = NULL;
469 }
470 }
471 }
472 }
473 }
474 }
475 }
476
477
478
479 static void
480 _swrast_sleep( GLcontext *ctx, GLbitfield new_state )
481 {
482 (void) ctx; (void) new_state;
483 }
484
485
486 static void
487 _swrast_invalidate_state( GLcontext *ctx, GLbitfield new_state )
488 {
489 SWcontext *swrast = SWRAST_CONTEXT(ctx);
490 GLuint i;
491
492 swrast->NewState |= new_state;
493
494 /* After 10 statechanges without any swrast functions being called,
495 * put the module to sleep.
496 */
497 if (++swrast->StateChanges > 10) {
498 swrast->InvalidateState = _swrast_sleep;
499 swrast->NewState = ~0;
500 new_state = ~0;
501 }
502
503 if (new_state & swrast->InvalidateTriangleMask)
504 swrast->Triangle = _swrast_validate_triangle;
505
506 if (new_state & swrast->InvalidateLineMask)
507 swrast->Line = _swrast_validate_line;
508
509 if (new_state & swrast->InvalidatePointMask)
510 swrast->Point = _swrast_validate_point;
511
512 if (new_state & _SWRAST_NEW_BLEND_FUNC)
513 swrast->BlendFunc = _swrast_validate_blend_func;
514
515 if (new_state & _SWRAST_NEW_TEXTURE_SAMPLE_FUNC)
516 for (i = 0 ; i < ctx->Const.MaxTextureImageUnits ; i++)
517 swrast->TextureSample[i] = NULL;
518 }
519
520
521 void
522 _swrast_update_texture_samplers(GLcontext *ctx)
523 {
524 SWcontext *swrast = SWRAST_CONTEXT(ctx);
525 GLuint u;
526
527 if (!swrast)
528 return; /* pipe hack */
529
530 for (u = 0; u < ctx->Const.MaxTextureImageUnits; u++) {
531 const struct gl_texture_object *tObj = ctx->Texture.Unit[u]._Current;
532 /* Note: If tObj is NULL, the sample function will be a simple
533 * function that just returns opaque black (0,0,0,1).
534 */
535 swrast->TextureSample[u] = _swrast_choose_texture_sample_func(ctx, tObj);
536 }
537 }
538
539
540 /**
541 * Update swrast->_ActiveAttribs, swrast->_NumActiveAttribs,
542 * swrast->_ActiveAtttribMask.
543 */
544 static void
545 _swrast_update_active_attribs(GLcontext *ctx)
546 {
547 SWcontext *swrast = SWRAST_CONTEXT(ctx);
548 GLuint attribsMask;
549
550 /*
551 * Compute _ActiveAttribsMask = which fragment attributes are needed.
552 */
553 if (ctx->FragmentProgram._Current) {
554 /* fragment program/shader */
555 attribsMask = ctx->FragmentProgram._Current->Base.InputsRead;
556 attribsMask &= ~FRAG_BIT_WPOS; /* WPOS is always handled specially */
557 }
558 else if (ctx->ATIFragmentShader._Enabled) {
559 attribsMask = ~0; /* XXX fix me */
560 }
561 else {
562 /* fixed function */
563 attribsMask = 0x0;
564
565 #if CHAN_TYPE == GL_FLOAT
566 attribsMask |= FRAG_BIT_COL0;
567 #endif
568
569 if (ctx->Fog.ColorSumEnabled ||
570 (ctx->Light.Enabled &&
571 ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)) {
572 attribsMask |= FRAG_BIT_COL1;
573 }
574
575 if (swrast->_FogEnabled)
576 attribsMask |= FRAG_BIT_FOGC;
577
578 attribsMask |= (ctx->Texture._EnabledUnits << FRAG_ATTRIB_TEX0);
579 }
580
581 swrast->_ActiveAttribMask = attribsMask;
582
583 /* Update _ActiveAttribs[] list */
584 {
585 GLuint i, num = 0;
586 for (i = 0; i < FRAG_ATTRIB_MAX; i++) {
587 if (attribsMask & (1 << i)) {
588 swrast->_ActiveAttribs[num++] = i;
589 /* how should this attribute be interpolated? */
590 if (i == FRAG_ATTRIB_COL0 || i == FRAG_ATTRIB_COL1)
591 swrast->_InterpMode[i] = ctx->Light.ShadeModel;
592 else
593 swrast->_InterpMode[i] = GL_SMOOTH;
594 }
595 }
596 swrast->_NumActiveAttribs = num;
597 }
598 }
599
600
601 /**
602 * Update the swrast->_ColorOutputsMask which indicates which color
603 * renderbuffers (aka rendertargets) are being written to by the current
604 * fragment program.
605 * We also take glDrawBuffers() into account to skip outputs that are
606 * set to GL_NONE.
607 */
608 static void
609 _swrast_update_color_outputs(GLcontext *ctx)
610 {
611 SWcontext *swrast = SWRAST_CONTEXT(ctx);
612 const struct gl_framebuffer *fb = ctx->DrawBuffer;
613
614 swrast->_ColorOutputsMask = 0;
615 swrast->_NumColorOutputs = 0;
616
617 if (ctx->FragmentProgram._Current) {
618 const GLbitfield outputsWritten
619 = ctx->FragmentProgram._Current->Base.OutputsWritten;
620 GLuint output;
621 for (output = 0; output < ctx->Const.MaxDrawBuffers; output++) {
622 if ((outputsWritten & (1 << (FRAG_RESULT_DATA0 + output)))
623 && (fb->_NumColorDrawBuffers[output] > 0)) {
624 swrast->_ColorOutputsMask |= (1 << output);
625 swrast->_NumColorOutputs = output + 1;
626 }
627 }
628 }
629 if (swrast->_ColorOutputsMask == 0x0) {
630 /* no fragment program, or frag prog didn't write to gl_FragData[] */
631 if (fb->_NumColorDrawBuffers[0] > 0) {
632 swrast->_ColorOutputsMask = 0x1;
633 swrast->_NumColorOutputs = 1;
634 }
635 }
636 }
637
638
639 void
640 _swrast_validate_derived( GLcontext *ctx )
641 {
642 SWcontext *swrast = SWRAST_CONTEXT(ctx);
643
644 if (swrast->NewState) {
645 if (swrast->NewState & _NEW_POLYGON)
646 _swrast_update_polygon( ctx );
647
648 if (swrast->NewState & (_NEW_HINT | _NEW_PROGRAM))
649 _swrast_update_fog_hint( ctx );
650
651 if (swrast->NewState & _SWRAST_NEW_TEXTURE_ENV_MODE)
652 _swrast_update_texture_env( ctx );
653
654 if (swrast->NewState & (_NEW_FOG | _NEW_PROGRAM))
655 _swrast_update_fog_state( ctx );
656
657 if (swrast->NewState & (_NEW_MODELVIEW |
658 _NEW_PROJECTION |
659 _NEW_TEXTURE_MATRIX |
660 _NEW_FOG |
661 _NEW_LIGHT |
662 _NEW_LINE |
663 _NEW_TEXTURE |
664 _NEW_TRANSFORM |
665 _NEW_POINT |
666 _NEW_VIEWPORT |
667 _NEW_PROGRAM))
668 _swrast_update_fragment_program( ctx, swrast->NewState );
669
670 if (swrast->NewState & (_NEW_TEXTURE | _NEW_PROGRAM)) {
671 _swrast_update_texture_samplers( ctx );
672 _swrast_validate_texture_images(ctx);
673 }
674
675 if (swrast->NewState & (_NEW_COLOR | _NEW_PROGRAM))
676 _swrast_update_deferred_texture(ctx);
677
678 if (swrast->NewState & _SWRAST_NEW_RASTERMASK)
679 _swrast_update_rasterflags( ctx );
680
681 if (swrast->NewState & (_NEW_DEPTH |
682 _NEW_FOG |
683 _NEW_LIGHT |
684 _NEW_PROGRAM |
685 _NEW_TEXTURE))
686 _swrast_update_active_attribs(ctx);
687
688 if (swrast->NewState & (_NEW_PROGRAM | _NEW_BUFFERS))
689 _swrast_update_color_outputs(ctx);
690
691 swrast->NewState = 0;
692 swrast->StateChanges = 0;
693 swrast->InvalidateState = _swrast_invalidate_state;
694 }
695 }
696
697 #define SWRAST_DEBUG 0
698
699 /* Public entrypoints: See also s_accum.c, s_bitmap.c, etc.
700 */
701 void
702 _swrast_Quad( GLcontext *ctx,
703 const SWvertex *v0, const SWvertex *v1,
704 const SWvertex *v2, const SWvertex *v3 )
705 {
706 if (SWRAST_DEBUG) {
707 _mesa_debug(ctx, "_swrast_Quad\n");
708 _swrast_print_vertex( ctx, v0 );
709 _swrast_print_vertex( ctx, v1 );
710 _swrast_print_vertex( ctx, v2 );
711 _swrast_print_vertex( ctx, v3 );
712 }
713 SWRAST_CONTEXT(ctx)->Triangle( ctx, v0, v1, v3 );
714 SWRAST_CONTEXT(ctx)->Triangle( ctx, v1, v2, v3 );
715 }
716
717 void
718 _swrast_Triangle( GLcontext *ctx, const SWvertex *v0,
719 const SWvertex *v1, const SWvertex *v2 )
720 {
721 if (SWRAST_DEBUG) {
722 _mesa_debug(ctx, "_swrast_Triangle\n");
723 _swrast_print_vertex( ctx, v0 );
724 _swrast_print_vertex( ctx, v1 );
725 _swrast_print_vertex( ctx, v2 );
726 }
727 SWRAST_CONTEXT(ctx)->Triangle( ctx, v0, v1, v2 );
728 }
729
730 void
731 _swrast_Line( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1 )
732 {
733 if (SWRAST_DEBUG) {
734 _mesa_debug(ctx, "_swrast_Line\n");
735 _swrast_print_vertex( ctx, v0 );
736 _swrast_print_vertex( ctx, v1 );
737 }
738 SWRAST_CONTEXT(ctx)->Line( ctx, v0, v1 );
739 }
740
741 void
742 _swrast_Point( GLcontext *ctx, const SWvertex *v0 )
743 {
744 if (SWRAST_DEBUG) {
745 _mesa_debug(ctx, "_swrast_Point\n");
746 _swrast_print_vertex( ctx, v0 );
747 }
748 SWRAST_CONTEXT(ctx)->Point( ctx, v0 );
749 }
750
751 void
752 _swrast_InvalidateState( GLcontext *ctx, GLbitfield new_state )
753 {
754 if (SWRAST_DEBUG) {
755 _mesa_debug(ctx, "_swrast_InvalidateState\n");
756 }
757 SWRAST_CONTEXT(ctx)->InvalidateState( ctx, new_state );
758 }
759
760 void
761 _swrast_ResetLineStipple( GLcontext *ctx )
762 {
763 if (SWRAST_DEBUG) {
764 _mesa_debug(ctx, "_swrast_ResetLineStipple\n");
765 }
766 SWRAST_CONTEXT(ctx)->StippleCounter = 0;
767 }
768
769 void
770 _swrast_allow_vertex_fog( GLcontext *ctx, GLboolean value )
771 {
772 if (SWRAST_DEBUG) {
773 _mesa_debug(ctx, "_swrast_allow_vertex_fog %d\n", value);
774 }
775 SWRAST_CONTEXT(ctx)->InvalidateState( ctx, _NEW_HINT );
776 SWRAST_CONTEXT(ctx)->AllowVertexFog = value;
777 }
778
779 void
780 _swrast_allow_pixel_fog( GLcontext *ctx, GLboolean value )
781 {
782 if (SWRAST_DEBUG) {
783 _mesa_debug(ctx, "_swrast_allow_pixel_fog %d\n", value);
784 }
785 SWRAST_CONTEXT(ctx)->InvalidateState( ctx, _NEW_HINT );
786 SWRAST_CONTEXT(ctx)->AllowPixelFog = value;
787 }
788
789
790 GLboolean
791 _swrast_CreateContext( GLcontext *ctx )
792 {
793 GLuint i;
794 SWcontext *swrast = (SWcontext *)CALLOC(sizeof(SWcontext));
795
796 if (SWRAST_DEBUG) {
797 _mesa_debug(ctx, "_swrast_CreateContext\n");
798 }
799
800 if (!swrast)
801 return GL_FALSE;
802
803 swrast->NewState = ~0;
804
805 swrast->choose_point = _swrast_choose_point;
806 swrast->choose_line = _swrast_choose_line;
807 swrast->choose_triangle = _swrast_choose_triangle;
808
809 swrast->InvalidatePointMask = _SWRAST_NEW_POINT;
810 swrast->InvalidateLineMask = _SWRAST_NEW_LINE;
811 swrast->InvalidateTriangleMask = _SWRAST_NEW_TRIANGLE;
812
813 swrast->Point = _swrast_validate_point;
814 swrast->Line = _swrast_validate_line;
815 swrast->Triangle = _swrast_validate_triangle;
816 swrast->InvalidateState = _swrast_sleep;
817 swrast->BlendFunc = _swrast_validate_blend_func;
818
819 swrast->AllowVertexFog = GL_TRUE;
820 swrast->AllowPixelFog = GL_TRUE;
821
822 /* Optimized Accum buffer */
823 swrast->_IntegerAccumMode = GL_FALSE;
824 swrast->_IntegerAccumScaler = 0.0;
825
826 for (i = 0; i < MAX_TEXTURE_IMAGE_UNITS; i++)
827 swrast->TextureSample[i] = NULL;
828
829 swrast->SpanArrays = MALLOC_STRUCT(sw_span_arrays);
830 if (!swrast->SpanArrays) {
831 FREE(swrast);
832 return GL_FALSE;
833 }
834 swrast->SpanArrays->ChanType = CHAN_TYPE;
835 #if CHAN_TYPE == GL_UNSIGNED_BYTE
836 swrast->SpanArrays->rgba = swrast->SpanArrays->rgba8;
837 #elif CHAN_TYPE == GL_UNSIGNED_SHORT
838 swrast->SpanArrays->rgba = swrast->SpanArrays->rgba16;
839 #else
840 swrast->SpanArrays->rgba = swrast->SpanArrays->attribs[FRAG_ATTRIB_COL0];
841 #endif
842
843 /* init point span buffer */
844 swrast->PointSpan.primitive = GL_POINT;
845 swrast->PointSpan.end = 0;
846 swrast->PointSpan.facing = 0;
847 swrast->PointSpan.array = swrast->SpanArrays;
848
849 swrast->TexelBuffer = (GLchan *) MALLOC(ctx->Const.MaxTextureImageUnits *
850 MAX_WIDTH * 4 * sizeof(GLchan));
851 if (!swrast->TexelBuffer) {
852 FREE(swrast->SpanArrays);
853 FREE(swrast);
854 return GL_FALSE;
855 }
856
857 ctx->swrast_context = swrast;
858
859 return GL_TRUE;
860 }
861
862 void
863 _swrast_DestroyContext( GLcontext *ctx )
864 {
865 SWcontext *swrast = SWRAST_CONTEXT(ctx);
866
867 if (SWRAST_DEBUG) {
868 _mesa_debug(ctx, "_swrast_DestroyContext\n");
869 }
870
871 FREE( swrast->SpanArrays );
872 FREE( swrast->TexelBuffer );
873 FREE( swrast );
874
875 ctx->swrast_context = 0;
876 }
877
878
879 struct swrast_device_driver *
880 _swrast_GetDeviceDriverReference( GLcontext *ctx )
881 {
882 SWcontext *swrast = SWRAST_CONTEXT(ctx);
883 return &swrast->Driver;
884 }
885
886 void
887 _swrast_flush( GLcontext *ctx )
888 {
889 SWcontext *swrast = SWRAST_CONTEXT(ctx);
890 /* flush any pending fragments from rendering points */
891 if (swrast->PointSpan.end > 0) {
892 if (ctx->Visual.rgbMode) {
893 _swrast_write_rgba_span(ctx, &(swrast->PointSpan));
894 }
895 else {
896 _swrast_write_index_span(ctx, &(swrast->PointSpan));
897 }
898 swrast->PointSpan.end = 0;
899 }
900 }
901
902 void
903 _swrast_render_primitive( GLcontext *ctx, GLenum prim )
904 {
905 SWcontext *swrast = SWRAST_CONTEXT(ctx);
906 if (swrast->Primitive == GL_POINTS && prim != GL_POINTS) {
907 _swrast_flush(ctx);
908 }
909 swrast->Primitive = prim;
910 }
911
912
913 void
914 _swrast_render_start( GLcontext *ctx )
915 {
916 SWcontext *swrast = SWRAST_CONTEXT(ctx);
917 if (swrast->Driver.SpanRenderStart)
918 swrast->Driver.SpanRenderStart( ctx );
919 swrast->PointSpan.end = 0;
920 }
921
922 void
923 _swrast_render_finish( GLcontext *ctx )
924 {
925 SWcontext *swrast = SWRAST_CONTEXT(ctx);
926 if (swrast->Driver.SpanRenderFinish)
927 swrast->Driver.SpanRenderFinish( ctx );
928
929 _swrast_flush(ctx);
930 }
931
932
933 #define SWRAST_DEBUG_VERTICES 0
934
935 void
936 _swrast_print_vertex( GLcontext *ctx, const SWvertex *v )
937 {
938 GLuint i;
939
940 if (SWRAST_DEBUG_VERTICES) {
941 _mesa_debug(ctx, "win %f %f %f %f\n",
942 v->attrib[FRAG_ATTRIB_WPOS][0],
943 v->attrib[FRAG_ATTRIB_WPOS][1],
944 v->attrib[FRAG_ATTRIB_WPOS][2],
945 v->attrib[FRAG_ATTRIB_WPOS][3]);
946
947 for (i = 0 ; i < ctx->Const.MaxTextureCoordUnits ; i++)
948 if (ctx->Texture.Unit[i]._ReallyEnabled)
949 _mesa_debug(ctx, "texcoord[%d] %f %f %f %f\n", i,
950 v->attrib[FRAG_ATTRIB_TEX0 + i][0],
951 v->attrib[FRAG_ATTRIB_TEX0 + i][1],
952 v->attrib[FRAG_ATTRIB_TEX0 + i][2],
953 v->attrib[FRAG_ATTRIB_TEX0 + i][3]);
954
955 #if CHAN_TYPE == GL_FLOAT
956 _mesa_debug(ctx, "color %f %f %f %f\n",
957 v->color[0], v->color[1], v->color[2], v->color[3]);
958 #else
959 _mesa_debug(ctx, "color %d %d %d %d\n",
960 v->color[0], v->color[1], v->color[2], v->color[3]);
961 #endif
962 _mesa_debug(ctx, "spec %g %g %g %g\n",
963 v->attrib[FRAG_ATTRIB_COL1][0],
964 v->attrib[FRAG_ATTRIB_COL1][1],
965 v->attrib[FRAG_ATTRIB_COL1][2],
966 v->attrib[FRAG_ATTRIB_COL1][3]);
967 _mesa_debug(ctx, "fog %f\n", v->attrib[FRAG_ATTRIB_FOGC][0]);
968 _mesa_debug(ctx, "index %d\n", v->attrib[FRAG_ATTRIB_CI][0]);
969 _mesa_debug(ctx, "pointsize %f\n", v->pointSize);
970 _mesa_debug(ctx, "\n");
971 }
972 }