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"
34 #include "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 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
126 _swrast_update_polygon( GLcontext
*ctx
)
128 GLfloat backface_sign
;
130 if (ctx
->Polygon
.CullFlag
) {
132 switch (ctx
->Polygon
.CullFaceMode
) {
134 if (ctx
->Polygon
.FrontFace
== GL_CCW
)
135 backface_sign
= -1.0;
138 if (ctx
->Polygon
.FrontFace
!= GL_CCW
)
139 backface_sign
= -1.0;
141 case GL_FRONT_AND_BACK
:
152 SWRAST_CONTEXT(ctx
)->_BackfaceSign
= backface_sign
;
157 * Update the _PreferPixelFog field to indicate if we need to compute
158 * fog blend factors (from the fog coords) per-fragment.
161 _swrast_update_fog_hint( GLcontext
*ctx
)
163 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
164 swrast
->_PreferPixelFog
= (!swrast
->AllowVertexFog
||
165 ctx
->FragmentProgram
._Current
||
166 (ctx
->Hint
.Fog
== GL_NICEST
&&
167 swrast
->AllowPixelFog
));
173 * Update the swrast->_AnyTextureCombine flag.
176 _swrast_update_texture_env( GLcontext
*ctx
)
178 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
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
;
192 * Determine if we can defer texturing/shading until after Z/stencil
193 * testing. This potentially allows us to skip texturing/shading for
197 _swrast_update_deferred_texture(GLcontext
*ctx
)
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
;
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
;
211 else if (ctx
->Query
.CurrentOcclusionObject
) {
212 /* occlusion query depends on shader discard/kill results */
213 swrast
->_DeferredTexture
= GL_FALSE
;
216 swrast
->_DeferredTexture
= GL_TRUE
;
223 * Update swrast->_FogColor and swrast->_FogEnable values.
226 _swrast_update_fog_state( GLcontext
*ctx
)
228 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
229 const struct gl_fragment_program
*fp
= ctx
->FragmentProgram
._Current
;
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
;
239 else if (ctx
->Fog
.Enabled
) {
240 swrast
->_FogEnabled
= GL_TRUE
;
241 swrast
->_FogMode
= ctx
->Fog
.Mode
;
247 * Update state for running fragment programs. Basically, load the
248 * program parameters with current state values.
251 _swrast_update_fragment_program(GLcontext
*ctx
, GLbitfield newState
)
253 const struct gl_fragment_program
*fp
= ctx
->FragmentProgram
._Current
;
256 /* XXX Need a way to trigger the initial loading of parameters
257 * even when there's no recent state changes.
259 if (fp
->Base
.Parameters
->StateFlags
& newState
)
261 _mesa_load_state_parameters(ctx
, fp
->Base
.Parameters
);
267 #define _SWRAST_NEW_DERIVED (_SWRAST_NEW_RASTERMASK | \
272 /* State referenced by _swrast_choose_triangle, _swrast_choose_line.
274 #define _SWRAST_NEW_TRIANGLE (_SWRAST_NEW_DERIVED | \
281 _SWRAST_NEW_RASTERMASK| \
284 _DD_NEW_SEPARATE_SPECULAR)
286 #define _SWRAST_NEW_LINE (_SWRAST_NEW_DERIVED | \
293 _DD_NEW_SEPARATE_SPECULAR)
295 #define _SWRAST_NEW_POINT (_SWRAST_NEW_DERIVED | \
301 _DD_NEW_SEPARATE_SPECULAR)
303 #define _SWRAST_NEW_TEXTURE_SAMPLE_FUNC _NEW_TEXTURE
305 #define _SWRAST_NEW_TEXTURE_ENV_MODE _NEW_TEXTURE
307 #define _SWRAST_NEW_BLEND_FUNC _NEW_COLOR
312 * Stub for swrast->Triangle to select a true triangle function
313 * after a state change.
316 _swrast_validate_triangle( GLcontext
*ctx
,
321 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
323 _swrast_validate_derived( ctx
);
324 swrast
->choose_triangle( ctx
);
325 ASSERT(swrast
->Triangle
);
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
;
335 swrast
->Triangle( ctx
, v0
, v1
, v2
);
339 * Called via swrast->Line. Examine current GL state and choose a software
340 * line routine. Then call it.
343 _swrast_validate_line( GLcontext
*ctx
, const SWvertex
*v0
, const SWvertex
*v1
)
345 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
347 _swrast_validate_derived( ctx
);
348 swrast
->choose_line( ctx
);
349 ASSERT(swrast
->Line
);
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
;
358 swrast
->Line( ctx
, v0
, v1
);
362 * Called via swrast->Point. Examine current GL state and choose a software
363 * point routine. Then call it.
366 _swrast_validate_point( GLcontext
*ctx
, const SWvertex
*v0
)
368 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
370 _swrast_validate_derived( ctx
);
371 swrast
->choose_point( ctx
);
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
;
380 swrast
->Point( ctx
, v0
);
385 * Called via swrast->BlendFunc. Examine GL state to choose a blending
386 * function, then call it.
389 _swrast_validate_blend_func(GLcontext
*ctx
, GLuint n
, const GLubyte mask
[],
390 GLvoid
*src
, const GLvoid
*dst
,
393 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
395 _swrast_validate_derived( ctx
); /* why is this needed? */
396 _swrast_choose_blend_func( ctx
, chanType
);
398 swrast
->BlendFunc( ctx
, n
, mask
, src
, dst
, chanType
);
403 * Make sure we have texture image data for all the textures we may need
404 * for subsequent rendering.
407 _swrast_validate_texture_images(GLcontext
*ctx
)
409 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
412 if (!swrast
->ValidateTextureImage
|| !ctx
->Texture
._EnabledUnits
) {
413 /* no textures enabled, or no way to validate images! */
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
;
422 GLuint numFaces
= (texObj
->Target
== GL_TEXTURE_CUBE_MAP
) ? 6 : 1;
424 for (face
= 0; face
< numFaces
; face
++) {
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
);
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.
446 _swrast_eject_texture_images(GLcontext
*ctx
)
450 if (!ctx
->Texture
._EnabledUnits
) {
451 /* no textures enabled */
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
;
460 GLuint numFaces
= (texObj
->Target
== GL_TEXTURE_CUBE_MAP
) ? 6 : 1;
462 for (face
= 0; face
< numFaces
; face
++) {
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
);
480 _swrast_sleep( GLcontext
*ctx
, GLbitfield new_state
)
482 (void) ctx
; (void) new_state
;
487 _swrast_invalidate_state( GLcontext
*ctx
, GLbitfield new_state
)
489 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
492 swrast
->NewState
|= new_state
;
494 /* After 10 statechanges without any swrast functions being called,
495 * put the module to sleep.
497 if (++swrast
->StateChanges
> 10) {
498 swrast
->InvalidateState
= _swrast_sleep
;
499 swrast
->NewState
= ~0;
503 if (new_state
& swrast
->InvalidateTriangleMask
)
504 swrast
->Triangle
= _swrast_validate_triangle
;
506 if (new_state
& swrast
->InvalidateLineMask
)
507 swrast
->Line
= _swrast_validate_line
;
509 if (new_state
& swrast
->InvalidatePointMask
)
510 swrast
->Point
= _swrast_validate_point
;
512 if (new_state
& _SWRAST_NEW_BLEND_FUNC
)
513 swrast
->BlendFunc
= _swrast_validate_blend_func
;
515 if (new_state
& _SWRAST_NEW_TEXTURE_SAMPLE_FUNC
)
516 for (i
= 0 ; i
< ctx
->Const
.MaxTextureImageUnits
; i
++)
517 swrast
->TextureSample
[i
] = NULL
;
522 _swrast_update_texture_samplers(GLcontext
*ctx
)
524 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
527 for (u
= 0; u
< ctx
->Const
.MaxTextureImageUnits
; u
++) {
528 const struct gl_texture_object
*tObj
= ctx
->Texture
.Unit
[u
]._Current
;
529 /* Note: If tObj is NULL, the sample function will be a simple
530 * function that just returns opaque black (0,0,0,1).
532 swrast
->TextureSample
[u
] = _swrast_choose_texture_sample_func(ctx
, tObj
);
538 * Update swrast->_ActiveAttribs, swrast->_NumActiveAttribs, swrast->_ActiveAtttribMask.
541 _swrast_update_fragment_attribs(GLcontext
*ctx
)
543 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
547 * Compute _ActiveAttribsMask = which fragment attributes are needed.
549 if (ctx
->FragmentProgram
._Current
) {
550 /* fragment program/shader */
551 attribsMask
= ctx
->FragmentProgram
._Current
->Base
.InputsRead
;
552 attribsMask
&= ~FRAG_BIT_WPOS
; /* WPOS is always handled specially */
554 else if (ctx
->ATIFragmentShader
._Enabled
) {
555 attribsMask
= ~0; /* XXX fix me */
561 #if CHAN_TYPE == GL_FLOAT
562 attribsMask
|= FRAG_BIT_COL0
;
565 if (ctx
->Fog
.ColorSumEnabled
||
566 (ctx
->Light
.Enabled
&&
567 ctx
->Light
.Model
.ColorControl
== GL_SEPARATE_SPECULAR_COLOR
)) {
568 attribsMask
|= FRAG_BIT_COL1
;
571 if (swrast
->_FogEnabled
)
572 attribsMask
|= FRAG_BIT_FOGC
;
574 attribsMask
|= (ctx
->Texture
._EnabledUnits
<< FRAG_ATTRIB_TEX0
);
577 swrast
->_ActiveAttribMask
= attribsMask
;
579 /* Update _ActiveAttribs[] list */
582 for (i
= 0; i
< FRAG_ATTRIB_MAX
; i
++) {
583 if (attribsMask
& (1 << i
)) {
584 swrast
->_ActiveAttribs
[num
++] = i
;
585 /* how should this attribute be interpolated? */
586 if (i
== FRAG_ATTRIB_COL0
|| i
== FRAG_ATTRIB_COL1
)
587 swrast
->_InterpMode
[i
] = ctx
->Light
.ShadeModel
;
589 swrast
->_InterpMode
[i
] = GL_SMOOTH
;
592 swrast
->_NumActiveAttribs
= num
;
598 * Update the swrast->_ColorOutputsMask which indicates which color
599 * renderbuffers (aka rendertargets) are being written to by the current
601 * We also take glDrawBuffers() into account to skip outputs that are
605 _swrast_update_color_outputs(GLcontext
*ctx
)
607 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
608 const struct gl_framebuffer
*fb
= ctx
->DrawBuffer
;
610 swrast
->_ColorOutputsMask
= 0;
611 swrast
->_NumColorOutputs
= 0;
613 if (ctx
->FragmentProgram
._Current
) {
614 const GLbitfield outputsWritten
615 = ctx
->FragmentProgram
._Current
->Base
.OutputsWritten
;
617 for (output
= 0; output
< ctx
->Const
.MaxDrawBuffers
; output
++) {
618 if ((outputsWritten
& (1 << (FRAG_RESULT_DATA0
+ output
)))
619 && (fb
->_NumColorDrawBuffers
[output
] > 0)) {
620 swrast
->_ColorOutputsMask
|= (1 << output
);
621 swrast
->_NumColorOutputs
= output
+ 1;
625 if (swrast
->_ColorOutputsMask
== 0x0) {
626 /* no fragment program, or frag prog didn't write to gl_FragData[] */
627 if (fb
->_NumColorDrawBuffers
[0] > 0) {
628 swrast
->_ColorOutputsMask
= 0x1;
629 swrast
->_NumColorOutputs
= 1;
636 _swrast_validate_derived( GLcontext
*ctx
)
638 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
640 if (swrast
->NewState
) {
641 if (swrast
->NewState
& _NEW_POLYGON
)
642 _swrast_update_polygon( ctx
);
644 if (swrast
->NewState
& (_NEW_HINT
| _NEW_PROGRAM
))
645 _swrast_update_fog_hint( ctx
);
647 if (swrast
->NewState
& _SWRAST_NEW_TEXTURE_ENV_MODE
)
648 _swrast_update_texture_env( ctx
);
650 if (swrast
->NewState
& (_NEW_FOG
| _NEW_PROGRAM
))
651 _swrast_update_fog_state( ctx
);
653 if (swrast
->NewState
& (_NEW_MODELVIEW
|
655 _NEW_TEXTURE_MATRIX
|
664 _swrast_update_fragment_program( ctx
, swrast
->NewState
);
666 if (swrast
->NewState
& (_NEW_TEXTURE
| _NEW_PROGRAM
)) {
667 _swrast_update_texture_samplers( ctx
);
668 _swrast_validate_texture_images(ctx
);
671 if (swrast
->NewState
& (_NEW_COLOR
| _NEW_PROGRAM
))
672 _swrast_update_deferred_texture(ctx
);
674 if (swrast
->NewState
& _SWRAST_NEW_RASTERMASK
)
675 _swrast_update_rasterflags( ctx
);
677 if (swrast
->NewState
& (_NEW_DEPTH
|
682 _swrast_update_fragment_attribs(ctx
);
684 if (swrast
->NewState
& (_NEW_PROGRAM
| _NEW_BUFFERS
))
685 _swrast_update_color_outputs(ctx
);
687 swrast
->NewState
= 0;
688 swrast
->StateChanges
= 0;
689 swrast
->InvalidateState
= _swrast_invalidate_state
;
693 #define SWRAST_DEBUG 0
695 /* Public entrypoints: See also s_accum.c, s_bitmap.c, etc.
698 _swrast_Quad( GLcontext
*ctx
,
699 const SWvertex
*v0
, const SWvertex
*v1
,
700 const SWvertex
*v2
, const SWvertex
*v3
)
703 _mesa_debug(ctx
, "_swrast_Quad\n");
704 _swrast_print_vertex( ctx
, v0
);
705 _swrast_print_vertex( ctx
, v1
);
706 _swrast_print_vertex( ctx
, v2
);
707 _swrast_print_vertex( ctx
, v3
);
709 SWRAST_CONTEXT(ctx
)->Triangle( ctx
, v0
, v1
, v3
);
710 SWRAST_CONTEXT(ctx
)->Triangle( ctx
, v1
, v2
, v3
);
714 _swrast_Triangle( GLcontext
*ctx
, const SWvertex
*v0
,
715 const SWvertex
*v1
, const SWvertex
*v2
)
718 _mesa_debug(ctx
, "_swrast_Triangle\n");
719 _swrast_print_vertex( ctx
, v0
);
720 _swrast_print_vertex( ctx
, v1
);
721 _swrast_print_vertex( ctx
, v2
);
723 SWRAST_CONTEXT(ctx
)->Triangle( ctx
, v0
, v1
, v2
);
727 _swrast_Line( GLcontext
*ctx
, const SWvertex
*v0
, const SWvertex
*v1
)
730 _mesa_debug(ctx
, "_swrast_Line\n");
731 _swrast_print_vertex( ctx
, v0
);
732 _swrast_print_vertex( ctx
, v1
);
734 SWRAST_CONTEXT(ctx
)->Line( ctx
, v0
, v1
);
738 _swrast_Point( GLcontext
*ctx
, const SWvertex
*v0
)
741 _mesa_debug(ctx
, "_swrast_Point\n");
742 _swrast_print_vertex( ctx
, v0
);
744 SWRAST_CONTEXT(ctx
)->Point( ctx
, v0
);
748 _swrast_InvalidateState( GLcontext
*ctx
, GLbitfield new_state
)
751 _mesa_debug(ctx
, "_swrast_InvalidateState\n");
753 SWRAST_CONTEXT(ctx
)->InvalidateState( ctx
, new_state
);
757 _swrast_ResetLineStipple( GLcontext
*ctx
)
760 _mesa_debug(ctx
, "_swrast_ResetLineStipple\n");
762 SWRAST_CONTEXT(ctx
)->StippleCounter
= 0;
766 _swrast_allow_vertex_fog( GLcontext
*ctx
, GLboolean value
)
769 _mesa_debug(ctx
, "_swrast_allow_vertex_fog %d\n", value
);
771 SWRAST_CONTEXT(ctx
)->InvalidateState( ctx
, _NEW_HINT
);
772 SWRAST_CONTEXT(ctx
)->AllowVertexFog
= value
;
776 _swrast_allow_pixel_fog( GLcontext
*ctx
, GLboolean value
)
779 _mesa_debug(ctx
, "_swrast_allow_pixel_fog %d\n", value
);
781 SWRAST_CONTEXT(ctx
)->InvalidateState( ctx
, _NEW_HINT
);
782 SWRAST_CONTEXT(ctx
)->AllowPixelFog
= value
;
787 _swrast_CreateContext( GLcontext
*ctx
)
790 SWcontext
*swrast
= (SWcontext
*)CALLOC(sizeof(SWcontext
));
793 _mesa_debug(ctx
, "_swrast_CreateContext\n");
799 swrast
->NewState
= ~0;
801 swrast
->choose_point
= _swrast_choose_point
;
802 swrast
->choose_line
= _swrast_choose_line
;
803 swrast
->choose_triangle
= _swrast_choose_triangle
;
805 swrast
->InvalidatePointMask
= _SWRAST_NEW_POINT
;
806 swrast
->InvalidateLineMask
= _SWRAST_NEW_LINE
;
807 swrast
->InvalidateTriangleMask
= _SWRAST_NEW_TRIANGLE
;
809 swrast
->Point
= _swrast_validate_point
;
810 swrast
->Line
= _swrast_validate_line
;
811 swrast
->Triangle
= _swrast_validate_triangle
;
812 swrast
->InvalidateState
= _swrast_sleep
;
813 swrast
->BlendFunc
= _swrast_validate_blend_func
;
815 swrast
->AllowVertexFog
= GL_TRUE
;
816 swrast
->AllowPixelFog
= GL_TRUE
;
818 /* Optimized Accum buffer */
819 swrast
->_IntegerAccumMode
= GL_FALSE
;
820 swrast
->_IntegerAccumScaler
= 0.0;
822 for (i
= 0; i
< MAX_TEXTURE_IMAGE_UNITS
; i
++)
823 swrast
->TextureSample
[i
] = NULL
;
825 swrast
->SpanArrays
= MALLOC_STRUCT(sw_span_arrays
);
826 if (!swrast
->SpanArrays
) {
830 swrast
->SpanArrays
->ChanType
= CHAN_TYPE
;
831 #if CHAN_TYPE == GL_UNSIGNED_BYTE
832 swrast
->SpanArrays
->rgba
= swrast
->SpanArrays
->rgba8
;
833 #elif CHAN_TYPE == GL_UNSIGNED_SHORT
834 swrast
->SpanArrays
->rgba
= swrast
->SpanArrays
->rgba16
;
836 swrast
->SpanArrays
->rgba
= swrast
->SpanArrays
->attribs
[FRAG_ATTRIB_COL0
];
839 /* init point span buffer */
840 swrast
->PointSpan
.primitive
= GL_POINT
;
841 swrast
->PointSpan
.end
= 0;
842 swrast
->PointSpan
.facing
= 0;
843 swrast
->PointSpan
.array
= swrast
->SpanArrays
;
845 swrast
->TexelBuffer
= (GLchan
*) MALLOC(ctx
->Const
.MaxTextureImageUnits
*
846 MAX_WIDTH
* 4 * sizeof(GLchan
));
847 if (!swrast
->TexelBuffer
) {
848 FREE(swrast
->SpanArrays
);
853 ctx
->swrast_context
= swrast
;
859 _swrast_DestroyContext( GLcontext
*ctx
)
861 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
864 _mesa_debug(ctx
, "_swrast_DestroyContext\n");
867 FREE( swrast
->SpanArrays
);
868 FREE( swrast
->TexelBuffer
);
871 ctx
->swrast_context
= 0;
875 struct swrast_device_driver
*
876 _swrast_GetDeviceDriverReference( GLcontext
*ctx
)
878 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
879 return &swrast
->Driver
;
883 _swrast_flush( GLcontext
*ctx
)
885 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
886 /* flush any pending fragments from rendering points */
887 if (swrast
->PointSpan
.end
> 0) {
888 if (ctx
->Visual
.rgbMode
) {
889 _swrast_write_rgba_span(ctx
, &(swrast
->PointSpan
));
892 _swrast_write_index_span(ctx
, &(swrast
->PointSpan
));
894 swrast
->PointSpan
.end
= 0;
899 _swrast_render_primitive( GLcontext
*ctx
, GLenum prim
)
901 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
902 if (swrast
->Primitive
== GL_POINTS
&& prim
!= GL_POINTS
) {
905 swrast
->Primitive
= prim
;
910 _swrast_render_start( GLcontext
*ctx
)
912 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
913 if (swrast
->Driver
.SpanRenderStart
)
914 swrast
->Driver
.SpanRenderStart( ctx
);
915 swrast
->PointSpan
.end
= 0;
919 _swrast_render_finish( GLcontext
*ctx
)
921 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
922 if (swrast
->Driver
.SpanRenderFinish
)
923 swrast
->Driver
.SpanRenderFinish( ctx
);
929 #define SWRAST_DEBUG_VERTICES 0
932 _swrast_print_vertex( GLcontext
*ctx
, const SWvertex
*v
)
936 if (SWRAST_DEBUG_VERTICES
) {
937 _mesa_debug(ctx
, "win %f %f %f %f\n",
938 v
->attrib
[FRAG_ATTRIB_WPOS
][0],
939 v
->attrib
[FRAG_ATTRIB_WPOS
][1],
940 v
->attrib
[FRAG_ATTRIB_WPOS
][2],
941 v
->attrib
[FRAG_ATTRIB_WPOS
][3]);
943 for (i
= 0 ; i
< ctx
->Const
.MaxTextureCoordUnits
; i
++)
944 if (ctx
->Texture
.Unit
[i
]._ReallyEnabled
)
945 _mesa_debug(ctx
, "texcoord[%d] %f %f %f %f\n", i
,
946 v
->attrib
[FRAG_ATTRIB_TEX0
+ i
][0],
947 v
->attrib
[FRAG_ATTRIB_TEX0
+ i
][1],
948 v
->attrib
[FRAG_ATTRIB_TEX0
+ i
][2],
949 v
->attrib
[FRAG_ATTRIB_TEX0
+ i
][3]);
951 #if CHAN_TYPE == GL_FLOAT
952 _mesa_debug(ctx
, "color %f %f %f %f\n",
953 v
->color
[0], v
->color
[1], v
->color
[2], v
->color
[3]);
955 _mesa_debug(ctx
, "color %d %d %d %d\n",
956 v
->color
[0], v
->color
[1], v
->color
[2], v
->color
[3]);
958 _mesa_debug(ctx
, "spec %g %g %g %g\n",
959 v
->attrib
[FRAG_ATTRIB_COL1
][0],
960 v
->attrib
[FRAG_ATTRIB_COL1
][1],
961 v
->attrib
[FRAG_ATTRIB_COL1
][2],
962 v
->attrib
[FRAG_ATTRIB_COL1
][3]);
963 _mesa_debug(ctx
, "fog %f\n", v
->attrib
[FRAG_ATTRIB_FOGC
][0]);
964 _mesa_debug(ctx
, "index %d\n", v
->attrib
[FRAG_ATTRIB_CI
][0]);
965 _mesa_debug(ctx
, "pointsize %f\n", v
->pointSize
);
966 _mesa_debug(ctx
, "\n");