Merge branch 'radeon-rewrite' of git+ssh://agd5f@git.freedesktop.org/git/mesa/mesa...
[mesa.git] / src / mesa / swrast / s_context.c
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 */
53 static 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 */
126 static 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 */
162 static 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 */
177 static 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 */
208 static 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 (ctx->Query.CurrentOcclusionObject) {
224 /* occlusion query depends on shader discard/kill results */
225 swrast->_DeferredTexture = GL_FALSE;
226 }
227 else {
228 swrast->_DeferredTexture = GL_TRUE;
229 }
230 }
231 }
232
233
234 /**
235 * Update swrast->_FogColor and swrast->_FogEnable values.
236 */
237 static void
238 _swrast_update_fog_state( GLcontext *ctx )
239 {
240 SWcontext *swrast = SWRAST_CONTEXT(ctx);
241 const struct gl_fragment_program *fp = ctx->FragmentProgram._Current;
242
243 /* determine if fog is needed, and if so, which fog mode */
244 swrast->_FogEnabled = GL_FALSE;
245 if (fp && fp->Base.Target == GL_FRAGMENT_PROGRAM_ARB) {
246 if (fp->FogOption != GL_NONE) {
247 swrast->_FogEnabled = GL_TRUE;
248 swrast->_FogMode = fp->FogOption;
249 }
250 }
251 else if (ctx->Fog.Enabled) {
252 swrast->_FogEnabled = GL_TRUE;
253 swrast->_FogMode = ctx->Fog.Mode;
254 }
255 }
256
257
258 /**
259 * Update state for running fragment programs. Basically, load the
260 * program parameters with current state values.
261 */
262 static void
263 _swrast_update_fragment_program(GLcontext *ctx, GLbitfield newState)
264 {
265 const struct gl_fragment_program *fp = ctx->FragmentProgram._Current;
266 if (fp) {
267 #if 0
268 /* XXX Need a way to trigger the initial loading of parameters
269 * even when there's no recent state changes.
270 */
271 if (fp->Base.Parameters->StateFlags & newState)
272 #endif
273 _mesa_load_state_parameters(ctx, fp->Base.Parameters);
274 }
275 }
276
277
278 /**
279 * See if we can do early diffuse+specular (primary+secondary) color
280 * add per vertex instead of per-fragment.
281 */
282 static void
283 _swrast_update_specular_vertex_add(GLcontext *ctx)
284 {
285 SWcontext *swrast = SWRAST_CONTEXT(ctx);
286 GLboolean separateSpecular = ctx->Fog.ColorSumEnabled ||
287 (ctx->Light.Enabled &&
288 ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR);
289
290 swrast->SpecularVertexAdd = (separateSpecular
291 && ctx->Texture._EnabledUnits == 0x0
292 && !ctx->FragmentProgram._Current
293 && !ctx->ATIFragmentShader._Enabled);
294 }
295
296
297 #define _SWRAST_NEW_DERIVED (_SWRAST_NEW_RASTERMASK | \
298 _NEW_TEXTURE | \
299 _NEW_HINT | \
300 _NEW_POLYGON )
301
302 /* State referenced by _swrast_choose_triangle, _swrast_choose_line.
303 */
304 #define _SWRAST_NEW_TRIANGLE (_SWRAST_NEW_DERIVED | \
305 _NEW_RENDERMODE| \
306 _NEW_POLYGON| \
307 _NEW_DEPTH| \
308 _NEW_STENCIL| \
309 _NEW_COLOR| \
310 _NEW_TEXTURE| \
311 _SWRAST_NEW_RASTERMASK| \
312 _NEW_LIGHT| \
313 _NEW_FOG | \
314 _DD_NEW_SEPARATE_SPECULAR)
315
316 #define _SWRAST_NEW_LINE (_SWRAST_NEW_DERIVED | \
317 _NEW_RENDERMODE| \
318 _NEW_LINE| \
319 _NEW_TEXTURE| \
320 _NEW_LIGHT| \
321 _NEW_FOG| \
322 _NEW_DEPTH | \
323 _DD_NEW_SEPARATE_SPECULAR)
324
325 #define _SWRAST_NEW_POINT (_SWRAST_NEW_DERIVED | \
326 _NEW_RENDERMODE | \
327 _NEW_POINT | \
328 _NEW_TEXTURE | \
329 _NEW_LIGHT | \
330 _NEW_FOG | \
331 _DD_NEW_SEPARATE_SPECULAR)
332
333 #define _SWRAST_NEW_TEXTURE_SAMPLE_FUNC _NEW_TEXTURE
334
335 #define _SWRAST_NEW_TEXTURE_ENV_MODE _NEW_TEXTURE
336
337 #define _SWRAST_NEW_BLEND_FUNC _NEW_COLOR
338
339
340
341 /**
342 * Stub for swrast->Triangle to select a true triangle function
343 * after a state change.
344 */
345 static void
346 _swrast_validate_triangle( GLcontext *ctx,
347 const SWvertex *v0,
348 const SWvertex *v1,
349 const SWvertex *v2 )
350 {
351 SWcontext *swrast = SWRAST_CONTEXT(ctx);
352
353 _swrast_validate_derived( ctx );
354 swrast->choose_triangle( ctx );
355 ASSERT(swrast->Triangle);
356
357 if (swrast->SpecularVertexAdd) {
358 /* separate specular color, but no texture */
359 swrast->SpecTriangle = swrast->Triangle;
360 swrast->Triangle = _swrast_add_spec_terms_triangle;
361 }
362
363 swrast->Triangle( ctx, v0, v1, v2 );
364 }
365
366 /**
367 * Called via swrast->Line. Examine current GL state and choose a software
368 * line routine. Then call it.
369 */
370 static void
371 _swrast_validate_line( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1 )
372 {
373 SWcontext *swrast = SWRAST_CONTEXT(ctx);
374
375 _swrast_validate_derived( ctx );
376 swrast->choose_line( ctx );
377 ASSERT(swrast->Line);
378
379 if (swrast->SpecularVertexAdd) {
380 swrast->SpecLine = swrast->Line;
381 swrast->Line = _swrast_add_spec_terms_line;
382 }
383
384 swrast->Line( ctx, v0, v1 );
385 }
386
387 /**
388 * Called via swrast->Point. Examine current GL state and choose a software
389 * point routine. Then call it.
390 */
391 static void
392 _swrast_validate_point( GLcontext *ctx, const SWvertex *v0 )
393 {
394 SWcontext *swrast = SWRAST_CONTEXT(ctx);
395
396 _swrast_validate_derived( ctx );
397 swrast->choose_point( ctx );
398
399 if (swrast->SpecularVertexAdd) {
400 swrast->SpecPoint = swrast->Point;
401 swrast->Point = _swrast_add_spec_terms_point;
402 }
403
404 swrast->Point( ctx, v0 );
405 }
406
407
408 /**
409 * Called via swrast->BlendFunc. Examine GL state to choose a blending
410 * function, then call it.
411 */
412 static void _ASMAPI
413 _swrast_validate_blend_func(GLcontext *ctx, GLuint n, const GLubyte mask[],
414 GLvoid *src, const GLvoid *dst,
415 GLenum chanType )
416 {
417 SWcontext *swrast = SWRAST_CONTEXT(ctx);
418
419 _swrast_validate_derived( ctx ); /* why is this needed? */
420 _swrast_choose_blend_func( ctx, chanType );
421
422 swrast->BlendFunc( ctx, n, mask, src, dst, chanType );
423 }
424
425
426 /**
427 * Make sure we have texture image data for all the textures we may need
428 * for subsequent rendering.
429 */
430 static void
431 _swrast_validate_texture_images(GLcontext *ctx)
432 {
433 SWcontext *swrast = SWRAST_CONTEXT(ctx);
434 GLuint u;
435
436 if (!swrast->ValidateTextureImage || !ctx->Texture._EnabledUnits) {
437 /* no textures enabled, or no way to validate images! */
438 return;
439 }
440
441 for (u = 0; u < ctx->Const.MaxTextureImageUnits; u++) {
442 if (ctx->Texture.Unit[u]._ReallyEnabled) {
443 struct gl_texture_object *texObj = ctx->Texture.Unit[u]._Current;
444 ASSERT(texObj);
445 if (texObj) {
446 GLuint numFaces = (texObj->Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
447 GLuint face;
448 for (face = 0; face < numFaces; face++) {
449 GLint lvl;
450 for (lvl = texObj->BaseLevel; lvl <= texObj->_MaxLevel; lvl++) {
451 struct gl_texture_image *texImg = texObj->Image[face][lvl];
452 if (texImg && !texImg->Data) {
453 swrast->ValidateTextureImage(ctx, texObj, face, lvl);
454 ASSERT(texObj->Image[face][lvl]->Data);
455 }
456 }
457 }
458 }
459 }
460 }
461 }
462
463
464 /**
465 * Free the texture image data attached to all currently enabled
466 * textures. Meant to be called by device drivers when transitioning
467 * from software to hardware rendering.
468 */
469 void
470 _swrast_eject_texture_images(GLcontext *ctx)
471 {
472 GLuint u;
473
474 if (!ctx->Texture._EnabledUnits) {
475 /* no textures enabled */
476 return;
477 }
478
479 for (u = 0; u < ctx->Const.MaxTextureImageUnits; u++) {
480 if (ctx->Texture.Unit[u]._ReallyEnabled) {
481 struct gl_texture_object *texObj = ctx->Texture.Unit[u]._Current;
482 ASSERT(texObj);
483 if (texObj) {
484 GLuint numFaces = (texObj->Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
485 GLuint face;
486 for (face = 0; face < numFaces; face++) {
487 GLint lvl;
488 for (lvl = texObj->BaseLevel; lvl <= texObj->_MaxLevel; lvl++) {
489 struct gl_texture_image *texImg = texObj->Image[face][lvl];
490 if (texImg && texImg->Data) {
491 _mesa_free_texmemory(texImg->Data);
492 texImg->Data = NULL;
493 }
494 }
495 }
496 }
497 }
498 }
499 }
500
501
502
503 static void
504 _swrast_sleep( GLcontext *ctx, GLbitfield new_state )
505 {
506 (void) ctx; (void) new_state;
507 }
508
509
510 static void
511 _swrast_invalidate_state( GLcontext *ctx, GLbitfield new_state )
512 {
513 SWcontext *swrast = SWRAST_CONTEXT(ctx);
514 GLuint i;
515
516 swrast->NewState |= new_state;
517
518 /* After 10 statechanges without any swrast functions being called,
519 * put the module to sleep.
520 */
521 if (++swrast->StateChanges > 10) {
522 swrast->InvalidateState = _swrast_sleep;
523 swrast->NewState = ~0;
524 new_state = ~0;
525 }
526
527 {
528 const struct gl_fragment_program *fp = ctx->FragmentProgram._Current;
529 if (fp && (fp->Base.Parameters->StateFlags & new_state)) {
530 _mesa_load_state_parameters(ctx, fp->Base.Parameters);
531 }
532 }
533
534 if (new_state & swrast->InvalidateTriangleMask)
535 swrast->Triangle = _swrast_validate_triangle;
536
537 if (new_state & swrast->InvalidateLineMask)
538 swrast->Line = _swrast_validate_line;
539
540 if (new_state & swrast->InvalidatePointMask)
541 swrast->Point = _swrast_validate_point;
542
543 if (new_state & _SWRAST_NEW_BLEND_FUNC)
544 swrast->BlendFunc = _swrast_validate_blend_func;
545
546 if (new_state & _SWRAST_NEW_TEXTURE_SAMPLE_FUNC)
547 for (i = 0 ; i < ctx->Const.MaxTextureImageUnits ; i++)
548 swrast->TextureSample[i] = NULL;
549 }
550
551
552 void
553 _swrast_update_texture_samplers(GLcontext *ctx)
554 {
555 SWcontext *swrast = SWRAST_CONTEXT(ctx);
556 GLuint u;
557
558 if (!swrast)
559 return; /* pipe hack */
560
561 for (u = 0; u < ctx->Const.MaxTextureImageUnits; u++) {
562 const struct gl_texture_object *tObj = ctx->Texture.Unit[u]._Current;
563 /* Note: If tObj is NULL, the sample function will be a simple
564 * function that just returns opaque black (0,0,0,1).
565 */
566 swrast->TextureSample[u] = _swrast_choose_texture_sample_func(ctx, tObj);
567 }
568 }
569
570
571 /**
572 * Update swrast->_ActiveAttribs, swrast->_NumActiveAttribs,
573 * swrast->_ActiveAtttribMask.
574 */
575 static void
576 _swrast_update_active_attribs(GLcontext *ctx)
577 {
578 SWcontext *swrast = SWRAST_CONTEXT(ctx);
579 GLuint attribsMask;
580
581 /*
582 * Compute _ActiveAttribsMask = which fragment attributes are needed.
583 */
584 if (ctx->FragmentProgram._Current) {
585 /* fragment program/shader */
586 attribsMask = ctx->FragmentProgram._Current->Base.InputsRead;
587 attribsMask &= ~FRAG_BIT_WPOS; /* WPOS is always handled specially */
588 }
589 else if (ctx->ATIFragmentShader._Enabled) {
590 attribsMask = ~0; /* XXX fix me */
591 }
592 else {
593 /* fixed function */
594 attribsMask = 0x0;
595
596 #if CHAN_TYPE == GL_FLOAT
597 attribsMask |= FRAG_BIT_COL0;
598 #endif
599
600 if (ctx->Fog.ColorSumEnabled ||
601 (ctx->Light.Enabled &&
602 ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)) {
603 attribsMask |= FRAG_BIT_COL1;
604 }
605
606 if (swrast->_FogEnabled)
607 attribsMask |= FRAG_BIT_FOGC;
608
609 attribsMask |= (ctx->Texture._EnabledUnits << FRAG_ATTRIB_TEX0);
610 }
611
612 swrast->_ActiveAttribMask = attribsMask;
613
614 /* Update _ActiveAttribs[] list */
615 {
616 GLuint i, num = 0;
617 for (i = 0; i < FRAG_ATTRIB_MAX; i++) {
618 if (attribsMask & (1 << i)) {
619 swrast->_ActiveAttribs[num++] = i;
620 /* how should this attribute be interpolated? */
621 if (i == FRAG_ATTRIB_COL0 || i == FRAG_ATTRIB_COL1)
622 swrast->_InterpMode[i] = ctx->Light.ShadeModel;
623 else
624 swrast->_InterpMode[i] = GL_SMOOTH;
625 }
626 }
627 swrast->_NumActiveAttribs = num;
628 }
629 }
630
631
632 void
633 _swrast_validate_derived( GLcontext *ctx )
634 {
635 SWcontext *swrast = SWRAST_CONTEXT(ctx);
636
637 if (swrast->NewState) {
638 if (swrast->NewState & _NEW_POLYGON)
639 _swrast_update_polygon( ctx );
640
641 if (swrast->NewState & (_NEW_HINT | _NEW_PROGRAM))
642 _swrast_update_fog_hint( ctx );
643
644 if (swrast->NewState & _SWRAST_NEW_TEXTURE_ENV_MODE)
645 _swrast_update_texture_env( ctx );
646
647 if (swrast->NewState & (_NEW_FOG | _NEW_PROGRAM))
648 _swrast_update_fog_state( ctx );
649
650 if (swrast->NewState & (_NEW_MODELVIEW |
651 _NEW_PROJECTION |
652 _NEW_TEXTURE_MATRIX |
653 _NEW_FOG |
654 _NEW_LIGHT |
655 _NEW_LINE |
656 _NEW_TEXTURE |
657 _NEW_TRANSFORM |
658 _NEW_POINT |
659 _NEW_VIEWPORT |
660 _NEW_PROGRAM))
661 _swrast_update_fragment_program( ctx, swrast->NewState );
662
663 if (swrast->NewState & (_NEW_TEXTURE | _NEW_PROGRAM)) {
664 _swrast_update_texture_samplers( ctx );
665 _swrast_validate_texture_images(ctx);
666 }
667
668 if (swrast->NewState & (_NEW_COLOR | _NEW_PROGRAM))
669 _swrast_update_deferred_texture(ctx);
670
671 if (swrast->NewState & _SWRAST_NEW_RASTERMASK)
672 _swrast_update_rasterflags( ctx );
673
674 if (swrast->NewState & (_NEW_DEPTH |
675 _NEW_FOG |
676 _NEW_LIGHT |
677 _NEW_PROGRAM |
678 _NEW_TEXTURE))
679 _swrast_update_active_attribs(ctx);
680
681 if (swrast->NewState & (_NEW_FOG |
682 _NEW_PROGRAM |
683 _NEW_LIGHT |
684 _NEW_TEXTURE))
685 _swrast_update_specular_vertex_add(ctx);
686
687 swrast->NewState = 0;
688 swrast->StateChanges = 0;
689 swrast->InvalidateState = _swrast_invalidate_state;
690 }
691 }
692
693 #define SWRAST_DEBUG 0
694
695 /* Public entrypoints: See also s_accum.c, s_bitmap.c, etc.
696 */
697 void
698 _swrast_Quad( GLcontext *ctx,
699 const SWvertex *v0, const SWvertex *v1,
700 const SWvertex *v2, const SWvertex *v3 )
701 {
702 if (SWRAST_DEBUG) {
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 );
708 }
709 SWRAST_CONTEXT(ctx)->Triangle( ctx, v0, v1, v3 );
710 SWRAST_CONTEXT(ctx)->Triangle( ctx, v1, v2, v3 );
711 }
712
713 void
714 _swrast_Triangle( GLcontext *ctx, const SWvertex *v0,
715 const SWvertex *v1, const SWvertex *v2 )
716 {
717 if (SWRAST_DEBUG) {
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 );
722 }
723 SWRAST_CONTEXT(ctx)->Triangle( ctx, v0, v1, v2 );
724 }
725
726 void
727 _swrast_Line( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1 )
728 {
729 if (SWRAST_DEBUG) {
730 _mesa_debug(ctx, "_swrast_Line\n");
731 _swrast_print_vertex( ctx, v0 );
732 _swrast_print_vertex( ctx, v1 );
733 }
734 SWRAST_CONTEXT(ctx)->Line( ctx, v0, v1 );
735 }
736
737 void
738 _swrast_Point( GLcontext *ctx, const SWvertex *v0 )
739 {
740 if (SWRAST_DEBUG) {
741 _mesa_debug(ctx, "_swrast_Point\n");
742 _swrast_print_vertex( ctx, v0 );
743 }
744 SWRAST_CONTEXT(ctx)->Point( ctx, v0 );
745 }
746
747 void
748 _swrast_InvalidateState( GLcontext *ctx, GLbitfield new_state )
749 {
750 if (SWRAST_DEBUG) {
751 _mesa_debug(ctx, "_swrast_InvalidateState\n");
752 }
753 SWRAST_CONTEXT(ctx)->InvalidateState( ctx, new_state );
754 }
755
756 void
757 _swrast_ResetLineStipple( GLcontext *ctx )
758 {
759 if (SWRAST_DEBUG) {
760 _mesa_debug(ctx, "_swrast_ResetLineStipple\n");
761 }
762 SWRAST_CONTEXT(ctx)->StippleCounter = 0;
763 }
764
765 void
766 _swrast_SetFacing(GLcontext *ctx, GLuint facing)
767 {
768 SWRAST_CONTEXT(ctx)->PointLineFacing = facing;
769 }
770
771 void
772 _swrast_allow_vertex_fog( GLcontext *ctx, GLboolean value )
773 {
774 if (SWRAST_DEBUG) {
775 _mesa_debug(ctx, "_swrast_allow_vertex_fog %d\n", value);
776 }
777 SWRAST_CONTEXT(ctx)->InvalidateState( ctx, _NEW_HINT );
778 SWRAST_CONTEXT(ctx)->AllowVertexFog = value;
779 }
780
781 void
782 _swrast_allow_pixel_fog( GLcontext *ctx, GLboolean value )
783 {
784 if (SWRAST_DEBUG) {
785 _mesa_debug(ctx, "_swrast_allow_pixel_fog %d\n", value);
786 }
787 SWRAST_CONTEXT(ctx)->InvalidateState( ctx, _NEW_HINT );
788 SWRAST_CONTEXT(ctx)->AllowPixelFog = value;
789 }
790
791
792 GLboolean
793 _swrast_CreateContext( GLcontext *ctx )
794 {
795 GLuint i;
796 SWcontext *swrast = (SWcontext *)CALLOC(sizeof(SWcontext));
797
798 if (SWRAST_DEBUG) {
799 _mesa_debug(ctx, "_swrast_CreateContext\n");
800 }
801
802 if (!swrast)
803 return GL_FALSE;
804
805 swrast->NewState = ~0;
806
807 swrast->choose_point = _swrast_choose_point;
808 swrast->choose_line = _swrast_choose_line;
809 swrast->choose_triangle = _swrast_choose_triangle;
810
811 swrast->InvalidatePointMask = _SWRAST_NEW_POINT;
812 swrast->InvalidateLineMask = _SWRAST_NEW_LINE;
813 swrast->InvalidateTriangleMask = _SWRAST_NEW_TRIANGLE;
814
815 swrast->Point = _swrast_validate_point;
816 swrast->Line = _swrast_validate_line;
817 swrast->Triangle = _swrast_validate_triangle;
818 swrast->InvalidateState = _swrast_sleep;
819 swrast->BlendFunc = _swrast_validate_blend_func;
820
821 swrast->AllowVertexFog = GL_TRUE;
822 swrast->AllowPixelFog = GL_TRUE;
823
824 /* Optimized Accum buffer */
825 swrast->_IntegerAccumMode = GL_FALSE;
826 swrast->_IntegerAccumScaler = 0.0;
827
828 for (i = 0; i < MAX_TEXTURE_IMAGE_UNITS; i++)
829 swrast->TextureSample[i] = NULL;
830
831 swrast->SpanArrays = MALLOC_STRUCT(sw_span_arrays);
832 if (!swrast->SpanArrays) {
833 FREE(swrast);
834 return GL_FALSE;
835 }
836 swrast->SpanArrays->ChanType = CHAN_TYPE;
837 #if CHAN_TYPE == GL_UNSIGNED_BYTE
838 swrast->SpanArrays->rgba = swrast->SpanArrays->rgba8;
839 #elif CHAN_TYPE == GL_UNSIGNED_SHORT
840 swrast->SpanArrays->rgba = swrast->SpanArrays->rgba16;
841 #else
842 swrast->SpanArrays->rgba = swrast->SpanArrays->attribs[FRAG_ATTRIB_COL0];
843 #endif
844
845 /* init point span buffer */
846 swrast->PointSpan.primitive = GL_POINT;
847 swrast->PointSpan.end = 0;
848 swrast->PointSpan.facing = 0;
849 swrast->PointSpan.array = swrast->SpanArrays;
850
851 swrast->TexelBuffer = (GLfloat *) MALLOC(ctx->Const.MaxTextureImageUnits *
852 MAX_WIDTH * 4 * sizeof(GLfloat));
853 if (!swrast->TexelBuffer) {
854 FREE(swrast->SpanArrays);
855 FREE(swrast);
856 return GL_FALSE;
857 }
858
859 ctx->swrast_context = swrast;
860
861 return GL_TRUE;
862 }
863
864 void
865 _swrast_DestroyContext( GLcontext *ctx )
866 {
867 SWcontext *swrast = SWRAST_CONTEXT(ctx);
868
869 if (SWRAST_DEBUG) {
870 _mesa_debug(ctx, "_swrast_DestroyContext\n");
871 }
872
873 FREE( swrast->SpanArrays );
874 if (swrast->ZoomedArrays)
875 FREE( swrast->ZoomedArrays );
876 FREE( swrast->TexelBuffer );
877 FREE( swrast );
878
879 ctx->swrast_context = 0;
880 }
881
882
883 struct swrast_device_driver *
884 _swrast_GetDeviceDriverReference( GLcontext *ctx )
885 {
886 SWcontext *swrast = SWRAST_CONTEXT(ctx);
887 return &swrast->Driver;
888 }
889
890 void
891 _swrast_flush( GLcontext *ctx )
892 {
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));
898 }
899 else {
900 _swrast_write_index_span(ctx, &(swrast->PointSpan));
901 }
902 swrast->PointSpan.end = 0;
903 }
904 }
905
906 void
907 _swrast_render_primitive( GLcontext *ctx, GLenum prim )
908 {
909 SWcontext *swrast = SWRAST_CONTEXT(ctx);
910 if (swrast->Primitive == GL_POINTS && prim != GL_POINTS) {
911 _swrast_flush(ctx);
912 }
913 swrast->Primitive = prim;
914 }
915
916
917 void
918 _swrast_render_start( GLcontext *ctx )
919 {
920 SWcontext *swrast = SWRAST_CONTEXT(ctx);
921 if (swrast->Driver.SpanRenderStart)
922 swrast->Driver.SpanRenderStart( ctx );
923 swrast->PointSpan.end = 0;
924 }
925
926 void
927 _swrast_render_finish( GLcontext *ctx )
928 {
929 SWcontext *swrast = SWRAST_CONTEXT(ctx);
930 if (swrast->Driver.SpanRenderFinish)
931 swrast->Driver.SpanRenderFinish( ctx );
932
933 _swrast_flush(ctx);
934 }
935
936
937 #define SWRAST_DEBUG_VERTICES 0
938
939 void
940 _swrast_print_vertex( GLcontext *ctx, const SWvertex *v )
941 {
942 GLuint i;
943
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]);
950
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]);
958
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]);
962 #else
963 _mesa_debug(ctx, "color %d %d %d %d\n",
964 v->color[0], v->color[1], v->color[2], v->color[3]);
965 #endif
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");
975 }
976 }