swrast: can't use deferred texture/shading if using KIL instruction
[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 (fprog && fprog->UsesKill) {
224 swrast->_DeferredTexture = GL_FALSE;
225 }
226 else if (ctx->Query.CurrentOcclusionObject) {
227 /* occlusion query depends on shader discard/kill results */
228 swrast->_DeferredTexture = GL_FALSE;
229 }
230 else {
231 swrast->_DeferredTexture = GL_TRUE;
232 }
233 }
234 }
235
236
237 /**
238 * Update swrast->_FogColor and swrast->_FogEnable values.
239 */
240 static void
241 _swrast_update_fog_state( GLcontext *ctx )
242 {
243 SWcontext *swrast = SWRAST_CONTEXT(ctx);
244 const struct gl_fragment_program *fp = ctx->FragmentProgram._Current;
245
246 /* determine if fog is needed, and if so, which fog mode */
247 swrast->_FogEnabled = GL_FALSE;
248 if (fp && fp->Base.Target == GL_FRAGMENT_PROGRAM_ARB) {
249 if (fp->FogOption != GL_NONE) {
250 swrast->_FogEnabled = GL_TRUE;
251 swrast->_FogMode = fp->FogOption;
252 }
253 }
254 else if (ctx->Fog.Enabled) {
255 swrast->_FogEnabled = GL_TRUE;
256 swrast->_FogMode = ctx->Fog.Mode;
257 }
258 }
259
260
261 /**
262 * Update state for running fragment programs. Basically, load the
263 * program parameters with current state values.
264 */
265 static void
266 _swrast_update_fragment_program(GLcontext *ctx, GLbitfield newState)
267 {
268 const struct gl_fragment_program *fp = ctx->FragmentProgram._Current;
269 if (fp) {
270 _mesa_load_state_parameters(ctx, fp->Base.Parameters);
271 }
272 }
273
274
275 /**
276 * See if we can do early diffuse+specular (primary+secondary) color
277 * add per vertex instead of per-fragment.
278 */
279 static void
280 _swrast_update_specular_vertex_add(GLcontext *ctx)
281 {
282 SWcontext *swrast = SWRAST_CONTEXT(ctx);
283 GLboolean separateSpecular = ctx->Fog.ColorSumEnabled ||
284 (ctx->Light.Enabled &&
285 ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR);
286
287 swrast->SpecularVertexAdd = (separateSpecular
288 && ctx->Texture._EnabledUnits == 0x0
289 && !ctx->FragmentProgram._Current
290 && !ctx->ATIFragmentShader._Enabled);
291 }
292
293
294 #define _SWRAST_NEW_DERIVED (_SWRAST_NEW_RASTERMASK | \
295 _NEW_PROGRAM_CONSTANTS | \
296 _NEW_TEXTURE | \
297 _NEW_HINT | \
298 _NEW_POLYGON )
299
300 /* State referenced by _swrast_choose_triangle, _swrast_choose_line.
301 */
302 #define _SWRAST_NEW_TRIANGLE (_SWRAST_NEW_DERIVED | \
303 _NEW_RENDERMODE| \
304 _NEW_POLYGON| \
305 _NEW_DEPTH| \
306 _NEW_STENCIL| \
307 _NEW_COLOR| \
308 _NEW_TEXTURE| \
309 _SWRAST_NEW_RASTERMASK| \
310 _NEW_LIGHT| \
311 _NEW_FOG | \
312 _DD_NEW_SEPARATE_SPECULAR)
313
314 #define _SWRAST_NEW_LINE (_SWRAST_NEW_DERIVED | \
315 _NEW_RENDERMODE| \
316 _NEW_LINE| \
317 _NEW_TEXTURE| \
318 _NEW_LIGHT| \
319 _NEW_FOG| \
320 _NEW_DEPTH | \
321 _DD_NEW_SEPARATE_SPECULAR)
322
323 #define _SWRAST_NEW_POINT (_SWRAST_NEW_DERIVED | \
324 _NEW_RENDERMODE | \
325 _NEW_POINT | \
326 _NEW_TEXTURE | \
327 _NEW_LIGHT | \
328 _NEW_FOG | \
329 _DD_NEW_SEPARATE_SPECULAR)
330
331 #define _SWRAST_NEW_TEXTURE_SAMPLE_FUNC _NEW_TEXTURE
332
333 #define _SWRAST_NEW_TEXTURE_ENV_MODE _NEW_TEXTURE
334
335 #define _SWRAST_NEW_BLEND_FUNC _NEW_COLOR
336
337
338
339 /**
340 * Stub for swrast->Triangle to select a true triangle function
341 * after a state change.
342 */
343 static void
344 _swrast_validate_triangle( GLcontext *ctx,
345 const SWvertex *v0,
346 const SWvertex *v1,
347 const SWvertex *v2 )
348 {
349 SWcontext *swrast = SWRAST_CONTEXT(ctx);
350
351 _swrast_validate_derived( ctx );
352 swrast->choose_triangle( ctx );
353 ASSERT(swrast->Triangle);
354
355 if (swrast->SpecularVertexAdd) {
356 /* separate specular color, but no texture */
357 swrast->SpecTriangle = swrast->Triangle;
358 swrast->Triangle = _swrast_add_spec_terms_triangle;
359 }
360
361 swrast->Triangle( ctx, v0, v1, v2 );
362 }
363
364 /**
365 * Called via swrast->Line. Examine current GL state and choose a software
366 * line routine. Then call it.
367 */
368 static void
369 _swrast_validate_line( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1 )
370 {
371 SWcontext *swrast = SWRAST_CONTEXT(ctx);
372
373 _swrast_validate_derived( ctx );
374 swrast->choose_line( ctx );
375 ASSERT(swrast->Line);
376
377 if (swrast->SpecularVertexAdd) {
378 swrast->SpecLine = swrast->Line;
379 swrast->Line = _swrast_add_spec_terms_line;
380 }
381
382 swrast->Line( ctx, v0, v1 );
383 }
384
385 /**
386 * Called via swrast->Point. Examine current GL state and choose a software
387 * point routine. Then call it.
388 */
389 static void
390 _swrast_validate_point( GLcontext *ctx, const SWvertex *v0 )
391 {
392 SWcontext *swrast = SWRAST_CONTEXT(ctx);
393
394 _swrast_validate_derived( ctx );
395 swrast->choose_point( ctx );
396
397 if (swrast->SpecularVertexAdd) {
398 swrast->SpecPoint = swrast->Point;
399 swrast->Point = _swrast_add_spec_terms_point;
400 }
401
402 swrast->Point( ctx, v0 );
403 }
404
405
406 /**
407 * Called via swrast->BlendFunc. Examine GL state to choose a blending
408 * function, then call it.
409 */
410 static void _ASMAPI
411 _swrast_validate_blend_func(GLcontext *ctx, GLuint n, const GLubyte mask[],
412 GLvoid *src, const GLvoid *dst,
413 GLenum chanType )
414 {
415 SWcontext *swrast = SWRAST_CONTEXT(ctx);
416
417 _swrast_validate_derived( ctx ); /* why is this needed? */
418 _swrast_choose_blend_func( ctx, chanType );
419
420 swrast->BlendFunc( ctx, n, mask, src, dst, chanType );
421 }
422
423
424 /**
425 * Make sure we have texture image data for all the textures we may need
426 * for subsequent rendering.
427 */
428 static void
429 _swrast_validate_texture_images(GLcontext *ctx)
430 {
431 SWcontext *swrast = SWRAST_CONTEXT(ctx);
432 GLuint u;
433
434 if (!swrast->ValidateTextureImage || !ctx->Texture._EnabledUnits) {
435 /* no textures enabled, or no way to validate images! */
436 return;
437 }
438
439 for (u = 0; u < ctx->Const.MaxTextureImageUnits; u++) {
440 if (ctx->Texture.Unit[u]._ReallyEnabled) {
441 struct gl_texture_object *texObj = ctx->Texture.Unit[u]._Current;
442 ASSERT(texObj);
443 if (texObj) {
444 GLuint numFaces = (texObj->Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
445 GLuint face;
446 for (face = 0; face < numFaces; face++) {
447 GLint lvl;
448 for (lvl = texObj->BaseLevel; lvl <= texObj->_MaxLevel; lvl++) {
449 struct gl_texture_image *texImg = texObj->Image[face][lvl];
450 if (texImg && !texImg->Data) {
451 swrast->ValidateTextureImage(ctx, texObj, face, lvl);
452 ASSERT(texObj->Image[face][lvl]->Data);
453 }
454 }
455 }
456 }
457 }
458 }
459 }
460
461
462 /**
463 * Free the texture image data attached to all currently enabled
464 * textures. Meant to be called by device drivers when transitioning
465 * from software to hardware rendering.
466 */
467 void
468 _swrast_eject_texture_images(GLcontext *ctx)
469 {
470 GLuint u;
471
472 if (!ctx->Texture._EnabledUnits) {
473 /* no textures enabled */
474 return;
475 }
476
477 for (u = 0; u < ctx->Const.MaxTextureImageUnits; u++) {
478 if (ctx->Texture.Unit[u]._ReallyEnabled) {
479 struct gl_texture_object *texObj = ctx->Texture.Unit[u]._Current;
480 ASSERT(texObj);
481 if (texObj) {
482 GLuint numFaces = (texObj->Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
483 GLuint face;
484 for (face = 0; face < numFaces; face++) {
485 GLint lvl;
486 for (lvl = texObj->BaseLevel; lvl <= texObj->_MaxLevel; lvl++) {
487 struct gl_texture_image *texImg = texObj->Image[face][lvl];
488 if (texImg && texImg->Data) {
489 _mesa_free_texmemory(texImg->Data);
490 texImg->Data = NULL;
491 }
492 }
493 }
494 }
495 }
496 }
497 }
498
499
500
501 static void
502 _swrast_sleep( GLcontext *ctx, GLbitfield new_state )
503 {
504 (void) ctx; (void) new_state;
505 }
506
507
508 static void
509 _swrast_invalidate_state( GLcontext *ctx, GLbitfield new_state )
510 {
511 SWcontext *swrast = SWRAST_CONTEXT(ctx);
512 GLuint i;
513
514 swrast->NewState |= new_state;
515
516 /* After 10 statechanges without any swrast functions being called,
517 * put the module to sleep.
518 */
519 if (++swrast->StateChanges > 10) {
520 swrast->InvalidateState = _swrast_sleep;
521 swrast->NewState = ~0;
522 new_state = ~0;
523 }
524
525 if (new_state & swrast->InvalidateTriangleMask)
526 swrast->Triangle = _swrast_validate_triangle;
527
528 if (new_state & swrast->InvalidateLineMask)
529 swrast->Line = _swrast_validate_line;
530
531 if (new_state & swrast->InvalidatePointMask)
532 swrast->Point = _swrast_validate_point;
533
534 if (new_state & _SWRAST_NEW_BLEND_FUNC)
535 swrast->BlendFunc = _swrast_validate_blend_func;
536
537 if (new_state & _SWRAST_NEW_TEXTURE_SAMPLE_FUNC)
538 for (i = 0 ; i < ctx->Const.MaxTextureImageUnits ; i++)
539 swrast->TextureSample[i] = NULL;
540 }
541
542
543 void
544 _swrast_update_texture_samplers(GLcontext *ctx)
545 {
546 SWcontext *swrast = SWRAST_CONTEXT(ctx);
547 GLuint u;
548
549 if (!swrast)
550 return; /* pipe hack */
551
552 for (u = 0; u < ctx->Const.MaxTextureImageUnits; u++) {
553 const struct gl_texture_object *tObj = ctx->Texture.Unit[u]._Current;
554 /* Note: If tObj is NULL, the sample function will be a simple
555 * function that just returns opaque black (0,0,0,1).
556 */
557 swrast->TextureSample[u] = _swrast_choose_texture_sample_func(ctx, tObj);
558 }
559 }
560
561
562 /**
563 * Update swrast->_ActiveAttribs, swrast->_NumActiveAttribs,
564 * swrast->_ActiveAtttribMask.
565 */
566 static void
567 _swrast_update_active_attribs(GLcontext *ctx)
568 {
569 SWcontext *swrast = SWRAST_CONTEXT(ctx);
570 GLuint attribsMask;
571
572 /*
573 * Compute _ActiveAttribsMask = which fragment attributes are needed.
574 */
575 if (ctx->FragmentProgram._Current) {
576 /* fragment program/shader */
577 attribsMask = ctx->FragmentProgram._Current->Base.InputsRead;
578 attribsMask &= ~FRAG_BIT_WPOS; /* WPOS is always handled specially */
579 }
580 else if (ctx->ATIFragmentShader._Enabled) {
581 attribsMask = ~0; /* XXX fix me */
582 }
583 else {
584 /* fixed function */
585 attribsMask = 0x0;
586
587 #if CHAN_TYPE == GL_FLOAT
588 attribsMask |= FRAG_BIT_COL0;
589 #endif
590
591 if (ctx->Fog.ColorSumEnabled ||
592 (ctx->Light.Enabled &&
593 ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)) {
594 attribsMask |= FRAG_BIT_COL1;
595 }
596
597 if (swrast->_FogEnabled)
598 attribsMask |= FRAG_BIT_FOGC;
599
600 attribsMask |= (ctx->Texture._EnabledUnits << FRAG_ATTRIB_TEX0);
601 }
602
603 swrast->_ActiveAttribMask = attribsMask;
604
605 /* Update _ActiveAttribs[] list */
606 {
607 GLuint i, num = 0;
608 for (i = 0; i < FRAG_ATTRIB_MAX; i++) {
609 if (attribsMask & (1 << i)) {
610 swrast->_ActiveAttribs[num++] = i;
611 /* how should this attribute be interpolated? */
612 if (i == FRAG_ATTRIB_COL0 || i == FRAG_ATTRIB_COL1)
613 swrast->_InterpMode[i] = ctx->Light.ShadeModel;
614 else
615 swrast->_InterpMode[i] = GL_SMOOTH;
616 }
617 }
618 swrast->_NumActiveAttribs = num;
619 }
620 }
621
622
623 void
624 _swrast_validate_derived( GLcontext *ctx )
625 {
626 SWcontext *swrast = SWRAST_CONTEXT(ctx);
627
628 if (swrast->NewState) {
629 if (swrast->NewState & _NEW_POLYGON)
630 _swrast_update_polygon( ctx );
631
632 if (swrast->NewState & (_NEW_HINT | _NEW_PROGRAM))
633 _swrast_update_fog_hint( ctx );
634
635 if (swrast->NewState & _SWRAST_NEW_TEXTURE_ENV_MODE)
636 _swrast_update_texture_env( ctx );
637
638 if (swrast->NewState & (_NEW_FOG | _NEW_PROGRAM))
639 _swrast_update_fog_state( ctx );
640
641 if (swrast->NewState & (_NEW_PROGRAM_CONSTANTS | _NEW_PROGRAM))
642 _swrast_update_fragment_program( ctx, swrast->NewState );
643
644 if (swrast->NewState & (_NEW_TEXTURE | _NEW_PROGRAM)) {
645 _swrast_update_texture_samplers( ctx );
646 _swrast_validate_texture_images(ctx);
647 }
648
649 if (swrast->NewState & (_NEW_COLOR | _NEW_PROGRAM))
650 _swrast_update_deferred_texture(ctx);
651
652 if (swrast->NewState & _SWRAST_NEW_RASTERMASK)
653 _swrast_update_rasterflags( ctx );
654
655 if (swrast->NewState & (_NEW_DEPTH |
656 _NEW_FOG |
657 _NEW_LIGHT |
658 _NEW_PROGRAM |
659 _NEW_TEXTURE))
660 _swrast_update_active_attribs(ctx);
661
662 if (swrast->NewState & (_NEW_FOG |
663 _NEW_PROGRAM |
664 _NEW_LIGHT |
665 _NEW_TEXTURE))
666 _swrast_update_specular_vertex_add(ctx);
667
668 swrast->NewState = 0;
669 swrast->StateChanges = 0;
670 swrast->InvalidateState = _swrast_invalidate_state;
671 }
672 }
673
674 #define SWRAST_DEBUG 0
675
676 /* Public entrypoints: See also s_accum.c, s_bitmap.c, etc.
677 */
678 void
679 _swrast_Quad( GLcontext *ctx,
680 const SWvertex *v0, const SWvertex *v1,
681 const SWvertex *v2, const SWvertex *v3 )
682 {
683 if (SWRAST_DEBUG) {
684 _mesa_debug(ctx, "_swrast_Quad\n");
685 _swrast_print_vertex( ctx, v0 );
686 _swrast_print_vertex( ctx, v1 );
687 _swrast_print_vertex( ctx, v2 );
688 _swrast_print_vertex( ctx, v3 );
689 }
690 SWRAST_CONTEXT(ctx)->Triangle( ctx, v0, v1, v3 );
691 SWRAST_CONTEXT(ctx)->Triangle( ctx, v1, v2, v3 );
692 }
693
694 void
695 _swrast_Triangle( GLcontext *ctx, const SWvertex *v0,
696 const SWvertex *v1, const SWvertex *v2 )
697 {
698 if (SWRAST_DEBUG) {
699 _mesa_debug(ctx, "_swrast_Triangle\n");
700 _swrast_print_vertex( ctx, v0 );
701 _swrast_print_vertex( ctx, v1 );
702 _swrast_print_vertex( ctx, v2 );
703 }
704 SWRAST_CONTEXT(ctx)->Triangle( ctx, v0, v1, v2 );
705 }
706
707 void
708 _swrast_Line( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1 )
709 {
710 if (SWRAST_DEBUG) {
711 _mesa_debug(ctx, "_swrast_Line\n");
712 _swrast_print_vertex( ctx, v0 );
713 _swrast_print_vertex( ctx, v1 );
714 }
715 SWRAST_CONTEXT(ctx)->Line( ctx, v0, v1 );
716 }
717
718 void
719 _swrast_Point( GLcontext *ctx, const SWvertex *v0 )
720 {
721 if (SWRAST_DEBUG) {
722 _mesa_debug(ctx, "_swrast_Point\n");
723 _swrast_print_vertex( ctx, v0 );
724 }
725 SWRAST_CONTEXT(ctx)->Point( ctx, v0 );
726 }
727
728 void
729 _swrast_InvalidateState( GLcontext *ctx, GLbitfield new_state )
730 {
731 if (SWRAST_DEBUG) {
732 _mesa_debug(ctx, "_swrast_InvalidateState\n");
733 }
734 SWRAST_CONTEXT(ctx)->InvalidateState( ctx, new_state );
735 }
736
737 void
738 _swrast_ResetLineStipple( GLcontext *ctx )
739 {
740 if (SWRAST_DEBUG) {
741 _mesa_debug(ctx, "_swrast_ResetLineStipple\n");
742 }
743 SWRAST_CONTEXT(ctx)->StippleCounter = 0;
744 }
745
746 void
747 _swrast_SetFacing(GLcontext *ctx, GLuint facing)
748 {
749 SWRAST_CONTEXT(ctx)->PointLineFacing = facing;
750 }
751
752 void
753 _swrast_allow_vertex_fog( GLcontext *ctx, GLboolean value )
754 {
755 if (SWRAST_DEBUG) {
756 _mesa_debug(ctx, "_swrast_allow_vertex_fog %d\n", value);
757 }
758 SWRAST_CONTEXT(ctx)->InvalidateState( ctx, _NEW_HINT );
759 SWRAST_CONTEXT(ctx)->AllowVertexFog = value;
760 }
761
762 void
763 _swrast_allow_pixel_fog( GLcontext *ctx, GLboolean value )
764 {
765 if (SWRAST_DEBUG) {
766 _mesa_debug(ctx, "_swrast_allow_pixel_fog %d\n", value);
767 }
768 SWRAST_CONTEXT(ctx)->InvalidateState( ctx, _NEW_HINT );
769 SWRAST_CONTEXT(ctx)->AllowPixelFog = value;
770 }
771
772
773 GLboolean
774 _swrast_CreateContext( GLcontext *ctx )
775 {
776 GLuint i;
777 SWcontext *swrast = (SWcontext *)CALLOC(sizeof(SWcontext));
778
779 if (SWRAST_DEBUG) {
780 _mesa_debug(ctx, "_swrast_CreateContext\n");
781 }
782
783 if (!swrast)
784 return GL_FALSE;
785
786 swrast->NewState = ~0;
787
788 swrast->choose_point = _swrast_choose_point;
789 swrast->choose_line = _swrast_choose_line;
790 swrast->choose_triangle = _swrast_choose_triangle;
791
792 swrast->InvalidatePointMask = _SWRAST_NEW_POINT;
793 swrast->InvalidateLineMask = _SWRAST_NEW_LINE;
794 swrast->InvalidateTriangleMask = _SWRAST_NEW_TRIANGLE;
795
796 swrast->Point = _swrast_validate_point;
797 swrast->Line = _swrast_validate_line;
798 swrast->Triangle = _swrast_validate_triangle;
799 swrast->InvalidateState = _swrast_sleep;
800 swrast->BlendFunc = _swrast_validate_blend_func;
801
802 swrast->AllowVertexFog = GL_TRUE;
803 swrast->AllowPixelFog = GL_TRUE;
804
805 /* Optimized Accum buffer */
806 swrast->_IntegerAccumMode = GL_FALSE;
807 swrast->_IntegerAccumScaler = 0.0;
808
809 for (i = 0; i < MAX_TEXTURE_IMAGE_UNITS; i++)
810 swrast->TextureSample[i] = NULL;
811
812 swrast->SpanArrays = MALLOC_STRUCT(sw_span_arrays);
813 if (!swrast->SpanArrays) {
814 FREE(swrast);
815 return GL_FALSE;
816 }
817 swrast->SpanArrays->ChanType = CHAN_TYPE;
818 #if CHAN_TYPE == GL_UNSIGNED_BYTE
819 swrast->SpanArrays->rgba = swrast->SpanArrays->rgba8;
820 #elif CHAN_TYPE == GL_UNSIGNED_SHORT
821 swrast->SpanArrays->rgba = swrast->SpanArrays->rgba16;
822 #else
823 swrast->SpanArrays->rgba = swrast->SpanArrays->attribs[FRAG_ATTRIB_COL0];
824 #endif
825
826 /* init point span buffer */
827 swrast->PointSpan.primitive = GL_POINT;
828 swrast->PointSpan.end = 0;
829 swrast->PointSpan.facing = 0;
830 swrast->PointSpan.array = swrast->SpanArrays;
831
832 swrast->TexelBuffer = (GLfloat *) MALLOC(ctx->Const.MaxTextureImageUnits *
833 MAX_WIDTH * 4 * sizeof(GLfloat));
834 if (!swrast->TexelBuffer) {
835 FREE(swrast->SpanArrays);
836 FREE(swrast);
837 return GL_FALSE;
838 }
839
840 ctx->swrast_context = swrast;
841
842 return GL_TRUE;
843 }
844
845 void
846 _swrast_DestroyContext( GLcontext *ctx )
847 {
848 SWcontext *swrast = SWRAST_CONTEXT(ctx);
849
850 if (SWRAST_DEBUG) {
851 _mesa_debug(ctx, "_swrast_DestroyContext\n");
852 }
853
854 FREE( swrast->SpanArrays );
855 if (swrast->ZoomedArrays)
856 FREE( swrast->ZoomedArrays );
857 FREE( swrast->TexelBuffer );
858 FREE( swrast );
859
860 ctx->swrast_context = 0;
861 }
862
863
864 struct swrast_device_driver *
865 _swrast_GetDeviceDriverReference( GLcontext *ctx )
866 {
867 SWcontext *swrast = SWRAST_CONTEXT(ctx);
868 return &swrast->Driver;
869 }
870
871 void
872 _swrast_flush( GLcontext *ctx )
873 {
874 SWcontext *swrast = SWRAST_CONTEXT(ctx);
875 /* flush any pending fragments from rendering points */
876 if (swrast->PointSpan.end > 0) {
877 if (ctx->Visual.rgbMode) {
878 _swrast_write_rgba_span(ctx, &(swrast->PointSpan));
879 }
880 else {
881 _swrast_write_index_span(ctx, &(swrast->PointSpan));
882 }
883 swrast->PointSpan.end = 0;
884 }
885 }
886
887 void
888 _swrast_render_primitive( GLcontext *ctx, GLenum prim )
889 {
890 SWcontext *swrast = SWRAST_CONTEXT(ctx);
891 if (swrast->Primitive == GL_POINTS && prim != GL_POINTS) {
892 _swrast_flush(ctx);
893 }
894 swrast->Primitive = prim;
895 }
896
897
898 void
899 _swrast_render_start( GLcontext *ctx )
900 {
901 SWcontext *swrast = SWRAST_CONTEXT(ctx);
902 if (swrast->Driver.SpanRenderStart)
903 swrast->Driver.SpanRenderStart( ctx );
904 swrast->PointSpan.end = 0;
905 }
906
907 void
908 _swrast_render_finish( GLcontext *ctx )
909 {
910 SWcontext *swrast = SWRAST_CONTEXT(ctx);
911 if (swrast->Driver.SpanRenderFinish)
912 swrast->Driver.SpanRenderFinish( ctx );
913
914 _swrast_flush(ctx);
915 }
916
917
918 #define SWRAST_DEBUG_VERTICES 0
919
920 void
921 _swrast_print_vertex( GLcontext *ctx, const SWvertex *v )
922 {
923 GLuint i;
924
925 if (SWRAST_DEBUG_VERTICES) {
926 _mesa_debug(ctx, "win %f %f %f %f\n",
927 v->attrib[FRAG_ATTRIB_WPOS][0],
928 v->attrib[FRAG_ATTRIB_WPOS][1],
929 v->attrib[FRAG_ATTRIB_WPOS][2],
930 v->attrib[FRAG_ATTRIB_WPOS][3]);
931
932 for (i = 0 ; i < ctx->Const.MaxTextureCoordUnits ; i++)
933 if (ctx->Texture.Unit[i]._ReallyEnabled)
934 _mesa_debug(ctx, "texcoord[%d] %f %f %f %f\n", i,
935 v->attrib[FRAG_ATTRIB_TEX0 + i][0],
936 v->attrib[FRAG_ATTRIB_TEX0 + i][1],
937 v->attrib[FRAG_ATTRIB_TEX0 + i][2],
938 v->attrib[FRAG_ATTRIB_TEX0 + i][3]);
939
940 #if CHAN_TYPE == GL_FLOAT
941 _mesa_debug(ctx, "color %f %f %f %f\n",
942 v->color[0], v->color[1], v->color[2], v->color[3]);
943 #else
944 _mesa_debug(ctx, "color %d %d %d %d\n",
945 v->color[0], v->color[1], v->color[2], v->color[3]);
946 #endif
947 _mesa_debug(ctx, "spec %g %g %g %g\n",
948 v->attrib[FRAG_ATTRIB_COL1][0],
949 v->attrib[FRAG_ATTRIB_COL1][1],
950 v->attrib[FRAG_ATTRIB_COL1][2],
951 v->attrib[FRAG_ATTRIB_COL1][3]);
952 _mesa_debug(ctx, "fog %f\n", v->attrib[FRAG_ATTRIB_FOGC][0]);
953 _mesa_debug(ctx, "index %d\n", v->attrib[FRAG_ATTRIB_CI][0]);
954 _mesa_debug(ctx, "pointsize %f\n", v->pointSize);
955 _mesa_debug(ctx, "\n");
956 }
957 }