Updated includes.
[mesa.git] / src / mesa / swrast / s_context.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 6.5.1
4 *
5 * Copyright (C) 1999-2006 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 "imports.h"
30 #include "bufferobj.h"
31 #include "context.h"
32 #include "colormac.h"
33 #include "mtypes.h"
34 #include "prog_statevars.h"
35 #include "teximage.h"
36 #include "swrast.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->ShaderObjects._FragmentShaderPresent) {
106 rasterMask |= FRAGPROG_BIT;
107 }
108
109 if (ctx->ATIFragmentShader._Enabled) {
110 rasterMask |= ATIFRAGSHADER_BIT;
111 }
112
113 #if CHAN_TYPE == GL_FLOAT
114 if (ctx->Color.ClampFragmentColor == GL_TRUE) {
115 rasterMask |= CLAMPING_BIT;
116 }
117 #endif
118
119 SWRAST_CONTEXT(ctx)->_RasterMask = rasterMask;
120 }
121
122
123 /**
124 * Examine polycon culls tate to compute the _BackfaceSign field.
125 * _BackfaceSign will be 0 if no culling, -1 if culling back-faces,
126 * and 1 if culling front-faces. The Polygon FrontFace state also
127 * factors in.
128 */
129 static void
130 _swrast_update_polygon( GLcontext *ctx )
131 {
132 GLfloat backface_sign = 1;
133
134 if (ctx->Polygon.CullFlag) {
135 backface_sign = 1;
136 switch(ctx->Polygon.CullFaceMode) {
137 case GL_BACK:
138 if(ctx->Polygon.FrontFace==GL_CCW)
139 backface_sign = -1;
140 break;
141 case GL_FRONT:
142 if(ctx->Polygon.FrontFace!=GL_CCW)
143 backface_sign = -1;
144 break;
145 default:
146 case GL_FRONT_AND_BACK:
147 backface_sign = 0;
148 break;
149 }
150 }
151 else {
152 backface_sign = 0;
153 }
154
155 SWRAST_CONTEXT(ctx)->_BackfaceSign = backface_sign;
156 }
157
158
159 /**
160 * Update the _PreferPixelFog field to indicate if we need to compute
161 * fog factors per-fragment.
162 */
163 static void
164 _swrast_update_fog_hint( GLcontext *ctx )
165 {
166 SWcontext *swrast = SWRAST_CONTEXT(ctx);
167 swrast->_PreferPixelFog = (!swrast->AllowVertexFog ||
168 ctx->FragmentProgram._Current ||
169 (ctx->Hint.Fog == GL_NICEST &&
170 swrast->AllowPixelFog));
171 }
172
173
174
175 /**
176 * Update the swrast->_AnyTextureCombine flag.
177 */
178 static void
179 _swrast_update_texture_env( GLcontext *ctx )
180 {
181 SWcontext *swrast = SWRAST_CONTEXT(ctx);
182 GLuint i;
183 swrast->_AnyTextureCombine = GL_FALSE;
184 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
185 if (ctx->Texture.Unit[i].EnvMode == GL_COMBINE_EXT ||
186 ctx->Texture.Unit[i].EnvMode == GL_COMBINE4_NV) {
187 swrast->_AnyTextureCombine = GL_TRUE;
188 return;
189 }
190 }
191 }
192
193
194 /**
195 * Update swrast->_FogColor and swrast->_FogEnable values.
196 */
197 static void
198 _swrast_update_fog_state( GLcontext *ctx )
199 {
200 SWcontext *swrast = SWRAST_CONTEXT(ctx);
201 const struct gl_fragment_program *fp = ctx->FragmentProgram._Current;
202
203 /* determine if fog is needed, and if so, which fog mode */
204 swrast->_FogEnabled = GL_FALSE;
205 if (fp && fp->Base.Target == GL_FRAGMENT_PROGRAM_ARB) {
206 if (fp->FogOption != GL_NONE) {
207 swrast->_FogEnabled = GL_TRUE;
208 swrast->_FogMode = fp->FogOption;
209 }
210 }
211 else if (ctx->Fog.Enabled) {
212 swrast->_FogEnabled = GL_TRUE;
213 swrast->_FogMode = ctx->Fog.Mode;
214 }
215 }
216
217
218 /**
219 * Update state for running fragment programs. Basically, load the
220 * program parameters with current state values.
221 */
222 static void
223 _swrast_update_fragment_program(GLcontext *ctx, GLbitfield newState)
224 {
225 const struct gl_fragment_program *fp = ctx->FragmentProgram._Current;
226 if (fp) {
227 #if 0
228 /* XXX Need a way to trigger the initial loading of parameters
229 * even when there's no recent state changes.
230 */
231 if (fp->Base.Parameters->StateFlags & newState)
232 #endif
233 _mesa_load_state_parameters(ctx, fp->Base.Parameters);
234 }
235 }
236
237
238
239 #define _SWRAST_NEW_DERIVED (_SWRAST_NEW_RASTERMASK | \
240 _NEW_TEXTURE | \
241 _NEW_HINT | \
242 _NEW_POLYGON )
243
244 /* State referenced by _swrast_choose_triangle, _swrast_choose_line.
245 */
246 #define _SWRAST_NEW_TRIANGLE (_SWRAST_NEW_DERIVED | \
247 _NEW_RENDERMODE| \
248 _NEW_POLYGON| \
249 _NEW_DEPTH| \
250 _NEW_STENCIL| \
251 _NEW_COLOR| \
252 _NEW_TEXTURE| \
253 _SWRAST_NEW_RASTERMASK| \
254 _NEW_LIGHT| \
255 _NEW_FOG | \
256 _DD_NEW_SEPARATE_SPECULAR)
257
258 #define _SWRAST_NEW_LINE (_SWRAST_NEW_DERIVED | \
259 _NEW_RENDERMODE| \
260 _NEW_LINE| \
261 _NEW_TEXTURE| \
262 _NEW_LIGHT| \
263 _NEW_FOG| \
264 _NEW_DEPTH | \
265 _DD_NEW_SEPARATE_SPECULAR)
266
267 #define _SWRAST_NEW_POINT (_SWRAST_NEW_DERIVED | \
268 _NEW_RENDERMODE | \
269 _NEW_POINT | \
270 _NEW_TEXTURE | \
271 _NEW_LIGHT | \
272 _NEW_FOG | \
273 _DD_NEW_SEPARATE_SPECULAR)
274
275 #define _SWRAST_NEW_TEXTURE_SAMPLE_FUNC _NEW_TEXTURE
276
277 #define _SWRAST_NEW_TEXTURE_ENV_MODE _NEW_TEXTURE
278
279 #define _SWRAST_NEW_BLEND_FUNC _NEW_COLOR
280
281
282
283 /**
284 * Stub for swrast->Triangle to select a true triangle function
285 * after a state change.
286 */
287 static void
288 _swrast_validate_triangle( GLcontext *ctx,
289 const SWvertex *v0,
290 const SWvertex *v1,
291 const SWvertex *v2 )
292 {
293 SWcontext *swrast = SWRAST_CONTEXT(ctx);
294
295 _swrast_validate_derived( ctx );
296 swrast->choose_triangle( ctx );
297 ASSERT(swrast->Triangle);
298
299 if (ctx->Texture._EnabledUnits == 0
300 && NEED_SECONDARY_COLOR(ctx)
301 && !ctx->FragmentProgram._Current) {
302 /* separate specular color, but no texture */
303 swrast->SpecTriangle = swrast->Triangle;
304 swrast->Triangle = _swrast_add_spec_terms_triangle;
305 }
306
307 swrast->Triangle( ctx, v0, v1, v2 );
308 }
309
310 /**
311 * Called via swrast->Line. Examine current GL state and choose a software
312 * line routine. Then call it.
313 */
314 static void
315 _swrast_validate_line( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1 )
316 {
317 SWcontext *swrast = SWRAST_CONTEXT(ctx);
318
319 _swrast_validate_derived( ctx );
320 swrast->choose_line( ctx );
321 ASSERT(swrast->Line);
322
323 if (ctx->Texture._EnabledUnits == 0
324 && NEED_SECONDARY_COLOR(ctx)
325 && !ctx->FragmentProgram._Current) {
326 swrast->SpecLine = swrast->Line;
327 swrast->Line = _swrast_add_spec_terms_line;
328 }
329
330
331 swrast->Line( ctx, v0, v1 );
332 }
333
334 /**
335 * Called via swrast->Point. Examine current GL state and choose a software
336 * point routine. Then call it.
337 */
338 static void
339 _swrast_validate_point( GLcontext *ctx, const SWvertex *v0 )
340 {
341 SWcontext *swrast = SWRAST_CONTEXT(ctx);
342
343 _swrast_validate_derived( ctx );
344 swrast->choose_point( ctx );
345
346 if (ctx->Texture._EnabledUnits == 0
347 && NEED_SECONDARY_COLOR(ctx)
348 && !ctx->FragmentProgram._Current) {
349 swrast->SpecPoint = swrast->Point;
350 swrast->Point = _swrast_add_spec_terms_point;
351 }
352
353 swrast->Point( ctx, v0 );
354 }
355
356
357 /**
358 * Called via swrast->BlendFunc. Examine GL state to choose a blending
359 * function, then call it.
360 */
361 static void _ASMAPI
362 _swrast_validate_blend_func(GLcontext *ctx, GLuint n, const GLubyte mask[],
363 GLvoid *src, const GLvoid *dst,
364 GLenum chanType )
365 {
366 SWcontext *swrast = SWRAST_CONTEXT(ctx);
367
368 _swrast_validate_derived( ctx ); /* why is this needed? */
369 _swrast_choose_blend_func( ctx, chanType );
370
371 swrast->BlendFunc( ctx, n, mask, src, dst, chanType );
372 }
373
374
375 /**
376 * Make sure we have texture image data for all the textures we may need
377 * for subsequent rendering.
378 */
379 static void
380 _swrast_validate_texture_images(GLcontext *ctx)
381 {
382 SWcontext *swrast = SWRAST_CONTEXT(ctx);
383 GLuint u;
384
385 if (!swrast->ValidateTextureImage || !ctx->Texture._EnabledUnits) {
386 /* no textures enabled, or no way to validate images! */
387 return;
388 }
389
390 for (u = 0; u < ctx->Const.MaxTextureImageUnits; u++) {
391 if (ctx->Texture.Unit[u]._ReallyEnabled) {
392 struct gl_texture_object *texObj = ctx->Texture.Unit[u]._Current;
393 ASSERT(texObj);
394 if (texObj) {
395 GLuint numFaces = (texObj->Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
396 GLuint face;
397 for (face = 0; face < numFaces; face++) {
398 GLuint lvl;
399 for (lvl = texObj->BaseLevel; lvl <= texObj->_MaxLevel; lvl++) {
400 struct gl_texture_image *texImg = texObj->Image[face][lvl];
401 if (texImg && !texImg->Data) {
402 swrast->ValidateTextureImage(ctx, texObj, face, lvl);
403 ASSERT(texObj->Image[face][lvl]->Data);
404 }
405 }
406 }
407 }
408 }
409 }
410 }
411
412
413 /**
414 * Free the texture image data attached to all currently enabled
415 * textures. Meant to be called by device drivers when transitioning
416 * from software to hardware rendering.
417 */
418 void
419 _swrast_eject_texture_images(GLcontext *ctx)
420 {
421 GLuint u;
422
423 if (!ctx->Texture._EnabledUnits) {
424 /* no textures enabled */
425 return;
426 }
427
428 for (u = 0; u < ctx->Const.MaxTextureImageUnits; u++) {
429 if (ctx->Texture.Unit[u]._ReallyEnabled) {
430 struct gl_texture_object *texObj = ctx->Texture.Unit[u]._Current;
431 ASSERT(texObj);
432 if (texObj) {
433 GLuint numFaces = (texObj->Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
434 GLuint face;
435 for (face = 0; face < numFaces; face++) {
436 GLuint lvl;
437 for (lvl = texObj->BaseLevel; lvl <= texObj->_MaxLevel; lvl++) {
438 struct gl_texture_image *texImg = texObj->Image[face][lvl];
439 if (texImg && texImg->Data) {
440 _mesa_free_texmemory(texImg->Data);
441 texImg->Data = NULL;
442 }
443 }
444 }
445 }
446 }
447 }
448 }
449
450
451
452 static void
453 _swrast_sleep( GLcontext *ctx, GLbitfield new_state )
454 {
455 (void) ctx; (void) new_state;
456 }
457
458
459 static void
460 _swrast_invalidate_state( GLcontext *ctx, GLbitfield new_state )
461 {
462 SWcontext *swrast = SWRAST_CONTEXT(ctx);
463 GLuint i;
464
465 swrast->NewState |= new_state;
466
467 /* After 10 statechanges without any swrast functions being called,
468 * put the module to sleep.
469 */
470 if (++swrast->StateChanges > 10) {
471 swrast->InvalidateState = _swrast_sleep;
472 swrast->NewState = ~0;
473 new_state = ~0;
474 }
475
476 if (new_state & swrast->InvalidateTriangleMask)
477 swrast->Triangle = _swrast_validate_triangle;
478
479 if (new_state & swrast->InvalidateLineMask)
480 swrast->Line = _swrast_validate_line;
481
482 if (new_state & swrast->InvalidatePointMask)
483 swrast->Point = _swrast_validate_point;
484
485 if (new_state & _SWRAST_NEW_BLEND_FUNC)
486 swrast->BlendFunc = _swrast_validate_blend_func;
487
488 if (new_state & _SWRAST_NEW_TEXTURE_SAMPLE_FUNC)
489 for (i = 0 ; i < ctx->Const.MaxTextureImageUnits ; i++)
490 swrast->TextureSample[i] = NULL;
491 }
492
493
494 static void
495 _swrast_update_texture_samplers(GLcontext *ctx)
496 {
497 SWcontext *swrast = SWRAST_CONTEXT(ctx);
498 GLuint u;
499
500 for (u = 0; u < ctx->Const.MaxTextureImageUnits; u++) {
501 const struct gl_texture_object *tObj = ctx->Texture.Unit[u]._Current;
502 if (tObj)
503 swrast->TextureSample[u] =
504 _swrast_choose_texture_sample_func(ctx, tObj);
505 }
506 }
507
508
509 void
510 _swrast_validate_derived( GLcontext *ctx )
511 {
512 SWcontext *swrast = SWRAST_CONTEXT(ctx);
513
514 if (swrast->NewState) {
515 if (swrast->NewState & _NEW_POLYGON)
516 _swrast_update_polygon( ctx );
517
518 if (swrast->NewState & (_NEW_HINT | _NEW_PROGRAM))
519 _swrast_update_fog_hint( ctx );
520
521 if (swrast->NewState & _SWRAST_NEW_TEXTURE_ENV_MODE)
522 _swrast_update_texture_env( ctx );
523
524 if (swrast->NewState & (_NEW_FOG | _NEW_PROGRAM))
525 _swrast_update_fog_state( ctx );
526
527 if (swrast->NewState & (_NEW_MODELVIEW |
528 _NEW_PROJECTION |
529 _NEW_TEXTURE_MATRIX |
530 _NEW_FOG |
531 _NEW_LIGHT |
532 _NEW_LINE |
533 _NEW_TEXTURE |
534 _NEW_TRANSFORM |
535 _NEW_POINT |
536 _NEW_VIEWPORT |
537 _NEW_PROGRAM))
538 _swrast_update_fragment_program( ctx, swrast->NewState );
539
540 if (swrast->NewState & _NEW_TEXTURE)
541 _swrast_update_texture_samplers( ctx );
542
543 if (swrast->NewState & (_NEW_TEXTURE | _NEW_PROGRAM))
544 _swrast_validate_texture_images( ctx );
545
546 if (swrast->NewState & _SWRAST_NEW_RASTERMASK)
547 _swrast_update_rasterflags( ctx );
548
549 swrast->NewState = 0;
550 swrast->StateChanges = 0;
551 swrast->InvalidateState = _swrast_invalidate_state;
552 }
553 }
554
555 #define SWRAST_DEBUG 0
556
557 /* Public entrypoints: See also s_accum.c, s_bitmap.c, etc.
558 */
559 void
560 _swrast_Quad( GLcontext *ctx,
561 const SWvertex *v0, const SWvertex *v1,
562 const SWvertex *v2, const SWvertex *v3 )
563 {
564 if (SWRAST_DEBUG) {
565 _mesa_debug(ctx, "_swrast_Quad\n");
566 _swrast_print_vertex( ctx, v0 );
567 _swrast_print_vertex( ctx, v1 );
568 _swrast_print_vertex( ctx, v2 );
569 _swrast_print_vertex( ctx, v3 );
570 }
571 SWRAST_CONTEXT(ctx)->Triangle( ctx, v0, v1, v3 );
572 SWRAST_CONTEXT(ctx)->Triangle( ctx, v1, v2, v3 );
573 }
574
575 void
576 _swrast_Triangle( GLcontext *ctx, const SWvertex *v0,
577 const SWvertex *v1, const SWvertex *v2 )
578 {
579 if (SWRAST_DEBUG) {
580 _mesa_debug(ctx, "_swrast_Triangle\n");
581 _swrast_print_vertex( ctx, v0 );
582 _swrast_print_vertex( ctx, v1 );
583 _swrast_print_vertex( ctx, v2 );
584 }
585 SWRAST_CONTEXT(ctx)->Triangle( ctx, v0, v1, v2 );
586 }
587
588 void
589 _swrast_Line( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1 )
590 {
591 if (SWRAST_DEBUG) {
592 _mesa_debug(ctx, "_swrast_Line\n");
593 _swrast_print_vertex( ctx, v0 );
594 _swrast_print_vertex( ctx, v1 );
595 }
596 SWRAST_CONTEXT(ctx)->Line( ctx, v0, v1 );
597 }
598
599 void
600 _swrast_Point( GLcontext *ctx, const SWvertex *v0 )
601 {
602 if (SWRAST_DEBUG) {
603 _mesa_debug(ctx, "_swrast_Point\n");
604 _swrast_print_vertex( ctx, v0 );
605 }
606 SWRAST_CONTEXT(ctx)->Point( ctx, v0 );
607 }
608
609 void
610 _swrast_InvalidateState( GLcontext *ctx, GLbitfield new_state )
611 {
612 if (SWRAST_DEBUG) {
613 _mesa_debug(ctx, "_swrast_InvalidateState\n");
614 }
615 SWRAST_CONTEXT(ctx)->InvalidateState( ctx, new_state );
616 }
617
618 void
619 _swrast_ResetLineStipple( GLcontext *ctx )
620 {
621 if (SWRAST_DEBUG) {
622 _mesa_debug(ctx, "_swrast_ResetLineStipple\n");
623 }
624 SWRAST_CONTEXT(ctx)->StippleCounter = 0;
625 }
626
627 void
628 _swrast_allow_vertex_fog( GLcontext *ctx, GLboolean value )
629 {
630 if (SWRAST_DEBUG) {
631 _mesa_debug(ctx, "_swrast_allow_vertex_fog %d\n", value);
632 }
633 SWRAST_CONTEXT(ctx)->InvalidateState( ctx, _NEW_HINT );
634 SWRAST_CONTEXT(ctx)->AllowVertexFog = value;
635 }
636
637 void
638 _swrast_allow_pixel_fog( GLcontext *ctx, GLboolean value )
639 {
640 if (SWRAST_DEBUG) {
641 _mesa_debug(ctx, "_swrast_allow_pixel_fog %d\n", value);
642 }
643 SWRAST_CONTEXT(ctx)->InvalidateState( ctx, _NEW_HINT );
644 SWRAST_CONTEXT(ctx)->AllowPixelFog = value;
645 }
646
647
648 GLboolean
649 _swrast_CreateContext( GLcontext *ctx )
650 {
651 GLuint i;
652 SWcontext *swrast = (SWcontext *)CALLOC(sizeof(SWcontext));
653
654 if (SWRAST_DEBUG) {
655 _mesa_debug(ctx, "_swrast_CreateContext\n");
656 }
657
658 if (!swrast)
659 return GL_FALSE;
660
661 swrast->NewState = ~0;
662
663 swrast->choose_point = _swrast_choose_point;
664 swrast->choose_line = _swrast_choose_line;
665 swrast->choose_triangle = _swrast_choose_triangle;
666
667 swrast->InvalidatePointMask = _SWRAST_NEW_POINT;
668 swrast->InvalidateLineMask = _SWRAST_NEW_LINE;
669 swrast->InvalidateTriangleMask = _SWRAST_NEW_TRIANGLE;
670
671 swrast->Point = _swrast_validate_point;
672 swrast->Line = _swrast_validate_line;
673 swrast->Triangle = _swrast_validate_triangle;
674 swrast->InvalidateState = _swrast_sleep;
675 swrast->BlendFunc = _swrast_validate_blend_func;
676
677 swrast->AllowVertexFog = GL_TRUE;
678 swrast->AllowPixelFog = GL_TRUE;
679
680 /* Optimized Accum buffer */
681 swrast->_IntegerAccumMode = GL_FALSE;
682 swrast->_IntegerAccumScaler = 0.0;
683
684 for (i = 0; i < MAX_TEXTURE_IMAGE_UNITS; i++)
685 swrast->TextureSample[i] = NULL;
686
687 swrast->SpanArrays = MALLOC_STRUCT(sw_span_arrays);
688 if (!swrast->SpanArrays) {
689 FREE(swrast);
690 return GL_FALSE;
691 }
692 swrast->SpanArrays->ChanType = CHAN_TYPE;
693 #if CHAN_TYPE == GL_UNSIGNED_BYTE
694 swrast->SpanArrays->rgba = swrast->SpanArrays->color.sz1.rgba;
695 swrast->SpanArrays->spec = swrast->SpanArrays->color.sz1.spec;
696 #elif CHAN_TYPE == GL_UNSIGNED_SHORT
697 swrast->SpanArrays->rgba = swrast->SpanArrays->color.sz2.rgba;
698 swrast->SpanArrays->spec = swrast->SpanArrays->color.sz2.spec;
699 #else
700 swrast->SpanArrays->rgba = swrast->SpanArrays->color.sz4.rgba;
701 swrast->SpanArrays->spec = swrast->SpanArrays->color.sz4.spec;
702 #endif
703
704 /* init point span buffer */
705 swrast->PointSpan.primitive = GL_POINT;
706 swrast->PointSpan.start = 0;
707 swrast->PointSpan.end = 0;
708 swrast->PointSpan.facing = 0;
709 swrast->PointSpan.array = swrast->SpanArrays;
710
711 swrast->TexelBuffer = (GLchan *) MALLOC(ctx->Const.MaxTextureImageUnits *
712 MAX_WIDTH * 4 * sizeof(GLchan));
713 if (!swrast->TexelBuffer) {
714 FREE(swrast->SpanArrays);
715 FREE(swrast);
716 return GL_FALSE;
717 }
718
719 ctx->swrast_context = swrast;
720
721 return GL_TRUE;
722 }
723
724 void
725 _swrast_DestroyContext( GLcontext *ctx )
726 {
727 SWcontext *swrast = SWRAST_CONTEXT(ctx);
728
729 if (SWRAST_DEBUG) {
730 _mesa_debug(ctx, "_swrast_DestroyContext\n");
731 }
732
733 FREE( swrast->SpanArrays );
734 FREE( swrast->TexelBuffer );
735 FREE( swrast );
736
737 ctx->swrast_context = 0;
738 }
739
740
741 struct swrast_device_driver *
742 _swrast_GetDeviceDriverReference( GLcontext *ctx )
743 {
744 SWcontext *swrast = SWRAST_CONTEXT(ctx);
745 return &swrast->Driver;
746 }
747
748 void
749 _swrast_flush( GLcontext *ctx )
750 {
751 SWcontext *swrast = SWRAST_CONTEXT(ctx);
752 /* flush any pending fragments from rendering points */
753 if (swrast->PointSpan.end > 0) {
754 if (ctx->Visual.rgbMode) {
755 _swrast_write_rgba_span(ctx, &(swrast->PointSpan));
756 }
757 else {
758 _swrast_write_index_span(ctx, &(swrast->PointSpan));
759 }
760 swrast->PointSpan.end = 0;
761 }
762 }
763
764 void
765 _swrast_render_primitive( GLcontext *ctx, GLenum prim )
766 {
767 SWcontext *swrast = SWRAST_CONTEXT(ctx);
768 if (swrast->Primitive == GL_POINTS && prim != GL_POINTS) {
769 _swrast_flush(ctx);
770 }
771 swrast->Primitive = prim;
772 }
773
774
775 void
776 _swrast_render_start( GLcontext *ctx )
777 {
778 SWcontext *swrast = SWRAST_CONTEXT(ctx);
779 if (swrast->Driver.SpanRenderStart)
780 swrast->Driver.SpanRenderStart( ctx );
781 swrast->PointSpan.end = 0;
782 }
783
784 void
785 _swrast_render_finish( GLcontext *ctx )
786 {
787 SWcontext *swrast = SWRAST_CONTEXT(ctx);
788 if (swrast->Driver.SpanRenderFinish)
789 swrast->Driver.SpanRenderFinish( ctx );
790
791 _swrast_flush(ctx);
792 }
793
794
795 #define SWRAST_DEBUG_VERTICES 0
796
797 void
798 _swrast_print_vertex( GLcontext *ctx, const SWvertex *v )
799 {
800 GLuint i;
801
802 if (SWRAST_DEBUG_VERTICES) {
803 _mesa_debug(ctx, "win %f %f %f %f\n",
804 v->win[0], v->win[1], v->win[2], v->win[3]);
805
806 for (i = 0 ; i < ctx->Const.MaxTextureCoordUnits ; i++)
807 if (ctx->Texture.Unit[i]._ReallyEnabled)
808 _mesa_debug(ctx, "texcoord[%d] %f %f %f %f\n", i,
809 v->texcoord[i][0], v->texcoord[i][1],
810 v->texcoord[i][2], v->texcoord[i][3]);
811
812 #if CHAN_TYPE == GL_FLOAT
813 _mesa_debug(ctx, "color %f %f %f %f\n",
814 v->color[0], v->color[1], v->color[2], v->color[3]);
815 _mesa_debug(ctx, "spec %f %f %f %f\n",
816 v->specular[0], v->specular[1],
817 v->specular[2], v->specular[3]);
818 #else
819 _mesa_debug(ctx, "color %d %d %d %d\n",
820 v->color[0], v->color[1], v->color[2], v->color[3]);
821 _mesa_debug(ctx, "spec %d %d %d %d\n",
822 v->specular[0], v->specular[1],
823 v->specular[2], v->specular[3]);
824 #endif
825 _mesa_debug(ctx, "fog %f\n", v->fog);
826 _mesa_debug(ctx, "index %d\n", v->index);
827 _mesa_debug(ctx, "pointsize %f\n", v->pointSize);
828 _mesa_debug(ctx, "\n");
829 }
830 }