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