2 * Mesa 3-D graphics library
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 * Keith Whitwell <keith@tungstengraphics.com>
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"
39 #include "s_context.h"
43 #include "s_triangle.h"
44 #include "s_texfilter.h"
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?).
54 _swrast_update_rasterflags( GLcontext
*ctx
)
56 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
57 GLbitfield rasterMask
= 0;
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
;
72 if (ctx
->Color
.IndexMask
!= 0xffffffff) rasterMask
|= MASKING_BIT
;
73 if (ctx
->Color
.IndexLogicOpEnabled
) rasterMask
|= LOGIC_OP_BIT
;
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
;
83 if (ctx
->Query
.CurrentOcclusionObject
)
84 rasterMask
|= OCCLUSION_BIT
;
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.
91 if (ctx
->DrawBuffer
->_NumColorDrawBuffers
!= 1) {
92 /* more than one color buffer designated for writing (or zero buffers) */
93 rasterMask
|= MULTI_DRAW_BIT
;
95 else if (ctx
->Visual
.rgbMode
&& *((GLuint
*) ctx
->Color
.ColorMask
) == 0) {
96 rasterMask
|= MULTI_DRAW_BIT
; /* all RGBA channels disabled */
98 else if (!ctx
->Visual
.rgbMode
&& ctx
->Color
.IndexMask
==0) {
99 rasterMask
|= MULTI_DRAW_BIT
; /* all color index bits disabled */
102 if (ctx
->FragmentProgram
._Current
) {
103 rasterMask
|= FRAGPROG_BIT
;
106 if (ctx
->ATIFragmentShader
._Enabled
) {
107 rasterMask
|= ATIFRAGSHADER_BIT
;
110 #if CHAN_TYPE == GL_FLOAT
111 if (ctx
->Color
.ClampFragmentColor
== GL_TRUE
) {
112 rasterMask
|= CLAMPING_BIT
;
116 SWRAST_CONTEXT(ctx
)->_RasterMask
= rasterMask
;
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
127 _swrast_update_polygon( GLcontext
*ctx
)
129 GLfloat backface_sign
;
131 if (ctx
->Polygon
.CullFlag
) {
132 switch (ctx
->Polygon
.CullFaceMode
) {
134 backface_sign
= -1.0;
139 case GL_FRONT_AND_BACK
:
149 SWRAST_CONTEXT(ctx
)->_BackfaceCullSign
= backface_sign
;
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;
159 * Update the _PreferPixelFog field to indicate if we need to compute
160 * fog blend factors (from the fog coords) per-fragment.
163 _swrast_update_fog_hint( GLcontext
*ctx
)
165 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
166 swrast
->_PreferPixelFog
= (!swrast
->AllowVertexFog
||
167 ctx
->FragmentProgram
._Current
||
168 (ctx
->Hint
.Fog
== GL_NICEST
&&
169 swrast
->AllowPixelFog
));
175 * Update the swrast->_TextureCombinePrimary flag.
178 _swrast_update_texture_env( GLcontext
*ctx
)
180 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
183 swrast
->_TextureCombinePrimary
= GL_FALSE
;
185 for (i
= 0; i
< ctx
->Const
.MaxTextureUnits
; i
++) {
186 const struct gl_tex_env_combine_state
*combine
=
187 ctx
->Texture
.Unit
[i
]._CurrentCombine
;
189 for (term
= 0; term
< combine
->_NumArgsRGB
; term
++) {
190 if (combine
->SourceRGB
[term
] == GL_PRIMARY_COLOR
) {
191 swrast
->_TextureCombinePrimary
= GL_TRUE
;
194 if (combine
->SourceA
[term
] == GL_PRIMARY_COLOR
) {
195 swrast
->_TextureCombinePrimary
= GL_TRUE
;
204 * Determine if we can defer texturing/shading until after Z/stencil
205 * testing. This potentially allows us to skip texturing/shading for
209 _swrast_update_deferred_texture(GLcontext
*ctx
)
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
;
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
;
223 else if (fprog
&& fprog
->UsesKill
) {
224 swrast
->_DeferredTexture
= GL_FALSE
;
226 else if (ctx
->Query
.CurrentOcclusionObject
) {
227 /* occlusion query depends on shader discard/kill results */
228 swrast
->_DeferredTexture
= GL_FALSE
;
231 swrast
->_DeferredTexture
= GL_TRUE
;
238 * Update swrast->_FogColor and swrast->_FogEnable values.
241 _swrast_update_fog_state( GLcontext
*ctx
)
243 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
244 const struct gl_fragment_program
*fp
= ctx
->FragmentProgram
._Current
;
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
;
254 else if (ctx
->Fog
.Enabled
) {
255 swrast
->_FogEnabled
= GL_TRUE
;
256 swrast
->_FogMode
= ctx
->Fog
.Mode
;
262 * Update state for running fragment programs. Basically, load the
263 * program parameters with current state values.
266 _swrast_update_fragment_program(GLcontext
*ctx
, GLbitfield newState
)
268 const struct gl_fragment_program
*fp
= ctx
->FragmentProgram
._Current
;
270 _mesa_load_state_parameters(ctx
, fp
->Base
.Parameters
);
276 * See if we can do early diffuse+specular (primary+secondary) color
277 * add per vertex instead of per-fragment.
280 _swrast_update_specular_vertex_add(GLcontext
*ctx
)
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
);
287 swrast
->SpecularVertexAdd
= (separateSpecular
288 && ctx
->Texture
._EnabledUnits
== 0x0
289 && !ctx
->FragmentProgram
._Current
290 && !ctx
->ATIFragmentShader
._Enabled
);
294 #define _SWRAST_NEW_DERIVED (_SWRAST_NEW_RASTERMASK | \
295 _NEW_PROGRAM_CONSTANTS | \
300 /* State referenced by _swrast_choose_triangle, _swrast_choose_line.
302 #define _SWRAST_NEW_TRIANGLE (_SWRAST_NEW_DERIVED | \
309 _SWRAST_NEW_RASTERMASK| \
312 _DD_NEW_SEPARATE_SPECULAR)
314 #define _SWRAST_NEW_LINE (_SWRAST_NEW_DERIVED | \
321 _DD_NEW_SEPARATE_SPECULAR)
323 #define _SWRAST_NEW_POINT (_SWRAST_NEW_DERIVED | \
329 _DD_NEW_SEPARATE_SPECULAR)
331 #define _SWRAST_NEW_TEXTURE_SAMPLE_FUNC _NEW_TEXTURE
333 #define _SWRAST_NEW_TEXTURE_ENV_MODE _NEW_TEXTURE
335 #define _SWRAST_NEW_BLEND_FUNC _NEW_COLOR
340 * Stub for swrast->Triangle to select a true triangle function
341 * after a state change.
344 _swrast_validate_triangle( GLcontext
*ctx
,
349 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
351 _swrast_validate_derived( ctx
);
352 swrast
->choose_triangle( ctx
);
353 ASSERT(swrast
->Triangle
);
355 if (swrast
->SpecularVertexAdd
) {
356 /* separate specular color, but no texture */
357 swrast
->SpecTriangle
= swrast
->Triangle
;
358 swrast
->Triangle
= _swrast_add_spec_terms_triangle
;
361 swrast
->Triangle( ctx
, v0
, v1
, v2
);
365 * Called via swrast->Line. Examine current GL state and choose a software
366 * line routine. Then call it.
369 _swrast_validate_line( GLcontext
*ctx
, const SWvertex
*v0
, const SWvertex
*v1
)
371 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
373 _swrast_validate_derived( ctx
);
374 swrast
->choose_line( ctx
);
375 ASSERT(swrast
->Line
);
377 if (swrast
->SpecularVertexAdd
) {
378 swrast
->SpecLine
= swrast
->Line
;
379 swrast
->Line
= _swrast_add_spec_terms_line
;
382 swrast
->Line( ctx
, v0
, v1
);
386 * Called via swrast->Point. Examine current GL state and choose a software
387 * point routine. Then call it.
390 _swrast_validate_point( GLcontext
*ctx
, const SWvertex
*v0
)
392 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
394 _swrast_validate_derived( ctx
);
395 swrast
->choose_point( ctx
);
397 if (swrast
->SpecularVertexAdd
) {
398 swrast
->SpecPoint
= swrast
->Point
;
399 swrast
->Point
= _swrast_add_spec_terms_point
;
402 swrast
->Point( ctx
, v0
);
407 * Called via swrast->BlendFunc. Examine GL state to choose a blending
408 * function, then call it.
411 _swrast_validate_blend_func(GLcontext
*ctx
, GLuint n
, const GLubyte mask
[],
412 GLvoid
*src
, const GLvoid
*dst
,
415 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
417 _swrast_validate_derived( ctx
); /* why is this needed? */
418 _swrast_choose_blend_func( ctx
, chanType
);
420 swrast
->BlendFunc( ctx
, n
, mask
, src
, dst
, chanType
);
425 * Make sure we have texture image data for all the textures we may need
426 * for subsequent rendering.
429 _swrast_validate_texture_images(GLcontext
*ctx
)
431 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
434 if (!swrast
->ValidateTextureImage
|| !ctx
->Texture
._EnabledUnits
) {
435 /* no textures enabled, or no way to validate images! */
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
;
444 GLuint numFaces
= (texObj
->Target
== GL_TEXTURE_CUBE_MAP
) ? 6 : 1;
446 for (face
= 0; face
< numFaces
; face
++) {
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
);
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.
468 _swrast_eject_texture_images(GLcontext
*ctx
)
472 if (!ctx
->Texture
._EnabledUnits
) {
473 /* no textures enabled */
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
;
482 GLuint numFaces
= (texObj
->Target
== GL_TEXTURE_CUBE_MAP
) ? 6 : 1;
484 for (face
= 0; face
< numFaces
; face
++) {
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
);
502 _swrast_sleep( GLcontext
*ctx
, GLbitfield new_state
)
504 (void) ctx
; (void) new_state
;
509 _swrast_invalidate_state( GLcontext
*ctx
, GLbitfield new_state
)
511 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
514 swrast
->NewState
|= new_state
;
516 /* After 10 statechanges without any swrast functions being called,
517 * put the module to sleep.
519 if (++swrast
->StateChanges
> 10) {
520 swrast
->InvalidateState
= _swrast_sleep
;
521 swrast
->NewState
= ~0;
525 if (new_state
& swrast
->InvalidateTriangleMask
)
526 swrast
->Triangle
= _swrast_validate_triangle
;
528 if (new_state
& swrast
->InvalidateLineMask
)
529 swrast
->Line
= _swrast_validate_line
;
531 if (new_state
& swrast
->InvalidatePointMask
)
532 swrast
->Point
= _swrast_validate_point
;
534 if (new_state
& _SWRAST_NEW_BLEND_FUNC
)
535 swrast
->BlendFunc
= _swrast_validate_blend_func
;
537 if (new_state
& _SWRAST_NEW_TEXTURE_SAMPLE_FUNC
)
538 for (i
= 0 ; i
< ctx
->Const
.MaxTextureImageUnits
; i
++)
539 swrast
->TextureSample
[i
] = NULL
;
544 _swrast_update_texture_samplers(GLcontext
*ctx
)
546 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
550 return; /* pipe hack */
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).
557 swrast
->TextureSample
[u
] = _swrast_choose_texture_sample_func(ctx
, tObj
);
563 * Update swrast->_ActiveAttribs, swrast->_NumActiveAttribs,
564 * swrast->_ActiveAtttribMask.
567 _swrast_update_active_attribs(GLcontext
*ctx
)
569 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
573 * Compute _ActiveAttribsMask = which fragment attributes are needed.
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 */
580 else if (ctx
->ATIFragmentShader
._Enabled
) {
581 attribsMask
= ~0; /* XXX fix me */
587 #if CHAN_TYPE == GL_FLOAT
588 attribsMask
|= FRAG_BIT_COL0
;
591 if (ctx
->Fog
.ColorSumEnabled
||
592 (ctx
->Light
.Enabled
&&
593 ctx
->Light
.Model
.ColorControl
== GL_SEPARATE_SPECULAR_COLOR
)) {
594 attribsMask
|= FRAG_BIT_COL1
;
597 if (swrast
->_FogEnabled
)
598 attribsMask
|= FRAG_BIT_FOGC
;
600 attribsMask
|= (ctx
->Texture
._EnabledUnits
<< FRAG_ATTRIB_TEX0
);
603 swrast
->_ActiveAttribMask
= attribsMask
;
605 /* Update _ActiveAttribs[] list */
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
;
615 swrast
->_InterpMode
[i
] = GL_SMOOTH
;
618 swrast
->_NumActiveAttribs
= num
;
624 _swrast_validate_derived( GLcontext
*ctx
)
626 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
628 if (swrast
->NewState
) {
629 if (swrast
->NewState
& _NEW_POLYGON
)
630 _swrast_update_polygon( ctx
);
632 if (swrast
->NewState
& (_NEW_HINT
| _NEW_PROGRAM
))
633 _swrast_update_fog_hint( ctx
);
635 if (swrast
->NewState
& _SWRAST_NEW_TEXTURE_ENV_MODE
)
636 _swrast_update_texture_env( ctx
);
638 if (swrast
->NewState
& (_NEW_FOG
| _NEW_PROGRAM
))
639 _swrast_update_fog_state( ctx
);
641 if (swrast
->NewState
& (_NEW_PROGRAM_CONSTANTS
| _NEW_PROGRAM
))
642 _swrast_update_fragment_program( ctx
, swrast
->NewState
);
644 if (swrast
->NewState
& (_NEW_TEXTURE
| _NEW_PROGRAM
)) {
645 _swrast_update_texture_samplers( ctx
);
646 _swrast_validate_texture_images(ctx
);
649 if (swrast
->NewState
& (_NEW_COLOR
| _NEW_PROGRAM
))
650 _swrast_update_deferred_texture(ctx
);
652 if (swrast
->NewState
& _SWRAST_NEW_RASTERMASK
)
653 _swrast_update_rasterflags( ctx
);
655 if (swrast
->NewState
& (_NEW_DEPTH
|
660 _swrast_update_active_attribs(ctx
);
662 if (swrast
->NewState
& (_NEW_FOG
|
666 _swrast_update_specular_vertex_add(ctx
);
668 swrast
->NewState
= 0;
669 swrast
->StateChanges
= 0;
670 swrast
->InvalidateState
= _swrast_invalidate_state
;
674 #define SWRAST_DEBUG 0
676 /* Public entrypoints: See also s_accum.c, s_bitmap.c, etc.
679 _swrast_Quad( GLcontext
*ctx
,
680 const SWvertex
*v0
, const SWvertex
*v1
,
681 const SWvertex
*v2
, const SWvertex
*v3
)
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
);
690 SWRAST_CONTEXT(ctx
)->Triangle( ctx
, v0
, v1
, v3
);
691 SWRAST_CONTEXT(ctx
)->Triangle( ctx
, v1
, v2
, v3
);
695 _swrast_Triangle( GLcontext
*ctx
, const SWvertex
*v0
,
696 const SWvertex
*v1
, const SWvertex
*v2
)
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
);
704 SWRAST_CONTEXT(ctx
)->Triangle( ctx
, v0
, v1
, v2
);
708 _swrast_Line( GLcontext
*ctx
, const SWvertex
*v0
, const SWvertex
*v1
)
711 _mesa_debug(ctx
, "_swrast_Line\n");
712 _swrast_print_vertex( ctx
, v0
);
713 _swrast_print_vertex( ctx
, v1
);
715 SWRAST_CONTEXT(ctx
)->Line( ctx
, v0
, v1
);
719 _swrast_Point( GLcontext
*ctx
, const SWvertex
*v0
)
722 _mesa_debug(ctx
, "_swrast_Point\n");
723 _swrast_print_vertex( ctx
, v0
);
725 SWRAST_CONTEXT(ctx
)->Point( ctx
, v0
);
729 _swrast_InvalidateState( GLcontext
*ctx
, GLbitfield new_state
)
732 _mesa_debug(ctx
, "_swrast_InvalidateState\n");
734 SWRAST_CONTEXT(ctx
)->InvalidateState( ctx
, new_state
);
738 _swrast_ResetLineStipple( GLcontext
*ctx
)
741 _mesa_debug(ctx
, "_swrast_ResetLineStipple\n");
743 SWRAST_CONTEXT(ctx
)->StippleCounter
= 0;
747 _swrast_SetFacing(GLcontext
*ctx
, GLuint facing
)
749 SWRAST_CONTEXT(ctx
)->PointLineFacing
= facing
;
753 _swrast_allow_vertex_fog( GLcontext
*ctx
, GLboolean value
)
756 _mesa_debug(ctx
, "_swrast_allow_vertex_fog %d\n", value
);
758 SWRAST_CONTEXT(ctx
)->InvalidateState( ctx
, _NEW_HINT
);
759 SWRAST_CONTEXT(ctx
)->AllowVertexFog
= value
;
763 _swrast_allow_pixel_fog( GLcontext
*ctx
, GLboolean value
)
766 _mesa_debug(ctx
, "_swrast_allow_pixel_fog %d\n", value
);
768 SWRAST_CONTEXT(ctx
)->InvalidateState( ctx
, _NEW_HINT
);
769 SWRAST_CONTEXT(ctx
)->AllowPixelFog
= value
;
774 _swrast_CreateContext( GLcontext
*ctx
)
777 SWcontext
*swrast
= (SWcontext
*)CALLOC(sizeof(SWcontext
));
780 _mesa_debug(ctx
, "_swrast_CreateContext\n");
786 swrast
->NewState
= ~0;
788 swrast
->choose_point
= _swrast_choose_point
;
789 swrast
->choose_line
= _swrast_choose_line
;
790 swrast
->choose_triangle
= _swrast_choose_triangle
;
792 swrast
->InvalidatePointMask
= _SWRAST_NEW_POINT
;
793 swrast
->InvalidateLineMask
= _SWRAST_NEW_LINE
;
794 swrast
->InvalidateTriangleMask
= _SWRAST_NEW_TRIANGLE
;
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
;
802 swrast
->AllowVertexFog
= GL_TRUE
;
803 swrast
->AllowPixelFog
= GL_TRUE
;
805 /* Optimized Accum buffer */
806 swrast
->_IntegerAccumMode
= GL_FALSE
;
807 swrast
->_IntegerAccumScaler
= 0.0;
809 for (i
= 0; i
< MAX_TEXTURE_IMAGE_UNITS
; i
++)
810 swrast
->TextureSample
[i
] = NULL
;
812 swrast
->SpanArrays
= MALLOC_STRUCT(sw_span_arrays
);
813 if (!swrast
->SpanArrays
) {
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
;
823 swrast
->SpanArrays
->rgba
= swrast
->SpanArrays
->attribs
[FRAG_ATTRIB_COL0
];
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
;
832 swrast
->TexelBuffer
= (GLfloat
*) MALLOC(ctx
->Const
.MaxTextureImageUnits
*
833 MAX_WIDTH
* 4 * sizeof(GLfloat
));
834 if (!swrast
->TexelBuffer
) {
835 FREE(swrast
->SpanArrays
);
840 ctx
->swrast_context
= swrast
;
846 _swrast_DestroyContext( GLcontext
*ctx
)
848 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
851 _mesa_debug(ctx
, "_swrast_DestroyContext\n");
854 FREE( swrast
->SpanArrays
);
855 if (swrast
->ZoomedArrays
)
856 FREE( swrast
->ZoomedArrays
);
857 FREE( swrast
->TexelBuffer
);
860 ctx
->swrast_context
= 0;
864 struct swrast_device_driver
*
865 _swrast_GetDeviceDriverReference( GLcontext
*ctx
)
867 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
868 return &swrast
->Driver
;
872 _swrast_flush( GLcontext
*ctx
)
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
));
881 _swrast_write_index_span(ctx
, &(swrast
->PointSpan
));
883 swrast
->PointSpan
.end
= 0;
888 _swrast_render_primitive( GLcontext
*ctx
, GLenum prim
)
890 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
891 if (swrast
->Primitive
== GL_POINTS
&& prim
!= GL_POINTS
) {
894 swrast
->Primitive
= prim
;
899 _swrast_render_start( GLcontext
*ctx
)
901 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
902 if (swrast
->Driver
.SpanRenderStart
)
903 swrast
->Driver
.SpanRenderStart( ctx
);
904 swrast
->PointSpan
.end
= 0;
908 _swrast_render_finish( GLcontext
*ctx
)
910 SWcontext
*swrast
= SWRAST_CONTEXT(ctx
);
911 if (swrast
->Driver
.SpanRenderFinish
)
912 swrast
->Driver
.SpanRenderFinish( ctx
);
918 #define SWRAST_DEBUG_VERTICES 0
921 _swrast_print_vertex( GLcontext
*ctx
, const SWvertex
*v
)
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]);
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]);
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]);
944 _mesa_debug(ctx
, "color %d %d %d %d\n",
945 v
->color
[0], v
->color
[1], v
->color
[2], v
->color
[3]);
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");