}
}
-static GLboolean get_offset_flag( GLuint fill_mode,
- const struct gl_polygon_attrib *p )
-{
- switch (fill_mode) {
- case PIPE_POLYGON_MODE_POINT:
- return p->OffsetPoint;
- case PIPE_POLYGON_MODE_LINE:
- return p->OffsetLine;
- case PIPE_POLYGON_MODE_FILL:
- return p->OffsetFill;
- default:
- assert(0);
- return 0;
- }
-}
static void update_raster_state( struct st_context *st )
{
- GLcontext *ctx = st->ctx;
+ struct gl_context *ctx = st->ctx;
struct pipe_rasterizer_state *raster = &st->state.rasterizer;
const struct gl_vertex_program *vertProg = ctx->VertexProgram._Current;
+ const struct gl_fragment_program *fragProg = ctx->FragmentProgram._Current;
uint i;
memset(raster, 0, sizeof(*raster));
/* _NEW_POLYGON, _NEW_BUFFERS
*/
{
- if (ctx->Polygon.FrontFace == GL_CCW)
- raster->front_winding = PIPE_WINDING_CCW;
- else
- raster->front_winding = PIPE_WINDING_CW;
-
- /* XXX
- * I think the intention here is that user-created framebuffer objects
- * use Y=0=TOP layout instead of OpenGL's normal Y=0=bottom layout.
- * Flipping Y changes CW to CCW and vice-versa.
- * But this is an implementation/driver-specific artifact - remove...
+ raster->front_ccw = (ctx->Polygon.FrontFace == GL_CCW);
+
+ /*
+ * Gallium's surfaces are Y=0=TOP orientation. OpenGL is the
+ * opposite. Window system surfaces are Y=0=TOP. Mesa's FBOs
+ * must match OpenGL conventions so FBOs use Y=0=BOTTOM. In that
+ * case, we must invert Y and flip the notion of front vs. back.
*/
- if (ctx->DrawBuffer && ctx->DrawBuffer->Name != 0)
- raster->front_winding ^= PIPE_WINDING_BOTH;
+ if (st_fb_orientation(ctx->DrawBuffer) == Y_0_BOTTOM) {
+ /* Drawing to an FBO. The viewport will be inverted. */
+ raster->front_ccw ^= 1;
+ }
}
/* _NEW_LIGHT
*/
- if (ctx->Light.ShadeModel == GL_FLAT)
- raster->flatshade = 1;
+ raster->flatshade = ctx->Light.ShadeModel == GL_FLAT;
+
+ raster->flatshade_first = ctx->Light.ProvokingVertex ==
+ GL_FIRST_VERTEX_CONVENTION_EXT;
- if (ctx->Light.ProvokingVertex == GL_FIRST_VERTEX_CONVENTION_EXT)
- raster->flatshade_first = 1;
+ /* _NEW_LIGHT | _NEW_PROGRAM */
+ raster->light_twoside = ctx->VertexProgram._TwoSideEnabled;
- /* _NEW_LIGHT | _NEW_PROGRAM
- *
- * Back-face colors can come from traditional lighting (when
- * GL_LIGHT_MODEL_TWO_SIDE is set) or from vertex programs/shaders (when
- * GL_VERTEX_PROGRAM_TWO_SIDE is set). Note the logic here.
- */
- if (ctx->VertexProgram._Current) {
- if (ctx->VertexProgram._Enabled ||
- (ctx->Shader.CurrentProgram &&
- ctx->Shader.CurrentProgram->VertexProgram &&
- ctx->Shader.CurrentProgram->LinkStatus)) {
- /* user-defined vertex program or shader */
- raster->light_twoside = ctx->VertexProgram.TwoSideEnabled;
- }
- else {
- /* TNL-generated program */
- raster->light_twoside = ctx->Light.Enabled && ctx->Light.Model.TwoSide;
- }
- }
- else if (ctx->Light.Enabled && ctx->Light.Model.TwoSide) {
- raster->light_twoside = 1;
- }
+ /*_NEW_LIGHT | _NEW_BUFFERS */
+ raster->clamp_vertex_color = !st->clamp_vert_color_in_shader &&
+ ctx->Light._ClampVertexColor;
/* _NEW_POLYGON
*/
if (ctx->Polygon.CullFlag) {
- if (ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK) {
- raster->cull_mode = PIPE_WINDING_BOTH;
- }
- else if (ctx->Polygon.CullFaceMode == GL_FRONT) {
- raster->cull_mode = raster->front_winding;
- }
- else {
- raster->cull_mode = raster->front_winding ^ PIPE_WINDING_BOTH;
+ switch (ctx->Polygon.CullFaceMode) {
+ case GL_FRONT:
+ raster->cull_face = PIPE_FACE_FRONT;
+ break;
+ case GL_BACK:
+ raster->cull_face = PIPE_FACE_BACK;
+ break;
+ case GL_FRONT_AND_BACK:
+ raster->cull_face = PIPE_FACE_FRONT_AND_BACK;
+ break;
}
}
+ else {
+ raster->cull_face = PIPE_FACE_NONE;
+ }
/* _NEW_POLYGON
*/
{
- GLuint fill_front = translate_fill( ctx->Polygon.FrontMode );
- GLuint fill_back = translate_fill( ctx->Polygon.BackMode );
-
- if (raster->front_winding == PIPE_WINDING_CW) {
- raster->fill_cw = fill_front;
- raster->fill_ccw = fill_back;
- }
- else {
- raster->fill_cw = fill_back;
- raster->fill_ccw = fill_front;
- }
+ raster->fill_front = translate_fill( ctx->Polygon.FrontMode );
+ raster->fill_back = translate_fill( ctx->Polygon.BackMode );
/* Simplify when culling is active:
*/
- if (raster->cull_mode & PIPE_WINDING_CW) {
- raster->fill_cw = raster->fill_ccw;
+ if (raster->cull_face & PIPE_FACE_FRONT) {
+ raster->fill_front = raster->fill_back;
}
- if (raster->cull_mode & PIPE_WINDING_CCW) {
- raster->fill_ccw = raster->fill_cw;
+ if (raster->cull_face & PIPE_FACE_BACK) {
+ raster->fill_back = raster->fill_front;
}
}
/* _NEW_POLYGON
*/
- if (ctx->Polygon.OffsetUnits != 0.0 ||
- ctx->Polygon.OffsetFactor != 0.0) {
- raster->offset_cw = get_offset_flag( raster->fill_cw, &ctx->Polygon );
- raster->offset_ccw = get_offset_flag( raster->fill_ccw, &ctx->Polygon );
+ if (ctx->Polygon.OffsetPoint ||
+ ctx->Polygon.OffsetLine ||
+ ctx->Polygon.OffsetFill) {
+ raster->offset_point = ctx->Polygon.OffsetPoint;
+ raster->offset_line = ctx->Polygon.OffsetLine;
+ raster->offset_tri = ctx->Polygon.OffsetFill;
raster->offset_units = ctx->Polygon.OffsetUnits;
raster->offset_scale = ctx->Polygon.OffsetFactor;
}
- if (ctx->Polygon.SmoothFlag)
- raster->poly_smooth = 1;
+ raster->poly_smooth = ctx->Polygon.SmoothFlag;
+ raster->poly_stipple_enable = ctx->Polygon.StippleFlag;
- if (ctx->Polygon.StippleFlag)
- raster->poly_stipple_enable = 1;
-
/* _NEW_POINT
*/
raster->point_size = ctx->Point.Size;
+ raster->point_smooth = !ctx->Point.PointSprite && ctx->Point.SmoothFlag;
+
+ /* _NEW_POINT | _NEW_PROGRAM
+ */
+ if (ctx->Point.PointSprite) {
+ /* origin */
+ if ((ctx->Point.SpriteOrigin == GL_UPPER_LEFT) ^
+ (st_fb_orientation(ctx->DrawBuffer) == Y_0_BOTTOM))
+ raster->sprite_coord_mode = PIPE_SPRITE_COORD_UPPER_LEFT;
+ else
+ raster->sprite_coord_mode = PIPE_SPRITE_COORD_LOWER_LEFT;
- raster->point_size_min = 0; /* temporary, will go away */
- raster->point_size_max = 1000; /* temporary, will go away */
-
- raster->point_smooth = ctx->Point.SmoothFlag;
- raster->point_sprite = ctx->Point.PointSprite;
- for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++) {
- if (ctx->Point.CoordReplace[i]) {
- if ((ctx->Point.SpriteOrigin == GL_UPPER_LEFT) ^
- (st_fb_orientation(ctx->DrawBuffer) == Y_0_BOTTOM))
- raster->sprite_coord_mode[i] = PIPE_SPRITE_COORD_UPPER_LEFT;
- else
- raster->sprite_coord_mode[i] = PIPE_SPRITE_COORD_LOWER_LEFT;
+ /* Coord replacement flags. If bit 'k' is set that means
+ * that we need to replace GENERIC[k] attrib with an automatically
+ * computed texture coord.
+ */
+ for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++) {
+ if (ctx->Point.CoordReplace[i]) {
+ raster->sprite_coord_enable |= 1 << i;
+ }
}
- else {
- raster->sprite_coord_mode[i] = PIPE_SPRITE_COORD_NONE;
+ if (fragProg->Base.InputsRead & VARYING_BIT_PNTC) {
+ raster->sprite_coord_enable |=
+ 1 << (VARYING_SLOT_PNTC - VARYING_SLOT_TEX0);
}
+
+ raster->point_quad_rasterization = 1;
}
/* ST_NEW_VERTEX_PROGRAM
*/
if (vertProg) {
if (vertProg->Base.Id == 0) {
- if (vertProg->Base.OutputsWritten & (1 << VERT_RESULT_PSIZ)) {
+ if (vertProg->Base.OutputsWritten & BITFIELD64_BIT(VARYING_SLOT_PSIZ)) {
/* generated program which emits point size */
raster->point_size_per_vertex = TRUE;
}
raster->line_stipple_factor = ctx->Line.StippleFactor - 1;
/* _NEW_MULTISAMPLE */
- if (ctx->Multisample._Enabled || st->force_msaa)
- raster->multisample = 1;
+ raster->multisample = ctx->Multisample._Enabled;
/* _NEW_SCISSOR */
- if (ctx->Scissor.Enabled)
- raster->scissor = 1;
+ raster->scissor = ctx->Scissor.Enabled;
+
+ /* _NEW_FRAG_CLAMP */
+ raster->clamp_fragment_color = !st->clamp_frag_color_in_shader &&
+ ctx->Color._ClampFragmentColor;
+
+ raster->half_pixel_center = 1;
+ if (st_fb_orientation(ctx->DrawBuffer) == Y_0_TOP)
+ raster->bottom_edge_rule = 1;
+
+ /* ST_NEW_RASTERIZER */
+ raster->rasterizer_discard = ctx->RasterDiscard;
- raster->gl_rasterization_rules = 1;
+ /* _NEW_TRANSFORM */
+ raster->depth_clip = ctx->Transform.DepthClamp == GL_FALSE;
+ raster->clip_plane_enable = ctx->Transform.ClipPlanesEnabled;
cso_set_rasterizer(st->cso_context, raster);
}
_NEW_POINT |
_NEW_POLYGON |
_NEW_PROGRAM |
- _NEW_SCISSOR), /* mesa state dependencies*/
- ST_NEW_VERTEX_PROGRAM, /* state tracker dependencies */
+ _NEW_SCISSOR |
+ _NEW_FRAG_CLAMP |
+ _NEW_TRANSFORM), /* mesa state dependencies*/
+ (ST_NEW_VERTEX_PROGRAM |
+ ST_NEW_RASTERIZER), /* state tracker dependencies */
},
update_raster_state /* update function */
};