/*
* Mesa 3-D graphics library
- * Version: 5.1
+ * Version: 7.1
*
- * Copyright (C) 1999-2003 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* Brian Paul
*/
-#include "imports.h"
-#include "context.h"
-#include "mtypes.h"
-#include "texobj.h"
-
+#include "main/imports.h"
+#include "main/bufferobj.h"
+#include "main/context.h"
+#include "main/colormac.h"
+#include "main/mtypes.h"
+#include "main/teximage.h"
+#include "shader/prog_parameter.h"
+#include "shader/prog_statevars.h"
#include "swrast.h"
#include "s_blend.h"
#include "s_context.h"
#include "s_points.h"
#include "s_span.h"
#include "s_triangle.h"
-#include "s_texture.h"
+#include "s_texfilter.h"
-/*
+/**
* Recompute the value of swrast->_RasterMask, etc. according to
- * the current context.
+ * the current context. The _RasterMask field can be easily tested by
+ * drivers to determine certain basic GL state (does the primitive need
+ * stenciling, logic-op, fog, etc?).
*/
static void
_swrast_update_rasterflags( GLcontext *ctx )
{
- GLuint RasterMask = 0;
-
- if (ctx->Color.AlphaEnabled) RasterMask |= ALPHATEST_BIT;
- if (ctx->Color.BlendEnabled) RasterMask |= BLEND_BIT;
- if (ctx->Depth.Test) RasterMask |= DEPTH_BIT;
- if (ctx->Fog.Enabled) RasterMask |= FOG_BIT;
- if (ctx->Scissor.Enabled) RasterMask |= CLIP_BIT;
- if (ctx->Stencil.Enabled) RasterMask |= STENCIL_BIT;
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ GLbitfield rasterMask = 0;
+
+ if (ctx->Color.AlphaEnabled) rasterMask |= ALPHATEST_BIT;
+ if (ctx->Color.BlendEnabled) rasterMask |= BLEND_BIT;
+ if (ctx->Depth.Test) rasterMask |= DEPTH_BIT;
+ if (swrast->_FogEnabled) rasterMask |= FOG_BIT;
+ if (ctx->Scissor.Enabled) rasterMask |= CLIP_BIT;
+ if (ctx->Stencil.Enabled) rasterMask |= STENCIL_BIT;
if (ctx->Visual.rgbMode) {
const GLuint colorMask = *((GLuint *) &ctx->Color.ColorMask);
- if (colorMask != 0xffffffff) RasterMask |= MASKING_BIT;
- if (ctx->Color.ColorLogicOpEnabled) RasterMask |= LOGIC_OP_BIT;
- if (ctx->Texture._EnabledUnits) RasterMask |= TEXTURE_BIT;
+ if (colorMask != 0xffffffff) rasterMask |= MASKING_BIT;
+ if (ctx->Color._LogicOpEnabled) rasterMask |= LOGIC_OP_BIT;
+ if (ctx->Texture._EnabledUnits) rasterMask |= TEXTURE_BIT;
}
else {
- if (ctx->Color.IndexMask != 0xffffffff) RasterMask |= MASKING_BIT;
- if (ctx->Color.IndexLogicOpEnabled) RasterMask |= LOGIC_OP_BIT;
+ if (ctx->Color.IndexMask != 0xffffffff) rasterMask |= MASKING_BIT;
+ if (ctx->Color.IndexLogicOpEnabled) rasterMask |= LOGIC_OP_BIT;
}
- if (ctx->DrawBuffer->UseSoftwareAlphaBuffers
- && ctx->Color.ColorMask[ACOMP]
- && ctx->Color.DrawBuffer != GL_NONE)
- RasterMask |= ALPHABUF_BIT;
-
if ( ctx->Viewport.X < 0
|| ctx->Viewport.X + ctx->Viewport.Width > (GLint) ctx->DrawBuffer->Width
|| ctx->Viewport.Y < 0
|| ctx->Viewport.Y + ctx->Viewport.Height > (GLint) ctx->DrawBuffer->Height) {
- RasterMask |= CLIP_BIT;
+ rasterMask |= CLIP_BIT;
}
- if (ctx->Depth.OcclusionTest)
- RasterMask |= OCCLUSION_BIT;
+ if (ctx->Query.CurrentOcclusionObject)
+ rasterMask |= OCCLUSION_BIT;
/* If we're not drawing to exactly one color buffer set the
* MULTI_DRAW_BIT flag. Also set it if we're drawing to no
* buffers or the RGBA or CI mask disables all writes.
*/
- if (ctx->Color._DrawDestMask != FRONT_LEFT_BIT &&
- ctx->Color._DrawDestMask != BACK_LEFT_BIT &&
- ctx->Color._DrawDestMask != FRONT_RIGHT_BIT &&
- ctx->Color._DrawDestMask != BACK_RIGHT_BIT) {
+ if (ctx->DrawBuffer->_NumColorDrawBuffers != 1) {
/* more than one color buffer designated for writing (or zero buffers) */
- RasterMask |= MULTI_DRAW_BIT;
+ rasterMask |= MULTI_DRAW_BIT;
}
else if (ctx->Visual.rgbMode && *((GLuint *) ctx->Color.ColorMask) == 0) {
- RasterMask |= MULTI_DRAW_BIT; /* all RGBA channels disabled */
+ rasterMask |= MULTI_DRAW_BIT; /* all RGBA channels disabled */
}
else if (!ctx->Visual.rgbMode && ctx->Color.IndexMask==0) {
- RasterMask |= MULTI_DRAW_BIT; /* all color index bits disabled */
+ rasterMask |= MULTI_DRAW_BIT; /* all color index bits disabled */
+ }
+
+ if (ctx->FragmentProgram._Current) {
+ rasterMask |= FRAGPROG_BIT;
+ }
+
+ if (ctx->ATIFragmentShader._Enabled) {
+ rasterMask |= ATIFRAGSHADER_BIT;
}
- if (ctx->FragmentProgram.Enabled) {
- RasterMask |= FRAGPROG_BIT;
+#if CHAN_TYPE == GL_FLOAT
+ if (ctx->Color.ClampFragmentColor == GL_TRUE) {
+ rasterMask |= CLAMPING_BIT;
}
+#endif
- SWRAST_CONTEXT(ctx)->_RasterMask = RasterMask;
+ SWRAST_CONTEXT(ctx)->_RasterMask = rasterMask;
}
+/**
+ * Examine polygon cull state to compute the _BackfaceCullSign field.
+ * _BackfaceCullSign will be 0 if no culling, -1 if culling back-faces,
+ * and 1 if culling front-faces. The Polygon FrontFace state also
+ * factors in.
+ */
static void
_swrast_update_polygon( GLcontext *ctx )
{
- GLfloat backface_sign = 1;
+ GLfloat backface_sign;
if (ctx->Polygon.CullFlag) {
- backface_sign = 1;
- switch(ctx->Polygon.CullFaceMode) {
+ switch (ctx->Polygon.CullFaceMode) {
case GL_BACK:
- if(ctx->Polygon.FrontFace==GL_CCW)
- backface_sign = -1;
+ backface_sign = -1.0;
break;
case GL_FRONT:
- if(ctx->Polygon.FrontFace!=GL_CCW)
- backface_sign = -1;
+ backface_sign = 1.0;
break;
- default:
case GL_FRONT_AND_BACK:
- backface_sign = 0;
- break;
+ /* fallthrough */
+ default:
+ backface_sign = 0.0;
}
}
else {
- backface_sign = 0;
+ backface_sign = 0.0;
}
- SWRAST_CONTEXT(ctx)->_backface_sign = backface_sign;
+ SWRAST_CONTEXT(ctx)->_BackfaceCullSign = backface_sign;
+
+ /* This is for front/back-face determination, but not for culling */
+ SWRAST_CONTEXT(ctx)->_BackfaceSign
+ = (ctx->Polygon.FrontFace == GL_CW) ? -1.0 : 1.0;
}
+
+/**
+ * Update the _PreferPixelFog field to indicate if we need to compute
+ * fog blend factors (from the fog coords) per-fragment.
+ */
static void
-_swrast_update_hint( GLcontext *ctx )
+_swrast_update_fog_hint( GLcontext *ctx )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
swrast->_PreferPixelFog = (!swrast->AllowVertexFog ||
+ ctx->FragmentProgram._Current ||
(ctx->Hint.Fog == GL_NICEST &&
swrast->AllowPixelFog));
}
-/*
+
+/**
* Update the swrast->_AnyTextureCombine flag.
*/
static void
}
+/**
+ * Determine if we can defer texturing/shading until after Z/stencil
+ * testing. This potentially allows us to skip texturing/shading for
+ * lots of fragments.
+ */
+static void
+_swrast_update_deferred_texture(GLcontext *ctx)
+{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ if (ctx->Color.AlphaEnabled) {
+ /* alpha test depends on post-texture/shader colors */
+ swrast->_DeferredTexture = GL_FALSE;
+ }
+ else {
+ const struct gl_fragment_program *fprog
+ = ctx->FragmentProgram._Current;
+ if (fprog && (fprog->Base.OutputsWritten & (1 << FRAG_RESULT_DEPR))) {
+ /* Z comes from fragment program/shader */
+ swrast->_DeferredTexture = GL_FALSE;
+ }
+ else if (ctx->Query.CurrentOcclusionObject) {
+ /* occlusion query depends on shader discard/kill results */
+ swrast->_DeferredTexture = GL_FALSE;
+ }
+ else {
+ swrast->_DeferredTexture = GL_TRUE;
+ }
+ }
+}
+
+
+/**
+ * Update swrast->_FogColor and swrast->_FogEnable values.
+ */
+static void
+_swrast_update_fog_state( GLcontext *ctx )
+{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ const struct gl_fragment_program *fp = ctx->FragmentProgram._Current;
+
+ /* determine if fog is needed, and if so, which fog mode */
+ swrast->_FogEnabled = GL_FALSE;
+ if (fp && fp->Base.Target == GL_FRAGMENT_PROGRAM_ARB) {
+ if (fp->FogOption != GL_NONE) {
+ swrast->_FogEnabled = GL_TRUE;
+ swrast->_FogMode = fp->FogOption;
+ }
+ }
+ else if (ctx->Fog.Enabled) {
+ swrast->_FogEnabled = GL_TRUE;
+ swrast->_FogMode = ctx->Fog.Mode;
+ }
+}
+
+
+/**
+ * Update state for running fragment programs. Basically, load the
+ * program parameters with current state values.
+ */
+static void
+_swrast_update_fragment_program(GLcontext *ctx, GLbitfield newState)
+{
+ const struct gl_fragment_program *fp = ctx->FragmentProgram._Current;
+ if (fp) {
+#if 0
+ /* XXX Need a way to trigger the initial loading of parameters
+ * even when there's no recent state changes.
+ */
+ if (fp->Base.Parameters->StateFlags & newState)
+#endif
+ _mesa_load_state_parameters(ctx, fp->Base.Parameters);
+ }
+}
+
+
+
#define _SWRAST_NEW_DERIVED (_SWRAST_NEW_RASTERMASK | \
_NEW_TEXTURE | \
_NEW_HINT | \
-/* Stub for swrast->Triangle to select a true triangle function
+/**
+ * Stub for swrast->Triangle to select a true triangle function
* after a state change.
*/
static void
_swrast_validate_derived( ctx );
swrast->choose_triangle( ctx );
+ ASSERT(swrast->Triangle);
- if ((ctx->_TriangleCaps & DD_SEPARATE_SPECULAR) &&
- ctx->Texture._EnabledUnits == 0) {
+ if (ctx->Texture._EnabledUnits == 0
+ && NEED_SECONDARY_COLOR(ctx)
+ && !ctx->FragmentProgram._Current) {
+ /* separate specular color, but no texture */
swrast->SpecTriangle = swrast->Triangle;
swrast->Triangle = _swrast_add_spec_terms_triangle;
}
swrast->Triangle( ctx, v0, v1, v2 );
}
+/**
+ * Called via swrast->Line. Examine current GL state and choose a software
+ * line routine. Then call it.
+ */
static void
_swrast_validate_line( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1 )
{
_swrast_validate_derived( ctx );
swrast->choose_line( ctx );
+ ASSERT(swrast->Line);
- if ((ctx->_TriangleCaps & DD_SEPARATE_SPECULAR) &&
- ctx->Texture._EnabledUnits == 0) {
+ if (ctx->Texture._EnabledUnits == 0
+ && NEED_SECONDARY_COLOR(ctx)
+ && !ctx->FragmentProgram._Current) {
swrast->SpecLine = swrast->Line;
swrast->Line = _swrast_add_spec_terms_line;
}
-
swrast->Line( ctx, v0, v1 );
}
+/**
+ * Called via swrast->Point. Examine current GL state and choose a software
+ * point routine. Then call it.
+ */
static void
_swrast_validate_point( GLcontext *ctx, const SWvertex *v0 )
{
_swrast_validate_derived( ctx );
swrast->choose_point( ctx );
- if ((ctx->_TriangleCaps & DD_SEPARATE_SPECULAR) &&
- ctx->Texture._EnabledUnits == 0) {
+ if (ctx->Texture._EnabledUnits == 0
+ && NEED_SECONDARY_COLOR(ctx)
+ && !ctx->FragmentProgram._Current) {
swrast->SpecPoint = swrast->Point;
swrast->Point = _swrast_add_spec_terms_point;
}
}
-static void
-_swrast_validate_blend_func( GLcontext *ctx, GLuint n,
- const GLubyte mask[],
- GLchan src[][4],
- CONST GLchan dst[][4] )
+/**
+ * Called via swrast->BlendFunc. Examine GL state to choose a blending
+ * function, then call it.
+ */
+static void _ASMAPI
+_swrast_validate_blend_func(GLcontext *ctx, GLuint n, const GLubyte mask[],
+ GLvoid *src, const GLvoid *dst,
+ GLenum chanType )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
- _swrast_validate_derived( ctx );
- _swrast_choose_blend_func( ctx );
+ _swrast_validate_derived( ctx ); /* why is this needed? */
+ _swrast_choose_blend_func( ctx, chanType );
- swrast->BlendFunc( ctx, n, mask, src, dst );
+ swrast->BlendFunc( ctx, n, mask, src, dst, chanType );
}
+/**
+ * Make sure we have texture image data for all the textures we may need
+ * for subsequent rendering.
+ */
static void
-_swrast_validate_texture_sample( GLcontext *ctx, GLuint texUnit,
- const struct gl_texture_object *tObj,
- GLuint n, const GLfloat texcoords[][4],
- const GLfloat lambda[], GLchan rgba[][4] )
+_swrast_validate_texture_images(GLcontext *ctx)
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
-
- _swrast_validate_derived( ctx );
-
- /* Compute min/mag filter threshold */
- if (tObj->MinFilter != tObj->MagFilter) {
- if (tObj->MagFilter == GL_LINEAR
- && (tObj->MinFilter == GL_NEAREST_MIPMAP_NEAREST ||
- tObj->MinFilter == GL_NEAREST_MIPMAP_LINEAR)) {
- swrast->_MinMagThresh[texUnit] = 0.5F;
- }
- else {
- swrast->_MinMagThresh[texUnit] = 0.0F;
+ GLuint u;
+
+ if (!swrast->ValidateTextureImage || !ctx->Texture._EnabledUnits) {
+ /* no textures enabled, or no way to validate images! */
+ return;
+ }
+
+ for (u = 0; u < ctx->Const.MaxTextureImageUnits; u++) {
+ if (ctx->Texture.Unit[u]._ReallyEnabled) {
+ struct gl_texture_object *texObj = ctx->Texture.Unit[u]._Current;
+ ASSERT(texObj);
+ if (texObj) {
+ GLuint numFaces = (texObj->Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
+ GLuint face;
+ for (face = 0; face < numFaces; face++) {
+ GLint lvl;
+ for (lvl = texObj->BaseLevel; lvl <= texObj->_MaxLevel; lvl++) {
+ struct gl_texture_image *texImg = texObj->Image[face][lvl];
+ if (texImg && !texImg->Data) {
+ swrast->ValidateTextureImage(ctx, texObj, face, lvl);
+ ASSERT(texObj->Image[face][lvl]->Data);
+ }
+ }
+ }
+ }
}
}
+}
- swrast->TextureSample[texUnit] =
- _swrast_choose_texture_sample_func( ctx, tObj );
-
- swrast->TextureSample[texUnit]( ctx, texUnit, tObj, n, texcoords,
- lambda, rgba );
- /* GL_SGI_texture_color_table */
- if (ctx->Texture.Unit[texUnit].ColorTableEnabled) {
- _swrast_texture_table_lookup(&ctx->Texture.Unit[texUnit].ColorTable, n, rgba);
+/**
+ * Free the texture image data attached to all currently enabled
+ * textures. Meant to be called by device drivers when transitioning
+ * from software to hardware rendering.
+ */
+void
+_swrast_eject_texture_images(GLcontext *ctx)
+{
+ GLuint u;
+
+ if (!ctx->Texture._EnabledUnits) {
+ /* no textures enabled */
+ return;
+ }
+
+ for (u = 0; u < ctx->Const.MaxTextureImageUnits; u++) {
+ if (ctx->Texture.Unit[u]._ReallyEnabled) {
+ struct gl_texture_object *texObj = ctx->Texture.Unit[u]._Current;
+ ASSERT(texObj);
+ if (texObj) {
+ GLuint numFaces = (texObj->Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
+ GLuint face;
+ for (face = 0; face < numFaces; face++) {
+ GLint lvl;
+ for (lvl = texObj->BaseLevel; lvl <= texObj->_MaxLevel; lvl++) {
+ struct gl_texture_image *texImg = texObj->Image[face][lvl];
+ if (texImg && texImg->Data) {
+ _mesa_free_texmemory(texImg->Data);
+ texImg->Data = NULL;
+ }
+ }
+ }
+ }
+ }
}
}
+
static void
-_swrast_sleep( GLcontext *ctx, GLuint new_state )
+_swrast_sleep( GLcontext *ctx, GLbitfield new_state )
{
+ (void) ctx; (void) new_state;
}
static void
-_swrast_invalidate_state( GLcontext *ctx, GLuint new_state )
+_swrast_invalidate_state( GLcontext *ctx, GLbitfield new_state )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
GLuint i;
new_state = ~0;
}
- if (new_state & swrast->invalidate_triangle)
+ {
+ const struct gl_fragment_program *fp = ctx->FragmentProgram._Current;
+ if (fp && (fp->Base.Parameters->StateFlags & new_state)) {
+ _mesa_load_state_parameters(ctx, fp->Base.Parameters);
+ }
+ }
+
+ if (new_state & swrast->InvalidateTriangleMask)
swrast->Triangle = _swrast_validate_triangle;
- if (new_state & swrast->invalidate_line)
+ if (new_state & swrast->InvalidateLineMask)
swrast->Line = _swrast_validate_line;
- if (new_state & swrast->invalidate_point)
+ if (new_state & swrast->InvalidatePointMask)
swrast->Point = _swrast_validate_point;
if (new_state & _SWRAST_NEW_BLEND_FUNC)
swrast->BlendFunc = _swrast_validate_blend_func;
if (new_state & _SWRAST_NEW_TEXTURE_SAMPLE_FUNC)
- for (i = 0 ; i < ctx->Const.MaxTextureUnits ; i++)
- swrast->TextureSample[i] = _swrast_validate_texture_sample;
+ for (i = 0 ; i < ctx->Const.MaxTextureImageUnits ; i++)
+ swrast->TextureSample[i] = NULL;
+}
- if (ctx->Visual.rgbMode) {
- ASSERT(swrast->Driver.WriteRGBASpan);
- ASSERT(swrast->Driver.WriteRGBSpan);
- ASSERT(swrast->Driver.WriteMonoRGBASpan);
- ASSERT(swrast->Driver.WriteRGBAPixels);
- ASSERT(swrast->Driver.WriteMonoRGBAPixels);
- ASSERT(swrast->Driver.ReadRGBASpan);
- ASSERT(swrast->Driver.ReadRGBAPixels);
+
+void
+_swrast_update_texture_samplers(GLcontext *ctx)
+{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ GLuint u;
+
+ if (!swrast)
+ return; /* pipe hack */
+
+ for (u = 0; u < ctx->Const.MaxTextureImageUnits; u++) {
+ const struct gl_texture_object *tObj = ctx->Texture.Unit[u]._Current;
+ /* Note: If tObj is NULL, the sample function will be a simple
+ * function that just returns opaque black (0,0,0,1).
+ */
+ swrast->TextureSample[u] = _swrast_choose_texture_sample_func(ctx, tObj);
+ }
+}
+
+
+/**
+ * Update swrast->_ActiveAttribs, swrast->_NumActiveAttribs,
+ * swrast->_ActiveAtttribMask.
+ */
+static void
+_swrast_update_active_attribs(GLcontext *ctx)
+{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ GLuint attribsMask;
+
+ /*
+ * Compute _ActiveAttribsMask = which fragment attributes are needed.
+ */
+ if (ctx->FragmentProgram._Current) {
+ /* fragment program/shader */
+ attribsMask = ctx->FragmentProgram._Current->Base.InputsRead;
+ attribsMask &= ~FRAG_BIT_WPOS; /* WPOS is always handled specially */
+ }
+ else if (ctx->ATIFragmentShader._Enabled) {
+ attribsMask = ~0; /* XXX fix me */
}
else {
- ASSERT(swrast->Driver.WriteCI32Span);
- ASSERT(swrast->Driver.WriteCI8Span);
- ASSERT(swrast->Driver.WriteMonoCISpan);
- ASSERT(swrast->Driver.WriteCI32Pixels);
- ASSERT(swrast->Driver.WriteMonoCIPixels);
- ASSERT(swrast->Driver.ReadCI32Span);
- ASSERT(swrast->Driver.ReadCI32Pixels);
+ /* fixed function */
+ attribsMask = 0x0;
+
+#if CHAN_TYPE == GL_FLOAT
+ attribsMask |= FRAG_BIT_COL0;
+#endif
+
+ if (ctx->Fog.ColorSumEnabled ||
+ (ctx->Light.Enabled &&
+ ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)) {
+ attribsMask |= FRAG_BIT_COL1;
+ }
+
+ if (swrast->_FogEnabled)
+ attribsMask |= FRAG_BIT_FOGC;
+
+ attribsMask |= (ctx->Texture._EnabledUnits << FRAG_ATTRIB_TEX0);
+ }
+
+ swrast->_ActiveAttribMask = attribsMask;
+
+ /* Update _ActiveAttribs[] list */
+ {
+ GLuint i, num = 0;
+ for (i = 0; i < FRAG_ATTRIB_MAX; i++) {
+ if (attribsMask & (1 << i)) {
+ swrast->_ActiveAttribs[num++] = i;
+ /* how should this attribute be interpolated? */
+ if (i == FRAG_ATTRIB_COL0 || i == FRAG_ATTRIB_COL1)
+ swrast->_InterpMode[i] = ctx->Light.ShadeModel;
+ else
+ swrast->_InterpMode[i] = GL_SMOOTH;
+ }
+ }
+ swrast->_NumActiveAttribs = num;
}
}
SWcontext *swrast = SWRAST_CONTEXT(ctx);
if (swrast->NewState) {
- if (swrast->NewState & _SWRAST_NEW_RASTERMASK)
- _swrast_update_rasterflags( ctx );
-
if (swrast->NewState & _NEW_POLYGON)
_swrast_update_polygon( ctx );
- if (swrast->NewState & _NEW_HINT)
- _swrast_update_hint( ctx );
+ if (swrast->NewState & (_NEW_HINT | _NEW_PROGRAM))
+ _swrast_update_fog_hint( ctx );
if (swrast->NewState & _SWRAST_NEW_TEXTURE_ENV_MODE)
_swrast_update_texture_env( ctx );
+ if (swrast->NewState & (_NEW_FOG | _NEW_PROGRAM))
+ _swrast_update_fog_state( ctx );
+
+ if (swrast->NewState & (_NEW_MODELVIEW |
+ _NEW_PROJECTION |
+ _NEW_TEXTURE_MATRIX |
+ _NEW_FOG |
+ _NEW_LIGHT |
+ _NEW_LINE |
+ _NEW_TEXTURE |
+ _NEW_TRANSFORM |
+ _NEW_POINT |
+ _NEW_VIEWPORT |
+ _NEW_PROGRAM))
+ _swrast_update_fragment_program( ctx, swrast->NewState );
+
+ if (swrast->NewState & (_NEW_TEXTURE | _NEW_PROGRAM)) {
+ _swrast_update_texture_samplers( ctx );
+ _swrast_validate_texture_images(ctx);
+ }
+
+ if (swrast->NewState & (_NEW_COLOR | _NEW_PROGRAM))
+ _swrast_update_deferred_texture(ctx);
+
+ if (swrast->NewState & _SWRAST_NEW_RASTERMASK)
+ _swrast_update_rasterflags( ctx );
+
+ if (swrast->NewState & (_NEW_DEPTH |
+ _NEW_FOG |
+ _NEW_LIGHT |
+ _NEW_PROGRAM |
+ _NEW_TEXTURE))
+ _swrast_update_active_attribs(ctx);
+
swrast->NewState = 0;
swrast->StateChanges = 0;
swrast->InvalidateState = _swrast_invalidate_state;
}
void
-_swrast_InvalidateState( GLcontext *ctx, GLuint new_state )
+_swrast_InvalidateState( GLcontext *ctx, GLbitfield new_state )
{
if (SWRAST_DEBUG) {
_mesa_debug(ctx, "_swrast_InvalidateState\n");
SWRAST_CONTEXT(ctx)->StippleCounter = 0;
}
+void
+_swrast_SetFacing(GLcontext *ctx, GLuint facing)
+{
+ SWRAST_CONTEXT(ctx)->PointLineFacing = facing;
+}
+
void
_swrast_allow_vertex_fog( GLcontext *ctx, GLboolean value )
{
swrast->choose_line = _swrast_choose_line;
swrast->choose_triangle = _swrast_choose_triangle;
- swrast->invalidate_point = _SWRAST_NEW_POINT;
- swrast->invalidate_line = _SWRAST_NEW_LINE;
- swrast->invalidate_triangle = _SWRAST_NEW_TRIANGLE;
+ swrast->InvalidatePointMask = _SWRAST_NEW_POINT;
+ swrast->InvalidateLineMask = _SWRAST_NEW_LINE;
+ swrast->InvalidateTriangleMask = _SWRAST_NEW_TRIANGLE;
swrast->Point = _swrast_validate_point;
swrast->Line = _swrast_validate_line;
swrast->AllowVertexFog = GL_TRUE;
swrast->AllowPixelFog = GL_TRUE;
- if (ctx->Visual.doubleBufferMode)
- swrast->CurrentBuffer = BACK_LEFT_BIT;
- else
- swrast->CurrentBuffer = FRONT_LEFT_BIT;
-
/* Optimized Accum buffer */
- swrast->_IntegerAccumMode = GL_TRUE;
+ swrast->_IntegerAccumMode = GL_FALSE;
swrast->_IntegerAccumScaler = 0.0;
for (i = 0; i < MAX_TEXTURE_IMAGE_UNITS; i++)
- swrast->TextureSample[i] = _swrast_validate_texture_sample;
+ swrast->TextureSample[i] = NULL;
- swrast->SpanArrays = MALLOC_STRUCT(span_arrays);
+ swrast->SpanArrays = MALLOC_STRUCT(sw_span_arrays);
if (!swrast->SpanArrays) {
FREE(swrast);
return GL_FALSE;
}
+ swrast->SpanArrays->ChanType = CHAN_TYPE;
+#if CHAN_TYPE == GL_UNSIGNED_BYTE
+ swrast->SpanArrays->rgba = swrast->SpanArrays->rgba8;
+#elif CHAN_TYPE == GL_UNSIGNED_SHORT
+ swrast->SpanArrays->rgba = swrast->SpanArrays->rgba16;
+#else
+ swrast->SpanArrays->rgba = swrast->SpanArrays->attribs[FRAG_ATTRIB_COL0];
+#endif
/* init point span buffer */
swrast->PointSpan.primitive = GL_POINT;
- swrast->PointSpan.start = 0;
swrast->PointSpan.end = 0;
swrast->PointSpan.facing = 0;
swrast->PointSpan.array = swrast->SpanArrays;
- assert(ctx->Const.MaxTextureUnits > 0);
- assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_UNITS);
-
- swrast->TexelBuffer = (GLchan *) MALLOC(ctx->Const.MaxTextureUnits *
+ swrast->TexelBuffer = (GLchan *) MALLOC(ctx->Const.MaxTextureImageUnits *
MAX_WIDTH * 4 * sizeof(GLchan));
if (!swrast->TexelBuffer) {
FREE(swrast->SpanArrays);
}
FREE( swrast->SpanArrays );
+ if (swrast->ZoomedArrays)
+ FREE( swrast->ZoomedArrays );
FREE( swrast->TexelBuffer );
FREE( swrast );
/* flush any pending fragments from rendering points */
if (swrast->PointSpan.end > 0) {
if (ctx->Visual.rgbMode) {
- if (ctx->Texture._EnabledCoordUnits)
- _swrast_write_texture_span(ctx, &(swrast->PointSpan));
- else
- _swrast_write_rgba_span(ctx, &(swrast->PointSpan));
+ _swrast_write_rgba_span(ctx, &(swrast->PointSpan));
}
else {
_swrast_write_index_span(ctx, &(swrast->PointSpan));
if (SWRAST_DEBUG_VERTICES) {
_mesa_debug(ctx, "win %f %f %f %f\n",
- v->win[0], v->win[1], v->win[2], v->win[3]);
+ v->attrib[FRAG_ATTRIB_WPOS][0],
+ v->attrib[FRAG_ATTRIB_WPOS][1],
+ v->attrib[FRAG_ATTRIB_WPOS][2],
+ v->attrib[FRAG_ATTRIB_WPOS][3]);
- for (i = 0 ; i < ctx->Const.MaxTextureUnits ; i++)
+ for (i = 0 ; i < ctx->Const.MaxTextureCoordUnits ; i++)
if (ctx->Texture.Unit[i]._ReallyEnabled)
_mesa_debug(ctx, "texcoord[%d] %f %f %f %f\n", i,
- v->texcoord[i][0], v->texcoord[i][1],
- v->texcoord[i][2], v->texcoord[i][3]);
+ v->attrib[FRAG_ATTRIB_TEX0 + i][0],
+ v->attrib[FRAG_ATTRIB_TEX0 + i][1],
+ v->attrib[FRAG_ATTRIB_TEX0 + i][2],
+ v->attrib[FRAG_ATTRIB_TEX0 + i][3]);
#if CHAN_TYPE == GL_FLOAT
_mesa_debug(ctx, "color %f %f %f %f\n",
v->color[0], v->color[1], v->color[2], v->color[3]);
- _mesa_debug(ctx, "spec %f %f %f %f\n",
- v->specular[0], v->specular[1],
- v->specular[2], v->specular[3]);
#else
_mesa_debug(ctx, "color %d %d %d %d\n",
v->color[0], v->color[1], v->color[2], v->color[3]);
- _mesa_debug(ctx, "spec %d %d %d %d\n",
- v->specular[0], v->specular[1],
- v->specular[2], v->specular[3]);
#endif
- _mesa_debug(ctx, "fog %f\n", v->fog);
- _mesa_debug(ctx, "index %d\n", v->index);
+ _mesa_debug(ctx, "spec %g %g %g %g\n",
+ v->attrib[FRAG_ATTRIB_COL1][0],
+ v->attrib[FRAG_ATTRIB_COL1][1],
+ v->attrib[FRAG_ATTRIB_COL1][2],
+ v->attrib[FRAG_ATTRIB_COL1][3]);
+ _mesa_debug(ctx, "fog %f\n", v->attrib[FRAG_ATTRIB_FOGC][0]);
+ _mesa_debug(ctx, "index %d\n", v->attrib[FRAG_ATTRIB_CI][0]);
_mesa_debug(ctx, "pointsize %f\n", v->pointSize);
_mesa_debug(ctx, "\n");
}