rasterMask |= FRAGPROG_BIT;
}
- if (ctx->Shader._FragmentShaderPresent) {
- rasterMask |= FRAGPROG_BIT;
- }
-
if (ctx->ATIFragmentShader._Enabled) {
rasterMask |= ATIFRAGSHADER_BIT;
}
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) {
+ backface_sign = 1.0;
+ switch (ctx->Polygon.CullFaceMode) {
case GL_BACK:
- if(ctx->Polygon.FrontFace==GL_CCW)
- backface_sign = -1;
+ if (ctx->Polygon.FrontFace == GL_CCW)
+ backface_sign = -1.0;
break;
case GL_FRONT:
- if(ctx->Polygon.FrontFace!=GL_CCW)
- backface_sign = -1;
+ if (ctx->Polygon.FrontFace != GL_CCW)
+ backface_sign = -1.0;
break;
- default:
case GL_FRONT_AND_BACK:
- backface_sign = 0;
+ /* fallthrough */
+ default:
+ backface_sign = 0.0;
break;
}
}
else {
- backface_sign = 0;
+ backface_sign = 0.0;
}
SWRAST_CONTEXT(ctx)->_BackfaceSign = backface_sign;
/**
* Update the _PreferPixelFog field to indicate if we need to compute
- * fog factors per-fragment.
+ * fog blend factors (from the fog coords) per-fragment.
*/
static void
_swrast_update_fog_hint( GLcontext *ctx )
GLuint numFaces = (texObj->Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
GLuint face;
for (face = 0; face < numFaces; face++) {
- GLuint lvl;
+ GLint lvl;
for (lvl = texObj->BaseLevel; lvl <= texObj->_MaxLevel; lvl++) {
struct gl_texture_image *texImg = texObj->Image[face][lvl];
if (texImg && !texImg->Data) {
GLuint numFaces = (texObj->Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
GLuint face;
for (face = 0; face < numFaces; face++) {
- GLuint lvl;
+ GLint lvl;
for (lvl = texObj->BaseLevel; lvl <= texObj->_MaxLevel; lvl++) {
struct gl_texture_image *texImg = texObj->Image[face][lvl];
if (texImg && texImg->Data) {
}
-static void
+void
_swrast_update_texture_samplers(GLcontext *ctx)
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
}
+/**
+ * Update swrast->_ActiveAttribs and swrast->_NumActiveAttribs
+ */
+static void
+_swrast_update_fragment_attribs(GLcontext *ctx)
+{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ GLuint attribsMask;
+
+ if (ctx->FragmentProgram._Current) {
+ attribsMask = ctx->FragmentProgram._Current->Base.InputsRead;
+ }
+ else {
+ GLuint u;
+ attribsMask = 0x0;
+
+#if 0 /* not yet */
+ if (ctx->Depth.Test)
+ attribsMask |= FRAG_BIT_WPOS;
+ if (NEED_SECONDARY_COLOR(ctx))
+ attribsMask |= FRAG_BIT_COL1;
+#endif
+ if (swrast->_FogEnabled)
+ attribsMask |= FRAG_BIT_FOGC;
+
+ for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
+ if (ctx->Texture.Unit[u]._ReallyEnabled) {
+ attribsMask |= FRAG_BIT_TEX(u);
+ }
+ }
+ }
+
+ /* don't want to interpolate these generic attribs just yet */
+ /* XXX temporary */
+ attribsMask &= ~(FRAG_BIT_WPOS |
+ FRAG_BIT_COL0 |
+ FRAG_BIT_COL1 |
+ FRAG_BIT_FOGC);
+
+ /* Update _ActiveAttribs[] list */
+ {
+ GLuint i, num = 0;
+ for (i = 0; i < FRAG_ATTRIB_MAX; i++) {
+ if (attribsMask & (1 << i))
+ swrast->_ActiveAttribs[num++] = i;
+ }
+ swrast->_NumActiveAttribs = num;
+ }
+}
+
+
+/**
+ * Update the swrast->_ColorOutputsMask which indicates which color
+ * renderbuffers (aka rendertargets) are being written to by the current
+ * fragment program.
+ * We also take glDrawBuffers() into account to skip outputs that are
+ * set to GL_NONE.
+ */
+static void
+_swrast_update_color_outputs(GLcontext *ctx)
+{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ const struct gl_framebuffer *fb = ctx->DrawBuffer;
+
+ swrast->_ColorOutputsMask = 0;
+ swrast->_NumColorOutputs = 0;
+
+ if (ctx->FragmentProgram._Current) {
+ const GLbitfield outputsWritten
+ = ctx->FragmentProgram._Current->Base.OutputsWritten;
+ GLuint output;
+ for (output = 0; output < ctx->Const.MaxDrawBuffers; output++) {
+ if ((outputsWritten & (1 << (FRAG_RESULT_DATA0 + output)))
+ && (fb->_NumColorDrawBuffers[output] > 0)) {
+ swrast->_ColorOutputsMask |= (1 << output);
+ swrast->_NumColorOutputs = output + 1;
+ }
+ }
+ }
+ if (swrast->_ColorOutputsMask == 0x0) {
+ /* no fragment program, or frag prog didn't write to gl_FragData[] */
+ if (fb->_NumColorDrawBuffers[0] > 0) {
+ swrast->_ColorOutputsMask = 0x1;
+ swrast->_NumColorOutputs = 1;
+ }
+ }
+}
+
+
void
_swrast_validate_derived( GLcontext *ctx )
{
_NEW_PROGRAM))
_swrast_update_fragment_program( ctx, swrast->NewState );
- if (swrast->NewState & _NEW_TEXTURE)
+ if (swrast->NewState & (_NEW_TEXTURE | _NEW_PROGRAM))
_swrast_update_texture_samplers( ctx );
if (swrast->NewState & (_NEW_TEXTURE | _NEW_PROGRAM))
if (swrast->NewState & _SWRAST_NEW_RASTERMASK)
_swrast_update_rasterflags( ctx );
+ if (swrast->NewState & (_NEW_DEPTH |
+ _NEW_FOG |
+ _NEW_PROGRAM |
+ _NEW_TEXTURE))
+ _swrast_update_fragment_attribs(ctx);
+
+ if (swrast->NewState & (_NEW_PROGRAM | _NEW_BUFFERS))
+ _swrast_update_color_outputs(ctx);
+
swrast->NewState = 0;
swrast->StateChanges = 0;
swrast->InvalidateState = _swrast_invalidate_state;
swrast->SpanArrays->rgba = swrast->SpanArrays->color.sz2.rgba;
swrast->SpanArrays->spec = swrast->SpanArrays->color.sz2.spec;
#else
- swrast->SpanArrays->rgba = swrast->SpanArrays->color.sz4.rgba;
- swrast->SpanArrays->spec = swrast->SpanArrays->color.sz4.spec;
+ swrast->SpanArrays->rgba = swrast->SpanArrays->attribs[FRAG_ATTRIB_COL0];
+ swrast->SpanArrays->spec = swrast->SpanArrays->attribs[FRAG_ATTRIB_COL1];
#endif
/* init point span buffer */
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->specular[0], v->specular[1],
v->specular[2], v->specular[3]);
#endif
- _mesa_debug(ctx, "fog %f\n", v->fog);
+ _mesa_debug(ctx, "fog %f\n", v->attrib[FRAG_ATTRIB_FOGC][0]);
_mesa_debug(ctx, "index %d\n", v->index);
_mesa_debug(ctx, "pointsize %f\n", v->pointSize);
_mesa_debug(ctx, "\n");