#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 "program/prog_parameter.h"
+#include "program/prog_statevars.h"
#include "swrast.h"
#include "s_blend.h"
#include "s_context.h"
* stenciling, logic-op, fog, etc?).
*/
static void
-_swrast_update_rasterflags( GLcontext *ctx )
+_swrast_update_rasterflags( struct gl_context *ctx )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
GLbitfield rasterMask = 0;
if (swrast->_FogEnabled) rasterMask |= FOG_BIT;
if (ctx->Scissor.Enabled) rasterMask |= CLIP_BIT;
if (ctx->Stencil._Enabled) rasterMask |= STENCIL_BIT;
- if (ctx->Visual.rgbMode) {
- for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
- if (!ctx->Color.ColorMask[i][0] ||
- !ctx->Color.ColorMask[i][1] ||
- !ctx->Color.ColorMask[i][2] ||
- !ctx->Color.ColorMask[i][3]) {
- rasterMask |= MASKING_BIT;
- break;
- }
+ for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
+ if (!ctx->Color.ColorMask[i][0] ||
+ !ctx->Color.ColorMask[i][1] ||
+ !ctx->Color.ColorMask[i][2] ||
+ !ctx->Color.ColorMask[i][3]) {
+ rasterMask |= MASKING_BIT;
+ break;
}
- 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._LogicOpEnabled) rasterMask |= LOGIC_OP_BIT;
+ if (ctx->Texture._EnabledUnits) rasterMask |= TEXTURE_BIT;
if ( ctx->Viewport.X < 0
|| ctx->Viewport.X + ctx->Viewport.Width > (GLint) ctx->DrawBuffer->Width
|| ctx->Viewport.Y < 0
/* more than one color buffer designated for writing (or zero buffers) */
rasterMask |= MULTI_DRAW_BIT;
}
- else if (!ctx->Visual.rgbMode && ctx->Color.IndexMask==0) {
- rasterMask |= MULTI_DRAW_BIT; /* all color index bits disabled */
- }
- if (ctx->Visual.rgbMode) {
- for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
- if (ctx->Color.ColorMask[i][0] +
- ctx->Color.ColorMask[i][1] +
- ctx->Color.ColorMask[i][2] +
- ctx->Color.ColorMask[i][3] == 0) {
- rasterMask |= MULTI_DRAW_BIT; /* all RGBA channels disabled */
- break;
- }
+ for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
+ if (ctx->Color.ColorMask[i][0] +
+ ctx->Color.ColorMask[i][1] +
+ ctx->Color.ColorMask[i][2] +
+ ctx->Color.ColorMask[i][3] == 0) {
+ rasterMask |= MULTI_DRAW_BIT; /* all RGBA channels disabled */
+ break;
}
}
* factors in.
*/
static void
-_swrast_update_polygon( GLcontext *ctx )
+_swrast_update_polygon( struct gl_context *ctx )
{
GLfloat backface_sign;
if (ctx->Polygon.CullFlag) {
switch (ctx->Polygon.CullFaceMode) {
case GL_BACK:
- backface_sign = -1.0;
+ backface_sign = -1.0F;
break;
case GL_FRONT:
- backface_sign = 1.0;
+ backface_sign = 1.0F;
break;
case GL_FRONT_AND_BACK:
/* fallthrough */
default:
- backface_sign = 0.0;
+ backface_sign = 0.0F;
}
}
else {
- backface_sign = 0.0;
+ backface_sign = 0.0F;
}
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;
+ = (ctx->Polygon.FrontFace == GL_CW) ? -1.0F : 1.0F;
}
* fog blend factors (from the fog coords) per-fragment.
*/
static void
-_swrast_update_fog_hint( GLcontext *ctx )
+_swrast_update_fog_hint( struct gl_context *ctx )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
swrast->_PreferPixelFog = (!swrast->AllowVertexFog ||
* Update the swrast->_TextureCombinePrimary flag.
*/
static void
-_swrast_update_texture_env( GLcontext *ctx )
+_swrast_update_texture_env( struct gl_context *ctx )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
GLuint i;
* lots of fragments.
*/
static void
-_swrast_update_deferred_texture(GLcontext *ctx)
+_swrast_update_deferred_texture(struct gl_context *ctx)
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
if (ctx->Color.AlphaEnabled) {
* Update swrast->_FogColor and swrast->_FogEnable values.
*/
static void
-_swrast_update_fog_state( GLcontext *ctx )
+_swrast_update_fog_state( struct gl_context *ctx )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
const struct gl_fragment_program *fp = ctx->FragmentProgram._Current;
* program parameters with current state values.
*/
static void
-_swrast_update_fragment_program(GLcontext *ctx, GLbitfield newState)
+_swrast_update_fragment_program(struct gl_context *ctx, GLbitfield newState)
{
const struct gl_fragment_program *fp = ctx->FragmentProgram._Current;
if (fp) {
* add per vertex instead of per-fragment.
*/
static void
-_swrast_update_specular_vertex_add(GLcontext *ctx)
+_swrast_update_specular_vertex_add(struct gl_context *ctx)
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
GLboolean separateSpecular = ctx->Fog.ColorSumEnabled ||
* after a state change.
*/
static void
-_swrast_validate_triangle( GLcontext *ctx,
+_swrast_validate_triangle( struct gl_context *ctx,
const SWvertex *v0,
const SWvertex *v1,
const SWvertex *v2 )
* line routine. Then call it.
*/
static void
-_swrast_validate_line( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1 )
+_swrast_validate_line( struct gl_context *ctx, const SWvertex *v0, const SWvertex *v1 )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
* point routine. Then call it.
*/
static void
-_swrast_validate_point( GLcontext *ctx, const SWvertex *v0 )
+_swrast_validate_point( struct gl_context *ctx, const SWvertex *v0 )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
* function, then call it.
*/
static void _ASMAPI
-_swrast_validate_blend_func(GLcontext *ctx, GLuint n, const GLubyte mask[],
+_swrast_validate_blend_func(struct gl_context *ctx, GLuint n, const GLubyte mask[],
GLvoid *src, const GLvoid *dst,
GLenum chanType )
{
* for subsequent rendering.
*/
static void
-_swrast_validate_texture_images(GLcontext *ctx)
+_swrast_validate_texture_images(struct gl_context *ctx)
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
GLuint u;
* from software to hardware rendering.
*/
void
-_swrast_eject_texture_images(GLcontext *ctx)
+_swrast_eject_texture_images(struct gl_context *ctx)
{
GLuint u;
static void
-_swrast_sleep( GLcontext *ctx, GLbitfield new_state )
+_swrast_sleep( struct gl_context *ctx, GLbitfield new_state )
{
(void) ctx; (void) new_state;
}
static void
-_swrast_invalidate_state( GLcontext *ctx, GLbitfield new_state )
+_swrast_invalidate_state( struct gl_context *ctx, GLbitfield new_state )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
GLuint i;
void
-_swrast_update_texture_samplers(GLcontext *ctx)
+_swrast_update_texture_samplers(struct gl_context *ctx)
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
GLuint u;
* swrast->_ActiveAtttribMask.
*/
static void
-_swrast_update_active_attribs(GLcontext *ctx)
+_swrast_update_active_attribs(struct gl_context *ctx)
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
GLuint attribsMask;
void
-_swrast_validate_derived( GLcontext *ctx )
+_swrast_validate_derived( struct gl_context *ctx )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
/* Public entrypoints: See also s_accum.c, s_bitmap.c, etc.
*/
void
-_swrast_Quad( GLcontext *ctx,
+_swrast_Quad( struct gl_context *ctx,
const SWvertex *v0, const SWvertex *v1,
const SWvertex *v2, const SWvertex *v3 )
{
}
void
-_swrast_Triangle( GLcontext *ctx, const SWvertex *v0,
+_swrast_Triangle( struct gl_context *ctx, const SWvertex *v0,
const SWvertex *v1, const SWvertex *v2 )
{
if (SWRAST_DEBUG) {
}
void
-_swrast_Line( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1 )
+_swrast_Line( struct gl_context *ctx, const SWvertex *v0, const SWvertex *v1 )
{
if (SWRAST_DEBUG) {
_mesa_debug(ctx, "_swrast_Line\n");
}
void
-_swrast_Point( GLcontext *ctx, const SWvertex *v0 )
+_swrast_Point( struct gl_context *ctx, const SWvertex *v0 )
{
if (SWRAST_DEBUG) {
_mesa_debug(ctx, "_swrast_Point\n");
}
void
-_swrast_InvalidateState( GLcontext *ctx, GLbitfield new_state )
+_swrast_InvalidateState( struct gl_context *ctx, GLbitfield new_state )
{
if (SWRAST_DEBUG) {
_mesa_debug(ctx, "_swrast_InvalidateState\n");
}
void
-_swrast_ResetLineStipple( GLcontext *ctx )
+_swrast_ResetLineStipple( struct gl_context *ctx )
{
if (SWRAST_DEBUG) {
_mesa_debug(ctx, "_swrast_ResetLineStipple\n");
}
void
-_swrast_SetFacing(GLcontext *ctx, GLuint facing)
+_swrast_SetFacing(struct gl_context *ctx, GLuint facing)
{
SWRAST_CONTEXT(ctx)->PointLineFacing = facing;
}
void
-_swrast_allow_vertex_fog( GLcontext *ctx, GLboolean value )
+_swrast_allow_vertex_fog( struct gl_context *ctx, GLboolean value )
{
if (SWRAST_DEBUG) {
_mesa_debug(ctx, "_swrast_allow_vertex_fog %d\n", value);
}
void
-_swrast_allow_pixel_fog( GLcontext *ctx, GLboolean value )
+_swrast_allow_pixel_fog( struct gl_context *ctx, GLboolean value )
{
if (SWRAST_DEBUG) {
_mesa_debug(ctx, "_swrast_allow_pixel_fog %d\n", value);
GLboolean
-_swrast_CreateContext( GLcontext *ctx )
+_swrast_CreateContext( struct gl_context *ctx )
{
GLuint i;
SWcontext *swrast = (SWcontext *)CALLOC(sizeof(SWcontext));
}
void
-_swrast_DestroyContext( GLcontext *ctx )
+_swrast_DestroyContext( struct gl_context *ctx )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
struct swrast_device_driver *
-_swrast_GetDeviceDriverReference( GLcontext *ctx )
+_swrast_GetDeviceDriverReference( struct gl_context *ctx )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
return &swrast->Driver;
}
void
-_swrast_flush( GLcontext *ctx )
+_swrast_flush( struct gl_context *ctx )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
/* flush any pending fragments from rendering points */
if (swrast->PointSpan.end > 0) {
- if (ctx->Visual.rgbMode) {
- _swrast_write_rgba_span(ctx, &(swrast->PointSpan));
- }
- else {
- _swrast_write_index_span(ctx, &(swrast->PointSpan));
- }
+ _swrast_write_rgba_span(ctx, &(swrast->PointSpan));
swrast->PointSpan.end = 0;
}
}
void
-_swrast_render_primitive( GLcontext *ctx, GLenum prim )
+_swrast_render_primitive( struct gl_context *ctx, GLenum prim )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
if (swrast->Primitive == GL_POINTS && prim != GL_POINTS) {
void
-_swrast_render_start( GLcontext *ctx )
+_swrast_render_start( struct gl_context *ctx )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
if (swrast->Driver.SpanRenderStart)
}
void
-_swrast_render_finish( GLcontext *ctx )
+_swrast_render_finish( struct gl_context *ctx )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
if (swrast->Driver.SpanRenderFinish)
#define SWRAST_DEBUG_VERTICES 0
void
-_swrast_print_vertex( GLcontext *ctx, const SWvertex *v )
+_swrast_print_vertex( struct gl_context *ctx, const SWvertex *v )
{
GLuint i;
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, "index %f\n", v->attrib[FRAG_ATTRIB_CI][0]);
_mesa_debug(ctx, "pointsize %f\n", v->pointSize);
_mesa_debug(ctx, "\n");
}