/*
* Mesa 3-D graphics library
- * Version: 6.5.3
+ * Version: 7.1
*
- * Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2007 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"),
#include "context.h"
#include "colormac.h"
#include "mtypes.h"
-#include "program.h"
+#include "prog_statevars.h"
#include "teximage.h"
#include "swrast.h"
#include "s_blend.h"
rasterMask |= MULTI_DRAW_BIT; /* all color index bits disabled */
}
- if (ctx->FragmentProgram._Enabled) {
- rasterMask |= FRAGPROG_BIT;
- }
-
- if (ctx->ShaderObjects._FragmentShaderPresent) {
+ if (ctx->FragmentProgram._Current) {
rasterMask |= FRAGPROG_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 )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
swrast->_PreferPixelFog = (!swrast->AllowVertexFog ||
- ctx->FragmentProgram._Enabled || /* not _Active! */
+ ctx->FragmentProgram._Current ||
(ctx->Hint.Fog == GL_NICEST &&
swrast->AllowPixelFog));
}
}
+/**
+ * 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.
*/
_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 (ctx->ShaderObjects._FragmentShaderPresent) {
- swrast->_FogEnabled = GL_FALSE;
- }
- else if (ctx->FragmentProgram._Enabled) {
- if (ctx->FragmentProgram._Current->Base.Target==GL_FRAGMENT_PROGRAM_ARB) {
- const struct gl_fragment_program *fp
- = ctx->FragmentProgram._Current;
- if (fp->FogOption != GL_NONE) {
- swrast->_FogEnabled = GL_TRUE;
- swrast->_FogMode = fp->FogOption;
- }
+ 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) {
static void
_swrast_update_fragment_program(GLcontext *ctx, GLbitfield newState)
{
- if (ctx->FragmentProgram._Enabled) {
- const struct gl_fragment_program *fp = ctx->FragmentProgram._Current;
+ 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 (ctx->Texture._EnabledUnits == 0
&& NEED_SECONDARY_COLOR(ctx)
- && !ctx->FragmentProgram._Enabled) {
+ && !ctx->FragmentProgram._Current) {
/* separate specular color, but no texture */
swrast->SpecTriangle = swrast->Triangle;
swrast->Triangle = _swrast_add_spec_terms_triangle;
if (ctx->Texture._EnabledUnits == 0
&& NEED_SECONDARY_COLOR(ctx)
- && !ctx->FragmentProgram._Enabled) {
+ && !ctx->FragmentProgram._Current) {
swrast->SpecLine = swrast->Line;
swrast->Line = _swrast_add_spec_terms_line;
}
-
swrast->Line( ctx, v0, v1 );
}
if (ctx->Texture._EnabledUnits == 0
&& NEED_SECONDARY_COLOR(ctx)
- && !ctx->FragmentProgram._Enabled) {
+ && !ctx->FragmentProgram._Current) {
swrast->SpecPoint = swrast->Point;
swrast->Point = _swrast_add_spec_terms_point;
}
}
-static void
+void
_swrast_update_texture_samplers(GLcontext *ctx)
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
for (u = 0; u < ctx->Const.MaxTextureImageUnits; u++) {
const struct gl_texture_object *tObj = ctx->Texture.Unit[u]._Current;
- if (tObj)
- swrast->TextureSample[u] =
- _swrast_choose_texture_sample_func(ctx, tObj);
+ /* 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 {
+ /* 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;
+ }
+}
+
+
+/**
+ * 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;
+ }
}
}
_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 );
+ _swrast_validate_texture_images(ctx);
+ }
- if (swrast->NewState & (_NEW_TEXTURE | _NEW_PROGRAM))
- _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);
+
+ 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->ChanType = CHAN_TYPE;
#if CHAN_TYPE == GL_UNSIGNED_BYTE
- swrast->SpanArrays->rgba = swrast->SpanArrays->color.sz1.rgba;
- swrast->SpanArrays->spec = swrast->SpanArrays->color.sz1.spec;
+ swrast->SpanArrays->rgba = swrast->SpanArrays->rgba8;
#elif CHAN_TYPE == GL_UNSIGNED_SHORT
- swrast->SpanArrays->rgba = swrast->SpanArrays->color.sz2.rgba;
- swrast->SpanArrays->spec = swrast->SpanArrays->color.sz2.spec;
+ swrast->SpanArrays->rgba = swrast->SpanArrays->rgba16;
#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];
#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;
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.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");
}