fix GL_DOT3_RGBA texture combiner mode in generated fragment programs (bug #11030)
[mesa.git] / src / mesa / swrast / s_context.c
index 46f99ef6e09aaea904e71d692dfe7044b1f58391..791850cb5028fa7c55d2917f96473a23796e6149 100644 (file)
@@ -1,8 +1,8 @@
 /*
  * Mesa 3-D graphics library
- * Version:  6.5.1
+ * 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"),
@@ -102,10 +102,6 @@ _swrast_update_rasterflags( GLcontext *ctx )
       rasterMask |= FRAGPROG_BIT;
    }
 
-   if (ctx->ShaderObjects._FragmentShaderPresent) {
-      rasterMask |= FRAGPROG_BIT;
-   }
-
    if (ctx->ATIFragmentShader._Enabled) {
       rasterMask |= ATIFRAGSHADER_BIT;
    }
@@ -129,27 +125,28 @@ _swrast_update_rasterflags( GLcontext *ctx )
 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;
@@ -158,7 +155,7 @@ _swrast_update_polygon( GLcontext *ctx )
 
 /**
  * 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 )
@@ -191,6 +188,37 @@ _swrast_update_texture_env( GLcontext *ctx )
 }
 
 
+/**
+ * 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.
  */
@@ -327,7 +355,6 @@ _swrast_validate_line( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1 )
       swrast->Line = _swrast_add_spec_terms_line;
    }
 
-
    swrast->Line( ctx, v0, v1 );
 }
 
@@ -395,7 +422,7 @@ _swrast_validate_texture_images(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) {
@@ -433,7 +460,7 @@ _swrast_eject_texture_images(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) {
@@ -491,7 +518,7 @@ _swrast_invalidate_state( GLcontext *ctx, GLbitfield new_state )
 }
 
 
-static void
+void
 _swrast_update_texture_samplers(GLcontext *ctx)
 {
    SWcontext *swrast = SWRAST_CONTEXT(ctx);
@@ -499,9 +526,109 @@ _swrast_update_texture_samplers(GLcontext *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;
+      }
    }
 }
 
@@ -537,15 +664,27 @@ _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 );
+         _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;
@@ -691,19 +830,15 @@ _swrast_CreateContext( GLcontext *ctx )
    }
    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;
@@ -801,29 +936,33 @@ _swrast_print_vertex( GLcontext *ctx, const SWvertex *v )
 
    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");
    }