fix GL_DOT3_RGBA texture combiner mode in generated fragment programs (bug #11030)
[mesa.git] / src / mesa / swrast / s_context.c
index d8a7a6f0e63df99ab2a68ef8f20721d9c3c5db4c..791850cb5028fa7c55d2917f96473a23796e6149 100644 (file)
@@ -1,8 +1,8 @@
 /*
  * Mesa 3-D graphics library
- * Version:  6.5
+ * Version:  7.1
  *
- * Copyright (C) 1999-2005  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"),
@@ -31,7 +31,8 @@
 #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"
 #include "s_context.h"
@@ -97,12 +98,7 @@ _swrast_update_rasterflags( GLcontext *ctx )
       rasterMask |= MULTI_DRAW_BIT; /* all color index bits disabled */
    }
 
-   if (ctx->FragmentProgram._Active) {
-      rasterMask |= FRAGPROG_BIT;
-   }
-
-   if (ctx->ShaderObjects.CurrentProgram) {
-      /* XXX Vertex and/or fragment shader (what if no fragment shader??) */
+   if (ctx->FragmentProgram._Current) {
       rasterMask |= FRAGPROG_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;
@@ -158,14 +155,14 @@ _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 )
 {
    SWcontext *swrast = SWRAST_CONTEXT(ctx);
    swrast->_PreferPixelFog = (!swrast->AllowVertexFog ||
-                              ctx->FragmentProgram._Enabled || /* not _Active! */
+                              ctx->FragmentProgram._Current ||
                              (ctx->Hint.Fog == GL_NICEST &&
                               swrast->AllowPixelFog));
 }
@@ -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.
  */
@@ -198,22 +226,14 @@ static void
 _swrast_update_fog_state( GLcontext *ctx )
 {
    SWcontext *swrast = SWRAST_CONTEXT(ctx);
-
-   /* convert fog color to GLchan values */
-   CLAMPED_FLOAT_TO_CHAN(swrast->_FogColor[RCOMP], ctx->Fog.Color[RCOMP]);
-   CLAMPED_FLOAT_TO_CHAN(swrast->_FogColor[GCOMP], ctx->Fog.Color[GCOMP]);
-   CLAMPED_FLOAT_TO_CHAN(swrast->_FogColor[BCOMP], ctx->Fog.Color[BCOMP]);
+   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->FragmentProgram._Active) {
-      if (ctx->FragmentProgram._Current->Base.Target==GL_FRAGMENT_PROGRAM_ARB) {
-         const struct fragment_program *p
-            = (struct fragment_program *) ctx->FragmentProgram._Current;
-         if (p->FogOption != GL_NONE) {
-            swrast->_FogEnabled = GL_TRUE;
-            swrast->_FogMode = p->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) {
@@ -228,11 +248,17 @@ _swrast_update_fog_state( GLcontext *ctx )
  * program parameters with current state values.
  */
 static void
-_swrast_update_fragment_program( GLcontext *ctx )
+_swrast_update_fragment_program(GLcontext *ctx, GLbitfield newState)
 {
-   if (ctx->FragmentProgram._Active) {
-      struct fragment_program *program = ctx->FragmentProgram._Current;
-      _mesa_load_state_parameters(ctx, program->Base.Parameters);
+   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);
    }
 }
 
@@ -296,10 +322,11 @@ _swrast_validate_triangle( GLcontext *ctx,
 
    _swrast_validate_derived( ctx );
    swrast->choose_triangle( ctx );
+   ASSERT(swrast->Triangle);
 
    if (ctx->Texture._EnabledUnits == 0
        && NEED_SECONDARY_COLOR(ctx)
-       && !ctx->FragmentProgram._Active) {
+       && !ctx->FragmentProgram._Current) {
       /* separate specular color, but no texture */
       swrast->SpecTriangle = swrast->Triangle;
       swrast->Triangle = _swrast_add_spec_terms_triangle;
@@ -319,15 +346,15 @@ _swrast_validate_line( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1 )
 
    _swrast_validate_derived( ctx );
    swrast->choose_line( ctx );
+   ASSERT(swrast->Line);
 
    if (ctx->Texture._EnabledUnits == 0
        && NEED_SECONDARY_COLOR(ctx)
-       && !ctx->FragmentProgram._Active) {
+       && !ctx->FragmentProgram._Current) {
       swrast->SpecLine = swrast->Line;
       swrast->Line = _swrast_add_spec_terms_line;
    }
 
-
    swrast->Line( ctx, v0, v1 );
 }
 
@@ -345,7 +372,7 @@ _swrast_validate_point( GLcontext *ctx, const SWvertex *v0 )
 
    if (ctx->Texture._EnabledUnits == 0
        && NEED_SECONDARY_COLOR(ctx)
-       && !ctx->FragmentProgram._Active) {
+       && !ctx->FragmentProgram._Current) {
       swrast->SpecPoint = swrast->Point;
       swrast->Point = _swrast_add_spec_terms_point;
    }
@@ -359,20 +386,96 @@ _swrast_validate_point( GLcontext *ctx, const SWvertex *v0 )
  * function, then call it.
  */
 static void _ASMAPI
-_swrast_validate_blend_func( GLcontext *ctx, GLuint n,
-                            const GLubyte mask[],
-                            GLchan src[][4],
-                            CONST GLchan dst[][4] )
+_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, chanType );
+}
+
 
-   swrast->BlendFunc( ctx, n, mask, src, dst );
+/**
+ * Make sure we have texture image data for all the textures we may need
+ * for subsequent rendering.
+ */
+static void
+_swrast_validate_texture_images(GLcontext *ctx)
+{
+   SWcontext *swrast = SWRAST_CONTEXT(ctx);
+   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);
+                  }
+               }
+            }
+         }
+      }
+   }
+}
+
+
+/**
+ * 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, GLbitfield new_state )
 {
@@ -410,12 +513,12 @@ _swrast_invalidate_state( GLcontext *ctx, GLbitfield new_state )
       swrast->BlendFunc = _swrast_validate_blend_func;
 
    if (new_state & _SWRAST_NEW_TEXTURE_SAMPLE_FUNC)
-      for (i = 0 ; i < ctx->Const.MaxTextureUnits ; i++)
+      for (i = 0 ; i < ctx->Const.MaxTextureImageUnits ; i++)
         swrast->TextureSample[i] = NULL;
 }
 
 
-static void
+void
 _swrast_update_texture_samplers(GLcontext *ctx)
 {
    SWcontext *swrast = SWRAST_CONTEXT(ctx);
@@ -423,9 +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;
+      }
    }
 }
 
@@ -436,9 +639,6 @@ _swrast_validate_derived( GLcontext *ctx )
    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 );
 
@@ -451,11 +651,39 @@ _swrast_validate_derived( GLcontext *ctx )
       if (swrast->NewState & (_NEW_FOG | _NEW_PROGRAM))
          _swrast_update_fog_state( ctx );
 
-      if (swrast->NewState & _NEW_PROGRAM)
-        _swrast_update_fragment_program( ctx );
-
-      if (swrast->NewState & _NEW_TEXTURE)
+      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);
+
+      if (swrast->NewState & (_NEW_PROGRAM | _NEW_BUFFERS))
+         _swrast_update_color_outputs(ctx);
 
       swrast->NewState = 0;
       swrast->StateChanges = 0;
@@ -595,23 +823,27 @@ _swrast_CreateContext( GLcontext *ctx )
    for (i = 0; i < MAX_TEXTURE_IMAGE_UNITS; i++)
       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);
@@ -704,29 +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.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");
    }