/*
* Mesa 3-D graphics library
- * Version: 7.1
*
* Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
- * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
+ * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
+ * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
+ * OTHER DEALINGS IN THE SOFTWARE.
*
* Authors:
- * Keith Whitwell <keith@tungstengraphics.com>
- * Brian Paul
+ * Keith Whitwell <keithw@vmware.com> Brian Paul
*/
#include "main/imports.h"
#include "main/bufferobj.h"
-#include "main/context.h"
#include "main/colormac.h"
#include "main/mtypes.h"
+#include "main/samplerobj.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"
#include "s_lines.h"
#include "s_points.h"
#include "s_span.h"
+#include "s_texfetch.h"
#include "s_triangle.h"
#include "s_texfilter.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 (ctx->Color.BlendEnabled) rasterMask |= BLEND_BIT;
if (ctx->Depth.Test) rasterMask |= DEPTH_BIT;
if (swrast->_FogEnabled) rasterMask |= FOG_BIT;
- if (ctx->Scissor.Enabled) rasterMask |= CLIP_BIT;
+ if (ctx->Scissor.EnableFlags) 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->Viewport.X < 0
- || ctx->Viewport.X + ctx->Viewport.Width > (GLint) ctx->DrawBuffer->Width
- || ctx->Viewport.Y < 0
- || ctx->Viewport.Y + ctx->Viewport.Height > (GLint) ctx->DrawBuffer->Height) {
+ if (ctx->Color.ColorLogicOpEnabled) rasterMask |= LOGIC_OP_BIT;
+ if (ctx->Texture._MaxEnabledTexImageUnit >= 0) rasterMask |= TEXTURE_BIT;
+ if ( ctx->ViewportArray[0].X < 0
+ || ctx->ViewportArray[0].X + ctx->ViewportArray[0].Width > (GLfloat) ctx->DrawBuffer->Width
+ || ctx->ViewportArray[0].Y < 0
+ || ctx->ViewportArray[0].Y + ctx->ViewportArray[0].Height > (GLfloat) ctx->DrawBuffer->Height) {
rasterMask |= CLIP_BIT;
}
/* 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;
}
}
- if (ctx->FragmentProgram._Current) {
+ if (_swrast_use_fragment_program(ctx)) {
rasterMask |= FRAGPROG_BIT;
}
* factors in.
*/
static void
-_swrast_update_polygon( GLcontext *ctx )
+_swrast_update_polygon( struct gl_context *ctx )
{
GLfloat backface_sign;
* 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 ||
- ctx->FragmentProgram._Current ||
+ _swrast_use_fragment_program(ctx) ||
(ctx->Hint.Fog == GL_NICEST &&
swrast->AllowPixelFog));
}
* 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) {
swrast->_DeferredTexture = GL_FALSE;
}
else {
+ GLboolean use_fprog = _swrast_use_fragment_program(ctx);
const struct gl_fragment_program *fprog
= ctx->FragmentProgram._Current;
- if (fprog && (fprog->Base.OutputsWritten & (1 << FRAG_RESULT_DEPTH))) {
+ if (use_fprog && (fprog->Base.OutputsWritten & (1 << FRAG_RESULT_DEPTH))) {
/* Z comes from fragment program/shader */
swrast->_DeferredTexture = GL_FALSE;
}
- else if (fprog && fprog->UsesKill) {
+ else if (use_fprog && fprog->UsesKill) {
swrast->_DeferredTexture = GL_FALSE;
}
else if (ctx->Query.CurrentOcclusionObject) {
* 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;
+ assert(fp == NULL || fp->Base.Target == GL_FRAGMENT_PROGRAM_ARB);
+
/* determine if fog is needed, and if so, which fog mode */
- swrast->_FogEnabled = GL_FALSE;
- 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) {
- swrast->_FogEnabled = GL_TRUE;
- swrast->_FogMode = ctx->Fog.Mode;
- }
+ swrast->_FogEnabled = (!_swrast_use_fragment_program(ctx) &&
+ ctx->Fog.Enabled);
}
* 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) {
- _mesa_load_state_parameters(ctx, fp->Base.Parameters);
- }
+ if (!_swrast_use_fragment_program(ctx))
+ return;
+
+ _mesa_load_state_parameters(ctx,
+ ctx->FragmentProgram._Current->Base.Parameters);
}
* 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 ||
ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR);
swrast->SpecularVertexAdd = (separateSpecular
- && ctx->Texture._EnabledUnits == 0x0
- && !ctx->FragmentProgram._Current
+ && ctx->Texture._MaxEnabledTexImageUnit == -1
+ && !_swrast_use_fragment_program(ctx)
&& !ctx->ATIFragmentShader._Enabled);
}
_SWRAST_NEW_RASTERMASK| \
_NEW_LIGHT| \
_NEW_FOG | \
- _DD_NEW_SEPARATE_SPECULAR)
+ _MESA_NEW_SEPARATE_SPECULAR)
#define _SWRAST_NEW_LINE (_SWRAST_NEW_DERIVED | \
_NEW_RENDERMODE| \
_NEW_LIGHT| \
_NEW_FOG| \
_NEW_DEPTH | \
- _DD_NEW_SEPARATE_SPECULAR)
+ _MESA_NEW_SEPARATE_SPECULAR)
#define _SWRAST_NEW_POINT (_SWRAST_NEW_DERIVED | \
_NEW_RENDERMODE | \
_NEW_TEXTURE | \
_NEW_LIGHT | \
_NEW_FOG | \
- _DD_NEW_SEPARATE_SPECULAR)
+ _MESA_NEW_SEPARATE_SPECULAR)
#define _SWRAST_NEW_TEXTURE_SAMPLE_FUNC _NEW_TEXTURE
* 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 )
{
swrast->BlendFunc( ctx, n, mask, src, dst, chanType );
}
-
-/**
- * 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 )
+_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;
swrast->BlendFunc = _swrast_validate_blend_func;
if (new_state & _SWRAST_NEW_TEXTURE_SAMPLE_FUNC)
- for (i = 0 ; i < ctx->Const.MaxTextureImageUnits ; i++)
+ for (i = 0 ; i < ARRAY_SIZE(swrast->TextureSample); i++)
swrast->TextureSample[i] = NULL;
}
void
-_swrast_update_texture_samplers(GLcontext *ctx)
+_swrast_update_texture_samplers(struct gl_context *ctx)
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
GLuint u;
if (!swrast)
return; /* pipe hack */
- for (u = 0; u < ctx->Const.MaxTextureImageUnits; u++) {
- const struct gl_texture_object *tObj = ctx->Texture.Unit[u]._Current;
+ for (u = 0; u < ARRAY_SIZE(swrast->TextureSample); u++) {
+ struct gl_texture_object *tObj = ctx->Texture.Unit[u]._Current;
/* 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);
+ _mesa_update_fetch_functions(ctx, u);
+ swrast->TextureSample[u] =
+ _swrast_choose_texture_sample_func(ctx, tObj,
+ _mesa_get_samplerobj(ctx, 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;
+ GLbitfield64 attribsMask;
/*
* Compute _ActiveAttribsMask = which fragment attributes are needed.
*/
- if (ctx->FragmentProgram._Current) {
+ if (_swrast_use_fragment_program(ctx)) {
/* fragment program/shader */
attribsMask = ctx->FragmentProgram._Current->Base.InputsRead;
- attribsMask &= ~FRAG_BIT_WPOS; /* WPOS is always handled specially */
+ attribsMask &= ~VARYING_BIT_POS; /* WPOS is always handled specially */
}
else if (ctx->ATIFragmentShader._Enabled) {
attribsMask = ~0; /* XXX fix me */
attribsMask = 0x0;
#if CHAN_TYPE == GL_FLOAT
- attribsMask |= FRAG_BIT_COL0;
+ attribsMask |= VARYING_BIT_COL0;
#endif
if (ctx->Fog.ColorSumEnabled ||
(ctx->Light.Enabled &&
ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)) {
- attribsMask |= FRAG_BIT_COL1;
+ attribsMask |= VARYING_BIT_COL1;
}
if (swrast->_FogEnabled)
- attribsMask |= FRAG_BIT_FOGC;
+ attribsMask |= VARYING_BIT_FOGC;
- attribsMask |= (ctx->Texture._EnabledUnits << FRAG_ATTRIB_TEX0);
+ attribsMask |= (ctx->Texture._EnabledCoordUnits << VARYING_SLOT_TEX0);
}
swrast->_ActiveAttribMask = attribsMask;
/* Update _ActiveAttribs[] list */
{
GLuint i, num = 0;
- for (i = 0; i < FRAG_ATTRIB_MAX; i++) {
- if (attribsMask & (1 << i)) {
+ for (i = 0; i < VARYING_SLOT_MAX; i++) {
+ if (attribsMask & BITFIELD64_BIT(i)) {
swrast->_ActiveAttribs[num++] = i;
/* how should this attribute be interpolated? */
- if (i == FRAG_ATTRIB_COL0 || i == FRAG_ATTRIB_COL1)
+ if (i == VARYING_SLOT_COL0 || i == VARYING_SLOT_COL1)
swrast->_InterpMode[i] = ctx->Light.ShadeModel;
else
swrast->_InterpMode[i] = GL_SMOOTH;
void
-_swrast_validate_derived( GLcontext *ctx )
+_swrast_validate_derived( struct gl_context *ctx )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
if (swrast->NewState & (_NEW_TEXTURE | _NEW_PROGRAM)) {
_swrast_update_texture_samplers( ctx );
- _swrast_validate_texture_images(ctx);
}
if (swrast->NewState & (_NEW_COLOR | _NEW_PROGRAM))
#define SWRAST_DEBUG 0
-/* Public entrypoints: See also s_accum.c, s_bitmap.c, etc.
+/* Public entrypoints: See also 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);
}
+/**
+ * Initialize native program limits by copying the logical limits.
+ * See comments in init_program_limits() in context.c
+ */
+static void
+init_program_native_limits(struct gl_program_constants *prog)
+{
+ prog->MaxNativeInstructions = prog->MaxInstructions;
+ prog->MaxNativeAluInstructions = prog->MaxAluInstructions;
+ prog->MaxNativeTexInstructions = prog->MaxTexInstructions;
+ prog->MaxNativeTexIndirections = prog->MaxTexIndirections;
+ prog->MaxNativeAttribs = prog->MaxAttribs;
+ prog->MaxNativeTemps = prog->MaxTemps;
+ prog->MaxNativeAddressRegs = prog->MaxAddressRegs;
+ prog->MaxNativeParameters = prog->MaxParameters;
+}
+
+
GLboolean
-_swrast_CreateContext( GLcontext *ctx )
+_swrast_CreateContext( struct gl_context *ctx )
{
GLuint i;
- SWcontext *swrast = (SWcontext *)CALLOC(sizeof(SWcontext));
+ SWcontext *swrast = calloc(1, sizeof(SWcontext));
+#ifdef _OPENMP
+ const GLuint maxThreads = omp_get_max_threads();
+#else
+ const GLuint maxThreads = 1;
+#endif
+
+ assert(ctx->Const.MaxViewportWidth <= SWRAST_MAX_WIDTH);
+ assert(ctx->Const.MaxViewportHeight <= SWRAST_MAX_WIDTH);
+
+ assert(ctx->Const.MaxRenderbufferSize <= SWRAST_MAX_WIDTH);
+
+ /* make sure largest texture image is <= SWRAST_MAX_WIDTH in size */
+ assert((1 << (ctx->Const.MaxTextureLevels - 1)) <= SWRAST_MAX_WIDTH);
+ assert((1 << (ctx->Const.MaxCubeTextureLevels - 1)) <= SWRAST_MAX_WIDTH);
+ assert((1 << (ctx->Const.Max3DTextureLevels - 1)) <= SWRAST_MAX_WIDTH);
+
+ assert(PROG_MAX_WIDTH == SWRAST_MAX_WIDTH);
if (SWRAST_DEBUG) {
_mesa_debug(ctx, "_swrast_CreateContext\n");
swrast->AllowVertexFog = GL_TRUE;
swrast->AllowPixelFog = GL_TRUE;
- /* Optimized Accum buffer */
- swrast->_IntegerAccumMode = GL_FALSE;
- swrast->_IntegerAccumScaler = 0.0;
+ swrast->Driver.SpanRenderStart = _swrast_span_render_start;
+ swrast->Driver.SpanRenderFinish = _swrast_span_render_finish;
- for (i = 0; i < MAX_TEXTURE_IMAGE_UNITS; i++)
+ for (i = 0; i < ARRAY_SIZE(swrast->TextureSample); i++)
swrast->TextureSample[i] = NULL;
- swrast->SpanArrays = MALLOC_STRUCT(sw_span_arrays);
+ /* SpanArrays is global and shared by all SWspan instances. However, when
+ * using multiple threads, it is necessary to have one SpanArrays instance
+ * per thread.
+ */
+ swrast->SpanArrays = malloc(maxThreads * sizeof(SWspanarrays));
if (!swrast->SpanArrays) {
- FREE(swrast);
+ free(swrast);
return GL_FALSE;
}
- swrast->SpanArrays->ChanType = CHAN_TYPE;
+ for(i = 0; i < maxThreads; i++) {
+ swrast->SpanArrays[i].ChanType = CHAN_TYPE;
#if CHAN_TYPE == GL_UNSIGNED_BYTE
- swrast->SpanArrays->rgba = swrast->SpanArrays->rgba8;
+ swrast->SpanArrays[i].rgba = swrast->SpanArrays[i].rgba8;
#elif CHAN_TYPE == GL_UNSIGNED_SHORT
- swrast->SpanArrays->rgba = swrast->SpanArrays->rgba16;
+ swrast->SpanArrays[i].rgba = swrast->SpanArrays[i].rgba16;
#else
- swrast->SpanArrays->rgba = swrast->SpanArrays->attribs[FRAG_ATTRIB_COL0];
+ swrast->SpanArrays[i].rgba = swrast->SpanArrays[i].attribs[VARYING_SLOT_COL0];
#endif
+ }
/* init point span buffer */
swrast->PointSpan.primitive = GL_POINT;
swrast->PointSpan.facing = 0;
swrast->PointSpan.array = swrast->SpanArrays;
- swrast->TexelBuffer = (GLfloat *) MALLOC(ctx->Const.MaxTextureImageUnits *
- MAX_WIDTH * 4 * sizeof(GLfloat));
- if (!swrast->TexelBuffer) {
- FREE(swrast->SpanArrays);
- FREE(swrast);
- return GL_FALSE;
- }
+ init_program_native_limits(&ctx->Const.Program[MESA_SHADER_VERTEX]);
+ init_program_native_limits(&ctx->Const.Program[MESA_SHADER_GEOMETRY]);
+ init_program_native_limits(&ctx->Const.Program[MESA_SHADER_FRAGMENT]);
ctx->swrast_context = swrast;
+ swrast->stencil_temp.buf1 = malloc(SWRAST_MAX_WIDTH * sizeof(GLubyte));
+ swrast->stencil_temp.buf2 = malloc(SWRAST_MAX_WIDTH * sizeof(GLubyte));
+ swrast->stencil_temp.buf3 = malloc(SWRAST_MAX_WIDTH * sizeof(GLubyte));
+ swrast->stencil_temp.buf4 = malloc(SWRAST_MAX_WIDTH * sizeof(GLubyte));
+
+ if (!swrast->stencil_temp.buf1 ||
+ !swrast->stencil_temp.buf2 ||
+ !swrast->stencil_temp.buf3 ||
+ !swrast->stencil_temp.buf4) {
+ _swrast_DestroyContext(ctx);
+ return GL_FALSE;
+ }
+
return GL_TRUE;
}
void
-_swrast_DestroyContext( GLcontext *ctx )
+_swrast_DestroyContext( struct gl_context *ctx )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
_mesa_debug(ctx, "_swrast_DestroyContext\n");
}
- FREE( swrast->SpanArrays );
- if (swrast->ZoomedArrays)
- FREE( swrast->ZoomedArrays );
- FREE( swrast->TexelBuffer );
- FREE( swrast );
+ free( swrast->SpanArrays );
+ free( swrast->ZoomedArrays );
+ free( swrast->TexelBuffer );
+
+ free(swrast->stencil_temp.buf1);
+ free(swrast->stencil_temp.buf2);
+ free(swrast->stencil_temp.buf3);
+ free(swrast->stencil_temp.buf4);
+
+ free( swrast );
ctx->swrast_context = 0;
}
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) {
}
+/** called via swrast->Driver.SpanRenderStart() */
+void
+_swrast_span_render_start(struct gl_context *ctx)
+{
+ _swrast_map_textures(ctx);
+ _swrast_map_renderbuffers(ctx);
+}
+
+
+/** called via swrast->Driver.SpanRenderFinish() */
+void
+_swrast_span_render_finish(struct gl_context *ctx)
+{
+ _swrast_unmap_textures(ctx);
+ _swrast_unmap_renderbuffers(ctx);
+}
+
+
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)
- swrast->Driver.SpanRenderFinish( ctx );
_swrast_flush(ctx);
+
+ if (swrast->Driver.SpanRenderFinish)
+ swrast->Driver.SpanRenderFinish( ctx );
}
#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;
if (SWRAST_DEBUG_VERTICES) {
_mesa_debug(ctx, "win %f %f %f %f\n",
- v->attrib[FRAG_ATTRIB_WPOS][0],
- v->attrib[FRAG_ATTRIB_WPOS][1],
- v->attrib[FRAG_ATTRIB_WPOS][2],
- v->attrib[FRAG_ATTRIB_WPOS][3]);
+ v->attrib[VARYING_SLOT_POS][0],
+ v->attrib[VARYING_SLOT_POS][1],
+ v->attrib[VARYING_SLOT_POS][2],
+ v->attrib[VARYING_SLOT_POS][3]);
for (i = 0 ; i < ctx->Const.MaxTextureCoordUnits ; i++)
- if (ctx->Texture.Unit[i]._ReallyEnabled)
+ if (ctx->Texture.Unit[i]._Current)
_mesa_debug(ctx, "texcoord[%d] %f %f %f %f\n", i,
- 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]);
+ v->attrib[VARYING_SLOT_TEX0 + i][0],
+ v->attrib[VARYING_SLOT_TEX0 + i][1],
+ v->attrib[VARYING_SLOT_TEX0 + i][2],
+ v->attrib[VARYING_SLOT_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]);
#endif
_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]);
+ v->attrib[VARYING_SLOT_COL1][0],
+ v->attrib[VARYING_SLOT_COL1][1],
+ v->attrib[VARYING_SLOT_COL1][2],
+ v->attrib[VARYING_SLOT_COL1][3]);
+ _mesa_debug(ctx, "fog %f\n", v->attrib[VARYING_SLOT_FOGC][0]);
+ _mesa_debug(ctx, "index %f\n", v->attrib[VARYING_SLOT_CI][0]);
_mesa_debug(ctx, "pointsize %f\n", v->pointSize);
_mesa_debug(ctx, "\n");
}