/*
* 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
- * THE AUTHORS 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/colormac.h"
#include "main/mtypes.h"
#include "main/samplerobj.h"
#include "main/teximage.h"
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;
for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
if (!ctx->Color.ColorMask[i][0] ||
}
}
if (ctx->Color.ColorLogicOpEnabled) 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
- || ctx->Viewport.Y + ctx->Viewport.Height > (GLint) ctx->DrawBuffer->Height) {
+ 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;
}
const struct gl_fragment_program *fp = ctx->FragmentProgram._Current;
assert(fp == NULL || fp->Base.Target == GL_FRAGMENT_PROGRAM_ARB);
+ (void) fp; /* silence unused var warning */
/* determine if fog is needed, and if so, which fog mode */
swrast->_FogEnabled = (!_swrast_use_fragment_program(ctx) &&
ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR);
swrast->SpecularVertexAdd = (separateSpecular
- && ctx->Texture._EnabledUnits == 0x0
+ && ctx->Texture._MaxEnabledTexImageUnit == -1
&& !_swrast_use_fragment_program(ctx)
&& !ctx->ATIFragmentShader._Enabled);
}
_swrast_validate_derived( ctx );
swrast->choose_triangle( ctx );
- ASSERT(swrast->Triangle);
+ assert(swrast->Triangle);
if (swrast->SpecularVertexAdd) {
/* separate specular color, but no texture */
_swrast_validate_derived( ctx );
swrast->choose_line( ctx );
- ASSERT(swrast->Line);
+ assert(swrast->Line);
if (swrast->SpecularVertexAdd) {
swrast->SpecLine = swrast->Line;
* Called via swrast->BlendFunc. Examine GL state to choose a blending
* function, then call it.
*/
-static void _ASMAPI
+static void
_swrast_validate_blend_func(struct gl_context *ctx, GLuint n, const GLubyte mask[],
GLvoid *src, const GLvoid *dst,
GLenum chanType )
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;
}
if (!swrast)
return; /* pipe hack */
- for (u = 0; u < ctx->Const.MaxTextureImageUnits; u++) {
+ 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).
if (swrast->_FogEnabled)
attribsMask |= VARYING_BIT_FOGC;
- attribsMask |= (ctx->Texture._EnabledUnits << VARYING_SLOT_TEX0);
+ attribsMask |= (ctx->Texture._EnabledCoordUnits << VARYING_SLOT_TEX0);
}
swrast->_ActiveAttribMask = attribsMask;
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;
/* SpanArrays is global and shared by all SWspan instances. However, when
swrast->PointSpan.facing = 0;
swrast->PointSpan.array = swrast->SpanArrays;
- init_program_native_limits(&ctx->Const.VertexProgram);
- init_program_native_limits(&ctx->Const.GeometryProgram);
- init_program_native_limits(&ctx->Const.FragmentProgram);
+ 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;
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[VARYING_SLOT_TEX0 + i][0],
v->attrib[VARYING_SLOT_TEX0 + i][1],