radeon: Don't crash generating mipmaps when pixels=NULL
[mesa.git] / src / mesa / swrast / s_context.c
index 3bf9804befc8a682cc2c5d5a409966c6e101bf98..f24f4fc59b2cc5e3a6aa761fc1342c9ca2e99d19 100644 (file)
@@ -2,7 +2,7 @@
  * Mesa 3-D graphics library
  * Version:  7.1
  *
- * Copyright (C) 1999-2007  Brian Paul   All Rights Reserved.
+ * Copyright (C) 1999-2008  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"),
  *    Brian Paul
  */
 
-#include "imports.h"
-#include "bufferobj.h"
-#include "context.h"
-#include "colormac.h"
-#include "mtypes.h"
-#include "teximage.h"
-#include "swrast.h"
+#include "main/imports.h"
+#include "main/bufferobj.h"
+#include "main/context.h"
+#include "main/colormac.h"
+#include "main/mtypes.h"
+#include "main/teximage.h"
+#include "shader/prog_parameter.h"
 #include "shader/prog_statevars.h"
+#include "swrast.h"
 #include "s_blend.h"
 #include "s_context.h"
 #include "s_lines.h"
@@ -60,7 +61,7 @@ _swrast_update_rasterflags( GLcontext *ctx )
    if (ctx->Depth.Test)                   rasterMask |= DEPTH_BIT;
    if (swrast->_FogEnabled)               rasterMask |= FOG_BIT;
    if (ctx->Scissor.Enabled)              rasterMask |= CLIP_BIT;
-   if (ctx->Stencil.Enabled)              rasterMask |= STENCIL_BIT;
+   if (ctx->Stencil._Enabled)             rasterMask |= STENCIL_BIT;
    if (ctx->Visual.rgbMode) {
       const GLuint colorMask = *((GLuint *) &ctx->Color.ColorMask);
       if (colorMask != 0xffffffff)        rasterMask |= MASKING_BIT;
@@ -87,7 +88,7 @@ _swrast_update_rasterflags( GLcontext *ctx )
     * MULTI_DRAW_BIT flag.  Also set it if we're drawing to no
     * buffers or the RGBA or CI mask disables all writes.
     */
-   if (ctx->DrawBuffer->_NumColorDrawBuffers[0] != 1) {
+   if (ctx->DrawBuffer->_NumColorDrawBuffers != 1) {
       /* more than one color buffer designated for writing (or zero buffers) */
       rasterMask |= MULTI_DRAW_BIT;
    }
@@ -117,7 +118,7 @@ _swrast_update_rasterflags( GLcontext *ctx )
 
 
 /**
- * Examine polycon culls tate to compute the _BackfaceCullSign field.
+ * Examine polygon cull state to compute the _BackfaceCullSign field.
  * _BackfaceCullSign will be 0 if no culling, -1 if culling back-faces,
  * and 1 if culling front-faces.  The Polygon FrontFace state also
  * factors in.
@@ -128,21 +129,17 @@ _swrast_update_polygon( GLcontext *ctx )
    GLfloat backface_sign;
 
    if (ctx->Polygon.CullFlag) {
-      backface_sign = 1.0;
       switch (ctx->Polygon.CullFaceMode) {
       case GL_BACK:
-        if (ctx->Polygon.FrontFace == GL_CCW)
-           backface_sign = -1.0;
+         backface_sign = -1.0;
         break;
       case GL_FRONT:
-        if (ctx->Polygon.FrontFace != GL_CCW)
-           backface_sign = -1.0;
+         backface_sign = 1.0;
         break;
       case GL_FRONT_AND_BACK:
          /* fallthrough */
       default:
         backface_sign = 0.0;
-        break;
       }
    }
    else {
@@ -175,19 +172,29 @@ _swrast_update_fog_hint( GLcontext *ctx )
 
 
 /**
- * Update the swrast->_AnyTextureCombine flag.
+ * Update the swrast->_TextureCombinePrimary flag.
  */
 static void
 _swrast_update_texture_env( GLcontext *ctx )
 {
    SWcontext *swrast = SWRAST_CONTEXT(ctx);
    GLuint i;
-   swrast->_AnyTextureCombine = GL_FALSE;
+
+   swrast->_TextureCombinePrimary = GL_FALSE;
+
    for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
-      if (ctx->Texture.Unit[i].EnvMode == GL_COMBINE_EXT ||
-          ctx->Texture.Unit[i].EnvMode == GL_COMBINE4_NV) {
-         swrast->_AnyTextureCombine = GL_TRUE;
-         return;
+      const struct gl_tex_env_combine_state *combine =
+         ctx->Texture.Unit[i]._CurrentCombine;
+      GLuint term;
+      for (term = 0; term < combine->_NumArgsRGB; term++) {
+         if (combine->SourceRGB[term] == GL_PRIMARY_COLOR) {
+            swrast->_TextureCombinePrimary = GL_TRUE;
+            return;
+         }
+         if (combine->SourceA[term] == GL_PRIMARY_COLOR) {
+            swrast->_TextureCombinePrimary = GL_TRUE;
+            return;
+         }
       }
    }
 }
@@ -209,7 +216,7 @@ _swrast_update_deferred_texture(GLcontext *ctx)
    else {
       const struct gl_fragment_program *fprog
          = ctx->FragmentProgram._Current;
-      if (fprog && (fprog->Base.OutputsWritten & (1 << FRAG_RESULT_DEPR))) {
+      if (fprog && (fprog->Base.OutputsWritten & (1 << FRAG_RESULT_DEPTH))) {
          /* Z comes from fragment program/shader */
          swrast->_DeferredTexture = GL_FALSE;
       }
@@ -257,17 +264,29 @@ _swrast_update_fragment_program(GLcontext *ctx, GLbitfield newState)
 {
    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);
+      _mesa_load_state_parameters(ctx, fp->Base.Parameters);
    }
 }
 
 
+/**
+ * See if we can do early diffuse+specular (primary+secondary) color
+ * add per vertex instead of per-fragment.
+ */
+static void
+_swrast_update_specular_vertex_add(GLcontext *ctx)
+{
+   SWcontext *swrast = SWRAST_CONTEXT(ctx);
+   GLboolean separateSpecular = ctx->Fog.ColorSumEnabled ||
+      (ctx->Light.Enabled &&
+       ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR);
+
+   swrast->SpecularVertexAdd = (separateSpecular
+                                && ctx->Texture._EnabledUnits == 0x0
+                                && !ctx->FragmentProgram._Current
+                                && !ctx->ATIFragmentShader._Enabled);
+}
+
 
 #define _SWRAST_NEW_DERIVED (_SWRAST_NEW_RASTERMASK |  \
                             _NEW_TEXTURE |             \
@@ -329,9 +348,7 @@ _swrast_validate_triangle( GLcontext *ctx,
    swrast->choose_triangle( ctx );
    ASSERT(swrast->Triangle);
 
-   if (ctx->Texture._EnabledUnits == 0
-       && NEED_SECONDARY_COLOR(ctx)
-       && !ctx->FragmentProgram._Current) {
+   if (swrast->SpecularVertexAdd) {
       /* separate specular color, but no texture */
       swrast->SpecTriangle = swrast->Triangle;
       swrast->Triangle = _swrast_add_spec_terms_triangle;
@@ -353,9 +370,7 @@ _swrast_validate_line( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1 )
    swrast->choose_line( ctx );
    ASSERT(swrast->Line);
 
-   if (ctx->Texture._EnabledUnits == 0
-       && NEED_SECONDARY_COLOR(ctx)
-       && !ctx->FragmentProgram._Current) {
+   if (swrast->SpecularVertexAdd) {
       swrast->SpecLine = swrast->Line;
       swrast->Line = _swrast_add_spec_terms_line;
    }
@@ -375,9 +390,7 @@ _swrast_validate_point( GLcontext *ctx, const SWvertex *v0 )
    _swrast_validate_derived( ctx );
    swrast->choose_point( ctx );
 
-   if (ctx->Texture._EnabledUnits == 0
-       && NEED_SECONDARY_COLOR(ctx)
-       && !ctx->FragmentProgram._Current) {
+   if (swrast->SpecularVertexAdd) {
       swrast->SpecPoint = swrast->Point;
       swrast->Point = _swrast_add_spec_terms_point;
    }
@@ -529,6 +542,9 @@ _swrast_update_texture_samplers(GLcontext *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;
       /* Note: If tObj is NULL, the sample function will be a simple
@@ -600,44 +616,6 @@ _swrast_update_active_attribs(GLcontext *ctx)
 }
 
 
-/**
- * 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;
-      }
-   }
-}
-
-
 void
 _swrast_validate_derived( GLcontext *ctx )
 {
@@ -656,17 +634,7 @@ _swrast_validate_derived( GLcontext *ctx )
       if (swrast->NewState & (_NEW_FOG | _NEW_PROGRAM))
          _swrast_update_fog_state( ctx );
 
-      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))
+      if (swrast->NewState & (_NEW_PROGRAM_CONSTANTS | _NEW_PROGRAM))
         _swrast_update_fragment_program( ctx, swrast->NewState );
 
       if (swrast->NewState & (_NEW_TEXTURE | _NEW_PROGRAM)) {
@@ -687,8 +655,11 @@ _swrast_validate_derived( GLcontext *ctx )
                               _NEW_TEXTURE))
          _swrast_update_active_attribs(ctx);
 
-      if (swrast->NewState & (_NEW_PROGRAM | _NEW_BUFFERS))
-         _swrast_update_color_outputs(ctx);
+      if (swrast->NewState & (_NEW_FOG | 
+                              _NEW_PROGRAM |
+                              _NEW_LIGHT |
+                              _NEW_TEXTURE))
+         _swrast_update_specular_vertex_add(ctx);
 
       swrast->NewState = 0;
       swrast->StateChanges = 0;
@@ -854,8 +825,8 @@ _swrast_CreateContext( GLcontext *ctx )
    swrast->PointSpan.facing = 0;
    swrast->PointSpan.array = swrast->SpanArrays;
 
-   swrast->TexelBuffer = (GLchan *) MALLOC(ctx->Const.MaxTextureImageUnits *
-                                           MAX_WIDTH * 4 * sizeof(GLchan));
+   swrast->TexelBuffer = (GLfloat *) MALLOC(ctx->Const.MaxTextureImageUnits *
+                                           MAX_WIDTH * 4 * sizeof(GLfloat));
    if (!swrast->TexelBuffer) {
       FREE(swrast->SpanArrays);
       FREE(swrast);
@@ -877,6 +848,8 @@ _swrast_DestroyContext( GLcontext *ctx )
    }
 
    FREE( swrast->SpanArrays );
+   if (swrast->ZoomedArrays)
+      FREE( swrast->ZoomedArrays );
    FREE( swrast->TexelBuffer );
    FREE( swrast );