/*
* Mesa 3-D graphics library
- * Version: 6.5.2
+ * Version: 6.5.3
*
- * 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"),
#ifndef S_CONTEXT_H
#define S_CONTEXT_H
-#include "mtypes.h"
+#include "main/mtypes.h"
+#include "shader/prog_execute.h"
#include "swrast.h"
#include "s_span.h"
GLboolean _PreferPixelFog; /* Compute fog blend factor per fragment? */
GLboolean _AnyTextureCombine;
GLboolean _FogEnabled;
+ GLboolean _DeferredTexture;
GLenum _FogMode; /* either GL_FOG_MODE or fragment program's fog mode */
/** Multiple render targets */
GLbitfield _ColorOutputsMask;
GLuint _NumColorOutputs;
- /** Fragment attributes to compute during rasterization.
- * Mask of FRAG_BIT_* flags.
- */
- GLbitfield _FragmentAttribs;
- GLuint _MinFragmentAttrib; /**< Lowest bit set in _FragmentAttribs */
- GLuint _MaxFragmentAttrib; /**< Highest bit set in _FragmentAttribs + 1 */
+ /** List/array of the fragment attributes to interpolate */
+ GLuint _ActiveAttribs[FRAG_ATTRIB_MAX];
+ /** Same info, but as a bitmask */
+ GLbitfield _ActiveAttribMask;
+ /** Number of fragment attributes to interpolate */
+ GLuint _NumActiveAttribs;
+ /** Indicates how each attrib is to be interpolated (lines/tris) */
+ GLenum _InterpMode[FRAG_ATTRIB_MAX]; /* GL_FLAT or GL_SMOOTH (for now) */
/* Accum buffer temporaries.
*/
validate_texture_image_func ValidateTextureImage;
+ /** State used during execution of fragment programs */
+ struct gl_program_machine FragProgMachine;
+
} SWcontext;
extern void
_swrast_validate_derived( GLcontext *ctx );
+extern void
+_swrast_update_texture_samplers(GLcontext *ctx);
+
#define SWRAST_CONTEXT(ctx) ((SWcontext *)ctx->swrast_context)
#define FixedToChan(X) FixedToInt(X)
#endif
+
+/**
+ * For looping over fragment attributes in the pointe, line
+ * triangle rasterizers.
+ */
+#define ATTRIB_LOOP_BEGIN \
+ { \
+ GLuint a; \
+ for (a = 0; a < swrast->_NumActiveAttribs; a++) { \
+ const GLuint attr = swrast->_ActiveAttribs[a];
+
+#define ATTRIB_LOOP_END } }
+
+
+
#endif