Dead code elimination and fix bufmgr_fake_wait_idle.
[mesa.git] / src / mesa / swrast / s_pointtemp.h
index c564f2ee8ea24fb719754335be519c9acb6de11f..1956eeba50b8ba8d178ab06e4913c0a3abd81b69 100644 (file)
@@ -1,8 +1,8 @@
 /*
  * Mesa 3-D graphics library
- * Version:  6.3
+ * Version:  6.5.3
  *
- * Copyright (C) 1999-2004  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"),
@@ -88,11 +88,11 @@ NAME ( GLcontext *ctx, const SWvertex *vert )
    const GLuint colorIndex = (GLuint) vert->index; /* XXX round? */
 #endif
 #if FLAGS & TEXTURE
-   GLfloat texcoord[MAX_TEXTURE_COORD_UNITS][4];
-   GLuint u;
+   GLfloat attrib[FRAG_ATTRIB_MAX][4]; /* texture & varying */
+   GLuint attr;
 #endif
    SWcontext *swrast = SWRAST_CONTEXT(ctx);
-   struct sw_span *span = &(swrast->PointSpan);
+   SWspan *span = &(swrast->PointSpan);
 
    /* Cull primitives with malformed coordinates.
     */
@@ -107,8 +107,9 @@ NAME ( GLcontext *ctx, const SWvertex *vert )
     */
    span->interpMask = SPAN_FOG;
    span->arrayMask = SPAN_XY | SPAN_Z;
-   span->fog = vert->fog;
-   span->fogStep = 0.0;
+   span->attrStart[FRAG_ATTRIB_FOGC][0] = vert->fog;
+   span->attrStepX[FRAG_ATTRIB_FOGC][0] = 0.0;
+   span->attrStepY[FRAG_ATTRIB_FOGC][0] = 0.0;
 #if FLAGS & RGBA
    span->arrayMask |= SPAN_RGBA;
 #endif
@@ -119,55 +120,82 @@ NAME ( GLcontext *ctx, const SWvertex *vert )
    span->arrayMask |= SPAN_INDEX;
 #endif
 #if FLAGS & TEXTURE
-   span->arrayMask |= SPAN_TEXTURE;
-   for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
-      if (ctx->Texture._EnabledCoordUnits & (1 << u)) {
-         const GLfloat q = vert->texcoord[u][3];
-         const GLfloat invQ = (q == 0.0F || q == 1.0F) ? 1.0F : (1.0F / q);
-         texcoord[u][0] = vert->texcoord[u][0] * invQ;
-         texcoord[u][1] = vert->texcoord[u][1] * invQ;
-         texcoord[u][2] = vert->texcoord[u][2] * invQ;
-         texcoord[u][3] = q;
+   span->arrayMask |= (SPAN_TEXTURE | SPAN_LAMBDA);
+   if (ctx->FragmentProgram._Active) {
+      /* Don't divide texture s,t,r by q (use TXP to do that) */
+      for (attr = swrast->_MinFragmentAttrib; attr < swrast->_MaxFragmentAttrib; attr++) {
+         if (swrast->_FragmentAttribs & (1 << attr)) {
+            COPY_4V(attrib[attr], vert->attrib[attr]);
+         }
+      }
+   }
+   else {
+      /* Divide texture s,t,r by q here */
+      for (attr = swrast->_MinFragmentAttrib; attr < swrast->_MaxFragmentAttrib; attr++) {
+         if (swrast->_FragmentAttribs & (1 << attr)) {
+            const GLfloat q = vert->attrib[attr][3];
+            const GLfloat invQ = (q == 0.0F || q == 1.0F) ? 1.0F : (1.0F / q);
+            attrib[attr][0] = vert->attrib[attr][0] * invQ;
+            attrib[attr][1] = vert->attrib[attr][1] * invQ;
+            attrib[attr][2] = vert->attrib[attr][2] * invQ;
+            attrib[attr][3] = q;
+         }
       }
    }
    /* need these for fragment programs */
-   span->w = 1.0F;
-   span->dwdx = 0.0F;
-   span->dwdy = 0.0F;
+   span->attrStart[FRAG_ATTRIB_WPOS][3] = 1.0F;
+   span->attrStepX[FRAG_ATTRIB_WPOS][3] = 0.0F;
+   span->attrStepY[FRAG_ATTRIB_WPOS][3] = 0.0F;
 #endif
 #if FLAGS & SMOOTH
    span->arrayMask |= SPAN_COVERAGE;
 #endif
 #if FLAGS & SPRITE
-   span->arrayMask |= SPAN_TEXTURE;
+   span->arrayMask |= (SPAN_TEXTURE | SPAN_LAMBDA);
 #endif
 
+   /* Compute point size if not known to be one */
 #if FLAGS & ATTENUATE
-   if (vert->pointSize >= ctx->Point.Threshold) {
-      size = MIN2(vert->pointSize, ctx->Point.MaxSize);
+   /* first, clamp attenuated size to the user-specifed range */
+   size = CLAMP(vert->pointSize, ctx->Point.MinSize, ctx->Point.MaxSize);
 #if (FLAGS & RGBA) && (FLAGS & SMOOTH)
-      alphaAtten = 1.0F;
-#endif
+   /* only if multisampling, compute the fade factor */
+   if (ctx->Multisample.Enabled) {
+      if (vert->pointSize >= ctx->Point.Threshold) {
+         alphaAtten = 1.0F;
+      }
+      else {
+         GLfloat dsize = vert->pointSize / ctx->Point.Threshold;
+         alphaAtten = dsize * dsize;
+      }
    }
    else {
-#if (FLAGS & RGBA) && (FLAGS & SMOOTH)
-      GLfloat dsize = vert->pointSize / ctx->Point.Threshold;
-      alphaAtten = dsize * dsize;
-#endif
-      size = MAX2(ctx->Point.Threshold, ctx->Point.MinSize);
+      alphaAtten = 1.0;
    }
+#endif
 #elif FLAGS & (LARGE | SMOOTH | SPRITE)
-   size = ctx->Point._Size;
+   /* constant, non-attenuated size */
+   size = ctx->Point._Size; /* this is already clamped */
 #endif
 
+
 #if FLAGS & (ATTENUATE | LARGE | SMOOTH | SPRITE)
-   /*
-    * Multi-pixel points
-    */
+   /***
+    *** Multi-pixel points
+    ***/
+
+   /* do final clamping now */
+   if (ctx->Point.SmoothFlag) {
+      size = CLAMP(size, ctx->Const.MinPointSizeAA, ctx->Const.MaxPointSizeAA);
+   }
+   else {
+      size = CLAMP(size, ctx->Const.MinPointSize, ctx->Const.MaxPointSize);
+   }
+
    {{
       GLint x, y;
       const GLfloat radius = 0.5F * size;
-      const GLint z = (GLint) (vert->win[2] + 0.5F);
+      const GLuint z = (GLuint) (vert->win[2] + 0.5F);
       GLuint count;
 #if FLAGS & SMOOTH
       const GLfloat rmin = radius - 0.7071F;  /* 0.7071 = sqrt(2)/2 */
@@ -205,17 +233,14 @@ NAME ( GLcontext *ctx, const SWvertex *vert )
       /* check if we need to flush */
       if (span->end + (xmax-xmin+1) * (ymax-ymin+1) >= MAX_WIDTH ||
           (swrast->_RasterMask & (BLEND_BIT | LOGIC_OP_BIT | MASKING_BIT))) {
-#if FLAGS & (TEXTURE | SPRITE)
-         if (ctx->Texture._EnabledUnits)
-            _swrast_write_texture_span(ctx, span);
-         else
+         if (span->end > 0) {
+#if FLAGS & RGBA
             _swrast_write_rgba_span(ctx, span);
-#elif FLAGS & RGBA
-         _swrast_write_rgba_span(ctx, span);
 #else
-         _swrast_write_index_span(ctx, span);
+            _swrast_write_index_span(ctx, span);
 #endif
-         span->end = 0;
+            span->end = 0;
+         }
       }
 
       /*
@@ -227,12 +252,7 @@ NAME ( GLcontext *ctx, const SWvertex *vert )
          /* check if we need to flush */
          if (count + (xmax-xmin+1) >= MAX_WIDTH) {
             span->end = count;
-#if FLAGS & (TEXTURE | SPRITE)
-            if (ctx->Texture._EnabledUnits)
-               _swrast_write_texture_span(ctx, span);
-            else
-               _swrast_write_rgba_span(ctx, span);
-#elif FLAGS & RGBA
+#if FLAGS & RGBA
             _swrast_write_rgba_span(ctx, span);
 #else
             _swrast_write_index_span(ctx, span);
@@ -240,7 +260,7 @@ NAME ( GLcontext *ctx, const SWvertex *vert )
             count = span->end = 0;
          }
          for (x = xmin; x <= xmax; x++) {
-#if FLAGS & (SPRITE | TEXTURE)
+#if FLAGS & SPRITE
             GLuint u;
 #endif
 
@@ -259,9 +279,13 @@ NAME ( GLcontext *ctx, const SWvertex *vert )
             span->array->index[count] = colorIndex;
 #endif
 #if FLAGS & TEXTURE
-            for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
-               if (ctx->Texture._EnabledCoordUnits & (1 << u)) {
-                  COPY_4V(span->array->texcoords[u][count], texcoord[u]);
+            for (attr = swrast->_MinFragmentAttrib; attr < swrast->_MaxFragmentAttrib; attr++) {
+               if (swrast->_FragmentAttribs & (1 << attr)) {
+                  COPY_4V(span->array->attribs[attr][count], attrib[attr]);
+                  if (attr < FRAG_ATTRIB_VAR0) {
+                     const GLuint u = attr - FRAG_ATTRIB_TEX0;
+                     span->array->lambda[u][count] = 0.0;
+                  }
                }
             }
 #endif
@@ -308,26 +332,30 @@ NAME ( GLcontext *ctx, const SWvertex *vert )
 
 #if FLAGS & SPRITE
             for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
+               GLuint attr = FRAG_ATTRIB_TEX0 + u;
                if (ctx->Texture.Unit[u]._ReallyEnabled) {
                   if (ctx->Point.CoordReplace[u]) {
                      GLfloat s = 0.5F + (x + 0.5F - vert->win[0]) / size;
-                     GLfloat t;
+                     GLfloat t, r;
                      if (ctx->Point.SpriteOrigin == GL_LOWER_LEFT)
                         t = 0.5F + (y + 0.5F - vert->win[1]) / size;
                      else /* GL_UPPER_LEFT */
                         t = 0.5F - (y + 0.5F - vert->win[1]) / size;
-                     span->array->texcoords[u][count][0] = s;
-                     span->array->texcoords[u][count][1] = t;
-                     span->array->texcoords[u][count][3] = 1.0F;
                      if (ctx->Point.SpriteRMode == GL_ZERO)
-                        span->array->texcoords[u][count][2] = 0.0F;
+                        r = 0.0F;
                      else if (ctx->Point.SpriteRMode == GL_S)
-                        span->array->texcoords[u][count][2] = vert->texcoord[u][0];
+                        r = vert->attrib[attr][0];
                      else /* GL_R */
-                        span->array->texcoords[u][count][2] = vert->texcoord[u][2];
+                        r = vert->attrib[attr][2];
+                     span->array->attribs[attr][count][0] = s;
+                     span->array->attribs[attr][count][1] = t;
+                     span->array->attribs[attr][count][2] = r;
+                     span->array->attribs[attr][count][3] = 1.0F;
+                     span->array->lambda[u][count] = 0.0; /* XXX fix? */
                   }
                   else {
-                     COPY_4V(span->array->texcoords[u][count], vert->texcoord[u]);
+                     COPY_4V(span->array->attribs[attr][count],
+                             vert->attrib[attr]);
                   }
                }
             }
@@ -344,21 +372,16 @@ NAME ( GLcontext *ctx, const SWvertex *vert )
 
 #else /* LARGE | ATTENUATE | SMOOTH | SPRITE */
 
-   /*
-    * Single-pixel points
-    */
+   /***
+    *** Single-pixel points
+    ***/
    {{
       GLuint count;
 
       /* check if we need to flush */
       if (span->end >= MAX_WIDTH ||
           (swrast->_RasterMask & (BLEND_BIT | LOGIC_OP_BIT | MASKING_BIT))) {
-#if FLAGS & (TEXTURE | SPRITE)
-         if (ctx->Texture._EnabledUnits)
-            _swrast_write_texture_span(ctx, span);
-         else
-            _swrast_write_rgba_span(ctx, span);
-#elif FLAGS & RGBA
+#if FLAGS & RGBA
          _swrast_write_rgba_span(ctx, span);
 #else
          _swrast_write_index_span(ctx, span);
@@ -383,9 +406,9 @@ NAME ( GLcontext *ctx, const SWvertex *vert )
       span->array->index[count] = colorIndex;
 #endif
 #if FLAGS & TEXTURE
-      for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
-         if (ctx->Texture.Unit[u]._ReallyEnabled) {
-            COPY_4V(span->array->texcoords[u][count], texcoord[u]);
+      for (attr = swrast->_MinFragmentAttrib; attr < swrast->_MaxFragmentAttrib; attr++) {
+         if (swrast->_FragmentAttribs & (1 << attr)) {
+            COPY_4V(span->array->attribs[attr][count], attribs[attr]);
          }
       }
 #endif