-/* $Id: s_span.c,v 1.50 2002/10/24 23:57:24 brianp Exp $ */
-
/*
* Mesa 3-D graphics library
- * Version: 4.1
+ * Version: 5.1
*
- * Copyright (C) 1999-2002 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2003 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"),
#include "colormac.h"
#include "context.h"
#include "macros.h"
-#include "mmath.h"
#include "imports.h"
#include "s_alpha.h"
#include "s_fog.h"
#include "s_logic.h"
#include "s_masking.h"
+#include "s_nvfragprog.h"
#include "s_span.h"
#include "s_stencil.h"
#include "s_texture.h"
* Used during setup for glDraw/CopyPixels.
*/
void
-_mesa_span_default_z( GLcontext *ctx, struct sw_span *span )
+_swrast_span_default_z( GLcontext *ctx, struct sw_span *span )
{
if (ctx->Visual.depthBits <= 16)
- span->z = FloatToFixed(ctx->Current.RasterPos[2] * ctx->DepthMax);
+ span->z = FloatToFixed(ctx->Current.RasterPos[2] * ctx->DepthMax + 0.5F);
else
- span->z = (GLint) (ctx->Current.RasterPos[2] * ctx->DepthMax);
+ span->z = (GLint) (ctx->Current.RasterPos[2] * ctx->DepthMax + 0.5F);
span->zStep = 0;
span->interpMask |= SPAN_Z;
}
* Used during setup for glDraw/CopyPixels.
*/
void
-_mesa_span_default_fog( GLcontext *ctx, struct sw_span *span )
+_swrast_span_default_fog( GLcontext *ctx, struct sw_span *span )
{
- span->fog = _mesa_z_to_fogfactor(ctx, ctx->Current.RasterDistance);
- span->fogStep = 0;
+ span->fog = _swrast_z_to_fogfactor(ctx, ctx->Current.RasterDistance);
+ span->fogStep = span->dfogdx = span->dfogdy = 0.0F;
span->interpMask |= SPAN_FOG;
}
* Used during setup for glDraw/CopyPixels.
*/
void
-_mesa_span_default_color( GLcontext *ctx, struct sw_span *span )
+_swrast_span_default_color( GLcontext *ctx, struct sw_span *span )
{
if (ctx->Visual.rgbMode) {
GLchan r, g, b, a;
span->interpMask |= SPAN_RGBA;
}
else {
- span->index = IntToFixed(ctx->Current.RasterIndex);
+ span->index = FloatToFixed(ctx->Current.RasterIndex);
span->indexStep = 0;
span->interpMask |= SPAN_INDEX;
}
* Used during setup for glDraw/CopyPixels.
*/
void
-_mesa_span_default_texcoords( GLcontext *ctx, struct sw_span *span )
+_swrast_span_default_texcoords( GLcontext *ctx, struct sw_span *span )
{
GLuint i;
for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
static void
interpolate_colors(GLcontext *ctx, struct sw_span *span)
{
- GLfixed r = span->red;
- GLfixed g = span->green;
- GLfixed b = span->blue;
- GLfixed a = span->alpha;
- const GLint dr = span->redStep;
- const GLint dg = span->greenStep;
- const GLint db = span->blueStep;
- const GLint da = span->alphaStep;
const GLuint n = span->end;
GLchan (*rgba)[4] = span->array->rgba;
GLuint i;
if (span->interpMask & SPAN_FLAT) {
/* constant color */
GLchan color[4];
- color[RCOMP] = FixedToChan(r);
- color[GCOMP] = FixedToChan(g);
- color[BCOMP] = FixedToChan(b);
- color[ACOMP] = FixedToChan(a);
+ color[RCOMP] = FixedToChan(span->red);
+ color[GCOMP] = FixedToChan(span->green);
+ color[BCOMP] = FixedToChan(span->blue);
+ color[ACOMP] = FixedToChan(span->alpha);
for (i = 0; i < n; i++) {
COPY_CHAN4(span->array->rgba[i], color);
}
}
else {
/* interpolate */
+#if CHAN_TYPE == GL_FLOAT
+ GLfloat r = span->red;
+ GLfloat g = span->green;
+ GLfloat b = span->blue;
+ GLfloat a = span->alpha;
+ const GLfloat dr = span->redStep;
+ const GLfloat dg = span->greenStep;
+ const GLfloat db = span->blueStep;
+ const GLfloat da = span->alphaStep;
+#else
+ GLfixed r = span->red;
+ GLfixed g = span->green;
+ GLfixed b = span->blue;
+ GLfixed a = span->alpha;
+ const GLint dr = span->redStep;
+ const GLint dg = span->greenStep;
+ const GLint db = span->blueStep;
+ const GLint da = span->alphaStep;
+#endif
for (i = 0; i < n; i++) {
rgba[i][RCOMP] = FixedToChan(r);
rgba[i][GCOMP] = FixedToChan(g);
/* Fill in the span.zArray array from the interpolation values */
void
-_mesa_span_interpolate_z( const GLcontext *ctx, struct sw_span *span )
+_swrast_span_interpolate_z( const GLcontext *ctx, struct sw_span *span )
{
const GLuint n = span->end;
GLuint i;
if (ctx->Visual.depthBits <= 16) {
GLfixed zval = span->z;
GLdepth *z = span->array->z;
- for (i = 0; i < n; i++) {
+ for (i = 0; i < n; i++) {
z[i] = FixedToInt(zval);
zval += span->zStep;
}
GLfloat dvdx = texH * ((t + dtdx) / (q + dqdx) - t * invQ);
GLfloat dudy = texW * ((s + dsdy) / (q + dqdy) - s * invQ);
GLfloat dvdy = texH * ((t + dtdy) / (q + dqdy) - t * invQ);
- GLfloat x = sqrt(dudx * dudx + dvdx * dvdx);
- GLfloat y = sqrt(dudy * dudy + dvdy * dvdy);
+ GLfloat x = SQRTF(dudx * dudx + dvdx * dvdx);
+ GLfloat y = SQRTF(dudy * dudy + dvdy * dvdy);
GLfloat rho = MAX2(x, y);
GLfloat lambda = LOG2(rho);
return lambda;
/*
* This is a faster approximation
*/
-static GLfloat
-compute_lambda(GLfloat dsdx, GLfloat dsdy, GLfloat dtdx, GLfloat dtdy,
- GLfloat dqdx, GLfloat dqdy, GLfloat texW, GLfloat texH,
- GLfloat s, GLfloat t, GLfloat q, GLfloat invQ)
+GLfloat
+_swrast_compute_lambda(GLfloat dsdx, GLfloat dsdy, GLfloat dtdx, GLfloat dtdy,
+ GLfloat dqdx, GLfloat dqdy, GLfloat texW, GLfloat texH,
+ GLfloat s, GLfloat t, GLfloat q, GLfloat invQ)
{
GLfloat dsdx2 = (s + dsdx) / (q + dqdx) - s * invQ;
GLfloat dtdx2 = (t + dtdx) / (q + dqdx) - t * invQ;
ASSERT(span->interpMask & SPAN_TEXTURE);
ASSERT(!(span->arrayMask & SPAN_TEXTURE));
- if (ctx->Texture._EnabledUnits > 1) {
+ if (ctx->Texture._EnabledCoordUnits > 1) {
/* multitexture */
GLuint u;
span->arrayMask |= SPAN_TEXTURE;
for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- if (ctx->Texture.Unit[u]._ReallyEnabled) {
+ if (ctx->Texture._EnabledCoordUnits & (1 << u)) {
const struct gl_texture_object *obj =ctx->Texture.Unit[u]._Current;
- const struct gl_texture_image *img = obj->Image[obj->BaseLevel];
- GLboolean needLambda = (obj->MinFilter != obj->MagFilter);
+ GLfloat texW, texH;
+ GLboolean needLambda;
+ if (obj) {
+ const struct gl_texture_image *img = obj->Image[0][obj->BaseLevel];
+ needLambda = (obj->MinFilter != obj->MagFilter)
+ || ctx->FragmentProgram.Enabled;
+ texW = img->WidthScale;
+ texH = img->HeightScale;
+ }
+ else {
+ texW = 1.0;
+ texH = 1.0;
+ needLambda = GL_FALSE;
+ }
if (needLambda) {
GLfloat (*texcoord)[4] = span->array->texcoords[u];
GLfloat *lambda = span->array->lambda[u];
- const GLfloat texW = (GLfloat) img->WidthScale;
- const GLfloat texH = (GLfloat) img->HeightScale;
const GLfloat dsdx = span->texStepX[u][0];
const GLfloat dsdy = span->texStepY[u][0];
const GLfloat dtdx = span->texStepX[u][1];
texcoord[i][0] = s * invQ;
texcoord[i][1] = t * invQ;
texcoord[i][2] = r * invQ;
- lambda[i] = compute_lambda(dsdx, dsdy, dtdx, dtdy,
- dqdx, dqdy, texW, texH,
- s, t, q, invQ);
+ texcoord[i][3] = q;
+ lambda[i] = _swrast_compute_lambda(dsdx, dsdy, dtdx, dtdy,
+ dqdx, dqdy, texW, texH,
+ s, t, q, invQ);
s += dsdx;
t += dtdx;
r += drdx;
texcoord[i][0] = s * invQ;
texcoord[i][1] = t * invQ;
texcoord[i][2] = r * invQ;
+ texcoord[i][3] = q;
lambda[i] = 0.0;
s += dsdx;
t += dtdx;
texcoord[i][0] = s * invQ;
texcoord[i][1] = t * invQ;
texcoord[i][2] = r * invQ;
+ texcoord[i][3] = q;
lambda[i] = 0.0;
s += dsdx;
t += dtdx;
else {
/* single texture */
const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current;
- const struct gl_texture_image *img = obj->Image[obj->BaseLevel];
- GLboolean needLambda = (obj->MinFilter != obj->MagFilter);
+ GLfloat texW, texH;
+ GLboolean needLambda;
+ if (obj) {
+ const struct gl_texture_image *img = obj->Image[0][obj->BaseLevel];
+ needLambda = (obj->MinFilter != obj->MagFilter)
+ || ctx->FragmentProgram.Enabled;
+ texW = (GLfloat) img->WidthScale;
+ texH = (GLfloat) img->HeightScale;
+ }
+ else {
+ needLambda = GL_FALSE;
+ texW = texH = 1.0;
+ }
span->arrayMask |= SPAN_TEXTURE;
if (needLambda) {
/* just texture unit 0, with lambda */
GLfloat (*texcoord)[4] = span->array->texcoords[0];
GLfloat *lambda = span->array->lambda[0];
- const GLfloat texW = (GLfloat) img->WidthScale;
- const GLfloat texH = (GLfloat) img->HeightScale;
const GLfloat dsdx = span->texStepX[0][0];
const GLfloat dsdy = span->texStepY[0][0];
const GLfloat dtdx = span->texStepX[0][1];
GLuint i;
for (i = 0; i < span->end; i++) {
const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q);
- lambda[i] = compute_lambda(dsdx, dsdy, dtdx, dtdy,
- dqdx, dqdy, texW, texH,
- s, t, q, invQ);
+ lambda[i] = _swrast_compute_lambda(dsdx, dsdy, dtdx, dtdy,
+ dqdx, dqdy, texW, texH,
+ s, t, q, invQ);
texcoord[i][0] = s * invQ;
texcoord[i][1] = t * invQ;
texcoord[i][2] = r * invQ;
+ texcoord[i][3] = q;
s += dsdx;
t += dtdx;
r += drdx;
texcoord[i][0] = s * invQ;
texcoord[i][1] = t * invQ;
texcoord[i][2] = r * invQ;
+ texcoord[i][3] = q;
s += dsdx;
t += dtdx;
r += drdx;
texcoord[i][0] = s * invQ;
texcoord[i][1] = t * invQ;
texcoord[i][2] = r * invQ;
+ texcoord[i][3] = q;
s += dsdx;
t += dtdx;
r += drdx;
if (x < xmin) {
ASSERT(x + n > xmin);
span->writeAll = GL_FALSE;
- BZERO(span->array->mask, (xmin - x) * sizeof(GLubyte));
+ _mesa_bzero(span->array->mask, (xmin - x) * sizeof(GLubyte));
}
/* Clip to right */
MEMCPY( indexTmp, span->array->index, span->end * sizeof(GLuint) );
if (ctx->Color.IndexLogicOpEnabled) {
- _mesa_logicop_ci_span(ctx, span, indexTmp);
+ _swrast_logicop_ci_span(ctx, span, indexTmp);
}
if (ctx->Color.IndexMask != 0xffffffff) {
- _mesa_mask_index_span(ctx, span, indexTmp);
+ _swrast_mask_index_span(ctx, span, indexTmp);
}
if (span->arrayMask & SPAN_XY) {
/* make copy of incoming colors */
MEMCPY( rgbaTmp, span->array->rgba, 4 * span->end * sizeof(GLchan) );
- if (ctx->Color.ColorLogicOpEnabled) {
- _mesa_logicop_rgba_span(ctx, span, rgbaTmp);
+ if (ctx->Color._LogicOpEnabled) {
+ _swrast_logicop_rgba_span(ctx, span, rgbaTmp);
}
else if (ctx->Color.BlendEnabled) {
- _mesa_blend_span(ctx, span, rgbaTmp);
+ _swrast_blend_span(ctx, span, rgbaTmp);
}
if (colorMask != 0xffffffff) {
- _mesa_mask_rgba_span(ctx, span, rgbaTmp);
+ _swrast_mask_rgba_span(ctx, span, rgbaTmp);
}
if (span->arrayMask & SPAN_XY) {
(const GLchan (*)[4]) rgbaTmp,
span->array->mask);
if (SWRAST_CONTEXT(ctx)->_RasterMask & ALPHABUF_BIT) {
- _mesa_write_alpha_pixels(ctx, span->end,
+ _swrast_write_alpha_pixels(ctx, span->end,
span->array->x, span->array->y,
(const GLchan (*)[4]) rgbaTmp,
span->array->mask);
(const GLchan (*)[4]) rgbaTmp,
span->array->mask);
if (swrast->_RasterMask & ALPHABUF_BIT) {
- _mesa_write_alpha_span(ctx, span->end, span->x, span->y,
+ _swrast_write_alpha_span(ctx, span->end, span->x, span->y,
(const GLchan (*)[4]) rgbaTmp,
span->array->mask);
}
* to their original values before returning.
*/
void
-_mesa_write_index_span( GLcontext *ctx, struct sw_span *span)
+_swrast_write_index_span( GLcontext *ctx, struct sw_span *span)
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
const GLuint origInterpMask = span->interpMask;
}
}
+ /* Depth bounds test */
+ if (ctx->Depth.BoundsTest && ctx->Visual.depthBits > 0) {
+ if (!_swrast_depth_bounds_test(ctx, span)) {
+ return;
+ }
+ }
+
#ifdef DEBUG
if (span->arrayMask & SPAN_XY) {
GLuint i;
/* Depth test and stencil */
if (ctx->Depth.Test || ctx->Stencil.Enabled) {
if (span->interpMask & SPAN_Z)
- _mesa_span_interpolate_z(ctx, span);
+ _swrast_span_interpolate_z(ctx, span);
if (ctx->Stencil.Enabled) {
- if (!_mesa_stencil_and_ztest_span(ctx, span)) {
+ if (!_swrast_stencil_and_ztest_span(ctx, span)) {
span->arrayMask = origArrayMask;
return;
}
}
else {
ASSERT(ctx->Depth.Test);
- if (!_mesa_depth_test_span(ctx, span)) {
+ if (!_swrast_depth_test_span(ctx, span)) {
span->arrayMask = origArrayMask;
return;
}
/* if we get here, something passed the depth test */
ctx->OcclusionResult = GL_TRUE;
+#if FEATURE_ARB_occlusion_query
+ if (ctx->Occlusion.Active) {
+ GLuint i;
+ for (i = 0; i < span->end; i++)
+ ctx->Occlusion.PassedCounter += span->array->mask[i];
+ }
+#endif
+
/* we have to wait until after occlusion to do this test */
if (ctx->Color.DrawBuffer == GL_NONE || ctx->Color.IndexMask == 0) {
/* write no pixels */
/* Fog */
if (ctx->Fog.Enabled) {
- _mesa_fog_ci_span(ctx, span);
+ _swrast_fog_ci_span(ctx, span);
}
/* Antialias coverage application */
else {
/* normal situation: draw to exactly one buffer */
if (ctx->Color.IndexLogicOpEnabled) {
- _mesa_logicop_ci_span(ctx, span, span->array->index);
+ _swrast_logicop_ci_span(ctx, span, span->array->index);
}
if (ctx->Color.IndexMask != 0xffffffff) {
- _mesa_mask_index_span(ctx, span, span->array->index);
+ _swrast_mask_index_span(ctx, span, span->array->index);
}
/* write pixels */
* to their original values before returning.
*/
void
-_mesa_write_rgba_span( GLcontext *ctx, struct sw_span *span)
+_swrast_write_rgba_span( GLcontext *ctx, struct sw_span *span)
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
const GLuint colorMask = *((GLuint *) ctx->Color.ColorMask);
}
}
+ /* Depth bounds test */
+ if (ctx->Depth.BoundsTest && ctx->Visual.depthBits > 0) {
+ if (!_swrast_depth_bounds_test(ctx, span)) {
+ return;
+ }
+ }
+
#ifdef DEBUG
if (span->arrayMask & SPAN_XY) {
GLuint i;
stipple_polygon_span(ctx, span);
}
+ /* Fragment program */
+ if (ctx->FragmentProgram.Enabled) {
+ /* Now we may need to interpolate the colors */
+ if ((span->interpMask & SPAN_RGBA) &&
+ (span->arrayMask & SPAN_RGBA) == 0) {
+ interpolate_colors(ctx, span);
+ span->interpMask &= ~SPAN_RGBA;
+ }
+ if (span->interpMask & SPAN_SPEC) {
+ interpolate_specular(ctx, span);
+ }
+ _swrast_exec_nv_fragment_program(ctx, span);
+ monoColor = GL_FALSE;
+ }
+
/* Do the alpha test */
if (ctx->Color.AlphaEnabled) {
- if (!_mesa_alpha_test(ctx, span)) {
+ if (!_swrast_alpha_test(ctx, span)) {
span->interpMask = origInterpMask;
span->arrayMask = origArrayMask;
return;
/* Stencil and Z testing */
if (ctx->Stencil.Enabled || ctx->Depth.Test) {
if (span->interpMask & SPAN_Z)
- _mesa_span_interpolate_z(ctx, span);
+ _swrast_span_interpolate_z(ctx, span);
if (ctx->Stencil.Enabled) {
- if (!_mesa_stencil_and_ztest_span(ctx, span)) {
+ if (!_swrast_stencil_and_ztest_span(ctx, span)) {
span->interpMask = origInterpMask;
span->arrayMask = origArrayMask;
return;
ASSERT(ctx->Depth.Test);
ASSERT(span->arrayMask & SPAN_Z);
/* regular depth testing */
- if (!_mesa_depth_test_span(ctx, span)) {
+ if (!_swrast_depth_test_span(ctx, span)) {
span->interpMask = origInterpMask;
span->arrayMask = origArrayMask;
return;
/* if we get here, something passed the depth test */
ctx->OcclusionResult = GL_TRUE;
+#if FEATURE_ARB_occlusion_query
+ if (ctx->Occlusion.Active) {
+ GLuint i;
+ for (i = 0; i < span->end; i++)
+ ctx->Occlusion.PassedCounter += span->array->mask[i];
+ }
+#endif
+
/* can't abort span-writing until after occlusion testing */
if (colorMask == 0x0) {
span->interpMask = origInterpMask;
/* Fog */
if (ctx->Fog.Enabled) {
- _mesa_fog_rgba_span(ctx, span);
+ _swrast_fog_rgba_span(ctx, span);
monoColor = GL_FALSE;
}
}
else {
/* normal: write to exactly one buffer */
- if (ctx->Color.ColorLogicOpEnabled) {
- _mesa_logicop_rgba_span(ctx, span, span->array->rgba);
+ if (ctx->Color._LogicOpEnabled) {
+ _swrast_logicop_rgba_span(ctx, span, span->array->rgba);
monoColor = GL_FALSE;
}
else if (ctx->Color.BlendEnabled) {
- _mesa_blend_span(ctx, span, span->array->rgba);
+ _swrast_blend_span(ctx, span, span->array->rgba);
monoColor = GL_FALSE;
}
/* Color component masking */
if (colorMask != 0xffffffff) {
- _mesa_mask_rgba_span(ctx, span, span->array->rgba);
+ _swrast_mask_rgba_span(ctx, span, span->array->rgba);
monoColor = GL_FALSE;
}
(*swrast->Driver.WriteRGBAPixels)(ctx, span->end, span->array->x,
span->array->y, (const GLchan (*)[4]) span->array->rgba, span->array->mask);
if (SWRAST_CONTEXT(ctx)->_RasterMask & ALPHABUF_BIT) {
- _mesa_write_alpha_pixels(ctx, span->end,
+ _swrast_write_alpha_pixels(ctx, span->end,
span->array->x, span->array->y,
(const GLchan (*)[4]) span->array->rgba,
span->array->mask);
color[ACOMP] = FixedToChan(span->alpha);
(*swrast->Driver.WriteMonoRGBASpan)(ctx, span->end, span->x,
span->y, color, span->array->mask);
- /* XXX software alpha buffer writes! */
+ if (swrast->_RasterMask & ALPHABUF_BIT) {
+ _swrast_write_mono_alpha_span(ctx, span->end, span->x, span->y,
+ color[ACOMP],
+ span->writeAll ? ((const GLubyte *) NULL) : span->array->mask);
+ }
}
else {
/* each pixel is a different color */
(const GLchan (*)[4]) span->array->rgba,
span->writeAll ? ((const GLubyte *) NULL) : span->array->mask);
if (swrast->_RasterMask & ALPHABUF_BIT) {
- _mesa_write_alpha_span(ctx, span->end, span->x, span->y,
+ _swrast_write_alpha_span(ctx, span->end, span->x, span->y,
(const GLchan (*)[4]) span->array->rgba,
span->writeAll ? ((const GLubyte *) NULL) : span->array->mask);
}
* to their original values before returning.
*/
void
-_mesa_write_texture_span( GLcontext *ctx, struct sw_span *span)
+_swrast_write_texture_span( GLcontext *ctx, struct sw_span *span)
{
const GLuint colorMask = *((GLuint *) ctx->Color.ColorMask);
SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ const GLuint origInterpMask = span->interpMask;
const GLuint origArrayMask = span->arrayMask;
ASSERT(span->primitive == GL_POINT || span->primitive == GL_LINE ||
span->primitive == GL_POLYGON || span->primitive == GL_BITMAP);
ASSERT(span->end <= MAX_WIDTH);
ASSERT((span->interpMask & span->arrayMask) == 0);
- ASSERT(ctx->Texture._EnabledUnits);
+ ASSERT(ctx->Texture._EnabledCoordUnits || ctx->FragmentProgram.Enabled);
/*
printf("%s() interp 0x%x array 0x%x\n", __FUNCTION__, span->interpMask, span->arrayMask);
if ((span->interpMask & SPAN_RGBA) && (span->arrayMask & SPAN_RGBA) == 0)
interpolate_colors(ctx, span);
+ if (span->interpMask & SPAN_SPEC) {
+ interpolate_specular(ctx, span);
+ }
+
/* Texturing without alpha is done after depth-testing which
* gives a potential speed-up.
*/
- _swrast_texture_span( ctx, span );
+ if (ctx->FragmentProgram.Enabled)
+ _swrast_exec_nv_fragment_program( ctx, span );
+ else
+ _swrast_texture_span( ctx, span );
/* Do the alpha test */
- if (!_mesa_alpha_test(ctx, span)) {
+ if (!_swrast_alpha_test(ctx, span)) {
span->arrayMask = origArrayMask;
return;
}
/* Stencil and Z testing */
if (ctx->Stencil.Enabled || ctx->Depth.Test) {
if (span->interpMask & SPAN_Z)
- _mesa_span_interpolate_z(ctx, span);
+ _swrast_span_interpolate_z(ctx, span);
if (ctx->Stencil.Enabled) {
- if (!_mesa_stencil_and_ztest_span(ctx, span)) {
+ if (!_swrast_stencil_and_ztest_span(ctx, span)) {
+ span->interpMask = origInterpMask;
span->arrayMask = origArrayMask;
return;
}
ASSERT(ctx->Depth.Test);
ASSERT(span->arrayMask & SPAN_Z);
/* regular depth testing */
- if (!_mesa_depth_test_span(ctx, span)) {
+ if (!_swrast_depth_test_span(ctx, span)) {
+ span->interpMask = origInterpMask;
span->arrayMask = origArrayMask;
return;
}
/* if we get here, some fragments passed the depth test */
ctx->OcclusionResult = GL_TRUE;
+#if FEATURE_ARB_occlusion_query
+ if (ctx->Occlusion.Active) {
+ GLuint i;
+ for (i = 0; i < span->end; i++)
+ ctx->Occlusion.PassedCounter += span->array->mask[i];
+ }
+#endif
+
/* We had to wait until now to check for glColorMask(F,F,F,F) because of
* the occlusion test.
*/
if (colorMask == 0x0) {
+ span->interpMask = origInterpMask;
span->arrayMask = origArrayMask;
return;
}
if ((span->interpMask & SPAN_RGBA) && (span->arrayMask & SPAN_RGBA) == 0)
interpolate_colors(ctx, span);
- _swrast_texture_span( ctx, span );
+ if (span->interpMask & SPAN_SPEC) {
+ interpolate_specular(ctx, span);
+ }
+
+ if (ctx->FragmentProgram.Enabled)
+ _swrast_exec_nv_fragment_program( ctx, span );
+ else
+ _swrast_texture_span( ctx, span );
}
ASSERT(span->arrayMask & SPAN_RGBA);
/* Fog */
if (ctx->Fog.Enabled) {
- _mesa_fog_rgba_span(ctx, span);
+ _swrast_fog_rgba_span(ctx, span);
}
/* Antialias coverage application */
}
else {
/* normal: write to exactly one buffer */
- if (ctx->Color.ColorLogicOpEnabled) {
- _mesa_logicop_rgba_span(ctx, span, span->array->rgba);
+ if (ctx->Color._LogicOpEnabled) {
+ _swrast_logicop_rgba_span(ctx, span, span->array->rgba);
}
else if (ctx->Color.BlendEnabled) {
- _mesa_blend_span(ctx, span, span->array->rgba);
+ _swrast_blend_span(ctx, span, span->array->rgba);
}
+ /* Color component masking */
if (colorMask != 0xffffffff) {
- _mesa_mask_rgba_span(ctx, span, span->array->rgba);
+ _swrast_mask_rgba_span(ctx, span, span->array->rgba);
}
-
+ /* write pixels */
if (span->arrayMask & SPAN_XY) {
/* array of pixel coords */
(*swrast->Driver.WriteRGBAPixels)(ctx, span->end, span->array->x,
span->array->y, (const GLchan (*)[4]) span->array->rgba, span->array->mask);
if (SWRAST_CONTEXT(ctx)->_RasterMask & ALPHABUF_BIT) {
- _mesa_write_alpha_pixels(ctx, span->end,
+ _swrast_write_alpha_pixels(ctx, span->end,
span->array->x, span->array->y,
(const GLchan (*)[4]) span->array->rgba,
span->array->mask);
(const GLchan (*)[4]) span->array->rgba,
span->writeAll ? NULL : span->array->mask);
if (swrast->_RasterMask & ALPHABUF_BIT) {
- _mesa_write_alpha_span(ctx, span->end, span->x, span->y,
+ _swrast_write_alpha_span(ctx, span->end, span->x, span->y,
(const GLchan (*)[4]) span->array->rgba,
span->writeAll ? NULL : span->array->mask);
}
}
}
+ span->interpMask = origInterpMask;
span->arrayMask = origArrayMask;
}
* reading ouside the buffer's boundaries.
*/
void
-_mesa_read_rgba_span( GLcontext *ctx, GLframebuffer *buffer,
+_swrast_read_rgba_span( GLcontext *ctx, GLframebuffer *buffer,
GLuint n, GLint x, GLint y, GLchan rgba[][4] )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
if (y < 0 || y >= bufHeight || x + (GLint) n < 0 || x >= bufWidth) {
/* completely above, below, or right */
/* XXX maybe leave undefined? */
- BZERO(rgba, 4 * n * sizeof(GLchan));
+ _mesa_bzero(rgba, 4 * n * sizeof(GLchan));
}
else {
GLint skip, length;
(*swrast->Driver.ReadRGBASpan)( ctx, length, x + skip, y, rgba + skip );
if (buffer->UseSoftwareAlphaBuffers) {
- _mesa_read_alpha_span(ctx, length, x + skip, y, rgba + skip);
+ _swrast_read_alpha_span(ctx, length, x + skip, y, rgba + skip);
}
}
}
* reading ouside the buffer's boundaries.
*/
void
-_mesa_read_index_span( GLcontext *ctx, GLframebuffer *buffer,
+_swrast_read_index_span( GLcontext *ctx, GLframebuffer *buffer,
GLuint n, GLint x, GLint y, GLuint indx[] )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
if (y < 0 || y >= bufHeight || x + (GLint) n < 0 || x >= bufWidth) {
/* completely above, below, or right */
- BZERO(indx, n * sizeof(GLuint));
+ _mesa_bzero(indx, n * sizeof(GLuint));
}
else {
GLint skip, length;