*/
#include "c99_math.h"
+#include "main/errors.h"
#include "main/glheader.h"
#include "main/format_pack.h"
#include "main/format_unpack.h"
#include "main/imports.h"
#include "main/image.h"
#include "main/samplerobj.h"
+#include "main/state.h"
+#include "main/stencil.h"
#include "main/teximage.h"
#include "s_atifragshader.h"
const GLuint attr = VARYING_SLOT_TEX0 + i;
const GLfloat *tc = ctx->Current.RasterTexCoords[i];
if (_swrast_use_fragment_program(ctx) ||
- ctx->ATIFragmentShader._Enabled) {
+ _mesa_ati_fragment_shader_enabled(ctx)) {
COPY_4V(span->attrStart[attr], tc);
}
else if (tc[3] > 0.0F) {
/* LOD is calculated directly in the ansiotropic filter, we can
* skip the normal lambda function as the result is ignored.
*/
- if (samp->MaxAnisotropy > 1.0 &&
+ if (samp->MaxAnisotropy > 1.0F &&
samp->MinFilter == GL_LINEAR_MIPMAP_LINEAR) {
needLambda = GL_FALSE;
}
if (needLambda) {
GLuint i;
if (_swrast_use_fragment_program(ctx)
- || ctx->ATIFragmentShader._Enabled) {
+ || _mesa_ati_fragment_shader_enabled(ctx)) {
/* do perspective correction but don't divide s, t, r by q */
const GLfloat dwdx = span->attrStepX[VARYING_SLOT_POS][3];
GLfloat w = span->attrStart[VARYING_SLOT_POS][3] + span->leftClip * dwdx;
else {
GLuint i;
if (_swrast_use_fragment_program(ctx) ||
- ctx->ATIFragmentShader._Enabled) {
+ _mesa_ati_fragment_shader_enabled(ctx)) {
/* do perspective correction but don't divide s, t, r by q */
const GLfloat dwdx = span->attrStepX[VARYING_SLOT_POS][3];
GLfloat w = span->attrStart[VARYING_SLOT_POS][3] + span->leftClip * dwdx;
GLubyte (*rgba)[4] = span->array->rgba8;
for (i = 0; i < span->end; i++) {
const GLfloat a = rgba[i][ACOMP] * coverage[i];
- rgba[i][ACOMP] = (GLubyte) CLAMP(a, 0.0, 255.0);
- assert(coverage[i] >= 0.0);
- assert(coverage[i] <= 1.0);
+ rgba[i][ACOMP] = (GLubyte) CLAMP(a, 0.0F, 255.0F);
+ assert(coverage[i] >= 0.0F);
+ assert(coverage[i] <= 1.0F);
}
}
else if (span->array->ChanType == GL_UNSIGNED_SHORT) {
GLushort (*rgba)[4] = span->array->rgba16;
for (i = 0; i < span->end; i++) {
const GLfloat a = rgba[i][ACOMP] * coverage[i];
- rgba[i][ACOMP] = (GLushort) CLAMP(a, 0.0, 65535.0);
+ rgba[i][ACOMP] = (GLushort) CLAMP(a, 0.0F, 65535.0F);
}
}
else {
shade_texture_span(struct gl_context *ctx, SWspan *span)
{
if (_swrast_use_fragment_program(ctx) ||
- ctx->ATIFragmentShader._Enabled) {
+ _mesa_ati_fragment_shader_enabled(ctx)) {
/* programmable shading */
if (span->primitive == GL_BITMAP && span->array->ChanType != GL_FLOAT) {
convert_color_type(span, span->array->ChanType, GL_FLOAT, 0);
_swrast_exec_fragment_program(ctx, span);
}
else {
- assert(ctx->ATIFragmentShader._Enabled);
+ assert(_mesa_ati_fragment_shader_enabled(ctx));
_swrast_exec_fragment_shader(ctx, span);
}
}
_swrast_write_rgba_span( struct gl_context *ctx, SWspan *span)
{
const SWcontext *swrast = SWRAST_CONTEXT(ctx);
- const GLuint *colorMask = (GLuint *) ctx->Color.ColorMask;
const GLbitfield origInterpMask = span->interpMask;
const GLbitfield origArrayMask = span->arrayMask;
const GLbitfield64 origArrayAttribs = span->arrayAttribs;
const GLenum origChanType = span->array->ChanType;
void * const origRgba = span->array->rgba;
const GLboolean shader = (_swrast_use_fragment_program(ctx)
- || ctx->ATIFragmentShader._Enabled);
+ || _mesa_ati_fragment_shader_enabled(ctx));
const GLboolean shaderOrTexture = shader || ctx->Texture._EnabledCoordUnits;
struct gl_framebuffer *fb = ctx->DrawBuffer;
}
/* Stencil and Z testing */
- if (ctx->Stencil._Enabled || ctx->Depth.Test) {
+ if (_mesa_stencil_is_enabled(ctx) || ctx->Depth.Test) {
if (!(span->arrayMask & SPAN_Z))
_swrast_span_interpolate_z(ctx, span);
- if (ctx->Transform.DepthClamp)
+ if (ctx->Transform.DepthClampNear && ctx->Transform.DepthClampFar)
_swrast_depth_clamp_span(ctx, span);
- if (ctx->Stencil._Enabled) {
+ if (_mesa_stencil_is_enabled(ctx)) {
/* Combined Z/stencil tests */
if (!_swrast_stencil_and_ztest_span(ctx, span)) {
/* all fragments failed test */
/* We had to wait until now to check for glColorMask(0,0,0,0) because of
* the occlusion test.
*/
- if (fb->_NumColorDrawBuffers == 1 && colorMask[0] == 0x0) {
+ if (fb->_NumColorDrawBuffers == 1 &&
+ !GET_COLORMASK(ctx->Color.ColorMask, 0)) {
/* no colors to write */
goto end;
}
*/
{
const GLuint numBuffers = fb->_NumColorDrawBuffers;
- const struct gl_fragment_program *fp = ctx->FragmentProgram._Current;
+ const struct gl_program *fp = ctx->FragmentProgram._Current;
const GLboolean multiFragOutputs =
_swrast_use_fragment_program(ctx)
- && fp->Base.OutputsWritten >= (1 << FRAG_RESULT_DATA0);
+ && fp->info.outputs_written >= (1 << FRAG_RESULT_DATA0);
/* Save srcColorType because convert_color_type() can change it */
const GLenum srcColorType = span->array->ChanType;
GLuint buf;
_swrast_blend_span(ctx, rb, span);
}
- if (colorMask[buf] != 0xffffffff) {
+ if (GET_COLORMASK(ctx->Color.ColorMask, buf) != 0xf) {
_swrast_mask_rgba_span(ctx, rb, span, buf);
}