/*
* Mesa 3-D graphics library
- * Version: 6.5.3
+ * Version: 7.1
*
* Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
*
* Keith Whitwell <keith@tungstengraphics.com>
*/
-#include "glheader.h"
-#include "imports.h"
-#include "colormac.h"
-#include "ss_context.h"
-#include "ss_triangle.h"
-#include "swrast_setup.h"
+#include "main/glheader.h"
+#include "main/imports.h"
+#include "main/colormac.h"
#include "tnl/tnl.h"
#include "tnl/t_context.h"
#include "tnl/t_pipeline.h"
#include "tnl/t_vertex.h"
+#include "swrast_setup.h"
+#include "ss_context.h"
+#include "ss_triangle.h"
+
/* Need to check lighting state and vertex program state to know
* if two-sided lighting is in effect.
GLboolean
-_swsetup_CreateContext( GLcontext *ctx )
+_swsetup_CreateContext( struct gl_context *ctx )
{
SScontext *swsetup = (SScontext *)CALLOC(sizeof(SScontext));
}
void
-_swsetup_DestroyContext( GLcontext *ctx )
+_swsetup_DestroyContext( struct gl_context *ctx )
{
SScontext *swsetup = SWSETUP_CONTEXT(ctx);
}
static void
-_swsetup_RenderPrimitive( GLcontext *ctx, GLenum mode )
+_swsetup_RenderPrimitive( struct gl_context *ctx, GLenum mode )
{
SWSETUP_CONTEXT(ctx)->render_prim = mode;
_swrast_render_primitive( ctx, mode );
* _tnl_install_attrs().
*/
static void
-setup_vertex_format(GLcontext *ctx)
+setup_vertex_format(struct gl_context *ctx)
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
SScontext *swsetup = SWSETUP_CONTEXT(ctx);
+ GLboolean intColors = !ctx->FragmentProgram._Current
+ && !ctx->ATIFragmentShader._Enabled
+ && ctx->RenderMode == GL_RENDER
+ && CHAN_TYPE != GL_FLOAT;
- if (!RENDERINPUTS_EQUAL(tnl->render_inputs_bitset,
+ if (intColors != swsetup->intColors ||
+ !RENDERINPUTS_EQUAL(tnl->render_inputs_bitset,
swsetup->last_index_bitset)) {
DECLARE_RENDERINPUTS(index_bitset);
struct tnl_attr_map map[_TNL_ATTRIB_MAX];
- int i, e = 0;
+ unsigned int i, e = 0;
- RENDERINPUTS_COPY( index_bitset, tnl->render_inputs_bitset );
+ swsetup->intColors = intColors;
- EMIT_ATTR( _TNL_ATTRIB_POS, EMIT_4F_VIEWPORT, win );
+ RENDERINPUTS_COPY( index_bitset, tnl->render_inputs_bitset );
- if (RENDERINPUTS_TEST( index_bitset, _TNL_ATTRIB_COLOR0 ))
- EMIT_ATTR( _TNL_ATTRIB_COLOR0, EMIT_4CHAN_4F_RGBA, color );
+ EMIT_ATTR( _TNL_ATTRIB_POS, EMIT_4F_VIEWPORT, attrib[FRAG_ATTRIB_WPOS] );
- if (RENDERINPUTS_TEST( index_bitset, _TNL_ATTRIB_COLOR1 ))
- EMIT_ATTR( _TNL_ATTRIB_COLOR1, EMIT_4CHAN_4F_RGBA, specular);
+ if (RENDERINPUTS_TEST( index_bitset, _TNL_ATTRIB_COLOR0 )) {
+ if (swsetup->intColors)
+ EMIT_ATTR( _TNL_ATTRIB_COLOR0, EMIT_4CHAN_4F_RGBA, color );
+ else
+ EMIT_ATTR( _TNL_ATTRIB_COLOR0, EMIT_4F, attrib[FRAG_ATTRIB_COL0]);
+ }
- if (RENDERINPUTS_TEST( index_bitset, _TNL_ATTRIB_COLOR_INDEX ))
- EMIT_ATTR( _TNL_ATTRIB_COLOR_INDEX, EMIT_1F, index );
+ if (RENDERINPUTS_TEST( index_bitset, _TNL_ATTRIB_COLOR1 )) {
+ EMIT_ATTR( _TNL_ATTRIB_COLOR1, EMIT_4F, attrib[FRAG_ATTRIB_COL1]);
+ }
if (RENDERINPUTS_TEST( index_bitset, _TNL_ATTRIB_FOG )) {
const GLint emit = ctx->FragmentProgram._Current ? EMIT_4F : EMIT_1F;
* Called via tnl->Driver.Render.Start.
*/
static void
-_swsetup_RenderStart( GLcontext *ctx )
+_swsetup_RenderStart( struct gl_context *ctx )
{
SScontext *swsetup = SWSETUP_CONTEXT(ctx);
TNLcontext *tnl = TNL_CONTEXT(ctx);
_swsetup_choose_trifuncs(ctx);
}
+ if (swsetup->NewState & _NEW_PROGRAM) {
+ RENDERINPUTS_ZERO( swsetup->last_index_bitset );
+ }
+
swsetup->NewState = 0;
+ /* This will change if drawing unfilled tris */
+ _swrast_SetFacing(ctx, 0);
+
_swrast_render_start(ctx);
/* Important */
* It's called when we finish rendering a vertex buffer.
*/
static void
-_swsetup_RenderFinish( GLcontext *ctx )
+_swsetup_RenderFinish( struct gl_context *ctx )
{
_swrast_render_finish( ctx );
}
void
-_swsetup_InvalidateState( GLcontext *ctx, GLuint new_state )
+_swsetup_InvalidateState( struct gl_context *ctx, GLuint new_state )
{
SScontext *swsetup = SWSETUP_CONTEXT(ctx);
swsetup->NewState |= new_state;
void
-_swsetup_Wakeup( GLcontext *ctx )
+_swsetup_Wakeup( struct gl_context *ctx )
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
SScontext *swsetup = SWSETUP_CONTEXT(ctx);
* Populate a swrast SWvertex from an attrib-style vertex.
*/
void
-_swsetup_Translate( GLcontext *ctx, const void *vertex, SWvertex *dest )
+_swsetup_Translate( struct gl_context *ctx, const void *vertex, SWvertex *dest )
{
const GLfloat *m = ctx->Viewport._WindowMap.m;
GLfloat tmp[4];
_tnl_get_attr( ctx, vertex, _TNL_ATTRIB_POS, tmp );
- dest->win[0] = m[0] * tmp[0] + m[12];
- dest->win[1] = m[5] * tmp[1] + m[13];
- dest->win[2] = m[10] * tmp[2] + m[14];
- dest->win[3] = tmp[3];
+ dest->attrib[FRAG_ATTRIB_WPOS][0] = m[0] * tmp[0] + m[12];
+ dest->attrib[FRAG_ATTRIB_WPOS][1] = m[5] * tmp[1] + m[13];
+ dest->attrib[FRAG_ATTRIB_WPOS][2] = m[10] * tmp[2] + m[14];
+ dest->attrib[FRAG_ATTRIB_WPOS][3] = tmp[3];
/** XXX try to limit these loops someday */
for (i = 0 ; i < ctx->Const.MaxTextureCoordUnits ; i++)
- _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_TEX0+i,
+ _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_TEX0 + i,
dest->attrib[FRAG_ATTRIB_TEX0 + i] );
for (i = 0 ; i < ctx->Const.MaxVarying ; i++)
- _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_GENERIC0+i,
+ _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_GENERIC0 + i,
dest->attrib[FRAG_ATTRIB_VAR0 + i] );
- _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_COLOR0, tmp );
+ _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_COLOR0,
+ dest->attrib[FRAG_ATTRIB_COL0] );
UNCLAMPED_FLOAT_TO_RGBA_CHAN( dest->color, tmp );
- _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_COLOR1, tmp );
- UNCLAMPED_FLOAT_TO_RGBA_CHAN( dest->specular, tmp );
+ _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_COLOR1,
+ dest->attrib[FRAG_ATTRIB_COL1]);
_tnl_get_attr( ctx, vertex, _TNL_ATTRIB_FOG, tmp );
dest->attrib[FRAG_ATTRIB_FOGC][0] = tmp[0];
- _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_COLOR_INDEX, tmp );
- dest->index = tmp[0];
-
/* XXX See _tnl_get_attr about pointsize ... */
_tnl_get_attr( ctx, vertex, _TNL_ATTRIB_POINTSIZE, tmp );
dest->pointSize = tmp[0];