#include "s_texture.h"
-/*
+/**
* Recompute the value of swrast->_RasterMask, etc. according to
- * the current context.
+ * the current context. The _RasterMask field can be easily tested by
+ * drivers to determine certain basic GL state (does the primitive need
+ * stenciling, logic-op, fog, etc?).
*/
static void
_swrast_update_rasterflags( GLcontext *ctx )
{
- GLuint RasterMask = 0;
-
- if (ctx->Color.AlphaEnabled) RasterMask |= ALPHATEST_BIT;
- if (ctx->Color.BlendEnabled) RasterMask |= BLEND_BIT;
- if (ctx->Depth.Test) RasterMask |= DEPTH_BIT;
- if (ctx->Fog.Enabled) RasterMask |= FOG_BIT;
- if (ctx->Scissor.Enabled) RasterMask |= CLIP_BIT;
- if (ctx->Stencil.Enabled) RasterMask |= STENCIL_BIT;
+ GLuint rasterMask = 0;
+
+ if (ctx->Color.AlphaEnabled) rasterMask |= ALPHATEST_BIT;
+ if (ctx->Color.BlendEnabled) rasterMask |= BLEND_BIT;
+ if (ctx->Depth.Test) rasterMask |= DEPTH_BIT;
+ if (ctx->Fog.Enabled) rasterMask |= FOG_BIT;
+ if (ctx->Scissor.Enabled) rasterMask |= CLIP_BIT;
+ if (ctx->Stencil.Enabled) rasterMask |= STENCIL_BIT;
if (ctx->Visual.rgbMode) {
const GLuint colorMask = *((GLuint *) &ctx->Color.ColorMask);
- if (colorMask != 0xffffffff) RasterMask |= MASKING_BIT;
- if (ctx->Color._LogicOpEnabled) RasterMask |= LOGIC_OP_BIT;
- if (ctx->Texture._EnabledUnits) RasterMask |= TEXTURE_BIT;
+ if (colorMask != 0xffffffff) rasterMask |= MASKING_BIT;
+ if (ctx->Color._LogicOpEnabled) rasterMask |= LOGIC_OP_BIT;
+ if (ctx->Texture._EnabledUnits) rasterMask |= TEXTURE_BIT;
}
else {
- if (ctx->Color.IndexMask != 0xffffffff) RasterMask |= MASKING_BIT;
- if (ctx->Color.IndexLogicOpEnabled) RasterMask |= LOGIC_OP_BIT;
+ if (ctx->Color.IndexMask != 0xffffffff) rasterMask |= MASKING_BIT;
+ if (ctx->Color.IndexLogicOpEnabled) rasterMask |= LOGIC_OP_BIT;
}
if (ctx->DrawBuffer->UseSoftwareAlphaBuffers
&& ctx->Color.ColorMask[ACOMP]
&& ctx->Color.DrawBuffer != GL_NONE)
- RasterMask |= ALPHABUF_BIT;
+ rasterMask |= ALPHABUF_BIT;
if ( ctx->Viewport.X < 0
|| ctx->Viewport.X + ctx->Viewport.Width > (GLint) ctx->DrawBuffer->Width
|| ctx->Viewport.Y < 0
|| ctx->Viewport.Y + ctx->Viewport.Height > (GLint) ctx->DrawBuffer->Height) {
- RasterMask |= CLIP_BIT;
+ rasterMask |= CLIP_BIT;
}
if (ctx->Depth.OcclusionTest || ctx->Occlusion.Active)
- RasterMask |= OCCLUSION_BIT;
+ rasterMask |= OCCLUSION_BIT;
/* If we're not drawing to exactly one color buffer set the
*/
if (_mesa_bitcount(ctx->Color._DrawDestMask) != 1) {
/* more than one color buffer designated for writing (or zero buffers) */
- RasterMask |= MULTI_DRAW_BIT;
+ rasterMask |= MULTI_DRAW_BIT;
}
else if (ctx->Visual.rgbMode && *((GLuint *) ctx->Color.ColorMask) == 0) {
- RasterMask |= MULTI_DRAW_BIT; /* all RGBA channels disabled */
+ rasterMask |= MULTI_DRAW_BIT; /* all RGBA channels disabled */
}
else if (!ctx->Visual.rgbMode && ctx->Color.IndexMask==0) {
- RasterMask |= MULTI_DRAW_BIT; /* all color index bits disabled */
+ rasterMask |= MULTI_DRAW_BIT; /* all color index bits disabled */
}
if (ctx->FragmentProgram._Enabled) {
- RasterMask |= FRAGPROG_BIT;
+ rasterMask |= FRAGPROG_BIT;
}
- SWRAST_CONTEXT(ctx)->_RasterMask = RasterMask;
+ SWRAST_CONTEXT(ctx)->_RasterMask = rasterMask;
}
+/**
+ * Examine polycon culls tate to compute the _BackfaceSign field.
+ * _BackfaceSign will be 0 if no culling, -1 if culling back-faces,
+ * and 1 if culling front-faces. The Polygon FrontFace state also
+ * factors in.
+ */
static void
_swrast_update_polygon( GLcontext *ctx )
{
}
+/**
+ * Update the _PreferPixelFog field to indicate if we need to compute
+ * fog factors per-fragment.
+ */
static void
_swrast_update_fog_hint( GLcontext *ctx )
{
-/*
+/**
* Update the swrast->_AnyTextureCombine flag.
*/
static void
}
-/*
+/**
* Update swrast->_FogColor and swrast->_FogEnable values.
*/
static void
}
+/**
+ * Update state for running fragment programs. Basically, load the
+ * program parameters with current state values.
+ */
static void
_swrast_update_fragment_program( GLcontext *ctx )
{
-/* Stub for swrast->Triangle to select a true triangle function
+/**
+ * Stub for swrast->Triangle to select a true triangle function
* after a state change.
*/
static void
swrast->Triangle( ctx, v0, v1, v2 );
}
+/**
+ * Called via swrast->Line. Examine current GL state and choose a software
+ * line routine. Then call it.
+ */
static void
_swrast_validate_line( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1 )
{
swrast->Line( ctx, v0, v1 );
}
+/**
+ * Called via swrast->Point. Examine current GL state and choose a software
+ * point routine. Then call it.
+ */
static void
_swrast_validate_point( GLcontext *ctx, const SWvertex *v0 )
{
}
+/**
+ * Called via swrast->BlendFunc. Examine GL state to choose a blending
+ * function, then call it.
+ */
static void _ASMAPI
_swrast_validate_blend_func( GLcontext *ctx, GLuint n,
const GLubyte mask[],
for (i = 0 ; i < ctx->Const.MaxTextureUnits ; i++)
swrast->TextureSample[i] = _swrast_validate_texture_sample;
+ /* Debug checks */
if (ctx->Visual.rgbMode) {
ASSERT(swrast->Driver.WriteRGBASpan);
ASSERT(swrast->Driver.WriteRGBSpan);