draw: corrections to allow for different cliptest cases
[mesa.git] / src / mesa / swrast / s_context.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.1
4 *
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
23 *
24 * Authors:
25 * Keith Whitwell <keith@tungstengraphics.com>
26 * Brian Paul
27 */
28
29 #include "main/imports.h"
30 #include "main/bufferobj.h"
31 #include "main/colormac.h"
32 #include "main/mtypes.h"
33 #include "main/teximage.h"
34 #include "program/prog_parameter.h"
35 #include "program/prog_statevars.h"
36 #include "swrast.h"
37 #include "s_blend.h"
38 #include "s_context.h"
39 #include "s_lines.h"
40 #include "s_points.h"
41 #include "s_span.h"
42 #include "s_triangle.h"
43 #include "s_texfilter.h"
44
45
46 /**
47 * Recompute the value of swrast->_RasterMask, etc. according to
48 * the current context. The _RasterMask field can be easily tested by
49 * drivers to determine certain basic GL state (does the primitive need
50 * stenciling, logic-op, fog, etc?).
51 */
52 static void
53 _swrast_update_rasterflags( GLcontext *ctx )
54 {
55 SWcontext *swrast = SWRAST_CONTEXT(ctx);
56 GLbitfield rasterMask = 0;
57 GLuint i;
58
59 if (ctx->Color.AlphaEnabled) rasterMask |= ALPHATEST_BIT;
60 if (ctx->Color.BlendEnabled) rasterMask |= BLEND_BIT;
61 if (ctx->Depth.Test) rasterMask |= DEPTH_BIT;
62 if (swrast->_FogEnabled) rasterMask |= FOG_BIT;
63 if (ctx->Scissor.Enabled) rasterMask |= CLIP_BIT;
64 if (ctx->Stencil._Enabled) rasterMask |= STENCIL_BIT;
65 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
66 if (!ctx->Color.ColorMask[i][0] ||
67 !ctx->Color.ColorMask[i][1] ||
68 !ctx->Color.ColorMask[i][2] ||
69 !ctx->Color.ColorMask[i][3]) {
70 rasterMask |= MASKING_BIT;
71 break;
72 }
73 }
74 if (ctx->Color._LogicOpEnabled) rasterMask |= LOGIC_OP_BIT;
75 if (ctx->Texture._EnabledUnits) rasterMask |= TEXTURE_BIT;
76 if ( ctx->Viewport.X < 0
77 || ctx->Viewport.X + ctx->Viewport.Width > (GLint) ctx->DrawBuffer->Width
78 || ctx->Viewport.Y < 0
79 || ctx->Viewport.Y + ctx->Viewport.Height > (GLint) ctx->DrawBuffer->Height) {
80 rasterMask |= CLIP_BIT;
81 }
82
83 if (ctx->Query.CurrentOcclusionObject)
84 rasterMask |= OCCLUSION_BIT;
85
86
87 /* If we're not drawing to exactly one color buffer set the
88 * MULTI_DRAW_BIT flag. Also set it if we're drawing to no
89 * buffers or the RGBA or CI mask disables all writes.
90 */
91 if (ctx->DrawBuffer->_NumColorDrawBuffers != 1) {
92 /* more than one color buffer designated for writing (or zero buffers) */
93 rasterMask |= MULTI_DRAW_BIT;
94 }
95
96 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
97 if (ctx->Color.ColorMask[i][0] +
98 ctx->Color.ColorMask[i][1] +
99 ctx->Color.ColorMask[i][2] +
100 ctx->Color.ColorMask[i][3] == 0) {
101 rasterMask |= MULTI_DRAW_BIT; /* all RGBA channels disabled */
102 break;
103 }
104 }
105
106
107 if (ctx->FragmentProgram._Current) {
108 rasterMask |= FRAGPROG_BIT;
109 }
110
111 if (ctx->ATIFragmentShader._Enabled) {
112 rasterMask |= ATIFRAGSHADER_BIT;
113 }
114
115 #if CHAN_TYPE == GL_FLOAT
116 if (ctx->Color.ClampFragmentColor == GL_TRUE) {
117 rasterMask |= CLAMPING_BIT;
118 }
119 #endif
120
121 SWRAST_CONTEXT(ctx)->_RasterMask = rasterMask;
122 }
123
124
125 /**
126 * Examine polygon cull state to compute the _BackfaceCullSign field.
127 * _BackfaceCullSign will be 0 if no culling, -1 if culling back-faces,
128 * and 1 if culling front-faces. The Polygon FrontFace state also
129 * factors in.
130 */
131 static void
132 _swrast_update_polygon( GLcontext *ctx )
133 {
134 GLfloat backface_sign;
135
136 if (ctx->Polygon.CullFlag) {
137 switch (ctx->Polygon.CullFaceMode) {
138 case GL_BACK:
139 backface_sign = -1.0F;
140 break;
141 case GL_FRONT:
142 backface_sign = 1.0F;
143 break;
144 case GL_FRONT_AND_BACK:
145 /* fallthrough */
146 default:
147 backface_sign = 0.0F;
148 }
149 }
150 else {
151 backface_sign = 0.0F;
152 }
153
154 SWRAST_CONTEXT(ctx)->_BackfaceCullSign = backface_sign;
155
156 /* This is for front/back-face determination, but not for culling */
157 SWRAST_CONTEXT(ctx)->_BackfaceSign
158 = (ctx->Polygon.FrontFace == GL_CW) ? -1.0F : 1.0F;
159 }
160
161
162
163 /**
164 * Update the _PreferPixelFog field to indicate if we need to compute
165 * fog blend factors (from the fog coords) per-fragment.
166 */
167 static void
168 _swrast_update_fog_hint( GLcontext *ctx )
169 {
170 SWcontext *swrast = SWRAST_CONTEXT(ctx);
171 swrast->_PreferPixelFog = (!swrast->AllowVertexFog ||
172 ctx->FragmentProgram._Current ||
173 (ctx->Hint.Fog == GL_NICEST &&
174 swrast->AllowPixelFog));
175 }
176
177
178
179 /**
180 * Update the swrast->_TextureCombinePrimary flag.
181 */
182 static void
183 _swrast_update_texture_env( GLcontext *ctx )
184 {
185 SWcontext *swrast = SWRAST_CONTEXT(ctx);
186 GLuint i;
187
188 swrast->_TextureCombinePrimary = GL_FALSE;
189
190 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
191 const struct gl_tex_env_combine_state *combine =
192 ctx->Texture.Unit[i]._CurrentCombine;
193 GLuint term;
194 for (term = 0; term < combine->_NumArgsRGB; term++) {
195 if (combine->SourceRGB[term] == GL_PRIMARY_COLOR) {
196 swrast->_TextureCombinePrimary = GL_TRUE;
197 return;
198 }
199 if (combine->SourceA[term] == GL_PRIMARY_COLOR) {
200 swrast->_TextureCombinePrimary = GL_TRUE;
201 return;
202 }
203 }
204 }
205 }
206
207
208 /**
209 * Determine if we can defer texturing/shading until after Z/stencil
210 * testing. This potentially allows us to skip texturing/shading for
211 * lots of fragments.
212 */
213 static void
214 _swrast_update_deferred_texture(GLcontext *ctx)
215 {
216 SWcontext *swrast = SWRAST_CONTEXT(ctx);
217 if (ctx->Color.AlphaEnabled) {
218 /* alpha test depends on post-texture/shader colors */
219 swrast->_DeferredTexture = GL_FALSE;
220 }
221 else {
222 const struct gl_fragment_program *fprog
223 = ctx->FragmentProgram._Current;
224 if (fprog && (fprog->Base.OutputsWritten & (1 << FRAG_RESULT_DEPTH))) {
225 /* Z comes from fragment program/shader */
226 swrast->_DeferredTexture = GL_FALSE;
227 }
228 else if (fprog && fprog->UsesKill) {
229 swrast->_DeferredTexture = GL_FALSE;
230 }
231 else if (ctx->Query.CurrentOcclusionObject) {
232 /* occlusion query depends on shader discard/kill results */
233 swrast->_DeferredTexture = GL_FALSE;
234 }
235 else {
236 swrast->_DeferredTexture = GL_TRUE;
237 }
238 }
239 }
240
241
242 /**
243 * Update swrast->_FogColor and swrast->_FogEnable values.
244 */
245 static void
246 _swrast_update_fog_state( GLcontext *ctx )
247 {
248 SWcontext *swrast = SWRAST_CONTEXT(ctx);
249 const struct gl_fragment_program *fp = ctx->FragmentProgram._Current;
250
251 /* determine if fog is needed, and if so, which fog mode */
252 swrast->_FogEnabled = GL_FALSE;
253 if (fp && fp->Base.Target == GL_FRAGMENT_PROGRAM_ARB) {
254 if (fp->FogOption != GL_NONE) {
255 swrast->_FogEnabled = GL_TRUE;
256 swrast->_FogMode = fp->FogOption;
257 }
258 }
259 else if (ctx->Fog.Enabled) {
260 swrast->_FogEnabled = GL_TRUE;
261 swrast->_FogMode = ctx->Fog.Mode;
262 }
263 }
264
265
266 /**
267 * Update state for running fragment programs. Basically, load the
268 * program parameters with current state values.
269 */
270 static void
271 _swrast_update_fragment_program(GLcontext *ctx, GLbitfield newState)
272 {
273 const struct gl_fragment_program *fp = ctx->FragmentProgram._Current;
274 if (fp) {
275 _mesa_load_state_parameters(ctx, fp->Base.Parameters);
276 }
277 }
278
279
280 /**
281 * See if we can do early diffuse+specular (primary+secondary) color
282 * add per vertex instead of per-fragment.
283 */
284 static void
285 _swrast_update_specular_vertex_add(GLcontext *ctx)
286 {
287 SWcontext *swrast = SWRAST_CONTEXT(ctx);
288 GLboolean separateSpecular = ctx->Fog.ColorSumEnabled ||
289 (ctx->Light.Enabled &&
290 ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR);
291
292 swrast->SpecularVertexAdd = (separateSpecular
293 && ctx->Texture._EnabledUnits == 0x0
294 && !ctx->FragmentProgram._Current
295 && !ctx->ATIFragmentShader._Enabled);
296 }
297
298
299 #define _SWRAST_NEW_DERIVED (_SWRAST_NEW_RASTERMASK | \
300 _NEW_PROGRAM_CONSTANTS | \
301 _NEW_TEXTURE | \
302 _NEW_HINT | \
303 _NEW_POLYGON )
304
305 /* State referenced by _swrast_choose_triangle, _swrast_choose_line.
306 */
307 #define _SWRAST_NEW_TRIANGLE (_SWRAST_NEW_DERIVED | \
308 _NEW_RENDERMODE| \
309 _NEW_POLYGON| \
310 _NEW_DEPTH| \
311 _NEW_STENCIL| \
312 _NEW_COLOR| \
313 _NEW_TEXTURE| \
314 _SWRAST_NEW_RASTERMASK| \
315 _NEW_LIGHT| \
316 _NEW_FOG | \
317 _DD_NEW_SEPARATE_SPECULAR)
318
319 #define _SWRAST_NEW_LINE (_SWRAST_NEW_DERIVED | \
320 _NEW_RENDERMODE| \
321 _NEW_LINE| \
322 _NEW_TEXTURE| \
323 _NEW_LIGHT| \
324 _NEW_FOG| \
325 _NEW_DEPTH | \
326 _DD_NEW_SEPARATE_SPECULAR)
327
328 #define _SWRAST_NEW_POINT (_SWRAST_NEW_DERIVED | \
329 _NEW_RENDERMODE | \
330 _NEW_POINT | \
331 _NEW_TEXTURE | \
332 _NEW_LIGHT | \
333 _NEW_FOG | \
334 _DD_NEW_SEPARATE_SPECULAR)
335
336 #define _SWRAST_NEW_TEXTURE_SAMPLE_FUNC _NEW_TEXTURE
337
338 #define _SWRAST_NEW_TEXTURE_ENV_MODE _NEW_TEXTURE
339
340 #define _SWRAST_NEW_BLEND_FUNC _NEW_COLOR
341
342
343
344 /**
345 * Stub for swrast->Triangle to select a true triangle function
346 * after a state change.
347 */
348 static void
349 _swrast_validate_triangle( GLcontext *ctx,
350 const SWvertex *v0,
351 const SWvertex *v1,
352 const SWvertex *v2 )
353 {
354 SWcontext *swrast = SWRAST_CONTEXT(ctx);
355
356 _swrast_validate_derived( ctx );
357 swrast->choose_triangle( ctx );
358 ASSERT(swrast->Triangle);
359
360 if (swrast->SpecularVertexAdd) {
361 /* separate specular color, but no texture */
362 swrast->SpecTriangle = swrast->Triangle;
363 swrast->Triangle = _swrast_add_spec_terms_triangle;
364 }
365
366 swrast->Triangle( ctx, v0, v1, v2 );
367 }
368
369 /**
370 * Called via swrast->Line. Examine current GL state and choose a software
371 * line routine. Then call it.
372 */
373 static void
374 _swrast_validate_line( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1 )
375 {
376 SWcontext *swrast = SWRAST_CONTEXT(ctx);
377
378 _swrast_validate_derived( ctx );
379 swrast->choose_line( ctx );
380 ASSERT(swrast->Line);
381
382 if (swrast->SpecularVertexAdd) {
383 swrast->SpecLine = swrast->Line;
384 swrast->Line = _swrast_add_spec_terms_line;
385 }
386
387 swrast->Line( ctx, v0, v1 );
388 }
389
390 /**
391 * Called via swrast->Point. Examine current GL state and choose a software
392 * point routine. Then call it.
393 */
394 static void
395 _swrast_validate_point( GLcontext *ctx, const SWvertex *v0 )
396 {
397 SWcontext *swrast = SWRAST_CONTEXT(ctx);
398
399 _swrast_validate_derived( ctx );
400 swrast->choose_point( ctx );
401
402 if (swrast->SpecularVertexAdd) {
403 swrast->SpecPoint = swrast->Point;
404 swrast->Point = _swrast_add_spec_terms_point;
405 }
406
407 swrast->Point( ctx, v0 );
408 }
409
410
411 /**
412 * Called via swrast->BlendFunc. Examine GL state to choose a blending
413 * function, then call it.
414 */
415 static void _ASMAPI
416 _swrast_validate_blend_func(GLcontext *ctx, GLuint n, const GLubyte mask[],
417 GLvoid *src, const GLvoid *dst,
418 GLenum chanType )
419 {
420 SWcontext *swrast = SWRAST_CONTEXT(ctx);
421
422 _swrast_validate_derived( ctx ); /* why is this needed? */
423 _swrast_choose_blend_func( ctx, chanType );
424
425 swrast->BlendFunc( ctx, n, mask, src, dst, chanType );
426 }
427
428
429 /**
430 * Make sure we have texture image data for all the textures we may need
431 * for subsequent rendering.
432 */
433 static void
434 _swrast_validate_texture_images(GLcontext *ctx)
435 {
436 SWcontext *swrast = SWRAST_CONTEXT(ctx);
437 GLuint u;
438
439 if (!swrast->ValidateTextureImage || !ctx->Texture._EnabledUnits) {
440 /* no textures enabled, or no way to validate images! */
441 return;
442 }
443
444 for (u = 0; u < ctx->Const.MaxTextureImageUnits; u++) {
445 if (ctx->Texture.Unit[u]._ReallyEnabled) {
446 struct gl_texture_object *texObj = ctx->Texture.Unit[u]._Current;
447 ASSERT(texObj);
448 if (texObj) {
449 GLuint numFaces = (texObj->Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
450 GLuint face;
451 for (face = 0; face < numFaces; face++) {
452 GLint lvl;
453 for (lvl = texObj->BaseLevel; lvl <= texObj->_MaxLevel; lvl++) {
454 struct gl_texture_image *texImg = texObj->Image[face][lvl];
455 if (texImg && !texImg->Data) {
456 swrast->ValidateTextureImage(ctx, texObj, face, lvl);
457 ASSERT(texObj->Image[face][lvl]->Data);
458 }
459 }
460 }
461 }
462 }
463 }
464 }
465
466
467 /**
468 * Free the texture image data attached to all currently enabled
469 * textures. Meant to be called by device drivers when transitioning
470 * from software to hardware rendering.
471 */
472 void
473 _swrast_eject_texture_images(GLcontext *ctx)
474 {
475 GLuint u;
476
477 if (!ctx->Texture._EnabledUnits) {
478 /* no textures enabled */
479 return;
480 }
481
482 for (u = 0; u < ctx->Const.MaxTextureImageUnits; u++) {
483 if (ctx->Texture.Unit[u]._ReallyEnabled) {
484 struct gl_texture_object *texObj = ctx->Texture.Unit[u]._Current;
485 ASSERT(texObj);
486 if (texObj) {
487 GLuint numFaces = (texObj->Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
488 GLuint face;
489 for (face = 0; face < numFaces; face++) {
490 GLint lvl;
491 for (lvl = texObj->BaseLevel; lvl <= texObj->_MaxLevel; lvl++) {
492 struct gl_texture_image *texImg = texObj->Image[face][lvl];
493 if (texImg && texImg->Data) {
494 _mesa_free_texmemory(texImg->Data);
495 texImg->Data = NULL;
496 }
497 }
498 }
499 }
500 }
501 }
502 }
503
504
505
506 static void
507 _swrast_sleep( GLcontext *ctx, GLbitfield new_state )
508 {
509 (void) ctx; (void) new_state;
510 }
511
512
513 static void
514 _swrast_invalidate_state( GLcontext *ctx, GLbitfield new_state )
515 {
516 SWcontext *swrast = SWRAST_CONTEXT(ctx);
517 GLuint i;
518
519 swrast->NewState |= new_state;
520
521 /* After 10 statechanges without any swrast functions being called,
522 * put the module to sleep.
523 */
524 if (++swrast->StateChanges > 10) {
525 swrast->InvalidateState = _swrast_sleep;
526 swrast->NewState = ~0;
527 new_state = ~0;
528 }
529
530 if (new_state & swrast->InvalidateTriangleMask)
531 swrast->Triangle = _swrast_validate_triangle;
532
533 if (new_state & swrast->InvalidateLineMask)
534 swrast->Line = _swrast_validate_line;
535
536 if (new_state & swrast->InvalidatePointMask)
537 swrast->Point = _swrast_validate_point;
538
539 if (new_state & _SWRAST_NEW_BLEND_FUNC)
540 swrast->BlendFunc = _swrast_validate_blend_func;
541
542 if (new_state & _SWRAST_NEW_TEXTURE_SAMPLE_FUNC)
543 for (i = 0 ; i < ctx->Const.MaxTextureImageUnits ; i++)
544 swrast->TextureSample[i] = NULL;
545 }
546
547
548 void
549 _swrast_update_texture_samplers(GLcontext *ctx)
550 {
551 SWcontext *swrast = SWRAST_CONTEXT(ctx);
552 GLuint u;
553
554 if (!swrast)
555 return; /* pipe hack */
556
557 for (u = 0; u < ctx->Const.MaxTextureImageUnits; u++) {
558 const struct gl_texture_object *tObj = ctx->Texture.Unit[u]._Current;
559 /* Note: If tObj is NULL, the sample function will be a simple
560 * function that just returns opaque black (0,0,0,1).
561 */
562 swrast->TextureSample[u] = _swrast_choose_texture_sample_func(ctx, tObj);
563 }
564 }
565
566
567 /**
568 * Update swrast->_ActiveAttribs, swrast->_NumActiveAttribs,
569 * swrast->_ActiveAtttribMask.
570 */
571 static void
572 _swrast_update_active_attribs(GLcontext *ctx)
573 {
574 SWcontext *swrast = SWRAST_CONTEXT(ctx);
575 GLuint attribsMask;
576
577 /*
578 * Compute _ActiveAttribsMask = which fragment attributes are needed.
579 */
580 if (ctx->FragmentProgram._Current) {
581 /* fragment program/shader */
582 attribsMask = ctx->FragmentProgram._Current->Base.InputsRead;
583 attribsMask &= ~FRAG_BIT_WPOS; /* WPOS is always handled specially */
584 }
585 else if (ctx->ATIFragmentShader._Enabled) {
586 attribsMask = ~0; /* XXX fix me */
587 }
588 else {
589 /* fixed function */
590 attribsMask = 0x0;
591
592 #if CHAN_TYPE == GL_FLOAT
593 attribsMask |= FRAG_BIT_COL0;
594 #endif
595
596 if (ctx->Fog.ColorSumEnabled ||
597 (ctx->Light.Enabled &&
598 ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)) {
599 attribsMask |= FRAG_BIT_COL1;
600 }
601
602 if (swrast->_FogEnabled)
603 attribsMask |= FRAG_BIT_FOGC;
604
605 attribsMask |= (ctx->Texture._EnabledUnits << FRAG_ATTRIB_TEX0);
606 }
607
608 swrast->_ActiveAttribMask = attribsMask;
609
610 /* Update _ActiveAttribs[] list */
611 {
612 GLuint i, num = 0;
613 for (i = 0; i < FRAG_ATTRIB_MAX; i++) {
614 if (attribsMask & (1 << i)) {
615 swrast->_ActiveAttribs[num++] = i;
616 /* how should this attribute be interpolated? */
617 if (i == FRAG_ATTRIB_COL0 || i == FRAG_ATTRIB_COL1)
618 swrast->_InterpMode[i] = ctx->Light.ShadeModel;
619 else
620 swrast->_InterpMode[i] = GL_SMOOTH;
621 }
622 }
623 swrast->_NumActiveAttribs = num;
624 }
625 }
626
627
628 void
629 _swrast_validate_derived( GLcontext *ctx )
630 {
631 SWcontext *swrast = SWRAST_CONTEXT(ctx);
632
633 if (swrast->NewState) {
634 if (swrast->NewState & _NEW_POLYGON)
635 _swrast_update_polygon( ctx );
636
637 if (swrast->NewState & (_NEW_HINT | _NEW_PROGRAM))
638 _swrast_update_fog_hint( ctx );
639
640 if (swrast->NewState & _SWRAST_NEW_TEXTURE_ENV_MODE)
641 _swrast_update_texture_env( ctx );
642
643 if (swrast->NewState & (_NEW_FOG | _NEW_PROGRAM))
644 _swrast_update_fog_state( ctx );
645
646 if (swrast->NewState & (_NEW_PROGRAM_CONSTANTS | _NEW_PROGRAM))
647 _swrast_update_fragment_program( ctx, swrast->NewState );
648
649 if (swrast->NewState & (_NEW_TEXTURE | _NEW_PROGRAM)) {
650 _swrast_update_texture_samplers( ctx );
651 _swrast_validate_texture_images(ctx);
652 }
653
654 if (swrast->NewState & (_NEW_COLOR | _NEW_PROGRAM))
655 _swrast_update_deferred_texture(ctx);
656
657 if (swrast->NewState & _SWRAST_NEW_RASTERMASK)
658 _swrast_update_rasterflags( ctx );
659
660 if (swrast->NewState & (_NEW_DEPTH |
661 _NEW_FOG |
662 _NEW_LIGHT |
663 _NEW_PROGRAM |
664 _NEW_TEXTURE))
665 _swrast_update_active_attribs(ctx);
666
667 if (swrast->NewState & (_NEW_FOG |
668 _NEW_PROGRAM |
669 _NEW_LIGHT |
670 _NEW_TEXTURE))
671 _swrast_update_specular_vertex_add(ctx);
672
673 swrast->NewState = 0;
674 swrast->StateChanges = 0;
675 swrast->InvalidateState = _swrast_invalidate_state;
676 }
677 }
678
679 #define SWRAST_DEBUG 0
680
681 /* Public entrypoints: See also s_accum.c, s_bitmap.c, etc.
682 */
683 void
684 _swrast_Quad( GLcontext *ctx,
685 const SWvertex *v0, const SWvertex *v1,
686 const SWvertex *v2, const SWvertex *v3 )
687 {
688 if (SWRAST_DEBUG) {
689 _mesa_debug(ctx, "_swrast_Quad\n");
690 _swrast_print_vertex( ctx, v0 );
691 _swrast_print_vertex( ctx, v1 );
692 _swrast_print_vertex( ctx, v2 );
693 _swrast_print_vertex( ctx, v3 );
694 }
695 SWRAST_CONTEXT(ctx)->Triangle( ctx, v0, v1, v3 );
696 SWRAST_CONTEXT(ctx)->Triangle( ctx, v1, v2, v3 );
697 }
698
699 void
700 _swrast_Triangle( GLcontext *ctx, const SWvertex *v0,
701 const SWvertex *v1, const SWvertex *v2 )
702 {
703 if (SWRAST_DEBUG) {
704 _mesa_debug(ctx, "_swrast_Triangle\n");
705 _swrast_print_vertex( ctx, v0 );
706 _swrast_print_vertex( ctx, v1 );
707 _swrast_print_vertex( ctx, v2 );
708 }
709 SWRAST_CONTEXT(ctx)->Triangle( ctx, v0, v1, v2 );
710 }
711
712 void
713 _swrast_Line( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1 )
714 {
715 if (SWRAST_DEBUG) {
716 _mesa_debug(ctx, "_swrast_Line\n");
717 _swrast_print_vertex( ctx, v0 );
718 _swrast_print_vertex( ctx, v1 );
719 }
720 SWRAST_CONTEXT(ctx)->Line( ctx, v0, v1 );
721 }
722
723 void
724 _swrast_Point( GLcontext *ctx, const SWvertex *v0 )
725 {
726 if (SWRAST_DEBUG) {
727 _mesa_debug(ctx, "_swrast_Point\n");
728 _swrast_print_vertex( ctx, v0 );
729 }
730 SWRAST_CONTEXT(ctx)->Point( ctx, v0 );
731 }
732
733 void
734 _swrast_InvalidateState( GLcontext *ctx, GLbitfield new_state )
735 {
736 if (SWRAST_DEBUG) {
737 _mesa_debug(ctx, "_swrast_InvalidateState\n");
738 }
739 SWRAST_CONTEXT(ctx)->InvalidateState( ctx, new_state );
740 }
741
742 void
743 _swrast_ResetLineStipple( GLcontext *ctx )
744 {
745 if (SWRAST_DEBUG) {
746 _mesa_debug(ctx, "_swrast_ResetLineStipple\n");
747 }
748 SWRAST_CONTEXT(ctx)->StippleCounter = 0;
749 }
750
751 void
752 _swrast_SetFacing(GLcontext *ctx, GLuint facing)
753 {
754 SWRAST_CONTEXT(ctx)->PointLineFacing = facing;
755 }
756
757 void
758 _swrast_allow_vertex_fog( GLcontext *ctx, GLboolean value )
759 {
760 if (SWRAST_DEBUG) {
761 _mesa_debug(ctx, "_swrast_allow_vertex_fog %d\n", value);
762 }
763 SWRAST_CONTEXT(ctx)->InvalidateState( ctx, _NEW_HINT );
764 SWRAST_CONTEXT(ctx)->AllowVertexFog = value;
765 }
766
767 void
768 _swrast_allow_pixel_fog( GLcontext *ctx, GLboolean value )
769 {
770 if (SWRAST_DEBUG) {
771 _mesa_debug(ctx, "_swrast_allow_pixel_fog %d\n", value);
772 }
773 SWRAST_CONTEXT(ctx)->InvalidateState( ctx, _NEW_HINT );
774 SWRAST_CONTEXT(ctx)->AllowPixelFog = value;
775 }
776
777
778 GLboolean
779 _swrast_CreateContext( GLcontext *ctx )
780 {
781 GLuint i;
782 SWcontext *swrast = (SWcontext *)CALLOC(sizeof(SWcontext));
783
784 if (SWRAST_DEBUG) {
785 _mesa_debug(ctx, "_swrast_CreateContext\n");
786 }
787
788 if (!swrast)
789 return GL_FALSE;
790
791 swrast->NewState = ~0;
792
793 swrast->choose_point = _swrast_choose_point;
794 swrast->choose_line = _swrast_choose_line;
795 swrast->choose_triangle = _swrast_choose_triangle;
796
797 swrast->InvalidatePointMask = _SWRAST_NEW_POINT;
798 swrast->InvalidateLineMask = _SWRAST_NEW_LINE;
799 swrast->InvalidateTriangleMask = _SWRAST_NEW_TRIANGLE;
800
801 swrast->Point = _swrast_validate_point;
802 swrast->Line = _swrast_validate_line;
803 swrast->Triangle = _swrast_validate_triangle;
804 swrast->InvalidateState = _swrast_sleep;
805 swrast->BlendFunc = _swrast_validate_blend_func;
806
807 swrast->AllowVertexFog = GL_TRUE;
808 swrast->AllowPixelFog = GL_TRUE;
809
810 /* Optimized Accum buffer */
811 swrast->_IntegerAccumMode = GL_FALSE;
812 swrast->_IntegerAccumScaler = 0.0;
813
814 for (i = 0; i < MAX_TEXTURE_IMAGE_UNITS; i++)
815 swrast->TextureSample[i] = NULL;
816
817 swrast->SpanArrays = MALLOC_STRUCT(sw_span_arrays);
818 if (!swrast->SpanArrays) {
819 FREE(swrast);
820 return GL_FALSE;
821 }
822 swrast->SpanArrays->ChanType = CHAN_TYPE;
823 #if CHAN_TYPE == GL_UNSIGNED_BYTE
824 swrast->SpanArrays->rgba = swrast->SpanArrays->rgba8;
825 #elif CHAN_TYPE == GL_UNSIGNED_SHORT
826 swrast->SpanArrays->rgba = swrast->SpanArrays->rgba16;
827 #else
828 swrast->SpanArrays->rgba = swrast->SpanArrays->attribs[FRAG_ATTRIB_COL0];
829 #endif
830
831 /* init point span buffer */
832 swrast->PointSpan.primitive = GL_POINT;
833 swrast->PointSpan.end = 0;
834 swrast->PointSpan.facing = 0;
835 swrast->PointSpan.array = swrast->SpanArrays;
836
837 swrast->TexelBuffer = (GLfloat *) MALLOC(ctx->Const.MaxTextureImageUnits *
838 MAX_WIDTH * 4 * sizeof(GLfloat));
839 if (!swrast->TexelBuffer) {
840 FREE(swrast->SpanArrays);
841 FREE(swrast);
842 return GL_FALSE;
843 }
844
845 ctx->swrast_context = swrast;
846
847 return GL_TRUE;
848 }
849
850 void
851 _swrast_DestroyContext( GLcontext *ctx )
852 {
853 SWcontext *swrast = SWRAST_CONTEXT(ctx);
854
855 if (SWRAST_DEBUG) {
856 _mesa_debug(ctx, "_swrast_DestroyContext\n");
857 }
858
859 FREE( swrast->SpanArrays );
860 if (swrast->ZoomedArrays)
861 FREE( swrast->ZoomedArrays );
862 FREE( swrast->TexelBuffer );
863 FREE( swrast );
864
865 ctx->swrast_context = 0;
866 }
867
868
869 struct swrast_device_driver *
870 _swrast_GetDeviceDriverReference( GLcontext *ctx )
871 {
872 SWcontext *swrast = SWRAST_CONTEXT(ctx);
873 return &swrast->Driver;
874 }
875
876 void
877 _swrast_flush( GLcontext *ctx )
878 {
879 SWcontext *swrast = SWRAST_CONTEXT(ctx);
880 /* flush any pending fragments from rendering points */
881 if (swrast->PointSpan.end > 0) {
882 _swrast_write_rgba_span(ctx, &(swrast->PointSpan));
883 swrast->PointSpan.end = 0;
884 }
885 }
886
887 void
888 _swrast_render_primitive( GLcontext *ctx, GLenum prim )
889 {
890 SWcontext *swrast = SWRAST_CONTEXT(ctx);
891 if (swrast->Primitive == GL_POINTS && prim != GL_POINTS) {
892 _swrast_flush(ctx);
893 }
894 swrast->Primitive = prim;
895 }
896
897
898 void
899 _swrast_render_start( GLcontext *ctx )
900 {
901 SWcontext *swrast = SWRAST_CONTEXT(ctx);
902 if (swrast->Driver.SpanRenderStart)
903 swrast->Driver.SpanRenderStart( ctx );
904 swrast->PointSpan.end = 0;
905 }
906
907 void
908 _swrast_render_finish( GLcontext *ctx )
909 {
910 SWcontext *swrast = SWRAST_CONTEXT(ctx);
911 if (swrast->Driver.SpanRenderFinish)
912 swrast->Driver.SpanRenderFinish( ctx );
913
914 _swrast_flush(ctx);
915 }
916
917
918 #define SWRAST_DEBUG_VERTICES 0
919
920 void
921 _swrast_print_vertex( GLcontext *ctx, const SWvertex *v )
922 {
923 GLuint i;
924
925 if (SWRAST_DEBUG_VERTICES) {
926 _mesa_debug(ctx, "win %f %f %f %f\n",
927 v->attrib[FRAG_ATTRIB_WPOS][0],
928 v->attrib[FRAG_ATTRIB_WPOS][1],
929 v->attrib[FRAG_ATTRIB_WPOS][2],
930 v->attrib[FRAG_ATTRIB_WPOS][3]);
931
932 for (i = 0 ; i < ctx->Const.MaxTextureCoordUnits ; i++)
933 if (ctx->Texture.Unit[i]._ReallyEnabled)
934 _mesa_debug(ctx, "texcoord[%d] %f %f %f %f\n", i,
935 v->attrib[FRAG_ATTRIB_TEX0 + i][0],
936 v->attrib[FRAG_ATTRIB_TEX0 + i][1],
937 v->attrib[FRAG_ATTRIB_TEX0 + i][2],
938 v->attrib[FRAG_ATTRIB_TEX0 + i][3]);
939
940 #if CHAN_TYPE == GL_FLOAT
941 _mesa_debug(ctx, "color %f %f %f %f\n",
942 v->color[0], v->color[1], v->color[2], v->color[3]);
943 #else
944 _mesa_debug(ctx, "color %d %d %d %d\n",
945 v->color[0], v->color[1], v->color[2], v->color[3]);
946 #endif
947 _mesa_debug(ctx, "spec %g %g %g %g\n",
948 v->attrib[FRAG_ATTRIB_COL1][0],
949 v->attrib[FRAG_ATTRIB_COL1][1],
950 v->attrib[FRAG_ATTRIB_COL1][2],
951 v->attrib[FRAG_ATTRIB_COL1][3]);
952 _mesa_debug(ctx, "fog %f\n", v->attrib[FRAG_ATTRIB_FOGC][0]);
953 _mesa_debug(ctx, "index %f\n", v->attrib[FRAG_ATTRIB_CI][0]);
954 _mesa_debug(ctx, "pointsize %f\n", v->pointSize);
955 _mesa_debug(ctx, "\n");
956 }
957 }