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/*
* Mesa 3-D graphics library
* Version: 7.1
*
* Copyright (C) 1999-2008 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"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*
* Authors:
* Keith Whitwell <keith@tungstengraphics.com>
* Brian Paul
*/
#include "imports.h"
#include "bufferobj.h"
#include "context.h"
#include "colormac.h"
#include "mtypes.h"
#include "teximage.h"
#include "swrast.h"
#include "shader/prog_parameter.h"
#include "shader/prog_statevars.h"
#include "s_blend.h"
#include "s_context.h"
#include "s_lines.h"
#include "s_points.h"
#include "s_span.h"
#include "s_triangle.h"
#include "s_texfilter.h"
/**
* Recompute the value of swrast->_RasterMask, etc. according to
* 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 )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
GLbitfield rasterMask = 0;
if (ctx->Color.AlphaEnabled) rasterMask |= ALPHATEST_BIT;
if (ctx->Color.BlendEnabled) rasterMask |= BLEND_BIT;
if (ctx->Depth.Test) rasterMask |= DEPTH_BIT;
if (swrast->_FogEnabled) 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;
}
else {
if (ctx->Color.IndexMask != 0xffffffff) rasterMask |= MASKING_BIT;
if (ctx->Color.IndexLogicOpEnabled) rasterMask |= LOGIC_OP_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;
}
if (ctx->Query.CurrentOcclusionObject)
rasterMask |= OCCLUSION_BIT;
/* If we're not drawing to exactly one color buffer set the
* MULTI_DRAW_BIT flag. Also set it if we're drawing to no
* buffers or the RGBA or CI mask disables all writes.
*/
if (ctx->DrawBuffer->_NumColorDrawBuffers != 1) {
/* more than one color buffer designated for writing (or zero buffers) */
rasterMask |= MULTI_DRAW_BIT;
}
else if (ctx->Visual.rgbMode && *((GLuint *) ctx->Color.ColorMask) == 0) {
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 */
}
if (ctx->FragmentProgram._Current) {
rasterMask |= FRAGPROG_BIT;
}
if (ctx->ATIFragmentShader._Enabled) {
rasterMask |= ATIFRAGSHADER_BIT;
}
#if CHAN_TYPE == GL_FLOAT
if (ctx->Color.ClampFragmentColor == GL_TRUE) {
rasterMask |= CLAMPING_BIT;
}
#endif
SWRAST_CONTEXT(ctx)->_RasterMask = rasterMask;
}
/**
* Examine polygon cull state to compute the _BackfaceCullSign field.
* _BackfaceCullSign 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 )
{
GLfloat backface_sign;
if (ctx->Polygon.CullFlag) {
switch (ctx->Polygon.CullFaceMode) {
case GL_BACK:
backface_sign = -1.0;
break;
case GL_FRONT:
backface_sign = 1.0;
break;
case GL_FRONT_AND_BACK:
/* fallthrough */
default:
backface_sign = 0.0;
}
}
else {
backface_sign = 0.0;
}
SWRAST_CONTEXT(ctx)->_BackfaceCullSign = backface_sign;
/* This is for front/back-face determination, but not for culling */
SWRAST_CONTEXT(ctx)->_BackfaceSign
= (ctx->Polygon.FrontFace == GL_CW) ? -1.0 : 1.0;
}
/**
* Update the _PreferPixelFog field to indicate if we need to compute
* fog blend factors (from the fog coords) per-fragment.
*/
static void
_swrast_update_fog_hint( GLcontext *ctx )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
swrast->_PreferPixelFog = (!swrast->AllowVertexFog ||
ctx->FragmentProgram._Current ||
(ctx->Hint.Fog == GL_NICEST &&
swrast->AllowPixelFog));
}
/**
* Update the swrast->_AnyTextureCombine flag.
*/
static void
_swrast_update_texture_env( GLcontext *ctx )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
GLuint i;
swrast->_AnyTextureCombine = GL_FALSE;
for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
if (ctx->Texture.Unit[i].EnvMode == GL_COMBINE_EXT ||
ctx->Texture.Unit[i].EnvMode == GL_COMBINE4_NV) {
swrast->_AnyTextureCombine = GL_TRUE;
return;
}
}
}
/**
* Determine if we can defer texturing/shading until after Z/stencil
* testing. This potentially allows us to skip texturing/shading for
* lots of fragments.
*/
static void
_swrast_update_deferred_texture(GLcontext *ctx)
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
if (ctx->Color.AlphaEnabled) {
/* alpha test depends on post-texture/shader colors */
swrast->_DeferredTexture = GL_FALSE;
}
else {
const struct gl_fragment_program *fprog
= ctx->FragmentProgram._Current;
if (fprog && (fprog->Base.OutputsWritten & (1 << FRAG_RESULT_DEPR))) {
/* Z comes from fragment program/shader */
swrast->_DeferredTexture = GL_FALSE;
}
else if (ctx->Query.CurrentOcclusionObject) {
/* occlusion query depends on shader discard/kill results */
swrast->_DeferredTexture = GL_FALSE;
}
else {
swrast->_DeferredTexture = GL_TRUE;
}
}
}
/**
* Update swrast->_FogColor and swrast->_FogEnable values.
*/
static void
_swrast_update_fog_state( GLcontext *ctx )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
const struct gl_fragment_program *fp = ctx->FragmentProgram._Current;
/* determine if fog is needed, and if so, which fog mode */
swrast->_FogEnabled = GL_FALSE;
if (fp && fp->Base.Target == GL_FRAGMENT_PROGRAM_ARB) {
if (fp->FogOption != GL_NONE) {
swrast->_FogEnabled = GL_TRUE;
swrast->_FogMode = fp->FogOption;
}
}
else if (ctx->Fog.Enabled) {
swrast->_FogEnabled = GL_TRUE;
swrast->_FogMode = ctx->Fog.Mode;
}
}
/**
* Update state for running fragment programs. Basically, load the
* program parameters with current state values.
*/
static void
_swrast_update_fragment_program(GLcontext *ctx, GLbitfield newState)
{
const struct gl_fragment_program *fp = ctx->FragmentProgram._Current;
if (fp) {
#if 0
/* XXX Need a way to trigger the initial loading of parameters
* even when there's no recent state changes.
*/
if (fp->Base.Parameters->StateFlags & newState)
#endif
_mesa_load_state_parameters(ctx, fp->Base.Parameters);
}
}
#define _SWRAST_NEW_DERIVED (_SWRAST_NEW_RASTERMASK | \
_NEW_TEXTURE | \
_NEW_HINT | \
_NEW_POLYGON )
/* State referenced by _swrast_choose_triangle, _swrast_choose_line.
*/
#define _SWRAST_NEW_TRIANGLE (_SWRAST_NEW_DERIVED | \
_NEW_RENDERMODE| \
_NEW_POLYGON| \
_NEW_DEPTH| \
_NEW_STENCIL| \
_NEW_COLOR| \
_NEW_TEXTURE| \
_SWRAST_NEW_RASTERMASK| \
_NEW_LIGHT| \
_NEW_FOG | \
_DD_NEW_SEPARATE_SPECULAR)
#define _SWRAST_NEW_LINE (_SWRAST_NEW_DERIVED | \
_NEW_RENDERMODE| \
_NEW_LINE| \
_NEW_TEXTURE| \
_NEW_LIGHT| \
_NEW_FOG| \
_NEW_DEPTH | \
_DD_NEW_SEPARATE_SPECULAR)
#define _SWRAST_NEW_POINT (_SWRAST_NEW_DERIVED | \
_NEW_RENDERMODE | \
_NEW_POINT | \
_NEW_TEXTURE | \
_NEW_LIGHT | \
_NEW_FOG | \
_DD_NEW_SEPARATE_SPECULAR)
#define _SWRAST_NEW_TEXTURE_SAMPLE_FUNC _NEW_TEXTURE
#define _SWRAST_NEW_TEXTURE_ENV_MODE _NEW_TEXTURE
#define _SWRAST_NEW_BLEND_FUNC _NEW_COLOR
/**
* Stub for swrast->Triangle to select a true triangle function
* after a state change.
*/
static void
_swrast_validate_triangle( GLcontext *ctx,
const SWvertex *v0,
const SWvertex *v1,
const SWvertex *v2 )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
_swrast_validate_derived( ctx );
swrast->choose_triangle( ctx );
ASSERT(swrast->Triangle);
if (ctx->Texture._EnabledUnits == 0
&& NEED_SECONDARY_COLOR(ctx)
&& !ctx->FragmentProgram._Current) {
/* separate specular color, but no texture */
swrast->SpecTriangle = swrast->Triangle;
swrast->Triangle = _swrast_add_spec_terms_triangle;
}
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 )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
_swrast_validate_derived( ctx );
swrast->choose_line( ctx );
ASSERT(swrast->Line);
if (ctx->Texture._EnabledUnits == 0
&& NEED_SECONDARY_COLOR(ctx)
&& !ctx->FragmentProgram._Current) {
swrast->SpecLine = swrast->Line;
swrast->Line = _swrast_add_spec_terms_line;
}
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 )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
_swrast_validate_derived( ctx );
swrast->choose_point( ctx );
if (ctx->Texture._EnabledUnits == 0
&& NEED_SECONDARY_COLOR(ctx)
&& !ctx->FragmentProgram._Current) {
swrast->SpecPoint = swrast->Point;
swrast->Point = _swrast_add_spec_terms_point;
}
swrast->Point( ctx, 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[],
GLvoid *src, const GLvoid *dst,
GLenum chanType )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
_swrast_validate_derived( ctx ); /* why is this needed? */
_swrast_choose_blend_func( ctx, chanType );
swrast->BlendFunc( ctx, n, mask, src, dst, chanType );
}
/**
* Make sure we have texture image data for all the textures we may need
* for subsequent rendering.
*/
static void
_swrast_validate_texture_images(GLcontext *ctx)
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
GLuint u;
if (!swrast->ValidateTextureImage || !ctx->Texture._EnabledUnits) {
/* no textures enabled, or no way to validate images! */
return;
}
for (u = 0; u < ctx->Const.MaxTextureImageUnits; u++) {
if (ctx->Texture.Unit[u]._ReallyEnabled) {
struct gl_texture_object *texObj = ctx->Texture.Unit[u]._Current;
ASSERT(texObj);
if (texObj) {
GLuint numFaces = (texObj->Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
GLuint face;
for (face = 0; face < numFaces; face++) {
GLint lvl;
for (lvl = texObj->BaseLevel; lvl <= texObj->_MaxLevel; lvl++) {
struct gl_texture_image *texImg = texObj->Image[face][lvl];
if (texImg && !texImg->Data) {
swrast->ValidateTextureImage(ctx, texObj, face, lvl);
ASSERT(texObj->Image[face][lvl]->Data);
}
}
}
}
}
}
}
/**
* Free the texture image data attached to all currently enabled
* textures. Meant to be called by device drivers when transitioning
* from software to hardware rendering.
*/
void
_swrast_eject_texture_images(GLcontext *ctx)
{
GLuint u;
if (!ctx->Texture._EnabledUnits) {
/* no textures enabled */
return;
}
for (u = 0; u < ctx->Const.MaxTextureImageUnits; u++) {
if (ctx->Texture.Unit[u]._ReallyEnabled) {
struct gl_texture_object *texObj = ctx->Texture.Unit[u]._Current;
ASSERT(texObj);
if (texObj) {
GLuint numFaces = (texObj->Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
GLuint face;
for (face = 0; face < numFaces; face++) {
GLint lvl;
for (lvl = texObj->BaseLevel; lvl <= texObj->_MaxLevel; lvl++) {
struct gl_texture_image *texImg = texObj->Image[face][lvl];
if (texImg && texImg->Data) {
_mesa_free_texmemory(texImg->Data);
texImg->Data = NULL;
}
}
}
}
}
}
}
static void
_swrast_sleep( GLcontext *ctx, GLbitfield new_state )
{
(void) ctx; (void) new_state;
}
static void
_swrast_invalidate_state( GLcontext *ctx, GLbitfield new_state )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
GLuint i;
swrast->NewState |= new_state;
/* After 10 statechanges without any swrast functions being called,
* put the module to sleep.
*/
if (++swrast->StateChanges > 10) {
swrast->InvalidateState = _swrast_sleep;
swrast->NewState = ~0;
new_state = ~0;
}
{
const struct gl_fragment_program *fp = ctx->FragmentProgram._Current;
if (fp && (fp->Base.Parameters->StateFlags & new_state)) {
_mesa_load_state_parameters(ctx, fp->Base.Parameters);
}
}
if (new_state & swrast->InvalidateTriangleMask)
swrast->Triangle = _swrast_validate_triangle;
if (new_state & swrast->InvalidateLineMask)
swrast->Line = _swrast_validate_line;
if (new_state & swrast->InvalidatePointMask)
swrast->Point = _swrast_validate_point;
if (new_state & _SWRAST_NEW_BLEND_FUNC)
swrast->BlendFunc = _swrast_validate_blend_func;
if (new_state & _SWRAST_NEW_TEXTURE_SAMPLE_FUNC)
for (i = 0 ; i < ctx->Const.MaxTextureImageUnits ; i++)
swrast->TextureSample[i] = NULL;
}
void
_swrast_update_texture_samplers(GLcontext *ctx)
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
GLuint u;
for (u = 0; u < ctx->Const.MaxTextureImageUnits; u++) {
const struct gl_texture_object *tObj = ctx->Texture.Unit[u]._Current;
/* Note: If tObj is NULL, the sample function will be a simple
* function that just returns opaque black (0,0,0,1).
*/
swrast->TextureSample[u] = _swrast_choose_texture_sample_func(ctx, tObj);
}
}
/**
* Update swrast->_ActiveAttribs, swrast->_NumActiveAttribs,
* swrast->_ActiveAtttribMask.
*/
static void
_swrast_update_active_attribs(GLcontext *ctx)
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
GLuint attribsMask;
/*
* Compute _ActiveAttribsMask = which fragment attributes are needed.
*/
if (ctx->FragmentProgram._Current) {
/* fragment program/shader */
attribsMask = ctx->FragmentProgram._Current->Base.InputsRead;
attribsMask &= ~FRAG_BIT_WPOS; /* WPOS is always handled specially */
}
else if (ctx->ATIFragmentShader._Enabled) {
attribsMask = ~0; /* XXX fix me */
}
else {
/* fixed function */
attribsMask = 0x0;
#if CHAN_TYPE == GL_FLOAT
attribsMask |= FRAG_BIT_COL0;
#endif
if (ctx->Fog.ColorSumEnabled ||
(ctx->Light.Enabled &&
ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)) {
attribsMask |= FRAG_BIT_COL1;
}
if (swrast->_FogEnabled)
attribsMask |= FRAG_BIT_FOGC;
attribsMask |= (ctx->Texture._EnabledUnits << FRAG_ATTRIB_TEX0);
}
swrast->_ActiveAttribMask = attribsMask;
/* Update _ActiveAttribs[] list */
{
GLuint i, num = 0;
for (i = 0; i < FRAG_ATTRIB_MAX; i++) {
if (attribsMask & (1 << i)) {
swrast->_ActiveAttribs[num++] = i;
/* how should this attribute be interpolated? */
if (i == FRAG_ATTRIB_COL0 || i == FRAG_ATTRIB_COL1)
swrast->_InterpMode[i] = ctx->Light.ShadeModel;
else
swrast->_InterpMode[i] = GL_SMOOTH;
}
}
swrast->_NumActiveAttribs = num;
}
}
void
_swrast_validate_derived( GLcontext *ctx )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
if (swrast->NewState) {
if (swrast->NewState & _NEW_POLYGON)
_swrast_update_polygon( ctx );
if (swrast->NewState & (_NEW_HINT | _NEW_PROGRAM))
_swrast_update_fog_hint( ctx );
if (swrast->NewState & _SWRAST_NEW_TEXTURE_ENV_MODE)
_swrast_update_texture_env( ctx );
if (swrast->NewState & (_NEW_FOG | _NEW_PROGRAM))
_swrast_update_fog_state( ctx );
if (swrast->NewState & (_NEW_MODELVIEW |
_NEW_PROJECTION |
_NEW_TEXTURE_MATRIX |
_NEW_FOG |
_NEW_LIGHT |
_NEW_LINE |
_NEW_TEXTURE |
_NEW_TRANSFORM |
_NEW_POINT |
_NEW_VIEWPORT |
_NEW_PROGRAM))
_swrast_update_fragment_program( ctx, swrast->NewState );
if (swrast->NewState & (_NEW_TEXTURE | _NEW_PROGRAM)) {
_swrast_update_texture_samplers( ctx );
_swrast_validate_texture_images(ctx);
}
if (swrast->NewState & (_NEW_COLOR | _NEW_PROGRAM))
_swrast_update_deferred_texture(ctx);
if (swrast->NewState & _SWRAST_NEW_RASTERMASK)
_swrast_update_rasterflags( ctx );
if (swrast->NewState & (_NEW_DEPTH |
_NEW_FOG |
_NEW_LIGHT |
_NEW_PROGRAM |
_NEW_TEXTURE))
_swrast_update_active_attribs(ctx);
swrast->NewState = 0;
swrast->StateChanges = 0;
swrast->InvalidateState = _swrast_invalidate_state;
}
}
#define SWRAST_DEBUG 0
/* Public entrypoints: See also s_accum.c, s_bitmap.c, etc.
*/
void
_swrast_Quad( GLcontext *ctx,
const SWvertex *v0, const SWvertex *v1,
const SWvertex *v2, const SWvertex *v3 )
{
if (SWRAST_DEBUG) {
_mesa_debug(ctx, "_swrast_Quad\n");
_swrast_print_vertex( ctx, v0 );
_swrast_print_vertex( ctx, v1 );
_swrast_print_vertex( ctx, v2 );
_swrast_print_vertex( ctx, v3 );
}
SWRAST_CONTEXT(ctx)->Triangle( ctx, v0, v1, v3 );
SWRAST_CONTEXT(ctx)->Triangle( ctx, v1, v2, v3 );
}
void
_swrast_Triangle( GLcontext *ctx, const SWvertex *v0,
const SWvertex *v1, const SWvertex *v2 )
{
if (SWRAST_DEBUG) {
_mesa_debug(ctx, "_swrast_Triangle\n");
_swrast_print_vertex( ctx, v0 );
_swrast_print_vertex( ctx, v1 );
_swrast_print_vertex( ctx, v2 );
}
SWRAST_CONTEXT(ctx)->Triangle( ctx, v0, v1, v2 );
}
void
_swrast_Line( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1 )
{
if (SWRAST_DEBUG) {
_mesa_debug(ctx, "_swrast_Line\n");
_swrast_print_vertex( ctx, v0 );
_swrast_print_vertex( ctx, v1 );
}
SWRAST_CONTEXT(ctx)->Line( ctx, v0, v1 );
}
void
_swrast_Point( GLcontext *ctx, const SWvertex *v0 )
{
if (SWRAST_DEBUG) {
_mesa_debug(ctx, "_swrast_Point\n");
_swrast_print_vertex( ctx, v0 );
}
SWRAST_CONTEXT(ctx)->Point( ctx, v0 );
}
void
_swrast_InvalidateState( GLcontext *ctx, GLbitfield new_state )
{
if (SWRAST_DEBUG) {
_mesa_debug(ctx, "_swrast_InvalidateState\n");
}
SWRAST_CONTEXT(ctx)->InvalidateState( ctx, new_state );
}
void
_swrast_ResetLineStipple( GLcontext *ctx )
{
if (SWRAST_DEBUG) {
_mesa_debug(ctx, "_swrast_ResetLineStipple\n");
}
SWRAST_CONTEXT(ctx)->StippleCounter = 0;
}
void
_swrast_SetFacing(GLcontext *ctx, GLuint facing)
{
SWRAST_CONTEXT(ctx)->PointLineFacing = facing;
}
void
_swrast_allow_vertex_fog( GLcontext *ctx, GLboolean value )
{
if (SWRAST_DEBUG) {
_mesa_debug(ctx, "_swrast_allow_vertex_fog %d\n", value);
}
SWRAST_CONTEXT(ctx)->InvalidateState( ctx, _NEW_HINT );
SWRAST_CONTEXT(ctx)->AllowVertexFog = value;
}
void
_swrast_allow_pixel_fog( GLcontext *ctx, GLboolean value )
{
if (SWRAST_DEBUG) {
_mesa_debug(ctx, "_swrast_allow_pixel_fog %d\n", value);
}
SWRAST_CONTEXT(ctx)->InvalidateState( ctx, _NEW_HINT );
SWRAST_CONTEXT(ctx)->AllowPixelFog = value;
}
GLboolean
_swrast_CreateContext( GLcontext *ctx )
{
GLuint i;
SWcontext *swrast = (SWcontext *)CALLOC(sizeof(SWcontext));
if (SWRAST_DEBUG) {
_mesa_debug(ctx, "_swrast_CreateContext\n");
}
if (!swrast)
return GL_FALSE;
swrast->NewState = ~0;
swrast->choose_point = _swrast_choose_point;
swrast->choose_line = _swrast_choose_line;
swrast->choose_triangle = _swrast_choose_triangle;
swrast->InvalidatePointMask = _SWRAST_NEW_POINT;
swrast->InvalidateLineMask = _SWRAST_NEW_LINE;
swrast->InvalidateTriangleMask = _SWRAST_NEW_TRIANGLE;
swrast->Point = _swrast_validate_point;
swrast->Line = _swrast_validate_line;
swrast->Triangle = _swrast_validate_triangle;
swrast->InvalidateState = _swrast_sleep;
swrast->BlendFunc = _swrast_validate_blend_func;
swrast->AllowVertexFog = GL_TRUE;
swrast->AllowPixelFog = GL_TRUE;
/* Optimized Accum buffer */
swrast->_IntegerAccumMode = GL_FALSE;
swrast->_IntegerAccumScaler = 0.0;
for (i = 0; i < MAX_TEXTURE_IMAGE_UNITS; i++)
swrast->TextureSample[i] = NULL;
swrast->SpanArrays = MALLOC_STRUCT(sw_span_arrays);
if (!swrast->SpanArrays) {
FREE(swrast);
return GL_FALSE;
}
swrast->SpanArrays->ChanType = CHAN_TYPE;
#if CHAN_TYPE == GL_UNSIGNED_BYTE
swrast->SpanArrays->rgba = swrast->SpanArrays->rgba8;
#elif CHAN_TYPE == GL_UNSIGNED_SHORT
swrast->SpanArrays->rgba = swrast->SpanArrays->rgba16;
#else
swrast->SpanArrays->rgba = swrast->SpanArrays->attribs[FRAG_ATTRIB_COL0];
#endif
/* init point span buffer */
swrast->PointSpan.primitive = GL_POINT;
swrast->PointSpan.end = 0;
swrast->PointSpan.facing = 0;
swrast->PointSpan.array = swrast->SpanArrays;
swrast->TexelBuffer = (GLchan *) MALLOC(ctx->Const.MaxTextureImageUnits *
MAX_WIDTH * 4 * sizeof(GLchan));
if (!swrast->TexelBuffer) {
FREE(swrast->SpanArrays);
FREE(swrast);
return GL_FALSE;
}
ctx->swrast_context = swrast;
return GL_TRUE;
}
void
_swrast_DestroyContext( GLcontext *ctx )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
if (SWRAST_DEBUG) {
_mesa_debug(ctx, "_swrast_DestroyContext\n");
}
FREE( swrast->SpanArrays );
if (swrast->ZoomedArrays)
FREE( swrast->ZoomedArrays );
FREE( swrast->TexelBuffer );
FREE( swrast );
ctx->swrast_context = 0;
}
struct swrast_device_driver *
_swrast_GetDeviceDriverReference( GLcontext *ctx )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
return &swrast->Driver;
}
void
_swrast_flush( GLcontext *ctx )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
/* flush any pending fragments from rendering points */
if (swrast->PointSpan.end > 0) {
if (ctx->Visual.rgbMode) {
_swrast_write_rgba_span(ctx, &(swrast->PointSpan));
}
else {
_swrast_write_index_span(ctx, &(swrast->PointSpan));
}
swrast->PointSpan.end = 0;
}
}
void
_swrast_render_primitive( GLcontext *ctx, GLenum prim )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
if (swrast->Primitive == GL_POINTS && prim != GL_POINTS) {
_swrast_flush(ctx);
}
swrast->Primitive = prim;
}
void
_swrast_render_start( GLcontext *ctx )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
if (swrast->Driver.SpanRenderStart)
swrast->Driver.SpanRenderStart( ctx );
swrast->PointSpan.end = 0;
}
void
_swrast_render_finish( GLcontext *ctx )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
if (swrast->Driver.SpanRenderFinish)
swrast->Driver.SpanRenderFinish( ctx );
_swrast_flush(ctx);
}
#define SWRAST_DEBUG_VERTICES 0
void
_swrast_print_vertex( GLcontext *ctx, const SWvertex *v )
{
GLuint i;
if (SWRAST_DEBUG_VERTICES) {
_mesa_debug(ctx, "win %f %f %f %f\n",
v->attrib[FRAG_ATTRIB_WPOS][0],
v->attrib[FRAG_ATTRIB_WPOS][1],
v->attrib[FRAG_ATTRIB_WPOS][2],
v->attrib[FRAG_ATTRIB_WPOS][3]);
for (i = 0 ; i < ctx->Const.MaxTextureCoordUnits ; i++)
if (ctx->Texture.Unit[i]._ReallyEnabled)
_mesa_debug(ctx, "texcoord[%d] %f %f %f %f\n", i,
v->attrib[FRAG_ATTRIB_TEX0 + i][0],
v->attrib[FRAG_ATTRIB_TEX0 + i][1],
v->attrib[FRAG_ATTRIB_TEX0 + i][2],
v->attrib[FRAG_ATTRIB_TEX0 + i][3]);
#if CHAN_TYPE == GL_FLOAT
_mesa_debug(ctx, "color %f %f %f %f\n",
v->color[0], v->color[1], v->color[2], v->color[3]);
#else
_mesa_debug(ctx, "color %d %d %d %d\n",
v->color[0], v->color[1], v->color[2], v->color[3]);
#endif
_mesa_debug(ctx, "spec %g %g %g %g\n",
v->attrib[FRAG_ATTRIB_COL1][0],
v->attrib[FRAG_ATTRIB_COL1][1],
v->attrib[FRAG_ATTRIB_COL1][2],
v->attrib[FRAG_ATTRIB_COL1][3]);
_mesa_debug(ctx, "fog %f\n", v->attrib[FRAG_ATTRIB_FOGC][0]);
_mesa_debug(ctx, "index %d\n", v->attrib[FRAG_ATTRIB_CI][0]);
_mesa_debug(ctx, "pointsize %f\n", v->pointSize);
_mesa_debug(ctx, "\n");
}
}