1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
12 *
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
15 *
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * OTHER DEALINGS IN THE SOFTWARE.
23 *
24 * Authors:
25 * Keith Whitwell <keithw@vmware.com> Brian Paul
26 */
27
28 #include "main/errors.h"
29
30 #include "main/bufferobj.h"
31 #include "main/mtypes.h"
32 #include "main/samplerobj.h"
33 #include "main/state.h"
34 #include "main/stencil.h"
35 #include "main/teximage.h"
36 #include "program/prog_parameter.h"
37 #include "program/prog_statevars.h"
38 #include "swrast.h"
39 #include "s_blend.h"
40 #include "s_context.h"
41 #include "s_lines.h"
42 #include "s_points.h"
43 #include "s_span.h"
44 #include "s_texfetch.h"
45 #include "s_triangle.h"
46 #include "s_texfilter.h"
47
48
49 /**
50 * Recompute the value of swrast->_RasterMask, etc. according to
51 * the current context. The _RasterMask field can be easily tested by
52 * drivers to determine certain basic GL state (does the primitive need
53 * stenciling, logic-op, fog, etc?).
54 */
55 static void
_swrast_update_rasterflags(struct gl_context * ctx)56 _swrast_update_rasterflags( struct gl_context *ctx )
57 {
58 SWcontext *swrast = SWRAST_CONTEXT(ctx);
59 GLbitfield rasterMask = 0;
60 GLuint i;
61
62 if (ctx->Color.AlphaEnabled) rasterMask |= ALPHATEST_BIT;
63 if (ctx->Color.BlendEnabled) rasterMask |= BLEND_BIT;
64 if (ctx->Depth.Test) rasterMask |= DEPTH_BIT;
65 if (swrast->_FogEnabled) rasterMask |= FOG_BIT;
66 if (ctx->Scissor.EnableFlags) rasterMask |= CLIP_BIT;
67 if (_mesa_stencil_is_enabled(ctx)) rasterMask |= STENCIL_BIT;
68 for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
69 if (GET_COLORMASK(ctx->Color.ColorMask, i) != 0xf) {
70 rasterMask |= MASKING_BIT;
71 break;
72 }
73 }
74 if (ctx->Color.ColorLogicOpEnabled) rasterMask |= LOGIC_OP_BIT;
75 if (ctx->Texture._MaxEnabledTexImageUnit >= 0) rasterMask |= TEXTURE_BIT;
76 if ( ctx->ViewportArray[0].X < 0
77 || ctx->ViewportArray[0].X + ctx->ViewportArray[0].Width > (GLfloat) ctx->DrawBuffer->Width
78 || ctx->ViewportArray[0].Y < 0
79 || ctx->ViewportArray[0].Y + ctx->ViewportArray[0].Height > (GLfloat) 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 (GET_COLORMASK(ctx->Color.ColorMask, i) == 0) {
98 rasterMask |= MULTI_DRAW_BIT; /* all RGBA channels disabled */
99 break;
100 }
101 }
102
103
104 if (_swrast_use_fragment_program(ctx)) {
105 rasterMask |= FRAGPROG_BIT;
106 }
107
108 if (_mesa_ati_fragment_shader_enabled(ctx)) {
109 rasterMask |= ATIFRAGSHADER_BIT;
110 }
111
112 #if CHAN_TYPE == GL_FLOAT
113 if (ctx->Color.ClampFragmentColor == GL_TRUE) {
114 rasterMask |= CLAMPING_BIT;
115 }
116 #endif
117
118 SWRAST_CONTEXT(ctx)->_RasterMask = rasterMask;
119 }
120
121
122 /**
123 * Examine polygon cull state to compute the _BackfaceCullSign field.
124 * _BackfaceCullSign will be 0 if no culling, -1 if culling back-faces,
125 * and 1 if culling front-faces. The Polygon FrontFace state also
126 * factors in.
127 */
128 static void
_swrast_update_polygon(struct gl_context * ctx)129 _swrast_update_polygon( struct gl_context *ctx )
130 {
131 GLfloat backface_sign;
132
133 if (ctx->Polygon.CullFlag) {
134 switch (ctx->Polygon.CullFaceMode) {
135 case GL_BACK:
136 backface_sign = -1.0F;
137 break;
138 case GL_FRONT:
139 backface_sign = 1.0F;
140 break;
141 case GL_FRONT_AND_BACK:
142 FALLTHROUGH;
143 default:
144 backface_sign = 0.0F;
145 }
146 }
147 else {
148 backface_sign = 0.0F;
149 }
150
151 SWRAST_CONTEXT(ctx)->_BackfaceCullSign = backface_sign;
152
153 /* This is for front/back-face determination, but not for culling */
154 SWRAST_CONTEXT(ctx)->_BackfaceSign
155 = (ctx->Polygon.FrontFace == GL_CW) ? -1.0F : 1.0F;
156 }
157
158
159
160 /**
161 * Update the _PreferPixelFog field to indicate if we need to compute
162 * fog blend factors (from the fog coords) per-fragment.
163 */
164 static void
_swrast_update_fog_hint(struct gl_context * ctx)165 _swrast_update_fog_hint( struct gl_context *ctx )
166 {
167 SWcontext *swrast = SWRAST_CONTEXT(ctx);
168 swrast->_PreferPixelFog = (!swrast->AllowVertexFog ||
169 _swrast_use_fragment_program(ctx) ||
170 (ctx->Hint.Fog == GL_NICEST &&
171 swrast->AllowPixelFog));
172 }
173
174
175
176 /**
177 * Update the swrast->_TextureCombinePrimary flag.
178 */
179 static void
_swrast_update_texture_env(struct gl_context * ctx)180 _swrast_update_texture_env( struct gl_context *ctx )
181 {
182 SWcontext *swrast = SWRAST_CONTEXT(ctx);
183 GLuint i;
184
185 swrast->_TextureCombinePrimary = GL_FALSE;
186
187 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
188 const struct gl_tex_env_combine_state *combine =
189 ctx->Texture.FixedFuncUnit[i]._CurrentCombine;
190 GLuint term;
191 for (term = 0; term < combine->_NumArgsRGB; term++) {
192 if (combine->SourceRGB[term] == GL_PRIMARY_COLOR) {
193 swrast->_TextureCombinePrimary = GL_TRUE;
194 return;
195 }
196 if (combine->SourceA[term] == GL_PRIMARY_COLOR) {
197 swrast->_TextureCombinePrimary = GL_TRUE;
198 return;
199 }
200 }
201 }
202 }
203
204
205 /**
206 * Determine if we can defer texturing/shading until after Z/stencil
207 * testing. This potentially allows us to skip texturing/shading for
208 * lots of fragments.
209 */
210 static void
_swrast_update_deferred_texture(struct gl_context * ctx)211 _swrast_update_deferred_texture(struct gl_context *ctx)
212 {
213 SWcontext *swrast = SWRAST_CONTEXT(ctx);
214 if (ctx->Color.AlphaEnabled) {
215 /* alpha test depends on post-texture/shader colors */
216 swrast->_DeferredTexture = GL_FALSE;
217 }
218 else {
219 GLboolean use_fprog = _swrast_use_fragment_program(ctx);
220 const struct gl_program *fprog = ctx->FragmentProgram._Current;
221 if (use_fprog &&
222 (fprog->info.outputs_written & (1 << FRAG_RESULT_DEPTH))) {
223 /* Z comes from fragment program/shader */
224 swrast->_DeferredTexture = GL_FALSE;
225 }
226 else if (use_fprog && fprog->info.fs.uses_discard) {
227 swrast->_DeferredTexture = GL_FALSE;
228 }
229 else if (ctx->Query.CurrentOcclusionObject) {
230 /* occlusion query depends on shader discard/kill results */
231 swrast->_DeferredTexture = GL_FALSE;
232 }
233 else {
234 swrast->_DeferredTexture = GL_TRUE;
235 }
236 }
237 }
238
239
240 /**
241 * Update swrast->_FogColor and swrast->_FogEnable values.
242 */
243 static void
_swrast_update_fog_state(struct gl_context * ctx)244 _swrast_update_fog_state( struct gl_context *ctx )
245 {
246 SWcontext *swrast = SWRAST_CONTEXT(ctx);
247 const struct gl_program *fp = ctx->FragmentProgram._Current;
248
249 assert(fp == NULL || fp->Target == GL_FRAGMENT_PROGRAM_ARB);
250 (void) fp; /* silence unused var warning */
251
252 /* determine if fog is needed, and if so, which fog mode */
253 swrast->_FogEnabled = (!_swrast_use_fragment_program(ctx) &&
254 ctx->Fog.Enabled);
255 }
256
257
258 /**
259 * Update state for running fragment programs. Basically, load the
260 * program parameters with current state values.
261 */
262 static void
_swrast_update_fragment_program(struct gl_context * ctx,GLbitfield newState)263 _swrast_update_fragment_program(struct gl_context *ctx, GLbitfield newState)
264 {
265 if (!_swrast_use_fragment_program(ctx))
266 return;
267
268 _mesa_load_state_parameters(ctx,
269 ctx->FragmentProgram._Current->Parameters);
270 }
271
272
273 /**
274 * See if we can do early diffuse+specular (primary+secondary) color
275 * add per vertex instead of per-fragment.
276 */
277 static void
_swrast_update_specular_vertex_add(struct gl_context * ctx)278 _swrast_update_specular_vertex_add(struct gl_context *ctx)
279 {
280 SWcontext *swrast = SWRAST_CONTEXT(ctx);
281 GLboolean separateSpecular = ctx->Fog.ColorSumEnabled ||
282 (ctx->Light.Enabled &&
283 ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR);
284
285 swrast->SpecularVertexAdd = (separateSpecular
286 && ctx->Texture._MaxEnabledTexImageUnit == -1
287 && !_swrast_use_fragment_program(ctx)
288 && !_mesa_ati_fragment_shader_enabled(ctx));
289 }
290
291
292 #define _SWRAST_NEW_DERIVED (_SWRAST_NEW_RASTERMASK | \
293 _NEW_PROGRAM_CONSTANTS | \
294 _NEW_TEXTURE | \
295 _NEW_HINT | \
296 _NEW_POLYGON )
297
298 /* State referenced by _swrast_choose_triangle, _swrast_choose_line.
299 */
300 #define _SWRAST_NEW_TRIANGLE (_SWRAST_NEW_DERIVED | \
301 _NEW_RENDERMODE| \
302 _NEW_POLYGON| \
303 _NEW_DEPTH| \
304 _NEW_STENCIL| \
305 _NEW_COLOR| \
306 _NEW_TEXTURE| \
307 _SWRAST_NEW_RASTERMASK| \
308 _NEW_LIGHT| \
309 _NEW_FOG | \
310 _MESA_NEW_SEPARATE_SPECULAR)
311
312 #define _SWRAST_NEW_LINE (_SWRAST_NEW_DERIVED | \
313 _NEW_RENDERMODE| \
314 _NEW_LINE| \
315 _NEW_TEXTURE| \
316 _NEW_LIGHT| \
317 _NEW_FOG| \
318 _NEW_DEPTH | \
319 _MESA_NEW_SEPARATE_SPECULAR)
320
321 #define _SWRAST_NEW_POINT (_SWRAST_NEW_DERIVED | \
322 _NEW_RENDERMODE | \
323 _NEW_POINT | \
324 _NEW_TEXTURE | \
325 _NEW_LIGHT | \
326 _NEW_FOG | \
327 _MESA_NEW_SEPARATE_SPECULAR)
328
329 #define _SWRAST_NEW_TEXTURE_SAMPLE_FUNC _NEW_TEXTURE
330
331 #define _SWRAST_NEW_TEXTURE_ENV_MODE _NEW_TEXTURE
332
333 #define _SWRAST_NEW_BLEND_FUNC _NEW_COLOR
334
335
336
337 /**
338 * Stub for swrast->Triangle to select a true triangle function
339 * after a state change.
340 */
341 static void
_swrast_validate_triangle(struct gl_context * ctx,const SWvertex * v0,const SWvertex * v1,const SWvertex * v2)342 _swrast_validate_triangle( struct gl_context *ctx,
343 const SWvertex *v0,
344 const SWvertex *v1,
345 const SWvertex *v2 )
346 {
347 SWcontext *swrast = SWRAST_CONTEXT(ctx);
348
349 _swrast_validate_derived( ctx );
350 swrast->choose_triangle( ctx );
351 assert(swrast->Triangle);
352
353 if (swrast->SpecularVertexAdd) {
354 /* separate specular color, but no texture */
355 swrast->SpecTriangle = swrast->Triangle;
356 swrast->Triangle = _swrast_add_spec_terms_triangle;
357 }
358
359 swrast->Triangle( ctx, v0, v1, v2 );
360 }
361
362 /**
363 * Called via swrast->Line. Examine current GL state and choose a software
364 * line routine. Then call it.
365 */
366 static void
_swrast_validate_line(struct gl_context * ctx,const SWvertex * v0,const SWvertex * v1)367 _swrast_validate_line( struct gl_context *ctx, const SWvertex *v0, const SWvertex *v1 )
368 {
369 SWcontext *swrast = SWRAST_CONTEXT(ctx);
370
371 _swrast_validate_derived( ctx );
372 swrast->choose_line( ctx );
373 assert(swrast->Line);
374
375 if (swrast->SpecularVertexAdd) {
376 swrast->SpecLine = swrast->Line;
377 swrast->Line = _swrast_add_spec_terms_line;
378 }
379
380 swrast->Line( ctx, v0, v1 );
381 }
382
383 /**
384 * Called via swrast->Point. Examine current GL state and choose a software
385 * point routine. Then call it.
386 */
387 static void
_swrast_validate_point(struct gl_context * ctx,const SWvertex * v0)388 _swrast_validate_point( struct gl_context *ctx, const SWvertex *v0 )
389 {
390 SWcontext *swrast = SWRAST_CONTEXT(ctx);
391
392 _swrast_validate_derived( ctx );
393 swrast->choose_point( ctx );
394
395 if (swrast->SpecularVertexAdd) {
396 swrast->SpecPoint = swrast->Point;
397 swrast->Point = _swrast_add_spec_terms_point;
398 }
399
400 swrast->Point( ctx, v0 );
401 }
402
403
404 /**
405 * Called via swrast->BlendFunc. Examine GL state to choose a blending
406 * function, then call it.
407 */
408 static void
_swrast_validate_blend_func(struct gl_context * ctx,GLuint n,const GLubyte mask[],GLvoid * src,const GLvoid * dst,GLenum chanType)409 _swrast_validate_blend_func(struct gl_context *ctx, GLuint n, const GLubyte mask[],
410 GLvoid *src, const GLvoid *dst,
411 GLenum chanType )
412 {
413 SWcontext *swrast = SWRAST_CONTEXT(ctx);
414
415 _swrast_validate_derived( ctx ); /* why is this needed? */
416 _swrast_choose_blend_func( ctx, chanType );
417
418 swrast->BlendFunc( ctx, n, mask, src, dst, chanType );
419 }
420
421 static void
_swrast_sleep(struct gl_context * ctx,GLbitfield new_state)422 _swrast_sleep( struct gl_context *ctx, GLbitfield new_state )
423 {
424 (void) ctx; (void) new_state;
425 }
426
427
428 static void
_swrast_invalidate_state(struct gl_context * ctx,GLbitfield new_state)429 _swrast_invalidate_state( struct gl_context *ctx, GLbitfield new_state )
430 {
431 SWcontext *swrast = SWRAST_CONTEXT(ctx);
432 GLuint i;
433
434 swrast->NewState |= new_state;
435
436 /* After 10 statechanges without any swrast functions being called,
437 * put the module to sleep.
438 */
439 if (++swrast->StateChanges > 10) {
440 swrast->InvalidateState = _swrast_sleep;
441 swrast->NewState = ~0;
442 new_state = ~0;
443 }
444
445 if (new_state & swrast->InvalidateTriangleMask)
446 swrast->Triangle = _swrast_validate_triangle;
447
448 if (new_state & swrast->InvalidateLineMask)
449 swrast->Line = _swrast_validate_line;
450
451 if (new_state & swrast->InvalidatePointMask)
452 swrast->Point = _swrast_validate_point;
453
454 if (new_state & _SWRAST_NEW_BLEND_FUNC)
455 swrast->BlendFunc = _swrast_validate_blend_func;
456
457 if (new_state & _SWRAST_NEW_TEXTURE_SAMPLE_FUNC)
458 for (i = 0 ; i < ARRAY_SIZE(swrast->TextureSample); i++)
459 swrast->TextureSample[i] = NULL;
460 }
461
462
463 void
_swrast_update_texture_samplers(struct gl_context * ctx)464 _swrast_update_texture_samplers(struct gl_context *ctx)
465 {
466 SWcontext *swrast = SWRAST_CONTEXT(ctx);
467 GLuint u;
468
469 if (!swrast)
470 return; /* pipe hack */
471
472 for (u = 0; u < ARRAY_SIZE(swrast->TextureSample); u++) {
473 struct gl_texture_object *tObj = ctx->Texture.Unit[u]._Current;
474 /* Note: If tObj is NULL, the sample function will be a simple
475 * function that just returns opaque black (0,0,0,1).
476 */
477 _mesa_update_fetch_functions(ctx, u);
478 swrast->TextureSample[u] =
479 _swrast_choose_texture_sample_func(ctx, tObj,
480 _mesa_get_samplerobj(ctx, u));
481 }
482 }
483
484
485 /**
486 * Update swrast->_ActiveAttribs, swrast->_NumActiveAttribs,
487 * swrast->_ActiveAtttribMask.
488 */
489 static void
_swrast_update_active_attribs(struct gl_context * ctx)490 _swrast_update_active_attribs(struct gl_context *ctx)
491 {
492 SWcontext *swrast = SWRAST_CONTEXT(ctx);
493 GLbitfield64 attribsMask;
494
495 /*
496 * Compute _ActiveAttribsMask = which fragment attributes are needed.
497 */
498 if (_swrast_use_fragment_program(ctx)) {
499 /* fragment program/shader */
500 attribsMask = ctx->FragmentProgram._Current->info.inputs_read;
501 attribsMask &= ~VARYING_BIT_POS; /* WPOS is always handled specially */
502 }
503 else if (_mesa_ati_fragment_shader_enabled(ctx)) {
504 attribsMask = VARYING_BIT_COL0 | VARYING_BIT_COL1 |
505 VARYING_BIT_FOGC | VARYING_BITS_TEX_ANY;
506 }
507 else {
508 /* fixed function */
509 attribsMask = 0x0;
510
511 #if CHAN_TYPE == GL_FLOAT
512 attribsMask |= VARYING_BIT_COL0;
513 #endif
514
515 if (ctx->Fog.ColorSumEnabled ||
516 (ctx->Light.Enabled &&
517 ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)) {
518 attribsMask |= VARYING_BIT_COL1;
519 }
520
521 if (swrast->_FogEnabled)
522 attribsMask |= VARYING_BIT_FOGC;
523
524 attribsMask |= (ctx->Texture._EnabledCoordUnits << VARYING_SLOT_TEX0);
525 }
526
527 swrast->_ActiveAttribMask = attribsMask;
528
529 /* Update _ActiveAttribs[] list */
530 {
531 GLuint i, num = 0;
532 for (i = 0; i < VARYING_SLOT_MAX; i++) {
533 if (attribsMask & BITFIELD64_BIT(i)) {
534 swrast->_ActiveAttribs[num++] = i;
535 /* how should this attribute be interpolated? */
536 if (i == VARYING_SLOT_COL0 || i == VARYING_SLOT_COL1)
537 swrast->_InterpMode[i] = ctx->Light.ShadeModel;
538 else
539 swrast->_InterpMode[i] = GL_SMOOTH;
540 }
541 }
542 swrast->_NumActiveAttribs = num;
543 }
544 }
545
546
547 void
_swrast_validate_derived(struct gl_context * ctx)548 _swrast_validate_derived( struct gl_context *ctx )
549 {
550 SWcontext *swrast = SWRAST_CONTEXT(ctx);
551
552 if (swrast->NewState) {
553 if (swrast->NewState & _NEW_POLYGON)
554 _swrast_update_polygon( ctx );
555
556 if (swrast->NewState & (_NEW_HINT | _NEW_PROGRAM))
557 _swrast_update_fog_hint( ctx );
558
559 if (swrast->NewState & _SWRAST_NEW_TEXTURE_ENV_MODE)
560 _swrast_update_texture_env( ctx );
561
562 if (swrast->NewState & (_NEW_FOG | _NEW_PROGRAM))
563 _swrast_update_fog_state( ctx );
564
565 if (swrast->NewState & (_NEW_PROGRAM_CONSTANTS | _NEW_PROGRAM))
566 _swrast_update_fragment_program( ctx, swrast->NewState );
567
568 if (swrast->NewState & (_NEW_TEXTURE | _NEW_PROGRAM)) {
569 _swrast_update_texture_samplers( ctx );
570 }
571
572 if (swrast->NewState & (_NEW_COLOR | _NEW_PROGRAM))
573 _swrast_update_deferred_texture(ctx);
574
575 if (swrast->NewState & _SWRAST_NEW_RASTERMASK)
576 _swrast_update_rasterflags( ctx );
577
578 if (swrast->NewState & (_NEW_DEPTH |
579 _NEW_FOG |
580 _NEW_LIGHT |
581 _NEW_PROGRAM |
582 _NEW_TEXTURE))
583 _swrast_update_active_attribs(ctx);
584
585 if (swrast->NewState & (_NEW_FOG |
586 _NEW_PROGRAM |
587 _NEW_LIGHT |
588 _NEW_TEXTURE))
589 _swrast_update_specular_vertex_add(ctx);
590
591 swrast->NewState = 0;
592 swrast->StateChanges = 0;
593 swrast->InvalidateState = _swrast_invalidate_state;
594 }
595 }
596
597 #define SWRAST_DEBUG 0
598
599 /* Public entrypoints: See also s_bitmap.c, etc.
600 */
601 void
_swrast_Quad(struct gl_context * ctx,const SWvertex * v0,const SWvertex * v1,const SWvertex * v2,const SWvertex * v3)602 _swrast_Quad( struct gl_context *ctx,
603 const SWvertex *v0, const SWvertex *v1,
604 const SWvertex *v2, const SWvertex *v3 )
605 {
606 if (SWRAST_DEBUG) {
607 _mesa_debug(ctx, "_swrast_Quad\n");
608 _swrast_print_vertex( ctx, v0 );
609 _swrast_print_vertex( ctx, v1 );
610 _swrast_print_vertex( ctx, v2 );
611 _swrast_print_vertex( ctx, v3 );
612 }
613 SWRAST_CONTEXT(ctx)->Triangle( ctx, v0, v1, v3 );
614 SWRAST_CONTEXT(ctx)->Triangle( ctx, v1, v2, v3 );
615 }
616
617 void
_swrast_Triangle(struct gl_context * ctx,const SWvertex * v0,const SWvertex * v1,const SWvertex * v2)618 _swrast_Triangle( struct gl_context *ctx, const SWvertex *v0,
619 const SWvertex *v1, const SWvertex *v2 )
620 {
621 if (SWRAST_DEBUG) {
622 _mesa_debug(ctx, "_swrast_Triangle\n");
623 _swrast_print_vertex( ctx, v0 );
624 _swrast_print_vertex( ctx, v1 );
625 _swrast_print_vertex( ctx, v2 );
626 }
627 SWRAST_CONTEXT(ctx)->Triangle( ctx, v0, v1, v2 );
628 }
629
630 void
_swrast_Line(struct gl_context * ctx,const SWvertex * v0,const SWvertex * v1)631 _swrast_Line( struct gl_context *ctx, const SWvertex *v0, const SWvertex *v1 )
632 {
633 if (SWRAST_DEBUG) {
634 _mesa_debug(ctx, "_swrast_Line\n");
635 _swrast_print_vertex( ctx, v0 );
636 _swrast_print_vertex( ctx, v1 );
637 }
638 SWRAST_CONTEXT(ctx)->Line( ctx, v0, v1 );
639 }
640
641 void
_swrast_Point(struct gl_context * ctx,const SWvertex * v0)642 _swrast_Point( struct gl_context *ctx, const SWvertex *v0 )
643 {
644 if (SWRAST_DEBUG) {
645 _mesa_debug(ctx, "_swrast_Point\n");
646 _swrast_print_vertex( ctx, v0 );
647 }
648 SWRAST_CONTEXT(ctx)->Point( ctx, v0 );
649 }
650
651 void
_swrast_InvalidateState(struct gl_context * ctx,GLbitfield new_state)652 _swrast_InvalidateState( struct gl_context *ctx, GLbitfield new_state )
653 {
654 if (SWRAST_DEBUG) {
655 _mesa_debug(ctx, "_swrast_InvalidateState\n");
656 }
657 SWRAST_CONTEXT(ctx)->InvalidateState( ctx, new_state );
658 }
659
660 void
_swrast_ResetLineStipple(struct gl_context * ctx)661 _swrast_ResetLineStipple( struct gl_context *ctx )
662 {
663 if (SWRAST_DEBUG) {
664 _mesa_debug(ctx, "_swrast_ResetLineStipple\n");
665 }
666 SWRAST_CONTEXT(ctx)->StippleCounter = 0;
667 }
668
669 void
_swrast_SetFacing(struct gl_context * ctx,GLuint facing)670 _swrast_SetFacing(struct gl_context *ctx, GLuint facing)
671 {
672 SWRAST_CONTEXT(ctx)->PointLineFacing = facing;
673 }
674
675 void
_swrast_allow_vertex_fog(struct gl_context * ctx,GLboolean value)676 _swrast_allow_vertex_fog( struct gl_context *ctx, GLboolean value )
677 {
678 if (SWRAST_DEBUG) {
679 _mesa_debug(ctx, "_swrast_allow_vertex_fog %d\n", value);
680 }
681 SWRAST_CONTEXT(ctx)->InvalidateState( ctx, _NEW_HINT );
682 SWRAST_CONTEXT(ctx)->AllowVertexFog = value;
683 }
684
685 void
_swrast_allow_pixel_fog(struct gl_context * ctx,GLboolean value)686 _swrast_allow_pixel_fog( struct gl_context *ctx, GLboolean value )
687 {
688 if (SWRAST_DEBUG) {
689 _mesa_debug(ctx, "_swrast_allow_pixel_fog %d\n", value);
690 }
691 SWRAST_CONTEXT(ctx)->InvalidateState( ctx, _NEW_HINT );
692 SWRAST_CONTEXT(ctx)->AllowPixelFog = value;
693 }
694
695
696 /**
697 * Initialize native program limits by copying the logical limits.
698 * See comments in init_program_limits() in context.c
699 */
700 static void
init_program_native_limits(struct gl_program_constants * prog)701 init_program_native_limits(struct gl_program_constants *prog)
702 {
703 prog->MaxNativeInstructions = prog->MaxInstructions;
704 prog->MaxNativeAluInstructions = prog->MaxAluInstructions;
705 prog->MaxNativeTexInstructions = prog->MaxTexInstructions;
706 prog->MaxNativeTexIndirections = prog->MaxTexIndirections;
707 prog->MaxNativeAttribs = prog->MaxAttribs;
708 prog->MaxNativeTemps = prog->MaxTemps;
709 prog->MaxNativeAddressRegs = prog->MaxAddressRegs;
710 prog->MaxNativeParameters = prog->MaxParameters;
711 }
712
713
714 GLboolean
_swrast_CreateContext(struct gl_context * ctx)715 _swrast_CreateContext( struct gl_context *ctx )
716 {
717 GLuint i;
718 SWcontext *swrast = calloc(1, sizeof(SWcontext));
719 #ifdef _OPENMP
720 const GLuint maxThreads = omp_get_max_threads();
721 #else
722 const GLuint maxThreads = 1;
723 #endif
724
725 assert(ctx->Const.MaxViewportWidth <= SWRAST_MAX_WIDTH);
726 assert(ctx->Const.MaxViewportHeight <= SWRAST_MAX_WIDTH);
727
728 assert(ctx->Const.MaxRenderbufferSize <= SWRAST_MAX_WIDTH);
729
730 /* make sure largest texture image is <= SWRAST_MAX_WIDTH in size */
731 assert(ctx->Const.MaxTextureSize <= SWRAST_MAX_WIDTH);
732 assert((1 << (ctx->Const.MaxCubeTextureLevels - 1)) <= SWRAST_MAX_WIDTH);
733 assert((1 << (ctx->Const.Max3DTextureLevels - 1)) <= SWRAST_MAX_WIDTH);
734
735 assert(PROG_MAX_WIDTH == SWRAST_MAX_WIDTH);
736
737 if (SWRAST_DEBUG) {
738 _mesa_debug(ctx, "_swrast_CreateContext\n");
739 }
740
741 if (!swrast)
742 return GL_FALSE;
743
744 swrast->NewState = ~0;
745
746 swrast->choose_point = _swrast_choose_point;
747 swrast->choose_line = _swrast_choose_line;
748 swrast->choose_triangle = _swrast_choose_triangle;
749
750 swrast->InvalidatePointMask = _SWRAST_NEW_POINT;
751 swrast->InvalidateLineMask = _SWRAST_NEW_LINE;
752 swrast->InvalidateTriangleMask = _SWRAST_NEW_TRIANGLE;
753
754 swrast->Point = _swrast_validate_point;
755 swrast->Line = _swrast_validate_line;
756 swrast->Triangle = _swrast_validate_triangle;
757 swrast->InvalidateState = _swrast_sleep;
758 swrast->BlendFunc = _swrast_validate_blend_func;
759
760 swrast->AllowVertexFog = GL_TRUE;
761 swrast->AllowPixelFog = GL_TRUE;
762
763 swrast->Driver.SpanRenderStart = _swrast_span_render_start;
764 swrast->Driver.SpanRenderFinish = _swrast_span_render_finish;
765
766 for (i = 0; i < ARRAY_SIZE(swrast->TextureSample); i++)
767 swrast->TextureSample[i] = NULL;
768
769 /* SpanArrays is global and shared by all SWspan instances. However, when
770 * using multiple threads, it is necessary to have one SpanArrays instance
771 * per thread.
772 */
773 swrast->SpanArrays = malloc(maxThreads * sizeof(SWspanarrays));
774 if (!swrast->SpanArrays) {
775 free(swrast);
776 return GL_FALSE;
777 }
778 for(i = 0; i < maxThreads; i++) {
779 swrast->SpanArrays[i].ChanType = CHAN_TYPE;
780 #if CHAN_TYPE == GL_UNSIGNED_BYTE
781 swrast->SpanArrays[i].rgba = swrast->SpanArrays[i].rgba8;
782 #elif CHAN_TYPE == GL_UNSIGNED_SHORT
783 swrast->SpanArrays[i].rgba = swrast->SpanArrays[i].rgba16;
784 #else
785 swrast->SpanArrays[i].rgba = swrast->SpanArrays[i].attribs[VARYING_SLOT_COL0];
786 #endif
787 }
788
789 /* init point span buffer */
790 swrast->PointSpan.primitive = GL_POINT;
791 swrast->PointSpan.end = 0;
792 swrast->PointSpan.facing = 0;
793 swrast->PointSpan.array = swrast->SpanArrays;
794
795 init_program_native_limits(&ctx->Const.Program[MESA_SHADER_VERTEX]);
796 init_program_native_limits(&ctx->Const.Program[MESA_SHADER_GEOMETRY]);
797 init_program_native_limits(&ctx->Const.Program[MESA_SHADER_FRAGMENT]);
798
799 ctx->swrast_context = swrast;
800
801 swrast->stencil_temp.buf1 = malloc(SWRAST_MAX_WIDTH * sizeof(GLubyte));
802 swrast->stencil_temp.buf2 = malloc(SWRAST_MAX_WIDTH * sizeof(GLubyte));
803 swrast->stencil_temp.buf3 = malloc(SWRAST_MAX_WIDTH * sizeof(GLubyte));
804 swrast->stencil_temp.buf4 = malloc(SWRAST_MAX_WIDTH * sizeof(GLubyte));
805
806 if (!swrast->stencil_temp.buf1 ||
807 !swrast->stencil_temp.buf2 ||
808 !swrast->stencil_temp.buf3 ||
809 !swrast->stencil_temp.buf4) {
810 _swrast_DestroyContext(ctx);
811 return GL_FALSE;
812 }
813
814 return GL_TRUE;
815 }
816
817 void
_swrast_DestroyContext(struct gl_context * ctx)818 _swrast_DestroyContext( struct gl_context *ctx )
819 {
820 SWcontext *swrast = SWRAST_CONTEXT(ctx);
821
822 if (SWRAST_DEBUG) {
823 _mesa_debug(ctx, "_swrast_DestroyContext\n");
824 }
825
826 free( swrast->SpanArrays );
827 free( swrast->ZoomedArrays );
828 free( swrast->TexelBuffer );
829
830 free(swrast->stencil_temp.buf1);
831 free(swrast->stencil_temp.buf2);
832 free(swrast->stencil_temp.buf3);
833 free(swrast->stencil_temp.buf4);
834
835 free( swrast );
836
837 ctx->swrast_context = 0;
838 }
839
840
841 struct swrast_device_driver *
_swrast_GetDeviceDriverReference(struct gl_context * ctx)842 _swrast_GetDeviceDriverReference( struct gl_context *ctx )
843 {
844 SWcontext *swrast = SWRAST_CONTEXT(ctx);
845 return &swrast->Driver;
846 }
847
848 void
_swrast_flush(struct gl_context * ctx)849 _swrast_flush( struct gl_context *ctx )
850 {
851 SWcontext *swrast = SWRAST_CONTEXT(ctx);
852 /* flush any pending fragments from rendering points */
853 if (swrast->PointSpan.end > 0) {
854 _swrast_write_rgba_span(ctx, &(swrast->PointSpan));
855 swrast->PointSpan.end = 0;
856 }
857 }
858
859 void
_swrast_render_primitive(struct gl_context * ctx,GLenum prim)860 _swrast_render_primitive( struct gl_context *ctx, GLenum prim )
861 {
862 SWcontext *swrast = SWRAST_CONTEXT(ctx);
863 if (swrast->Primitive == GL_POINTS && prim != GL_POINTS) {
864 _swrast_flush(ctx);
865 }
866 swrast->Primitive = prim;
867 }
868
869
870 /** called via swrast->Driver.SpanRenderStart() */
871 void
_swrast_span_render_start(struct gl_context * ctx)872 _swrast_span_render_start(struct gl_context *ctx)
873 {
874 _swrast_map_textures(ctx);
875 _swrast_map_renderbuffers(ctx);
876 }
877
878
879 /** called via swrast->Driver.SpanRenderFinish() */
880 void
_swrast_span_render_finish(struct gl_context * ctx)881 _swrast_span_render_finish(struct gl_context *ctx)
882 {
883 _swrast_unmap_textures(ctx);
884 _swrast_unmap_renderbuffers(ctx);
885 }
886
887
888 void
_swrast_render_start(struct gl_context * ctx)889 _swrast_render_start( struct gl_context *ctx )
890 {
891 SWcontext *swrast = SWRAST_CONTEXT(ctx);
892 if (swrast->Driver.SpanRenderStart)
893 swrast->Driver.SpanRenderStart( ctx );
894 swrast->PointSpan.end = 0;
895 }
896
897 void
_swrast_render_finish(struct gl_context * ctx)898 _swrast_render_finish( struct gl_context *ctx )
899 {
900 SWcontext *swrast = SWRAST_CONTEXT(ctx);
901 struct gl_query_object *query = ctx->Query.CurrentOcclusionObject;
902
903 _swrast_flush(ctx);
904
905 if (swrast->Driver.SpanRenderFinish)
906 swrast->Driver.SpanRenderFinish( ctx );
907
908 if (query && (query->Target == GL_ANY_SAMPLES_PASSED ||
909 query->Target == GL_ANY_SAMPLES_PASSED_CONSERVATIVE))
910 query->Result = !!query->Result;
911 }
912
913
914 #define SWRAST_DEBUG_VERTICES 0
915
916 void
_swrast_print_vertex(struct gl_context * ctx,const SWvertex * v)917 _swrast_print_vertex( struct gl_context *ctx, const SWvertex *v )
918 {
919 GLuint i;
920
921 if (SWRAST_DEBUG_VERTICES) {
922 _mesa_debug(ctx, "win %f %f %f %f\n",
923 v->attrib[VARYING_SLOT_POS][0],
924 v->attrib[VARYING_SLOT_POS][1],
925 v->attrib[VARYING_SLOT_POS][2],
926 v->attrib[VARYING_SLOT_POS][3]);
927
928 for (i = 0 ; i < ctx->Const.MaxTextureCoordUnits ; i++)
929 if (ctx->Texture.Unit[i]._Current)
930 _mesa_debug(ctx, "texcoord[%d] %f %f %f %f\n", i,
931 v->attrib[VARYING_SLOT_TEX0 + i][0],
932 v->attrib[VARYING_SLOT_TEX0 + i][1],
933 v->attrib[VARYING_SLOT_TEX0 + i][2],
934 v->attrib[VARYING_SLOT_TEX0 + i][3]);
935
936 #if CHAN_TYPE == GL_FLOAT
937 _mesa_debug(ctx, "color %f %f %f %f\n",
938 v->color[0], v->color[1], v->color[2], v->color[3]);
939 #else
940 _mesa_debug(ctx, "color %d %d %d %d\n",
941 v->color[0], v->color[1], v->color[2], v->color[3]);
942 #endif
943 _mesa_debug(ctx, "spec %g %g %g %g\n",
944 v->attrib[VARYING_SLOT_COL1][0],
945 v->attrib[VARYING_SLOT_COL1][1],
946 v->attrib[VARYING_SLOT_COL1][2],
947 v->attrib[VARYING_SLOT_COL1][3]);
948 _mesa_debug(ctx, "fog %f\n", v->attrib[VARYING_SLOT_FOGC][0]);
949 _mesa_debug(ctx, "index %f\n", v->attrib[VARYING_SLOT_CI][0]);
950 _mesa_debug(ctx, "pointsize %f\n", v->pointSize);
951 _mesa_debug(ctx, "\n");
952 }
953 }
954