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/imports.h"
29 #include "main/bufferobj.h"
30 #include "main/mtypes.h"
31 #include "main/samplerobj.h"
32 #include "main/teximage.h"
33 #include "program/prog_parameter.h"
34 #include "program/prog_statevars.h"
35 #include "swrast.h"
36 #include "s_blend.h"
37 #include "s_context.h"
38 #include "s_lines.h"
39 #include "s_points.h"
40 #include "s_span.h"
41 #include "s_texfetch.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
_swrast_update_rasterflags(struct gl_context * ctx)53 _swrast_update_rasterflags( struct gl_context *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.EnableFlags) 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.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 (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 (_swrast_use_fragment_program(ctx)) {
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
_swrast_update_polygon(struct gl_context * ctx)132 _swrast_update_polygon( struct gl_context *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
_swrast_update_fog_hint(struct gl_context * ctx)168 _swrast_update_fog_hint( struct gl_context *ctx )
169 {
170 SWcontext *swrast = SWRAST_CONTEXT(ctx);
171 swrast->_PreferPixelFog = (!swrast->AllowVertexFog ||
172 _swrast_use_fragment_program(ctx) ||
173 (ctx->Hint.Fog == GL_NICEST &&
174 swrast->AllowPixelFog));
175 }
176
177
178
179 /**
180 * Update the swrast->_TextureCombinePrimary flag.
181 */
182 static void
_swrast_update_texture_env(struct gl_context * ctx)183 _swrast_update_texture_env( struct gl_context *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
_swrast_update_deferred_texture(struct gl_context * ctx)214 _swrast_update_deferred_texture(struct gl_context *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 GLboolean use_fprog = _swrast_use_fragment_program(ctx);
223 const struct gl_program *fprog = ctx->FragmentProgram._Current;
224 if (use_fprog &&
225 (fprog->info.outputs_written & (1 << FRAG_RESULT_DEPTH))) {
226 /* Z comes from fragment program/shader */
227 swrast->_DeferredTexture = GL_FALSE;
228 }
229 else if (use_fprog && fprog->info.fs.uses_discard) {
230 swrast->_DeferredTexture = GL_FALSE;
231 }
232 else if (ctx->Query.CurrentOcclusionObject) {
233 /* occlusion query depends on shader discard/kill results */
234 swrast->_DeferredTexture = GL_FALSE;
235 }
236 else {
237 swrast->_DeferredTexture = GL_TRUE;
238 }
239 }
240 }
241
242
243 /**
244 * Update swrast->_FogColor and swrast->_FogEnable values.
245 */
246 static void
_swrast_update_fog_state(struct gl_context * ctx)247 _swrast_update_fog_state( struct gl_context *ctx )
248 {
249 SWcontext *swrast = SWRAST_CONTEXT(ctx);
250 const struct gl_program *fp = ctx->FragmentProgram._Current;
251
252 assert(fp == NULL || fp->Target == GL_FRAGMENT_PROGRAM_ARB);
253 (void) fp; /* silence unused var warning */
254
255 /* determine if fog is needed, and if so, which fog mode */
256 swrast->_FogEnabled = (!_swrast_use_fragment_program(ctx) &&
257 ctx->Fog.Enabled);
258 }
259
260
261 /**
262 * Update state for running fragment programs. Basically, load the
263 * program parameters with current state values.
264 */
265 static void
_swrast_update_fragment_program(struct gl_context * ctx,GLbitfield newState)266 _swrast_update_fragment_program(struct gl_context *ctx, GLbitfield newState)
267 {
268 if (!_swrast_use_fragment_program(ctx))
269 return;
270
271 _mesa_load_state_parameters(ctx,
272 ctx->FragmentProgram._Current->Parameters);
273 }
274
275
276 /**
277 * See if we can do early diffuse+specular (primary+secondary) color
278 * add per vertex instead of per-fragment.
279 */
280 static void
_swrast_update_specular_vertex_add(struct gl_context * ctx)281 _swrast_update_specular_vertex_add(struct gl_context *ctx)
282 {
283 SWcontext *swrast = SWRAST_CONTEXT(ctx);
284 GLboolean separateSpecular = ctx->Fog.ColorSumEnabled ||
285 (ctx->Light.Enabled &&
286 ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR);
287
288 swrast->SpecularVertexAdd = (separateSpecular
289 && ctx->Texture._MaxEnabledTexImageUnit == -1
290 && !_swrast_use_fragment_program(ctx)
291 && !ctx->ATIFragmentShader._Enabled);
292 }
293
294
295 #define _SWRAST_NEW_DERIVED (_SWRAST_NEW_RASTERMASK | \
296 _NEW_PROGRAM_CONSTANTS | \
297 _NEW_TEXTURE | \
298 _NEW_HINT | \
299 _NEW_POLYGON )
300
301 /* State referenced by _swrast_choose_triangle, _swrast_choose_line.
302 */
303 #define _SWRAST_NEW_TRIANGLE (_SWRAST_NEW_DERIVED | \
304 _NEW_RENDERMODE| \
305 _NEW_POLYGON| \
306 _NEW_DEPTH| \
307 _NEW_STENCIL| \
308 _NEW_COLOR| \
309 _NEW_TEXTURE| \
310 _SWRAST_NEW_RASTERMASK| \
311 _NEW_LIGHT| \
312 _NEW_FOG | \
313 _MESA_NEW_SEPARATE_SPECULAR)
314
315 #define _SWRAST_NEW_LINE (_SWRAST_NEW_DERIVED | \
316 _NEW_RENDERMODE| \
317 _NEW_LINE| \
318 _NEW_TEXTURE| \
319 _NEW_LIGHT| \
320 _NEW_FOG| \
321 _NEW_DEPTH | \
322 _MESA_NEW_SEPARATE_SPECULAR)
323
324 #define _SWRAST_NEW_POINT (_SWRAST_NEW_DERIVED | \
325 _NEW_RENDERMODE | \
326 _NEW_POINT | \
327 _NEW_TEXTURE | \
328 _NEW_LIGHT | \
329 _NEW_FOG | \
330 _MESA_NEW_SEPARATE_SPECULAR)
331
332 #define _SWRAST_NEW_TEXTURE_SAMPLE_FUNC _NEW_TEXTURE
333
334 #define _SWRAST_NEW_TEXTURE_ENV_MODE _NEW_TEXTURE
335
336 #define _SWRAST_NEW_BLEND_FUNC _NEW_COLOR
337
338
339
340 /**
341 * Stub for swrast->Triangle to select a true triangle function
342 * after a state change.
343 */
344 static void
_swrast_validate_triangle(struct gl_context * ctx,const SWvertex * v0,const SWvertex * v1,const SWvertex * v2)345 _swrast_validate_triangle( struct gl_context *ctx,
346 const SWvertex *v0,
347 const SWvertex *v1,
348 const SWvertex *v2 )
349 {
350 SWcontext *swrast = SWRAST_CONTEXT(ctx);
351
352 _swrast_validate_derived( ctx );
353 swrast->choose_triangle( ctx );
354 assert(swrast->Triangle);
355
356 if (swrast->SpecularVertexAdd) {
357 /* separate specular color, but no texture */
358 swrast->SpecTriangle = swrast->Triangle;
359 swrast->Triangle = _swrast_add_spec_terms_triangle;
360 }
361
362 swrast->Triangle( ctx, v0, v1, v2 );
363 }
364
365 /**
366 * Called via swrast->Line. Examine current GL state and choose a software
367 * line routine. Then call it.
368 */
369 static void
_swrast_validate_line(struct gl_context * ctx,const SWvertex * v0,const SWvertex * v1)370 _swrast_validate_line( struct gl_context *ctx, const SWvertex *v0, const SWvertex *v1 )
371 {
372 SWcontext *swrast = SWRAST_CONTEXT(ctx);
373
374 _swrast_validate_derived( ctx );
375 swrast->choose_line( ctx );
376 assert(swrast->Line);
377
378 if (swrast->SpecularVertexAdd) {
379 swrast->SpecLine = swrast->Line;
380 swrast->Line = _swrast_add_spec_terms_line;
381 }
382
383 swrast->Line( ctx, v0, v1 );
384 }
385
386 /**
387 * Called via swrast->Point. Examine current GL state and choose a software
388 * point routine. Then call it.
389 */
390 static void
_swrast_validate_point(struct gl_context * ctx,const SWvertex * v0)391 _swrast_validate_point( struct gl_context *ctx, const SWvertex *v0 )
392 {
393 SWcontext *swrast = SWRAST_CONTEXT(ctx);
394
395 _swrast_validate_derived( ctx );
396 swrast->choose_point( ctx );
397
398 if (swrast->SpecularVertexAdd) {
399 swrast->SpecPoint = swrast->Point;
400 swrast->Point = _swrast_add_spec_terms_point;
401 }
402
403 swrast->Point( ctx, v0 );
404 }
405
406
407 /**
408 * Called via swrast->BlendFunc. Examine GL state to choose a blending
409 * function, then call it.
410 */
411 static void
_swrast_validate_blend_func(struct gl_context * ctx,GLuint n,const GLubyte mask[],GLvoid * src,const GLvoid * dst,GLenum chanType)412 _swrast_validate_blend_func(struct gl_context *ctx, GLuint n, const GLubyte mask[],
413 GLvoid *src, const GLvoid *dst,
414 GLenum chanType )
415 {
416 SWcontext *swrast = SWRAST_CONTEXT(ctx);
417
418 _swrast_validate_derived( ctx ); /* why is this needed? */
419 _swrast_choose_blend_func( ctx, chanType );
420
421 swrast->BlendFunc( ctx, n, mask, src, dst, chanType );
422 }
423
424 static void
_swrast_sleep(struct gl_context * ctx,GLbitfield new_state)425 _swrast_sleep( struct gl_context *ctx, GLbitfield new_state )
426 {
427 (void) ctx; (void) new_state;
428 }
429
430
431 static void
_swrast_invalidate_state(struct gl_context * ctx,GLbitfield new_state)432 _swrast_invalidate_state( struct gl_context *ctx, GLbitfield new_state )
433 {
434 SWcontext *swrast = SWRAST_CONTEXT(ctx);
435 GLuint i;
436
437 swrast->NewState |= new_state;
438
439 /* After 10 statechanges without any swrast functions being called,
440 * put the module to sleep.
441 */
442 if (++swrast->StateChanges > 10) {
443 swrast->InvalidateState = _swrast_sleep;
444 swrast->NewState = ~0;
445 new_state = ~0;
446 }
447
448 if (new_state & swrast->InvalidateTriangleMask)
449 swrast->Triangle = _swrast_validate_triangle;
450
451 if (new_state & swrast->InvalidateLineMask)
452 swrast->Line = _swrast_validate_line;
453
454 if (new_state & swrast->InvalidatePointMask)
455 swrast->Point = _swrast_validate_point;
456
457 if (new_state & _SWRAST_NEW_BLEND_FUNC)
458 swrast->BlendFunc = _swrast_validate_blend_func;
459
460 if (new_state & _SWRAST_NEW_TEXTURE_SAMPLE_FUNC)
461 for (i = 0 ; i < ARRAY_SIZE(swrast->TextureSample); i++)
462 swrast->TextureSample[i] = NULL;
463 }
464
465
466 void
_swrast_update_texture_samplers(struct gl_context * ctx)467 _swrast_update_texture_samplers(struct gl_context *ctx)
468 {
469 SWcontext *swrast = SWRAST_CONTEXT(ctx);
470 GLuint u;
471
472 if (!swrast)
473 return; /* pipe hack */
474
475 for (u = 0; u < ARRAY_SIZE(swrast->TextureSample); u++) {
476 struct gl_texture_object *tObj = ctx->Texture.Unit[u]._Current;
477 /* Note: If tObj is NULL, the sample function will be a simple
478 * function that just returns opaque black (0,0,0,1).
479 */
480 _mesa_update_fetch_functions(ctx, u);
481 swrast->TextureSample[u] =
482 _swrast_choose_texture_sample_func(ctx, tObj,
483 _mesa_get_samplerobj(ctx, u));
484 }
485 }
486
487
488 /**
489 * Update swrast->_ActiveAttribs, swrast->_NumActiveAttribs,
490 * swrast->_ActiveAtttribMask.
491 */
492 static void
_swrast_update_active_attribs(struct gl_context * ctx)493 _swrast_update_active_attribs(struct gl_context *ctx)
494 {
495 SWcontext *swrast = SWRAST_CONTEXT(ctx);
496 GLbitfield64 attribsMask;
497
498 /*
499 * Compute _ActiveAttribsMask = which fragment attributes are needed.
500 */
501 if (_swrast_use_fragment_program(ctx)) {
502 /* fragment program/shader */
503 attribsMask = ctx->FragmentProgram._Current->info.inputs_read;
504 attribsMask &= ~VARYING_BIT_POS; /* WPOS is always handled specially */
505 }
506 else if (ctx->ATIFragmentShader._Enabled) {
507 attribsMask = VARYING_BIT_COL0 | VARYING_BIT_COL1 |
508 VARYING_BIT_FOGC | VARYING_BITS_TEX_ANY;
509 }
510 else {
511 /* fixed function */
512 attribsMask = 0x0;
513
514 #if CHAN_TYPE == GL_FLOAT
515 attribsMask |= VARYING_BIT_COL0;
516 #endif
517
518 if (ctx->Fog.ColorSumEnabled ||
519 (ctx->Light.Enabled &&
520 ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)) {
521 attribsMask |= VARYING_BIT_COL1;
522 }
523
524 if (swrast->_FogEnabled)
525 attribsMask |= VARYING_BIT_FOGC;
526
527 attribsMask |= (ctx->Texture._EnabledCoordUnits << VARYING_SLOT_TEX0);
528 }
529
530 swrast->_ActiveAttribMask = attribsMask;
531
532 /* Update _ActiveAttribs[] list */
533 {
534 GLuint i, num = 0;
535 for (i = 0; i < VARYING_SLOT_MAX; i++) {
536 if (attribsMask & BITFIELD64_BIT(i)) {
537 swrast->_ActiveAttribs[num++] = i;
538 /* how should this attribute be interpolated? */
539 if (i == VARYING_SLOT_COL0 || i == VARYING_SLOT_COL1)
540 swrast->_InterpMode[i] = ctx->Light.ShadeModel;
541 else
542 swrast->_InterpMode[i] = GL_SMOOTH;
543 }
544 }
545 swrast->_NumActiveAttribs = num;
546 }
547 }
548
549
550 void
_swrast_validate_derived(struct gl_context * ctx)551 _swrast_validate_derived( struct gl_context *ctx )
552 {
553 SWcontext *swrast = SWRAST_CONTEXT(ctx);
554
555 if (swrast->NewState) {
556 if (swrast->NewState & _NEW_POLYGON)
557 _swrast_update_polygon( ctx );
558
559 if (swrast->NewState & (_NEW_HINT | _NEW_PROGRAM))
560 _swrast_update_fog_hint( ctx );
561
562 if (swrast->NewState & _SWRAST_NEW_TEXTURE_ENV_MODE)
563 _swrast_update_texture_env( ctx );
564
565 if (swrast->NewState & (_NEW_FOG | _NEW_PROGRAM))
566 _swrast_update_fog_state( ctx );
567
568 if (swrast->NewState & (_NEW_PROGRAM_CONSTANTS | _NEW_PROGRAM))
569 _swrast_update_fragment_program( ctx, swrast->NewState );
570
571 if (swrast->NewState & (_NEW_TEXTURE | _NEW_PROGRAM)) {
572 _swrast_update_texture_samplers( ctx );
573 }
574
575 if (swrast->NewState & (_NEW_COLOR | _NEW_PROGRAM))
576 _swrast_update_deferred_texture(ctx);
577
578 if (swrast->NewState & _SWRAST_NEW_RASTERMASK)
579 _swrast_update_rasterflags( ctx );
580
581 if (swrast->NewState & (_NEW_DEPTH |
582 _NEW_FOG |
583 _NEW_LIGHT |
584 _NEW_PROGRAM |
585 _NEW_TEXTURE))
586 _swrast_update_active_attribs(ctx);
587
588 if (swrast->NewState & (_NEW_FOG |
589 _NEW_PROGRAM |
590 _NEW_LIGHT |
591 _NEW_TEXTURE))
592 _swrast_update_specular_vertex_add(ctx);
593
594 swrast->NewState = 0;
595 swrast->StateChanges = 0;
596 swrast->InvalidateState = _swrast_invalidate_state;
597 }
598 }
599
600 #define SWRAST_DEBUG 0
601
602 /* Public entrypoints: See also s_bitmap.c, etc.
603 */
604 void
_swrast_Quad(struct gl_context * ctx,const SWvertex * v0,const SWvertex * v1,const SWvertex * v2,const SWvertex * v3)605 _swrast_Quad( struct gl_context *ctx,
606 const SWvertex *v0, const SWvertex *v1,
607 const SWvertex *v2, const SWvertex *v3 )
608 {
609 if (SWRAST_DEBUG) {
610 _mesa_debug(ctx, "_swrast_Quad\n");
611 _swrast_print_vertex( ctx, v0 );
612 _swrast_print_vertex( ctx, v1 );
613 _swrast_print_vertex( ctx, v2 );
614 _swrast_print_vertex( ctx, v3 );
615 }
616 SWRAST_CONTEXT(ctx)->Triangle( ctx, v0, v1, v3 );
617 SWRAST_CONTEXT(ctx)->Triangle( ctx, v1, v2, v3 );
618 }
619
620 void
_swrast_Triangle(struct gl_context * ctx,const SWvertex * v0,const SWvertex * v1,const SWvertex * v2)621 _swrast_Triangle( struct gl_context *ctx, const SWvertex *v0,
622 const SWvertex *v1, const SWvertex *v2 )
623 {
624 if (SWRAST_DEBUG) {
625 _mesa_debug(ctx, "_swrast_Triangle\n");
626 _swrast_print_vertex( ctx, v0 );
627 _swrast_print_vertex( ctx, v1 );
628 _swrast_print_vertex( ctx, v2 );
629 }
630 SWRAST_CONTEXT(ctx)->Triangle( ctx, v0, v1, v2 );
631 }
632
633 void
_swrast_Line(struct gl_context * ctx,const SWvertex * v0,const SWvertex * v1)634 _swrast_Line( struct gl_context *ctx, const SWvertex *v0, const SWvertex *v1 )
635 {
636 if (SWRAST_DEBUG) {
637 _mesa_debug(ctx, "_swrast_Line\n");
638 _swrast_print_vertex( ctx, v0 );
639 _swrast_print_vertex( ctx, v1 );
640 }
641 SWRAST_CONTEXT(ctx)->Line( ctx, v0, v1 );
642 }
643
644 void
_swrast_Point(struct gl_context * ctx,const SWvertex * v0)645 _swrast_Point( struct gl_context *ctx, const SWvertex *v0 )
646 {
647 if (SWRAST_DEBUG) {
648 _mesa_debug(ctx, "_swrast_Point\n");
649 _swrast_print_vertex( ctx, v0 );
650 }
651 SWRAST_CONTEXT(ctx)->Point( ctx, v0 );
652 }
653
654 void
_swrast_InvalidateState(struct gl_context * ctx,GLbitfield new_state)655 _swrast_InvalidateState( struct gl_context *ctx, GLbitfield new_state )
656 {
657 if (SWRAST_DEBUG) {
658 _mesa_debug(ctx, "_swrast_InvalidateState\n");
659 }
660 SWRAST_CONTEXT(ctx)->InvalidateState( ctx, new_state );
661 }
662
663 void
_swrast_ResetLineStipple(struct gl_context * ctx)664 _swrast_ResetLineStipple( struct gl_context *ctx )
665 {
666 if (SWRAST_DEBUG) {
667 _mesa_debug(ctx, "_swrast_ResetLineStipple\n");
668 }
669 SWRAST_CONTEXT(ctx)->StippleCounter = 0;
670 }
671
672 void
_swrast_SetFacing(struct gl_context * ctx,GLuint facing)673 _swrast_SetFacing(struct gl_context *ctx, GLuint facing)
674 {
675 SWRAST_CONTEXT(ctx)->PointLineFacing = facing;
676 }
677
678 void
_swrast_allow_vertex_fog(struct gl_context * ctx,GLboolean value)679 _swrast_allow_vertex_fog( struct gl_context *ctx, GLboolean value )
680 {
681 if (SWRAST_DEBUG) {
682 _mesa_debug(ctx, "_swrast_allow_vertex_fog %d\n", value);
683 }
684 SWRAST_CONTEXT(ctx)->InvalidateState( ctx, _NEW_HINT );
685 SWRAST_CONTEXT(ctx)->AllowVertexFog = value;
686 }
687
688 void
_swrast_allow_pixel_fog(struct gl_context * ctx,GLboolean value)689 _swrast_allow_pixel_fog( struct gl_context *ctx, GLboolean value )
690 {
691 if (SWRAST_DEBUG) {
692 _mesa_debug(ctx, "_swrast_allow_pixel_fog %d\n", value);
693 }
694 SWRAST_CONTEXT(ctx)->InvalidateState( ctx, _NEW_HINT );
695 SWRAST_CONTEXT(ctx)->AllowPixelFog = value;
696 }
697
698
699 /**
700 * Initialize native program limits by copying the logical limits.
701 * See comments in init_program_limits() in context.c
702 */
703 static void
init_program_native_limits(struct gl_program_constants * prog)704 init_program_native_limits(struct gl_program_constants *prog)
705 {
706 prog->MaxNativeInstructions = prog->MaxInstructions;
707 prog->MaxNativeAluInstructions = prog->MaxAluInstructions;
708 prog->MaxNativeTexInstructions = prog->MaxTexInstructions;
709 prog->MaxNativeTexIndirections = prog->MaxTexIndirections;
710 prog->MaxNativeAttribs = prog->MaxAttribs;
711 prog->MaxNativeTemps = prog->MaxTemps;
712 prog->MaxNativeAddressRegs = prog->MaxAddressRegs;
713 prog->MaxNativeParameters = prog->MaxParameters;
714 }
715
716
717 GLboolean
_swrast_CreateContext(struct gl_context * ctx)718 _swrast_CreateContext( struct gl_context *ctx )
719 {
720 GLuint i;
721 SWcontext *swrast = calloc(1, sizeof(SWcontext));
722 #ifdef _OPENMP
723 const GLuint maxThreads = omp_get_max_threads();
724 #else
725 const GLuint maxThreads = 1;
726 #endif
727
728 assert(ctx->Const.MaxViewportWidth <= SWRAST_MAX_WIDTH);
729 assert(ctx->Const.MaxViewportHeight <= SWRAST_MAX_WIDTH);
730
731 assert(ctx->Const.MaxRenderbufferSize <= SWRAST_MAX_WIDTH);
732
733 /* make sure largest texture image is <= SWRAST_MAX_WIDTH in size */
734 assert((1 << (ctx->Const.MaxTextureLevels - 1)) <= SWRAST_MAX_WIDTH);
735 assert((1 << (ctx->Const.MaxCubeTextureLevels - 1)) <= SWRAST_MAX_WIDTH);
736 assert((1 << (ctx->Const.Max3DTextureLevels - 1)) <= SWRAST_MAX_WIDTH);
737
738 assert(PROG_MAX_WIDTH == SWRAST_MAX_WIDTH);
739
740 if (SWRAST_DEBUG) {
741 _mesa_debug(ctx, "_swrast_CreateContext\n");
742 }
743
744 if (!swrast)
745 return GL_FALSE;
746
747 swrast->NewState = ~0;
748
749 swrast->choose_point = _swrast_choose_point;
750 swrast->choose_line = _swrast_choose_line;
751 swrast->choose_triangle = _swrast_choose_triangle;
752
753 swrast->InvalidatePointMask = _SWRAST_NEW_POINT;
754 swrast->InvalidateLineMask = _SWRAST_NEW_LINE;
755 swrast->InvalidateTriangleMask = _SWRAST_NEW_TRIANGLE;
756
757 swrast->Point = _swrast_validate_point;
758 swrast->Line = _swrast_validate_line;
759 swrast->Triangle = _swrast_validate_triangle;
760 swrast->InvalidateState = _swrast_sleep;
761 swrast->BlendFunc = _swrast_validate_blend_func;
762
763 swrast->AllowVertexFog = GL_TRUE;
764 swrast->AllowPixelFog = GL_TRUE;
765
766 swrast->Driver.SpanRenderStart = _swrast_span_render_start;
767 swrast->Driver.SpanRenderFinish = _swrast_span_render_finish;
768
769 for (i = 0; i < ARRAY_SIZE(swrast->TextureSample); i++)
770 swrast->TextureSample[i] = NULL;
771
772 /* SpanArrays is global and shared by all SWspan instances. However, when
773 * using multiple threads, it is necessary to have one SpanArrays instance
774 * per thread.
775 */
776 swrast->SpanArrays = malloc(maxThreads * sizeof(SWspanarrays));
777 if (!swrast->SpanArrays) {
778 free(swrast);
779 return GL_FALSE;
780 }
781 for(i = 0; i < maxThreads; i++) {
782 swrast->SpanArrays[i].ChanType = CHAN_TYPE;
783 #if CHAN_TYPE == GL_UNSIGNED_BYTE
784 swrast->SpanArrays[i].rgba = swrast->SpanArrays[i].rgba8;
785 #elif CHAN_TYPE == GL_UNSIGNED_SHORT
786 swrast->SpanArrays[i].rgba = swrast->SpanArrays[i].rgba16;
787 #else
788 swrast->SpanArrays[i].rgba = swrast->SpanArrays[i].attribs[VARYING_SLOT_COL0];
789 #endif
790 }
791
792 /* init point span buffer */
793 swrast->PointSpan.primitive = GL_POINT;
794 swrast->PointSpan.end = 0;
795 swrast->PointSpan.facing = 0;
796 swrast->PointSpan.array = swrast->SpanArrays;
797
798 init_program_native_limits(&ctx->Const.Program[MESA_SHADER_VERTEX]);
799 init_program_native_limits(&ctx->Const.Program[MESA_SHADER_GEOMETRY]);
800 init_program_native_limits(&ctx->Const.Program[MESA_SHADER_FRAGMENT]);
801
802 ctx->swrast_context = swrast;
803
804 swrast->stencil_temp.buf1 = malloc(SWRAST_MAX_WIDTH * sizeof(GLubyte));
805 swrast->stencil_temp.buf2 = malloc(SWRAST_MAX_WIDTH * sizeof(GLubyte));
806 swrast->stencil_temp.buf3 = malloc(SWRAST_MAX_WIDTH * sizeof(GLubyte));
807 swrast->stencil_temp.buf4 = malloc(SWRAST_MAX_WIDTH * sizeof(GLubyte));
808
809 if (!swrast->stencil_temp.buf1 ||
810 !swrast->stencil_temp.buf2 ||
811 !swrast->stencil_temp.buf3 ||
812 !swrast->stencil_temp.buf4) {
813 _swrast_DestroyContext(ctx);
814 return GL_FALSE;
815 }
816
817 return GL_TRUE;
818 }
819
820 void
_swrast_DestroyContext(struct gl_context * ctx)821 _swrast_DestroyContext( struct gl_context *ctx )
822 {
823 SWcontext *swrast = SWRAST_CONTEXT(ctx);
824
825 if (SWRAST_DEBUG) {
826 _mesa_debug(ctx, "_swrast_DestroyContext\n");
827 }
828
829 free( swrast->SpanArrays );
830 free( swrast->ZoomedArrays );
831 free( swrast->TexelBuffer );
832
833 free(swrast->stencil_temp.buf1);
834 free(swrast->stencil_temp.buf2);
835 free(swrast->stencil_temp.buf3);
836 free(swrast->stencil_temp.buf4);
837
838 free( swrast );
839
840 ctx->swrast_context = 0;
841 }
842
843
844 struct swrast_device_driver *
_swrast_GetDeviceDriverReference(struct gl_context * ctx)845 _swrast_GetDeviceDriverReference( struct gl_context *ctx )
846 {
847 SWcontext *swrast = SWRAST_CONTEXT(ctx);
848 return &swrast->Driver;
849 }
850
851 void
_swrast_flush(struct gl_context * ctx)852 _swrast_flush( struct gl_context *ctx )
853 {
854 SWcontext *swrast = SWRAST_CONTEXT(ctx);
855 /* flush any pending fragments from rendering points */
856 if (swrast->PointSpan.end > 0) {
857 _swrast_write_rgba_span(ctx, &(swrast->PointSpan));
858 swrast->PointSpan.end = 0;
859 }
860 }
861
862 void
_swrast_render_primitive(struct gl_context * ctx,GLenum prim)863 _swrast_render_primitive( struct gl_context *ctx, GLenum prim )
864 {
865 SWcontext *swrast = SWRAST_CONTEXT(ctx);
866 if (swrast->Primitive == GL_POINTS && prim != GL_POINTS) {
867 _swrast_flush(ctx);
868 }
869 swrast->Primitive = prim;
870 }
871
872
873 /** called via swrast->Driver.SpanRenderStart() */
874 void
_swrast_span_render_start(struct gl_context * ctx)875 _swrast_span_render_start(struct gl_context *ctx)
876 {
877 _swrast_map_textures(ctx);
878 _swrast_map_renderbuffers(ctx);
879 }
880
881
882 /** called via swrast->Driver.SpanRenderFinish() */
883 void
_swrast_span_render_finish(struct gl_context * ctx)884 _swrast_span_render_finish(struct gl_context *ctx)
885 {
886 _swrast_unmap_textures(ctx);
887 _swrast_unmap_renderbuffers(ctx);
888 }
889
890
891 void
_swrast_render_start(struct gl_context * ctx)892 _swrast_render_start( struct gl_context *ctx )
893 {
894 SWcontext *swrast = SWRAST_CONTEXT(ctx);
895 if (swrast->Driver.SpanRenderStart)
896 swrast->Driver.SpanRenderStart( ctx );
897 swrast->PointSpan.end = 0;
898 }
899
900 void
_swrast_render_finish(struct gl_context * ctx)901 _swrast_render_finish( struct gl_context *ctx )
902 {
903 SWcontext *swrast = SWRAST_CONTEXT(ctx);
904 struct gl_query_object *query = ctx->Query.CurrentOcclusionObject;
905
906 _swrast_flush(ctx);
907
908 if (swrast->Driver.SpanRenderFinish)
909 swrast->Driver.SpanRenderFinish( ctx );
910
911 if (query && (query->Target == GL_ANY_SAMPLES_PASSED ||
912 query->Target == GL_ANY_SAMPLES_PASSED_CONSERVATIVE))
913 query->Result = !!query->Result;
914 }
915
916
917 #define SWRAST_DEBUG_VERTICES 0
918
919 void
_swrast_print_vertex(struct gl_context * ctx,const SWvertex * v)920 _swrast_print_vertex( struct gl_context *ctx, const SWvertex *v )
921 {
922 GLuint i;
923
924 if (SWRAST_DEBUG_VERTICES) {
925 _mesa_debug(ctx, "win %f %f %f %f\n",
926 v->attrib[VARYING_SLOT_POS][0],
927 v->attrib[VARYING_SLOT_POS][1],
928 v->attrib[VARYING_SLOT_POS][2],
929 v->attrib[VARYING_SLOT_POS][3]);
930
931 for (i = 0 ; i < ctx->Const.MaxTextureCoordUnits ; i++)
932 if (ctx->Texture.Unit[i]._Current)
933 _mesa_debug(ctx, "texcoord[%d] %f %f %f %f\n", i,
934 v->attrib[VARYING_SLOT_TEX0 + i][0],
935 v->attrib[VARYING_SLOT_TEX0 + i][1],
936 v->attrib[VARYING_SLOT_TEX0 + i][2],
937 v->attrib[VARYING_SLOT_TEX0 + i][3]);
938
939 #if CHAN_TYPE == GL_FLOAT
940 _mesa_debug(ctx, "color %f %f %f %f\n",
941 v->color[0], v->color[1], v->color[2], v->color[3]);
942 #else
943 _mesa_debug(ctx, "color %d %d %d %d\n",
944 v->color[0], v->color[1], v->color[2], v->color[3]);
945 #endif
946 _mesa_debug(ctx, "spec %g %g %g %g\n",
947 v->attrib[VARYING_SLOT_COL1][0],
948 v->attrib[VARYING_SLOT_COL1][1],
949 v->attrib[VARYING_SLOT_COL1][2],
950 v->attrib[VARYING_SLOT_COL1][3]);
951 _mesa_debug(ctx, "fog %f\n", v->attrib[VARYING_SLOT_FOGC][0]);
952 _mesa_debug(ctx, "index %f\n", v->attrib[VARYING_SLOT_CI][0]);
953 _mesa_debug(ctx, "pointsize %f\n", v->pointSize);
954 _mesa_debug(ctx, "\n");
955 }
956 }
957