2 * Mesa 3-D graphics library
5 * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
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:
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
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.
25 * Keith Whitwell <keith@tungstengraphics.com>
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"
38 #include "s_context.h"
42 #include "s_triangle.h"
43 #include "s_texfilter.h"
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?).
53 _swrast_update_rasterflags( struct gl_context *ctx )
55 SWcontext *swrast = SWRAST_CONTEXT(ctx);
56 GLbitfield rasterMask = 0;
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;
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;
83 if (ctx->Query.CurrentOcclusionObject)
84 rasterMask |= OCCLUSION_BIT;
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.
91 if (ctx->DrawBuffer->_NumColorDrawBuffers != 1) {
92 /* more than one color buffer designated for writing (or zero buffers) */
93 rasterMask |= MULTI_DRAW_BIT;
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 */
107 if (ctx->FragmentProgram._Current) {
108 rasterMask |= FRAGPROG_BIT;
111 if (ctx->ATIFragmentShader._Enabled) {
112 rasterMask |= ATIFRAGSHADER_BIT;
115 #if CHAN_TYPE == GL_FLOAT
116 if (ctx->Color.ClampFragmentColor == GL_TRUE) {
117 rasterMask |= CLAMPING_BIT;
121 SWRAST_CONTEXT(ctx)->_RasterMask = rasterMask;
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
132 _swrast_update_polygon( struct gl_context *ctx )
134 GLfloat backface_sign;
136 if (ctx->Polygon.CullFlag) {
137 switch (ctx->Polygon.CullFaceMode) {
139 backface_sign = -1.0F;
142 backface_sign = 1.0F;
144 case GL_FRONT_AND_BACK:
147 backface_sign = 0.0F;
151 backface_sign = 0.0F;
154 SWRAST_CONTEXT(ctx)->_BackfaceCullSign = backface_sign;
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;
164 * Update the _PreferPixelFog field to indicate if we need to compute
165 * fog blend factors (from the fog coords) per-fragment.
168 _swrast_update_fog_hint( struct gl_context *ctx )
170 SWcontext *swrast = SWRAST_CONTEXT(ctx);
171 swrast->_PreferPixelFog = (!swrast->AllowVertexFog ||
172 ctx->FragmentProgram._Current ||
173 (ctx->Hint.Fog == GL_NICEST &&
174 swrast->AllowPixelFog));
180 * Update the swrast->_TextureCombinePrimary flag.
183 _swrast_update_texture_env( struct gl_context *ctx )
185 SWcontext *swrast = SWRAST_CONTEXT(ctx);
188 swrast->_TextureCombinePrimary = GL_FALSE;
190 for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
191 const struct gl_tex_env_combine_state *combine =
192 ctx->Texture.Unit[i]._CurrentCombine;
194 for (term = 0; term < combine->_NumArgsRGB; term++) {
195 if (combine->SourceRGB[term] == GL_PRIMARY_COLOR) {
196 swrast->_TextureCombinePrimary = GL_TRUE;
199 if (combine->SourceA[term] == GL_PRIMARY_COLOR) {
200 swrast->_TextureCombinePrimary = GL_TRUE;
209 * Determine if we can defer texturing/shading until after Z/stencil
210 * testing. This potentially allows us to skip texturing/shading for
214 _swrast_update_deferred_texture(struct gl_context *ctx)
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;
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;
228 else if (fprog && fprog->UsesKill) {
229 swrast->_DeferredTexture = GL_FALSE;
231 else if (ctx->Query.CurrentOcclusionObject) {
232 /* occlusion query depends on shader discard/kill results */
233 swrast->_DeferredTexture = GL_FALSE;
236 swrast->_DeferredTexture = GL_TRUE;
243 * Update swrast->_FogColor and swrast->_FogEnable values.
246 _swrast_update_fog_state( struct gl_context *ctx )
248 SWcontext *swrast = SWRAST_CONTEXT(ctx);
249 const struct gl_fragment_program *fp = ctx->FragmentProgram._Current;
251 assert((fp == NULL) || (fp->Base.Target == GL_FRAGMENT_PROGRAM_ARB));
253 /* determine if fog is needed, and if so, which fog mode */
254 swrast->_FogEnabled = (fp == NULL && ctx->Fog.Enabled);
259 * Update state for running fragment programs. Basically, load the
260 * program parameters with current state values.
263 _swrast_update_fragment_program(struct gl_context *ctx, GLbitfield newState)
265 const struct gl_fragment_program *fp = ctx->FragmentProgram._Current;
267 _mesa_load_state_parameters(ctx, fp->Base.Parameters);
273 * See if we can do early diffuse+specular (primary+secondary) color
274 * add per vertex instead of per-fragment.
277 _swrast_update_specular_vertex_add(struct gl_context *ctx)
279 SWcontext *swrast = SWRAST_CONTEXT(ctx);
280 GLboolean separateSpecular = ctx->Fog.ColorSumEnabled ||
281 (ctx->Light.Enabled &&
282 ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR);
284 swrast->SpecularVertexAdd = (separateSpecular
285 && ctx->Texture._EnabledUnits == 0x0
286 && !ctx->FragmentProgram._Current
287 && !ctx->ATIFragmentShader._Enabled);
291 #define _SWRAST_NEW_DERIVED (_SWRAST_NEW_RASTERMASK | \
292 _NEW_PROGRAM_CONSTANTS | \
297 /* State referenced by _swrast_choose_triangle, _swrast_choose_line.
299 #define _SWRAST_NEW_TRIANGLE (_SWRAST_NEW_DERIVED | \
306 _SWRAST_NEW_RASTERMASK| \
309 _DD_NEW_SEPARATE_SPECULAR)
311 #define _SWRAST_NEW_LINE (_SWRAST_NEW_DERIVED | \
318 _DD_NEW_SEPARATE_SPECULAR)
320 #define _SWRAST_NEW_POINT (_SWRAST_NEW_DERIVED | \
326 _DD_NEW_SEPARATE_SPECULAR)
328 #define _SWRAST_NEW_TEXTURE_SAMPLE_FUNC _NEW_TEXTURE
330 #define _SWRAST_NEW_TEXTURE_ENV_MODE _NEW_TEXTURE
332 #define _SWRAST_NEW_BLEND_FUNC _NEW_COLOR
337 * Stub for swrast->Triangle to select a true triangle function
338 * after a state change.
341 _swrast_validate_triangle( struct gl_context *ctx,
346 SWcontext *swrast = SWRAST_CONTEXT(ctx);
348 _swrast_validate_derived( ctx );
349 swrast->choose_triangle( ctx );
350 ASSERT(swrast->Triangle);
352 if (swrast->SpecularVertexAdd) {
353 /* separate specular color, but no texture */
354 swrast->SpecTriangle = swrast->Triangle;
355 swrast->Triangle = _swrast_add_spec_terms_triangle;
358 swrast->Triangle( ctx, v0, v1, v2 );
362 * Called via swrast->Line. Examine current GL state and choose a software
363 * line routine. Then call it.
366 _swrast_validate_line( struct gl_context *ctx, const SWvertex *v0, const SWvertex *v1 )
368 SWcontext *swrast = SWRAST_CONTEXT(ctx);
370 _swrast_validate_derived( ctx );
371 swrast->choose_line( ctx );
372 ASSERT(swrast->Line);
374 if (swrast->SpecularVertexAdd) {
375 swrast->SpecLine = swrast->Line;
376 swrast->Line = _swrast_add_spec_terms_line;
379 swrast->Line( ctx, v0, v1 );
383 * Called via swrast->Point. Examine current GL state and choose a software
384 * point routine. Then call it.
387 _swrast_validate_point( struct gl_context *ctx, const SWvertex *v0 )
389 SWcontext *swrast = SWRAST_CONTEXT(ctx);
391 _swrast_validate_derived( ctx );
392 swrast->choose_point( ctx );
394 if (swrast->SpecularVertexAdd) {
395 swrast->SpecPoint = swrast->Point;
396 swrast->Point = _swrast_add_spec_terms_point;
399 swrast->Point( ctx, v0 );
404 * Called via swrast->BlendFunc. Examine GL state to choose a blending
405 * function, then call it.
408 _swrast_validate_blend_func(struct gl_context *ctx, GLuint n, const GLubyte mask[],
409 GLvoid *src, const GLvoid *dst,
412 SWcontext *swrast = SWRAST_CONTEXT(ctx);
414 _swrast_validate_derived( ctx ); /* why is this needed? */
415 _swrast_choose_blend_func( ctx, chanType );
417 swrast->BlendFunc( ctx, n, mask, src, dst, chanType );
422 * Make sure we have texture image data for all the textures we may need
423 * for subsequent rendering.
426 _swrast_validate_texture_images(struct gl_context *ctx)
428 SWcontext *swrast = SWRAST_CONTEXT(ctx);
431 if (!swrast->ValidateTextureImage || !ctx->Texture._EnabledUnits) {
432 /* no textures enabled, or no way to validate images! */
436 for (u = 0; u < ctx->Const.MaxTextureImageUnits; u++) {
437 if (ctx->Texture.Unit[u]._ReallyEnabled) {
438 struct gl_texture_object *texObj = ctx->Texture.Unit[u]._Current;
441 GLuint numFaces = (texObj->Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
443 for (face = 0; face < numFaces; face++) {
445 for (lvl = texObj->BaseLevel; lvl <= texObj->_MaxLevel; lvl++) {
446 struct gl_texture_image *texImg = texObj->Image[face][lvl];
447 if (texImg && !texImg->Data) {
448 swrast->ValidateTextureImage(ctx, texObj, face, lvl);
449 ASSERT(texObj->Image[face][lvl]->Data);
460 * Free the texture image data attached to all currently enabled
461 * textures. Meant to be called by device drivers when transitioning
462 * from software to hardware rendering.
465 _swrast_eject_texture_images(struct gl_context *ctx)
469 if (!ctx->Texture._EnabledUnits) {
470 /* no textures enabled */
474 for (u = 0; u < ctx->Const.MaxTextureImageUnits; u++) {
475 if (ctx->Texture.Unit[u]._ReallyEnabled) {
476 struct gl_texture_object *texObj = ctx->Texture.Unit[u]._Current;
479 GLuint numFaces = (texObj->Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;
481 for (face = 0; face < numFaces; face++) {
483 for (lvl = texObj->BaseLevel; lvl <= texObj->_MaxLevel; lvl++) {
484 struct gl_texture_image *texImg = texObj->Image[face][lvl];
485 if (texImg && texImg->Data) {
486 _mesa_free_texmemory(texImg->Data);
499 _swrast_sleep( struct gl_context *ctx, GLbitfield new_state )
501 (void) ctx; (void) new_state;
506 _swrast_invalidate_state( struct gl_context *ctx, GLbitfield new_state )
508 SWcontext *swrast = SWRAST_CONTEXT(ctx);
511 swrast->NewState |= new_state;
513 /* After 10 statechanges without any swrast functions being called,
514 * put the module to sleep.
516 if (++swrast->StateChanges > 10) {
517 swrast->InvalidateState = _swrast_sleep;
518 swrast->NewState = ~0;
522 if (new_state & swrast->InvalidateTriangleMask)
523 swrast->Triangle = _swrast_validate_triangle;
525 if (new_state & swrast->InvalidateLineMask)
526 swrast->Line = _swrast_validate_line;
528 if (new_state & swrast->InvalidatePointMask)
529 swrast->Point = _swrast_validate_point;
531 if (new_state & _SWRAST_NEW_BLEND_FUNC)
532 swrast->BlendFunc = _swrast_validate_blend_func;
534 if (new_state & _SWRAST_NEW_TEXTURE_SAMPLE_FUNC)
535 for (i = 0 ; i < ctx->Const.MaxTextureImageUnits ; i++)
536 swrast->TextureSample[i] = NULL;
541 _swrast_update_texture_samplers(struct gl_context *ctx)
543 SWcontext *swrast = SWRAST_CONTEXT(ctx);
547 return; /* pipe hack */
549 for (u = 0; u < ctx->Const.MaxTextureImageUnits; u++) {
550 const struct gl_texture_object *tObj = ctx->Texture.Unit[u]._Current;
551 /* Note: If tObj is NULL, the sample function will be a simple
552 * function that just returns opaque black (0,0,0,1).
554 swrast->TextureSample[u] = _swrast_choose_texture_sample_func(ctx, tObj);
560 * Update swrast->_ActiveAttribs, swrast->_NumActiveAttribs,
561 * swrast->_ActiveAtttribMask.
564 _swrast_update_active_attribs(struct gl_context *ctx)
566 SWcontext *swrast = SWRAST_CONTEXT(ctx);
570 * Compute _ActiveAttribsMask = which fragment attributes are needed.
572 if (ctx->FragmentProgram._Current) {
573 /* fragment program/shader */
574 attribsMask = ctx->FragmentProgram._Current->Base.InputsRead;
575 attribsMask &= ~FRAG_BIT_WPOS; /* WPOS is always handled specially */
577 else if (ctx->ATIFragmentShader._Enabled) {
578 attribsMask = ~0; /* XXX fix me */
584 #if CHAN_TYPE == GL_FLOAT
585 attribsMask |= FRAG_BIT_COL0;
588 if (ctx->Fog.ColorSumEnabled ||
589 (ctx->Light.Enabled &&
590 ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)) {
591 attribsMask |= FRAG_BIT_COL1;
594 if (swrast->_FogEnabled)
595 attribsMask |= FRAG_BIT_FOGC;
597 attribsMask |= (ctx->Texture._EnabledUnits << FRAG_ATTRIB_TEX0);
600 swrast->_ActiveAttribMask = attribsMask;
602 /* Update _ActiveAttribs[] list */
605 for (i = 0; i < FRAG_ATTRIB_MAX; i++) {
606 if (attribsMask & (1 << i)) {
607 swrast->_ActiveAttribs[num++] = i;
608 /* how should this attribute be interpolated? */
609 if (i == FRAG_ATTRIB_COL0 || i == FRAG_ATTRIB_COL1)
610 swrast->_InterpMode[i] = ctx->Light.ShadeModel;
612 swrast->_InterpMode[i] = GL_SMOOTH;
615 swrast->_NumActiveAttribs = num;
621 _swrast_validate_derived( struct gl_context *ctx )
623 SWcontext *swrast = SWRAST_CONTEXT(ctx);
625 if (swrast->NewState) {
626 if (swrast->NewState & _NEW_POLYGON)
627 _swrast_update_polygon( ctx );
629 if (swrast->NewState & (_NEW_HINT | _NEW_PROGRAM))
630 _swrast_update_fog_hint( ctx );
632 if (swrast->NewState & _SWRAST_NEW_TEXTURE_ENV_MODE)
633 _swrast_update_texture_env( ctx );
635 if (swrast->NewState & (_NEW_FOG | _NEW_PROGRAM))
636 _swrast_update_fog_state( ctx );
638 if (swrast->NewState & (_NEW_PROGRAM_CONSTANTS | _NEW_PROGRAM))
639 _swrast_update_fragment_program( ctx, swrast->NewState );
641 if (swrast->NewState & (_NEW_TEXTURE | _NEW_PROGRAM)) {
642 _swrast_update_texture_samplers( ctx );
643 _swrast_validate_texture_images(ctx);
646 if (swrast->NewState & (_NEW_COLOR | _NEW_PROGRAM))
647 _swrast_update_deferred_texture(ctx);
649 if (swrast->NewState & _SWRAST_NEW_RASTERMASK)
650 _swrast_update_rasterflags( ctx );
652 if (swrast->NewState & (_NEW_DEPTH |
657 _swrast_update_active_attribs(ctx);
659 if (swrast->NewState & (_NEW_FOG |
663 _swrast_update_specular_vertex_add(ctx);
665 swrast->NewState = 0;
666 swrast->StateChanges = 0;
667 swrast->InvalidateState = _swrast_invalidate_state;
671 #define SWRAST_DEBUG 0
673 /* Public entrypoints: See also s_accum.c, s_bitmap.c, etc.
676 _swrast_Quad( struct gl_context *ctx,
677 const SWvertex *v0, const SWvertex *v1,
678 const SWvertex *v2, const SWvertex *v3 )
681 _mesa_debug(ctx, "_swrast_Quad\n");
682 _swrast_print_vertex( ctx, v0 );
683 _swrast_print_vertex( ctx, v1 );
684 _swrast_print_vertex( ctx, v2 );
685 _swrast_print_vertex( ctx, v3 );
687 SWRAST_CONTEXT(ctx)->Triangle( ctx, v0, v1, v3 );
688 SWRAST_CONTEXT(ctx)->Triangle( ctx, v1, v2, v3 );
692 _swrast_Triangle( struct gl_context *ctx, const SWvertex *v0,
693 const SWvertex *v1, const SWvertex *v2 )
696 _mesa_debug(ctx, "_swrast_Triangle\n");
697 _swrast_print_vertex( ctx, v0 );
698 _swrast_print_vertex( ctx, v1 );
699 _swrast_print_vertex( ctx, v2 );
701 SWRAST_CONTEXT(ctx)->Triangle( ctx, v0, v1, v2 );
705 _swrast_Line( struct gl_context *ctx, const SWvertex *v0, const SWvertex *v1 )
708 _mesa_debug(ctx, "_swrast_Line\n");
709 _swrast_print_vertex( ctx, v0 );
710 _swrast_print_vertex( ctx, v1 );
712 SWRAST_CONTEXT(ctx)->Line( ctx, v0, v1 );
716 _swrast_Point( struct gl_context *ctx, const SWvertex *v0 )
719 _mesa_debug(ctx, "_swrast_Point\n");
720 _swrast_print_vertex( ctx, v0 );
722 SWRAST_CONTEXT(ctx)->Point( ctx, v0 );
726 _swrast_InvalidateState( struct gl_context *ctx, GLbitfield new_state )
729 _mesa_debug(ctx, "_swrast_InvalidateState\n");
731 SWRAST_CONTEXT(ctx)->InvalidateState( ctx, new_state );
735 _swrast_ResetLineStipple( struct gl_context *ctx )
738 _mesa_debug(ctx, "_swrast_ResetLineStipple\n");
740 SWRAST_CONTEXT(ctx)->StippleCounter = 0;
744 _swrast_SetFacing(struct gl_context *ctx, GLuint facing)
746 SWRAST_CONTEXT(ctx)->PointLineFacing = facing;
750 _swrast_allow_vertex_fog( struct gl_context *ctx, GLboolean value )
753 _mesa_debug(ctx, "_swrast_allow_vertex_fog %d\n", value);
755 SWRAST_CONTEXT(ctx)->InvalidateState( ctx, _NEW_HINT );
756 SWRAST_CONTEXT(ctx)->AllowVertexFog = value;
760 _swrast_allow_pixel_fog( struct gl_context *ctx, GLboolean value )
763 _mesa_debug(ctx, "_swrast_allow_pixel_fog %d\n", value);
765 SWRAST_CONTEXT(ctx)->InvalidateState( ctx, _NEW_HINT );
766 SWRAST_CONTEXT(ctx)->AllowPixelFog = value;
771 _swrast_CreateContext( struct gl_context *ctx )
774 SWcontext *swrast = (SWcontext *)CALLOC(sizeof(SWcontext));
777 _mesa_debug(ctx, "_swrast_CreateContext\n");
783 swrast->NewState = ~0;
785 swrast->choose_point = _swrast_choose_point;
786 swrast->choose_line = _swrast_choose_line;
787 swrast->choose_triangle = _swrast_choose_triangle;
789 swrast->InvalidatePointMask = _SWRAST_NEW_POINT;
790 swrast->InvalidateLineMask = _SWRAST_NEW_LINE;
791 swrast->InvalidateTriangleMask = _SWRAST_NEW_TRIANGLE;
793 swrast->Point = _swrast_validate_point;
794 swrast->Line = _swrast_validate_line;
795 swrast->Triangle = _swrast_validate_triangle;
796 swrast->InvalidateState = _swrast_sleep;
797 swrast->BlendFunc = _swrast_validate_blend_func;
799 swrast->AllowVertexFog = GL_TRUE;
800 swrast->AllowPixelFog = GL_TRUE;
802 /* Optimized Accum buffer */
803 swrast->_IntegerAccumMode = GL_FALSE;
804 swrast->_IntegerAccumScaler = 0.0;
806 for (i = 0; i < MAX_TEXTURE_IMAGE_UNITS; i++)
807 swrast->TextureSample[i] = NULL;
809 swrast->SpanArrays = MALLOC_STRUCT(sw_span_arrays);
810 if (!swrast->SpanArrays) {
814 swrast->SpanArrays->ChanType = CHAN_TYPE;
815 #if CHAN_TYPE == GL_UNSIGNED_BYTE
816 swrast->SpanArrays->rgba = swrast->SpanArrays->rgba8;
817 #elif CHAN_TYPE == GL_UNSIGNED_SHORT
818 swrast->SpanArrays->rgba = swrast->SpanArrays->rgba16;
820 swrast->SpanArrays->rgba = swrast->SpanArrays->attribs[FRAG_ATTRIB_COL0];
823 /* init point span buffer */
824 swrast->PointSpan.primitive = GL_POINT;
825 swrast->PointSpan.end = 0;
826 swrast->PointSpan.facing = 0;
827 swrast->PointSpan.array = swrast->SpanArrays;
829 swrast->TexelBuffer = (GLfloat *) MALLOC(ctx->Const.MaxTextureImageUnits *
830 MAX_WIDTH * 4 * sizeof(GLfloat));
831 if (!swrast->TexelBuffer) {
832 FREE(swrast->SpanArrays);
837 ctx->swrast_context = swrast;
843 _swrast_DestroyContext( struct gl_context *ctx )
845 SWcontext *swrast = SWRAST_CONTEXT(ctx);
848 _mesa_debug(ctx, "_swrast_DestroyContext\n");
851 FREE( swrast->SpanArrays );
852 if (swrast->ZoomedArrays)
853 FREE( swrast->ZoomedArrays );
854 FREE( swrast->TexelBuffer );
857 ctx->swrast_context = 0;
861 struct swrast_device_driver *
862 _swrast_GetDeviceDriverReference( struct gl_context *ctx )
864 SWcontext *swrast = SWRAST_CONTEXT(ctx);
865 return &swrast->Driver;
869 _swrast_flush( struct gl_context *ctx )
871 SWcontext *swrast = SWRAST_CONTEXT(ctx);
872 /* flush any pending fragments from rendering points */
873 if (swrast->PointSpan.end > 0) {
874 _swrast_write_rgba_span(ctx, &(swrast->PointSpan));
875 swrast->PointSpan.end = 0;
880 _swrast_render_primitive( struct gl_context *ctx, GLenum prim )
882 SWcontext *swrast = SWRAST_CONTEXT(ctx);
883 if (swrast->Primitive == GL_POINTS && prim != GL_POINTS) {
886 swrast->Primitive = prim;
891 _swrast_render_start( struct gl_context *ctx )
893 SWcontext *swrast = SWRAST_CONTEXT(ctx);
894 if (swrast->Driver.SpanRenderStart)
895 swrast->Driver.SpanRenderStart( ctx );
896 swrast->PointSpan.end = 0;
900 _swrast_render_finish( struct gl_context *ctx )
902 SWcontext *swrast = SWRAST_CONTEXT(ctx);
903 if (swrast->Driver.SpanRenderFinish)
904 swrast->Driver.SpanRenderFinish( ctx );
910 #define SWRAST_DEBUG_VERTICES 0
913 _swrast_print_vertex( struct gl_context *ctx, const SWvertex *v )
917 if (SWRAST_DEBUG_VERTICES) {
918 _mesa_debug(ctx, "win %f %f %f %f\n",
919 v->attrib[FRAG_ATTRIB_WPOS][0],
920 v->attrib[FRAG_ATTRIB_WPOS][1],
921 v->attrib[FRAG_ATTRIB_WPOS][2],
922 v->attrib[FRAG_ATTRIB_WPOS][3]);
924 for (i = 0 ; i < ctx->Const.MaxTextureCoordUnits ; i++)
925 if (ctx->Texture.Unit[i]._ReallyEnabled)
926 _mesa_debug(ctx, "texcoord[%d] %f %f %f %f\n", i,
927 v->attrib[FRAG_ATTRIB_TEX0 + i][0],
928 v->attrib[FRAG_ATTRIB_TEX0 + i][1],
929 v->attrib[FRAG_ATTRIB_TEX0 + i][2],
930 v->attrib[FRAG_ATTRIB_TEX0 + i][3]);
932 #if CHAN_TYPE == GL_FLOAT
933 _mesa_debug(ctx, "color %f %f %f %f\n",
934 v->color[0], v->color[1], v->color[2], v->color[3]);
936 _mesa_debug(ctx, "color %d %d %d %d\n",
937 v->color[0], v->color[1], v->color[2], v->color[3]);
939 _mesa_debug(ctx, "spec %g %g %g %g\n",
940 v->attrib[FRAG_ATTRIB_COL1][0],
941 v->attrib[FRAG_ATTRIB_COL1][1],
942 v->attrib[FRAG_ATTRIB_COL1][2],
943 v->attrib[FRAG_ATTRIB_COL1][3]);
944 _mesa_debug(ctx, "fog %f\n", v->attrib[FRAG_ATTRIB_FOGC][0]);
945 _mesa_debug(ctx, "index %f\n", v->attrib[FRAG_ATTRIB_CI][0]);
946 _mesa_debug(ctx, "pointsize %f\n", v->pointSize);
947 _mesa_debug(ctx, "\n");