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Diffstat (limited to 'src/mesa/swrast/s_context.h')
-rw-r--r--src/mesa/swrast/s_context.h57
1 files changed, 39 insertions, 18 deletions
diff --git a/src/mesa/swrast/s_context.h b/src/mesa/swrast/s_context.h
index daa07e1578..cdd6fa5048 100644
--- a/src/mesa/swrast/s_context.h
+++ b/src/mesa/swrast/s_context.h
@@ -128,17 +128,14 @@ typedef struct
* _swrast_validate_derived():
*/
GLbitfield _RasterMask;
- GLfloat _BackfaceSign;
+ GLfloat _BackfaceSign; /** +1 or -1 */
+ GLfloat _BackfaceCullSign; /** +1, 0, or -1 */
GLboolean _PreferPixelFog; /* Compute fog blend factor per fragment? */
GLboolean _AnyTextureCombine;
GLboolean _FogEnabled;
GLboolean _DeferredTexture;
GLenum _FogMode; /* either GL_FOG_MODE or fragment program's fog mode */
- /** Multiple render targets */
- GLbitfield _ColorOutputsMask;
- GLuint _NumColorOutputs;
-
/** List/array of the fragment attributes to interpolate */
GLuint _ActiveAttribs[FRAG_ATTRIB_MAX];
/** Same info, but as a bitmask */
@@ -156,6 +153,7 @@ typedef struct
/* Working values:
*/
GLuint StippleCounter; /**< Line stipple counter */
+ GLuint PointLineFacing;
GLbitfield NewState;
GLuint StateChanges;
GLenum Primitive; /* current primitive being drawn (ala glBegin) */
@@ -208,6 +206,7 @@ typedef struct
* on some systems.
*/
SWspanarrays *SpanArrays;
+ SWspanarrays *ZoomedArrays; /**< For pixel zooming */
/**
* Used to buffer N GL_POINTS, instead of rendering one by one.
@@ -239,21 +238,43 @@ extern void
_swrast_update_texture_samplers(GLcontext *ctx);
-#define SWRAST_CONTEXT(ctx) ((SWcontext *)ctx->swrast_context)
+/** Return SWcontext for the given GLcontext */
+static INLINE SWcontext *
+SWRAST_CONTEXT(GLcontext *ctx)
+{
+ return (SWcontext *) ctx->swrast_context;
+}
+
+/** const version of above */
+static INLINE const SWcontext *
+CONST_SWRAST_CONTEXT(const GLcontext *ctx)
+{
+ return (const SWcontext *) ctx->swrast_context;
+}
+
+
+/**
+ * Called prior to framebuffer reading/writing.
+ * For drivers that rely on swrast for fallback rendering, this is the
+ * driver's opportunity to map renderbuffers and textures.
+ */
+static INLINE void
+swrast_render_start(GLcontext *ctx)
+{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ if (swrast->Driver.SpanRenderStart)
+ swrast->Driver.SpanRenderStart(ctx);
+}
-#define RENDER_START(SWctx, GLctx) \
- do { \
- if ((SWctx)->Driver.SpanRenderStart) { \
- (*(SWctx)->Driver.SpanRenderStart)(GLctx); \
- } \
- } while (0)
-#define RENDER_FINISH(SWctx, GLctx) \
- do { \
- if ((SWctx)->Driver.SpanRenderFinish) { \
- (*(SWctx)->Driver.SpanRenderFinish)(GLctx); \
- } \
- } while (0)
+/** Called after framebuffer reading/writing */
+static INLINE void
+swrast_render_finish(GLcontext *ctx)
+{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ if (swrast->Driver.SpanRenderFinish)
+ swrast->Driver.SpanRenderFinish(ctx);
+}