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Diffstat (limited to 'src/mesa/swrast/s_span.c')
-rw-r--r--src/mesa/swrast/s_span.c51
1 files changed, 41 insertions, 10 deletions
diff --git a/src/mesa/swrast/s_span.c b/src/mesa/swrast/s_span.c
index b0c04ad021..097d2c7b51 100644
--- a/src/mesa/swrast/s_span.c
+++ b/src/mesa/swrast/s_span.c
@@ -1,8 +1,8 @@
/*
* Mesa 3-D graphics library
- * Version: 6.5
+ * Version: 6.5.3
*
- * Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2007 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"),
@@ -69,14 +69,23 @@ _swrast_span_default_z( GLcontext *ctx, SWspan *span )
/**
- * Init span's fog interpolation values to the RasterPos fog.
+ * Init span's fogcoord interpolation values to the RasterPos fog.
* Used during setup for glDraw/CopyPixels.
*/
void
_swrast_span_default_fog( GLcontext *ctx, SWspan *span )
{
- span->attrStart[FRAG_ATTRIB_FOGC][0]
- = _swrast_z_to_fogfactor(ctx, ctx->Current.RasterDistance);
+ const SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ GLfloat fogVal; /* a coord or a blend factor */
+ if (swrast->_PreferPixelFog) {
+ /* fog blend factors will be computed from fog coordinates per pixel */
+ fogVal = ctx->Current.RasterDistance;
+ }
+ else {
+ /* fog blend factor should be computed from fogcoord now */
+ fogVal = _swrast_z_to_fogfactor(ctx, ctx->Current.RasterDistance);
+ }
+ span->attrStart[FRAG_ATTRIB_FOGC][0] = fogVal;
span->attrStepX[FRAG_ATTRIB_FOGC][0] = 0.0;
span->attrStepY[FRAG_ATTRIB_FOGC][0] = 0.0;
span->interpMask |= SPAN_FOG;
@@ -121,10 +130,15 @@ _swrast_span_default_color( GLcontext *ctx, SWspan *span )
}
+/**
+ * Set the span's secondary color info to the current raster position's
+ * secondary color, when needed (lighting enabled or colorsum enabled).
+ */
void
_swrast_span_default_secondary_color(GLcontext *ctx, SWspan *span)
{
- if (ctx->Visual.rgbMode) {
+ if (ctx->Visual.rgbMode && (ctx->Light.Enabled || ctx->Fog.ColorSumEnabled))
+ {
GLchan r, g, b, a;
UNCLAMPED_FLOAT_TO_CHAN(r, ctx->Current.RasterSecondaryColor[0]);
UNCLAMPED_FLOAT_TO_CHAN(g, ctx->Current.RasterSecondaryColor[1]);
@@ -767,6 +781,9 @@ interpolate_wpos(GLcontext *ctx, SWspan *span)
{
GLfloat (*wpos)[4] = span->array->attribs[FRAG_ATTRIB_WPOS];
GLuint i;
+ const GLfloat zScale = 1.0 / ctx->DrawBuffer->_DepthMaxF;
+ GLfloat w, dw;
+
if (span->arrayMask & SPAN_XY) {
for (i = 0; i < span->end; i++) {
wpos[i][0] = (GLfloat) span->array->x[i];
@@ -779,10 +796,13 @@ interpolate_wpos(GLcontext *ctx, SWspan *span)
wpos[i][1] = (GLfloat) span->y;
}
}
+
+ w = span->attrStart[FRAG_ATTRIB_WPOS][3];
+ dw = span->attrStepX[FRAG_ATTRIB_WPOS][3];
for (i = 0; i < span->end; i++) {
- wpos[i][2] = (GLfloat) span->array->z[i] / ctx->DrawBuffer->_DepthMaxF;
- wpos[i][3] = span->attrStart[FRAG_ATTRIB_WPOS][3]
- + i * span->attrStepX[FRAG_ATTRIB_WPOS][3];
+ wpos[i][2] = (GLfloat) span->array->z[i] * zScale;
+ wpos[i][3] = w;
+ w += dw;
}
}
@@ -1337,7 +1357,11 @@ shade_texture_span(GLcontext *ctx, SWspan *span)
if ((inputsRead >= FRAG_BIT_VAR0) && (span->interpMask & SPAN_VARYING))
interpolate_varying(ctx, span);
+#if 0
if (inputsRead & FRAG_BIT_WPOS)
+#else
+ /* XXX always interpolate wpos so that DDX/DDY work */
+#endif
interpolate_wpos(ctx, span);
/* Run fragment program/shader now */
@@ -1392,7 +1416,10 @@ _swrast_write_rgba_span( GLcontext *ctx, SWspan *span)
ASSERT((span->interpMask & span->arrayMask) == 0);
ASSERT((span->interpMask & SPAN_RGBA) ^ (span->arrayMask & SPAN_RGBA));
- /* check for conditions that prevent deferred shading */
+ /* check for conditions that prevent deferred shading (doing shading
+ * after stencil/ztest).
+ * XXX move this code into state validation.
+ */
if (ctx->Color.AlphaEnabled) {
/* alpha test depends on post-texture/shader colors */
deferredTexture = GL_FALSE;
@@ -1404,6 +1431,10 @@ _swrast_write_rgba_span( GLcontext *ctx, SWspan *span)
/* Z comes from fragment program/shader */
deferredTexture = GL_FALSE;
}
+ else if (ctx->Query.CurrentOcclusionObject) {
+ /* occlusion query depends on shader discard/kill results */
+ deferredTexture = GL_FALSE;
+ }
else {
deferredTexture = GL_TRUE;
}