diff options
Diffstat (limited to 'src/mesa/swrast/s_span.c')
-rw-r--r-- | src/mesa/swrast/s_span.c | 51 |
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; } |