From f782b8189e718974a40d72ac4f6b8d213ca99e1e Mon Sep 17 00:00:00 2001 From: Brian Paul Date: Fri, 4 Oct 2002 17:37:45 +0000 Subject: multiple GL_POINTS can now be rendered together into one fragment span --- src/mesa/main/context.c | 3 +- src/mesa/swrast/s_context.c | 63 ++++++-- src/mesa/swrast/s_context.h | 10 +- src/mesa/swrast/s_pointtemp.h | 285 ++++++++++++++++++++++-------------- src/mesa/swrast/swrast.h | 7 +- src/mesa/swrast_setup/ss_context.c | 14 +- src/mesa/swrast_setup/ss_context.h | 5 +- src/mesa/swrast_setup/ss_triangle.c | 7 +- src/mesa/swrast_setup/ss_tritmp.h | 5 +- 9 files changed, 264 insertions(+), 135 deletions(-) (limited to 'src') diff --git a/src/mesa/main/context.c b/src/mesa/main/context.c index b81a57badb..ecf78d62e6 100644 --- a/src/mesa/main/context.c +++ b/src/mesa/main/context.c @@ -1,4 +1,4 @@ -/* $Id: context.c,v 1.178 2002/10/02 22:05:56 brianp Exp $ */ +/* $Id: context.c,v 1.179 2002/10/04 17:37:45 brianp Exp $ */ /* * Mesa 3-D graphics library @@ -1478,6 +1478,7 @@ init_attrib_groups( GLcontext *ctx ) ctx->CatchSignals = GL_TRUE; ctx->OcclusionResult = GL_FALSE; ctx->OcclusionResultSaved = GL_FALSE; + ctx->_Facing = 0; /* For debug/development only */ ctx->NoRaster = ctx->imports.getenv(ctx, "MESA_NO_RASTER") ? GL_TRUE : GL_FALSE; diff --git a/src/mesa/swrast/s_context.c b/src/mesa/swrast/s_context.c index e85741953e..8decd1c4a6 100644 --- a/src/mesa/swrast/s_context.c +++ b/src/mesa/swrast/s_context.c @@ -1,4 +1,4 @@ -/* $Id: s_context.c,v 1.38 2002/09/17 15:46:34 brianp Exp $ */ +/* $Id: s_context.c,v 1.39 2002/10/04 17:37:46 brianp Exp $ */ /* * Mesa 3-D graphics library @@ -33,11 +33,12 @@ #include "mem.h" #include "swrast.h" -#include "s_points.h" -#include "s_lines.h" -#include "s_triangle.h" #include "s_blend.h" #include "s_context.h" +#include "s_lines.h" +#include "s_points.h" +#include "s_span.h" +#include "s_triangle.h" #include "s_texture.h" @@ -513,19 +514,26 @@ _swrast_CreateContext( GLcontext *ctx ) for (i = 0 ; i < MAX_TEXTURE_UNITS ; i++) swrast->TextureSample[i] = _swrast_validate_texture_sample; - swrast->span_data = MALLOC_STRUCT(span_arrays); - if (!swrast->span_data) { + swrast->SpanArrays = MALLOC_STRUCT(span_arrays); + if (!swrast->SpanArrays) { FREE(swrast); return GL_FALSE; } + /* init point span buffer */ + swrast->PointSpan.primitive = GL_POINT; + swrast->PointSpan.start = 0; + swrast->PointSpan.end = 0; + swrast->PointSpan.facing = 0; + swrast->PointSpan.array = swrast->SpanArrays; + assert(ctx->Const.MaxTextureUnits > 0); assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_UNITS); swrast->TexelBuffer = (GLchan *) MALLOC(ctx->Const.MaxTextureUnits * MAX_WIDTH * 4 * sizeof(GLchan)); if (!swrast->TexelBuffer) { - FREE(swrast->span_data); + FREE(swrast->SpanArrays); FREE(swrast); return GL_FALSE; } @@ -544,7 +552,7 @@ _swrast_DestroyContext( GLcontext *ctx ) _mesa_debug(ctx, "_swrast_DestroyContext\n"); } - FREE( swrast->span_data ); + FREE( swrast->SpanArrays ); FREE( swrast->TexelBuffer ); FREE( swrast ); @@ -559,6 +567,35 @@ _swrast_GetDeviceDriverReference( GLcontext *ctx ) return &swrast->Driver; } +void +_swrast_flush( GLcontext *ctx ) +{ + SWcontext *swrast = SWRAST_CONTEXT(ctx); + /* flush any pending fragments from rendering points */ + if (swrast->PointSpan.end > 0) { + if (ctx->Visual.rgbMode) { + if (ctx->Texture._EnabledUnits) + _mesa_write_texture_span(ctx, &(swrast->PointSpan)); + else + _mesa_write_rgba_span(ctx, &(swrast->PointSpan)); + } + else { + _mesa_write_index_span(ctx, &(swrast->PointSpan)); + } + swrast->PointSpan.end = 0; + } +} + +void +_swrast_render_primitive( GLcontext *ctx, GLenum prim ) +{ + SWcontext *swrast = SWRAST_CONTEXT(ctx); + if (swrast->Primitive == GL_POINTS && prim != GL_POINTS) { + _swrast_flush(ctx); + } + swrast->Primitive = prim; +} + void _swrast_render_start( GLcontext *ctx ) @@ -566,6 +603,7 @@ _swrast_render_start( GLcontext *ctx ) SWcontext *swrast = SWRAST_CONTEXT(ctx); if (swrast->Driver.SpanRenderStart) swrast->Driver.SpanRenderStart( ctx ); + swrast->PointSpan.end = 0; } void @@ -574,6 +612,8 @@ _swrast_render_finish( GLcontext *ctx ) SWcontext *swrast = SWRAST_CONTEXT(ctx); if (swrast->Driver.SpanRenderFinish) swrast->Driver.SpanRenderFinish( ctx ); + + _swrast_flush(ctx); } @@ -613,10 +653,3 @@ _swrast_print_vertex( GLcontext *ctx, const SWvertex *v ) _mesa_debug(ctx, "\n"); } } - - -void -_swrast_flush( GLcontext *ctx ) -{ - /* no-op */ -} diff --git a/src/mesa/swrast/s_context.h b/src/mesa/swrast/s_context.h index a2c14f07a7..ecf173adbc 100644 --- a/src/mesa/swrast/s_context.h +++ b/src/mesa/swrast/s_context.h @@ -1,4 +1,4 @@ -/* $Id: s_context.h,v 1.19 2002/08/07 00:45:07 brianp Exp $ */ +/* $Id: s_context.h,v 1.20 2002/10/04 17:37:47 brianp Exp $ */ /* * Mesa 3-D graphics library @@ -137,6 +137,7 @@ typedef struct GLuint StippleCounter; /**< Line stipple counter */ GLuint NewState; GLuint StateChanges; + GLenum Primitive; /* current primitive being drawn (ala glBegin) */ /** Mechanism to allow driver (like X11) to register further * software rasterization routines. @@ -176,7 +177,12 @@ typedef struct * this object is big and causes problems when allocated on the stack * on some systems. */ - struct span_arrays *span_data; + struct span_arrays *SpanArrays; + + /** + * Used to buffer N GL_POINTS, instead of rendering one by one. + */ + struct sw_span PointSpan; /** Internal hooks, kept uptodate by the same mechanism as above. */ diff --git a/src/mesa/swrast/s_pointtemp.h b/src/mesa/swrast/s_pointtemp.h index be8783b694..cf45dcde82 100644 --- a/src/mesa/swrast/s_pointtemp.h +++ b/src/mesa/swrast/s_pointtemp.h @@ -1,4 +1,4 @@ -/* $Id: s_pointtemp.h,v 1.18 2002/08/07 00:45:07 brianp Exp $ */ +/* $Id: s_pointtemp.h,v 1.19 2002/10/04 17:37:47 brianp Exp $ */ /* * Mesa 3-D graphics library @@ -61,23 +61,32 @@ static void NAME ( GLcontext *ctx, const SWvertex *vert ) { -#if FLAGS & TEXTURE - GLuint u; -#endif #if FLAGS & (ATTENUATE | LARGE | SMOOTH | SPRITE) GLfloat size; #endif #if FLAGS & ATTENUATE GLfloat alphaAtten; #endif -#if (FLAGS & RGBA) && (FLAGS & SMOOTH) +#if FLAGS & RGBA const GLchan red = vert->color[0]; const GLchan green = vert->color[1]; const GLchan blue = vert->color[2]; const GLchan alpha = vert->color[3]; #endif - - struct sw_span span; +#if FLAGS & SPECULAR + const GLchan specRed = vert->specular[0]; + const GLchan specGreen = vert->specular[1]; + const GLchan specBlue = vert->specular[2]; +#endif +#if FLAGS & INDEX + const GLuint colorIndex = vert->index; +#endif +#if FLAGS & TEXTURE + GLfloat texcoord[MAX_TEXTURE_UNITS][4]; + GLuint u; +#endif + SWcontext *swrast = SWRAST_CONTEXT(ctx); + struct sw_span *span = &(swrast->PointSpan); /* Cull primitives with malformed coordinates. */ @@ -87,59 +96,40 @@ NAME ( GLcontext *ctx, const SWvertex *vert ) return; } - INIT_SPAN(span, GL_POINT, 0, SPAN_FOG, SPAN_XY | SPAN_Z); - span.fog = vert->fog; - span.fogStep = 0.0; - -#if (FLAGS & RGBA) -#if (FLAGS & SMOOTH) - /* because we need per-fragment alpha values */ - span.arrayMask |= SPAN_RGBA; -#else - /* same RGBA for all fragments */ - span.interpMask |= SPAN_RGBA; - span.red = ChanToFixed(vert->color[0]); - span.green = ChanToFixed(vert->color[1]); - span.blue = ChanToFixed(vert->color[2]); - span.alpha = ChanToFixed(vert->color[3]); - span.redStep = span.greenStep = span.blueStep = span.alphaStep = 0; -#endif /*SMOOTH*/ -#endif /*RGBA*/ + /* + * Span init + */ + span->interpMask = SPAN_FOG; + span->arrayMask = SPAN_XY | SPAN_Z; + span->fog = vert->fog; + span->fogStep = 0.0; +#if FLAGS & RGBA + span->arrayMask |= SPAN_RGBA; +#endif #if FLAGS & SPECULAR - span.interpMask |= SPAN_SPEC; - span.specRed = ChanToFixed(vert->specular[0]); - span.specGreen = ChanToFixed(vert->specular[1]); - span.specBlue = ChanToFixed(vert->specular[2]); - span.specRedStep = span.specGreenStep = span.specBlueStep = 0; + span->arrayMask |= SPAN_SPEC; #endif #if FLAGS & INDEX - span.interpMask |= SPAN_INDEX; - span.index = IntToFixed(vert->index); - span.indexStep = 0; + span->arrayMask |= SPAN_INDEX; #endif #if FLAGS & TEXTURE - /* but not used for sprite mode */ - span.interpMask |= SPAN_TEXTURE; + span->arrayMask |= SPAN_TEXTURE; for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { if (ctx->Texture.Unit[u]._ReallyEnabled) { const GLfloat q = vert->texcoord[u][3]; const GLfloat invQ = (q == 0.0 || q == 1.0) ? 1.0 : (1.0 / q); - span.tex[u][0] = vert->texcoord[u][0] * invQ; - span.tex[u][1] = vert->texcoord[u][1] * invQ; - span.tex[u][2] = vert->texcoord[u][2] * invQ; - span.tex[u][3] = q; - span.texStepX[u][0] = span.texStepY[u][0] = 0.0; - span.texStepX[u][1] = span.texStepY[u][1] = 0.0; - span.texStepX[u][2] = span.texStepY[u][2] = 0.0; - span.texStepX[u][3] = span.texStepY[u][3] = 0.0; + texcoord[u][0] = vert->texcoord[u][0] * invQ; + texcoord[u][1] = vert->texcoord[u][1] * invQ; + texcoord[u][2] = vert->texcoord[u][2] * invQ; + texcoord[u][3] = q; } } #endif #if FLAGS & SMOOTH - span.arrayMask |= SPAN_COVERAGE; + span->arrayMask |= SPAN_COVERAGE; #endif #if FLAGS & SPRITE - span.arrayMask |= SPAN_TEXTURE; + span->arrayMask |= SPAN_TEXTURE; #endif #if FLAGS & ATTENUATE @@ -156,12 +146,15 @@ NAME ( GLcontext *ctx, const SWvertex *vert ) size = ctx->Point._Size; #endif -#if FLAGS & (LARGE | ATTENUATE | SMOOTH | SPRITE) - { +#if FLAGS & (ATTENUATE | LARGE | SMOOTH | SPRITE) + /* + * Multi-pixel points + */ + {{ GLint x, y; const GLfloat radius = 0.5F * size; const GLint z = (GLint) (vert->win[2]); - GLuint count = 0; + GLuint count; #if FLAGS & SMOOTH const GLfloat rmin = radius - 0.7071F; /* 0.7071 = sqrt(2)/2 */ const GLfloat rmax = radius + 0.7071F; @@ -195,104 +188,184 @@ NAME ( GLcontext *ctx, const SWvertex *vert ) } #endif /*SMOOTH*/ + /* check if we need to flush */ + if (span->end + (xmax-xmin+1) * (ymax-ymin+1) >= MAX_WIDTH || + (swrast->_RasterMask & (BLEND_BIT | LOGIC_OP_BIT | MASKING_BIT))) { +#if FLAGS & (TEXTURE | SPRITE) + if (ctx->Texture._EnabledUnits) + _mesa_write_texture_span(ctx, span); + else + _mesa_write_rgba_span(ctx, span); +#elif FLAGS & RGBA + _mesa_write_rgba_span(ctx, span); +#else + _mesa_write_index_span(ctx, span); +#endif + span->end = 0; + } + + /* + * OK, generate fragments + */ + count = span->end; (void) radius; for (y = ymin; y <= ymax; y++) { for (x = xmin; x <= xmax; x++) { -#if FLAGS & SPRITE +#if FLAGS & (SPRITE | TEXTURE) GLuint u; #endif + +#if FLAGS & RGBA + span->array->rgba[count][RCOMP] = red; + span->array->rgba[count][GCOMP] = green; + span->array->rgba[count][BCOMP] = blue; + span->array->rgba[count][ACOMP] = alpha; +#endif +#if FLAGS & SPECULAR + span->array->spec[count][RCOMP] = specRed; + span->array->spec[count][GCOMP] = specGreen; + span->array->spec[count][BCOMP] = specBlue; +#endif +#if FLAGS & INDEX + span->array->index[count] = colorIndex; +#endif +#if FLAGS & TEXTURE + for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { + if (ctx->Texture.Unit[u]._ReallyEnabled) { + COPY_4V(span->array->texcoords[u][count], texcoord[u]); + } + } +#endif + #if FLAGS & SMOOTH /* compute coverage */ - const GLfloat dx = x - vert->win[0] + 0.5F; - const GLfloat dy = y - vert->win[1] + 0.5F; - const GLfloat dist2 = dx * dx + dy * dy; - if (dist2 < rmax2) { - if (dist2 >= rmin2) { - /* compute partial coverage */ - span.array->coverage[count] = 1.0F - (dist2 - rmin2) * cscale; + { + const GLfloat dx = x - vert->win[0] + 0.5F; + const GLfloat dy = y - vert->win[1] + 0.5F; + const GLfloat dist2 = dx * dx + dy * dy; + if (dist2 < rmax2) { + if (dist2 >= rmin2) { + /* compute partial coverage */ + span->array->coverage[count] = 1.0F - (dist2 - rmin2) * cscale; #if FLAGS & INDEX - span.array->coverage[count] *= 15.0; /* coverage in [0,15] */ + /* coverage in [0,15] */ + span->array->coverage[count] *= 15.0; #endif - } - else { - /* full coverage */ - span.array->coverage[count] = 1.0F; - } + } + else { + /* full coverage */ + span->array->coverage[count] = 1.0F; + } - span.array->x[count] = x; - span.array->y[count] = y; - span.array->z[count] = z; + span->array->x[count] = x; + span->array->y[count] = y; + span->array->z[count] = z; -#if FLAGS & RGBA - span.array->rgba[count][RCOMP] = red; - span.array->rgba[count][GCOMP] = green; - span.array->rgba[count][BCOMP] = blue; -#if FLAGS & ATTENUATE - span.array->rgba[count][ACOMP] = (GLchan) (alpha * alphaAtten); -#else - span.array->rgba[count][ACOMP] = alpha; +#if (FLAGS & ATTENUATE) && (FLAGS & RGBA) + span->array->rgba[count][ACOMP] = (GLchan) (alpha * alphaAtten); +#elif FLAGS & RGBA + span->array->rgba[count][ACOMP] = alpha; #endif /*ATTENUATE*/ -#endif /*RGBA*/ - count++; - } /*if*/ + count++; + } /*if*/ + } + #else /*SMOOTH*/ + /* not smooth (square points) */ - span.array->x[count] = x; - span.array->y[count] = y; - span.array->z[count] = z; + span->array->x[count] = x; + span->array->y[count] = y; + span->array->z[count] = z; + #if FLAGS & SPRITE for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { if (ctx->Texture.Unit[u]._ReallyEnabled) { if (ctx->Point.CoordReplace[u]) { GLfloat s = 0.5F + (x + 0.5F - vert->win[0]) / size; GLfloat t = 0.5F - (y + 0.5F - vert->win[1]) / size; - span.array->texcoords[u][count][0] = s; - span.array->texcoords[u][count][1] = t; - span.array->texcoords[u][count][3] = 1.0F; + span->array->texcoords[u][count][0] = s; + span->array->texcoords[u][count][1] = t; + span->array->texcoords[u][count][3] = 1.0F; if (ctx->Point.SpriteRMode == GL_ZERO) - span.array->texcoords[u][count][2] = 0.0F; + span->array->texcoords[u][count][2] = 0.0F; else if (ctx->Point.SpriteRMode == GL_S) - span.array->texcoords[u][count][2] = vert->texcoord[u][0]; + span->array->texcoords[u][count][2] = vert->texcoord[u][0]; else /* GL_R */ - span.array->texcoords[u][count][2] = vert->texcoord[u][2]; + span->array->texcoords[u][count][2] = vert->texcoord[u][2]; } else { - COPY_4V(span.array->texcoords[u][count], vert->texcoord[u]); + COPY_4V(span->array->texcoords[u][count], vert->texcoord[u]); } } } #endif /*SPRITE*/ - count++; + + count++; /* square point */ + #endif /*SMOOTH*/ + } /*for x*/ } /*for y*/ - span.end = count; - } + span->end = count; + }} #else /* LARGE | ATTENUATE | SMOOTH | SPRITE */ - { - /* size == 1 */ - span.array->x[0] = (GLint) vert->win[0]; - span.array->y[0] = (GLint) vert->win[1]; - span.array->z[0] = (GLint) vert->win[2]; - span.end = 1; - } - -#endif /* LARGE || ATTENUATE || SMOOTH */ - - ASSERT(span.end > 0); + /* + * Single-pixel points + */ + {{ + GLuint count; + /* check if we need to flush */ + if (span->end >= MAX_WIDTH || + (swrast->_RasterMask & (BLEND_BIT | LOGIC_OP_BIT | MASKING_BIT))) { #if FLAGS & (TEXTURE | SPRITE) - if (ctx->Texture._EnabledUnits) - _mesa_write_texture_span(ctx, &span); - else - _mesa_write_rgba_span(ctx, &span); + if (ctx->Texture._EnabledUnits) + _mesa_write_texture_span(ctx, span); + else + _mesa_write_rgba_span(ctx, span); #elif FLAGS & RGBA - _mesa_write_rgba_span(ctx, &span); + _mesa_write_rgba_span(ctx, span); #else - _mesa_write_index_span(ctx, &span); + _mesa_write_index_span(ctx, span); +#endif + span->end = 0; + } + + count = span->end; + +#if FLAGS & RGBA + span->array->rgba[count][RCOMP] = red; + span->array->rgba[count][GCOMP] = green; + span->array->rgba[count][BCOMP] = blue; + span->array->rgba[count][ACOMP] = alpha; +#endif +#if FLAGS & SPECULAR + span->array->spec[count][RCOMP] = specRed; + span->array->spec[count][GCOMP] = specGreen; + span->array->spec[count][BCOMP] = specBlue; +#endif +#if FLAGS & INDEX + span->array->index[count] = colorIndex; +#endif +#if FLAGS & TEXTURE + for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { + if (ctx->Texture.Unit[u]._ReallyEnabled) { + COPY_4V(span->array->texcoords[u][count], texcoord[u]); + } + } #endif + + span->array->x[count] = (GLint) vert->win[0]; + span->array->y[count] = (GLint) vert->win[1]; + span->array->z[count] = (GLint) vert->win[2]; + span->end = count + 1; + }} + +#endif /* LARGE || ATTENUATE || SMOOTH */ + + ASSERT(span->end <= MAX_WIDTH); } diff --git a/src/mesa/swrast/swrast.h b/src/mesa/swrast/swrast.h index 2d547c889e..1cb55a9d8c 100644 --- a/src/mesa/swrast/swrast.h +++ b/src/mesa/swrast/swrast.h @@ -1,4 +1,4 @@ -/* $Id: swrast.h,v 1.28 2002/10/02 23:24:04 brianp Exp $ */ +/* $Id: swrast.h,v 1.29 2002/10/04 17:37:47 brianp Exp $ */ /* * Mesa 3-D graphics library @@ -205,7 +205,7 @@ do { \ (S).start = 0; \ (S).end = (END); \ (S).facing = 0; \ - (S).array = SWRAST_CONTEXT(ctx)->span_data; \ + (S).array = SWRAST_CONTEXT(ctx)->SpanArrays; \ } while (0) @@ -306,6 +306,9 @@ _swrast_Quad( GLcontext *ctx, extern void _swrast_flush( GLcontext *ctx ); +extern void +_swrast_render_primitive( GLcontext *ctx, GLenum mode ); + extern void _swrast_render_start( GLcontext *ctx ); diff --git a/src/mesa/swrast_setup/ss_context.c b/src/mesa/swrast_setup/ss_context.c index 58d85faa1f..254c5af66c 100644 --- a/src/mesa/swrast_setup/ss_context.c +++ b/src/mesa/swrast_setup/ss_context.c @@ -1,9 +1,10 @@ +/* $Id: ss_context.c,v 1.18 2002/10/04 17:37:47 brianp Exp $ */ /* * Mesa 3-D graphics library - * Version: 3.5 + * Version: 4.1 * - * Copyright (C) 1999-2001 Brian Paul All Rights Reserved. + * Copyright (C) 1999-2002 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"), @@ -97,8 +98,13 @@ static void _swsetup_RenderPrimitive( GLcontext *ctx, GLenum mode ) { SWSETUP_CONTEXT(ctx)->render_prim = mode; + _swrast_render_primitive( ctx, mode ); } +/* + * We patch this function into tnl->Driver.Render.Start. + * It's called when we start rendering a vertex buffer. + */ static void _swsetup_RenderStart( GLcontext *ctx ) { @@ -118,6 +124,10 @@ _swsetup_RenderStart( GLcontext *ctx ) _swrast_render_start( ctx ); } +/* + * We patch this function into tnl->Driver.Render.Finish. + * It's called when we finish rendering a vertex buffer. + */ static void _swsetup_RenderFinish( GLcontext *ctx ) { diff --git a/src/mesa/swrast_setup/ss_context.h b/src/mesa/swrast_setup/ss_context.h index 3174c95de1..e7bb65807a 100644 --- a/src/mesa/swrast_setup/ss_context.h +++ b/src/mesa/swrast_setup/ss_context.h @@ -1,9 +1,10 @@ +/* $Id: ss_context.h,v 1.11 2002/10/04 17:37:47 brianp Exp $ */ /* * Mesa 3-D graphics library - * Version: 3.5 + * Version: 4.1 * - * Copyright (C) 1999-2001 Brian Paul All Rights Reserved. + * Copyright (C) 1999-2002 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"), diff --git a/src/mesa/swrast_setup/ss_triangle.c b/src/mesa/swrast_setup/ss_triangle.c index fa1f3e74e9..c77bd72bee 100644 --- a/src/mesa/swrast_setup/ss_triangle.c +++ b/src/mesa/swrast_setup/ss_triangle.c @@ -1,4 +1,4 @@ -/* $Id: ss_triangle.c,v 1.17 2002/10/02 23:24:04 brianp Exp $ */ +/* $Id: ss_triangle.c,v 1.18 2002/10/04 17:37:47 brianp Exp $ */ /* * Mesa 3-D graphics library @@ -139,6 +139,7 @@ static void _swsetup_render_point_tri( GLcontext *ctx, v0->index = i[0]; v1->index = i[1]; } + _swrast_flush(ctx); } #define SS_COLOR(a,b) COPY_CHAN4(a,b) @@ -280,8 +281,6 @@ void _swsetup_choose_trifuncs( GLcontext *ctx ) (ctx->Stencil.Enabled && ctx->Stencil.TestTwoSide)) ind |= SS_UNFILLED_BIT; - ctx->_Facing = 0; - if (ctx->Visual.rgbMode) ind |= SS_RGBA_BIT; @@ -289,4 +288,6 @@ void _swsetup_choose_trifuncs( GLcontext *ctx ) tnl->Driver.Render.Quad = quad_tab[ind]; tnl->Driver.Render.Line = swsetup_line; tnl->Driver.Render.Points = swsetup_points; + + ctx->_Facing = 0; } diff --git a/src/mesa/swrast_setup/ss_tritmp.h b/src/mesa/swrast_setup/ss_tritmp.h index 2a1ff14cf9..27baf5f759 100644 --- a/src/mesa/swrast_setup/ss_tritmp.h +++ b/src/mesa/swrast_setup/ss_tritmp.h @@ -1,4 +1,4 @@ -/* $Id: ss_tritmp.h,v 1.16 2002/10/02 23:24:04 brianp Exp $ */ +/* $Id: ss_tritmp.h,v 1.17 2002/10/04 17:37:47 brianp Exp $ */ /* * Mesa 3-D graphics library @@ -54,7 +54,8 @@ static void TAG(triangle)(GLcontext *ctx, GLuint e0, GLuint e1, GLuint e2 ) if (IND & (SS_TWOSIDE_BIT | SS_UNFILLED_BIT)) { facing = (cc < 0.0) ^ ctx->Polygon._FrontBit; - ctx->_Facing = facing; /* for 2-sided stencil test */ + if (ctx->Stencil.TestTwoSide) + ctx->_Facing = facing; /* for 2-sided stencil test */ if (IND & SS_UNFILLED_BIT) mode = facing ? ctx->Polygon.BackMode : ctx->Polygon.FrontMode; -- cgit v1.2.3