/* $Id: s_context.c,v 1.6 2000/11/22 07:32:18 joukj Exp $ */ /* * Mesa 3-D graphics library * Version: 3.5 * * Copyright (C) 1999 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"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. * * Authors: * Keith Whitwell */ #include "glheader.h" #include "mtypes.h" #include "mem.h" #include "s_pb.h" #include "s_points.h" #include "s_lines.h" #include "s_triangle.h" #include "s_quads.h" #include "s_blend.h" #include "s_context.h" #include "s_texture.h" /* * Recompute the value of swrast->_RasterMask, etc. according to * the current context. */ static void _swrast_update_rasterflags( GLcontext *ctx ) { GLuint RasterMask = 0; if (ctx->Color.AlphaEnabled) RasterMask |= ALPHATEST_BIT; if (ctx->Color.BlendEnabled) RasterMask |= BLEND_BIT; if (ctx->Depth.Test) RasterMask |= DEPTH_BIT; if (ctx->Fog.Enabled) RasterMask |= FOG_BIT; if (ctx->Scissor.Enabled) RasterMask |= SCISSOR_BIT; if (ctx->Stencil.Enabled) RasterMask |= STENCIL_BIT; if (ctx->Visual.RGBAflag) { const GLuint colorMask = *((GLuint *) &ctx->Color.ColorMask); if (colorMask != 0xffffffff) RasterMask |= MASKING_BIT; if (ctx->Color.ColorLogicOpEnabled) RasterMask |= LOGIC_OP_BIT; if (ctx->Texture._ReallyEnabled) RasterMask |= TEXTURE_BIT; } else { if (ctx->Color.IndexMask != 0xffffffff) RasterMask |= MASKING_BIT; if (ctx->Color.IndexLogicOpEnabled) RasterMask |= LOGIC_OP_BIT; } if (ctx->DrawBuffer->UseSoftwareAlphaBuffers && ctx->Color.ColorMask[ACOMP] && ctx->Color.DrawBuffer != GL_NONE) RasterMask |= ALPHABUF_BIT; if ( ctx->Viewport.X < 0 || ctx->Viewport.X + ctx->Viewport.Width > ctx->DrawBuffer->Width || ctx->Viewport.Y < 0 || ctx->Viewport.Y + ctx->Viewport.Height > ctx->DrawBuffer->Height) { RasterMask |= WINCLIP_BIT; } if (ctx->Depth.OcclusionTest) RasterMask |= OCCLUSION_BIT; /* If we're not drawing to exactly one color buffer set the * MULTI_DRAW_BIT flag. Also set it if we're drawing to no * buffers or the RGBA or CI mask disables all writes. */ if (ctx->Color.MultiDrawBuffer) { RasterMask |= MULTI_DRAW_BIT; } else if (ctx->Color.DrawBuffer==GL_NONE) { RasterMask |= MULTI_DRAW_BIT; } else if (ctx->Visual.RGBAflag && *((GLuint *) ctx->Color.ColorMask) == 0) { RasterMask |= MULTI_DRAW_BIT; /* all RGBA channels disabled */ } else if (!ctx->Visual.RGBAflag && ctx->Color.IndexMask==0) { RasterMask |= MULTI_DRAW_BIT; /* all color index bits disabled */ } if ( ctx->Viewport.X<0 || ctx->Viewport.X + ctx->Viewport.Width > ctx->DrawBuffer->Width || ctx->Viewport.Y<0 || ctx->Viewport.Y + ctx->Viewport.Height > ctx->DrawBuffer->Height) { RasterMask |= WINCLIP_BIT; } SWRAST_CONTEXT(ctx)->_RasterMask = RasterMask; } static void _swrast_update_polygon( GLcontext *ctx ) { GLfloat backface_sign = 1; if (ctx->Polygon.CullFlag) { backface_sign = 1; switch(ctx->Polygon.CullFaceMode) { case GL_BACK: if(ctx->Polygon.FrontFace==GL_CCW) backface_sign = -1; break; case GL_FRONT: if(ctx->Polygon.FrontFace!=GL_CCW) backface_sign = -1; break; default: case GL_FRONT_AND_BACK: backface_sign = 0; break; } } else { backface_sign = 0; } SWRAST_CONTEXT(ctx)->_backface_sign = backface_sign; } static void _swrast_update_hint( GLcontext *ctx ) { SWcontext *swrast = SWRAST_CONTEXT(ctx); swrast->_PreferPixelFog = (!swrast->AllowVertexFog || (ctx->Hint.Fog == GL_NICEST && swrast->AllowPixelFog)); } #define _SWRAST_NEW_TRIANGLE (_NEW_RENDERMODE| \ _NEW_POLYGON| \ _NEW_DEPTH| \ _NEW_STENCIL| \ _NEW_COLOR| \ _NEW_TEXTURE| \ _NEW_HINT| \ _SWRAST_NEW_RASTERMASK| \ _NEW_LIGHT| \ _NEW_FOG) #define _SWRAST_NEW_LINE (_NEW_RENDERMODE| \ _NEW_LINE| \ _NEW_TEXTURE| \ _NEW_LIGHT| \ _NEW_FOG| \ _NEW_DEPTH) #define _SWRAST_NEW_POINT (_NEW_RENDERMODE | \ _NEW_POINT | \ _NEW_TEXTURE | \ _NEW_LIGHT | \ _NEW_FOG) #define _SWRAST_NEW_QUAD 0 #define _SWRAST_NEW_TEXTURE_SAMPLE_FUNC _NEW_TEXTURE #define _SWRAST_NEW_BLEND_FUNC _NEW_COLOR /* Stub for swrast->Triangle to select a true triangle function * after a state change. */ static void _swrast_validate_quad( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1, const SWvertex *v2, const SWvertex *v3 ) { SWcontext *swrast = SWRAST_CONTEXT(ctx); _swrast_validate_derived( ctx ); swrast->choose_quad( ctx ); swrast->Quad( ctx, v0, v1, v2, v3 ); } static void _swrast_validate_triangle( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1, const SWvertex *v2 ) { SWcontext *swrast = SWRAST_CONTEXT(ctx); _swrast_validate_derived( ctx ); swrast->choose_triangle( ctx ); swrast->Triangle( ctx, v0, v1, v2 ); } static void _swrast_validate_line( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1 ) { SWcontext *swrast = SWRAST_CONTEXT(ctx); _swrast_validate_derived( ctx ); swrast->choose_line( ctx ); swrast->Line( ctx, v0, v1 ); } static void _swrast_validate_point( GLcontext *ctx, const SWvertex *v0 ) { SWcontext *swrast = SWRAST_CONTEXT(ctx); _swrast_validate_derived( ctx ); swrast->choose_point( ctx ); swrast->Point( ctx, v0 ); } static void _swrast_validate_blend_func( GLcontext *ctx, GLuint n, const GLubyte mask[], GLchan src[][4], CONST GLchan dst[][4] ) { SWcontext *swrast = SWRAST_CONTEXT(ctx); _swrast_validate_derived( ctx ); _swrast_choose_blend_func( ctx ); swrast->BlendFunc( ctx, n, mask, src, dst ); } static void _swrast_validate_texture_sample( GLcontext *ctx, GLuint texUnit, const struct gl_texture_object *tObj, GLuint n, const GLfloat s[], const GLfloat t[], const GLfloat u[], const GLfloat lambda[], GLchan rgba[][4] ) { SWcontext *swrast = SWRAST_CONTEXT(ctx); _swrast_validate_derived( ctx ); _swrast_choose_texture_sample_func( ctx, texUnit, tObj ); swrast->TextureSample[texUnit]( ctx, texUnit, tObj, n, s, t, u, lambda, rgba ); } static void _swrast_sleep( GLcontext *ctx, GLuint new_state ) { } static void _swrast_invalidate_state( GLcontext *ctx, GLuint new_state ) { SWcontext *swrast = SWRAST_CONTEXT(ctx); GLuint i; swrast->NewState |= new_state; /* After 10 statechanges without any swrast functions being called, * put the module to sleep. */ if (++swrast->StateChanges > 10) { swrast->InvalidateState = _swrast_sleep; swrast->NewState = ~0; new_state = ~0; } if (new_state & swrast->invalidate_triangle) swrast->Triangle = _swrast_validate_triangle; if (new_state & swrast->invalidate_line) swrast->Line = _swrast_validate_line; if (new_state & swrast->invalidate_point) swrast->Point = _swrast_validate_point; if (new_state & swrast->invalidate_quad) swrast->Quad = _swrast_validate_quad; if (new_state & _SWRAST_NEW_BLEND_FUNC) swrast->BlendFunc = _swrast_validate_blend_func; if (new_state & _SWRAST_NEW_TEXTURE_SAMPLE_FUNC) for (i = 0 ; i < MAX_TEXTURE_UNITS ; i++) swrast->TextureSample[i] = _swrast_validate_texture_sample; } void _swrast_validate_derived( GLcontext *ctx ) { SWcontext *swrast = SWRAST_CONTEXT(ctx); if (swrast->NewState) { if (swrast->NewState & _SWRAST_NEW_RASTERMASK) _swrast_update_rasterflags( ctx ); if (swrast->NewState & _NEW_TEXTURE) swrast->_MultiTextureEnabled = (ctx->Texture._ReallyEnabled & ~ENABLE_TEX0); if (swrast->NewState & _NEW_POLYGON) _swrast_update_polygon( ctx ); if (swrast->NewState & _NEW_HINT) _swrast_update_hint( ctx ); swrast->NewState = 0; swrast->StateChanges = 0; swrast->InvalidateState = _swrast_invalidate_state; } } /* Public entrypoints: See also s_accum.c, s_bitmap.c, etc. */ void _swrast_Quad( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1, const SWvertex *v2, const SWvertex *v3 ) { SWRAST_CONTEXT(ctx)->Quad( ctx, v0, v1, v2, v3 ); } void _swrast_Triangle( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1, const SWvertex *v2 ) { SWRAST_CONTEXT(ctx)->Triangle( ctx, v0, v1, v2 ); } void _swrast_Line( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1 ) { SWRAST_CONTEXT(ctx)->Line( ctx, v0, v1 ); } void _swrast_Point( GLcontext *ctx, const SWvertex *v0 ) { SWRAST_CONTEXT(ctx)->Point( ctx, v0 ); } void _swrast_InvalidateState( GLcontext *ctx, GLuint new_state ) { SWRAST_CONTEXT(ctx)->InvalidateState( ctx, new_state ); } GLuint * _swrast_get_stipple_counter_ref( GLcontext *ctx ) { return &SWRAST_CONTEXT(ctx)->StippleCounter; } void _swrast_allow_vertex_fog( GLcontext *ctx, GLboolean value ) { SWRAST_CONTEXT(ctx)->InvalidateState( ctx, _NEW_HINT ); SWRAST_CONTEXT(ctx)->AllowVertexFog = value; } void _swrast_allow_pixel_fog( GLcontext *ctx, GLboolean value ) { SWRAST_CONTEXT(ctx)->InvalidateState( ctx, _NEW_HINT ); SWRAST_CONTEXT(ctx)->AllowPixelFog = value; } GLboolean _swrast_CreateContext( GLcontext *ctx ) { GLuint i; SWcontext *swrast = (SWcontext *)CALLOC(sizeof(SWcontext)); if (!swrast) return GL_FALSE; swrast->PB = gl_alloc_pb(); if (!swrast->PB) { FREE(swrast); return GL_FALSE; } swrast->NewState = ~0; swrast->choose_point = _swrast_choose_point; swrast->choose_line = _swrast_choose_line; swrast->choose_triangle = _swrast_choose_triangle; swrast->choose_quad = _swrast_choose_quad; swrast->invalidate_point = _SWRAST_NEW_POINT; swrast->invalidate_line = _SWRAST_NEW_LINE; swrast->invalidate_triangle = _SWRAST_NEW_TRIANGLE; swrast->invalidate_quad = _SWRAST_NEW_QUAD; swrast->Point = _swrast_validate_point; swrast->Line = _swrast_validate_line; swrast->Triangle = _swrast_validate_triangle; swrast->Quad = _swrast_validate_quad; swrast->InvalidateState = _swrast_sleep; swrast->BlendFunc = _swrast_validate_blend_func; swrast->AllowVertexFog = GL_TRUE; swrast->AllowPixelFog = GL_TRUE; /* Optimized Accum buffer */ swrast->_IntegerAccumMode = GL_TRUE; swrast->_IntegerAccumScaler = 0.0; for (i = 0 ; i < MAX_TEXTURE_UNITS ; i++) swrast->TextureSample[i] = _swrast_validate_texture_sample; ctx->swrast_context = swrast; return GL_TRUE; } void _swrast_DestroyContext( GLcontext *ctx ) { SWcontext *swrast = SWRAST_CONTEXT(ctx); FREE( swrast->PB ); FREE( swrast ); ctx->swrast_context = 0; }