/* $Id: s_context.c,v 1.29 2002/02/02 21:40:33 brianp Exp $ */ /* * Mesa 3-D graphics library * Version: 4.1 * * 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"), * 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 "swrast.h" #include "s_points.h" #include "s_lines.h" #include "s_triangle.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 |= CLIP_BIT; if (ctx->Stencil.Enabled) RasterMask |= STENCIL_BIT; if (ctx->Visual.rgbMode) { 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 |= CLIP_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.rgbMode && *((GLuint *) ctx->Color.ColorMask) == 0) { RasterMask |= MULTI_DRAW_BIT; /* all RGBA channels disabled */ } else if (!ctx->Visual.rgbMode && ctx->Color.IndexMask==0) { RasterMask |= MULTI_DRAW_BIT; /* all color index bits disabled */ } 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_DERIVED (_SWRAST_NEW_RASTERMASK | \ _NEW_TEXTURE | \ _NEW_HINT | \ _NEW_POLYGON ) /* State referenced by _swrast_choose_triangle, _swrast_choose_line. */ #define _SWRAST_NEW_TRIANGLE (_SWRAST_NEW_DERIVED | \ _NEW_RENDERMODE| \ _NEW_POLYGON| \ _NEW_DEPTH| \ _NEW_STENCIL| \ _NEW_COLOR| \ _NEW_TEXTURE| \ _SWRAST_NEW_RASTERMASK| \ _NEW_LIGHT| \ _NEW_FOG | \ _DD_NEW_SEPARATE_SPECULAR) #define _SWRAST_NEW_LINE (_SWRAST_NEW_DERIVED | \ _NEW_RENDERMODE| \ _NEW_LINE| \ _NEW_TEXTURE| \ _NEW_LIGHT| \ _NEW_FOG| \ _NEW_DEPTH | \ _DD_NEW_SEPARATE_SPECULAR) #define _SWRAST_NEW_POINT (_SWRAST_NEW_DERIVED | \ _NEW_RENDERMODE | \ _NEW_POINT | \ _NEW_TEXTURE | \ _NEW_LIGHT | \ _NEW_FOG | \ _DD_NEW_SEPARATE_SPECULAR) #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_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 ); if ((ctx->_TriangleCaps & DD_SEPARATE_SPECULAR) && !ctx->Texture._ReallyEnabled) { swrast->SpecTriangle = swrast->Triangle; swrast->Triangle = _swrast_add_spec_terms_triangle; } 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 ); if ((ctx->_TriangleCaps & DD_SEPARATE_SPECULAR) && !ctx->Texture._ReallyEnabled) { swrast->SpecLine = swrast->Line; swrast->Line = _swrast_add_spec_terms_line; } 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 ); if ((ctx->_TriangleCaps & DD_SEPARATE_SPECULAR) && !ctx->Texture._ReallyEnabled) { swrast->SpecPoint = swrast->Point; swrast->Point = _swrast_add_spec_terms_point; } 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, GLfloat texcoords[][4], 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, texcoords, 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_NEW_BLEND_FUNC) swrast->BlendFunc = _swrast_validate_blend_func; if (new_state & _SWRAST_NEW_TEXTURE_SAMPLE_FUNC) for (i = 0 ; i < ctx->Const.MaxTextureUnits ; i++) swrast->TextureSample[i] = _swrast_validate_texture_sample; if (ctx->Visual.rgbMode) { ASSERT(swrast->Driver.WriteRGBASpan); ASSERT(swrast->Driver.WriteRGBSpan); ASSERT(swrast->Driver.WriteMonoRGBASpan); ASSERT(swrast->Driver.WriteRGBAPixels); ASSERT(swrast->Driver.WriteMonoRGBAPixels); ASSERT(swrast->Driver.ReadRGBASpan); ASSERT(swrast->Driver.ReadRGBAPixels); } else { ASSERT(swrast->Driver.WriteCI32Span); ASSERT(swrast->Driver.WriteCI8Span); ASSERT(swrast->Driver.WriteMonoCISpan); ASSERT(swrast->Driver.WriteCI32Pixels); ASSERT(swrast->Driver.WriteMonoCIPixels); ASSERT(swrast->Driver.ReadCI32Span); ASSERT(swrast->Driver.ReadCI32Pixels); } } 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_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; } } #define SWRAST_DEBUG 0 /* 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 ) { if (SWRAST_DEBUG) { fprintf(stderr, "_swrast_Quad\n"); _swrast_print_vertex( ctx, v0 ); _swrast_print_vertex( ctx, v1 ); _swrast_print_vertex( ctx, v2 ); _swrast_print_vertex( ctx, v3 ); } SWRAST_CONTEXT(ctx)->Triangle( ctx, v0, v1, v3 ); SWRAST_CONTEXT(ctx)->Triangle( ctx, v1, v2, v3 ); } void _swrast_Triangle( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1, const SWvertex *v2 ) { if (SWRAST_DEBUG) { fprintf(stderr, "_swrast_Triangle\n"); _swrast_print_vertex( ctx, v0 ); _swrast_print_vertex( ctx, v1 ); _swrast_print_vertex( ctx, v2 ); } SWRAST_CONTEXT(ctx)->Triangle( ctx, v0, v1, v2 ); } void _swrast_Line( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1 ) { if (SWRAST_DEBUG) { fprintf(stderr, "_swrast_Line\n"); _swrast_print_vertex( ctx, v0 ); _swrast_print_vertex( ctx, v1 ); } SWRAST_CONTEXT(ctx)->Line( ctx, v0, v1 ); } void _swrast_Point( GLcontext *ctx, const SWvertex *v0 ) { if (SWRAST_DEBUG) { fprintf(stderr, "_swrast_Point\n"); _swrast_print_vertex( ctx, v0 ); } SWRAST_CONTEXT(ctx)->Point( ctx, v0 ); } void _swrast_InvalidateState( GLcontext *ctx, GLuint new_state ) { if (SWRAST_DEBUG) { fprintf(stderr, "_swrast_InvalidateState\n"); } SWRAST_CONTEXT(ctx)->InvalidateState( ctx, new_state ); } void _swrast_ResetLineStipple( GLcontext *ctx ) { if (SWRAST_DEBUG) { fprintf(stderr, "_swrast_ResetLineStipple\n"); } SWRAST_CONTEXT(ctx)->StippleCounter = 0; } void _swrast_allow_vertex_fog( GLcontext *ctx, GLboolean value ) { if (SWRAST_DEBUG) { fprintf(stderr, "_swrast_allow_vertex_fog %d\n", value); } SWRAST_CONTEXT(ctx)->InvalidateState( ctx, _NEW_HINT ); SWRAST_CONTEXT(ctx)->AllowVertexFog = value; } void _swrast_allow_pixel_fog( GLcontext *ctx, GLboolean value ) { if (SWRAST_DEBUG) { fprintf(stderr, "_swrast_allow_pixel_fog %d\n", 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_DEBUG) { fprintf(stderr, "_swrast_CreateContext\n"); } if (!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->invalidate_point = _SWRAST_NEW_POINT; swrast->invalidate_line = _SWRAST_NEW_LINE; swrast->invalidate_triangle = _SWRAST_NEW_TRIANGLE; swrast->Point = _swrast_validate_point; swrast->Line = _swrast_validate_line; swrast->Triangle = _swrast_validate_triangle; 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); if (SWRAST_DEBUG) { fprintf(stderr, "_swrast_DestroyContext\n"); } FREE( swrast ); ctx->swrast_context = 0; } struct swrast_device_driver * _swrast_GetDeviceDriverReference( GLcontext *ctx ) { SWcontext *swrast = SWRAST_CONTEXT(ctx); return &swrast->Driver; } #define SWRAST_DEBUG_VERTICES 0 void _swrast_print_vertex( GLcontext *ctx, const SWvertex *v ) { GLuint i; if (SWRAST_DEBUG_VERTICES) { fprintf(stderr, "win %f %f %f %f\n", v->win[0], v->win[1], v->win[2], v->win[3]); for (i = 0 ; i < ctx->Const.MaxTextureUnits ; i++) if (ctx->Texture.Unit[i]._ReallyEnabled) fprintf(stderr, "texcoord[%d] %f %f %f %f\n", i, v->texcoord[i][0], v->texcoord[i][1], v->texcoord[i][2], v->texcoord[i][3]); #if CHAN_TYPE == GL_FLOAT fprintf(stderr, "color %f %f %f %f\n", v->color[0], v->color[1], v->color[2], v->color[3]); fprintf(stderr, "spec %f %f %f %f\n", v->specular[0], v->specular[1], v->specular[2], v->specular[3]); #else fprintf(stderr, "color %d %d %d %d\n", v->color[0], v->color[1], v->color[2], v->color[3]); fprintf(stderr, "spec %d %d %d %d\n", v->specular[0], v->specular[1], v->specular[2], v->specular[3]); #endif fprintf(stderr, "fog %f\n", v->fog); fprintf(stderr, "index %d\n", v->index); fprintf(stderr, "pointsize %f\n", v->pointSize); fprintf(stderr, "\n"); } } void _swrast_flush( GLcontext *ctx ) { /* no-op */ }