s_context.c revision b6bcae5698df88f7730d40004ce7ce0462e97a20
1/* $Id: s_context.c,v 1.11 2001/01/23 23:39:37 brianp Exp $ */
2
3/*
4 * Mesa 3-D graphics library
5 * Version:  3.5
6 *
7 * Copyright (C) 1999  Brian Paul   All Rights Reserved.
8 *
9 * Permission is hereby granted, free of charge, to any person obtaining a
10 * copy of this software and associated documentation files (the "Software"),
11 * to deal in the Software without restriction, including without limitation
12 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
13 * and/or sell copies of the Software, and to permit persons to whom the
14 * Software is furnished to do so, subject to the following conditions:
15 *
16 * The above copyright notice and this permission notice shall be included
17 * in all copies or substantial portions of the Software.
18 *
19 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
20 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
21 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
22 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
23 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
24 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 *
26 * Authors:
27 *    Keith Whitwell <keithw@valinux.com>
28 */
29
30#include "glheader.h"
31#include "mtypes.h"
32#include "mem.h"
33
34#include "s_pb.h"
35#include "s_points.h"
36#include "s_lines.h"
37#include "s_triangle.h"
38#include "s_quads.h"
39#include "s_blend.h"
40#include "s_context.h"
41#include "s_texture.h"
42
43
44
45
46
47/*
48 * Recompute the value of swrast->_RasterMask, etc. according to
49 * the current context.
50 */
51static void
52_swrast_update_rasterflags( GLcontext *ctx )
53{
54   GLuint RasterMask = 0;
55
56   if (ctx->Color.AlphaEnabled)           RasterMask |= ALPHATEST_BIT;
57   if (ctx->Color.BlendEnabled)           RasterMask |= BLEND_BIT;
58   if (ctx->Depth.Test)                   RasterMask |= DEPTH_BIT;
59   if (ctx->Fog.Enabled)                  RasterMask |= FOG_BIT;
60   if (ctx->Scissor.Enabled)              RasterMask |= SCISSOR_BIT;
61   if (ctx->Stencil.Enabled)              RasterMask |= STENCIL_BIT;
62   if (ctx->Visual.rgbMode) {
63      const GLuint colorMask = *((GLuint *) &ctx->Color.ColorMask);
64      if (colorMask != 0xffffffff)        RasterMask |= MASKING_BIT;
65      if (ctx->Color.ColorLogicOpEnabled) RasterMask |= LOGIC_OP_BIT;
66      if (ctx->Texture._ReallyEnabled)     RasterMask |= TEXTURE_BIT;
67   }
68   else {
69      if (ctx->Color.IndexMask != 0xffffffff) RasterMask |= MASKING_BIT;
70      if (ctx->Color.IndexLogicOpEnabled)     RasterMask |= LOGIC_OP_BIT;
71   }
72
73   if (ctx->DrawBuffer->UseSoftwareAlphaBuffers
74       && ctx->Color.ColorMask[ACOMP]
75       && ctx->Color.DrawBuffer != GL_NONE)
76      RasterMask |= ALPHABUF_BIT;
77
78   if (   ctx->Viewport.X < 0
79       || ctx->Viewport.X + ctx->Viewport.Width > ctx->DrawBuffer->Width
80       || ctx->Viewport.Y < 0
81       || ctx->Viewport.Y + ctx->Viewport.Height > ctx->DrawBuffer->Height) {
82      RasterMask |= WINCLIP_BIT;
83   }
84
85   if (ctx->Depth.OcclusionTest)
86      RasterMask |= OCCLUSION_BIT;
87
88
89   /* If we're not drawing to exactly one color buffer set the
90    * MULTI_DRAW_BIT flag.  Also set it if we're drawing to no
91    * buffers or the RGBA or CI mask disables all writes.
92    */
93   if (ctx->Color.MultiDrawBuffer) {
94      RasterMask |= MULTI_DRAW_BIT;
95   }
96   else if (ctx->Color.DrawBuffer==GL_NONE) {
97      RasterMask |= MULTI_DRAW_BIT;
98   }
99   else if (ctx->Visual.rgbMode && *((GLuint *) ctx->Color.ColorMask) == 0) {
100      RasterMask |= MULTI_DRAW_BIT; /* all RGBA channels disabled */
101   }
102   else if (!ctx->Visual.rgbMode && ctx->Color.IndexMask==0) {
103      RasterMask |= MULTI_DRAW_BIT; /* all color index bits disabled */
104   }
105
106   if (   ctx->Viewport.X<0
107       || ctx->Viewport.X + ctx->Viewport.Width > ctx->DrawBuffer->Width
108       || ctx->Viewport.Y<0
109       || ctx->Viewport.Y + ctx->Viewport.Height > ctx->DrawBuffer->Height) {
110      RasterMask |= WINCLIP_BIT;
111   }
112
113   SWRAST_CONTEXT(ctx)->_RasterMask = RasterMask;
114}
115
116
117static void
118_swrast_update_polygon( GLcontext *ctx )
119{
120   GLfloat backface_sign = 1;
121
122   if (ctx->Polygon.CullFlag) {
123      backface_sign = 1;
124      switch(ctx->Polygon.CullFaceMode) {
125      case GL_BACK:
126	 if(ctx->Polygon.FrontFace==GL_CCW)
127	    backface_sign = -1;
128	 break;
129      case GL_FRONT:
130	 if(ctx->Polygon.FrontFace!=GL_CCW)
131	    backface_sign = -1;
132	 break;
133      default:
134      case GL_FRONT_AND_BACK:
135	 backface_sign = 0;
136	 break;
137      }
138   }
139   else {
140      backface_sign = 0;
141   }
142
143   SWRAST_CONTEXT(ctx)->_backface_sign = backface_sign;
144}
145
146
147static void
148_swrast_update_hint( GLcontext *ctx )
149{
150   SWcontext *swrast = SWRAST_CONTEXT(ctx);
151   swrast->_PreferPixelFog = (!swrast->AllowVertexFog ||
152			      (ctx->Hint.Fog == GL_NICEST &&
153			       swrast->AllowPixelFog));
154}
155
156#define _SWRAST_NEW_TRIANGLE (_NEW_RENDERMODE|		\
157                              _NEW_POLYGON|		\
158                              _NEW_DEPTH|		\
159                              _NEW_STENCIL|		\
160                              _NEW_COLOR|		\
161                              _NEW_TEXTURE|		\
162                              _NEW_HINT|		\
163                              _SWRAST_NEW_RASTERMASK|	\
164                              _NEW_LIGHT|		\
165                              _NEW_FOG)
166
167#define _SWRAST_NEW_LINE (_NEW_RENDERMODE|	\
168                          _NEW_LINE|		\
169                          _NEW_TEXTURE|		\
170                          _NEW_LIGHT|		\
171                          _NEW_FOG|		\
172                          _NEW_DEPTH)
173
174#define _SWRAST_NEW_POINT (_NEW_RENDERMODE |	\
175			   _NEW_POINT |		\
176			   _NEW_TEXTURE |	\
177			   _NEW_LIGHT |		\
178			   _NEW_FOG)
179
180#define _SWRAST_NEW_QUAD  0
181
182#define _SWRAST_NEW_TEXTURE_SAMPLE_FUNC _NEW_TEXTURE
183
184#define _SWRAST_NEW_BLEND_FUNC _NEW_COLOR
185
186
187
188/* Stub for swrast->Triangle to select a true triangle function
189 * after a state change.
190 */
191static void
192_swrast_validate_quad( GLcontext *ctx,
193		       const SWvertex *v0, const SWvertex *v1,
194                       const SWvertex *v2, const SWvertex *v3 )
195{
196   SWcontext *swrast = SWRAST_CONTEXT(ctx);
197
198   _swrast_validate_derived( ctx );
199   swrast->choose_quad( ctx );
200
201   swrast->Quad( ctx, v0, v1, v2, v3 );
202}
203
204static void
205_swrast_validate_triangle( GLcontext *ctx,
206			   const SWvertex *v0,
207                           const SWvertex *v1,
208                           const SWvertex *v2 )
209{
210   SWcontext *swrast = SWRAST_CONTEXT(ctx);
211
212   _swrast_validate_derived( ctx );
213   swrast->choose_triangle( ctx );
214
215   swrast->Triangle( ctx, v0, v1, v2 );
216}
217
218static void
219_swrast_validate_line( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1 )
220{
221   SWcontext *swrast = SWRAST_CONTEXT(ctx);
222
223   _swrast_validate_derived( ctx );
224   swrast->choose_line( ctx );
225
226   swrast->Line( ctx, v0, v1 );
227}
228
229static void
230_swrast_validate_point( GLcontext *ctx, const SWvertex *v0 )
231{
232   SWcontext *swrast = SWRAST_CONTEXT(ctx);
233
234   _swrast_validate_derived( ctx );
235   swrast->choose_point( ctx );
236
237   swrast->Point( ctx, v0 );
238}
239
240static void
241_swrast_validate_blend_func( GLcontext *ctx, GLuint n,
242			     const GLubyte mask[],
243			     GLchan src[][4],
244			     CONST GLchan dst[][4] )
245{
246   SWcontext *swrast = SWRAST_CONTEXT(ctx);
247
248   _swrast_validate_derived( ctx );
249   _swrast_choose_blend_func( ctx );
250
251   swrast->BlendFunc( ctx, n, mask, src, dst );
252}
253
254
255static void
256_swrast_validate_texture_sample( GLcontext *ctx, GLuint texUnit,
257				 const struct gl_texture_object *tObj,
258				 GLuint n,
259				 const GLfloat s[], const GLfloat t[],
260				 const GLfloat u[], const GLfloat lambda[],
261				 GLchan rgba[][4] )
262{
263   SWcontext *swrast = SWRAST_CONTEXT(ctx);
264
265   _swrast_validate_derived( ctx );
266   _swrast_choose_texture_sample_func( ctx, texUnit, tObj );
267
268   swrast->TextureSample[texUnit]( ctx, texUnit, tObj, n, s, t, u,
269				   lambda, rgba );
270}
271
272
273static void
274_swrast_sleep( GLcontext *ctx, GLuint new_state )
275{
276}
277
278
279static void
280_swrast_invalidate_state( GLcontext *ctx, GLuint new_state )
281{
282   SWcontext *swrast = SWRAST_CONTEXT(ctx);
283   GLuint i;
284
285   swrast->NewState |= new_state;
286
287   /* After 10 statechanges without any swrast functions being called,
288    * put the module to sleep.
289    */
290   if (++swrast->StateChanges > 10) {
291      swrast->InvalidateState = _swrast_sleep;
292      swrast->NewState = ~0;
293      new_state = ~0;
294   }
295
296   if (new_state & swrast->invalidate_triangle)
297      swrast->Triangle = _swrast_validate_triangle;
298
299   if (new_state & swrast->invalidate_line)
300      swrast->Line = _swrast_validate_line;
301
302   if (new_state & swrast->invalidate_point)
303      swrast->Point = _swrast_validate_point;
304
305   if (new_state & swrast->invalidate_quad)
306      swrast->Quad = _swrast_validate_quad;
307
308   if (new_state & _SWRAST_NEW_BLEND_FUNC)
309      swrast->BlendFunc = _swrast_validate_blend_func;
310
311   if (new_state & _SWRAST_NEW_TEXTURE_SAMPLE_FUNC)
312      for (i = 0 ; i < ctx->Const.MaxTextureUnits ; i++)
313	 swrast->TextureSample[i] = _swrast_validate_texture_sample;
314}
315
316
317
318void
319_swrast_validate_derived( GLcontext *ctx )
320{
321   SWcontext *swrast = SWRAST_CONTEXT(ctx);
322
323   if (swrast->NewState)
324   {
325      if (swrast->NewState & _SWRAST_NEW_RASTERMASK)
326 	 _swrast_update_rasterflags( ctx );
327
328      if (swrast->NewState & _NEW_TEXTURE)
329	 swrast->_MultiTextureEnabled = (ctx->Texture._ReallyEnabled &
330					 ~TEXTURE0_ANY);
331
332      if (swrast->NewState & _NEW_POLYGON)
333	 _swrast_update_polygon( ctx );
334
335      if (swrast->NewState & _NEW_HINT)
336	 _swrast_update_hint( ctx );
337
338      swrast->NewState = 0;
339      swrast->StateChanges = 0;
340      swrast->InvalidateState = _swrast_invalidate_state;
341   }
342}
343
344
345
346/* Public entrypoints:  See also s_accum.c, s_bitmap.c, etc.
347 */
348void
349_swrast_Quad( GLcontext *ctx,
350	      const SWvertex *v0, const SWvertex *v1,
351              const SWvertex *v2, const SWvertex *v3 )
352{
353/*     fprintf(stderr, "%s\n", __FUNCTION__); */
354/*     _swrast_print_vertex( ctx, v0 ); */
355/*     _swrast_print_vertex( ctx, v1 ); */
356/*     _swrast_print_vertex( ctx, v2 ); */
357/*     _swrast_print_vertex( ctx, v3 ); */
358   SWRAST_CONTEXT(ctx)->Quad( ctx, v0, v1, v2, v3 );
359}
360
361void
362_swrast_Triangle( GLcontext *ctx, const SWvertex *v0,
363                  const SWvertex *v1, const SWvertex *v2 )
364{
365/*     fprintf(stderr, "%s\n", __FUNCTION__); */
366/*     _swrast_print_vertex( ctx, v0 ); */
367/*     _swrast_print_vertex( ctx, v1 ); */
368/*     _swrast_print_vertex( ctx, v2 ); */
369   SWRAST_CONTEXT(ctx)->Triangle( ctx, v0, v1, v2 );
370}
371
372void
373_swrast_Line( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1 )
374{
375/*     fprintf(stderr, "%s\n", __FUNCTION__); */
376/*     _swrast_print_vertex( ctx, v0 ); */
377/*     _swrast_print_vertex( ctx, v1 ); */
378   SWRAST_CONTEXT(ctx)->Line( ctx, v0, v1 );
379}
380
381void
382_swrast_Point( GLcontext *ctx, const SWvertex *v0 )
383{
384/*     fprintf(stderr, "%s\n", __FUNCTION__); */
385/*     _swrast_print_vertex( ctx, v0 ); */
386   SWRAST_CONTEXT(ctx)->Point( ctx, v0 );
387}
388
389void
390_swrast_InvalidateState( GLcontext *ctx, GLuint new_state )
391{
392   SWRAST_CONTEXT(ctx)->InvalidateState( ctx, new_state );
393}
394
395void
396_swrast_ResetLineStipple( GLcontext *ctx )
397{
398   SWRAST_CONTEXT(ctx)->StippleCounter = 0;
399}
400
401void
402_swrast_allow_vertex_fog( GLcontext *ctx, GLboolean value )
403{
404   SWRAST_CONTEXT(ctx)->InvalidateState( ctx, _NEW_HINT );
405   SWRAST_CONTEXT(ctx)->AllowVertexFog = value;
406}
407
408void
409_swrast_allow_pixel_fog( GLcontext *ctx, GLboolean value )
410{
411   SWRAST_CONTEXT(ctx)->InvalidateState( ctx, _NEW_HINT );
412   SWRAST_CONTEXT(ctx)->AllowPixelFog = value;
413}
414
415
416GLboolean
417_swrast_CreateContext( GLcontext *ctx )
418{
419   GLuint i;
420   SWcontext *swrast = (SWcontext *)CALLOC(sizeof(SWcontext));
421   if (!swrast)
422      return GL_FALSE;
423
424   swrast->PB = gl_alloc_pb();
425   if (!swrast->PB) {
426      FREE(swrast);
427      return GL_FALSE;
428   }
429
430   swrast->NewState = ~0;
431
432   swrast->choose_point = _swrast_choose_point;
433   swrast->choose_line = _swrast_choose_line;
434   swrast->choose_triangle = _swrast_choose_triangle;
435   swrast->choose_quad = _swrast_choose_quad;
436
437   swrast->invalidate_point = _SWRAST_NEW_POINT;
438   swrast->invalidate_line = _SWRAST_NEW_LINE;
439   swrast->invalidate_triangle = _SWRAST_NEW_TRIANGLE;
440   swrast->invalidate_quad = _SWRAST_NEW_QUAD;
441
442   swrast->Point = _swrast_validate_point;
443   swrast->Line = _swrast_validate_line;
444   swrast->Triangle = _swrast_validate_triangle;
445   swrast->Quad = _swrast_validate_quad;
446   swrast->InvalidateState = _swrast_sleep;
447   swrast->BlendFunc = _swrast_validate_blend_func;
448
449   swrast->AllowVertexFog = GL_TRUE;
450   swrast->AllowPixelFog = GL_TRUE;
451
452   /* Optimized Accum buffer */
453   swrast->_IntegerAccumMode = GL_TRUE;
454   swrast->_IntegerAccumScaler = 0.0;
455
456
457   for (i = 0 ; i < MAX_TEXTURE_UNITS ; i++)
458      swrast->TextureSample[i] = _swrast_validate_texture_sample;
459
460   ctx->swrast_context = swrast;
461   return GL_TRUE;
462}
463
464void
465_swrast_DestroyContext( GLcontext *ctx )
466{
467   SWcontext *swrast = SWRAST_CONTEXT(ctx);
468
469   FREE( swrast->PB );
470   FREE( swrast );
471
472   ctx->swrast_context = 0;
473}
474
475
476void
477_swrast_print_vertex( GLcontext *ctx, const SWvertex *v )
478{
479   GLuint i;
480
481   fprintf(stderr, "win %f %f %f %f\n",
482	   v->win[0], v->win[1], v->win[2], v->win[3]);
483
484   for (i = 0 ; i < ctx->Const.MaxTextureUnits ; i++)
485      fprintf(stderr, "texcoord[%d] %f %f %f %f\n", i,
486	      v->texcoord[i][0], v->texcoord[i][1],
487	      v->texcoord[i][2], v->texcoord[i][3]);
488
489   fprintf(stderr, "color %d %d %d %d\n",
490	   v->color[0], v->color[1], v->color[2], v->color[3]);
491   fprintf(stderr, "spec %d %d %d %d\n",
492	   v->specular[0], v->specular[1], v->specular[2], v->specular[3]);
493   fprintf(stderr, "fog %f\n", v->fog);
494   fprintf(stderr, "index %d\n", v->index);
495   fprintf(stderr, "pointsize %f\n", v->pointSize);
496   fprintf(stderr, "\n");
497}
498