summaryrefslogtreecommitdiffstats
path: root/src/mesa/swrast/s_context.c
diff options
context:
space:
mode:
Diffstat (limited to 'src/mesa/swrast/s_context.c')
-rw-r--r--src/mesa/swrast/s_context.c143
1 files changed, 96 insertions, 47 deletions
diff --git a/src/mesa/swrast/s_context.c b/src/mesa/swrast/s_context.c
index e113adb6892..791850cb502 100644
--- a/src/mesa/swrast/s_context.c
+++ b/src/mesa/swrast/s_context.c
@@ -1,6 +1,6 @@
/*
* Mesa 3-D graphics library
- * Version: 6.5.3
+ * Version: 7.1
*
* Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
*
@@ -155,7 +155,7 @@ _swrast_update_polygon( GLcontext *ctx )
/**
* Update the _PreferPixelFog field to indicate if we need to compute
- * fog factors per-fragment.
+ * fog blend factors (from the fog coords) per-fragment.
*/
static void
_swrast_update_fog_hint( GLcontext *ctx )
@@ -189,6 +189,37 @@ _swrast_update_texture_env( GLcontext *ctx )
/**
+ * Determine if we can defer texturing/shading until after Z/stencil
+ * testing. This potentially allows us to skip texturing/shading for
+ * lots of fragments.
+ */
+static void
+_swrast_update_deferred_texture(GLcontext *ctx)
+{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ if (ctx->Color.AlphaEnabled) {
+ /* alpha test depends on post-texture/shader colors */
+ swrast->_DeferredTexture = GL_FALSE;
+ }
+ else {
+ const struct gl_fragment_program *fprog
+ = ctx->FragmentProgram._Current;
+ if (fprog && (fprog->Base.OutputsWritten & (1 << FRAG_RESULT_DEPR))) {
+ /* Z comes from fragment program/shader */
+ swrast->_DeferredTexture = GL_FALSE;
+ }
+ else if (ctx->Query.CurrentOcclusionObject) {
+ /* occlusion query depends on shader discard/kill results */
+ swrast->_DeferredTexture = GL_FALSE;
+ }
+ else {
+ swrast->_DeferredTexture = GL_TRUE;
+ }
+ }
+}
+
+
+/**
* Update swrast->_FogColor and swrast->_FogEnable values.
*/
static void
@@ -324,7 +355,6 @@ _swrast_validate_line( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1 )
swrast->Line = _swrast_add_spec_terms_line;
}
-
swrast->Line( ctx, v0, v1 );
}
@@ -488,7 +518,7 @@ _swrast_invalidate_state( GLcontext *ctx, GLbitfield new_state )
}
-static void
+void
_swrast_update_texture_samplers(GLcontext *ctx)
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
@@ -505,45 +535,62 @@ _swrast_update_texture_samplers(GLcontext *ctx)
/**
- * Update the swrast->_FragmentAttribs field.
+ * Update swrast->_ActiveAttribs, swrast->_NumActiveAttribs,
+ * swrast->_ActiveAtttribMask.
*/
static void
-_swrast_update_fragment_attribs(GLcontext *ctx)
+_swrast_update_active_attribs(GLcontext *ctx)
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
-
+ GLuint attribsMask;
+
+ /*
+ * Compute _ActiveAttribsMask = which fragment attributes are needed.
+ */
if (ctx->FragmentProgram._Current) {
- swrast->_FragmentAttribs
- = ctx->FragmentProgram._Current->Base.InputsRead;
+ /* fragment program/shader */
+ attribsMask = ctx->FragmentProgram._Current->Base.InputsRead;
+ attribsMask &= ~FRAG_BIT_WPOS; /* WPOS is always handled specially */
+ }
+ else if (ctx->ATIFragmentShader._Enabled) {
+ attribsMask = ~0; /* XXX fix me */
}
else {
- GLuint u;
- swrast->_FragmentAttribs = 0x0;
+ /* fixed function */
+ attribsMask = 0x0;
- if (ctx->Depth.Test)
- swrast->_FragmentAttribs |= FRAG_BIT_WPOS;
- if (NEED_SECONDARY_COLOR(ctx))
- swrast->_FragmentAttribs |= FRAG_BIT_COL1;
- if (swrast->_FogEnabled)
- swrast->_FragmentAttribs |= FRAG_BIT_FOGC;
+#if CHAN_TYPE == GL_FLOAT
+ attribsMask |= FRAG_BIT_COL0;
+#endif
- for (u = 0; u < ctx->Const.MaxTextureUnits; u++) {
- if (ctx->Texture.Unit[u]._ReallyEnabled) {
- swrast->_FragmentAttribs |= FRAG_BIT_TEX(u);
- }
+ if (ctx->Fog.ColorSumEnabled ||
+ (ctx->Light.Enabled &&
+ ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)) {
+ attribsMask |= FRAG_BIT_COL1;
}
+
+ if (swrast->_FogEnabled)
+ attribsMask |= FRAG_BIT_FOGC;
+
+ attribsMask |= (ctx->Texture._EnabledUnits << FRAG_ATTRIB_TEX0);
}
- /* Find lowest, highest bit set in _FragmentAttribs */
+ swrast->_ActiveAttribMask = attribsMask;
+
+ /* Update _ActiveAttribs[] list */
{
- GLuint bits = swrast->_FragmentAttribs;
- GLuint i = 0;;
- while (bits) {
- i++;
- bits = bits >> 1;
+ GLuint i, num = 0;
+ for (i = 0; i < FRAG_ATTRIB_MAX; i++) {
+ if (attribsMask & (1 << i)) {
+ swrast->_ActiveAttribs[num++] = i;
+ /* how should this attribute be interpolated? */
+ if (i == FRAG_ATTRIB_COL0 || i == FRAG_ATTRIB_COL1)
+ swrast->_InterpMode[i] = ctx->Light.ShadeModel;
+ else
+ swrast->_InterpMode[i] = GL_SMOOTH;
+ }
}
- swrast->_MaxFragmentAttrib = i;
- swrast->_MinFragmentAttrib = FRAG_ATTRIB_TEX0; /* XXX temporary */
+ swrast->_NumActiveAttribs = num;
}
}
@@ -617,20 +664,23 @@ _swrast_validate_derived( GLcontext *ctx )
_NEW_PROGRAM))
_swrast_update_fragment_program( ctx, swrast->NewState );
- if (swrast->NewState & _NEW_TEXTURE)
+ if (swrast->NewState & (_NEW_TEXTURE | _NEW_PROGRAM)) {
_swrast_update_texture_samplers( ctx );
+ _swrast_validate_texture_images(ctx);
+ }
- if (swrast->NewState & (_NEW_TEXTURE | _NEW_PROGRAM))
- _swrast_validate_texture_images( ctx );
+ if (swrast->NewState & (_NEW_COLOR | _NEW_PROGRAM))
+ _swrast_update_deferred_texture(ctx);
if (swrast->NewState & _SWRAST_NEW_RASTERMASK)
_swrast_update_rasterflags( ctx );
if (swrast->NewState & (_NEW_DEPTH |
_NEW_FOG |
+ _NEW_LIGHT |
_NEW_PROGRAM |
_NEW_TEXTURE))
- _swrast_update_fragment_attribs(ctx);
+ _swrast_update_active_attribs(ctx);
if (swrast->NewState & (_NEW_PROGRAM | _NEW_BUFFERS))
_swrast_update_color_outputs(ctx);
@@ -780,14 +830,11 @@ _swrast_CreateContext( GLcontext *ctx )
}
swrast->SpanArrays->ChanType = CHAN_TYPE;
#if CHAN_TYPE == GL_UNSIGNED_BYTE
- swrast->SpanArrays->rgba = swrast->SpanArrays->color.sz1.rgba;
- swrast->SpanArrays->spec = swrast->SpanArrays->color.sz1.spec;
+ swrast->SpanArrays->rgba = swrast->SpanArrays->rgba8;
#elif CHAN_TYPE == GL_UNSIGNED_SHORT
- swrast->SpanArrays->rgba = swrast->SpanArrays->color.sz2.rgba;
- swrast->SpanArrays->spec = swrast->SpanArrays->color.sz2.spec;
+ swrast->SpanArrays->rgba = swrast->SpanArrays->rgba16;
#else
swrast->SpanArrays->rgba = swrast->SpanArrays->attribs[FRAG_ATTRIB_COL0];
- swrast->SpanArrays->spec = swrast->SpanArrays->attribs[FRAG_ATTRIB_COL1];
#endif
/* init point span buffer */
@@ -889,7 +936,10 @@ _swrast_print_vertex( GLcontext *ctx, const SWvertex *v )
if (SWRAST_DEBUG_VERTICES) {
_mesa_debug(ctx, "win %f %f %f %f\n",
- v->win[0], v->win[1], v->win[2], v->win[3]);
+ v->attrib[FRAG_ATTRIB_WPOS][0],
+ v->attrib[FRAG_ATTRIB_WPOS][1],
+ v->attrib[FRAG_ATTRIB_WPOS][2],
+ v->attrib[FRAG_ATTRIB_WPOS][3]);
for (i = 0 ; i < ctx->Const.MaxTextureCoordUnits ; i++)
if (ctx->Texture.Unit[i]._ReallyEnabled)
@@ -902,18 +952,17 @@ _swrast_print_vertex( GLcontext *ctx, const SWvertex *v )
#if CHAN_TYPE == GL_FLOAT
_mesa_debug(ctx, "color %f %f %f %f\n",
v->color[0], v->color[1], v->color[2], v->color[3]);
- _mesa_debug(ctx, "spec %f %f %f %f\n",
- v->specular[0], v->specular[1],
- v->specular[2], v->specular[3]);
#else
_mesa_debug(ctx, "color %d %d %d %d\n",
v->color[0], v->color[1], v->color[2], v->color[3]);
- _mesa_debug(ctx, "spec %d %d %d %d\n",
- v->specular[0], v->specular[1],
- v->specular[2], v->specular[3]);
#endif
- _mesa_debug(ctx, "fog %f\n", v->fog);
- _mesa_debug(ctx, "index %d\n", v->index);
+ _mesa_debug(ctx, "spec %g %g %g %g\n",
+ v->attrib[FRAG_ATTRIB_COL1][0],
+ v->attrib[FRAG_ATTRIB_COL1][1],
+ v->attrib[FRAG_ATTRIB_COL1][2],
+ v->attrib[FRAG_ATTRIB_COL1][3]);
+ _mesa_debug(ctx, "fog %f\n", v->attrib[FRAG_ATTRIB_FOGC][0]);
+ _mesa_debug(ctx, "index %d\n", v->attrib[FRAG_ATTRIB_CI][0]);
_mesa_debug(ctx, "pointsize %f\n", v->pointSize);
_mesa_debug(ctx, "\n");
}