diff options
Diffstat (limited to 'src/mesa/swrast/s_context.c')
-rw-r--r-- | src/mesa/swrast/s_context.c | 143 |
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"); } |