diff options
Diffstat (limited to 'src/mesa/swrast/s_span.c')
-rw-r--r-- | src/mesa/swrast/s_span.c | 770 |
1 files changed, 354 insertions, 416 deletions
diff --git a/src/mesa/swrast/s_span.c b/src/mesa/swrast/s_span.c index cca1864ea41..fa7761269d9 100644 --- a/src/mesa/swrast/s_span.c +++ b/src/mesa/swrast/s_span.c @@ -39,14 +39,13 @@ #include "s_atifragshader.h" #include "s_alpha.h" -#include "s_arbshader.h" #include "s_blend.h" #include "s_context.h" #include "s_depth.h" #include "s_fog.h" #include "s_logic.h" #include "s_masking.h" -#include "s_nvfragprog.h" +#include "s_fragprog.h" #include "s_span.h" #include "s_stencil.h" #include "s_texcombine.h" @@ -76,8 +75,10 @@ _swrast_span_default_z( GLcontext *ctx, SWspan *span ) void _swrast_span_default_fog( GLcontext *ctx, SWspan *span ) { - span->fog = _swrast_z_to_fogfactor(ctx, ctx->Current.RasterDistance); - span->fogStep = span->dfogdx = span->dfogdy = 0.0F; + span->attrStart[FRAG_ATTRIB_FOGC][0] + = _swrast_z_to_fogfactor(ctx, ctx->Current.RasterDistance); + span->attrStepX[FRAG_ATTRIB_FOGC][0] = 0.0; + span->attrStepY[FRAG_ATTRIB_FOGC][0] = 0.0; span->interpMask |= SPAN_FOG; } @@ -129,22 +130,23 @@ _swrast_span_default_texcoords( GLcontext *ctx, SWspan *span ) { GLuint i; for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++) { + const GLuint attr = FRAG_ATTRIB_TEX0 + i; const GLfloat *tc = ctx->Current.RasterTexCoords[i]; - if (ctx->FragmentProgram._Enabled || ctx->ATIFragmentShader._Enabled) { - COPY_4V(span->tex[i], tc); + if (ctx->FragmentProgram._Current || ctx->ATIFragmentShader._Enabled) { + COPY_4V(span->attrStart[attr], tc); } else if (tc[3] > 0.0F) { /* use (s/q, t/q, r/q, 1) */ - span->tex[i][0] = tc[0] / tc[3]; - span->tex[i][1] = tc[1] / tc[3]; - span->tex[i][2] = tc[2] / tc[3]; - span->tex[i][3] = 1.0; + span->attrStart[attr][0] = tc[0] / tc[3]; + span->attrStart[attr][1] = tc[1] / tc[3]; + span->attrStart[attr][2] = tc[2] / tc[3]; + span->attrStart[attr][3] = 1.0; } else { - ASSIGN_4V(span->tex[i], 0.0F, 0.0F, 0.0F, 1.0F); + ASSIGN_4V(span->attrStart[attr], 0.0F, 0.0F, 0.0F, 1.0F); } - ASSIGN_4V(span->texStepX[i], 0.0F, 0.0F, 0.0F, 0.0F); - ASSIGN_4V(span->texStepY[i], 0.0F, 0.0F, 0.0F, 0.0F); + ASSIGN_4V(span->attrStepX[attr], 0.0F, 0.0F, 0.0F, 0.0F); + ASSIGN_4V(span->attrStepY[attr], 0.0F, 0.0F, 0.0F, 0.0F); } span->interpMask |= SPAN_TEXTURE; } @@ -240,7 +242,7 @@ interpolate_colors(SWspan *span) #endif case GL_FLOAT: { - GLfloat (*rgba)[4] = span->array->color.sz4.rgba; + GLfloat (*rgba)[4] = span->array->attribs[FRAG_ATTRIB_COL0]; GLfloat r, g, b, a, dr, dg, db, da; r = span->red; g = span->green; @@ -352,7 +354,7 @@ interpolate_specular(SWspan *span) #endif case GL_FLOAT: { - GLfloat (*spec)[4] = span->array->color.sz4.spec; + GLfloat (*spec)[4] = span->array->attribs[FRAG_ATTRIB_COL1]; #if CHAN_BITS <= 16 GLfloat r = CHAN_TO_FLOAT(FixedToChan(span->specRed)); GLfloat g = CHAN_TO_FLOAT(FixedToChan(span->specGreen)); @@ -431,15 +433,15 @@ interpolate_indexes(GLcontext *ctx, SWspan *span) static INLINE void interpolate_fog(const GLcontext *ctx, SWspan *span) { - GLfloat *fog = span->array->fog; - const GLfloat fogStep = span->fogStep; - GLfloat fogCoord = span->fog; + GLfloat (*fog)[4] = span->array->attribs[FRAG_ATTRIB_FOGC]; + const GLfloat fogStep = span->attrStepX[FRAG_ATTRIB_FOGC][0]; + GLfloat fogCoord = span->attrStart[FRAG_ATTRIB_FOGC][0]; const GLuint haveW = (span->interpMask & SPAN_W); - const GLfloat wStep = haveW ? span->dwdx : 0.0F; - GLfloat w = haveW ? span->w : 1.0F; + const GLfloat wStep = haveW ? span->attrStepX[FRAG_ATTRIB_WPOS][3] : 0.0F; + GLfloat w = haveW ? span->attrStart[FRAG_ATTRIB_WPOS][3] : 1.0F; GLuint i; for (i = 0; i < span->end; i++) { - fog[i] = fogCoord / w; + fog[i][0] = fogCoord / w; fogCoord += fogStep; w += wStep; } @@ -539,309 +541,188 @@ _swrast_compute_lambda(GLfloat dsdx, GLfloat dsdy, GLfloat dtdx, GLfloat dtdy, static void interpolate_texcoords(GLcontext *ctx, SWspan *span) { + const GLuint maxUnit + = (ctx->Texture._EnabledCoordUnits > 1) ? ctx->Const.MaxTextureUnits : 1; + GLuint u; + ASSERT(span->interpMask & SPAN_TEXTURE); ASSERT(!(span->arrayMask & SPAN_TEXTURE)); - if (ctx->Texture._EnabledCoordUnits > 1) { - /* multitexture */ - GLuint u; - span->arrayMask |= SPAN_TEXTURE; - /* XXX CoordUnits vs. ImageUnits */ - for (u = 0; u < ctx->Const.MaxTextureUnits; u++) { - if (ctx->Texture._EnabledCoordUnits & (1 << u)) { - const struct gl_texture_object *obj =ctx->Texture.Unit[u]._Current; - GLfloat texW, texH; - GLboolean needLambda; - if (obj) { - const struct gl_texture_image *img = obj->Image[0][obj->BaseLevel]; - needLambda = (obj->MinFilter != obj->MagFilter) - || ctx->FragmentProgram._Enabled; - texW = img->WidthScale; - texH = img->HeightScale; - } - else { - /* using a fragment program */ - texW = 1.0; - texH = 1.0; - needLambda = GL_FALSE; - } - if (needLambda) { - GLfloat (*texcoord)[4] = span->array->texcoords[u]; - GLfloat *lambda = span->array->lambda[u]; - const GLfloat dsdx = span->texStepX[u][0]; - const GLfloat dsdy = span->texStepY[u][0]; - const GLfloat dtdx = span->texStepX[u][1]; - const GLfloat dtdy = span->texStepY[u][1]; - const GLfloat drdx = span->texStepX[u][2]; - const GLfloat dqdx = span->texStepX[u][3]; - const GLfloat dqdy = span->texStepY[u][3]; - GLfloat s = span->tex[u][0]; - GLfloat t = span->tex[u][1]; - GLfloat r = span->tex[u][2]; - GLfloat q = span->tex[u][3]; - GLuint i; - if (ctx->FragmentProgram._Enabled || ctx->ATIFragmentShader._Enabled || - ctx->ShaderObjects._FragmentShaderPresent) { - /* do perspective correction but don't divide s, t, r by q */ - const GLfloat dwdx = span->dwdx; - GLfloat w = span->w; - for (i = 0; i < span->end; i++) { - const GLfloat invW = 1.0F / w; - texcoord[i][0] = s * invW; - texcoord[i][1] = t * invW; - texcoord[i][2] = r * invW; - texcoord[i][3] = q * invW; - lambda[i] = _swrast_compute_lambda(dsdx, dsdy, dtdx, dtdy, - dqdx, dqdy, texW, texH, - s, t, q, invW); - s += dsdx; - t += dtdx; - r += drdx; - q += dqdx; - w += dwdx; - } + span->arrayMask |= SPAN_TEXTURE; + + /* XXX CoordUnits vs. ImageUnits */ + for (u = 0; u < maxUnit; u++) { + if (ctx->Texture._EnabledCoordUnits & (1 << u)) { + const GLuint attr = FRAG_ATTRIB_TEX0 + u; + const struct gl_texture_object *obj = ctx->Texture.Unit[u]._Current; + GLfloat texW, texH; + GLboolean needLambda; + GLfloat (*texcoord)[4] = span->array->attribs[attr]; + GLfloat *lambda = span->array->lambda[u]; + const GLfloat dsdx = span->attrStepX[attr][0]; + const GLfloat dsdy = span->attrStepY[attr][0]; + const GLfloat dtdx = span->attrStepX[attr][1]; + const GLfloat dtdy = span->attrStepY[attr][1]; + const GLfloat drdx = span->attrStepX[attr][2]; + const GLfloat dqdx = span->attrStepX[attr][3]; + const GLfloat dqdy = span->attrStepY[attr][3]; + GLfloat s = span->attrStart[attr][0]; + GLfloat t = span->attrStart[attr][1]; + GLfloat r = span->attrStart[attr][2]; + GLfloat q = span->attrStart[attr][3]; + + if (obj) { + const struct gl_texture_image *img = obj->Image[0][obj->BaseLevel]; + needLambda = (obj->MinFilter != obj->MagFilter) + || ctx->FragmentProgram._Current; + texW = img->WidthScale; + texH = img->HeightScale; + } + else { + /* using a fragment program */ + texW = 1.0; + texH = 1.0; + needLambda = GL_FALSE; + } + if (needLambda) { + GLuint i; + if (ctx->FragmentProgram._Current + || ctx->ATIFragmentShader._Enabled) { + /* do perspective correction but don't divide s, t, r by q */ + const GLfloat dwdx = span->attrStepX[FRAG_ATTRIB_WPOS][3]; + GLfloat w = span->attrStart[FRAG_ATTRIB_WPOS][3]; + for (i = 0; i < span->end; i++) { + const GLfloat invW = 1.0F / w; + texcoord[i][0] = s * invW; + texcoord[i][1] = t * invW; + texcoord[i][2] = r * invW; + texcoord[i][3] = q * invW; + lambda[i] = _swrast_compute_lambda(dsdx, dsdy, dtdx, dtdy, + dqdx, dqdy, texW, texH, + s, t, q, invW); + s += dsdx; + t += dtdx; + r += drdx; + q += dqdx; + w += dwdx; } - else { - for (i = 0; i < span->end; i++) { - const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q); - texcoord[i][0] = s * invQ; - texcoord[i][1] = t * invQ; - texcoord[i][2] = r * invQ; - texcoord[i][3] = q; - lambda[i] = _swrast_compute_lambda(dsdx, dsdy, dtdx, dtdy, - dqdx, dqdy, texW, texH, - s, t, q, invQ); - s += dsdx; - t += dtdx; - r += drdx; - q += dqdx; - } - } - span->arrayMask |= SPAN_LAMBDA; } else { - GLfloat (*texcoord)[4] = span->array->texcoords[u]; - GLfloat *lambda = span->array->lambda[u]; - const GLfloat dsdx = span->texStepX[u][0]; - const GLfloat dtdx = span->texStepX[u][1]; - const GLfloat drdx = span->texStepX[u][2]; - const GLfloat dqdx = span->texStepX[u][3]; - GLfloat s = span->tex[u][0]; - GLfloat t = span->tex[u][1]; - GLfloat r = span->tex[u][2]; - GLfloat q = span->tex[u][3]; - GLuint i; - if (ctx->FragmentProgram._Enabled || ctx->ATIFragmentShader._Enabled || - ctx->ShaderObjects._FragmentShaderPresent) { - /* do perspective correction but don't divide s, t, r by q */ - const GLfloat dwdx = span->dwdx; - GLfloat w = span->w; - for (i = 0; i < span->end; i++) { - const GLfloat invW = 1.0F / w; - texcoord[i][0] = s * invW; - texcoord[i][1] = t * invW; - texcoord[i][2] = r * invW; - texcoord[i][3] = q * invW; - lambda[i] = 0.0; - s += dsdx; - t += dtdx; - r += drdx; - q += dqdx; - w += dwdx; - } - } - else if (dqdx == 0.0F) { - /* Ortho projection or polygon's parallel to window X axis */ + for (i = 0; i < span->end; i++) { const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q); - for (i = 0; i < span->end; i++) { - texcoord[i][0] = s * invQ; - texcoord[i][1] = t * invQ; - texcoord[i][2] = r * invQ; - texcoord[i][3] = q; - lambda[i] = 0.0; - s += dsdx; - t += dtdx; - r += drdx; - } - } - else { - for (i = 0; i < span->end; i++) { - const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q); - texcoord[i][0] = s * invQ; - texcoord[i][1] = t * invQ; - texcoord[i][2] = r * invQ; - texcoord[i][3] = q; - lambda[i] = 0.0; - s += dsdx; - t += dtdx; - r += drdx; - q += dqdx; - } + texcoord[i][0] = s * invQ; + texcoord[i][1] = t * invQ; + texcoord[i][2] = r * invQ; + texcoord[i][3] = q; + lambda[i] = _swrast_compute_lambda(dsdx, dsdy, dtdx, dtdy, + dqdx, dqdy, texW, texH, + s, t, q, invQ); + s += dsdx; + t += dtdx; + r += drdx; + q += dqdx; } - } /* lambda */ - } /* if */ - } /* for */ - } - else { - /* single texture */ - const struct gl_texture_object *obj = ctx->Texture.Unit[0]._Current; - GLfloat texW, texH; - GLboolean needLambda; - if (obj) { - const struct gl_texture_image *img = obj->Image[0][obj->BaseLevel]; - needLambda = (obj->MinFilter != obj->MagFilter) - || ctx->FragmentProgram._Enabled; - texW = (GLfloat) img->WidthScale; - texH = (GLfloat) img->HeightScale; - } - else { - needLambda = GL_FALSE; - texW = texH = 1.0; - } - span->arrayMask |= SPAN_TEXTURE; - if (needLambda) { - /* just texture unit 0, with lambda */ - GLfloat (*texcoord)[4] = span->array->texcoords[0]; - GLfloat *lambda = span->array->lambda[0]; - const GLfloat dsdx = span->texStepX[0][0]; - const GLfloat dsdy = span->texStepY[0][0]; - const GLfloat dtdx = span->texStepX[0][1]; - const GLfloat dtdy = span->texStepY[0][1]; - const GLfloat drdx = span->texStepX[0][2]; - const GLfloat dqdx = span->texStepX[0][3]; - const GLfloat dqdy = span->texStepY[0][3]; - GLfloat s = span->tex[0][0]; - GLfloat t = span->tex[0][1]; - GLfloat r = span->tex[0][2]; - GLfloat q = span->tex[0][3]; - GLuint i; - if (ctx->FragmentProgram._Enabled || ctx->ATIFragmentShader._Enabled || - ctx->ShaderObjects._FragmentShaderPresent) { - /* do perspective correction but don't divide s, t, r by q */ - const GLfloat dwdx = span->dwdx; - GLfloat w = span->w; - for (i = 0; i < span->end; i++) { - const GLfloat invW = 1.0F / w; - texcoord[i][0] = s * invW; - texcoord[i][1] = t * invW; - texcoord[i][2] = r * invW; - texcoord[i][3] = q * invW; - lambda[i] = _swrast_compute_lambda(dsdx, dsdy, dtdx, dtdy, - dqdx, dqdy, texW, texH, - s, t, q, invW); - s += dsdx; - t += dtdx; - r += drdx; - q += dqdx; - w += dwdx; } + span->arrayMask |= SPAN_LAMBDA; } else { - /* tex.c */ - for (i = 0; i < span->end; i++) { - const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q); - lambda[i] = _swrast_compute_lambda(dsdx, dsdy, dtdx, dtdy, - dqdx, dqdy, texW, texH, - s, t, q, invQ); - texcoord[i][0] = s * invQ; - texcoord[i][1] = t * invQ; - texcoord[i][2] = r * invQ; - texcoord[i][3] = q; - s += dsdx; - t += dtdx; - r += drdx; - q += dqdx; - } - } - span->arrayMask |= SPAN_LAMBDA; - } - else { - /* just texture 0, without lambda */ - GLfloat (*texcoord)[4] = span->array->texcoords[0]; - const GLfloat dsdx = span->texStepX[0][0]; - const GLfloat dtdx = span->texStepX[0][1]; - const GLfloat drdx = span->texStepX[0][2]; - const GLfloat dqdx = span->texStepX[0][3]; - GLfloat s = span->tex[0][0]; - GLfloat t = span->tex[0][1]; - GLfloat r = span->tex[0][2]; - GLfloat q = span->tex[0][3]; - GLuint i; - if (ctx->FragmentProgram._Enabled || ctx->ATIFragmentShader._Enabled || - ctx->ShaderObjects._FragmentShaderPresent) { - /* do perspective correction but don't divide s, t, r by q */ - const GLfloat dwdx = span->dwdx; - GLfloat w = span->w; - for (i = 0; i < span->end; i++) { - const GLfloat invW = 1.0F / w; - texcoord[i][0] = s * invW; - texcoord[i][1] = t * invW; - texcoord[i][2] = r * invW; - texcoord[i][3] = q * invW; - s += dsdx; - t += dtdx; - r += drdx; - q += dqdx; - w += dwdx; - } - } - else if (dqdx == 0.0F) { - /* Ortho projection or polygon's parallel to window X axis */ - const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q); - for (i = 0; i < span->end; i++) { - texcoord[i][0] = s * invQ; - texcoord[i][1] = t * invQ; - texcoord[i][2] = r * invQ; - texcoord[i][3] = q; - s += dsdx; - t += dtdx; - r += drdx; + GLuint i; + if (ctx->FragmentProgram._Current || + ctx->ATIFragmentShader._Enabled) { + /* do perspective correction but don't divide s, t, r by q */ + const GLfloat dwdx = span->attrStepX[FRAG_ATTRIB_WPOS][3]; + GLfloat w = span->attrStart[FRAG_ATTRIB_WPOS][3]; + for (i = 0; i < span->end; i++) { + const GLfloat invW = 1.0F / w; + texcoord[i][0] = s * invW; + texcoord[i][1] = t * invW; + texcoord[i][2] = r * invW; + texcoord[i][3] = q * invW; + lambda[i] = 0.0; + s += dsdx; + t += dtdx; + r += drdx; + q += dqdx; + w += dwdx; + } } - } - else { - for (i = 0; i < span->end; i++) { + else if (dqdx == 0.0F) { + /* Ortho projection or polygon's parallel to window X axis */ const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q); - texcoord[i][0] = s * invQ; - texcoord[i][1] = t * invQ; - texcoord[i][2] = r * invQ; - texcoord[i][3] = q; - s += dsdx; - t += dtdx; - r += drdx; - q += dqdx; + for (i = 0; i < span->end; i++) { + texcoord[i][0] = s * invQ; + texcoord[i][1] = t * invQ; + texcoord[i][2] = r * invQ; + texcoord[i][3] = q; + lambda[i] = 0.0; + s += dsdx; + t += dtdx; + r += drdx; + } } - } - } - } + else { + for (i = 0; i < span->end; i++) { + const GLfloat invQ = (q == 0.0F) ? 1.0F : (1.0F / q); + texcoord[i][0] = s * invQ; + texcoord[i][1] = t * invQ; + texcoord[i][2] = r * invQ; + texcoord[i][3] = q; + lambda[i] = 0.0; + s += dsdx; + t += dtdx; + r += drdx; + q += dqdx; + } + } + } /* lambda */ + } /* if */ + } /* for */ } + /** - * Fill in the span.varying array from the interpolation values. + * Fill in the arrays->attribs[FRAG_ATTRIB_VARx] arrays from the + * interpolation values. + * XXX since interpolants/arrays are getting uniformed, we might merge + * this with interpolate_texcoords(), interpolate_Fog(), etc. someday. */ static INLINE void interpolate_varying(GLcontext *ctx, SWspan *span) { - GLuint i, j; + GLuint var; + const GLbitfield inputsUsed = ctx->FragmentProgram._Current->Base.InputsRead; ASSERT(span->interpMask & SPAN_VARYING); ASSERT(!(span->arrayMask & SPAN_VARYING)); span->arrayMask |= SPAN_VARYING; - for (i = 0; i < MAX_VARYING_VECTORS; i++) { - for (j = 0; j < VARYINGS_PER_VECTOR; j++) { - const GLfloat dvdx = span->varStepX[i][j]; - GLfloat v = span->var[i][j]; - const GLfloat dwdx = span->dwdx; - GLfloat w = span->w; + for (var = 0; var < MAX_VARYING; var++) { + if (inputsUsed & FRAG_BIT_VAR(var)) { + const GLuint attr = FRAG_ATTRIB_VAR0 + var; + const GLfloat dwdx = span->attrStepX[FRAG_ATTRIB_WPOS][3]; + GLfloat w = span->attrStart[FRAG_ATTRIB_WPOS][3]; + const GLfloat dv0dx = span->attrStepX[attr][0]; + const GLfloat dv1dx = span->attrStepX[attr][1]; + const GLfloat dv2dx = span->attrStepX[attr][2]; + const GLfloat dv3dx = span->attrStepX[attr][3]; + GLfloat v0 = span->attrStart[attr][0]; + GLfloat v1 = span->attrStart[attr][1]; + GLfloat v2 = span->attrStart[attr][2]; + GLfloat v3 = span->attrStart[attr][3]; GLuint k; - for (k = 0; k < span->end; k++) { GLfloat invW = 1.0f / w; - span->array->varying[k][i][j] = v * invW; - v += dvdx; + span->array->attribs[attr][k][0] = v0 * invW; + span->array->attribs[attr][k][1] = v1 * invW; + span->array->attribs[attr][k][2] = v2 * invW; + span->array->attribs[attr][k][3] = v3 * invW; + v0 += dv0dx; + v1 += dv1dx; + v2 += dv2dx; + v3 += dv3dx; w += dwdx; } } @@ -850,28 +731,68 @@ interpolate_varying(GLcontext *ctx, SWspan *span) /** + * Fill in the arrays->attribs[FRAG_ATTRIB_WPOS] array. + */ +static INLINE void +interpolate_wpos(GLcontext *ctx, SWspan *span) +{ + GLfloat (*wpos)[4] = span->array->attribs[FRAG_ATTRIB_WPOS]; + GLuint i; + if (span->arrayMask & SPAN_XY) { + for (i = 0; i < span->end; i++) { + wpos[i][0] = (GLfloat) span->array->x[i]; + wpos[i][1] = (GLfloat) span->array->y[i]; + } + } + else { + for (i = 0; i < span->end; i++) { + wpos[i][0] = (GLfloat) span->x + i; + wpos[i][1] = (GLfloat) span->y; + } + } + for (i = 0; i < span->end; i++) { + wpos[i][2] = (GLfloat) span->array->z[i] / ctx->DrawBuffer->_DepthMaxF; + wpos[i][3] = span->attrStart[FRAG_ATTRIB_WPOS][3] + + i * span->attrStepX[FRAG_ATTRIB_WPOS][3]; + } +} + + +/** * Apply the current polygon stipple pattern to a span of pixels. */ static INLINE void -stipple_polygon_span( GLcontext *ctx, SWspan *span ) +stipple_polygon_span(GLcontext *ctx, SWspan *span) { - const GLuint highbit = 0x80000000; - const GLuint stipple = ctx->PolygonStipple[span->y % 32]; GLubyte *mask = span->array->mask; - GLuint i, m; ASSERT(ctx->Polygon.StippleFlag); - ASSERT((span->arrayMask & SPAN_XY) == 0); - m = highbit >> (GLuint) (span->x % 32); - - for (i = 0; i < span->end; i++) { - if ((m & stipple) == 0) { - mask[i] = 0; + if (span->arrayMask & SPAN_XY) { + /* arrays of x/y pixel coords */ + GLuint i; + for (i = 0; i < span->end; i++) { + const GLint col = span->array->x[i] % 32; + const GLint row = span->array->y[i] % 32; + const GLuint stipple = ctx->PolygonStipple[row]; + if (((1 << col) & stipple) == 0) { + mask[i] = 0; + } } - m = m >> 1; - if (m == 0) { - m = highbit; + } + else { + /* horizontal span of pixels */ + const GLuint highBit = 1 << 31; + const GLuint stipple = ctx->PolygonStipple[span->y % 32]; + GLuint i, m = highBit >> (GLuint) (span->x % 32); + for (i = 0; i < span->end; i++) { + if ((m & stipple) == 0) { + mask[i] = 0; + } + m = m >> 1; + if (m == 0) { + m = highBit; + } } } span->writeAll = GL_FALSE; @@ -1224,8 +1145,8 @@ add_specular(GLcontext *ctx, SWspan *span) break; case GL_FLOAT: { - GLfloat (*rgba)[4] = span->array->color.sz4.rgba; - GLfloat (*spec)[4] = span->array->color.sz4.spec; + GLfloat (*rgba)[4] = span->array->attribs[FRAG_ATTRIB_COL0]; + GLfloat (*spec)[4] = span->array->attribs[FRAG_ATTRIB_COL1]; GLuint i; for (i = 0; i < span->end; i++) { rgba[i][RCOMP] += spec[i][RCOMP]; @@ -1266,7 +1187,7 @@ apply_aa_coverage(SWspan *span) } } else { - GLfloat (*rgba)[4] = span->array->color.sz4.rgba; + GLfloat (*rgba)[4] = span->array->attribs[FRAG_ATTRIB_COL0]; for (i = 0; i < span->end; i++) { rgba[i][ACOMP] = rgba[i][ACOMP] * coverage[i]; } @@ -1280,7 +1201,7 @@ apply_aa_coverage(SWspan *span) static INLINE void clamp_colors(SWspan *span) { - GLfloat (*rgba)[4] = span->array->color.sz4.rgba; + GLfloat (*rgba)[4] = span->array->attribs[FRAG_ATTRIB_COL0]; GLuint i; ASSERT(span->array->ChanType == GL_FLOAT); for (i = 0; i < span->end; i++) { @@ -1294,28 +1215,35 @@ clamp_colors(SWspan *span) /** * Convert the span's color arrays to the given type. + * The only way 'output' can be greater than one is when we have a fragment + * program that writes to gl_FragData[1] or higher. + * \param output which fragment program color output is being processed */ static INLINE void -convert_color_type(GLcontext *ctx, SWspan *span, GLenum newType) +convert_color_type(SWspan *span, GLenum newType, GLuint output) { GLvoid *src, *dst; - if (span->array->ChanType == GL_UNSIGNED_BYTE) { - src = span->array->color.sz1.rgba; + + if (output > 0 || span->array->ChanType == GL_FLOAT) { + src = span->array->attribs[FRAG_ATTRIB_COL0 + output]; + span->array->ChanType = GL_FLOAT; } else if (span->array->ChanType == GL_UNSIGNED_BYTE) { - src = span->array->color.sz2.rgba; + src = span->array->color.sz1.rgba; } else { - src = span->array->color.sz4.rgba; + ASSERT(span->array->ChanType == GL_UNSIGNED_SHORT); + src = span->array->color.sz2.rgba; } + if (newType == GL_UNSIGNED_BYTE) { dst = span->array->color.sz1.rgba; } - else if (newType == GL_UNSIGNED_BYTE) { + else if (newType == GL_UNSIGNED_SHORT) { dst = span->array->color.sz2.rgba; } else { - dst = span->array->color.sz4.rgba; + dst = span->array->attribs[FRAG_ATTRIB_COL0]; } _mesa_convert_colors(span->array->ChanType, src, @@ -1333,46 +1261,58 @@ convert_color_type(GLcontext *ctx, SWspan *span, GLenum newType) static INLINE void shade_texture_span(GLcontext *ctx, SWspan *span) { - /* Now we need the rgba array, fill it in if needed */ - if (span->interpMask & SPAN_RGBA) + GLbitfield inputsRead; + + /* Determine which fragment attributes are actually needed */ + if (ctx->FragmentProgram._Current) { + inputsRead = ctx->FragmentProgram._Current->Base.InputsRead; + } + else { + /* XXX we could be a bit smarter about this */ + inputsRead = ~0; + } + + if ((inputsRead & FRAG_BIT_COL0) && (span->interpMask & SPAN_RGBA)) interpolate_colors(span); if (ctx->Texture._EnabledCoordUnits && (span->interpMask & SPAN_TEXTURE)) interpolate_texcoords(ctx, span); - if (ctx->ShaderObjects._FragmentShaderPresent || - ctx->FragmentProgram._Enabled || + if (ctx->FragmentProgram._Current || ctx->ATIFragmentShader._Enabled) { - /* use float colors if running a fragment program or shader */ const GLenum oldType = span->array->ChanType; const GLenum newType = GL_FLOAT; - if (oldType != newType) { + + if ((inputsRead & FRAG_BIT_COL0) && (oldType != newType)) { GLvoid *src = (oldType == GL_UNSIGNED_BYTE) ? (GLvoid *) span->array->color.sz1.rgba : (GLvoid *) span->array->color.sz2.rgba; + assert(span->arrayMask & SPAN_RGBA); _mesa_convert_colors(oldType, src, - newType, span->array->color.sz4.rgba, + newType, span->array->attribs[FRAG_ATTRIB_COL0], span->end, span->array->mask); - span->array->ChanType = newType; } + span->array->ChanType = newType; /* fragment programs/shaders may need specular, fog and Z coords */ - if (span->interpMask & SPAN_SPEC) + if ((inputsRead & FRAG_BIT_COL1) && (span->interpMask & SPAN_SPEC)) interpolate_specular(span); - if (span->interpMask & SPAN_FOG) + if ((inputsRead & FRAG_BIT_FOGC) && (span->interpMask & SPAN_FOG)) interpolate_fog(ctx, span); if (span->interpMask & SPAN_Z) _swrast_span_interpolate_z (ctx, span); - /* Run fragment program/shader now */ - if (ctx->ShaderObjects._FragmentShaderPresent) { + if ((inputsRead >= FRAG_BIT_VAR0) && (span->interpMask & SPAN_VARYING)) interpolate_varying(ctx, span); - _swrast_exec_arbshader(ctx, span); - } - else if (ctx->FragmentProgram._Enabled) { + + if (inputsRead & FRAG_BIT_WPOS) + interpolate_wpos(ctx, span); + + /* Run fragment program/shader now */ + if (ctx->FragmentProgram._Current) { _swrast_exec_fragment_program(ctx, span); } else { @@ -1403,11 +1343,11 @@ _swrast_write_rgba_span( GLcontext *ctx, SWspan *span) const GLbitfield origInterpMask = span->interpMask; const GLbitfield origArrayMask = span->arrayMask; const GLenum chanType = span->array->ChanType; - const GLboolean shader - = ctx->FragmentProgram._Enabled - || ctx->ShaderObjects._FragmentShaderPresent - || ctx->ATIFragmentShader._Enabled; + const GLboolean shader = (ctx->FragmentProgram._Current + || ctx->ATIFragmentShader._Enabled); const GLboolean shaderOrTexture = shader || ctx->Texture._EnabledUnits; + struct gl_framebuffer *fb = ctx->DrawBuffer; + GLuint output; GLboolean deferredTexture; /* @@ -1429,20 +1369,16 @@ _swrast_write_rgba_span( GLcontext *ctx, SWspan *span) deferredTexture = GL_FALSE; } else if (shaderOrTexture) { - if (ctx->FragmentProgram._Enabled) { - if (ctx->FragmentProgram.Current->Base.OutputsWritten + if (ctx->FragmentProgram._Current) { + if (ctx->FragmentProgram._Current->Base.OutputsWritten & (1 << FRAG_RESULT_DEPR)) { - /* Z comes from fragment program */ + /* Z comes from fragment program/shader */ deferredTexture = GL_FALSE; } else { deferredTexture = GL_TRUE; } } - else if (ctx->ShaderObjects._FragmentShaderPresent) { - /* XXX how do we test if Z is written by shader? */ - deferredTexture = GL_FALSE; /* never defer to be safe */ - } else { /* ATI frag shader or conventional texturing */ deferredTexture = GL_TRUE; @@ -1476,10 +1412,10 @@ _swrast_write_rgba_span( GLcontext *ctx, SWspan *span) GLuint i; for (i = 0; i < span->end; i++) { if (span->array->mask[i]) { - assert(span->array->x[i] >= ctx->DrawBuffer->_Xmin); - assert(span->array->x[i] < ctx->DrawBuffer->_Xmax); - assert(span->array->y[i] >= ctx->DrawBuffer->_Ymin); - assert(span->array->y[i] < ctx->DrawBuffer->_Ymax); + assert(span->array->x[i] >= fb->_Xmin); + assert(span->array->x[i] < fb->_Xmax); + assert(span->array->y[i] >= fb->_Ymin); + assert(span->array->y[i] < fb->_Ymax); } } } @@ -1511,13 +1447,13 @@ _swrast_write_rgba_span( GLcontext *ctx, SWspan *span) if (span->interpMask & SPAN_Z) _swrast_span_interpolate_z(ctx, span); - if (ctx->Stencil.Enabled && ctx->DrawBuffer->Visual.stencilBits > 0) { + if (ctx->Stencil.Enabled && fb->Visual.stencilBits > 0) { /* Combined Z/stencil tests */ if (!_swrast_stencil_and_ztest_span(ctx, span)) { goto end; } } - else if (ctx->DrawBuffer->Visual.depthBits > 0) { + else if (fb->Visual.depthBits > 0) { /* Just regular depth testing */ ASSERT(ctx->Depth.Test); ASSERT(span->arrayMask & SPAN_Z); @@ -1597,64 +1533,67 @@ _swrast_write_rgba_span( GLcontext *ctx, SWspan *span) /* * Write to renderbuffers */ - { - struct gl_framebuffer *fb = ctx->DrawBuffer; - const GLuint output = 0; /* only frag progs can write to other outputs */ - const GLuint numDrawBuffers = fb->_NumColorDrawBuffers[output]; - GLchan rgbaSave[MAX_WIDTH][4]; - GLuint buf; - - if (numDrawBuffers > 0) { - if (fb->_ColorDrawBuffers[output][0]->DataType - != span->array->ChanType) { - convert_color_type(ctx, span, - fb->_ColorDrawBuffers[output][0]->DataType); - } - } - - if (numDrawBuffers > 1) { - /* save colors for second, third renderbuffer writes */ - _mesa_memcpy(rgbaSave, span->array->rgba, - 4 * span->end * sizeof(GLchan)); - } - - for (buf = 0; buf < numDrawBuffers; buf++) { - struct gl_renderbuffer *rb = fb->_ColorDrawBuffers[output][buf]; - ASSERT(rb->_BaseFormat == GL_RGBA || rb->_BaseFormat == GL_RGB); - - if (ctx->Color._LogicOpEnabled) { - _swrast_logicop_rgba_span(ctx, rb, span); - } - else if (ctx->Color.BlendEnabled) { - _swrast_blend_span(ctx, rb, span); - } - - if (colorMask != 0xffffffff) { - _swrast_mask_rgba_span(ctx, rb, span); - } - - if (span->arrayMask & SPAN_XY) { - /* array of pixel coords */ - ASSERT(rb->PutValues); - rb->PutValues(ctx, rb, span->end, - span->array->x, span->array->y, - span->array->rgba, span->array->mask); - } - else { - /* horizontal run of pixels */ - ASSERT(rb->PutRow); - rb->PutRow(ctx, rb, span->end, span->x, span->y, span->array->rgba, - span->writeAll ? NULL: span->array->mask); - } - - if (buf + 1 < numDrawBuffers) { - /* restore original span values */ - _mesa_memcpy(span->array->rgba, rgbaSave, - 4 * span->end * sizeof(GLchan)); - } - } /* for buf */ - - } + /* Loop over color outputs (GL_ARB_draw_buffers) written by frag prog */ + for (output = 0; output < swrast->_NumColorOutputs; output++) { + if (swrast->_ColorOutputsMask & (1 << output)) { + const GLuint numDrawBuffers = fb->_NumColorDrawBuffers[output]; + GLchan rgbaSave[MAX_WIDTH][4]; + GLuint buf; + + ASSERT(numDrawBuffers > 0); + + if (fb->_ColorDrawBuffers[output][0]->DataType + != span->array->ChanType || output > 0) { + convert_color_type(span, + fb->_ColorDrawBuffers[output][0]->DataType, + output); + } + + if (numDrawBuffers > 1) { + /* save colors for second, third renderbuffer writes */ + _mesa_memcpy(rgbaSave, span->array->rgba, + 4 * span->end * sizeof(GLchan)); + } + + /* Loop over renderbuffers (i.e. GL_FRONT_AND_BACK) */ + for (buf = 0; buf < numDrawBuffers; buf++) { + struct gl_renderbuffer *rb = fb->_ColorDrawBuffers[output][buf]; + ASSERT(rb->_BaseFormat == GL_RGBA || rb->_BaseFormat == GL_RGB); + + if (ctx->Color._LogicOpEnabled) { + _swrast_logicop_rgba_span(ctx, rb, span); + } + else if (ctx->Color.BlendEnabled) { + _swrast_blend_span(ctx, rb, span); + } + + if (colorMask != 0xffffffff) { + _swrast_mask_rgba_span(ctx, rb, span); + } + + if (span->arrayMask & SPAN_XY) { + /* array of pixel coords */ + ASSERT(rb->PutValues); + rb->PutValues(ctx, rb, span->end, + span->array->x, span->array->y, + span->array->rgba, span->array->mask); + } + else { + /* horizontal run of pixels */ + ASSERT(rb->PutRow); + rb->PutRow(ctx, rb, span->end, span->x, span->y, + span->array->rgba, + span->writeAll ? NULL: span->array->mask); + } + + if (buf + 1 < numDrawBuffers) { + /* restore original span values */ + _mesa_memcpy(span->array->rgba, rgbaSave, + 4 * span->end * sizeof(GLchan)); + } + } /* for buf */ + } /* if output is written to */ + } /* for output */ end: /* restore these values before returning */ @@ -1665,9 +1604,9 @@ end: /** - * Read RGBA pixels from frame buffer. Clipping will be done to prevent + * Read RGBA pixels from a renderbuffer. Clipping will be done to prevent * reading ouside the buffer's boundaries. - * \param type datatype for returned colors + * \param dstType datatype for returned colors * \param rgba the returned colors */ void @@ -1732,7 +1671,7 @@ _swrast_read_rgba_span( GLcontext *ctx, struct gl_renderbuffer *rb, /** - * Read CI pixels from frame buffer. Clipping will be done to prevent + * Read CI pixels from a renderbuffer. Clipping will be done to prevent * reading ouside the buffer's boundaries. */ void @@ -1815,8 +1754,7 @@ _swrast_get_values(GLcontext *ctx, struct gl_renderbuffer *rb, for (i = 0; i < count; i++) { if (x[i] >= 0 && y[i] >= 0 && - x[i] < (GLint) rb->Width && - y[i] < (GLint) rb->Height) { + x[i] < (GLint) rb->Width && y[i] < (GLint) rb->Height) { /* inside */ if (inCount == 0) inStart = i; @@ -1850,13 +1788,13 @@ _swrast_put_row(GLcontext *ctx, struct gl_renderbuffer *rb, { GLint skip = 0; - if (y < 0 || (GLint) y >= rb->Height) + if (y < 0 || y >= (GLint) rb->Height) return; /* above or below */ if (x + (GLint) count <= 0 || x >= (GLint) rb->Width) return; /* entirely left or right */ - if (x + count > rb->Width) { + if ((GLint) (x + count) > (GLint) rb->Width) { /* right clip */ GLint clip = x + count - rb->Width; count -= clip; @@ -1885,10 +1823,10 @@ _swrast_get_row(GLcontext *ctx, struct gl_renderbuffer *rb, { GLint skip = 0; - if (y < 0 || y >= rb->Height) + if (y < 0 || y >= (GLint) rb->Height) return; /* above or below */ - if (x + (GLint) count <= 0 || x >= rb->Width) + if (x + (GLint) count <= 0 || x >= (GLint) rb->Width) return; /* entirely left or right */ if (x + count > rb->Width) { @@ -1933,7 +1871,7 @@ _swrast_get_dest_rgba(GLcontext *ctx, struct gl_renderbuffer *rb, rbPixels = span->array->color.sz2.spec; } else { - rbPixels = span->array->color.sz4.spec; + rbPixels = span->array->attribs[FRAG_ATTRIB_COL1]; } /* Get destination values from renderbuffer */ |