📄 s_context.c
字号:
/*
* Mesa 3-D graphics library
* Version: 6.3
*
* Copyright (C) 1999-2004 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 <keith@tungstengraphics.com>
* Brian Paul
*/
#include "imports.h"
#include "bufferobj.h"
#include "context.h"
#include "colormac.h"
#include "mtypes.h"
#include "program.h"
#include "texobj.h"
#include "nvfragprog.h"
#include "swrast.h"
#include "s_blend.h"
#include "s_context.h"
#include "s_lines.h"
#include "s_points.h"
#include "s_span.h"
#include "s_triangle.h"
#include "s_texture.h"
/**
* Recompute the value of swrast->_RasterMask, etc. according to
* the current context. The _RasterMask field can be easily tested by
* drivers to determine certain basic GL state (does the primitive need
* stenciling, logic-op, fog, etc?).
*/
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._LogicOpEnabled) rasterMask |= LOGIC_OP_BIT;
if (ctx->Texture._EnabledUnits) rasterMask |= TEXTURE_BIT;
}
else {
if (ctx->Color.IndexMask != 0xffffffff) rasterMask |= MASKING_BIT;
if (ctx->Color.IndexLogicOpEnabled) rasterMask |= LOGIC_OP_BIT;
}
if ( ctx->Viewport.X < 0
|| ctx->Viewport.X + ctx->Viewport.Width > (GLint) ctx->DrawBuffer->Width
|| ctx->Viewport.Y < 0
|| ctx->Viewport.Y + ctx->Viewport.Height > (GLint) ctx->DrawBuffer->Height) {
rasterMask |= CLIP_BIT;
}
if (ctx->Depth.OcclusionTest || ctx->Occlusion.Active)
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->DrawBuffer->_NumColorDrawBuffers[0] != 1) {
/* more than one color buffer designated for writing (or zero buffers) */
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 */
}
if (ctx->FragmentProgram._Active) {
rasterMask |= FRAGPROG_BIT;
}
if (ctx->ATIFragmentShader._Enabled) {
rasterMask |= ATIFRAGSHADER_BIT;
}
SWRAST_CONTEXT(ctx)->_RasterMask = rasterMask;
}
/**
* Examine polycon culls tate to compute the _BackfaceSign field.
* _BackfaceSign will be 0 if no culling, -1 if culling back-faces,
* and 1 if culling front-faces. The Polygon FrontFace state also
* factors in.
*/
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)->_BackfaceSign = backface_sign;
}
/**
* Update the _PreferPixelFog field to indicate if we need to compute
* fog factors per-fragment.
*/
static void
_swrast_update_fog_hint( GLcontext *ctx )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
swrast->_PreferPixelFog = (!swrast->AllowVertexFog ||
ctx->FragmentProgram._Enabled || /* not _Active! */
(ctx->Hint.Fog == GL_NICEST &&
swrast->AllowPixelFog));
}
/**
* Update the swrast->_AnyTextureCombine flag.
*/
static void
_swrast_update_texture_env( GLcontext *ctx )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
GLuint i;
swrast->_AnyTextureCombine = GL_FALSE;
for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
if (ctx->Texture.Unit[i].EnvMode == GL_COMBINE_EXT ||
ctx->Texture.Unit[i].EnvMode == GL_COMBINE4_NV) {
swrast->_AnyTextureCombine = GL_TRUE;
return;
}
}
}
/**
* Update swrast->_FogColor and swrast->_FogEnable values.
*/
static void
_swrast_update_fog_state( GLcontext *ctx )
{
SWcontext *swrast = SWRAST_CONTEXT(ctx);
/* convert fog color to GLchan values */
CLAMPED_FLOAT_TO_CHAN(swrast->_FogColor[RCOMP], ctx->Fog.Color[RCOMP]);
CLAMPED_FLOAT_TO_CHAN(swrast->_FogColor[GCOMP], ctx->Fog.Color[GCOMP]);
CLAMPED_FLOAT_TO_CHAN(swrast->_FogColor[BCOMP], ctx->Fog.Color[BCOMP]);
/* determine if fog is needed, and if so, which fog mode */
swrast->_FogEnabled = GL_FALSE;
if (ctx->FragmentProgram._Active) {
if (ctx->FragmentProgram._Current->Base.Target==GL_FRAGMENT_PROGRAM_ARB) {
const struct fragment_program *p
= (struct fragment_program *) ctx->FragmentProgram._Current;
if (p->FogOption != GL_NONE) {
swrast->_FogEnabled = GL_TRUE;
swrast->_FogMode = p->FogOption;
}
}
}
else if (ctx->Fog.Enabled) {
swrast->_FogEnabled = GL_TRUE;
swrast->_FogMode = ctx->Fog.Mode;
}
}
/**
* Update state for running fragment programs. Basically, load the
* program parameters with current state values.
*/
static void
_swrast_update_fragment_program( GLcontext *ctx )
{
if (ctx->FragmentProgram._Active) {
struct fragment_program *program = ctx->FragmentProgram._Current;
_mesa_load_state_parameters(ctx, program->Parameters);
}
}
#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_TEXTURE_ENV_MODE _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->Texture._EnabledUnits == 0
&& NEED_SECONDARY_COLOR(ctx)
&& !ctx->FragmentProgram._Active) {
/* separate specular color, but no texture */
swrast->SpecTriangle = swrast->Triangle;
swrast->Triangle = _swrast_add_spec_terms_triangle;
}
swrast->Triangle( ctx, v0, v1, v2 );
}
/**
* Called via swrast->Line. Examine current GL state and choose a software
* line routine. Then call it.
*/
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->Texture._EnabledUnits == 0
&& NEED_SECONDARY_COLOR(ctx)
&& !ctx->FragmentProgram._Active) {
swrast->SpecLine = swrast->Line;
swrast->Line = _swrast_add_spec_terms_line;
}
swrast->Line( ctx, v0, v1 );
}
/**
* Called via swrast->Point. Examine current GL state and choose a software
* point routine. Then call it.
*/
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->Texture._EnabledUnits == 0
&& NEED_SECONDARY_COLOR(ctx)
&& !ctx->FragmentProgram._Active) {
swrast->SpecPoint = swrast->Point;
swrast->Point = _swrast_add_spec_terms_point;
}
swrast->Point( ctx, v0 );
}
/**
* Called via swrast->BlendFunc. Examine GL state to choose a blending
* function, then call it.
*/
static void _ASMAPI
_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 );
}
/**
* Called via the swrast->TextureSample[i] function pointer.
* Basically, given a texture object, an array of texture coords
* and an array of level-of-detail values, return an array of colors.
* In this case, determine the correct texture sampling routine
* (depending on filter mode, texture dimensions, etc) then call the
* sampler routine.
*/
static void
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -