📄 s_context.c
字号:
/* * Mesa 3-D graphics library * Version: 7.1 * * Copyright (C) 1999-2008 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 "teximage.h"#include "swrast.h"#include "shader/prog_parameter.h"#include "shader/prog_statevars.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_texfilter.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 ){ SWcontext *swrast = SWRAST_CONTEXT(ctx); GLbitfield rasterMask = 0; if (ctx->Color.AlphaEnabled) rasterMask |= ALPHATEST_BIT; if (ctx->Color.BlendEnabled) rasterMask |= BLEND_BIT; if (ctx->Depth.Test) rasterMask |= DEPTH_BIT; if (swrast->_FogEnabled) 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->Query.CurrentOcclusionObject) 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 != 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._Current) { rasterMask |= FRAGPROG_BIT; } if (ctx->ATIFragmentShader._Enabled) { rasterMask |= ATIFRAGSHADER_BIT; }#if CHAN_TYPE == GL_FLOAT if (ctx->Color.ClampFragmentColor == GL_TRUE) { rasterMask |= CLAMPING_BIT; }#endif SWRAST_CONTEXT(ctx)->_RasterMask = rasterMask;}/** * Examine polygon cull state to compute the _BackfaceCullSign field. * _BackfaceCullSign 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; if (ctx->Polygon.CullFlag) { switch (ctx->Polygon.CullFaceMode) { case GL_BACK: backface_sign = -1.0; break; case GL_FRONT: backface_sign = 1.0; break; case GL_FRONT_AND_BACK: /* fallthrough */ default: backface_sign = 0.0; } } else { backface_sign = 0.0; } SWRAST_CONTEXT(ctx)->_BackfaceCullSign = backface_sign; /* This is for front/back-face determination, but not for culling */ SWRAST_CONTEXT(ctx)->_BackfaceSign = (ctx->Polygon.FrontFace == GL_CW) ? -1.0 : 1.0;}/** * Update the _PreferPixelFog field to indicate if we need to compute * fog blend factors (from the fog coords) per-fragment. */static void_swrast_update_fog_hint( GLcontext *ctx ){ SWcontext *swrast = SWRAST_CONTEXT(ctx); swrast->_PreferPixelFog = (!swrast->AllowVertexFog || ctx->FragmentProgram._Current || (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; } }}/** * 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_swrast_update_fog_state( GLcontext *ctx ){ SWcontext *swrast = SWRAST_CONTEXT(ctx); const struct gl_fragment_program *fp = ctx->FragmentProgram._Current; /* determine if fog is needed, and if so, which fog mode */ swrast->_FogEnabled = GL_FALSE; if (fp && fp->Base.Target == GL_FRAGMENT_PROGRAM_ARB) { if (fp->FogOption != GL_NONE) { swrast->_FogEnabled = GL_TRUE; swrast->_FogMode = fp->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, GLbitfield newState){ const struct gl_fragment_program *fp = ctx->FragmentProgram._Current; if (fp) {#if 0 /* XXX Need a way to trigger the initial loading of parameters * even when there's no recent state changes. */ if (fp->Base.Parameters->StateFlags & newState)#endif _mesa_load_state_parameters(ctx, fp->Base.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 ); ASSERT(swrast->Triangle); if (ctx->Texture._EnabledUnits == 0 && NEED_SECONDARY_COLOR(ctx) && !ctx->FragmentProgram._Current) { /* 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 ); ASSERT(swrast->Line); if (ctx->Texture._EnabledUnits == 0 && NEED_SECONDARY_COLOR(ctx) && !ctx->FragmentProgram._Current) { 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._Current) { 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[], GLvoid *src, const GLvoid *dst, GLenum chanType ){ SWcontext *swrast = SWRAST_CONTEXT(ctx); _swrast_validate_derived( ctx ); /* why is this needed? */ _swrast_choose_blend_func( ctx, chanType ); swrast->BlendFunc( ctx, n, mask, src, dst, chanType );}/** * Make sure we have texture image data for all the textures we may need * for subsequent rendering. */static void_swrast_validate_texture_images(GLcontext *ctx){ SWcontext *swrast = SWRAST_CONTEXT(ctx); GLuint u; if (!swrast->ValidateTextureImage || !ctx->Texture._EnabledUnits) { /* no textures enabled, or no way to validate images! */ return; } for (u = 0; u < ctx->Const.MaxTextureImageUnits; u++) { if (ctx->Texture.Unit[u]._ReallyEnabled) { struct gl_texture_object *texObj = ctx->Texture.Unit[u]._Current; ASSERT(texObj); if (texObj) { GLuint numFaces = (texObj->Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1; GLuint face; for (face = 0; face < numFaces; face++) { GLint lvl; for (lvl = texObj->BaseLevel; lvl <= texObj->_MaxLevel; lvl++) { struct gl_texture_image *texImg = texObj->Image[face][lvl]; if (texImg && !texImg->Data) { swrast->ValidateTextureImage(ctx, texObj, face, lvl); ASSERT(texObj->Image[face][lvl]->Data); } } } } } }}/** * Free the texture image data attached to all currently enabled * textures. Meant to be called by device drivers when transitioning * from software to hardware rendering. */void_swrast_eject_texture_images(GLcontext *ctx){ GLuint u; if (!ctx->Texture._EnabledUnits) { /* no textures enabled */ return; } for (u = 0; u < ctx->Const.MaxTextureImageUnits; u++) { if (ctx->Texture.Unit[u]._ReallyEnabled) { struct gl_texture_object *texObj = ctx->Texture.Unit[u]._Current; ASSERT(texObj); if (texObj) { GLuint numFaces = (texObj->Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1; GLuint face; for (face = 0; face < numFaces; face++) { GLint lvl; for (lvl = texObj->BaseLevel; lvl <= texObj->_MaxLevel; lvl++) { struct gl_texture_image *texImg = texObj->Image[face][lvl]; if (texImg && texImg->Data) { _mesa_free_texmemory(texImg->Data); texImg->Data = NULL; } } }
⌨️ 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 + -