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@@ -1,4 +1,4 @@ |
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/* $Id: context.c,v 1.37 2000/01/31 23:11:39 brianp Exp $ */ |
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/* $Id: context.c,v 1.38 2000/02/02 19:16:46 brianp Exp $ */ |
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/* |
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* Mesa 3-D graphics library |
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@@ -47,21 +47,17 @@ |
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#include "glthread.h" |
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#include "hash.h" |
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#include "light.h" |
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#include "lines.h" |
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#include "dlist.h" |
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#include "macros.h" |
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#include "matrix.h" |
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#include "mem.h" |
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#include "mmath.h" |
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#include "pb.h" |
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#include "pipeline.h" |
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#include "points.h" |
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#include "quads.h" |
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#include "shade.h" |
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#include "simple_list.h" |
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#include "stencil.h" |
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#include "stages.h" |
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#include "triangle.h" |
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#include "state.h" |
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#include "translate.h" |
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#include "teximage.h" |
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#include "texobj.h" |
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@@ -71,7 +67,6 @@ |
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#include "varray.h" |
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#include "vb.h" |
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#include "vbcull.h" |
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#include "vbfill.h" |
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#include "vbrender.h" |
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#include "vbxform.h" |
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#include "vertices.h" |
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@@ -1737,47 +1732,6 @@ _mesa_get_dispatch(GLcontext *ctx) |
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void |
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_mesa_ResizeBuffersMESA( void ) |
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{ |
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GLcontext *ctx = gl_get_current_context(); |
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GLuint buf_width, buf_height; |
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if (MESA_VERBOSE & VERBOSE_API) |
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fprintf(stderr, "glResizeBuffersMESA\n"); |
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/* ask device driver for size of output buffer */ |
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(*ctx->Driver.GetBufferSize)( ctx, &buf_width, &buf_height ); |
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/* see if size of device driver's color buffer (window) has changed */ |
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if (ctx->DrawBuffer->Width == (GLint) buf_width && |
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ctx->DrawBuffer->Height == (GLint) buf_height) |
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return; |
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ctx->NewState |= NEW_RASTER_OPS; /* to update scissor / window bounds */ |
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/* save buffer size */ |
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ctx->DrawBuffer->Width = buf_width; |
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ctx->DrawBuffer->Height = buf_height; |
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/* Reallocate other buffers if needed. */ |
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if (ctx->DrawBuffer->UseSoftwareDepthBuffer) { |
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gl_alloc_depth_buffer( ctx ); |
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} |
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if (ctx->DrawBuffer->UseSoftwareStencilBuffer) { |
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gl_alloc_stencil_buffer( ctx ); |
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} |
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if (ctx->DrawBuffer->UseSoftwareAccumBuffer) { |
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gl_alloc_accum_buffer( ctx ); |
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} |
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if (ctx->Visual->SoftwareAlpha) { |
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gl_alloc_alpha_buffers( ctx ); |
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} |
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} |
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/**********************************************************************/ |
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/***** Miscellaneous functions *****/ |
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/**********************************************************************/ |
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@@ -1822,6 +1776,9 @@ void gl_warning( const GLcontext *ctx, const char *s ) |
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/* |
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* Compile an error into current display list. |
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*/ |
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void gl_compile_error( GLcontext *ctx, GLenum error, const char *s ) |
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{ |
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if (ctx->CompileFlag) |
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@@ -1832,6 +1789,7 @@ void gl_compile_error( GLcontext *ctx, GLenum error, const char *s ) |
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} |
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/* |
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* This is Mesa's error handler. Normally, all that's done is the updating |
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* of the current error value. If Mesa is compiled with -DDEBUG or if the |
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@@ -1899,588 +1857,24 @@ void gl_error( GLcontext *ctx, GLenum error, const char *s ) |
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/**********************************************************************/ |
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/***** State update logic *****/ |
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/**********************************************************************/ |
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/* |
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* Since the device driver may or may not support pixel logic ops we |
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* have to make some extensive tests to determine whether or not |
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* software-implemented logic operations have to be used. |
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*/ |
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static void update_pixel_logic( GLcontext *ctx ) |
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{ |
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if (ctx->Visual->RGBAflag) { |
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/* RGBA mode blending w/ Logic Op */ |
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if (ctx->Color.ColorLogicOpEnabled) { |
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if (ctx->Driver.LogicOp |
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&& (*ctx->Driver.LogicOp)( ctx, ctx->Color.LogicOp )) { |
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/* Device driver can do logic, don't have to do it in software */ |
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ctx->Color.SWLogicOpEnabled = GL_FALSE; |
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} |
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else { |
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/* Device driver can't do logic op so we do it in software */ |
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ctx->Color.SWLogicOpEnabled = GL_TRUE; |
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} |
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} |
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else { |
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/* no logic op */ |
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if (ctx->Driver.LogicOp) { |
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(void) (*ctx->Driver.LogicOp)( ctx, GL_COPY ); |
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} |
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ctx->Color.SWLogicOpEnabled = GL_FALSE; |
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} |
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} |
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else { |
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/* CI mode Logic Op */ |
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if (ctx->Color.IndexLogicOpEnabled) { |
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if (ctx->Driver.LogicOp |
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&& (*ctx->Driver.LogicOp)( ctx, ctx->Color.LogicOp )) { |
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/* Device driver can do logic, don't have to do it in software */ |
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ctx->Color.SWLogicOpEnabled = GL_FALSE; |
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} |
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else { |
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/* Device driver can't do logic op so we do it in software */ |
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ctx->Color.SWLogicOpEnabled = GL_TRUE; |
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} |
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} |
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else { |
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/* no logic op */ |
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if (ctx->Driver.LogicOp) { |
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(void) (*ctx->Driver.LogicOp)( ctx, GL_COPY ); |
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} |
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ctx->Color.SWLogicOpEnabled = GL_FALSE; |
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} |
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} |
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} |
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/* |
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* Check if software implemented RGBA or Color Index masking is needed. |
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*/ |
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static void update_pixel_masking( GLcontext *ctx ) |
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{ |
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if (ctx->Visual->RGBAflag) { |
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GLuint *colorMask = (GLuint *) ctx->Color.ColorMask; |
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if (*colorMask == 0xffffffff) { |
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/* disable masking */ |
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if (ctx->Driver.ColorMask) { |
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(void) (*ctx->Driver.ColorMask)( ctx, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE ); |
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} |
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ctx->Color.SWmasking = GL_FALSE; |
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} |
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else { |
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/* Ask driver to do color masking, if it can't then |
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* do it in software |
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*/ |
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GLboolean red = ctx->Color.ColorMask[RCOMP] ? GL_TRUE : GL_FALSE; |
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GLboolean green = ctx->Color.ColorMask[GCOMP] ? GL_TRUE : GL_FALSE; |
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GLboolean blue = ctx->Color.ColorMask[BCOMP] ? GL_TRUE : GL_FALSE; |
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GLboolean alpha = ctx->Color.ColorMask[ACOMP] ? GL_TRUE : GL_FALSE; |
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if (ctx->Driver.ColorMask |
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&& (*ctx->Driver.ColorMask)( ctx, red, green, blue, alpha )) { |
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ctx->Color.SWmasking = GL_FALSE; |
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} |
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else { |
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ctx->Color.SWmasking = GL_TRUE; |
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} |
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} |
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} |
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else { |
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if (ctx->Color.IndexMask==0xffffffff) { |
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/* disable masking */ |
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if (ctx->Driver.IndexMask) { |
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(void) (*ctx->Driver.IndexMask)( ctx, 0xffffffff ); |
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} |
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ctx->Color.SWmasking = GL_FALSE; |
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} |
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else { |
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/* Ask driver to do index masking, if it can't then |
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* do it in software |
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*/ |
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if (ctx->Driver.IndexMask |
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&& (*ctx->Driver.IndexMask)( ctx, ctx->Color.IndexMask )) { |
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ctx->Color.SWmasking = GL_FALSE; |
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} |
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else { |
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ctx->Color.SWmasking = GL_TRUE; |
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} |
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} |
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} |
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} |
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static void update_fog_mode( GLcontext *ctx ) |
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{ |
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int old_mode = ctx->FogMode; |
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if (ctx->Fog.Enabled) { |
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if (ctx->Texture.Enabled) |
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ctx->FogMode = FOG_FRAGMENT; |
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else if (ctx->Hint.Fog == GL_NICEST) |
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ctx->FogMode = FOG_FRAGMENT; |
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else |
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ctx->FogMode = FOG_VERTEX; |
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if (ctx->Driver.GetParameteri) |
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if ((ctx->Driver.GetParameteri)( ctx, DD_HAVE_HARDWARE_FOG )) |
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ctx->FogMode = FOG_FRAGMENT; |
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} |
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else { |
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ctx->FogMode = FOG_NONE; |
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} |
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if (old_mode != ctx->FogMode) |
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ctx->NewState |= NEW_FOG; |
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} |
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/* |
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* Recompute the value of ctx->RasterMask, etc. according to |
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* the current context. |
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*/ |
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static void update_rasterflags( GLcontext *ctx ) |
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void |
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_mesa_Finish( void ) |
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{ |
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ctx->RasterMask = 0; |
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if (ctx->Color.AlphaEnabled) ctx->RasterMask |= ALPHATEST_BIT; |
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if (ctx->Color.BlendEnabled) ctx->RasterMask |= BLEND_BIT; |
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if (ctx->Depth.Test) ctx->RasterMask |= DEPTH_BIT; |
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if (ctx->FogMode==FOG_FRAGMENT) ctx->RasterMask |= FOG_BIT; |
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if (ctx->Color.SWLogicOpEnabled) ctx->RasterMask |= LOGIC_OP_BIT; |
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if (ctx->Scissor.Enabled) ctx->RasterMask |= SCISSOR_BIT; |
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if (ctx->Stencil.Enabled) ctx->RasterMask |= STENCIL_BIT; |
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if (ctx->Color.SWmasking) ctx->RasterMask |= MASKING_BIT; |
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if (ctx->Visual->SoftwareAlpha && ctx->Color.ColorMask[ACOMP] |
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&& ctx->Color.DrawBuffer != GL_NONE) |
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ctx->RasterMask |= ALPHABUF_BIT; |
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if ( ctx->Viewport.X<0 |
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|| ctx->Viewport.X + ctx->Viewport.Width > ctx->DrawBuffer->Width |
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|| ctx->Viewport.Y<0 |
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|| ctx->Viewport.Y + ctx->Viewport.Height > ctx->DrawBuffer->Height) { |
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ctx->RasterMask |= WINCLIP_BIT; |
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} |
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/* If we're not drawing to exactly one color buffer set the |
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* MULTI_DRAW_BIT flag. Also set it if we're drawing to no |
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* buffers or the RGBA or CI mask disables all writes. |
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*/ |
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ctx->TriangleCaps &= ~DD_MULTIDRAW; |
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if (ctx->Color.MultiDrawBuffer) { |
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ctx->RasterMask |= MULTI_DRAW_BIT; |
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ctx->TriangleCaps |= DD_MULTIDRAW; |
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} |
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else if (ctx->Color.DrawBuffer==GL_NONE) { |
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ctx->RasterMask |= MULTI_DRAW_BIT; |
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ctx->TriangleCaps |= DD_MULTIDRAW; |
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} |
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else if (ctx->Visual->RGBAflag && ctx->Color.ColorMask==0) { |
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/* all RGBA channels disabled */ |
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ctx->RasterMask |= MULTI_DRAW_BIT; |
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ctx->TriangleCaps |= DD_MULTIDRAW; |
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ctx->Color.DrawDestMask = 0; |
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} |
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else if (!ctx->Visual->RGBAflag && ctx->Color.IndexMask==0) { |
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/* all color index bits disabled */ |
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ctx->RasterMask |= MULTI_DRAW_BIT; |
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ctx->TriangleCaps |= DD_MULTIDRAW; |
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ctx->Color.DrawDestMask = 0; |
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GET_CURRENT_CONTEXT(ctx); |
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ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glFinish"); |
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if (ctx->Driver.Finish) { |
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(*ctx->Driver.Finish)( ctx ); |
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} |
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} |
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void gl_print_state( const char *msg, GLuint state ) |
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{ |
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fprintf(stderr, |
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"%s: (0x%x) %s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s\n", |
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msg, |
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state, |
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(state & NEW_LIGHTING) ? "lighting, " : "", |
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(state & NEW_RASTER_OPS) ? "raster-ops, " : "", |
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(state & NEW_TEXTURING) ? "texturing, " : "", |
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(state & NEW_POLYGON) ? "polygon, " : "", |
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(state & NEW_DRVSTATE0) ? "driver-0, " : "", |
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(state & NEW_DRVSTATE1) ? "driver-1, " : "", |
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(state & NEW_DRVSTATE2) ? "driver-2, " : "", |
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(state & NEW_DRVSTATE3) ? "driver-3, " : "", |
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(state & NEW_MODELVIEW) ? "modelview, " : "", |
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(state & NEW_PROJECTION) ? "projection, " : "", |
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(state & NEW_TEXTURE_MATRIX) ? "texture-matrix, " : "", |
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(state & NEW_USER_CLIP) ? "user-clip, " : "", |
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(state & NEW_TEXTURE_ENV) ? "texture-env, " : "", |
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(state & NEW_CLIENT_STATE) ? "client-state, " : "", |
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(state & NEW_FOG) ? "fog, " : "", |
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(state & NEW_NORMAL_TRANSFORM) ? "normal-transform, " : "", |
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(state & NEW_VIEWPORT) ? "viewport, " : "", |
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(state & NEW_TEXTURE_ENABLE) ? "texture-enable, " : ""); |
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} |
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void gl_print_enable_flags( const char *msg, GLuint flags ) |
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{ |
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fprintf(stderr, |
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"%s: (0x%x) %s%s%s%s%s%s%s%s%s%s%s\n", |
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msg, |
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flags, |
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(flags & ENABLE_TEX0) ? "tex-0, " : "", |
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(flags & ENABLE_TEX1) ? "tex-1, " : "", |
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(flags & ENABLE_LIGHT) ? "light, " : "", |
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(flags & ENABLE_FOG) ? "fog, " : "", |
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(flags & ENABLE_USERCLIP) ? "userclip, " : "", |
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(flags & ENABLE_TEXGEN0) ? "tex-gen-0, " : "", |
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(flags & ENABLE_TEXGEN1) ? "tex-gen-1, " : "", |
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(flags & ENABLE_TEXMAT0) ? "tex-mat-0, " : "", |
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(flags & ENABLE_TEXMAT1) ? "tex-mat-1, " : "", |
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(flags & ENABLE_NORMALIZE) ? "normalize, " : "", |
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(flags & ENABLE_RESCALE) ? "rescale, " : ""); |
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} |
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/* |
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* If ctx->NewState is non-zero then this function MUST be called before |
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* rendering any primitive. Basically, function pointers and miscellaneous |
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* flags are updated to reflect the current state of the state machine. |
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*/ |
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void gl_update_state( GLcontext *ctx ) |
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void |
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_mesa_Flush( void ) |
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{ |
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GLuint i; |
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if (MESA_VERBOSE & VERBOSE_STATE) |
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gl_print_state("", ctx->NewState); |
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if (ctx->NewState & NEW_CLIENT_STATE) |
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gl_update_client_state( ctx ); |
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if ((ctx->NewState & NEW_TEXTURE_ENABLE) && |
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(ctx->Enabled & ENABLE_TEX_ANY) != ctx->Texture.Enabled) |
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ctx->NewState |= NEW_TEXTURING | NEW_RASTER_OPS; |
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if (ctx->NewState & NEW_TEXTURE_ENV) { |
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if (ctx->Texture.Unit[0].EnvMode == ctx->Texture.Unit[0].LastEnvMode && |
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ctx->Texture.Unit[1].EnvMode == ctx->Texture.Unit[1].LastEnvMode) |
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ctx->NewState &= ~NEW_TEXTURE_ENV; |
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ctx->Texture.Unit[0].LastEnvMode = ctx->Texture.Unit[0].EnvMode; |
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ctx->Texture.Unit[1].LastEnvMode = ctx->Texture.Unit[1].EnvMode; |
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} |
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if (ctx->NewState & NEW_TEXTURE_MATRIX) { |
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ctx->Enabled &= ~(ENABLE_TEXMAT0|ENABLE_TEXMAT1); |
|
|
|
|
|
|
|
for (i=0; i < MAX_TEXTURE_UNITS; i++) { |
|
|
|
if (ctx->TextureMatrix[i].flags & MAT_DIRTY_ALL_OVER) |
|
|
|
{ |
|
|
|
gl_matrix_analyze( &ctx->TextureMatrix[i] ); |
|
|
|
ctx->TextureMatrix[i].flags &= ~MAT_DIRTY_DEPENDENTS; |
|
|
|
|
|
|
|
if (ctx->Texture.Unit[i].Enabled && |
|
|
|
ctx->TextureMatrix[i].type != MATRIX_IDENTITY) |
|
|
|
ctx->Enabled |= ENABLE_TEXMAT0 << i; |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
|
|
if (ctx->NewState & (NEW_TEXTURING | NEW_TEXTURE_ENABLE)) { |
|
|
|
ctx->Texture.NeedNormals = GL_FALSE; |
|
|
|
gl_update_dirty_texobjs(ctx); |
|
|
|
ctx->Enabled &= ~(ENABLE_TEXGEN0|ENABLE_TEXGEN1); |
|
|
|
ctx->Texture.ReallyEnabled = 0; |
|
|
|
|
|
|
|
for (i=0; i < MAX_TEXTURE_UNITS; i++) { |
|
|
|
if (ctx->Texture.Unit[i].Enabled) { |
|
|
|
gl_update_texture_unit( ctx, &ctx->Texture.Unit[i] ); |
|
|
|
|
|
|
|
ctx->Texture.ReallyEnabled |= |
|
|
|
ctx->Texture.Unit[i].ReallyEnabled<<(i*4); |
|
|
|
|
|
|
|
if (ctx->Texture.Unit[i].GenFlags != 0) { |
|
|
|
ctx->Enabled |= ENABLE_TEXGEN0 << i; |
|
|
|
|
|
|
|
if (ctx->Texture.Unit[i].GenFlags & TEXGEN_NEED_NORMALS) |
|
|
|
{ |
|
|
|
ctx->Texture.NeedNormals = GL_TRUE; |
|
|
|
ctx->Texture.NeedEyeCoords = GL_TRUE; |
|
|
|
} |
|
|
|
|
|
|
|
if (ctx->Texture.Unit[i].GenFlags & TEXGEN_NEED_EYE_COORD) |
|
|
|
{ |
|
|
|
ctx->Texture.NeedEyeCoords = GL_TRUE; |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
|
|
ctx->Texture.Enabled = ctx->Enabled & ENABLE_TEX_ANY; |
|
|
|
ctx->NeedNormals = (ctx->Light.Enabled || ctx->Texture.NeedNormals); |
|
|
|
} |
|
|
|
|
|
|
|
if (ctx->NewState & (NEW_RASTER_OPS | NEW_LIGHTING | NEW_FOG)) { |
|
|
|
|
|
|
|
|
|
|
|
if (ctx->NewState & NEW_RASTER_OPS) { |
|
|
|
update_pixel_logic(ctx); |
|
|
|
update_pixel_masking(ctx); |
|
|
|
update_fog_mode(ctx); |
|
|
|
update_rasterflags(ctx); |
|
|
|
if (ctx->Driver.Dither) { |
|
|
|
(*ctx->Driver.Dither)( ctx, ctx->Color.DitherFlag ); |
|
|
|
} |
|
|
|
|
|
|
|
/* Check if incoming colors can be modified during rasterization */ |
|
|
|
if (ctx->Fog.Enabled || |
|
|
|
ctx->Texture.Enabled || |
|
|
|
ctx->Color.BlendEnabled || |
|
|
|
ctx->Color.SWmasking || |
|
|
|
ctx->Color.SWLogicOpEnabled) { |
|
|
|
ctx->MutablePixels = GL_TRUE; |
|
|
|
} |
|
|
|
else { |
|
|
|
ctx->MutablePixels = GL_FALSE; |
|
|
|
} |
|
|
|
|
|
|
|
/* update scissor region */ |
|
|
|
|
|
|
|
ctx->DrawBuffer->Xmin = 0; |
|
|
|
ctx->DrawBuffer->Ymin = 0; |
|
|
|
ctx->DrawBuffer->Xmax = ctx->DrawBuffer->Width-1; |
|
|
|
ctx->DrawBuffer->Ymax = ctx->DrawBuffer->Height-1; |
|
|
|
if (ctx->Scissor.Enabled) { |
|
|
|
if (ctx->Scissor.X > ctx->DrawBuffer->Xmin) { |
|
|
|
ctx->DrawBuffer->Xmin = ctx->Scissor.X; |
|
|
|
} |
|
|
|
if (ctx->Scissor.Y > ctx->DrawBuffer->Ymin) { |
|
|
|
ctx->DrawBuffer->Ymin = ctx->Scissor.Y; |
|
|
|
} |
|
|
|
if (ctx->Scissor.X + ctx->Scissor.Width - 1 < ctx->DrawBuffer->Xmax) { |
|
|
|
ctx->DrawBuffer->Xmax = ctx->Scissor.X + ctx->Scissor.Width - 1; |
|
|
|
} |
|
|
|
if (ctx->Scissor.Y + ctx->Scissor.Height - 1 < ctx->DrawBuffer->Ymax) { |
|
|
|
ctx->DrawBuffer->Ymax = ctx->Scissor.Y + ctx->Scissor.Height - 1; |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
|
|
if (ctx->NewState & NEW_LIGHTING) { |
|
|
|
ctx->TriangleCaps &= ~(DD_TRI_LIGHT_TWOSIDE|DD_LIGHTING_CULL); |
|
|
|
if (ctx->Light.Enabled) { |
|
|
|
if (ctx->Light.Model.TwoSide) |
|
|
|
ctx->TriangleCaps |= (DD_TRI_LIGHT_TWOSIDE|DD_LIGHTING_CULL); |
|
|
|
gl_update_lighting(ctx); |
|
|
|
} |
|
|
|
} |
|
|
|
GET_CURRENT_CONTEXT(ctx); |
|
|
|
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glFlush"); |
|
|
|
if (ctx->Driver.Flush) { |
|
|
|
(*ctx->Driver.Flush)( ctx ); |
|
|
|
} |
|
|
|
|
|
|
|
if (ctx->NewState & (NEW_POLYGON | NEW_LIGHTING)) { |
|
|
|
|
|
|
|
ctx->TriangleCaps &= ~DD_TRI_CULL_FRONT_BACK; |
|
|
|
|
|
|
|
if (ctx->NewState & NEW_POLYGON) { |
|
|
|
/* Setup CullBits bitmask */ |
|
|
|
if (ctx->Polygon.CullFlag) { |
|
|
|
ctx->backface_sign = 1; |
|
|
|
switch(ctx->Polygon.CullFaceMode) { |
|
|
|
case GL_BACK: |
|
|
|
if(ctx->Polygon.FrontFace==GL_CCW) |
|
|
|
ctx->backface_sign = -1; |
|
|
|
ctx->Polygon.CullBits = 1; |
|
|
|
break; |
|
|
|
case GL_FRONT: |
|
|
|
if(ctx->Polygon.FrontFace!=GL_CCW) |
|
|
|
ctx->backface_sign = -1; |
|
|
|
ctx->Polygon.CullBits = 2; |
|
|
|
break; |
|
|
|
default: |
|
|
|
case GL_FRONT_AND_BACK: |
|
|
|
ctx->backface_sign = 0; |
|
|
|
ctx->Polygon.CullBits = 0; |
|
|
|
ctx->TriangleCaps |= DD_TRI_CULL_FRONT_BACK; |
|
|
|
break; |
|
|
|
} |
|
|
|
} |
|
|
|
else { |
|
|
|
ctx->Polygon.CullBits = 3; |
|
|
|
ctx->backface_sign = 0; |
|
|
|
} |
|
|
|
|
|
|
|
/* Any Polygon offsets enabled? */ |
|
|
|
ctx->TriangleCaps &= ~DD_TRI_OFFSET; |
|
|
|
|
|
|
|
if (ctx->Polygon.OffsetPoint || |
|
|
|
ctx->Polygon.OffsetLine || |
|
|
|
ctx->Polygon.OffsetFill) |
|
|
|
ctx->TriangleCaps |= DD_TRI_OFFSET; |
|
|
|
|
|
|
|
/* reset Z offsets now */ |
|
|
|
ctx->PointZoffset = 0.0; |
|
|
|
ctx->LineZoffset = 0.0; |
|
|
|
ctx->PolygonZoffset = 0.0; |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
|
|
if (ctx->NewState & ~(NEW_CLIENT_STATE| |
|
|
|
NEW_DRIVER_STATE|NEW_USER_CLIP| |
|
|
|
NEW_POLYGON)) |
|
|
|
gl_update_clipmask(ctx); |
|
|
|
|
|
|
|
if (ctx->NewState & (NEW_LIGHTING| |
|
|
|
NEW_RASTER_OPS| |
|
|
|
NEW_TEXTURING| |
|
|
|
NEW_TEXTURE_ENABLE| |
|
|
|
NEW_TEXTURE_ENV| |
|
|
|
NEW_POLYGON| |
|
|
|
NEW_DRVSTATE0| |
|
|
|
NEW_DRVSTATE1| |
|
|
|
NEW_DRVSTATE2| |
|
|
|
NEW_DRVSTATE3| |
|
|
|
NEW_USER_CLIP)) |
|
|
|
{ |
|
|
|
ctx->IndirectTriangles = ctx->TriangleCaps & ~ctx->Driver.TriangleCaps; |
|
|
|
ctx->IndirectTriangles |= DD_SW_RASTERIZE; |
|
|
|
|
|
|
|
if (MESA_VERBOSE&VERBOSE_CULL) |
|
|
|
gl_print_tri_caps("initial indirect tris", ctx->IndirectTriangles); |
|
|
|
|
|
|
|
ctx->Driver.PointsFunc = NULL; |
|
|
|
ctx->Driver.LineFunc = NULL; |
|
|
|
ctx->Driver.TriangleFunc = NULL; |
|
|
|
ctx->Driver.QuadFunc = NULL; |
|
|
|
ctx->Driver.RectFunc = NULL; |
|
|
|
ctx->Driver.RenderVBClippedTab = NULL; |
|
|
|
ctx->Driver.RenderVBCulledTab = NULL; |
|
|
|
ctx->Driver.RenderVBRawTab = NULL; |
|
|
|
|
|
|
|
/* |
|
|
|
* Here the driver sets up all the ctx->Driver function pointers to |
|
|
|
* it's specific, private functions. |
|
|
|
*/ |
|
|
|
ctx->Driver.UpdateState(ctx); |
|
|
|
|
|
|
|
if (MESA_VERBOSE&VERBOSE_CULL) |
|
|
|
gl_print_tri_caps("indirect tris", ctx->IndirectTriangles); |
|
|
|
|
|
|
|
/* |
|
|
|
* In case the driver didn't hook in an optimized point, line or |
|
|
|
* triangle function we'll now select "core/fallback" point, line |
|
|
|
* and triangle functions. |
|
|
|
*/ |
|
|
|
if (ctx->IndirectTriangles & DD_SW_RASTERIZE) { |
|
|
|
gl_set_point_function(ctx); |
|
|
|
gl_set_line_function(ctx); |
|
|
|
gl_set_triangle_function(ctx); |
|
|
|
gl_set_quad_function(ctx); |
|
|
|
|
|
|
|
if ((ctx->IndirectTriangles & |
|
|
|
(DD_TRI_SW_RASTERIZE|DD_QUAD_SW_RASTERIZE|DD_TRI_CULL)) == |
|
|
|
(DD_TRI_SW_RASTERIZE|DD_QUAD_SW_RASTERIZE|DD_TRI_CULL)) |
|
|
|
ctx->IndirectTriangles &= ~DD_TRI_CULL; |
|
|
|
} |
|
|
|
|
|
|
|
if (MESA_VERBOSE&VERBOSE_CULL) |
|
|
|
gl_print_tri_caps("indirect tris 2", ctx->IndirectTriangles); |
|
|
|
|
|
|
|
gl_set_render_vb_function(ctx); |
|
|
|
} |
|
|
|
|
|
|
|
/* Should only be calc'd when !need_eye_coords and not culling. |
|
|
|
*/ |
|
|
|
if (ctx->NewState & (NEW_MODELVIEW|NEW_PROJECTION)) { |
|
|
|
if (ctx->NewState & NEW_MODELVIEW) { |
|
|
|
gl_matrix_analyze( &ctx->ModelView ); |
|
|
|
ctx->ProjectionMatrix.flags &= ~MAT_DIRTY_DEPENDENTS; |
|
|
|
} |
|
|
|
|
|
|
|
if (ctx->NewState & NEW_PROJECTION) { |
|
|
|
gl_matrix_analyze( &ctx->ProjectionMatrix ); |
|
|
|
ctx->ProjectionMatrix.flags &= ~MAT_DIRTY_DEPENDENTS; |
|
|
|
|
|
|
|
if (ctx->Transform.AnyClip) { |
|
|
|
gl_update_userclip( ctx ); |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
|
|
gl_calculate_model_project_matrix( ctx ); |
|
|
|
ctx->ModelProjectWinMatrixUptodate = 0; |
|
|
|
} |
|
|
|
|
|
|
|
/* Figure out whether we can light in object space or not. If we |
|
|
|
* can, find the current positions of the lights in object space |
|
|
|
*/ |
|
|
|
if ((ctx->Enabled & (ENABLE_POINT_ATTEN | ENABLE_LIGHT | ENABLE_FOG | |
|
|
|
ENABLE_TEXGEN0 | ENABLE_TEXGEN1)) && |
|
|
|
(ctx->NewState & (NEW_LIGHTING | |
|
|
|
NEW_FOG | |
|
|
|
NEW_MODELVIEW | |
|
|
|
NEW_PROJECTION | |
|
|
|
NEW_TEXTURING | |
|
|
|
NEW_RASTER_OPS | |
|
|
|
NEW_USER_CLIP))) |
|
|
|
{ |
|
|
|
GLboolean oldcoord, oldnorm; |
|
|
|
|
|
|
|
oldcoord = ctx->NeedEyeCoords; |
|
|
|
oldnorm = ctx->NeedEyeNormals; |
|
|
|
|
|
|
|
ctx->NeedNormals = (ctx->Light.Enabled || ctx->Texture.NeedNormals); |
|
|
|
ctx->NeedEyeCoords = ((ctx->Fog.Enabled && ctx->Hint.Fog != GL_NICEST) || |
|
|
|
ctx->Point.Attenuated); |
|
|
|
ctx->NeedEyeNormals = GL_FALSE; |
|
|
|
|
|
|
|
if (ctx->Light.Enabled) { |
|
|
|
if (ctx->Light.Flags & LIGHT_POSITIONAL) { |
|
|
|
/* Need length for attenuation */ |
|
|
|
if (!TEST_MAT_FLAGS( &ctx->ModelView, MAT_FLAGS_LENGTH_PRESERVING)) |
|
|
|
ctx->NeedEyeCoords = GL_TRUE; |
|
|
|
} else if (ctx->Light.NeedVertices) { |
|
|
|
/* Need angle for spot calculations */ |
|
|
|
if (!TEST_MAT_FLAGS( &ctx->ModelView, MAT_FLAGS_ANGLE_PRESERVING)) |
|
|
|
ctx->NeedEyeCoords = GL_TRUE; |
|
|
|
} |
|
|
|
ctx->NeedEyeNormals = ctx->NeedEyeCoords; |
|
|
|
} |
|
|
|
if (ctx->Texture.Enabled || ctx->RenderMode==GL_FEEDBACK) { |
|
|
|
if (ctx->Texture.NeedEyeCoords) ctx->NeedEyeCoords = GL_TRUE; |
|
|
|
if (ctx->Texture.NeedNormals) |
|
|
|
ctx->NeedNormals = ctx->NeedEyeNormals = GL_TRUE; |
|
|
|
} |
|
|
|
|
|
|
|
ctx->vb_proj_matrix = &ctx->ModelProjectMatrix; |
|
|
|
|
|
|
|
if (ctx->NeedEyeCoords) |
|
|
|
ctx->vb_proj_matrix = &ctx->ProjectionMatrix; |
|
|
|
|
|
|
|
if (ctx->Light.Enabled) { |
|
|
|
gl_update_lighting_function(ctx); |
|
|
|
|
|
|
|
if ( (ctx->NewState & NEW_LIGHTING) || |
|
|
|
((ctx->NewState & (NEW_MODELVIEW| NEW_PROJECTION)) && |
|
|
|
!ctx->NeedEyeCoords) || |
|
|
|
oldcoord != ctx->NeedEyeCoords || |
|
|
|
oldnorm != ctx->NeedEyeNormals) { |
|
|
|
gl_compute_light_positions(ctx); |
|
|
|
} |
|
|
|
|
|
|
|
ctx->rescale_factor = 1.0F; |
|
|
|
|
|
|
|
if (ctx->ModelView.flags & (MAT_FLAG_UNIFORM_SCALE | |
|
|
|
MAT_FLAG_GENERAL_SCALE | |
|
|
|
MAT_FLAG_GENERAL_3D | |
|
|
|
MAT_FLAG_GENERAL) ) |
|
|
|
|
|
|
|
{ |
|
|
|
GLfloat *m = ctx->ModelView.inv; |
|
|
|
GLfloat f = m[2]*m[2] + m[6]*m[6] + m[10]*m[10]; |
|
|
|
if (f > 1e-12 && (f-1)*(f-1) > 1e-12) |
|
|
|
ctx->rescale_factor = 1.0/GL_SQRT(f); |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
|
|
gl_update_normal_transform( ctx ); |
|
|
|
} |
|
|
|
|
|
|
|
gl_update_pipelines(ctx); |
|
|
|
ctx->NewState = 0; |
|
|
|
} |