コード例 #1
0
ファイル: s_context.c プロジェクト: etnaviv/mesa
/**
 * 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(struct gl_context *ctx)
{
   SWcontext *swrast = SWRAST_CONTEXT(ctx);
   if (ctx->Color.AlphaEnabled) {
      /* alpha test depends on post-texture/shader colors */
      swrast->_DeferredTexture = GL_FALSE;
   }
   else {
      GLboolean use_fprog = _swrast_use_fragment_program(ctx);
      const struct gl_fragment_program *fprog
         = ctx->FragmentProgram._Current;
      if (use_fprog && (fprog->Base.OutputsWritten & (1 << FRAG_RESULT_DEPTH))) {
         /* Z comes from fragment program/shader */
         swrast->_DeferredTexture = GL_FALSE;
      }
      else if (use_fprog && fprog->UsesKill) {
         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;
      }
   }
}
コード例 #2
0
ファイル: s_context.c プロジェクト: etnaviv/mesa
/**
 * Update state for running fragment programs.  Basically, load the
 * program parameters with current state values.
 */
static void
_swrast_update_fragment_program(struct gl_context *ctx, GLbitfield newState)
{
   if (!_swrast_use_fragment_program(ctx))
      return;

   _mesa_load_state_parameters(ctx,
                               ctx->FragmentProgram._Current->Base.Parameters);
}
コード例 #3
0
ファイル: s_context.c プロジェクト: etnaviv/mesa
/**
 * 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( struct gl_context *ctx )
{
   SWcontext *swrast = SWRAST_CONTEXT(ctx);
   swrast->_PreferPixelFog = (!swrast->AllowVertexFog ||
			      _swrast_use_fragment_program(ctx) ||
			      (ctx->Hint.Fog == GL_NICEST &&
			       swrast->AllowPixelFog));
}
コード例 #4
0
ファイル: s_context.c プロジェクト: etnaviv/mesa
/**
 * Update swrast->_ActiveAttribs, swrast->_NumActiveAttribs,
 * swrast->_ActiveAtttribMask.
 */
static void
_swrast_update_active_attribs(struct gl_context *ctx)
{
   SWcontext *swrast = SWRAST_CONTEXT(ctx);
   GLbitfield64 attribsMask;

   /*
    * Compute _ActiveAttribsMask = which fragment attributes are needed.
    */
   if (_swrast_use_fragment_program(ctx)) {
      /* fragment program/shader */
      attribsMask = ctx->FragmentProgram._Current->Base.InputsRead;
      attribsMask &= ~VARYING_BIT_POS; /* WPOS is always handled specially */
   }
   else if (ctx->ATIFragmentShader._Enabled) {
      attribsMask = VARYING_BIT_COL0 | VARYING_BIT_COL1 |
                    VARYING_BIT_FOGC | VARYING_BITS_TEX_ANY;
   }
   else {
      /* fixed function */
      attribsMask = 0x0;

#if CHAN_TYPE == GL_FLOAT
      attribsMask |= VARYING_BIT_COL0;
#endif

      if (ctx->Fog.ColorSumEnabled ||
          (ctx->Light.Enabled &&
           ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)) {
         attribsMask |= VARYING_BIT_COL1;
      }

      if (swrast->_FogEnabled)
         attribsMask |= VARYING_BIT_FOGC;

      attribsMask |= (ctx->Texture._EnabledCoordUnits << VARYING_SLOT_TEX0);
   }

   swrast->_ActiveAttribMask = attribsMask;

   /* Update _ActiveAttribs[] list */
   {
      GLuint i, num = 0;
      for (i = 0; i < VARYING_SLOT_MAX; i++) {
         if (attribsMask & BITFIELD64_BIT(i)) {
            swrast->_ActiveAttribs[num++] = i;
            /* how should this attribute be interpolated? */
            if (i == VARYING_SLOT_COL0 || i == VARYING_SLOT_COL1)
               swrast->_InterpMode[i] = ctx->Light.ShadeModel;
            else
               swrast->_InterpMode[i] = GL_SMOOTH;
         }
      }
      swrast->_NumActiveAttribs = num;
   }
}
コード例 #5
0
ファイル: s_context.c プロジェクト: CSRedRat/mesa-1
/**
 * Update swrast->_FogColor and swrast->_FogEnable values.
 */
static void
_swrast_update_fog_state( struct gl_context *ctx )
{
   SWcontext *swrast = SWRAST_CONTEXT(ctx);
   const struct gl_fragment_program *fp = ctx->FragmentProgram._Current;

   assert(fp == NULL || fp->Base.Target == GL_FRAGMENT_PROGRAM_ARB);

   /* determine if fog is needed, and if so, which fog mode */
   swrast->_FogEnabled = (!_swrast_use_fragment_program(ctx) &&
			  ctx->Fog.Enabled);
}
コード例 #6
0
ファイル: s_context.c プロジェクト: etnaviv/mesa
/**
 * See if we can do early diffuse+specular (primary+secondary) color
 * add per vertex instead of per-fragment.
 */
static void
_swrast_update_specular_vertex_add(struct gl_context *ctx)
{
   SWcontext *swrast = SWRAST_CONTEXT(ctx);
   GLboolean separateSpecular = ctx->Fog.ColorSumEnabled ||
      (ctx->Light.Enabled &&
       ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR);

   swrast->SpecularVertexAdd = (separateSpecular
                                && ctx->Texture._MaxEnabledTexImageUnit == -1
                                && !_swrast_use_fragment_program(ctx)
                                && !ctx->ATIFragmentShader._Enabled);
}
コード例 #7
0
ファイル: s_lines.c プロジェクト: ChillyWillyGuru/RSXGL
/**
 * Determine which line drawing function to use given the current
 * rendering context.
 *
 * Please update the summary flag _SWRAST_NEW_LINE if you add or remove
 * tests to this code.
 */
void
_swrast_choose_line( struct gl_context *ctx )
{
   SWcontext *swrast = SWRAST_CONTEXT(ctx);
   GLboolean specular = (ctx->Fog.ColorSumEnabled ||
                         (ctx->Light.Enabled &&
                          ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR));

   if (ctx->RenderMode == GL_RENDER) {
      if (ctx->Line.SmoothFlag) {
         /* antialiased lines */
         _swrast_choose_aa_line_function(ctx);
         ASSERT(swrast->Line);
      }
      else if (ctx->Texture._EnabledCoordUnits
               || _swrast_use_fragment_program(ctx)
               || swrast->_FogEnabled
               || specular) {
         USE(general_line);
      }
      else if (ctx->Depth.Test
               || ctx->Line.Width != 1.0
               || ctx->Line.StippleFlag) {
         /* no texture, but Z, fog, width>1, stipple, etc. */
#if CHAN_BITS == 32
         USE(general_line);
#else
         USE(rgba_line);
#endif
      }
      else {
         ASSERT(!ctx->Depth.Test);
         ASSERT(ctx->Line.Width == 1.0);
         /* simple lines */
         USE(simple_no_z_rgba_line);
      }
   }
   else if (ctx->RenderMode == GL_FEEDBACK) {
      USE(_swrast_feedback_line);
   }
   else {
      ASSERT(ctx->RenderMode == GL_SELECT);
      USE(_swrast_select_line);
   }
}
コード例 #8
0
ファイル: s_aatriangle.c プロジェクト: xSIMx/Mesa-3D
/*
 * Examine GL state and set swrast->Triangle to an
 * appropriate antialiased triangle rasterizer function.
 */
void
_swrast_set_aa_triangle_function(struct gl_context *ctx)
{
   SWcontext *swrast = SWRAST_CONTEXT(ctx);

   ASSERT(ctx->Polygon.SmoothFlag);

   if (ctx->Texture._EnabledCoordUnits != 0
       || _swrast_use_fragment_program(ctx)
       || swrast->_FogEnabled
       || _mesa_need_secondary_color(ctx)) {
      SWRAST_CONTEXT(ctx)->Triangle = general_aa_tri;
   }
   else {
      SWRAST_CONTEXT(ctx)->Triangle = rgba_aa_tri;
   }

   ASSERT(SWRAST_CONTEXT(ctx)->Triangle);
}
コード例 #9
0
ファイル: s_aaline.c プロジェクト: ChillyWillyGuru/RSXGL
void
_swrast_choose_aa_line_function(struct gl_context *ctx)
{
   SWcontext *swrast = SWRAST_CONTEXT(ctx);

   ASSERT(ctx->Line.SmoothFlag);

   if (ctx->Texture._EnabledCoordUnits != 0
       || _swrast_use_fragment_program(ctx)
       || (ctx->Light.Enabled &&
           ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)
       || ctx->Fog.ColorSumEnabled
       || swrast->_FogEnabled) {
      swrast->Line = aa_general_rgba_line;
   }
   else {
      swrast->Line = aa_rgba_line;
   }
}
コード例 #10
0
ファイル: s_context.c プロジェクト: etnaviv/mesa
/**
 * 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( struct gl_context *ctx )
{
   SWcontext *swrast = SWRAST_CONTEXT(ctx);
   GLbitfield rasterMask = 0;
   GLuint i;

   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.EnableFlags)          rasterMask |= CLIP_BIT;
   if (ctx->Stencil._Enabled)             rasterMask |= STENCIL_BIT;
   for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
      if (!ctx->Color.ColorMask[i][0] ||
          !ctx->Color.ColorMask[i][1] ||
          !ctx->Color.ColorMask[i][2] ||
          !ctx->Color.ColorMask[i][3]) {
         rasterMask |= MASKING_BIT;
         break;
      }
   }
   if (ctx->Color.ColorLogicOpEnabled) rasterMask |= LOGIC_OP_BIT;
   if (ctx->Texture._MaxEnabledTexImageUnit >= 0) rasterMask |= TEXTURE_BIT;
   if (   ctx->ViewportArray[0].X < 0
       || ctx->ViewportArray[0].X + ctx->ViewportArray[0].Width > (GLfloat) ctx->DrawBuffer->Width
       || ctx->ViewportArray[0].Y < 0
       || ctx->ViewportArray[0].Y + ctx->ViewportArray[0].Height > (GLfloat) 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;
   }

   for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
      if (ctx->Color.ColorMask[i][0] +
          ctx->Color.ColorMask[i][1] +
          ctx->Color.ColorMask[i][2] +
          ctx->Color.ColorMask[i][3] == 0) {
         rasterMask |= MULTI_DRAW_BIT; /* all RGBA channels disabled */
         break;
      }
   }


   if (_swrast_use_fragment_program(ctx)) {
      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;
}