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third_party_mesa3d/src/mesa/state_tracker/st_atom_rasterizer.c

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/**************************************************************************
*
* Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
* 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, sub license, 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 (including the
* next paragraph) 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 NON-INFRINGEMENT.
* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS 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>
*/
#include "st_context.h"
#include "st_cache.h"
#include "pipe/p_context.h"
#include "pipe/p_defines.h"
#include "st_atom.h"
static GLuint translate_fill( GLenum mode )
{
switch (mode) {
case GL_POINT:
return PIPE_POLYGON_MODE_POINT;
case GL_LINE:
return PIPE_POLYGON_MODE_LINE;
case GL_FILL:
return PIPE_POLYGON_MODE_FILL;
default:
assert(0);
return 0;
}
}
static GLboolean get_offset_flag( GLuint fill_mode,
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const struct gl_polygon_attrib *p )
{
switch (fill_mode) {
case PIPE_POLYGON_MODE_POINT:
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return p->OffsetPoint;
case PIPE_POLYGON_MODE_LINE:
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return p->OffsetLine;
case PIPE_POLYGON_MODE_FILL:
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return p->OffsetFill;
default:
assert(0);
return 0;
}
}
static void update_raster_state( struct st_context *st )
{
GLcontext *ctx = st->ctx;
struct pipe_rasterizer_state raster;
const struct cso_rasterizer *cso;
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uint i;
memset(&raster, 0, sizeof(raster));
raster.origin_lower_left = 1; /* Always true for OpenGL */
/* _NEW_POLYGON, _NEW_BUFFERS
*/
{
if (ctx->Polygon.FrontFace == GL_CCW)
raster.front_winding = PIPE_WINDING_CCW;
else
raster.front_winding = PIPE_WINDING_CW;
/* XXX
* I think the intention here is that user-created framebuffer objects
* use Y=0=TOP layout instead of OpenGL's normal Y=0=bottom layout.
* Flipping Y changes CW to CCW and vice-versa.
* But this is an implementation/driver-specific artifact - remove...
*/
if (ctx->DrawBuffer && ctx->DrawBuffer->Name != 0)
raster.front_winding ^= PIPE_WINDING_BOTH;
}
/* _NEW_LIGHT
*/
if (ctx->Light.ShadeModel == GL_FLAT)
raster.flatshade = 1;
/* _NEW_LIGHT | _NEW_PROGRAM
*
* Back-face colors can come from traditional lighting (when
* GL_LIGHT_MODEL_TWO_SIDE is set) or from vertex programs (when
* GL_VERTEX_PROGRAM_TWO_SIDE is set). Note the logic here.
*/
if (ctx->VertexProgram._Enabled) {
raster.light_twoside = ctx->VertexProgram.TwoSideEnabled;
}
else if (ctx->Light.Enabled && ctx->Light.Model.TwoSide) {
raster.light_twoside = 1;
}
/* _NEW_POLYGON
*/
if (ctx->Polygon.CullFlag) {
if (ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK) {
raster.cull_mode = PIPE_WINDING_BOTH;
}
else if (ctx->Polygon.CullFaceMode == GL_FRONT) {
raster.cull_mode = raster.front_winding;
}
else {
raster.cull_mode = raster.front_winding ^ PIPE_WINDING_BOTH;
}
}
/* _NEW_POLYGON
*/
{
GLuint fill_front = translate_fill( ctx->Polygon.FrontMode );
GLuint fill_back = translate_fill( ctx->Polygon.BackMode );
if (raster.front_winding == PIPE_WINDING_CW) {
raster.fill_cw = fill_front;
raster.fill_ccw = fill_back;
}
else {
raster.fill_cw = fill_back;
raster.fill_ccw = fill_front;
}
/* Simplify when culling is active:
*/
if (raster.cull_mode & PIPE_WINDING_CW) {
raster.fill_cw = raster.fill_ccw;
}
if (raster.cull_mode & PIPE_WINDING_CCW) {
raster.fill_ccw = raster.fill_cw;
}
}
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/* _NEW_POLYGON
*/
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if (ctx->Polygon.OffsetUnits != 0.0 ||
ctx->Polygon.OffsetFactor != 0.0) {
raster.offset_cw = get_offset_flag( raster.fill_cw, &ctx->Polygon );
raster.offset_ccw = get_offset_flag( raster.fill_ccw, &ctx->Polygon );
raster.offset_units = ctx->Polygon.OffsetUnits;
raster.offset_scale = ctx->Polygon.OffsetFactor;
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}
if (ctx->Polygon.SmoothFlag)
raster.poly_smooth = 1;
if (ctx->Polygon.StippleFlag)
raster.poly_stipple_enable = 1;
/* _NEW_BUFFERS, _NEW_POLYGON
*/
if (raster.fill_cw != PIPE_POLYGON_MODE_FILL ||
raster.fill_ccw != PIPE_POLYGON_MODE_FILL)
{
GLfloat mrd = (ctx->DrawBuffer ?
ctx->DrawBuffer->_MRD :
1.0);
raster.offset_units = ctx->Polygon.OffsetFactor * mrd;
raster.offset_scale = (ctx->Polygon.OffsetUnits * mrd *
st->polygon_offset_scale);
}
/* _NEW_POINT
*/
raster.point_size = ctx->Point.Size;
raster.point_smooth = ctx->Point.SmoothFlag;
raster.point_sprite = ctx->Point.PointSprite;
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for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++) {
if (ctx->Point.CoordReplace[i]) {
if (ctx->Point.SpriteOrigin == GL_UPPER_LEFT)
raster.sprite_coord_mode[i] = PIPE_SPRITE_COORD_UPPER_LEFT;
else
raster.sprite_coord_mode[i] = PIPE_SPRITE_COORD_LOWER_LEFT;
}
else {
raster.sprite_coord_mode[i] = PIPE_SPRITE_COORD_NONE;
}
}
raster.point_size_per_vertex = ctx->VertexProgram.PointSizeEnabled;
/* _NEW_LINE
*/
raster.line_width = ctx->Line.Width;
raster.line_smooth = ctx->Line.SmoothFlag;
raster.line_stipple_enable = ctx->Line.StippleFlag;
raster.line_stipple_pattern = ctx->Line.StipplePattern;
/* GL stipple factor is in [1,256], remap to [0, 255] here */
raster.line_stipple_factor = ctx->Line.StippleFactor - 1;
/* _NEW_MULTISAMPLE */
if (ctx->Multisample.Enabled)
raster.multisample = 1;
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/* _NEW_SCISSOR */
if (ctx->Scissor.Enabled)
raster.scissor = 1;
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cso = st_cached_rasterizer_state(st, &raster);
if (st->state.rasterizer != cso) {
st->state.rasterizer = cso;
st->pipe->bind_rasterizer_state(st->pipe, cso->data);
}
}
const struct st_tracked_state st_update_rasterizer = {
.name = "st_update_rasterizer",
.dirty = {
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.mesa = (_NEW_LIGHT | _NEW_POLYGON | _NEW_LINE | _NEW_SCISSOR |
_NEW_POINT | _NEW_BUFFERS | _NEW_MULTISAMPLE),
.st = 0,
},
.update = update_raster_state
};