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      1 // Copyright 2016 The SwiftShader Authors. All Rights Reserved.
      2 //
      3 // Licensed under the Apache License, Version 2.0 (the "License");
      4 // you may not use this file except in compliance with the License.
      5 // You may obtain a copy of the License at
      6 //
      7 //    http://www.apache.org/licenses/LICENSE-2.0
      8 //
      9 // Unless required by applicable law or agreed to in writing, software
     10 // distributed under the License is distributed on an "AS IS" BASIS,
     11 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
     12 // See the License for the specific language governing permissions and
     13 // limitations under the License.
     14 
     15 #include "Context.hpp"
     16 
     17 #include "Primitive.hpp"
     18 #include "Surface.hpp"
     19 #include "Shader/PixelShader.hpp"
     20 #include "Shader/VertexShader.hpp"
     21 #include "Common/Memory.hpp"
     22 #include "Common/Debug.hpp"
     23 
     24 #include <string.h>
     25 
     26 namespace sw
     27 {
     28 	extern bool perspectiveCorrection;
     29 
     30 	bool halfIntegerCoordinates = false;     // Pixel centers are not at integer coordinates
     31 	bool symmetricNormalizedDepth = false;   // [-1, 1] instead of [0, 1]
     32 	bool booleanFaceRegister = false;
     33 	bool fullPixelPositionRegister = false;
     34 	bool leadingVertexFirst = false;         // Flat shading uses first vertex, else last
     35 	bool secondaryColor = false;             // Specular lighting is applied after texturing
     36 	bool colorsDefaultToZero = false;
     37 
     38 	bool forceWindowed = false;
     39 	bool quadLayoutEnabled = false;
     40 	bool veryEarlyDepthTest = true;
     41 	bool complementaryDepthBuffer = false;
     42 	bool postBlendSRGB = false;
     43 	bool exactColorRounding = false;
     44 	TransparencyAntialiasing transparencyAntialiasing = TRANSPARENCY_NONE;
     45 	bool forceClearRegisters = false;
     46 
     47 	Context::Context()
     48 	{
     49 		init();
     50 	}
     51 
     52 	Context::~Context()
     53 	{
     54 	}
     55 
     56 	void *Context::operator new(size_t bytes)
     57 	{
     58 		return allocate((unsigned int)bytes);
     59 	}
     60 
     61 	void Context::operator delete(void *pointer, size_t bytes)
     62 	{
     63 		deallocate(pointer);
     64 	}
     65 
     66 	bool Context::isDrawPoint(bool fillModeAware) const
     67 	{
     68 		switch(drawType)
     69 		{
     70 		case DRAW_POINTLIST:
     71 		case DRAW_INDEXEDPOINTLIST8:
     72 		case DRAW_INDEXEDPOINTLIST16:
     73 		case DRAW_INDEXEDPOINTLIST32:
     74 			return true;
     75 		case DRAW_LINELIST:
     76 		case DRAW_LINESTRIP:
     77 		case DRAW_LINELOOP:
     78 		case DRAW_INDEXEDLINELIST8:
     79 		case DRAW_INDEXEDLINESTRIP8:
     80 		case DRAW_INDEXEDLINELOOP8:
     81 		case DRAW_INDEXEDLINELIST16:
     82 		case DRAW_INDEXEDLINESTRIP16:
     83 		case DRAW_INDEXEDLINELOOP16:
     84 		case DRAW_INDEXEDLINELIST32:
     85 		case DRAW_INDEXEDLINESTRIP32:
     86 		case DRAW_INDEXEDLINELOOP32:
     87 			return false;
     88 		case DRAW_TRIANGLELIST:
     89 		case DRAW_TRIANGLESTRIP:
     90 		case DRAW_TRIANGLEFAN:
     91 		case DRAW_INDEXEDTRIANGLELIST8:
     92 		case DRAW_INDEXEDTRIANGLESTRIP8:
     93 		case DRAW_INDEXEDTRIANGLEFAN8:
     94 		case DRAW_INDEXEDTRIANGLELIST16:
     95 		case DRAW_INDEXEDTRIANGLESTRIP16:
     96 		case DRAW_INDEXEDTRIANGLEFAN16:
     97 		case DRAW_INDEXEDTRIANGLELIST32:
     98 		case DRAW_INDEXEDTRIANGLESTRIP32:
     99 		case DRAW_INDEXEDTRIANGLEFAN32:
    100 			return fillModeAware ? fillMode == FILL_VERTEX : false;
    101 		case DRAW_QUADLIST:
    102 			return false;
    103 		default:
    104 			ASSERT(false);
    105 		}
    106 
    107 		return false;
    108 	}
    109 
    110 	bool Context::isDrawLine(bool fillModeAware) const
    111 	{
    112 		switch(drawType)
    113 		{
    114 		case DRAW_POINTLIST:
    115 		case DRAW_INDEXEDPOINTLIST8:
    116 		case DRAW_INDEXEDPOINTLIST16:
    117 		case DRAW_INDEXEDPOINTLIST32:
    118 			return false;
    119 		case DRAW_LINELIST:
    120 		case DRAW_LINESTRIP:
    121 		case DRAW_LINELOOP:
    122 		case DRAW_INDEXEDLINELIST8:
    123 		case DRAW_INDEXEDLINESTRIP8:
    124 		case DRAW_INDEXEDLINELOOP8:
    125 		case DRAW_INDEXEDLINELIST16:
    126 		case DRAW_INDEXEDLINESTRIP16:
    127 		case DRAW_INDEXEDLINELOOP16:
    128 		case DRAW_INDEXEDLINELIST32:
    129 		case DRAW_INDEXEDLINESTRIP32:
    130 		case DRAW_INDEXEDLINELOOP32:
    131 			return true;
    132 		case DRAW_TRIANGLELIST:
    133 		case DRAW_TRIANGLESTRIP:
    134 		case DRAW_TRIANGLEFAN:
    135 		case DRAW_INDEXEDTRIANGLELIST8:
    136 		case DRAW_INDEXEDTRIANGLESTRIP8:
    137 		case DRAW_INDEXEDTRIANGLEFAN8:
    138 		case DRAW_INDEXEDTRIANGLELIST16:
    139 		case DRAW_INDEXEDTRIANGLESTRIP16:
    140 		case DRAW_INDEXEDTRIANGLEFAN16:
    141 		case DRAW_INDEXEDTRIANGLELIST32:
    142 		case DRAW_INDEXEDTRIANGLESTRIP32:
    143 		case DRAW_INDEXEDTRIANGLEFAN32:
    144 			return fillModeAware ? fillMode == FILL_WIREFRAME : false;
    145 		case DRAW_QUADLIST:
    146 			return false;
    147 		default:
    148 			ASSERT(false);
    149 		}
    150 
    151 		return false;
    152 	}
    153 
    154 	bool Context::isDrawTriangle(bool fillModeAware) const
    155 	{
    156 		switch(drawType)
    157 		{
    158 		case DRAW_POINTLIST:
    159 		case DRAW_INDEXEDPOINTLIST8:
    160 		case DRAW_INDEXEDPOINTLIST16:
    161 		case DRAW_INDEXEDPOINTLIST32:
    162 			return false;
    163 		case DRAW_LINELIST:
    164 		case DRAW_LINESTRIP:
    165 		case DRAW_LINELOOP:
    166 		case DRAW_INDEXEDLINELIST8:
    167 		case DRAW_INDEXEDLINESTRIP8:
    168 		case DRAW_INDEXEDLINELOOP8:
    169 		case DRAW_INDEXEDLINELIST16:
    170 		case DRAW_INDEXEDLINESTRIP16:
    171 		case DRAW_INDEXEDLINELOOP16:
    172 		case DRAW_INDEXEDLINELIST32:
    173 		case DRAW_INDEXEDLINESTRIP32:
    174 		case DRAW_INDEXEDLINELOOP32:
    175 			return false;
    176 		case DRAW_TRIANGLELIST:
    177 		case DRAW_TRIANGLESTRIP:
    178 		case DRAW_TRIANGLEFAN:
    179 		case DRAW_INDEXEDTRIANGLELIST8:
    180 		case DRAW_INDEXEDTRIANGLESTRIP8:
    181 		case DRAW_INDEXEDTRIANGLEFAN8:
    182 		case DRAW_INDEXEDTRIANGLELIST16:
    183 		case DRAW_INDEXEDTRIANGLESTRIP16:
    184 		case DRAW_INDEXEDTRIANGLEFAN16:
    185 		case DRAW_INDEXEDTRIANGLELIST32:
    186 		case DRAW_INDEXEDTRIANGLESTRIP32:
    187 		case DRAW_INDEXEDTRIANGLEFAN32:
    188 			return fillModeAware ? fillMode == FILL_SOLID : true;
    189 		case DRAW_QUADLIST:
    190 			// Quads are broken up into triangles
    191 			return fillModeAware ? fillMode == FILL_SOLID : true;
    192 		default:
    193 			ASSERT(false);
    194 		}
    195 
    196 		return true;
    197 	}
    198 
    199 	void Context::init()
    200 	{
    201 		for(int i = 0; i < 8; i++)
    202 		{
    203 			textureStage[i].init(i, &sampler[i], (i >= 1) ? &textureStage[i - 1] : 0);
    204 		}
    205 
    206 		// Set vertex streams to null stream
    207 		for(int i = 0; i < MAX_VERTEX_INPUTS; i++)
    208 		{
    209 			input[i].defaults();
    210 		}
    211 
    212 		fogStart = 0.0f;
    213 		fogEnd = 1.0f;
    214 
    215 		for(int i = 0; i < TEXTURE_IMAGE_UNITS; i++) textureWrap[i] = 0;
    216 		for(int i = 0; i < 8; i++) texGen[i] = TEXGEN_PASSTHRU;
    217 		for(int i = 0; i < 8; i++) textureTransformCount[i] = 0;
    218 		for(int i = 0; i < 8; i++) textureTransformProject[i] = false;
    219 		textureWrapActive = false;
    220 		localViewer = true;
    221 		normalizeNormals = false;
    222 
    223 		for(int i = 0; i < RENDERTARGETS; ++i)
    224 		{
    225 			renderTarget[i] = nullptr;
    226 		}
    227 		depthBuffer = nullptr;
    228 		stencilBuffer = nullptr;
    229 
    230 		stencilEnable = false;
    231 		stencilCompareMode = STENCIL_ALWAYS;
    232 		stencilReference = 0;
    233 		stencilMask = 0xFFFFFFFF;
    234 		stencilFailOperation = OPERATION_KEEP;
    235 		stencilPassOperation = OPERATION_KEEP;
    236 		stencilZFailOperation = OPERATION_KEEP;
    237 		stencilWriteMask = 0xFFFFFFFF;
    238 
    239 		twoSidedStencil = false;
    240 		stencilCompareModeCCW = STENCIL_ALWAYS;
    241 		stencilReferenceCCW = 0;
    242 		stencilMaskCCW = 0xFFFFFFFF;
    243 		stencilFailOperationCCW = OPERATION_KEEP;
    244 		stencilPassOperationCCW = OPERATION_KEEP;
    245 		stencilZFailOperationCCW = OPERATION_KEEP;
    246 		stencilWriteMaskCCW = 0xFFFFFFFF;
    247 
    248 		setGlobalMipmapBias(0);
    249 
    250 		lightingEnable = true;
    251 		specularEnable = false;
    252 		for(int i = 0; i < 8; i++) lightEnable[i] = false;
    253 		for(int i = 0; i < 8; i++) worldLightPosition[i] = 0;
    254 
    255 		alphaCompareMode = ALPHA_ALWAYS;
    256 		alphaTestEnable = false;
    257 		fillMode = FILL_SOLID;
    258 		shadingMode = SHADING_GOURAUD;
    259 
    260 		rasterizerDiscard = false;
    261 
    262 		depthCompareMode = DEPTH_LESS;
    263 		depthBufferEnable = true;
    264 		depthWriteEnable = true;
    265 
    266 		alphaBlendEnable = false;
    267 		sourceBlendFactorState = BLEND_ONE;
    268 		destBlendFactorState = BLEND_ZERO;
    269 		blendOperationState = BLENDOP_ADD;
    270 
    271 		separateAlphaBlendEnable = false;
    272 		sourceBlendFactorStateAlpha = BLEND_ONE;
    273 		destBlendFactorStateAlpha = BLEND_ZERO;
    274 		blendOperationStateAlpha = BLENDOP_ADD;
    275 
    276 		cullMode = CULL_CLOCKWISE;
    277 		alphaReference = 0.0f;
    278 
    279 		depthBias = 0.0f;
    280 		slopeDepthBias = 0.0f;
    281 
    282 		for(int i = 0; i < RENDERTARGETS; i++)
    283 		{
    284 			colorWriteMask[i] = 0x0000000F;
    285 		}
    286 
    287 		ambientMaterialSource = MATERIAL_MATERIAL;
    288 		diffuseMaterialSource = MATERIAL_COLOR1;
    289 		specularMaterialSource = MATERIAL_COLOR2;
    290 		emissiveMaterialSource = MATERIAL_MATERIAL;
    291 		colorVertexEnable = true;
    292 
    293 		fogEnable = false;
    294 		pixelFogMode = FOG_NONE;
    295 		vertexFogMode = FOG_NONE;
    296 		wBasedFog = false;
    297 		rangeFogEnable = false;
    298 
    299 		indexedVertexBlendEnable = false;
    300 		vertexBlendMatrixCount = 0;
    301 
    302 		pixelShader = 0;
    303 		vertexShader = 0;
    304 
    305 		instanceID = 0;
    306 
    307 		occlusionEnabled = false;
    308 		transformFeedbackQueryEnabled = false;
    309 		transformFeedbackEnabled = 0;
    310 
    311 		pointSpriteEnable = false;
    312 		pointScaleEnable = false;
    313 		lineWidth = 1.0f;
    314 
    315 		writeSRGB = false;
    316 		sampleMask = 0xFFFFFFFF;
    317 
    318 		colorLogicOpEnabled = false;
    319 		logicalOperation = LOGICALOP_COPY;
    320 	}
    321 
    322 	const float &Context::exp2Bias()
    323 	{
    324 		return bias;
    325 	}
    326 
    327 	const Point &Context::getLightPosition(int light)
    328 	{
    329 		return worldLightPosition[light];
    330 	}
    331 
    332 	void Context::setGlobalMipmapBias(float bias)
    333 	{
    334 		this->bias = exp2(bias + 0.5f);
    335 	}
    336 
    337 	void Context::setLightingEnable(bool lightingEnable)
    338 	{
    339 		this->lightingEnable = lightingEnable;
    340 	}
    341 
    342 	void Context::setSpecularEnable(bool specularEnable)
    343 	{
    344 		Context::specularEnable = specularEnable;
    345 	}
    346 
    347 	void Context::setLightEnable(int light, bool lightEnable)
    348 	{
    349 		Context::lightEnable[light] = lightEnable;
    350 	}
    351 
    352 	void Context::setLightPosition(int light, Point worldLightPosition)
    353 	{
    354 		Context::worldLightPosition[light] = worldLightPosition;
    355 	}
    356 
    357 	void Context::setAmbientMaterialSource(MaterialSource ambientMaterialSource)
    358 	{
    359 		Context::ambientMaterialSource = ambientMaterialSource;
    360 	}
    361 
    362 	void Context::setDiffuseMaterialSource(MaterialSource diffuseMaterialSource)
    363 	{
    364 		Context::diffuseMaterialSource = diffuseMaterialSource;
    365 	}
    366 
    367 	void Context::setSpecularMaterialSource(MaterialSource specularMaterialSource)
    368 	{
    369 		Context::specularMaterialSource = specularMaterialSource;
    370 	}
    371 
    372 	void Context::setEmissiveMaterialSource(MaterialSource emissiveMaterialSource)
    373 	{
    374 		Context::emissiveMaterialSource = emissiveMaterialSource;
    375 	}
    376 
    377 	void Context::setPointSpriteEnable(bool pointSpriteEnable)
    378 	{
    379 		Context::pointSpriteEnable = pointSpriteEnable;
    380 	}
    381 
    382 	void Context::setPointScaleEnable(bool pointScaleEnable)
    383 	{
    384 		Context::pointScaleEnable = pointScaleEnable;
    385 	}
    386 
    387 	bool Context::setDepthBufferEnable(bool depthBufferEnable)
    388 	{
    389 		bool modified = (Context::depthBufferEnable != depthBufferEnable);
    390 		Context::depthBufferEnable = depthBufferEnable;
    391 		return modified;
    392 	}
    393 
    394 	bool Context::setAlphaBlendEnable(bool alphaBlendEnable)
    395 	{
    396 		bool modified = (Context::alphaBlendEnable != alphaBlendEnable);
    397 		Context::alphaBlendEnable = alphaBlendEnable;
    398 		return modified;
    399 	}
    400 
    401 	bool Context::setSourceBlendFactor(BlendFactor sourceBlendFactor)
    402 	{
    403 		bool modified = (Context::sourceBlendFactorState != sourceBlendFactor);
    404 		Context::sourceBlendFactorState = sourceBlendFactor;
    405 		return modified;
    406 	}
    407 
    408 	bool Context::setDestBlendFactor(BlendFactor destBlendFactor)
    409 	{
    410 		bool modified = (Context::destBlendFactorState != destBlendFactor);
    411 		Context::destBlendFactorState = destBlendFactor;
    412 		return modified;
    413 	}
    414 
    415 	bool Context::setBlendOperation(BlendOperation blendOperation)
    416 	{
    417 		bool modified = (Context::blendOperationState != blendOperation);
    418 		Context::blendOperationState = blendOperation;
    419 		return modified;
    420 	}
    421 
    422 	bool Context::setSeparateAlphaBlendEnable(bool separateAlphaBlendEnable)
    423 	{
    424 		bool modified = (Context::separateAlphaBlendEnable != separateAlphaBlendEnable);
    425 		Context::separateAlphaBlendEnable = separateAlphaBlendEnable;
    426 		return modified;
    427 	}
    428 
    429 	bool Context::setSourceBlendFactorAlpha(BlendFactor sourceBlendFactorAlpha)
    430 	{
    431 		bool modified = (Context::sourceBlendFactorStateAlpha != sourceBlendFactorAlpha);
    432 		Context::sourceBlendFactorStateAlpha = sourceBlendFactorAlpha;
    433 		return modified;
    434 	}
    435 
    436 	bool Context::setDestBlendFactorAlpha(BlendFactor destBlendFactorAlpha)
    437 	{
    438 		bool modified = (Context::destBlendFactorStateAlpha != destBlendFactorAlpha);
    439 		Context::destBlendFactorStateAlpha = destBlendFactorAlpha;
    440 		return modified;
    441 	}
    442 
    443 	bool Context::setBlendOperationAlpha(BlendOperation blendOperationAlpha)
    444 	{
    445 		bool modified = (Context::blendOperationStateAlpha != blendOperationAlpha);
    446 		Context::blendOperationStateAlpha = blendOperationAlpha;
    447 		return modified;
    448 	}
    449 
    450 	bool Context::setColorWriteMask(int index, int colorWriteMask)
    451 	{
    452 		bool modified = (Context::colorWriteMask[index] != colorWriteMask);
    453 		Context::colorWriteMask[index] = colorWriteMask;
    454 		return modified;
    455 	}
    456 
    457 	bool Context::setWriteSRGB(bool sRGB)
    458 	{
    459 		bool modified = (Context::writeSRGB != sRGB);
    460 		Context::writeSRGB = sRGB;
    461 		return modified;
    462 	}
    463 
    464 	bool Context::setColorLogicOpEnabled(bool enabled)
    465 	{
    466 		bool modified = (Context::colorLogicOpEnabled != enabled);
    467 		Context::colorLogicOpEnabled = enabled;
    468 		return modified;
    469 	}
    470 
    471 	bool Context::setLogicalOperation(LogicalOperation logicalOperation)
    472 	{
    473 		bool modified = (Context::logicalOperation != logicalOperation);
    474 		Context::logicalOperation = logicalOperation;
    475 		return modified;
    476 	}
    477 
    478 	void Context::setColorVertexEnable(bool colorVertexEnable)
    479 	{
    480 		Context::colorVertexEnable = colorVertexEnable;
    481 	}
    482 
    483 	bool Context::fogActive()
    484 	{
    485 		if(!colorUsed()) return false;
    486 
    487 		if(pixelShaderModel() >= 0x0300) return false;
    488 
    489 		return fogEnable;
    490 	}
    491 
    492 	bool Context::pointSizeActive()
    493 	{
    494 		if(vertexShader)
    495 		{
    496 			return false;
    497 		}
    498 
    499 		return isDrawPoint(true) && (input[PointSize] || (!preTransformed && pointScaleActive()));
    500 	}
    501 
    502 	FogMode Context::pixelFogActive()
    503 	{
    504 		if(fogActive())
    505 		{
    506 			return pixelFogMode;
    507 		}
    508 
    509 		return FOG_NONE;
    510 	}
    511 
    512 	bool Context::depthWriteActive()
    513 	{
    514 		if(!depthBufferActive()) return false;
    515 
    516 		return depthWriteEnable;
    517 	}
    518 
    519 	bool Context::alphaTestActive()
    520 	{
    521 		if(transparencyAntialiasing != TRANSPARENCY_NONE) return true;
    522 		if(!alphaTestEnable) return false;
    523 		if(alphaCompareMode == ALPHA_ALWAYS) return false;
    524 		if(alphaReference == 0.0f && alphaCompareMode == ALPHA_GREATEREQUAL) return false;
    525 
    526 		return true;
    527 	}
    528 
    529 	bool Context::depthBufferActive()
    530 	{
    531 		return depthBuffer && depthBufferEnable;
    532 	}
    533 
    534 	bool Context::stencilActive()
    535 	{
    536 		return stencilBuffer && stencilEnable;
    537 	}
    538 
    539 	bool Context::vertexLightingActive()
    540 	{
    541 		if(vertexShader)
    542 		{
    543 			return false;
    544 		}
    545 
    546 		return lightingEnable && !preTransformed;
    547 	}
    548 
    549 	bool Context::texCoordActive(int coordinate, int component)
    550 	{
    551 		bool hasTexture = pointSpriteActive();
    552 
    553 		if(vertexShader)
    554 		{
    555 			if(!preTransformed)
    556 			{
    557 				if(vertexShader->getOutput(T0 + coordinate, component).usage == Shader::USAGE_TEXCOORD)
    558 				{
    559 					hasTexture = true;
    560 				}
    561 			}
    562 			else
    563 			{
    564 				hasTexture = true;   // FIXME: Check vertex buffer streams
    565 			}
    566 		}
    567 		else
    568 		{
    569 			switch(texGen[coordinate])
    570 			{
    571 			case TEXGEN_NONE:
    572 				hasTexture = true;
    573 				break;
    574 			case TEXGEN_PASSTHRU:
    575 				hasTexture = hasTexture || (component < input[TexCoord0 + textureStage[coordinate].texCoordIndex].count);
    576 				break;
    577 			case TEXGEN_NORMAL:
    578 				hasTexture = hasTexture || (component <= 2);
    579 				break;
    580 			case TEXGEN_POSITION:
    581 				hasTexture = hasTexture || (component <= 2);
    582 				break;
    583 			case TEXGEN_REFLECTION:
    584 				hasTexture = hasTexture || (component <= 2);
    585 				break;
    586 			case TEXGEN_SPHEREMAP:
    587 				hasTexture = hasTexture || (component <= 1);
    588 				break;
    589 			default:
    590 				ASSERT(false);
    591 			}
    592 		}
    593 
    594 		bool project = isProjectionComponent(coordinate, component);
    595 		bool usesTexture = false;
    596 
    597 		if(pixelShader)
    598 		{
    599 			usesTexture = pixelShader->usesTexture(coordinate, component) || project;
    600 		}
    601 		else
    602 		{
    603 			usesTexture = textureStage[coordinate].usesTexture() || project;
    604 		}
    605 
    606 		return hasTexture && usesTexture;
    607 	}
    608 
    609 	bool Context::texCoordActive(int coordinate)
    610 	{
    611 		return texCoordActive(coordinate, 0) ||
    612 		       texCoordActive(coordinate, 1) ||
    613 		       texCoordActive(coordinate, 2) ||
    614 		       texCoordActive(coordinate, 3);
    615 	}
    616 
    617 	bool Context::isProjectionComponent(unsigned int coordinate, int component)
    618 	{
    619 		if(pixelShaderModel() <= 0x0103 && coordinate < 8 && textureTransformProject[coordinate])
    620 		{
    621 			if(textureTransformCount[coordinate] == 2)
    622 			{
    623 				if(component == 1) return true;
    624 			}
    625 			else if(textureTransformCount[coordinate] == 3)
    626 			{
    627 				if(component == 2) return true;
    628 			}
    629 			else if(textureTransformCount[coordinate] == 4 || textureTransformCount[coordinate] == 0)
    630 			{
    631 				if(component == 3) return true;
    632 			}
    633 		}
    634 
    635 		return false;
    636 	}
    637 
    638 	bool Context::vertexSpecularActive()
    639 	{
    640 		return vertexLightingActive() && specularEnable && vertexNormalActive();
    641 	}
    642 
    643 	bool Context::vertexNormalActive()
    644 	{
    645 		if(vertexShader)
    646 		{
    647 			return false;
    648 		}
    649 
    650 		return input[Normal];
    651 	}
    652 
    653 	bool Context::vertexLightActive(int i)
    654 	{
    655 		if(vertexShader)
    656 		{
    657 			return false;
    658 		}
    659 
    660 		return lightingEnable && lightEnable[i];
    661 	}
    662 
    663 	MaterialSource Context::vertexDiffuseMaterialSourceActive()
    664 	{
    665 		if(vertexShader)
    666 		{
    667 			return MATERIAL_MATERIAL;
    668 		}
    669 
    670 		if(diffuseMaterialSource == MATERIAL_MATERIAL || !colorVertexEnable ||
    671 		   (diffuseMaterialSource == MATERIAL_COLOR1 && !input[Color0]) ||
    672 		   (diffuseMaterialSource == MATERIAL_COLOR2 && !input[Color1]))
    673 		{
    674 			return MATERIAL_MATERIAL;
    675 		}
    676 
    677 		return diffuseMaterialSource;
    678 	}
    679 
    680 	MaterialSource Context::vertexSpecularMaterialSourceActive()
    681 	{
    682 		if(vertexShader)
    683 		{
    684 			return MATERIAL_MATERIAL;
    685 		}
    686 
    687 		if(!colorVertexEnable ||
    688 		   (specularMaterialSource == MATERIAL_COLOR1 && !input[Color0]) ||
    689 		   (specularMaterialSource == MATERIAL_COLOR2 && !input[Color1]))
    690 		{
    691 			return MATERIAL_MATERIAL;
    692 		}
    693 
    694 		return specularMaterialSource;
    695 	}
    696 
    697 	MaterialSource Context::vertexAmbientMaterialSourceActive()
    698 	{
    699 		if(vertexShader)
    700 		{
    701 			return MATERIAL_MATERIAL;
    702 		}
    703 
    704 		if(!colorVertexEnable ||
    705 		   (ambientMaterialSource == MATERIAL_COLOR1 && !input[Color0]) ||
    706 		   (ambientMaterialSource == MATERIAL_COLOR2 && !input[Color1]))
    707 		{
    708 			return MATERIAL_MATERIAL;
    709 		}
    710 
    711 		return ambientMaterialSource;
    712 	}
    713 
    714 	MaterialSource Context::vertexEmissiveMaterialSourceActive()
    715 	{
    716 		if(vertexShader)
    717 		{
    718 			return MATERIAL_MATERIAL;
    719 		}
    720 
    721 		if(!colorVertexEnable ||
    722 		   (emissiveMaterialSource == MATERIAL_COLOR1 && !input[Color0]) ||
    723 		   (emissiveMaterialSource == MATERIAL_COLOR2 && !input[Color1]))
    724 		{
    725 			return MATERIAL_MATERIAL;
    726 		}
    727 
    728 		return emissiveMaterialSource;
    729 	}
    730 
    731 	bool Context::pointSpriteActive()
    732 	{
    733 		return isDrawPoint(true) && pointSpriteEnable;
    734 	}
    735 
    736 	bool Context::pointScaleActive()
    737 	{
    738 		if(vertexShader)
    739 		{
    740 			return false;
    741 		}
    742 
    743 		return isDrawPoint(true) && pointScaleEnable;
    744 	}
    745 
    746 	bool Context::alphaBlendActive()
    747 	{
    748 		if(!alphaBlendEnable)
    749 		{
    750 			return false;
    751 		}
    752 
    753 		if(!colorUsed())
    754 		{
    755 			return false;
    756 		}
    757 
    758 		bool colorBlend = !(blendOperation() == BLENDOP_SOURCE && sourceBlendFactor() == BLEND_ONE);
    759 		bool alphaBlend = separateAlphaBlendEnable ? !(blendOperationAlpha() == BLENDOP_SOURCE && sourceBlendFactorAlpha() == BLEND_ONE) : colorBlend;
    760 
    761 		return colorBlend || alphaBlend;
    762 	}
    763 
    764 	LogicalOperation Context::colorLogicOp()
    765 	{
    766 		return colorLogicOpEnabled ? logicalOperation : LOGICALOP_COPY;
    767 	}
    768 
    769 	BlendFactor Context::sourceBlendFactor()
    770 	{
    771 		if(!alphaBlendEnable) return BLEND_ONE;
    772 
    773 		switch(blendOperationState)
    774 		{
    775 		case BLENDOP_ADD:
    776 		case BLENDOP_SUB:
    777 		case BLENDOP_INVSUB:
    778 			return sourceBlendFactorState;
    779 		case BLENDOP_MIN:
    780 			return BLEND_ONE;
    781 		case BLENDOP_MAX:
    782 			return BLEND_ONE;
    783 		default:
    784 			ASSERT(false);
    785 		}
    786 
    787 		return sourceBlendFactorState;
    788 	}
    789 
    790 	BlendFactor Context::destBlendFactor()
    791 	{
    792 		if(!alphaBlendEnable) return BLEND_ZERO;
    793 
    794 		switch(blendOperationState)
    795 		{
    796 		case BLENDOP_ADD:
    797 		case BLENDOP_SUB:
    798 		case BLENDOP_INVSUB:
    799 			return destBlendFactorState;
    800 		case BLENDOP_MIN:
    801 			return BLEND_ONE;
    802 		case BLENDOP_MAX:
    803 			return BLEND_ONE;
    804 		default:
    805 			ASSERT(false);
    806 		}
    807 
    808 		return destBlendFactorState;
    809 	}
    810 
    811 	BlendOperation Context::blendOperation()
    812 	{
    813 		if(!alphaBlendEnable) return BLENDOP_SOURCE;
    814 
    815 		switch(blendOperationState)
    816 		{
    817 		case BLENDOP_ADD:
    818 			if(sourceBlendFactor() == BLEND_ZERO)
    819 			{
    820 				if(destBlendFactor() == BLEND_ZERO)
    821 				{
    822 					return BLENDOP_NULL;
    823 				}
    824 				else
    825 				{
    826 					return BLENDOP_DEST;
    827 				}
    828 			}
    829 			else if(sourceBlendFactor() == BLEND_ONE)
    830 			{
    831 				if(destBlendFactor() == BLEND_ZERO)
    832 				{
    833 					return BLENDOP_SOURCE;
    834 				}
    835 				else
    836 				{
    837 					return BLENDOP_ADD;
    838 				}
    839 			}
    840 			else
    841 			{
    842 				if(destBlendFactor() == BLEND_ZERO)
    843 				{
    844 					return BLENDOP_SOURCE;
    845 				}
    846 				else
    847 				{
    848 					return BLENDOP_ADD;
    849 				}
    850 			}
    851 		case BLENDOP_SUB:
    852 			if(sourceBlendFactor() == BLEND_ZERO)
    853 			{
    854 				return BLENDOP_NULL;   // Negative, clamped to zero
    855 			}
    856 			else if(sourceBlendFactor() == BLEND_ONE)
    857 			{
    858 				if(destBlendFactor() == BLEND_ZERO)
    859 				{
    860 					return BLENDOP_SOURCE;
    861 				}
    862 				else
    863 				{
    864 					return BLENDOP_SUB;
    865 				}
    866 			}
    867 			else
    868 			{
    869 				if(destBlendFactor() == BLEND_ZERO)
    870 				{
    871 					return BLENDOP_SOURCE;
    872 				}
    873 				else
    874 				{
    875 					return BLENDOP_SUB;
    876 				}
    877 			}
    878 		case BLENDOP_INVSUB:
    879 			if(sourceBlendFactor() == BLEND_ZERO)
    880 			{
    881 				if(destBlendFactor() == BLEND_ZERO)
    882 				{
    883 					return BLENDOP_NULL;
    884 				}
    885 				else
    886 				{
    887 					return BLENDOP_DEST;
    888 				}
    889 			}
    890 			else if(sourceBlendFactor() == BLEND_ONE)
    891 			{
    892 				if(destBlendFactor() == BLEND_ZERO)
    893 				{
    894 					return BLENDOP_NULL;   // Negative, clamped to zero
    895 				}
    896 				else
    897 				{
    898 					return BLENDOP_INVSUB;
    899 				}
    900 			}
    901 			else
    902 			{
    903 				if(destBlendFactor() == BLEND_ZERO)
    904 				{
    905 					return BLENDOP_NULL;   // Negative, clamped to zero
    906 				}
    907 				else
    908 				{
    909 					return BLENDOP_INVSUB;
    910 				}
    911 			}
    912 		case BLENDOP_MIN:
    913 			return BLENDOP_MIN;
    914 		case BLENDOP_MAX:
    915 			return BLENDOP_MAX;
    916 		default:
    917 			ASSERT(false);
    918 		}
    919 
    920 		return blendOperationState;
    921 	}
    922 
    923 	BlendFactor Context::sourceBlendFactorAlpha()
    924 	{
    925 		if(!separateAlphaBlendEnable)
    926 		{
    927 			return sourceBlendFactor();
    928 		}
    929 		else
    930 		{
    931 			switch(blendOperationStateAlpha)
    932 			{
    933 			case BLENDOP_ADD:
    934 			case BLENDOP_SUB:
    935 			case BLENDOP_INVSUB:
    936 				return sourceBlendFactorStateAlpha;
    937 			case BLENDOP_MIN:
    938 				return BLEND_ONE;
    939 			case BLENDOP_MAX:
    940 				return BLEND_ONE;
    941 			default:
    942 				ASSERT(false);
    943 			}
    944 
    945 			return sourceBlendFactorStateAlpha;
    946 		}
    947 	}
    948 
    949 	BlendFactor Context::destBlendFactorAlpha()
    950 	{
    951 		if(!separateAlphaBlendEnable)
    952 		{
    953 			return destBlendFactor();
    954 		}
    955 		else
    956 		{
    957 			switch(blendOperationStateAlpha)
    958 			{
    959 			case BLENDOP_ADD:
    960 			case BLENDOP_SUB:
    961 			case BLENDOP_INVSUB:
    962 				return destBlendFactorStateAlpha;
    963 			case BLENDOP_MIN:
    964 				return BLEND_ONE;
    965 			case BLENDOP_MAX:
    966 				return BLEND_ONE;
    967 			default:
    968 				ASSERT(false);
    969 			}
    970 
    971 			return destBlendFactorStateAlpha;
    972 		}
    973 	}
    974 
    975 	BlendOperation Context::blendOperationAlpha()
    976 	{
    977 		if(!separateAlphaBlendEnable)
    978 		{
    979 			return blendOperation();
    980 		}
    981 		else
    982 		{
    983 			switch(blendOperationStateAlpha)
    984 			{
    985 			case BLENDOP_ADD:
    986 				if(sourceBlendFactorAlpha() == BLEND_ZERO)
    987 				{
    988 					if(destBlendFactorAlpha() == BLEND_ZERO)
    989 					{
    990 						return BLENDOP_NULL;
    991 					}
    992 					else
    993 					{
    994 						return BLENDOP_DEST;
    995 					}
    996 				}
    997 				else if(sourceBlendFactorAlpha() == BLEND_ONE)
    998 				{
    999 					if(destBlendFactorAlpha() == BLEND_ZERO)
   1000 					{
   1001 						return BLENDOP_SOURCE;
   1002 					}
   1003 					else
   1004 					{
   1005 						return BLENDOP_ADD;
   1006 					}
   1007 				}
   1008 				else
   1009 				{
   1010 					if(destBlendFactorAlpha() == BLEND_ZERO)
   1011 					{
   1012 						return BLENDOP_SOURCE;
   1013 					}
   1014 					else
   1015 					{
   1016 						return BLENDOP_ADD;
   1017 					}
   1018 				}
   1019 			case BLENDOP_SUB:
   1020 				if(sourceBlendFactorAlpha() == BLEND_ZERO)
   1021 				{
   1022 					return BLENDOP_NULL;   // Negative, clamped to zero
   1023 				}
   1024 				else if(sourceBlendFactorAlpha() == BLEND_ONE)
   1025 				{
   1026 					if(destBlendFactorAlpha() == BLEND_ZERO)
   1027 					{
   1028 						return BLENDOP_SOURCE;
   1029 					}
   1030 					else
   1031 					{
   1032 						return BLENDOP_SUB;
   1033 					}
   1034 				}
   1035 				else
   1036 				{
   1037 					if(destBlendFactorAlpha() == BLEND_ZERO)
   1038 					{
   1039 						return BLENDOP_SOURCE;
   1040 					}
   1041 					else
   1042 					{
   1043 						return BLENDOP_SUB;
   1044 					}
   1045 				}
   1046 			case BLENDOP_INVSUB:
   1047 				if(sourceBlendFactorAlpha() == BLEND_ZERO)
   1048 				{
   1049 					if(destBlendFactorAlpha() == BLEND_ZERO)
   1050 					{
   1051 						return BLENDOP_NULL;
   1052 					}
   1053 					else
   1054 					{
   1055 						return BLENDOP_DEST;
   1056 					}
   1057 				}
   1058 				else if(sourceBlendFactorAlpha() == BLEND_ONE)
   1059 				{
   1060 					if(destBlendFactorAlpha() == BLEND_ZERO)
   1061 					{
   1062 						return BLENDOP_NULL;   // Negative, clamped to zero
   1063 					}
   1064 					else
   1065 					{
   1066 						return BLENDOP_INVSUB;
   1067 					}
   1068 				}
   1069 				else
   1070 				{
   1071 					if(destBlendFactorAlpha() == BLEND_ZERO)
   1072 					{
   1073 						return BLENDOP_NULL;   // Negative, clamped to zero
   1074 					}
   1075 					else
   1076 					{
   1077 						return BLENDOP_INVSUB;
   1078 					}
   1079 				}
   1080 			case BLENDOP_MIN:
   1081 				return BLENDOP_MIN;
   1082 			case BLENDOP_MAX:
   1083 				return BLENDOP_MAX;
   1084 			default:
   1085 				ASSERT(false);
   1086 			}
   1087 
   1088 			return blendOperationStateAlpha;
   1089 		}
   1090 	}
   1091 
   1092 	bool Context::indexedVertexBlendActive()
   1093 	{
   1094 		if(vertexShader)
   1095 		{
   1096 			return false;
   1097 		}
   1098 
   1099 		return indexedVertexBlendEnable;
   1100 	}
   1101 
   1102 	int Context::vertexBlendMatrixCountActive()
   1103 	{
   1104 		if(vertexShader)
   1105 		{
   1106 			return 0;
   1107 		}
   1108 
   1109 		return vertexBlendMatrixCount;
   1110 	}
   1111 
   1112 	bool Context::localViewerActive()
   1113 	{
   1114 		if(vertexShader)
   1115 		{
   1116 			return false;
   1117 		}
   1118 
   1119 		return localViewer;
   1120 	}
   1121 
   1122 	bool Context::normalizeNormalsActive()
   1123 	{
   1124 		if(vertexShader)
   1125 		{
   1126 			return false;
   1127 		}
   1128 
   1129 		return normalizeNormals;
   1130 	}
   1131 
   1132 	FogMode Context::vertexFogModeActive()
   1133 	{
   1134 		if(vertexShader || !fogActive())
   1135 		{
   1136 			return FOG_NONE;
   1137 		}
   1138 
   1139 		return vertexFogMode;
   1140 	}
   1141 
   1142 	bool Context::rangeFogActive()
   1143 	{
   1144 		if(vertexShader || !fogActive())
   1145 		{
   1146 			return false;
   1147 		}
   1148 
   1149 		return rangeFogEnable;
   1150 	}
   1151 
   1152 	TexGen Context::texGenActive(int stage)
   1153 	{
   1154 		if(vertexShader || !texCoordActive(stage))
   1155 		{
   1156 			return TEXGEN_PASSTHRU;
   1157 		}
   1158 
   1159 		return texGen[stage];
   1160 	}
   1161 
   1162 	int Context::textureTransformCountActive(int stage)
   1163 	{
   1164 		if(vertexShader || !texCoordActive(stage))
   1165 		{
   1166 			return 0;
   1167 		}
   1168 
   1169 		return textureTransformCount[stage];
   1170 	}
   1171 
   1172 	int Context::texCoordIndexActive(int stage)
   1173 	{
   1174 		if(vertexShader || !texCoordActive(stage))
   1175 		{
   1176 			return stage;
   1177 		}
   1178 
   1179 		return textureStage[stage].texCoordIndex;
   1180 	}
   1181 
   1182 	bool Context::perspectiveActive()
   1183 	{
   1184 		if(!colorUsed())
   1185 		{
   1186 			return false;
   1187 		}
   1188 
   1189 		if(!perspectiveCorrection)
   1190 		{
   1191 			return false;
   1192 		}
   1193 
   1194 		if(isDrawPoint(true))
   1195 		{
   1196 			return false;
   1197 		}
   1198 
   1199 		return true;
   1200 	}
   1201 
   1202 	bool Context::diffuseUsed()
   1203 	{
   1204 		return diffuseUsed(0) || diffuseUsed(1) || diffuseUsed(2) || diffuseUsed(3);
   1205 	}
   1206 
   1207 	bool Context::diffuseUsed(int component)
   1208 	{
   1209 		if(!colorUsed())
   1210 		{
   1211 			return false;
   1212 		}
   1213 
   1214 		if(pixelShader)
   1215 		{
   1216 			return pixelShader->usesDiffuse(component);
   1217 		}
   1218 
   1219 		// Directly using the diffuse input color
   1220 		for(int i = 0; i < 8; i++)
   1221 		{
   1222 			if(textureStage[i].isStageDisabled())
   1223 			{
   1224 				break;
   1225 			}
   1226 
   1227 			if(textureStage[i].usesDiffuse())
   1228 			{
   1229 				return true;
   1230 			}
   1231 		}
   1232 
   1233 		// Using the current color (initialized to diffuse) before it's overwritten
   1234 		for(int i = 0; i < 8; i++)
   1235 		{
   1236 			if(textureStage[i].usesCurrent() || textureStage[i].isStageDisabled())   // Current color contains diffuse before being overwritten
   1237 			{
   1238 				return true;
   1239 			}
   1240 
   1241 			if(textureStage[i].writesCurrent())
   1242 			{
   1243 				return false;
   1244 			}
   1245 		}
   1246 
   1247 		return true;
   1248 	}
   1249 
   1250 	bool Context::diffuseActive()
   1251 	{
   1252 		return diffuseActive(0) || diffuseActive(1) || diffuseActive(2) || diffuseActive(3);
   1253 	}
   1254 
   1255 	bool Context::diffuseActive(int component)
   1256 	{
   1257 		if(!colorUsed())
   1258 		{
   1259 			return false;
   1260 		}
   1261 
   1262 		// Vertex processor provides diffuse component
   1263 		bool vertexDiffuse;
   1264 
   1265 		if(vertexShader)
   1266 		{
   1267 			vertexDiffuse = vertexShader->getOutput(C0, component).active();
   1268 		}
   1269 		else if(!preTransformed)
   1270 		{
   1271 			vertexDiffuse = input[Color0] || lightingEnable;
   1272 		}
   1273 		else
   1274 		{
   1275 			vertexDiffuse = input[Color0];
   1276 		}
   1277 
   1278 		// Pixel processor requires diffuse component
   1279 		bool pixelDiffuse = diffuseUsed(component);
   1280 
   1281 		return vertexDiffuse && pixelDiffuse;
   1282 	}
   1283 
   1284 	bool Context::specularUsed()
   1285 	{
   1286 		return Context::specularUsed(0) || Context::specularUsed(1) || Context::specularUsed(2) || Context::specularUsed(3);
   1287 	}
   1288 
   1289 	bool Context::specularUsed(int component)
   1290 	{
   1291 		if(!colorUsed())
   1292 		{
   1293 			return false;
   1294 		}
   1295 
   1296 		if(pixelShader)
   1297 		{
   1298 			return pixelShader->usesSpecular(component);
   1299 		}
   1300 
   1301 		bool pixelSpecular = specularEnable;
   1302 
   1303 		for(int i = 0; i < 8; i++)
   1304 		{
   1305 			if(textureStage[i].isStageDisabled()) break;
   1306 
   1307 			pixelSpecular = pixelSpecular || textureStage[i].usesSpecular();
   1308 		}
   1309 
   1310 		return pixelSpecular;
   1311 	}
   1312 
   1313 	bool Context::specularActive()
   1314 	{
   1315 		return specularActive(0) || specularActive(1) || specularActive(2) || specularActive(3);
   1316 	}
   1317 
   1318 	bool Context::specularActive(int component)
   1319 	{
   1320 		if(!colorUsed())
   1321 		{
   1322 			return false;
   1323 		}
   1324 
   1325 		// Vertex processor provides specular component
   1326 		bool vertexSpecular;
   1327 
   1328 		if(!vertexShader)
   1329 		{
   1330 			vertexSpecular = input[Color1] || (lightingEnable && specularEnable);
   1331 		}
   1332 		else
   1333 		{
   1334 			vertexSpecular = vertexShader->getOutput(C1, component).active();
   1335 		}
   1336 
   1337 		// Pixel processor requires specular component
   1338 		bool pixelSpecular = specularUsed(component);
   1339 
   1340 		return vertexSpecular && pixelSpecular;
   1341 	}
   1342 
   1343 	bool Context::colorActive(int color, int component)
   1344 	{
   1345 		if(color == 0)
   1346 		{
   1347 			return diffuseActive(component);
   1348 		}
   1349 		else
   1350 		{
   1351 			return specularActive(component);
   1352 		}
   1353 	}
   1354 
   1355 	bool Context::textureActive()
   1356 	{
   1357 		for(int i = 0; i < 8; i++)
   1358 		{
   1359 			if(textureActive(i))
   1360 			{
   1361 				return true;
   1362 			}
   1363 		}
   1364 
   1365 		return false;
   1366 	}
   1367 
   1368 	bool Context::textureActive(int coordinate)
   1369 	{
   1370 		return textureActive(coordinate, 0) || textureActive(coordinate, 1) || textureActive(coordinate, 2) || textureActive(coordinate, 3);
   1371 	}
   1372 
   1373 	bool Context::textureActive(int coordinate, int component)
   1374 	{
   1375 		if(!colorUsed())
   1376 		{
   1377 			return false;
   1378 		}
   1379 
   1380 		if(!texCoordActive(coordinate, component))
   1381 		{
   1382 			return false;
   1383 		}
   1384 
   1385 		if(textureTransformProject[coordinate] && pixelShaderModel() <= 0x0103)
   1386 		{
   1387 			if(textureTransformCount[coordinate] == 2)
   1388 			{
   1389 				if(component == 1) return true;
   1390 			}
   1391 			else if(textureTransformCount[coordinate] == 3)
   1392 			{
   1393 				if(component == 2) return true;
   1394 			}
   1395 			else if(textureTransformCount[coordinate] == 4 || textureTransformCount[coordinate] == 0)
   1396 			{
   1397 				if(component == 3) return true;
   1398 			}
   1399 		}
   1400 
   1401 		if(!pixelShader)
   1402 		{
   1403 			bool texture = textureStage[coordinate].usesTexture();
   1404 			bool cube = sampler[coordinate].hasCubeTexture();
   1405 			bool volume = sampler[coordinate].hasVolumeTexture();
   1406 
   1407 			if(texture)
   1408 			{
   1409 				for(int i = coordinate; i >= 0; i--)
   1410 				{
   1411 					if(textureStage[i].stageOperation == TextureStage::STAGE_DISABLE)
   1412 					{
   1413 						return false;
   1414 					}
   1415 				}
   1416 			}
   1417 
   1418 			switch(component)
   1419 			{
   1420 			case 0:
   1421 				return texture;
   1422 			case 1:
   1423 				return texture;
   1424 			case 2:
   1425 				return (texture && (cube || volume));
   1426 			case 3:
   1427 				return false;
   1428 			}
   1429 		}
   1430 		else
   1431 		{
   1432 			return pixelShader->usesTexture(coordinate, component);
   1433 		}
   1434 
   1435 		return false;
   1436 	}
   1437 
   1438 	unsigned short Context::pixelShaderModel() const
   1439 	{
   1440 		return pixelShader ? pixelShader->getShaderModel() : 0x0000;
   1441 	}
   1442 
   1443 	unsigned short Context::vertexShaderModel() const
   1444 	{
   1445 		return vertexShader ? vertexShader->getShaderModel() : 0x0000;
   1446 	}
   1447 
   1448 	int Context::getMultiSampleCount() const
   1449 	{
   1450 		return renderTarget[0] ? renderTarget[0]->getMultiSampleCount() : 1;
   1451 	}
   1452 
   1453 	int Context::getSuperSampleCount() const
   1454 	{
   1455 		return renderTarget[0] ? renderTarget[0]->getSuperSampleCount() : 1;
   1456 	}
   1457 
   1458 	Format Context::renderTargetInternalFormat(int index)
   1459 	{
   1460 		if(renderTarget[index])
   1461 		{
   1462 			return renderTarget[index]->getInternalFormat();
   1463 		}
   1464 		else
   1465 		{
   1466 			return FORMAT_NULL;
   1467 		}
   1468 	}
   1469 
   1470 	int Context::colorWriteActive()
   1471 	{
   1472 		return colorWriteActive(0) | colorWriteActive(1) | colorWriteActive(2) | colorWriteActive(3);
   1473 	}
   1474 
   1475 	int Context::colorWriteActive(int index)
   1476 	{
   1477 		if(!renderTarget[index] || renderTarget[index]->getInternalFormat() == FORMAT_NULL)
   1478 		{
   1479 			return 0;
   1480 		}
   1481 
   1482 		if(blendOperation() == BLENDOP_DEST && destBlendFactor() == BLEND_ONE &&
   1483 		   (!separateAlphaBlendEnable || (blendOperationAlpha() == BLENDOP_DEST && destBlendFactorAlpha() == BLEND_ONE)))
   1484 		{
   1485 			return 0;
   1486 		}
   1487 
   1488 		return colorWriteMask[index];
   1489 	}
   1490 
   1491 	bool Context::colorUsed()
   1492 	{
   1493 		return colorWriteActive() || alphaTestActive() || (pixelShader && pixelShader->containsKill());
   1494 	}
   1495 }
   1496