/* * Mesa 3-D graphics library * * Copyright (C) 1999-2007 Brian Paul All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS 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 */ #include "main/glheader.h" #include "main/imports.h" #include "main/colormac.h" #include "tnl/tnl.h" #include "tnl/t_context.h" #include "tnl/t_pipeline.h" #include "tnl/t_vertex.h" #include "swrast_setup.h" #include "ss_context.h" #include "ss_triangle.h" /* Need to check lighting state and vertex program state to know * if two-sided lighting is in effect. */ #define _SWSETUP_NEW_RENDERINDEX (_NEW_POLYGON|_NEW_LIGHT|_NEW_PROGRAM) #define VARYING_EMIT_STYLE EMIT_4F GLboolean _swsetup_CreateContext( struct gl_context *ctx ) { SScontext *swsetup = calloc(1, sizeof(SScontext)); if (!swsetup) return GL_FALSE; ctx->swsetup_context = swsetup; swsetup->NewState = ~0; _swsetup_trifuncs_init( ctx ); _tnl_init_vertices( ctx, ctx->Const.MaxArrayLockSize + 12, sizeof(SWvertex) ); return GL_TRUE; } void _swsetup_DestroyContext( struct gl_context *ctx ) { SScontext *swsetup = SWSETUP_CONTEXT(ctx); if (swsetup) { free(swsetup); ctx->swsetup_context = 0; } _tnl_free_vertices( ctx ); } static void _swsetup_RenderPrimitive( struct gl_context *ctx, GLenum mode ) { SWSETUP_CONTEXT(ctx)->render_prim = mode; _swrast_render_primitive( ctx, mode ); } /** * Helper macros for setup_vertex_format() */ #define SWZ ((SWvertex *)0) #define SWOffset(MEMBER) (((char *)&(SWZ->MEMBER)) - ((char *)SWZ)) #define EMIT_ATTR( ATTR, STYLE, MEMBER ) \ do { \ map[e].attrib = (ATTR); \ map[e].format = (STYLE); \ map[e].offset = SWOffset(MEMBER); \ e++; \ } while (0) /** * Tell the tnl module how to build SWvertex objects for swrast. * We'll build the map[] array with that info and pass it to * _tnl_install_attrs(). */ static void setup_vertex_format(struct gl_context *ctx) { TNLcontext *tnl = TNL_CONTEXT(ctx); SScontext *swsetup = SWSETUP_CONTEXT(ctx); GLboolean intColors = !ctx->FragmentProgram._Current && !ctx->ATIFragmentShader._Enabled && ctx->RenderMode == GL_RENDER && CHAN_TYPE != GL_FLOAT; if (intColors != swsetup->intColors || tnl->render_inputs_bitset != swsetup->last_index_bitset) { GLbitfield64 index_bitset = tnl->render_inputs_bitset; struct tnl_attr_map map[_TNL_ATTRIB_MAX]; unsigned int i, e = 0; swsetup->intColors = intColors; EMIT_ATTR( _TNL_ATTRIB_POS, EMIT_4F_VIEWPORT, attrib[VARYING_SLOT_POS] ); if (index_bitset & BITFIELD64_BIT(_TNL_ATTRIB_COLOR0)) { if (swsetup->intColors) EMIT_ATTR( _TNL_ATTRIB_COLOR0, EMIT_4CHAN_4F_RGBA, color ); else EMIT_ATTR( _TNL_ATTRIB_COLOR0, EMIT_4F, attrib[VARYING_SLOT_COL0]); } if (index_bitset & BITFIELD64_BIT(_TNL_ATTRIB_COLOR1)) { EMIT_ATTR( _TNL_ATTRIB_COLOR1, EMIT_4F, attrib[VARYING_SLOT_COL1]); } if (index_bitset & BITFIELD64_BIT(_TNL_ATTRIB_FOG)) { const GLint emit = ctx->FragmentProgram._Current ? EMIT_4F : EMIT_1F; EMIT_ATTR( _TNL_ATTRIB_FOG, emit, attrib[VARYING_SLOT_FOGC]); } if (index_bitset & BITFIELD64_RANGE(_TNL_ATTRIB_TEX0, _TNL_NUM_TEX)) { for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++) { if (index_bitset & BITFIELD64_BIT(_TNL_ATTRIB_TEX(i))) { EMIT_ATTR( _TNL_ATTRIB_TEX(i), EMIT_4F, attrib[VARYING_SLOT_TEX0 + i] ); } } } /* shader varying vars */ if (index_bitset & BITFIELD64_RANGE(_TNL_ATTRIB_GENERIC0, _TNL_NUM_GENERIC)) { for (i = 0; i < ctx->Const.MaxVarying; i++) { if (index_bitset & BITFIELD64_BIT(_TNL_ATTRIB_GENERIC(i))) { EMIT_ATTR( _TNL_ATTRIB_GENERIC(i), VARYING_EMIT_STYLE, attrib[VARYING_SLOT_VAR0 + i] ); } } } if (index_bitset & BITFIELD64_BIT(_TNL_ATTRIB_POINTSIZE)) EMIT_ATTR( _TNL_ATTRIB_POINTSIZE, EMIT_1F, pointSize ); _tnl_install_attrs( ctx, map, e, ctx->Viewport._WindowMap.m, sizeof(SWvertex) ); swsetup->last_index_bitset = index_bitset; } } /** * Prepare to render a vertex buffer. * Called via tnl->Driver.Render.Start. */ static void _swsetup_RenderStart( struct gl_context *ctx ) { SScontext *swsetup = SWSETUP_CONTEXT(ctx); TNLcontext *tnl = TNL_CONTEXT(ctx); struct vertex_buffer *VB = &tnl->vb; if (swsetup->NewState & _SWSETUP_NEW_RENDERINDEX) { _swsetup_choose_trifuncs(ctx); } if (swsetup->NewState & _NEW_PROGRAM) { swsetup->last_index_bitset = 0; } swsetup->NewState = 0; /* This will change if drawing unfilled tris */ _swrast_SetFacing(ctx, 0); _swrast_render_start(ctx); /* Important */ VB->AttribPtr[VERT_ATTRIB_POS] = VB->NdcPtr; setup_vertex_format(ctx); } /* * We patch this function into tnl->Driver.Render.Finish. * It's called when we finish rendering a vertex buffer. */ static void _swsetup_RenderFinish( struct gl_context *ctx ) { _swrast_render_finish( ctx ); } void _swsetup_InvalidateState( struct gl_context *ctx, GLuint new_state ) { SScontext *swsetup = SWSETUP_CONTEXT(ctx); swsetup->NewState |= new_state; _tnl_invalidate_vertex_state( ctx, new_state ); } void _swsetup_Wakeup( struct gl_context *ctx ) { TNLcontext *tnl = TNL_CONTEXT(ctx); SScontext *swsetup = SWSETUP_CONTEXT(ctx); tnl->Driver.Render.Start = _swsetup_RenderStart; tnl->Driver.Render.Finish = _swsetup_RenderFinish; tnl->Driver.Render.PrimitiveNotify = _swsetup_RenderPrimitive; tnl->Driver.Render.Interp = _tnl_interp; tnl->Driver.Render.CopyPV = _tnl_copy_pv; tnl->Driver.Render.ClippedPolygon = _tnl_RenderClippedPolygon; /* new */ tnl->Driver.Render.ClippedLine = _tnl_RenderClippedLine; /* new */ /* points */ /* line */ /* triangle */ /* quad */ tnl->Driver.Render.PrimTabVerts = _tnl_render_tab_verts; tnl->Driver.Render.PrimTabElts = _tnl_render_tab_elts; tnl->Driver.Render.ResetLineStipple = _swrast_ResetLineStipple; tnl->Driver.Render.BuildVertices = _tnl_build_vertices; tnl->Driver.Render.Multipass = 0; _tnl_invalidate_vertices( ctx, ~0 ); _tnl_need_projected_coords( ctx, GL_TRUE ); _swsetup_InvalidateState( ctx, ~0 ); swsetup->verts = (SWvertex *)tnl->clipspace.vertex_buf; swsetup->last_index_bitset = 0; } /** * Populate a swrast SWvertex from an attrib-style vertex. */ void _swsetup_Translate( struct gl_context *ctx, const void *vertex, SWvertex *dest ) { const GLfloat *m = ctx->Viewport._WindowMap.m; GLfloat tmp[4]; GLuint i; _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_POS, tmp ); dest->attrib[VARYING_SLOT_POS][0] = m[0] * tmp[0] + m[12]; dest->attrib[VARYING_SLOT_POS][1] = m[5] * tmp[1] + m[13]; dest->attrib[VARYING_SLOT_POS][2] = m[10] * tmp[2] + m[14]; dest->attrib[VARYING_SLOT_POS][3] = tmp[3]; /** XXX try to limit these loops someday */ for (i = 0 ; i < ctx->Const.MaxTextureCoordUnits ; i++) _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_TEX0 + i, dest->attrib[VARYING_SLOT_TEX0 + i] ); for (i = 0 ; i < ctx->Const.MaxVarying ; i++) _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_GENERIC0 + i, dest->attrib[VARYING_SLOT_VAR0 + i] ); _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_COLOR0, dest->attrib[VARYING_SLOT_COL0] ); UNCLAMPED_FLOAT_TO_RGBA_CHAN( dest->color, tmp ); _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_COLOR1, dest->attrib[VARYING_SLOT_COL1]); _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_FOG, tmp ); dest->attrib[VARYING_SLOT_FOGC][0] = tmp[0]; /* XXX See _tnl_get_attr about pointsize ... */ _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_POINTSIZE, tmp ); dest->pointSize = tmp[0]; }