/* * Mesa 3-D graphics library * Version: 6.5 * * Copyright (C) 1999-2005 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 * BRIAN PAUL 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 */ /* * Render whole vertex buffers, including projection of vertices from * clip space and clipping of primitives. * * This file makes calls to project vertices and to the point, line * and triangle rasterizers via the function pointers: * * context->Driver.Render.* * */ #include "main/glheader.h" #include "main/context.h" #include "main/enums.h" #include "main/macros.h" #include "main/imports.h" #include "main/mtypes.h" #include "t_pipeline.h" /**********************************************************************/ /* Clip single primitives */ /**********************************************************************/ #define W(i) coord[i][3] #define Z(i) coord[i][2] #define Y(i) coord[i][1] #define X(i) coord[i][0] #define SIZE 4 #define TAG(x) x##_4 #include "t_vb_cliptmp.h" /**********************************************************************/ /* Clip and render whole begin/end objects */ /**********************************************************************/ #define NEED_EDGEFLAG_SETUP (ctx->Polygon.FrontMode != GL_FILL || ctx->Polygon.BackMode != GL_FILL) #define EDGEFLAG_GET(idx) VB->EdgeFlag[idx] #define EDGEFLAG_SET(idx, val) VB->EdgeFlag[idx] = val /* This does NOT include the CLIP_USER_BIT! */ #define CLIPMASK (CLIP_FRUSTUM_BITS | CLIP_CULL_BIT) /* Vertices, with the possibility of clipping. */ #define RENDER_POINTS( start, count ) \ tnl->Driver.Render.Points( ctx, start, count ) #define RENDER_LINE( v1, v2 ) \ do { \ GLubyte c1 = mask[v1], c2 = mask[v2]; \ GLubyte ormask = c1|c2; \ if (!ormask) \ LineFunc( ctx, v1, v2 ); \ else if (!(c1 & c2 & CLIPMASK)) \ clip_line_4( ctx, v1, v2, ormask ); \ } while (0) #define RENDER_TRI( v1, v2, v3 ) \ do { \ GLubyte c1 = mask[v1], c2 = mask[v2], c3 = mask[v3]; \ GLubyte ormask = c1|c2|c3; \ if (!ormask) \ TriangleFunc( ctx, v1, v2, v3 ); \ else if (!(c1 & c2 & c3 & CLIPMASK)) \ clip_tri_4( ctx, v1, v2, v3, ormask ); \ } while (0) #define RENDER_QUAD( v1, v2, v3, v4 ) \ do { \ GLubyte c1 = mask[v1], c2 = mask[v2]; \ GLubyte c3 = mask[v3], c4 = mask[v4]; \ GLubyte ormask = c1|c2|c3|c4; \ if (!ormask) \ QuadFunc( ctx, v1, v2, v3, v4 ); \ else if (!(c1 & c2 & c3 & c4 & CLIPMASK)) \ clip_quad_4( ctx, v1, v2, v3, v4, ormask ); \ } while (0) #define LOCAL_VARS \ TNLcontext *tnl = TNL_CONTEXT(ctx); \ struct vertex_buffer *VB = &tnl->vb; \ const GLuint * const elt = VB->Elts; \ const GLubyte *mask = VB->ClipMask; \ const GLuint sz = VB->ClipPtr->size; \ const tnl_line_func LineFunc = tnl->Driver.Render.Line; \ const tnl_triangle_func TriangleFunc = tnl->Driver.Render.Triangle; \ const tnl_quad_func QuadFunc = tnl->Driver.Render.Quad; \ const GLboolean stipple = ctx->Line.StippleFlag; \ (void) (LineFunc && TriangleFunc && QuadFunc); \ (void) elt; (void) mask; (void) sz; (void) stipple; #define TAG(x) clip_##x##_verts #define INIT(x) tnl->Driver.Render.PrimitiveNotify( ctx, x ) #define RESET_STIPPLE if (stipple) tnl->Driver.Render.ResetLineStipple( ctx ) #define PRESERVE_VB_DEFS #include "t_vb_rendertmp.h" /* Elts, with the possibility of clipping. */ #undef ELT #undef TAG #define ELT(x) elt[x] #define TAG(x) clip_##x##_elts #include "t_vb_rendertmp.h" /* TODO: do this for all primitives, verts and elts: */ static void clip_elt_triangles( GLcontext *ctx, GLuint start, GLuint count, GLuint flags ) { TNLcontext *tnl = TNL_CONTEXT(ctx); tnl_render_func render_tris = tnl->Driver.Render.PrimTabElts[GL_TRIANGLES]; struct vertex_buffer *VB = &tnl->vb; const GLuint * const elt = VB->Elts; GLubyte *mask = VB->ClipMask; GLuint last = count-2; GLuint j; (void) flags; tnl->Driver.Render.PrimitiveNotify( ctx, GL_TRIANGLES ); for (j=start; j < last; j+=3 ) { GLubyte c1 = mask[elt[j]]; GLubyte c2 = mask[elt[j+1]]; GLubyte c3 = mask[elt[j+2]]; GLubyte ormask = c1|c2|c3; if (ormask) { if (start < j) render_tris( ctx, start, j, 0 ); if (!(c1&c2&c3&CLIPMASK)) clip_tri_4( ctx, elt[j], elt[j+1], elt[j+2], ormask ); start = j+3; } } if (start < j) render_tris( ctx, start, j, 0 ); } /**********************************************************************/ /* Render whole begin/end objects */ /**********************************************************************/ #define NEED_EDGEFLAG_SETUP (ctx->Polygon.FrontMode != GL_FILL || ctx->Polygon.BackMode != GL_FILL) #define EDGEFLAG_GET(idx) VB->EdgeFlag[idx] #define EDGEFLAG_SET(idx, val) VB->EdgeFlag[idx] = val /* Vertices, no clipping. */ #define RENDER_POINTS( start, count ) \ tnl->Driver.Render.Points( ctx, start, count ) #define RENDER_LINE( v1, v2 ) \ LineFunc( ctx, v1, v2 ) #define RENDER_TRI( v1, v2, v3 ) \ TriangleFunc( ctx, v1, v2, v3 ) #define RENDER_QUAD( v1, v2, v3, v4 ) \ QuadFunc( ctx, v1, v2, v3, v4 ) #define TAG(x) _tnl_##x##_verts #define LOCAL_VARS \ TNLcontext *tnl = TNL_CONTEXT(ctx); \ struct vertex_buffer *VB = &tnl->vb; \ const GLuint * const elt = VB->Elts; \ const tnl_line_func LineFunc = tnl->Driver.Render.Line; \ const tnl_triangle_func TriangleFunc = tnl->Driver.Render.Triangle; \ const tnl_quad_func QuadFunc = tnl->Driver.Render.Quad; \ const GLboolean stipple = ctx->Line.StippleFlag; \ (void) (LineFunc && TriangleFunc && QuadFunc); \ (void) elt; (void) stipple #define RESET_STIPPLE if (stipple) tnl->Driver.Render.ResetLineStipple( ctx ) #define INIT(x) tnl->Driver.Render.PrimitiveNotify( ctx, x ) #define RENDER_TAB_QUALIFIER #define PRESERVE_VB_DEFS #include "t_vb_rendertmp.h" /* Elts, no clipping. */ #undef ELT #define TAG(x) _tnl_##x##_elts #define ELT(x) elt[x] #include "t_vb_rendertmp.h" /**********************************************************************/ /* Helper functions for drivers */ /**********************************************************************/ void _tnl_RenderClippedPolygon( GLcontext *ctx, const GLuint *elts, GLuint n ) { TNLcontext *tnl = TNL_CONTEXT(ctx); struct vertex_buffer *VB = &tnl->vb; GLuint *tmp = VB->Elts; VB->Elts = (GLuint *)elts; tnl->Driver.Render.PrimTabElts[GL_POLYGON]( ctx, 0, n, PRIM_BEGIN|PRIM_END ); VB->Elts = tmp; } void _tnl_RenderClippedLine( GLcontext *ctx, GLuint ii, GLuint jj ) { TNLcontext *tnl = TNL_CONTEXT(ctx); tnl->Driver.Render.Line( ctx, ii, jj ); } /**********************************************************************/ /* Clip and render whole vertex buffers */ /**********************************************************************/ static GLboolean run_render( GLcontext *ctx, struct tnl_pipeline_stage *stage ) { TNLcontext *tnl = TNL_CONTEXT(ctx); struct vertex_buffer *VB = &tnl->vb; tnl_render_func *tab; GLint pass = 0; /* Allow the drivers to lock before projected verts are built so * that window coordinates are guarenteed not to change before * rendering. */ ASSERT(tnl->Driver.Render.Start); tnl->Driver.Render.Start( ctx ); ASSERT(tnl->Driver.Render.BuildVertices); ASSERT(tnl->Driver.Render.PrimitiveNotify); ASSERT(tnl->Driver.Render.Points); ASSERT(tnl->Driver.Render.Line); ASSERT(tnl->Driver.Render.Triangle); ASSERT(tnl->Driver.Render.Quad); ASSERT(tnl->Driver.Render.ResetLineStipple); ASSERT(tnl->Driver.Render.Interp); ASSERT(tnl->Driver.Render.CopyPV); ASSERT(tnl->Driver.Render.ClippedLine); ASSERT(tnl->Driver.Render.ClippedPolygon); ASSERT(tnl->Driver.Render.Finish); tnl->Driver.Render.BuildVertices( ctx, 0, VB->Count, ~0 ); if (VB->ClipOrMask) { tab = VB->Elts ? clip_render_tab_elts : clip_render_tab_verts; clip_render_tab_elts[GL_TRIANGLES] = clip_elt_triangles; } else { tab = (VB->Elts ? tnl->Driver.Render.PrimTabElts : tnl->Driver.Render.PrimTabVerts); } do { GLuint i; for (i = 0 ; i < VB->PrimitiveCount ; i++) { GLuint prim = _tnl_translate_prim(&VB->Primitive[i]); GLuint start = VB->Primitive[i].start; GLuint length = VB->Primitive[i].count; assert((prim & PRIM_MODE_MASK) <= GL_POLYGON); if (MESA_VERBOSE & VERBOSE_PRIMS) _mesa_debug(NULL, "MESA prim %s %d..%d\n", _mesa_lookup_enum_by_nr(prim & PRIM_MODE_MASK), start, start+length); if (length) tab[prim & PRIM_MODE_MASK]( ctx, start, start + length, prim ); } } while (tnl->Driver.Render.Multipass && tnl->Driver.Render.Multipass( ctx, ++pass )); tnl->Driver.Render.Finish( ctx ); return GL_FALSE; /* finished the pipe */ } /**********************************************************************/ /* Render pipeline stage */ /**********************************************************************/ const struct tnl_pipeline_stage _tnl_render_stage = { "render", /* name */ NULL, /* private data */ NULL, /* creator */ NULL, /* destructor */ NULL, /* validate */ run_render /* run */ };