• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
1 /*
2  * Mesa 3-D graphics library
3  *
4  * Copyright (C) 1999-2007  Brian Paul   All Rights Reserved.
5  *
6  * Permission is hereby granted, free of charge, to any person obtaining a
7  * copy of this software and associated documentation files (the "Software"),
8  * to deal in the Software without restriction, including without limitation
9  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10  * and/or sell copies of the Software, and to permit persons to whom the
11  * Software is furnished to do so, subject to the following conditions:
12  *
13  * The above copyright notice and this permission notice shall be included
14  * in all copies or substantial portions of the Software.
15  *
16  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
19  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20  * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21  * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22  * OTHER DEALINGS IN THE SOFTWARE.
23  *
24  * Authors:
25  *    Keith Whitwell <keithw@vmware.com>
26  */
27 
28 #include "main/glheader.h"
29 
30 #include "main/macros.h"
31 #include "main/state.h"
32 #include "tnl/tnl.h"
33 #include "tnl/t_context.h"
34 #include "tnl/t_pipeline.h"
35 #include "tnl/t_vertex.h"
36 #include "swrast_setup.h"
37 #include "ss_context.h"
38 #include "ss_triangle.h"
39 
40 
41 /* Need to check lighting state and vertex program state to know
42  * if two-sided lighting is in effect.
43  */
44 #define _SWSETUP_NEW_RENDERINDEX (_NEW_POLYGON|_NEW_LIGHT|_NEW_PROGRAM)
45 
46 
47 #define VARYING_EMIT_STYLE  EMIT_4F
48 
49 
50 GLboolean
_swsetup_CreateContext(struct gl_context * ctx)51 _swsetup_CreateContext( struct gl_context *ctx )
52 {
53    SScontext *swsetup = calloc(1, sizeof(SScontext));
54 
55    if (!swsetup)
56       return GL_FALSE;
57 
58    ctx->swsetup_context = swsetup;
59 
60    swsetup->NewState = ~0;
61    _swsetup_trifuncs_init( ctx );
62 
63    _tnl_init_vertices( ctx, ctx->Const.MaxArrayLockSize + 12,
64 		       sizeof(SWvertex) );
65 
66 
67    return GL_TRUE;
68 }
69 
70 void
_swsetup_DestroyContext(struct gl_context * ctx)71 _swsetup_DestroyContext( struct gl_context *ctx )
72 {
73    SScontext *swsetup = SWSETUP_CONTEXT(ctx);
74 
75    if (swsetup) {
76       free(swsetup);
77       ctx->swsetup_context = 0;
78    }
79 
80    _tnl_free_vertices( ctx );
81 }
82 
83 static void
_swsetup_RenderPrimitive(struct gl_context * ctx,GLenum mode)84 _swsetup_RenderPrimitive( struct gl_context *ctx, GLenum mode )
85 {
86    SWSETUP_CONTEXT(ctx)->render_prim = mode;
87    _swrast_render_primitive( ctx, mode );
88 }
89 
90 
91 /**
92  * Helper macros for setup_vertex_format()
93  */
94 #define SWZ ((SWvertex *)0)
95 #define SWOffset(MEMBER) (((char *)&(SWZ->MEMBER)) - ((char *)SWZ))
96 
97 #define EMIT_ATTR( ATTR, STYLE, MEMBER )	\
98 do {						\
99    map[e].attrib = (ATTR);			\
100    map[e].format = (STYLE);			\
101    map[e].offset = SWOffset(MEMBER);	       	\
102    e++;						\
103 } while (0)
104 
105 
106 /**
107  * Tell the tnl module how to build SWvertex objects for swrast.
108  * We'll build the map[] array with that info and pass it to
109  * _tnl_install_attrs().
110  */
111 static void
setup_vertex_format(struct gl_context * ctx)112 setup_vertex_format(struct gl_context *ctx)
113 {
114    TNLcontext *tnl = TNL_CONTEXT(ctx);
115    SScontext *swsetup = SWSETUP_CONTEXT(ctx);
116    GLboolean intColors = !ctx->FragmentProgram._Current
117                       && !_mesa_ati_fragment_shader_enabled(ctx)
118                       && ctx->RenderMode == GL_RENDER
119                       && CHAN_TYPE != GL_FLOAT;
120 
121    if (intColors != swsetup->intColors ||
122        tnl->render_inputs_bitset != swsetup->last_index_bitset) {
123       GLbitfield64 index_bitset = tnl->render_inputs_bitset;
124       struct tnl_attr_map map[_TNL_ATTRIB_MAX];
125       unsigned int i, e = 0;
126 
127       swsetup->intColors = intColors;
128 
129       EMIT_ATTR( _TNL_ATTRIB_POS, EMIT_4F_VIEWPORT, attrib[VARYING_SLOT_POS] );
130 
131       if (index_bitset & BITFIELD64_BIT(_TNL_ATTRIB_COLOR0)) {
132          if (swsetup->intColors)
133             EMIT_ATTR( _TNL_ATTRIB_COLOR0, EMIT_4CHAN_4F_RGBA, color );
134          else
135             EMIT_ATTR( _TNL_ATTRIB_COLOR0, EMIT_4F, attrib[VARYING_SLOT_COL0]);
136       }
137 
138       if (index_bitset & BITFIELD64_BIT(_TNL_ATTRIB_COLOR1)) {
139          EMIT_ATTR( _TNL_ATTRIB_COLOR1, EMIT_4F, attrib[VARYING_SLOT_COL1]);
140       }
141 
142       if (index_bitset & BITFIELD64_BIT(_TNL_ATTRIB_FOG)) {
143          const GLint emit = ctx->FragmentProgram._Current ? EMIT_4F : EMIT_1F;
144          EMIT_ATTR( _TNL_ATTRIB_FOG, emit, attrib[VARYING_SLOT_FOGC]);
145       }
146 
147       if (index_bitset & BITFIELD64_RANGE(_TNL_ATTRIB_TEX0, _TNL_NUM_TEX))
148       {
149          for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++) {
150             if (index_bitset & BITFIELD64_BIT(_TNL_ATTRIB_TEX(i))) {
151                EMIT_ATTR( _TNL_ATTRIB_TEX(i), EMIT_4F,
152                           attrib[VARYING_SLOT_TEX0 + i] );
153             }
154          }
155       }
156 
157       /* shader varying vars */
158       if (index_bitset & BITFIELD64_RANGE(_TNL_ATTRIB_GENERIC0, _TNL_NUM_GENERIC)) {
159          for (i = 0; i < ctx->Const.MaxVarying; i++) {
160             if (index_bitset & BITFIELD64_BIT(_TNL_ATTRIB_GENERIC(i))) {
161                EMIT_ATTR( _TNL_ATTRIB_GENERIC(i), VARYING_EMIT_STYLE,
162                           attrib[VARYING_SLOT_VAR0 + i] );
163             }
164          }
165       }
166 
167       if (index_bitset & BITFIELD64_BIT(_TNL_ATTRIB_POINTSIZE))
168          EMIT_ATTR( _TNL_ATTRIB_POINTSIZE, EMIT_1F, pointSize );
169 
170       _tnl_install_attrs( ctx, map, e,
171                           tnl->_WindowMap.m,
172                           sizeof(SWvertex) );
173 
174       swsetup->last_index_bitset = index_bitset;
175    }
176 }
177 
178 
179 /**
180  * Prepare to render a vertex buffer.
181  * Called via tnl->Driver.Render.Start.
182  */
183 static void
_swsetup_RenderStart(struct gl_context * ctx)184 _swsetup_RenderStart( struct gl_context *ctx )
185 {
186    SScontext *swsetup = SWSETUP_CONTEXT(ctx);
187    TNLcontext *tnl = TNL_CONTEXT(ctx);
188    struct vertex_buffer *VB = &tnl->vb;
189 
190    if (swsetup->NewState & _SWSETUP_NEW_RENDERINDEX) {
191       _swsetup_choose_trifuncs(ctx);
192    }
193 
194    if (swsetup->NewState & _NEW_PROGRAM) {
195       swsetup->last_index_bitset = 0;
196    }
197 
198    swsetup->NewState = 0;
199 
200    /* This will change if drawing unfilled tris */
201    _swrast_SetFacing(ctx, 0);
202 
203    _swrast_render_start(ctx);
204 
205    /* Important */
206    VB->AttribPtr[VERT_ATTRIB_POS] = VB->NdcPtr;
207 
208    setup_vertex_format(ctx);
209 }
210 
211 
212 /*
213  * We patch this function into tnl->Driver.Render.Finish.
214  * It's called when we finish rendering a vertex buffer.
215  */
216 static void
_swsetup_RenderFinish(struct gl_context * ctx)217 _swsetup_RenderFinish( struct gl_context *ctx )
218 {
219    _swrast_render_finish( ctx );
220 }
221 
222 void
_swsetup_InvalidateState(struct gl_context * ctx,GLuint new_state)223 _swsetup_InvalidateState( struct gl_context *ctx, GLuint new_state )
224 {
225    SScontext *swsetup = SWSETUP_CONTEXT(ctx);
226    swsetup->NewState |= new_state;
227    _tnl_invalidate_vertex_state( ctx, new_state );
228 }
229 
230 
231 void
_swsetup_Wakeup(struct gl_context * ctx)232 _swsetup_Wakeup( struct gl_context *ctx )
233 {
234    TNLcontext *tnl = TNL_CONTEXT(ctx);
235    SScontext *swsetup = SWSETUP_CONTEXT(ctx);
236 
237    tnl->Driver.Render.Start = _swsetup_RenderStart;
238    tnl->Driver.Render.Finish = _swsetup_RenderFinish;
239    tnl->Driver.Render.PrimitiveNotify = _swsetup_RenderPrimitive;
240    tnl->Driver.Render.Interp = _tnl_interp;
241    tnl->Driver.Render.CopyPV = _tnl_copy_pv;
242    tnl->Driver.Render.ClippedPolygon = _tnl_RenderClippedPolygon; /* new */
243    tnl->Driver.Render.ClippedLine = _tnl_RenderClippedLine; /* new */
244    /* points */
245    /* line */
246    /* triangle */
247    /* quad */
248    tnl->Driver.Render.PrimTabVerts = _tnl_render_tab_verts;
249    tnl->Driver.Render.PrimTabElts = _tnl_render_tab_elts;
250    tnl->Driver.Render.ResetLineStipple = _swrast_ResetLineStipple;
251    tnl->Driver.Render.BuildVertices = _tnl_build_vertices;
252    tnl->Driver.Render.Multipass = 0;
253 
254    _tnl_invalidate_vertices( ctx, ~0 );
255    _tnl_need_projected_coords( ctx, GL_TRUE );
256    _swsetup_InvalidateState( ctx, ~0 );
257 
258    swsetup->verts = (SWvertex *)tnl->clipspace.vertex_buf;
259    swsetup->last_index_bitset = 0;
260 }
261 
262 
263 /**
264  * Populate a swrast SWvertex from an attrib-style vertex.
265  */
266 void
_swsetup_Translate(struct gl_context * ctx,const void * vertex,SWvertex * dest)267 _swsetup_Translate( struct gl_context *ctx, const void *vertex, SWvertex *dest )
268 {
269    TNLcontext *tnl = TNL_CONTEXT(ctx);
270    const GLfloat *m = tnl->_WindowMap.m;
271    GLfloat tmp[4];
272    GLuint i;
273 
274    _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_POS, tmp );
275 
276    dest->attrib[VARYING_SLOT_POS][0] = m[0]  * tmp[0] + m[12];
277    dest->attrib[VARYING_SLOT_POS][1] = m[5]  * tmp[1] + m[13];
278    dest->attrib[VARYING_SLOT_POS][2] = m[10] * tmp[2] + m[14];
279    dest->attrib[VARYING_SLOT_POS][3] =         tmp[3];
280 
281    /** XXX try to limit these loops someday */
282    for (i = 0 ; i < ctx->Const.MaxTextureCoordUnits ; i++)
283       _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_TEX0 + i,
284                      dest->attrib[VARYING_SLOT_TEX0 + i] );
285 
286    for (i = 0 ; i < ctx->Const.MaxVarying ; i++)
287       _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_GENERIC0 + i,
288                      dest->attrib[VARYING_SLOT_VAR0 + i] );
289 
290    _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_COLOR0,
291                   dest->attrib[VARYING_SLOT_COL0] );
292 
293    UNCLAMPED_FLOAT_TO_RGBA_CHAN(dest->color, dest->attrib[VARYING_SLOT_COL0]);
294 
295    _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_COLOR1,
296                   dest->attrib[VARYING_SLOT_COL1]);
297 
298    _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_FOG, tmp );
299    dest->attrib[VARYING_SLOT_FOGC][0] = tmp[0];
300 
301    /* XXX See _tnl_get_attr about pointsize ... */
302    _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_POINTSIZE, tmp );
303    dest->pointSize = tmp[0];
304 }
305 
306