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