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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 #include "main/imports.h"
30 #include "main/macros.h"
31 #include "tnl/tnl.h"
32 #include "tnl/t_context.h"
33 #include "tnl/t_pipeline.h"
34 #include "tnl/t_vertex.h"
35 #include "swrast_setup.h"
36 #include "ss_context.h"
37 #include "ss_triangle.h"
38 
39 
40 /* Need to check lighting state and vertex program state to know
41  * if two-sided lighting is in effect.
42  */
43 #define _SWSETUP_NEW_RENDERINDEX (_NEW_POLYGON|_NEW_LIGHT|_NEW_PROGRAM)
44 
45 
46 #define VARYING_EMIT_STYLE  EMIT_4F
47 
48 
49 GLboolean
_swsetup_CreateContext(struct gl_context * ctx)50 _swsetup_CreateContext( struct gl_context *ctx )
51 {
52    SScontext *swsetup = calloc(1, sizeof(SScontext));
53 
54    if (!swsetup)
55       return GL_FALSE;
56 
57    ctx->swsetup_context = swsetup;
58 
59    swsetup->NewState = ~0;
60    _swsetup_trifuncs_init( ctx );
61 
62    _tnl_init_vertices( ctx, ctx->Const.MaxArrayLockSize + 12,
63 		       sizeof(SWvertex) );
64 
65 
66    return GL_TRUE;
67 }
68 
69 void
_swsetup_DestroyContext(struct gl_context * ctx)70 _swsetup_DestroyContext( struct gl_context *ctx )
71 {
72    SScontext *swsetup = SWSETUP_CONTEXT(ctx);
73 
74    if (swsetup) {
75       free(swsetup);
76       ctx->swsetup_context = 0;
77    }
78 
79    _tnl_free_vertices( ctx );
80 }
81 
82 static void
_swsetup_RenderPrimitive(struct gl_context * ctx,GLenum mode)83 _swsetup_RenderPrimitive( struct gl_context *ctx, GLenum mode )
84 {
85    SWSETUP_CONTEXT(ctx)->render_prim = mode;
86    _swrast_render_primitive( ctx, mode );
87 }
88 
89 
90 /**
91  * Helper macros for setup_vertex_format()
92  */
93 #define SWZ ((SWvertex *)0)
94 #define SWOffset(MEMBER) (((char *)&(SWZ->MEMBER)) - ((char *)SWZ))
95 
96 #define EMIT_ATTR( ATTR, STYLE, MEMBER )	\
97 do {						\
98    map[e].attrib = (ATTR);			\
99    map[e].format = (STYLE);			\
100    map[e].offset = SWOffset(MEMBER);	       	\
101    e++;						\
102 } while (0)
103 
104 
105 /**
106  * Tell the tnl module how to build SWvertex objects for swrast.
107  * We'll build the map[] array with that info and pass it to
108  * _tnl_install_attrs().
109  */
110 static void
setup_vertex_format(struct gl_context * ctx)111 setup_vertex_format(struct gl_context *ctx)
112 {
113    TNLcontext *tnl = TNL_CONTEXT(ctx);
114    SScontext *swsetup = SWSETUP_CONTEXT(ctx);
115    GLboolean intColors = !ctx->FragmentProgram._Current
116                       && !ctx->ATIFragmentShader._Enabled
117                       && ctx->RenderMode == GL_RENDER
118                       && CHAN_TYPE != GL_FLOAT;
119 
120    if (intColors != swsetup->intColors ||
121        tnl->render_inputs_bitset != swsetup->last_index_bitset) {
122       GLbitfield64 index_bitset = tnl->render_inputs_bitset;
123       struct tnl_attr_map map[_TNL_ATTRIB_MAX];
124       unsigned int i, e = 0;
125 
126       swsetup->intColors = intColors;
127 
128       EMIT_ATTR( _TNL_ATTRIB_POS, EMIT_4F_VIEWPORT, attrib[VARYING_SLOT_POS] );
129 
130       if (index_bitset & BITFIELD64_BIT(_TNL_ATTRIB_COLOR0)) {
131          if (swsetup->intColors)
132             EMIT_ATTR( _TNL_ATTRIB_COLOR0, EMIT_4CHAN_4F_RGBA, color );
133          else
134             EMIT_ATTR( _TNL_ATTRIB_COLOR0, EMIT_4F, attrib[VARYING_SLOT_COL0]);
135       }
136 
137       if (index_bitset & BITFIELD64_BIT(_TNL_ATTRIB_COLOR1)) {
138          EMIT_ATTR( _TNL_ATTRIB_COLOR1, EMIT_4F, attrib[VARYING_SLOT_COL1]);
139       }
140 
141       if (index_bitset & BITFIELD64_BIT(_TNL_ATTRIB_FOG)) {
142          const GLint emit = ctx->FragmentProgram._Current ? EMIT_4F : EMIT_1F;
143          EMIT_ATTR( _TNL_ATTRIB_FOG, emit, attrib[VARYING_SLOT_FOGC]);
144       }
145 
146       if (index_bitset & BITFIELD64_RANGE(_TNL_ATTRIB_TEX0, _TNL_NUM_TEX))
147       {
148          for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++) {
149             if (index_bitset & BITFIELD64_BIT(_TNL_ATTRIB_TEX(i))) {
150                EMIT_ATTR( _TNL_ATTRIB_TEX(i), EMIT_4F,
151                           attrib[VARYING_SLOT_TEX0 + i] );
152             }
153          }
154       }
155 
156       /* shader varying vars */
157       if (index_bitset & BITFIELD64_RANGE(_TNL_ATTRIB_GENERIC0, _TNL_NUM_GENERIC)) {
158          for (i = 0; i < ctx->Const.MaxVarying; i++) {
159             if (index_bitset & BITFIELD64_BIT(_TNL_ATTRIB_GENERIC(i))) {
160                EMIT_ATTR( _TNL_ATTRIB_GENERIC(i), VARYING_EMIT_STYLE,
161                           attrib[VARYING_SLOT_VAR0 + i] );
162             }
163          }
164       }
165 
166       if (index_bitset & BITFIELD64_BIT(_TNL_ATTRIB_POINTSIZE))
167          EMIT_ATTR( _TNL_ATTRIB_POINTSIZE, EMIT_1F, pointSize );
168 
169       _tnl_install_attrs( ctx, map, e,
170                           tnl->_WindowMap.m,
171                           sizeof(SWvertex) );
172 
173       swsetup->last_index_bitset = index_bitset;
174    }
175 }
176 
177 
178 /**
179  * Prepare to render a vertex buffer.
180  * Called via tnl->Driver.Render.Start.
181  */
182 static void
_swsetup_RenderStart(struct gl_context * ctx)183 _swsetup_RenderStart( struct gl_context *ctx )
184 {
185    SScontext *swsetup = SWSETUP_CONTEXT(ctx);
186    TNLcontext *tnl = TNL_CONTEXT(ctx);
187    struct vertex_buffer *VB = &tnl->vb;
188 
189    if (swsetup->NewState & _SWSETUP_NEW_RENDERINDEX) {
190       _swsetup_choose_trifuncs(ctx);
191    }
192 
193    if (swsetup->NewState & _NEW_PROGRAM) {
194       swsetup->last_index_bitset = 0;
195    }
196 
197    swsetup->NewState = 0;
198 
199    /* This will change if drawing unfilled tris */
200    _swrast_SetFacing(ctx, 0);
201 
202    _swrast_render_start(ctx);
203 
204    /* Important */
205    VB->AttribPtr[VERT_ATTRIB_POS] = VB->NdcPtr;
206 
207    setup_vertex_format(ctx);
208 }
209 
210 
211 /*
212  * We patch this function into tnl->Driver.Render.Finish.
213  * It's called when we finish rendering a vertex buffer.
214  */
215 static void
_swsetup_RenderFinish(struct gl_context * ctx)216 _swsetup_RenderFinish( struct gl_context *ctx )
217 {
218    _swrast_render_finish( ctx );
219 }
220 
221 void
_swsetup_InvalidateState(struct gl_context * ctx,GLuint new_state)222 _swsetup_InvalidateState( struct gl_context *ctx, GLuint new_state )
223 {
224    SScontext *swsetup = SWSETUP_CONTEXT(ctx);
225    swsetup->NewState |= new_state;
226    _tnl_invalidate_vertex_state( ctx, new_state );
227 }
228 
229 
230 void
_swsetup_Wakeup(struct gl_context * ctx)231 _swsetup_Wakeup( struct gl_context *ctx )
232 {
233    TNLcontext *tnl = TNL_CONTEXT(ctx);
234    SScontext *swsetup = SWSETUP_CONTEXT(ctx);
235 
236    tnl->Driver.Render.Start = _swsetup_RenderStart;
237    tnl->Driver.Render.Finish = _swsetup_RenderFinish;
238    tnl->Driver.Render.PrimitiveNotify = _swsetup_RenderPrimitive;
239    tnl->Driver.Render.Interp = _tnl_interp;
240    tnl->Driver.Render.CopyPV = _tnl_copy_pv;
241    tnl->Driver.Render.ClippedPolygon = _tnl_RenderClippedPolygon; /* new */
242    tnl->Driver.Render.ClippedLine = _tnl_RenderClippedLine; /* new */
243    /* points */
244    /* line */
245    /* triangle */
246    /* quad */
247    tnl->Driver.Render.PrimTabVerts = _tnl_render_tab_verts;
248    tnl->Driver.Render.PrimTabElts = _tnl_render_tab_elts;
249    tnl->Driver.Render.ResetLineStipple = _swrast_ResetLineStipple;
250    tnl->Driver.Render.BuildVertices = _tnl_build_vertices;
251    tnl->Driver.Render.Multipass = 0;
252 
253    _tnl_invalidate_vertices( ctx, ~0 );
254    _tnl_need_projected_coords( ctx, GL_TRUE );
255    _swsetup_InvalidateState( ctx, ~0 );
256 
257    swsetup->verts = (SWvertex *)tnl->clipspace.vertex_buf;
258    swsetup->last_index_bitset = 0;
259 }
260 
261 
262 /**
263  * Populate a swrast SWvertex from an attrib-style vertex.
264  */
265 void
_swsetup_Translate(struct gl_context * ctx,const void * vertex,SWvertex * dest)266 _swsetup_Translate( struct gl_context *ctx, const void *vertex, SWvertex *dest )
267 {
268    TNLcontext *tnl = TNL_CONTEXT(ctx);
269    const GLfloat *m = tnl->_WindowMap.m;
270    GLfloat tmp[4];
271    GLuint i;
272 
273    _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_POS, tmp );
274 
275    dest->attrib[VARYING_SLOT_POS][0] = m[0]  * tmp[0] + m[12];
276    dest->attrib[VARYING_SLOT_POS][1] = m[5]  * tmp[1] + m[13];
277    dest->attrib[VARYING_SLOT_POS][2] = m[10] * tmp[2] + m[14];
278    dest->attrib[VARYING_SLOT_POS][3] =         tmp[3];
279 
280    /** XXX try to limit these loops someday */
281    for (i = 0 ; i < ctx->Const.MaxTextureCoordUnits ; i++)
282       _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_TEX0 + i,
283                      dest->attrib[VARYING_SLOT_TEX0 + i] );
284 
285    for (i = 0 ; i < ctx->Const.MaxVarying ; i++)
286       _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_GENERIC0 + i,
287                      dest->attrib[VARYING_SLOT_VAR0 + i] );
288 
289    _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_COLOR0,
290                   dest->attrib[VARYING_SLOT_COL0] );
291 
292    UNCLAMPED_FLOAT_TO_RGBA_CHAN(dest->color, dest->attrib[VARYING_SLOT_COL0]);
293 
294    _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_COLOR1,
295                   dest->attrib[VARYING_SLOT_COL1]);
296 
297    _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_FOG, tmp );
298    dest->attrib[VARYING_SLOT_FOGC][0] = tmp[0];
299 
300    /* XXX See _tnl_get_attr about pointsize ... */
301    _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_POINTSIZE, tmp );
302    dest->pointSize = tmp[0];
303 }
304 
305