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5564 serge 1
/*
2
 * Mesa 3-D graphics library
3
 *
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 * Copyright (C) 1999-2007  Brian Paul   All Rights Reserved.
5
 *
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 * Permission is hereby granted, free of charge, to any person obtaining a
7
 * copy of this software and associated documentation files (the "Software"),
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 * to deal in the Software without restriction, including without limitation
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 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
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 * 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
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 * in all copies or substantial portions of the Software.
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 *
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 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
19
 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
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 * 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
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 * OTHER DEALINGS IN THE SOFTWARE.
23
 *
24
 * Authors:
25
 *    Keith Whitwell 
26
 */
27
 
28
#include "main/glheader.h"
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#include "main/imports.h"
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#include "main/macros.h"
31
#include "tnl/tnl.h"
32
#include "tnl/t_context.h"
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#include "tnl/t_pipeline.h"
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#include "tnl/t_vertex.h"
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#include "swrast_setup.h"
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#include "ss_context.h"
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#include "ss_triangle.h"
38
 
39
 
40
/* Need to check lighting state and vertex program state to know
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 * if two-sided lighting is in effect.
42
 */
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#define _SWSETUP_NEW_RENDERINDEX (_NEW_POLYGON|_NEW_LIGHT|_NEW_PROGRAM)
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45
 
46
#define VARYING_EMIT_STYLE  EMIT_4F
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48
 
49
GLboolean
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
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
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);			\
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   map[e].format = (STYLE);			\
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   map[e].offset = SWOffset(MEMBER);	       	\
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   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
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
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                      && 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 );
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         else
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            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
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
216
_swsetup_RenderFinish( struct gl_context *ctx )
217
{
218
   _swrast_render_finish( ctx );
219
}
220
 
221
void
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
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
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