Rename the various function types in t_context.h to include a tnl_ prefix.
[mesa.git] / src / mesa / drivers / windows / gldirect / dx8 / gld_vb_d3d_render_dx8.c
1 /****************************************************************************
2 *
3 * Mesa 3-D graphics library
4 * Direct3D Driver Interface
5 *
6 * ========================================================================
7 *
8 * Copyright (C) 1991-2004 SciTech Software, Inc. All rights reserved.
9 *
10 * Permission is hereby granted, free of charge, to any person obtaining a
11 * copy of this software and associated documentation files (the "Software"),
12 * to deal in the Software without restriction, including without limitation
13 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
14 * and/or sell copies of the Software, and to permit persons to whom the
15 * Software is furnished to do so, subject to the following conditions:
16 *
17 * The above copyright notice and this permission notice shall be included
18 * in all copies or substantial portions of the Software.
19 *
20 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
21 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
22 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
23 * SCITECH SOFTWARE INC BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
24 * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
25 * OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
26 * SOFTWARE.
27 *
28 * ======================================================================
29 *
30 * Language: ANSI C
31 * Environment: Windows 9x/2000/XP/XBox (Win32)
32 *
33 * Description: GLDirect fastpath pipeline stage
34 *
35 ****************************************************************************/
36
37 //---------------------------------------------------------------------------
38
39 //#include "../GLDirect.h"
40 //#include "../gld_log.h"
41 //#include "gld_dx8.h"
42
43 #include "dglcontext.h"
44 #include "ddlog.h"
45 #include "gld_dx8.h"
46
47 //---------------------------------------------------------------------------
48
49 #include "glheader.h"
50 #include "context.h"
51 #include "macros.h"
52 // #include "mem.h"
53 #include "mtypes.h"
54 #include "mmath.h"
55
56 #include "math/m_matrix.h"
57 #include "math/m_xform.h"
58
59 #include "tnl/t_pipeline.h"
60
61 //---------------------------------------------------------------------------
62
63 __inline void _gldSetVertexShaderConstants(
64 GLcontext *ctx,
65 GLD_driver_dx8 *gld)
66 {
67 D3DXMATRIX mat, matView, matProj;
68 GLfloat *pM;
69
70 // Mesa 5: Altered to a Stack
71 //pM = ctx->ModelView.m;
72 pM = ctx->ModelviewMatrixStack.Top->m;
73 matView._11 = pM[0];
74 matView._12 = pM[1];
75 matView._13 = pM[2];
76 matView._14 = pM[3];
77 matView._21 = pM[4];
78 matView._22 = pM[5];
79 matView._23 = pM[6];
80 matView._24 = pM[7];
81 matView._31 = pM[8];
82 matView._32 = pM[9];
83 matView._33 = pM[10];
84 matView._34 = pM[11];
85 matView._41 = pM[12];
86 matView._42 = pM[13];
87 matView._43 = pM[14];
88 matView._44 = pM[15];
89
90 // Mesa 5: Altered to a Stack
91 //pM = ctx->ProjectionMatrix.m;
92 pM = ctx->ProjectionMatrixStack.Top->m;
93 matProj._11 = pM[0];
94 matProj._12 = pM[1];
95 matProj._13 = pM[2];
96 matProj._14 = pM[3];
97 matProj._21 = pM[4];
98 matProj._22 = pM[5];
99 matProj._23 = pM[6];
100 matProj._24 = pM[7];
101 matProj._31 = pM[8];
102 matProj._32 = pM[9];
103 matProj._33 = pM[10];
104 matProj._34 = pM[11];
105 matProj._41 = pM[12];
106 matProj._42 = pM[13];
107 matProj._43 = pM[14];
108 matProj._44 = pM[15];
109
110 D3DXMatrixMultiply( &mat, &matView, &matProj );
111 D3DXMatrixTranspose( &mat, &mat );
112
113 _GLD_DX8_DEV(SetVertexShaderConstant(gld->pDev, 0, &mat, 4));
114 }
115
116 //---------------------------------------------------------------------------
117
118 static GLboolean gld_d3d_render_stage_run(
119 GLcontext *ctx,
120 struct gl_pipeline_stage *stage)
121 {
122 GLD_context *gldCtx = GLD_GET_CONTEXT(ctx);
123 GLD_driver_dx8 *gld = GLD_GET_DX8_DRIVER(gldCtx);
124
125 TNLcontext *tnl;
126 struct vertex_buffer *VB;
127 GLuint new_inputs;
128 tnl_render_func *tab;
129 GLint pass;
130 GLD_pb_dx8 *gldPB = &gld->PB3d;
131 /*
132 static int count = 0;
133 count++;
134 if (count != 2)
135 return GL_FALSE;
136 */
137 // The "check" function should disable this stage,
138 // but we'll test gld->bUseMesaTnL anyway.
139 if (gld->bUseMesaTnL) {
140 // Do nothing in this stage, but continue pipeline
141 return GL_FALSE;
142 }
143
144 tnl = TNL_CONTEXT(ctx);
145 VB = &tnl->vb;
146 new_inputs = stage->changed_inputs;
147 pass = 0;
148
149 tnl->Driver.Render.Start( ctx );
150
151 #if 0
152 // For debugging: Useful to see if an app passes colour data in
153 // an unusual format.
154 switch (VB->ColorPtr[0]->Type) {
155 case GL_FLOAT:
156 ddlogMessage(GLDLOG_SYSTEM, "ColorPtr: GL_FLOAT\n");
157 break;
158 case GL_UNSIGNED_BYTE:
159 ddlogMessage(GLDLOG_SYSTEM, "ColorPtr: GL_UNSIGNED_BYTE\n");
160 break;
161 default:
162 ddlogMessage(GLDLOG_SYSTEM, "ColorPtr: *?*\n");
163 break;
164 }
165 #endif
166
167 tnl->Driver.Render.Points = gld_Points3D_DX8;
168 if (ctx->_TriangleCaps & DD_FLATSHADE) {
169 tnl->Driver.Render.Line = gld_Line3DFlat_DX8;
170 tnl->Driver.Render.Triangle = gld_Triangle3DFlat_DX8;
171 tnl->Driver.Render.Quad = gld_Quad3DFlat_DX8;
172 } else {
173 tnl->Driver.Render.Line = gld_Line3DSmooth_DX8;
174 tnl->Driver.Render.Triangle = gld_Triangle3DSmooth_DX8;
175 tnl->Driver.Render.Quad = gld_Quad3DSmooth_DX8;
176 }
177
178 _GLD_DX8_VB(Lock(gldPB->pVB, 0, 0, &gldPB->pPoints, D3DLOCK_DISCARD));
179 gldPB->nPoints = gldPB->nLines = gldPB->nTriangles = 0;
180 // Allocate primitive pointers
181 // gldPB->pPoints is always first
182 gldPB->pLines = gldPB->pPoints + (gldPB->dwStride * gldPB->iFirstLine);
183 gldPB->pTriangles = gldPB->pPoints + (gldPB->dwStride * gldPB->iFirstTriangle);
184
185 ASSERT(tnl->Driver.Render.BuildVertices);
186 ASSERT(tnl->Driver.Render.PrimitiveNotify);
187 ASSERT(tnl->Driver.Render.Points);
188 ASSERT(tnl->Driver.Render.Line);
189 ASSERT(tnl->Driver.Render.Triangle);
190 ASSERT(tnl->Driver.Render.Quad);
191 ASSERT(tnl->Driver.Render.ResetLineStipple);
192 ASSERT(tnl->Driver.Render.Interp);
193 ASSERT(tnl->Driver.Render.CopyPV);
194 ASSERT(tnl->Driver.Render.ClippedLine);
195 ASSERT(tnl->Driver.Render.ClippedPolygon);
196 ASSERT(tnl->Driver.Render.Finish);
197
198 tab = (VB->Elts ? tnl->Driver.Render.PrimTabElts : tnl->Driver.Render.PrimTabVerts);
199
200 do {
201 GLuint i, length, flags = 0;
202 for (i = 0 ; !(flags & PRIM_LAST) ; i += length)
203 {
204 flags = VB->Primitive[i];
205 length= VB->PrimitiveLength[i];
206 ASSERT(length || (flags & PRIM_LAST));
207 ASSERT((flags & PRIM_MODE_MASK) <= GL_POLYGON+1);
208 if (length)
209 tab[flags & PRIM_MODE_MASK]( ctx, i, i + length, flags );
210 }
211 } while (tnl->Driver.Render.Multipass &&
212 tnl->Driver.Render.Multipass( ctx, ++pass ));
213
214 _GLD_DX8_VB(Unlock(gldPB->pVB));
215
216 _GLD_DX8_DEV(SetStreamSource(gld->pDev, 0, gldPB->pVB, gldPB->dwStride));
217
218 _GLD_DX8_DEV(SetTransform(gld->pDev, D3DTS_PROJECTION, &gld->matProjection));
219 _GLD_DX8_DEV(SetTransform(gld->pDev, D3DTS_WORLD, &gld->matModelView));
220
221 if (gldPB->nPoints) {
222 _GLD_DX8_DEV(DrawPrimitive(gld->pDev, D3DPT_POINTLIST, 0, gldPB->nPoints));
223 gldPB->nPoints = 0;
224 }
225
226 if (gldPB->nLines) {
227 _GLD_DX8_DEV(DrawPrimitive(gld->pDev, D3DPT_LINELIST, gldPB->iFirstLine, gldPB->nLines));
228 gldPB->nLines = 0;
229 }
230
231 if (gldPB->nTriangles) {
232 _GLD_DX8_DEV(DrawPrimitive(gld->pDev, D3DPT_TRIANGLELIST, gldPB->iFirstTriangle, gldPB->nTriangles));
233 gldPB->nTriangles = 0;
234 }
235
236 return GL_FALSE; /* finished the pipe */
237 }
238
239 //---------------------------------------------------------------------------
240
241 static void gld_d3d_render_stage_check(
242 GLcontext *ctx,
243 struct gl_pipeline_stage *stage)
244 {
245 GLD_context *gldCtx = GLD_GET_CONTEXT(ctx);
246 GLD_driver_dx8 *gld = GLD_GET_DX8_DRIVER(gldCtx);
247 // Is this thread safe?
248 stage->active = (gld->bUseMesaTnL) ? GL_FALSE : GL_TRUE;
249 return;
250 }
251
252 //---------------------------------------------------------------------------
253
254 static void gld_d3d_render_stage_dtr( struct gl_pipeline_stage *stage )
255 {
256 }
257
258 //---------------------------------------------------------------------------
259
260 const struct gl_pipeline_stage _gld_d3d_render_stage =
261 {
262 "gld_d3d_render_stage",
263 (_NEW_BUFFERS |
264 _DD_NEW_SEPARATE_SPECULAR |
265 _DD_NEW_FLATSHADE |
266 _NEW_TEXTURE|
267 _NEW_LIGHT|
268 _NEW_POINT|
269 _NEW_FOG|
270 _DD_NEW_TRI_UNFILLED |
271 _NEW_RENDERMODE), /* re-check (new inputs, interp function) */
272 0, /* re-run (always runs) */
273 GL_TRUE, /* active */
274 0, 0, /* inputs (set in check_render), outputs */
275 0, 0, /* changed_inputs, private */
276 gld_d3d_render_stage_dtr, /* destructor */
277 gld_d3d_render_stage_check, /* check */
278 gld_d3d_render_stage_run /* run */
279 };
280
281 //---------------------------------------------------------------------------