3 * Mesa 3-D graphics library
6 * Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
26 * Keith Whitwell <keithw@valinux.com>
31 * Render whole vertex buffers, including projection of vertices from
32 * clip space and clipping of primitives.
34 * This file makes calls to project vertices and to the point, line
35 * and triangle rasterizers via the function pointers:
37 * context->Driver.Render.*
42 //---------------------------------------------------------------------------
44 #include "dglcontext.h"
48 //---------------------------------------------------------------------------
56 #include "math/m_matrix.h"
57 #include "math/m_xform.h"
59 #include "tnl/t_pipeline.h"
61 /**********************************************************************/
62 /* Clip single primitives */
63 /**********************************************************************/
67 #define NEGATIVE(x) (GET_FLOAT_BITS(x) & (1<<31))
68 //#define DIFFERENT_SIGNS(x,y) ((GET_FLOAT_BITS(x) ^ GET_FLOAT_BITS(y)) & (1<<31))
70 #define NEGATIVE(x) (x < 0)
71 //#define DIFFERENT_SIGNS(x,y) (x * y <= 0 && x - y != 0)
72 /* Could just use (x*y<0) except for the flatshading requirements.
73 * Maybe there's a better way?
78 #define W(i) coord[i][3]
79 #define Z(i) coord[i][2]
80 #define Y(i) coord[i][1]
81 #define X(i) coord[i][0]
84 #include "tnl/t_vb_cliptmp.h"
88 /**********************************************************************/
89 /* Clip and render whole begin/end objects */
90 /**********************************************************************/
92 #define NEED_EDGEFLAG_SETUP (ctx->_TriangleCaps & DD_TRI_UNFILLED)
93 #define EDGEFLAG_GET(idx) VB->EdgeFlag[idx]
94 #define EDGEFLAG_SET(idx, val) VB->EdgeFlag[idx] = val
97 /* Vertices, with the possibility of clipping.
99 #define RENDER_POINTS( start, count ) \
100 tnl->Driver.Render.Points( ctx, start, count )
102 #define RENDER_LINE( v1, v2 ) \
104 GLubyte c1 = mask[v1], c2 = mask[v2]; \
105 GLubyte ormask = c1|c2; \
107 LineFunc( ctx, v1, v2 ); \
108 else if (!(c1 & c2 & 0x3f)) \
109 clip_line_4( ctx, v1, v2, ormask ); \
112 #define RENDER_TRI( v1, v2, v3 ) \
114 GLubyte c1 = mask[v1], c2 = mask[v2], c3 = mask[v3]; \
115 GLubyte ormask = c1|c2|c3; \
117 TriangleFunc( ctx, v1, v2, v3 ); \
118 else if (!(c1 & c2 & c3 & 0x3f)) \
119 clip_tri_4( ctx, v1, v2, v3, ormask ); \
122 #define RENDER_QUAD( v1, v2, v3, v4 ) \
124 GLubyte c1 = mask[v1], c2 = mask[v2]; \
125 GLubyte c3 = mask[v3], c4 = mask[v4]; \
126 GLubyte ormask = c1|c2|c3|c4; \
128 QuadFunc( ctx, v1, v2, v3, v4 ); \
129 else if (!(c1 & c2 & c3 & c4 & 0x3f)) \
130 clip_quad_4( ctx, v1, v2, v3, v4, ormask ); \
135 TNLcontext *tnl = TNL_CONTEXT(ctx); \
136 struct vertex_buffer *VB = &tnl->vb; \
137 const GLuint * const elt = VB->Elts; \
138 const GLubyte *mask = VB->ClipMask; \
139 const GLuint sz = VB->ClipPtr->size; \
140 const tnl_line_func LineFunc = tnl->Driver.Render.Line; \
141 const tnl_triangle_func TriangleFunc = tnl->Driver.Render.Triangle; \
142 const tnl_quad_func QuadFunc = tnl->Driver.Render.Quad; \
143 const GLboolean stipple = ctx->Line.StippleFlag; \
144 (void) (LineFunc && TriangleFunc && QuadFunc); \
145 (void) elt; (void) mask; (void) sz; (void) stipple;
147 #define TAG(x) clip_##x##_verts
148 #define INIT(x) tnl->Driver.Render.PrimitiveNotify( ctx, x )
149 #define RESET_STIPPLE if (stipple) tnl->Driver.Render.ResetLineStipple( ctx )
150 #define PRESERVE_VB_DEFS
151 #include "tnl/t_vb_rendertmp.h"
155 /* Elts, with the possibility of clipping.
159 #define ELT(x) elt[x]
160 #define TAG(x) clip_##x##_elts
161 #include "tnl/t_vb_rendertmp.h"
163 /* TODO: do this for all primitives, verts and elts:
165 static void clip_elt_triangles( GLcontext
*ctx
,
170 TNLcontext
*tnl
= TNL_CONTEXT(ctx
);
171 tnl_render_func render_tris
= tnl
->Driver
.Render
.PrimTabElts
[GL_TRIANGLES
];
172 struct vertex_buffer
*VB
= &tnl
->vb
;
173 const GLuint
* const elt
= VB
->Elts
;
174 GLubyte
*mask
= VB
->ClipMask
;
175 GLuint last
= count
-2;
179 tnl
->Driver
.Render
.PrimitiveNotify( ctx
, GL_TRIANGLES
);
181 for (j
=start
; j
< last
; j
+=3 ) {
182 GLubyte c1
= mask
[elt
[j
]];
183 GLubyte c2
= mask
[elt
[j
+1]];
184 GLubyte c3
= mask
[elt
[j
+2]];
185 GLubyte ormask
= c1
|c2
|c3
;
188 render_tris( ctx
, start
, j
, 0 );
189 if (!(c1
&c2
&c3
&0x3f))
190 clip_tri_4( ctx
, elt
[j
], elt
[j
+1], elt
[j
+2], ormask
);
196 render_tris( ctx
, start
, j
, 0 );
199 /**********************************************************************/
200 /* Render whole begin/end objects */
201 /**********************************************************************/
203 #define NEED_EDGEFLAG_SETUP (ctx->_TriangleCaps & DD_TRI_UNFILLED)
204 #define EDGEFLAG_GET(idx) VB->EdgeFlag[idx]
205 #define EDGEFLAG_SET(idx, val) VB->EdgeFlag[idx] = val
208 /* Vertices, no clipping.
210 #define RENDER_POINTS( start, count ) \
211 tnl->Driver.Render.Points( ctx, start, count )
213 #define RENDER_LINE( v1, v2 ) \
214 LineFunc( ctx, v1, v2 )
216 #define RENDER_TRI( v1, v2, v3 ) \
217 TriangleFunc( ctx, v1, v2, v3 )
219 #define RENDER_QUAD( v1, v2, v3, v4 ) \
220 QuadFunc( ctx, v1, v2, v3, v4 )
222 #define TAG(x) _gld_tnl_##x##_verts
225 TNLcontext *tnl = TNL_CONTEXT(ctx); \
226 struct vertex_buffer *VB = &tnl->vb; \
227 const GLuint * const elt = VB->Elts; \
228 const tnl_line_func LineFunc = tnl->Driver.Render.Line; \
229 const tnl_triangle_func TriangleFunc = tnl->Driver.Render.Triangle; \
230 const tnl_quad_func QuadFunc = tnl->Driver.Render.Quad; \
231 (void) (LineFunc && TriangleFunc && QuadFunc); \
234 #define RESET_STIPPLE tnl->Driver.Render.ResetLineStipple( ctx )
235 #define INIT(x) tnl->Driver.Render.PrimitiveNotify( ctx, x )
236 #define RENDER_TAB_QUALIFIER
237 #define PRESERVE_VB_DEFS
238 #include "tnl/t_vb_rendertmp.h"
241 /* Elts, no clipping.
244 #define TAG(x) _gld_tnl_##x##_elts
245 #define ELT(x) elt[x]
246 #include "tnl/t_vb_rendertmp.h"
249 /**********************************************************************/
250 /* Helper functions for drivers */
251 /**********************************************************************/
253 void _tnl_RenderClippedPolygon( GLcontext *ctx, const GLuint *elts, GLuint n )
255 TNLcontext *tnl = TNL_CONTEXT(ctx);
256 struct vertex_buffer *VB = &tnl->vb;
257 GLuint *tmp = VB->Elts;
259 VB->Elts = (GLuint *)elts;
260 tnl->Driver.Render.PrimTabElts[GL_POLYGON]( ctx, 0, n, PRIM_BEGIN|PRIM_END );
264 void _tnl_RenderClippedLine( GLcontext *ctx, GLuint ii, GLuint jj )
266 TNLcontext *tnl = TNL_CONTEXT(ctx);
267 tnl->Driver.Render.Line( ctx, ii, jj );
272 /**********************************************************************/
273 /* Clip and render whole vertex buffers */
274 /**********************************************************************/
276 tnl_points_func _gldSetupPoints
[4] = {
282 tnl_line_func _gldSetupLine
[4] = {
284 gld_Line2DSmooth_DX9
,
286 gld_Line2DSmooth_DX9
,
288 tnl_triangle_func _gldSetupTriangle
[4] = {
289 gld_Triangle2DFlat_DX9
,
290 gld_Triangle2DSmooth_DX9
,
291 gld_Triangle2DFlatExtras_DX9
,
292 gld_Triangle2DSmoothExtras_DX9
294 tnl_quad_func _gldSetupQuad
[4] = {
296 gld_Quad2DSmooth_DX9
,
297 gld_Quad2DFlatExtras_DX9
,
298 gld_Quad2DSmoothExtras_DX9
301 //---------------------------------------------------------------------------
303 static GLboolean
_gld_mesa_render_stage_run(
305 struct tnl_pipeline_stage
*stage
)
307 GLD_context
*gldCtx
= GLD_GET_CONTEXT(ctx
);
308 GLD_driver_dx9
*gld
= GLD_GET_DX9_DRIVER(gldCtx
);
310 TNLcontext
*tnl
= TNL_CONTEXT(ctx
);
311 struct vertex_buffer
*VB
= &tnl
->vb
;
312 tnl_render_func
*tab
;
316 /* Allow the drivers to lock before projected verts are built so
317 * that window coordinates are guarenteed not to change before
320 ASSERT(tnl
->Driver
.Render
.Start
);
322 tnl
->Driver
.Render
.Start( ctx
);
324 // NOTE: Setting D3DRS_SOFTWAREVERTEXPROCESSING for a mixed-mode device resets
325 // stream, indices and shader to default values of NULL or 0.
326 /* if ((ctx->_TriangleCaps & DD_TRI_LIGHT_TWOSIDE) &&
327 gld->VStwosidelight.hShader &&
330 IDirect3DDevice8_SetRenderState(gld->pDev, D3DRS_SOFTWAREVERTEXPROCESSING, !gld->VStwosidelight.bHardware);
331 _GLD_DX9_DEV(SetVertexShader(gld->pDev, gld->VStwosidelight.hShader));
332 gldPB = &gld->PBtwosidelight;
333 tnl->Driver.Render.Points = gld_Points2DTwoside_DX9;
334 if (ctx->_TriangleCaps & DD_FLATSHADE) {
335 tnl->Driver.Render.Line = gld_Line2DFlatTwoside_DX9;
336 tnl->Driver.Render.Triangle = gld_Triangle2DFlatTwoside_DX9;
337 tnl->Driver.Render.Quad = gld_Quad2DFlatTwoside_DX9;
339 tnl->Driver.Render.Line = gld_Line2DSmoothTwoside_DX9;
340 tnl->Driver.Render.Triangle = gld_Triangle2DSmoothTwoside_DX9;
341 tnl->Driver.Render.Quad = gld_Quad2DSmoothTwoside_DX9;
344 // IDirect3DDevice8_SetRenderState(gld->pDev, D3DRS_SOFTWAREVERTEXPROCESSING, TRUE);
345 IDirect3DDevice9_SetSoftwareVertexProcessing(gld
->pDev
, TRUE
);
347 _GLD_DX9_DEV(SetVertexShader(gld
->pDev
, NULL
));
348 _GLD_DX9_DEV(SetFVF(gld
->pDev
, gldPB
->dwFVF
));
349 tnl
->Driver
.Render
.Points
= _gldSetupPoints
[gld
->iSetupFunc
];
350 tnl
->Driver
.Render
.Line
= _gldSetupLine
[gld
->iSetupFunc
];
351 tnl
->Driver
.Render
.Triangle
= _gldSetupTriangle
[gld
->iSetupFunc
];
352 tnl
->Driver
.Render
.Quad
= _gldSetupQuad
[gld
->iSetupFunc
];
355 _GLD_DX9_VB(Lock(gldPB
->pVB
, 0, 0, &gldPB
->pPoints
, D3DLOCK_DISCARD
));
356 gldPB
->nPoints
= gldPB
->nLines
= gldPB
->nTriangles
= 0;
357 // Allocate primitive pointers
358 // gldPB->pPoints is always first
359 gldPB
->pLines
= gldPB
->pPoints
+ (gldPB
->dwStride
* gldPB
->iFirstLine
);
360 gldPB
->pTriangles
= gldPB
->pPoints
+ (gldPB
->dwStride
* gldPB
->iFirstTriangle
);
362 ASSERT(tnl
->Driver
.Render
.BuildVertices
);
363 ASSERT(tnl
->Driver
.Render
.PrimitiveNotify
);
364 ASSERT(tnl
->Driver
.Render
.Points
);
365 ASSERT(tnl
->Driver
.Render
.Line
);
366 ASSERT(tnl
->Driver
.Render
.Triangle
);
367 ASSERT(tnl
->Driver
.Render
.Quad
);
368 ASSERT(tnl
->Driver
.Render
.ResetLineStipple
);
369 ASSERT(tnl
->Driver
.Render
.Interp
);
370 ASSERT(tnl
->Driver
.Render
.CopyPV
);
371 ASSERT(tnl
->Driver
.Render
.ClippedLine
);
372 ASSERT(tnl
->Driver
.Render
.ClippedPolygon
);
373 ASSERT(tnl
->Driver
.Render
.Finish
);
375 tnl
->Driver
.Render
.BuildVertices( ctx
, 0, VB
->Count
, ~0 );
377 if (VB
->ClipOrMask
) {
378 tab
= VB
->Elts
? clip_render_tab_elts
: clip_render_tab_verts
;
379 clip_render_tab_elts
[GL_TRIANGLES
] = clip_elt_triangles
;
383 tnl
->Driver
.Render
.PrimTabElts
:
384 tnl
->Driver
.Render
.PrimTabVerts
);
388 GLuint i
, length
, flags
= 0;
389 for (i
= 0 ; !(flags
& PRIM_END
) ; i
+= length
) {
390 flags
= VB
->Primitive
[i
].mode
;
391 length
= VB
->Primitive
[i
].count
;
392 ASSERT(length
|| (flags
& PRIM_END
));
393 ASSERT((flags
& PRIM_MODE_MASK
) <= GL_POLYGON
+1);
395 tab
[flags
& PRIM_MODE_MASK
]( ctx
, i
, i
+ length
, flags
);
397 } while (tnl
->Driver
.Render
.Multipass
&&
398 tnl
->Driver
.Render
.Multipass( ctx
, ++pass
));
401 // tnl->Driver.Render.Finish( ctx );
403 _GLD_DX9_VB(Unlock(gldPB
->pVB
));
405 _GLD_DX9_DEV(SetStreamSource(gld
->pDev
, 0, gldPB
->pVB
, 0, gldPB
->dwStride
));
407 if (gldPB
->nPoints
) {
408 _GLD_DX9_DEV(DrawPrimitive(gld
->pDev
, D3DPT_POINTLIST
, 0, gldPB
->nPoints
));
413 _GLD_DX9_DEV(DrawPrimitive(gld
->pDev
, D3DPT_LINELIST
, gldPB
->iFirstLine
, gldPB
->nLines
));
417 if (gldPB
->nTriangles
) {
418 _GLD_DX9_DEV(DrawPrimitive(gld
->pDev
, D3DPT_TRIANGLELIST
, gldPB
->iFirstTriangle
, gldPB
->nTriangles
));
419 gldPB
->nTriangles
= 0;
422 return GL_FALSE
; /* finished the pipe */
426 /**********************************************************************/
427 /* Render pipeline stage */
428 /**********************************************************************/
433 const struct tnl_pipeline_stage _gld_mesa_render_stage
=
435 "gld_mesa_render_stage",
440 _gld_mesa_render_stage_run
/* run */
443 //---------------------------------------------------------------------------