Check that ActiveTextureARB doesn't overflow MaxTextureUnits
[mesa.git] / src / mesa / math / m_xform.c
1 /* $Id: m_xform.c,v 1.18 2002/10/24 23:57:24 brianp Exp $ */
2
3 /*
4 * Mesa 3-D graphics library
5 * Version: 3.5
6 *
7 * Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
8 *
9 * Permission is hereby granted, free of charge, to any person obtaining a
10 * copy of this software and associated documentation files (the "Software"),
11 * to deal in the Software without restriction, including without limitation
12 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
13 * and/or sell copies of the Software, and to permit persons to whom the
14 * Software is furnished to do so, subject to the following conditions:
15 *
16 * The above copyright notice and this permission notice shall be included
17 * in all copies or substantial portions of the Software.
18 *
19 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
20 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
21 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
22 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
23 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
24 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 */
26
27
28 /*
29 * Matrix/vertex/vector transformation stuff
30 *
31 *
32 * NOTES:
33 * 1. 4x4 transformation matrices are stored in memory in column major order.
34 * 2. Points/vertices are to be thought of as column vectors.
35 * 3. Transformation of a point p by a matrix M is: p' = M * p
36 */
37
38 #include "glheader.h"
39 #include "macros.h"
40 #include "mmath.h"
41
42 #include "m_eval.h"
43 #include "m_matrix.h"
44 #include "m_translate.h"
45 #include "m_xform.h"
46 #include "mathmod.h"
47
48
49 #ifdef DEBUG
50 #include "m_debug.h"
51 #endif
52
53 #ifdef USE_X86_ASM
54 #include "X86/common_x86_asm.h"
55 #endif
56
57 #ifdef USE_SPARC_ASM
58 #include "SPARC/sparc.h"
59 #endif
60
61 clip_func _mesa_clip_tab[5];
62 clip_func _mesa_clip_np_tab[5];
63 dotprod_func _mesa_dotprod_tab[5];
64 vec_copy_func _mesa_copy_tab[0x10];
65 normal_func _mesa_normal_tab[0xf];
66 transform_func *_mesa_transform_tab[5];
67
68
69 /* Raw data format used for:
70 * - Object-to-eye transform prior to culling, although this too
71 * could be culled under some circumstances.
72 * - Eye-to-clip transform (via the function above).
73 * - Cliptesting
74 * - And everything else too, if culling happens to be disabled.
75 *
76 * GH: It's used for everything now, as clipping/culling is done
77 * elsewhere (most often by the driver itself).
78 */
79 #define TAG(x) x
80 #define TAG2(x,y) x##y
81 #define STRIDE_LOOP for ( i = 0 ; i < count ; i++, STRIDE_F(from, stride) )
82 #define LOOP for ( i = 0 ; i < n ; i++ )
83 #define ARGS
84 #include "m_xform_tmp.h"
85 #include "m_clip_tmp.h"
86 #include "m_norm_tmp.h"
87 #include "m_dotprod_tmp.h"
88 #include "m_copy_tmp.h"
89 #undef TAG
90 #undef TAG2
91 #undef LOOP
92 #undef ARGS
93
94
95
96
97 GLvector4f *_mesa_project_points( GLvector4f *proj_vec,
98 const GLvector4f *clip_vec )
99 {
100 const GLuint stride = clip_vec->stride;
101 const GLfloat *from = (GLfloat *)clip_vec->start;
102 const GLuint count = clip_vec->count;
103 GLfloat (*vProj)[4] = (GLfloat (*)[4])proj_vec->start;
104 GLuint i;
105
106 for (i = 0 ; i < count ; i++, STRIDE_F(from, stride))
107 {
108 GLfloat oow = 1.0F / from[3];
109 vProj[i][3] = oow;
110 vProj[i][0] = from[0] * oow;
111 vProj[i][1] = from[1] * oow;
112 vProj[i][2] = from[2] * oow;
113 }
114
115 proj_vec->flags |= VEC_SIZE_4;
116 proj_vec->size = 3;
117 proj_vec->count = clip_vec->count;
118 return proj_vec;
119 }
120
121
122
123
124
125
126 /*
127 * Transform a 4-element row vector (1x4 matrix) by a 4x4 matrix. This
128 * function is used for transforming clipping plane equations and spotlight
129 * directions.
130 * Mathematically, u = v * m.
131 * Input: v - input vector
132 * m - transformation matrix
133 * Output: u - transformed vector
134 */
135 void _mesa_transform_vector( GLfloat u[4], const GLfloat v[4], const GLfloat m[16] )
136 {
137 GLfloat v0=v[0], v1=v[1], v2=v[2], v3=v[3];
138 #define M(row,col) m[row + col*4]
139 u[0] = v0 * M(0,0) + v1 * M(1,0) + v2 * M(2,0) + v3 * M(3,0);
140 u[1] = v0 * M(0,1) + v1 * M(1,1) + v2 * M(2,1) + v3 * M(3,1);
141 u[2] = v0 * M(0,2) + v1 * M(1,2) + v2 * M(2,2) + v3 * M(3,2);
142 u[3] = v0 * M(0,3) + v1 * M(1,3) + v2 * M(2,3) + v3 * M(3,3);
143 #undef M
144 }
145
146
147 /* Useful for one-off point transformations, as in clipping.
148 * Note that because the matrix isn't analysed we do too many
149 * multiplies, and that the result is always 4-clean.
150 */
151 void _mesa_transform_point_sz( GLfloat Q[4], const GLfloat M[16],
152 const GLfloat P[4], GLuint sz )
153 {
154 if (Q == P)
155 return;
156
157 if (sz == 4)
158 {
159 Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] * P[2] + M[12] * P[3];
160 Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] * P[2] + M[13] * P[3];
161 Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14] * P[3];
162 Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15] * P[3];
163 }
164 else if (sz == 3)
165 {
166 Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] * P[2] + M[12];
167 Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] * P[2] + M[13];
168 Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14];
169 Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15];
170 }
171 else if (sz == 2)
172 {
173 Q[0] = M[0] * P[0] + M[4] * P[1] + M[12];
174 Q[1] = M[1] * P[0] + M[5] * P[1] + M[13];
175 Q[2] = M[2] * P[0] + M[6] * P[1] + M[14];
176 Q[3] = M[3] * P[0] + M[7] * P[1] + M[15];
177 }
178 else if (sz == 1)
179 {
180 Q[0] = M[0] * P[0] + M[12];
181 Q[1] = M[1] * P[0] + M[13];
182 Q[2] = M[2] * P[0] + M[14];
183 Q[3] = M[3] * P[0] + M[15];
184 }
185 }
186
187
188 /*
189 * This is called only once. It initializes several tables with pointers
190 * to optimized transformation functions. This is where we can test for
191 * AMD 3Dnow! capability, Intel Katmai, etc. and hook in the right code.
192 */
193 void
194 _math_init_transformation( void )
195 {
196 init_c_transformations();
197 init_c_norm_transform();
198 init_c_cliptest();
199 init_copy0();
200 init_dotprod();
201
202 #ifdef DEBUG
203 _math_test_all_transform_functions( "default" );
204 _math_test_all_normal_transform_functions( "default" );
205 _math_test_all_cliptest_functions( "default" );
206 #endif
207
208 #ifdef USE_X86_ASM
209 _mesa_init_all_x86_transform_asm();
210 #endif
211 #ifdef USE_SPARC_ASM
212 _mesa_init_all_sparc_transform_asm();
213 #endif
214 }
215
216 void
217 _math_init( void )
218 {
219 _math_init_transformation();
220 _math_init_translate();
221 _math_init_eval();
222 }