Header file clean-up:
[mesa.git] / src / mesa / tnl / t_vb_render.c
1 /* $Id: t_vb_render.c,v 1.32 2002/10/24 23:57:25 brianp Exp $ */
2
3 /*
4 * Mesa 3-D graphics library
5 * Version: 4.0.1
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 * Authors:
27 * Keith Whitwell <keithw@valinux.com>
28 */
29
30
31 /*
32 * Render whole vertex buffers, including projection of vertices from
33 * clip space and clipping of primitives.
34 *
35 * This file makes calls to project vertices and to the point, line
36 * and triangle rasterizers via the function pointers:
37 *
38 * context->Driver.Render.*
39 *
40 */
41
42
43 #include "glheader.h"
44 #include "context.h"
45 #include "enums.h"
46 #include "macros.h"
47 #include "imports.h"
48 #include "mtypes.h"
49 #include "mmath.h"
50
51 #include "math/m_matrix.h"
52 #include "math/m_xform.h"
53
54 #include "t_pipeline.h"
55
56
57
58 /**********************************************************************/
59 /* Clip single primitives */
60 /**********************************************************************/
61
62
63 #if defined(USE_IEEE)
64 #define NEGATIVE(x) (GET_FLOAT_BITS(x) & (1<<31))
65 #define DIFFERENT_SIGNS(x,y) ((GET_FLOAT_BITS(x) ^ GET_FLOAT_BITS(y)) & (1<<31))
66 #else
67 #define NEGATIVE(x) (x < 0)
68 #define DIFFERENT_SIGNS(x,y) (x * y <= 0 && x - y != 0)
69 /* Could just use (x*y<0) except for the flatshading requirements.
70 * Maybe there's a better way?
71 */
72 #endif
73
74
75 #define W(i) coord[i][3]
76 #define Z(i) coord[i][2]
77 #define Y(i) coord[i][1]
78 #define X(i) coord[i][0]
79 #define SIZE 4
80 #define TAG(x) x##_4
81 #include "t_vb_cliptmp.h"
82
83
84
85 /**********************************************************************/
86 /* Clip and render whole begin/end objects */
87 /**********************************************************************/
88
89 #define NEED_EDGEFLAG_SETUP (ctx->_TriangleCaps & DD_TRI_UNFILLED)
90 #define EDGEFLAG_GET(idx) VB->EdgeFlag[idx]
91 #define EDGEFLAG_SET(idx, val) VB->EdgeFlag[idx] = val
92
93
94 /* Vertices, with the possibility of clipping.
95 */
96 #define RENDER_POINTS( start, count ) \
97 tnl->Driver.Render.Points( ctx, start, count )
98
99 #define RENDER_LINE( v1, v2 ) \
100 do { \
101 GLubyte c1 = mask[v1], c2 = mask[v2]; \
102 GLubyte ormask = c1|c2; \
103 if (!ormask) \
104 LineFunc( ctx, v1, v2 ); \
105 else if (!(c1 & c2 & 0x3f)) \
106 clip_line_4( ctx, v1, v2, ormask ); \
107 } while (0)
108
109 #define RENDER_TRI( v1, v2, v3 ) \
110 do { \
111 GLubyte c1 = mask[v1], c2 = mask[v2], c3 = mask[v3]; \
112 GLubyte ormask = c1|c2|c3; \
113 if (!ormask) \
114 TriangleFunc( ctx, v1, v2, v3 ); \
115 else if (!(c1 & c2 & c3 & 0x3f)) \
116 clip_tri_4( ctx, v1, v2, v3, ormask ); \
117 } while (0)
118
119 #define RENDER_QUAD( v1, v2, v3, v4 ) \
120 do { \
121 GLubyte c1 = mask[v1], c2 = mask[v2]; \
122 GLubyte c3 = mask[v3], c4 = mask[v4]; \
123 GLubyte ormask = c1|c2|c3|c4; \
124 if (!ormask) \
125 QuadFunc( ctx, v1, v2, v3, v4 ); \
126 else if (!(c1 & c2 & c3 & c4 & 0x3f)) \
127 clip_quad_4( ctx, v1, v2, v3, v4, ormask ); \
128 } while (0)
129
130
131 #define LOCAL_VARS \
132 TNLcontext *tnl = TNL_CONTEXT(ctx); \
133 struct vertex_buffer *VB = &tnl->vb; \
134 const GLuint * const elt = VB->Elts; \
135 const GLubyte *mask = VB->ClipMask; \
136 const GLuint sz = VB->ClipPtr->size; \
137 const line_func LineFunc = tnl->Driver.Render.Line; \
138 const triangle_func TriangleFunc = tnl->Driver.Render.Triangle; \
139 const quad_func QuadFunc = tnl->Driver.Render.Quad; \
140 const GLboolean stipple = ctx->Line.StippleFlag; \
141 (void) (LineFunc && TriangleFunc && QuadFunc); \
142 (void) elt; (void) mask; (void) sz; (void) stipple;
143
144 #define TAG(x) clip_##x##_verts
145 #define INIT(x) tnl->Driver.Render.PrimitiveNotify( ctx, x )
146 #define RESET_STIPPLE if (stipple) tnl->Driver.Render.ResetLineStipple( ctx )
147 #define RESET_OCCLUSION ctx->OcclusionResult = GL_TRUE
148 #define PRESERVE_VB_DEFS
149 #include "t_vb_rendertmp.h"
150
151
152
153 /* Elts, with the possibility of clipping.
154 */
155 #undef ELT
156 #undef TAG
157 #define ELT(x) elt[x]
158 #define TAG(x) clip_##x##_elts
159 #include "t_vb_rendertmp.h"
160
161 /* TODO: do this for all primitives, verts and elts:
162 */
163 static void clip_elt_triangles( GLcontext *ctx,
164 GLuint start,
165 GLuint count,
166 GLuint flags )
167 {
168 TNLcontext *tnl = TNL_CONTEXT(ctx);
169 render_func render_tris = tnl->Driver.Render.PrimTabElts[GL_TRIANGLES];
170 struct vertex_buffer *VB = &tnl->vb;
171 const GLuint * const elt = VB->Elts;
172 GLubyte *mask = VB->ClipMask;
173 GLuint last = count-2;
174 GLuint j;
175 (void) flags;
176
177 tnl->Driver.Render.PrimitiveNotify( ctx, GL_TRIANGLES );
178
179 for (j=start; j < last; j+=3 ) {
180 GLubyte c1 = mask[elt[j]];
181 GLubyte c2 = mask[elt[j+1]];
182 GLubyte c3 = mask[elt[j+2]];
183 GLubyte ormask = c1|c2|c3;
184 if (ormask) {
185 if (start < j)
186 render_tris( ctx, start, j, 0 );
187 if (!(c1&c2&c3&0x3f))
188 clip_tri_4( ctx, elt[j], elt[j+1], elt[j+2], ormask );
189 start = j+3;
190 }
191 }
192
193 if (start < j)
194 render_tris( ctx, start, j, 0 );
195 }
196
197 /**********************************************************************/
198 /* Render whole begin/end objects */
199 /**********************************************************************/
200
201 #define NEED_EDGEFLAG_SETUP (ctx->_TriangleCaps & DD_TRI_UNFILLED)
202 #define EDGEFLAG_GET(idx) VB->EdgeFlag[idx]
203 #define EDGEFLAG_SET(idx, val) VB->EdgeFlag[idx] = val
204
205
206 /* Vertices, no clipping.
207 */
208 #define RENDER_POINTS( start, count ) \
209 tnl->Driver.Render.Points( ctx, start, count )
210
211 #define RENDER_LINE( v1, v2 ) \
212 LineFunc( ctx, v1, v2 )
213
214 #define RENDER_TRI( v1, v2, v3 ) \
215 TriangleFunc( ctx, v1, v2, v3 )
216
217 #define RENDER_QUAD( v1, v2, v3, v4 ) \
218 QuadFunc( ctx, v1, v2, v3, v4 )
219
220 #define TAG(x) _tnl_##x##_verts
221
222 #define LOCAL_VARS \
223 TNLcontext *tnl = TNL_CONTEXT(ctx); \
224 struct vertex_buffer *VB = &tnl->vb; \
225 const GLuint * const elt = VB->Elts; \
226 const line_func LineFunc = tnl->Driver.Render.Line; \
227 const triangle_func TriangleFunc = tnl->Driver.Render.Triangle; \
228 const quad_func QuadFunc = tnl->Driver.Render.Quad; \
229 const GLboolean stipple = ctx->Line.StippleFlag; \
230 (void) (LineFunc && TriangleFunc && QuadFunc); \
231 (void) elt; (void) stipple
232
233 #define RESET_STIPPLE if (stipple) tnl->Driver.Render.ResetLineStipple( ctx )
234 #define RESET_OCCLUSION ctx->OcclusionResult = GL_TRUE
235 #define INIT(x) tnl->Driver.Render.PrimitiveNotify( ctx, x )
236 #define RENDER_TAB_QUALIFIER
237 #define PRESERVE_VB_DEFS
238 #include "t_vb_rendertmp.h"
239
240
241 /* Elts, no clipping.
242 */
243 #undef ELT
244 #define TAG(x) _tnl_##x##_elts
245 #define ELT(x) elt[x]
246 #include "t_vb_rendertmp.h"
247
248
249 /**********************************************************************/
250 /* Helper functions for drivers */
251 /**********************************************************************/
252
253 void _tnl_RenderClippedPolygon( GLcontext *ctx, const GLuint *elts, GLuint n )
254 {
255 TNLcontext *tnl = TNL_CONTEXT(ctx);
256 struct vertex_buffer *VB = &tnl->vb;
257 GLuint *tmp = VB->Elts;
258
259 VB->Elts = (GLuint *)elts;
260 tnl->Driver.Render.PrimTabElts[GL_POLYGON]( ctx, 0, n, PRIM_BEGIN|PRIM_END );
261 VB->Elts = tmp;
262 }
263
264 void _tnl_RenderClippedLine( GLcontext *ctx, GLuint ii, GLuint jj )
265 {
266 TNLcontext *tnl = TNL_CONTEXT(ctx);
267 tnl->Driver.Render.Line( ctx, ii, jj );
268 }
269
270
271
272 /**********************************************************************/
273 /* Clip and render whole vertex buffers */
274 /**********************************************************************/
275
276
277 static GLboolean run_render( GLcontext *ctx,
278 struct gl_pipeline_stage *stage )
279 {
280 TNLcontext *tnl = TNL_CONTEXT(ctx);
281 struct vertex_buffer *VB = &tnl->vb;
282 GLuint new_inputs = stage->changed_inputs;
283 render_func *tab;
284 GLint pass = 0;
285
286 /* Allow the drivers to lock before projected verts are built so
287 * that window coordinates are guarenteed not to change before
288 * rendering.
289 */
290 ASSERT(tnl->Driver.Render.Start);
291
292 tnl->Driver.Render.Start( ctx );
293
294 ASSERT(tnl->Driver.Render.BuildVertices);
295 ASSERT(tnl->Driver.Render.PrimitiveNotify);
296 ASSERT(tnl->Driver.Render.Points);
297 ASSERT(tnl->Driver.Render.Line);
298 ASSERT(tnl->Driver.Render.Triangle);
299 ASSERT(tnl->Driver.Render.Quad);
300 ASSERT(tnl->Driver.Render.ResetLineStipple);
301 ASSERT(tnl->Driver.Render.Interp);
302 ASSERT(tnl->Driver.Render.CopyPV);
303 ASSERT(tnl->Driver.Render.ClippedLine);
304 ASSERT(tnl->Driver.Render.ClippedPolygon);
305 ASSERT(tnl->Driver.Render.Finish);
306
307 tnl->Driver.Render.BuildVertices( ctx, 0, VB->Count, new_inputs );
308
309 if (VB->ClipOrMask) {
310 tab = VB->Elts ? clip_render_tab_elts : clip_render_tab_verts;
311 clip_render_tab_elts[GL_TRIANGLES] = clip_elt_triangles;
312 }
313 else {
314 tab = (VB->Elts ?
315 tnl->Driver.Render.PrimTabElts :
316 tnl->Driver.Render.PrimTabVerts);
317 }
318
319 do
320 {
321 GLuint i, length, flags = 0;
322 for (i = VB->FirstPrimitive ; !(flags & PRIM_LAST) ; i += length)
323 {
324 flags = VB->Primitive[i];
325 length= VB->PrimitiveLength[i];
326 ASSERT(length || (flags & PRIM_LAST));
327 ASSERT((flags & PRIM_MODE_MASK) <= GL_POLYGON+1);
328
329 if (MESA_VERBOSE & VERBOSE_PRIMS)
330 _mesa_debug(NULL, "MESA prim %s %d..%d\n",
331 _mesa_lookup_enum_by_nr(flags & PRIM_MODE_MASK),
332 i, i+length);
333
334 if (length)
335 tab[flags & PRIM_MODE_MASK]( ctx, i, i + length, flags );
336 }
337 } while (tnl->Driver.Render.Multipass &&
338 tnl->Driver.Render.Multipass( ctx, ++pass ));
339
340
341 tnl->Driver.Render.Finish( ctx );
342 /* _swrast_flush(ctx); */
343 /* usleep(1000000); */
344 return GL_FALSE; /* finished the pipe */
345 }
346
347
348 /**********************************************************************/
349 /* Render pipeline stage */
350 /**********************************************************************/
351
352
353
354 /* Quite a bit of work involved in finding out the inputs for the
355 * render stage.
356 */
357 static void check_render( GLcontext *ctx, struct gl_pipeline_stage *stage )
358 {
359 GLuint inputs = VERT_BIT_CLIP;
360 GLuint i;
361
362 if (ctx->Visual.rgbMode) {
363 inputs |= VERT_BIT_COLOR0;
364
365 if (ctx->_TriangleCaps & DD_SEPARATE_SPECULAR)
366 inputs |= VERT_BIT_COLOR1;
367
368 if (ctx->Texture._EnabledUnits) {
369 for (i = 0 ; i < ctx->Const.MaxTextureUnits ; i++) {
370 if (ctx->Texture.Unit[i]._ReallyEnabled)
371 inputs |= VERT_BIT_TEX(i);
372 }
373 }
374 }
375 else {
376 inputs |= VERT_BIT_INDEX;
377 }
378
379 if (ctx->Point._Attenuated)
380 inputs |= VERT_BIT_POINT_SIZE;
381
382 /* How do drivers turn this off?
383 */
384 if (ctx->Fog.Enabled)
385 inputs |= VERT_BIT_FOG;
386
387 if (ctx->_TriangleCaps & DD_TRI_UNFILLED)
388 inputs |= VERT_BIT_EDGEFLAG;
389
390 if (ctx->RenderMode==GL_FEEDBACK)
391 inputs |= VERT_BITS_TEX_ANY;
392
393 stage->inputs = inputs;
394 }
395
396
397
398
399 static void dtr( struct gl_pipeline_stage *stage )
400 {
401 }
402
403
404 const struct gl_pipeline_stage _tnl_render_stage =
405 {
406 "render", /* name */
407 (_NEW_BUFFERS |
408 _DD_NEW_SEPARATE_SPECULAR |
409 _DD_NEW_FLATSHADE |
410 _NEW_TEXTURE|
411 _NEW_LIGHT|
412 _NEW_POINT|
413 _NEW_FOG|
414 _DD_NEW_TRI_UNFILLED |
415 _NEW_RENDERMODE), /* re-check (new inputs, interp function) */
416 0, /* re-run (always runs) */
417 GL_TRUE, /* active? */
418 0, /* inputs (set in check_render) */
419 0, /* outputs */
420 0, /* changed_inputs */
421 NULL, /* private data */
422 dtr, /* destructor */
423 check_render, /* check */
424 run_render /* run */
425 };