Support for floating point color representation in tnl module.
[mesa.git] / src / mesa / tnl / t_vb_render.c
1 /* $Id: t_vb_render.c,v 1.19 2001/04/28 08:39:18 keithw 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 * 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.BuildProjectedVertices()
39 *
40 * context->Driver.PointsFunc()
41 * context->Driver.LineFunc()
42 * context->Driver.TriangleFunc()
43 * context->Driver.QuadFunc()
44 *
45 * context->Driver.RenderTabVerts[]
46 * context->Driver.RenderTabElts[]
47 *
48 * None of these may be null.
49 */
50
51
52 #include "glheader.h"
53 #include "context.h"
54 #include "macros.h"
55 #include "mem.h"
56 #include "mtypes.h"
57 #include "mmath.h"
58
59 #include "math/m_matrix.h"
60 #include "math/m_xform.h"
61
62 #include "t_pipeline.h"
63
64
65
66 /**********************************************************************/
67 /* Clip single primitives */
68 /**********************************************************************/
69
70
71 #if defined(USE_IEEE)
72 #define NEGATIVE(x) ((*(GLuint *)&x) & (1<<31))
73 #define DIFFERENT_SIGNS(x,y) (((*(GLuint *)&x)^(*(GLuint *)&y)) & (1<<31))
74 #else
75 #define NEGATIVE(x) (x < 0)
76 #define DIFFERENT_SIGNS(x,y) (x * y <= 0 && x - y != 0)
77 /* Could just use (x*y<0) except for the flatshading requirements.
78 * Maybe there's a better way?
79 */
80 #endif
81
82
83 #define W(i) coord[i][3]
84 #define Z(i) coord[i][2]
85 #define Y(i) coord[i][1]
86 #define X(i) coord[i][0]
87 #define SIZE 4
88 #define TAG(x) x##_4
89 #include "t_vb_cliptmp.h"
90
91
92
93 /**********************************************************************/
94 /* Clip and render whole begin/end objects */
95 /**********************************************************************/
96
97 #define NEED_EDGEFLAG_SETUP (ctx->_TriangleCaps & DD_TRI_UNFILLED)
98 #define EDGEFLAG_GET(idx) VB->EdgeFlag[idx]
99 #define EDGEFLAG_SET(idx, val) VB->EdgeFlag[idx] = val
100
101
102 /* Vertices, with the possibility of clipping.
103 */
104 #define RENDER_POINTS( start, count ) \
105 tnl->Driver.PointsFunc( ctx, start, count )
106
107 #define RENDER_LINE( v1, v2 ) \
108 do { \
109 GLubyte c1 = mask[v1], c2 = mask[v2]; \
110 GLubyte ormask = c1|c2; \
111 if (!ormask) \
112 LineFunc( ctx, v1, v2 ); \
113 else if (!(c1 & c2 & 0x3f)) \
114 clip_line_4( ctx, v1, v2, ormask ); \
115 } while (0)
116
117 #define RENDER_TRI( v1, v2, v3 ) \
118 do { \
119 GLubyte c1 = mask[v1], c2 = mask[v2], c3 = mask[v3]; \
120 GLubyte ormask = c1|c2|c3; \
121 if (!ormask) \
122 TriangleFunc( ctx, v1, v2, v3 ); \
123 else if (!(c1 & c2 & c3 & 0x3f)) \
124 clip_tri_4( ctx, v1, v2, v3, ormask ); \
125 } while (0)
126
127 #define RENDER_QUAD( v1, v2, v3, v4 ) \
128 do { \
129 GLubyte c1 = mask[v1], c2 = mask[v2]; \
130 GLubyte c3 = mask[v3], c4 = mask[v4]; \
131 GLubyte ormask = c1|c2|c3|c4; \
132 if (!ormask) \
133 QuadFunc( ctx, v1, v2, v3, v4 ); \
134 else if (!(c1 & c2 & c3 & c4 & 0x3f)) \
135 clip_quad_4( ctx, v1, v2, v3, v4, ormask ); \
136 } while (0)
137
138
139 #define LOCAL_VARS \
140 TNLcontext *tnl = TNL_CONTEXT(ctx); \
141 struct vertex_buffer *VB = &tnl->vb; \
142 const GLuint * const elt = VB->Elts; \
143 const GLubyte *mask = VB->ClipMask; \
144 const GLuint sz = VB->ClipPtr->size; \
145 const line_func LineFunc = tnl->Driver.LineFunc; \
146 const triangle_func TriangleFunc = tnl->Driver.TriangleFunc; \
147 const quad_func QuadFunc = tnl->Driver.QuadFunc; \
148 const GLboolean stipple = ctx->Line.StippleFlag; \
149 (void) (LineFunc && TriangleFunc && QuadFunc); \
150 (void) elt; (void) mask; (void) sz; (void) stipple;
151
152 #define TAG(x) clip_##x##_verts
153 #define INIT(x) tnl->Driver.RenderPrimitive( ctx, x )
154 #define RESET_STIPPLE if (stipple) tnl->Driver.ResetLineStipple( ctx )
155 #define RESET_OCCLUSION ctx->OcclusionResult = GL_TRUE
156 #define PRESERVE_VB_DEFS
157 #include "t_vb_rendertmp.h"
158
159
160
161 /* Elts, with the possibility of clipping.
162 */
163 #undef ELT
164 #undef TAG
165 #define ELT(x) elt[x]
166 #define TAG(x) clip_##x##_elts
167 #include "t_vb_rendertmp.h"
168
169 /* TODO: do this for all primitives, verts and elts:
170 */
171 static void clip_elt_triangles( GLcontext *ctx,
172 GLuint start,
173 GLuint count,
174 GLuint flags )
175 {
176 TNLcontext *tnl = TNL_CONTEXT(ctx);
177 render_func render_tris = tnl->Driver.RenderTabElts[GL_TRIANGLES];
178 struct vertex_buffer *VB = &tnl->vb;
179 const GLuint * const elt = VB->Elts;
180 GLubyte *mask = VB->ClipMask;
181 GLuint last = count-2;
182 GLuint j;
183 (void) flags;
184
185 tnl->Driver.RenderPrimitive( ctx, GL_TRIANGLES );
186
187 for (j=start; j < last; j+=3 ) {
188 GLubyte c1 = mask[elt[j]];
189 GLubyte c2 = mask[elt[j+1]];
190 GLubyte c3 = mask[elt[j+2]];
191 GLubyte ormask = c1|c2|c3;
192 if (ormask) {
193 if (start < j)
194 render_tris( ctx, start, j, 0 );
195 if (!(c1&c2&c3&0x3f))
196 clip_tri_4( ctx, elt[j], elt[j+1], elt[j+2], ormask );
197 start = j+3;
198 }
199 }
200
201 if (start < j)
202 render_tris( ctx, start, j, 0 );
203 }
204
205 /**********************************************************************/
206 /* Render whole begin/end objects */
207 /**********************************************************************/
208
209 #define NEED_EDGEFLAG_SETUP (ctx->_TriangleCaps & DD_TRI_UNFILLED)
210 #define EDGEFLAG_GET(idx) VB->EdgeFlag[idx]
211 #define EDGEFLAG_SET(idx, val) VB->EdgeFlag[idx] = val
212
213
214 /* Vertices, no clipping.
215 */
216 #define RENDER_POINTS( start, count ) \
217 tnl->Driver.PointsFunc( ctx, start, count )
218
219 #define RENDER_LINE( v1, v2 ) \
220 LineFunc( ctx, v1, v2 )
221
222 #define RENDER_TRI( v1, v2, v3 ) \
223 TriangleFunc( ctx, v1, v2, v3 )
224
225 #define RENDER_QUAD( v1, v2, v3, v4 ) \
226 QuadFunc( ctx, v1, v2, v3, v4 )
227
228 #define TAG(x) _tnl_##x##_verts
229
230 #define LOCAL_VARS \
231 TNLcontext *tnl = TNL_CONTEXT(ctx); \
232 struct vertex_buffer *VB = &tnl->vb; \
233 const GLuint * const elt = VB->Elts; \
234 const line_func LineFunc = tnl->Driver.LineFunc; \
235 const triangle_func TriangleFunc = tnl->Driver.TriangleFunc; \
236 const quad_func QuadFunc = tnl->Driver.QuadFunc; \
237 (void) (LineFunc && TriangleFunc && QuadFunc); \
238 (void) elt;
239
240 #define RESET_STIPPLE tnl->Driver.ResetLineStipple( ctx )
241 #define RESET_OCCLUSION ctx->OcclusionResult = GL_TRUE
242 #define INIT(x) tnl->Driver.RenderPrimitive( ctx, x )
243 #define RENDER_TAB_QUALIFIER
244 #define PRESERVE_VB_DEFS
245 #include "t_vb_rendertmp.h"
246
247
248 /* Elts, no clipping.
249 */
250 #undef ELT
251 #define TAG(x) _tnl_##x##_elts
252 #define ELT(x) elt[x]
253 #include "t_vb_rendertmp.h"
254
255
256
257
258 /**********************************************************************/
259 /* Clip and render whole vertex buffers */
260 /**********************************************************************/
261
262
263 static GLboolean run_render( GLcontext *ctx,
264 struct gl_pipeline_stage *stage )
265 {
266 TNLcontext *tnl = TNL_CONTEXT(ctx);
267 struct vertex_buffer *VB = &tnl->vb;
268 GLuint new_inputs = stage->changed_inputs;
269 render_func *tab;
270 GLint pass = 0;
271
272
273 /* Allow the drivers to lock before projected verts are built so
274 * that window coordinates are guarenteed not to change before
275 * rendering.
276 */
277 ASSERT(tnl->Driver.RenderStart);
278
279 tnl->Driver.RenderStart( ctx );
280
281 ASSERT(tnl->Driver.BuildProjectedVertices);
282 ASSERT(tnl->Driver.RenderPrimitive);
283 ASSERT(tnl->Driver.PointsFunc);
284 ASSERT(tnl->Driver.LineFunc);
285 ASSERT(tnl->Driver.TriangleFunc);
286 ASSERT(tnl->Driver.QuadFunc);
287 ASSERT(tnl->Driver.ResetLineStipple);
288 ASSERT(tnl->Driver.RenderInterp);
289 ASSERT(tnl->Driver.RenderCopyPV);
290 ASSERT(tnl->Driver.RenderClippedLine);
291 ASSERT(tnl->Driver.RenderClippedPolygon);
292 ASSERT(tnl->Driver.RenderFinish);
293
294 tnl->Driver.BuildProjectedVertices( ctx, 0, VB->Count, new_inputs );
295
296 if (VB->ClipOrMask) {
297 tab = VB->Elts ? clip_render_tab_elts : clip_render_tab_verts;
298 clip_render_tab_elts[GL_TRIANGLES] = clip_elt_triangles;
299 }
300 else {
301 tab = VB->Elts ? tnl->Driver.RenderTabElts : tnl->Driver.RenderTabVerts;
302 }
303
304 do
305 {
306 GLuint i, length, flags = 0;
307 for (i = 0 ; !(flags & PRIM_LAST) ; i += length)
308 {
309 flags = VB->Primitive[i];
310 length= VB->PrimitiveLength[i];
311 ASSERT(length || (flags & PRIM_LAST));
312 ASSERT((flags & PRIM_MODE_MASK) <= GL_POLYGON+1);
313 if (length)
314 tab[flags & PRIM_MODE_MASK]( ctx, i, i + length, flags );
315 }
316 } while (tnl->Driver.MultipassFunc &&
317 tnl->Driver.MultipassFunc( ctx, ++pass ));
318
319
320 tnl->Driver.RenderFinish( ctx );
321 /* usleep(100000); */
322 return GL_FALSE; /* finished the pipe */
323 }
324
325
326 /**********************************************************************/
327 /* Render pipeline stage */
328 /**********************************************************************/
329
330
331
332 /* Quite a bit of work involved in finding out the inputs for the
333 * render stage.
334 */
335 static void check_render( GLcontext *ctx, struct gl_pipeline_stage *stage )
336 {
337 GLuint inputs = VERT_CLIP;
338 GLuint i;
339
340 if (ctx->Visual.rgbMode) {
341 inputs |= VERT_RGBA;
342
343 if (ctx->_TriangleCaps & DD_SEPARATE_SPECULAR)
344 inputs |= VERT_SPEC_RGB;
345
346 if (ctx->Texture._ReallyEnabled) {
347 for (i = 0 ; i < ctx->Const.MaxTextureUnits ; i++) {
348 if (ctx->Texture.Unit[i]._ReallyEnabled)
349 inputs |= VERT_TEX(i);
350 }
351 }
352 }
353 else {
354 inputs |= VERT_INDEX;
355 }
356
357 if (ctx->Point._Attenuated)
358 inputs |= VERT_POINT_SIZE;
359
360 /* How do drivers turn this off?
361 */
362 if (ctx->Fog.Enabled)
363 inputs |= VERT_FOG_COORD;
364
365 if (ctx->_TriangleCaps & DD_TRI_UNFILLED)
366 inputs |= VERT_EDGE;
367
368 if (ctx->RenderMode==GL_FEEDBACK)
369 inputs |= VERT_TEX_ANY;
370
371 stage->inputs = inputs;
372 }
373
374
375
376
377 static void dtr( struct gl_pipeline_stage *stage )
378 {
379 }
380
381
382 const struct gl_pipeline_stage _tnl_render_stage =
383 {
384 "render",
385 (_NEW_BUFFERS |
386 _DD_NEW_SEPARATE_SPECULAR |
387 _DD_NEW_FLATSHADE |
388 _NEW_TEXTURE|
389 _NEW_LIGHT|
390 _NEW_POINT|
391 _NEW_FOG|
392 _DD_NEW_TRI_UNFILLED |
393 _NEW_RENDERMODE), /* re-check (new inputs, interp function) */
394 0, /* re-run (always runs) */
395 GL_TRUE, /* active */
396 0, 0, /* inputs (set in check_render), outputs */
397 0, 0, /* changed_inputs, private */
398 dtr, /* destructor */
399 check_render, /* check */
400 run_render /* run */
401 };