gallivm: implement non-normalized texture wrap modes
[mesa.git] / src / mesa / tnl_dd / imm / t_dd_imm_vapi.h
1
2 /*
3 * Mesa 3-D graphics library
4 * Version: 3.5
5 *
6 * Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
7 *
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:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
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.
24 *
25 * Authors:
26 * Gareth Hughes <gareth@valinux.com>
27 * Keith Whitwell <keithw@valinux.com>
28 */
29
30 /* Template for immediate mode vertex functions.
31 */
32
33 #define DBG 0
34
35 #define VERTEX( ox, oy, oz, ow )
36 do {
37 GET_CURRENT_VERTEX;
38 GLfloat w;
39 GLuint mask;
40 const GLfloat * const m = ctx->_ModelProjectMatrix.m;
41
42 if (DO_FULL_MATRIX) {
43 VERTEX_CLIP(0) = m[0] * ox + m[4] * oy + m[8] * oz + m[12] * ow;
44 VERTEX_CLIP(1) = m[1] * ox + m[5] * oy + m[9] * oz + m[13] * ow;
45 VERTEX_CLIP(2) = m[2] * ox + m[6] * oy + m[10] * oz + m[14] * ow;
46 VERTEX_CLIP(3) = m[3] * ox + m[7] * oy + m[11] * oz + m[15] * ow;
47 w = VERTEX_CLIP(3);
48 }
49 else if (DO_NOROT_MATRIX) {
50 VERTEX_CLIP(0) = m[0] * ox + m[12] * ow;
51 VERTEX_CLIP(1) = m[5] * oy + m[13] * ow;
52 VERTEX_CLIP(2) = m[10] * oz + m[14] * ow;
53 VERTEX_CLIP(3) = ow;
54 w = ow;
55 }
56 else {
57 ASSERT (DO_IDENTITY_MATRIX);
58 VERTEX_CLIP(0) = ox;
59 VERTEX_CLIP(1) = oy;
60 VERTEX_CLIP(2) = oz;
61 VERTEX_CLIP(3) = ow;
62 w = ow;
63 }
64
65 mask = 0;
66 if (DO_CLIP_TEST) {
67 if ( VERTEX_CLIP(0) > w ) mask |= CLIP_RIGHT_BIT;
68 if ( VERTEX_CLIP(0) < -w ) mask |= CLIP_LEFT_BIT;
69 if ( VERTEX_CLIP(1) > w ) mask |= CLIP_TOP_BIT;
70 if ( VERTEX_CLIP(1) < -w ) mask |= CLIP_BOTTOM_BIT;
71 if ( VERTEX_CLIP(2) > w ) mask |= CLIP_FAR_BIT;
72 if ( VERTEX_CLIP(2) < -w ) mask |= CLIP_NEAR_BIT;
73 VERTEX_MASK(v) = mask;
74 }
75
76 if (!mask) {
77 if (HAVE_VERTEX_WIN) {
78 if (!HAVE_HW_VIEWPORT) {
79 const GLfloat *s = GET_VIEWPORT_MATRIX();
80 if (HAVE_W && HAVE_HW_DIVIDE) {
81 VERTEX_WIN( 0 ) = s[0] * VERTEX_CLIP( 0 ) + s[12];
82 VERTEX_WIN( 1 ) = s[5] * VERTEX_CLIP( 1 ) + s[13];
83 VERTEX_WIN( 2 ) = s[10] * VERTEX_CLIP( 2 ) + s[14];
84 VERTEX_WIN( 3 ) = w;
85 }
86 else {
87 const GLfloat oow = 1.0/w; /* possibly opt away */
88 VERTEX_WIN( 0 ) = s[0] * VERTEX_CLIP( 0 ) * oow + s[12];
89 VERTEX_WIN( 1 ) = s[5] * VERTEX_CLIP( 1 ) * oow + s[13];
90 VERTEX_WIN( 2 ) = s[10] * VERTEX_CLIP( 2 ) * oow + s[14];
91 if (HAVE_W)
92 VERTEX_WIN( 3 ) = oow;
93 }
94 }
95 else if (HAVE_W && HAVE_HW_DIVIDE) {
96 if (!VERTEX_WIN_IS_VERTEX_CLIP) {
97 VERTEX_WIN( 0 ) = VERTEX_CLIP( 0 );
98 VERTEX_WIN( 1 ) = VERTEX_CLIP( 1 );
99 VERTEX_WIN( 2 ) = VERTEX_CLIP( 2 );
100 VERTEX_WIN( 3 ) = w;
101 }
102 }
103 else {
104 const GLfloat oow = 1.0/w; /* possibly opt away */
105 VERTEX_WIN( 0 ) = VERTEX_CLIP( 0 ) * oow;
106 VERTEX_WIN( 1 ) = VERTEX_CLIP( 1 ) * oow;
107 VERTEX_WIN( 2 ) = VERTEX_CLIP( 2 ) * oow;
108 if (HAVE_W)
109 VERTEX_WIN( 3 ) = oow;
110 }
111 }
112 } else if (!FALLBACK_OR_CLIPPING) {
113 SET_CLIPPING(); /* transition to clipping */
114 }
115
116 COPY_VERTEX_FROM_CURRENT;
117 BUILD_PRIM_FROM_VERTEX;
118 }
119
120 /* Let the compiler optimize away the constant operations:
121 */
122 static void VTAG(Vertex2f)( GLfloat ox, GLfloat oy )
123 {
124 /* Cliptest on clip[2] could also be eliminated...
125 */
126 VERTEX( ox, oy, 0, 1 );
127 }
128
129 static void VTAG(Vertex2fv)( const GLfloat *obj )
130 {
131 /* Cliptest on clip[2] could also be eliminated...
132 */
133 VERTEX( obj[0], obj[1], 0, 1 );
134 }
135
136 static void VTAG(Vertex3f)( GLfloat ox, GLfloat oy, GLfloat oz )
137 {
138 VERTEX( ox, oy, oz, 1 );
139 }
140
141 static void VTAG(Vertex3fv)( const GLfloat *obj )
142 {
143 VERTEX( obj[0], obj[1], obj[2], 1 );
144 }
145
146 static void VTAG(Vertex4f)( GLfloat ox, GLfloat oy, GLfloat oz, GLfloat ow )
147 {
148 VERTEX( ox, oy, oz, ow );
149 }
150
151 static void VTAG(Vertex4fv)( const GLfloat *obj )
152 {
153 VERTEX( obj[0], obj[1], obj[2], obj[3] );
154 }
155
156
157 #undef DO_FULL_MATRIX
158 #undef VTAG
159 #undef VERTEX