-
/*
* Mesa 3-D graphics library
- * Version: 4.1
+ * Version: 7.1
*
- * Copyright (C) 1999-2002 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* Keith Whitwell <keith@tungstengraphics.com>
*/
-#include "glheader.h"
-#include "imports.h"
-#include "colormac.h"
-#include "ss_context.h"
-#include "ss_triangle.h"
-#include "ss_vb.h"
-#include "swrast_setup.h"
+#include "main/glheader.h"
+#include "main/imports.h"
+#include "main/colormac.h"
#include "tnl/tnl.h"
#include "tnl/t_context.h"
#include "tnl/t_pipeline.h"
#include "tnl/t_vertex.h"
+#include "swrast_setup.h"
+#include "ss_context.h"
+#include "ss_triangle.h"
-#define _SWSETUP_NEW_VERTS (_NEW_RENDERMODE| \
- _NEW_POLYGON| \
- _NEW_LIGHT| \
- _NEW_TEXTURE| \
- _NEW_COLOR| \
- _NEW_FOG| \
- _NEW_POINT)
+/* Need to check lighting state and vertex program state to know
+ * if two-sided lighting is in effect.
+ */
+#define _SWSETUP_NEW_RENDERINDEX (_NEW_POLYGON|_NEW_LIGHT|_NEW_PROGRAM)
+
-#define _SWSETUP_NEW_RENDERINDEX (_NEW_POLYGON|_NEW_LIGHT)
+#define VARYING_EMIT_STYLE EMIT_4F
GLboolean
-_swsetup_CreateContext( GLcontext *ctx )
+_swsetup_CreateContext( struct gl_context *ctx )
{
- TNLcontext *tnl = TNL_CONTEXT(ctx);
SScontext *swsetup = (SScontext *)CALLOC(sizeof(SScontext));
if (!swsetup)
return GL_FALSE;
- swsetup->verts = (SWvertex *) ALIGN_CALLOC( sizeof(SWvertex) * tnl->vb.Size,
- 32);
- if (!swsetup->verts) {
- FREE(swsetup);
- return GL_FALSE;
- }
-
ctx->swsetup_context = swsetup;
swsetup->NewState = ~0;
- _swsetup_vb_init( ctx );
_swsetup_trifuncs_init( ctx );
+ _tnl_init_vertices( ctx, ctx->Const.MaxArrayLockSize + 12,
+ sizeof(SWvertex) );
+
+
return GL_TRUE;
}
void
-_swsetup_DestroyContext( GLcontext *ctx )
+_swsetup_DestroyContext( struct gl_context *ctx )
{
SScontext *swsetup = SWSETUP_CONTEXT(ctx);
if (swsetup) {
- if (swsetup->verts)
- ALIGN_FREE(swsetup->verts);
-
- if (swsetup->ChanSecondaryColor.Ptr)
- ALIGN_FREE((void *) swsetup->ChanSecondaryColor.Ptr);
-
- if (swsetup->ChanColor.Ptr)
- ALIGN_FREE((void *) swsetup->ChanColor.Ptr);
-
FREE(swsetup);
ctx->swsetup_context = 0;
}
+
+ _tnl_free_vertices( ctx );
}
static void
-_swsetup_RenderPrimitive( GLcontext *ctx, GLenum mode )
+_swsetup_RenderPrimitive( struct gl_context *ctx, GLenum mode )
{
SWSETUP_CONTEXT(ctx)->render_prim = mode;
_swrast_render_primitive( ctx, mode );
}
-/*
- * We patch this function into tnl->Driver.Render.Start.
- * It's called when we start rendering a vertex buffer.
+
+/**
+ * Helper macros for setup_vertex_format()
+ */
+#define SWZ ((SWvertex *)0)
+#define SWOffset(MEMBER) (((char *)&(SWZ->MEMBER)) - ((char *)SWZ))
+
+#define EMIT_ATTR( ATTR, STYLE, MEMBER ) \
+do { \
+ map[e].attrib = (ATTR); \
+ map[e].format = (STYLE); \
+ map[e].offset = SWOffset(MEMBER); \
+ e++; \
+} while (0)
+
+
+/**
+ * Tell the tnl module how to build SWvertex objects for swrast.
+ * We'll build the map[] array with that info and pass it to
+ * _tnl_install_attrs().
+ */
+static void
+setup_vertex_format(struct gl_context *ctx)
+{
+ TNLcontext *tnl = TNL_CONTEXT(ctx);
+ SScontext *swsetup = SWSETUP_CONTEXT(ctx);
+ GLboolean intColors = !ctx->FragmentProgram._Current
+ && !ctx->ATIFragmentShader._Enabled
+ && ctx->RenderMode == GL_RENDER
+ && CHAN_TYPE != GL_FLOAT;
+
+ if (intColors != swsetup->intColors ||
+ !RENDERINPUTS_EQUAL(tnl->render_inputs_bitset,
+ swsetup->last_index_bitset)) {
+ DECLARE_RENDERINPUTS(index_bitset);
+ struct tnl_attr_map map[_TNL_ATTRIB_MAX];
+ unsigned int i, e = 0;
+
+ swsetup->intColors = intColors;
+
+ RENDERINPUTS_COPY( index_bitset, tnl->render_inputs_bitset );
+
+ EMIT_ATTR( _TNL_ATTRIB_POS, EMIT_4F_VIEWPORT, attrib[FRAG_ATTRIB_WPOS] );
+
+ if (RENDERINPUTS_TEST( index_bitset, _TNL_ATTRIB_COLOR0 )) {
+ if (swsetup->intColors)
+ EMIT_ATTR( _TNL_ATTRIB_COLOR0, EMIT_4CHAN_4F_RGBA, color );
+ else
+ EMIT_ATTR( _TNL_ATTRIB_COLOR0, EMIT_4F, attrib[FRAG_ATTRIB_COL0]);
+ }
+
+ if (RENDERINPUTS_TEST( index_bitset, _TNL_ATTRIB_COLOR1 )) {
+ EMIT_ATTR( _TNL_ATTRIB_COLOR1, EMIT_4F, attrib[FRAG_ATTRIB_COL1]);
+ }
+
+ if (RENDERINPUTS_TEST( index_bitset, _TNL_ATTRIB_FOG )) {
+ const GLint emit = ctx->FragmentProgram._Current ? EMIT_4F : EMIT_1F;
+ EMIT_ATTR( _TNL_ATTRIB_FOG, emit, attrib[FRAG_ATTRIB_FOGC]);
+ }
+
+ if (RENDERINPUTS_TEST_RANGE(index_bitset, _TNL_FIRST_TEX, _TNL_LAST_TEX))
+ {
+ for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++) {
+ if (RENDERINPUTS_TEST( index_bitset, _TNL_ATTRIB_TEX(i) )) {
+ EMIT_ATTR( _TNL_ATTRIB_TEX(i), EMIT_4F,
+ attrib[FRAG_ATTRIB_TEX0 + i] );
+ }
+ }
+ }
+
+ /* shader varying vars */
+ if (RENDERINPUTS_TEST_RANGE( index_bitset,
+ _TNL_FIRST_GENERIC, _TNL_LAST_GENERIC )) {
+ for (i = 0; i < ctx->Const.MaxVarying; i++) {
+ if (RENDERINPUTS_TEST( index_bitset, _TNL_ATTRIB_GENERIC(i) )) {
+ EMIT_ATTR( _TNL_ATTRIB_GENERIC(i), VARYING_EMIT_STYLE,
+ attrib[FRAG_ATTRIB_VAR0 + i] );
+ }
+ }
+ }
+
+ if (RENDERINPUTS_TEST( index_bitset, _TNL_ATTRIB_POINTSIZE ))
+ EMIT_ATTR( _TNL_ATTRIB_POINTSIZE, EMIT_1F, pointSize );
+
+ _tnl_install_attrs( ctx, map, e,
+ ctx->Viewport._WindowMap.m,
+ sizeof(SWvertex) );
+
+ RENDERINPUTS_COPY( swsetup->last_index_bitset, index_bitset );
+ }
+}
+
+
+/**
+ * Prepare to render a vertex buffer.
+ * Called via tnl->Driver.Render.Start.
*/
static void
-_swsetup_RenderStart( GLcontext *ctx )
+_swsetup_RenderStart( struct gl_context *ctx )
{
SScontext *swsetup = SWSETUP_CONTEXT(ctx);
- GLuint new_state = swsetup->NewState;
+ TNLcontext *tnl = TNL_CONTEXT(ctx);
+ struct vertex_buffer *VB = &tnl->vb;
- if (new_state & _SWSETUP_NEW_RENDERINDEX) {
- _swsetup_choose_trifuncs( ctx );
+ if (swsetup->NewState & _SWSETUP_NEW_RENDERINDEX) {
+ _swsetup_choose_trifuncs(ctx);
}
- if (new_state & _SWSETUP_NEW_VERTS) {
- _swsetup_choose_rastersetup_func( ctx );
+ if (swsetup->NewState & _NEW_PROGRAM) {
+ RENDERINPUTS_ZERO( swsetup->last_index_bitset );
}
swsetup->NewState = 0;
- _swrast_render_start( ctx );
+ /* This will change if drawing unfilled tris */
+ _swrast_SetFacing(ctx, 0);
+
+ _swrast_render_start(ctx);
+
+ /* Important */
+ VB->AttribPtr[VERT_ATTRIB_POS] = VB->NdcPtr;
+
+ setup_vertex_format(ctx);
}
+
/*
* We patch this function into tnl->Driver.Render.Finish.
* It's called when we finish rendering a vertex buffer.
*/
static void
-_swsetup_RenderFinish( GLcontext *ctx )
+_swsetup_RenderFinish( struct gl_context *ctx )
{
_swrast_render_finish( ctx );
}
void
-_swsetup_InvalidateState( GLcontext *ctx, GLuint new_state )
+_swsetup_InvalidateState( struct gl_context *ctx, GLuint new_state )
{
SScontext *swsetup = SWSETUP_CONTEXT(ctx);
swsetup->NewState |= new_state;
+ _tnl_invalidate_vertex_state( ctx, new_state );
}
void
-_swsetup_Wakeup( GLcontext *ctx )
+_swsetup_Wakeup( struct gl_context *ctx )
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
+ SScontext *swsetup = SWSETUP_CONTEXT(ctx);
+
tnl->Driver.Render.Start = _swsetup_RenderStart;
tnl->Driver.Render.Finish = _swsetup_RenderFinish;
tnl->Driver.Render.PrimitiveNotify = _swsetup_RenderPrimitive;
- /* interp */
- /* copypv */
+ tnl->Driver.Render.Interp = _tnl_interp;
+ tnl->Driver.Render.CopyPV = _tnl_copy_pv;
tnl->Driver.Render.ClippedPolygon = _tnl_RenderClippedPolygon; /* new */
tnl->Driver.Render.ClippedLine = _tnl_RenderClippedLine; /* new */
/* points */
tnl->Driver.Render.PrimTabVerts = _tnl_render_tab_verts;
tnl->Driver.Render.PrimTabElts = _tnl_render_tab_elts;
tnl->Driver.Render.ResetLineStipple = _swrast_ResetLineStipple;
- /* buildvertices */
+ tnl->Driver.Render.BuildVertices = _tnl_build_vertices;
tnl->Driver.Render.Multipass = 0;
+
+ _tnl_invalidate_vertices( ctx, ~0 );
_tnl_need_projected_coords( ctx, GL_TRUE );
_swsetup_InvalidateState( ctx, ~0 );
-}
-
-
+ swsetup->verts = (SWvertex *)tnl->clipspace.vertex_buf;
+ RENDERINPUTS_ZERO( swsetup->last_index_bitset );
+}
-/* Populate a swrast SWvertex from an attrib-style vertex.
+/**
+ * Populate a swrast SWvertex from an attrib-style vertex.
*/
void
-_swsetup_Translate( GLcontext *ctx, const void *vertex, SWvertex *dest )
+_swsetup_Translate( struct gl_context *ctx, const void *vertex, SWvertex *dest )
{
+ const GLfloat *m = ctx->Viewport._WindowMap.m;
GLfloat tmp[4];
- GLint i;
+ GLuint i;
- _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_POS, dest->win );
+ _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_POS, tmp );
- for (i = 0 ; i < ctx->Const.MaxTextureUnits ; i++)
- _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_TEX0+i, dest->texcoord[i] );
-
- _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_COLOR0, tmp );
- UNCLAMPED_FLOAT_TO_RGBA_CHAN( dest->color, tmp );
+ dest->attrib[FRAG_ATTRIB_WPOS][0] = m[0] * tmp[0] + m[12];
+ dest->attrib[FRAG_ATTRIB_WPOS][1] = m[5] * tmp[1] + m[13];
+ dest->attrib[FRAG_ATTRIB_WPOS][2] = m[10] * tmp[2] + m[14];
+ dest->attrib[FRAG_ATTRIB_WPOS][3] = tmp[3];
- _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_COLOR1, tmp );
- UNCLAMPED_FLOAT_TO_RGB_CHAN( dest->specular, tmp );
+ /** XXX try to limit these loops someday */
+ for (i = 0 ; i < ctx->Const.MaxTextureCoordUnits ; i++)
+ _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_TEX0 + i,
+ dest->attrib[FRAG_ATTRIB_TEX0 + i] );
- _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_FOG, tmp );
- dest->fog = tmp[0];
+ for (i = 0 ; i < ctx->Const.MaxVarying ; i++)
+ _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_GENERIC0 + i,
+ dest->attrib[FRAG_ATTRIB_VAR0 + i] );
+
+ _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_COLOR0,
+ dest->attrib[FRAG_ATTRIB_COL0] );
+ UNCLAMPED_FLOAT_TO_RGBA_CHAN( dest->color, tmp );
- _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_INDEX, tmp );
- dest->index = (GLuint) tmp[0];
+ _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_COLOR1,
+ dest->attrib[FRAG_ATTRIB_COL1]);
-/*
- Need to check how pointsize is related to vertex program attributes:
+ _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_FOG, tmp );
+ dest->attrib[FRAG_ATTRIB_FOGC][0] = tmp[0];
+ /* XXX See _tnl_get_attr about pointsize ... */
_tnl_get_attr( ctx, vertex, _TNL_ATTRIB_POINTSIZE, tmp );
dest->pointSize = tmp[0];
-*/
}