Drop GLcontext typedef and use struct gl_context instead
[mesa.git] / src / mesa / swrast_setup / ss_context.c
index 55fe141c258bf3ff33b5d1195d31fb7d603e5776..5da2e1eabeeb09eb2f12dbf9e9981bd050f83fff 100644 (file)
@@ -1,9 +1,8 @@
-
 /*
  * 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 */
@@ -161,46 +251,56 @@ _swsetup_Wakeup( GLcontext *ctx )
    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];
-*/
 }