-
/*
* 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"),
#include "tnl/t_pipeline.h"
#include "tnl/t_vertex.h"
-#define _SWSETUP_NEW_RENDERINDEX (_NEW_POLYGON|_NEW_LIGHT)
+/* 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 VARYING_EMIT_STYLE EMIT_4F
GLboolean
_swrast_render_primitive( ctx, mode );
}
+
+/**
+ * Helper macros for setup_vertex_format()
+ */
#define SWZ ((SWvertex *)0)
#define SWOffset(MEMBER) (((char *)&(SWZ->MEMBER)) - ((char *)SWZ))
} while (0)
-/*
- * We patch this function into tnl->Driver.Render.Start.
- * It's called when we start rendering a vertex buffer.
+/**
+ * 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
-_swsetup_RenderStart( GLcontext *ctx )
+setup_vertex_format(GLcontext *ctx)
{
- SScontext *swsetup = SWSETUP_CONTEXT(ctx);
TNLcontext *tnl = TNL_CONTEXT(ctx);
- struct vertex_buffer *VB = &tnl->vb;
- GLuint new_state = swsetup->NewState;
+ SScontext *swsetup = SWSETUP_CONTEXT(ctx);
- if (new_state & _SWSETUP_NEW_RENDERINDEX) {
- _swsetup_choose_trifuncs( ctx );
- }
+ if (!RENDERINPUTS_EQUAL(tnl->render_inputs_bitset,
+ swsetup->last_index_bitset)) {
+ DECLARE_RENDERINPUTS(index_bitset);
+ struct tnl_attr_map map[_TNL_ATTRIB_MAX];
+ int i, e = 0;
- swsetup->NewState = 0;
+ RENDERINPUTS_COPY( index_bitset, tnl->render_inputs_bitset );
- _swrast_render_start( ctx );
+ EMIT_ATTR( _TNL_ATTRIB_POS, EMIT_4F_VIEWPORT, attrib[FRAG_ATTRIB_WPOS] );
- /* Important:
- */
- VB->AttribPtr[VERT_ATTRIB_POS] = VB->NdcPtr;
+ if (RENDERINPUTS_TEST( index_bitset, _TNL_ATTRIB_COLOR0 )) {
+ swsetup->intColors = !ctx->FragmentProgram._Current
+ && !ctx->ATIFragmentShader._Enabled
+ && ctx->RenderMode == GL_RENDER
+ && CHAN_TYPE == GL_UNSIGNED_BYTE;
+ 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 (tnl->render_inputs != swsetup->last_index) {
- GLuint index = tnl->render_inputs;
- struct tnl_attr_map map[_TNL_ATTRIB_MAX];
- int i, e = 0;
+ if (RENDERINPUTS_TEST( index_bitset, _TNL_ATTRIB_COLOR_INDEX )) {
+ EMIT_ATTR( _TNL_ATTRIB_COLOR_INDEX, EMIT_1F,
+ attrib[FRAG_ATTRIB_CI][0] );
+ }
+
+ 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] );
+ }
+ }
+ }
- EMIT_ATTR( _TNL_ATTRIB_POS, EMIT_4F_VIEWPORT, win );
-
- if (index & _TNL_BIT_COLOR0)
- EMIT_ATTR( _TNL_ATTRIB_COLOR0, EMIT_4CHAN_4F_RGBA, color );
-
- if (index & _TNL_BIT_COLOR1)
- EMIT_ATTR( _TNL_ATTRIB_COLOR1, EMIT_4CHAN_4F_RGBA, specular);
-
- if (index & _TNL_BIT_FOG)
- EMIT_ATTR( _TNL_ATTRIB_FOG, EMIT_1F, fog);
-
- if (index & _TNL_BITS_TEX_ANY) {
- for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++) {
- if (index & _TNL_BIT_TEX(i)) {
- EMIT_ATTR( _TNL_ATTRIB_TEX0+i, EMIT_4F, texcoord[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 (index & _TNL_BIT_INDEX)
- EMIT_ATTR( _TNL_ATTRIB_INDEX, EMIT_1F, index );
-
- if (index & _TNL_BIT_POINTSIZE)
- EMIT_ATTR( _TNL_ATTRIB_POINTSIZE, EMIT_1F, pointSize );
-
+
+ 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) );
-
- swsetup->last_index = index;
+ 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 )
+{
+ SScontext *swsetup = SWSETUP_CONTEXT(ctx);
+ TNLcontext *tnl = TNL_CONTEXT(ctx);
+ struct vertex_buffer *VB = &tnl->vb;
+
+ if (swsetup->NewState & _SWSETUP_NEW_RENDERINDEX) {
+ _swsetup_choose_trifuncs(ctx);
+ }
+
+ if (swsetup->NewState & _NEW_PROGRAM) {
+ RENDERINPUTS_ZERO( swsetup->last_index_bitset );
+ }
+
+ swsetup->NewState = 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.
_swsetup_InvalidateState( ctx, ~0 );
swsetup->verts = (SWvertex *)tnl->clipspace.vertex_buf;
- swsetup->last_index = 0;
+ 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 )
{
+ 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_INDEX, tmp );
- dest->index = (GLuint) tmp[0];
+ if (ctx->Visual.rgbMode) {
+ _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_COLOR1,
+ dest->attrib[FRAG_ATTRIB_COL1]);
+ }
+ else {
+ _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_COLOR_INDEX, tmp );
+ dest->attrib[FRAG_ATTRIB_CI][0] = tmp[0];
+ }
+
+ _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];
}