This should make most linux-solo drivers work again. Mainly a fix
[mesa.git] / src / mesa / swrast_setup / ss_context.c
index def9e4f43c84dd4c0abce3137040d011d89405c2..c63646ca9772dff8ae0958d1d9c47fa0243727de 100644 (file)
@@ -1,10 +1,8 @@
-/* $Id: ss_context.c,v 1.13 2001/03/12 00:48:43 gareth Exp $ */
-
 /*
  * Mesa 3-D graphics library
- * Version:  3.5
+ * Version:  6.1
  *
- * Copyright (C) 1999-2001  Brian Paul   All Rights Reserved.
+ * Copyright (C) 1999-2004  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"),
  * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
  *
  * Authors:
- *    Keith Whitwell <keithw@valinux.com>
+ *    Keith Whitwell <keith@tungstengraphics.com>
  */
 
 #include "glheader.h"
-#include "mem.h"
+#include "imports.h"
+#include "colormac.h"
 #include "ss_context.h"
 #include "ss_triangle.h"
-#include "ss_vb.h"
-#include "ss_interp.h"
 #include "swrast_setup.h"
+#include "tnl/tnl.h"
 #include "tnl/t_context.h"
+#include "tnl/t_pipeline.h"
+#include "tnl/t_vertex.h"
 
-
-#define _SWSETUP_NEW_VERTS (_NEW_RENDERMODE|   \
-                            _NEW_LIGHT|         \
-                           _NEW_TEXTURE|       \
-                           _NEW_COLOR|         \
-                           _NEW_FOG|           \
-                           _NEW_POINT)
-
-#define _SWSETUP_NEW_RENDERINDEX (_NEW_POLYGON|_NEW_LIGHT)
-
-
-/* Dispatch from these fixed entrypoints to the state-dependent
- * functions.
- *
- * The design of swsetup suggests that we could really program
- * ctx->Driver.TriangleFunc directly from _swsetup_RenderStart, and
- * avoid this second level of indirection.  However, this is more
- * convient for fallback cases in hardware rasterization drivers.
+/* Need to check lighting state and vertex program state to know
+ * if two-sided lighting is in effect.
  */
-void
-_swsetup_Quad( GLcontext *ctx, GLuint v0, GLuint v1,
-              GLuint v2, GLuint v3 )
-{
-   SWSETUP_CONTEXT(ctx)->Quad( ctx, v0, v1, v2, v3 );
-}
-
-void
-_swsetup_Triangle( GLcontext *ctx, GLuint v0, GLuint v1,
-                  GLuint v2 )
-{
-   SWSETUP_CONTEXT(ctx)->Triangle( ctx, v0, v1, v2 );
-}
-
-void
-_swsetup_Line( GLcontext *ctx, GLuint v0, GLuint v1 )
-{
-   SWSETUP_CONTEXT(ctx)->Line( ctx, v0, v1 );
-}
-
-void
-_swsetup_Points( GLcontext *ctx, GLuint first, GLuint last )
-{
-   SWSETUP_CONTEXT(ctx)->Points( ctx, first, last );
-}
-
-void
-_swsetup_BuildProjectedVertices( GLcontext *ctx, GLuint start, GLuint end,
-                                GLuint new_inputs )
-{
-   SWSETUP_CONTEXT(ctx)->BuildProjVerts( ctx, start, end, new_inputs );
-}
+#define _SWSETUP_NEW_RENDERINDEX (_NEW_POLYGON|_NEW_LIGHT|_NEW_PROGRAM)
 
 
 GLboolean
 _swsetup_CreateContext( GLcontext *ctx )
 {
-   TNLcontext *tnl = TNL_CONTEXT(ctx);
    SScontext *swsetup = (SScontext *)CALLOC(sizeof(SScontext));
 
    if (!swsetup)
       return GL_FALSE;
 
-   swsetup->verts = (SWvertex *) ALIGN_MALLOC( 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_interp_init( ctx );
    _swsetup_trifuncs_init( ctx );
 
+   _tnl_init_vertices( ctx, ctx->Const.MaxArrayLockSize + 12, 
+                      sizeof(SWvertex) );
+
+
    return GL_TRUE;
 }
 
 void
 _swsetup_DestroyContext( GLcontext *ctx )
 {
-   if (SWSETUP_CONTEXT(ctx)) {
-      if (SWSETUP_CONTEXT(ctx)->verts)
-        ALIGN_FREE(SWSETUP_CONTEXT(ctx)->verts);
+   SScontext *swsetup = SWSETUP_CONTEXT(ctx);
 
-      FREE(SWSETUP_CONTEXT(ctx));
+   if (swsetup) {
+      FREE(swsetup);
       ctx->swsetup_context = 0;
    }
+
+   _tnl_free_vertices( ctx );
 }
 
-void
+static void
 _swsetup_RenderPrimitive( GLcontext *ctx, GLenum mode )
 {
    SWSETUP_CONTEXT(ctx)->render_prim = mode;
+   _swrast_render_primitive( ctx, mode );
 }
 
-void
+#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)
+
+
+/*
+ * We patch this function into tnl->Driver.Render.Start.
+ * It's called when we start rendering a vertex buffer.
+ */
+static void
 _swsetup_RenderStart( GLcontext *ctx )
 {
    SScontext *swsetup = SWSETUP_CONTEXT(ctx);
-   struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;
+   TNLcontext *tnl = TNL_CONTEXT(ctx);
+   struct vertex_buffer *VB = &tnl->vb;
    GLuint new_state = swsetup->NewState;
 
    if (new_state & _SWSETUP_NEW_RENDERINDEX) {
       _swsetup_choose_trifuncs( ctx );
    }
 
-   if (new_state & _SWSETUP_NEW_VERTS) {
-      _swsetup_choose_rastersetup_func( ctx );
-   }
-
    swsetup->NewState = 0;
 
-   if (VB->ClipMask && VB->importable_data)
-      VB->import_data( ctx,
-                      VB->importable_data,
-                      VEC_NOT_WRITEABLE|VEC_BAD_STRIDE);
+   _swrast_render_start( ctx );
+
+   /* Important:
+    */
+   VB->AttribPtr[VERT_ATTRIB_POS] = VB->NdcPtr;
+
+
+   if (tnl->render_inputs != swsetup->last_index) {
+      GLuint index = tnl->render_inputs;
+      struct tnl_attr_map map[_TNL_ATTRIB_MAX];
+      int i, e = 0;
+
+      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] );
+           }
+        }
+      }
+      
+      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 );
+   
+      _tnl_install_attrs( ctx, map, e,
+                         ctx->Viewport._WindowMap.m,
+                         sizeof(SWvertex) ); 
+      
+      swsetup->last_index = index;
+   }
+
 }
 
-void
+/*
+ * 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 )
 {
-   _swrast_flush( ctx );
+   _swrast_render_finish( ctx );
 }
 
 void
@@ -166,23 +173,78 @@ _swsetup_InvalidateState( GLcontext *ctx, GLuint new_state )
 {
    SScontext *swsetup = SWSETUP_CONTEXT(ctx);
    swsetup->NewState |= new_state;
-
-   if (new_state & _SWSETUP_NEW_INTERP) {
-      swsetup->RenderInterp = _swsetup_validate_interp;
-      swsetup->RenderCopyPV = _swsetup_validate_copypv;
-   }
+   _tnl_invalidate_vertex_state( ctx, new_state );
 }
 
+
 void
-_swsetup_RenderInterp( GLcontext *ctx, GLfloat t,
-                      GLuint dst, GLuint out, GLuint in,
-                      GLboolean force_boundary )
+_swsetup_Wakeup( GLcontext *ctx )
 {
-   SWSETUP_CONTEXT(ctx)->RenderInterp( ctx, t, dst, out, in, force_boundary );
+   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;
+   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 */
+   /* line */
+   /* triangle */
+   /* quad */
+   tnl->Driver.Render.PrimTabVerts = _tnl_render_tab_verts;
+   tnl->Driver.Render.PrimTabElts = _tnl_render_tab_elts;
+   tnl->Driver.Render.ResetLineStipple = _swrast_ResetLineStipple;
+   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;
+   swsetup->last_index = 0;
 }
 
-void
-_swsetup_RenderCopyPV( GLcontext *ctx, GLuint dst, GLuint src )
+
+
+
+
+/* Populate a swrast SWvertex from an attrib-style vertex.
+ */
+void 
+_swsetup_Translate( GLcontext *ctx, const void *vertex, SWvertex *dest )
 {
-   SWSETUP_CONTEXT(ctx)->RenderCopyPV( ctx, dst, src );
+   const GLfloat *m = ctx->Viewport._WindowMap.m;
+   GLfloat tmp[4];
+   GLuint i;
+
+   _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_POS, tmp );
+
+   dest->win[0] = m[0]  * tmp[0] + m[12];
+   dest->win[1] = m[5]  * tmp[1] + m[13];
+   dest->win[2] = m[10] * tmp[2] + m[14];
+   dest->win[3] =         tmp[3];
+
+
+   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 );
+
+   _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_COLOR1, tmp );
+   UNCLAMPED_FLOAT_TO_RGBA_CHAN( dest->specular, tmp );
+
+   _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_FOG, tmp );
+   dest->fog = tmp[0];
+
+   _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_INDEX, tmp );
+   dest->index = (GLuint) tmp[0];
+
+   _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_POINTSIZE, tmp );
+   dest->pointSize = tmp[0];
 }
+