-/* $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
{
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];
}
+