-/* $Id: ss_context.c,v 1.4 2000/11/16 21:05:42 keithw Exp $ */
-
/*
* Mesa 3-D graphics library
- * Version: 3.5
- *
- * Copyright (C) 1999 Brian Paul All Rights Reserved.
- *
+ * Version: 6.5
+ *
+ * Copyright (C) 1999-2006 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"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
- *
+ *
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
- *
+ *
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* 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 "swrast_setup.h"
-
+#include "tnl/tnl.h"
#include "tnl/t_context.h"
+#include "tnl/t_pipeline.h"
+#include "tnl/t_vertex.h"
-/* Stub for swsetup->Triangle to select a true triangle function
- * after a state change.
+/* Need to check lighting state and vertex program state to know
+ * if two-sided lighting is in effect.
*/
-static void
-_swsetup_validate_quad( GLcontext *ctx, GLuint v0, GLuint v1,
- GLuint v2, GLuint v3, GLuint pv )
-{
- _swsetup_choose_trifuncs( ctx );
- SWSETUP_CONTEXT(ctx)->Quad( ctx, v0, v1, v2, v3, pv );
-}
+#define _SWSETUP_NEW_RENDERINDEX (_NEW_POLYGON|_NEW_LIGHT|_NEW_PROGRAM)
-static void
-_swsetup_validate_triangle( GLcontext *ctx, GLuint v0, GLuint v1,
- GLuint v2, GLuint pv )
-{
- _swsetup_choose_trifuncs( ctx );
- SWSETUP_CONTEXT(ctx)->Triangle( ctx, v0, v1, v2, pv );
-}
-static void
-_swsetup_validate_line( GLcontext *ctx, GLuint v0, GLuint v1, GLuint pv )
+GLboolean
+_swsetup_CreateContext( GLcontext *ctx )
{
- _swsetup_choose_trifuncs( ctx );
- SWSETUP_CONTEXT(ctx)->Line( ctx, v0, v1, pv );
-}
+ SScontext *swsetup = (SScontext *)CALLOC(sizeof(SScontext));
+ if (!swsetup)
+ return GL_FALSE;
-static void
-_swsetup_validate_points( GLcontext *ctx, GLuint first, GLuint last )
-{
- _swsetup_choose_trifuncs( ctx );
- SWSETUP_CONTEXT(ctx)->Points( ctx, first, last );
-}
+ ctx->swsetup_context = swsetup;
+ swsetup->NewState = ~0;
+ _swsetup_trifuncs_init( ctx );
+ _tnl_init_vertices( ctx, ctx->Const.MaxArrayLockSize + 12,
+ sizeof(SWvertex) );
-static void
-_swsetup_validate_rastersetup( struct vertex_buffer *VB,
- GLuint start, GLuint end )
-{
- GLcontext *ctx = VB->ctx;
- _swsetup_choose_rastersetup_func( ctx );
- SWSETUP_CONTEXT(ctx)->RasterSetup( VB, start, end );
-}
+ return GL_TRUE;
+}
-#define _SWSETUP_NEW_RASTERSETUP (_NEW_RENDERMODE| \
- _NEW_TEXTURE| \
- _NEW_COLOR| \
- _NEW_FOG| \
- _NEW_POINT)
+void
+_swsetup_DestroyContext( GLcontext *ctx )
+{
+ SScontext *swsetup = SWSETUP_CONTEXT(ctx);
-#define _SWSETUP_NEW_RENDERINDEX (_NEW_POLYGON|_NEW_LIGHT)
+ if (swsetup) {
+ FREE(swsetup);
+ ctx->swsetup_context = 0;
+ }
+ _tnl_free_vertices( ctx );
+}
-#if 0
-/* TODO: sleep/wakeup mechanism
- */
static void
-_swsetup_sleep( GLcontext *ctx, GLuint new_state )
+_swsetup_RenderPrimitive( GLcontext *ctx, GLenum mode )
{
+ SWSETUP_CONTEXT(ctx)->render_prim = mode;
+ _swrast_render_primitive( ctx, mode );
}
-#endif
+#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_invalidate_state( GLcontext *ctx, GLuint new_state )
+_swsetup_RenderStart( GLcontext *ctx )
{
SScontext *swsetup = SWSETUP_CONTEXT(ctx);
-
- swsetup->NewState |= new_state;
+ TNLcontext *tnl = TNL_CONTEXT(ctx);
+ struct vertex_buffer *VB = &tnl->vb;
+ GLuint new_state = swsetup->NewState;
if (new_state & _SWSETUP_NEW_RENDERINDEX) {
- swsetup->Triangle = _swsetup_validate_triangle;
- swsetup->Line = _swsetup_validate_line;
- swsetup->Points = _swsetup_validate_points;
- swsetup->Quad = _swsetup_validate_quad;
+ _swsetup_choose_trifuncs( ctx );
}
- if (new_state & _SWSETUP_NEW_RASTERSETUP) {
- swsetup->RasterSetup = _swsetup_validate_rastersetup;
- }
-}
+ swsetup->NewState = 0;
+ _swrast_render_start( ctx );
+ /* Important:
+ */
+ VB->AttribPtr[VERT_ATTRIB_POS] = VB->NdcPtr;
-/* Dispatch from these fixed entrypoints to the state-dependent
- * functions:
- */
-void
-_swsetup_Quad( GLcontext *ctx, GLuint v0, GLuint v1,
- GLuint v2, GLuint v3, GLuint pv )
-{
- SWSETUP_CONTEXT(ctx)->Quad( ctx, v0, v1, v2, v3, pv );
-}
-void
-_swsetup_Triangle( GLcontext *ctx, GLuint v0, GLuint v1,
- GLuint v2, GLuint pv )
-{
- SWSETUP_CONTEXT(ctx)->Triangle( ctx, v0, v1, v2, pv );
-}
+ 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;
-void
-_swsetup_Line( GLcontext *ctx, GLuint v0, GLuint v1, GLuint pv )
-{
- SWSETUP_CONTEXT(ctx)->Line( ctx, v0, v1, pv );
-}
+ RENDERINPUTS_COPY( index_bitset, tnl->render_inputs_bitset );
+ EMIT_ATTR( _TNL_ATTRIB_POS, EMIT_4F_VIEWPORT, win );
-void
-_swsetup_Points( GLcontext *ctx, GLuint first, GLuint last )
-{
- SWSETUP_CONTEXT(ctx)->Points( ctx, first, last );
-}
+ if (RENDERINPUTS_TEST( index_bitset, _TNL_ATTRIB_COLOR0 ))
+ EMIT_ATTR( _TNL_ATTRIB_COLOR0, EMIT_4CHAN_4F_RGBA, color );
-void
-_swsetup_RasterSetup( struct vertex_buffer *VB, GLuint start, GLuint end )
-{
- SWSETUP_CONTEXT(VB->ctx)->RasterSetup( VB, start, end );
-}
+ if (RENDERINPUTS_TEST( index_bitset, _TNL_ATTRIB_COLOR1 ))
+ EMIT_ATTR( _TNL_ATTRIB_COLOR1, EMIT_4CHAN_4F_RGBA, specular);
-void
-_swsetup_InvalidateState( GLcontext *ctx, GLuint new_state )
-{
- SWSETUP_CONTEXT(ctx)->InvalidateState( ctx, new_state );
-}
+ if (RENDERINPUTS_TEST( index_bitset, _TNL_ATTRIB_COLOR_INDEX ))
+ EMIT_ATTR( _TNL_ATTRIB_COLOR_INDEX, EMIT_1F, index );
+ if (RENDERINPUTS_TEST( index_bitset, _TNL_ATTRIB_FOG ))
+ EMIT_ATTR( _TNL_ATTRIB_FOG, EMIT_1F, fog);
-GLboolean
-_swsetup_CreateContext( GLcontext *ctx )
-{
- SScontext *swsetup = (SScontext *)CALLOC(sizeof(SScontext));
+ 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, texcoord[i] );
+ }
+ }
+ }
- if (!swsetup)
- return GL_FALSE;
+ if (RENDERINPUTS_TEST_RANGE( index_bitset, _TNL_FIRST_GENERIC, _TNL_LAST_GENERIC )) {
+ for (i = 0; i < MAX_VERTEX_ATTRIBS; i++) {
+ if (RENDERINPUTS_TEST( index_bitset, _TNL_ATTRIB_GENERIC(i) )) {
+ EMIT_ATTR( _TNL_ATTRIB_GENERIC(i), VARYING_EMIT_STYLE, attribute[i] );
+ }
+ }
+ }
- ctx->swsetup_context = swsetup;
+ if (RENDERINPUTS_TEST( index_bitset, _TNL_ATTRIB_POINTSIZE ))
+ EMIT_ATTR( _TNL_ATTRIB_POINTSIZE, EMIT_1F, pointSize );
- swsetup->NewState = ~0;
- swsetup->InvalidateState = _swsetup_invalidate_state;
- swsetup->Quad = _swsetup_validate_quad;
- swsetup->Triangle = _swsetup_validate_triangle;
- swsetup->Line = _swsetup_validate_line;
- swsetup->Points = _swsetup_validate_points;
- swsetup->RasterSetup = _swsetup_validate_rastersetup;
-
- _swsetup_vb_init( ctx );
- _swsetup_trifuncs_init( ctx );
-
- return GL_TRUE;
+ _tnl_install_attrs( ctx, map, e,
+ ctx->Viewport._WindowMap.m,
+ sizeof(SWvertex) );
+
+ RENDERINPUTS_COPY( swsetup->last_index_bitset, index_bitset );
+ }
}
-void
-_swsetup_DestroyContext( GLcontext *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 )
{
- if (SWSETUP_CONTEXT(ctx)) {
- FREE(SWSETUP_CONTEXT(ctx));
- ctx->swsetup_context = 0;
- }
+ _swrast_render_finish( ctx );
}
void
-_swsetup_RegisterVB( struct vertex_buffer *VB )
+_swsetup_InvalidateState( GLcontext *ctx, GLuint new_state )
{
- SSvertexbuffer *ssvb = (SSvertexbuffer *)CALLOC(sizeof(SSvertexbuffer) );
+ SScontext *swsetup = SWSETUP_CONTEXT(ctx);
+ swsetup->NewState |= new_state;
+ _tnl_invalidate_vertex_state( ctx, new_state );
+}
- ssvb->verts = ALIGN_MALLOC( sizeof(SWvertex) * VB->Size, 32);
- if (!ssvb->verts) {
- FREE(ssvb);
- /*return GL_FALSE;*/
- }
- VB->swsetup_vb = ssvb;
- /*return GL_TRUE;*/
+void
+_swsetup_Wakeup( GLcontext *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;
+ 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;
+ RENDERINPUTS_ZERO( swsetup->last_index_bitset );
}
+/**
+ * Populate a swrast SWvertex from an attrib-style vertex.
+ */
void
-_swsetup_UnregisterVB( struct vertex_buffer *VB )
+_swsetup_Translate( GLcontext *ctx, const void *vertex, SWvertex *dest )
{
- SSvertexbuffer *ssvb = SWSETUP_VB(VB);
-
- if (ssvb) {
- if (ssvb->verts) ALIGN_FREE(ssvb->verts);
- FREE(ssvb);
- VB->swsetup_vb = 0;
- }
+ 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.MaxTextureCoordUnits ; 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_COLOR_INDEX, tmp );
+ dest->index = tmp[0];
+
+ _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_POINTSIZE, tmp );
+ dest->pointSize = tmp[0];
}
+