/*
* Mesa 3-D graphics library
- * Version: 3.5
+ * Version: 7.1
*
- * Copyright (C) 1999 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"),
* 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 "colormac.h"
-#include "macros.h"
-#include "mtypes.h"
+#include "main/glheader.h"
+#include "main/colormac.h"
+#include "main/macros.h"
+#include "main/mtypes.h"
#include "tnl/t_context.h"
#include "ss_triangle.h"
#include "ss_context.h"
-#define SS_RGBA_BIT 0x1
-#define SS_OFFSET_BIT 0x2
-#define SS_TWOSIDE_BIT 0x4
-#define SS_UNFILLED_BIT 0x8
+#define SS_RGBA_BIT 0x1
+#define SS_OFFSET_BIT 0x2
+#define SS_TWOSIDE_BIT 0x4
+#define SS_UNFILLED_BIT 0x8
#define SS_MAX_TRIFUNC 0x10
-static triangle_func tri_tab[SS_MAX_TRIFUNC];
-static quad_func quad_tab[SS_MAX_TRIFUNC];
+static tnl_triangle_func tri_tab[SS_MAX_TRIFUNC];
+static tnl_quad_func quad_tab[SS_MAX_TRIFUNC];
-static void _swsetup_render_line_tri( GLcontext *ctx,
- GLuint e0, GLuint e1, GLuint e2 )
-{
- SScontext *swsetup = SWSETUP_CONTEXT(ctx);
- struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;
- GLubyte *ef = VB->EdgeFlag;
- SWvertex *verts = swsetup->verts;
- SWvertex *v0 = &verts[e0];
- SWvertex *v1 = &verts[e1];
- SWvertex *v2 = &verts[e2];
- GLchan c[2][4];
- GLchan s[2][4];
- GLuint i[2];
-
- if (ctx->_TriangleCaps & DD_FLATSHADE) {
- COPY_CHAN4(c[0], v0->color);
- COPY_CHAN4(c[1], v1->color);
- COPY_CHAN4(s[0], v0->specular);
- COPY_CHAN4(s[1], v1->specular);
- i[0] = v0->index;
- i[1] = v1->index;
+/*
+ * Render a triangle respecting edge flags.
+ */
+typedef void (* swsetup_edge_render_prim_tri)(GLcontext *ctx,
+ const GLubyte *ef,
+ GLuint e0,
+ GLuint e1,
+ GLuint e2,
+ const SWvertex *v0,
+ const SWvertex *v1,
+ const SWvertex *v2);
- COPY_CHAN4(v0->color, v2->color);
- COPY_CHAN4(v1->color, v2->color);
- COPY_CHAN4(v0->specular, v2->specular);
- COPY_CHAN4(v1->specular, v2->specular);
- v0->index = v2->index;
- v1->index = v2->index;
- }
+/*
+ * Render a triangle using lines and respecting edge flags.
+ */
+static void
+_swsetup_edge_render_line_tri(GLcontext *ctx,
+ const GLubyte *ef,
+ GLuint e0,
+ GLuint e1,
+ GLuint e2,
+ const SWvertex *v0,
+ const SWvertex *v1,
+ const SWvertex *v2)
+{
+ SScontext *swsetup = SWSETUP_CONTEXT(ctx);
if (swsetup->render_prim == GL_POLYGON) {
- if (ef[e2]) _swrast_Line( ctx, v2, v0 );
- if (ef[e0]) _swrast_Line( ctx, v0, v1 );
- if (ef[e1]) _swrast_Line( ctx, v1, v2 );
+ if (ef[e2]) _swrast_Line( ctx, v2, v0 );
+ if (ef[e0]) _swrast_Line( ctx, v0, v1 );
+ if (ef[e1]) _swrast_Line( ctx, v1, v2 );
} else {
- if (ef[e0]) _swrast_Line( ctx, v0, v1 );
- if (ef[e1]) _swrast_Line( ctx, v1, v2 );
- if (ef[e2]) _swrast_Line( ctx, v2, v0 );
+ if (ef[e0]) _swrast_Line( ctx, v0, v1 );
+ if (ef[e1]) _swrast_Line( ctx, v1, v2 );
+ if (ef[e2]) _swrast_Line( ctx, v2, v0 );
}
+}
- if (ctx->_TriangleCaps & DD_FLATSHADE) {
- COPY_CHAN4(v0->color, c[0]);
- COPY_CHAN4(v1->color, c[1]);
- COPY_CHAN4(v0->specular, s[0]);
- COPY_CHAN4(v1->specular, s[1]);
- v0->index = i[0];
- v1->index = i[1];
- }
+/*
+ * Render a triangle using points and respecting edge flags.
+ */
+static void
+_swsetup_edge_render_point_tri(GLcontext *ctx,
+ const GLubyte *ef,
+ GLuint e0,
+ GLuint e1,
+ GLuint e2,
+ const SWvertex *v0,
+ const SWvertex *v1,
+ const SWvertex *v2)
+{
+ if (ef[e0]) _swrast_Point( ctx, v0 );
+ if (ef[e1]) _swrast_Point( ctx, v1 );
+ if (ef[e2]) _swrast_Point( ctx, v2 );
+
+ _swrast_flush(ctx);
}
-static void _swsetup_render_point_tri( GLcontext *ctx,
- GLuint e0, GLuint e1, GLuint e2 )
+/*
+ * Render a triangle respecting cull and shade model.
+ */
+static void _swsetup_render_tri(GLcontext *ctx,
+ GLuint e0,
+ GLuint e1,
+ GLuint e2,
+ GLuint facing,
+ swsetup_edge_render_prim_tri render)
{
- SScontext *swsetup = SWSETUP_CONTEXT(ctx);
+ SScontext *swsetup = SWSETUP_CONTEXT(ctx);
struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;
GLubyte *ef = VB->EdgeFlag;
SWvertex *verts = swsetup->verts;
SWvertex *v0 = &verts[e0];
SWvertex *v1 = &verts[e1];
SWvertex *v2 = &verts[e2];
- GLchan c[2][4];
- GLchan s[2][4];
- GLuint i[2];
- if (ctx->_TriangleCaps & DD_FLATSHADE) {
+ /* cull testing */
+ if (ctx->Polygon.CullFlag) {
+ if (facing == 1 && ctx->Polygon.CullFaceMode != GL_FRONT)
+ return;
+ if (facing == 0 && ctx->Polygon.CullFaceMode != GL_BACK)
+ return;
+ }
+
+ _swrast_SetFacing(ctx, facing);
+
+ if (ctx->Light.ShadeModel == GL_FLAT) {
+ GLchan c[2][4];
+ GLfloat s[2][4];
+ GLfloat i[2];
+
+ /* save colors/indexes for v0, v1 vertices */
COPY_CHAN4(c[0], v0->color);
COPY_CHAN4(c[1], v1->color);
- COPY_CHAN4(s[0], v0->specular);
- COPY_CHAN4(s[1], v1->specular);
- i[0] = v0->index;
- i[1] = v1->index;
+ COPY_4V(s[0], v0->attrib[FRAG_ATTRIB_COL1]);
+ COPY_4V(s[1], v1->attrib[FRAG_ATTRIB_COL1]);
+ i[0] = v0->attrib[FRAG_ATTRIB_CI][0];
+ i[1] = v1->attrib[FRAG_ATTRIB_CI][0];
+ /* copy v2 color/indexes to v0, v1 indexes */
COPY_CHAN4(v0->color, v2->color);
COPY_CHAN4(v1->color, v2->color);
- COPY_CHAN4(v0->specular, v2->specular);
- COPY_CHAN4(v1->specular, v2->specular);
- v0->index = v2->index;
- v1->index = v2->index;
- }
+ COPY_4V(v0->attrib[FRAG_ATTRIB_COL1], v2->attrib[FRAG_ATTRIB_COL1]);
+ COPY_4V(v1->attrib[FRAG_ATTRIB_COL1], v2->attrib[FRAG_ATTRIB_COL1]);
+ v0->attrib[FRAG_ATTRIB_CI][0] = v2->attrib[FRAG_ATTRIB_CI][0];
+ v1->attrib[FRAG_ATTRIB_CI][0] = v2->attrib[FRAG_ATTRIB_CI][0];
- if (ef[e0]) _swrast_Point( ctx, v0 );
- if (ef[e1]) _swrast_Point( ctx, v1 );
- if (ef[e2]) _swrast_Point( ctx, v2 );
+ render(ctx, ef, e0, e1, e2, v0, v1, v2);
- if (ctx->_TriangleCaps & DD_FLATSHADE) {
COPY_CHAN4(v0->color, c[0]);
COPY_CHAN4(v1->color, c[1]);
- COPY_CHAN4(v0->specular, s[0]);
- COPY_CHAN4(v1->specular, s[1]);
- v0->index = i[0];
- v1->index = i[1];
+ COPY_4V(v0->attrib[FRAG_ATTRIB_COL1], s[0]);
+ COPY_4V(v1->attrib[FRAG_ATTRIB_COL1], s[1]);
+ v0->attrib[FRAG_ATTRIB_CI][0] = i[0];
+ v1->attrib[FRAG_ATTRIB_CI][0] = i[1];
+ }
+ else {
+ render(ctx, ef, e0, e1, e2, v0, v1, v2);
}
}
-#define SS_COLOR(a,b) COPY_4UBV(a,b)
-#define SS_SPEC(a,b) COPY_4UBV(a,b)
+#define SS_COLOR(a,b) UNCLAMPED_FLOAT_TO_RGBA_CHAN(a,b)
+#define SS_SPEC(a,b) UNCLAMPED_FLOAT_TO_RGB_CHAN(a,b)
#define SS_IND(a,b) (a = b)
#define IND (0)
struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;
SWvertex *verts = SWSETUP_CONTEXT(ctx)->verts;
GLuint i;
-
+
if (VB->Elts) {
- for (i = first; i < last; i++)
+ for (i = first; i < last; i++)
if (VB->ClipMask[VB->Elts[i]] == 0)
_swrast_Point( ctx, &verts[VB->Elts[i]] );
}
else {
- for (i = first; i < last; i++)
+ for (i = first; i < last; i++)
if (VB->ClipMask[i] == 0)
_swrast_Point( ctx, &verts[i] );
}
void _swsetup_choose_trifuncs( GLcontext *ctx )
{
- SScontext *swsetup = SWSETUP_CONTEXT(ctx);
+ TNLcontext *tnl = TNL_CONTEXT(ctx);
GLuint ind = 0;
- if (ctx->Polygon._OffsetAny)
+ if (ctx->Polygon.OffsetPoint ||
+ ctx->Polygon.OffsetLine ||
+ ctx->Polygon.OffsetFill)
ind |= SS_OFFSET_BIT;
- if (ctx->Light.Enabled && ctx->Light.Model.TwoSide)
+ if ((ctx->Light.Enabled && ctx->Light.Model.TwoSide) ||
+ (ctx->VertexProgram._Current && ctx->VertexProgram.TwoSideEnabled))
ind |= SS_TWOSIDE_BIT;
- if (ctx->_TriangleCaps & DD_TRI_UNFILLED)
+ /* We piggyback the two-sided stencil front/back determination on the
+ * unfilled triangle path.
+ */
+ if (ctx->Polygon.FrontMode != GL_FILL ||
+ ctx->Polygon.BackMode != GL_FILL ||
+ (ctx->Stencil.Enabled && ctx->Stencil._TestTwoSide))
ind |= SS_UNFILLED_BIT;
if (ctx->Visual.rgbMode)
ind |= SS_RGBA_BIT;
- swsetup->Triangle = tri_tab[ind];
- swsetup->Quad = quad_tab[ind];
- swsetup->Line = swsetup_line;
- swsetup->Points = swsetup_points;
+ tnl->Driver.Render.Triangle = tri_tab[ind];
+ tnl->Driver.Render.Quad = quad_tab[ind];
+ tnl->Driver.Render.Line = swsetup_line;
+ tnl->Driver.Render.Points = swsetup_points;
}
-