-/* $Id: t_vb_render.c,v 1.13 2001/02/16 00:35:35 keithw Exp $ */
-
/*
* Mesa 3-D graphics library
- * Version: 3.5
*
- * Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2005 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"),
* 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
- * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
- * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
+ * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
+ * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
+ * OTHER DEALINGS IN THE SOFTWARE.
*
- * Author:
- * Keith Whitwell <keithw@valinux.com>
+ * Authors:
+ * Keith Whitwell <keithw@vmware.com>
*/
* This file makes calls to project vertices and to the point, line
* and triangle rasterizers via the function pointers:
*
- * context->Driver.BuildProjectedVertices()
- *
- * context->Driver.PointsFunc()
- * context->Driver.LineFunc()
- * context->Driver.TriangleFunc()
- * context->Driver.QuadFunc()
+ * context->Driver.Render.*
*
- * context->Driver.RenderTabVerts[]
- * context->Driver.RenderTabElts[]
- *
- * None of these may be null.
*/
-#include "glheader.h"
-#include "context.h"
-#include "macros.h"
-#include "mem.h"
-#include "mtypes.h"
-#include "mmath.h"
-
-#include "math/m_matrix.h"
+#include <stdio.h>
+#include "main/glheader.h"
+#include "main/context.h"
+#include "main/enums.h"
+#include "main/macros.h"
+#include "main/imports.h"
+#include "main/mtypes.h"
#include "math/m_xform.h"
#include "t_pipeline.h"
-/* typedef void (*clip_line_func)( GLcontext *ctx, */
-/* GLuint i, GLuint j, */
-/* GLubyte mask); */
-
-/* typedef void (*clip_poly_func)( GLcontext *ctx, */
-/* GLuint n, GLuint vlist[], */
-/* GLubyte mask ); */
-
-
-
-
-
/**********************************************************************/
/* Clip single primitives */
/**********************************************************************/
-#if defined(USE_IEEE)
-#define NEGATIVE(x) ((*(GLuint *)&x) & (1<<31))
-#define DIFFERENT_SIGNS(x,y) (((*(GLuint *)&x)^(*(GLuint *)&y)) & (1<<31))
-#else
-#define NEGATIVE(x) (x < 0)
-#define DIFFERENT_SIGNS(x,y) (x * y <= 0 && x - y != 0)
-/* Could just use (x*y<0) except for the flatshading requirements.
- * Maybe there's a better way?
- */
-#endif
-
-#define LINTERP_SZ( t, vec, to, a, b, sz ) \
-do { \
- switch (sz) { \
- case 2: vec[to][2] = 0.0; \
- case 3: vec[to][3] = 1.0; \
- } \
- switch (sz) { \
- case 4: vec[to][3] = LINTERP( t, vec[a][3], vec[b][3] ); \
- case 3: vec[to][2] = LINTERP( t, vec[a][2], vec[b][2] ); \
- case 2: vec[to][1] = LINTERP( t, vec[a][1], vec[b][1] ); \
- vec[to][0] = LINTERP( t, vec[a][0], vec[b][0] ); \
- } \
-} while(0)
-
-#define LINTERP_4F( t, vec, to, a, b, sz ) \
-do { \
- vec[to][3] = LINTERP( t, vec[a][3], vec[b][3] ); \
- vec[to][2] = LINTERP( t, vec[a][2], vec[b][2] ); \
- vec[to][1] = LINTERP( t, vec[a][1], vec[b][1] ); \
- vec[to][0] = LINTERP( t, vec[a][0], vec[b][0] ); \
-} while (0)
-
#define W(i) coord[i][3]
#define Z(i) coord[i][2]
#define Y(i) coord[i][1]
/* Clip and render whole begin/end objects */
/**********************************************************************/
-#define NEED_EDGEFLAG_SETUP (ctx->_TriangleCaps & DD_TRI_UNFILLED)
+#define NEED_EDGEFLAG_SETUP (ctx->Polygon.FrontMode != GL_FILL || ctx->Polygon.BackMode != GL_FILL)
#define EDGEFLAG_GET(idx) VB->EdgeFlag[idx]
#define EDGEFLAG_SET(idx, val) VB->EdgeFlag[idx] = val
+/* This does NOT include the CLIP_USER_BIT! */
+#define CLIPMASK (CLIP_FRUSTUM_BITS | CLIP_CULL_BIT)
+
+
/* Vertices, with the possibility of clipping.
*/
#define RENDER_POINTS( start, count ) \
- ctx->Driver.PointsFunc( ctx, start, count )
+ tnl->Driver.Render.Points( ctx, start, count )
#define RENDER_LINE( v1, v2 ) \
do { \
GLubyte ormask = c1|c2; \
if (!ormask) \
LineFunc( ctx, v1, v2 ); \
- else if (!(c1 & c2 & 0x3f)) \
+ else if (!(c1 & c2 & CLIPMASK)) \
clip_line_4( ctx, v1, v2, ormask ); \
} while (0)
GLubyte ormask = c1|c2|c3; \
if (!ormask) \
TriangleFunc( ctx, v1, v2, v3 ); \
- else if (!(c1 & c2 & c3 & 0x3f)) \
+ else if (!(c1 & c2 & c3 & CLIPMASK)) \
clip_tri_4( ctx, v1, v2, v3, ormask ); \
} while (0)
GLubyte ormask = c1|c2|c3|c4; \
if (!ormask) \
QuadFunc( ctx, v1, v2, v3, v4 ); \
- else if (!(c1 & c2 & c3 & c4 & 0x3f)) \
+ else if (!(c1 & c2 & c3 & c4 & CLIPMASK)) \
clip_quad_4( ctx, v1, v2, v3, v4, ormask ); \
} while (0)
-#define LOCAL_VARS \
- struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb; \
- const GLuint * const elt = VB->Elts; \
- const GLubyte *mask = VB->ClipMask; \
- const GLuint sz = VB->ClipPtr->size; \
- const line_func LineFunc = ctx->Driver.LineFunc; \
- const triangle_func TriangleFunc = ctx->Driver.TriangleFunc; \
- const quad_func QuadFunc = ctx->Driver.QuadFunc; \
- const GLboolean stipple = ctx->Line.StippleFlag; \
- (void) (LineFunc && TriangleFunc && QuadFunc); \
- (void) elt; (void) mask; (void) sz; (void) stipple;
+#define LOCAL_VARS \
+ TNLcontext *tnl = TNL_CONTEXT(ctx); \
+ struct vertex_buffer *VB = &tnl->vb; \
+ const GLuint * const elt = VB->Elts; \
+ const GLubyte *mask = VB->ClipMask; \
+ const GLuint sz = VB->ClipPtr->size; \
+ const tnl_line_func LineFunc = tnl->Driver.Render.Line; \
+ const tnl_triangle_func TriangleFunc = tnl->Driver.Render.Triangle; \
+ const tnl_quad_func QuadFunc = tnl->Driver.Render.Quad; \
+ const GLboolean stipple = ctx->Line.StippleFlag; \
+ (void) (LineFunc && TriangleFunc && QuadFunc); \
+ (void) elt; (void) mask; (void) sz; (void) stipple;
#define TAG(x) clip_##x##_verts
-#define INIT(x) ctx->Driver.RenderPrimitive( ctx, x )
-#define RESET_STIPPLE if (stipple) ctx->Driver.ResetLineStipple( ctx )
-#define RESET_OCCLUSION ctx->OcclusionResult = GL_TRUE;
+#define INIT(x) tnl->Driver.Render.PrimitiveNotify( ctx, x )
+#define RESET_STIPPLE if (stipple) tnl->Driver.Render.ResetLineStipple( ctx )
#define PRESERVE_VB_DEFS
#include "t_vb_rendertmp.h"
/* TODO: do this for all primitives, verts and elts:
*/
-static void clip_elt_triangles( GLcontext *ctx,
+static void clip_elt_triangles( struct gl_context *ctx,
GLuint start,
GLuint count,
GLuint flags )
{
- GLuint j;
- GLuint last = count-2;
- render_func render_tris = ctx->Driver.RenderTabElts[GL_TRIANGLES];
- struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;
+ TNLcontext *tnl = TNL_CONTEXT(ctx);
+ tnl_render_func render_tris = tnl->Driver.Render.PrimTabElts[GL_TRIANGLES];
+ struct vertex_buffer *VB = &tnl->vb;
const GLuint * const elt = VB->Elts;
GLubyte *mask = VB->ClipMask;
+ GLuint last = count-2;
+ GLuint j;
(void) flags;
-
- ctx->Driver.RenderPrimitive( ctx, GL_TRIANGLES );
+
+ tnl->Driver.Render.PrimitiveNotify( ctx, GL_TRIANGLES );
for (j=start; j < last; j+=3 ) {
GLubyte c1 = mask[elt[j]];
GLubyte c3 = mask[elt[j+2]];
GLubyte ormask = c1|c2|c3;
if (ormask) {
- if (start < j)
+ if (start < j)
render_tris( ctx, start, j, 0 );
- if (!(c1&c2&c3&0x3f))
+ if (!(c1&c2&c3&CLIPMASK))
clip_tri_4( ctx, elt[j], elt[j+1], elt[j+2], ormask );
start = j+3;
}
}
- if (start < j)
+ if (start < j)
render_tris( ctx, start, j, 0 );
}
/* Render whole begin/end objects */
/**********************************************************************/
-#define NEED_EDGEFLAG_SETUP (ctx->_TriangleCaps & DD_TRI_UNFILLED)
+#define NEED_EDGEFLAG_SETUP (ctx->Polygon.FrontMode != GL_FILL || ctx->Polygon.BackMode != GL_FILL)
#define EDGEFLAG_GET(idx) VB->EdgeFlag[idx]
#define EDGEFLAG_SET(idx, val) VB->EdgeFlag[idx] = val
/* Vertices, no clipping.
*/
#define RENDER_POINTS( start, count ) \
- ctx->Driver.PointsFunc( ctx, start, count )
+ tnl->Driver.Render.Points( ctx, start, count )
#define RENDER_LINE( v1, v2 ) \
LineFunc( ctx, v1, v2 )
#define TAG(x) _tnl_##x##_verts
-#define LOCAL_VARS \
- struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb; \
- const GLuint * const elt = VB->Elts; \
- const line_func LineFunc = ctx->Driver.LineFunc; \
- const triangle_func TriangleFunc = ctx->Driver.TriangleFunc; \
- const quad_func QuadFunc = ctx->Driver.QuadFunc; \
- (void) (LineFunc && TriangleFunc && QuadFunc); \
- (void) elt;
-
-#define RESET_STIPPLE ctx->Driver.ResetLineStipple( ctx )
-#define RESET_OCCLUSION ctx->OcclusionResult = GL_TRUE;
-#define INIT(x) ctx->Driver.RenderPrimitive( ctx, x )
-#define RENDER_TAB_QUALIFIER
+#define LOCAL_VARS \
+ TNLcontext *tnl = TNL_CONTEXT(ctx); \
+ struct vertex_buffer *VB = &tnl->vb; \
+ const GLuint * const elt = VB->Elts; \
+ const tnl_line_func LineFunc = tnl->Driver.Render.Line; \
+ const tnl_triangle_func TriangleFunc = tnl->Driver.Render.Triangle; \
+ const tnl_quad_func QuadFunc = tnl->Driver.Render.Quad; \
+ const GLboolean stipple = ctx->Line.StippleFlag; \
+ (void) (LineFunc && TriangleFunc && QuadFunc); \
+ (void) elt; (void) stipple
+
+#define RESET_STIPPLE if (stipple) tnl->Driver.Render.ResetLineStipple( ctx )
+#define INIT(x) tnl->Driver.Render.PrimitiveNotify( ctx, x )
+#define RENDER_TAB_QUALIFIER
#define PRESERVE_VB_DEFS
#include "t_vb_rendertmp.h"
#include "t_vb_rendertmp.h"
+/**********************************************************************/
+/* Helper functions for drivers */
+/**********************************************************************/
+
+void _tnl_RenderClippedPolygon( struct gl_context *ctx, const GLuint *elts, GLuint n )
+{
+ TNLcontext *tnl = TNL_CONTEXT(ctx);
+ struct vertex_buffer *VB = &tnl->vb;
+ GLuint *tmp = VB->Elts;
+
+ VB->Elts = (GLuint *)elts;
+ tnl->Driver.Render.PrimTabElts[GL_POLYGON]( ctx, 0, n, PRIM_BEGIN|PRIM_END );
+ VB->Elts = tmp;
+}
+
+void _tnl_RenderClippedLine( struct gl_context *ctx, GLuint ii, GLuint jj )
+{
+ TNLcontext *tnl = TNL_CONTEXT(ctx);
+ tnl->Driver.Render.Line( ctx, ii, jj );
+}
+
/**********************************************************************/
/**********************************************************************/
-static GLboolean run_render( GLcontext *ctx,
- struct gl_pipeline_stage *stage )
+static GLboolean run_render( struct gl_context *ctx,
+ struct tnl_pipeline_stage *stage )
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
- struct vertex_buffer *VB = &tnl->vb;
- GLuint new_inputs = stage->changed_inputs;
- render_func *tab;
+ struct vertex_buffer *VB = &tnl->vb;
+ tnl_render_func *tab;
GLint pass = 0;
-
/* Allow the drivers to lock before projected verts are built so
* that window coordinates are guarenteed not to change before
* rendering.
*/
- ctx->Driver.RenderStart( ctx );
-
- ASSERT(ctx->Driver.BuildProjectedVertices);
- ASSERT(ctx->Driver.RenderPrimitive);
- ASSERT(ctx->Driver.PointsFunc);
- ASSERT(ctx->Driver.LineFunc);
- ASSERT(ctx->Driver.TriangleFunc);
- ASSERT(ctx->Driver.QuadFunc);
- ASSERT(ctx->Driver.ResetLineStipple);
- ASSERT(ctx->Driver.RenderInterp);
- ASSERT(ctx->Driver.RenderCopyPV);
- ASSERT(ctx->Driver.RenderClippedLine);
- ASSERT(ctx->Driver.RenderClippedPolygon);
-
- ctx->Driver.BuildProjectedVertices( ctx, 0, VB->Count, new_inputs );
+ assert(tnl->Driver.Render.Start);
+
+ tnl->Driver.Render.Start( ctx );
+
+ assert(tnl->Driver.Render.BuildVertices);
+ assert(tnl->Driver.Render.PrimitiveNotify);
+ assert(tnl->Driver.Render.Points);
+ assert(tnl->Driver.Render.Line);
+ assert(tnl->Driver.Render.Triangle);
+ assert(tnl->Driver.Render.Quad);
+ assert(tnl->Driver.Render.ResetLineStipple);
+ assert(tnl->Driver.Render.Interp);
+ assert(tnl->Driver.Render.CopyPV);
+ assert(tnl->Driver.Render.ClippedLine);
+ assert(tnl->Driver.Render.ClippedPolygon);
+ assert(tnl->Driver.Render.Finish);
+
+ tnl->Driver.Render.BuildVertices( ctx, 0, VB->Count, ~0 );
if (VB->ClipOrMask) {
tab = VB->Elts ? clip_render_tab_elts : clip_render_tab_verts;
clip_render_tab_elts[GL_TRIANGLES] = clip_elt_triangles;
}
else {
- tab = VB->Elts ? ctx->Driver.RenderTabElts : ctx->Driver.RenderTabVerts;
- }
+ tab = (VB->Elts ?
+ tnl->Driver.Render.PrimTabElts :
+ tnl->Driver.Render.PrimTabVerts);
+ }
do
{
- GLuint i, length, flags = 0;
- for (i = 0 ; !(flags & PRIM_LAST) ; i += length)
+ GLuint i;
+
+ for (i = 0 ; i < VB->PrimitiveCount ; i++)
{
- flags = VB->Primitive[i];
- length= VB->PrimitiveLength[i];
- ASSERT(length || (flags & PRIM_LAST));
- ASSERT((flags & PRIM_MODE_MASK) <= GL_POLYGON+1);
-/* fprintf(stderr, "Render %s %d..%d\n", */
-/* _mesa_prim_name[flags&PRIM_MODE_MASK], i, i+length); */
+ GLuint prim = _tnl_translate_prim(&VB->Primitive[i]);
+ GLuint start = VB->Primitive[i].start;
+ GLuint length = VB->Primitive[i].count;
+
+ assert((prim & PRIM_MODE_MASK) <= GL_POLYGON);
+
+ if (MESA_VERBOSE & VERBOSE_PRIMS)
+ _mesa_debug(NULL, "MESA prim %s %d..%d\n",
+ _mesa_lookup_enum_by_nr(prim & PRIM_MODE_MASK),
+ start, start+length);
+
if (length)
- tab[flags & PRIM_MODE_MASK]( ctx, i, i + length, flags );
+ tab[prim & PRIM_MODE_MASK]( ctx, start, start + length, prim );
}
- } while (ctx->Driver.MultipassFunc &&
- ctx->Driver.MultipassFunc( ctx, ++pass ));
+ } while (tnl->Driver.Render.Multipass &&
+ tnl->Driver.Render.Multipass( ctx, ++pass ));
+ tnl->Driver.Render.Finish( ctx );
- ctx->Driver.RenderFinish( ctx );
return GL_FALSE; /* finished the pipe */
}
-/* Quite a bit of work involved in finding out the inputs for the
- * render stage.
- */
-static void check_render( GLcontext *ctx, struct gl_pipeline_stage *stage )
-{
- GLuint inputs = VERT_CLIP;
- GLuint i;
-
- if (ctx->Visual.rgbMode) {
- inputs |= VERT_RGBA;
-
- if (ctx->_TriangleCaps & DD_SEPERATE_SPECULAR)
- inputs |= VERT_SPEC_RGB;
-
- if (ctx->Texture._ReallyEnabled) {
- for (i = 0 ; i < ctx->Const.MaxTextureUnits ; i++) {
- if (ctx->Texture.Unit[i]._ReallyEnabled)
- inputs |= VERT_TEX(i);
- }
- }
- }
- else {
- inputs |= VERT_INDEX;
- }
-
- if (ctx->Point._Attenuated)
- inputs |= VERT_POINT_SIZE;
-
- /* How do drivers turn this off?
- */
- if (ctx->Fog.Enabled)
- inputs |= VERT_FOG_COORD;
-
- if (ctx->_TriangleCaps & DD_TRI_UNFILLED)
- inputs |= VERT_EDGE;
- if (ctx->RenderMode==GL_FEEDBACK)
- inputs |= VERT_TEX_ANY;
- stage->inputs = inputs;
-}
-
-
-
-
-static void dtr( struct gl_pipeline_stage *stage )
+const struct tnl_pipeline_stage _tnl_render_stage =
{
-}
-
-
-const struct gl_pipeline_stage _tnl_render_stage =
-{
- "render",
- (_NEW_BUFFERS |
- _DD_NEW_SEPERATE_SPECULAR |
- _DD_NEW_FLATSHADE |
- _NEW_TEXTURE|
- _NEW_LIGHT|
- _NEW_POINT|
- _NEW_FOG|
- _DD_NEW_TRI_UNFILLED |
- _NEW_RENDERMODE), /* re-check (new inputs, interp function) */
- 0, /* re-run (always runs) */
- GL_TRUE, /* active */
- 0, 0, /* inputs (set in check_render), outputs */
- 0, 0, /* changed_inputs, private */
- dtr, /* destructor */
- check_render, /* check */
+ "render", /* name */
+ NULL, /* private data */
+ NULL, /* creator */
+ NULL, /* destructor */
+ NULL, /* validate */
run_render /* run */
};