-/* $Id: t_vb_render.c,v 1.12 2001/01/29 20:47:39 keithw Exp $ */
+/* $Id: t_vb_render.c,v 1.27 2002/01/22 14:35:17 brianp Exp $ */
/*
* Mesa 3-D graphics library
- * Version: 3.5
+ * Version: 4.0.1
*
* Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
*
* 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:
+ * Authors:
* Keith Whitwell <keithw@valinux.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.Render.*
*
- * context->Driver.PointsFunc()
- * context->Driver.LineFunc()
- * context->Driver.TriangleFunc()
- * context->Driver.QuadFunc()
- *
- * context->Driver.RenderTabVerts[]
- * context->Driver.RenderTabElts[]
- *
- * None of these may be null.
*/
-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))
+#if defined(USE_IEEE)
+#define NEGATIVE(x) (GET_FLOAT_BITS(x) & (1<<31))
+#define DIFFERENT_SIGNS(x,y) ((GET_FLOAT_BITS(x) ^ GET_FLOAT_BITS(y)) & (1<<31))
#else
#define NEGATIVE(x) (x < 0)
#define DIFFERENT_SIGNS(x,y) (x * y <= 0 && x - y != 0)
*/
#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]
/* 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 { \
} 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 line_func LineFunc = tnl->Driver.Render.Line; \
+ const triangle_func TriangleFunc = tnl->Driver.Render.Triangle; \
+ const 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 tnl->Driver.Render.ResetLineStipple( ctx )
+#define RESET_OCCLUSION ctx->OcclusionResult = GL_TRUE
#define PRESERVE_VB_DEFS
#include "t_vb_rendertmp.h"
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);
+ 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&0x3f))
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 );
}
/* 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 RENDER_TRI( v1, v2, v3 ) \
+#define RENDER_TRI( v1, v2, v3 ) \
TriangleFunc( ctx, v1, v2, v3 )
-#define RENDER_QUAD( v1, v2, v3, v4 ) \
+#define RENDER_QUAD( v1, v2, v3, v4 ) \
QuadFunc( ctx, v1, v2, v3, v4 )
#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 line_func LineFunc = tnl->Driver.Render.Line; \
+ const triangle_func TriangleFunc = tnl->Driver.Render.Triangle; \
+ const quad_func QuadFunc = tnl->Driver.Render.Quad; \
+ const GLboolean stipple = ctx->Line.StippleFlag; \
+ (void) (LineFunc && TriangleFunc && QuadFunc); \
+ (void) elt; (void) stipple
+
+#define RESET_STIPPLE tnl->Driver.Render.ResetLineStipple( ctx )
+#define RESET_OCCLUSION ctx->OcclusionResult = GL_TRUE
+#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( GLcontext *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( GLcontext *ctx, GLuint ii, GLuint jj )
+{
+ TNLcontext *tnl = TNL_CONTEXT(ctx);
+ tnl->Driver.Render.Line( ctx, ii, jj );
+}
+
/**********************************************************************/
struct gl_pipeline_stage *stage )
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
- struct vertex_buffer *VB = &tnl->vb;
+ struct vertex_buffer *VB = &tnl->vb;
GLuint new_inputs = stage->changed_inputs;
render_func *tab;
GLint pass = 0;
* that window coordinates are guarenteed not to change before
* rendering.
*/
- ctx->Driver.RenderStart( ctx );
- 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, new_inputs );
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)
+ for (i = VB->FirstPrimitive ; !(flags & PRIM_LAST) ; i += length)
{
flags = VB->Primitive[i];
- length= VB->PrimitiveLength[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); */
if (length)
tab[flags & PRIM_MODE_MASK]( ctx, i, i + length, flags );
}
- } while (ctx->Driver.MultipassFunc &&
- ctx->Driver.MultipassFunc( ctx, ++pass ));
+ } while (tnl->Driver.Render.Multipass &&
+ tnl->Driver.Render.Multipass( ctx, ++pass ));
- ctx->Driver.RenderFinish( ctx );
+ tnl->Driver.Render.Finish( ctx );
+/* _swrast_flush(ctx); */
+/* usleep(1000000); */
return GL_FALSE; /* finished the pipe */
}
/* Quite a bit of work involved in finding out the inputs for the
- * render stage.
+ * render stage.
*/
static void check_render( GLcontext *ctx, struct gl_pipeline_stage *stage )
{
- GLuint inputs = VERT_CLIP;
+ GLuint inputs = VERT_BIT_CLIP;
GLuint i;
if (ctx->Visual.rgbMode) {
- inputs |= VERT_RGBA;
+ inputs |= VERT_BIT_COLOR0;
- if (ctx->_TriangleCaps & DD_SEPERATE_SPECULAR) {
- inputs |= VERT_SPEC_RGB;
- }
+ if (ctx->_TriangleCaps & DD_SEPARATE_SPECULAR)
+ inputs |= VERT_BIT_COLOR1;
if (ctx->Texture._ReallyEnabled) {
for (i = 0 ; i < ctx->Const.MaxTextureUnits ; i++) {
if (ctx->Texture.Unit[i]._ReallyEnabled)
- inputs |= VERT_TEX(i);
+ inputs |= VERT_BIT_TEX(i);
}
}
}
- else
- {
- inputs |= VERT_INDEX;
+ else {
+ inputs |= VERT_BIT_INDEX;
}
- if (ctx->Point._Attenuated)
- inputs |= VERT_POINT_SIZE;
+ if (ctx->Point._Attenuated)
+ inputs |= VERT_BIT_POINT_SIZE;
/* How do drivers turn this off?
*/
- if (ctx->Fog.Enabled) {
- inputs |= VERT_FOG_COORD;
- }
+ if (ctx->Fog.Enabled)
+ inputs |= VERT_BIT_FOG;
- if (ctx->_TriangleCaps & DD_TRI_UNFILLED) {
- inputs |= VERT_EDGE;
- }
+ if (ctx->_TriangleCaps & DD_TRI_UNFILLED)
+ inputs |= VERT_BIT_EDGEFLAG;
- if (ctx->RenderMode==GL_FEEDBACK) {
- inputs |= VERT_TEX_ANY;
- }
+ if (ctx->RenderMode==GL_FEEDBACK)
+ inputs |= VERT_BITS_TEX_ANY;
stage->inputs = inputs;
}
}
-const struct gl_pipeline_stage _tnl_render_stage =
-{
- "render",
+const struct gl_pipeline_stage _tnl_render_stage =
+{
+ "render", /* name */
(_NEW_BUFFERS |
- _DD_NEW_SEPERATE_SPECULAR |
+ _DD_NEW_SEPARATE_SPECULAR |
_DD_NEW_FLATSHADE |
_NEW_TEXTURE|
_NEW_LIGHT|
_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 */
+ GL_TRUE, /* active? */
+ 0, /* inputs (set in check_render) */
+ 0, /* outputs */
+ 0, /* changed_inputs */
+ NULL, /* private data */
dtr, /* destructor */
check_render, /* check */
run_render /* run */