***********************************************************************/
#if defined (USE_X86_ASM)
-#define EMIT_VERT( j, vb, vertex_size, start, v ) \
-do { int __tmp; \
- vb += start; \
- __asm__ __volatile__( "rep ; movsl" \
- : "=%c" (j), "=D" (vb), "=S" (__tmp) \
- : "0" (vertex_size-start), \
- "D" ((long)vb), \
- "S" ((long)&v->ui[start])); \
+#define EMIT_VERT( j, vb, vertex_size, start, v ) \
+do { int __tmp; \
+ vb += start; \
+ __asm__ __volatile__( "rep ; movsl" \
+ : "=%c" (j), "=D" (vb), "=S" (__tmp) \
+ : "0" (vertex_size-start), \
+ "D" ((long)vb), \
+ "S" ((long)&(v)->ui[start])); \
} while (0)
#else
#define EMIT_VERT( j, vb, vertex_size, start, v ) \
savageVertexPtr v0,
savageVertexPtr v1,
savageVertexPtr v2) {
- GLuint vertsize = imesa->vertex_size;
+ GLuint vertsize = imesa->HwVertexSize;
u_int32_t *vb = savageAllocDmaLow (imesa, 3*4*vertsize);
GLuint j;
savageVertexPtr v1,
savageVertexPtr v2,
savageVertexPtr v3) {
- GLuint vertsize = imesa->vertex_size;
+ GLuint vertsize = imesa->HwVertexSize;
u_int32_t *vb = savageAllocDmaLow (imesa, 6*4*vertsize);
GLuint j;
static __inline__ void savage_draw_point (savageContextPtr imesa,
savageVertexPtr tmp) {
- GLuint vertsize = imesa->vertex_size;
+ GLuint vertsize = imesa->HwVertexSize;
u_int32_t *vb = savageAllocDmaLow (imesa, 6*4*vertsize);
const GLfloat x = tmp->v.x;
const GLfloat y = tmp->v.y;
static __inline__ void savage_draw_line (savageContextPtr imesa,
savageVertexPtr v0,
savageVertexPtr v1 ) {
- GLuint vertsize = imesa->vertex_size;
+ GLuint vertsize = imesa->HwVertexSize;
u_int32_t *vb = savageAllocDmaLow (imesa, 6*4*vertsize);
GLfloat width = imesa->glCtx->Line._Width;
GLfloat dx, dy, ix, iy;
*(float *)&vb[1] = v1->v.y + iy;
EMIT_VERT (j, vb, vertsize, 2, v1);
}
+
+/* Fallback drawing functions for the ptex hack. Code duplication
+ * (especially lines and points) isn't beautiful, but I didn't feel
+ * like inventing yet another template. :-/
+ */
+#define PTEX_VERTEX( j, tmp, vertex_size, start, v) \
+do { \
+ GLfloat rhw = 1.0 / v->f[vertex_size]; \
+ for ( j = start ; j < vertex_size ; j++ ) \
+ tmp.f[j] = v->f[j]; \
+ tmp.f[3] *= v->f[vertex_size]; \
+ tmp.f[vertex_size-2] *= rhw; \
+ tmp.f[vertex_size-1] *= rhw; \
+} while (0)
+
+static void __inline__ savage_ptex_tri (savageContextPtr imesa,
+ savageVertexPtr v0,
+ savageVertexPtr v1,
+ savageVertexPtr v2) {
+ GLuint vertsize = imesa->HwVertexSize;
+ u_int32_t *vb = savageAllocDmaLow (imesa, 3*4*vertsize);
+ savageVertex tmp;
+ GLuint j;
+
+ PTEX_VERTEX (j, tmp, vertsize, 0, v0); EMIT_VERT (j, vb, vertsize, 0, &tmp);
+ PTEX_VERTEX (j, tmp, vertsize, 0, v1); EMIT_VERT (j, vb, vertsize, 0, &tmp);
+ PTEX_VERTEX (j, tmp, vertsize, 0, v2); EMIT_VERT (j, vb, vertsize, 0, &tmp);
+}
+
+static __inline__ void savage_ptex_line (savageContextPtr imesa,
+ savageVertexPtr v0,
+ savageVertexPtr v1 ) {
+ GLuint vertsize = imesa->HwVertexSize;
+ u_int32_t *vb = savageAllocDmaLow (imesa, 6*4*vertsize);
+ GLfloat width = imesa->glCtx->Line._Width;
+ GLfloat dx, dy, ix, iy;
+ savageVertex tmp0, tmp1;
+ GLuint j;
+
+ PTEX_VERTEX (j, tmp0, vertsize, 2, v0);
+ PTEX_VERTEX (j, tmp1, vertsize, 2, v1);
+
+ dx = v0->v.x - v1->v.x;
+ dy = v0->v.y - v1->v.y;
+
+ ix = width * .5; iy = 0;
+ if (dx * dx > dy * dy) {
+ iy = ix; ix = 0;
+ }
+
+ *(float *)&vb[0] = v0->v.x - ix;
+ *(float *)&vb[1] = v0->v.y - iy;
+ EMIT_VERT (j, vb, vertsize, 2, &tmp0);
+
+ *(float *)&vb[0] = v1->v.x + ix;
+ *(float *)&vb[1] = v1->v.y + iy;
+ EMIT_VERT (j, vb, vertsize, 2, &tmp1);
+
+ *(float *)&vb[0] = v0->v.x + ix;
+ *(float *)&vb[1] = v0->v.y + iy;
+ EMIT_VERT (j, vb, vertsize, 2, &tmp0);
+
+ *(float *)&vb[0] = v0->v.x - ix;
+ *(float *)&vb[1] = v0->v.y - iy;
+ EMIT_VERT (j, vb, vertsize, 2, &tmp0);
+
+ *(float *)&vb[0] = v1->v.x - ix;
+ *(float *)&vb[1] = v1->v.y - iy;
+ EMIT_VERT (j, vb, vertsize, 2, &tmp1);
+
+ *(float *)&vb[0] = v1->v.x + ix;
+ *(float *)&vb[1] = v1->v.y + iy;
+ EMIT_VERT (j, vb, vertsize, 2, &tmp1);
+}
+
+static __inline__ void savage_ptex_point (savageContextPtr imesa,
+ savageVertexPtr v0) {
+ GLuint vertsize = imesa->HwVertexSize;
+ u_int32_t *vb = savageAllocDmaLow (imesa, 6*4*vertsize);
+ const GLfloat x = v0->v.x;
+ const GLfloat y = v0->v.y;
+ const GLfloat sz = imesa->glCtx->Point._Size * .5;
+ savageVertex tmp;
+ GLuint j;
+
+ PTEX_VERTEX (j, tmp, vertsize, 2, v0);
+
+ *(float *)&vb[0] = x - sz;
+ *(float *)&vb[1] = y - sz;
+ EMIT_VERT (j, vb, vertsize, 2, &tmp);
+
+ *(float *)&vb[0] = x + sz;
+ *(float *)&vb[1] = y - sz;
+ EMIT_VERT (j, vb, vertsize, 2, &tmp);
+
+ *(float *)&vb[0] = x + sz;
+ *(float *)&vb[1] = y + sz;
+ EMIT_VERT (j, vb, vertsize, 2, &tmp);
+
+ *(float *)&vb[0] = x + sz;
+ *(float *)&vb[1] = y + sz;
+ EMIT_VERT (j, vb, vertsize, 2, &tmp);
+
+ *(float *)&vb[0] = x - sz;
+ *(float *)&vb[1] = y + sz;
+ EMIT_VERT (j, vb, vertsize, 2, &tmp);
+
+ *(float *)&vb[0] = x - sz;
+ *(float *)&vb[1] = y - sz;
+ EMIT_VERT (j, vb, vertsize, 2, &tmp);
+}
/***********************************************************************
* Macros for t_dd_tritmp.h to draw basic primitives *
GLuint flags = ctx->_TriangleCaps;
GLuint index = 0;
+ /* Hook in fallback functions for the ptex hack. Do this first, so
+ * that a real fallback will overwrite them with the respective
+ * savage_fallback_... function.
+ */
+ if (imesa->ptexHack) {
+ /* Do textures make sense with points? */
+ imesa->draw_point = savage_ptex_point;
+ imesa->draw_line = savage_ptex_line;
+ imesa->draw_tri = savage_ptex_tri;
+ index |= SAVAGE_FALLBACK_BIT;
+ }
+
if (flags & (ANY_RASTER_FLAGS|ANY_FALLBACK_FLAGS)) {
imesa->draw_point = savage_draw_point;
imesa->draw_line = savage_draw_line;
/* Hook in fallbacks for specific primitives.
*/
- if (flags & (POINT_FALLBACK|LINE_FALLBACK|TRI_FALLBACK)) {
+ if (flags & ANY_FALLBACK_FLAGS) {
if (flags & POINT_FALLBACK) imesa->draw_point = savage_fallback_point;
if (flags & LINE_FALLBACK) imesa->draw_line = savage_fallback_line;
if (flags & TRI_FALLBACK) imesa->draw_tri = savage_fallback_tri;
}
}
+/* Check if projective texture coordinates are used and if we can fake
+ * them. Fallback to swrast we can't. Returns GL_TRUE if projective
+ * texture coordinates must be faked, GL_FALSE otherwise.
+ */
+static GLboolean savageCheckPTexHack( GLcontext *ctx )
+{
+ TNLcontext *tnl = TNL_CONTEXT(ctx);
+ struct vertex_buffer *VB = &tnl->vb;
+ GLuint index = tnl->render_inputs;
+
+ if (index & _TNL_BIT_TEX(0) && VB->TexCoordPtr[0]->size == 4) {
+ if ((index & _TNL_BITS_TEX_ANY) == _TNL_BIT_TEX(0))
+ return GL_TRUE; /* apply ptex hack */
+ else
+ FALLBACK(ctx, SAVAGE_FALLBACK_PROJ_TEXTURE, GL_TRUE);
+ }
+ if ((index & _TNL_BIT_TEX(1)) && VB->TexCoordPtr[1]->size == 4)
+ FALLBACK(ctx, SAVAGE_FALLBACK_PROJ_TEXTURE, GL_TRUE);
+
+ return GL_FALSE; /* don't apply ptex hack */
+}
+
#define EMIT_ATTR( ATTR, STYLE, INDEX, SKIP ) \
do { \
imesa->vertex_attr_count++; \
} while (0)
-#define SAVAGE_EMIT_XYZ 0x0001
-#define SAVAGE_EMIT_W 0x0002
-#define SAVAGE_EMIT_C0 0x0004
-#define SAVAGE_EMIT_C1 0x0008
-#define SAVAGE_EMIT_FOG 0x0010
-#define SAVAGE_EMIT_S0 0x0020
-#define SAVAGE_EMIT_T0 0x0040
-#define SAVAGE_EMIT_ST0 0x0060
-#define SAVAGE_EMIT_S1 0x0080
-#define SAVAGE_EMIT_T1 0x0100
-#define SAVAGE_EMIT_ST1 0x0180
+#define SAVAGE_EMIT_XYZ 0x0001
+#define SAVAGE_EMIT_W 0x0002
+#define SAVAGE_EMIT_C0 0x0004
+#define SAVAGE_EMIT_C1 0x0008
+#define SAVAGE_EMIT_FOG 0x0010
+#define SAVAGE_EMIT_S0 0x0020
+#define SAVAGE_EMIT_T0 0x0040
+#define SAVAGE_EMIT_Q0 0x0080
+#define SAVAGE_EMIT_ST0 0x0060
+#define SAVAGE_EMIT_STQ0 0x00e0
+#define SAVAGE_EMIT_S1 0x0100
+#define SAVAGE_EMIT_T1 0x0200
+#define SAVAGE_EMIT_ST1 0x0300
static void savageRenderStart( GLcontext *ctx )
GLuint index = tnl->render_inputs;
GLuint setupIndex = SAVAGE_EMIT_XYZ;
GLuint drawCmd = SAVAGE_HW_SKIPFLAGS;
+ GLboolean ptexHack;
if (imesa->savageScreen->chipset < S3_SAVAGE4)
drawCmd &= ~SAVAGE_HW_NO_UV1;
drawCmd &= ~SAVAGE_HW_NO_Z; /* all mesa vertices have a z coordinate */
+ /* Check if we need to apply the ptex hack. Choose a new render
+ * state if necessary. (Note: this can't be done in
+ * savageRunPipeline, since the number of vertex coordinates can
+ * change in the pipeline. texmat or texgen or both?) */
+ ptexHack = savageCheckPTexHack( ctx );
+ if (ptexHack != imesa->ptexHack) {
+ imesa->ptexHack = ptexHack;
+ savageChooseRenderState (ctx);
+ }
+ /* Handle fallback cases identified in savageCheckPTexHack. */
+ if (SAVAGE_CONTEXT(ctx)->Fallback) {
+ tnl->Driver.Render.Start(ctx);
+ return;
+ }
+
/* Important:
*/
VB->AttribPtr[VERT_ATTRIB_POS] = VB->NdcPtr;
}
if (index & _TNL_BIT_TEX(0)) {
- if (VB->TexCoordPtr[0]->size > 2) {
- /* projective textures are not supported by the hardware */
- FALLBACK(ctx, SAVAGE_FALLBACK_PROJ_TEXTURE, GL_TRUE);
- }
- if (VB->TexCoordPtr[0]->size == 2)
+ if (ptexHack)
+ EMIT_ATTR( _TNL_ATTRIB_TEX0, EMIT_3F_XYW, SAVAGE_EMIT_STQ0, SAVAGE_HW_NO_UV0);
+ else if (VB->TexCoordPtr[0]->size == 4)
+ assert (0); /* should be caught by savageCheckPTexHack */
+ else if (VB->TexCoordPtr[0]->size >= 2)
+ /* The chromium menu emits some 3D tex coords even though no
+ * 3D texture is enabled. Ignore the 3rd coordinate. */
EMIT_ATTR( _TNL_ATTRIB_TEX0, EMIT_2F, SAVAGE_EMIT_ST0, SAVAGE_HW_NO_UV0 );
else
EMIT_ATTR( _TNL_ATTRIB_TEX0, EMIT_1F, SAVAGE_EMIT_S0, SAVAGE_HW_NO_U0 );
}
if (index & _TNL_BIT_TEX(1)) {
- if (VB->TexCoordPtr[1]->size > 2) {
- /* projective textures are not supported by the hardware */
- FALLBACK(ctx, SAVAGE_FALLBACK_PROJ_TEXTURE, GL_TRUE);
- }
- if (VB->TexCoordPtr[1]->size == 2)
+ if (VB->TexCoordPtr[1]->size == 4)
+ /* Projective textures are not supported by the hardware */
+ assert (0); /* should be caught by savageCheckPTexHack */
+ else if (VB->TexCoordPtr[1]->size >= 2)
EMIT_ATTR( _TNL_ATTRIB_TEX1, EMIT_2F, SAVAGE_EMIT_ST1, SAVAGE_HW_NO_UV1 );
else
EMIT_ATTR( _TNL_ATTRIB_TEX1, EMIT_1F, SAVAGE_EMIT_S1, SAVAGE_HW_NO_U1 );
imesa->SetupIndex = setupIndex;
imesa->DrawPrimitiveCmd = drawCmd;
+ imesa->HwVertexSize = imesa->vertex_size;
+
+ if (setupIndex & SAVAGE_EMIT_Q0) {
+ /* The vertex setup code emits homogenous texture
+ * coordinates. They are converted to normal 2D coords by
+ * savage_ptex_tri/line/point. Now we have two different
+ * vertex sizes. Functions that emit vertices to the hardware
+ * need to use HwVertexSize, anything that manipulates the
+ * vertices generated by t_vertex uses vertex_size. */
+ imesa->HwVertexSize--;
+ assert (imesa->ptexHack);
+ } else
+ assert (!imesa->ptexHack);
}
- if (!SAVAGE_CONTEXT(ctx)->Fallback) {
- /* Update hardware state and get the lock */
- savageDDRenderStart( ctx );
- } else {
- tnl->Driver.Render.Start(ctx);
- }
+ /* Update hardware state and get the lock */
+ savageDDRenderStart( ctx );
}
static void savageRenderFinish( GLcontext *ctx )
return GL_TRUE;
for (i = 0 ; i < ctx->Const.MaxTextureUnits ; i++) {
- if (!(stage->inputs & stage->changed_inputs & VERT_BIT_TEX(i)))
+ if (!(stage->inputs & stage->changed_inputs & VERT_BIT_TEX(i)) ||
+ VB->TexCoordPtr[i]->size == 4)
+ /* Never try to normalize homogenous tex coords! */
continue;
GLuint reallyEnabled = ctx->Texture.Unit[i]._ReallyEnabled;