+++ /dev/null
-/**************************************************************************
- *
- * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
- * 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, sub license, 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 (including the
- * next paragraph) 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 NON-INFRINGEMENT.
- * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS 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.
- *
- **************************************************************************/
-
- /*
- * Authors:
- * Keith Whitwell <keith@tungstengraphics.com>
- */
-
-#ifdef MESA
-#include "main/imports.h"
-#include "main/macros.h"
-#include "tnl/t_context.h"
-#include "vf/vf.h"
-#else
-#define VF_
-#include "pipe/p_util.h"
-
-#endif /*MESA*/
-
-
-#include "draw_private.h"
-#include "draw_context.h"
-#include "draw_prim.h"
-
-
-
-
-/* This file is a temporary set of hooks to allow us to use the tnl/
- * and vf/ modules until we have replacements in pipe.
- */
-
-static void vs_flush( struct draw_context *draw )
-{
- unsigned i;
-
- /* We're not really running a vertex shader yet, so flushing the vs
- * queue is just a matter of building the vertices and returning.
- */
- /* Actually, I'm cheating even more and pre-building them still
- * with the mesa/vf module. So it's very easy...
- */
- for (i = 0; i < draw->vs.queue_nr; i++) {
- /* Would do the following steps here:
- *
- * 1) Loop over vertex element descriptors, fetch data from each
- * to build the pre-tnl vertex. This might require a new struct
- * to represent the pre-tnl vertex.
- *
- * 2) Bundle groups of upto 4 pre-tnl vertices together and pass
- * to vertex shader.
- *
- * 3) Do any necessary unswizzling, make sure vertex headers are
- * correctly populated, store resulting post-transformed
- * vertices in vcache.
- *
- * In this version, just do the last step:
- */
- unsigned elt = draw->vs.queue[i].elt;
- struct vertex_header *dest = draw->vs.queue[i].dest;
-
- /* Magic:
- */
- memcpy(dest,
- draw->verts + elt * draw->vertex_size,
- draw->vertex_size);
-
- }
- draw->vs.queue_nr = 0;
-}
-
-
-
-/**
- * Allocate storage for post-transformation vertices.
- */
-static void
-draw_allocate_vertices( struct draw_context *draw, unsigned nr_vertices )
-{
- assert(draw->vertex_size > 0);
- draw->nr_vertices = nr_vertices;
- draw->verts = (ubyte *) malloc( nr_vertices * draw->vertex_size );
- draw_invalidate_vcache( draw );
-}
-
-
-
-/**
- * Free storage which was allocated by draw_allocate_vertices()
- */
-static void
-draw_release_vertices( struct draw_context *draw )
-{
- free(draw->verts);
- draw->verts = NULL;
-}
-
-
-/**
- * Note: this must match struct vertex_header's layout (I think).
- */
-struct header_dword {
- unsigned clipmask:12;
- unsigned edgeflag:1;
- unsigned pad:19;
-};
-
-
-#ifdef MESA
-static void
-build_vertex_headers( struct draw_context *draw,
- struct vertex_buffer *VB )
-{
- if (draw->header.storage == NULL) {
- draw->header.stride = sizeof(float);
- draw->header.size = 1;
- draw->header.storage = ALIGN_MALLOC( VB->Size * sizeof(float), 32 );
- draw->header.data = draw->header.storage;
- draw->header.count = 0;
- draw->header.flags = VEC_SIZE_1 | VEC_MALLOC;
- }
-
- /* Build vertex header attribute.
- *
- */
-
- {
- unsigned i;
- struct header_dword *header = (struct header_dword *)draw->header.storage;
-
- /* yes its a hack
- */
- assert(sizeof(*header) == sizeof(float));
-
- draw->header.count = VB->Count;
-
- if (VB->EdgeFlag) {
- for (i = 0; i < VB->Count; i++) {
- header[i].clipmask = VB->ClipMask[i];
- header[i].edgeflag = VB->EdgeFlag[i];
- header[i].pad = 0;
- }
- }
- else if (VB->ClipOrMask) {
- for (i = 0; i < VB->Count; i++) {
- header[i].clipmask = VB->ClipMask[i];
- header[i].edgeflag = 0;
- header[i].pad = 0;
- }
- }
- else {
- for (i = 0; i < VB->Count; i++) {
- header[i].clipmask = 0;
- header[i].edgeflag = 0;
- header[i].pad = 0;
- }
- }
- }
-
- VB->AttribPtr[VF_ATTRIB_VERTEX_HEADER] = &draw->header;
-}
-#endif /*MESA*/
-
-
-
-#ifdef MESA
-/**
- * This is a hack & will all go away.
- */
-void draw_vb(struct draw_context *draw,
- struct vertex_buffer *VB )
-{
- unsigned i;
-
- VB->AttribPtr[VF_ATTRIB_POS] = VB->NdcPtr;
- VB->AttribPtr[VF_ATTRIB_BFC0] = VB->ColorPtr[1];
- VB->AttribPtr[VF_ATTRIB_BFC1] = VB->SecondaryColorPtr[1];
- VB->AttribPtr[VF_ATTRIB_CLIP_POS] = VB->ClipPtr;
-
- /* Build vertex headers:
- */
- build_vertex_headers( draw, VB );
-
- draw->vs_flush = vs_flush;
-
- draw->in_vb = 1;
-
- /* tell drawing pipeline we're beginning drawing */
- draw->pipeline.first->begin( draw->pipeline.first );
-
- /* Allocate storage for the post-transform vertices:
- */
- draw_allocate_vertices( draw, VB->Count );
-
- /* Bind the vb outputs:
- */
- vf_set_sources( draw->vf, VB->AttribPtr, 0 );
- vf_emit_vertices( draw->vf, VB->Count, draw->verts );
-
- if (VB->Elts)
- draw_set_mapped_element_buffer(draw, sizeof(unsigned), VB->Elts);
- else
- draw_set_mapped_element_buffer(draw, 0, NULL);
-
- for (i = 0; i < VB->PrimitiveCount; i++) {
- const GLenum mode = VB->Primitive[i].mode;
- const unsigned start = VB->Primitive[i].start;
- unsigned length, first, incr;
-
- /* Trim the primitive down to a legal size.
- */
- draw_prim_info( mode, &first, &incr );
- length = draw_trim( VB->Primitive[i].count, first, incr );
-
- if (!length)
- continue;
-
- if (draw->prim != mode)
- draw_set_prim( draw, mode );
-
- draw_prim( draw, start, length );
- }
-
- /* draw any left-over buffered prims */
- draw_flush(draw);
-
- /* tell drawing pipeline we're done drawing */
- draw->pipeline.first->end( draw->pipeline.first );
-
- /* free the post-transformed vertices */
- draw_release_vertices( draw );
- draw->verts = NULL;
- draw->in_vb = 0;
- draw->elts = NULL;
-}
-#endif /*MESA*/
-
-
-#if 000
-
-/**
- * Accumulate another attribute's info.
- * Note the "- 2" factor here. We need this because the vertex->data[]
- * array does not include the first two attributes we emit (VERTEX_HEADER
- * and CLIP_POS). So, the 3rd attribute actually winds up in the 1st
- * position of the data[] array.
- */
-#define EMIT_ATTR( VF_ATTR, STYLE ) \
-do { \
- if (draw->nr_attrs >= 2) \
- draw->vf_attr_to_slot[VF_ATTR] = draw->nr_attrs - 2; \
- draw->attrs[draw->nr_attrs].attrib = VF_ATTR; \
- draw->attrs[draw->nr_attrs].format = STYLE; \
- draw->nr_attrs++; \
-} while (0)
-
-
-/**
- * Tell the draw module about the layout of attributes in the vertex.
- * We need this in order to know which vertex slot has color0, etc.
- *
- * \param slot_to_vf_attr an array which maps slot indexes to vertex
- * format tokens (VF_*).
- * \param nr_attrs the size of the slot_to_vf_attr array
- * (and number of attributes)
- */
-void draw_set_vertex_attributes( struct draw_context *draw,
- const unsigned *slot_to_vf_attr,
- unsigned nr_attrs )
-{
- unsigned i;
-
- memset(draw->vf_attr_to_slot, 0, sizeof(draw->vf_attr_to_slot));
- draw->nr_attrs = 0;
-
- /*
- * First three attribs are always the same: header, clip pos, winpos
- */
- EMIT_ATTR(VF_ATTRIB_VERTEX_HEADER, EMIT_1F);
- EMIT_ATTR(VF_ATTRIB_CLIP_POS, EMIT_4F);
-
- assert(slot_to_vf_attr[0] == VF_ATTRIB_POS);
- EMIT_ATTR(slot_to_vf_attr[0], EMIT_4F_VIEWPORT);
-
- /*
- * Remaining attribs (color, texcoords, etc)
- */
- for (i = 1; i < nr_attrs; i++)
- EMIT_ATTR(slot_to_vf_attr[i], EMIT_4F);
-
- /* tell the vertex format module how to construct vertices for us */
-#if MESA
- draw->vertex_size = vf_set_vertex_attributes( draw->vf, draw->attrs,
- draw->nr_attrs, 0 );
-#endif
-}
-#endif