--- /dev/null
+/*
+ * Copyright 2003 Tungsten Graphics, inc.
+ * 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
+ * on 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 THEIR 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 <keithw@tungstengraphics.com>
+ */
+
+
+
+
+
+
+struct attr {
+ int attrib;
+ int vertoffset;
+ int vertattrsize;
+ int *inputptr;
+ int inputstride;
+ void (*insert)( const struct attr *a, char *v, const GLfloat *input );
+ void (*extract)( const struct attr *a, GLfloat *output, const char *v );
+ const GLfloat *vp;
+};
+
+
+static void insert_4f_viewport( const struct attr *a, char *v,
+ const GLfloat *in )
+{
+ GLfloat *out = (GLfloat *)v;
+ const GLfloat * const vp = a->vp;
+
+ out[0] = vp[0] * in[0] + vp[12];
+ out[1] = vp[5] * in[1] + vp[13];
+ out[2] = vp[10] * in[2] + vp[14];
+ out[3] = in[3];
+}
+
+static void insert_3f_viewport( const struct attr *a, char *v,
+ const GLfloat *in )
+{
+ GLfloat *out = (GLfloat *)v;
+ const GLfloat * const vp = a->vp;
+
+ out[0] = vp[0] * in[0] + vp[12];
+ out[1] = vp[5] * in[1] + vp[13];
+ out[2] = vp[10] * in[2] + vp[14];
+}
+
+static void insert_2f_viewport( const struct attr *a, char *v,
+ const GLfloat *in )
+{
+ GLfloat *out = (GLfloat *)v;
+ const GLfloat * const vp = a->vp;
+
+ out[0] = vp[0] * in[0] + vp[12];
+ out[1] = vp[5] * in[1] + vp[13];
+}
+
+
+static void insert_4f( const struct attr *a, char *v, const GLfloat *in )
+{
+ GLfloat *out = (GLfloat *)(v);
+
+ out[0] = in[0];
+ out[1] = in[1];
+ out[2] = in[2];
+ out[3] = in[3];
+}
+
+static void insert_3f_xyw( const struct attr *a, char *v, const GLfloat *in )
+{
+ GLfloat *out = (GLfloat *)(v);
+
+ out[0] = in[0];
+ out[1] = in[1];
+ out[2] = in[3];
+}
+
+
+static void insert_3f( const struct attr *a, char *v, const GLfloat *in )
+{
+ GLfloat *out = (GLfloat *)(v);
+
+ out[0] = in[0];
+ out[1] = in[1];
+ out[2] = in[2];
+}
+
+
+static void insert_2f( const struct attr *a, char *v, const GLfloat *in )
+{
+ GLfloat *out = (GLfloat *)(v);
+
+ out[0] = in[0];
+ out[1] = in[1];
+}
+
+static void insert_1f( const struct attr *a, char *v, const GLfloat *in )
+{
+ GLfloat *out = (GLfloat *)(v);
+
+ out[0] = in[0];
+}
+
+static void insert_4ub_4f_rgba( const struct attr *a, char *v,
+ const GLfloat *in )
+{
+ UNCLAMPED_FLOAT_TO_UBYTE(v[0], in[0]);
+ UNCLAMPED_FLOAT_TO_UBYTE(v[1], in[1]);
+ UNCLAMPED_FLOAT_TO_UBYTE(v[2], in[2]);
+ UNCLAMPED_FLOAT_TO_UBYTE(v[3], in[3]);
+}
+
+static void insert_4ub_4f_bgra( const struct attr *a, char *v,
+ const GLfloat *in )
+{
+ UNCLAMPED_FLOAT_TO_UBYTE(v[2], in[0]);
+ UNCLAMPED_FLOAT_TO_UBYTE(v[1], in[1]);
+ UNCLAMPED_FLOAT_TO_UBYTE(v[0], in[2]);
+ UNCLAMPED_FLOAT_TO_UBYTE(v[3], in[3]);
+}
+
+static void insert_3ub_3f_rgb( const struct attr *a, char *v,
+ const GLfloat *in )
+{
+ UNCLAMPED_FLOAT_TO_UBYTE(v[0], in[0]);
+ UNCLAMPED_FLOAT_TO_UBYTE(v[1], in[1]);
+ UNCLAMPED_FLOAT_TO_UBYTE(v[2], in[2]);
+}
+
+static void insert_3ub_3f_bgr( const struct attr *a, char *v,
+ const GLfloat *in )
+{
+ UNCLAMPED_FLOAT_TO_UBYTE(v[2], in[0]);
+ UNCLAMPED_FLOAT_TO_UBYTE(v[1], in[1]);
+ UNCLAMPED_FLOAT_TO_UBYTE(v[0], in[2]);
+}
+
+static void insert_1ub_1f( const struct attr *a, char *v,
+ const GLfloat *in )
+{
+ UNCLAMPED_FLOAT_TO_UBYTE(v[0], in[0]);
+}
+
+
+/***********************************************************************
+ * Functions to perform the reverse operations to the above, for
+ * swrast translation and clip-interpolation.
+ *
+ * Currently always extracts a full 4 floats.
+ */
+
+static void extract_4f_viewport( const struct attr *a, GLfloat *out,
+ const char *v )
+{
+ const GLfloat *in = (const GLfloat *)v;
+ const GLfloat * const vp = a->vp;
+
+ out[0] = (in[0] - vp[12]) / vp[0];
+ out[1] = (in[1] - vp[13]) / vp[5];
+ out[2] = (in[2] - vp[14]) / vp[10];
+ out[3] = in[3];
+}
+
+static void extract_3f_viewport( const struct attr *a, GLfloat *out,
+ const char *v )
+{
+ const GLfloat *in = (const GLfloat *)v;
+ const GLfloat * const vp = a->vp;
+
+ out[0] = (in[0] - vp[12]) / vp[0];
+ out[1] = (in[1] - vp[13]) / vp[5];
+ out[2] = (in[2] - vp[14]) / vp[10];
+ out[3] = 1;
+}
+
+
+static void extract_2f_viewport( const struct attr *a, GLfloat *out,
+ const char *v )
+{
+ const GLfloat *in = (const GLfloat *)v;
+ const GLfloat * const vp = a->vp;
+
+ out[0] = (in[0] - vp[12]) / vp[0];
+ out[1] = (in[1] - vp[13]) / vp[5];
+ out[2] = 0;
+ out[3] = 1;
+}
+
+
+static void extract_4f( const struct attr *a, GLfloat *out, const char *v )
+{
+ const GLfloat *in = (const GLfloat *)v;
+
+ out[0] = in[0];
+ out[1] = in[1];
+ out[2] = in[2];
+ out[3] = in[3];
+}
+
+static void extract_3f_xyw( const struct attr *a, GLfloat *out, const char *v )
+{
+ const GLfloat *in = (const GLfloat *)v;
+
+ out[0] = in[0];
+ out[1] = in[1];
+ out[2] = in[3];
+ out[3] = 1;
+}
+
+
+static void extract_3f( const struct attr *a, GLfloat *out, const char *v )
+{
+ const GLfloat *in = (const GLfloat *)v;
+
+ out[0] = in[0];
+ out[1] = in[1];
+ out[2] = in[2];
+ out[3] = 1;
+}
+
+
+static void extract_2f( const struct attr *a, GLfloat *out, const char *v )
+{
+ const GLfloat *in = (const GLfloat *)v;
+
+ out[0] = in[0];
+ out[1] = in[1];
+ out[2] = 0;
+ out[3] = 1;
+}
+
+static void extract_1f( const struct attr *a, GLfloat *out, const char *v )
+{
+ const GLfloat *in = (const GLfloat *)v;
+
+ out[0] = in[0];
+ out[1] = 0;
+ out[2] = 0;
+ out[3] = 1;
+}
+
+static void extract_4ub_4f_rgba( const struct attr *a, GLfloat *out,
+ const char *v )
+{
+ UNCLAMPED_FLOAT_TO_UBYTE(v[0], in[0]);
+ UNCLAMPED_FLOAT_TO_UBYTE(v[1], in[1]);
+ UNCLAMPED_FLOAT_TO_UBYTE(v[2], in[2]);
+ UNCLAMPED_FLOAT_TO_UBYTE(v[3], in[3]);
+}
+
+static void extract_4ub_4f_bgra( const struct attr *a, GLfloat *out,
+ const char *v )
+{
+ UNCLAMPED_FLOAT_TO_UBYTE(v[2], in[0]);
+ UNCLAMPED_FLOAT_TO_UBYTE(v[1], in[1]);
+ UNCLAMPED_FLOAT_TO_UBYTE(v[0], in[2]);
+ UNCLAMPED_FLOAT_TO_UBYTE(v[3], in[3]);
+}
+
+static void extract_3ub_3f_rgb( const struct attr *a, GLfloat *out,
+ const char *v )
+{
+ UNCLAMPED_FLOAT_TO_UBYTE(v[0], in[0]);
+ UNCLAMPED_FLOAT_TO_UBYTE(v[1], in[1]);
+ UNCLAMPED_FLOAT_TO_UBYTE(v[2], in[2]);
+ out[3] = 1;
+}
+
+static void extract_3ub_3f_bgr( const struct attr *a, GLfloat *out,
+ const char *v )
+{
+ UNCLAMPED_FLOAT_TO_UBYTE(v[2], in[0]);
+ UNCLAMPED_FLOAT_TO_UBYTE(v[1], in[1]);
+ UNCLAMPED_FLOAT_TO_UBYTE(v[0], in[2]);
+ out[3] = 1;
+}
+
+static void extract_1ub_1f( const struct attr *a, GLfloat *out, const char *v )
+{
+ UNCLAMPED_FLOAT_TO_UBYTE(v[0], in[0]);
+ out[1] = 0;
+ out[2] = 0;
+ out[3] = 1;
+}
+
+/***********************************************************************
+ * Generic (non-codegen) functions for whole vertices or groups of
+ * vertices
+ */
+
+static void generic_emit( GLcontext *ctx,
+ GLuint start, GLuint end,
+ void *dest,
+ GLuint stride )
+{
+ int i, j;
+ char *v = (char *)dest;
+
+ vtx->vertex_buf = v - start * stride;
+ vtx->vertex_stride = stride;
+
+ end -= start;
+
+ for (j = 0; j < vtx->attr_count; j++) {
+ GLvector4f *vptr = VB->AttrPtr[a[j].attrib];
+ a[j].inputptr = STRIDE_4F(vptr->data, start * vptr->stride);
+ }
+
+ for (i = 0 ; i < end ; i++, v += stride) {
+ for (j = 0; j < vtx->attr_count; j++) {
+ int *in = a[j].inputptr;
+ (char *)a[j].inputptr += a[j].inputstride;
+ a[j].out( &a[j], v + a[j].vertoffset, in );
+ }
+ }
+}
+
+
+static void generic_interp( GLcontext *ctx,
+ GLfloat t,
+ GLuint edst, GLuint eout, GLuint ein,
+ GLboolean force_boundary )
+{
+ struct dri_vertex_state *vtx = GET_VERTEX_STATE(ctx);
+ char *vin = vtx->vertex_buf + ein * vtx->vertex_stride;
+ char *vout = vtx->vertex_buf + eout * vtx->vertex_stride;
+ char *vdst = vtx->vertex_buf + edst * vtx->vertex_stride;
+ const struct attr *a = vtx->attr;
+ int attr_count = vtx->attr_count;
+ int j;
+
+ for (j = 0; j < attr_count; j++) {
+ GLfloat fin[4], fout[4], fdst[4];
+
+ a[j].extract( &a[j], vin, fin );
+ a[j].extract( &a[j], vout, fout );
+
+ INTERP_F( t, fdst[3], fout[3], fin[3] );
+ INTERP_F( t, fdst[2], fout[2], fin[2] );
+ INTERP_F( t, fdst[1], fout[1], fin[1] );
+ INTERP_F( t, fdst[0], fout[0], fin[0] );
+
+ a[j].insert( &a[j], vdst, fdst );
+ }
+}
+
+
+/* Extract color attributes from one vertex and insert them into
+ * another. (Shortcircuit extract/insert with memcpy).
+ */
+static void generic_copy_colors( GLcontext *ctx, GLuint edst, GLuint esrc )
+{
+ struct dri_vertex_state *vtx = GET_VERTEX_STATE(ctx);
+ char *vsrc = vert_start + esrc * vert_stride;
+ char *vdst = vert_start + edst * vert_stride;
+ const struct attr *a = vtx->attr;
+ int attr_count = vtx->attr_count;
+ int j;
+
+ for (j = 0; j < attr_count; j++) {
+ if (a[j].attribute == VERT_ATTRIB_COLOR0 ||
+ a[j].attribute == VERT_ATTRIB_COLOR1) {
+
+ memcpy( vdst + a[j].vertoffset,
+ vsrc + a[j].vertoffset,
+ a[j].vertattrsize );
+ }
+}
+
+static void generic_get_attr( GLcontext *ctx, const char *vertex,
+ GLenum attr, GLfloat *dest )
+{
+ struct dri_vertex_state *vtx = GET_VERTEX_STATE(ctx);
+ const struct attr *a = vtx->attr;
+ int attr_count = vtx->attr_count;
+ int j;
+
+ for (j = 0; j < attr_count; j++) {
+ if (a[j].attribute == attr) {
+ a[j].extract( &a[j], vin, dest );
+ return;
+ }
+ }
+
+ /* Else return the value from ctx->Current
+ */
+ memcpy( dest, ctx->Current.Attrib[attr], 4*sizeof(GLfloat));
+}
+
+
+
+
+
+
+
+/***********************************************************************
+ * Build codegen functions or return generic ones:
+ */
+
+
+static void choose_emit_func( GLcontext *ctx,
+ GLuint start, GLuint end,
+ void *dest,
+ GLuint stride )
+{
+ struct dri_vertex_state *vtx = GET_VERTEX_STATE(ctx);
+ vtx->emit_func = generic_emit_func;
+ vtx->emit_func( ctx, start, end, dest, stride );
+}
+
+
+static void choose_interp_func( GLcontext *ctx,
+ GLfloat t,
+ GLuint edst, GLuint eout, GLuint ein,
+ GLboolean force_boundary )
+{
+ struct dri_vertex_state *vtx = GET_VERTEX_STATE(ctx);
+ vtx->interp_func = generic_interp_func;
+ vtx->interp_func( ctx, t, edst, eout, ein, force_boundary );
+}
+
+
+static void choose_copy_color_func( GLcontext *ctx, GLuint edst, GLuint esrc )
+{
+ struct dri_vertex_state *vtx = GET_VERTEX_STATE(ctx);
+ vtx->copy_color_func = generic_copy_color_func;
+ vtx->copy_color_func( ctx, edst, esrc );
+}
+
+
+/***********************************************************************
+ * Public entrypoints, mostly dispatch to the above:
+ */
+
+void _tnl_emit( GLcontext *ctx,
+ GLuint start, GLuint end,
+ void *dest,
+ GLuint stride )
+{
+ struct dri_vertex_state *vtx = GET_VERTEX_STATE(ctx);
+ vtx->emit_func( ctx, start, end, dest, stride );
+}
+
+/* Interpolate between two vertices to produce a third:
+ */
+void _tnl_interp( GLcontext *ctx,
+ GLfloat t,
+ GLuint edst, GLuint eout, GLuint ein,
+ GLboolean force_boundary )
+{
+ struct dri_vertex_state *vtx = GET_VERTEX_STATE(ctx);
+ vtx->interp_func( ctx, t, edst, eout, ein, force_boundary );
+}
+
+/* Copy colors from one vertex to another:
+ */
+void _tnl_copy_colors( GLcontext *ctx, GLuint edst, GLuint esrc )
+{
+ struct dri_vertex_state *vtx = GET_VERTEX_STATE(ctx);
+ vtx->copy_color_func( ctx, edst, esrc );
+}
+
+
+/* Extract a named attribute from a hardware vertex. Will have to
+ * reverse any viewport transformation, swizzling or other conversions
+ * which may have been applied:
+ */
+void _tnl_get_attr( GLcontext *ctx, void *vertex, GLenum attrib,
+ GLfloat *dest )
+{
+ struct dri_vertex_state *vtx = GET_VERTEX_STATE(ctx);
+ vtx->get_attr_func( ctx, vertex, attrib, dest );
+}
+
+
+
+void _tnl_install_attrs( GLcontext *ctx, const struct dri_attr_map *map,
+ GLuint nr, const GLfloat *vp )
+{
+ struct dri_vertex_state *vtx = GET_VERTEX_STATE(ctx);
+ int i;
+
+ assert(nr < _TNL_ATTR_MAX);
+
+ vtx->attr_count = nr;
+ vtx->emit_func = choose_emit_func;
+ vtx->interp_func = choose_interp_func;
+ vtx->copy_color_func = choose_copy_color_func;
+ vtx->get_attr_func = choose_get_attr_func;
+
+ for (i = 0; i < nr; i++) {
+ GLuint attrib = map[i].attrib;
+ vtx->attr[i].attrib = map[i].attrib;
+ vtx->attr[i].hw_format = map[i].hw_format;
+ vtx->attr[i].vp = vp;
+ vtx->attr[i].insert = attrib_info[attrib].insert;
+ vtx->attr[i].extract = attrib_info[attrib].extract;
+ vtx->attr[i].vertattrsize = attrib_info[attrib].attrsize;
+ vtx->attr[i].vertoffset = offset;
+ offset += attrib_info[attrib].attrsize;
+ }
+}
+
+
+
+
+/* Populate a swrast SWvertex from an attrib-style vertex.
+ */
+void _tnl_translate( GLcontext *ctx, const void *vertex, SWvertex *dest )
+{
+ _tnl_get_attr( ctx, vertex, VERT_ATTRIB_POS, dest.win );
+
+ for (i = 0 ; i < ctx->Const.MaxTextureUnits ; i++)
+ _tnl_get_attr( ctx, vertex, VERT_ATTRIB_TEX(i), dest.texcoord[i] );
+
+ _tnl_get_attr( ctx, vertex, VERT_ATTRIB_COLOR0, tmp );
+ UNCLAMPED_FLOAT_TO_CHAN_RGBA( dest.color, tmp );
+
+ _tnl_get_attr( ctx, vertex, VERT_ATTRIB_COLOR1, tmp );
+ UNCLAMPED_FLOAT_TO_CHAN_RGB( dest.specular, tmp );
+
+ _tnl_get_attr( ctx, vertex, VERT_ATTRIB_FOG, tmp );
+ dest.fog = tmp[0];
+
+ _tnl_get_attr( ctx, vertex, VERT_ATTRIB_INDEX, tmp );
+ dest.index = (GLuint) tmp[0];
+
+ _tnl_get_attr( ctx, vertex, VERT_ATTRIB_POINTSIZE, tmp );
+ dest.pointSize = tmp[0];
+}
+
+
+static void interp_extras( GLcontext *ctx,
+ GLfloat t,
+ GLuint dst, GLuint out, GLuint in,
+ GLboolean force_boundary )
+{
+ struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;
+
+ if (VB->ColorPtr[1]) {
+ assert(VB->ColorPtr[1]->stride == 4 * sizeof(GLfloat));
+
+ INTERP_4F( t,
+ GET_COLOR(VB->ColorPtr[1], dst),
+ GET_COLOR(VB->ColorPtr[1], out),
+ GET_COLOR(VB->ColorPtr[1], in) );
+
+ if (VB->SecondaryColorPtr[1]) {
+ INTERP_3F( t,
+ GET_COLOR(VB->SecondaryColorPtr[1], dst),
+ GET_COLOR(VB->SecondaryColorPtr[1], out),
+ GET_COLOR(VB->SecondaryColorPtr[1], in) );
+ }
+ }
+
+ if (VB->EdgeFlag) {
+ VB->EdgeFlag[dst] = VB->EdgeFlag[out] || force_boundary;
+ }
+
+ generic_interp(ctx, t, dst, out, in, force_boundary);
+}
+
+static void copy_pv_extras( GLcontext *ctx,
+ GLuint dst, GLuint src )
+{
+ struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;
+
+ if (VB->ColorPtr[1]) {
+ COPY_4FV( GET_COLOR(VB->ColorPtr[1], dst),
+ GET_COLOR(VB->ColorPtr[1], src) );
+
+ if (VB->SecondaryColorPtr[1]) {
+ COPY_4FV( GET_COLOR(VB->SecondaryColorPtr[1], dst),
+ GET_COLOR(VB->SecondaryColorPtr[1], src) );
+ }
+ }
+
+ generic_copy_colors(ctx, dst, src);
+}
+
+#endif