1/* 2 * Mesa 3-D graphics library 3 * 4 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved. 5 * 6 * Permission is hereby granted, free of charge, to any person obtaining a 7 * copy of this software and associated documentation files (the "Software"), 8 * to deal in the Software without restriction, including without limitation 9 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 10 * and/or sell copies of the Software, and to permit persons to whom the 11 * Software is furnished to do so, subject to the following conditions: 12 * 13 * The above copyright notice and this permission notice shall be included 14 * in all copies or substantial portions of the Software. 15 * 16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS 17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR 20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, 21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR 22 * OTHER DEALINGS IN THE SOFTWARE. 23 * 24 * Authors: 25 * Keith Whitwell <keithw@vmware.com> 26 */ 27 28#include "main/glheader.h" 29 30#include "main/macros.h" 31#include "main/state.h" 32#include "tnl/tnl.h" 33#include "tnl/t_context.h" 34#include "tnl/t_pipeline.h" 35#include "tnl/t_vertex.h" 36#include "swrast_setup.h" 37#include "ss_context.h" 38#include "ss_triangle.h" 39 40 41/* Need to check lighting state and vertex program state to know 42 * if two-sided lighting is in effect. 43 */ 44#define _SWSETUP_NEW_RENDERINDEX (_NEW_POLYGON|_NEW_LIGHT|_NEW_PROGRAM) 45 46 47#define VARYING_EMIT_STYLE EMIT_4F 48 49 50GLboolean 51_swsetup_CreateContext( struct gl_context *ctx ) 52{ 53 SScontext *swsetup = calloc(1, sizeof(SScontext)); 54 55 if (!swsetup) 56 return GL_FALSE; 57 58 ctx->swsetup_context = swsetup; 59 60 swsetup->NewState = ~0; 61 _swsetup_trifuncs_init( ctx ); 62 63 _tnl_init_vertices( ctx, ctx->Const.MaxArrayLockSize + 12, 64 sizeof(SWvertex) ); 65 66 67 return GL_TRUE; 68} 69 70void 71_swsetup_DestroyContext( struct gl_context *ctx ) 72{ 73 SScontext *swsetup = SWSETUP_CONTEXT(ctx); 74 75 if (swsetup) { 76 free(swsetup); 77 ctx->swsetup_context = 0; 78 } 79 80 _tnl_free_vertices( ctx ); 81} 82 83static void 84_swsetup_RenderPrimitive( struct gl_context *ctx, GLenum mode ) 85{ 86 SWSETUP_CONTEXT(ctx)->render_prim = mode; 87 _swrast_render_primitive( ctx, mode ); 88} 89 90 91/** 92 * Helper macros for setup_vertex_format() 93 */ 94#define SWZ ((SWvertex *)0) 95#define SWOffset(MEMBER) (((char *)&(SWZ->MEMBER)) - ((char *)SWZ)) 96 97#define EMIT_ATTR( ATTR, STYLE, MEMBER ) \ 98do { \ 99 map[e].attrib = (ATTR); \ 100 map[e].format = (STYLE); \ 101 map[e].offset = SWOffset(MEMBER); \ 102 e++; \ 103} while (0) 104 105 106/** 107 * Tell the tnl module how to build SWvertex objects for swrast. 108 * We'll build the map[] array with that info and pass it to 109 * _tnl_install_attrs(). 110 */ 111static void 112setup_vertex_format(struct gl_context *ctx) 113{ 114 TNLcontext *tnl = TNL_CONTEXT(ctx); 115 SScontext *swsetup = SWSETUP_CONTEXT(ctx); 116 GLboolean intColors = !ctx->FragmentProgram._Current 117 && !_mesa_ati_fragment_shader_enabled(ctx) 118 && ctx->RenderMode == GL_RENDER 119 && CHAN_TYPE != GL_FLOAT; 120 121 if (intColors != swsetup->intColors || 122 tnl->render_inputs_bitset != swsetup->last_index_bitset) { 123 GLbitfield64 index_bitset = tnl->render_inputs_bitset; 124 struct tnl_attr_map map[_TNL_ATTRIB_MAX]; 125 unsigned int i, e = 0; 126 127 swsetup->intColors = intColors; 128 129 EMIT_ATTR( _TNL_ATTRIB_POS, EMIT_4F_VIEWPORT, attrib[VARYING_SLOT_POS] ); 130 131 if (index_bitset & BITFIELD64_BIT(_TNL_ATTRIB_COLOR0)) { 132 if (swsetup->intColors) 133 EMIT_ATTR( _TNL_ATTRIB_COLOR0, EMIT_4CHAN_4F_RGBA, color ); 134 else 135 EMIT_ATTR( _TNL_ATTRIB_COLOR0, EMIT_4F, attrib[VARYING_SLOT_COL0]); 136 } 137 138 if (index_bitset & BITFIELD64_BIT(_TNL_ATTRIB_COLOR1)) { 139 EMIT_ATTR( _TNL_ATTRIB_COLOR1, EMIT_4F, attrib[VARYING_SLOT_COL1]); 140 } 141 142 if (index_bitset & BITFIELD64_BIT(_TNL_ATTRIB_FOG)) { 143 const GLint emit = ctx->FragmentProgram._Current ? EMIT_4F : EMIT_1F; 144 EMIT_ATTR( _TNL_ATTRIB_FOG, emit, attrib[VARYING_SLOT_FOGC]); 145 } 146 147 if (index_bitset & BITFIELD64_RANGE(_TNL_ATTRIB_TEX0, _TNL_NUM_TEX)) 148 { 149 for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++) { 150 if (index_bitset & BITFIELD64_BIT(_TNL_ATTRIB_TEX(i))) { 151 EMIT_ATTR( _TNL_ATTRIB_TEX(i), EMIT_4F, 152 attrib[VARYING_SLOT_TEX0 + i] ); 153 } 154 } 155 } 156 157 /* shader varying vars */ 158 if (index_bitset & BITFIELD64_RANGE(_TNL_ATTRIB_GENERIC0, _TNL_NUM_GENERIC)) { 159 for (i = 0; i < ctx->Const.MaxVarying; i++) { 160 if (index_bitset & BITFIELD64_BIT(_TNL_ATTRIB_GENERIC(i))) { 161 EMIT_ATTR( _TNL_ATTRIB_GENERIC(i), VARYING_EMIT_STYLE, 162 attrib[VARYING_SLOT_VAR0 + i] ); 163 } 164 } 165 } 166 167 if (index_bitset & BITFIELD64_BIT(_TNL_ATTRIB_POINTSIZE)) 168 EMIT_ATTR( _TNL_ATTRIB_POINTSIZE, EMIT_1F, pointSize ); 169 170 _tnl_install_attrs( ctx, map, e, 171 tnl->_WindowMap.m, 172 sizeof(SWvertex) ); 173 174 swsetup->last_index_bitset = index_bitset; 175 } 176} 177 178 179/** 180 * Prepare to render a vertex buffer. 181 * Called via tnl->Driver.Render.Start. 182 */ 183static void 184_swsetup_RenderStart( struct gl_context *ctx ) 185{ 186 SScontext *swsetup = SWSETUP_CONTEXT(ctx); 187 TNLcontext *tnl = TNL_CONTEXT(ctx); 188 struct vertex_buffer *VB = &tnl->vb; 189 190 if (swsetup->NewState & _SWSETUP_NEW_RENDERINDEX) { 191 _swsetup_choose_trifuncs(ctx); 192 } 193 194 if (swsetup->NewState & _NEW_PROGRAM) { 195 swsetup->last_index_bitset = 0; 196 } 197 198 swsetup->NewState = 0; 199 200 /* This will change if drawing unfilled tris */ 201 _swrast_SetFacing(ctx, 0); 202 203 _swrast_render_start(ctx); 204 205 /* Important */ 206 VB->AttribPtr[VERT_ATTRIB_POS] = VB->NdcPtr; 207 208 setup_vertex_format(ctx); 209} 210 211 212/* 213 * We patch this function into tnl->Driver.Render.Finish. 214 * It's called when we finish rendering a vertex buffer. 215 */ 216static void 217_swsetup_RenderFinish( struct gl_context *ctx ) 218{ 219 _swrast_render_finish( ctx ); 220} 221 222void 223_swsetup_InvalidateState( struct gl_context *ctx, GLuint new_state ) 224{ 225 SScontext *swsetup = SWSETUP_CONTEXT(ctx); 226 swsetup->NewState |= new_state; 227 _tnl_invalidate_vertex_state( ctx, new_state ); 228} 229 230 231void 232_swsetup_Wakeup( struct gl_context *ctx ) 233{ 234 TNLcontext *tnl = TNL_CONTEXT(ctx); 235 SScontext *swsetup = SWSETUP_CONTEXT(ctx); 236 237 tnl->Driver.Render.Start = _swsetup_RenderStart; 238 tnl->Driver.Render.Finish = _swsetup_RenderFinish; 239 tnl->Driver.Render.PrimitiveNotify = _swsetup_RenderPrimitive; 240 tnl->Driver.Render.Interp = _tnl_interp; 241 tnl->Driver.Render.CopyPV = _tnl_copy_pv; 242 tnl->Driver.Render.ClippedPolygon = _tnl_RenderClippedPolygon; /* new */ 243 tnl->Driver.Render.ClippedLine = _tnl_RenderClippedLine; /* new */ 244 /* points */ 245 /* line */ 246 /* triangle */ 247 /* quad */ 248 tnl->Driver.Render.PrimTabVerts = _tnl_render_tab_verts; 249 tnl->Driver.Render.PrimTabElts = _tnl_render_tab_elts; 250 tnl->Driver.Render.ResetLineStipple = _swrast_ResetLineStipple; 251 tnl->Driver.Render.BuildVertices = _tnl_build_vertices; 252 tnl->Driver.Render.Multipass = 0; 253 254 _tnl_invalidate_vertices( ctx, ~0 ); 255 _tnl_need_projected_coords( ctx, GL_TRUE ); 256 _swsetup_InvalidateState( ctx, ~0 ); 257 258 swsetup->verts = (SWvertex *)tnl->clipspace.vertex_buf; 259 swsetup->last_index_bitset = 0; 260} 261 262 263/** 264 * Populate a swrast SWvertex from an attrib-style vertex. 265 */ 266void 267_swsetup_Translate( struct gl_context *ctx, const void *vertex, SWvertex *dest ) 268{ 269 TNLcontext *tnl = TNL_CONTEXT(ctx); 270 const GLfloat *m = tnl->_WindowMap.m; 271 GLfloat tmp[4]; 272 GLuint i; 273 274 _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_POS, tmp ); 275 276 dest->attrib[VARYING_SLOT_POS][0] = m[0] * tmp[0] + m[12]; 277 dest->attrib[VARYING_SLOT_POS][1] = m[5] * tmp[1] + m[13]; 278 dest->attrib[VARYING_SLOT_POS][2] = m[10] * tmp[2] + m[14]; 279 dest->attrib[VARYING_SLOT_POS][3] = tmp[3]; 280 281 /** XXX try to limit these loops someday */ 282 for (i = 0 ; i < ctx->Const.MaxTextureCoordUnits ; i++) 283 _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_TEX0 + i, 284 dest->attrib[VARYING_SLOT_TEX0 + i] ); 285 286 for (i = 0 ; i < ctx->Const.MaxVarying ; i++) 287 _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_GENERIC0 + i, 288 dest->attrib[VARYING_SLOT_VAR0 + i] ); 289 290 _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_COLOR0, 291 dest->attrib[VARYING_SLOT_COL0] ); 292 293 UNCLAMPED_FLOAT_TO_RGBA_CHAN(dest->color, dest->attrib[VARYING_SLOT_COL0]); 294 295 _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_COLOR1, 296 dest->attrib[VARYING_SLOT_COL1]); 297 298 _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_FOG, tmp ); 299 dest->attrib[VARYING_SLOT_FOGC][0] = tmp[0]; 300 301 /* XXX See _tnl_get_attr about pointsize ... */ 302 _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_POINTSIZE, tmp ); 303 dest->pointSize = tmp[0]; 304} 305 306