ss_context.c revision 3464ebd5
1/*
2 * Mesa 3-D graphics library
3 * Version:  7.1
4 *
5 * Copyright (C) 1999-2007  Brian Paul   All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
23 *
24 * Authors:
25 *    Keith Whitwell <keith@tungstengraphics.com>
26 */
27
28#include "main/glheader.h"
29#include "main/imports.h"
30#include "main/colormac.h"
31#include "tnl/tnl.h"
32#include "tnl/t_context.h"
33#include "tnl/t_pipeline.h"
34#include "tnl/t_vertex.h"
35#include "swrast_setup.h"
36#include "ss_context.h"
37#include "ss_triangle.h"
38
39
40/* Need to check lighting state and vertex program state to know
41 * if two-sided lighting is in effect.
42 */
43#define _SWSETUP_NEW_RENDERINDEX (_NEW_POLYGON|_NEW_LIGHT|_NEW_PROGRAM)
44
45
46#define VARYING_EMIT_STYLE  EMIT_4F
47
48
49GLboolean
50_swsetup_CreateContext( struct gl_context *ctx )
51{
52   SScontext *swsetup = (SScontext *)CALLOC(sizeof(SScontext));
53
54   if (!swsetup)
55      return GL_FALSE;
56
57   ctx->swsetup_context = swsetup;
58
59   swsetup->NewState = ~0;
60   _swsetup_trifuncs_init( ctx );
61
62   _tnl_init_vertices( ctx, ctx->Const.MaxArrayLockSize + 12,
63		       sizeof(SWvertex) );
64
65
66   return GL_TRUE;
67}
68
69void
70_swsetup_DestroyContext( struct gl_context *ctx )
71{
72   SScontext *swsetup = SWSETUP_CONTEXT(ctx);
73
74   if (swsetup) {
75      FREE(swsetup);
76      ctx->swsetup_context = 0;
77   }
78
79   _tnl_free_vertices( ctx );
80}
81
82static void
83_swsetup_RenderPrimitive( struct gl_context *ctx, GLenum mode )
84{
85   SWSETUP_CONTEXT(ctx)->render_prim = mode;
86   _swrast_render_primitive( ctx, mode );
87}
88
89
90/**
91 * Helper macros for setup_vertex_format()
92 */
93#define SWZ ((SWvertex *)0)
94#define SWOffset(MEMBER) (((char *)&(SWZ->MEMBER)) - ((char *)SWZ))
95
96#define EMIT_ATTR( ATTR, STYLE, MEMBER )	\
97do {						\
98   map[e].attrib = (ATTR);			\
99   map[e].format = (STYLE);			\
100   map[e].offset = SWOffset(MEMBER);	       	\
101   e++;						\
102} while (0)
103
104
105/**
106 * Tell the tnl module how to build SWvertex objects for swrast.
107 * We'll build the map[] array with that info and pass it to
108 * _tnl_install_attrs().
109 */
110static void
111setup_vertex_format(struct gl_context *ctx)
112{
113   TNLcontext *tnl = TNL_CONTEXT(ctx);
114   SScontext *swsetup = SWSETUP_CONTEXT(ctx);
115   GLboolean intColors = !ctx->FragmentProgram._Current
116                      && !ctx->ATIFragmentShader._Enabled
117                      && ctx->RenderMode == GL_RENDER
118                      && CHAN_TYPE != GL_FLOAT;
119
120   if (intColors != swsetup->intColors ||
121       !RENDERINPUTS_EQUAL(tnl->render_inputs_bitset,
122                           swsetup->last_index_bitset)) {
123      DECLARE_RENDERINPUTS(index_bitset);
124      struct tnl_attr_map map[_TNL_ATTRIB_MAX];
125      unsigned int i, e = 0;
126
127      swsetup->intColors = intColors;
128
129      RENDERINPUTS_COPY( index_bitset, tnl->render_inputs_bitset );
130
131      EMIT_ATTR( _TNL_ATTRIB_POS, EMIT_4F_VIEWPORT, attrib[FRAG_ATTRIB_WPOS] );
132
133      if (RENDERINPUTS_TEST( index_bitset, _TNL_ATTRIB_COLOR0 )) {
134         if (swsetup->intColors)
135            EMIT_ATTR( _TNL_ATTRIB_COLOR0, EMIT_4CHAN_4F_RGBA, color );
136         else
137            EMIT_ATTR( _TNL_ATTRIB_COLOR0, EMIT_4F, attrib[FRAG_ATTRIB_COL0]);
138      }
139
140      if (RENDERINPUTS_TEST( index_bitset, _TNL_ATTRIB_COLOR1 )) {
141         EMIT_ATTR( _TNL_ATTRIB_COLOR1, EMIT_4F, attrib[FRAG_ATTRIB_COL1]);
142      }
143
144      if (RENDERINPUTS_TEST( index_bitset, _TNL_ATTRIB_FOG )) {
145         const GLint emit = ctx->FragmentProgram._Current ? EMIT_4F : EMIT_1F;
146         EMIT_ATTR( _TNL_ATTRIB_FOG, emit, attrib[FRAG_ATTRIB_FOGC]);
147      }
148
149      if (RENDERINPUTS_TEST_RANGE(index_bitset, _TNL_FIRST_TEX, _TNL_LAST_TEX))
150      {
151         for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++) {
152            if (RENDERINPUTS_TEST( index_bitset, _TNL_ATTRIB_TEX(i) )) {
153               EMIT_ATTR( _TNL_ATTRIB_TEX(i), EMIT_4F,
154                          attrib[FRAG_ATTRIB_TEX0 + i] );
155            }
156         }
157      }
158
159      /* shader varying vars */
160      if (RENDERINPUTS_TEST_RANGE( index_bitset,
161                                   _TNL_FIRST_GENERIC, _TNL_LAST_GENERIC )) {
162         for (i = 0; i < ctx->Const.MaxVarying; i++) {
163            if (RENDERINPUTS_TEST( index_bitset, _TNL_ATTRIB_GENERIC(i) )) {
164               EMIT_ATTR( _TNL_ATTRIB_GENERIC(i), VARYING_EMIT_STYLE,
165                          attrib[FRAG_ATTRIB_VAR0 + i] );
166            }
167         }
168      }
169
170      if (RENDERINPUTS_TEST( index_bitset, _TNL_ATTRIB_POINTSIZE ))
171         EMIT_ATTR( _TNL_ATTRIB_POINTSIZE, EMIT_1F, pointSize );
172
173      _tnl_install_attrs( ctx, map, e,
174                          ctx->Viewport._WindowMap.m,
175                          sizeof(SWvertex) );
176
177      RENDERINPUTS_COPY( swsetup->last_index_bitset, index_bitset );
178   }
179}
180
181
182/**
183 * Prepare to render a vertex buffer.
184 * Called via tnl->Driver.Render.Start.
185 */
186static void
187_swsetup_RenderStart( struct gl_context *ctx )
188{
189   SScontext *swsetup = SWSETUP_CONTEXT(ctx);
190   TNLcontext *tnl = TNL_CONTEXT(ctx);
191   struct vertex_buffer *VB = &tnl->vb;
192
193   if (swsetup->NewState & _SWSETUP_NEW_RENDERINDEX) {
194      _swsetup_choose_trifuncs(ctx);
195   }
196
197   if (swsetup->NewState & _NEW_PROGRAM) {
198      RENDERINPUTS_ZERO( swsetup->last_index_bitset );
199   }
200
201   swsetup->NewState = 0;
202
203   /* This will change if drawing unfilled tris */
204   _swrast_SetFacing(ctx, 0);
205
206   _swrast_render_start(ctx);
207
208   /* Important */
209   VB->AttribPtr[VERT_ATTRIB_POS] = VB->NdcPtr;
210
211   setup_vertex_format(ctx);
212}
213
214
215/*
216 * We patch this function into tnl->Driver.Render.Finish.
217 * It's called when we finish rendering a vertex buffer.
218 */
219static void
220_swsetup_RenderFinish( struct gl_context *ctx )
221{
222   _swrast_render_finish( ctx );
223}
224
225void
226_swsetup_InvalidateState( struct gl_context *ctx, GLuint new_state )
227{
228   SScontext *swsetup = SWSETUP_CONTEXT(ctx);
229   swsetup->NewState |= new_state;
230   _tnl_invalidate_vertex_state( ctx, new_state );
231}
232
233
234void
235_swsetup_Wakeup( struct gl_context *ctx )
236{
237   TNLcontext *tnl = TNL_CONTEXT(ctx);
238   SScontext *swsetup = SWSETUP_CONTEXT(ctx);
239
240   tnl->Driver.Render.Start = _swsetup_RenderStart;
241   tnl->Driver.Render.Finish = _swsetup_RenderFinish;
242   tnl->Driver.Render.PrimitiveNotify = _swsetup_RenderPrimitive;
243   tnl->Driver.Render.Interp = _tnl_interp;
244   tnl->Driver.Render.CopyPV = _tnl_copy_pv;
245   tnl->Driver.Render.ClippedPolygon = _tnl_RenderClippedPolygon; /* new */
246   tnl->Driver.Render.ClippedLine = _tnl_RenderClippedLine; /* new */
247   /* points */
248   /* line */
249   /* triangle */
250   /* quad */
251   tnl->Driver.Render.PrimTabVerts = _tnl_render_tab_verts;
252   tnl->Driver.Render.PrimTabElts = _tnl_render_tab_elts;
253   tnl->Driver.Render.ResetLineStipple = _swrast_ResetLineStipple;
254   tnl->Driver.Render.BuildVertices = _tnl_build_vertices;
255   tnl->Driver.Render.Multipass = 0;
256
257   _tnl_invalidate_vertices( ctx, ~0 );
258   _tnl_need_projected_coords( ctx, GL_TRUE );
259   _swsetup_InvalidateState( ctx, ~0 );
260
261   swsetup->verts = (SWvertex *)tnl->clipspace.vertex_buf;
262   RENDERINPUTS_ZERO( swsetup->last_index_bitset );
263}
264
265
266/**
267 * Populate a swrast SWvertex from an attrib-style vertex.
268 */
269void
270_swsetup_Translate( struct gl_context *ctx, const void *vertex, SWvertex *dest )
271{
272   const GLfloat *m = ctx->Viewport._WindowMap.m;
273   GLfloat tmp[4];
274   GLuint i;
275
276   _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_POS, tmp );
277
278   dest->attrib[FRAG_ATTRIB_WPOS][0] = m[0]  * tmp[0] + m[12];
279   dest->attrib[FRAG_ATTRIB_WPOS][1] = m[5]  * tmp[1] + m[13];
280   dest->attrib[FRAG_ATTRIB_WPOS][2] = m[10] * tmp[2] + m[14];
281   dest->attrib[FRAG_ATTRIB_WPOS][3] =         tmp[3];
282
283   /** XXX try to limit these loops someday */
284   for (i = 0 ; i < ctx->Const.MaxTextureCoordUnits ; i++)
285      _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_TEX0 + i,
286                     dest->attrib[FRAG_ATTRIB_TEX0 + i] );
287
288   for (i = 0 ; i < ctx->Const.MaxVarying ; i++)
289      _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_GENERIC0 + i,
290                     dest->attrib[FRAG_ATTRIB_VAR0 + i] );
291
292   _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_COLOR0,
293                  dest->attrib[FRAG_ATTRIB_COL0] );
294   UNCLAMPED_FLOAT_TO_RGBA_CHAN( dest->color, tmp );
295
296   _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_COLOR1,
297                  dest->attrib[FRAG_ATTRIB_COL1]);
298
299   _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_FOG, tmp );
300   dest->attrib[FRAG_ATTRIB_FOGC][0] = tmp[0];
301
302   /* XXX See _tnl_get_attr about pointsize ... */
303   _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_POINTSIZE, tmp );
304   dest->pointSize = tmp[0];
305}
306
307