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 (at) vmware.com> 26 */ 27 28 #include "main/glheader.h" 29 #include "main/imports.h" 30 #include "main/macros.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 49 GLboolean 50 _swsetup_CreateContext( struct gl_context *ctx ) 51 { 52 SScontext *swsetup = calloc(1, 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 69 void 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 82 static 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 ) \ 97 do { \ 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 */ 110 static void 111 setup_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 tnl->render_inputs_bitset != swsetup->last_index_bitset) { 122 GLbitfield64 index_bitset = tnl->render_inputs_bitset; 123 struct tnl_attr_map map[_TNL_ATTRIB_MAX]; 124 unsigned int i, e = 0; 125 126 swsetup->intColors = intColors; 127 128 EMIT_ATTR( _TNL_ATTRIB_POS, EMIT_4F_VIEWPORT, attrib[VARYING_SLOT_POS] ); 129 130 if (index_bitset & BITFIELD64_BIT(_TNL_ATTRIB_COLOR0)) { 131 if (swsetup->intColors) 132 EMIT_ATTR( _TNL_ATTRIB_COLOR0, EMIT_4CHAN_4F_RGBA, color ); 133 else 134 EMIT_ATTR( _TNL_ATTRIB_COLOR0, EMIT_4F, attrib[VARYING_SLOT_COL0]); 135 } 136 137 if (index_bitset & BITFIELD64_BIT(_TNL_ATTRIB_COLOR1)) { 138 EMIT_ATTR( _TNL_ATTRIB_COLOR1, EMIT_4F, attrib[VARYING_SLOT_COL1]); 139 } 140 141 if (index_bitset & BITFIELD64_BIT(_TNL_ATTRIB_FOG)) { 142 const GLint emit = ctx->FragmentProgram._Current ? EMIT_4F : EMIT_1F; 143 EMIT_ATTR( _TNL_ATTRIB_FOG, emit, attrib[VARYING_SLOT_FOGC]); 144 } 145 146 if (index_bitset & BITFIELD64_RANGE(_TNL_ATTRIB_TEX0, _TNL_NUM_TEX)) 147 { 148 for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++) { 149 if (index_bitset & BITFIELD64_BIT(_TNL_ATTRIB_TEX(i))) { 150 EMIT_ATTR( _TNL_ATTRIB_TEX(i), EMIT_4F, 151 attrib[VARYING_SLOT_TEX0 + i] ); 152 } 153 } 154 } 155 156 /* shader varying vars */ 157 if (index_bitset & BITFIELD64_RANGE(_TNL_ATTRIB_GENERIC0, _TNL_NUM_GENERIC)) { 158 for (i = 0; i < ctx->Const.MaxVarying; i++) { 159 if (index_bitset & BITFIELD64_BIT(_TNL_ATTRIB_GENERIC(i))) { 160 EMIT_ATTR( _TNL_ATTRIB_GENERIC(i), VARYING_EMIT_STYLE, 161 attrib[VARYING_SLOT_VAR0 + i] ); 162 } 163 } 164 } 165 166 if (index_bitset & BITFIELD64_BIT(_TNL_ATTRIB_POINTSIZE)) 167 EMIT_ATTR( _TNL_ATTRIB_POINTSIZE, EMIT_1F, pointSize ); 168 169 _tnl_install_attrs( ctx, map, e, 170 tnl->_WindowMap.m, 171 sizeof(SWvertex) ); 172 173 swsetup->last_index_bitset = index_bitset; 174 } 175 } 176 177 178 /** 179 * Prepare to render a vertex buffer. 180 * Called via tnl->Driver.Render.Start. 181 */ 182 static void 183 _swsetup_RenderStart( struct gl_context *ctx ) 184 { 185 SScontext *swsetup = SWSETUP_CONTEXT(ctx); 186 TNLcontext *tnl = TNL_CONTEXT(ctx); 187 struct vertex_buffer *VB = &tnl->vb; 188 189 if (swsetup->NewState & _SWSETUP_NEW_RENDERINDEX) { 190 _swsetup_choose_trifuncs(ctx); 191 } 192 193 if (swsetup->NewState & _NEW_PROGRAM) { 194 swsetup->last_index_bitset = 0; 195 } 196 197 swsetup->NewState = 0; 198 199 /* This will change if drawing unfilled tris */ 200 _swrast_SetFacing(ctx, 0); 201 202 _swrast_render_start(ctx); 203 204 /* Important */ 205 VB->AttribPtr[VERT_ATTRIB_POS] = VB->NdcPtr; 206 207 setup_vertex_format(ctx); 208 } 209 210 211 /* 212 * We patch this function into tnl->Driver.Render.Finish. 213 * It's called when we finish rendering a vertex buffer. 214 */ 215 static void 216 _swsetup_RenderFinish( struct gl_context *ctx ) 217 { 218 _swrast_render_finish( ctx ); 219 } 220 221 void 222 _swsetup_InvalidateState( struct gl_context *ctx, GLuint new_state ) 223 { 224 SScontext *swsetup = SWSETUP_CONTEXT(ctx); 225 swsetup->NewState |= new_state; 226 _tnl_invalidate_vertex_state( ctx, new_state ); 227 } 228 229 230 void 231 _swsetup_Wakeup( struct gl_context *ctx ) 232 { 233 TNLcontext *tnl = TNL_CONTEXT(ctx); 234 SScontext *swsetup = SWSETUP_CONTEXT(ctx); 235 236 tnl->Driver.Render.Start = _swsetup_RenderStart; 237 tnl->Driver.Render.Finish = _swsetup_RenderFinish; 238 tnl->Driver.Render.PrimitiveNotify = _swsetup_RenderPrimitive; 239 tnl->Driver.Render.Interp = _tnl_interp; 240 tnl->Driver.Render.CopyPV = _tnl_copy_pv; 241 tnl->Driver.Render.ClippedPolygon = _tnl_RenderClippedPolygon; /* new */ 242 tnl->Driver.Render.ClippedLine = _tnl_RenderClippedLine; /* new */ 243 /* points */ 244 /* line */ 245 /* triangle */ 246 /* quad */ 247 tnl->Driver.Render.PrimTabVerts = _tnl_render_tab_verts; 248 tnl->Driver.Render.PrimTabElts = _tnl_render_tab_elts; 249 tnl->Driver.Render.ResetLineStipple = _swrast_ResetLineStipple; 250 tnl->Driver.Render.BuildVertices = _tnl_build_vertices; 251 tnl->Driver.Render.Multipass = 0; 252 253 _tnl_invalidate_vertices( ctx, ~0 ); 254 _tnl_need_projected_coords( ctx, GL_TRUE ); 255 _swsetup_InvalidateState( ctx, ~0 ); 256 257 swsetup->verts = (SWvertex *)tnl->clipspace.vertex_buf; 258 swsetup->last_index_bitset = 0; 259 } 260 261 262 /** 263 * Populate a swrast SWvertex from an attrib-style vertex. 264 */ 265 void 266 _swsetup_Translate( struct gl_context *ctx, const void *vertex, SWvertex *dest ) 267 { 268 TNLcontext *tnl = TNL_CONTEXT(ctx); 269 const GLfloat *m = tnl->_WindowMap.m; 270 GLfloat tmp[4]; 271 GLuint i; 272 273 _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_POS, tmp ); 274 275 dest->attrib[VARYING_SLOT_POS][0] = m[0] * tmp[0] + m[12]; 276 dest->attrib[VARYING_SLOT_POS][1] = m[5] * tmp[1] + m[13]; 277 dest->attrib[VARYING_SLOT_POS][2] = m[10] * tmp[2] + m[14]; 278 dest->attrib[VARYING_SLOT_POS][3] = tmp[3]; 279 280 /** XXX try to limit these loops someday */ 281 for (i = 0 ; i < ctx->Const.MaxTextureCoordUnits ; i++) 282 _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_TEX0 + i, 283 dest->attrib[VARYING_SLOT_TEX0 + i] ); 284 285 for (i = 0 ; i < ctx->Const.MaxVarying ; i++) 286 _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_GENERIC0 + i, 287 dest->attrib[VARYING_SLOT_VAR0 + i] ); 288 289 _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_COLOR0, 290 dest->attrib[VARYING_SLOT_COL0] ); 291 292 UNCLAMPED_FLOAT_TO_RGBA_CHAN(dest->color, dest->attrib[VARYING_SLOT_COL0]); 293 294 _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_COLOR1, 295 dest->attrib[VARYING_SLOT_COL1]); 296 297 _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_FOG, tmp ); 298 dest->attrib[VARYING_SLOT_FOGC][0] = tmp[0]; 299 300 /* XXX See _tnl_get_attr about pointsize ... */ 301 _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_POINTSIZE, tmp ); 302 dest->pointSize = tmp[0]; 303 } 304 305