ss_context.c revision 4f68411e770573d396cdac45ebdc516661212618
1/* 2 * Mesa 3-D graphics library 3 * Version: 6.5 4 * 5 * Copyright (C) 1999-2006 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 "glheader.h" 29#include "imports.h" 30#include "colormac.h" 31#include "ss_context.h" 32#include "ss_triangle.h" 33#include "swrast_setup.h" 34#include "tnl/tnl.h" 35#include "tnl/t_context.h" 36#include "tnl/t_pipeline.h" 37#include "tnl/t_vertex.h" 38 39/* Need to check lighting state and vertex program state to know 40 * if two-sided lighting is in effect. 41 */ 42#define _SWSETUP_NEW_RENDERINDEX (_NEW_POLYGON|_NEW_LIGHT|_NEW_PROGRAM) 43 44 45GLboolean 46_swsetup_CreateContext( GLcontext *ctx ) 47{ 48 SScontext *swsetup = (SScontext *)CALLOC(sizeof(SScontext)); 49 50 if (!swsetup) 51 return GL_FALSE; 52 53 ctx->swsetup_context = swsetup; 54 55 swsetup->NewState = ~0; 56 _swsetup_trifuncs_init( ctx ); 57 58 _tnl_init_vertices( ctx, ctx->Const.MaxArrayLockSize + 12, 59 sizeof(SWvertex) ); 60 61 62 return GL_TRUE; 63} 64 65void 66_swsetup_DestroyContext( GLcontext *ctx ) 67{ 68 SScontext *swsetup = SWSETUP_CONTEXT(ctx); 69 70 if (swsetup) { 71 FREE(swsetup); 72 ctx->swsetup_context = 0; 73 } 74 75 _tnl_free_vertices( ctx ); 76} 77 78static void 79_swsetup_RenderPrimitive( GLcontext *ctx, GLenum mode ) 80{ 81 SWSETUP_CONTEXT(ctx)->render_prim = mode; 82 _swrast_render_primitive( ctx, mode ); 83} 84 85#define SWZ ((SWvertex *)0) 86#define SWOffset(MEMBER) (((char *)&(SWZ->MEMBER)) - ((char *)SWZ)) 87 88#define EMIT_ATTR( ATTR, STYLE, MEMBER ) \ 89do { \ 90 map[e].attrib = (ATTR); \ 91 map[e].format = (STYLE); \ 92 map[e].offset = SWOffset(MEMBER); \ 93 e++; \ 94} while (0) 95 96/* 97 * We patch this function into tnl->Driver.Render.Start. 98 * It's called when we start rendering a vertex buffer. 99 */ 100static void 101_swsetup_RenderStart( GLcontext *ctx ) 102{ 103 SScontext *swsetup = SWSETUP_CONTEXT(ctx); 104 TNLcontext *tnl = TNL_CONTEXT(ctx); 105 struct vertex_buffer *VB = &tnl->vb; 106 GLuint new_state = swsetup->NewState; 107 108 if (new_state & _SWSETUP_NEW_RENDERINDEX) { 109 _swsetup_choose_trifuncs( ctx ); 110 } 111 112 swsetup->NewState = 0; 113 114 _swrast_render_start( ctx ); 115 116 /* Important: 117 */ 118 VB->AttribPtr[VERT_ATTRIB_POS] = VB->NdcPtr; 119 120 121 if (!RENDERINPUTS_EQUAL(tnl->render_inputs_bitset, swsetup->last_index_bitset)) { 122 DECLARE_RENDERINPUTS(index_bitset); 123 struct tnl_attr_map map[_TNL_ATTRIB_MAX]; 124 int i, e = 0; 125 126 RENDERINPUTS_COPY( index_bitset, tnl->render_inputs_bitset ); 127 128 EMIT_ATTR( _TNL_ATTRIB_POS, EMIT_4F_VIEWPORT, win ); 129 130 if (RENDERINPUTS_TEST( index_bitset, _TNL_ATTRIB_COLOR0 )) 131 EMIT_ATTR( _TNL_ATTRIB_COLOR0, EMIT_4CHAN_4F_RGBA, color ); 132 133 if (RENDERINPUTS_TEST( index_bitset, _TNL_ATTRIB_COLOR1 )) 134 EMIT_ATTR( _TNL_ATTRIB_COLOR1, EMIT_4CHAN_4F_RGBA, specular); 135 136 if (RENDERINPUTS_TEST( index_bitset, _TNL_ATTRIB_COLOR_INDEX )) 137 EMIT_ATTR( _TNL_ATTRIB_COLOR_INDEX, EMIT_1F, index ); 138 139 if (RENDERINPUTS_TEST( index_bitset, _TNL_ATTRIB_FOG )) 140 EMIT_ATTR( _TNL_ATTRIB_FOG, EMIT_1F, fog); 141 142 if (RENDERINPUTS_TEST_RANGE( index_bitset, _TNL_FIRST_TEX, _TNL_LAST_TEX )) { 143 for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++) { 144 if (RENDERINPUTS_TEST( index_bitset, _TNL_ATTRIB_TEX(i) )) { 145 EMIT_ATTR( _TNL_ATTRIB_TEX(i), EMIT_4F, texcoord[i] ); 146 } 147 } 148 } 149 150 if (RENDERINPUTS_TEST_RANGE( index_bitset, _TNL_FIRST_GENERIC, _TNL_LAST_GENERIC )) { 151 for (i = 0; i < MAX_VERTEX_ATTRIBS; i++) { 152 if (RENDERINPUTS_TEST( index_bitset, _TNL_ATTRIB_GENERIC(i) )) { 153 EMIT_ATTR( _TNL_ATTRIB_GENERIC(i), VARYING_EMIT_STYLE, attribute[i] ); 154 } 155 } 156 } 157 158 if (RENDERINPUTS_TEST( index_bitset, _TNL_ATTRIB_POINTSIZE )) 159 EMIT_ATTR( _TNL_ATTRIB_POINTSIZE, EMIT_1F, pointSize ); 160 161 _tnl_install_attrs( ctx, map, e, 162 ctx->Viewport._WindowMap.m, 163 sizeof(SWvertex) ); 164 165 RENDERINPUTS_COPY( swsetup->last_index_bitset, index_bitset ); 166 } 167} 168 169/* 170 * We patch this function into tnl->Driver.Render.Finish. 171 * It's called when we finish rendering a vertex buffer. 172 */ 173static void 174_swsetup_RenderFinish( GLcontext *ctx ) 175{ 176 _swrast_render_finish( ctx ); 177} 178 179void 180_swsetup_InvalidateState( GLcontext *ctx, GLuint new_state ) 181{ 182 SScontext *swsetup = SWSETUP_CONTEXT(ctx); 183 swsetup->NewState |= new_state; 184 _tnl_invalidate_vertex_state( ctx, new_state ); 185} 186 187 188void 189_swsetup_Wakeup( GLcontext *ctx ) 190{ 191 TNLcontext *tnl = TNL_CONTEXT(ctx); 192 SScontext *swsetup = SWSETUP_CONTEXT(ctx); 193 194 tnl->Driver.Render.Start = _swsetup_RenderStart; 195 tnl->Driver.Render.Finish = _swsetup_RenderFinish; 196 tnl->Driver.Render.PrimitiveNotify = _swsetup_RenderPrimitive; 197 tnl->Driver.Render.Interp = _tnl_interp; 198 tnl->Driver.Render.CopyPV = _tnl_copy_pv; 199 tnl->Driver.Render.ClippedPolygon = _tnl_RenderClippedPolygon; /* new */ 200 tnl->Driver.Render.ClippedLine = _tnl_RenderClippedLine; /* new */ 201 /* points */ 202 /* line */ 203 /* triangle */ 204 /* quad */ 205 tnl->Driver.Render.PrimTabVerts = _tnl_render_tab_verts; 206 tnl->Driver.Render.PrimTabElts = _tnl_render_tab_elts; 207 tnl->Driver.Render.ResetLineStipple = _swrast_ResetLineStipple; 208 tnl->Driver.Render.BuildVertices = _tnl_build_vertices; 209 tnl->Driver.Render.Multipass = 0; 210 211 _tnl_invalidate_vertices( ctx, ~0 ); 212 _tnl_need_projected_coords( ctx, GL_TRUE ); 213 _swsetup_InvalidateState( ctx, ~0 ); 214 215 swsetup->verts = (SWvertex *)tnl->clipspace.vertex_buf; 216 RENDERINPUTS_ZERO( swsetup->last_index_bitset ); 217} 218 219 220/** 221 * Populate a swrast SWvertex from an attrib-style vertex. 222 */ 223void 224_swsetup_Translate( GLcontext *ctx, const void *vertex, SWvertex *dest ) 225{ 226 const GLfloat *m = ctx->Viewport._WindowMap.m; 227 GLfloat tmp[4]; 228 GLuint i; 229 230 _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_POS, tmp ); 231 232 dest->win[0] = m[0] * tmp[0] + m[12]; 233 dest->win[1] = m[5] * tmp[1] + m[13]; 234 dest->win[2] = m[10] * tmp[2] + m[14]; 235 dest->win[3] = tmp[3]; 236 237 238 for (i = 0 ; i < ctx->Const.MaxTextureCoordUnits ; i++) 239 _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_TEX0+i, dest->texcoord[i] ); 240 241 _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_COLOR0, tmp ); 242 UNCLAMPED_FLOAT_TO_RGBA_CHAN( dest->color, tmp ); 243 244 _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_COLOR1, tmp ); 245 UNCLAMPED_FLOAT_TO_RGBA_CHAN( dest->specular, tmp ); 246 247 _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_FOG, tmp ); 248 dest->fog = tmp[0]; 249 250 _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_COLOR_INDEX, tmp ); 251 dest->index = tmp[0]; 252 253 _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_POINTSIZE, tmp ); 254 dest->pointSize = tmp[0]; 255} 256 257