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