/*
* Mesa 3-D graphics library
*
* Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
* OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
* OTHER DEALINGS IN THE SOFTWARE.
*
* Authors:
* Keith Whitwell <keithw@vmware.com>
*/
#include "main/glheader.h"
#include "main/imports.h"
#include "main/macros.h"
#include "main/state.h"
#include "tnl/tnl.h"
#include "tnl/t_context.h"
#include "tnl/t_pipeline.h"
#include "tnl/t_vertex.h"
#include "swrast_setup.h"
#include "ss_context.h"
#include "ss_triangle.h"
/* Need to check lighting state and vertex program state to know
* if two-sided lighting is in effect.
*/
#define _SWSETUP_NEW_RENDERINDEX (_NEW_POLYGON|_NEW_LIGHT|_NEW_PROGRAM)
#define VARYING_EMIT_STYLE EMIT_4F
GLboolean
_swsetup_CreateContext( struct gl_context *ctx )
{
SScontext *swsetup = calloc(1, sizeof(SScontext));
if (!swsetup)
return GL_FALSE;
ctx->swsetup_context = swsetup;
swsetup->NewState = ~0;
_swsetup_trifuncs_init( ctx );
_tnl_init_vertices( ctx, ctx->Const.MaxArrayLockSize + 12,
sizeof(SWvertex) );
return GL_TRUE;
}
void
_swsetup_DestroyContext( struct gl_context *ctx )
{
SScontext *swsetup = SWSETUP_CONTEXT(ctx);
if (swsetup) {
free(swsetup);
ctx->swsetup_context = 0;
}
_tnl_free_vertices( ctx );
}
static void
_swsetup_RenderPrimitive( struct gl_context *ctx, GLenum mode )
{
SWSETUP_CONTEXT(ctx)->render_prim = mode;
_swrast_render_primitive( ctx, mode );
}
/**
* Helper macros for setup_vertex_format()
*/
#define SWZ ((SWvertex *)0)
#define SWOffset(MEMBER) (((char *)&(SWZ->MEMBER)) - ((char *)SWZ))
#define EMIT_ATTR( ATTR, STYLE, MEMBER ) \
do { \
map[e].attrib = (ATTR); \
map[e].format = (STYLE); \
map[e].offset = SWOffset(MEMBER); \
e++; \
} while (0)
/**
* Tell the tnl module how to build SWvertex objects for swrast.
* We'll build the map[] array with that info and pass it to
* _tnl_install_attrs().
*/
static void
setup_vertex_format(struct gl_context *ctx)
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
SScontext *swsetup = SWSETUP_CONTEXT(ctx);
GLboolean intColors = !ctx->FragmentProgram._Current
&& !_mesa_ati_fragment_shader_enabled(ctx)
&& ctx->RenderMode == GL_RENDER
&& CHAN_TYPE != GL_FLOAT;
if (intColors != swsetup->intColors ||
tnl->render_inputs_bitset != swsetup->last_index_bitset) {
GLbitfield64 index_bitset = tnl->render_inputs_bitset;
struct tnl_attr_map map[_TNL_ATTRIB_MAX];
unsigned int i, e = 0;
swsetup->intColors = intColors;
EMIT_ATTR( _TNL_ATTRIB_POS, EMIT_4F_VIEWPORT, attrib[VARYING_SLOT_POS] );
if (index_bitset & BITFIELD64_BIT(_TNL_ATTRIB_COLOR0)) {
if (swsetup->intColors)
EMIT_ATTR( _TNL_ATTRIB_COLOR0, EMIT_4CHAN_4F_RGBA, color );
else
EMIT_ATTR( _TNL_ATTRIB_COLOR0, EMIT_4F, attrib[VARYING_SLOT_COL0]);
}
if (index_bitset & BITFIELD64_BIT(_TNL_ATTRIB_COLOR1)) {
EMIT_ATTR( _TNL_ATTRIB_COLOR1, EMIT_4F, attrib[VARYING_SLOT_COL1]);
}
if (index_bitset & BITFIELD64_BIT(_TNL_ATTRIB_FOG)) {
const GLint emit = ctx->FragmentProgram._Current ? EMIT_4F : EMIT_1F;
EMIT_ATTR( _TNL_ATTRIB_FOG, emit, attrib[VARYING_SLOT_FOGC]);
}
if (index_bitset & BITFIELD64_RANGE(_TNL_ATTRIB_TEX0, _TNL_NUM_TEX))
{
for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++) {
if (index_bitset & BITFIELD64_BIT(_TNL_ATTRIB_TEX(i))) {
EMIT_ATTR( _TNL_ATTRIB_TEX(i), EMIT_4F,
attrib[VARYING_SLOT_TEX0 + i] );
}
}
}
/* shader varying vars */
if (index_bitset & BITFIELD64_RANGE(_TNL_ATTRIB_GENERIC0, _TNL_NUM_GENERIC)) {
for (i = 0; i < ctx->Const.MaxVarying; i++) {
if (index_bitset & BITFIELD64_BIT(_TNL_ATTRIB_GENERIC(i))) {
EMIT_ATTR( _TNL_ATTRIB_GENERIC(i), VARYING_EMIT_STYLE,
attrib[VARYING_SLOT_VAR0 + i] );
}
}
}
if (index_bitset & BITFIELD64_BIT(_TNL_ATTRIB_POINTSIZE))
EMIT_ATTR( _TNL_ATTRIB_POINTSIZE, EMIT_1F, pointSize );
_tnl_install_attrs( ctx, map, e,
tnl->_WindowMap.m,
sizeof(SWvertex) );
swsetup->last_index_bitset = index_bitset;
}
}
/**
* Prepare to render a vertex buffer.
* Called via tnl->Driver.Render.Start.
*/
static void
_swsetup_RenderStart( struct gl_context *ctx )
{
SScontext *swsetup = SWSETUP_CONTEXT(ctx);
TNLcontext *tnl = TNL_CONTEXT(ctx);
struct vertex_buffer *VB = &tnl->vb;
if (swsetup->NewState & _SWSETUP_NEW_RENDERINDEX) {
_swsetup_choose_trifuncs(ctx);
}
if (swsetup->NewState & _NEW_PROGRAM) {
swsetup->last_index_bitset = 0;
}
swsetup->NewState = 0;
/* This will change if drawing unfilled tris */
_swrast_SetFacing(ctx, 0);
_swrast_render_start(ctx);
/* Important */
VB->AttribPtr[VERT_ATTRIB_POS] = VB->NdcPtr;
setup_vertex_format(ctx);
}
/*
* We patch this function into tnl->Driver.Render.Finish.
* It's called when we finish rendering a vertex buffer.
*/
static void
_swsetup_RenderFinish( struct gl_context *ctx )
{
_swrast_render_finish( ctx );
}
void
_swsetup_InvalidateState( struct gl_context *ctx, GLuint new_state )
{
SScontext *swsetup = SWSETUP_CONTEXT(ctx);
swsetup->NewState |= new_state;
_tnl_invalidate_vertex_state( ctx, new_state );
}
void
_swsetup_Wakeup( struct gl_context *ctx )
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
SScontext *swsetup = SWSETUP_CONTEXT(ctx);
tnl->Driver.Render.Start = _swsetup_RenderStart;
tnl->Driver.Render.Finish = _swsetup_RenderFinish;
tnl->Driver.Render.PrimitiveNotify = _swsetup_RenderPrimitive;
tnl->Driver.Render.Interp = _tnl_interp;
tnl->Driver.Render.CopyPV = _tnl_copy_pv;
tnl->Driver.Render.ClippedPolygon = _tnl_RenderClippedPolygon; /* new */
tnl->Driver.Render.ClippedLine = _tnl_RenderClippedLine; /* new */
/* points */
/* line */
/* triangle */
/* quad */
tnl->Driver.Render.PrimTabVerts = _tnl_render_tab_verts;
tnl->Driver.Render.PrimTabElts = _tnl_render_tab_elts;
tnl->Driver.Render.ResetLineStipple = _swrast_ResetLineStipple;
tnl->Driver.Render.BuildVertices = _tnl_build_vertices;
tnl->Driver.Render.Multipass = 0;
_tnl_invalidate_vertices( ctx, ~0 );
_tnl_need_projected_coords( ctx, GL_TRUE );
_swsetup_InvalidateState( ctx, ~0 );
swsetup->verts = (SWvertex *)tnl->clipspace.vertex_buf;
swsetup->last_index_bitset = 0;
}
/**
* Populate a swrast SWvertex from an attrib-style vertex.
*/
void
_swsetup_Translate( struct gl_context *ctx, const void *vertex, SWvertex *dest )
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
const GLfloat *m = tnl->_WindowMap.m;
GLfloat tmp[4];
GLuint i;
_tnl_get_attr( ctx, vertex, _TNL_ATTRIB_POS, tmp );
dest->attrib[VARYING_SLOT_POS][0] = m[0] * tmp[0] + m[12];
dest->attrib[VARYING_SLOT_POS][1] = m[5] * tmp[1] + m[13];
dest->attrib[VARYING_SLOT_POS][2] = m[10] * tmp[2] + m[14];
dest->attrib[VARYING_SLOT_POS][3] = tmp[3];
/** XXX try to limit these loops someday */
for (i = 0 ; i < ctx->Const.MaxTextureCoordUnits ; i++)
_tnl_get_attr( ctx, vertex, _TNL_ATTRIB_TEX0 + i,
dest->attrib[VARYING_SLOT_TEX0 + i] );
for (i = 0 ; i < ctx->Const.MaxVarying ; i++)
_tnl_get_attr( ctx, vertex, _TNL_ATTRIB_GENERIC0 + i,
dest->attrib[VARYING_SLOT_VAR0 + i] );
_tnl_get_attr( ctx, vertex, _TNL_ATTRIB_COLOR0,
dest->attrib[VARYING_SLOT_COL0] );
UNCLAMPED_FLOAT_TO_RGBA_CHAN(dest->color, dest->attrib[VARYING_SLOT_COL0]);
_tnl_get_attr( ctx, vertex, _TNL_ATTRIB_COLOR1,
dest->attrib[VARYING_SLOT_COL1]);
_tnl_get_attr( ctx, vertex, _TNL_ATTRIB_FOG, tmp );
dest->attrib[VARYING_SLOT_FOGC][0] = tmp[0];
/* XXX See _tnl_get_attr about pointsize ... */
_tnl_get_attr( ctx, vertex, _TNL_ATTRIB_POINTSIZE, tmp );
dest->pointSize = tmp[0];
}