Files
third_party_mesa3d/src/mesa/pipe/draw/draw_vb.c
Brian 0360b49afb Implement line stippling.
Also added draw_stage::reset_line_stipple().  There may be a better way
of doing that though.
2007-07-25 15:48:09 -06:00

729 lines
17 KiB
C

/**************************************************************************
*
* Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
* 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, sub license, 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 (including the
* next paragraph) 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 NON-INFRINGEMENT.
* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS 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 <keith@tungstengraphics.com>
*/
#include "imports.h"
#include "macros.h"
#include "tnl/t_context.h"
#include "vf/vf.h"
#include "draw_private.h"
#include "draw_context.h"
/* This file is a temporary set of hooks to allow us to use the tnl/
* and vf/ modules until we have replacements in pipe.
*/
static struct vertex_header *get_vertex( struct draw_context *pipe,
GLuint i )
{
return (struct vertex_header *)(pipe->verts + i * pipe->vertex_size);
}
static void draw_allocate_vertices( struct draw_context *draw,
GLuint nr_vertices )
{
draw->nr_vertices = nr_vertices;
draw->verts = MALLOC( nr_vertices * draw->vertex_size );
draw->pipeline.first->begin( draw->pipeline.first );
}
static void draw_set_prim( struct draw_context *draw,
GLenum prim )
{
draw->prim = prim;
/* Not done yet - need to force edgeflags to 1 in strip/fan
* primitives.
*/
#if 0
switch (prim) {
case GL_TRIANGLES:
case GL_POLYGON:
case GL_QUADS:
case GL_QUAD_STRIP: /* yes, we need this */
respect_edgeflags( pipe, GL_TRUE );
break;
default:
respect_edgeflags( pipe, GL_FALSE );
break;
}
#endif
}
static void do_quad( struct draw_stage *first,
struct vertex_header *v0,
struct vertex_header *v1,
struct vertex_header *v2,
struct vertex_header *v3 )
{
struct prim_header prim;
{
GLuint tmp = v1->edgeflag;
v1->edgeflag = 0;
prim.v[0] = v0;
prim.v[1] = v1;
prim.v[2] = v3;
first->tri( first, &prim );
v1->edgeflag = tmp;
}
{
GLuint tmp = v3->edgeflag;
v3->edgeflag = 0;
prim.v[0] = v1;
prim.v[1] = v2;
prim.v[2] = v3;
first->tri( first, &prim );
v3->edgeflag = tmp;
}
}
static void draw_indexed_prim( struct draw_context *draw,
const GLuint *elts,
GLuint count )
{
struct draw_stage * const first = draw->pipeline.first;
struct prim_header prim;
GLuint i;
prim.det = 0; /* valid from cull stage onwards */
prim.v[0] = 0;
prim.v[1] = 0;
prim.v[2] = 0;
switch (draw->prim) {
case GL_POINTS:
for (i = 0; i < count; i ++) {
prim.v[0] = get_vertex( draw, elts[i] );
first->point( first, &prim );
}
break;
case GL_LINES:
for (i = 0; i+1 < count; i += 2) {
prim.v[0] = get_vertex( draw, elts[i + 0] );
prim.v[1] = get_vertex( draw, elts[i + 1] );
first->reset_stipple_counter( first );
first->line( first, &prim );
}
break;
case GL_LINE_LOOP:
if (count >= 2) {
first->reset_stipple_counter( first );
for (i = 1; i < count; i++) {
prim.v[0] = get_vertex( draw, elts[i-1] );
prim.v[1] = get_vertex( draw, elts[i] );
first->line( first, &prim );
}
prim.v[0] = get_vertex( draw, elts[count-1] );
prim.v[1] = get_vertex( draw, elts[0] );
first->line( first, &prim );
}
break;
case GL_LINE_STRIP:
/* I'm guessing it will be necessary to have something like a
* render->reset_line_stipple() method to properly support
* splitting strips into primitives like this. Alternately we
* could just scan ahead to find individual clipped lines and
* otherwise leave the strip intact - that might be better, but
* require more complex code here.
*/
if (count >= 2) {
first->reset_stipple_counter( first );
prim.v[0] = 0;
prim.v[1] = get_vertex( draw, elts[0] );
for (i = 1; i < count; i++) {
prim.v[0] = prim.v[1];
prim.v[1] = get_vertex( draw, elts[i] );
first->line( first, &prim );
}
}
break;
case GL_TRIANGLES:
for (i = 0; i+2 < count; i += 3) {
prim.v[0] = get_vertex( draw, elts[i + 0] );
prim.v[1] = get_vertex( draw, elts[i + 1] );
prim.v[2] = get_vertex( draw, elts[i + 2] );
first->tri( first, &prim );
}
break;
case GL_TRIANGLE_STRIP:
for (i = 0; i+2 < count; i++) {
if (i & 1) {
prim.v[0] = get_vertex( draw, elts[i + 1] );
prim.v[1] = get_vertex( draw, elts[i + 0] );
prim.v[2] = get_vertex( draw, elts[i + 2] );
}
else {
prim.v[0] = get_vertex( draw, elts[i + 0] );
prim.v[1] = get_vertex( draw, elts[i + 1] );
prim.v[2] = get_vertex( draw, elts[i + 2] );
}
first->tri( first, &prim );
}
break;
case GL_TRIANGLE_FAN:
if (count >= 3) {
prim.v[0] = get_vertex( draw, elts[0] );
prim.v[1] = 0;
prim.v[2] = get_vertex( draw, elts[1] );
for (i = 0; i+2 < count; i++) {
prim.v[1] = prim.v[2];
prim.v[2] = get_vertex( draw, elts[i+2] );
first->tri( first, &prim );
}
}
break;
case GL_QUADS:
for (i = 0; i+3 < count; i += 4) {
do_quad( first,
get_vertex( draw, elts[i + 0] ),
get_vertex( draw, elts[i + 1] ),
get_vertex( draw, elts[i + 2] ),
get_vertex( draw, elts[i + 3] ));
}
break;
case GL_QUAD_STRIP:
for (i = 0; i+3 < count; i += 2) {
do_quad( first,
get_vertex( draw, elts[i + 2] ),
get_vertex( draw, elts[i + 0] ),
get_vertex( draw, elts[i + 1] ),
get_vertex( draw, elts[i + 3] ));
}
break;
case GL_POLYGON:
if (count >= 3) {
int e1save, e2save;
prim.v[0] = 0;
prim.v[1] = get_vertex( draw, elts[1] );
prim.v[2] = get_vertex( draw, elts[0] );
e2save = prim.v[2]->edgeflag;
for (i = 0; i+2 < count; i++) {
prim.v[0] = prim.v[1];
prim.v[1] = get_vertex( draw, elts[i+2] );
/* save v1 edge flag, and clear if not last triangle */
e1save = prim.v[1]->edgeflag;
if (i + 3 < count)
prim.v[1]->edgeflag = 0;
/* draw */
first->tri( first, &prim );
prim.v[1]->edgeflag = e1save; /* restore */
prim.v[2]->edgeflag = 0; /* disable edge after 1st tri */
}
prim.v[2]->edgeflag = e2save;
}
break;
default:
assert(0);
break;
}
}
static void draw_prim( struct draw_context *draw,
GLuint start,
GLuint count )
{
struct draw_stage * const first = draw->pipeline.first;
struct prim_header prim;
GLuint i;
// _mesa_printf("%s (%d) %d/%d\n", __FUNCTION__, draw->prim, start, count );
prim.det = 0; /* valid from cull stage onwards */
prim.v[0] = 0;
prim.v[1] = 0;
prim.v[2] = 0;
switch (draw->prim) {
case GL_POINTS:
for (i = 0; i < count; i ++) {
prim.v[0] = get_vertex( draw, start + i );
first->point( first, &prim );
}
break;
case GL_LINES:
for (i = 0; i+1 < count; i += 2) {
prim.v[0] = get_vertex( draw, start + i + 0 );
prim.v[1] = get_vertex( draw, start + i + 1 );
first->reset_stipple_counter( first );
first->line( first, &prim );
}
break;
case GL_LINE_LOOP:
if (count >= 2) {
first->reset_stipple_counter( first );
for (i = 1; i < count; i++) {
prim.v[0] = get_vertex( draw, start + i - 1 );
prim.v[1] = get_vertex( draw, start + i );
first->line( first, &prim );
}
prim.v[0] = get_vertex( draw, start + count - 1 );
prim.v[1] = get_vertex( draw, start + 0 );
first->line( first, &prim );
}
break;
case GL_LINE_STRIP:
if (count >= 2) {
first->reset_stipple_counter( first );
prim.v[0] = 0;
prim.v[1] = get_vertex( draw, start + 0 );
for (i = 1; i < count; i++) {
prim.v[0] = prim.v[1];
prim.v[1] = get_vertex( draw, start + i );
first->line( first, &prim );
}
}
break;
case GL_TRIANGLES:
for (i = 0; i+2 < count; i += 3) {
prim.v[0] = get_vertex( draw, start + i + 0 );
prim.v[1] = get_vertex( draw, start + i + 1 );
prim.v[2] = get_vertex( draw, start + i + 2 );
first->tri( first, &prim );
}
break;
case GL_TRIANGLE_STRIP:
for (i = 0; i+2 < count; i++) {
if (i & 1) {
prim.v[0] = get_vertex( draw, start + i + 1 );
prim.v[1] = get_vertex( draw, start + i + 0 );
prim.v[2] = get_vertex( draw, start + i + 2 );
}
else {
prim.v[0] = get_vertex( draw, start + i + 0 );
prim.v[1] = get_vertex( draw, start + i + 1 );
prim.v[2] = get_vertex( draw, start + i + 2 );
}
first->tri( first, &prim );
}
break;
case GL_TRIANGLE_FAN:
if (count >= 3) {
prim.v[0] = get_vertex( draw, start + 0 );
prim.v[1] = 0;
prim.v[2] = get_vertex( draw, start + 1 );
for (i = 0; i+2 < count; i++) {
prim.v[1] = prim.v[2];
prim.v[2] = get_vertex( draw, start + i + 2 );
first->tri( first, &prim );
}
}
break;
case GL_QUADS:
for (i = 0; i+3 < count; i += 4) {
do_quad( first,
get_vertex( draw, start + i + 0 ),
get_vertex( draw, start + i + 1 ),
get_vertex( draw, start + i + 2 ),
get_vertex( draw, start + i + 3 ));
}
break;
case GL_QUAD_STRIP:
for (i = 0; i+3 < count; i += 2) {
do_quad( first,
get_vertex( draw, start + i + 2 ),
get_vertex( draw, start + i + 0 ),
get_vertex( draw, start + i + 1 ),
get_vertex( draw, start + i + 3 ));
}
break;
case GL_POLYGON:
if (count >= 3) {
int e1save, e2save;
prim.v[0] = 0;
prim.v[1] = get_vertex( draw, start + 1 );
prim.v[2] = get_vertex( draw, start + 0 );
e2save = prim.v[2]->edgeflag;
for (i = 0; i+2 < count; i++) {
prim.v[0] = prim.v[1];
prim.v[1] = get_vertex( draw, start + i + 2 );
/* save v1 edge flag, and clear if not last triangle */
e1save = prim.v[1]->edgeflag;
if (i + 3 < count)
prim.v[1]->edgeflag = 0;
/* draw */
first->tri( first, &prim );
prim.v[1]->edgeflag = e1save; /* restore */
prim.v[2]->edgeflag = 0; /* disable edge after 1st tri */
}
prim.v[2]->edgeflag = e2save;
}
break;
default:
assert(0);
break;
}
}
static void draw_release_vertices( struct draw_context *draw )
{
draw->pipeline.first->end( draw->pipeline.first );
FREE(draw->verts);
draw->verts = NULL;
}
struct header_dword {
GLuint clipmask:12;
GLuint edgeflag:1;
GLuint pad:19;
};
static void
build_vertex_headers( struct draw_context *draw,
struct vertex_buffer *VB )
{
if (draw->header.storage == NULL) {
draw->header.stride = sizeof(GLfloat);
draw->header.size = 1;
draw->header.storage = ALIGN_MALLOC( VB->Size * sizeof(GLfloat), 32 );
draw->header.data = draw->header.storage;
draw->header.count = 0;
draw->header.flags = VEC_SIZE_1 | VEC_MALLOC;
}
/* Build vertex header attribute.
*
*/
{
GLuint i;
struct header_dword *header = (struct header_dword *)draw->header.storage;
/* yes its a hack
*/
assert(sizeof(*header) == sizeof(GLfloat));
draw->header.count = VB->Count;
if (VB->EdgeFlag) {
for (i = 0; i < VB->Count; i++) {
header[i].clipmask = VB->ClipMask[i];
header[i].edgeflag = VB->EdgeFlag[i];
header[i].pad = 0;
}
}
else if (VB->ClipOrMask) {
for (i = 0; i < VB->Count; i++) {
header[i].clipmask = VB->ClipMask[i];
header[i].edgeflag = 0;
header[i].pad = 0;
}
}
else {
for (i = 0; i < VB->Count; i++) {
header[i].clipmask = 0;
header[i].edgeflag = 0;
header[i].pad = 0;
}
}
}
VB->AttribPtr[VF_ATTRIB_VERTEX_HEADER] = &draw->header;
}
static GLuint draw_prim_info(GLenum mode, GLuint *first, GLuint *incr)
{
switch (mode) {
case GL_POINTS:
*first = 1;
*incr = 1;
return 0;
case GL_LINES:
*first = 2;
*incr = 2;
return 0;
case GL_LINE_STRIP:
*first = 2;
*incr = 1;
return 0;
case GL_LINE_LOOP:
*first = 2;
*incr = 1;
return 1;
case GL_TRIANGLES:
*first = 3;
*incr = 3;
return 0;
case GL_TRIANGLE_STRIP:
*first = 3;
*incr = 1;
return 0;
case GL_TRIANGLE_FAN:
case GL_POLYGON:
*first = 3;
*incr = 1;
return 1;
case GL_QUADS:
*first = 4;
*incr = 4;
return 0;
case GL_QUAD_STRIP:
*first = 4;
*incr = 2;
return 0;
default:
assert(0);
*first = 1;
*incr = 1;
return 0;
}
}
static GLuint trim( GLuint count, GLuint first, GLuint incr )
{
if (count < first)
return 0;
else
return count - (count - first) % incr;
}
/* This is a hack & will all go away.
*/
void draw_vb(struct draw_context *draw,
struct vertex_buffer *VB )
{
GLuint i;
VB->AttribPtr[VF_ATTRIB_POS] = VB->NdcPtr;
VB->AttribPtr[VF_ATTRIB_BFC0] = VB->ColorPtr[1];
VB->AttribPtr[VF_ATTRIB_BFC1] = VB->SecondaryColorPtr[1];
VB->AttribPtr[VF_ATTRIB_CLIP_POS] = VB->ClipPtr;
/* Build vertex headers:
*/
build_vertex_headers( draw, VB );
draw->in_vb = 1;
/* Allocate the vertices:
*/
draw_allocate_vertices( draw, VB->Count );
/* Bind the vb outputs:
*/
vf_set_sources( draw->vf, VB->AttribPtr, 0 );
/* Build the hardware or prim-pipe vertices:
*/
vf_emit_vertices( draw->vf, VB->Count, draw->verts );
for (i = 0; i < VB->PrimitiveCount; i++) {
GLenum mode = VB->Primitive[i].mode;
GLuint start = VB->Primitive[i].start;
GLuint length, first, incr;
/* Trim the primitive down to a legal size.
*/
draw_prim_info( mode, &first, &incr );
length = trim( VB->Primitive[i].count, first, incr );
if (!length)
continue;
if (draw->prim != mode)
draw_set_prim( draw, mode );
if (VB->Elts) {
draw_indexed_prim( draw,
VB->Elts + start,
length );
}
else {
draw_prim( draw,
start,
length );
}
}
draw_release_vertices( draw );
draw->verts = NULL;
draw->in_vb = 0;
}
/**
* Accumulate another attribute's info.
* Note the "- 2" factor here. We need this because the vertex->data[]
* array does not include the first two attributes we emit (VERTEX_HEADER
* and CLIP_POS). So, the 3rd attribute actually winds up in the 1st
* position of the data[] array.
*/
#define EMIT_ATTR( VF_ATTR, STYLE ) \
do { \
if (draw->nr_attrs >= 2) \
draw->vf_attr_to_slot[VF_ATTR] = draw->nr_attrs - 2; \
draw->attrs[draw->nr_attrs].attrib = VF_ATTR; \
draw->attrs[draw->nr_attrs].format = STYLE; \
draw->nr_attrs++; \
} while (0)
/**
* Tell the draw module about the layout of attributes in the vertex.
* We need this in order to know which vertex slot has color0, etc.
*
* \param slot_to_vf_attr an array which maps slot indexes to vertex
* format tokens (VF_*).
* \param nr_attrs the size of the slot_to_vf_attr array
* (and number of attributes)
*/
void draw_set_vertex_attributes( struct draw_context *draw,
const GLuint *slot_to_vf_attr,
GLuint nr_attrs )
{
GLuint i;
memset(draw->vf_attr_to_slot, 0, sizeof(draw->vf_attr_to_slot));
draw->nr_attrs = 0;
/*
* First three attribs are always the same: header, clip pos, winpos
*/
EMIT_ATTR(VF_ATTRIB_VERTEX_HEADER, EMIT_1F);
EMIT_ATTR(VF_ATTRIB_CLIP_POS, EMIT_4F);
assert(slot_to_vf_attr[0] == VF_ATTRIB_POS);
EMIT_ATTR(slot_to_vf_attr[0], EMIT_4F_VIEWPORT);
/*
* Remaining attribs (color, texcoords, etc)
*/
for (i = 1; i < nr_attrs; i++)
EMIT_ATTR(slot_to_vf_attr[i], EMIT_4F);
/* tell the vertex format module how to construct vertices for us */
draw->vertex_size = vf_set_vertex_attributes( draw->vf, draw->attrs,
draw->nr_attrs, 0 );
}
#define MAX_VERTEX_SIZE ((2 + FRAG_ATTRIB_MAX) * 4 * sizeof(GLfloat))
void draw_alloc_tmps( struct draw_stage *stage, GLuint nr )
{
stage->nr_tmps = nr;
if (nr) {
GLubyte *store = MALLOC(MAX_VERTEX_SIZE * nr);
GLuint i;
stage->tmp = MALLOC(sizeof(struct vertex_header *) * nr);
for (i = 0; i < nr; i++)
stage->tmp[i] = (struct vertex_header *)(store + i * MAX_VERTEX_SIZE);
}
}
void draw_free_tmps( struct draw_stage *stage )
{
if (stage->tmp) {
FREE(stage->tmp[0]);
FREE(stage->tmp);
}
}