426 lines
12 KiB
C
426 lines
12 KiB
C
/* $Id: t_vb_render.c,v 1.33 2002/10/29 20:29:04 brianp Exp $ */
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/*
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* Mesa 3-D graphics library
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* Version: 4.0.1
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*
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* Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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* Authors:
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* Keith Whitwell <keith@tungstengraphics.com>
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*/
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/*
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* Render whole vertex buffers, including projection of vertices from
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* clip space and clipping of primitives.
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*
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* This file makes calls to project vertices and to the point, line
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* and triangle rasterizers via the function pointers:
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*
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* context->Driver.Render.*
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*
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*/
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#include "glheader.h"
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#include "context.h"
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#include "enums.h"
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#include "macros.h"
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#include "imports.h"
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#include "mtypes.h"
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#include "mmath.h"
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#include "math/m_matrix.h"
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#include "math/m_xform.h"
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#include "t_pipeline.h"
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/**********************************************************************/
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/* Clip single primitives */
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/**********************************************************************/
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#if defined(USE_IEEE)
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#define NEGATIVE(x) (GET_FLOAT_BITS(x) & (1<<31))
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#define DIFFERENT_SIGNS(x,y) ((GET_FLOAT_BITS(x) ^ GET_FLOAT_BITS(y)) & (1<<31))
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#else
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#define NEGATIVE(x) (x < 0)
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#define DIFFERENT_SIGNS(x,y) (x * y <= 0 && x - y != 0)
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/* Could just use (x*y<0) except for the flatshading requirements.
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* Maybe there's a better way?
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*/
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#endif
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#define W(i) coord[i][3]
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#define Z(i) coord[i][2]
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#define Y(i) coord[i][1]
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#define X(i) coord[i][0]
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#define SIZE 4
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#define TAG(x) x##_4
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#include "t_vb_cliptmp.h"
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/**********************************************************************/
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/* Clip and render whole begin/end objects */
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/**********************************************************************/
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#define NEED_EDGEFLAG_SETUP (ctx->_TriangleCaps & DD_TRI_UNFILLED)
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#define EDGEFLAG_GET(idx) VB->EdgeFlag[idx]
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#define EDGEFLAG_SET(idx, val) VB->EdgeFlag[idx] = val
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/* Vertices, with the possibility of clipping.
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*/
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#define RENDER_POINTS( start, count ) \
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tnl->Driver.Render.Points( ctx, start, count )
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#define RENDER_LINE( v1, v2 ) \
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do { \
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GLubyte c1 = mask[v1], c2 = mask[v2]; \
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GLubyte ormask = c1|c2; \
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if (!ormask) \
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LineFunc( ctx, v1, v2 ); \
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else if (!(c1 & c2 & 0x3f)) \
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clip_line_4( ctx, v1, v2, ormask ); \
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} while (0)
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#define RENDER_TRI( v1, v2, v3 ) \
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do { \
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GLubyte c1 = mask[v1], c2 = mask[v2], c3 = mask[v3]; \
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GLubyte ormask = c1|c2|c3; \
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if (!ormask) \
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TriangleFunc( ctx, v1, v2, v3 ); \
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else if (!(c1 & c2 & c3 & 0x3f)) \
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clip_tri_4( ctx, v1, v2, v3, ormask ); \
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} while (0)
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#define RENDER_QUAD( v1, v2, v3, v4 ) \
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do { \
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GLubyte c1 = mask[v1], c2 = mask[v2]; \
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GLubyte c3 = mask[v3], c4 = mask[v4]; \
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GLubyte ormask = c1|c2|c3|c4; \
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if (!ormask) \
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QuadFunc( ctx, v1, v2, v3, v4 ); \
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else if (!(c1 & c2 & c3 & c4 & 0x3f)) \
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clip_quad_4( ctx, v1, v2, v3, v4, ormask ); \
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} while (0)
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#define LOCAL_VARS \
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TNLcontext *tnl = TNL_CONTEXT(ctx); \
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struct vertex_buffer *VB = &tnl->vb; \
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const GLuint * const elt = VB->Elts; \
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const GLubyte *mask = VB->ClipMask; \
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const GLuint sz = VB->ClipPtr->size; \
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const line_func LineFunc = tnl->Driver.Render.Line; \
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const triangle_func TriangleFunc = tnl->Driver.Render.Triangle; \
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const quad_func QuadFunc = tnl->Driver.Render.Quad; \
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const GLboolean stipple = ctx->Line.StippleFlag; \
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(void) (LineFunc && TriangleFunc && QuadFunc); \
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(void) elt; (void) mask; (void) sz; (void) stipple;
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#define TAG(x) clip_##x##_verts
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#define INIT(x) tnl->Driver.Render.PrimitiveNotify( ctx, x )
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#define RESET_STIPPLE if (stipple) tnl->Driver.Render.ResetLineStipple( ctx )
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#define RESET_OCCLUSION ctx->OcclusionResult = GL_TRUE
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#define PRESERVE_VB_DEFS
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#include "t_vb_rendertmp.h"
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/* Elts, with the possibility of clipping.
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*/
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#undef ELT
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#undef TAG
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#define ELT(x) elt[x]
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#define TAG(x) clip_##x##_elts
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#include "t_vb_rendertmp.h"
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/* TODO: do this for all primitives, verts and elts:
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*/
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static void clip_elt_triangles( GLcontext *ctx,
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GLuint start,
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GLuint count,
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GLuint flags )
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{
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TNLcontext *tnl = TNL_CONTEXT(ctx);
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render_func render_tris = tnl->Driver.Render.PrimTabElts[GL_TRIANGLES];
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struct vertex_buffer *VB = &tnl->vb;
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const GLuint * const elt = VB->Elts;
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GLubyte *mask = VB->ClipMask;
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GLuint last = count-2;
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GLuint j;
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(void) flags;
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tnl->Driver.Render.PrimitiveNotify( ctx, GL_TRIANGLES );
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for (j=start; j < last; j+=3 ) {
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GLubyte c1 = mask[elt[j]];
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GLubyte c2 = mask[elt[j+1]];
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GLubyte c3 = mask[elt[j+2]];
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GLubyte ormask = c1|c2|c3;
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if (ormask) {
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if (start < j)
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render_tris( ctx, start, j, 0 );
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if (!(c1&c2&c3&0x3f))
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clip_tri_4( ctx, elt[j], elt[j+1], elt[j+2], ormask );
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start = j+3;
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}
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}
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if (start < j)
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render_tris( ctx, start, j, 0 );
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}
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/**********************************************************************/
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/* Render whole begin/end objects */
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/**********************************************************************/
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#define NEED_EDGEFLAG_SETUP (ctx->_TriangleCaps & DD_TRI_UNFILLED)
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#define EDGEFLAG_GET(idx) VB->EdgeFlag[idx]
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#define EDGEFLAG_SET(idx, val) VB->EdgeFlag[idx] = val
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/* Vertices, no clipping.
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*/
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#define RENDER_POINTS( start, count ) \
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tnl->Driver.Render.Points( ctx, start, count )
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#define RENDER_LINE( v1, v2 ) \
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LineFunc( ctx, v1, v2 )
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#define RENDER_TRI( v1, v2, v3 ) \
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TriangleFunc( ctx, v1, v2, v3 )
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#define RENDER_QUAD( v1, v2, v3, v4 ) \
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QuadFunc( ctx, v1, v2, v3, v4 )
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#define TAG(x) _tnl_##x##_verts
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#define LOCAL_VARS \
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TNLcontext *tnl = TNL_CONTEXT(ctx); \
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struct vertex_buffer *VB = &tnl->vb; \
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const GLuint * const elt = VB->Elts; \
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const line_func LineFunc = tnl->Driver.Render.Line; \
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const triangle_func TriangleFunc = tnl->Driver.Render.Triangle; \
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const quad_func QuadFunc = tnl->Driver.Render.Quad; \
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const GLboolean stipple = ctx->Line.StippleFlag; \
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(void) (LineFunc && TriangleFunc && QuadFunc); \
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(void) elt; (void) stipple
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#define RESET_STIPPLE if (stipple) tnl->Driver.Render.ResetLineStipple( ctx )
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#define RESET_OCCLUSION ctx->OcclusionResult = GL_TRUE
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#define INIT(x) tnl->Driver.Render.PrimitiveNotify( ctx, x )
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#define RENDER_TAB_QUALIFIER
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#define PRESERVE_VB_DEFS
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#include "t_vb_rendertmp.h"
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/* Elts, no clipping.
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*/
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#undef ELT
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#define TAG(x) _tnl_##x##_elts
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#define ELT(x) elt[x]
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#include "t_vb_rendertmp.h"
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/**********************************************************************/
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/* Helper functions for drivers */
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/**********************************************************************/
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void _tnl_RenderClippedPolygon( GLcontext *ctx, const GLuint *elts, GLuint n )
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{
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TNLcontext *tnl = TNL_CONTEXT(ctx);
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struct vertex_buffer *VB = &tnl->vb;
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GLuint *tmp = VB->Elts;
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VB->Elts = (GLuint *)elts;
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tnl->Driver.Render.PrimTabElts[GL_POLYGON]( ctx, 0, n, PRIM_BEGIN|PRIM_END );
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VB->Elts = tmp;
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}
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void _tnl_RenderClippedLine( GLcontext *ctx, GLuint ii, GLuint jj )
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{
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TNLcontext *tnl = TNL_CONTEXT(ctx);
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tnl->Driver.Render.Line( ctx, ii, jj );
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}
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/**********************************************************************/
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/* Clip and render whole vertex buffers */
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/**********************************************************************/
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static GLboolean run_render( GLcontext *ctx,
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struct gl_pipeline_stage *stage )
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{
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TNLcontext *tnl = TNL_CONTEXT(ctx);
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struct vertex_buffer *VB = &tnl->vb;
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GLuint new_inputs = stage->changed_inputs;
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render_func *tab;
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GLint pass = 0;
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/* Allow the drivers to lock before projected verts are built so
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* that window coordinates are guarenteed not to change before
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* rendering.
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*/
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ASSERT(tnl->Driver.Render.Start);
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tnl->Driver.Render.Start( ctx );
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ASSERT(tnl->Driver.Render.BuildVertices);
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ASSERT(tnl->Driver.Render.PrimitiveNotify);
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ASSERT(tnl->Driver.Render.Points);
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ASSERT(tnl->Driver.Render.Line);
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ASSERT(tnl->Driver.Render.Triangle);
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ASSERT(tnl->Driver.Render.Quad);
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ASSERT(tnl->Driver.Render.ResetLineStipple);
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ASSERT(tnl->Driver.Render.Interp);
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ASSERT(tnl->Driver.Render.CopyPV);
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ASSERT(tnl->Driver.Render.ClippedLine);
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ASSERT(tnl->Driver.Render.ClippedPolygon);
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ASSERT(tnl->Driver.Render.Finish);
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tnl->Driver.Render.BuildVertices( ctx, 0, VB->Count, new_inputs );
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if (VB->ClipOrMask) {
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tab = VB->Elts ? clip_render_tab_elts : clip_render_tab_verts;
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clip_render_tab_elts[GL_TRIANGLES] = clip_elt_triangles;
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}
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else {
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tab = (VB->Elts ?
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tnl->Driver.Render.PrimTabElts :
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tnl->Driver.Render.PrimTabVerts);
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}
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do
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{
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GLuint i, length, flags = 0;
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for (i = VB->FirstPrimitive ; !(flags & PRIM_LAST) ; i += length)
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{
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flags = VB->Primitive[i];
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length= VB->PrimitiveLength[i];
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ASSERT(length || (flags & PRIM_LAST));
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ASSERT((flags & PRIM_MODE_MASK) <= GL_POLYGON+1);
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if (MESA_VERBOSE & VERBOSE_PRIMS)
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_mesa_debug(NULL, "MESA prim %s %d..%d\n",
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_mesa_lookup_enum_by_nr(flags & PRIM_MODE_MASK),
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i, i+length);
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if (length)
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tab[flags & PRIM_MODE_MASK]( ctx, i, i + length, flags );
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}
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} while (tnl->Driver.Render.Multipass &&
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tnl->Driver.Render.Multipass( ctx, ++pass ));
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tnl->Driver.Render.Finish( ctx );
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/* _swrast_flush(ctx); */
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/* usleep(1000000); */
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return GL_FALSE; /* finished the pipe */
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}
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/**********************************************************************/
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/* Render pipeline stage */
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/**********************************************************************/
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/* Quite a bit of work involved in finding out the inputs for the
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* render stage.
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*/
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static void check_render( GLcontext *ctx, struct gl_pipeline_stage *stage )
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{
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GLuint inputs = VERT_BIT_CLIP;
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GLuint i;
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if (ctx->Visual.rgbMode) {
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inputs |= VERT_BIT_COLOR0;
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if (ctx->_TriangleCaps & DD_SEPARATE_SPECULAR)
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inputs |= VERT_BIT_COLOR1;
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if (ctx->Texture._EnabledUnits) {
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for (i = 0 ; i < ctx->Const.MaxTextureUnits ; i++) {
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if (ctx->Texture.Unit[i]._ReallyEnabled)
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inputs |= VERT_BIT_TEX(i);
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}
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}
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}
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else {
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inputs |= VERT_BIT_INDEX;
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}
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if (ctx->Point._Attenuated)
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inputs |= VERT_BIT_POINT_SIZE;
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/* How do drivers turn this off?
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*/
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if (ctx->Fog.Enabled)
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inputs |= VERT_BIT_FOG;
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if (ctx->_TriangleCaps & DD_TRI_UNFILLED)
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inputs |= VERT_BIT_EDGEFLAG;
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if (ctx->RenderMode==GL_FEEDBACK)
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inputs |= VERT_BITS_TEX_ANY;
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stage->inputs = inputs;
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}
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static void dtr( struct gl_pipeline_stage *stage )
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{
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}
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const struct gl_pipeline_stage _tnl_render_stage =
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{
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"render", /* name */
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(_NEW_BUFFERS |
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_DD_NEW_SEPARATE_SPECULAR |
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_DD_NEW_FLATSHADE |
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_NEW_TEXTURE|
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_NEW_LIGHT|
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_NEW_POINT|
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_NEW_FOG|
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_DD_NEW_TRI_UNFILLED |
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_NEW_RENDERMODE), /* re-check (new inputs, interp function) */
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0, /* re-run (always runs) */
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GL_TRUE, /* active? */
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0, /* inputs (set in check_render) */
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0, /* outputs */
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0, /* changed_inputs */
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NULL, /* private data */
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dtr, /* destructor */
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check_render, /* check */
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run_render /* run */
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};
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