Files
third_party_mesa3d/src/mesa/tnl/t_vb_render.c
2001-01-08 17:41:15 +00:00

749 lines
20 KiB
C

/* $Id: t_vb_render.c,v 1.8 2001/01/08 17:41:15 keithw Exp $ */
/*
* Mesa 3-D graphics library
* Version: 3.5
*
* Copyright (C) 1999-2000 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
* BRIAN PAUL 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.
*
* Author:
* Keith Whitwell <keithw@valinux.com>
*/
/*
* Render whole vertex buffers, including projection of vertices from
* clip space and clipping of primitives.
*
* This file makes calls to project vertices and to the point, line
* and triangle rasterizers via the function pointers:
*
* context->Driver.BuildProjectedVertices()
*
* context->Driver.PointsFunc()
* context->Driver.LineFunc()
* context->Driver.TriangleFunc()
* context->Driver.QuadFunc()
*
* context->Driver.RenderTabVerts[]
* context->Driver.RenderTabElts[]
*
* None of these may be null.
*/
#include "glheader.h"
#include "context.h"
#include "colormac.h"
#include "macros.h"
#include "mem.h"
#include "mtypes.h"
#include "mmath.h"
#include "math/m_matrix.h"
#include "math/m_xform.h"
#include "t_pipeline.h"
typedef void (*clip_line_func)( GLcontext *ctx,
GLuint i, GLuint j,
GLubyte mask);
typedef void (*clip_poly_func)( GLcontext *ctx,
GLuint n, GLuint vlist[],
GLubyte mask );
struct render_stage_data {
/* Clipping functions for current state.
*/
interp_func interp; /* Clip interpolation function */
copy_pv_func copypv; /* Flatshade fixup function */
GLuint _ClipInputs; /* Inputs referenced by interpfunc */
};
#define RENDER_STAGE_DATA(stage) ((struct render_stage_data *)stage->private)
/**********************************************************************/
/* Interpolate between pairs of vertices */
/**********************************************************************/
#define LINTERP_SZ( t, vec, to, a, b, sz ) \
do { \
switch (sz) { \
case 4: vec[to][3] = LINTERP( t, vec[a][3], vec[b][3] ); \
case 3: vec[to][2] = LINTERP( t, vec[a][2], vec[b][2] ); \
case 2: vec[to][1] = LINTERP( t, vec[a][1], vec[b][1] ); \
case 1: vec[to][0] = LINTERP( t, vec[a][0], vec[b][0] ); \
} \
} while(0)
#if 1
#define LINTERP_RGBA(nr, t, out, a, b) { \
int i; \
for (i = 0; i < nr; i++) { \
GLfloat fa = CHAN_TO_FLOAT(a[i]); \
GLfloat fb = CHAN_TO_FLOAT(b[i]); \
GLfloat fo = LINTERP(t, fa, fb); \
CLAMPED_FLOAT_TO_CHAN(out[i], fo); \
} \
}
#else
#define LINTERP_RGBA(nr, t, out, a, b) { \
int n; \
const GLuint ti = FloatToInt(t*256.0F); \
const GLubyte *Ib = (const GLubyte *)&a[0]; \
const GLubyte *Jb = (const GLubyte *)&b[0]; \
GLubyte *Ob = (GLubyte *)&out[0]; \
\
for (n = 0 ; n < nr ; n++) \
Ob[n] = (GLubyte) (Ib[n] + ((ti * (Jb[n] - Ib[n]))/256)); \
}
#endif
#define INTERP_RGBA 0x1
#define INTERP_TEX 0x2
#define INTERP_INDEX 0x4
#define INTERP_SPEC 0x8
#define INTERP_FOG 0x10
#define INTERP_EDGE 0x20
#define MAX_INTERP 0x40
static interp_func interp_tab[MAX_INTERP];
static copy_pv_func copy_tab[MAX_INTERP];
#define IND (0)
#define NAME interp_none
#include "t_vb_interptmp.h"
#define IND (INTERP_FOG)
#define NAME interp_FOG
#include "t_vb_interptmp.h"
#define IND (INTERP_TEX)
#define NAME interp_TEX
#include "t_vb_interptmp.h"
#define IND (INTERP_FOG|INTERP_TEX)
#define NAME interp_FOG_TEX
#include "t_vb_interptmp.h"
#define IND (INTERP_EDGE)
#define NAME interp_EDGE
#include "t_vb_interptmp.h"
#define IND (INTERP_FOG|INTERP_EDGE)
#define NAME interp_FOG_EDGE
#include "t_vb_interptmp.h"
#define IND (INTERP_TEX|INTERP_EDGE)
#define NAME interp_TEX_EDGE
#include "t_vb_interptmp.h"
#define IND (INTERP_FOG|INTERP_TEX|INTERP_EDGE)
#define NAME interp_FOG_TEX_EDGE
#include "t_vb_interptmp.h"
#define IND (INTERP_RGBA)
#define NAME interp_RGBA
#include "t_vb_interptmp.h"
#define IND (INTERP_RGBA|INTERP_SPEC)
#define NAME interp_RGBA_SPEC
#include "t_vb_interptmp.h"
#define IND (INTERP_RGBA|INTERP_FOG)
#define NAME interp_RGBA_FOG
#include "t_vb_interptmp.h"
#define IND (INTERP_RGBA|INTERP_SPEC|INTERP_FOG)
#define NAME interp_RGBA_SPEC_FOG
#include "t_vb_interptmp.h"
#define IND (INTERP_RGBA|INTERP_TEX)
#define NAME interp_RGBA_TEX
#include "t_vb_interptmp.h"
#define IND (INTERP_RGBA|INTERP_SPEC|INTERP_TEX)
#define NAME interp_RGBA_SPEC_TEX
#include "t_vb_interptmp.h"
#define IND (INTERP_RGBA|INTERP_FOG|INTERP_TEX)
#define NAME interp_RGBA_FOG_TEX
#include "t_vb_interptmp.h"
#define IND (INTERP_RGBA|INTERP_SPEC|INTERP_FOG|INTERP_TEX)
#define NAME interp_RGBA_SPEC_FOG_TEX
#include "t_vb_interptmp.h"
#define IND (INTERP_INDEX)
#define NAME interp_INDEX
#include "t_vb_interptmp.h"
#define IND (INTERP_FOG|INTERP_INDEX)
#define NAME interp_FOG_INDEX
#include "t_vb_interptmp.h"
#define IND (INTERP_TEX|INTERP_INDEX)
#define NAME interp_TEX_INDEX
#include "t_vb_interptmp.h"
#define IND (INTERP_FOG|INTERP_TEX|INTERP_INDEX)
#define NAME interp_FOG_TEX_INDEX
#include "t_vb_interptmp.h"
#define IND (INTERP_RGBA|INTERP_EDGE)
#define NAME interp_RGBA_EDGE
#include "t_vb_interptmp.h"
#define IND (INTERP_RGBA|INTERP_SPEC|INTERP_EDGE)
#define NAME interp_RGBA_SPEC_EDGE
#include "t_vb_interptmp.h"
#define IND (INTERP_RGBA|INTERP_FOG|INTERP_EDGE)
#define NAME interp_RGBA_FOG_EDGE
#include "t_vb_interptmp.h"
#define IND (INTERP_RGBA|INTERP_SPEC|INTERP_FOG|INTERP_EDGE)
#define NAME interp_RGBA_SPEC_FOG_EDGE
#include "t_vb_interptmp.h"
#define IND (INTERP_RGBA|INTERP_TEX|INTERP_EDGE)
#define NAME interp_RGBA_TEX_EDGE
#include "t_vb_interptmp.h"
#define IND (INTERP_RGBA|INTERP_SPEC|INTERP_TEX|INTERP_EDGE)
#define NAME interp_RGBA_SPEC_TEX_EDGE
#include "t_vb_interptmp.h"
#define IND (INTERP_RGBA|INTERP_FOG|INTERP_TEX|INTERP_EDGE)
#define NAME interp_RGBA_FOG_TEX_EDGE
#include "t_vb_interptmp.h"
#define IND (INTERP_RGBA|INTERP_SPEC|INTERP_FOG|INTERP_TEX|INTERP_EDGE)
#define NAME interp_RGBA_SPEC_FOG_TEX_EDGE
#include "t_vb_interptmp.h"
#define IND (INTERP_INDEX|INTERP_EDGE)
#define NAME interp_INDEX_EDGE
#include "t_vb_interptmp.h"
#define IND (INTERP_FOG|INTERP_INDEX|INTERP_EDGE)
#define NAME interp_FOG_INDEX_EDGE
#include "t_vb_interptmp.h"
#define IND (INTERP_TEX|INTERP_INDEX|INTERP_EDGE)
#define NAME interp_TEX_INDEX_EDGE
#include "t_vb_interptmp.h"
#define IND (INTERP_FOG|INTERP_TEX|INTERP_INDEX|INTERP_EDGE)
#define NAME interp_FOG_TEX_INDEX_EDGE
#include "t_vb_interptmp.h"
#define IND (INTERP_RGBA)
#define NAME copy_RGBA
#include "t_vb_flattmp.h"
#define IND (INTERP_RGBA|INTERP_SPEC)
#define NAME copy_RGBA_SPEC
#include "t_vb_flattmp.h"
#define IND (INTERP_INDEX)
#define NAME copy_INDEX
#include "t_vb_flattmp.h"
static void interp_invalid( GLcontext *ctx,
GLfloat t,
GLuint dst, GLuint in, GLuint out,
GLboolean boundary )
{
(void)(ctx && t && in && out && boundary);
fprintf(stderr, "Invalid interpolation function in t_vbrender.c\n");
}
static void copy_invalid( GLcontext *ctx, GLuint dst, GLuint src )
{
(void)(ctx && dst && src);
fprintf(stderr, "Invalid copy function in t_vbrender.c\n");
}
static void interp_init( void )
{
GLuint i;
/* Use the maximal function as the default. I don't believe any of
* the non-implemented combinations are reachable, but this gives
* some safety from crashes.
*/
for (i = 0 ; i < Elements(interp_tab) ; i++) {
interp_tab[i] = interp_invalid;
copy_tab[i] = copy_invalid;
}
interp_tab[0] = interp_none;
interp_tab[INTERP_FOG] = interp_FOG;
interp_tab[INTERP_TEX] = interp_TEX;
interp_tab[INTERP_FOG|INTERP_TEX] = interp_FOG_TEX;
interp_tab[INTERP_EDGE] = interp_EDGE;
interp_tab[INTERP_FOG|INTERP_EDGE] = interp_FOG_EDGE;
interp_tab[INTERP_TEX|INTERP_EDGE] = interp_TEX_EDGE;
interp_tab[INTERP_FOG|INTERP_TEX|INTERP_EDGE] = interp_FOG_TEX_EDGE;
interp_tab[INTERP_RGBA] = interp_RGBA;
interp_tab[INTERP_RGBA|INTERP_SPEC] = interp_RGBA_SPEC;
interp_tab[INTERP_RGBA|INTERP_FOG] = interp_RGBA_FOG;
interp_tab[INTERP_RGBA|INTERP_SPEC|INTERP_FOG] = interp_RGBA_SPEC_FOG;
interp_tab[INTERP_RGBA|INTERP_TEX] = interp_RGBA_TEX;
interp_tab[INTERP_RGBA|INTERP_SPEC|INTERP_TEX] = interp_RGBA_SPEC_TEX;
interp_tab[INTERP_RGBA|INTERP_FOG|INTERP_TEX] = interp_RGBA_FOG_TEX;
interp_tab[INTERP_RGBA|INTERP_SPEC|INTERP_FOG|INTERP_TEX] =
interp_RGBA_SPEC_FOG_TEX;
interp_tab[INTERP_INDEX] = interp_INDEX;
interp_tab[INTERP_FOG|INTERP_INDEX] = interp_FOG_INDEX;
interp_tab[INTERP_TEX|INTERP_INDEX] = interp_TEX_INDEX;
interp_tab[INTERP_FOG|INTERP_TEX|INTERP_INDEX] = interp_FOG_TEX_INDEX;
interp_tab[INTERP_RGBA|INTERP_EDGE] = interp_RGBA_EDGE;
interp_tab[INTERP_RGBA|INTERP_SPEC|INTERP_EDGE] = interp_RGBA_SPEC_EDGE;
interp_tab[INTERP_RGBA|INTERP_FOG|INTERP_EDGE] = interp_RGBA_FOG_EDGE;
interp_tab[INTERP_RGBA|INTERP_SPEC|INTERP_FOG|INTERP_EDGE] =
interp_RGBA_SPEC_FOG_EDGE;
interp_tab[INTERP_RGBA|INTERP_TEX|INTERP_EDGE] = interp_RGBA_TEX_EDGE;
interp_tab[INTERP_RGBA|INTERP_SPEC|INTERP_TEX|INTERP_EDGE] =
interp_RGBA_SPEC_TEX_EDGE;
interp_tab[INTERP_RGBA|INTERP_FOG|INTERP_TEX|INTERP_EDGE] =
interp_RGBA_FOG_TEX_EDGE;
interp_tab[INTERP_RGBA|INTERP_SPEC|INTERP_FOG|INTERP_TEX|INTERP_EDGE] =
interp_RGBA_SPEC_FOG_TEX_EDGE;
interp_tab[INTERP_INDEX|INTERP_EDGE] = interp_INDEX_EDGE;
interp_tab[INTERP_FOG|INTERP_INDEX|INTERP_EDGE] = interp_FOG_INDEX_EDGE;
interp_tab[INTERP_TEX|INTERP_INDEX|INTERP_EDGE] = interp_TEX_INDEX_EDGE;
interp_tab[INTERP_FOG|INTERP_TEX|INTERP_INDEX|INTERP_EDGE] =
interp_FOG_TEX_INDEX_EDGE;
copy_tab[INTERP_RGBA] = copy_RGBA;
copy_tab[INTERP_RGBA|INTERP_SPEC] = copy_RGBA_SPEC;
copy_tab[INTERP_INDEX] = copy_INDEX;
}
/**********************************************************************/
/* Clip single primitives */
/**********************************************************************/
#if defined(USE_IEEE)
#define NEGATIVE(x) ((*(GLuint *)&x) & (1<<31))
#define DIFFERENT_SIGNS(x,y) (((*(GLuint *)&x)^(*(GLuint *)&y)) & (1<<31))
#else
#define NEGATIVE(x) (x < 0)
#define DIFFERENT_SIGNS(x,y) (x * y <= 0 && x - y != 0)
/* Could just use (x*y<0) except for the flatshading requirements.
* Maybe there's a better way?
*/
#endif
#define W(i) coord[i][3]
#define Z(i) coord[i][2]
#define Y(i) coord[i][1]
#define X(i) coord[i][0]
#define SIZE 4
#define TAG(x) x##_4
#include "t_vb_cliptmp.h"
#define W(i) 1.0
#define Z(i) coord[i][2]
#define Y(i) coord[i][1]
#define X(i) coord[i][0]
#define SIZE 3
#define TAG(x) x##_3
#include "t_vb_cliptmp.h"
#define W(i) 1.0
#define Z(i) 0.0
#define Y(i) coord[i][1]
#define X(i) coord[i][0]
#define SIZE 2
#define TAG(x) x##_2
#include "t_vb_cliptmp.h"
static clip_poly_func clip_poly_tab[5] = {
0,
0,
clip_polygon_2,
clip_polygon_3,
clip_polygon_4
};
static clip_line_func clip_line_tab[5] = {
0,
0,
clip_line_2,
clip_line_3,
clip_line_4
};
/**********************************************************************/
/* Clip and render whole begin/end objects */
/**********************************************************************/
#define NEED_EDGEFLAG_SETUP (ctx->_TriangleCaps & DD_TRI_UNFILLED)
#define EDGEFLAG_GET(idx) VB->EdgeFlag[idx]
#define EDGEFLAG_SET(idx, val) VB->EdgeFlag[idx] = val
/* Vertices, with the possibility of clipping.
*/
#define RENDER_POINTS( start, count ) \
ctx->Driver.PointsFunc( ctx, start, count )
#define RENDER_LINE( v1, v2 ) \
do { \
GLubyte c1 = mask[v1], c2 = mask[v2]; \
GLubyte ormask = c1|c2; \
if (!ormask) \
LineFunc( ctx, v1, v2 ); \
else if (!(c1 & c2 & 0x3f)) \
clip_line_tab[sz]( ctx, v1, v2, ormask ); \
} while (0)
#define RENDER_TRI( v1, v2, v3 ) \
do { \
GLubyte c1 = mask[v1], c2 = mask[v2], c3 = mask[v3]; \
GLubyte ormask = c1|c2|c3; \
if (!ormask) \
TriangleFunc( ctx, v1, v2, v3 ); \
else if (!(c1 & c2 & c3 & 0x3f)) { \
GLuint vlist[MAX_CLIPPED_VERTICES]; \
ASSIGN_3V(vlist, v3, v1, v2 ); \
clip_poly_tab[sz]( ctx, 3, vlist, ormask ); \
} \
} while (0)
#define RENDER_QUAD( v1, v2, v3, v4 ) \
do { \
GLubyte c1 = mask[v1], c2 = mask[v2]; \
GLubyte c3 = mask[v3], c4 = mask[v4]; \
GLubyte ormask = c1|c2|c3|c4; \
if (!ormask) \
QuadFunc( ctx, v1, v2, v3, v4 ); \
else if (!(c1 & c2 & c3 & c4 & 0x3f)) { \
GLuint vlist[MAX_CLIPPED_VERTICES]; \
ASSIGN_4V(vlist, v4, v1, v2, v3 ); \
clip_poly_tab[sz]( ctx, 4, vlist, ormask ); \
} \
} while (0)
#define LOCAL_VARS \
struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb; \
const GLuint * const elt = VB->Elts; \
const GLubyte *mask = VB->ClipMask; \
const GLuint sz = VB->ClipPtr->size; \
const line_func LineFunc = ctx->Driver.LineFunc; \
const triangle_func TriangleFunc = ctx->Driver.TriangleFunc; \
const quad_func QuadFunc = ctx->Driver.QuadFunc; \
(void) (LineFunc && TriangleFunc && QuadFunc); \
(void) elt; (void) mask; (void) sz;
#define TAG(x) clip_##x##_verts
#define INIT(x) ctx->Driver.RenderPrimitive( ctx, x )
#define RESET_STIPPLE ctx->Driver.ResetLineStipple( ctx )
#define RESET_OCCLUSION ctx->OcclusionResult = GL_TRUE;
#define PRESERVE_VB_DEFS
#include "t_vb_rendertmp.h"
/* Elts, with the possibility of clipping.
*/
#undef ELT
#undef TAG
#define ELT(x) elt[x]
#define TAG(x) clip_##x##_elts
#include "t_vb_rendertmp.h"
/**********************************************************************/
/* Render whole begin/end objects */
/**********************************************************************/
#define NEED_EDGEFLAG_SETUP (ctx->_TriangleCaps & DD_TRI_UNFILLED)
#define EDGEFLAG_GET(idx) VB->EdgeFlag[idx]
#define EDGEFLAG_SET(idx, val) VB->EdgeFlag[idx] = val
/* Vertices, no clipping.
*/
#define RENDER_POINTS( start, count ) \
ctx->Driver.PointsFunc( ctx, start, count )
#define RENDER_LINE( v1, v2 ) \
LineFunc( ctx, v1, v2 )
#define RENDER_TRI( v1, v2, v3 ) \
TriangleFunc( ctx, v1, v2, v3 )
#define RENDER_QUAD( v1, v2, v3, v4 ) \
QuadFunc( ctx, v1, v2, v3, v4 )
#define TAG(x) _tnl_##x##_verts
#define LOCAL_VARS \
struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb; \
const GLuint * const elt = VB->Elts; \
const line_func LineFunc = ctx->Driver.LineFunc; \
const triangle_func TriangleFunc = ctx->Driver.TriangleFunc; \
const quad_func QuadFunc = ctx->Driver.QuadFunc; \
(void) (LineFunc && TriangleFunc && QuadFunc); \
(void) elt;
#define RESET_STIPPLE ctx->Driver.ResetLineStipple( ctx )
#define RESET_OCCLUSION ctx->OcclusionResult = GL_TRUE;
#define INIT(x) ctx->Driver.RenderPrimitive( ctx, x )
#define RENDER_TAB_QUALIFIER
#define PRESERVE_VB_DEFS
#include "t_vb_rendertmp.h"
/* Elts, no clipping.
*/
#undef ELT
#define TAG(x) _tnl_##x##_elts
#define ELT(x) elt[x]
#include "t_vb_rendertmp.h"
/**********************************************************************/
/* Clip and render whole vertex buffers */
/**********************************************************************/
static GLboolean run_render( GLcontext *ctx,
struct gl_pipeline_stage *stage )
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
struct vertex_buffer *VB = &tnl->vb;
GLuint new_inputs = stage->changed_inputs;
render_func *tab;
GLint pass = 0;
VB->interpfunc = RENDER_STAGE_DATA(stage)->interp;
VB->copypvfunc = RENDER_STAGE_DATA(stage)->copypv;
/* Allow the drivers to lock before projected verts are built so
* that window coordinates are guarenteed not to change before
* rendering.
*/
if (ctx->Driver.RenderStart)
ctx->Driver.RenderStart( ctx );
if (VB->ClipOrMask) {
tab = VB->Elts ? clip_render_tab_elts : clip_render_tab_verts;
if (new_inputs & VB->importable_data)
VB->import_data( ctx,
new_inputs & VB->importable_data,
VEC_NOT_WRITEABLE|VEC_BAD_STRIDE);
}
else {
tab = VB->Elts ? ctx->Driver.RenderTabElts : ctx->Driver.RenderTabVerts;
}
ctx->Driver.BuildProjectedVertices( ctx, 0, VB->Count, new_inputs );
do
{
GLuint i, length, flags = 0;
for (i = 0 ; !(flags & PRIM_LAST) ; i += length)
{
flags = VB->Primitive[i];
length= VB->PrimitiveLength[i];
ASSERT(length || (flags & PRIM_LAST));
ASSERT((flags & PRIM_MODE_MASK) <= GL_POLYGON+1);
if (length)
tab[flags & PRIM_MODE_MASK]( ctx, i, i + length, flags );
}
} while (ctx->Driver.MultipassFunc &&
ctx->Driver.MultipassFunc( ctx, ++pass ));
if (ctx->Driver.RenderFinish)
ctx->Driver.RenderFinish( ctx );
return GL_FALSE; /* finished the pipe */
}
/**********************************************************************/
/* Render pipeline stage */
/**********************************************************************/
/* Quite a bit of work involved in finding out the inputs for the
* render stage. This function also identifies which vertex
* interpolation function to use, as these are essentially the same
* question.
*/
static void check_render( GLcontext *ctx, struct gl_pipeline_stage *stage )
{
struct render_stage_data *store = RENDER_STAGE_DATA(stage);
GLuint interp = 0;
GLuint copy = 0;
GLuint inputs = VERT_CLIP;
GLuint i;
if (ctx->Visual.RGBAflag)
{
interp |= INTERP_RGBA;
inputs |= VERT_RGBA;
if (ctx->_TriangleCaps & DD_SEPERATE_SPECULAR) {
interp |= INTERP_SPEC;
inputs |= VERT_SPEC_RGB;
}
if (ctx->Texture._ReallyEnabled) {
interp |= INTERP_TEX;
for (i = 0 ; i < ctx->Const.MaxTextureUnits ; i++) {
if (ctx->Texture.Unit[i]._ReallyEnabled)
inputs |= VERT_TEX(i);
}
}
}
else
{
interp |= INTERP_INDEX;
inputs |= VERT_INDEX;
}
if (ctx->Point._Attenuated)
inputs |= VERT_POINT_SIZE;
/* How do drivers turn this off?
*/
if (ctx->Fog.Enabled) {
interp |= INTERP_FOG;
inputs |= VERT_FOG_COORD;
}
if (ctx->_TriangleCaps & DD_TRI_UNFILLED) {
inputs |= VERT_EDGE;
interp |= INTERP_EDGE;
}
if (ctx->RenderMode==GL_FEEDBACK) {
interp |= INTERP_TEX;
inputs |= VERT_TEX_ANY;
}
if (ctx->_TriangleCaps & DD_FLATSHADE) {
copy = interp & (INTERP_RGBA|INTERP_SPEC|INTERP_INDEX);
interp &= ~copy;
}
store->copypv = copy_tab[copy];
store->interp = interp_tab[interp];
stage->inputs = inputs;
}
/* Called the first time stage->check() is invoked.
*/
static void alloc_render_data( GLcontext *ctx,
struct gl_pipeline_stage *stage )
{
struct render_stage_data *store;
static GLboolean first_time = 1;
if (first_time) {
interp_init();
first_time = 0;
}
stage->private = MALLOC(sizeof(*store));
if (!stage->private)
return;
/* Now do the check.
*/
stage->check = check_render;
stage->check( ctx, stage );
}
static void dtr( struct gl_pipeline_stage *stage )
{
struct render_stage_data *store = RENDER_STAGE_DATA(stage);
if (store) {
FREE( store );
stage->private = 0;
}
}
const struct gl_pipeline_stage _tnl_render_stage =
{
"render",
(_NEW_BUFFERS |
_DD_NEW_SEPERATE_SPECULAR |
_DD_NEW_FLATSHADE |
_NEW_TEXTURE|
_NEW_LIGHT|
_NEW_POINT|
_NEW_FOG|
_DD_NEW_TRI_UNFILLED |
_NEW_RENDERMODE), /* re-check (new inputs, interp function) */
0, /* re-run (always runs) */
GL_TRUE, /* active */
0, 0, /* inputs (set in check_render), outputs */
0, 0, /* changed_inputs, private */
dtr, /* destructor */
alloc_render_data, /* check - initially set to alloc data */
run_render /* run */
};