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/* $Id: t_vb_render.c,v 1.1 2003-02-28 11:48:07 pj Exp $ */
2
 
3
/*
4
 * Mesa 3-D graphics library
5
 * Version:  4.0.1
6
 *
7
 * Copyright (C) 1999-2001  Brian Paul   All Rights Reserved.
8
 *
9
 * Permission is hereby granted, free of charge, to any person obtaining a
10
 * copy of this software and associated documentation files (the "Software"),
11
 * to deal in the Software without restriction, including without limitation
12
 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
13
 * and/or sell copies of the Software, and to permit persons to whom the
14
 * Software is furnished to do so, subject to the following conditions:
15
 *
16
 * The above copyright notice and this permission notice shall be included
17
 * in all copies or substantial portions of the Software.
18
 *
19
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
20
 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
21
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
22
 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
23
 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
24
 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25
 *
26
 * Authors:
27
 *    Keith Whitwell <keith@tungstengraphics.com>
28
 */
29
 
30
 
31
/*
32
 * Render whole vertex buffers, including projection of vertices from
33
 * clip space and clipping of primitives.
34
 *
35
 * This file makes calls to project vertices and to the point, line
36
 * and triangle rasterizers via the function pointers:
37
 *
38
 *    context->Driver.Render.*
39
 *
40
 */
41
 
42
 
43
#include "glheader.h"
44
#include "context.h"
45
#include "enums.h"
46
#include "macros.h"
47
#include "imports.h"
48
#include "mtypes.h"
49
#include "mmath.h"
50
 
51
#include "math/m_matrix.h"
52
#include "math/m_xform.h"
53
 
54
#include "t_pipeline.h"
55
 
56
 
57
 
58
/**********************************************************************/
59
/*                        Clip single primitives                      */
60
/**********************************************************************/
61
 
62
 
63
#if defined(USE_IEEE)
64
#define NEGATIVE(x) (GET_FLOAT_BITS(x) & (1<<31))
65
#define DIFFERENT_SIGNS(x,y) ((GET_FLOAT_BITS(x) ^ GET_FLOAT_BITS(y)) & (1<<31))
66
#else
67
#define NEGATIVE(x) (x < 0)
68
#define DIFFERENT_SIGNS(x,y) (x * y <= 0 && x - y != 0)
69
/* Could just use (x*y<0) except for the flatshading requirements.
70
 * Maybe there's a better way?
71
 */
72
#endif
73
 
74
 
75
#define W(i) coord[i][3]
76
#define Z(i) coord[i][2]
77
#define Y(i) coord[i][1]
78
#define X(i) coord[i][0]
79
#define SIZE 4
80
#define TAG(x) x##_4
81
#include "t_vb_cliptmp.h"
82
 
83
 
84
 
85
/**********************************************************************/
86
/*              Clip and render whole begin/end objects               */
87
/**********************************************************************/
88
 
89
#define NEED_EDGEFLAG_SETUP (ctx->_TriangleCaps & DD_TRI_UNFILLED)
90
#define EDGEFLAG_GET(idx) VB->EdgeFlag[idx]
91
#define EDGEFLAG_SET(idx, val) VB->EdgeFlag[idx] = val
92
 
93
 
94
/* Vertices, with the possibility of clipping.
95
 */
96
#define RENDER_POINTS( start, count ) \
97
   tnl->Driver.Render.Points( ctx, start, count )
98
 
99
#define RENDER_LINE( v1, v2 )                   \
100
do {                                            \
101
   GLubyte c1 = mask[v1], c2 = mask[v2];        \
102
   GLubyte ormask = c1|c2;                      \
103
   if (!ormask)                                 \
104
      LineFunc( ctx, v1, v2 );                  \
105
   else if (!(c1 & c2 & 0x3f))                  \
106
      clip_line_4( ctx, v1, v2, ormask );       \
107
} while (0)
108
 
109
#define RENDER_TRI( v1, v2, v3 )                        \
110
do {                                                    \
111
   GLubyte c1 = mask[v1], c2 = mask[v2], c3 = mask[v3]; \
112
   GLubyte ormask = c1|c2|c3;                           \
113
   if (!ormask)                                         \
114
      TriangleFunc( ctx, v1, v2, v3 );                  \
115
   else if (!(c1 & c2 & c3 & 0x3f))                     \
116
      clip_tri_4( ctx, v1, v2, v3, ormask );            \
117
} while (0)
118
 
119
#define RENDER_QUAD( v1, v2, v3, v4 )                   \
120
do {                                                    \
121
   GLubyte c1 = mask[v1], c2 = mask[v2];                \
122
   GLubyte c3 = mask[v3], c4 = mask[v4];                \
123
   GLubyte ormask = c1|c2|c3|c4;                        \
124
   if (!ormask)                                         \
125
      QuadFunc( ctx, v1, v2, v3, v4 );                  \
126
   else if (!(c1 & c2 & c3 & c4 & 0x3f))                \
127
      clip_quad_4( ctx, v1, v2, v3, v4, ormask );       \
128
} while (0)
129
 
130
 
131
#define LOCAL_VARS                                              \
132
   TNLcontext *tnl = TNL_CONTEXT(ctx);                          \
133
   struct vertex_buffer *VB = &tnl->vb;                         \
134
   const GLuint * const elt = VB->Elts;                         \
135
   const GLubyte *mask = VB->ClipMask;                          \
136
   const GLuint sz = VB->ClipPtr->size;                         \
137
   const line_func LineFunc = tnl->Driver.Render.Line;          \
138
   const triangle_func TriangleFunc = tnl->Driver.Render.Triangle;      \
139
   const quad_func QuadFunc = tnl->Driver.Render.Quad;          \
140
   const GLboolean stipple = ctx->Line.StippleFlag;             \
141
   (void) (LineFunc && TriangleFunc && QuadFunc);               \
142
   (void) elt; (void) mask; (void) sz; (void) stipple;
143
 
144
#define TAG(x) clip_##x##_verts
145
#define INIT(x) tnl->Driver.Render.PrimitiveNotify( ctx, x )
146
#define RESET_STIPPLE if (stipple) tnl->Driver.Render.ResetLineStipple( ctx )
147
#define RESET_OCCLUSION ctx->OcclusionResult = GL_TRUE
148
#define PRESERVE_VB_DEFS
149
#include "t_vb_rendertmp.h"
150
 
151
 
152
 
153
/* Elts, with the possibility of clipping.
154
 */
155
#undef ELT
156
#undef TAG
157
#define ELT(x) elt[x]
158
#define TAG(x) clip_##x##_elts
159
#include "t_vb_rendertmp.h"
160
 
161
/* TODO: do this for all primitives, verts and elts:
162
 */
163
static void clip_elt_triangles( GLcontext *ctx,
164
                                GLuint start,
165
                                GLuint count,
166
                                GLuint flags )
167
{
168
   TNLcontext *tnl = TNL_CONTEXT(ctx);
169
   render_func render_tris = tnl->Driver.Render.PrimTabElts[GL_TRIANGLES];
170
   struct vertex_buffer *VB = &tnl->vb;
171
   const GLuint * const elt = VB->Elts;
172
   GLubyte *mask = VB->ClipMask;
173
   GLuint last = count-2;
174
   GLuint j;
175
   (void) flags;
176
 
177
   tnl->Driver.Render.PrimitiveNotify( ctx, GL_TRIANGLES );
178
 
179
   for (j=start; j < last; j+=3 ) {
180
      GLubyte c1 = mask[elt[j]];
181
      GLubyte c2 = mask[elt[j+1]];
182
      GLubyte c3 = mask[elt[j+2]];
183
      GLubyte ormask = c1|c2|c3;
184
      if (ormask) {
185
         if (start < j)
186
            render_tris( ctx, start, j, 0 );
187
         if (!(c1&c2&c3&0x3f))
188
            clip_tri_4( ctx, elt[j], elt[j+1], elt[j+2], ormask );
189
         start = j+3;
190
      }
191
   }
192
 
193
   if (start < j)
194
      render_tris( ctx, start, j, 0 );
195
}
196
 
197
/**********************************************************************/
198
/*                  Render whole begin/end objects                    */
199
/**********************************************************************/
200
 
201
#define NEED_EDGEFLAG_SETUP (ctx->_TriangleCaps & DD_TRI_UNFILLED)
202
#define EDGEFLAG_GET(idx) VB->EdgeFlag[idx]
203
#define EDGEFLAG_SET(idx, val) VB->EdgeFlag[idx] = val
204
 
205
 
206
/* Vertices, no clipping.
207
 */
208
#define RENDER_POINTS( start, count ) \
209
   tnl->Driver.Render.Points( ctx, start, count )
210
 
211
#define RENDER_LINE( v1, v2 ) \
212
   LineFunc( ctx, v1, v2 )
213
 
214
#define RENDER_TRI( v1, v2, v3 ) \
215
   TriangleFunc( ctx, v1, v2, v3 )
216
 
217
#define RENDER_QUAD( v1, v2, v3, v4 ) \
218
   QuadFunc( ctx, v1, v2, v3, v4 )
219
 
220
#define TAG(x) _tnl_##x##_verts
221
 
222
#define LOCAL_VARS                                              \
223
   TNLcontext *tnl = TNL_CONTEXT(ctx);                          \
224
   struct vertex_buffer *VB = &tnl->vb;                         \
225
   const GLuint * const elt = VB->Elts;                         \
226
   const line_func LineFunc = tnl->Driver.Render.Line;          \
227
   const triangle_func TriangleFunc = tnl->Driver.Render.Triangle;      \
228
   const quad_func QuadFunc = tnl->Driver.Render.Quad;          \
229
   const GLboolean stipple = ctx->Line.StippleFlag;             \
230
   (void) (LineFunc && TriangleFunc && QuadFunc);               \
231
   (void) elt; (void) stipple
232
 
233
#define RESET_STIPPLE if (stipple) tnl->Driver.Render.ResetLineStipple( ctx )
234
#define RESET_OCCLUSION ctx->OcclusionResult = GL_TRUE
235
#define INIT(x) tnl->Driver.Render.PrimitiveNotify( ctx, x )
236
#define RENDER_TAB_QUALIFIER
237
#define PRESERVE_VB_DEFS
238
#include "t_vb_rendertmp.h"
239
 
240
 
241
/* Elts, no clipping.
242
 */
243
#undef ELT
244
#define TAG(x) _tnl_##x##_elts
245
#define ELT(x) elt[x]
246
#include "t_vb_rendertmp.h"
247
 
248
 
249
/**********************************************************************/
250
/*              Helper functions for drivers                  */
251
/**********************************************************************/
252
 
253
void _tnl_RenderClippedPolygon( GLcontext *ctx, const GLuint *elts, GLuint n )
254
{
255
   TNLcontext *tnl = TNL_CONTEXT(ctx);
256
   struct vertex_buffer *VB = &tnl->vb;
257
   GLuint *tmp = VB->Elts;
258
 
259
   VB->Elts = (GLuint *)elts;
260
   tnl->Driver.Render.PrimTabElts[GL_POLYGON]( ctx, 0, n, PRIM_BEGIN|PRIM_END );
261
   VB->Elts = tmp;
262
}
263
 
264
void _tnl_RenderClippedLine( GLcontext *ctx, GLuint ii, GLuint jj )
265
{
266
   TNLcontext *tnl = TNL_CONTEXT(ctx);
267
   tnl->Driver.Render.Line( ctx, ii, jj );
268
}
269
 
270
 
271
 
272
/**********************************************************************/
273
/*              Clip and render whole vertex buffers                  */
274
/**********************************************************************/
275
 
276
 
277
static GLboolean run_render( GLcontext *ctx,
278
                             struct gl_pipeline_stage *stage )
279
{
280
   TNLcontext *tnl = TNL_CONTEXT(ctx);
281
   struct vertex_buffer *VB = &tnl->vb;
282
   GLuint new_inputs = stage->changed_inputs;
283
   render_func *tab;
284
   GLint pass = 0;
285
 
286
   /* Allow the drivers to lock before projected verts are built so
287
    * that window coordinates are guarenteed not to change before
288
    * rendering.
289
    */
290
   ASSERT(tnl->Driver.Render.Start);
291
 
292
   tnl->Driver.Render.Start( ctx );
293
 
294
   ASSERT(tnl->Driver.Render.BuildVertices);
295
   ASSERT(tnl->Driver.Render.PrimitiveNotify);
296
   ASSERT(tnl->Driver.Render.Points);
297
   ASSERT(tnl->Driver.Render.Line);
298
   ASSERT(tnl->Driver.Render.Triangle);
299
   ASSERT(tnl->Driver.Render.Quad);
300
   ASSERT(tnl->Driver.Render.ResetLineStipple);
301
   ASSERT(tnl->Driver.Render.Interp);
302
   ASSERT(tnl->Driver.Render.CopyPV);
303
   ASSERT(tnl->Driver.Render.ClippedLine);
304
   ASSERT(tnl->Driver.Render.ClippedPolygon);
305
   ASSERT(tnl->Driver.Render.Finish);
306
 
307
   tnl->Driver.Render.BuildVertices( ctx, 0, VB->Count, new_inputs );
308
 
309
   if (VB->ClipOrMask) {
310
      tab = VB->Elts ? clip_render_tab_elts : clip_render_tab_verts;
311
      clip_render_tab_elts[GL_TRIANGLES] = clip_elt_triangles;
312
   }
313
   else {
314
      tab = (VB->Elts ?
315
             tnl->Driver.Render.PrimTabElts :
316
             tnl->Driver.Render.PrimTabVerts);
317
   }
318
 
319
   do
320
   {
321
      GLuint i, length, flags = 0;
322
      for (i = VB->FirstPrimitive ; !(flags & PRIM_LAST) ; i += length)
323
      {
324
         flags = VB->Primitive[i];
325
         length= VB->PrimitiveLength[i];
326
         ASSERT(length || (flags & PRIM_LAST));
327
         ASSERT((flags & PRIM_MODE_MASK) <= GL_POLYGON+1);
328
 
329
         if (MESA_VERBOSE & VERBOSE_PRIMS)
330
            _mesa_debug(NULL, "MESA prim %s %d..%d\n",
331
                    _mesa_lookup_enum_by_nr(flags & PRIM_MODE_MASK),
332
                    i, i+length);
333
 
334
         if (length)
335
            tab[flags & PRIM_MODE_MASK]( ctx, i, i + length, flags );
336
      }
337
   } while (tnl->Driver.Render.Multipass &&
338
            tnl->Driver.Render.Multipass( ctx, ++pass ));
339
 
340
 
341
   tnl->Driver.Render.Finish( ctx );
342
/*     _swrast_flush(ctx); */
343
/*     usleep(1000000); */
344
   return GL_FALSE;             /* finished the pipe */
345
}
346
 
347
 
348
/**********************************************************************/
349
/*                          Render pipeline stage                     */
350
/**********************************************************************/
351
 
352
 
353
 
354
/* Quite a bit of work involved in finding out the inputs for the
355
 * render stage.
356
 */
357
static void check_render( GLcontext *ctx, struct gl_pipeline_stage *stage )
358
{
359
   GLuint inputs = VERT_BIT_CLIP;
360
   GLuint i;
361
 
362
   if (ctx->Visual.rgbMode) {
363
      inputs |= VERT_BIT_COLOR0;
364
 
365
      if (ctx->_TriangleCaps & DD_SEPARATE_SPECULAR)
366
         inputs |= VERT_BIT_COLOR1;
367
 
368
      if (ctx->Texture._EnabledUnits) {
369
         for (i = 0 ; i < ctx->Const.MaxTextureUnits ; i++) {
370
            if (ctx->Texture.Unit[i]._ReallyEnabled)
371
               inputs |= VERT_BIT_TEX(i);
372
         }
373
      }
374
   }
375
   else {
376
      inputs |= VERT_BIT_INDEX;
377
   }
378
 
379
   if (ctx->Point._Attenuated)
380
      inputs |= VERT_BIT_POINT_SIZE;
381
 
382
   /* How do drivers turn this off?
383
    */
384
   if (ctx->Fog.Enabled)
385
      inputs |= VERT_BIT_FOG;
386
 
387
   if (ctx->_TriangleCaps & DD_TRI_UNFILLED)
388
      inputs |= VERT_BIT_EDGEFLAG;
389
 
390
   if (ctx->RenderMode==GL_FEEDBACK)
391
      inputs |= VERT_BITS_TEX_ANY;
392
 
393
   stage->inputs = inputs;
394
}
395
 
396
 
397
 
398
 
399
static void dtr( struct gl_pipeline_stage *stage )
400
{
401
}
402
 
403
 
404
const struct gl_pipeline_stage _tnl_render_stage =
405
{
406
   "render",                    /* name */
407
   (_NEW_BUFFERS |
408
    _DD_NEW_SEPARATE_SPECULAR |
409
    _DD_NEW_FLATSHADE |
410
    _NEW_TEXTURE|
411
    _NEW_LIGHT|
412
    _NEW_POINT|
413
    _NEW_FOG|
414
    _DD_NEW_TRI_UNFILLED |
415
    _NEW_RENDERMODE),           /* re-check (new inputs, interp function) */
416
   0,                           /* re-run (always runs) */
417
   GL_TRUE,                     /* active? */
418
   0,                           /* inputs (set in check_render) */
419
   0,                           /* outputs */
420
   0,                           /* changed_inputs */
421
   NULL,                        /* private data */
422
   dtr,                         /* destructor */
423
   check_render,                /* check */
424
   run_render                   /* run */
425
};