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/* $Id: m_vector.c,v 1.1 2003-02-28 11:48:05 pj Exp $ */

/*
 * Mesa 3-D graphics library
 * Version:  3.5
 *
 * Copyright (C) 1999-2001  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.
 */


/*
 * New (3.1) transformation code written by Keith Whitwell.
 */



#include "glheader.h"
#include "imports.h"
#include "macros.h"
#include "imports.h"

#include "m_vector.h"



/*
 * Given a vector [count][4] of floats, set all the [][elt] values
 * to 0 (if elt = 0, 1, 2) or 1.0 (if elt = 3).
 */

void _mesa_vector4f_clean_elem( GLvector4f *vec, GLuint count, GLuint elt )
{
   static const GLubyte elem_bits[4] = {
      VEC_DIRTY_0,
      VEC_DIRTY_1,
      VEC_DIRTY_2,
      VEC_DIRTY_3
   };
   static const GLfloat clean[4] = { 0, 0, 0, 1 };
   const GLfloat v = clean[elt];
   GLfloat (*data)[4] = (GLfloat (*)[4])vec->start;
   GLuint i;

   for (i = 0 ; i < count ; i++)
      data[i][elt] = v;

   vec->flags &= ~elem_bits[elt];
}

static const GLubyte size_bits[5] = {
   0,
   VEC_SIZE_1,
   VEC_SIZE_2,
   VEC_SIZE_3,
   VEC_SIZE_4,
};



/*
 * Initialize GLvector objects.
 * Input: v - the vector object to initialize.
 *        flags - bitwise-OR of VEC_* flags
 *        storage - pointer to storage for the vector's data
 */



void _mesa_vector4f_init( GLvector4f *v, GLuint flags, GLfloat (*storage)[4] )
{
   v->stride = 4 * sizeof(GLfloat);
   v->size = 2;   /* may change: 2-4 for vertices and 1-4 for texcoords */
   v->data = storage;
   v->start = (GLfloat *) storage;
   v->count = 0;
   v->flags = size_bits[4] | flags ;
}

void _mesa_vector3f_init( GLvector3f *v, GLuint flags, GLfloat (*storage)[3] )
{
   v->stride = 3 * sizeof(GLfloat);
   v->data = storage;
   v->start = (GLfloat *) storage;
   v->count = 0;
   v->flags = flags ;
}

void _mesa_vector1f_init( GLvector1f *v, GLuint flags, GLfloat *storage )
{
   v->stride = 1*sizeof(GLfloat);
   v->data = storage;
   v->start = (GLfloat *)storage;
   v->count = 0;
   v->flags = flags ;
}

void _mesa_vector4ub_init( GLvector4ub *v, GLuint flags, GLubyte (*storage)[4] )
{
   v->stride = 4 * sizeof(GLubyte);
   v->data = storage;
   v->start = (GLubyte *) storage;
   v->count = 0;
   v->flags = flags ;
}

void _mesa_vector4chan_init( GLvector4chan *v, GLuint flags, GLchan (*storage)[4] )
{
   v->stride = 4 * sizeof(GLchan);
   v->data = storage;
   v->start = (GLchan *) storage;
   v->count = 0;
   v->flags = flags ;
}

void _mesa_vector4us_init( GLvector4us *v, GLuint flags, GLushort (*storage)[4] )
{
   v->stride = 4 * sizeof(GLushort);
   v->data = storage;
   v->start = (GLushort *) storage;
   v->count = 0;
   v->flags = flags ;
}

void _mesa_vector1ub_init( GLvector1ub *v, GLuint flags, GLubyte *storage )
{
   v->stride = 1 * sizeof(GLubyte);
   v->data = storage;
   v->start = (GLubyte *) storage;
   v->count = 0;
   v->flags = flags ;
}

void _mesa_vector1ui_init( GLvector1ui *v, GLuint flags, GLuint *storage )
{
   v->stride = 1 * sizeof(GLuint);
   v->data = storage;
   v->start = (GLuint *) storage;
   v->count = 0;
   v->flags = flags ;
}


/*
 * Initialize GLvector objects and allocate storage.
 * Input: v - the vector object
 *        sz - unused????
 *        flags - bitwise-OR of VEC_* flags
 *        count - number of elements to allocate in vector
 *        alignment - desired memory alignment for the data (in bytes)
 */



void _mesa_vector4f_alloc( GLvector4f *v, GLuint flags, GLuint count,
                        GLuint alignment )
{
   v->stride = 4 * sizeof(GLfloat);
   v->size = 2;
   v->storage = ALIGN_MALLOC( count * 4 * sizeof(GLfloat), alignment );
   v->start = (GLfloat *) v->storage;
   v->data = (GLfloat (*)[4]) v->storage;
   v->count = 0;
   v->flags = size_bits[4] | flags | VEC_MALLOC ;
}

void _mesa_vector3f_alloc( GLvector3f *v, GLuint flags, GLuint count,
                        GLuint alignment )
{
   v->stride = 3 * sizeof(GLfloat);
   v->storage = ALIGN_MALLOC( count * 3 * sizeof(GLfloat), alignment );
   v->start = (GLfloat *) v->storage;
   v->data = (GLfloat (*)[3]) v->storage;
   v->count = 0;
   v->flags = flags | VEC_MALLOC ;
}

void _mesa_vector1f_alloc( GLvector1f *v, GLuint flags, GLuint count,
                        GLuint alignment )
{
   v->stride = sizeof(GLfloat);
   v->storage = v->start = (GLfloat *)
      ALIGN_MALLOC( count * sizeof(GLfloat), alignment );
   v->data = v->start;
   v->count = 0;
   v->flags = flags | VEC_MALLOC ;
}

void _mesa_vector4ub_alloc( GLvector4ub *v, GLuint flags, GLuint count,
                         GLuint alignment )
{
   v->stride = 4 * sizeof(GLubyte);
   v->storage = ALIGN_MALLOC( count * 4 * sizeof(GLubyte), alignment );
   v->start = (GLubyte *) v->storage;
   v->data = (GLubyte (*)[4]) v->storage;
   v->count = 0;
   v->flags = flags | VEC_MALLOC ;
}

void _mesa_vector4chan_alloc( GLvector4chan *v, GLuint flags, GLuint count,
                           GLuint alignment )
{
   v->stride = 4 * sizeof(GLchan);
   v->storage = ALIGN_MALLOC( count * 4 * sizeof(GLchan), alignment );
   v->start = (GLchan *) v->storage;
   v->data = (GLchan (*)[4]) v->storage;
   v->count = 0;
   v->flags = flags | VEC_MALLOC ;
}

void _mesa_vector4us_alloc( GLvector4us *v, GLuint flags, GLuint count,
                         GLuint alignment )
{
   v->stride = 4 * sizeof(GLushort);
   v->storage = ALIGN_MALLOC( count * 4 * sizeof(GLushort), alignment );
   v->start = (GLushort *) v->storage;
   v->data = (GLushort (*)[4]) v->storage;
   v->count = 0;
   v->flags = flags | VEC_MALLOC ;
}

void _mesa_vector1ub_alloc( GLvector1ub *v, GLuint flags, GLuint count,
                         GLuint alignment )
{
   v->stride = 1 * sizeof(GLubyte);
   v->storage = ALIGN_MALLOC( count * sizeof(GLubyte), alignment );
   v->start = (GLubyte *) v->storage;
   v->data = (GLubyte *) v->storage;
   v->count = 0;
   v->flags = flags | VEC_MALLOC ;
}

void _mesa_vector1ui_alloc( GLvector1ui *v, GLuint flags, GLuint count,
                         GLuint alignment )
{
   v->stride = 1 * sizeof(GLuint);
   v->storage = ALIGN_MALLOC( count * sizeof(GLuint), alignment );
   v->start = (GLuint *) v->storage;
   v->data = (GLuint *) v->storage;
   v->count = 0;
   v->flags = flags | VEC_MALLOC ;
}



/*
 * Vector deallocation.  Free whatever memory is pointed to by the
 * vector's storage field if the VEC_MALLOC flag is set.
 * DO NOT free the GLvector object itself, though.
 */



void _mesa_vector4f_free( GLvector4f *v )
{
   if (v->flags & VEC_MALLOC) {
      ALIGN_FREE( v->storage );
      v->data = NULL;
      v->start = NULL;
      v->storage = NULL;
      v->flags &= ~VEC_MALLOC;
   }
}

void _mesa_vector3f_free( GLvector3f *v )
{
   if (v->flags & VEC_MALLOC) {
      ALIGN_FREE( v->storage );
      v->data = 0;
      v->start = 0;
      v->storage = 0;
      v->flags &= ~VEC_MALLOC;
   }
}

void _mesa_vector1f_free( GLvector1f *v )
{
   if (v->flags & VEC_MALLOC) {
      ALIGN_FREE( v->storage );
      v->data = NULL;
      v->start = NULL;
      v->storage = NULL;
      v->flags &= ~VEC_MALLOC;
   }
}

void _mesa_vector4ub_free( GLvector4ub *v )
{
   if (v->flags & VEC_MALLOC) {
      ALIGN_FREE( v->storage );
      v->data = NULL;
      v->start = NULL;
      v->storage = NULL;
      v->flags &= ~VEC_MALLOC;
   }
}

void _mesa_vector4chan_free( GLvector4chan *v )
{
   if (v->flags & VEC_MALLOC) {
      ALIGN_FREE( v->storage );
      v->data = NULL;
      v->start = NULL;
      v->storage = NULL;
      v->flags &= ~VEC_MALLOC;
   }
}

void _mesa_vector4us_free( GLvector4us *v )
{
   if (v->flags & VEC_MALLOC) {
      ALIGN_FREE( v->storage );
      v->data = NULL;
      v->start = NULL;
      v->storage = NULL;
      v->flags &= ~VEC_MALLOC;
   }
}

void _mesa_vector1ub_free( GLvector1ub *v )
{
   if (v->flags & VEC_MALLOC) {
      ALIGN_FREE( v->storage );
      v->data = NULL;
      v->start = NULL;
      v->storage = NULL;
      v->flags &= ~VEC_MALLOC;
   }
}

void _mesa_vector1ui_free( GLvector1ui *v )
{
   if (v->flags & VEC_MALLOC) {
      ALIGN_FREE( v->storage );
      v->data = NULL;
      v->start = NULL;
      v->storage = NULL;
      v->flags &= ~VEC_MALLOC;
   }
}


/*
 * For debugging
 */

void _mesa_vector4f_print( GLvector4f *v, GLubyte *cullmask, GLboolean culling )
{
   GLfloat c[4] = { 0, 0, 0, 1 };
   const char *templates[5] = {
      "%d:\t0, 0, 0, 1\n",
      "%d:\t%f, 0, 0, 1\n",
      "%d:\t%f, %f, 0, 1\n",
      "%d:\t%f, %f, %f, 1\n",
      "%d:\t%f, %f, %f, %f\n"
   };

   const char *t = templates[v->size];
   GLfloat *d = (GLfloat *)v->data;
   GLuint j, i = 0, count;

   _mesa_printf(NULL, "data-start\n");
   for ( ; d != v->start ; STRIDE_F(d, v->stride), i++)
      _mesa_printf(NULL, t, i, d[0], d[1], d[2], d[3]);

   _mesa_printf(NULL, "start-count(%u)\n", v->count);
   count = i + v->count;

   if (culling) {
      for ( ; i < count ; STRIDE_F(d, v->stride), i++)
         if (cullmask[i])
            _mesa_printf(NULL, t, i, d[0], d[1], d[2], d[3]);
   }
   else {
      for ( ; i < count ; STRIDE_F(d, v->stride), i++)
         _mesa_printf(NULL, t, i, d[0], d[1], d[2], d[3]);
   }

   for (j = v->size ; j < 4; j++) {
      if ((v->flags & (1<<j)) == 0) {

         _mesa_printf(NULL, "checking col %u is clean as advertised ", j);

         for (i = 0, d = (GLfloat *) v->data ;
              i < count && d[j] == c[j] ;
              i++, STRIDE_F(d, v->stride)) {};

         if (i == count)
            _mesa_printf(NULL, " --> ok\n");
         else
            _mesa_printf(NULL, " --> Failed at %u ******\n", i);
      }
   }
}


/*
 * For debugging
 */

void _mesa_vector3f_print( GLvector3f *v, GLubyte *cullmask, GLboolean culling )
{
   GLfloat *d = (GLfloat *)v->data;
   GLuint i = 0, count;

   _mesa_printf(NULL, "data-start\n");
   for ( ; d != v->start ; STRIDE_F(d,v->stride), i++)
      _mesa_printf(NULL,  "%u:\t%f, %f, %f\n", i, d[0], d[1], d[2]);

   _mesa_printf(NULL, "start-count(%u)\n", v->count);
   count = i + v->count;

   if (culling) {
      for ( ; i < count ; STRIDE_F(d,v->stride), i++)
         if (cullmask[i])
            _mesa_printf(NULL, "%u:\t%f, %f, %f\n", i, d[0], d[1], d[2]);
   }
   else {
      for ( ; i < count ; STRIDE_F(d,v->stride), i++)
         _mesa_printf(NULL, "%u:\t%f, %f, %f\n", i, d[0], d[1], d[2]);
   }
}