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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]);
}
}