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/* $XFree86: xc/lib/GL/mesa/src/drv/ffb/ffb_tris.c,v 1.3 2002/10/30 12:51:28 alanh Exp $
*
* GLX Hardware Device Driver for Sun Creator/Creator3D
* Copyright (C) 2000, 2001 David S. Miller
*
* 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
* DAVID MILLER, OR ANY OTHER CONTRIBUTORS 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.
*
*
* David S. Miller <davem@redhat.com>
*/
#include "glheader.h"
#include "mtypes.h"
#include "macros.h"
#include "swrast/swrast.h"
#include "swrast_setup/swrast_setup.h"
#include "swrast/s_context.h"
#include "tnl/t_context.h"
#include "tnl/t_pipeline.h"
#include "ffb_context.h"
#include "ffb_tris.h"
#include "ffb_lines.h"
#include "ffb_lock.h"
#include "ffb_points.h"
#include "ffb_state.h"
#include "ffb_vb.h"
#undef TRI_DEBUG
#undef FFB_RENDER_TRACE
#undef STATE_TRACE
#ifdef TRI_DEBUG
static void ffb_print_vertex(const ffb_vertex *v)
{
fprintf(stderr, "Vertex @(%p): "
"X[%f] Y[%f] Z[%f]\n",
v, v->x, v->y, v->z);
fprintf(stderr, "Vertex @(%p): "
"A[%f] R[%f] G[%f] B[%f]\n",
v,
v->color[0].alpha,
v->color[0].red,
v->color[0].green,
v->color[0].blue);
}
#define FFB_DUMP_VERTEX(V) ffb_print_vertex(V)
#else
#define FFB_DUMP_VERTEX(V) do { } while(0)
#endif
#define FFB_ALPHA_BIT 0x01
#define FFB_FLAT_BIT 0x02
#define FFB_TRI_CULL_BIT 0x04
#define MAX_FFB_RENDER_FUNCS 0x08
/***********************************************************************
* Build low-level triangle/quad rasterize functions *
***********************************************************************/
#define FFB_TRI_FLAT_BIT 0x01
#define FFB_TRI_ALPHA_BIT 0x02
/*#define FFB_TRI_CULL_BIT 0x04*/
static ffb_tri_func ffb_tri_tab[0x8];
static ffb_quad_func ffb_quad_tab[0x8];
#define IND (0)
#define TAG(x) x
#include "ffb_tritmp.h"
#define IND (FFB_TRI_FLAT_BIT)
#define TAG(x) x##_flat
#include "ffb_tritmp.h"
#define IND (FFB_TRI_CULL_BIT)
#define TAG(x) x##_cull
#include "ffb_tritmp.h"
#define IND (FFB_TRI_CULL_BIT|FFB_TRI_FLAT_BIT)
#define TAG(x) x##_cull_flat
#include "ffb_tritmp.h"
#define IND (FFB_TRI_ALPHA_BIT)
#define TAG(x) x##_alpha
#include "ffb_tritmp.h"
#define IND (FFB_TRI_ALPHA_BIT|FFB_TRI_FLAT_BIT)
#define TAG(x) x##_alpha_flat
#include "ffb_tritmp.h"
#define IND (FFB_TRI_ALPHA_BIT|FFB_TRI_CULL_BIT)
#define TAG(x) x##_alpha_cull
#include "ffb_tritmp.h"
#define IND (FFB_TRI_ALPHA_BIT|FFB_TRI_CULL_BIT|FFB_TRI_FLAT_BIT)
#define TAG(x) x##_alpha_cull_flat
#include "ffb_tritmp.h"
static void init_tri_tab(void)
{
ffb_init();
ffb_init_flat();
ffb_init_cull();
ffb_init_cull_flat();
ffb_init_alpha();
ffb_init_alpha_flat();
ffb_init_alpha_cull();
ffb_init_alpha_cull_flat();
}
/* Build a SWvertex from a hardware vertex. */
static void ffb_translate_vertex(GLcontext *ctx, const ffb_vertex *src,
SWvertex *dst)
{
ffbContextPtr fmesa = FFB_CONTEXT(ctx);
GLfloat *m = ctx->Viewport._WindowMap.m;
const GLfloat sx = m[0];
const GLfloat sy = m[5];
const GLfloat sz = m[10];
const GLfloat tx = m[12];
const GLfloat ty = m[13];
const GLfloat tz = m[14];
dst->attrib[FRAG_ATTRIB_WPOS][0] = sx * src->x + tx;
dst->attrib[FRAG_ATTRIB_WPOS][1] = sy * src->y + ty;
dst->attrib[FRAG_ATTRIB_WPOS][2] = sz * src->z + tz;
dst->attrib[FRAG_ATTRIB_WPOS][3] = 1.0;
dst->color[0] = FFB_UBYTE_FROM_COLOR(src->color[0].red);
dst->color[1] = FFB_UBYTE_FROM_COLOR(src->color[0].green);
dst->color[2] = FFB_UBYTE_FROM_COLOR(src->color[0].blue);
dst->color[3] = FFB_UBYTE_FROM_COLOR(src->color[0].alpha);
}
/***********************************************************************
* Build fallback triangle/quad rasterize functions *
***********************************************************************/
static void ffb_fallback_triangle(GLcontext *ctx, ffb_vertex *v0,
ffb_vertex *v1, ffb_vertex *v2)
{
SWvertex v[3];
ffb_translate_vertex(ctx, v0, &v[0]);
ffb_translate_vertex(ctx, v1, &v[1]);
ffb_translate_vertex(ctx, v2, &v[2]);
_swrast_Triangle(ctx, &v[0], &v[1], &v[2]);
}
static void ffb_fallback_quad(GLcontext *ctx,
ffb_vertex *v0, ffb_vertex *v1,
ffb_vertex *v2, ffb_vertex *v3)
{
SWvertex v[4];
ffb_translate_vertex(ctx, v0, &v[0]);
ffb_translate_vertex(ctx, v1, &v[1]);
ffb_translate_vertex(ctx, v2, &v[2]);
ffb_translate_vertex(ctx, v3, &v[3]);
_swrast_Quad(ctx, &v[0], &v[1], &v[2], &v[3]);
}
void ffb_fallback_line(GLcontext *ctx, ffb_vertex *v0, ffb_vertex *v1)
{
SWvertex v[2];
ffb_translate_vertex(ctx, v0, &v[0]);
ffb_translate_vertex(ctx, v1, &v[1]);
_swrast_Line(ctx, &v[0], &v[1]);
}
void ffb_fallback_point(GLcontext *ctx, ffb_vertex *v0)
{
SWvertex v[1];
ffb_translate_vertex(ctx, v0, &v[0]);
_swrast_Point(ctx, &v[0]);
}
/***********************************************************************
* Rasterization functions for culled tris/quads *
***********************************************************************/
static void ffb_nodraw_triangle(GLcontext *ctx, ffb_vertex *v0,
ffb_vertex *v1, ffb_vertex *v2)
{
(void) (ctx && v0 && v1 && v2);
}
static void ffb_nodraw_quad(GLcontext *ctx,
ffb_vertex *v0, ffb_vertex *v1,
ffb_vertex *v2, ffb_vertex *v3)
{
(void) (ctx && v0 && v1 && v2 && v3);
}
static void ffb_update_cullsign(GLcontext *ctx)
{
GLfloat backface_sign = 1;
switch (ctx->Polygon.CullFaceMode) {
case GL_BACK:
if (ctx->Polygon.FrontFace==GL_CCW)
backface_sign = -1;
break;
case GL_FRONT:
if (ctx->Polygon.FrontFace!=GL_CCW)
backface_sign = -1;
break;
default:
break;
};
FFB_CONTEXT(ctx)->backface_sign = backface_sign;
}
/***********************************************************************
* Choose triangle/quad rasterize functions *
***********************************************************************/
void ffbChooseTriangleState(GLcontext *ctx)
{
ffbContextPtr fmesa = FFB_CONTEXT(ctx);
GLuint flags = ctx->_TriangleCaps;
GLuint ind = 0;
if (flags & DD_TRI_SMOOTH) {
fmesa->draw_tri = ffb_fallback_triangle;
fmesa->draw_quad = ffb_fallback_quad;
return;
}
if (flags & DD_FLATSHADE)
ind |= FFB_TRI_FLAT_BIT;
if (ctx->Polygon.CullFlag) {
if (ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK) {
fmesa->draw_tri = ffb_nodraw_triangle;
fmesa->draw_quad = ffb_nodraw_quad;
return;
}
ind |= FFB_TRI_CULL_BIT;
ffb_update_cullsign(ctx);
} else
FFB_CONTEXT(ctx)->backface_sign = 0;
/* If blending or the alpha test is enabled we need to
* provide alpha components to the chip, else we can
* do without it and thus feed vertex data to the chip
* more efficiently.
*/
if (ctx->Color.BlendEnabled || ctx->Color.AlphaEnabled)
ind |= FFB_TRI_ALPHA_BIT;
fmesa->draw_tri = ffb_tri_tab[ind];
fmesa->draw_quad = ffb_quad_tab[ind];
}
static const GLenum reduced_prim[GL_POLYGON+1] = {
GL_POINTS,
GL_LINES,
GL_LINES,
GL_LINES,
GL_TRIANGLES,
GL_TRIANGLES,
GL_TRIANGLES,
GL_TRIANGLES,
GL_TRIANGLES,
GL_TRIANGLES
};
static void ffbRenderPrimitive(GLcontext *ctx, GLenum prim);
static void ffbRasterPrimitive(GLcontext *ctx, GLenum rprim);
/***********************************************************************
* Build render functions from dd templates *
***********************************************************************/
#define FFB_OFFSET_BIT 0x01
#define FFB_TWOSIDE_BIT 0x02
#define FFB_UNFILLED_BIT 0x04
#define FFB_MAX_TRIFUNC 0x08
static struct {
tnl_triangle_func triangle;
tnl_quad_func quad;
} rast_tab[FFB_MAX_TRIFUNC];
#define DO_OFFSET (IND & FFB_OFFSET_BIT)
#define DO_UNFILLED (IND & FFB_UNFILLED_BIT)
#define DO_TWOSIDE (IND & FFB_TWOSIDE_BIT)
#define DO_FLAT 0
#define DO_QUAD 1
#define DO_FULL_QUAD 1
#define DO_TRI 1
#define DO_LINE 0
#define DO_POINTS 0
#define QUAD( a, b, c, d ) fmesa->draw_quad( ctx, a, b, c, d )
#define TRI( a, b, c ) fmesa->draw_tri( ctx, a, b, c )
#define LINE( a, b ) fmesa->draw_line( ctx, a, b )
#define POINT( a ) fmesa->draw_point( ctx, a )
#define HAVE_BACK_COLORS 1
#define HAVE_RGBA 1
#define HAVE_SPEC 0
#define HAVE_HW_FLATSHADE 1
#define VERTEX ffb_vertex
#define TAB rast_tab
#define UNFILLED_TRI unfilled_tri
#define UNFILLED_QUAD unfilled_quad
#define DEPTH_SCALE (fmesa->depth_scale)
#define VERT_X(_v) (_v->x)
#define VERT_Y(_v) (_v->y)
#define VERT_Z(_v) (_v->z)
#define AREA_IS_CCW( a ) (a < fmesa->ffb_zero)
#define GET_VERTEX(e) (&fmesa->verts[e])
#define INSANE_VERTICES
#define VERT_SET_Z(v,val) ((v)->z = (val))
#define VERT_Z_ADD(v,val) ((v)->z += (val))
#define VERT_COPY_RGBA1( _v ) _v->color[0] = _v->color[1]
#define VERT_COPY_RGBA( v0, v1 ) v0->color[0] = v1->color[0]
#define VERT_SAVE_RGBA( idx ) color[idx] = v[idx]->color[0]
#define VERT_RESTORE_RGBA( idx ) v[idx]->color[0] = color[idx]
#define LOCAL_VARS(n) \
ffbContextPtr fmesa = FFB_CONTEXT(ctx); \
__DRIdrawablePrivate *dPriv = fmesa->driDrawable; \
ffb_color color[n]; \
(void) color; (void) dPriv;
/***********************************************************************
* Helpers for rendering unfilled primitives *
***********************************************************************/
#define RASTERIZE(x) if (fmesa->raster_primitive != reduced_prim[x]) \
ffbRasterPrimitive( ctx, reduced_prim[x] )
#define RENDER_PRIMITIVE fmesa->render_primitive
#define TAG(x) x
#include "tnl_dd/t_dd_unfilled.h"
/***********************************************************************
* Generate GL render functions *
***********************************************************************/
#define IND (0)
#define TAG(x) x
#include "tnl_dd/t_dd_tritmp.h"
#define IND (FFB_OFFSET_BIT)
#define TAG(x) x##_offset
#include "tnl_dd/t_dd_tritmp.h"
#define IND (FFB_TWOSIDE_BIT)
#define TAG(x) x##_twoside
#include "tnl_dd/t_dd_tritmp.h"
#define IND (FFB_TWOSIDE_BIT|FFB_OFFSET_BIT)
#define TAG(x) x##_twoside_offset
#include "tnl_dd/t_dd_tritmp.h"
#define IND (FFB_UNFILLED_BIT)
#define TAG(x) x##_unfilled
#include "tnl_dd/t_dd_tritmp.h"
#define IND (FFB_OFFSET_BIT|FFB_UNFILLED_BIT)
#define TAG(x) x##_offset_unfilled
#include "tnl_dd/t_dd_tritmp.h"
#define IND (FFB_TWOSIDE_BIT|FFB_UNFILLED_BIT)
#define TAG(x) x##_twoside_unfilled
#include "tnl_dd/t_dd_tritmp.h"
#define IND (FFB_TWOSIDE_BIT|FFB_OFFSET_BIT|FFB_UNFILLED_BIT)
#define TAG(x) x##_twoside_offset_unfilled
#include "tnl_dd/t_dd_tritmp.h"
static void init_rast_tab( void )
{
init();
init_offset();
init_twoside();
init_twoside_offset();
init_unfilled();
init_offset_unfilled();
init_twoside_unfilled();
init_twoside_offset_unfilled();
}
/**********************************************************************/
/* Render clipped primitives */
/**********************************************************************/
static void ffbRenderClippedPolygon(GLcontext *ctx, const GLuint *elts, GLuint n)
{
ffbContextPtr fmesa = FFB_CONTEXT(ctx);
TNLcontext *tnl = TNL_CONTEXT(ctx);
struct vertex_buffer *VB = &tnl->vb;
GLuint prim = fmesa->render_primitive;
/* Render the new vertices as an unclipped polygon. */
{
GLuint *tmp = VB->Elts;
VB->Elts = (GLuint *)elts;
tnl->Driver.Render.PrimTabElts[GL_POLYGON](ctx, 0, n, PRIM_BEGIN|PRIM_END);
VB->Elts = tmp;
}
/* Restore the render primitive. */
if (prim != GL_POLYGON)
tnl->Driver.Render.PrimitiveNotify(ctx, prim);
}
static void ffbRenderClippedLine(GLcontext *ctx, GLuint ii, GLuint jj)
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
tnl->Driver.Render.Line(ctx, ii, jj);
}
/**********************************************************************/
/* Render unclipped begin/end objects */
/**********************************************************************/
static void ffb_vb_noop(GLcontext *ctx, GLuint start, GLuint count, GLuint flags)
{
(void)(ctx && start && count && flags);
}
#define ELT(x) x
#define IND 0
#define TAG(x) x
#include "ffb_rendertmp.h"
#define IND (FFB_FLAT_BIT)
#define TAG(x) x##_flat
#include "ffb_rendertmp.h"
#define IND (FFB_ALPHA_BIT)
#define TAG(x) x##_alpha
#include "ffb_rendertmp.h"
#define IND (FFB_FLAT_BIT | FFB_ALPHA_BIT)
#define TAG(x) x##_flat_alpha
#include "ffb_rendertmp.h"
#define IND (FFB_TRI_CULL_BIT)
#define TAG(x) x##_tricull
#include "ffb_rendertmp.h"
#define IND (FFB_FLAT_BIT | FFB_TRI_CULL_BIT)
#define TAG(x) x##_flat_tricull
#include "ffb_rendertmp.h"
#define IND (FFB_ALPHA_BIT | FFB_TRI_CULL_BIT)
#define TAG(x) x##_alpha_tricull
#include "ffb_rendertmp.h"
#define IND (FFB_FLAT_BIT | FFB_ALPHA_BIT | FFB_TRI_CULL_BIT)
#define TAG(x) x##_flat_alpha_tricull
#include "ffb_rendertmp.h"
#undef ELT
#define ELT(x) elt[x]
#define IND 0
#define TAG(x) x##_elt
#include "ffb_rendertmp.h"
#define IND (FFB_FLAT_BIT)
#define TAG(x) x##_flat_elt
#include "ffb_rendertmp.h"
#define IND (FFB_ALPHA_BIT)
#define TAG(x) x##_alpha_elt
#include "ffb_rendertmp.h"
#define IND (FFB_FLAT_BIT | FFB_ALPHA_BIT)
#define TAG(x) x##_flat_alpha_elt
#include "ffb_rendertmp.h"
#define IND (FFB_TRI_CULL_BIT)
#define TAG(x) x##_tricull_elt
#include "ffb_rendertmp.h"
#define IND (FFB_FLAT_BIT | FFB_TRI_CULL_BIT)
#define TAG(x) x##_flat_tricull_elt
#include "ffb_rendertmp.h"
#define IND (FFB_ALPHA_BIT | FFB_TRI_CULL_BIT)
#define TAG(x) x##_alpha_tricull_elt
#include "ffb_rendertmp.h"
#define IND (FFB_FLAT_BIT | FFB_ALPHA_BIT | FFB_TRI_CULL_BIT)
#define TAG(x) x##_flat_alpha_tricull_elt
#include "ffb_rendertmp.h"
static void *render_tabs[MAX_FFB_RENDER_FUNCS];
static void *render_tabs_elt[MAX_FFB_RENDER_FUNCS];
static void init_render_tab(void)
{
int i;
render_tabs[0] = render_tab;
render_tabs[FFB_FLAT_BIT] = render_tab_flat;
render_tabs[FFB_ALPHA_BIT] = render_tab_alpha;
render_tabs[FFB_FLAT_BIT|FFB_ALPHA_BIT] = render_tab_flat_alpha;
render_tabs[FFB_TRI_CULL_BIT] = render_tab_tricull;
render_tabs[FFB_FLAT_BIT|FFB_TRI_CULL_BIT] = render_tab_flat_tricull;
render_tabs[FFB_ALPHA_BIT|FFB_TRI_CULL_BIT] = render_tab_alpha_tricull;
render_tabs[FFB_FLAT_BIT|FFB_ALPHA_BIT|FFB_TRI_CULL_BIT] =
render_tab_flat_alpha_tricull;
render_tabs_elt[0] = render_tab_elt;
render_tabs_elt[FFB_FLAT_BIT] = render_tab_flat_elt;
render_tabs_elt[FFB_ALPHA_BIT] = render_tab_alpha_elt;
render_tabs_elt[FFB_FLAT_BIT|FFB_ALPHA_BIT] = render_tab_flat_alpha_elt;
render_tabs_elt[FFB_TRI_CULL_BIT] = render_tab_tricull_elt;
render_tabs_elt[FFB_FLAT_BIT|FFB_TRI_CULL_BIT] = render_tab_flat_tricull_elt;
render_tabs_elt[FFB_ALPHA_BIT|FFB_TRI_CULL_BIT] = render_tab_alpha_tricull_elt;
render_tabs_elt[FFB_FLAT_BIT|FFB_ALPHA_BIT|FFB_TRI_CULL_BIT] =
render_tab_flat_alpha_tricull_elt;
for (i = 0; i < MAX_FFB_RENDER_FUNCS; i++) {
tnl_render_func *rf = render_tabs[i];
tnl_render_func *rfe = render_tabs_elt[i];
if (i & FFB_TRI_CULL_BIT) {
int from_idx = (i & ~FFB_TRI_CULL_BIT);
tnl_render_func *rf_from = render_tabs[from_idx];
tnl_render_func *rfe_from = render_tabs_elt[from_idx];
int j;
for (j = GL_POINTS; j < GL_TRIANGLES; j++) {
rf[j] = rf_from[j];
rfe[j] = rfe_from[j];
}
}
}
}
/**********************************************************************/
/* Choose render functions */
/**********************************************************************/
#ifdef FFB_RENDER_TRACE
static void ffbPrintRenderFlags(GLuint index, GLuint render_index)
{
fprintf(stderr,
"ffbChooseRenderState: "
"index(%s%s%s) "
"render_index(%s%s%s)\n",
((index & FFB_TWOSIDE_BIT) ? "twoside " : ""),
((index & FFB_OFFSET_BIT) ? "offset " : ""),
((index & FFB_UNFILLED_BIT) ? "unfilled " : ""),
((render_index & FFB_FLAT_BIT) ? "flat " : ""),
((render_index & FFB_ALPHA_BIT) ? "alpha " : ""),
((render_index & FFB_TRI_CULL_BIT) ? "tricull " : ""));
}
#endif
void ffbChooseRenderState(GLcontext *ctx)
{
GLuint flags = ctx->_TriangleCaps;
TNLcontext *tnl = TNL_CONTEXT(ctx);
GLuint index = 0;
/* Per-primitive fallbacks and the selection of fmesa->draw_* are
* handled elsewhere.
*/
if (flags & DD_TRI_LIGHT_TWOSIDE)
index |= FFB_TWOSIDE_BIT;
if (flags & DD_TRI_OFFSET)
index |= FFB_OFFSET_BIT;
if (flags & DD_TRI_UNFILLED)
index |= FFB_UNFILLED_BIT;
tnl->Driver.Render.Triangle = rast_tab[index].triangle;
tnl->Driver.Render.Quad = rast_tab[index].quad;
if (index == 0) {
GLuint render_index = 0;
if (flags & DD_FLATSHADE)
render_index |= FFB_FLAT_BIT;
if (ctx->Color.BlendEnabled || ctx->Color.AlphaEnabled)
render_index |= FFB_ALPHA_BIT;
if (ctx->Polygon.CullFlag)
render_index |= FFB_TRI_CULL_BIT;
#ifdef FFB_RENDER_TRACE
ffbPrintRenderFlags(index, render_index);
#endif
tnl->Driver.Render.PrimTabVerts = render_tabs[render_index];
tnl->Driver.Render.PrimTabElts = render_tabs_elt[render_index];
} else {
#ifdef FFB_RENDER_TRACE
ffbPrintRenderFlags(index, 0);
#endif
tnl->Driver.Render.PrimTabVerts = _tnl_render_tab_verts;
tnl->Driver.Render.PrimTabElts = _tnl_render_tab_elts;
}
tnl->Driver.Render.ClippedPolygon = ffbRenderClippedPolygon;
tnl->Driver.Render.ClippedLine = ffbRenderClippedLine;
}
static void ffbRunPipeline(GLcontext *ctx)
{
ffbContextPtr fmesa = FFB_CONTEXT(ctx);
if (fmesa->bad_fragment_attrs == 0 &&
fmesa->new_gl_state) {
if (fmesa->new_gl_state & _FFB_NEW_TRIANGLE)
ffbChooseTriangleState(ctx);
if (fmesa->new_gl_state & _FFB_NEW_LINE)
ffbChooseLineState(ctx);
if (fmesa->new_gl_state & _FFB_NEW_POINT)
ffbChoosePointState(ctx);
if (fmesa->new_gl_state & _FFB_NEW_RENDER)
ffbChooseRenderState(ctx);
if (fmesa->new_gl_state & _FFB_NEW_VERTEX)
ffbChooseVertexState(ctx);
fmesa->new_gl_state = 0;
}
_tnl_run_pipeline(ctx);
}
static void ffbRenderStart(GLcontext *ctx)
{
ffbContextPtr fmesa = FFB_CONTEXT(ctx);
LOCK_HARDWARE(fmesa);
fmesa->hw_locked = 1;
if (fmesa->state_dirty != 0)
ffbSyncHardware(fmesa);
}
static void ffbRenderFinish(GLcontext *ctx)
{
ffbContextPtr fmesa = FFB_CONTEXT(ctx);
UNLOCK_HARDWARE(fmesa);
fmesa->hw_locked = 0;
}
/* Even when doing full software rendering we need to
* wrap render{start,finish} so that the hardware is kept
* in sync (because multipass rendering changes the write
* buffer etc.)
*/
static void ffbSWRenderStart(GLcontext *ctx)
{
ffbContextPtr fmesa = FFB_CONTEXT(ctx);
LOCK_HARDWARE(fmesa);
fmesa->hw_locked = 1;
if (fmesa->state_dirty != 0)
ffbSyncHardware(fmesa);
}
static void ffbSWRenderFinish(GLcontext *ctx)
{
ffbContextPtr fmesa = FFB_CONTEXT(ctx);
UNLOCK_HARDWARE(fmesa);
fmesa->hw_locked = 0;
}
static void ffbRasterPrimitive(GLcontext *ctx, GLenum rprim)
{
ffbContextPtr fmesa = FFB_CONTEXT(ctx);
GLuint drawop, fbc, ppc;
int do_sw = 0;
fmesa->raster_primitive = rprim;
drawop = fmesa->drawop;
fbc = fmesa->fbc;
ppc = fmesa->ppc & ~(FFB_PPC_ZS_MASK | FFB_PPC_CS_MASK);
#ifdef STATE_TRACE
fprintf(stderr,
"ffbReducedPrimitiveChange: rprim(%d) ", rprim);
#endif
switch(rprim) {
case GL_POINTS:
#ifdef STATE_TRACE
fprintf(stderr, "GL_POINTS ");
#endif
if (fmesa->draw_point == ffb_fallback_point) {
do_sw = 1;
break;
}
if (ctx->Point.SmoothFlag) {
ppc |= (FFB_PPC_ZS_VAR | FFB_PPC_CS_CONST);
drawop = FFB_DRAWOP_AADOT;
} else {
ppc |= (FFB_PPC_ZS_CONST | FFB_PPC_CS_CONST);
drawop = FFB_DRAWOP_DOT;
}
break;
case GL_LINES:
#ifdef STATE_TRACE
fprintf(stderr, "GL_LINES ");
#endif
if (fmesa->draw_line == ffb_fallback_line) {
do_sw = 1;
break;
}
if (ctx->_TriangleCaps & DD_FLATSHADE) {
ppc |= FFB_PPC_ZS_VAR | FFB_PPC_CS_CONST;
} else {
ppc |= FFB_PPC_ZS_VAR | FFB_PPC_CS_VAR;
}
if (ctx->Line.SmoothFlag)
drawop = FFB_DRAWOP_AALINE;
else
drawop = FFB_DRAWOP_DDLINE;
break;
case GL_TRIANGLES:
#ifdef STATE_TRACE
fprintf(stderr, "GL_POLYGON ");
#endif
if (fmesa->draw_tri == ffb_fallback_triangle) {
do_sw = 1;
break;
}
ppc &= ~FFB_PPC_APE_MASK;
if (ctx->Polygon.StippleFlag)
ppc |= FFB_PPC_APE_ENABLE;
else
ppc |= FFB_PPC_APE_DISABLE;
if (ctx->_TriangleCaps & DD_FLATSHADE) {
ppc |= FFB_PPC_ZS_VAR | FFB_PPC_CS_CONST;
} else {
ppc |= FFB_PPC_ZS_VAR | FFB_PPC_CS_VAR;
}
drawop = FFB_DRAWOP_TRIANGLE;
break;
default:
#ifdef STATE_TRACE
fprintf(stderr, "unknown %d!\n", rprim);
#endif
return;
};
#ifdef STATE_TRACE
fprintf(stderr, "do_sw(%d) ", do_sw);
#endif
if (do_sw != 0) {
fbc &= ~(FFB_FBC_WB_C);
fbc &= ~(FFB_FBC_ZE_MASK | FFB_FBC_RGBE_MASK);
fbc |= FFB_FBC_ZE_OFF | FFB_FBC_RGBE_MASK;
ppc &= ~(FFB_PPC_XS_MASK | FFB_PPC_ABE_MASK |
FFB_PPC_DCE_MASK | FFB_PPC_APE_MASK);
ppc |= (FFB_PPC_ZS_VAR | FFB_PPC_CS_VAR | FFB_PPC_XS_WID |
FFB_PPC_ABE_DISABLE | FFB_PPC_DCE_DISABLE |
FFB_PPC_APE_DISABLE);
} else {
fbc |= FFB_FBC_WB_C;
fbc &= ~(FFB_FBC_RGBE_MASK);
fbc |= FFB_FBC_RGBE_MASK;
ppc &= ~(FFB_PPC_ABE_MASK | FFB_PPC_XS_MASK);
if (ctx->Color.BlendEnabled) {
if ((rprim == GL_POINTS && !ctx->Point.SmoothFlag) ||
(rprim != GL_POINTS && ctx->_TriangleCaps & DD_FLATSHADE))
ppc |= FFB_PPC_ABE_ENABLE | FFB_PPC_XS_CONST;
else
ppc |= FFB_PPC_ABE_ENABLE | FFB_PPC_XS_VAR;
} else {
ppc |= FFB_PPC_ABE_DISABLE | FFB_PPC_XS_WID;
}
}
#ifdef STATE_TRACE
fprintf(stderr, "fbc(%08x) ppc(%08x)\n", fbc, ppc);
#endif
FFBFifo(fmesa, 4);
if (fmesa->drawop != drawop)
fmesa->regs->drawop = fmesa->drawop = drawop;
if (fmesa->fbc != fbc)
fmesa->regs->fbc = fmesa->fbc = fbc;
if (fmesa->ppc != ppc)
fmesa->regs->ppc = fmesa->ppc = ppc;
if (do_sw != 0) {
fmesa->regs->cmp =
(fmesa->cmp & ~(0xff<<16)) | (0x80 << 16);
} else
fmesa->regs->cmp = fmesa->cmp;
}
static void ffbRenderPrimitive(GLcontext *ctx, GLenum prim)
{
ffbContextPtr fmesa = FFB_CONTEXT(ctx);
GLuint rprim = reduced_prim[prim];
fmesa->render_primitive = prim;
if (rprim == GL_TRIANGLES && (ctx->_TriangleCaps & DD_TRI_UNFILLED))
return;
if (fmesa->raster_primitive != rprim) {
ffbRasterPrimitive( ctx, rprim );
}
}
/**********************************************************************/
/* Transition to/from hardware rasterization. */
/**********************************************************************/
static char *fallbackStrings[] = {
"Fog enabled",
"Blend function",
"Blend ROP",
"Blend equation",
"Stencil",
"Texture",
"LIBGL_SOFTWARE_RENDERING"
};
static char *getFallbackString(GLuint bit)
{
int i = 0;
while (bit > 1) {
i++;
bit >>= 1;
}
return fallbackStrings[i];
}
void ffbFallback( GLcontext *ctx, GLuint bit, GLboolean mode )
{
ffbContextPtr fmesa = FFB_CONTEXT(ctx);
TNLcontext *tnl = TNL_CONTEXT(ctx);
GLuint oldfallback = fmesa->bad_fragment_attrs;
if (mode) {
fmesa->bad_fragment_attrs |= bit;
if (oldfallback == 0) {
/* FFB_FIREVERTICES(fmesa); */
_swsetup_Wakeup( ctx );
if (fmesa->debugFallbacks)
fprintf(stderr, "FFB begin software fallback: 0x%x %s\n",
bit, getFallbackString(bit));
}
} else {
fmesa->bad_fragment_attrs &= ~bit;
if (oldfallback == bit) {
_swrast_flush( ctx );
tnl->Driver.Render.Start = ffbRenderStart;
tnl->Driver.Render.PrimitiveNotify = ffbRenderPrimitive;
tnl->Driver.Render.Finish = ffbRenderFinish;
fmesa->new_gl_state = ~0;
/* Just re-choose everything:
*/
ffbChooseVertexState(ctx);
ffbChooseRenderState(ctx);
ffbChooseTriangleState(ctx);
ffbChooseLineState(ctx);
ffbChoosePointState(ctx);
if (fmesa->debugFallbacks)
fprintf(stderr, "FFB end software fallback: 0x%x %s\n",
bit, getFallbackString(bit));
}
}
}
/**********************************************************************/
/* Initialization. */
/**********************************************************************/
void ffbDDInitRenderFuncs( GLcontext *ctx )
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
SWcontext *swrast = SWRAST_CONTEXT(ctx);
static int firsttime = 1;
if (firsttime) {
init_rast_tab();
init_tri_tab();
init_render_tab();
firsttime = 0;
}
tnl->Driver.RunPipeline = ffbRunPipeline;
tnl->Driver.Render.Start = ffbRenderStart;
tnl->Driver.Render.Finish = ffbRenderFinish;
tnl->Driver.Render.PrimitiveNotify = ffbRenderPrimitive;
tnl->Driver.Render.ResetLineStipple = _swrast_ResetLineStipple;
tnl->Driver.Render.PrimTabVerts = _tnl_render_tab_verts;
tnl->Driver.Render.PrimTabElts = _tnl_render_tab_elts;
swrast->Driver.SpanRenderStart = ffbSWRenderStart;
swrast->Driver.SpanRenderFinish = ffbSWRenderFinish;
}