blob: f2f19984b13cb08023f68047e1f2153a222f3703 [file] [log] [blame]
/*
* Copyright 2005 Felix Kuehling
* 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, sub license,
* 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 (including the
* next paragraph) 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
* NON-INFRINGEMENT. IN NO EVENT SHALL FELIX KUEHLING 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.
*/
/*
* Render unclipped vertex buffers by emitting vertices directly to
* dma buffers. Use strip/fan hardware primitives where possible.
* Simulate missing primitives with indexed vertices.
*/
#include "glheader.h"
#include "context.h"
#include "macros.h"
#include "imports.h"
#include "mtypes.h"
#include "tnl/t_context.h"
#include "savagecontext.h"
#include "savagetris.h"
#include "savagestate.h"
#include "savageioctl.h"
/*
* Standard render tab for Savage4 and smooth shading on Savage3D
*/
#define HAVE_POINTS 0
#define HAVE_LINES 0
#define HAVE_LINE_STRIPS 0
#define HAVE_TRIANGLES 1
#define HAVE_TRI_STRIPS 1
#define HAVE_TRI_STRIP_1 0
#define HAVE_TRI_FANS 1
#define HAVE_POLYGONS 0
#define HAVE_QUADS 0
#define HAVE_QUAD_STRIPS 0
#define HAVE_ELTS 1
#define LOCAL_VARS savageContextPtr imesa = SAVAGE_CONTEXT(ctx)
#define INIT( prim ) do { \
if (0) fprintf(stderr, "%s\n", __FUNCTION__); \
savageFlushVertices(imesa); \
switch (prim) { \
case GL_TRIANGLES: imesa->HwPrim = SAVAGE_PRIM_TRILIST; break; \
case GL_TRIANGLE_STRIP: imesa->HwPrim = SAVAGE_PRIM_TRISTRIP; break; \
case GL_TRIANGLE_FAN: imesa->HwPrim = SAVAGE_PRIM_TRIFAN; break; \
} \
} while (0)
#define FLUSH() savageFlushElts(imesa), savageFlushVertices(imesa)
#define GET_CURRENT_VB_MAX_VERTS() \
((imesa->bufferSize/4 - imesa->vtxBuf->used) / imesa->HwVertexSize)
#define GET_SUBSEQUENT_VB_MAX_VERTS() \
(imesa->bufferSize/4 / imesa->HwVertexSize)
#define ALLOC_VERTS( nr ) \
savageAllocVtxBuf( imesa, (nr) * imesa->HwVertexSize )
#define EMIT_VERTS( ctx, j, nr, buf ) \
_tnl_emit_vertices_to_buffer(ctx, j, (j)+(nr), buf )
#define ELTS_VARS( buf ) GLushort *dest = buf, firstElt = imesa->firstElt
#define ELT_INIT( prim ) INIT(prim)
/* (size - used - 1 qword for drawing command) * 4 elts per qword */
#define GET_CURRENT_VB_MAX_ELTS() \
((imesa->cmdBuf.size - (imesa->cmdBuf.write - imesa->cmdBuf.base) - 1)*4)
/* (size - space for initial state - 1 qword for drawing command) * 4 elts
* imesa is not defined in validate_render :( */
#define GET_SUBSEQUENT_VB_MAX_ELTS() \
((SAVAGE_CONTEXT(ctx)->cmdBuf.size - \
(SAVAGE_CONTEXT(ctx)->cmdBuf.start - \
SAVAGE_CONTEXT(ctx)->cmdBuf.base) - 1)*4)
#define ALLOC_ELTS(nr) savageAllocElts(imesa, nr)
#define EMIT_ELT(offset, x) do { \
(dest)[offset] = (GLushort) ((x)+firstElt); \
} while (0)
#define EMIT_TWO_ELTS(offset, x, y) do { \
*(GLuint *)(dest + offset) = (((y)+firstElt) << 16) | \
((x)+firstElt); \
} while (0)
#define INCR_ELTS( nr ) dest += nr
#define ELTPTR dest
#define RELEASE_ELT_VERTS() \
savageReleaseIndexedVerts(imesa)
#define EMIT_INDEXED_VERTS( ctx, start, count ) do { \
GLuint *buf = savageAllocIndexedVerts(imesa, count-start); \
EMIT_VERTS(ctx, start, count-start, buf); \
} while (0)
#define TAG(x) savage_##x
#include "tnl_dd/t_dd_dmatmp.h"
/*
* On Savage3D triangle fans and strips are broken with flat
* shading. With triangles it wants the color for flat shading in the
* first vertex! So we make another template instance which uses
* triangles only (with reordered vertices: SAVAGE_PRIM_TRILIST_201).
* The reordering is done by the DRM.
*/
#undef HAVE_TRI_STRIPS
#undef HAVE_TRI_FANS
#define HAVE_TRI_STRIPS 0
#define HAVE_TRI_FANS 0
#undef INIT
#define INIT( prim ) do { \
if (0) fprintf(stderr, "%s\n", __FUNCTION__); \
savageFlushVertices(imesa); \
imesa->HwPrim = SAVAGE_PRIM_TRILIST_201; \
} while(0)
#undef TAG
#define TAG(x) savage_flat_##x##_s3d
#include "tnl_dd/t_dd_dmatmp.h"
/**********************************************************************/
/* Render pipeline stage */
/**********************************************************************/
static GLboolean savage_run_render( GLcontext *ctx,
struct tnl_pipeline_stage *stage )
{
savageContextPtr imesa = SAVAGE_CONTEXT(ctx);
TNLcontext *tnl = TNL_CONTEXT(ctx);
struct vertex_buffer *VB = &tnl->vb;
tnl_render_func *tab, *tab_elts;
GLboolean valid;
GLuint i;
if (savageHaveIndexedVerts(imesa))
savageReleaseIndexedVerts(imesa);
if (imesa->savageScreen->chipset < S3_SAVAGE4 &&
(ctx->_TriangleCaps & DD_FLATSHADE)) {
tab = savage_flat_render_tab_verts_s3d;
tab_elts = savage_flat_render_tab_elts_s3d;
valid = savage_flat_validate_render_s3d( ctx, VB );
} else {
tab = savage_render_tab_verts;
tab_elts = savage_render_tab_elts;
valid = savage_validate_render( ctx, VB );
}
/* Don't handle clipping or vertex manipulations.
*/
if (imesa->RenderIndex != 0 || !valid) {
return GL_TRUE;
}
tnl->Driver.Render.Start( ctx );
/* Check RenderIndex again. The ptexHack is detected late in RenderStart.
* Also check for ptex fallbacks detected late.
*/
if (imesa->RenderIndex != 0 || imesa->Fallback != 0) {
return GL_TRUE;
}
/* setup for hardware culling */
imesa->raster_primitive = GL_TRIANGLES;
imesa->new_state |= SAVAGE_NEW_CULL;
/* update and emit state */
savageDDUpdateHwState(ctx);
savageEmitChangedState(imesa);
if (VB->Elts) {
tab = tab_elts;
if (!savageHaveIndexedVerts(imesa)) {
if (VB->Count > GET_SUBSEQUENT_VB_MAX_VERTS())
return GL_TRUE;
EMIT_INDEXED_VERTS(ctx, 0, VB->Count);
}
}
for (i = 0 ; i < VB->PrimitiveCount ; i++)
{
GLuint prim = _tnl_translate_prim(&VB->Primitive[i]);
GLuint start = VB->Primitive[i].start;
GLuint length = VB->Primitive[i].count;
if (length)
tab[prim & PRIM_MODE_MASK]( ctx, start, start+length, prim);
}
tnl->Driver.Render.Finish( ctx );
return GL_FALSE; /* finished the pipe */
}
struct tnl_pipeline_stage _savage_render_stage =
{
"savage render",
NULL,
NULL,
NULL,
NULL,
savage_run_render /* run */
};
/**********************************************************************/
/* Pipeline stage for texture coordinate normalization */
/**********************************************************************/
struct texnorm_stage_data {
GLboolean active;
GLvector4f texcoord[MAX_TEXTURE_UNITS];
};
#define TEXNORM_STAGE_DATA(stage) ((struct texnorm_stage_data *)stage->privatePtr)
static GLboolean run_texnorm_stage( GLcontext *ctx,
struct tnl_pipeline_stage *stage )
{
struct texnorm_stage_data *store = TEXNORM_STAGE_DATA(stage);
savageContextPtr imesa = SAVAGE_CONTEXT(ctx);
TNLcontext *tnl = TNL_CONTEXT(ctx);
struct vertex_buffer *VB = &tnl->vb;
GLuint i;
if (imesa->Fallback || !store->active)
return GL_TRUE;
for (i = 0 ; i < ctx->Const.MaxTextureUnits ; i++) {
const GLbitfield reallyEnabled = ctx->Texture.Unit[i]._ReallyEnabled;
if (reallyEnabled) {
const struct gl_texture_object *texObj = ctx->Texture.Unit[i]._Current;
const GLboolean normalizeS = (texObj->WrapS == GL_REPEAT);
const GLboolean normalizeT = (reallyEnabled & TEXTURE_2D_BIT) &&
(texObj->WrapT == GL_REPEAT);
const GLfloat *in = (GLfloat *)VB->TexCoordPtr[i]->data;
const GLint instride = VB->TexCoordPtr[i]->stride;
GLfloat (*out)[4] = store->texcoord[i].data;
GLint j;
if (!ctx->Texture.Unit[i]._ReallyEnabled ||
VB->TexCoordPtr[i]->size == 4)
/* Never try to normalize homogenous tex coords! */
continue;
if (normalizeS && normalizeT) {
/* take first texcoords as rough estimate of mean value */
GLfloat correctionS = -floor(in[0]+0.5);
GLfloat correctionT = -floor(in[1]+0.5);
for (j = 0; j < VB->Count; ++j) {
out[j][0] = in[0] + correctionS;
out[j][1] = in[1] + correctionT;
in = (GLfloat *)((GLubyte *)in + instride);
}
} else if (normalizeS) {
/* take first texcoords as rough estimate of mean value */
GLfloat correctionS = -floor(in[0]+0.5);
if (reallyEnabled & TEXTURE_2D_BIT) {
for (j = 0; j < VB->Count; ++j) {
out[j][0] = in[0] + correctionS;
out[j][1] = in[1];
in = (GLfloat *)((GLubyte *)in + instride);
}
} else {
for (j = 0; j < VB->Count; ++j) {
out[j][0] = in[0] + correctionS;
in = (GLfloat *)((GLubyte *)in + instride);
}
}
} else if (normalizeT) {
/* take first texcoords as rough estimate of mean value */
GLfloat correctionT = -floor(in[1]+0.5);
for (j = 0; j < VB->Count; ++j) {
out[j][0] = in[0];
out[j][1] = in[1] + correctionT;
in = (GLfloat *)((GLubyte *)in + instride);
}
}
if (normalizeS || normalizeT)
VB->AttribPtr[VERT_ATTRIB_TEX0+i] = VB->TexCoordPtr[i] = &store->texcoord[i];
}
}
return GL_TRUE;
}
/* Called the first time stage->run() is invoked.
*/
static GLboolean alloc_texnorm_data( GLcontext *ctx,
struct tnl_pipeline_stage *stage )
{
struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;
struct texnorm_stage_data *store;
GLuint i;
stage->privatePtr = CALLOC(sizeof(*store));
store = TEXNORM_STAGE_DATA(stage);
if (!store)
return GL_FALSE;
for (i = 0 ; i < ctx->Const.MaxTextureUnits ; i++)
_mesa_vector4f_alloc( &store->texcoord[i], 0, VB->Size, 32 );
return GL_TRUE;
}
static void validate_texnorm( GLcontext *ctx,
struct tnl_pipeline_stage *stage )
{
struct texnorm_stage_data *store = TEXNORM_STAGE_DATA(stage);
GLuint flags = 0;
if (((ctx->Texture.Unit[0]._ReallyEnabled & (TEXTURE_1D_BIT|TEXTURE_2D_BIT)) &&
(ctx->Texture.Unit[0]._Current->WrapS == GL_REPEAT)) ||
((ctx->Texture.Unit[0]._ReallyEnabled & TEXTURE_2D_BIT) &&
(ctx->Texture.Unit[0]._Current->WrapT == GL_REPEAT)))
flags |= VERT_BIT_TEX0;
if (((ctx->Texture.Unit[1]._ReallyEnabled & (TEXTURE_1D_BIT|TEXTURE_2D_BIT)) &&
(ctx->Texture.Unit[1]._Current->WrapS == GL_REPEAT)) ||
((ctx->Texture.Unit[1]._ReallyEnabled & TEXTURE_2D_BIT) &&
(ctx->Texture.Unit[1]._Current->WrapT == GL_REPEAT)))
flags |= VERT_BIT_TEX1;
store->active = (flags != 0);
}
static void free_texnorm_data( struct tnl_pipeline_stage *stage )
{
struct texnorm_stage_data *store = TEXNORM_STAGE_DATA(stage);
GLuint i;
if (store) {
for (i = 0 ; i < MAX_TEXTURE_UNITS ; i++)
if (store->texcoord[i].data)
_mesa_vector4f_free( &store->texcoord[i] );
FREE( store );
stage->privatePtr = 0;
}
}
struct tnl_pipeline_stage _savage_texnorm_stage =
{
"savage texture coordinate normalization stage", /* name */
NULL, /* private data */
alloc_texnorm_data, /* run -- initially set to init */
free_texnorm_data, /* destructor */
validate_texnorm,
run_texnorm_stage
};