blob: 7252a7e7dc6402304880c83627be974c74e389b7 [file] [log] [blame]
/* -*- mode: c; c-basic-offset: 3 -*-
*
* Copyright 2000 VA Linux Systems Inc., Fremont, California.
*
* 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 (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 NONINFRINGEMENT. IN NO EVENT SHALL
* VA LINUX SYSTEMS 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.
*/
/* $XFree86: xc/lib/GL/mesa/src/drv/tdfx/tdfx_tris.c,v 1.4 2002/10/30 12:52:01 alanh Exp $ */
/* New fixes:
* Daniel Borca <dborca@users.sourceforge.net>, 19 Jul 2004
*
* Authors:
* Keith Whitwell <keith@tungstengraphics.com>
*/
#include "glheader.h"
#include "mtypes.h"
#include "macros.h"
#include "colormac.h"
#include "swrast/swrast.h"
#include "swrast_setup/swrast_setup.h"
#include "swrast_setup/ss_context.h"
#include "tnl/t_context.h"
#include "tnl/t_pipeline.h"
#include "tdfx_tris.h"
#include "tdfx_state.h"
#include "tdfx_vb.h"
#include "tdfx_lock.h"
#include "tdfx_render.h"
static void tdfxRasterPrimitive( GLcontext *ctx, GLenum prim );
static void tdfxRenderPrimitive( GLcontext *ctx, GLenum prim );
static 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
};
/***********************************************************************
* Macros for t_dd_tritmp.h to draw basic primitives *
***********************************************************************/
#define TRI( a, b, c ) \
do { \
if (DO_FALLBACK) \
fxMesa->draw_triangle( fxMesa, a, b, c ); \
else \
fxMesa->Glide.grDrawTriangle( a, b, c ); \
} while (0) \
#define QUAD( a, b, c, d ) \
do { \
if (DO_FALLBACK) { \
fxMesa->draw_triangle( fxMesa, a, b, d ); \
fxMesa->draw_triangle( fxMesa, b, c, d ); \
} else { \
tdfxVertex *_v_[4]; \
_v_[0] = d; \
_v_[1] = a; \
_v_[2] = b; \
_v_[3] = c; \
fxMesa->Glide.grDrawVertexArray(GR_TRIANGLE_FAN, 4, _v_);\
/*fxMesa->Glide.grDrawTriangle( a, b, d );*/\
/*fxMesa->Glide.grDrawTriangle( b, c, d );*/\
} \
} while (0)
#define LINE( v0, v1 ) \
do { \
if (DO_FALLBACK) \
fxMesa->draw_line( fxMesa, v0, v1 ); \
else { \
v0->x += LINE_X_OFFSET - TRI_X_OFFSET; \
v0->y += LINE_Y_OFFSET - TRI_Y_OFFSET; \
v1->x += LINE_X_OFFSET - TRI_X_OFFSET; \
v1->y += LINE_Y_OFFSET - TRI_Y_OFFSET; \
fxMesa->Glide.grDrawLine( v0, v1 ); \
v0->x -= LINE_X_OFFSET - TRI_X_OFFSET; \
v0->y -= LINE_Y_OFFSET - TRI_Y_OFFSET; \
v1->x -= LINE_X_OFFSET - TRI_X_OFFSET; \
v1->y -= LINE_Y_OFFSET - TRI_Y_OFFSET; \
} \
} while (0)
#define POINT( v0 ) \
do { \
if (DO_FALLBACK) \
fxMesa->draw_point( fxMesa, v0 ); \
else { \
v0->x += PNT_X_OFFSET - TRI_X_OFFSET; \
v0->y += PNT_Y_OFFSET - TRI_Y_OFFSET; \
fxMesa->Glide.grDrawPoint( v0 ); \
v0->x -= PNT_X_OFFSET - TRI_X_OFFSET; \
v0->y -= PNT_Y_OFFSET - TRI_Y_OFFSET; \
} \
} while (0)
/***********************************************************************
* Fallback to swrast for basic primitives *
***********************************************************************/
/* Build an SWvertex from a hardware vertex.
*
* This code is hit only when a mix of accelerated and unaccelerated
* primitives are being drawn, and only for the unaccelerated
* primitives.
*/
static void
tdfx_translate_vertex( GLcontext *ctx, const tdfxVertex *src, SWvertex *dst)
{
tdfxContextPtr fxMesa = TDFX_CONTEXT(ctx);
if (fxMesa->vertexFormat == TDFX_LAYOUT_TINY) {
dst->attrib[FRAG_ATTRIB_WPOS][0] = src->x - fxMesa->x_offset;
dst->attrib[FRAG_ATTRIB_WPOS][1] = src->y - (fxMesa->screen_height - fxMesa->height - fxMesa->y_offset);
dst->attrib[FRAG_ATTRIB_WPOS][2] = src->z;
dst->attrib[FRAG_ATTRIB_WPOS][3] = 1.0;
dst->color[0] = src->color[2];
dst->color[1] = src->color[1];
dst->color[2] = src->color[0];
dst->color[3] = src->color[3];
}
else {
GLfloat w = 1.0 / src->rhw;
dst->attrib[FRAG_ATTRIB_WPOS][0] = src->x - fxMesa->x_offset;
dst->attrib[FRAG_ATTRIB_WPOS][1] = src->y - (fxMesa->screen_height - fxMesa->height - fxMesa->y_offset);
dst->attrib[FRAG_ATTRIB_WPOS][2] = src->z;
dst->attrib[FRAG_ATTRIB_WPOS][3] = src->rhw;
dst->color[0] = src->color[2];
dst->color[1] = src->color[1];
dst->color[2] = src->color[0];
dst->color[3] = src->color[3];
dst->attrib[FRAG_ATTRIB_TEX0][0] = 1.0 / fxMesa->sScale0 * w * src->tu0;
dst->attrib[FRAG_ATTRIB_TEX0][1] = 1.0 / fxMesa->tScale0 * w * src->tv0;
if (fxMesa->vertexFormat == TDFX_LAYOUT_PROJ1 || fxMesa->vertexFormat == TDFX_LAYOUT_PROJ2) {
dst->attrib[FRAG_ATTRIB_TEX0][3] = w * src->tq0;
} else {
dst->attrib[FRAG_ATTRIB_TEX0][3] = 1.0;
}
if (fxMesa->SetupIndex & TDFX_TEX1_BIT) {
dst->attrib[FRAG_ATTRIB_TEX1][0] = 1.0 / fxMesa->sScale1 * w * src->tu1;
dst->attrib[FRAG_ATTRIB_TEX1][1] = 1.0 / fxMesa->tScale1 * w * src->tv1;
if (fxMesa->vertexFormat == TDFX_LAYOUT_PROJ2) {
dst->attrib[FRAG_ATTRIB_TEX1][3] = w * src->tq1;
} else {
dst->attrib[FRAG_ATTRIB_TEX1][3] = 1.0;
}
}
}
dst->pointSize = ctx->Point.Size;
}
static void
tdfx_fallback_tri( tdfxContextPtr fxMesa,
tdfxVertex *v0,
tdfxVertex *v1,
tdfxVertex *v2 )
{
GLcontext *ctx = fxMesa->glCtx;
SWvertex v[3];
tdfx_translate_vertex( ctx, v0, &v[0] );
tdfx_translate_vertex( ctx, v1, &v[1] );
tdfx_translate_vertex( ctx, v2, &v[2] );
_swrast_Triangle( ctx, &v[0], &v[1], &v[2] );
}
static void
tdfx_fallback_line( tdfxContextPtr fxMesa,
tdfxVertex *v0,
tdfxVertex *v1 )
{
GLcontext *ctx = fxMesa->glCtx;
SWvertex v[2];
tdfx_translate_vertex( ctx, v0, &v[0] );
tdfx_translate_vertex( ctx, v1, &v[1] );
_swrast_Line( ctx, &v[0], &v[1] );
}
static void
tdfx_fallback_point( tdfxContextPtr fxMesa,
tdfxVertex *v0 )
{
GLcontext *ctx = fxMesa->glCtx;
SWvertex v[1];
tdfx_translate_vertex( ctx, v0, &v[0] );
_swrast_Point( ctx, &v[0] );
}
/***********************************************************************
* Functions to draw basic primitives *
***********************************************************************/
static void tdfx_print_vertex( GLcontext *ctx, const tdfxVertex *v )
{
tdfxContextPtr tmesa = TDFX_CONTEXT( ctx );
fprintf(stderr, "vertex at %p\n", (void *)v);
if (tmesa->vertexFormat == TDFX_LAYOUT_TINY) {
fprintf(stderr, "x %f y %f z %f\n", v->x, v->y, v->z);
}
else {
fprintf(stderr, "x %f y %f z %f oow %f\n",
v->x, v->y, v->z, v->rhw);
}
fprintf(stderr, "r %d g %d b %d a %d\n",
v->color[0],
v->color[1],
v->color[2],
v->color[3]);
fprintf(stderr, "\n");
}
#define DO_FALLBACK 0
/* Need to do clip loop at each triangle when mixing swrast and hw
* rendering. These functions are only used when mixed-mode rendering
* is occurring.
*/
static void tdfx_draw_triangle( tdfxContextPtr fxMesa,
tdfxVertexPtr v0,
tdfxVertexPtr v1,
tdfxVertexPtr v2 )
{
/* fprintf(stderr, "%s\n", __FUNCTION__); */
/* tdfx_print_vertex( fxMesa->glCtx, v0 ); */
/* tdfx_print_vertex( fxMesa->glCtx, v1 ); */
/* tdfx_print_vertex( fxMesa->glCtx, v2 ); */
BEGIN_CLIP_LOOP_LOCKED(fxMesa) {
TRI( v0, v1, v2 );
} END_CLIP_LOOP_LOCKED(fxMesa);
}
static void tdfx_draw_line( tdfxContextPtr fxMesa,
tdfxVertexPtr v0,
tdfxVertexPtr v1 )
{
/* No support for wide lines (avoid wide/aa line fallback).
*/
BEGIN_CLIP_LOOP_LOCKED(fxMesa) {
LINE(v0, v1);
} END_CLIP_LOOP_LOCKED(fxMesa);
}
static void tdfx_draw_point( tdfxContextPtr fxMesa,
tdfxVertexPtr v0 )
{
/* No support for wide points.
*/
BEGIN_CLIP_LOOP_LOCKED(fxMesa) {
POINT( v0 );
} END_CLIP_LOOP_LOCKED(fxMesa);
}
#undef DO_FALLBACK
#define TDFX_UNFILLED_BIT 0x1
#define TDFX_OFFSET_BIT 0x2
#define TDFX_TWOSIDE_BIT 0x4
#define TDFX_FLAT_BIT 0x8
#define TDFX_FALLBACK_BIT 0x10
#define TDFX_MAX_TRIFUNC 0x20
static struct {
tnl_points_func points;
tnl_line_func line;
tnl_triangle_func triangle;
tnl_quad_func quad;
} rast_tab[TDFX_MAX_TRIFUNC];
#define DO_FALLBACK (IND & TDFX_FALLBACK_BIT)
#define DO_OFFSET (IND & TDFX_OFFSET_BIT)
#define DO_UNFILLED (IND & TDFX_UNFILLED_BIT)
#define DO_TWOSIDE (IND & TDFX_TWOSIDE_BIT)
#define DO_FLAT (IND & TDFX_FLAT_BIT)
#define DO_TRI 1
#define DO_QUAD 1
#define DO_LINE 1
#define DO_POINTS 1
#define DO_FULL_QUAD 1
#define HAVE_RGBA 1
#define HAVE_SPEC 0
#define HAVE_HW_FLATSHADE 0
#define HAVE_BACK_COLORS 0
#define VERTEX tdfxVertex
#define TAB rast_tab
#define DEPTH_SCALE 1.0
#define UNFILLED_TRI unfilled_tri
#define UNFILLED_QUAD unfilled_quad
#define VERT_X(_v) _v->x
#define VERT_Y(_v) _v->y
#define VERT_Z(_v) _v->z
#define AREA_IS_CCW( a ) (a < 0)
#define GET_VERTEX(e) (fxMesa->verts + (e))
#define VERT_SET_RGBA( dst, f ) \
do { \
UNCLAMPED_FLOAT_TO_UBYTE(dst->color[2], f[0]);\
UNCLAMPED_FLOAT_TO_UBYTE(dst->color[1], f[1]);\
UNCLAMPED_FLOAT_TO_UBYTE(dst->color[0], f[2]);\
UNCLAMPED_FLOAT_TO_UBYTE(dst->color[3], f[3]);\
} while (0)
#define VERT_COPY_RGBA( v0, v1 ) \
*(GLuint *)&v0->color = *(GLuint *)&v1->color
#define VERT_SAVE_RGBA( idx ) \
*(GLuint *)&color[idx] = *(GLuint *)&v[idx]->color
#define VERT_RESTORE_RGBA( idx ) \
*(GLuint *)&v[idx]->color = *(GLuint *)&color[idx]
#define LOCAL_VARS(n) \
tdfxContextPtr fxMesa = TDFX_CONTEXT(ctx); \
GLubyte color[n][4]; \
(void) color;
/***********************************************************************
* Functions to draw basic unfilled primitives *
***********************************************************************/
#define RASTERIZE(x) if (fxMesa->raster_primitive != reduced_prim[x]) \
tdfxRasterPrimitive( ctx, reduced_prim[x] )
#define RENDER_PRIMITIVE fxMesa->render_primitive
#define IND TDFX_FALLBACK_BIT
#define TAG(x) x
#include "tnl_dd/t_dd_unfilled.h"
#undef IND
/***********************************************************************
* Functions to draw GL primitives *
***********************************************************************/
#define IND (0)
#define TAG(x) x
#include "tnl_dd/t_dd_tritmp.h"
#define IND (TDFX_OFFSET_BIT)
#define TAG(x) x##_offset
#include "tnl_dd/t_dd_tritmp.h"
#define IND (TDFX_TWOSIDE_BIT)
#define TAG(x) x##_twoside
#include "tnl_dd/t_dd_tritmp.h"
#define IND (TDFX_TWOSIDE_BIT|TDFX_OFFSET_BIT)
#define TAG(x) x##_twoside_offset
#include "tnl_dd/t_dd_tritmp.h"
#define IND (TDFX_UNFILLED_BIT)
#define TAG(x) x##_unfilled
#include "tnl_dd/t_dd_tritmp.h"
#define IND (TDFX_OFFSET_BIT|TDFX_UNFILLED_BIT)
#define TAG(x) x##_offset_unfilled
#include "tnl_dd/t_dd_tritmp.h"
#define IND (TDFX_TWOSIDE_BIT|TDFX_UNFILLED_BIT)
#define TAG(x) x##_twoside_unfilled
#include "tnl_dd/t_dd_tritmp.h"
#define IND (TDFX_TWOSIDE_BIT|TDFX_OFFSET_BIT|TDFX_UNFILLED_BIT)
#define TAG(x) x##_twoside_offset_unfilled
#include "tnl_dd/t_dd_tritmp.h"
#define IND (TDFX_FALLBACK_BIT)
#define TAG(x) x##_fallback
#include "tnl_dd/t_dd_tritmp.h"
#define IND (TDFX_OFFSET_BIT|TDFX_FALLBACK_BIT)
#define TAG(x) x##_offset_fallback
#include "tnl_dd/t_dd_tritmp.h"
#define IND (TDFX_TWOSIDE_BIT|TDFX_FALLBACK_BIT)
#define TAG(x) x##_twoside_fallback
#include "tnl_dd/t_dd_tritmp.h"
#define IND (TDFX_TWOSIDE_BIT|TDFX_OFFSET_BIT|TDFX_FALLBACK_BIT)
#define TAG(x) x##_twoside_offset_fallback
#include "tnl_dd/t_dd_tritmp.h"
#define IND (TDFX_UNFILLED_BIT|TDFX_FALLBACK_BIT)
#define TAG(x) x##_unfilled_fallback
#include "tnl_dd/t_dd_tritmp.h"
#define IND (TDFX_OFFSET_BIT|TDFX_UNFILLED_BIT|TDFX_FALLBACK_BIT)
#define TAG(x) x##_offset_unfilled_fallback
#include "tnl_dd/t_dd_tritmp.h"
#define IND (TDFX_TWOSIDE_BIT|TDFX_UNFILLED_BIT|TDFX_FALLBACK_BIT)
#define TAG(x) x##_twoside_unfilled_fallback
#include "tnl_dd/t_dd_tritmp.h"
#define IND (TDFX_TWOSIDE_BIT|TDFX_OFFSET_BIT|TDFX_UNFILLED_BIT| \
TDFX_FALLBACK_BIT)
#define TAG(x) x##_twoside_offset_unfilled_fallback
#include "tnl_dd/t_dd_tritmp.h"
/* Tdfx doesn't support provoking-vertex flat-shading?
*/
#define IND (TDFX_FLAT_BIT)
#define TAG(x) x##_flat
#include "tnl_dd/t_dd_tritmp.h"
#define IND (TDFX_OFFSET_BIT|TDFX_FLAT_BIT)
#define TAG(x) x##_offset_flat
#include "tnl_dd/t_dd_tritmp.h"
#define IND (TDFX_TWOSIDE_BIT|TDFX_FLAT_BIT)
#define TAG(x) x##_twoside_flat
#include "tnl_dd/t_dd_tritmp.h"
#define IND (TDFX_TWOSIDE_BIT|TDFX_OFFSET_BIT|TDFX_FLAT_BIT)
#define TAG(x) x##_twoside_offset_flat
#include "tnl_dd/t_dd_tritmp.h"
#define IND (TDFX_UNFILLED_BIT|TDFX_FLAT_BIT)
#define TAG(x) x##_unfilled_flat
#include "tnl_dd/t_dd_tritmp.h"
#define IND (TDFX_OFFSET_BIT|TDFX_UNFILLED_BIT|TDFX_FLAT_BIT)
#define TAG(x) x##_offset_unfilled_flat
#include "tnl_dd/t_dd_tritmp.h"
#define IND (TDFX_TWOSIDE_BIT|TDFX_UNFILLED_BIT|TDFX_FLAT_BIT)
#define TAG(x) x##_twoside_unfilled_flat
#include "tnl_dd/t_dd_tritmp.h"
#define IND (TDFX_TWOSIDE_BIT|TDFX_OFFSET_BIT|TDFX_UNFILLED_BIT|TDFX_FLAT_BIT)
#define TAG(x) x##_twoside_offset_unfilled_flat
#include "tnl_dd/t_dd_tritmp.h"
#define IND (TDFX_FALLBACK_BIT|TDFX_FLAT_BIT)
#define TAG(x) x##_fallback_flat
#include "tnl_dd/t_dd_tritmp.h"
#define IND (TDFX_OFFSET_BIT|TDFX_FALLBACK_BIT|TDFX_FLAT_BIT)
#define TAG(x) x##_offset_fallback_flat
#include "tnl_dd/t_dd_tritmp.h"
#define IND (TDFX_TWOSIDE_BIT|TDFX_FALLBACK_BIT|TDFX_FLAT_BIT)
#define TAG(x) x##_twoside_fallback_flat
#include "tnl_dd/t_dd_tritmp.h"
#define IND (TDFX_TWOSIDE_BIT|TDFX_OFFSET_BIT|TDFX_FALLBACK_BIT|TDFX_FLAT_BIT)
#define TAG(x) x##_twoside_offset_fallback_flat
#include "tnl_dd/t_dd_tritmp.h"
#define IND (TDFX_UNFILLED_BIT|TDFX_FALLBACK_BIT|TDFX_FLAT_BIT)
#define TAG(x) x##_unfilled_fallback_flat
#include "tnl_dd/t_dd_tritmp.h"
#define IND (TDFX_OFFSET_BIT|TDFX_UNFILLED_BIT|TDFX_FALLBACK_BIT|TDFX_FLAT_BIT)
#define TAG(x) x##_offset_unfilled_fallback_flat
#include "tnl_dd/t_dd_tritmp.h"
#define IND (TDFX_TWOSIDE_BIT|TDFX_UNFILLED_BIT|TDFX_FALLBACK_BIT|TDFX_FLAT_BIT)
#define TAG(x) x##_twoside_unfilled_fallback_flat
#include "tnl_dd/t_dd_tritmp.h"
#define IND (TDFX_TWOSIDE_BIT|TDFX_OFFSET_BIT|TDFX_UNFILLED_BIT| \
TDFX_FALLBACK_BIT|TDFX_FLAT_BIT)
#define TAG(x) x##_twoside_offset_unfilled_fallback_flat
#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();
init_fallback();
init_offset_fallback();
init_twoside_fallback();
init_twoside_offset_fallback();
init_unfilled_fallback();
init_offset_unfilled_fallback();
init_twoside_unfilled_fallback();
init_twoside_offset_unfilled_fallback();
init_flat();
init_offset_flat();
init_twoside_flat();
init_twoside_offset_flat();
init_unfilled_flat();
init_offset_unfilled_flat();
init_twoside_unfilled_flat();
init_twoside_offset_unfilled_flat();
init_fallback_flat();
init_offset_fallback_flat();
init_twoside_fallback_flat();
init_twoside_offset_fallback_flat();
init_unfilled_fallback_flat();
init_offset_unfilled_fallback_flat();
init_twoside_unfilled_fallback_flat();
init_twoside_offset_unfilled_fallback_flat();
}
/**********************************************************************/
/* Render whole begin/end objects */
/**********************************************************************/
/* Accelerate vertex buffer rendering when renderindex == 0 and
* there is no clipping.
*/
#define INIT(x) tdfxRenderPrimitive( ctx, x )
static void tdfx_render_vb_points( GLcontext *ctx,
GLuint start,
GLuint count,
GLuint flags )
{
tdfxContextPtr fxMesa = TDFX_CONTEXT(ctx);
tdfxVertex *fxVB = fxMesa->verts;
GLint i;
(void) flags;
INIT(GL_POINTS);
/* Adjust point coords */
for (i = start; i < count; i++) {
fxVB[i].x += PNT_X_OFFSET - TRI_X_OFFSET;
fxVB[i].y += PNT_Y_OFFSET - TRI_Y_OFFSET;
}
fxMesa->Glide.grDrawVertexArrayContiguous( GR_POINTS, count-start,
fxVB + start, sizeof(tdfxVertex));
/* restore point coords */
for (i = start; i < count; i++) {
fxVB[i].x -= PNT_X_OFFSET - TRI_X_OFFSET;
fxVB[i].y -= PNT_Y_OFFSET - TRI_Y_OFFSET;
}
}
static void tdfx_render_vb_line_strip( GLcontext *ctx,
GLuint start,
GLuint count,
GLuint flags )
{
tdfxContextPtr fxMesa = TDFX_CONTEXT(ctx);
tdfxVertex *fxVB = fxMesa->verts;
GLint i;
(void) flags;
INIT(GL_LINE_STRIP);
/* adjust line coords */
for (i = start; i < count; i++) {
fxVB[i].x += LINE_X_OFFSET - TRI_X_OFFSET;
fxVB[i].y += LINE_Y_OFFSET - TRI_Y_OFFSET;
}
fxMesa->Glide.grDrawVertexArrayContiguous( GR_LINE_STRIP, count-start,
fxVB + start, sizeof(tdfxVertex) );
/* restore line coords */
for (i = start; i < count; i++) {
fxVB[i].x -= LINE_X_OFFSET - TRI_X_OFFSET;
fxVB[i].y -= LINE_Y_OFFSET - TRI_Y_OFFSET;
}
}
static void tdfx_render_vb_line_loop( GLcontext *ctx,
GLuint start,
GLuint count,
GLuint flags )
{
tdfxContextPtr fxMesa = TDFX_CONTEXT(ctx);
tdfxVertex *fxVB = fxMesa->verts;
GLint i;
GLint j = start;
(void) flags;
INIT(GL_LINE_LOOP);
if (!(flags & PRIM_BEGIN)) {
j++;
}
/* adjust line coords */
for (i = start; i < count; i++) {
fxVB[i].x += LINE_X_OFFSET - TRI_X_OFFSET;
fxVB[i].y += LINE_Y_OFFSET - TRI_Y_OFFSET;
}
fxMesa->Glide.grDrawVertexArrayContiguous( GR_LINE_STRIP, count-j,
fxVB + j, sizeof(tdfxVertex));
if (flags & PRIM_END)
fxMesa->Glide.grDrawLine( fxVB + (count - 1),
fxVB + start );
/* restore line coords */
for (i = start; i < count; i++) {
fxVB[i].x -= LINE_X_OFFSET - TRI_X_OFFSET;
fxVB[i].y -= LINE_Y_OFFSET - TRI_Y_OFFSET;
}
}
static void tdfx_render_vb_lines( GLcontext *ctx,
GLuint start,
GLuint count,
GLuint flags )
{
tdfxContextPtr fxMesa = TDFX_CONTEXT(ctx);
tdfxVertex *fxVB = fxMesa->verts;
GLint i;
(void) flags;
INIT(GL_LINES);
/* adjust line coords */
for (i = start; i < count; i++) {
fxVB[i].x += LINE_X_OFFSET - TRI_X_OFFSET;
fxVB[i].y += LINE_Y_OFFSET - TRI_Y_OFFSET;
}
fxMesa->Glide.grDrawVertexArrayContiguous( GR_LINES, count-start,
fxVB + start, sizeof(tdfxVertex));
/* restore line coords */
for (i = start; i < count; i++) {
fxVB[i].x -= LINE_X_OFFSET - TRI_X_OFFSET;
fxVB[i].y -= LINE_Y_OFFSET - TRI_Y_OFFSET;
}
}
static void tdfx_render_vb_triangles( GLcontext *ctx,
GLuint start,
GLuint count,
GLuint flags )
{
tdfxContextPtr fxMesa = TDFX_CONTEXT(ctx);
tdfxVertex *fxVB = fxMesa->verts;
(void) flags;
INIT(GL_TRIANGLES);
#if 0
/* [dBorca]
* apparently, this causes troubles with some programs (GLExcess);
* might be a bug in Glide... However, "grDrawVertexArrayContiguous"
* eventually calls "grDrawTriangle" for GR_TRIANGLES, so we're better
* off doing it by hand...
*/
fxMesa->Glide.grDrawVertexArrayContiguous( GR_TRIANGLES, count-start,
fxVB + start, sizeof(tdfxVertex));
#else
{
GLuint j;
for (j=start+2; j<count; j+=3) {
fxMesa->Glide.grDrawTriangle(fxVB + (j-2), fxVB + (j-1), fxVB + j);
}
}
#endif
}
static void tdfx_render_vb_tri_strip( GLcontext *ctx,
GLuint start,
GLuint count,
GLuint flags )
{
tdfxContextPtr fxMesa = TDFX_CONTEXT(ctx);
tdfxVertex *fxVB = fxMesa->verts;
int mode;
(void) flags;
INIT(GL_TRIANGLE_STRIP);
/* fprintf(stderr, "%s/%d\n", __FUNCTION__, 1<<shift); */
/* if(!prevLockLine) abort(); */
mode = GR_TRIANGLE_STRIP;
fxMesa->Glide.grDrawVertexArrayContiguous( mode, count-start,
fxVB + start, sizeof(tdfxVertex));
}
static void tdfx_render_vb_tri_fan( GLcontext *ctx,
GLuint start,
GLuint count,
GLuint flags )
{
tdfxContextPtr fxMesa = TDFX_CONTEXT(ctx);
tdfxVertex *fxVB = fxMesa->verts;
(void) flags;
INIT(GL_TRIANGLE_FAN);
fxMesa->Glide.grDrawVertexArrayContiguous( GR_TRIANGLE_FAN, count-start,
fxVB + start, sizeof(tdfxVertex) );
}
static void tdfx_render_vb_quads( GLcontext *ctx,
GLuint start,
GLuint count,
GLuint flags )
{
tdfxContextPtr fxMesa = TDFX_CONTEXT(ctx);
tdfxVertex *fxVB = fxMesa->verts;
GLuint i;
(void) flags;
INIT(GL_QUADS);
for (i = start + 3 ; i < count ; i += 4 ) {
#define VERT(x) (fxVB + (x))
tdfxVertex *_v_[4];
_v_[0] = VERT(i);
_v_[1] = VERT(i-3);
_v_[2] = VERT(i-2);
_v_[3] = VERT(i-1);
fxMesa->Glide.grDrawVertexArray(GR_TRIANGLE_FAN, 4, _v_);
/*fxMesa->Glide.grDrawTriangle( VERT(i-3), VERT(i-2), VERT(i) );*/
/*fxMesa->Glide.grDrawTriangle( VERT(i-2), VERT(i-1), VERT(i) );*/
#undef VERT
}
}
static void tdfx_render_vb_quad_strip( GLcontext *ctx,
GLuint start,
GLuint count,
GLuint flags )
{
tdfxContextPtr fxMesa = TDFX_CONTEXT(ctx);
tdfxVertex *fxVB = fxMesa->verts;
(void) flags;
INIT(GL_QUAD_STRIP);
count -= (count-start)&1;
fxMesa->Glide.grDrawVertexArrayContiguous( GR_TRIANGLE_STRIP,
count-start, fxVB + start, sizeof(tdfxVertex));
}
static void tdfx_render_vb_poly( GLcontext *ctx,
GLuint start,
GLuint count,
GLuint flags )
{
tdfxContextPtr fxMesa = TDFX_CONTEXT(ctx);
tdfxVertex *fxVB = fxMesa->verts;
(void) flags;
INIT(GL_POLYGON);
fxMesa->Glide.grDrawVertexArrayContiguous( GR_POLYGON, count-start,
fxVB + start, sizeof(tdfxVertex));
}
static void tdfx_render_vb_noop( GLcontext *ctx,
GLuint start,
GLuint count,
GLuint flags )
{
(void) (ctx && start && count && flags);
}
static void (*tdfx_render_tab_verts[GL_POLYGON+2])(GLcontext *,
GLuint,
GLuint,
GLuint) =
{
tdfx_render_vb_points,
tdfx_render_vb_lines,
tdfx_render_vb_line_loop,
tdfx_render_vb_line_strip,
tdfx_render_vb_triangles,
tdfx_render_vb_tri_strip,
tdfx_render_vb_tri_fan,
tdfx_render_vb_quads,
tdfx_render_vb_quad_strip,
tdfx_render_vb_poly,
tdfx_render_vb_noop,
};
#undef INIT
/**********************************************************************/
/* Render whole (indexed) begin/end objects */
/**********************************************************************/
#define VERT(x) (tdfxVertex *)(vertptr + (x))
#define RENDER_POINTS( start, count ) \
for ( ; start < count ; start++) \
fxMesa->Glide.grDrawPoint( VERT(ELT(start)) );
#define RENDER_LINE( v0, v1 ) \
fxMesa->Glide.grDrawLine( VERT(v0), VERT(v1) )
#define RENDER_TRI( v0, v1, v2 ) \
fxMesa->Glide.grDrawTriangle( VERT(v0), VERT(v1), VERT(v2) )
#define RENDER_QUAD( v0, v1, v2, v3 ) \
do { \
tdfxVertex *_v_[4]; \
_v_[0] = VERT(v3); \
_v_[1] = VERT(v0); \
_v_[2] = VERT(v1); \
_v_[3] = VERT(v2); \
fxMesa->Glide.grDrawVertexArray(GR_TRIANGLE_FAN, 4, _v_);\
/*fxMesa->Glide.grDrawTriangle( VERT(v0), VERT(v1), VERT(v3) );*/\
/*fxMesa->Glide.grDrawTriangle( VERT(v1), VERT(v2), VERT(v3) );*/\
} while (0)
#define INIT(x) tdfxRenderPrimitive( ctx, x )
#undef LOCAL_VARS
#define LOCAL_VARS \
tdfxContextPtr fxMesa = TDFX_CONTEXT(ctx); \
tdfxVertex *vertptr = fxMesa->verts; \
const GLuint * const elt = TNL_CONTEXT(ctx)->vb.Elts; \
(void) elt;
#define RESET_STIPPLE
#define RESET_OCCLUSION
#define PRESERVE_VB_DEFS
/* Elts, no clipping.
*/
#undef ELT
#undef TAG
#define TAG(x) tdfx_##x##_elts
#define ELT(x) elt[x]
#include "tnl_dd/t_dd_rendertmp.h"
/* Verts, no clipping.
*/
#undef ELT
#undef TAG
#define TAG(x) tdfx_##x##_verts
#define ELT(x) x
/*#include "tnl_dd/t_dd_rendertmp.h"*/
/**********************************************************************/
/* Render clipped primitives */
/**********************************************************************/
static void tdfxRenderClippedPoly( GLcontext *ctx, const GLuint *elts,
GLuint n )
{
tdfxContextPtr fxMesa = TDFX_CONTEXT(ctx);
TNLcontext *tnl = TNL_CONTEXT(ctx);
struct vertex_buffer *VB = &tnl->vb;
GLuint prim = fxMesa->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 tdfxRenderClippedLine( GLcontext *ctx, GLuint ii, GLuint jj )
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
tnl->Driver.Render.Line( ctx, ii, jj );
}
static void tdfxFastRenderClippedPoly( GLcontext *ctx, const GLuint *elts,
GLuint n )
{
int i;
tdfxContextPtr fxMesa = TDFX_CONTEXT( ctx );
tdfxVertex *vertptr = fxMesa->verts;
if (n == 3) {
fxMesa->Glide.grDrawTriangle( VERT(elts[0]), VERT(elts[1]), VERT(elts[2]) );
} else if (n <= 32) {
tdfxVertex *newvptr[32];
for (i = 0 ; i < n ; i++) {
newvptr[i] = VERT(elts[i]);
}
fxMesa->Glide.grDrawVertexArray(GR_TRIANGLE_FAN, n, newvptr);
} else {
const tdfxVertex *start = VERT(elts[0]);
for (i = 2 ; i < n ; i++) {
fxMesa->Glide.grDrawTriangle( start, VERT(elts[i-1]), VERT(elts[i]) );
}
}
}
/**********************************************************************/
/* Choose render functions */
/**********************************************************************/
#define POINT_FALLBACK (DD_POINT_SMOOTH)
#define LINE_FALLBACK (DD_LINE_STIPPLE)
#define TRI_FALLBACK (DD_TRI_SMOOTH)
#define ANY_FALLBACK_FLAGS (POINT_FALLBACK|LINE_FALLBACK|TRI_FALLBACK|DD_TRI_STIPPLE)
#define ANY_RASTER_FLAGS (DD_FLATSHADE|DD_TRI_LIGHT_TWOSIDE|DD_TRI_OFFSET| \
DD_TRI_UNFILLED)
/* All state referenced below:
*/
#define _TDFX_NEW_RENDERSTATE (_DD_NEW_POINT_SMOOTH | \
_DD_NEW_LINE_STIPPLE | \
_DD_NEW_TRI_SMOOTH | \
_DD_NEW_FLATSHADE | \
_DD_NEW_TRI_UNFILLED | \
_DD_NEW_TRI_LIGHT_TWOSIDE | \
_DD_NEW_TRI_OFFSET | \
_DD_NEW_TRI_STIPPLE | \
_NEW_POLYGONSTIPPLE)
static void tdfxChooseRenderState(GLcontext *ctx)
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
tdfxContextPtr fxMesa = TDFX_CONTEXT(ctx);
GLuint flags = ctx->_TriangleCaps;
GLuint index = 0;
if (0) {
fxMesa->draw_point = tdfx_draw_point;
fxMesa->draw_line = tdfx_draw_line;
fxMesa->draw_triangle = tdfx_draw_triangle;
index |= TDFX_FALLBACK_BIT;
}
if (flags & (ANY_FALLBACK_FLAGS|ANY_RASTER_FLAGS)) {
if (flags & ANY_RASTER_FLAGS) {
if (flags & DD_TRI_LIGHT_TWOSIDE) index |= TDFX_TWOSIDE_BIT;
if (flags & DD_TRI_OFFSET) index |= TDFX_OFFSET_BIT;
if (flags & DD_TRI_UNFILLED) index |= TDFX_UNFILLED_BIT;
if (flags & DD_FLATSHADE) index |= TDFX_FLAT_BIT;
}
fxMesa->draw_point = tdfx_draw_point;
fxMesa->draw_line = tdfx_draw_line;
fxMesa->draw_triangle = tdfx_draw_triangle;
/* Hook in fallbacks for specific primitives.
*
* DD_TRI_UNFILLED is here because the unfilled_tri functions use
* fxMesa->draw_tri *always*, and thus can't use the multipass
* approach to cliprects.
*
*/
if (flags & (POINT_FALLBACK|
LINE_FALLBACK|
TRI_FALLBACK|
DD_TRI_STIPPLE|
DD_TRI_UNFILLED))
{
if (flags & POINT_FALLBACK)
fxMesa->draw_point = tdfx_fallback_point;
if (flags & LINE_FALLBACK)
fxMesa->draw_line = tdfx_fallback_line;
if (flags & TRI_FALLBACK)
fxMesa->draw_triangle = tdfx_fallback_tri;
if ((flags & DD_TRI_STIPPLE) && !fxMesa->haveHwStipple)
fxMesa->draw_triangle = tdfx_fallback_tri;
index |= TDFX_FALLBACK_BIT;
}
}
if (fxMesa->RenderIndex != index) {
fxMesa->RenderIndex = index;
tnl->Driver.Render.Points = rast_tab[index].points;
tnl->Driver.Render.Line = rast_tab[index].line;
tnl->Driver.Render.Triangle = rast_tab[index].triangle;
tnl->Driver.Render.Quad = rast_tab[index].quad;
if (index == 0) {
tnl->Driver.Render.PrimTabVerts = tdfx_render_tab_verts;
tnl->Driver.Render.PrimTabElts = tdfx_render_tab_elts;
tnl->Driver.Render.ClippedLine = line; /* from tritmp.h */
tnl->Driver.Render.ClippedPolygon = tdfxFastRenderClippedPoly;
} else {
tnl->Driver.Render.PrimTabVerts = _tnl_render_tab_verts;
tnl->Driver.Render.PrimTabElts = _tnl_render_tab_elts;
tnl->Driver.Render.ClippedLine = tdfxRenderClippedLine;
tnl->Driver.Render.ClippedPolygon = tdfxRenderClippedPoly;
}
}
}
/**********************************************************************/
/* Use multipass rendering for cliprects */
/**********************************************************************/
/* TODO: Benchmark this.
* TODO: Use single back-buffer cliprect where possible.
* NOTE: <pass> starts at 1, not zero!
*/
static GLboolean multipass_cliprect( GLcontext *ctx, GLuint pass )
{
tdfxContextPtr fxMesa = TDFX_CONTEXT(ctx);
if (pass >= fxMesa->numClipRects)
return GL_FALSE;
else {
fxMesa->Glide.grClipWindow(fxMesa->pClipRects[pass].x1,
fxMesa->screen_height - fxMesa->pClipRects[pass].y2,
fxMesa->pClipRects[pass].x2,
fxMesa->screen_height - fxMesa->pClipRects[pass].y1);
return GL_TRUE;
}
}
/**********************************************************************/
/* Runtime render state and callbacks */
/**********************************************************************/
static void tdfxRunPipeline( GLcontext *ctx )
{
tdfxContextPtr fxMesa = TDFX_CONTEXT(ctx);
if (fxMesa->new_state) {
tdfxDDUpdateHwState( ctx );
}
if (!fxMesa->Fallback && fxMesa->new_gl_state) {
if (fxMesa->new_gl_state & _TDFX_NEW_RASTERSETUP)
tdfxChooseVertexState( ctx );
if (fxMesa->new_gl_state & _TDFX_NEW_RENDERSTATE)
tdfxChooseRenderState( ctx );
fxMesa->new_gl_state = 0;
}
_tnl_run_pipeline( ctx );
}
static void tdfxRenderStart( GLcontext *ctx )
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
tdfxContextPtr fxMesa = TDFX_CONTEXT(ctx);
tdfxCheckTexSizes( ctx );
LOCK_HARDWARE(fxMesa);
/* Make sure vertex format changes get uploaded before we start
* sending triangles.
*/
if (fxMesa->dirty) {
tdfxEmitHwStateLocked( fxMesa );
}
if (fxMesa->numClipRects && !(fxMesa->RenderIndex & TDFX_FALLBACK_BIT)) {
fxMesa->Glide.grClipWindow(fxMesa->pClipRects[0].x1,
fxMesa->screen_height - fxMesa->pClipRects[0].y2,
fxMesa->pClipRects[0].x2,
fxMesa->screen_height - fxMesa->pClipRects[0].y1);
if (fxMesa->numClipRects > 1)
tnl->Driver.Render.Multipass = multipass_cliprect;
else
tnl->Driver.Render.Multipass = NULL;
}
else
tnl->Driver.Render.Multipass = NULL;
}
/* Always called between RenderStart and RenderFinish --> We already
* hold the lock.
*/
static void tdfxRasterPrimitive( GLcontext *ctx, GLenum prim )
{
tdfxContextPtr fxMesa = TDFX_CONTEXT( ctx );
FLUSH_BATCH( fxMesa );
fxMesa->raster_primitive = prim;
tdfxUpdateCull(ctx);
if ( fxMesa->dirty & TDFX_UPLOAD_CULL ) {
fxMesa->Glide.grCullMode( fxMesa->CullMode );
fxMesa->dirty &= ~TDFX_UPLOAD_CULL;
}
tdfxUpdateStipple(ctx);
if ( fxMesa->dirty & TDFX_UPLOAD_STIPPLE ) {
fxMesa->Glide.grStipplePattern ( fxMesa->Stipple.Pattern );
fxMesa->Glide.grStippleMode ( fxMesa->Stipple.Mode );
fxMesa->dirty &= ~TDFX_UPLOAD_STIPPLE;
}
}
/* Determine the rasterized primitive when not drawing unfilled
* polygons.
*
* Used only for the default render stage which always decomposes
* primitives to trianges/lines/points. For the accelerated stage,
* which renders strips as strips, the equivalent calculations are
* performed in tdfx_render.c.
*/
static void tdfxRenderPrimitive( GLcontext *ctx, GLenum prim )
{
tdfxContextPtr fxMesa = TDFX_CONTEXT(ctx);
GLuint rprim = reduced_prim[prim];
fxMesa->render_primitive = prim;
if (rprim == GL_TRIANGLES && (ctx->_TriangleCaps & DD_TRI_UNFILLED))
return;
if (fxMesa->raster_primitive != rprim) {
tdfxRasterPrimitive( ctx, rprim );
}
}
static void tdfxRenderFinish( GLcontext *ctx )
{
tdfxContextPtr fxMesa = TDFX_CONTEXT(ctx);
if (fxMesa->RenderIndex & TDFX_FALLBACK_BIT)
_swrast_flush( ctx );
UNLOCK_HARDWARE(fxMesa);
}
/**********************************************************************/
/* Manage total rasterization fallbacks */
/**********************************************************************/
static char *fallbackStrings[] = {
"3D/Rect/Cube Texture map",
"glDrawBuffer(GL_FRONT_AND_BACK)",
"Separate specular color",
"glEnable/Disable(GL_STENCIL_TEST)",
"glRenderMode(selection or feedback)",
"glLogicOp()",
"Texture env mode",
"Texture border",
"glColorMask",
"blend mode",
"line stipple",
"Rasterization disable"
};
static char *getFallbackString(GLuint bit)
{
int i = 0;
while (bit > 1) {
i++;
bit >>= 1;
}
return fallbackStrings[i];
}
void tdfxFallback( GLcontext *ctx, GLuint bit, GLboolean mode )
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
tdfxContextPtr fxMesa = TDFX_CONTEXT(ctx);
GLuint oldfallback = fxMesa->Fallback;
if (mode) {
fxMesa->Fallback |= bit;
if (oldfallback == 0) {
/*printf("Go to software rendering, bit = 0x%x\n", bit);*/
FLUSH_BATCH(fxMesa);
_swsetup_Wakeup( ctx );
fxMesa->RenderIndex = ~0;
if (TDFX_DEBUG & DEBUG_VERBOSE_FALL) {
fprintf(stderr, "Tdfx begin software fallback: 0x%x %s\n",
bit, getFallbackString(bit));
}
}
}
else {
fxMesa->Fallback &= ~bit;
if (oldfallback == bit) {
/*printf("Go to hardware rendering, bit = 0x%x\n", bit);*/
_swrast_flush( ctx );
tnl->Driver.Render.Start = tdfxRenderStart;
tnl->Driver.Render.PrimitiveNotify = tdfxRenderPrimitive;
tnl->Driver.Render.Finish = tdfxRenderFinish;
tnl->Driver.Render.BuildVertices = tdfxBuildVertices;
fxMesa->new_gl_state |= (_TDFX_NEW_RENDERSTATE|
_TDFX_NEW_RASTERSETUP);
if (TDFX_DEBUG & DEBUG_VERBOSE_FALL) {
fprintf(stderr, "Tdfx end software fallback: 0x%x %s\n",
bit, getFallbackString(bit));
}
}
}
}
void tdfxDDInitTriFuncs( GLcontext *ctx )
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
tdfxContextPtr fxMesa = TDFX_CONTEXT(ctx);
static int firsttime = 1;
if (firsttime) {
init_rast_tab();
firsttime = 0;
}
fxMesa->RenderIndex = ~0;
tnl->Driver.RunPipeline = tdfxRunPipeline;
tnl->Driver.Render.Start = tdfxRenderStart;
tnl->Driver.Render.Finish = tdfxRenderFinish;
tnl->Driver.Render.PrimitiveNotify = tdfxRenderPrimitive;
tnl->Driver.Render.ResetLineStipple = _swrast_ResetLineStipple;
tnl->Driver.Render.BuildVertices = tdfxBuildVertices;
tnl->Driver.Render.Multipass = NULL;
(void) tdfx_print_vertex;
}