diff options
author | Brian Paul <[email protected]> | 2001-12-14 02:50:01 +0000 |
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committer | Brian Paul <[email protected]> | 2001-12-14 02:50:01 +0000 |
commit | 86b842790b720cd6b1499ce8edca8a4e9c8dc029 (patch) | |
tree | abb453fefb2beb047768c7077edc449f1d58fcef /src/mesa/tnl/t_vb_program.c | |
parent | 680522f74c8b7bf982eab1bc127269521c48a632 (diff) |
vertex program check-in
Diffstat (limited to 'src/mesa/tnl/t_vb_program.c')
-rw-r--r-- | src/mesa/tnl/t_vb_program.c | 1028 |
1 files changed, 1028 insertions, 0 deletions
diff --git a/src/mesa/tnl/t_vb_program.c b/src/mesa/tnl/t_vb_program.c new file mode 100644 index 00000000000..29a6ca5e65d --- /dev/null +++ b/src/mesa/tnl/t_vb_program.c @@ -0,0 +1,1028 @@ +/* $Id: t_vb_program.c,v 1.1 2001/12/14 02:51:45 brianp Exp $ */ + +/* + * Mesa 3-D graphics library + * Version: 4.1 + * + * 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. + */ + +/* + * -------- Regarding NV_vertex_program -------- + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions are met: + * + * o Redistribution of the source code must contain a copyright notice + * and this list of conditions; + * + * o Redistribution in binary and source code form must contain the + * following Notice in the software and any documentation and/or other + * materials provided with the distribution; and + * + * o The name of Nvidia may not be used to promote or endorse software + * derived from the software. + * + * NOTICE: Nvidia hereby grants to each recipient a non-exclusive worldwide + * royalty free patent license under patent claims that are licensable by + * Nvidia and which are necessarily required and for which no commercially + * viable non infringing alternative exists to make, use, sell, offer to sell, + * import and otherwise transfer the vertex extension for the Mesa 3D Graphics + * Library as distributed in source code and object code form. No hardware or + * hardware implementation (including a semiconductor implementation and chips) + * are licensed hereunder. If a recipient makes a patent claim or institutes + * patent litigation against Nvidia or Nvidia's customers for use or sale of + * Nvidia products, then this license grant as to such recipient shall + * immediately terminate and recipient immediately agrees to cease use and + * distribution of the Mesa Program and derivatives thereof. + * + * THE MESA 3D GRAPHICS LIBRARY IS PROVIDED ON AN "AS IS BASIS, WITHOUT + * WARRANTIES OR CONDITIONS OF ANY KIND, EITHER EXPRESS OR IMPLIED INCLUDING, + * WITHOUT LIMITATION, ANY WARRANTIES OR CONDITIONS OF TITLE, NON-NFRINGEMENT + * MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE. + * + * NVIDIA SHALL NOT HAVE ANY LIABILITY FOR ANY DIRECT, INDIRECT, INCIDENTAL, + * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING WITHOUT LIMITATION + * LOST PROFITS), HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN + * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) + * ARISING IN ANY WAY OUT OF THE USE OR DISTRIBUTION OF THE MESA 3D GRAPHICS + * LIBRARY OR EVIDENCE OR THE EXERCISE OF ANY RIGHTS GRANTED HEREUNDR, EVEN + * IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + * + * If you do not comply with this agreement, then Nvidia may cancel the license + * and rights granted herein. + * --------------------------------------------- + */ + +/* + * Authors: + * Brian Paul + */ + + +#include "glheader.h" +#include "api_noop.h" +#include "colormac.h" +#include "context.h" +#include "dlist.h" +#include "hash.h" +#include "light.h" +#include "macros.h" +#include "mem.h" +#include "mmath.h" +#include "simple_list.h" +#include "mtypes.h" +#include "vpexec.h" + +#include "math/m_translate.h" + +#include "t_context.h" +#include "t_pipeline.h" +#include "t_imm_api.h" +#include "t_imm_exec.h" + + + +static void +_vp_ArrayElement( GLint i ) +{ + /* XXX to do */ +} + +static void +_vp_Color3f( GLfloat r, GLfloat g, GLfloat b ) +{ + GET_IMMEDIATE; + GLfloat *attrib = IM->Attrib[VERT_ATTRIB_COLOR0][IM->Count]; + ASSIGN_4V(attrib, r, g, b, 1.0F); + IM->Flag[IM->Count] |= VERT_COLOR0_BIT; +} + +static void +_vp_Color3fv( const GLfloat *color ) +{ + GET_IMMEDIATE; + GLfloat *attrib = IM->Attrib[VERT_ATTRIB_COLOR0][IM->Count]; + ASSIGN_4V(attrib, color[0], color[1], color[2], 1.0F); + IM->Flag[IM->Count] |= VERT_COLOR0_BIT; +} + +static void +_vp_Color3ub( GLubyte r, GLubyte g, GLubyte b ) +{ + GET_IMMEDIATE; + GLfloat *attrib = IM->Attrib[VERT_ATTRIB_COLOR0][IM->Count]; + attrib[0] = UBYTE_TO_FLOAT(r); + attrib[1] = UBYTE_TO_FLOAT(g); + attrib[2] = UBYTE_TO_FLOAT(b); + attrib[3] = 1.0F; + IM->Flag[IM->Count] |= VERT_COLOR0_BIT; +} + +static void +_vp_Color3ubv( const GLubyte *color ) +{ + GET_IMMEDIATE; + GLfloat *attrib = IM->Attrib[VERT_ATTRIB_COLOR0][IM->Count]; + attrib[0] = UBYTE_TO_FLOAT(color[0]); + attrib[1] = UBYTE_TO_FLOAT(color[1]); + attrib[2] = UBYTE_TO_FLOAT(color[2]); + attrib[3] = 1.0F; + IM->Flag[IM->Count] |= VERT_COLOR0_BIT; +} + +static void +_vp_Color4f( GLfloat r, GLfloat g, GLfloat b, GLfloat a ) +{ + GET_IMMEDIATE; + GLfloat *attrib = IM->Attrib[VERT_ATTRIB_COLOR0][IM->Count]; + ASSIGN_4V(attrib, r, g, b, a); + IM->Flag[IM->Count] |= VERT_COLOR0_BIT; +} + +static void +_vp_Color4fv( const GLfloat *color ) +{ + GET_IMMEDIATE; + GLfloat *attrib = IM->Attrib[VERT_ATTRIB_COLOR0][IM->Count]; + COPY_4V(attrib, color); + IM->Flag[IM->Count] |= VERT_COLOR0_BIT; +} + +static void +_vp_Color4ub( GLubyte r, GLubyte g, GLubyte b, GLubyte a ) +{ + GET_IMMEDIATE; + GLfloat *attrib = IM->Attrib[VERT_ATTRIB_COLOR0][IM->Count]; + attrib[0] = UBYTE_TO_FLOAT(r); + attrib[1] = UBYTE_TO_FLOAT(g); + attrib[2] = UBYTE_TO_FLOAT(b); + attrib[3] = UBYTE_TO_FLOAT(a); + IM->Flag[IM->Count] |= VERT_COLOR0_BIT; +} + +static void +_vp_Color4ubv( const GLubyte *color ) +{ + GET_IMMEDIATE; + GLfloat *attrib = IM->Attrib[VERT_ATTRIB_COLOR0][IM->Count]; + attrib[0] = UBYTE_TO_FLOAT(color[0]); + attrib[1] = UBYTE_TO_FLOAT(color[1]); + attrib[2] = UBYTE_TO_FLOAT(color[2]); + attrib[3] = UBYTE_TO_FLOAT(color[3]); + IM->Flag[IM->Count] |= VERT_COLOR0_BIT; +} + +static void +_vp_EdgeFlag( GLboolean flag ) +{ + GET_IMMEDIATE; + IM->EdgeFlag[IM->Count] = flag; + IM->Flag[IM->Count] |= VERT_EDGEFLAG_BIT; +} + +static void +_vp_EdgeFlagv( const GLboolean *flag ) +{ + GET_IMMEDIATE; + IM->EdgeFlag[IM->Count] = *flag; + IM->Flag[IM->Count] |= VERT_EDGEFLAG_BIT; +} + +static void +_vp_EvalCoord1f( GLfloat s ) +{ + (void) s; + /* XXX no-op? */ +} + +static void +_vp_EvalCoord1fv( const GLfloat *v ) +{ + (void) v; + /* XXX no-op? */ +} + +static void +_vp_EvalCoord2f( GLfloat s, GLfloat t ) +{ + (void) s; + (void )t; + /* XXX no-op? */ +} + +static void +_vp_EvalCoord2fv( const GLfloat *v ) +{ + (void) v; + /* XXX no-op? */ +} + +static void +_vp_EvalPoint1( GLint i ) +{ + (void) i; +} + +static void +_vp_EvalPoint2( GLint i, GLint j ) +{ + (void) i; + (void) j; +} + +static void +_vp_FogCoordf( GLfloat f ) +{ + GET_IMMEDIATE; + GLfloat *attrib = IM->Attrib[VERT_ATTRIB_FOG][IM->Count]; + ASSIGN_4V(attrib, f, 0.0F, 0.0F, 1.0F); + IM->Flag[IM->Count] |= VERT_FOG_BIT; +} + +static void +_vp_FogCoordfv( const GLfloat *f ) +{ + GET_IMMEDIATE; + GLfloat *attrib = IM->Attrib[VERT_ATTRIB_FOG][IM->Count]; + ASSIGN_4V(attrib, f[0], 0.0F, 0.0F, 1.0F); + IM->Flag[IM->Count] |= VERT_FOG_BIT; +} + +static void +_vp_Indexi( GLint i ) +{ + (void) i; +} + +static void +_vp_Indexiv( const GLint *i ) +{ + (void) i; +} + +static void +_vp_Materialfv( GLenum face, GLenum pname, const GLfloat *v) +{ + /* XXX no-op? */ +} + +static void +_vp_MultiTexCoord1f( GLenum unit, GLfloat s ) +{ + const GLint u = (GLint) unit - GL_TEXTURE0_ARB; + if (u >=0 && u < 8) { + GET_IMMEDIATE; + GLfloat *attrib = IM->Attrib[VERT_ATTRIB_TEX0 + u][IM->Count]; + ASSIGN_4V(attrib, s, 0.0F, 0.0F, 1.0F); + IM->Flag[IM->Count] |= (VERT_TEX0_BIT << u); + } +} + +static void +_vp_MultiTexCoord1fv( GLenum unit, const GLfloat *c ) +{ + const GLint u = unit - GL_TEXTURE0_ARB; + if (u >=0 && u < 8) { + GET_IMMEDIATE; + GLfloat *attrib = IM->Attrib[VERT_ATTRIB_TEX0 + u][IM->Count]; + ASSIGN_4V(attrib, c[0], 0.0F, 0.0F, 1.0F); + IM->Flag[IM->Count] |= (VERT_TEX0_BIT << u); + } +} + +static void +_vp_MultiTexCoord2f( GLenum unit, GLfloat s, GLfloat t ) +{ + const GLint u = unit - GL_TEXTURE0_ARB; + if (u >=0 && u < 8) { + GET_IMMEDIATE; + GLfloat *attrib = IM->Attrib[VERT_ATTRIB_TEX0 + u][IM->Count]; + ASSIGN_4V(attrib, s, t, 0.0F, 1.0F); + IM->Flag[IM->Count] |= (VERT_TEX0_BIT << u); + } +} + +static void +_vp_MultiTexCoord2fv( GLenum unit, const GLfloat *c ) +{ + const GLint u = unit - GL_TEXTURE0_ARB; + if (u >=0 && u < 8) { + GET_IMMEDIATE; + GLfloat *attrib = IM->Attrib[VERT_ATTRIB_TEX0 + u][IM->Count]; + ASSIGN_4V(attrib, c[0], c[1], 0.0F, 1.0F); + IM->Flag[IM->Count] |= (VERT_TEX0_BIT << u); + } +} + +static void +_vp_MultiTexCoord3f( GLenum unit, GLfloat s, GLfloat t, GLfloat r ) +{ + const GLint u = unit - GL_TEXTURE0_ARB; + if (u >=0 && u < 8) { + GET_IMMEDIATE; + GLfloat *attrib = IM->Attrib[VERT_ATTRIB_TEX0 + u][IM->Count]; + ASSIGN_4V(attrib, s, t, r, 1.0F); + IM->Flag[IM->Count] |= (VERT_TEX0_BIT << u); + } +} + +static void +_vp_MultiTexCoord3fv( GLenum unit, const GLfloat *c ) +{ + const GLint u = unit - GL_TEXTURE0_ARB; + if (u >=0 && u < 8) { + GET_IMMEDIATE; + GLfloat *attrib = IM->Attrib[VERT_ATTRIB_TEX0 + u][IM->Count]; + ASSIGN_4V(attrib, c[0], c[1], c[2], 1.0F); + IM->Flag[IM->Count] |= (VERT_TEX0_BIT << u); + } +} + +static void +_vp_MultiTexCoord4f( GLenum unit, GLfloat s, GLfloat t, GLfloat r, GLfloat q ) +{ + const GLint u = unit - GL_TEXTURE0_ARB; + if (u >=0 && u < 8) { + GET_IMMEDIATE; + GLfloat *attrib = IM->Attrib[VERT_ATTRIB_TEX0 + u][IM->Count]; + ASSIGN_4V(attrib, s, t, r, q); + IM->Flag[IM->Count] |= (VERT_TEX0_BIT << u); + } +} + +static void +_vp_MultiTexCoord4fv( GLenum unit, const GLfloat *c ) +{ + const GLint u = unit - GL_TEXTURE0_ARB; + if (u >=0 && u < 8) { + GET_IMMEDIATE; + GLfloat *attrib = IM->Attrib[VERT_ATTRIB_TEX0 + u][IM->Count]; + COPY_4V(attrib, c); + IM->Flag[IM->Count] |= (VERT_TEX0_BIT << u); + } +} + +static void +_vp_Normal3f( GLfloat x, GLfloat y, GLfloat z ) +{ + GET_IMMEDIATE; + GLfloat *attrib = IM->Attrib[VERT_ATTRIB_NORMAL][IM->Count]; + ASSIGN_4V(attrib, x, y, z, 1.0F); + IM->Flag[IM->Count] |= VERT_NORMAL_BIT; +} + +static void +_vp_Normal3fv( const GLfloat *n ) +{ + GET_IMMEDIATE; + GLfloat *attrib = IM->Attrib[VERT_ATTRIB_NORMAL][IM->Count]; + ASSIGN_4V(attrib, n[0], n[1], n[2], 1.0F); + IM->Flag[IM->Count] |= VERT_NORMAL_BIT; +} + +static void +_vp_SecondaryColor3f( GLfloat r, GLfloat g, GLfloat b ) +{ + GET_IMMEDIATE; + GLfloat *attrib = IM->Attrib[VERT_ATTRIB_COLOR1][IM->Count]; + ASSIGN_4V(attrib, r, g, b, 1.0F); + IM->Flag[IM->Count] |= VERT_COLOR1_BIT; +} + +static void +_vp_SecondaryColor3fv( const GLfloat *color ) +{ + GET_IMMEDIATE; + GLfloat *attrib = IM->Attrib[VERT_ATTRIB_COLOR1][IM->Count]; + ASSIGN_4V(attrib, color[0], color[1], color[2], 1.0F); + IM->Flag[IM->Count] |= VERT_COLOR1_BIT; +} + +static void +_vp_SecondaryColor3ub( GLubyte r, GLubyte g, GLubyte b ) +{ + GET_IMMEDIATE; + GLfloat *attrib = IM->Attrib[VERT_ATTRIB_COLOR1][IM->Count]; + attrib[0] = UBYTE_TO_FLOAT(r); + attrib[1] = UBYTE_TO_FLOAT(g); + attrib[2] = UBYTE_TO_FLOAT(b); + attrib[3] = 1.0F; + IM->Flag[IM->Count] |= VERT_COLOR1_BIT; +} + +static void +_vp_SecondaryColor3ubv( const GLubyte *color ) +{ + GET_IMMEDIATE; + GLfloat *attrib = IM->Attrib[VERT_ATTRIB_COLOR1][IM->Count]; + attrib[0] = UBYTE_TO_FLOAT(color[0]); + attrib[1] = UBYTE_TO_FLOAT(color[1]); + attrib[2] = UBYTE_TO_FLOAT(color[2]); + attrib[3] = 1.0F; + IM->Flag[IM->Count] |= VERT_COLOR1_BIT; +} + +static void +_vp_TexCoord1f( GLfloat s ) +{ + GET_IMMEDIATE; + GLfloat *attrib = IM->Attrib[VERT_ATTRIB_TEX0][IM->Count]; + ASSIGN_4V(attrib, s, 0.0F, 0.0F, 1.0F); + IM->Flag[IM->Count] |= VERT_TEX0_BIT; +} + +static void +_vp_TexCoord1fv( const GLfloat *c ) +{ + GET_IMMEDIATE; + GLfloat *attrib = IM->Attrib[VERT_ATTRIB_TEX0][IM->Count]; + ASSIGN_4V(attrib, c[0], 0.0F, 0.0F, 1.0F); + IM->Flag[IM->Count] |= VERT_TEX0_BIT; +} + +static void +_vp_TexCoord2f( GLfloat s, GLfloat t ) +{ + GET_IMMEDIATE; + GLfloat *attrib = IM->Attrib[VERT_ATTRIB_TEX0][IM->Count]; + ASSIGN_4V(attrib, s, t, 0.0F, 1.0F); + IM->Flag[IM->Count] |= VERT_TEX0_BIT; +} + +static void +_vp_TexCoord2fv( const GLfloat *c ) +{ + GET_IMMEDIATE; + GLfloat *attrib = IM->Attrib[VERT_ATTRIB_TEX0][IM->Count]; + ASSIGN_4V(attrib, c[0], c[1], 0.0F, 1.0F); + IM->Flag[IM->Count] |= VERT_TEX0_BIT; +} + +static void +_vp_TexCoord3f( GLfloat s, GLfloat t, GLfloat r ) +{ + GET_IMMEDIATE; + GLfloat *attrib = IM->Attrib[VERT_ATTRIB_TEX0][IM->Count]; + ASSIGN_4V(attrib, s, t, r, 1.0F); + IM->Flag[IM->Count] |= VERT_TEX0_BIT; +} + +static void +_vp_TexCoord3fv( const GLfloat *c ) +{ + GET_IMMEDIATE; + GLfloat *attrib = IM->Attrib[VERT_ATTRIB_TEX0][IM->Count]; + ASSIGN_4V(attrib, c[0], c[1], c[2], 1.0F); + IM->Flag[IM->Count] |= VERT_TEX0_BIT; +} + +static void +_vp_TexCoord4f( GLfloat s, GLfloat t, GLfloat r, GLfloat q ) +{ + GET_IMMEDIATE; + GLfloat *attrib = IM->Attrib[VERT_ATTRIB_TEX0][IM->Count]; + ASSIGN_4V(attrib, s, t, r, 1.0F); + IM->Flag[IM->Count] |= VERT_TEX0_BIT; +} + +static void +_vp_TexCoord4fv( const GLfloat *c ) +{ + GET_IMMEDIATE; + GLfloat *attrib = IM->Attrib[VERT_ATTRIB_TEX0][IM->Count]; + COPY_4V(attrib, c); + IM->Flag[IM->Count] |= VERT_TEX0_BIT; +} + +static void +_vp_Vertex2f( GLfloat x, GLfloat y ) +{ + GET_IMMEDIATE; + const GLuint count = IM->Count++; + GLfloat *attrib = IM->Attrib[VERT_ATTRIB_POS][count]; + ASSIGN_4V(attrib, x, y, 0.0F, 1.0F); + IM->Flag[count] |= VERT_OBJ_BIT; + if (count == IMM_MAXDATA - 1) + _tnl_flush_immediate( IM ); +} + +static void +_vp_Vertex2fv( const GLfloat *v ) +{ + GET_IMMEDIATE; + const GLuint count = IM->Count++; + GLfloat *attrib = IM->Attrib[VERT_ATTRIB_POS][count]; + ASSIGN_4V(attrib, v[0], v[1], 0.0F, 1.0F); + IM->Flag[count] |= VERT_OBJ_BIT; + if (count == IMM_MAXDATA - 1) + _tnl_flush_immediate( IM ); +} + +static void +_vp_Vertex3f( GLfloat x, GLfloat y, GLfloat z ) +{ + GET_IMMEDIATE; + const GLuint count = IM->Count++; + GLfloat *attrib = IM->Attrib[VERT_ATTRIB_POS][count]; + ASSIGN_4V(attrib, x, y, z, 1.0F); + IM->Flag[count] |= VERT_OBJ_BIT; + if (count == IMM_MAXDATA - 1) + _tnl_flush_immediate( IM ); +} + +static void +_vp_Vertex3fv( const GLfloat *v ) +{ + GET_IMMEDIATE; + const GLuint count = IM->Count++; + GLfloat *attrib = IM->Attrib[VERT_ATTRIB_POS][count]; + ASSIGN_4V(attrib, v[0], v[1], v[2], 1.0F); + IM->Flag[count] |= VERT_OBJ_BIT; + if (count == IMM_MAXDATA - 1) + _tnl_flush_immediate( IM ); +} + +static void +_vp_Vertex4f( GLfloat x, GLfloat y, GLfloat z, GLfloat w ) +{ + GET_IMMEDIATE; + const GLuint count = IM->Count++; + GLfloat *attrib = IM->Attrib[VERT_ATTRIB_POS][count]; + ASSIGN_4V(attrib, x, y, z, w); + IM->Flag[count] |= VERT_OBJ_BIT; + if (count == IMM_MAXDATA - 1) + _tnl_flush_immediate( IM ); +} + +static void +_vp_Vertex4fv( const GLfloat *v ) +{ + GET_IMMEDIATE; + const GLuint count = IM->Count++; + GLfloat *attrib = IM->Attrib[VERT_ATTRIB_POS][count]; + COPY_4V(attrib, v); + IM->Flag[count] |= VERT_OBJ_BIT; + if (count == IMM_MAXDATA - 1) + _tnl_flush_immediate( IM ); +} + +static void +_vp_VertexAttrib4f( GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w ) +{ + if (index < 16) { + GET_IMMEDIATE; + const GLuint count = IM->Count; + GLfloat *attrib = IM->Attrib[index][count]; + ASSIGN_4V(attrib, x, y, z, w); + IM->Flag[count] |= (1 << index); + if (index == 0) { + IM->Count++; + if (count == IMM_MAXDATA - 1) + _tnl_flush_immediate( IM ); + } + } +} + +static void +_vp_VertexAttrib4fv( GLuint index, const GLfloat *v ) +{ + if (index < 16) { + GET_IMMEDIATE; + const GLuint count = IM->Count; + GLfloat *attrib = IM->Attrib[index][count]; + COPY_4V(attrib, v); + IM->Flag[count] |= (1 << index); + if (index == 0) { + IM->Count++; + if (count == IMM_MAXDATA - 1) + _tnl_flush_immediate( IM ); + } + } +} + + +/* + * When vertex program mode is enabled we hook in different per-vertex + * functions. + */ +void _tnl_vprog_vtxfmt_init( GLcontext *ctx ) +{ + GLvertexformat *vfmt = &(TNL_CONTEXT(ctx)->vtxfmt); + + printf("%s()\n", __FUNCTION__); + + /* All begin/end operations are handled by this vertex format: + */ + vfmt->ArrayElement = _vp_ArrayElement; + vfmt->Begin = _tnl_Begin; + vfmt->Color3f = _vp_Color3f; + vfmt->Color3fv = _vp_Color3fv; + vfmt->Color3ub = _vp_Color3ub; + vfmt->Color3ubv = _vp_Color3ubv; + vfmt->Color4f = _vp_Color4f; + vfmt->Color4fv = _vp_Color4fv; + vfmt->Color4ub = _vp_Color4ub; + vfmt->Color4ubv = _vp_Color4ubv; + vfmt->EdgeFlag = _vp_EdgeFlag; + vfmt->EdgeFlagv = _vp_EdgeFlagv; + vfmt->End = _tnl_End; + vfmt->EvalCoord1f = _vp_EvalCoord1f; + vfmt->EvalCoord1fv = _vp_EvalCoord1fv; + vfmt->EvalCoord2f = _vp_EvalCoord2f; + vfmt->EvalCoord2fv = _vp_EvalCoord2fv; + vfmt->EvalPoint1 = _vp_EvalPoint1; + vfmt->EvalPoint2 = _vp_EvalPoint2; + vfmt->FogCoordfEXT = _vp_FogCoordf; + vfmt->FogCoordfvEXT = _vp_FogCoordfv; + vfmt->Indexi = _vp_Indexi; + vfmt->Indexiv = _vp_Indexiv; + vfmt->Materialfv = _vp_Materialfv; + vfmt->MultiTexCoord1fARB = _vp_MultiTexCoord1f; + vfmt->MultiTexCoord1fvARB = _vp_MultiTexCoord1fv; + vfmt->MultiTexCoord2fARB = _vp_MultiTexCoord2f; + vfmt->MultiTexCoord2fvARB = _vp_MultiTexCoord2fv; + vfmt->MultiTexCoord3fARB = _vp_MultiTexCoord3f; + vfmt->MultiTexCoord3fvARB = _vp_MultiTexCoord3fv; + vfmt->MultiTexCoord4fARB = _vp_MultiTexCoord4f; + vfmt->MultiTexCoord4fvARB = _vp_MultiTexCoord4fv; + vfmt->Normal3f = _vp_Normal3f; + vfmt->Normal3fv = _vp_Normal3fv; + vfmt->SecondaryColor3fEXT = _vp_SecondaryColor3f; + vfmt->SecondaryColor3fvEXT = _vp_SecondaryColor3fv; + vfmt->SecondaryColor3ubEXT = _vp_SecondaryColor3ub; + vfmt->SecondaryColor3ubvEXT = _vp_SecondaryColor3ubv; + vfmt->TexCoord1f = _vp_TexCoord1f; + vfmt->TexCoord1fv = _vp_TexCoord1fv; + vfmt->TexCoord2f = _vp_TexCoord2f; + vfmt->TexCoord2fv = _vp_TexCoord2fv; + vfmt->TexCoord3f = _vp_TexCoord3f; + vfmt->TexCoord3fv = _vp_TexCoord3fv; + vfmt->TexCoord4f = _vp_TexCoord4f; + vfmt->TexCoord4fv = _vp_TexCoord4fv; + vfmt->Vertex2f = _vp_Vertex2f; + vfmt->Vertex2fv = _vp_Vertex2fv; + vfmt->Vertex3f = _vp_Vertex3f; + vfmt->Vertex3fv = _vp_Vertex3fv; + vfmt->Vertex4f = _vp_Vertex4f; + vfmt->Vertex4fv = _vp_Vertex4fv; + vfmt->VertexAttrib4fNV = _vp_VertexAttrib4f; + vfmt->VertexAttrib4fvNV = _vp_VertexAttrib4fv; + + /* Outside begin/end functions (from t_varray.c, t_eval.c, ...): + */ + vfmt->Rectf = _mesa_noop_Rectf; + + /* Just use the core function: + */ + vfmt->CallList = _mesa_CallList; + + vfmt->prefer_float_colors = GL_TRUE; +} + + + +struct vp_stage_data { + GLvector4f clipCoords; /* resulting vertex positions */ + struct gl_client_array color0[2]; /* front and back */ + struct gl_client_array color1[2]; /* front and back */ + GLvector4f texCoord[MAX_TEXTURE_UNITS]; + GLvector1f fogCoord; + GLvector1f pointSize; +}; + + +#define VP_STAGE_DATA(stage) ((struct vp_stage_data *)(stage->privatePtr)) + + +static GLboolean run_vp( GLcontext *ctx, struct gl_pipeline_stage *stage ) +{ + TNLcontext *tnl = TNL_CONTEXT(ctx); + struct vp_stage_data *store = VP_STAGE_DATA(stage); + struct vertex_buffer *VB = &tnl->vb; + struct vp_machine *machine = &(ctx->VertexProgram.Machine); + struct vp_program *program; + GLfloat (*clip)[4]; + GLfloat (*color0)[4], (*color1)[4]; + GLfloat (*bfcolor0)[4], (*bfcolor1)[4]; + GLfloat *fog, *pointSize; + GLfloat (*texture0)[4]; + GLfloat (*texture1)[4]; + GLfloat (*texture2)[4]; + GLfloat (*texture3)[4]; + GLint i; + + /* convenience pointers */ + store->clipCoords.size = 4; + clip = (GLfloat (*)[4]) store->clipCoords.data; + color0 = (GLfloat (*)[4]) store->color0[0].Ptr; + color1 = (GLfloat (*)[4]) store->color1[0].Ptr; + bfcolor0 = (GLfloat (*)[4]) store->color0[1].Ptr; + bfcolor1 = (GLfloat (*)[4]) store->color1[1].Ptr; + fog = (GLfloat *) store->fogCoord.data; + pointSize = (GLfloat *) store->pointSize.data; + texture0 = (GLfloat (*)[4]) store->texCoord[0].data; + texture1 = (GLfloat (*)[4]) store->texCoord[1].data; + texture2 = (GLfloat (*)[4]) store->texCoord[2].data; + texture3 = (GLfloat (*)[4]) store->texCoord[3].data; + + + printf("In %s()\n", __FUNCTION__); + + program = (struct vp_program *) _mesa_HashLookup(ctx->VertexProgram.HashTable, ctx->VertexProgram.Binding); + assert(program); + + _mesa_init_tracked_matrices(ctx); + _mesa_init_vp_registers(ctx); /* sets temp regs to (0,0,0,1) */ + + for (i = 0; i < VB->Count; i++) { + GLuint attr; + + printf("Input %d: %f, %f, %f, %f\n", i, + VB->AttribPtr[0]->data[i][0], + VB->AttribPtr[0]->data[i][1], + VB->AttribPtr[0]->data[i][2], + VB->AttribPtr[0]->data[i][3]); + printf(" color: %f, %f, %f, %f\n", + VB->AttribPtr[3]->data[i][0], + VB->AttribPtr[3]->data[i][1], + VB->AttribPtr[3]->data[i][2], + VB->AttribPtr[3]->data[i][3]); + + /* load the input attribute registers */ + for (attr = 0; attr < 16; attr++) { + if (VB->Flag[i] & (1 << attr)) { + COPY_4V(machine->Registers[VP_INPUT_REG_START + attr], + VB->AttribPtr[attr]->data[i]); + } + } + + /* execute the program */ + _mesa_exec_program(ctx, program); + + printf("Output %d: %f, %f, %f, %f\n", i, + machine->Registers[VP_OUTPUT_REG_START + 0][0], + machine->Registers[VP_OUTPUT_REG_START + 0][1], + machine->Registers[VP_OUTPUT_REG_START + 0][2], + machine->Registers[VP_OUTPUT_REG_START + 0][3]); + printf(" color: %f, %f, %f, %f\n", + machine->Registers[VP_OUTPUT_REG_START + 1][0], + machine->Registers[VP_OUTPUT_REG_START + 1][1], + machine->Registers[VP_OUTPUT_REG_START + 1][2], + machine->Registers[VP_OUTPUT_REG_START + 1][3]); + + /* store the attribute output registers into the VB arrays */ + COPY_4V(clip[i], machine->Registers[VP_OUT_HPOS]); + COPY_4V(color0[i], machine->Registers[VP_OUT_COL0]); + COPY_4V(color1[i], machine->Registers[VP_OUT_COL1]); + COPY_4V(bfcolor0[i], machine->Registers[VP_OUT_BFC0]); + COPY_4V(bfcolor1[i], machine->Registers[VP_OUT_BFC1]); + fog[i] = machine->Registers[VP_OUT_FOGC][0]; + pointSize[i] = machine->Registers[VP_OUT_PSIZ][0]; + COPY_4V(texture0[i], machine->Registers[VP_OUT_TEX0]); + COPY_4V(texture1[i], machine->Registers[VP_OUT_TEX0]); + COPY_4V(texture2[i], machine->Registers[VP_OUT_TEX0]); + COPY_4V(texture3[i], machine->Registers[VP_OUT_TEX0]); + } + + VB->ColorPtr[0] = &store->color0[0]; + VB->ColorPtr[1] = &store->color0[1]; + VB->SecondaryColorPtr[0] = &store->color1[0]; + VB->SecondaryColorPtr[1] = &store->color1[1]; + VB->ProjectedClipPtr = &store->clipCoords; + VB->FogCoordPtr = &store->fogCoord; + VB->PointSizePtr = &store->pointSize; + VB->TexCoordPtr[0] = &store->texCoord[0]; + VB->TexCoordPtr[1] = &store->texCoord[1]; + VB->TexCoordPtr[2] = &store->texCoord[2]; + VB->TexCoordPtr[3] = &store->texCoord[3]; + +#if 000 + + GLvector4f *input = ctx->_NeedEyeCoords ? VB->EyePtr : VB->ObjPtr; + GLuint ind; + +/* _tnl_print_vert_flags( __FUNCTION__, stage->changed_inputs ); */ + + /* Make sure we can talk about elements 0..2 in the vector we are + * lighting. + */ + if (stage->changed_inputs & (VERT_EYE|VERT_OBJ_BIT)) { + if (input->size <= 2) { + if (input->flags & VEC_NOT_WRITEABLE) { + ASSERT(VB->importable_data & VERT_OBJ_BIT); + + VB->import_data( ctx, VERT_OBJ_BIT, VEC_NOT_WRITEABLE ); + input = ctx->_NeedEyeCoords ? VB->EyePtr : VB->ObjPtr; + + ASSERT((input->flags & VEC_NOT_WRITEABLE) == 0); + } + + _mesa_vector4f_clean_elem(input, VB->Count, 2); + } + } + + if (VB->Flag) + ind = LIGHT_FLAGS; + else + ind = 0; + + /* The individual functions know about replaying side-effects + * vs. full re-execution. + */ + store->light_func_tab[ind]( ctx, VB, stage, input ); +#endif + + return GL_TRUE; +} + + +/* Called in place of do_lighting when the light table may have changed. + */ +static GLboolean run_validate_program( GLcontext *ctx, + struct gl_pipeline_stage *stage ) +{ +#if 000 + GLuint ind = 0; + light_func *tab; + + if (ctx->Visual.rgbMode) { + if (ctx->Light._NeedVertices) { + if (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR) + tab = _tnl_light_spec_tab; + else + tab = _tnl_light_tab; + } + else { + if (ctx->Light.EnabledList.next == ctx->Light.EnabledList.prev) + tab = _tnl_light_fast_single_tab; + else + tab = _tnl_light_fast_tab; + } + } + else + tab = _tnl_light_ci_tab; + + if (ctx->Light.ColorMaterialEnabled) + ind |= LIGHT_COLORMATERIAL; + + if (ctx->Light.Model.TwoSide) + ind |= LIGHT_TWOSIDE; + + VP_STAGE_DATA(stage)->light_func_tab = &tab[ind]; + + /* This and the above should only be done on _NEW_LIGHT: + */ + _mesa_validate_all_lighting_tables( ctx ); +#endif + + /* Now run the stage... + */ + stage->run = run_vp; + return stage->run( ctx, stage ); +} + + + +#if 0 +static void alloc_4chan( struct gl_client_array *a, GLuint sz ) +{ + a->Ptr = ALIGN_MALLOC( sz * sizeof(GLchan) * 4, 32 ); + a->Size = 4; + a->Type = CHAN_TYPE; + a->Stride = 0; + a->StrideB = sizeof(GLchan) * 4; + a->Enabled = 0; + a->Flags = 0; +} +#endif + +static void alloc_4float( struct gl_client_array *a, GLuint sz ) +{ + a->Ptr = ALIGN_MALLOC( sz * sizeof(GLfloat) * 4, 32 ); + a->Size = 4; + a->Type = GL_FLOAT; + a->Stride = 0; + a->StrideB = sizeof(GLfloat) * 4; + a->Enabled = 0; + a->Flags = 0; +} + + +/* Called the first time stage->run is called. In effect, don't + * allocate data until the first time the stage is run. + */ +static GLboolean run_init_vp( GLcontext *ctx, + struct gl_pipeline_stage *stage ) +{ + TNLcontext *tnl = TNL_CONTEXT(ctx); + struct vertex_buffer *VB = &(tnl->vb); + struct vp_stage_data *store; + const GLuint size = VB->Size; + GLuint i; + + stage->privatePtr = MALLOC(sizeof(*store)); + store = VP_STAGE_DATA(stage); + if (!store) + return GL_FALSE; + + /* The output of a vertex program is: */ + _mesa_vector4f_alloc( &store->clipCoords, 0, size, 32 ); + alloc_4float( &store->color0[0], size ); + alloc_4float( &store->color0[1], size ); + alloc_4float( &store->color1[0], size ); + alloc_4float( &store->color1[1], size ); + for (i = 0 ; i < ctx->Const.MaxTextureUnits ; i++) + _mesa_vector4f_alloc( &store->texCoord[i], 0, VB->Size, 32 ); + _mesa_vector1f_alloc( &store->fogCoord, 0, size, 32 ); + _mesa_vector1f_alloc( &store->pointSize, 0, size, 32 ); + + + /* Now validate the stage derived data... + */ + stage->run = run_validate_program; + return stage->run( ctx, stage ); +} + + + +/* + * Check if vertex program mode is enabled. + * If so, configure the pipeline stage's type, inputs, and outputs. + */ +static void check_vp( GLcontext *ctx, struct gl_pipeline_stage *stage ) +{ + stage->active = ctx->VertexProgram.Enabled; + printf("check_vp() active = %d\n", stage->active); + if (stage->active) { +#if 000 + if (stage->privatePtr) + stage->run = run_validate_program; + stage->inputs = VERT_NORMAL_BIT|VERT_MATERIAL; + if (ctx->Light._NeedVertices) + stage->inputs |= VERT_EYE; /* effectively, even when lighting in obj */ + if (ctx->Light.ColorMaterialEnabled) + stage->inputs |= VERT_COLOR0_BIT; + + stage->outputs = VERT_COLOR0_BIT; + if (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR) + stage->outputs |= VERT_COLOR1_BIT; +#endif + } +} + + +static void dtr( struct gl_pipeline_stage *stage ) +{ + struct vp_stage_data *store = VP_STAGE_DATA(stage); + + if (store) { + GLuint i; + _mesa_vector4f_free( &store->clipCoords ); + ALIGN_FREE( store->color0[0].Ptr ); + ALIGN_FREE( store->color0[1].Ptr ); + ALIGN_FREE( store->color1[0].Ptr ); + ALIGN_FREE( store->color1[1].Ptr ); + for (i = 0 ; i < MAX_TEXTURE_UNITS ; i++) + if (store->texCoord[i].data) + _mesa_vector4f_free( &store->texCoord[i] ); + _mesa_vector1f_free( &store->fogCoord ); + _mesa_vector1f_free( &store->pointSize ); + + FREE( store ); + stage->privatePtr = 0; + } +} + +const struct gl_pipeline_stage _tnl_vertex_program_stage = +{ + "vertex-program", + _NEW_ALL, /*XXX FIX */ /* recheck */ + _NEW_ALL, /*XXX FIX */ /* recalc -- modelview dependency + * otherwise not captured by inputs + * (which may be VERT_OBJ_BIT) */ + GL_FALSE, /* active */ + 0, /* inputs */ + VERT_CLIP | VERT_COLOR0_BIT, /* outputs */ + 0, /* changed_inputs */ + NULL, /* private_data */ + dtr, /* destroy */ + check_vp, /* check */ + run_init_vp /* run -- initially set to ctr */ +}; |