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-rw-r--r--src/mesa/tnl/t_imm_exec.c507
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diff --git a/src/mesa/tnl/t_imm_exec.c b/src/mesa/tnl/t_imm_exec.c
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+++ b/src/mesa/tnl/t_imm_exec.c
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+/* $Id: t_imm_exec.c,v 1.1 2000/12/26 05:09:32 keithw Exp $ */
+
+/*
+ * Mesa 3-D graphics library
+ * Version: 3.5
+ *
+ * Copyright (C) 1999-2000 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.
+ *
+ * Authors:
+ * Keith Whitwell <[email protected]>
+ */
+
+
+#include "glheader.h"
+#include "context.h"
+#include "enums.h"
+#include "dlist.h"
+#include "macros.h"
+#include "mem.h"
+#include "mmath.h"
+#include "light.h"
+#include "state.h"
+#include "texture.h"
+#include "mtypes.h"
+
+#include "math/m_matrix.h"
+#include "math/m_xform.h"
+
+#include "t_context.h"
+#include "t_array_import.h"
+#include "t_imm_alloc.h"
+#include "t_imm_api.h"
+#include "t_imm_debug.h"
+#include "t_imm_dlist.h"
+#include "t_imm_eval.h"
+#include "t_imm_elt.h"
+#include "t_imm_exec.h"
+#include "t_imm_fixup.h"
+#include "t_pipeline.h"
+
+
+
+/* Called to initialize new buffers, and to recycle old ones.
+ */
+void _tnl_reset_input( GLcontext *ctx,
+ GLuint start,
+ GLuint beginstate,
+ GLuint savedbeginstate )
+{
+ struct immediate *IM = TNL_CURRENT_IM(ctx);
+
+ /* Clear the dirty part of the flag array.
+ */
+ if (start < IM->Count+2)
+ MEMSET(IM->Flag + start, 0, sizeof(GLuint) * (IM->Count+2-start));
+
+ IM->CopyStart = IM->Start = IM->Count = start;
+ IM->Primitive[IM->Start] = (ctx->Driver.CurrentExecPrimitive | PRIM_LAST);
+ IM->LastPrimitive = IM->Start;
+ IM->BeginState = beginstate;
+ IM->SavedBeginState = savedbeginstate;
+ IM->TexSize = 0;
+
+ IM->ArrayEltFlags = ~ctx->Array._Enabled;
+ IM->ArrayEltIncr = ctx->Array.Vertex.Enabled ? 1 : 0;
+ IM->ArrayEltFlush = !ctx->Array.LockCount;
+}
+
+
+
+static void copy_to_current( GLcontext *ctx, struct immediate *IM,
+ GLuint flag )
+{
+ GLuint count = IM->LastData;
+
+ if (MESA_VERBOSE&VERBOSE_IMMEDIATE)
+ _tnl_print_vert_flags("copy to current", flag);
+
+ if (flag & VERT_NORM)
+ COPY_3FV( ctx->Current.Normal, IM->Normal[count]);
+
+ if (flag & VERT_INDEX)
+ ctx->Current.Index = IM->Index[count];
+
+ if (flag & VERT_EDGE)
+ ctx->Current.EdgeFlag = IM->EdgeFlag[count];
+
+ if (flag & VERT_RGBA)
+ COPY_4UBV(ctx->Current.Color, IM->Color[count]);
+
+ if (flag & VERT_SPEC_RGB)
+ COPY_4UBV(ctx->Current.SecondaryColor, IM->SecondaryColor[count]);
+
+ if (flag & VERT_FOG_COORD)
+ ctx->Current.FogCoord = IM->FogCoord[count];
+
+ if (flag & VERT_TEX_ANY) {
+ GLuint i;
+ for (i = 0 ; i < ctx->Const.MaxTextureUnits ; i++) {
+ if (flag & VERT_TEX(i)) {
+ COPY_4FV( ctx->Current.Texcoord[0], IM->TexCoord[0][count]);
+ }
+ }
+ }
+}
+
+
+
+void _tnl_compute_orflag( struct immediate *IM )
+{
+ GLuint count = IM->Count;
+ GLuint orflag = 0;
+ GLuint andflag = ~0U;
+ GLuint i;
+
+ IM->LastData = count-1;
+
+
+ /* Compute the flags for the whole buffer.
+ */
+ for (i = IM->CopyStart ; i < count ; i++) {
+ andflag &= IM->Flag[i];
+ orflag |= IM->Flag[i];
+ }
+
+ /* It is possible there will be data in the buffer arising from
+ * calls like 'glNormal', 'glMaterial' that occur after the final
+ * glVertex, glEval, etc. Additionally, a buffer can consist of
+ * only a single glMaterial call, in which case IM->Start ==
+ * IM->Count, but the buffer is definitely not empty.
+ */
+ if (IM->Flag[i] & VERT_DATA) {
+ IM->LastData++;
+ orflag |= IM->Flag[i];
+ }
+
+ IM->Flag[IM->LastData+1] |= VERT_END_VB;
+ IM->CopyAndFlag = IM->AndFlag = andflag;
+ IM->CopyOrFlag = IM->OrFlag = orflag;
+}
+
+
+
+
+
+/* Note: The 'start' member of the GLvector structs is now redundant
+ * because we always re-transform copied vertices, and the vectors
+ * below are set up so that the first copied vertex (if any) appears
+ * at position zero.
+ */
+static void _tnl_vb_bind_immediate( GLcontext *ctx, struct immediate *IM )
+{
+ TNLcontext *tnl = TNL_CONTEXT(ctx);
+ struct vertex_buffer *VB = &tnl->vb;
+ struct vertex_arrays *tmp = &tnl->imm_inputs;
+ GLuint inputs = tnl->pipeline.inputs; /* for copy-to-current */
+ GLuint start = IM->CopyStart;
+ GLuint count = IM->Count - start;
+
+ /* TODO: optimize the case where nothing has changed. (Just bind
+ * tmp to vb).
+ */
+
+ /* Setup constant data in the VB.
+ */
+ VB->Count = count;
+ VB->FirstClipped = IMM_MAXDATA - IM->CopyStart;
+ VB->import_data = 0;
+ VB->importable_data = 0;
+
+ /* Need an IM->FirstPrimitive?
+ */
+ VB->Primitive = IM->Primitive + IM->CopyStart;
+ VB->PrimitiveLength = IM->PrimitiveLength + IM->CopyStart;
+ VB->FirstPrimitive = 0;
+
+ VB->Flag = IM->Flag + start;
+
+ /* TexCoordPtr's are zeroed in loop below.
+ */
+ VB->NormalPtr = 0;
+ VB->NormalLengthPtr = 0;
+ VB->FogCoordPtr = 0;
+ VB->EdgeFlagPtr = 0;
+ VB->IndexPtr[0] = 0;
+ VB->IndexPtr[1] = 0;
+ VB->ColorPtr[0] = 0;
+ VB->ColorPtr[1] = 0;
+ VB->SecondaryColorPtr[0] = 0;
+ VB->SecondaryColorPtr[1] = 0;
+ VB->Elts = 0;
+ VB->MaterialMask = 0;
+ VB->Material = 0;
+
+/* _tnl_print_vert_flags("copy-orflag", IM->CopyOrFlag); */
+/* _tnl_print_vert_flags("orflag", IM->OrFlag); */
+/* _tnl_print_vert_flags("inputs", inputs); */
+
+ /* Setup the initial values of array pointers in the vb.
+ */
+ if (inputs & VERT_OBJ) {
+ tmp->Obj.data = IM->Obj + start;
+ tmp->Obj.start = (GLfloat *)(IM->Obj + start);
+ tmp->Obj.count = count;
+ VB->ObjPtr = &tmp->Obj;
+ if ((IM->CopyOrFlag & VERT_OBJ_234) == VERT_OBJ_234)
+ tmp->Obj.size = 4;
+ else if ((IM->CopyOrFlag & VERT_OBJ_234) == VERT_OBJ_23)
+ tmp->Obj.size = 3;
+ else
+ tmp->Obj.size = 2;
+ }
+
+ if (inputs & VERT_NORM) {
+ tmp->Normal.data = IM->Normal + start;
+ tmp->Normal.start = (GLfloat *)(IM->Normal + start);
+ tmp->Normal.count = count;
+ VB->NormalPtr = &tmp->Normal;
+ if (IM->NormalLengths)
+ VB->NormalLengthPtr = IM->NormalLengths + start;
+ }
+
+ if (inputs & VERT_INDEX) {
+ tmp->Index.count = count;
+ tmp->Index.data = IM->Index + start;
+ tmp->Index.start = IM->Index + start;
+ VB->IndexPtr[0] = &tmp->Index;
+ }
+
+ if (inputs & VERT_FOG_COORD) {
+ tmp->FogCoord.data = IM->FogCoord + start;
+ tmp->FogCoord.start = IM->FogCoord + start;
+ tmp->FogCoord.count = count;
+ VB->FogCoordPtr = &tmp->FogCoord;
+ }
+
+ if (inputs & VERT_SPEC_RGB) {
+ tmp->SecondaryColor.data = IM->SecondaryColor + start;
+ tmp->SecondaryColor.start = (GLubyte *)(IM->SecondaryColor + start);
+ tmp->SecondaryColor.count = count;
+ VB->SecondaryColorPtr[0] = &tmp->SecondaryColor;
+ }
+
+ if (inputs & VERT_EDGE) {
+ tmp->EdgeFlag.data = IM->EdgeFlag + start;
+ tmp->EdgeFlag.start = IM->EdgeFlag + start;
+ tmp->EdgeFlag.count = count;
+ VB->EdgeFlagPtr = &tmp->EdgeFlag;
+ }
+
+ if (inputs & VERT_RGBA) {
+ tmp->Color.data = IM->Color + start;
+ tmp->Color.start = (GLubyte *)(IM->Color + start);
+ tmp->Color.count = count;
+ VB->ColorPtr[0] = &tmp->Color;
+ }
+
+ if (inputs & VERT_TEX_ANY) {
+ GLuint i;
+ for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
+ VB->TexCoordPtr[i] = 0;
+ if (inputs & VERT_TEX(i)) {
+ tmp->TexCoord[i].count = count;
+ tmp->TexCoord[i].data = IM->TexCoord[i] + start;
+ tmp->TexCoord[i].start = (GLfloat *)(IM->TexCoord[i] + start);
+ tmp->TexCoord[i].size = 2;
+ if (IM->TexSize & i) {
+ tmp->TexCoord[i].size = 3;
+ if (IM->TexSize & (i<<16))
+ tmp->TexCoord[i].size = 4;
+ }
+ VB->TexCoordPtr[i] = &tmp->TexCoord[i];
+ }
+ }
+ }
+
+ if ((inputs & VERT_MATERIAL) && IM->Material) {
+ VB->MaterialMask = IM->MaterialMask + start;
+ VB->Material = IM->Material + start;
+ }
+}
+
+
+
+
+/* Called by exec_cassette and execute_compiled_cassette.
+ */
+void _tnl_run_cassette( GLcontext *ctx, struct immediate *IM )
+{
+ TNLcontext *tnl = TNL_CONTEXT(ctx);
+
+ _tnl_vb_bind_immediate( ctx, IM );
+
+ if (IM->CopyOrFlag & VERT_EVAL_ANY)
+ _tnl_eval_vb( ctx,
+ IM->Obj + IM->CopyStart,
+ IM->CopyOrFlag,
+ IM->CopyAndFlag );
+
+
+ /* Invalidate all stored data before and after run:
+ */
+ tnl->pipeline.run_input_changes |= tnl->pipeline.inputs;
+ _tnl_run_pipeline( ctx );
+ tnl->pipeline.run_input_changes |= tnl->pipeline.inputs;
+
+ copy_to_current( ctx, IM, IM->OrFlag );
+}
+
+
+
+
+/* Called for pure, locked VERT_ELT cassettes instead of
+ * _tnl_run_cassette.
+ */
+static void exec_elt_cassette( GLcontext *ctx, struct immediate *IM )
+{
+ TNLcontext *tnl = TNL_CONTEXT(ctx);
+ struct vertex_buffer *VB = &tnl->vb;
+
+ _tnl_vb_bind_arrays( ctx, ctx->Array.LockFirst, ctx->Array.LockCount );
+
+ VB->Elts = IM->Elt + IM->CopyStart;
+ VB->Primitive = IM->Primitive + IM->CopyStart;
+ VB->PrimitiveLength = IM->PrimitiveLength + IM->CopyStart;
+ VB->FirstPrimitive = 0;
+
+ /* Run the pipeline. No input changes as a result of this action.
+ */
+ _tnl_run_pipeline( ctx );
+
+ /* Still need to update current values: (TODO - copy from VB)
+ * TODO: delay this until FlushVertices
+ */
+ if (ctx->Driver.CurrentExecPrimitive == GL_POLYGON+1) {
+ _tnl_translate_array_elts( ctx, IM, IM->LastData, IM->LastData );
+ copy_to_current( ctx, IM, ctx->Array._Enabled );
+ }
+}
+
+/* Called for cassettes where CopyStart == Count -- no need to run the
+ * pipeline.
+ */
+static void exec_empty_cassette( GLcontext *ctx, struct immediate *IM )
+{
+ GLuint start = IM->CopyStart;
+
+ if (IM->OrFlag & VERT_ELT)
+ _tnl_translate_array_elts( ctx, IM, start, start );
+
+ _tnl_fixup_input( ctx, IM ); /* shouldn't be needed? (demos/fire) */
+ copy_to_current( ctx, IM, IM->OrFlag );
+
+ if (IM->OrFlag & VERT_MATERIAL)
+ gl_update_material( ctx, IM->Material[start], IM->MaterialMask[start] );
+
+ if (IM->OrFlag & VERT_RGBA)
+ if (ctx->Light.ColorMaterialEnabled)
+ gl_update_color_material( ctx, ctx->Current.Color );
+}
+
+
+/* Called for regular vertex cassettes.
+ */
+static void exec_vert_cassette( GLcontext *ctx, struct immediate *IM )
+{
+ if (IM->OrFlag & VERT_ELT) {
+ GLuint andflag = ~0;
+ GLuint i;
+ GLuint start = IM->FlushElt ? IM->LastPrimitive : IM->CopyStart;
+ _tnl_translate_array_elts( ctx, IM, start, IM->Count );
+
+ /* Need to recompute andflag.
+ */
+ if (IM->CopyAndFlag & VERT_ELT)
+ IM->CopyAndFlag |= ctx->Array._Enabled;
+ else {
+ for (i = IM->CopyStart ; i < IM->Count ; i++)
+ andflag &= IM->Flag[i];
+ IM->CopyAndFlag = andflag;
+ }
+ }
+
+ _tnl_fixup_input( ctx, IM );
+/* _tnl_print_cassette( IM ); */
+ _tnl_run_cassette( ctx, IM );
+}
+
+
+
+/* Called for all cassettes when not compiling or playing a display
+ * list.
+ */
+void _tnl_execute_cassette( GLcontext *ctx, struct immediate *IM )
+{
+ TNLcontext *tnl = TNL_CONTEXT(ctx);
+
+ ASSERT(tnl->ExecCopySource == IM);
+
+ _tnl_compute_orflag( IM );
+
+ /* Mark the last primitive:
+ */
+ IM->PrimitiveLength[IM->LastPrimitive] = IM->Count - IM->LastPrimitive;
+ ASSERT(IM->Primitive[IM->LastPrimitive] & PRIM_LAST);
+
+
+ if (tnl->pipeline.build_state_changes)
+ _tnl_validate_pipeline( ctx );
+
+ _tnl_get_exec_copy_verts( ctx, IM );
+
+ if (IM->CopyStart == IM->Count) {
+ exec_empty_cassette( ctx, IM );
+ }
+ else if ((IM->OrFlag & VERT_DATA) == VERT_ELT &&
+ ctx->Array.LockCount &&
+ ctx->Array.Vertex.Enabled) {
+ exec_elt_cassette( ctx, IM );
+ }
+ else {
+ exec_vert_cassette( ctx, IM );
+ }
+
+ _tnl_reset_input( ctx,
+ IMM_MAX_COPIED_VERTS,
+ IM->BeginState & (VERT_BEGIN_0|VERT_BEGIN_1),
+ IM->SavedBeginState );
+
+ /* Copy vertices and primitive information to immediate before it
+ * can be overwritten.
+ */
+ _tnl_copy_immediate_vertices( ctx, IM );
+
+/* if (ctx->Driver.CurrentExecPrimitive == GL_POLYGON+1) */
+/* ctx->Driver.NeedFlush &= ~FLUSH_STORED_VERTICES; */
+}
+
+
+
+
+/* Setup vector pointers that will be used to bind immediates to VB's.
+ */
+void _tnl_imm_init( GLcontext *ctx )
+{
+ TNLcontext *tnl = TNL_CONTEXT(ctx);
+ struct vertex_arrays *tmp = &tnl->imm_inputs;
+ GLuint i;
+ static int firsttime = 1;
+
+ if (firsttime) {
+ firsttime = 0;
+ _tnl_imm_elt_init();
+ }
+
+ ctx->swtnl_im = _tnl_alloc_immediate( ctx );
+ TNL_CURRENT_IM(ctx)->ref_count++;
+
+ tnl->ExecCopyTexSize = 0;
+ tnl->ExecCopyCount = 0;
+ tnl->ExecCopySource = TNL_CURRENT_IM(ctx);
+ TNL_CURRENT_IM(ctx)->ref_count++;
+ TNL_CURRENT_IM(ctx)->CopyStart = IMM_MAX_COPIED_VERTS;
+
+ gl_vector4f_init( &tmp->Obj, 0, 0 );
+ gl_vector3f_init( &tmp->Normal, 0, 0 );
+ gl_vector4ub_init( &tmp->Color, 0, 0 );
+ gl_vector4ub_init( &tmp->SecondaryColor, 0, 0 );
+ gl_vector1f_init( &tmp->FogCoord, 0, 0 );
+ gl_vector1ui_init( &tmp->Index, 0, 0 );
+ gl_vector1ub_init( &tmp->EdgeFlag, 0, 0 );
+
+ for (i = 0; i < ctx->Const.MaxTextureUnits; i++)
+ gl_vector4f_init( &tmp->TexCoord[i], 0, 0);
+
+ /* Install the first immediate. Intially outside begin/end.
+ */
+ _tnl_reset_input( ctx, IMM_MAX_COPIED_VERTS, 0, 0 );
+ tnl->ReplayHardBeginEnd = 0;
+
+ _tnl_imm_vtxfmt_init( ctx );
+}
+
+
+void _tnl_imm_destroy( GLcontext *ctx )
+{
+ if (TNL_CURRENT_IM(ctx))
+ _tnl_free_immediate( TNL_CURRENT_IM(ctx) );
+
+}