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-rw-r--r--src/mesa/vf/vf_generic.c981
1 files changed, 981 insertions, 0 deletions
diff --git a/src/mesa/vf/vf_generic.c b/src/mesa/vf/vf_generic.c
new file mode 100644
index 00000000000..68d8d0897b8
--- /dev/null
+++ b/src/mesa/vf/vf_generic.c
@@ -0,0 +1,981 @@
+
+/*
+ * Copyright 2003 Tungsten Graphics, inc.
+ * 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
+ * on 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
+ * TUNGSTEN GRAPHICS AND/OR THEIR SUPPLIERS 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 "colormac.h"
+#include "simple_list.h"
+
+#include "vf/vf.h"
+
+
+/*
+ * These functions take the NDC coordinates pointed to by 'in', apply the
+ * NDC->Viewport mapping and store the results at 'v'.
+ */
+
+static INLINE void insert_4f_viewport_4( const struct vf_attr *a, GLubyte *v,
+ const GLfloat *in )
+{
+ GLfloat *out = (GLfloat *)v;
+ const GLfloat *scale = a->vf->vp;
+ const GLfloat *trans = a->vf->vp + 4;
+
+ out[0] = scale[0] * in[0] + trans[0];
+ out[1] = scale[1] * in[1] + trans[1];
+ out[2] = scale[2] * in[2] + trans[2];
+ out[3] = in[3];
+}
+
+static INLINE void insert_4f_viewport_3( const struct vf_attr *a, GLubyte *v,
+ const GLfloat *in )
+{
+ GLfloat *out = (GLfloat *)v;
+ const GLfloat *scale = a->vf->vp;
+ const GLfloat *trans = a->vf->vp + 4;
+
+ out[0] = scale[0] * in[0] + trans[0];
+ out[1] = scale[1] * in[1] + trans[1];
+ out[2] = scale[2] * in[2] + trans[2];
+ out[3] = 1;
+}
+
+static INLINE void insert_4f_viewport_2( const struct vf_attr *a, GLubyte *v,
+ const GLfloat *in )
+{
+ GLfloat *out = (GLfloat *)v;
+ const GLfloat *scale = a->vf->vp;
+ const GLfloat *trans = a->vf->vp + 4;
+
+ out[0] = scale[0] * in[0] + trans[0];
+ out[1] = scale[1] * in[1] + trans[1];
+ out[2] = trans[2];
+ out[3] = 1;
+}
+
+static INLINE void insert_4f_viewport_1( const struct vf_attr *a, GLubyte *v,
+ const GLfloat *in )
+{
+ GLfloat *out = (GLfloat *)v;
+ const GLfloat *scale = a->vf->vp;
+ const GLfloat *trans = a->vf->vp + 4;
+
+ out[0] = scale[0] * in[0] + trans[0];
+ out[1] = trans[1];
+ out[2] = trans[2];
+ out[3] = 1;
+}
+
+static INLINE void insert_3f_viewport_3( const struct vf_attr *a, GLubyte *v,
+ const GLfloat *in )
+{
+ GLfloat *out = (GLfloat *)v;
+ const GLfloat *scale = a->vf->vp;
+ const GLfloat *trans = a->vf->vp + 4;
+
+ out[0] = scale[0] * in[0] + trans[0];
+ out[1] = scale[1] * in[1] + trans[1];
+ out[2] = scale[2] * in[2] + trans[2];
+}
+
+static INLINE void insert_3f_viewport_2( const struct vf_attr *a, GLubyte *v,
+ const GLfloat *in )
+{
+ GLfloat *out = (GLfloat *)v;
+ const GLfloat *scale = a->vf->vp;
+ const GLfloat *trans = a->vf->vp + 4;
+
+ out[0] = scale[0] * in[0] + trans[0];
+ out[1] = scale[1] * in[1] + trans[1];
+ out[2] = scale[2] * in[2] + trans[2];
+}
+
+static INLINE void insert_3f_viewport_1( const struct vf_attr *a, GLubyte *v,
+ const GLfloat *in )
+{
+ GLfloat *out = (GLfloat *)v;
+ const GLfloat *scale = a->vf->vp;
+ const GLfloat *trans = a->vf->vp + 4;
+
+ out[0] = scale[0] * in[0] + trans[0];
+ out[1] = trans[1];
+ out[2] = trans[2];
+}
+
+static INLINE void insert_2f_viewport_2( const struct vf_attr *a, GLubyte *v,
+ const GLfloat *in )
+{
+ GLfloat *out = (GLfloat *)v;
+ const GLfloat *scale = a->vf->vp;
+ const GLfloat *trans = a->vf->vp + 4;
+
+ out[0] = scale[0] * in[0] + trans[0];
+ out[1] = scale[1] * in[1] + trans[1];
+}
+
+static INLINE void insert_2f_viewport_1( const struct vf_attr *a, GLubyte *v,
+ const GLfloat *in )
+{
+ GLfloat *out = (GLfloat *)v;
+ const GLfloat *scale = a->vf->vp;
+ const GLfloat *trans = a->vf->vp + 4;
+
+ out[0] = scale[0] * in[0] + trans[0];
+ out[1] = trans[1];
+}
+
+
+/*
+ * These functions do the same as above, except for the viewport mapping.
+ */
+
+static INLINE void insert_4f_4( const struct vf_attr *a, GLubyte *v, const GLfloat *in )
+{
+ GLfloat *out = (GLfloat *)(v);
+ (void) a;
+
+ out[0] = in[0];
+ out[1] = in[1];
+ out[2] = in[2];
+ out[3] = in[3];
+}
+
+static INLINE void insert_4f_3( const struct vf_attr *a, GLubyte *v, const GLfloat *in )
+{
+ GLfloat *out = (GLfloat *)(v);
+ (void) a;
+
+ out[0] = in[0];
+ out[1] = in[1];
+ out[2] = in[2];
+ out[3] = 1;
+}
+
+static INLINE void insert_4f_2( const struct vf_attr *a, GLubyte *v, const GLfloat *in )
+{
+ GLfloat *out = (GLfloat *)(v);
+ (void) a;
+
+ out[0] = in[0];
+ out[1] = in[1];
+ out[2] = 0;
+ out[3] = 1;
+}
+
+static INLINE void insert_4f_1( const struct vf_attr *a, GLubyte *v, const GLfloat *in )
+{
+ GLfloat *out = (GLfloat *)(v);
+ (void) a;
+
+ out[0] = in[0];
+ out[1] = 0;
+ out[2] = 0;
+ out[3] = 1;
+}
+
+static INLINE void insert_3f_xyw_4( const struct vf_attr *a, GLubyte *v, const GLfloat *in )
+{
+ GLfloat *out = (GLfloat *)(v);
+ (void) a;
+
+ out[0] = in[0];
+ out[1] = in[1];
+ out[2] = in[3];
+}
+
+static INLINE void insert_3f_xyw_err( const struct vf_attr *a, GLubyte *v, const GLfloat *in )
+{
+ (void) a; (void) v; (void) in;
+ _mesa_exit(1);
+}
+
+static INLINE void insert_3f_3( const struct vf_attr *a, GLubyte *v, const GLfloat *in )
+{
+ GLfloat *out = (GLfloat *)(v);
+ (void) a;
+
+ out[0] = in[0];
+ out[1] = in[1];
+ out[2] = in[2];
+}
+
+static INLINE void insert_3f_2( const struct vf_attr *a, GLubyte *v, const GLfloat *in )
+{
+ GLfloat *out = (GLfloat *)(v);
+ (void) a;
+
+ out[0] = in[0];
+ out[1] = in[1];
+ out[2] = 0;
+}
+
+static INLINE void insert_3f_1( const struct vf_attr *a, GLubyte *v, const GLfloat *in )
+{
+ GLfloat *out = (GLfloat *)(v);
+ (void) a;
+
+ out[0] = in[0];
+ out[1] = 0;
+ out[2] = 0;
+}
+
+
+static INLINE void insert_2f_2( const struct vf_attr *a, GLubyte *v, const GLfloat *in )
+{
+ GLfloat *out = (GLfloat *)(v);
+ (void) a;
+
+ out[0] = in[0];
+ out[1] = in[1];
+}
+
+static INLINE void insert_2f_1( const struct vf_attr *a, GLubyte *v, const GLfloat *in )
+{
+ GLfloat *out = (GLfloat *)(v);
+ (void) a;
+
+ out[0] = in[0];
+ out[1] = 0;
+}
+
+static INLINE void insert_1f_1( const struct vf_attr *a, GLubyte *v, const GLfloat *in )
+{
+ GLfloat *out = (GLfloat *)(v);
+ (void) a;
+
+ out[0] = in[0];
+}
+
+static INLINE void insert_null( const struct vf_attr *a, GLubyte *v, const GLfloat *in )
+{
+ (void) a; (void) v; (void) in;
+}
+
+static INLINE void insert_4chan_4f_rgba_4( const struct vf_attr *a, GLubyte *v,
+ const GLfloat *in )
+{
+ GLchan *c = (GLchan *)v;
+ (void) a;
+ UNCLAMPED_FLOAT_TO_CHAN(c[0], in[0]);
+ UNCLAMPED_FLOAT_TO_CHAN(c[1], in[1]);
+ UNCLAMPED_FLOAT_TO_CHAN(c[2], in[2]);
+ UNCLAMPED_FLOAT_TO_CHAN(c[3], in[3]);
+}
+
+static INLINE void insert_4chan_4f_rgba_3( const struct vf_attr *a, GLubyte *v,
+ const GLfloat *in )
+{
+ GLchan *c = (GLchan *)v;
+ (void) a;
+ UNCLAMPED_FLOAT_TO_CHAN(c[0], in[0]);
+ UNCLAMPED_FLOAT_TO_CHAN(c[1], in[1]);
+ UNCLAMPED_FLOAT_TO_CHAN(c[2], in[2]);
+ c[3] = CHAN_MAX;
+}
+
+static INLINE void insert_4chan_4f_rgba_2( const struct vf_attr *a, GLubyte *v,
+ const GLfloat *in )
+{
+ GLchan *c = (GLchan *)v;
+ (void) a;
+ UNCLAMPED_FLOAT_TO_CHAN(c[0], in[0]);
+ UNCLAMPED_FLOAT_TO_CHAN(c[1], in[1]);
+ c[2] = 0;
+ c[3] = CHAN_MAX;
+}
+
+static INLINE void insert_4chan_4f_rgba_1( const struct vf_attr *a, GLubyte *v,
+ const GLfloat *in )
+{
+ GLchan *c = (GLchan *)v;
+ (void) a;
+ UNCLAMPED_FLOAT_TO_CHAN(c[0], in[0]);
+ c[1] = 0;
+ c[2] = 0;
+ c[3] = CHAN_MAX;
+}
+
+static INLINE void insert_4ub_4f_rgba_4( const struct vf_attr *a, GLubyte *v,
+ const GLfloat *in )
+{
+ (void) a;
+ UNCLAMPED_FLOAT_TO_UBYTE(v[0], in[0]);
+ UNCLAMPED_FLOAT_TO_UBYTE(v[1], in[1]);
+ UNCLAMPED_FLOAT_TO_UBYTE(v[2], in[2]);
+ UNCLAMPED_FLOAT_TO_UBYTE(v[3], in[3]);
+}
+
+static INLINE void insert_4ub_4f_rgba_3( const struct vf_attr *a, GLubyte *v,
+ const GLfloat *in )
+{
+ (void) a;
+ UNCLAMPED_FLOAT_TO_UBYTE(v[0], in[0]);
+ UNCLAMPED_FLOAT_TO_UBYTE(v[1], in[1]);
+ UNCLAMPED_FLOAT_TO_UBYTE(v[2], in[2]);
+ v[3] = 0xff;
+}
+
+static INLINE void insert_4ub_4f_rgba_2( const struct vf_attr *a, GLubyte *v,
+ const GLfloat *in )
+{
+ (void) a;
+ UNCLAMPED_FLOAT_TO_UBYTE(v[0], in[0]);
+ UNCLAMPED_FLOAT_TO_UBYTE(v[1], in[1]);
+ v[2] = 0;
+ v[3] = 0xff;
+}
+
+static INLINE void insert_4ub_4f_rgba_1( const struct vf_attr *a, GLubyte *v,
+ const GLfloat *in )
+{
+ (void) a;
+ UNCLAMPED_FLOAT_TO_UBYTE(v[0], in[0]);
+ v[1] = 0;
+ v[2] = 0;
+ v[3] = 0xff;
+}
+
+static INLINE void insert_4ub_4f_bgra_4( const struct vf_attr *a, GLubyte *v,
+ const GLfloat *in )
+{
+ (void) a;
+ UNCLAMPED_FLOAT_TO_UBYTE(v[2], in[0]);
+ UNCLAMPED_FLOAT_TO_UBYTE(v[1], in[1]);
+ UNCLAMPED_FLOAT_TO_UBYTE(v[0], in[2]);
+ UNCLAMPED_FLOAT_TO_UBYTE(v[3], in[3]);
+}
+
+static INLINE void insert_4ub_4f_bgra_3( const struct vf_attr *a, GLubyte *v,
+ const GLfloat *in )
+{
+ (void) a;
+ UNCLAMPED_FLOAT_TO_UBYTE(v[2], in[0]);
+ UNCLAMPED_FLOAT_TO_UBYTE(v[1], in[1]);
+ UNCLAMPED_FLOAT_TO_UBYTE(v[0], in[2]);
+ v[3] = 0xff;
+}
+
+static INLINE void insert_4ub_4f_bgra_2( const struct vf_attr *a, GLubyte *v,
+ const GLfloat *in )
+{
+ (void) a;
+ UNCLAMPED_FLOAT_TO_UBYTE(v[2], in[0]);
+ UNCLAMPED_FLOAT_TO_UBYTE(v[1], in[1]);
+ v[0] = 0;
+ v[3] = 0xff;
+}
+
+static INLINE void insert_4ub_4f_bgra_1( const struct vf_attr *a, GLubyte *v,
+ const GLfloat *in )
+{
+ (void) a;
+ UNCLAMPED_FLOAT_TO_UBYTE(v[2], in[0]);
+ v[1] = 0;
+ v[0] = 0;
+ v[3] = 0xff;
+}
+
+static INLINE void insert_4ub_4f_argb_4( const struct vf_attr *a, GLubyte *v,
+ const GLfloat *in )
+{
+ (void) a;
+ UNCLAMPED_FLOAT_TO_UBYTE(v[1], in[0]);
+ UNCLAMPED_FLOAT_TO_UBYTE(v[2], in[1]);
+ UNCLAMPED_FLOAT_TO_UBYTE(v[3], in[2]);
+ UNCLAMPED_FLOAT_TO_UBYTE(v[0], in[3]);
+}
+
+static INLINE void insert_4ub_4f_argb_3( const struct vf_attr *a, GLubyte *v,
+ const GLfloat *in )
+{
+ (void) a;
+ UNCLAMPED_FLOAT_TO_UBYTE(v[1], in[0]);
+ UNCLAMPED_FLOAT_TO_UBYTE(v[2], in[1]);
+ UNCLAMPED_FLOAT_TO_UBYTE(v[3], in[2]);
+ v[0] = 0xff;
+}
+
+static INLINE void insert_4ub_4f_argb_2( const struct vf_attr *a, GLubyte *v,
+ const GLfloat *in )
+{
+ (void) a;
+ UNCLAMPED_FLOAT_TO_UBYTE(v[1], in[0]);
+ UNCLAMPED_FLOAT_TO_UBYTE(v[2], in[1]);
+ v[3] = 0x00;
+ v[0] = 0xff;
+}
+
+static INLINE void insert_4ub_4f_argb_1( const struct vf_attr *a, GLubyte *v,
+ const GLfloat *in )
+{
+ (void) a;
+ UNCLAMPED_FLOAT_TO_UBYTE(v[1], in[0]);
+ v[2] = 0x00;
+ v[3] = 0x00;
+ v[0] = 0xff;
+}
+
+static INLINE void insert_4ub_4f_abgr_4( const struct vf_attr *a, GLubyte *v,
+ const GLfloat *in )
+{
+ (void) a;
+ UNCLAMPED_FLOAT_TO_UBYTE(v[3], in[0]);
+ UNCLAMPED_FLOAT_TO_UBYTE(v[2], in[1]);
+ UNCLAMPED_FLOAT_TO_UBYTE(v[1], in[2]);
+ UNCLAMPED_FLOAT_TO_UBYTE(v[0], in[3]);
+}
+
+static INLINE void insert_4ub_4f_abgr_3( const struct vf_attr *a, GLubyte *v,
+ const GLfloat *in )
+{
+ (void) a;
+ UNCLAMPED_FLOAT_TO_UBYTE(v[3], in[0]);
+ UNCLAMPED_FLOAT_TO_UBYTE(v[2], in[1]);
+ UNCLAMPED_FLOAT_TO_UBYTE(v[1], in[2]);
+ v[0] = 0xff;
+}
+
+static INLINE void insert_4ub_4f_abgr_2( const struct vf_attr *a, GLubyte *v,
+ const GLfloat *in )
+{
+ (void) a;
+ UNCLAMPED_FLOAT_TO_UBYTE(v[3], in[0]);
+ UNCLAMPED_FLOAT_TO_UBYTE(v[2], in[1]);
+ v[1] = 0x00;
+ v[0] = 0xff;
+}
+
+static INLINE void insert_4ub_4f_abgr_1( const struct vf_attr *a, GLubyte *v,
+ const GLfloat *in )
+{
+ (void) a;
+ UNCLAMPED_FLOAT_TO_UBYTE(v[3], in[0]);
+ v[2] = 0x00;
+ v[1] = 0x00;
+ v[0] = 0xff;
+}
+
+static INLINE void insert_3ub_3f_rgb_3( const struct vf_attr *a, GLubyte *v,
+ const GLfloat *in )
+{
+ (void) a;
+ UNCLAMPED_FLOAT_TO_UBYTE(v[0], in[0]);
+ UNCLAMPED_FLOAT_TO_UBYTE(v[1], in[1]);
+ UNCLAMPED_FLOAT_TO_UBYTE(v[2], in[2]);
+}
+
+static INLINE void insert_3ub_3f_rgb_2( const struct vf_attr *a, GLubyte *v,
+ const GLfloat *in )
+{
+ (void) a;
+ UNCLAMPED_FLOAT_TO_UBYTE(v[0], in[0]);
+ UNCLAMPED_FLOAT_TO_UBYTE(v[1], in[1]);
+ v[2] = 0;
+}
+
+static INLINE void insert_3ub_3f_rgb_1( const struct vf_attr *a, GLubyte *v,
+ const GLfloat *in )
+{
+ (void) a;
+ UNCLAMPED_FLOAT_TO_UBYTE(v[0], in[0]);
+ v[1] = 0;
+ v[2] = 0;
+}
+
+static INLINE void insert_3ub_3f_bgr_3( const struct vf_attr *a, GLubyte *v,
+ const GLfloat *in )
+{
+ (void) a;
+ UNCLAMPED_FLOAT_TO_UBYTE(v[2], in[0]);
+ UNCLAMPED_FLOAT_TO_UBYTE(v[1], in[1]);
+ UNCLAMPED_FLOAT_TO_UBYTE(v[0], in[2]);
+}
+
+static INLINE void insert_3ub_3f_bgr_2( const struct vf_attr *a, GLubyte *v,
+ const GLfloat *in )
+{
+ (void) a;
+ UNCLAMPED_FLOAT_TO_UBYTE(v[2], in[0]);
+ UNCLAMPED_FLOAT_TO_UBYTE(v[1], in[1]);
+ v[0] = 0;
+}
+
+static INLINE void insert_3ub_3f_bgr_1( const struct vf_attr *a, GLubyte *v,
+ const GLfloat *in )
+{
+ (void) a;
+ UNCLAMPED_FLOAT_TO_UBYTE(v[2], in[0]);
+ v[1] = 0;
+ v[0] = 0;
+}
+
+
+static INLINE void insert_1ub_1f_1( const struct vf_attr *a, GLubyte *v,
+ const GLfloat *in )
+{
+ (void) a;
+ UNCLAMPED_FLOAT_TO_UBYTE(v[0], in[0]);
+}
+
+
+/***********************************************************************
+ * Functions to perform the reverse operations to the above, for
+ * swrast translation and clip-interpolation.
+ *
+ * Currently always extracts a full 4 floats.
+ */
+
+static void extract_4f_viewport( const struct vf_attr *a, GLfloat *out,
+ const GLubyte *v )
+{
+ const GLfloat *in = (const GLfloat *)v;
+ const GLfloat *scale = a->vf->vp;
+ const GLfloat *trans = a->vf->vp + 4;
+
+ /* Although included for completeness, the position coordinate is
+ * usually handled differently during clipping.
+ */
+ out[0] = (in[0] - trans[0]) / scale[0];
+ out[1] = (in[1] - trans[1]) / scale[1];
+ out[2] = (in[2] - trans[2]) / scale[2];
+ out[3] = in[3];
+}
+
+static void extract_3f_viewport( const struct vf_attr *a, GLfloat *out,
+ const GLubyte *v )
+{
+ const GLfloat *in = (const GLfloat *)v;
+ const GLfloat *scale = a->vf->vp;
+ const GLfloat *trans = a->vf->vp + 4;
+
+ out[0] = (in[0] - trans[0]) / scale[0];
+ out[1] = (in[1] - trans[1]) / scale[1];
+ out[2] = (in[2] - trans[2]) / scale[2];
+ out[3] = 1;
+}
+
+
+static void extract_2f_viewport( const struct vf_attr *a, GLfloat *out,
+ const GLubyte *v )
+{
+ const GLfloat *in = (const GLfloat *)v;
+ const GLfloat *scale = a->vf->vp;
+ const GLfloat *trans = a->vf->vp + 4;
+
+ out[0] = (in[0] - trans[0]) / scale[0];
+ out[1] = (in[1] - trans[1]) / scale[1];
+ out[2] = 0;
+ out[3] = 1;
+}
+
+
+static void extract_4f( const struct vf_attr *a, GLfloat *out, const GLubyte *v )
+{
+ const GLfloat *in = (const GLfloat *)v;
+ (void) a;
+
+ out[0] = in[0];
+ out[1] = in[1];
+ out[2] = in[2];
+ out[3] = in[3];
+}
+
+static void extract_3f_xyw( const struct vf_attr *a, GLfloat *out, const GLubyte *v )
+{
+ const GLfloat *in = (const GLfloat *)v;
+ (void) a;
+
+ out[0] = in[0];
+ out[1] = in[1];
+ out[2] = 0;
+ out[3] = in[2];
+}
+
+
+static void extract_3f( const struct vf_attr *a, GLfloat *out, const GLubyte *v )
+{
+ const GLfloat *in = (const GLfloat *)v;
+ (void) a;
+
+ out[0] = in[0];
+ out[1] = in[1];
+ out[2] = in[2];
+ out[3] = 1;
+}
+
+
+static void extract_2f( const struct vf_attr *a, GLfloat *out, const GLubyte *v )
+{
+ const GLfloat *in = (const GLfloat *)v;
+ (void) a;
+
+ out[0] = in[0];
+ out[1] = in[1];
+ out[2] = 0;
+ out[3] = 1;
+}
+
+static void extract_1f( const struct vf_attr *a, GLfloat *out, const GLubyte *v )
+{
+ const GLfloat *in = (const GLfloat *)v;
+ (void) a;
+
+ out[0] = in[0];
+ out[1] = 0;
+ out[2] = 0;
+ out[3] = 1;
+}
+
+static void extract_4chan_4f_rgba( const struct vf_attr *a, GLfloat *out,
+ const GLubyte *v )
+{
+ GLchan *c = (GLchan *)v;
+ (void) a;
+
+ out[0] = CHAN_TO_FLOAT(c[0]);
+ out[1] = CHAN_TO_FLOAT(c[1]);
+ out[2] = CHAN_TO_FLOAT(c[2]);
+ out[3] = CHAN_TO_FLOAT(c[3]);
+}
+
+static void extract_4ub_4f_rgba( const struct vf_attr *a, GLfloat *out,
+ const GLubyte *v )
+{
+ (void) a;
+ out[0] = UBYTE_TO_FLOAT(v[0]);
+ out[1] = UBYTE_TO_FLOAT(v[1]);
+ out[2] = UBYTE_TO_FLOAT(v[2]);
+ out[3] = UBYTE_TO_FLOAT(v[3]);
+}
+
+static void extract_4ub_4f_bgra( const struct vf_attr *a, GLfloat *out,
+ const GLubyte *v )
+{
+ (void) a;
+ out[2] = UBYTE_TO_FLOAT(v[0]);
+ out[1] = UBYTE_TO_FLOAT(v[1]);
+ out[0] = UBYTE_TO_FLOAT(v[2]);
+ out[3] = UBYTE_TO_FLOAT(v[3]);
+}
+
+static void extract_4ub_4f_argb( const struct vf_attr *a, GLfloat *out,
+ const GLubyte *v )
+{
+ (void) a;
+ out[3] = UBYTE_TO_FLOAT(v[0]);
+ out[0] = UBYTE_TO_FLOAT(v[1]);
+ out[1] = UBYTE_TO_FLOAT(v[2]);
+ out[2] = UBYTE_TO_FLOAT(v[3]);
+}
+
+static void extract_4ub_4f_abgr( const struct vf_attr *a, GLfloat *out,
+ const GLubyte *v )
+{
+ (void) a;
+ out[3] = UBYTE_TO_FLOAT(v[0]);
+ out[2] = UBYTE_TO_FLOAT(v[1]);
+ out[1] = UBYTE_TO_FLOAT(v[2]);
+ out[0] = UBYTE_TO_FLOAT(v[3]);
+}
+
+static void extract_3ub_3f_rgb( const struct vf_attr *a, GLfloat *out,
+ const GLubyte *v )
+{
+ (void) a;
+ out[0] = UBYTE_TO_FLOAT(v[0]);
+ out[1] = UBYTE_TO_FLOAT(v[1]);
+ out[2] = UBYTE_TO_FLOAT(v[2]);
+ out[3] = 1;
+}
+
+static void extract_3ub_3f_bgr( const struct vf_attr *a, GLfloat *out,
+ const GLubyte *v )
+{
+ (void) a;
+ out[2] = UBYTE_TO_FLOAT(v[0]);
+ out[1] = UBYTE_TO_FLOAT(v[1]);
+ out[0] = UBYTE_TO_FLOAT(v[2]);
+ out[3] = 1;
+}
+
+static void extract_1ub_1f( const struct vf_attr *a, GLfloat *out, const GLubyte *v )
+{
+ (void) a;
+ out[0] = UBYTE_TO_FLOAT(v[0]);
+ out[1] = 0;
+ out[2] = 0;
+ out[3] = 1;
+}
+
+
+const struct vf_format_info vf_format_info[EMIT_MAX] =
+{
+ { "1f",
+ extract_1f,
+ { insert_1f_1, insert_1f_1, insert_1f_1, insert_1f_1 },
+ sizeof(GLfloat) },
+
+ { "2f",
+ extract_2f,
+ { insert_2f_1, insert_2f_2, insert_2f_2, insert_2f_2 },
+ 2 * sizeof(GLfloat) },
+
+ { "3f",
+ extract_3f,
+ { insert_3f_1, insert_3f_2, insert_3f_3, insert_3f_3 },
+ 3 * sizeof(GLfloat) },
+
+ { "4f",
+ extract_4f,
+ { insert_4f_1, insert_4f_2, insert_4f_3, insert_4f_4 },
+ 4 * sizeof(GLfloat) },
+
+ { "2f_viewport",
+ extract_2f_viewport,
+ { insert_2f_viewport_1, insert_2f_viewport_2, insert_2f_viewport_2,
+ insert_2f_viewport_2 },
+ 2 * sizeof(GLfloat) },
+
+ { "3f_viewport",
+ extract_3f_viewport,
+ { insert_3f_viewport_1, insert_3f_viewport_2, insert_3f_viewport_3,
+ insert_3f_viewport_3 },
+ 3 * sizeof(GLfloat) },
+
+ { "4f_viewport",
+ extract_4f_viewport,
+ { insert_4f_viewport_1, insert_4f_viewport_2, insert_4f_viewport_3,
+ insert_4f_viewport_4 },
+ 4 * sizeof(GLfloat) },
+
+ { "3f_xyw",
+ extract_3f_xyw,
+ { insert_3f_xyw_err, insert_3f_xyw_err, insert_3f_xyw_err,
+ insert_3f_xyw_4 },
+ 3 * sizeof(GLfloat) },
+
+ { "1ub_1f",
+ extract_1ub_1f,
+ { insert_1ub_1f_1, insert_1ub_1f_1, insert_1ub_1f_1, insert_1ub_1f_1 },
+ sizeof(GLubyte) },
+
+ { "3ub_3f_rgb",
+ extract_3ub_3f_rgb,
+ { insert_3ub_3f_rgb_1, insert_3ub_3f_rgb_2, insert_3ub_3f_rgb_3,
+ insert_3ub_3f_rgb_3 },
+ 3 * sizeof(GLubyte) },
+
+ { "3ub_3f_bgr",
+ extract_3ub_3f_bgr,
+ { insert_3ub_3f_bgr_1, insert_3ub_3f_bgr_2, insert_3ub_3f_bgr_3,
+ insert_3ub_3f_bgr_3 },
+ 3 * sizeof(GLubyte) },
+
+ { "4ub_4f_rgba",
+ extract_4ub_4f_rgba,
+ { insert_4ub_4f_rgba_1, insert_4ub_4f_rgba_2, insert_4ub_4f_rgba_3,
+ insert_4ub_4f_rgba_4 },
+ 4 * sizeof(GLubyte) },
+
+ { "4ub_4f_bgra",
+ extract_4ub_4f_bgra,
+ { insert_4ub_4f_bgra_1, insert_4ub_4f_bgra_2, insert_4ub_4f_bgra_3,
+ insert_4ub_4f_bgra_4 },
+ 4 * sizeof(GLubyte) },
+
+ { "4ub_4f_argb",
+ extract_4ub_4f_argb,
+ { insert_4ub_4f_argb_1, insert_4ub_4f_argb_2, insert_4ub_4f_argb_3,
+ insert_4ub_4f_argb_4 },
+ 4 * sizeof(GLubyte) },
+
+ { "4ub_4f_abgr",
+ extract_4ub_4f_abgr,
+ { insert_4ub_4f_abgr_1, insert_4ub_4f_abgr_2, insert_4ub_4f_abgr_3,
+ insert_4ub_4f_abgr_4 },
+ 4 * sizeof(GLubyte) },
+
+ { "4chan_4f_rgba",
+ extract_4chan_4f_rgba,
+ { insert_4chan_4f_rgba_1, insert_4chan_4f_rgba_2, insert_4chan_4f_rgba_3,
+ insert_4chan_4f_rgba_4 },
+ 4 * sizeof(GLchan) },
+
+ { "pad",
+ NULL,
+ { NULL, NULL, NULL, NULL },
+ 0 }
+
+};
+
+
+
+
+/***********************************************************************
+ * Hardwired fastpaths for emitting whole vertices or groups of
+ * vertices
+ */
+#define EMIT5(NR, F0, F1, F2, F3, F4, NAME) \
+static void NAME( struct vertex_fetch *vf, \
+ GLuint count, \
+ GLubyte *v ) \
+{ \
+ struct vf_attr *a = vf->attr; \
+ GLuint i; \
+ \
+ for (i = 0 ; i < count ; i++, v += vf->vertex_stride) { \
+ if (NR > 0) { \
+ F0( &a[0], v + a[0].vertoffset, (GLfloat *)a[0].inputptr ); \
+ a[0].inputptr += a[0].inputstride; \
+ } \
+ \
+ if (NR > 1) { \
+ F1( &a[1], v + a[1].vertoffset, (GLfloat *)a[1].inputptr ); \
+ a[1].inputptr += a[1].inputstride; \
+ } \
+ \
+ if (NR > 2) { \
+ F2( &a[2], v + a[2].vertoffset, (GLfloat *)a[2].inputptr ); \
+ a[2].inputptr += a[2].inputstride; \
+ } \
+ \
+ if (NR > 3) { \
+ F3( &a[3], v + a[3].vertoffset, (GLfloat *)a[3].inputptr ); \
+ a[3].inputptr += a[3].inputstride; \
+ } \
+ \
+ if (NR > 4) { \
+ F4( &a[4], v + a[4].vertoffset, (GLfloat *)a[4].inputptr ); \
+ a[4].inputptr += a[4].inputstride; \
+ } \
+ } \
+}
+
+
+#define EMIT2(F0, F1, NAME) EMIT5(2, F0, F1, insert_null, \
+ insert_null, insert_null, NAME)
+
+#define EMIT3(F0, F1, F2, NAME) EMIT5(3, F0, F1, F2, insert_null, \
+ insert_null, NAME)
+
+#define EMIT4(F0, F1, F2, F3, NAME) EMIT5(4, F0, F1, F2, F3, \
+ insert_null, NAME)
+
+
+EMIT2(insert_3f_viewport_3, insert_4ub_4f_rgba_4, emit_viewport3_rgba4)
+EMIT2(insert_3f_viewport_3, insert_4ub_4f_bgra_4, emit_viewport3_bgra4)
+EMIT2(insert_3f_3, insert_4ub_4f_rgba_4, emit_xyz3_rgba4)
+
+EMIT3(insert_4f_viewport_4, insert_4ub_4f_rgba_4, insert_2f_2, emit_viewport4_rgba4_st2)
+EMIT3(insert_4f_viewport_4, insert_4ub_4f_bgra_4, insert_2f_2, emit_viewport4_bgra4_st2)
+EMIT3(insert_4f_4, insert_4ub_4f_rgba_4, insert_2f_2, emit_xyzw4_rgba4_st2)
+
+EMIT4(insert_4f_viewport_4, insert_4ub_4f_rgba_4, insert_2f_2, insert_2f_2, emit_viewport4_rgba4_st2_st2)
+EMIT4(insert_4f_viewport_4, insert_4ub_4f_bgra_4, insert_2f_2, insert_2f_2, emit_viewport4_bgra4_st2_st2)
+EMIT4(insert_4f_4, insert_4ub_4f_rgba_4, insert_2f_2, insert_2f_2, emit_xyzw4_rgba4_st2_st2)
+
+
+/* Use the codegen paths to select one of a number of hardwired
+ * fastpaths.
+ */
+void vf_generate_hardwired_emit( struct vertex_fetch *vf )
+{
+ vf_emit_func func = NULL;
+
+ /* Does it fit a hardwired fastpath? Help! this is growing out of
+ * control!
+ */
+ switch (vf->attr_count) {
+ case 2:
+ if (vf->attr[0].do_insert == insert_3f_viewport_3) {
+ if (vf->attr[1].do_insert == insert_4ub_4f_bgra_4)
+ func = emit_viewport3_bgra4;
+ else if (vf->attr[1].do_insert == insert_4ub_4f_rgba_4)
+ func = emit_viewport3_rgba4;
+ }
+ else if (vf->attr[0].do_insert == insert_3f_3 &&
+ vf->attr[1].do_insert == insert_4ub_4f_rgba_4) {
+ func = emit_xyz3_rgba4;
+ }
+ break;
+ case 3:
+ if (vf->attr[2].do_insert == insert_2f_2) {
+ if (vf->attr[1].do_insert == insert_4ub_4f_rgba_4) {
+ if (vf->attr[0].do_insert == insert_4f_viewport_4)
+ func = emit_viewport4_rgba4_st2;
+ else if (vf->attr[0].do_insert == insert_4f_4)
+ func = emit_xyzw4_rgba4_st2;
+ }
+ else if (vf->attr[1].do_insert == insert_4ub_4f_bgra_4 &&
+ vf->attr[0].do_insert == insert_4f_viewport_4)
+ func = emit_viewport4_bgra4_st2;
+ }
+ break;
+ case 4:
+ if (vf->attr[2].do_insert == insert_2f_2 &&
+ vf->attr[3].do_insert == insert_2f_2) {
+ if (vf->attr[1].do_insert == insert_4ub_4f_rgba_4) {
+ if (vf->attr[0].do_insert == insert_4f_viewport_4)
+ func = emit_viewport4_rgba4_st2_st2;
+ else if (vf->attr[0].do_insert == insert_4f_4)
+ func = emit_xyzw4_rgba4_st2_st2;
+ }
+ else if (vf->attr[1].do_insert == insert_4ub_4f_bgra_4 &&
+ vf->attr[0].do_insert == insert_4f_viewport_4)
+ func = emit_viewport4_bgra4_st2_st2;
+ }
+ break;
+ }
+
+ vf->emit = func;
+}
+
+/***********************************************************************
+ * Generic (non-codegen) functions for whole vertices or groups of
+ * vertices
+ */
+
+void vf_generic_emit( struct vertex_fetch *vf,
+ GLuint count,
+ GLubyte *v )
+{
+ struct vf_attr *a = vf->attr;
+ const GLuint attr_count = vf->attr_count;
+ const GLuint stride = vf->vertex_stride;
+ GLuint i, j;
+
+ for (i = 0 ; i < count ; i++, v += stride) {
+ for (j = 0; j < attr_count; j++) {
+ GLfloat *in = (GLfloat *)a[j].inputptr;
+ a[j].inputptr += a[j].inputstride;
+ a[j].do_insert( &a[j], v + a[j].vertoffset, in );
+ }
+ }
+}
+
+