diff options
Diffstat (limited to 'src/mesa/vf/vf_generic.c')
-rw-r--r-- | src/mesa/vf/vf_generic.c | 981 |
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..baa00af29a6 --- /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 "main/glheader.h" +#include "main/context.h" +#include "main/colormac.h" +#include "main/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 ); + } + } +} + + |