/* $Id: t_imm_exec.c,v 1.10 2001/02/06 21:42:49 brianp Exp $ */ /* * Mesa 3-D graphics library * Version: 3.5 * * 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. * * Authors: * Keith Whitwell */ #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 "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->EdgeFlag = 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 = (GLchan *)(IM->SecondaryColor + start); tmp->SecondaryColor.count = count; VB->SecondaryColorPtr[0] = &tmp->SecondaryColor; } if (inputs & VERT_EDGE) { VB->EdgeFlag = IM->EdgeFlag + start; } if (inputs & VERT_RGBA) { tmp->Color.data = IM->Color + start; tmp->Color.start = (GLchan *)(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 & TEX_SIZE_3(i)) { tmp->TexCoord[i].size = 3; if (IM->TexSize & TEX_SIZE_4(i)) 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. */ void _tnl_run_empty_cassette( GLcontext *ctx, struct immediate *IM ) { copy_to_current( ctx, IM, IM->OrFlag ); if (IM->OrFlag & (VERT_RGBA|VERT_MATERIAL)) { GLuint start = IM->CopyStart; 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 ); gl_validate_all_lighting_tables( ctx ); } } /* 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 ); /* _tnl_print_cassette( 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) { if (IM->OrFlag & VERT_ELT) _tnl_translate_array_elts( ctx, IM, IM->CopyStart, IM->CopyStart ); _tnl_fixup_input( ctx, IM ); /* shouldn't be needed? (demos/fire) */ _tnl_run_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 ); #if CHAN_TYPE == GL_UNSIGNED_BYTE gl_vector4ub_init( &tmp->Color, 0, 0 ); gl_vector4ub_init( &tmp->SecondaryColor, 0, 0 ); #elif CHAN_TYPE == GL_UNSIGNED_SHORT gl_vector4us_init( &tmp->Color, 0, 0 ); gl_vector4us_init( &tmp->SecondaryColor, 0, 0 ); #elif CHAN_TYPE == GL_FLOAT gl_vector4f_init( &tmp->Color, 0, 0 ); gl_vector4f_init( &tmp->SecondaryColor, 0, 0 ); #endif 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) ); }