/* $Id: t_vb_render.c,v 1.33 2002/10/29 20:29:04 brianp Exp $ */ /* * Mesa 3-D graphics library * Version: 4.0.1 * * 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. * * Authors: * Keith Whitwell <keith@tungstengraphics.com> */ /* * Render whole vertex buffers, including projection of vertices from * clip space and clipping of primitives. * * This file makes calls to project vertices and to the point, line * and triangle rasterizers via the function pointers: * * context->Driver.Render.* * */ #include "glheader.h" #include "context.h" #include "enums.h" #include "macros.h" #include "imports.h" #include "mtypes.h" #include "mmath.h" #include "math/m_matrix.h" #include "math/m_xform.h" #include "t_pipeline.h" /**********************************************************************/ /* Clip single primitives */ /**********************************************************************/ #if defined(USE_IEEE) #define NEGATIVE(x) (GET_FLOAT_BITS(x) & (1<<31)) #define DIFFERENT_SIGNS(x,y) ((GET_FLOAT_BITS(x) ^ GET_FLOAT_BITS(y)) & (1<<31)) #else #define NEGATIVE(x) (x < 0) #define DIFFERENT_SIGNS(x,y) (x * y <= 0 && x - y != 0) /* Could just use (x*y<0) except for the flatshading requirements. * Maybe there's a better way? */ #endif #define W(i) coord[i][3] #define Z(i) coord[i][2] #define Y(i) coord[i][1] #define X(i) coord[i][0] #define SIZE 4 #define TAG(x) x##_4 #include "t_vb_cliptmp.h" /**********************************************************************/ /* Clip and render whole begin/end objects */ /**********************************************************************/ #define NEED_EDGEFLAG_SETUP (ctx->_TriangleCaps & DD_TRI_UNFILLED) #define EDGEFLAG_GET(idx) VB->EdgeFlag[idx] #define EDGEFLAG_SET(idx, val) VB->EdgeFlag[idx] = val /* Vertices, with the possibility of clipping. */ #define RENDER_POINTS( start, count ) \ tnl->Driver.Render.Points( ctx, start, count ) #define RENDER_LINE( v1, v2 ) \ do { \ GLubyte c1 = mask[v1], c2 = mask[v2]; \ GLubyte ormask = c1|c2; \ if (!ormask) \ LineFunc( ctx, v1, v2 ); \ else if (!(c1 & c2 & 0x3f)) \ clip_line_4( ctx, v1, v2, ormask ); \ } while (0) #define RENDER_TRI( v1, v2, v3 ) \ do { \ GLubyte c1 = mask[v1], c2 = mask[v2], c3 = mask[v3]; \ GLubyte ormask = c1|c2|c3; \ if (!ormask) \ TriangleFunc( ctx, v1, v2, v3 ); \ else if (!(c1 & c2 & c3 & 0x3f)) \ clip_tri_4( ctx, v1, v2, v3, ormask ); \ } while (0) #define RENDER_QUAD( v1, v2, v3, v4 ) \ do { \ GLubyte c1 = mask[v1], c2 = mask[v2]; \ GLubyte c3 = mask[v3], c4 = mask[v4]; \ GLubyte ormask = c1|c2|c3|c4; \ if (!ormask) \ QuadFunc( ctx, v1, v2, v3, v4 ); \ else if (!(c1 & c2 & c3 & c4 & 0x3f)) \ clip_quad_4( ctx, v1, v2, v3, v4, ormask ); \ } while (0) #define LOCAL_VARS \ TNLcontext *tnl = TNL_CONTEXT(ctx); \ struct vertex_buffer *VB = &tnl->vb; \ const GLuint * const elt = VB->Elts; \ const GLubyte *mask = VB->ClipMask; \ const GLuint sz = VB->ClipPtr->size; \ const line_func LineFunc = tnl->Driver.Render.Line; \ const triangle_func TriangleFunc = tnl->Driver.Render.Triangle; \ const quad_func QuadFunc = tnl->Driver.Render.Quad; \ const GLboolean stipple = ctx->Line.StippleFlag; \ (void) (LineFunc && TriangleFunc && QuadFunc); \ (void) elt; (void) mask; (void) sz; (void) stipple; #define TAG(x) clip_##x##_verts #define INIT(x) tnl->Driver.Render.PrimitiveNotify( ctx, x ) #define RESET_STIPPLE if (stipple) tnl->Driver.Render.ResetLineStipple( ctx ) #define RESET_OCCLUSION ctx->OcclusionResult = GL_TRUE #define PRESERVE_VB_DEFS #include "t_vb_rendertmp.h" /* Elts, with the possibility of clipping. */ #undef ELT #undef TAG #define ELT(x) elt[x] #define TAG(x) clip_##x##_elts #include "t_vb_rendertmp.h" /* TODO: do this for all primitives, verts and elts: */ static void clip_elt_triangles( GLcontext *ctx, GLuint start, GLuint count, GLuint flags ) { TNLcontext *tnl = TNL_CONTEXT(ctx); render_func render_tris = tnl->Driver.Render.PrimTabElts[GL_TRIANGLES]; struct vertex_buffer *VB = &tnl->vb; const GLuint * const elt = VB->Elts; GLubyte *mask = VB->ClipMask; GLuint last = count-2; GLuint j; (void) flags; tnl->Driver.Render.PrimitiveNotify( ctx, GL_TRIANGLES ); for (j=start; j < last; j+=3 ) { GLubyte c1 = mask[elt[j]]; GLubyte c2 = mask[elt[j+1]]; GLubyte c3 = mask[elt[j+2]]; GLubyte ormask = c1|c2|c3; if (ormask) { if (start < j) render_tris( ctx, start, j, 0 ); if (!(c1&c2&c3&0x3f)) clip_tri_4( ctx, elt[j], elt[j+1], elt[j+2], ormask ); start = j+3; } } if (start < j) render_tris( ctx, start, j, 0 ); } /**********************************************************************/ /* Render whole begin/end objects */ /**********************************************************************/ #define NEED_EDGEFLAG_SETUP (ctx->_TriangleCaps & DD_TRI_UNFILLED) #define EDGEFLAG_GET(idx) VB->EdgeFlag[idx] #define EDGEFLAG_SET(idx, val) VB->EdgeFlag[idx] = val /* Vertices, no clipping. */ #define RENDER_POINTS( start, count ) \ tnl->Driver.Render.Points( ctx, start, count ) #define RENDER_LINE( v1, v2 ) \ LineFunc( ctx, v1, v2 ) #define RENDER_TRI( v1, v2, v3 ) \ TriangleFunc( ctx, v1, v2, v3 ) #define RENDER_QUAD( v1, v2, v3, v4 ) \ QuadFunc( ctx, v1, v2, v3, v4 ) #define TAG(x) _tnl_##x##_verts #define LOCAL_VARS \ TNLcontext *tnl = TNL_CONTEXT(ctx); \ struct vertex_buffer *VB = &tnl->vb; \ const GLuint * const elt = VB->Elts; \ const line_func LineFunc = tnl->Driver.Render.Line; \ const triangle_func TriangleFunc = tnl->Driver.Render.Triangle; \ const quad_func QuadFunc = tnl->Driver.Render.Quad; \ const GLboolean stipple = ctx->Line.StippleFlag; \ (void) (LineFunc && TriangleFunc && QuadFunc); \ (void) elt; (void) stipple #define RESET_STIPPLE if (stipple) tnl->Driver.Render.ResetLineStipple( ctx ) #define RESET_OCCLUSION ctx->OcclusionResult = GL_TRUE #define INIT(x) tnl->Driver.Render.PrimitiveNotify( ctx, x ) #define RENDER_TAB_QUALIFIER #define PRESERVE_VB_DEFS #include "t_vb_rendertmp.h" /* Elts, no clipping. */ #undef ELT #define TAG(x) _tnl_##x##_elts #define ELT(x) elt[x] #include "t_vb_rendertmp.h" /**********************************************************************/ /* Helper functions for drivers */ /**********************************************************************/ void _tnl_RenderClippedPolygon( GLcontext *ctx, const GLuint *elts, GLuint n ) { TNLcontext *tnl = TNL_CONTEXT(ctx); struct vertex_buffer *VB = &tnl->vb; GLuint *tmp = VB->Elts; VB->Elts = (GLuint *)elts; tnl->Driver.Render.PrimTabElts[GL_POLYGON]( ctx, 0, n, PRIM_BEGIN|PRIM_END ); VB->Elts = tmp; } void _tnl_RenderClippedLine( GLcontext *ctx, GLuint ii, GLuint jj ) { TNLcontext *tnl = TNL_CONTEXT(ctx); tnl->Driver.Render.Line( ctx, ii, jj ); } /**********************************************************************/ /* Clip and render whole vertex buffers */ /**********************************************************************/ static GLboolean run_render( GLcontext *ctx, struct gl_pipeline_stage *stage ) { TNLcontext *tnl = TNL_CONTEXT(ctx); struct vertex_buffer *VB = &tnl->vb; GLuint new_inputs = stage->changed_inputs; render_func *tab; GLint pass = 0; /* Allow the drivers to lock before projected verts are built so * that window coordinates are guarenteed not to change before * rendering. */ ASSERT(tnl->Driver.Render.Start); tnl->Driver.Render.Start( ctx ); ASSERT(tnl->Driver.Render.BuildVertices); ASSERT(tnl->Driver.Render.PrimitiveNotify); ASSERT(tnl->Driver.Render.Points); ASSERT(tnl->Driver.Render.Line); ASSERT(tnl->Driver.Render.Triangle); ASSERT(tnl->Driver.Render.Quad); ASSERT(tnl->Driver.Render.ResetLineStipple); ASSERT(tnl->Driver.Render.Interp); ASSERT(tnl->Driver.Render.CopyPV); ASSERT(tnl->Driver.Render.ClippedLine); ASSERT(tnl->Driver.Render.ClippedPolygon); ASSERT(tnl->Driver.Render.Finish); tnl->Driver.Render.BuildVertices( ctx, 0, VB->Count, new_inputs ); if (VB->ClipOrMask) { tab = VB->Elts ? clip_render_tab_elts : clip_render_tab_verts; clip_render_tab_elts[GL_TRIANGLES] = clip_elt_triangles; } else { tab = (VB->Elts ? tnl->Driver.Render.PrimTabElts : tnl->Driver.Render.PrimTabVerts); } do { GLuint i, length, flags = 0; for (i = VB->FirstPrimitive ; !(flags & PRIM_LAST) ; i += length) { flags = VB->Primitive[i]; length= VB->PrimitiveLength[i]; ASSERT(length || (flags & PRIM_LAST)); ASSERT((flags & PRIM_MODE_MASK) <= GL_POLYGON+1); if (MESA_VERBOSE & VERBOSE_PRIMS) _mesa_debug(NULL, "MESA prim %s %d..%d\n", _mesa_lookup_enum_by_nr(flags & PRIM_MODE_MASK), i, i+length); if (length) tab[flags & PRIM_MODE_MASK]( ctx, i, i + length, flags ); } } while (tnl->Driver.Render.Multipass && tnl->Driver.Render.Multipass( ctx, ++pass )); tnl->Driver.Render.Finish( ctx ); /* _swrast_flush(ctx); */ /* usleep(1000000); */ return GL_FALSE; /* finished the pipe */ } /**********************************************************************/ /* Render pipeline stage */ /**********************************************************************/ /* Quite a bit of work involved in finding out the inputs for the * render stage. */ static void check_render( GLcontext *ctx, struct gl_pipeline_stage *stage ) { GLuint inputs = VERT_BIT_CLIP; GLuint i; if (ctx->Visual.rgbMode) { inputs |= VERT_BIT_COLOR0; if (ctx->_TriangleCaps & DD_SEPARATE_SPECULAR) inputs |= VERT_BIT_COLOR1; if (ctx->Texture._EnabledUnits) { for (i = 0 ; i < ctx->Const.MaxTextureUnits ; i++) { if (ctx->Texture.Unit[i]._ReallyEnabled) inputs |= VERT_BIT_TEX(i); } } } else { inputs |= VERT_BIT_INDEX; } if (ctx->Point._Attenuated) inputs |= VERT_BIT_POINT_SIZE; /* How do drivers turn this off? */ if (ctx->Fog.Enabled) inputs |= VERT_BIT_FOG; if (ctx->_TriangleCaps & DD_TRI_UNFILLED) inputs |= VERT_BIT_EDGEFLAG; if (ctx->RenderMode==GL_FEEDBACK) inputs |= VERT_BITS_TEX_ANY; stage->inputs = inputs; } static void dtr( struct gl_pipeline_stage *stage ) { } const struct gl_pipeline_stage _tnl_render_stage = { "render", /* name */ (_NEW_BUFFERS | _DD_NEW_SEPARATE_SPECULAR | _DD_NEW_FLATSHADE | _NEW_TEXTURE| _NEW_LIGHT| _NEW_POINT| _NEW_FOG| _DD_NEW_TRI_UNFILLED | _NEW_RENDERMODE), /* re-check (new inputs, interp function) */ 0, /* re-run (always runs) */ GL_TRUE, /* active? */ 0, /* inputs (set in check_render) */ 0, /* outputs */ 0, /* changed_inputs */ NULL, /* private data */ dtr, /* destructor */ check_render, /* check */ run_render /* run */ };