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#ifdef HAVE_CONFIG_H
#include "conf.h"
#endif
#if defined(FX)
#include "mmath.h"
#include "swrast/swrast.h"
#include "swrast_setup/swrast_setup.h"
#include "tnl/t_context.h"
#include "tnl/t_pipeline.h"
#include "fxdrv.h"
#include "fxglidew.h"
static void
fx_draw_point( GLcontext *ctx, const fxVertex *v )
{
GLfloat sz = ctx->Point._Size;
if ( sz <= 1.0 )
{
grDrawPoint( &(v->v) );
}
else
{
GrVertex verts[4];
sz *= .5;
verts[0] = v->v;
verts[1] = v->v;
verts[2] = v->v;
verts[3] = v->v;
verts[0].x = v->v.x - sz;
verts[0].y = v->v.y - sz;
verts[1].x = v->v.x + sz;
verts[1].y = v->v.y - sz;
verts[2].x = v->v.x + sz;
verts[2].y = v->v.y + sz;
verts[3].x = v->v.x - sz;
verts[3].y = v->v.y + sz;
grDrawTriangle( &verts[0], &verts[1], &verts[3] );
grDrawTriangle( &verts[1], &verts[2], &verts[3] );
}
}
static void
fx_draw_line( GLcontext *ctx, const fxVertex *v0, const fxVertex *v1 )
{
float width = ctx->Line.Width;
if ( width <= 1.0 )
{
grDrawLine( &(v0->v), &(v1->v) );
}
else
{
GrVertex verts[4];
float dx, dy, ix, iy;
dx = v0->v.x - v1->v.x;
dy = v0->v.y - v1->v.y;
if (dx * dx > dy * dy) {
iy = width * .5;
ix = 0;
} else {
iy = 0;
ix = width * .5;
}
verts[0] = v0->v;
verts[0].x -= ix;
verts[0].y -= iy;
verts[1] = v0->v;
verts[1].x += ix;
verts[1].y += iy;
verts[2] = v1->v;
verts[2].x += ix;
verts[2].y += iy;
verts[3] = v1->v;
verts[3].x -= ix;
verts[3].y -= iy;
grDrawTriangle( &verts[0], &verts[1], &verts[3] );
grDrawTriangle( &verts[1], &verts[2], &verts[3] );
}
}
static void
fx_draw_tri( GLcontext *ctx, const fxVertex *v0, const fxVertex *v1,
const fxVertex *v2 )
{
grDrawTriangle( &(v0->v), &(v1->v), &(v2->v) );
}
#define FX_COLOR(vert, c) { \
GLubyte *col = c; \
vert->v.r=UBYTE_COLOR_TO_FLOAT_255_COLOR(col[0]); \
vert->v.g=UBYTE_COLOR_TO_FLOAT_255_COLOR(col[1]); \
vert->v.b=UBYTE_COLOR_TO_FLOAT_255_COLOR(col[2]); \
vert->v.a=UBYTE_COLOR_TO_FLOAT_255_COLOR(col[3]); \
}
#define FX_COPY_COLOR( dst, src ) { \
dst->v.r = src->v.r; \
dst->v.g = src->v.g; \
dst->v.b = src->v.b; \
dst->v.a = src->v.a; \
}
#define FX_FLAT_BIT 0x01
#define FX_OFFSET_BIT 0x02
#define FX_TWOSIDE_BIT 0x04
#define FX_UNFILLED_BIT 0x10
#define FX_FALLBACK_BIT 0x20
#define FX_MAX_TRIFUNC 0x40
static struct {
points_func points;
line_func line;
triangle_func triangle;
quad_func quad;
} rast_tab[FX_MAX_TRIFUNC];
#define IND (0)
#define TAG(x) x
#include "fxtritmp.h"
#define IND (FX_FLAT_BIT)
#define TAG(x) x##_flat
#include "fxtritmp.h"
#define IND (FX_OFFSET_BIT)
#define TAG(x) x##_offset
#include "fxtritmp.h"
#define IND (FX_OFFSET_BIT | FX_FLAT_BIT)
#define TAG(x) x##_offset_flat
#include "fxtritmp.h"
#define IND (FX_TWOSIDE_BIT)
#define TAG(x) x##_twoside
#include "fxtritmp.h"
#define IND (FX_TWOSIDE_BIT | FX_FLAT_BIT)
#define TAG(x) x##_twoside_flat
#include "fxtritmp.h"
#define IND (FX_TWOSIDE_BIT | FX_OFFSET_BIT)
#define TAG(x) x##_twoside_offset
#include "fxtritmp.h"
#define IND (FX_TWOSIDE_BIT | FX_OFFSET_BIT | FX_FLAT_BIT)
#define TAG(x) x##_twoside_offset_flat
#include "fxtritmp.h"
#define IND (FX_FALLBACK_BIT)
#define TAG(x) x##_fallback
#include "fxtritmp.h"
#define IND (FX_FLAT_BIT | FX_FALLBACK_BIT)
#define TAG(x) x##_flat_fallback
#include "fxtritmp.h"
#define IND (FX_OFFSET_BIT | FX_FALLBACK_BIT)
#define TAG(x) x##_offset_fallback
#include "fxtritmp.h"
#define IND (FX_OFFSET_BIT | FX_FLAT_BIT | FX_FALLBACK_BIT)
#define TAG(x) x##_offset_flat_fallback
#include "fxtritmp.h"
#define IND (FX_TWOSIDE_BIT | FX_FALLBACK_BIT)
#define TAG(x) x##_twoside_fallback
#include "fxtritmp.h"
#define IND (FX_TWOSIDE_BIT | FX_FLAT_BIT | FX_FALLBACK_BIT)
#define TAG(x) x##_twoside_flat_fallback
#include "fxtritmp.h"
#define IND (FX_TWOSIDE_BIT | FX_OFFSET_BIT | FX_FALLBACK_BIT)
#define TAG(x) x##_twoside_offset_fallback
#include "fxtritmp.h"
#define IND (FX_TWOSIDE_BIT | FX_OFFSET_BIT | FX_FLAT_BIT | FX_FALLBACK_BIT)
#define TAG(x) x##_twoside_offset_flat_fallback
#include "fxtritmp.h"
#define IND (FX_UNFILLED_BIT)
#define TAG(x) x##_unfilled
#include "fxtritmp.h"
#define IND (FX_FLAT_BIT | FX_UNFILLED_BIT)
#define TAG(x) x##_flat_unfilled
#include "fxtritmp.h"
#define IND (FX_OFFSET_BIT | FX_UNFILLED_BIT)
#define TAG(x) x##_offset_unfilled
#include "fxtritmp.h"
#define IND (FX_OFFSET_BIT | FX_FLAT_BIT | FX_UNFILLED_BIT)
#define TAG(x) x##_offset_flat_unfilled
#include "fxtritmp.h"
#define IND (FX_TWOSIDE_BIT | FX_UNFILLED_BIT)
#define TAG(x) x##_twoside_unfilled
#include "fxtritmp.h"
#define IND (FX_TWOSIDE_BIT | FX_FLAT_BIT | FX_UNFILLED_BIT)
#define TAG(x) x##_twoside_flat_unfilled
#include "fxtritmp.h"
#define IND (FX_TWOSIDE_BIT | FX_OFFSET_BIT | FX_UNFILLED_BIT)
#define TAG(x) x##_twoside_offset_unfilled
#include "fxtritmp.h"
#define IND (FX_TWOSIDE_BIT | FX_OFFSET_BIT | FX_FLAT_BIT | FX_UNFILLED_BIT)
#define TAG(x) x##_twoside_offset_flat_unfilled
#include "fxtritmp.h"
#define IND (FX_FALLBACK_BIT | FX_UNFILLED_BIT)
#define TAG(x) x##_fallback_unfilled
#include "fxtritmp.h"
#define IND (FX_FLAT_BIT | FX_FALLBACK_BIT | FX_UNFILLED_BIT)
#define TAG(x) x##_flat_fallback_unfilled
#include "fxtritmp.h"
#define IND (FX_OFFSET_BIT | FX_FALLBACK_BIT | FX_UNFILLED_BIT)
#define TAG(x) x##_offset_fallback_unfilled
#include "fxtritmp.h"
#define IND (FX_OFFSET_BIT | FX_FLAT_BIT | FX_FALLBACK_BIT | FX_UNFILLED_BIT)
#define TAG(x) x##_offset_flat_fallback_unfilled
#include "fxtritmp.h"
#define IND (FX_TWOSIDE_BIT | FX_FALLBACK_BIT | FX_UNFILLED_BIT)
#define TAG(x) x##_twoside_fallback_unfilled
#include "fxtritmp.h"
#define IND (FX_TWOSIDE_BIT | FX_FLAT_BIT | FX_FALLBACK_BIT | FX_UNFILLED_BIT)
#define TAG(x) x##_twoside_flat_fallback_unfilled
#include "fxtritmp.h"
#define IND (FX_TWOSIDE_BIT | FX_OFFSET_BIT | FX_FALLBACK_BIT | FX_UNFILLED_BIT)
#define TAG(x) x##_twoside_offset_fallback_unfilled
#include "fxtritmp.h"
#define IND (FX_TWOSIDE_BIT | FX_OFFSET_BIT | FX_FLAT_BIT | FX_FALLBACK_BIT | FX_UNFILLED_BIT)
#define TAG(x) x##_twoside_offset_flat_fallback_unfilled
#include "fxtritmp.h"
void fxDDTrifuncInit( void )
{
init();
init_flat();
init_offset();
init_offset_flat();
init_twoside();
init_twoside_flat();
init_twoside_offset();
init_twoside_offset_flat();
init_fallback();
init_flat_fallback();
init_offset_fallback();
init_offset_flat_fallback();
init_twoside_fallback();
init_twoside_flat_fallback();
init_twoside_offset_fallback();
init_twoside_offset_flat_fallback();
init_unfilled();
init_flat_unfilled();
init_offset_unfilled();
init_offset_flat_unfilled();
init_twoside_unfilled();
init_twoside_flat_unfilled();
init_twoside_offset_unfilled();
init_twoside_offset_flat_unfilled();
init_fallback_unfilled();
init_flat_fallback_unfilled();
init_offset_fallback_unfilled();
init_offset_flat_fallback_unfilled();
init_twoside_fallback_unfilled();
init_twoside_flat_fallback_unfilled();
init_twoside_offset_fallback_unfilled();
init_twoside_offset_flat_fallback_unfilled();
}
/* Build an SWvertex from a GrVertex. This is workable because in
* states where the GrVertex is insufficent (eg seperate-specular),
* the driver initiates a total fallback, and builds SWvertices
* directly -- it recognizes that it will never have use for the
* GrVertex.
*
* This code is hit only when a mix of accelerated and unaccelerated
* primitives are being drawn, and only for the unaccelerated
* primitives.
*/
static void
fx_translate_vertex(GLcontext *ctx, const fxVertex *src, SWvertex *dst)
{
fxMesaContext fxMesa = FX_CONTEXT( ctx );
GLuint ts0 = fxMesa->tmu_source[0];
GLuint ts1 = fxMesa->tmu_source[1];
GLfloat w = 1.0 / src->v.oow;
dst->win[0] = src->v.x;
dst->win[1] = src->v.y;
dst->win[2] = src->v.ooz;
dst->win[3] = src->v.oow;
dst->color[0] = (GLubyte) src->v.r;
dst->color[1] = (GLubyte) src->v.g;
dst->color[2] = (GLubyte) src->v.b;
dst->color[3] = (GLubyte) src->v.a;
dst->texcoord[ts0][0] = fxMesa->inv_s0scale * src->v.tmuvtx[0].sow * w;
dst->texcoord[ts0][1] = fxMesa->inv_t0scale * src->v.tmuvtx[0].tow * w;
if (fxMesa->stw_hint_state & GR_STWHINT_W_DIFF_TMU0)
dst->texcoord[ts0][3] = src->v.tmuvtx[0].oow * w;
else
dst->texcoord[ts0][3] = 1.0;
dst->texcoord[ts1][0] = fxMesa->inv_s1scale * src->v.tmuvtx[1].sow * w;
dst->texcoord[ts1][1] = fxMesa->inv_t1scale * src->v.tmuvtx[1].tow * w;
if (fxMesa->stw_hint_state & GR_STWHINT_W_DIFF_TMU1)
dst->texcoord[ts1][3] = src->v.tmuvtx[1].oow * w;
else
dst->texcoord[ts1][3] = 1.0;
}
static void
fx_fallback_tri( GLcontext *ctx,
const fxVertex *v0, const fxVertex *v1, const fxVertex *v2 )
{
SWvertex v[3];
fx_translate_vertex( ctx, v0, &v[0] );
fx_translate_vertex( ctx, v1, &v[1] );
fx_translate_vertex( ctx, v2, &v[2] );
_swrast_Triangle( ctx, &v[0], &v[1], &v[2] );
}
static void
fx_fallback_line( GLcontext *ctx, const fxVertex *v0, const fxVertex *v1 )
{
SWvertex v[2];
fx_translate_vertex( ctx, v0, &v[0] );
fx_translate_vertex( ctx, v1, &v[1] );
_swrast_Line( ctx, &v[0], &v[1] );
}
static void
fx_fallback_point( GLcontext *ctx, const fxVertex *v0 )
{
SWvertex v[1];
fx_translate_vertex( ctx, v0, &v[0] );
_swrast_Point( ctx, &v[0] );
}
/* System to turn culling off for rasterized lines and points, and
* back on for rasterized triangles.
*/
static void
fx_cull_draw_tri( GLcontext *ctx,
const fxVertex *v0, const fxVertex *v1, const fxVertex *v2 )
{
fxMesaContext fxMesa = FX_CONTEXT( ctx );
FX_grCullMode(fxMesa->cullMode);
fxMesa->draw_line = fxMesa->initial_line;
fxMesa->draw_point = fxMesa->initial_point;
fxMesa->draw_tri = fxMesa->subsequent_tri;
fxMesa->draw_tri( ctx, v0, v1, v2 );
}
static void
fx_cull_draw_line( GLcontext *ctx, const fxVertex *v0, const fxVertex *v1 )
{
fxMesaContext fxMesa = FX_CONTEXT( ctx );
FX_grCullMode( GR_CULL_DISABLE );
fxMesa->draw_point = fxMesa->initial_point;
fxMesa->draw_tri = fxMesa->initial_tri;
fxMesa->draw_line = fxMesa->subsequent_line;
fxMesa->draw_line( ctx, v0, v1 );
}
static void
fx_cull_draw_point( GLcontext *ctx, const fxVertex *v0 )
{
fxMesaContext fxMesa = FX_CONTEXT( ctx );
FX_grCullMode(GR_CULL_DISABLE);
fxMesa->draw_line = fxMesa->initial_line;
fxMesa->draw_tri = fxMesa->initial_tri;
fxMesa->draw_point = fxMesa->subsequent_point;
fxMesa->draw_point( ctx, v0 );
}
static void
fx_null_tri( GLcontext *ctx,
const fxVertex *v0, const fxVertex *v1, const fxVertex *v2 )
{
(void) v0;
(void) v1;
(void) v2;
}
/**********************************************************************/
/* Render whole begin/end objects */
/**********************************************************************/
/* Vertices, no clipping.
*/
#define RENDER_POINTS( start, count ) \
for ( ; start < count ; start++) \
grDrawPoint( &v[ELT(start)].v );
#define RENDER_LINE( i1, i ) \
grDrawLine( &v[i1].v, &v[i].v )
#define RENDER_TRI( i2, i1, i ) \
grDrawTriangle( &v[i2].v, &v[i1].v, &v[i].v )
#define RENDER_QUAD( i3, i2, i1, i ) \
grDrawTriangle( &v[i3].v, &v[i2].v, &v[i].v ); \
grDrawTriangle( &v[i2].v, &v[i1].v, &v[i].v )
#define TAG(x) fx_##x##_verts
#define LOCAL_VARS \
fxVertex *v = FX_CONTEXT(ctx)->verts;
/* Verts, no clipping.
*/
#define ELT(x) x
#define RESET_STIPPLE
#define RESET_OCCLUSION
#define PRESERVE_VB_DEFS
#include "tnl/t_vb_rendertmp.h"
/* Elts, no clipping.
*/
#undef ELT
#undef TAG
#undef LOCAL_VARS
#define TAG(x) fx_##x##_elts
#define ELT(x) elt[x]
#define LOCAL_VARS \
fxVertex *v = FX_CONTEXT(ctx)->verts; \
const GLuint * const elt = TNL_CONTEXT(ctx)->vb.Elts;
#include "tnl/t_vb_rendertmp.h"
/**********************************************************************/
/* Choose render functions */
/**********************************************************************/
#define POINT_FALLBACK (DD_POINT_SMOOTH )
#define LINE_FALLBACK (DD_LINE_STIPPLE)
#define TRI_FALLBACK (DD_TRI_SMOOTH | DD_TRI_STIPPLE )
#define ANY_FALLBACK (POINT_FALLBACK | LINE_FALLBACK | TRI_FALLBACK)
#define ANY_RENDER_FLAGS (DD_FLATSHADE | \
DD_TRI_LIGHT_TWOSIDE | \
DD_TRI_OFFSET | \
DD_TRI_UNFILLED)
/* Setup the Point, Line, Triangle and Quad functions based on the
* current rendering state. Wherever possible, use the hardware to
* render the primitive. Otherwise, fallback to software rendering.
*/
void fxDDChooseRenderState( GLcontext *ctx )
{
fxMesaContext fxMesa = FX_CONTEXT( ctx );
GLuint flags = ctx->_TriangleCaps;
GLuint index = 0;
if ( !fxMesa->is_in_hardware ) {
/* Build software vertices directly. No acceleration is
* possible. GrVertices may be insufficient for this mode.
*/
ctx->Driver.PointsFunc = _swsetup_Points;
ctx->Driver.LineFunc = _swsetup_Line;
ctx->Driver.TriangleFunc = _swsetup_Triangle;
ctx->Driver.QuadFunc = _swsetup_Quad;
ctx->Driver.RenderTabVerts = _tnl_render_tab_verts;
ctx->Driver.RenderTabElts = _tnl_render_tab_elts;
fxMesa->render_index = FX_FALLBACK_BIT;
return;
}
if ( flags & ANY_RENDER_FLAGS ) {
if ( flags & DD_FLATSHADE ) index |= FX_FLAT_BIT;
if ( flags & DD_TRI_LIGHT_TWOSIDE ) index |= FX_TWOSIDE_BIT;
if ( flags & DD_TRI_OFFSET ) index |= FX_OFFSET_BIT;
if ( flags & DD_TRI_UNFILLED ) index |= FX_UNFILLED_BIT;
}
if ( flags & (ANY_FALLBACK|
DD_LINE_WIDTH|
DD_POINT_SIZE|
DD_TRI_CULL_FRONT_BACK) ) {
/* Hook in fallbacks for specific primitives.
*
* Set up a system to turn culling on/off for wide points and
* lines. Alternately: figure out what tris to send so that
* culling isn't a problem.
*
* This replaces the ReducedPrimitiveChange mechanism.
*/
index |= FX_FALLBACK_BIT;
fxMesa->initial_point = fx_cull_draw_point;
fxMesa->initial_line = fx_cull_draw_line;
fxMesa->initial_tri = fx_cull_draw_tri;
fxMesa->subsequent_point = fx_draw_point;
fxMesa->subsequent_line = fx_draw_line;
fxMesa->subsequent_tri = fx_draw_tri;
if ( flags & POINT_FALLBACK )
fxMesa->initial_point = fx_fallback_point;
if ( flags & LINE_FALLBACK )
fxMesa->initial_line = fx_fallback_line;
if ((flags & DD_LINE_SMOOTH) && ctx->Line.Width != 1.0)
fxMesa->initial_line = fx_fallback_line;
if ( flags & TRI_FALLBACK )
fxMesa->initial_tri = fx_fallback_tri;
if ( flags & DD_TRI_CULL_FRONT_BACK )
fxMesa->initial_tri = fx_null_tri;
fxMesa->draw_point = fxMesa->initial_point;
fxMesa->draw_line = fxMesa->initial_line;
fxMesa->draw_tri = fxMesa->initial_tri;
}
else if (fxMesa->render_index & FX_FALLBACK_BIT) {
FX_grCullMode(fxMesa->cullMode);
}
ctx->Driver.PointsFunc = rast_tab[index].points;
ctx->Driver.LineFunc = rast_tab[index].line;
ctx->Driver.TriangleFunc = rast_tab[index].triangle;
ctx->Driver.QuadFunc = rast_tab[index].quad;
fxMesa->render_index = index;
if (fxMesa->render_index == 0) {
ctx->Driver.RenderTabVerts = fx_render_tab_verts;
ctx->Driver.RenderTabElts = fx_render_tab_elts;
} else {
ctx->Driver.RenderTabVerts = _tnl_render_tab_verts;
ctx->Driver.RenderTabElts = _tnl_render_tab_elts;
}
}
#else
/*
* Need this to provide at least one external definition.
*/
extern int gl_fx_dummy_function_trifuncs(void);
int gl_fx_dummy_function_trifuncs(void)
{
return 0;
}
#endif /* FX */
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