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/* $Id: t_imm_exec.c,v 1.9 2001/01/24 00:04:59 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 <keithw@valinux.com>
*/
#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 "texture.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) );
}
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