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authorEric Anholt <anholt@FreeBSD.org>2004-10-16 03:36:14 +0000
committerEric Anholt <anholt@FreeBSD.org>2004-10-16 03:36:14 +0000
commitb1ebd306bf4fdc4076d3d3daa410b08f477cb4c4 (patch)
treee815feb8221211e716d664be7093e5f344efcf3d /src/mesa/drivers/dri/r200/r200_vtxfmt_c.c
parenta1af92877d3d91886cf01be9e6c65311960e3baf (diff)
Add code to support projective texturing and fix mixed enabling of texture
coordinate generation. Original code by Roland Schiedegger, with changes by myself. While here, ensure that the swtcl path does tnl_install_attrs enough when fog/specular are being (en/dis)abled. Notable effects: - projtex test works with TCL and is closer with swtcl (Bugzilla #1461) - 8/9 squares work in texgenmix instead of 3. - texcyl "reflect" mode works (GL_SPHERE_MAP is now a fallback -- unclear if the hardware can actually support it). - flickering in doom3 replaced by just plain darkness. - blocktube fixed (Bugzilla #984) - fixes stex3d
Diffstat (limited to 'src/mesa/drivers/dri/r200/r200_vtxfmt_c.c')
-rw-r--r--src/mesa/drivers/dri/r200/r200_vtxfmt_c.c160
1 files changed, 106 insertions, 54 deletions
diff --git a/src/mesa/drivers/dri/r200/r200_vtxfmt_c.c b/src/mesa/drivers/dri/r200/r200_vtxfmt_c.c
index 9f40b18c9d..70301afb04 100644
--- a/src/mesa/drivers/dri/r200/r200_vtxfmt_c.c
+++ b/src/mesa/drivers/dri/r200/r200_vtxfmt_c.c
@@ -515,66 +515,118 @@ static void r200_Normal3fv( const GLfloat *v )
/* TexCoord
*/
-#define TEX_to_nF(N, P, S, T, R) \
- static void r200_TexCoord ## N P \
- { \
- GET_CURRENT_CONTEXT(ctx); r200ContextPtr rmesa = R200_CONTEXT(ctx); \
- GLfloat * const dest = rmesa->vb.texcoordptr[0]; \
- switch( ctx->Texture.Unit[0]._ReallyEnabled ) { \
- case TEXTURE_CUBE_BIT: \
- case TEXTURE_3D_BIT: \
- dest[2] = R; \
- case TEXTURE_2D_BIT: \
- case TEXTURE_RECT_BIT: \
- dest[1] = T; \
- case TEXTURE_1D_BIT: \
- dest[0] = S; \
- } \
+/* \todo maybe (target & 4 ? target & 5 : target & 3) is more save than (target & 7) */
+static void r200_MultiTexCoord1fARB(GLenum target, GLfloat s)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ r200ContextPtr rmesa = R200_CONTEXT(ctx);
+ GLint unit = (target & 7);
+ GLfloat * const dest = rmesa->vb.texcoordptr[unit];
+
+ switch( ctx->Texture.Unit[unit]._ReallyEnabled ) {
+ case TEXTURE_CUBE_BIT:
+ case TEXTURE_3D_BIT:
+ dest[2] = 0.0;
+ /* FALLTHROUGH */
+ case TEXTURE_2D_BIT:
+ case TEXTURE_RECT_BIT:
+ dest[1] = 0.0;
+ /* FALLTHROUGH */
+ case TEXTURE_1D_BIT:
+ dest[0] = s;
}
+}
-TEX_to_nF( 1f, (GLfloat s), s, 0.0, 0.0 )
-TEX_to_nF( 2f, (GLfloat s, GLfloat t), s, t, 0.0 )
-TEX_to_nF( 3f, (GLfloat s, GLfloat t, GLfloat r), s, t, r )
-TEX_to_nF( 1fv, (const GLfloat * v), v[0], 0.0, 0.0 )
-TEX_to_nF( 2fv, (const GLfloat * v), v[0], v[1], 0.0 )
-TEX_to_nF( 3fv, (const GLfloat * v), v[0], v[1], v[2] )
-
-
-/* MultiTexcoord
- *
- * Technically speaking, these functions should subtract GL_TEXTURE0 from
- * \c target before masking and using it. The value of GL_TEXTURE0 is 0x84C0,
- * which has the low-order 5 bits 0. For all possible valid values of
- * \c target. Subtracting GL_TEXTURE0 has the net effect of masking \c target
- * with 0x1F. Masking with 0x1F and then masking with 0x07 is redundant, so
- * the subtraction has been omitted.
- */
+static void r200_MultiTexCoord2fARB(GLenum target, GLfloat s, GLfloat t)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ r200ContextPtr rmesa = R200_CONTEXT(ctx);
+ GLint unit = (target & 7);
+ GLfloat * const dest = rmesa->vb.texcoordptr[unit];
-#define MTEX_to_nF(N, P, U, S, T, R) \
- static void r200_MultiTexCoord ## N ## ARB P \
- { \
- GET_CURRENT_CONTEXT(ctx); r200ContextPtr rmesa = R200_CONTEXT(ctx); \
- GLfloat * const dest = rmesa->vb.texcoordptr[U]; \
- switch( ctx->Texture.Unit[U]._ReallyEnabled ) { \
- case TEXTURE_CUBE_BIT: \
- case TEXTURE_3D_BIT: \
- dest[2] = R; \
- case TEXTURE_2D_BIT: \
- case TEXTURE_RECT_BIT: \
- dest[1] = T; \
- case TEXTURE_1D_BIT: \
- dest[0] = S; \
- } \
+ switch( ctx->Texture.Unit[unit]._ReallyEnabled ) {
+ case TEXTURE_CUBE_BIT:
+ case TEXTURE_3D_BIT:
+ dest[2] = 0.0;
+ /* FALLTHROUGH */
+ case TEXTURE_2D_BIT:
+ case TEXTURE_RECT_BIT:
+ dest[1] = t;
+ dest[0] = s;
+ break;
+ default:
+ VFMT_FALLBACK(__FUNCTION__);
+ GL_CALL(MultiTexCoord2fARB)(target, s, t);
+ return;
}
+}
-/* \todo maybe (target & 4 ? target & 5 : target & 3) is more save than (target & 7) */
-MTEX_to_nF( 1f, (GLenum target, GLfloat s), (target & 7), s, 0.0, 0.0 )
-MTEX_to_nF( 2f, (GLenum target, GLfloat s, GLfloat t), (target & 7), s, t, 0.0 )
-MTEX_to_nF( 3f, (GLenum target, GLfloat s, GLfloat t, GLfloat r), (target & 7), s, t, r )
+static void r200_MultiTexCoord3fARB(GLenum target, GLfloat s, GLfloat t, GLfloat r)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ r200ContextPtr rmesa = R200_CONTEXT(ctx);
+ GLint unit = (target & 7);
+ GLfloat * const dest = rmesa->vb.texcoordptr[unit];
+
+ switch( ctx->Texture.Unit[unit]._ReallyEnabled ) {
+ case TEXTURE_CUBE_BIT:
+ case TEXTURE_3D_BIT:
+ dest[2] = r;
+ dest[1] = t;
+ dest[0] = s;
+ break;
+ default:
+ VFMT_FALLBACK(__FUNCTION__);
+ GL_CALL(MultiTexCoord3fARB)(target, s, t, r);
+ return;
+ }
+}
+
+static void r200_TexCoord1f(GLfloat s)
+{
+ r200_MultiTexCoord1fARB(GL_TEXTURE0, s);
+}
+
+static void r200_TexCoord2f(GLfloat s, GLfloat t)
+{
+ r200_MultiTexCoord2fARB(GL_TEXTURE0, s, t);
+}
+
+static void r200_TexCoord3f(GLfloat s, GLfloat t, GLfloat r)
+{
+ r200_MultiTexCoord3fARB(GL_TEXTURE0, s, t, r);
+}
+
+static void r200_TexCoord1fv(const GLfloat *v)
+{
+ r200_MultiTexCoord1fARB(GL_TEXTURE0, v[0]);
+}
+
+static void r200_TexCoord2fv(const GLfloat *v)
+{
+ r200_MultiTexCoord2fARB(GL_TEXTURE0, v[0], v[1]);
+}
+
+static void r200_TexCoord3fv(const GLfloat *v)
+{
+ r200_MultiTexCoord3fARB(GL_TEXTURE0, v[0], v[1], v[2]);
+}
+
+static void r200_MultiTexCoord1fvARB(GLenum target, const GLfloat *v)
+{
+ r200_MultiTexCoord1fARB(target, v[0]);
+}
+
+static void r200_MultiTexCoord2fvARB(GLenum target, const GLfloat *v)
+{
+ r200_MultiTexCoord2fARB(target, v[0], v[1]);
+}
+
+static void r200_MultiTexCoord3fvARB(GLenum target, const GLfloat *v)
+{
+ r200_MultiTexCoord3fARB(target, v[0], v[1], v[2]);
+}
-MTEX_to_nF( 1fv, (GLenum target, const GLfloat *v), (target & 7), v[0], 0.0, 0.0 )
-MTEX_to_nF( 2fv, (GLenum target, const GLfloat *v), (target & 7), v[0], v[1], 0.0 )
-MTEX_to_nF( 3fv, (GLenum target, const GLfloat *v), (target & 7), v[0], v[1], v[2] )
static struct dynfn *lookup( struct dynfn *l, const int *key )
{