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authorBrian Paul <brian.paul@tungstengraphics.com>2001-12-14 02:50:01 +0000
committerBrian Paul <brian.paul@tungstengraphics.com>2001-12-14 02:50:01 +0000
commit86b842790b720cd6b1499ce8edca8a4e9c8dc029 (patch)
treeabb453fefb2beb047768c7077edc449f1d58fcef /src/mesa/tnl/t_vb_program.c
parent680522f74c8b7bf982eab1bc127269521c48a632 (diff)
vertex program check-in
Diffstat (limited to 'src/mesa/tnl/t_vb_program.c')
-rw-r--r--src/mesa/tnl/t_vb_program.c1028
1 files changed, 1028 insertions, 0 deletions
diff --git a/src/mesa/tnl/t_vb_program.c b/src/mesa/tnl/t_vb_program.c
new file mode 100644
index 0000000000..29a6ca5e65
--- /dev/null
+++ b/src/mesa/tnl/t_vb_program.c
@@ -0,0 +1,1028 @@
+/* $Id: t_vb_program.c,v 1.1 2001/12/14 02:51:45 brianp Exp $ */
+
+/*
+ * Mesa 3-D graphics library
+ * Version: 4.1
+ *
+ * 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.
+ */
+
+/*
+ * -------- Regarding NV_vertex_program --------
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ *
+ * o Redistribution of the source code must contain a copyright notice
+ * and this list of conditions;
+ *
+ * o Redistribution in binary and source code form must contain the
+ * following Notice in the software and any documentation and/or other
+ * materials provided with the distribution; and
+ *
+ * o The name of Nvidia may not be used to promote or endorse software
+ * derived from the software.
+ *
+ * NOTICE: Nvidia hereby grants to each recipient a non-exclusive worldwide
+ * royalty free patent license under patent claims that are licensable by
+ * Nvidia and which are necessarily required and for which no commercially
+ * viable non infringing alternative exists to make, use, sell, offer to sell,
+ * import and otherwise transfer the vertex extension for the Mesa 3D Graphics
+ * Library as distributed in source code and object code form. No hardware or
+ * hardware implementation (including a semiconductor implementation and chips)
+ * are licensed hereunder. If a recipient makes a patent claim or institutes
+ * patent litigation against Nvidia or Nvidia's customers for use or sale of
+ * Nvidia products, then this license grant as to such recipient shall
+ * immediately terminate and recipient immediately agrees to cease use and
+ * distribution of the Mesa Program and derivatives thereof.
+ *
+ * THE MESA 3D GRAPHICS LIBRARY IS PROVIDED ON AN "AS IS BASIS, WITHOUT
+ * WARRANTIES OR CONDITIONS OF ANY KIND, EITHER EXPRESS OR IMPLIED INCLUDING,
+ * WITHOUT LIMITATION, ANY WARRANTIES OR CONDITIONS OF TITLE, NON-NFRINGEMENT
+ * MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE.
+ *
+ * NVIDIA SHALL NOT HAVE ANY LIABILITY FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+ * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING WITHOUT LIMITATION
+ * LOST PROFITS), HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
+ * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
+ * ARISING IN ANY WAY OUT OF THE USE OR DISTRIBUTION OF THE MESA 3D GRAPHICS
+ * LIBRARY OR EVIDENCE OR THE EXERCISE OF ANY RIGHTS GRANTED HEREUNDR, EVEN
+ * IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ *
+ * If you do not comply with this agreement, then Nvidia may cancel the license
+ * and rights granted herein.
+ * ---------------------------------------------
+ */
+
+/*
+ * Authors:
+ * Brian Paul
+ */
+
+
+#include "glheader.h"
+#include "api_noop.h"
+#include "colormac.h"
+#include "context.h"
+#include "dlist.h"
+#include "hash.h"
+#include "light.h"
+#include "macros.h"
+#include "mem.h"
+#include "mmath.h"
+#include "simple_list.h"
+#include "mtypes.h"
+#include "vpexec.h"
+
+#include "math/m_translate.h"
+
+#include "t_context.h"
+#include "t_pipeline.h"
+#include "t_imm_api.h"
+#include "t_imm_exec.h"
+
+
+
+static void
+_vp_ArrayElement( GLint i )
+{
+ /* XXX to do */
+}
+
+static void
+_vp_Color3f( GLfloat r, GLfloat g, GLfloat b )
+{
+ GET_IMMEDIATE;
+ GLfloat *attrib = IM->Attrib[VERT_ATTRIB_COLOR0][IM->Count];
+ ASSIGN_4V(attrib, r, g, b, 1.0F);
+ IM->Flag[IM->Count] |= VERT_COLOR0_BIT;
+}
+
+static void
+_vp_Color3fv( const GLfloat *color )
+{
+ GET_IMMEDIATE;
+ GLfloat *attrib = IM->Attrib[VERT_ATTRIB_COLOR0][IM->Count];
+ ASSIGN_4V(attrib, color[0], color[1], color[2], 1.0F);
+ IM->Flag[IM->Count] |= VERT_COLOR0_BIT;
+}
+
+static void
+_vp_Color3ub( GLubyte r, GLubyte g, GLubyte b )
+{
+ GET_IMMEDIATE;
+ GLfloat *attrib = IM->Attrib[VERT_ATTRIB_COLOR0][IM->Count];
+ attrib[0] = UBYTE_TO_FLOAT(r);
+ attrib[1] = UBYTE_TO_FLOAT(g);
+ attrib[2] = UBYTE_TO_FLOAT(b);
+ attrib[3] = 1.0F;
+ IM->Flag[IM->Count] |= VERT_COLOR0_BIT;
+}
+
+static void
+_vp_Color3ubv( const GLubyte *color )
+{
+ GET_IMMEDIATE;
+ GLfloat *attrib = IM->Attrib[VERT_ATTRIB_COLOR0][IM->Count];
+ attrib[0] = UBYTE_TO_FLOAT(color[0]);
+ attrib[1] = UBYTE_TO_FLOAT(color[1]);
+ attrib[2] = UBYTE_TO_FLOAT(color[2]);
+ attrib[3] = 1.0F;
+ IM->Flag[IM->Count] |= VERT_COLOR0_BIT;
+}
+
+static void
+_vp_Color4f( GLfloat r, GLfloat g, GLfloat b, GLfloat a )
+{
+ GET_IMMEDIATE;
+ GLfloat *attrib = IM->Attrib[VERT_ATTRIB_COLOR0][IM->Count];
+ ASSIGN_4V(attrib, r, g, b, a);
+ IM->Flag[IM->Count] |= VERT_COLOR0_BIT;
+}
+
+static void
+_vp_Color4fv( const GLfloat *color )
+{
+ GET_IMMEDIATE;
+ GLfloat *attrib = IM->Attrib[VERT_ATTRIB_COLOR0][IM->Count];
+ COPY_4V(attrib, color);
+ IM->Flag[IM->Count] |= VERT_COLOR0_BIT;
+}
+
+static void
+_vp_Color4ub( GLubyte r, GLubyte g, GLubyte b, GLubyte a )
+{
+ GET_IMMEDIATE;
+ GLfloat *attrib = IM->Attrib[VERT_ATTRIB_COLOR0][IM->Count];
+ attrib[0] = UBYTE_TO_FLOAT(r);
+ attrib[1] = UBYTE_TO_FLOAT(g);
+ attrib[2] = UBYTE_TO_FLOAT(b);
+ attrib[3] = UBYTE_TO_FLOAT(a);
+ IM->Flag[IM->Count] |= VERT_COLOR0_BIT;
+}
+
+static void
+_vp_Color4ubv( const GLubyte *color )
+{
+ GET_IMMEDIATE;
+ GLfloat *attrib = IM->Attrib[VERT_ATTRIB_COLOR0][IM->Count];
+ attrib[0] = UBYTE_TO_FLOAT(color[0]);
+ attrib[1] = UBYTE_TO_FLOAT(color[1]);
+ attrib[2] = UBYTE_TO_FLOAT(color[2]);
+ attrib[3] = UBYTE_TO_FLOAT(color[3]);
+ IM->Flag[IM->Count] |= VERT_COLOR0_BIT;
+}
+
+static void
+_vp_EdgeFlag( GLboolean flag )
+{
+ GET_IMMEDIATE;
+ IM->EdgeFlag[IM->Count] = flag;
+ IM->Flag[IM->Count] |= VERT_EDGEFLAG_BIT;
+}
+
+static void
+_vp_EdgeFlagv( const GLboolean *flag )
+{
+ GET_IMMEDIATE;
+ IM->EdgeFlag[IM->Count] = *flag;
+ IM->Flag[IM->Count] |= VERT_EDGEFLAG_BIT;
+}
+
+static void
+_vp_EvalCoord1f( GLfloat s )
+{
+ (void) s;
+ /* XXX no-op? */
+}
+
+static void
+_vp_EvalCoord1fv( const GLfloat *v )
+{
+ (void) v;
+ /* XXX no-op? */
+}
+
+static void
+_vp_EvalCoord2f( GLfloat s, GLfloat t )
+{
+ (void) s;
+ (void )t;
+ /* XXX no-op? */
+}
+
+static void
+_vp_EvalCoord2fv( const GLfloat *v )
+{
+ (void) v;
+ /* XXX no-op? */
+}
+
+static void
+_vp_EvalPoint1( GLint i )
+{
+ (void) i;
+}
+
+static void
+_vp_EvalPoint2( GLint i, GLint j )
+{
+ (void) i;
+ (void) j;
+}
+
+static void
+_vp_FogCoordf( GLfloat f )
+{
+ GET_IMMEDIATE;
+ GLfloat *attrib = IM->Attrib[VERT_ATTRIB_FOG][IM->Count];
+ ASSIGN_4V(attrib, f, 0.0F, 0.0F, 1.0F);
+ IM->Flag[IM->Count] |= VERT_FOG_BIT;
+}
+
+static void
+_vp_FogCoordfv( const GLfloat *f )
+{
+ GET_IMMEDIATE;
+ GLfloat *attrib = IM->Attrib[VERT_ATTRIB_FOG][IM->Count];
+ ASSIGN_4V(attrib, f[0], 0.0F, 0.0F, 1.0F);
+ IM->Flag[IM->Count] |= VERT_FOG_BIT;
+}
+
+static void
+_vp_Indexi( GLint i )
+{
+ (void) i;
+}
+
+static void
+_vp_Indexiv( const GLint *i )
+{
+ (void) i;
+}
+
+static void
+_vp_Materialfv( GLenum face, GLenum pname, const GLfloat *v)
+{
+ /* XXX no-op? */
+}
+
+static void
+_vp_MultiTexCoord1f( GLenum unit, GLfloat s )
+{
+ const GLint u = (GLint) unit - GL_TEXTURE0_ARB;
+ if (u >=0 && u < 8) {
+ GET_IMMEDIATE;
+ GLfloat *attrib = IM->Attrib[VERT_ATTRIB_TEX0 + u][IM->Count];
+ ASSIGN_4V(attrib, s, 0.0F, 0.0F, 1.0F);
+ IM->Flag[IM->Count] |= (VERT_TEX0_BIT << u);
+ }
+}
+
+static void
+_vp_MultiTexCoord1fv( GLenum unit, const GLfloat *c )
+{
+ const GLint u = unit - GL_TEXTURE0_ARB;
+ if (u >=0 && u < 8) {
+ GET_IMMEDIATE;
+ GLfloat *attrib = IM->Attrib[VERT_ATTRIB_TEX0 + u][IM->Count];
+ ASSIGN_4V(attrib, c[0], 0.0F, 0.0F, 1.0F);
+ IM->Flag[IM->Count] |= (VERT_TEX0_BIT << u);
+ }
+}
+
+static void
+_vp_MultiTexCoord2f( GLenum unit, GLfloat s, GLfloat t )
+{
+ const GLint u = unit - GL_TEXTURE0_ARB;
+ if (u >=0 && u < 8) {
+ GET_IMMEDIATE;
+ GLfloat *attrib = IM->Attrib[VERT_ATTRIB_TEX0 + u][IM->Count];
+ ASSIGN_4V(attrib, s, t, 0.0F, 1.0F);
+ IM->Flag[IM->Count] |= (VERT_TEX0_BIT << u);
+ }
+}
+
+static void
+_vp_MultiTexCoord2fv( GLenum unit, const GLfloat *c )
+{
+ const GLint u = unit - GL_TEXTURE0_ARB;
+ if (u >=0 && u < 8) {
+ GET_IMMEDIATE;
+ GLfloat *attrib = IM->Attrib[VERT_ATTRIB_TEX0 + u][IM->Count];
+ ASSIGN_4V(attrib, c[0], c[1], 0.0F, 1.0F);
+ IM->Flag[IM->Count] |= (VERT_TEX0_BIT << u);
+ }
+}
+
+static void
+_vp_MultiTexCoord3f( GLenum unit, GLfloat s, GLfloat t, GLfloat r )
+{
+ const GLint u = unit - GL_TEXTURE0_ARB;
+ if (u >=0 && u < 8) {
+ GET_IMMEDIATE;
+ GLfloat *attrib = IM->Attrib[VERT_ATTRIB_TEX0 + u][IM->Count];
+ ASSIGN_4V(attrib, s, t, r, 1.0F);
+ IM->Flag[IM->Count] |= (VERT_TEX0_BIT << u);
+ }
+}
+
+static void
+_vp_MultiTexCoord3fv( GLenum unit, const GLfloat *c )
+{
+ const GLint u = unit - GL_TEXTURE0_ARB;
+ if (u >=0 && u < 8) {
+ GET_IMMEDIATE;
+ GLfloat *attrib = IM->Attrib[VERT_ATTRIB_TEX0 + u][IM->Count];
+ ASSIGN_4V(attrib, c[0], c[1], c[2], 1.0F);
+ IM->Flag[IM->Count] |= (VERT_TEX0_BIT << u);
+ }
+}
+
+static void
+_vp_MultiTexCoord4f( GLenum unit, GLfloat s, GLfloat t, GLfloat r, GLfloat q )
+{
+ const GLint u = unit - GL_TEXTURE0_ARB;
+ if (u >=0 && u < 8) {
+ GET_IMMEDIATE;
+ GLfloat *attrib = IM->Attrib[VERT_ATTRIB_TEX0 + u][IM->Count];
+ ASSIGN_4V(attrib, s, t, r, q);
+ IM->Flag[IM->Count] |= (VERT_TEX0_BIT << u);
+ }
+}
+
+static void
+_vp_MultiTexCoord4fv( GLenum unit, const GLfloat *c )
+{
+ const GLint u = unit - GL_TEXTURE0_ARB;
+ if (u >=0 && u < 8) {
+ GET_IMMEDIATE;
+ GLfloat *attrib = IM->Attrib[VERT_ATTRIB_TEX0 + u][IM->Count];
+ COPY_4V(attrib, c);
+ IM->Flag[IM->Count] |= (VERT_TEX0_BIT << u);
+ }
+}
+
+static void
+_vp_Normal3f( GLfloat x, GLfloat y, GLfloat z )
+{
+ GET_IMMEDIATE;
+ GLfloat *attrib = IM->Attrib[VERT_ATTRIB_NORMAL][IM->Count];
+ ASSIGN_4V(attrib, x, y, z, 1.0F);
+ IM->Flag[IM->Count] |= VERT_NORMAL_BIT;
+}
+
+static void
+_vp_Normal3fv( const GLfloat *n )
+{
+ GET_IMMEDIATE;
+ GLfloat *attrib = IM->Attrib[VERT_ATTRIB_NORMAL][IM->Count];
+ ASSIGN_4V(attrib, n[0], n[1], n[2], 1.0F);
+ IM->Flag[IM->Count] |= VERT_NORMAL_BIT;
+}
+
+static void
+_vp_SecondaryColor3f( GLfloat r, GLfloat g, GLfloat b )
+{
+ GET_IMMEDIATE;
+ GLfloat *attrib = IM->Attrib[VERT_ATTRIB_COLOR1][IM->Count];
+ ASSIGN_4V(attrib, r, g, b, 1.0F);
+ IM->Flag[IM->Count] |= VERT_COLOR1_BIT;
+}
+
+static void
+_vp_SecondaryColor3fv( const GLfloat *color )
+{
+ GET_IMMEDIATE;
+ GLfloat *attrib = IM->Attrib[VERT_ATTRIB_COLOR1][IM->Count];
+ ASSIGN_4V(attrib, color[0], color[1], color[2], 1.0F);
+ IM->Flag[IM->Count] |= VERT_COLOR1_BIT;
+}
+
+static void
+_vp_SecondaryColor3ub( GLubyte r, GLubyte g, GLubyte b )
+{
+ GET_IMMEDIATE;
+ GLfloat *attrib = IM->Attrib[VERT_ATTRIB_COLOR1][IM->Count];
+ attrib[0] = UBYTE_TO_FLOAT(r);
+ attrib[1] = UBYTE_TO_FLOAT(g);
+ attrib[2] = UBYTE_TO_FLOAT(b);
+ attrib[3] = 1.0F;
+ IM->Flag[IM->Count] |= VERT_COLOR1_BIT;
+}
+
+static void
+_vp_SecondaryColor3ubv( const GLubyte *color )
+{
+ GET_IMMEDIATE;
+ GLfloat *attrib = IM->Attrib[VERT_ATTRIB_COLOR1][IM->Count];
+ attrib[0] = UBYTE_TO_FLOAT(color[0]);
+ attrib[1] = UBYTE_TO_FLOAT(color[1]);
+ attrib[2] = UBYTE_TO_FLOAT(color[2]);
+ attrib[3] = 1.0F;
+ IM->Flag[IM->Count] |= VERT_COLOR1_BIT;
+}
+
+static void
+_vp_TexCoord1f( GLfloat s )
+{
+ GET_IMMEDIATE;
+ GLfloat *attrib = IM->Attrib[VERT_ATTRIB_TEX0][IM->Count];
+ ASSIGN_4V(attrib, s, 0.0F, 0.0F, 1.0F);
+ IM->Flag[IM->Count] |= VERT_TEX0_BIT;
+}
+
+static void
+_vp_TexCoord1fv( const GLfloat *c )
+{
+ GET_IMMEDIATE;
+ GLfloat *attrib = IM->Attrib[VERT_ATTRIB_TEX0][IM->Count];
+ ASSIGN_4V(attrib, c[0], 0.0F, 0.0F, 1.0F);
+ IM->Flag[IM->Count] |= VERT_TEX0_BIT;
+}
+
+static void
+_vp_TexCoord2f( GLfloat s, GLfloat t )
+{
+ GET_IMMEDIATE;
+ GLfloat *attrib = IM->Attrib[VERT_ATTRIB_TEX0][IM->Count];
+ ASSIGN_4V(attrib, s, t, 0.0F, 1.0F);
+ IM->Flag[IM->Count] |= VERT_TEX0_BIT;
+}
+
+static void
+_vp_TexCoord2fv( const GLfloat *c )
+{
+ GET_IMMEDIATE;
+ GLfloat *attrib = IM->Attrib[VERT_ATTRIB_TEX0][IM->Count];
+ ASSIGN_4V(attrib, c[0], c[1], 0.0F, 1.0F);
+ IM->Flag[IM->Count] |= VERT_TEX0_BIT;
+}
+
+static void
+_vp_TexCoord3f( GLfloat s, GLfloat t, GLfloat r )
+{
+ GET_IMMEDIATE;
+ GLfloat *attrib = IM->Attrib[VERT_ATTRIB_TEX0][IM->Count];
+ ASSIGN_4V(attrib, s, t, r, 1.0F);
+ IM->Flag[IM->Count] |= VERT_TEX0_BIT;
+}
+
+static void
+_vp_TexCoord3fv( const GLfloat *c )
+{
+ GET_IMMEDIATE;
+ GLfloat *attrib = IM->Attrib[VERT_ATTRIB_TEX0][IM->Count];
+ ASSIGN_4V(attrib, c[0], c[1], c[2], 1.0F);
+ IM->Flag[IM->Count] |= VERT_TEX0_BIT;
+}
+
+static void
+_vp_TexCoord4f( GLfloat s, GLfloat t, GLfloat r, GLfloat q )
+{
+ GET_IMMEDIATE;
+ GLfloat *attrib = IM->Attrib[VERT_ATTRIB_TEX0][IM->Count];
+ ASSIGN_4V(attrib, s, t, r, 1.0F);
+ IM->Flag[IM->Count] |= VERT_TEX0_BIT;
+}
+
+static void
+_vp_TexCoord4fv( const GLfloat *c )
+{
+ GET_IMMEDIATE;
+ GLfloat *attrib = IM->Attrib[VERT_ATTRIB_TEX0][IM->Count];
+ COPY_4V(attrib, c);
+ IM->Flag[IM->Count] |= VERT_TEX0_BIT;
+}
+
+static void
+_vp_Vertex2f( GLfloat x, GLfloat y )
+{
+ GET_IMMEDIATE;
+ const GLuint count = IM->Count++;
+ GLfloat *attrib = IM->Attrib[VERT_ATTRIB_POS][count];
+ ASSIGN_4V(attrib, x, y, 0.0F, 1.0F);
+ IM->Flag[count] |= VERT_OBJ_BIT;
+ if (count == IMM_MAXDATA - 1)
+ _tnl_flush_immediate( IM );
+}
+
+static void
+_vp_Vertex2fv( const GLfloat *v )
+{
+ GET_IMMEDIATE;
+ const GLuint count = IM->Count++;
+ GLfloat *attrib = IM->Attrib[VERT_ATTRIB_POS][count];
+ ASSIGN_4V(attrib, v[0], v[1], 0.0F, 1.0F);
+ IM->Flag[count] |= VERT_OBJ_BIT;
+ if (count == IMM_MAXDATA - 1)
+ _tnl_flush_immediate( IM );
+}
+
+static void
+_vp_Vertex3f( GLfloat x, GLfloat y, GLfloat z )
+{
+ GET_IMMEDIATE;
+ const GLuint count = IM->Count++;
+ GLfloat *attrib = IM->Attrib[VERT_ATTRIB_POS][count];
+ ASSIGN_4V(attrib, x, y, z, 1.0F);
+ IM->Flag[count] |= VERT_OBJ_BIT;
+ if (count == IMM_MAXDATA - 1)
+ _tnl_flush_immediate( IM );
+}
+
+static void
+_vp_Vertex3fv( const GLfloat *v )
+{
+ GET_IMMEDIATE;
+ const GLuint count = IM->Count++;
+ GLfloat *attrib = IM->Attrib[VERT_ATTRIB_POS][count];
+ ASSIGN_4V(attrib, v[0], v[1], v[2], 1.0F);
+ IM->Flag[count] |= VERT_OBJ_BIT;
+ if (count == IMM_MAXDATA - 1)
+ _tnl_flush_immediate( IM );
+}
+
+static void
+_vp_Vertex4f( GLfloat x, GLfloat y, GLfloat z, GLfloat w )
+{
+ GET_IMMEDIATE;
+ const GLuint count = IM->Count++;
+ GLfloat *attrib = IM->Attrib[VERT_ATTRIB_POS][count];
+ ASSIGN_4V(attrib, x, y, z, w);
+ IM->Flag[count] |= VERT_OBJ_BIT;
+ if (count == IMM_MAXDATA - 1)
+ _tnl_flush_immediate( IM );
+}
+
+static void
+_vp_Vertex4fv( const GLfloat *v )
+{
+ GET_IMMEDIATE;
+ const GLuint count = IM->Count++;
+ GLfloat *attrib = IM->Attrib[VERT_ATTRIB_POS][count];
+ COPY_4V(attrib, v);
+ IM->Flag[count] |= VERT_OBJ_BIT;
+ if (count == IMM_MAXDATA - 1)
+ _tnl_flush_immediate( IM );
+}
+
+static void
+_vp_VertexAttrib4f( GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w )
+{
+ if (index < 16) {
+ GET_IMMEDIATE;
+ const GLuint count = IM->Count;
+ GLfloat *attrib = IM->Attrib[index][count];
+ ASSIGN_4V(attrib, x, y, z, w);
+ IM->Flag[count] |= (1 << index);
+ if (index == 0) {
+ IM->Count++;
+ if (count == IMM_MAXDATA - 1)
+ _tnl_flush_immediate( IM );
+ }
+ }
+}
+
+static void
+_vp_VertexAttrib4fv( GLuint index, const GLfloat *v )
+{
+ if (index < 16) {
+ GET_IMMEDIATE;
+ const GLuint count = IM->Count;
+ GLfloat *attrib = IM->Attrib[index][count];
+ COPY_4V(attrib, v);
+ IM->Flag[count] |= (1 << index);
+ if (index == 0) {
+ IM->Count++;
+ if (count == IMM_MAXDATA - 1)
+ _tnl_flush_immediate( IM );
+ }
+ }
+}
+
+
+/*
+ * When vertex program mode is enabled we hook in different per-vertex
+ * functions.
+ */
+void _tnl_vprog_vtxfmt_init( GLcontext *ctx )
+{
+ GLvertexformat *vfmt = &(TNL_CONTEXT(ctx)->vtxfmt);
+
+ printf("%s()\n", __FUNCTION__);
+
+ /* All begin/end operations are handled by this vertex format:
+ */
+ vfmt->ArrayElement = _vp_ArrayElement;
+ vfmt->Begin = _tnl_Begin;
+ vfmt->Color3f = _vp_Color3f;
+ vfmt->Color3fv = _vp_Color3fv;
+ vfmt->Color3ub = _vp_Color3ub;
+ vfmt->Color3ubv = _vp_Color3ubv;
+ vfmt->Color4f = _vp_Color4f;
+ vfmt->Color4fv = _vp_Color4fv;
+ vfmt->Color4ub = _vp_Color4ub;
+ vfmt->Color4ubv = _vp_Color4ubv;
+ vfmt->EdgeFlag = _vp_EdgeFlag;
+ vfmt->EdgeFlagv = _vp_EdgeFlagv;
+ vfmt->End = _tnl_End;
+ vfmt->EvalCoord1f = _vp_EvalCoord1f;
+ vfmt->EvalCoord1fv = _vp_EvalCoord1fv;
+ vfmt->EvalCoord2f = _vp_EvalCoord2f;
+ vfmt->EvalCoord2fv = _vp_EvalCoord2fv;
+ vfmt->EvalPoint1 = _vp_EvalPoint1;
+ vfmt->EvalPoint2 = _vp_EvalPoint2;
+ vfmt->FogCoordfEXT = _vp_FogCoordf;
+ vfmt->FogCoordfvEXT = _vp_FogCoordfv;
+ vfmt->Indexi = _vp_Indexi;
+ vfmt->Indexiv = _vp_Indexiv;
+ vfmt->Materialfv = _vp_Materialfv;
+ vfmt->MultiTexCoord1fARB = _vp_MultiTexCoord1f;
+ vfmt->MultiTexCoord1fvARB = _vp_MultiTexCoord1fv;
+ vfmt->MultiTexCoord2fARB = _vp_MultiTexCoord2f;
+ vfmt->MultiTexCoord2fvARB = _vp_MultiTexCoord2fv;
+ vfmt->MultiTexCoord3fARB = _vp_MultiTexCoord3f;
+ vfmt->MultiTexCoord3fvARB = _vp_MultiTexCoord3fv;
+ vfmt->MultiTexCoord4fARB = _vp_MultiTexCoord4f;
+ vfmt->MultiTexCoord4fvARB = _vp_MultiTexCoord4fv;
+ vfmt->Normal3f = _vp_Normal3f;
+ vfmt->Normal3fv = _vp_Normal3fv;
+ vfmt->SecondaryColor3fEXT = _vp_SecondaryColor3f;
+ vfmt->SecondaryColor3fvEXT = _vp_SecondaryColor3fv;
+ vfmt->SecondaryColor3ubEXT = _vp_SecondaryColor3ub;
+ vfmt->SecondaryColor3ubvEXT = _vp_SecondaryColor3ubv;
+ vfmt->TexCoord1f = _vp_TexCoord1f;
+ vfmt->TexCoord1fv = _vp_TexCoord1fv;
+ vfmt->TexCoord2f = _vp_TexCoord2f;
+ vfmt->TexCoord2fv = _vp_TexCoord2fv;
+ vfmt->TexCoord3f = _vp_TexCoord3f;
+ vfmt->TexCoord3fv = _vp_TexCoord3fv;
+ vfmt->TexCoord4f = _vp_TexCoord4f;
+ vfmt->TexCoord4fv = _vp_TexCoord4fv;
+ vfmt->Vertex2f = _vp_Vertex2f;
+ vfmt->Vertex2fv = _vp_Vertex2fv;
+ vfmt->Vertex3f = _vp_Vertex3f;
+ vfmt->Vertex3fv = _vp_Vertex3fv;
+ vfmt->Vertex4f = _vp_Vertex4f;
+ vfmt->Vertex4fv = _vp_Vertex4fv;
+ vfmt->VertexAttrib4fNV = _vp_VertexAttrib4f;
+ vfmt->VertexAttrib4fvNV = _vp_VertexAttrib4fv;
+
+ /* Outside begin/end functions (from t_varray.c, t_eval.c, ...):
+ */
+ vfmt->Rectf = _mesa_noop_Rectf;
+
+ /* Just use the core function:
+ */
+ vfmt->CallList = _mesa_CallList;
+
+ vfmt->prefer_float_colors = GL_TRUE;
+}
+
+
+
+struct vp_stage_data {
+ GLvector4f clipCoords; /* resulting vertex positions */
+ struct gl_client_array color0[2]; /* front and back */
+ struct gl_client_array color1[2]; /* front and back */
+ GLvector4f texCoord[MAX_TEXTURE_UNITS];
+ GLvector1f fogCoord;
+ GLvector1f pointSize;
+};
+
+
+#define VP_STAGE_DATA(stage) ((struct vp_stage_data *)(stage->privatePtr))
+
+
+static GLboolean run_vp( GLcontext *ctx, struct gl_pipeline_stage *stage )
+{
+ TNLcontext *tnl = TNL_CONTEXT(ctx);
+ struct vp_stage_data *store = VP_STAGE_DATA(stage);
+ struct vertex_buffer *VB = &tnl->vb;
+ struct vp_machine *machine = &(ctx->VertexProgram.Machine);
+ struct vp_program *program;
+ GLfloat (*clip)[4];
+ GLfloat (*color0)[4], (*color1)[4];
+ GLfloat (*bfcolor0)[4], (*bfcolor1)[4];
+ GLfloat *fog, *pointSize;
+ GLfloat (*texture0)[4];
+ GLfloat (*texture1)[4];
+ GLfloat (*texture2)[4];
+ GLfloat (*texture3)[4];
+ GLint i;
+
+ /* convenience pointers */
+ store->clipCoords.size = 4;
+ clip = (GLfloat (*)[4]) store->clipCoords.data;
+ color0 = (GLfloat (*)[4]) store->color0[0].Ptr;
+ color1 = (GLfloat (*)[4]) store->color1[0].Ptr;
+ bfcolor0 = (GLfloat (*)[4]) store->color0[1].Ptr;
+ bfcolor1 = (GLfloat (*)[4]) store->color1[1].Ptr;
+ fog = (GLfloat *) store->fogCoord.data;
+ pointSize = (GLfloat *) store->pointSize.data;
+ texture0 = (GLfloat (*)[4]) store->texCoord[0].data;
+ texture1 = (GLfloat (*)[4]) store->texCoord[1].data;
+ texture2 = (GLfloat (*)[4]) store->texCoord[2].data;
+ texture3 = (GLfloat (*)[4]) store->texCoord[3].data;
+
+
+ printf("In %s()\n", __FUNCTION__);
+
+ program = (struct vp_program *) _mesa_HashLookup(ctx->VertexProgram.HashTable, ctx->VertexProgram.Binding);
+ assert(program);
+
+ _mesa_init_tracked_matrices(ctx);
+ _mesa_init_vp_registers(ctx); /* sets temp regs to (0,0,0,1) */
+
+ for (i = 0; i < VB->Count; i++) {
+ GLuint attr;
+
+ printf("Input %d: %f, %f, %f, %f\n", i,
+ VB->AttribPtr[0]->data[i][0],
+ VB->AttribPtr[0]->data[i][1],
+ VB->AttribPtr[0]->data[i][2],
+ VB->AttribPtr[0]->data[i][3]);
+ printf(" color: %f, %f, %f, %f\n",
+ VB->AttribPtr[3]->data[i][0],
+ VB->AttribPtr[3]->data[i][1],
+ VB->AttribPtr[3]->data[i][2],
+ VB->AttribPtr[3]->data[i][3]);
+
+ /* load the input attribute registers */
+ for (attr = 0; attr < 16; attr++) {
+ if (VB->Flag[i] & (1 << attr)) {
+ COPY_4V(machine->Registers[VP_INPUT_REG_START + attr],
+ VB->AttribPtr[attr]->data[i]);
+ }
+ }
+
+ /* execute the program */
+ _mesa_exec_program(ctx, program);
+
+ printf("Output %d: %f, %f, %f, %f\n", i,
+ machine->Registers[VP_OUTPUT_REG_START + 0][0],
+ machine->Registers[VP_OUTPUT_REG_START + 0][1],
+ machine->Registers[VP_OUTPUT_REG_START + 0][2],
+ machine->Registers[VP_OUTPUT_REG_START + 0][3]);
+ printf(" color: %f, %f, %f, %f\n",
+ machine->Registers[VP_OUTPUT_REG_START + 1][0],
+ machine->Registers[VP_OUTPUT_REG_START + 1][1],
+ machine->Registers[VP_OUTPUT_REG_START + 1][2],
+ machine->Registers[VP_OUTPUT_REG_START + 1][3]);
+
+ /* store the attribute output registers into the VB arrays */
+ COPY_4V(clip[i], machine->Registers[VP_OUT_HPOS]);
+ COPY_4V(color0[i], machine->Registers[VP_OUT_COL0]);
+ COPY_4V(color1[i], machine->Registers[VP_OUT_COL1]);
+ COPY_4V(bfcolor0[i], machine->Registers[VP_OUT_BFC0]);
+ COPY_4V(bfcolor1[i], machine->Registers[VP_OUT_BFC1]);
+ fog[i] = machine->Registers[VP_OUT_FOGC][0];
+ pointSize[i] = machine->Registers[VP_OUT_PSIZ][0];
+ COPY_4V(texture0[i], machine->Registers[VP_OUT_TEX0]);
+ COPY_4V(texture1[i], machine->Registers[VP_OUT_TEX0]);
+ COPY_4V(texture2[i], machine->Registers[VP_OUT_TEX0]);
+ COPY_4V(texture3[i], machine->Registers[VP_OUT_TEX0]);
+ }
+
+ VB->ColorPtr[0] = &store->color0[0];
+ VB->ColorPtr[1] = &store->color0[1];
+ VB->SecondaryColorPtr[0] = &store->color1[0];
+ VB->SecondaryColorPtr[1] = &store->color1[1];
+ VB->ProjectedClipPtr = &store->clipCoords;
+ VB->FogCoordPtr = &store->fogCoord;
+ VB->PointSizePtr = &store->pointSize;
+ VB->TexCoordPtr[0] = &store->texCoord[0];
+ VB->TexCoordPtr[1] = &store->texCoord[1];
+ VB->TexCoordPtr[2] = &store->texCoord[2];
+ VB->TexCoordPtr[3] = &store->texCoord[3];
+
+#if 000
+
+ GLvector4f *input = ctx->_NeedEyeCoords ? VB->EyePtr : VB->ObjPtr;
+ GLuint ind;
+
+/* _tnl_print_vert_flags( __FUNCTION__, stage->changed_inputs ); */
+
+ /* Make sure we can talk about elements 0..2 in the vector we are
+ * lighting.
+ */
+ if (stage->changed_inputs & (VERT_EYE|VERT_OBJ_BIT)) {
+ if (input->size <= 2) {
+ if (input->flags & VEC_NOT_WRITEABLE) {
+ ASSERT(VB->importable_data & VERT_OBJ_BIT);
+
+ VB->import_data( ctx, VERT_OBJ_BIT, VEC_NOT_WRITEABLE );
+ input = ctx->_NeedEyeCoords ? VB->EyePtr : VB->ObjPtr;
+
+ ASSERT((input->flags & VEC_NOT_WRITEABLE) == 0);
+ }
+
+ _mesa_vector4f_clean_elem(input, VB->Count, 2);
+ }
+ }
+
+ if (VB->Flag)
+ ind = LIGHT_FLAGS;
+ else
+ ind = 0;
+
+ /* The individual functions know about replaying side-effects
+ * vs. full re-execution.
+ */
+ store->light_func_tab[ind]( ctx, VB, stage, input );
+#endif
+
+ return GL_TRUE;
+}
+
+
+/* Called in place of do_lighting when the light table may have changed.
+ */
+static GLboolean run_validate_program( GLcontext *ctx,
+ struct gl_pipeline_stage *stage )
+{
+#if 000
+ GLuint ind = 0;
+ light_func *tab;
+
+ if (ctx->Visual.rgbMode) {
+ if (ctx->Light._NeedVertices) {
+ if (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)
+ tab = _tnl_light_spec_tab;
+ else
+ tab = _tnl_light_tab;
+ }
+ else {
+ if (ctx->Light.EnabledList.next == ctx->Light.EnabledList.prev)
+ tab = _tnl_light_fast_single_tab;
+ else
+ tab = _tnl_light_fast_tab;
+ }
+ }
+ else
+ tab = _tnl_light_ci_tab;
+
+ if (ctx->Light.ColorMaterialEnabled)
+ ind |= LIGHT_COLORMATERIAL;
+
+ if (ctx->Light.Model.TwoSide)
+ ind |= LIGHT_TWOSIDE;
+
+ VP_STAGE_DATA(stage)->light_func_tab = &tab[ind];
+
+ /* This and the above should only be done on _NEW_LIGHT:
+ */
+ _mesa_validate_all_lighting_tables( ctx );
+#endif
+
+ /* Now run the stage...
+ */
+ stage->run = run_vp;
+ return stage->run( ctx, stage );
+}
+
+
+
+#if 0
+static void alloc_4chan( struct gl_client_array *a, GLuint sz )
+{
+ a->Ptr = ALIGN_MALLOC( sz * sizeof(GLchan) * 4, 32 );
+ a->Size = 4;
+ a->Type = CHAN_TYPE;
+ a->Stride = 0;
+ a->StrideB = sizeof(GLchan) * 4;
+ a->Enabled = 0;
+ a->Flags = 0;
+}
+#endif
+
+static void alloc_4float( struct gl_client_array *a, GLuint sz )
+{
+ a->Ptr = ALIGN_MALLOC( sz * sizeof(GLfloat) * 4, 32 );
+ a->Size = 4;
+ a->Type = GL_FLOAT;
+ a->Stride = 0;
+ a->StrideB = sizeof(GLfloat) * 4;
+ a->Enabled = 0;
+ a->Flags = 0;
+}
+
+
+/* Called the first time stage->run is called. In effect, don't
+ * allocate data until the first time the stage is run.
+ */
+static GLboolean run_init_vp( GLcontext *ctx,
+ struct gl_pipeline_stage *stage )
+{
+ TNLcontext *tnl = TNL_CONTEXT(ctx);
+ struct vertex_buffer *VB = &(tnl->vb);
+ struct vp_stage_data *store;
+ const GLuint size = VB->Size;
+ GLuint i;
+
+ stage->privatePtr = MALLOC(sizeof(*store));
+ store = VP_STAGE_DATA(stage);
+ if (!store)
+ return GL_FALSE;
+
+ /* The output of a vertex program is: */
+ _mesa_vector4f_alloc( &store->clipCoords, 0, size, 32 );
+ alloc_4float( &store->color0[0], size );
+ alloc_4float( &store->color0[1], size );
+ alloc_4float( &store->color1[0], size );
+ alloc_4float( &store->color1[1], size );
+ for (i = 0 ; i < ctx->Const.MaxTextureUnits ; i++)
+ _mesa_vector4f_alloc( &store->texCoord[i], 0, VB->Size, 32 );
+ _mesa_vector1f_alloc( &store->fogCoord, 0, size, 32 );
+ _mesa_vector1f_alloc( &store->pointSize, 0, size, 32 );
+
+
+ /* Now validate the stage derived data...
+ */
+ stage->run = run_validate_program;
+ return stage->run( ctx, stage );
+}
+
+
+
+/*
+ * Check if vertex program mode is enabled.
+ * If so, configure the pipeline stage's type, inputs, and outputs.
+ */
+static void check_vp( GLcontext *ctx, struct gl_pipeline_stage *stage )
+{
+ stage->active = ctx->VertexProgram.Enabled;
+ printf("check_vp() active = %d\n", stage->active);
+ if (stage->active) {
+#if 000
+ if (stage->privatePtr)
+ stage->run = run_validate_program;
+ stage->inputs = VERT_NORMAL_BIT|VERT_MATERIAL;
+ if (ctx->Light._NeedVertices)
+ stage->inputs |= VERT_EYE; /* effectively, even when lighting in obj */
+ if (ctx->Light.ColorMaterialEnabled)
+ stage->inputs |= VERT_COLOR0_BIT;
+
+ stage->outputs = VERT_COLOR0_BIT;
+ if (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)
+ stage->outputs |= VERT_COLOR1_BIT;
+#endif
+ }
+}
+
+
+static void dtr( struct gl_pipeline_stage *stage )
+{
+ struct vp_stage_data *store = VP_STAGE_DATA(stage);
+
+ if (store) {
+ GLuint i;
+ _mesa_vector4f_free( &store->clipCoords );
+ ALIGN_FREE( store->color0[0].Ptr );
+ ALIGN_FREE( store->color0[1].Ptr );
+ ALIGN_FREE( store->color1[0].Ptr );
+ ALIGN_FREE( store->color1[1].Ptr );
+ for (i = 0 ; i < MAX_TEXTURE_UNITS ; i++)
+ if (store->texCoord[i].data)
+ _mesa_vector4f_free( &store->texCoord[i] );
+ _mesa_vector1f_free( &store->fogCoord );
+ _mesa_vector1f_free( &store->pointSize );
+
+ FREE( store );
+ stage->privatePtr = 0;
+ }
+}
+
+const struct gl_pipeline_stage _tnl_vertex_program_stage =
+{
+ "vertex-program",
+ _NEW_ALL, /*XXX FIX */ /* recheck */
+ _NEW_ALL, /*XXX FIX */ /* recalc -- modelview dependency
+ * otherwise not captured by inputs
+ * (which may be VERT_OBJ_BIT) */
+ GL_FALSE, /* active */
+ 0, /* inputs */
+ VERT_CLIP | VERT_COLOR0_BIT, /* outputs */
+ 0, /* changed_inputs */
+ NULL, /* private_data */
+ dtr, /* destroy */
+ check_vp, /* check */
+ run_init_vp /* run -- initially set to ctr */
+};