/* * Copyright 1998-2003 VIA Technologies, Inc. All Rights Reserved. * Copyright 2001-2003 S3 Graphics, Inc. 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, sub license, * 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 (including the * next paragraph) 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 NON-INFRINGEMENT. IN NO EVENT SHALL * VIA, S3 GRAPHICS, AND/OR ITS SUPPLIERS 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. */ /* Template for render stages which build and emit vertices directly * to fixed-size dma buffers. Useful for rendering strips and other * native primitives where clipping and per-vertex tweaks such as * those in t_dd_tritmp.h are not required. * * Produces code for both inline triangles and indexed triangles. * Where various primitive types are unaccelerated by hardware, the * code attempts to fallback to other primitive types (quadstrips to * tristrips, lineloops to linestrips), or to indexed vertices. * Ultimately, a FALLBACK() macro is invoked if there is no way to * render the primitive natively. */ #if !defined(HAVE_TRIANGLES) #error "must have at least triangles to use render template" #endif #if !HAVE_ELTS #define ELTS_VARS #define ALLOC_ELTS(nr) #define EMIT_ELT(offset, elt) #define EMIT_TWO_ELTS(offset, elt0, elt1) #define INCR_ELTS(nr) #define ELT_INIT(prim) #define GET_CURRENT_VB_MAX_ELTS() 0 #define GET_SUBSEQUENT_VB_MAX_ELTS() 0 #define ALLOC_ELTS_NEW_PRIMITIVE(nr) #define RELEASE_ELT_VERTS() #define EMIT_INDEXED_VERTS(ctx, start, count) #endif #ifndef EMIT_TWO_ELTS #define EMIT_TWO_ELTS(offset, elt0, elt1) \ do { \ EMIT_ELT(offset, elt0); \ EMIT_ELT(offset + 1, elt1); \ } while (0) #endif #ifndef FINISH #define FINISH #endif /*********************************************************************** * Render non-indexed primitives. ***********************************************************************/ static void TAG(render_points_verts)(GLcontext *ctx, GLuint start, GLuint count, GLuint flags) { if (VIA_DEBUG) fprintf(stderr, "%s in\n", __FUNCTION__); if (HAVE_POINTS) { LOCAL_VARS; int dmasz = GET_SUBSEQUENT_VB_MAX_VERTS(); int currentsz = GET_CURRENT_VB_MAX_VERTS(); GLuint j, nr; INIT(GL_POINTS); if (currentsz < 8) currentsz = dmasz; for (j = start; j < count; j += nr) { nr = MIN2(currentsz, count - j); EMIT_VERTS(ctx, j, nr); currentsz = dmasz; } FINISH; } else { VERT_FALLBACK(ctx, start, count, flags); } if (VIA_DEBUG) fprintf(stderr, "%s out\n", __FUNCTION__); } static void TAG(render_lines_verts)(GLcontext *ctx, GLuint start, GLuint count, GLuint flags) { if (VIA_DEBUG) fprintf(stderr, "%s in\n", __FUNCTION__); if (HAVE_LINES) { LOCAL_VARS; int dmasz = GET_SUBSEQUENT_VB_MAX_VERTS(); int currentsz = GET_CURRENT_VB_MAX_VERTS(); GLuint j, nr; INIT(GL_LINES); /* Emit whole number of lines in total and in each buffer: */ count -= (count - start) & 1; currentsz -= currentsz & 1; dmasz -= dmasz & 1; if (currentsz < 8) currentsz = dmasz; for (j = start; j < count; j += nr) { nr = MIN2(currentsz, count - j); EMIT_VERTS(ctx, j, nr); currentsz = dmasz; } FINISH; } else { VERT_FALLBACK(ctx, start, count, flags); } if (VIA_DEBUG) fprintf(stderr, "%s out\n", __FUNCTION__); } static void TAG(render_line_strip_verts)(GLcontext *ctx, GLuint start, GLuint count, GLuint flags) { if (VIA_DEBUG) fprintf(stderr, "%s in\n", __FUNCTION__); if (HAVE_LINE_STRIPS) { LOCAL_VARS; int dmasz = GET_SUBSEQUENT_VB_MAX_VERTS(); int currentsz = GET_CURRENT_VB_MAX_VERTS(); GLuint j, nr; INIT(GL_LINE_STRIP); if (currentsz < 8) currentsz = dmasz; for (j = start; j + 1 < count; j += nr - 1) { nr = MIN2(currentsz, count - j); EMIT_VERTS(ctx, j, nr); currentsz = dmasz; } FINISH; } else { VERT_FALLBACK(ctx, start, count, flags); } if (VIA_DEBUG) fprintf(stderr, "%s out\n", __FUNCTION__); } static void TAG(render_line_loop_verts)(GLcontext *ctx, GLuint start, GLuint count, GLuint flags) { if (VIA_DEBUG) fprintf(stderr, "%s in\n", __FUNCTION__); if (HAVE_LINE_STRIPS) { LOCAL_VARS; int dmasz = GET_SUBSEQUENT_VB_MAX_VERTS(); int currentsz = GET_CURRENT_VB_MAX_VERTS(); GLuint j, nr; INIT(GL_LINE_STRIP); if (flags & PRIM_BEGIN) j = start; else j = start + 1; /* Ensure last vertex won't wrap buffers: */ currentsz--; dmasz--; if (currentsz < 8) currentsz = dmasz; for (; j + 1 < count; j += nr - 1) { nr = MIN2(currentsz, count - j); EMIT_VERTS(ctx, j, nr); currentsz = dmasz; } if (start < count - 1 && (flags & PRIM_END)) EMIT_VERTS(ctx, start, 1); FINISH; } else { VERT_FALLBACK(ctx, start, count, flags); } if (VIA_DEBUG) fprintf(stderr, "%s out\n", __FUNCTION__); } static void TAG(render_triangles_verts)(GLcontext *ctx, GLuint start, GLuint count, GLuint flags) { LOCAL_VARS; int dmasz = (GET_SUBSEQUENT_VB_MAX_VERTS() / 3) * 3; int currentsz = (GET_CURRENT_VB_MAX_VERTS() / 3) * 3; GLuint j, nr; if (VIA_DEBUG) fprintf(stderr, "%s - in\n", __FUNCTION__); INIT(GL_TRIANGLES); /* Emit whole number of tris in total. dmasz is already a multiple * of 3. */ count -= (count - start) % 3; if (currentsz < 8) currentsz = dmasz; for (j = start; j < count; j += nr) { nr = MIN2(currentsz, count - j); EMIT_VERTS(ctx, j, nr); currentsz = dmasz; } FINISH; if (VIA_DEBUG) fprintf(stderr, "%s - out\n", __FUNCTION__); } static void TAG(render_tri_strip_verts)(GLcontext *ctx, GLuint start, GLuint count, GLuint flags) { if (VIA_DEBUG) fprintf(stderr, "%s in\n", __FUNCTION__); if (HAVE_TRI_STRIPS) { LOCAL_VARS; GLuint j, nr; int dmasz = GET_SUBSEQUENT_VB_MAX_VERTS(); int currentsz = GET_CURRENT_VB_MAX_VERTS(); INIT(GL_TRIANGLE_STRIP); if (currentsz < 8) { NEW_BUFFER(); currentsz = dmasz; } /* From here on emit even numbers of tris when wrapping over buffers: */ dmasz -= (dmasz & 1); currentsz -= (currentsz & 1); for (j = start; j + 2 < count; j += nr - 2) { nr = MIN2(currentsz, count - j); EMIT_VERTS(ctx, j, nr); currentsz = dmasz; } FINISH; } else { VERT_FALLBACK(ctx, start, count, flags); } if (VIA_DEBUG) fprintf(stderr, "%s out\n", __FUNCTION__); } static void TAG(render_tri_fan_verts)(GLcontext *ctx, GLuint start, GLuint count, GLuint flags) { if (VIA_DEBUG) fprintf(stderr, "%s - in\n", __FUNCTION__); if (HAVE_TRI_FANS) { LOCAL_VARS; GLuint j, nr; int dmasz = GET_SUBSEQUENT_VB_MAX_VERTS(); int currentsz = GET_CURRENT_VB_MAX_VERTS(); INIT(GL_TRIANGLE_FAN); if (currentsz < 8) { NEW_BUFFER(); currentsz = dmasz; } for (j = start + 1; j + 1 < count; j += nr - 1) { nr = MIN2(currentsz, count - j + 1); EMIT_VERTS(ctx, start, 1); EMIT_VERTS(ctx, j, nr - 1); currentsz = dmasz; } FINISH; } else { /* Could write code to emit these as indexed vertices (for the * g400, for instance). */ VERT_FALLBACK(ctx, start, count, flags); } if (VIA_DEBUG) fprintf(stderr, "%s - out\n", __FUNCTION__); } static void TAG(render_poly_verts)(GLcontext *ctx, GLuint start, GLuint count, GLuint flags) { if (VIA_DEBUG) fprintf(stderr, "%s in\n", __FUNCTION__); if (HAVE_POLYGONS) { LOCAL_VARS; GLuint j, nr; int dmasz = GET_SUBSEQUENT_VB_MAX_VERTS(); int currentsz = GET_CURRENT_VB_MAX_VERTS(); INIT(GL_POLYGON); if (currentsz < 8) { NEW_BUFFER(); currentsz = dmasz; } for (j = start + 1; j + 1 < count; j += nr - 1) { nr = MIN2(currentsz, count - j + 1); EMIT_VERTS(ctx, start, 1); EMIT_VERTS(ctx, j, nr - 1); currentsz = dmasz; } FINISH; } else if (HAVE_TRI_FANS && !(ctx->_TriangleCaps & DD_FLATSHADE)) { TAG(render_tri_fan_verts)(ctx, start, count, flags); } else { VERT_FALLBACK(ctx, start, count, flags); } if (VIA_DEBUG) fprintf(stderr, "%s out\n", __FUNCTION__); } static void TAG(render_quad_strip_verts)(GLcontext *ctx, GLuint start, GLuint count, GLuint flags) { GLuint j, nr; if (VIA_DEBUG) fprintf(stderr, "%s in\n", __FUNCTION__); if (HAVE_QUAD_STRIPS) { LOCAL_VARS; GLuint j, nr; int dmasz = GET_SUBSEQUENT_VB_MAX_VERTS(); int currentsz; INIT(GL_QUAD_STRIP); currentsz = GET_CURRENT_VB_MAX_VERTS(); if (currentsz < 8) { NEW_BUFFER(); currentsz = dmasz; } dmasz -= (dmasz & 2); currentsz -= (currentsz & 2); for (j = start; j + 3 < count; j += nr - 2) { nr = MIN2(currentsz, count - j); EMIT_VERTS(ctx, j, nr); currentsz = dmasz; } FINISH; } else if (HAVE_TRI_STRIPS) { LOCAL_VARS; int dmasz = GET_SUBSEQUENT_VB_MAX_VERTS(); int currentsz = GET_CURRENT_VB_MAX_VERTS(); /* Emit smooth-shaded quadstrips as tristrips: */ INIT(GL_TRIANGLE_STRIP); /* Emit whole number of quads in total, and in each buffer. */ dmasz -= dmasz & 1; currentsz -= currentsz & 1; count -= (count - start) & 1; if (currentsz < 8) { NEW_BUFFER(); currentsz = dmasz; } for (j = start; j + 3 < count; j += nr - 2) { nr = MIN2(currentsz, count - j); EMIT_VERTS(ctx, j, nr); currentsz = dmasz; } FINISH; } else { VERT_FALLBACK(ctx, start, count, flags); } if (VIA_DEBUG) fprintf(stderr, "%s out\n", __FUNCTION__); } static void TAG(render_quads_verts)(GLcontext *ctx, GLuint start, GLuint count, GLuint flags) { if (VIA_DEBUG) fprintf(stderr, "%s - in\n", __FUNCTION__); if (HAVE_QUADS) { LOCAL_VARS; int dmasz = (GET_SUBSEQUENT_VB_MAX_VERTS() / 4) * 4; int currentsz = (GET_CURRENT_VB_MAX_VERTS() / 4) * 4; GLuint j, nr; INIT(GL_QUADS); /* Emit whole number of quads in total. dmasz is already a multiple * of 4. */ count -= (count - start) % 4; if (currentsz < 8) currentsz = dmasz; for (j = start; j < count; j += nr) { nr = MIN2(currentsz, count - j); EMIT_VERTS(ctx, j, nr); currentsz = dmasz; } FINISH; } else if (HAVE_TRIANGLES) { /* Hardware doesn't have a quad primitive type -- try to * simulate it using triangle primitive. */ LOCAL_VARS; int dmasz = GET_SUBSEQUENT_VB_MAX_VERTS(); int currentsz; GLuint j; INIT(GL_TRIANGLES); currentsz = GET_CURRENT_VB_MAX_VERTS(); /* Emit whole number of quads in total, and in each buffer. */ dmasz -= dmasz & 3; count -= (count - start) & 3; currentsz -= currentsz & 3; /* Adjust for rendering as triangles: */ currentsz = currentsz / 6 * 4; dmasz = dmasz / 6 * 4; if (currentsz < 8) currentsz = dmasz; for (j = start; j < count; j += 4) { /* Send v0, v1, v3 */ EMIT_VERTS(ctx, j, 2); EMIT_VERTS(ctx, j + 3, 1); /* Send v1, v2, v3 */ EMIT_VERTS(ctx, j + 1, 3); } FINISH; } else { /* Vertices won't fit in a single buffer, fallback. */ VERT_FALLBACK(ctx, start, count, flags); } if (VIA_DEBUG) fprintf(stderr, "%s - out\n", __FUNCTION__); } static void TAG(render_noop)(GLcontext *ctx, GLuint start, GLuint count, GLuint flags) { } static tnl_render_func TAG(render_tab_verts)[GL_POLYGON + 2] = { TAG(render_points_verts), TAG(render_lines_verts), TAG(render_line_loop_verts), TAG(render_line_strip_verts), TAG(render_triangles_verts), TAG(render_tri_strip_verts), TAG(render_tri_fan_verts), TAG(render_quads_verts), TAG(render_quad_strip_verts), TAG(render_poly_verts), TAG(render_noop), };