/* $Id: gld_vb_mesa_render_dx9.c,v 1.6 2005/08/27 13:56:08 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 */ /* * Render whole vertex buffers, including projection of vertices from * clip space and clipping of primitives. * * This file makes calls to project vertices and to the point, line * and triangle rasterizers via the function pointers: * * context->Driver.Render.* * */ //--------------------------------------------------------------------------- #include "dglcontext.h" #include "ddlog.h" #include "gld_dx9.h" //--------------------------------------------------------------------------- #include "glheader.h" #include "context.h" #include "macros.h" #include "mtypes.h" //#include "mmath.h" #include "math/m_matrix.h" #include "math/m_xform.h" #include "tnl/t_pipeline.h" /**********************************************************************/ /* Clip single primitives */ /**********************************************************************/ #if defined(USE_IEEE) #define NEGATIVE(x) (GET_FLOAT_BITS(x) & (1<<31)) //#define DIFFERENT_SIGNS(x,y) ((GET_FLOAT_BITS(x) ^ GET_FLOAT_BITS(y)) & (1<<31)) #else #define NEGATIVE(x) (x < 0) //#define DIFFERENT_SIGNS(x,y) (x * y <= 0 && x - y != 0) /* Could just use (x*y<0) except for the flatshading requirements. * Maybe there's a better way? */ #endif #define W(i) coord[i][3] #define Z(i) coord[i][2] #define Y(i) coord[i][1] #define X(i) coord[i][0] #define SIZE 4 #define TAG(x) x##_4 #include "tnl/t_vb_cliptmp.h" /**********************************************************************/ /* Clip and render whole begin/end objects */ /**********************************************************************/ #define NEED_EDGEFLAG_SETUP (ctx->_TriangleCaps & DD_TRI_UNFILLED) #define EDGEFLAG_GET(idx) VB->EdgeFlag[idx] #define EDGEFLAG_SET(idx, val) VB->EdgeFlag[idx] = val /* Vertices, with the possibility of clipping. */ #define RENDER_POINTS( start, count ) \ tnl->Driver.Render.Points( ctx, start, count ) #define RENDER_LINE( v1, v2 ) \ do { \ GLubyte c1 = mask[v1], c2 = mask[v2]; \ GLubyte ormask = c1|c2; \ if (!ormask) \ LineFunc( ctx, v1, v2 ); \ else if (!(c1 & c2 & 0x3f)) \ clip_line_4( ctx, v1, v2, ormask ); \ } while (0) #define RENDER_TRI( v1, v2, v3 ) \ do { \ GLubyte c1 = mask[v1], c2 = mask[v2], c3 = mask[v3]; \ GLubyte ormask = c1|c2|c3; \ if (!ormask) \ TriangleFunc( ctx, v1, v2, v3 ); \ else if (!(c1 & c2 & c3 & 0x3f)) \ clip_tri_4( ctx, v1, v2, v3, ormask ); \ } while (0) #define RENDER_QUAD( v1, v2, v3, v4 ) \ do { \ GLubyte c1 = mask[v1], c2 = mask[v2]; \ GLubyte c3 = mask[v3], c4 = mask[v4]; \ GLubyte ormask = c1|c2|c3|c4; \ if (!ormask) \ QuadFunc( ctx, v1, v2, v3, v4 ); \ else if (!(c1 & c2 & c3 & c4 & 0x3f)) \ clip_quad_4( ctx, v1, v2, v3, v4, ormask ); \ } while (0) #define LOCAL_VARS \ TNLcontext *tnl = TNL_CONTEXT(ctx); \ struct vertex_buffer *VB = &tnl->vb; \ const GLuint * const elt = VB->Elts; \ const GLubyte *mask = VB->ClipMask; \ const GLuint sz = VB->ClipPtr->size; \ const tnl_line_func LineFunc = tnl->Driver.Render.Line; \ const tnl_triangle_func TriangleFunc = tnl->Driver.Render.Triangle; \ const tnl_quad_func QuadFunc = tnl->Driver.Render.Quad; \ const GLboolean stipple = ctx->Line.StippleFlag; \ (void) (LineFunc && TriangleFunc && QuadFunc); \ (void) elt; (void) mask; (void) sz; (void) stipple; #define TAG(x) clip_##x##_verts #define INIT(x) tnl->Driver.Render.PrimitiveNotify( ctx, x ) #define RESET_STIPPLE if (stipple) tnl->Driver.Render.ResetLineStipple( ctx ) #define PRESERVE_VB_DEFS #include "tnl/t_vb_rendertmp.h" /* Elts, with the possibility of clipping. */ #undef ELT #undef TAG #define ELT(x) elt[x] #define TAG(x) clip_##x##_elts #include "tnl/t_vb_rendertmp.h" /* TODO: do this for all primitives, verts and elts: */ static void clip_elt_triangles( GLcontext *ctx, GLuint start, GLuint count, GLuint flags ) { TNLcontext *tnl = TNL_CONTEXT(ctx); tnl_render_func render_tris = tnl->Driver.Render.PrimTabElts[GL_TRIANGLES]; struct vertex_buffer *VB = &tnl->vb; const GLuint * const elt = VB->Elts; GLubyte *mask = VB->ClipMask; GLuint last = count-2; GLuint j; (void) flags; tnl->Driver.Render.PrimitiveNotify( ctx, GL_TRIANGLES ); for (j=start; j < last; j+=3 ) { GLubyte c1 = mask[elt[j]]; GLubyte c2 = mask[elt[j+1]]; GLubyte c3 = mask[elt[j+2]]; GLubyte ormask = c1|c2|c3; if (ormask) { if (start < j) render_tris( ctx, start, j, 0 ); if (!(c1&c2&c3&0x3f)) clip_tri_4( ctx, elt[j], elt[j+1], elt[j+2], ormask ); start = j+3; } } if (start < j) render_tris( ctx, start, j, 0 ); } /**********************************************************************/ /* Render whole begin/end objects */ /**********************************************************************/ #define NEED_EDGEFLAG_SETUP (ctx->_TriangleCaps & DD_TRI_UNFILLED) #define EDGEFLAG_GET(idx) VB->EdgeFlag[idx] #define EDGEFLAG_SET(idx, val) VB->EdgeFlag[idx] = val /* Vertices, no clipping. */ #define RENDER_POINTS( start, count ) \ tnl->Driver.Render.Points( ctx, start, count ) #define RENDER_LINE( v1, v2 ) \ LineFunc( ctx, v1, v2 ) #define RENDER_TRI( v1, v2, v3 ) \ TriangleFunc( ctx, v1, v2, v3 ) #define RENDER_QUAD( v1, v2, v3, v4 ) \ QuadFunc( ctx, v1, v2, v3, v4 ) #define TAG(x) _gld_tnl_##x##_verts #define LOCAL_VARS \ TNLcontext *tnl = TNL_CONTEXT(ctx); \ struct vertex_buffer *VB = &tnl->vb; \ const GLuint * const elt = VB->Elts; \ const tnl_line_func LineFunc = tnl->Driver.Render.Line; \ const tnl_triangle_func TriangleFunc = tnl->Driver.Render.Triangle; \ const tnl_quad_func QuadFunc = tnl->Driver.Render.Quad; \ (void) (LineFunc && TriangleFunc && QuadFunc); \ (void) elt; #define RESET_STIPPLE tnl->Driver.Render.ResetLineStipple( ctx ) #define INIT(x) tnl->Driver.Render.PrimitiveNotify( ctx, x ) #define RENDER_TAB_QUALIFIER #define PRESERVE_VB_DEFS #include "tnl/t_vb_rendertmp.h" /* Elts, no clipping. */ #undef ELT #define TAG(x) _gld_tnl_##x##_elts #define ELT(x) elt[x] #include "tnl/t_vb_rendertmp.h" /**********************************************************************/ /* Helper functions for drivers */ /**********************************************************************/ /* void _tnl_RenderClippedPolygon( GLcontext *ctx, const GLuint *elts, GLuint n ) { TNLcontext *tnl = TNL_CONTEXT(ctx); struct vertex_buffer *VB = &tnl->vb; GLuint *tmp = VB->Elts; VB->Elts = (GLuint *)elts; tnl->Driver.Render.PrimTabElts[GL_POLYGON]( ctx, 0, n, PRIM_BEGIN|PRIM_END ); VB->Elts = tmp; } void _tnl_RenderClippedLine( GLcontext *ctx, GLuint ii, GLuint jj ) { TNLcontext *tnl = TNL_CONTEXT(ctx); tnl->Driver.Render.Line( ctx, ii, jj ); } */ /**********************************************************************/ /* Clip and render whole vertex buffers */ /**********************************************************************/ tnl_points_func _gldSetupPoints[4] = { gld_Points2D_DX9, gld_Points2D_DX9, gld_Points2D_DX9, gld_Points2D_DX9 }; tnl_line_func _gldSetupLine[4] = { gld_Line2DFlat_DX9, gld_Line2DSmooth_DX9, gld_Line2DFlat_DX9, gld_Line2DSmooth_DX9, }; tnl_triangle_func _gldSetupTriangle[4] = { gld_Triangle2DFlat_DX9, gld_Triangle2DSmooth_DX9, gld_Triangle2DFlatExtras_DX9, gld_Triangle2DSmoothExtras_DX9 }; tnl_quad_func _gldSetupQuad[4] = { gld_Quad2DFlat_DX9, gld_Quad2DSmooth_DX9, gld_Quad2DFlatExtras_DX9, gld_Quad2DSmoothExtras_DX9 }; //--------------------------------------------------------------------------- static GLboolean _gld_mesa_render_stage_run( GLcontext *ctx, struct tnl_pipeline_stage *stage) { GLD_context *gldCtx = GLD_GET_CONTEXT(ctx); GLD_driver_dx9 *gld = GLD_GET_DX9_DRIVER(gldCtx); TNLcontext *tnl = TNL_CONTEXT(ctx); struct vertex_buffer *VB = &tnl->vb; tnl_render_func *tab; GLint pass = 0; GLD_pb_dx9 *gldPB; /* Allow the drivers to lock before projected verts are built so * that window coordinates are guarenteed not to change before * rendering. */ ASSERT(tnl->Driver.Render.Start); tnl->Driver.Render.Start( ctx ); // NOTE: Setting D3DRS_SOFTWAREVERTEXPROCESSING for a mixed-mode device resets // stream, indices and shader to default values of NULL or 0. /* if ((ctx->_TriangleCaps & DD_TRI_LIGHT_TWOSIDE) && gld->VStwosidelight.hShader && !ctx->Fog.Enabled) { IDirect3DDevice8_SetRenderState(gld->pDev, D3DRS_SOFTWAREVERTEXPROCESSING, !gld->VStwosidelight.bHardware); _GLD_DX9_DEV(SetVertexShader(gld->pDev, gld->VStwosidelight.hShader)); gldPB = &gld->PBtwosidelight; tnl->Driver.Render.Points = gld_Points2DTwoside_DX9; if (ctx->_TriangleCaps & DD_FLATSHADE) { tnl->Driver.Render.Line = gld_Line2DFlatTwoside_DX9; tnl->Driver.Render.Triangle = gld_Triangle2DFlatTwoside_DX9; tnl->Driver.Render.Quad = gld_Quad2DFlatTwoside_DX9; } else { tnl->Driver.Render.Line = gld_Line2DSmoothTwoside_DX9; tnl->Driver.Render.Triangle = gld_Triangle2DSmoothTwoside_DX9; tnl->Driver.Render.Quad = gld_Quad2DSmoothTwoside_DX9; } } else {*/ // IDirect3DDevice8_SetRenderState(gld->pDev, D3DRS_SOFTWAREVERTEXPROCESSING, TRUE); IDirect3DDevice9_SetSoftwareVertexProcessing(gld->pDev, TRUE); gldPB = &gld->PB2d; _GLD_DX9_DEV(SetVertexShader(gld->pDev, NULL)); _GLD_DX9_DEV(SetFVF(gld->pDev, gldPB->dwFVF)); tnl->Driver.Render.Points = _gldSetupPoints[gld->iSetupFunc]; tnl->Driver.Render.Line = _gldSetupLine[gld->iSetupFunc]; tnl->Driver.Render.Triangle = _gldSetupTriangle[gld->iSetupFunc]; tnl->Driver.Render.Quad = _gldSetupQuad[gld->iSetupFunc]; // } _GLD_DX9_VB(Lock(gldPB->pVB, 0, 0, &gldPB->pPoints, D3DLOCK_DISCARD)); gldPB->nPoints = gldPB->nLines = gldPB->nTriangles = 0; // Allocate primitive pointers // gldPB->pPoints is always first gldPB->pLines = gldPB->pPoints + (gldPB->dwStride * gldPB->iFirstLine); gldPB->pTriangles = gldPB->pPoints + (gldPB->dwStride * gldPB->iFirstTriangle); ASSERT(tnl->Driver.Render.BuildVertices); ASSERT(tnl->Driver.Render.PrimitiveNotify); ASSERT(tnl->Driver.Render.Points); ASSERT(tnl->Driver.Render.Line); ASSERT(tnl->Driver.Render.Triangle); ASSERT(tnl->Driver.Render.Quad); ASSERT(tnl->Driver.Render.ResetLineStipple); ASSERT(tnl->Driver.Render.Interp); ASSERT(tnl->Driver.Render.CopyPV); ASSERT(tnl->Driver.Render.ClippedLine); ASSERT(tnl->Driver.Render.ClippedPolygon); ASSERT(tnl->Driver.Render.Finish); tnl->Driver.Render.BuildVertices( ctx, 0, VB->Count, ~0 ); if (VB->ClipOrMask) { tab = VB->Elts ? clip_render_tab_elts : clip_render_tab_verts; clip_render_tab_elts[GL_TRIANGLES] = clip_elt_triangles; } else { tab = (VB->Elts ? tnl->Driver.Render.PrimTabElts : tnl->Driver.Render.PrimTabVerts); } do { GLuint i, length, flags = 0; for (i = 0 ; !(flags & PRIM_END) ; i += length) { flags = VB->Primitive[i].mode; length= VB->Primitive[i].count; ASSERT(length || (flags & PRIM_END)); ASSERT((flags & PRIM_MODE_MASK) <= GL_POLYGON+1); if (length) tab[flags & PRIM_MODE_MASK]( ctx, i, i + length, flags ); } } while (tnl->Driver.Render.Multipass && tnl->Driver.Render.Multipass( ctx, ++pass )); // tnl->Driver.Render.Finish( ctx ); _GLD_DX9_VB(Unlock(gldPB->pVB)); _GLD_DX9_DEV(SetStreamSource(gld->pDev, 0, gldPB->pVB, 0, gldPB->dwStride)); if (gldPB->nPoints) { _GLD_DX9_DEV(DrawPrimitive(gld->pDev, D3DPT_POINTLIST, 0, gldPB->nPoints)); gldPB->nPoints = 0; } if (gldPB->nLines) { _GLD_DX9_DEV(DrawPrimitive(gld->pDev, D3DPT_LINELIST, gldPB->iFirstLine, gldPB->nLines)); gldPB->nLines = 0; } if (gldPB->nTriangles) { _GLD_DX9_DEV(DrawPrimitive(gld->pDev, D3DPT_TRIANGLELIST, gldPB->iFirstTriangle, gldPB->nTriangles)); gldPB->nTriangles = 0; } return GL_FALSE; /* finished the pipe */ } /**********************************************************************/ /* Render pipeline stage */ /**********************************************************************/ const struct tnl_pipeline_stage _gld_mesa_render_stage = { "gld_mesa_render_stage", NULL, NULL, NULL, NULL, _gld_mesa_render_stage_run /* run */ }; //---------------------------------------------------------------------------