/************************************************************************** * * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas. * 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 TUNGSTEN 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. * **************************************************************************/ /* * Authors: * Keith Whitwell */ #include "imports.h" #include "macros.h" #include "tnl/t_context.h" #include "vf/vf.h" #include "draw_private.h" #include "draw_context.h" /* This file is a temporary set of hooks to allow us to use the tnl/ * and vf/ modules until we have replacements in pipe. */ static struct vertex_header *get_vertex( struct draw_context *pipe, GLuint i ) { return (struct vertex_header *)(pipe->verts + i * pipe->vertex_size); } static void draw_allocate_vertices( struct draw_context *draw, GLuint nr_vertices ) { draw->nr_vertices = nr_vertices; draw->verts = MALLOC( nr_vertices * draw->vertex_size ); draw->pipeline.first->begin( draw->pipeline.first ); } static void draw_set_prim( struct draw_context *draw, GLenum prim ) { draw->prim = prim; /* Not done yet - need to force edgeflags to 1 in strip/fan * primitives. */ #if 0 switch (prim) { case GL_TRIANGLES: case GL_POLYGON: case GL_QUADS: case GL_QUAD_STRIP: /* yes, we need this */ respect_edgeflags( pipe, GL_TRUE ); break; default: respect_edgeflags( pipe, GL_FALSE ); break; } #endif } static void do_quad( struct prim_stage *first, struct vertex_header *v0, struct vertex_header *v1, struct vertex_header *v2, struct vertex_header *v3 ) { struct prim_header prim; { GLuint tmp = v1->edgeflag; v1->edgeflag = 0; prim.v[0] = v0; prim.v[1] = v1; prim.v[2] = v3; first->tri( first, &prim ); v1->edgeflag = tmp; } { GLuint tmp = v3->edgeflag; v3->edgeflag = 0; prim.v[0] = v1; prim.v[1] = v2; prim.v[2] = v3; first->tri( first, &prim ); v3->edgeflag = tmp; } } static void draw_indexed_prim( struct draw_context *draw, const GLuint *elts, GLuint count ) { struct prim_stage * const first = draw->pipeline.first; struct prim_header prim; GLuint i; prim.det = 0; /* valid from cull stage onwards */ prim.v[0] = 0; prim.v[1] = 0; prim.v[2] = 0; switch (draw->prim) { case GL_POINTS: for (i = 0; i < count; i ++) { prim.v[0] = get_vertex( draw, elts[i] ); first->point( first, &prim ); } break; case GL_LINES: for (i = 0; i+1 < count; i += 2) { prim.v[0] = get_vertex( draw, elts[i + 0] ); prim.v[1] = get_vertex( draw, elts[i + 1] ); first->line( first, &prim ); } break; case GL_LINE_LOOP: if (count >= 2) { for (i = 1; i < count; i++) { prim.v[0] = get_vertex( draw, elts[i-1] ); prim.v[1] = get_vertex( draw, elts[i] ); first->line( first, &prim ); } prim.v[0] = get_vertex( draw, elts[count-1] ); prim.v[1] = get_vertex( draw, elts[0] ); first->line( first, &prim ); } break; case GL_LINE_STRIP: /* I'm guessing it will be necessary to have something like a * render->reset_line_stipple() method to properly support * splitting strips into primitives like this. Alternately we * could just scan ahead to find individual clipped lines and * otherwise leave the strip intact - that might be better, but * require more complex code here. */ if (count >= 2) { prim.v[0] = 0; prim.v[1] = get_vertex( draw, elts[0] ); for (i = 1; i < count; i++) { prim.v[0] = prim.v[1]; prim.v[1] = get_vertex( draw, elts[i] ); first->line( first, &prim ); } } break; case GL_TRIANGLES: for (i = 0; i+2 < count; i += 3) { prim.v[0] = get_vertex( draw, elts[i + 0] ); prim.v[1] = get_vertex( draw, elts[i + 1] ); prim.v[2] = get_vertex( draw, elts[i + 2] ); first->tri( first, &prim ); } break; case GL_TRIANGLE_STRIP: for (i = 0; i+2 < count; i++) { if (i & 1) { prim.v[0] = get_vertex( draw, elts[i + 1] ); prim.v[1] = get_vertex( draw, elts[i + 0] ); prim.v[2] = get_vertex( draw, elts[i + 2] ); } else { prim.v[0] = get_vertex( draw, elts[i + 0] ); prim.v[1] = get_vertex( draw, elts[i + 1] ); prim.v[2] = get_vertex( draw, elts[i + 2] ); } first->tri( first, &prim ); } break; case GL_TRIANGLE_FAN: if (count >= 3) { prim.v[0] = get_vertex( draw, elts[0] ); prim.v[1] = 0; prim.v[2] = get_vertex( draw, elts[1] ); for (i = 0; i+2 < count; i++) { prim.v[1] = prim.v[2]; prim.v[2] = get_vertex( draw, elts[i+2] ); first->tri( first, &prim ); } } break; case GL_QUADS: for (i = 0; i+3 < count; i += 4) { do_quad( first, get_vertex( draw, elts[i + 0] ), get_vertex( draw, elts[i + 1] ), get_vertex( draw, elts[i + 2] ), get_vertex( draw, elts[i + 3] )); } break; case GL_QUAD_STRIP: for (i = 0; i+3 < count; i += 2) { do_quad( first, get_vertex( draw, elts[i + 2] ), get_vertex( draw, elts[i + 0] ), get_vertex( draw, elts[i + 1] ), get_vertex( draw, elts[i + 3] )); } break; case GL_POLYGON: if (count >= 3) { prim.v[0] = 0; prim.v[1] = get_vertex( draw, elts[1] ); prim.v[2] = get_vertex( draw, elts[0] ); for (i = 0; i+2 < count; i++) { prim.v[0] = prim.v[1]; prim.v[1] = get_vertex( draw, elts[i+2] ); first->tri( first, &prim ); } } break; default: assert(0); break; } } static void draw_prim( struct draw_context *draw, GLuint start, GLuint count ) { struct prim_stage * const first = draw->pipeline.first; struct prim_header prim; GLuint i; // _mesa_printf("%s (%d) %d/%d\n", __FUNCTION__, draw->prim, start, count ); prim.det = 0; /* valid from cull stage onwards */ prim.v[0] = 0; prim.v[1] = 0; prim.v[2] = 0; switch (draw->prim) { case GL_POINTS: for (i = 0; i < count; i ++) { prim.v[0] = get_vertex( draw, start + i ); first->point( first, &prim ); } break; case GL_LINES: for (i = 0; i+1 < count; i += 2) { prim.v[0] = get_vertex( draw, start + i + 0 ); prim.v[1] = get_vertex( draw, start + i + 1 ); first->line( first, &prim ); } break; case GL_LINE_LOOP: if (count >= 2) { for (i = 1; i < count; i++) { prim.v[0] = get_vertex( draw, start + i - 1 ); prim.v[1] = get_vertex( draw, start + i ); first->line( first, &prim ); } prim.v[0] = get_vertex( draw, start + count - 1 ); prim.v[1] = get_vertex( draw, start + 0 ); first->line( first, &prim ); } break; case GL_LINE_STRIP: if (count >= 2) { prim.v[0] = 0; prim.v[1] = get_vertex( draw, start + 0 ); for (i = 1; i < count; i++) { prim.v[0] = prim.v[1]; prim.v[1] = get_vertex( draw, start + i ); first->line( first, &prim ); } } break; case GL_TRIANGLES: for (i = 0; i+2 < count; i += 3) { prim.v[0] = get_vertex( draw, start + i + 0 ); prim.v[1] = get_vertex( draw, start + i + 1 ); prim.v[2] = get_vertex( draw, start + i + 2 ); first->tri( first, &prim ); } break; case GL_TRIANGLE_STRIP: for (i = 0; i+2 < count; i++) { if (i & 1) { prim.v[0] = get_vertex( draw, start + i + 1 ); prim.v[1] = get_vertex( draw, start + i + 0 ); prim.v[2] = get_vertex( draw, start + i + 2 ); } else { prim.v[0] = get_vertex( draw, start + i + 0 ); prim.v[1] = get_vertex( draw, start + i + 1 ); prim.v[2] = get_vertex( draw, start + i + 2 ); } first->tri( first, &prim ); } break; case GL_TRIANGLE_FAN: if (count >= 3) { prim.v[0] = get_vertex( draw, start + 0 ); prim.v[1] = 0; prim.v[2] = get_vertex( draw, start + 1 ); for (i = 0; i+2 < count; i++) { prim.v[1] = prim.v[2]; prim.v[2] = get_vertex( draw, start + i + 2 ); first->tri( first, &prim ); } } break; case GL_QUADS: for (i = 0; i+3 < count; i += 4) { do_quad( first, get_vertex( draw, start + i + 0 ), get_vertex( draw, start + i + 1 ), get_vertex( draw, start + i + 2 ), get_vertex( draw, start + i + 3 )); } break; case GL_QUAD_STRIP: for (i = 0; i+3 < count; i += 2) { do_quad( first, get_vertex( draw, start + i + 2 ), get_vertex( draw, start + i + 0 ), get_vertex( draw, start + i + 1 ), get_vertex( draw, start + i + 3 )); } break; case GL_POLYGON: if (count >= 3) { prim.v[0] = 0; prim.v[1] = get_vertex( draw, start + 1 ); prim.v[2] = get_vertex( draw, start + 0 ); for (i = 0; i+2 < count; i++) { prim.v[0] = prim.v[1]; prim.v[1] = get_vertex( draw, start + i + 2 ); first->tri( first, &prim ); } } break; default: assert(0); break; } } static void draw_release_vertices( struct draw_context *draw ) { draw->pipeline.first->end( draw->pipeline.first ); FREE(draw->verts); draw->verts = NULL; } struct header_dword { GLuint clipmask:12; GLuint edgeflag:1; GLuint pad:19; }; static void build_vertex_headers( struct draw_context *draw, struct vertex_buffer *VB ) { if (draw->header.storage == NULL) { draw->header.stride = sizeof(GLfloat); draw->header.size = 1; draw->header.storage = ALIGN_MALLOC( VB->Size * sizeof(GLfloat), 32 ); draw->header.data = draw->header.storage; draw->header.count = 0; draw->header.flags = VEC_SIZE_1 | VEC_MALLOC; } /* Build vertex header attribute. * */ { GLuint i; struct header_dword *header = (struct header_dword *)draw->header.storage; /* yes its a hack */ assert(sizeof(*header) == sizeof(GLfloat)); draw->header.count = VB->Count; if (VB->EdgeFlag) { for (i = 0; i < VB->Count; i++) { header[i].clipmask = VB->ClipMask[i]; header[i].edgeflag = VB->EdgeFlag[i]; header[i].pad = 0; } } else if (VB->ClipOrMask) { for (i = 0; i < VB->Count; i++) { header[i].clipmask = VB->ClipMask[i]; header[i].edgeflag = 0; header[i].pad = 0; } } else { for (i = 0; i < VB->Count; i++) { header[i].clipmask = 0; header[i].edgeflag = 0; header[i].pad = 0; } } } VB->AttribPtr[VF_ATTRIB_VERTEX_HEADER] = &draw->header; } static GLuint draw_prim_info(GLenum mode, GLuint *first, GLuint *incr) { switch (mode) { case GL_POINTS: *first = 1; *incr = 1; return 0; case GL_LINES: *first = 2; *incr = 2; return 0; case GL_LINE_STRIP: *first = 2; *incr = 1; return 0; case GL_LINE_LOOP: *first = 2; *incr = 1; return 1; case GL_TRIANGLES: *first = 3; *incr = 3; return 0; case GL_TRIANGLE_STRIP: *first = 3; *incr = 1; return 0; case GL_TRIANGLE_FAN: case GL_POLYGON: *first = 3; *incr = 1; return 1; case GL_QUADS: *first = 4; *incr = 4; return 0; case GL_QUAD_STRIP: *first = 4; *incr = 2; return 0; default: assert(0); *first = 1; *incr = 1; return 0; } } static GLuint trim( GLuint count, GLuint first, GLuint incr ) { if (count < first) return 0; else return count - (count - first) % incr; } /* This is a hack & will all go away. */ void draw_vb(struct draw_context *draw, struct vertex_buffer *VB ) { GLuint i; VB->AttribPtr[VF_ATTRIB_POS] = VB->NdcPtr; VB->AttribPtr[VF_ATTRIB_BFC0] = VB->ColorPtr[1]; VB->AttribPtr[VF_ATTRIB_BFC1] = VB->SecondaryColorPtr[1]; VB->AttribPtr[VF_ATTRIB_CLIP_POS] = VB->ClipPtr; /* Build vertex headers: */ build_vertex_headers( draw, VB ); draw->in_vb = 1; /* Allocate the vertices: */ draw_allocate_vertices( draw, VB->Count ); /* Bind the vb outputs: */ vf_set_sources( draw->vf, VB->AttribPtr, 0 ); /* Build the hardware or prim-pipe vertices: */ vf_emit_vertices( draw->vf, VB->Count, draw->verts ); for (i = 0; i < VB->PrimitiveCount; i++) { GLenum mode = VB->Primitive[i].mode; GLuint start = VB->Primitive[i].start; GLuint length, first, incr; /* Trim the primitive down to a legal size. */ draw_prim_info( mode, &first, &incr ); length = trim( VB->Primitive[i].count, first, incr ); if (!length) continue; if (draw->prim != mode) draw_set_prim( draw, mode ); if (VB->Elts) { draw_indexed_prim( draw, VB->Elts + start, length ); } else { draw_prim( draw, start, length ); } } draw_release_vertices( draw ); draw->verts = NULL; draw->in_vb = 0; } /** * Accumulate another attribute's info. * Note the "- 2" factor here. We need this because the vertex->data[] * array does not include the first two attributes we emit (VERTEX_HEADER * and CLIP_POS). So, the 3rd attribute actually winds up in the 1st * position of the data[] array. */ #define EMIT_ATTR( VF_ATTR, STYLE ) \ do { \ if (draw->nr_attrs >= 2) \ draw->vf_attr_to_slot[VF_ATTR] = draw->nr_attrs - 2; \ draw->attrs[draw->nr_attrs].attrib = VF_ATTR; \ draw->attrs[draw->nr_attrs].format = STYLE; \ draw->nr_attrs++; \ } while (0) /** * Tell the draw module about the layout of attributes in the vertex. * We need this in order to know which vertex slot has color0, etc. * * \param slot_to_vf_attr an array which maps slot indexes to vertex * format tokens (VF_*). * \param nr_attrs the size of the slot_to_vf_attr array * (and number of attributes) */ void draw_set_vertex_attributes( struct draw_context *draw, const GLuint *slot_to_vf_attr, GLuint nr_attrs ) { GLuint i; memset(draw->vf_attr_to_slot, 0, sizeof(draw->vf_attr_to_slot)); draw->nr_attrs = 0; /* * First three attribs are always the same: header, clip pos, winpos */ EMIT_ATTR(VF_ATTRIB_VERTEX_HEADER, EMIT_1F); EMIT_ATTR(VF_ATTRIB_CLIP_POS, EMIT_4F); assert(slot_to_vf_attr[0] == VF_ATTRIB_POS); EMIT_ATTR(slot_to_vf_attr[0], EMIT_4F_VIEWPORT); /* * Remaining attribs (color, texcoords, etc) */ for (i = 1; i < nr_attrs; i++) EMIT_ATTR(slot_to_vf_attr[i], EMIT_4F); /* tell the vertex format module how to construct vertices for us */ draw->vertex_size = vf_set_vertex_attributes( draw->vf, draw->attrs, draw->nr_attrs, 0 ); } #define MAX_VERTEX_SIZE ((2 + FRAG_ATTRIB_MAX) * 4 * sizeof(GLfloat)) void prim_alloc_tmps( struct prim_stage *stage, GLuint nr ) { stage->nr_tmps = nr; if (nr) { GLubyte *store = MALLOC(MAX_VERTEX_SIZE * nr); GLuint i; stage->tmp = MALLOC(sizeof(struct vertex_header *) * nr); for (i = 0; i < nr; i++) stage->tmp[i] = (struct vertex_header *)(store + i * MAX_VERTEX_SIZE); } } void prim_free_tmps( struct prim_stage *stage ) { if (stage->tmp) { FREE(stage->tmp[0]); FREE(stage->tmp); } }