/* $Id: t_vb_program.c,v 1.5 2001/12/18 04:06:46 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); /* 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; /* post-modelview/projection coords */ GLvector4f ndcCoords; /* normalized device coords */ 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; GLubyte *clipmask; GLubyte ormask, andmask; }; #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); GLint i; /* convenience pointers */ GLfloat (*clip)[4] = (GLfloat (*)[4]) store->clipCoords.data; GLfloat (*color0)[4] = (GLfloat (*)[4]) store->color0[0].Ptr; GLfloat (*color1)[4] = (GLfloat (*)[4]) store->color1[0].Ptr; GLfloat (*bfcolor0)[4] = (GLfloat (*)[4]) store->color0[1].Ptr; GLfloat (*bfcolor1)[4] = (GLfloat (*)[4]) store->color1[1].Ptr; GLfloat *fog = (GLfloat *) store->fogCoord.data; GLfloat *pointSize = (GLfloat *) store->pointSize.data; GLfloat (*texture0)[4] = (GLfloat (*)[4]) store->texCoord[0].data; GLfloat (*texture1)[4] = (GLfloat (*)[4]) store->texCoord[1].data; GLfloat (*texture2)[4] = (GLfloat (*)[4]) store->texCoord[2].data; GLfloat (*texture3)[4] = (GLfloat (*)[4]) store->texCoord[3].data; _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; #if 0 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]); printf(" normal: %f, %f, %f, %f\n", VB->AttribPtr[2]->data[i][0], VB->AttribPtr[2]->data[i][1], VB->AttribPtr[2]->data[i][2], VB->AttribPtr[2]->data[i][3]); #endif /* 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 */ ASSERT(ctx->VertexProgram.Current); _mesa_exec_program(ctx, ctx->VertexProgram.Current); #if 0 printf("Output %d: %f, %f, %f, %f\n", i, machine->Registers[VP_OUT_HPOS][0], machine->Registers[VP_OUT_HPOS][1], machine->Registers[VP_OUT_HPOS][2], machine->Registers[VP_OUT_HPOS][3]); printf(" color: %f, %f, %f, %f\n", machine->Registers[VP_OUT_COL0][0], machine->Registers[VP_OUT_COL0][1], machine->Registers[VP_OUT_COL0][2], machine->Registers[VP_OUT_COL0][3]); #endif /* 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->ClipPtr = &store->clipCoords; VB->ClipPtr->size = 4; VB->ClipPtr->count = VB->Count; 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->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]; /* Cliptest and perspective divide. Clip functions must clear * the clipmask. */ store->ormask = 0; store->andmask = CLIP_ALL_BITS; if (tnl->NeedNdcCoords) { VB->NdcPtr = _mesa_clip_tab[VB->ClipPtr->size]( VB->ClipPtr, &store->ndcCoords, store->clipmask, &store->ormask, &store->andmask ); } else { VB->NdcPtr = 0; _mesa_clip_np_tab[VB->ClipPtr->size]( VB->ClipPtr, 0, store->clipmask, &store->ormask, &store->andmask ); } if (store->andmask) /* All vertices are outside the frustum */ return GL_FALSE; /* This is where we'd do clip testing against the user-defined * clipping planes, but they're not supported by vertex programs. */ VB->ClipOrMask = store->ormask; VB->ClipMask = store->clipmask; /* XXXX what's this? if (VB->ClipPtr == VB->ObjPtr && (VB->importable_data & VERT_OBJ_BIT)) VB->importable_data |= VERT_CLIP; */ 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 ); _mesa_vector4f_alloc( &store->ndcCoords, 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 ); store->clipmask = (GLubyte *) ALIGN_MALLOC(sizeof(GLubyte)*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; 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 ); _mesa_vector4f_free( &store->ndcCoords ); 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 ); ALIGN_FREE( store->clipmask ); 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 */ };