/* * Copyright 2003 Tungsten 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 * on 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 THEIR 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 */ struct attr { int attrib; int vertoffset; int vertattrsize; int *inputptr; int inputstride; void (*insert)( const struct attr *a, char *v, const GLfloat *input ); void (*extract)( const struct attr *a, GLfloat *output, const char *v ); const GLfloat *vp; }; static void insert_4f_viewport( const struct attr *a, char *v, const GLfloat *in ) { GLfloat *out = (GLfloat *)v; const GLfloat * const vp = a->vp; out[0] = vp[0] * in[0] + vp[12]; out[1] = vp[5] * in[1] + vp[13]; out[2] = vp[10] * in[2] + vp[14]; out[3] = in[3]; } static void insert_3f_viewport( const struct attr *a, char *v, const GLfloat *in ) { GLfloat *out = (GLfloat *)v; const GLfloat * const vp = a->vp; out[0] = vp[0] * in[0] + vp[12]; out[1] = vp[5] * in[1] + vp[13]; out[2] = vp[10] * in[2] + vp[14]; } static void insert_2f_viewport( const struct attr *a, char *v, const GLfloat *in ) { GLfloat *out = (GLfloat *)v; const GLfloat * const vp = a->vp; out[0] = vp[0] * in[0] + vp[12]; out[1] = vp[5] * in[1] + vp[13]; } static void insert_4f( const struct attr *a, char *v, const GLfloat *in ) { GLfloat *out = (GLfloat *)(v); out[0] = in[0]; out[1] = in[1]; out[2] = in[2]; out[3] = in[3]; } static void insert_3f_xyw( const struct attr *a, char *v, const GLfloat *in ) { GLfloat *out = (GLfloat *)(v); out[0] = in[0]; out[1] = in[1]; out[2] = in[3]; } static void insert_3f( const struct attr *a, char *v, const GLfloat *in ) { GLfloat *out = (GLfloat *)(v); out[0] = in[0]; out[1] = in[1]; out[2] = in[2]; } static void insert_2f( const struct attr *a, char *v, const GLfloat *in ) { GLfloat *out = (GLfloat *)(v); out[0] = in[0]; out[1] = in[1]; } static void insert_1f( const struct attr *a, char *v, const GLfloat *in ) { GLfloat *out = (GLfloat *)(v); out[0] = in[0]; } static void insert_4ub_4f_rgba( const struct attr *a, char *v, const GLfloat *in ) { UNCLAMPED_FLOAT_TO_UBYTE(v[0], in[0]); UNCLAMPED_FLOAT_TO_UBYTE(v[1], in[1]); UNCLAMPED_FLOAT_TO_UBYTE(v[2], in[2]); UNCLAMPED_FLOAT_TO_UBYTE(v[3], in[3]); } static void insert_4ub_4f_bgra( const struct attr *a, char *v, const GLfloat *in ) { UNCLAMPED_FLOAT_TO_UBYTE(v[2], in[0]); UNCLAMPED_FLOAT_TO_UBYTE(v[1], in[1]); UNCLAMPED_FLOAT_TO_UBYTE(v[0], in[2]); UNCLAMPED_FLOAT_TO_UBYTE(v[3], in[3]); } static void insert_3ub_3f_rgb( const struct attr *a, char *v, const GLfloat *in ) { UNCLAMPED_FLOAT_TO_UBYTE(v[0], in[0]); UNCLAMPED_FLOAT_TO_UBYTE(v[1], in[1]); UNCLAMPED_FLOAT_TO_UBYTE(v[2], in[2]); } static void insert_3ub_3f_bgr( const struct attr *a, char *v, const GLfloat *in ) { UNCLAMPED_FLOAT_TO_UBYTE(v[2], in[0]); UNCLAMPED_FLOAT_TO_UBYTE(v[1], in[1]); UNCLAMPED_FLOAT_TO_UBYTE(v[0], in[2]); } static void insert_1ub_1f( const struct attr *a, char *v, const GLfloat *in ) { UNCLAMPED_FLOAT_TO_UBYTE(v[0], in[0]); } /*********************************************************************** * Functions to perform the reverse operations to the above, for * swrast translation and clip-interpolation. * * Currently always extracts a full 4 floats. */ static void extract_4f_viewport( const struct attr *a, GLfloat *out, const char *v ) { const GLfloat *in = (const GLfloat *)v; const GLfloat * const vp = a->vp; out[0] = (in[0] - vp[12]) / vp[0]; out[1] = (in[1] - vp[13]) / vp[5]; out[2] = (in[2] - vp[14]) / vp[10]; out[3] = in[3]; } static void extract_3f_viewport( const struct attr *a, GLfloat *out, const char *v ) { const GLfloat *in = (const GLfloat *)v; const GLfloat * const vp = a->vp; out[0] = (in[0] - vp[12]) / vp[0]; out[1] = (in[1] - vp[13]) / vp[5]; out[2] = (in[2] - vp[14]) / vp[10]; out[3] = 1; } static void extract_2f_viewport( const struct attr *a, GLfloat *out, const char *v ) { const GLfloat *in = (const GLfloat *)v; const GLfloat * const vp = a->vp; out[0] = (in[0] - vp[12]) / vp[0]; out[1] = (in[1] - vp[13]) / vp[5]; out[2] = 0; out[3] = 1; } static void extract_4f( const struct attr *a, GLfloat *out, const char *v ) { const GLfloat *in = (const GLfloat *)v; out[0] = in[0]; out[1] = in[1]; out[2] = in[2]; out[3] = in[3]; } static void extract_3f_xyw( const struct attr *a, GLfloat *out, const char *v ) { const GLfloat *in = (const GLfloat *)v; out[0] = in[0]; out[1] = in[1]; out[2] = in[3]; out[3] = 1; } static void extract_3f( const struct attr *a, GLfloat *out, const char *v ) { const GLfloat *in = (const GLfloat *)v; out[0] = in[0]; out[1] = in[1]; out[2] = in[2]; out[3] = 1; } static void extract_2f( const struct attr *a, GLfloat *out, const char *v ) { const GLfloat *in = (const GLfloat *)v; out[0] = in[0]; out[1] = in[1]; out[2] = 0; out[3] = 1; } static void extract_1f( const struct attr *a, GLfloat *out, const char *v ) { const GLfloat *in = (const GLfloat *)v; out[0] = in[0]; out[1] = 0; out[2] = 0; out[3] = 1; } static void extract_4ub_4f_rgba( const struct attr *a, GLfloat *out, const char *v ) { UNCLAMPED_FLOAT_TO_UBYTE(v[0], in[0]); UNCLAMPED_FLOAT_TO_UBYTE(v[1], in[1]); UNCLAMPED_FLOAT_TO_UBYTE(v[2], in[2]); UNCLAMPED_FLOAT_TO_UBYTE(v[3], in[3]); } static void extract_4ub_4f_bgra( const struct attr *a, GLfloat *out, const char *v ) { UNCLAMPED_FLOAT_TO_UBYTE(v[2], in[0]); UNCLAMPED_FLOAT_TO_UBYTE(v[1], in[1]); UNCLAMPED_FLOAT_TO_UBYTE(v[0], in[2]); UNCLAMPED_FLOAT_TO_UBYTE(v[3], in[3]); } static void extract_3ub_3f_rgb( const struct attr *a, GLfloat *out, const char *v ) { UNCLAMPED_FLOAT_TO_UBYTE(v[0], in[0]); UNCLAMPED_FLOAT_TO_UBYTE(v[1], in[1]); UNCLAMPED_FLOAT_TO_UBYTE(v[2], in[2]); out[3] = 1; } static void extract_3ub_3f_bgr( const struct attr *a, GLfloat *out, const char *v ) { UNCLAMPED_FLOAT_TO_UBYTE(v[2], in[0]); UNCLAMPED_FLOAT_TO_UBYTE(v[1], in[1]); UNCLAMPED_FLOAT_TO_UBYTE(v[0], in[2]); out[3] = 1; } static void extract_1ub_1f( const struct attr *a, GLfloat *out, const char *v ) { UNCLAMPED_FLOAT_TO_UBYTE(v[0], in[0]); out[1] = 0; out[2] = 0; out[3] = 1; } /*********************************************************************** * Generic (non-codegen) functions for whole vertices or groups of * vertices */ static void generic_emit( GLcontext *ctx, GLuint start, GLuint end, void *dest, GLuint stride ) { int i, j; char *v = (char *)dest; vtx->vertex_buf = v - start * stride; vtx->vertex_stride = stride; end -= start; for (j = 0; j < vtx->attr_count; j++) { GLvector4f *vptr = VB->AttrPtr[a[j].attrib]; a[j].inputptr = STRIDE_4F(vptr->data, start * vptr->stride); } for (i = 0 ; i < end ; i++, v += stride) { for (j = 0; j < vtx->attr_count; j++) { int *in = a[j].inputptr; (char *)a[j].inputptr += a[j].inputstride; a[j].out( &a[j], v + a[j].vertoffset, in ); } } } static void generic_interp( GLcontext *ctx, GLfloat t, GLuint edst, GLuint eout, GLuint ein, GLboolean force_boundary ) { struct dri_vertex_state *vtx = GET_VERTEX_STATE(ctx); char *vin = vtx->vertex_buf + ein * vtx->vertex_stride; char *vout = vtx->vertex_buf + eout * vtx->vertex_stride; char *vdst = vtx->vertex_buf + edst * vtx->vertex_stride; const struct attr *a = vtx->attr; int attr_count = vtx->attr_count; int j; for (j = 0; j < attr_count; j++) { GLfloat fin[4], fout[4], fdst[4]; a[j].extract( &a[j], vin, fin ); a[j].extract( &a[j], vout, fout ); INTERP_F( t, fdst[3], fout[3], fin[3] ); INTERP_F( t, fdst[2], fout[2], fin[2] ); INTERP_F( t, fdst[1], fout[1], fin[1] ); INTERP_F( t, fdst[0], fout[0], fin[0] ); a[j].insert( &a[j], vdst, fdst ); } } /* Extract color attributes from one vertex and insert them into * another. (Shortcircuit extract/insert with memcpy). */ static void generic_copy_colors( GLcontext *ctx, GLuint edst, GLuint esrc ) { struct dri_vertex_state *vtx = GET_VERTEX_STATE(ctx); char *vsrc = vert_start + esrc * vert_stride; char *vdst = vert_start + edst * vert_stride; const struct attr *a = vtx->attr; int attr_count = vtx->attr_count; int j; for (j = 0; j < attr_count; j++) { if (a[j].attribute == VERT_ATTRIB_COLOR0 || a[j].attribute == VERT_ATTRIB_COLOR1) { memcpy( vdst + a[j].vertoffset, vsrc + a[j].vertoffset, a[j].vertattrsize ); } } static void generic_get_attr( GLcontext *ctx, const char *vertex, GLenum attr, GLfloat *dest ) { struct dri_vertex_state *vtx = GET_VERTEX_STATE(ctx); const struct attr *a = vtx->attr; int attr_count = vtx->attr_count; int j; for (j = 0; j < attr_count; j++) { if (a[j].attribute == attr) { a[j].extract( &a[j], vin, dest ); return; } } /* Else return the value from ctx->Current */ memcpy( dest, ctx->Current.Attrib[attr], 4*sizeof(GLfloat)); } /*********************************************************************** * Build codegen functions or return generic ones: */ static void choose_emit_func( GLcontext *ctx, GLuint start, GLuint end, void *dest, GLuint stride ) { struct dri_vertex_state *vtx = GET_VERTEX_STATE(ctx); vtx->emit_func = generic_emit_func; vtx->emit_func( ctx, start, end, dest, stride ); } static void choose_interp_func( GLcontext *ctx, GLfloat t, GLuint edst, GLuint eout, GLuint ein, GLboolean force_boundary ) { struct dri_vertex_state *vtx = GET_VERTEX_STATE(ctx); vtx->interp_func = generic_interp_func; vtx->interp_func( ctx, t, edst, eout, ein, force_boundary ); } static void choose_copy_color_func( GLcontext *ctx, GLuint edst, GLuint esrc ) { struct dri_vertex_state *vtx = GET_VERTEX_STATE(ctx); vtx->copy_color_func = generic_copy_color_func; vtx->copy_color_func( ctx, edst, esrc ); } /*********************************************************************** * Public entrypoints, mostly dispatch to the above: */ void _tnl_emit( GLcontext *ctx, GLuint start, GLuint end, void *dest, GLuint stride ) { struct dri_vertex_state *vtx = GET_VERTEX_STATE(ctx); vtx->emit_func( ctx, start, end, dest, stride ); } /* Interpolate between two vertices to produce a third: */ void _tnl_interp( GLcontext *ctx, GLfloat t, GLuint edst, GLuint eout, GLuint ein, GLboolean force_boundary ) { struct dri_vertex_state *vtx = GET_VERTEX_STATE(ctx); vtx->interp_func( ctx, t, edst, eout, ein, force_boundary ); } /* Copy colors from one vertex to another: */ void _tnl_copy_colors( GLcontext *ctx, GLuint edst, GLuint esrc ) { struct dri_vertex_state *vtx = GET_VERTEX_STATE(ctx); vtx->copy_color_func( ctx, edst, esrc ); } /* Extract a named attribute from a hardware vertex. Will have to * reverse any viewport transformation, swizzling or other conversions * which may have been applied: */ void _tnl_get_attr( GLcontext *ctx, void *vertex, GLenum attrib, GLfloat *dest ) { struct dri_vertex_state *vtx = GET_VERTEX_STATE(ctx); vtx->get_attr_func( ctx, vertex, attrib, dest ); } void _tnl_install_attrs( GLcontext *ctx, const struct dri_attr_map *map, GLuint nr, const GLfloat *vp ) { struct dri_vertex_state *vtx = GET_VERTEX_STATE(ctx); int i; assert(nr < _TNL_ATTR_MAX); vtx->attr_count = nr; vtx->emit_func = choose_emit_func; vtx->interp_func = choose_interp_func; vtx->copy_color_func = choose_copy_color_func; vtx->get_attr_func = choose_get_attr_func; for (i = 0; i < nr; i++) { GLuint attrib = map[i].attrib; vtx->attr[i].attrib = map[i].attrib; vtx->attr[i].hw_format = map[i].hw_format; vtx->attr[i].vp = vp; vtx->attr[i].insert = attrib_info[attrib].insert; vtx->attr[i].extract = attrib_info[attrib].extract; vtx->attr[i].vertattrsize = attrib_info[attrib].attrsize; vtx->attr[i].vertoffset = offset; offset += attrib_info[attrib].attrsize; } } /* Populate a swrast SWvertex from an attrib-style vertex. */ void _tnl_translate( GLcontext *ctx, const void *vertex, SWvertex *dest ) { _tnl_get_attr( ctx, vertex, VERT_ATTRIB_POS, dest.win ); for (i = 0 ; i < ctx->Const.MaxTextureUnits ; i++) _tnl_get_attr( ctx, vertex, VERT_ATTRIB_TEX(i), dest.texcoord[i] ); _tnl_get_attr( ctx, vertex, VERT_ATTRIB_COLOR0, tmp ); UNCLAMPED_FLOAT_TO_CHAN_RGBA( dest.color, tmp ); _tnl_get_attr( ctx, vertex, VERT_ATTRIB_COLOR1, tmp ); UNCLAMPED_FLOAT_TO_CHAN_RGB( dest.specular, tmp ); _tnl_get_attr( ctx, vertex, VERT_ATTRIB_FOG, tmp ); dest.fog = tmp[0]; _tnl_get_attr( ctx, vertex, VERT_ATTRIB_INDEX, tmp ); dest.index = (GLuint) tmp[0]; _tnl_get_attr( ctx, vertex, VERT_ATTRIB_POINTSIZE, tmp ); dest.pointSize = tmp[0]; } static void interp_extras( GLcontext *ctx, GLfloat t, GLuint dst, GLuint out, GLuint in, GLboolean force_boundary ) { struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb; if (VB->ColorPtr[1]) { assert(VB->ColorPtr[1]->stride == 4 * sizeof(GLfloat)); INTERP_4F( t, GET_COLOR(VB->ColorPtr[1], dst), GET_COLOR(VB->ColorPtr[1], out), GET_COLOR(VB->ColorPtr[1], in) ); if (VB->SecondaryColorPtr[1]) { INTERP_3F( t, GET_COLOR(VB->SecondaryColorPtr[1], dst), GET_COLOR(VB->SecondaryColorPtr[1], out), GET_COLOR(VB->SecondaryColorPtr[1], in) ); } } if (VB->EdgeFlag) { VB->EdgeFlag[dst] = VB->EdgeFlag[out] || force_boundary; } generic_interp(ctx, t, dst, out, in, force_boundary); } static void copy_pv_extras( GLcontext *ctx, GLuint dst, GLuint src ) { struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb; if (VB->ColorPtr[1]) { COPY_4FV( GET_COLOR(VB->ColorPtr[1], dst), GET_COLOR(VB->ColorPtr[1], src) ); if (VB->SecondaryColorPtr[1]) { COPY_4FV( GET_COLOR(VB->SecondaryColorPtr[1], dst), GET_COLOR(VB->SecondaryColorPtr[1], src) ); } } generic_copy_colors(ctx, dst, src); } #endif