/* * 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 */ #include "main/glheader.h" #include "main/context.h" #include "main/colormac.h" #include "main/macros.h" #include "main/simple_list.h" #include "vf/vf.h" /* * These functions take the NDC coordinates pointed to by 'in', apply the * NDC->Viewport mapping and store the results at 'v'. */ static INLINE void insert_4f_viewport_4( const struct vf_attr *a, GLubyte *v, const GLfloat *in ) { GLfloat *out = (GLfloat *)v; const GLfloat *scale = a->vf->vp; const GLfloat *trans = a->vf->vp + 4; out[0] = scale[0] * in[0] + trans[0]; out[1] = scale[1] * in[1] + trans[1]; out[2] = scale[2] * in[2] + trans[2]; out[3] = in[3]; } static INLINE void insert_4f_viewport_3( const struct vf_attr *a, GLubyte *v, const GLfloat *in ) { GLfloat *out = (GLfloat *)v; const GLfloat *scale = a->vf->vp; const GLfloat *trans = a->vf->vp + 4; out[0] = scale[0] * in[0] + trans[0]; out[1] = scale[1] * in[1] + trans[1]; out[2] = scale[2] * in[2] + trans[2]; out[3] = 1; } static INLINE void insert_4f_viewport_2( const struct vf_attr *a, GLubyte *v, const GLfloat *in ) { GLfloat *out = (GLfloat *)v; const GLfloat *scale = a->vf->vp; const GLfloat *trans = a->vf->vp + 4; out[0] = scale[0] * in[0] + trans[0]; out[1] = scale[1] * in[1] + trans[1]; out[2] = trans[2]; out[3] = 1; } static INLINE void insert_4f_viewport_1( const struct vf_attr *a, GLubyte *v, const GLfloat *in ) { GLfloat *out = (GLfloat *)v; const GLfloat *scale = a->vf->vp; const GLfloat *trans = a->vf->vp + 4; out[0] = scale[0] * in[0] + trans[0]; out[1] = trans[1]; out[2] = trans[2]; out[3] = 1; } static INLINE void insert_3f_viewport_3( const struct vf_attr *a, GLubyte *v, const GLfloat *in ) { GLfloat *out = (GLfloat *)v; const GLfloat *scale = a->vf->vp; const GLfloat *trans = a->vf->vp + 4; out[0] = scale[0] * in[0] + trans[0]; out[1] = scale[1] * in[1] + trans[1]; out[2] = scale[2] * in[2] + trans[2]; } static INLINE void insert_3f_viewport_2( const struct vf_attr *a, GLubyte *v, const GLfloat *in ) { GLfloat *out = (GLfloat *)v; const GLfloat *scale = a->vf->vp; const GLfloat *trans = a->vf->vp + 4; out[0] = scale[0] * in[0] + trans[0]; out[1] = scale[1] * in[1] + trans[1]; out[2] = scale[2] * in[2] + trans[2]; } static INLINE void insert_3f_viewport_1( const struct vf_attr *a, GLubyte *v, const GLfloat *in ) { GLfloat *out = (GLfloat *)v; const GLfloat *scale = a->vf->vp; const GLfloat *trans = a->vf->vp + 4; out[0] = scale[0] * in[0] + trans[0]; out[1] = trans[1]; out[2] = trans[2]; } static INLINE void insert_2f_viewport_2( const struct vf_attr *a, GLubyte *v, const GLfloat *in ) { GLfloat *out = (GLfloat *)v; const GLfloat *scale = a->vf->vp; const GLfloat *trans = a->vf->vp + 4; out[0] = scale[0] * in[0] + trans[0]; out[1] = scale[1] * in[1] + trans[1]; } static INLINE void insert_2f_viewport_1( const struct vf_attr *a, GLubyte *v, const GLfloat *in ) { GLfloat *out = (GLfloat *)v; const GLfloat *scale = a->vf->vp; const GLfloat *trans = a->vf->vp + 4; out[0] = scale[0] * in[0] + trans[0]; out[1] = trans[1]; } /* * These functions do the same as above, except for the viewport mapping. */ static INLINE void insert_4f_4( const struct vf_attr *a, GLubyte *v, const GLfloat *in ) { GLfloat *out = (GLfloat *)(v); (void) a; out[0] = in[0]; out[1] = in[1]; out[2] = in[2]; out[3] = in[3]; } static INLINE void insert_4f_3( const struct vf_attr *a, GLubyte *v, const GLfloat *in ) { GLfloat *out = (GLfloat *)(v); (void) a; out[0] = in[0]; out[1] = in[1]; out[2] = in[2]; out[3] = 1; } static INLINE void insert_4f_2( const struct vf_attr *a, GLubyte *v, const GLfloat *in ) { GLfloat *out = (GLfloat *)(v); (void) a; out[0] = in[0]; out[1] = in[1]; out[2] = 0; out[3] = 1; } static INLINE void insert_4f_1( const struct vf_attr *a, GLubyte *v, const GLfloat *in ) { GLfloat *out = (GLfloat *)(v); (void) a; out[0] = in[0]; out[1] = 0; out[2] = 0; out[3] = 1; } static INLINE void insert_3f_xyw_4( const struct vf_attr *a, GLubyte *v, const GLfloat *in ) { GLfloat *out = (GLfloat *)(v); (void) a; out[0] = in[0]; out[1] = in[1]; out[2] = in[3]; } static INLINE void insert_3f_xyw_err( const struct vf_attr *a, GLubyte *v, const GLfloat *in ) { (void) a; (void) v; (void) in; exit(1); } static INLINE void insert_3f_3( const struct vf_attr *a, GLubyte *v, const GLfloat *in ) { GLfloat *out = (GLfloat *)(v); (void) a; out[0] = in[0]; out[1] = in[1]; out[2] = in[2]; } static INLINE void insert_3f_2( const struct vf_attr *a, GLubyte *v, const GLfloat *in ) { GLfloat *out = (GLfloat *)(v); (void) a; out[0] = in[0]; out[1] = in[1]; out[2] = 0; } static INLINE void insert_3f_1( const struct vf_attr *a, GLubyte *v, const GLfloat *in ) { GLfloat *out = (GLfloat *)(v); (void) a; out[0] = in[0]; out[1] = 0; out[2] = 0; } static INLINE void insert_2f_2( const struct vf_attr *a, GLubyte *v, const GLfloat *in ) { GLfloat *out = (GLfloat *)(v); (void) a; out[0] = in[0]; out[1] = in[1]; } static INLINE void insert_2f_1( const struct vf_attr *a, GLubyte *v, const GLfloat *in ) { GLfloat *out = (GLfloat *)(v); (void) a; out[0] = in[0]; out[1] = 0; } static INLINE void insert_1f_1( const struct vf_attr *a, GLubyte *v, const GLfloat *in ) { GLfloat *out = (GLfloat *)(v); (void) a; out[0] = in[0]; } static INLINE void insert_null( const struct vf_attr *a, GLubyte *v, const GLfloat *in ) { (void) a; (void) v; (void) in; } static INLINE void insert_4chan_4f_rgba_4( const struct vf_attr *a, GLubyte *v, const GLfloat *in ) { GLchan *c = (GLchan *)v; (void) a; UNCLAMPED_FLOAT_TO_CHAN(c[0], in[0]); UNCLAMPED_FLOAT_TO_CHAN(c[1], in[1]); UNCLAMPED_FLOAT_TO_CHAN(c[2], in[2]); UNCLAMPED_FLOAT_TO_CHAN(c[3], in[3]); } static INLINE void insert_4chan_4f_rgba_3( const struct vf_attr *a, GLubyte *v, const GLfloat *in ) { GLchan *c = (GLchan *)v; (void) a; UNCLAMPED_FLOAT_TO_CHAN(c[0], in[0]); UNCLAMPED_FLOAT_TO_CHAN(c[1], in[1]); UNCLAMPED_FLOAT_TO_CHAN(c[2], in[2]); c[3] = CHAN_MAX; } static INLINE void insert_4chan_4f_rgba_2( const struct vf_attr *a, GLubyte *v, const GLfloat *in ) { GLchan *c = (GLchan *)v; (void) a; UNCLAMPED_FLOAT_TO_CHAN(c[0], in[0]); UNCLAMPED_FLOAT_TO_CHAN(c[1], in[1]); c[2] = 0; c[3] = CHAN_MAX; } static INLINE void insert_4chan_4f_rgba_1( const struct vf_attr *a, GLubyte *v, const GLfloat *in ) { GLchan *c = (GLchan *)v; (void) a; UNCLAMPED_FLOAT_TO_CHAN(c[0], in[0]); c[1] = 0; c[2] = 0; c[3] = CHAN_MAX; } static INLINE void insert_4ub_4f_rgba_4( const struct vf_attr *a, GLubyte *v, const GLfloat *in ) { (void) a; 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 INLINE void insert_4ub_4f_rgba_3( const struct vf_attr *a, GLubyte *v, const GLfloat *in ) { (void) a; UNCLAMPED_FLOAT_TO_UBYTE(v[0], in[0]); UNCLAMPED_FLOAT_TO_UBYTE(v[1], in[1]); UNCLAMPED_FLOAT_TO_UBYTE(v[2], in[2]); v[3] = 0xff; } static INLINE void insert_4ub_4f_rgba_2( const struct vf_attr *a, GLubyte *v, const GLfloat *in ) { (void) a; UNCLAMPED_FLOAT_TO_UBYTE(v[0], in[0]); UNCLAMPED_FLOAT_TO_UBYTE(v[1], in[1]); v[2] = 0; v[3] = 0xff; } static INLINE void insert_4ub_4f_rgba_1( const struct vf_attr *a, GLubyte *v, const GLfloat *in ) { (void) a; UNCLAMPED_FLOAT_TO_UBYTE(v[0], in[0]); v[1] = 0; v[2] = 0; v[3] = 0xff; } static INLINE void insert_4ub_4f_bgra_4( const struct vf_attr *a, GLubyte *v, const GLfloat *in ) { (void) a; 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 INLINE void insert_4ub_4f_bgra_3( const struct vf_attr *a, GLubyte *v, const GLfloat *in ) { (void) a; UNCLAMPED_FLOAT_TO_UBYTE(v[2], in[0]); UNCLAMPED_FLOAT_TO_UBYTE(v[1], in[1]); UNCLAMPED_FLOAT_TO_UBYTE(v[0], in[2]); v[3] = 0xff; } static INLINE void insert_4ub_4f_bgra_2( const struct vf_attr *a, GLubyte *v, const GLfloat *in ) { (void) a; UNCLAMPED_FLOAT_TO_UBYTE(v[2], in[0]); UNCLAMPED_FLOAT_TO_UBYTE(v[1], in[1]); v[0] = 0; v[3] = 0xff; } static INLINE void insert_4ub_4f_bgra_1( const struct vf_attr *a, GLubyte *v, const GLfloat *in ) { (void) a; UNCLAMPED_FLOAT_TO_UBYTE(v[2], in[0]); v[1] = 0; v[0] = 0; v[3] = 0xff; } static INLINE void insert_4ub_4f_argb_4( const struct vf_attr *a, GLubyte *v, const GLfloat *in ) { (void) a; UNCLAMPED_FLOAT_TO_UBYTE(v[1], in[0]); UNCLAMPED_FLOAT_TO_UBYTE(v[2], in[1]); UNCLAMPED_FLOAT_TO_UBYTE(v[3], in[2]); UNCLAMPED_FLOAT_TO_UBYTE(v[0], in[3]); } static INLINE void insert_4ub_4f_argb_3( const struct vf_attr *a, GLubyte *v, const GLfloat *in ) { (void) a; UNCLAMPED_FLOAT_TO_UBYTE(v[1], in[0]); UNCLAMPED_FLOAT_TO_UBYTE(v[2], in[1]); UNCLAMPED_FLOAT_TO_UBYTE(v[3], in[2]); v[0] = 0xff; } static INLINE void insert_4ub_4f_argb_2( const struct vf_attr *a, GLubyte *v, const GLfloat *in ) { (void) a; UNCLAMPED_FLOAT_TO_UBYTE(v[1], in[0]); UNCLAMPED_FLOAT_TO_UBYTE(v[2], in[1]); v[3] = 0x00; v[0] = 0xff; } static INLINE void insert_4ub_4f_argb_1( const struct vf_attr *a, GLubyte *v, const GLfloat *in ) { (void) a; UNCLAMPED_FLOAT_TO_UBYTE(v[1], in[0]); v[2] = 0x00; v[3] = 0x00; v[0] = 0xff; } static INLINE void insert_4ub_4f_abgr_4( const struct vf_attr *a, GLubyte *v, const GLfloat *in ) { (void) a; UNCLAMPED_FLOAT_TO_UBYTE(v[3], in[0]); UNCLAMPED_FLOAT_TO_UBYTE(v[2], in[1]); UNCLAMPED_FLOAT_TO_UBYTE(v[1], in[2]); UNCLAMPED_FLOAT_TO_UBYTE(v[0], in[3]); } static INLINE void insert_4ub_4f_abgr_3( const struct vf_attr *a, GLubyte *v, const GLfloat *in ) { (void) a; UNCLAMPED_FLOAT_TO_UBYTE(v[3], in[0]); UNCLAMPED_FLOAT_TO_UBYTE(v[2], in[1]); UNCLAMPED_FLOAT_TO_UBYTE(v[1], in[2]); v[0] = 0xff; } static INLINE void insert_4ub_4f_abgr_2( const struct vf_attr *a, GLubyte *v, const GLfloat *in ) { (void) a; UNCLAMPED_FLOAT_TO_UBYTE(v[3], in[0]); UNCLAMPED_FLOAT_TO_UBYTE(v[2], in[1]); v[1] = 0x00; v[0] = 0xff; } static INLINE void insert_4ub_4f_abgr_1( const struct vf_attr *a, GLubyte *v, const GLfloat *in ) { (void) a; UNCLAMPED_FLOAT_TO_UBYTE(v[3], in[0]); v[2] = 0x00; v[1] = 0x00; v[0] = 0xff; } static INLINE void insert_3ub_3f_rgb_3( const struct vf_attr *a, GLubyte *v, const GLfloat *in ) { (void) a; 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 INLINE void insert_3ub_3f_rgb_2( const struct vf_attr *a, GLubyte *v, const GLfloat *in ) { (void) a; UNCLAMPED_FLOAT_TO_UBYTE(v[0], in[0]); UNCLAMPED_FLOAT_TO_UBYTE(v[1], in[1]); v[2] = 0; } static INLINE void insert_3ub_3f_rgb_1( const struct vf_attr *a, GLubyte *v, const GLfloat *in ) { (void) a; UNCLAMPED_FLOAT_TO_UBYTE(v[0], in[0]); v[1] = 0; v[2] = 0; } static INLINE void insert_3ub_3f_bgr_3( const struct vf_attr *a, GLubyte *v, const GLfloat *in ) { (void) a; 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 INLINE void insert_3ub_3f_bgr_2( const struct vf_attr *a, GLubyte *v, const GLfloat *in ) { (void) a; UNCLAMPED_FLOAT_TO_UBYTE(v[2], in[0]); UNCLAMPED_FLOAT_TO_UBYTE(v[1], in[1]); v[0] = 0; } static INLINE void insert_3ub_3f_bgr_1( const struct vf_attr *a, GLubyte *v, const GLfloat *in ) { (void) a; UNCLAMPED_FLOAT_TO_UBYTE(v[2], in[0]); v[1] = 0; v[0] = 0; } static INLINE void insert_1ub_1f_1( const struct vf_attr *a, GLubyte *v, const GLfloat *in ) { (void) a; 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 vf_attr *a, GLfloat *out, const GLubyte *v ) { const GLfloat *in = (const GLfloat *)v; const GLfloat *scale = a->vf->vp; const GLfloat *trans = a->vf->vp + 4; /* Although included for completeness, the position coordinate is * usually handled differently during clipping. */ out[0] = (in[0] - trans[0]) / scale[0]; out[1] = (in[1] - trans[1]) / scale[1]; out[2] = (in[2] - trans[2]) / scale[2]; out[3] = in[3]; } static void extract_3f_viewport( const struct vf_attr *a, GLfloat *out, const GLubyte *v ) { const GLfloat *in = (const GLfloat *)v; const GLfloat *scale = a->vf->vp; const GLfloat *trans = a->vf->vp + 4; out[0] = (in[0] - trans[0]) / scale[0]; out[1] = (in[1] - trans[1]) / scale[1]; out[2] = (in[2] - trans[2]) / scale[2]; out[3] = 1; } static void extract_2f_viewport( const struct vf_attr *a, GLfloat *out, const GLubyte *v ) { const GLfloat *in = (const GLfloat *)v; const GLfloat *scale = a->vf->vp; const GLfloat *trans = a->vf->vp + 4; out[0] = (in[0] - trans[0]) / scale[0]; out[1] = (in[1] - trans[1]) / scale[1]; out[2] = 0; out[3] = 1; } static void extract_4f( const struct vf_attr *a, GLfloat *out, const GLubyte *v ) { const GLfloat *in = (const GLfloat *)v; (void) a; out[0] = in[0]; out[1] = in[1]; out[2] = in[2]; out[3] = in[3]; } static void extract_3f_xyw( const struct vf_attr *a, GLfloat *out, const GLubyte *v ) { const GLfloat *in = (const GLfloat *)v; (void) a; out[0] = in[0]; out[1] = in[1]; out[2] = 0; out[3] = in[2]; } static void extract_3f( const struct vf_attr *a, GLfloat *out, const GLubyte *v ) { const GLfloat *in = (const GLfloat *)v; (void) a; out[0] = in[0]; out[1] = in[1]; out[2] = in[2]; out[3] = 1; } static void extract_2f( const struct vf_attr *a, GLfloat *out, const GLubyte *v ) { const GLfloat *in = (const GLfloat *)v; (void) a; out[0] = in[0]; out[1] = in[1]; out[2] = 0; out[3] = 1; } static void extract_1f( const struct vf_attr *a, GLfloat *out, const GLubyte *v ) { const GLfloat *in = (const GLfloat *)v; (void) a; out[0] = in[0]; out[1] = 0; out[2] = 0; out[3] = 1; } static void extract_4chan_4f_rgba( const struct vf_attr *a, GLfloat *out, const GLubyte *v ) { GLchan *c = (GLchan *)v; (void) a; out[0] = CHAN_TO_FLOAT(c[0]); out[1] = CHAN_TO_FLOAT(c[1]); out[2] = CHAN_TO_FLOAT(c[2]); out[3] = CHAN_TO_FLOAT(c[3]); } static void extract_4ub_4f_rgba( const struct vf_attr *a, GLfloat *out, const GLubyte *v ) { (void) a; out[0] = UBYTE_TO_FLOAT(v[0]); out[1] = UBYTE_TO_FLOAT(v[1]); out[2] = UBYTE_TO_FLOAT(v[2]); out[3] = UBYTE_TO_FLOAT(v[3]); } static void extract_4ub_4f_bgra( const struct vf_attr *a, GLfloat *out, const GLubyte *v ) { (void) a; out[2] = UBYTE_TO_FLOAT(v[0]); out[1] = UBYTE_TO_FLOAT(v[1]); out[0] = UBYTE_TO_FLOAT(v[2]); out[3] = UBYTE_TO_FLOAT(v[3]); } static void extract_4ub_4f_argb( const struct vf_attr *a, GLfloat *out, const GLubyte *v ) { (void) a; out[3] = UBYTE_TO_FLOAT(v[0]); out[0] = UBYTE_TO_FLOAT(v[1]); out[1] = UBYTE_TO_FLOAT(v[2]); out[2] = UBYTE_TO_FLOAT(v[3]); } static void extract_4ub_4f_abgr( const struct vf_attr *a, GLfloat *out, const GLubyte *v ) { (void) a; out[3] = UBYTE_TO_FLOAT(v[0]); out[2] = UBYTE_TO_FLOAT(v[1]); out[1] = UBYTE_TO_FLOAT(v[2]); out[0] = UBYTE_TO_FLOAT(v[3]); } static void extract_3ub_3f_rgb( const struct vf_attr *a, GLfloat *out, const GLubyte *v ) { (void) a; out[0] = UBYTE_TO_FLOAT(v[0]); out[1] = UBYTE_TO_FLOAT(v[1]); out[2] = UBYTE_TO_FLOAT(v[2]); out[3] = 1; } static void extract_3ub_3f_bgr( const struct vf_attr *a, GLfloat *out, const GLubyte *v ) { (void) a; out[2] = UBYTE_TO_FLOAT(v[0]); out[1] = UBYTE_TO_FLOAT(v[1]); out[0] = UBYTE_TO_FLOAT(v[2]); out[3] = 1; } static void extract_1ub_1f( const struct vf_attr *a, GLfloat *out, const GLubyte *v ) { (void) a; out[0] = UBYTE_TO_FLOAT(v[0]); out[1] = 0; out[2] = 0; out[3] = 1; } const struct vf_format_info vf_format_info[EMIT_MAX] = { { "1f", extract_1f, { insert_1f_1, insert_1f_1, insert_1f_1, insert_1f_1 }, sizeof(GLfloat) }, { "2f", extract_2f, { insert_2f_1, insert_2f_2, insert_2f_2, insert_2f_2 }, 2 * sizeof(GLfloat) }, { "3f", extract_3f, { insert_3f_1, insert_3f_2, insert_3f_3, insert_3f_3 }, 3 * sizeof(GLfloat) }, { "4f", extract_4f, { insert_4f_1, insert_4f_2, insert_4f_3, insert_4f_4 }, 4 * sizeof(GLfloat) }, { "2f_viewport", extract_2f_viewport, { insert_2f_viewport_1, insert_2f_viewport_2, insert_2f_viewport_2, insert_2f_viewport_2 }, 2 * sizeof(GLfloat) }, { "3f_viewport", extract_3f_viewport, { insert_3f_viewport_1, insert_3f_viewport_2, insert_3f_viewport_3, insert_3f_viewport_3 }, 3 * sizeof(GLfloat) }, { "4f_viewport", extract_4f_viewport, { insert_4f_viewport_1, insert_4f_viewport_2, insert_4f_viewport_3, insert_4f_viewport_4 }, 4 * sizeof(GLfloat) }, { "3f_xyw", extract_3f_xyw, { insert_3f_xyw_err, insert_3f_xyw_err, insert_3f_xyw_err, insert_3f_xyw_4 }, 3 * sizeof(GLfloat) }, { "1ub_1f", extract_1ub_1f, { insert_1ub_1f_1, insert_1ub_1f_1, insert_1ub_1f_1, insert_1ub_1f_1 }, sizeof(GLubyte) }, { "3ub_3f_rgb", extract_3ub_3f_rgb, { insert_3ub_3f_rgb_1, insert_3ub_3f_rgb_2, insert_3ub_3f_rgb_3, insert_3ub_3f_rgb_3 }, 3 * sizeof(GLubyte) }, { "3ub_3f_bgr", extract_3ub_3f_bgr, { insert_3ub_3f_bgr_1, insert_3ub_3f_bgr_2, insert_3ub_3f_bgr_3, insert_3ub_3f_bgr_3 }, 3 * sizeof(GLubyte) }, { "4ub_4f_rgba", extract_4ub_4f_rgba, { insert_4ub_4f_rgba_1, insert_4ub_4f_rgba_2, insert_4ub_4f_rgba_3, insert_4ub_4f_rgba_4 }, 4 * sizeof(GLubyte) }, { "4ub_4f_bgra", extract_4ub_4f_bgra, { insert_4ub_4f_bgra_1, insert_4ub_4f_bgra_2, insert_4ub_4f_bgra_3, insert_4ub_4f_bgra_4 }, 4 * sizeof(GLubyte) }, { "4ub_4f_argb", extract_4ub_4f_argb, { insert_4ub_4f_argb_1, insert_4ub_4f_argb_2, insert_4ub_4f_argb_3, insert_4ub_4f_argb_4 }, 4 * sizeof(GLubyte) }, { "4ub_4f_abgr", extract_4ub_4f_abgr, { insert_4ub_4f_abgr_1, insert_4ub_4f_abgr_2, insert_4ub_4f_abgr_3, insert_4ub_4f_abgr_4 }, 4 * sizeof(GLubyte) }, { "4chan_4f_rgba", extract_4chan_4f_rgba, { insert_4chan_4f_rgba_1, insert_4chan_4f_rgba_2, insert_4chan_4f_rgba_3, insert_4chan_4f_rgba_4 }, 4 * sizeof(GLchan) }, { "pad", NULL, { NULL, NULL, NULL, NULL }, 0 } }; /*********************************************************************** * Hardwired fastpaths for emitting whole vertices or groups of * vertices */ #define EMIT5(NR, F0, F1, F2, F3, F4, NAME) \ static void NAME( struct vertex_fetch *vf, \ GLuint count, \ GLubyte *v ) \ { \ struct vf_attr *a = vf->attr; \ GLuint i; \ \ for (i = 0 ; i < count ; i++, v += vf->vertex_stride) { \ if (NR > 0) { \ F0( &a[0], v + a[0].vertoffset, (GLfloat *)a[0].inputptr ); \ a[0].inputptr += a[0].inputstride; \ } \ \ if (NR > 1) { \ F1( &a[1], v + a[1].vertoffset, (GLfloat *)a[1].inputptr ); \ a[1].inputptr += a[1].inputstride; \ } \ \ if (NR > 2) { \ F2( &a[2], v + a[2].vertoffset, (GLfloat *)a[2].inputptr ); \ a[2].inputptr += a[2].inputstride; \ } \ \ if (NR > 3) { \ F3( &a[3], v + a[3].vertoffset, (GLfloat *)a[3].inputptr ); \ a[3].inputptr += a[3].inputstride; \ } \ \ if (NR > 4) { \ F4( &a[4], v + a[4].vertoffset, (GLfloat *)a[4].inputptr ); \ a[4].inputptr += a[4].inputstride; \ } \ } \ } #define EMIT2(F0, F1, NAME) EMIT5(2, F0, F1, insert_null, \ insert_null, insert_null, NAME) #define EMIT3(F0, F1, F2, NAME) EMIT5(3, F0, F1, F2, insert_null, \ insert_null, NAME) #define EMIT4(F0, F1, F2, F3, NAME) EMIT5(4, F0, F1, F2, F3, \ insert_null, NAME) EMIT2(insert_3f_viewport_3, insert_4ub_4f_rgba_4, emit_viewport3_rgba4) EMIT2(insert_3f_viewport_3, insert_4ub_4f_bgra_4, emit_viewport3_bgra4) EMIT2(insert_3f_3, insert_4ub_4f_rgba_4, emit_xyz3_rgba4) EMIT3(insert_4f_viewport_4, insert_4ub_4f_rgba_4, insert_2f_2, emit_viewport4_rgba4_st2) EMIT3(insert_4f_viewport_4, insert_4ub_4f_bgra_4, insert_2f_2, emit_viewport4_bgra4_st2) EMIT3(insert_4f_4, insert_4ub_4f_rgba_4, insert_2f_2, emit_xyzw4_rgba4_st2) EMIT4(insert_4f_viewport_4, insert_4ub_4f_rgba_4, insert_2f_2, insert_2f_2, emit_viewport4_rgba4_st2_st2) EMIT4(insert_4f_viewport_4, insert_4ub_4f_bgra_4, insert_2f_2, insert_2f_2, emit_viewport4_bgra4_st2_st2) EMIT4(insert_4f_4, insert_4ub_4f_rgba_4, insert_2f_2, insert_2f_2, emit_xyzw4_rgba4_st2_st2) /* Use the codegen paths to select one of a number of hardwired * fastpaths. */ void vf_generate_hardwired_emit( struct vertex_fetch *vf ) { vf_emit_func func = NULL; /* Does it fit a hardwired fastpath? Help! this is growing out of * control! */ switch (vf->attr_count) { case 2: if (vf->attr[0].do_insert == insert_3f_viewport_3) { if (vf->attr[1].do_insert == insert_4ub_4f_bgra_4) func = emit_viewport3_bgra4; else if (vf->attr[1].do_insert == insert_4ub_4f_rgba_4) func = emit_viewport3_rgba4; } else if (vf->attr[0].do_insert == insert_3f_3 && vf->attr[1].do_insert == insert_4ub_4f_rgba_4) { func = emit_xyz3_rgba4; } break; case 3: if (vf->attr[2].do_insert == insert_2f_2) { if (vf->attr[1].do_insert == insert_4ub_4f_rgba_4) { if (vf->attr[0].do_insert == insert_4f_viewport_4) func = emit_viewport4_rgba4_st2; else if (vf->attr[0].do_insert == insert_4f_4) func = emit_xyzw4_rgba4_st2; } else if (vf->attr[1].do_insert == insert_4ub_4f_bgra_4 && vf->attr[0].do_insert == insert_4f_viewport_4) func = emit_viewport4_bgra4_st2; } break; case 4: if (vf->attr[2].do_insert == insert_2f_2 && vf->attr[3].do_insert == insert_2f_2) { if (vf->attr[1].do_insert == insert_4ub_4f_rgba_4) { if (vf->attr[0].do_insert == insert_4f_viewport_4) func = emit_viewport4_rgba4_st2_st2; else if (vf->attr[0].do_insert == insert_4f_4) func = emit_xyzw4_rgba4_st2_st2; } else if (vf->attr[1].do_insert == insert_4ub_4f_bgra_4 && vf->attr[0].do_insert == insert_4f_viewport_4) func = emit_viewport4_bgra4_st2_st2; } break; } vf->emit = func; } /*********************************************************************** * Generic (non-codegen) functions for whole vertices or groups of * vertices */ void vf_generic_emit( struct vertex_fetch *vf, GLuint count, GLubyte *v ) { struct vf_attr *a = vf->attr; const GLuint attr_count = vf->attr_count; const GLuint stride = vf->vertex_stride; GLuint i, j; for (i = 0 ; i < count ; i++, v += stride) { for (j = 0; j < attr_count; j++) { GLfloat *in = (GLfloat *)a[j].inputptr; a[j].inputptr += a[j].inputstride; a[j].do_insert( &a[j], v + a[j].vertoffset, in ); } } }