2 * Mesa 3-D graphics library
5 * Copyright (C) 1999-2005 Brian Paul All Rights Reserved.
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 * Keith Whitwell <keith@tungstengraphics.com>
30 * Render whole vertex buffers, including projection of vertices from
31 * clip space and clipping of primitives.
33 * This file makes calls to project vertices and to the point, line
34 * and triangle rasterizers via the function pointers:
36 * context->Driver.Render.*
41 #include "main/glheader.h"
42 #include "main/context.h"
43 #include "main/enums.h"
44 #include "main/macros.h"
45 #include "main/imports.h"
46 #include "main/mtypes.h"
47 #include "math/m_xform.h"
49 #include "t_pipeline.h"
53 /**********************************************************************/
54 /* Clip single primitives */
55 /**********************************************************************/
58 #define W(i) coord[i][3]
59 #define Z(i) coord[i][2]
60 #define Y(i) coord[i][1]
61 #define X(i) coord[i][0]
64 #include "t_vb_cliptmp.h"
68 /**********************************************************************/
69 /* Clip and render whole begin/end objects */
70 /**********************************************************************/
72 #define NEED_EDGEFLAG_SETUP (ctx->Polygon.FrontMode != GL_FILL || ctx->Polygon.BackMode != GL_FILL)
73 #define EDGEFLAG_GET(idx) VB->EdgeFlag[idx]
74 #define EDGEFLAG_SET(idx, val) VB->EdgeFlag[idx] = val
77 /* This does NOT include the CLIP_USER_BIT! */
78 #define CLIPMASK (CLIP_FRUSTUM_BITS | CLIP_CULL_BIT)
81 /* Vertices, with the possibility of clipping.
83 #define RENDER_POINTS( start, count ) \
84 tnl->Driver.Render.Points( ctx, start, count )
86 #define RENDER_LINE( v1, v2 ) \
88 GLubyte c1 = mask[v1], c2 = mask[v2]; \
89 GLubyte ormask = c1|c2; \
91 LineFunc( ctx, v1, v2 ); \
92 else if (!(c1 & c2 & CLIPMASK)) \
93 clip_line_4( ctx, v1, v2, ormask ); \
96 #define RENDER_TRI( v1, v2, v3 ) \
98 GLubyte c1 = mask[v1], c2 = mask[v2], c3 = mask[v3]; \
99 GLubyte ormask = c1|c2|c3; \
101 TriangleFunc( ctx, v1, v2, v3 ); \
102 else if (!(c1 & c2 & c3 & CLIPMASK)) \
103 clip_tri_4( ctx, v1, v2, v3, ormask ); \
106 #define RENDER_QUAD( v1, v2, v3, v4 ) \
108 GLubyte c1 = mask[v1], c2 = mask[v2]; \
109 GLubyte c3 = mask[v3], c4 = mask[v4]; \
110 GLubyte ormask = c1|c2|c3|c4; \
112 QuadFunc( ctx, v1, v2, v3, v4 ); \
113 else if (!(c1 & c2 & c3 & c4 & CLIPMASK)) \
114 clip_quad_4( ctx, v1, v2, v3, v4, ormask ); \
119 TNLcontext *tnl = TNL_CONTEXT(ctx); \
120 struct vertex_buffer *VB = &tnl->vb; \
121 const GLuint * const elt = VB->Elts; \
122 const GLubyte *mask = VB->ClipMask; \
123 const GLuint sz = VB->ClipPtr->size; \
124 const tnl_line_func LineFunc = tnl->Driver.Render.Line; \
125 const tnl_triangle_func TriangleFunc = tnl->Driver.Render.Triangle; \
126 const tnl_quad_func QuadFunc = tnl->Driver.Render.Quad; \
127 const GLboolean stipple = ctx->Line.StippleFlag; \
128 (void) (LineFunc && TriangleFunc && QuadFunc); \
129 (void) elt; (void) mask; (void) sz; (void) stipple;
131 #define TAG(x) clip_##x##_verts
132 #define INIT(x) tnl->Driver.Render.PrimitiveNotify( ctx, x )
133 #define RESET_STIPPLE if (stipple) tnl->Driver.Render.ResetLineStipple( ctx )
134 #define PRESERVE_VB_DEFS
135 #include "t_vb_rendertmp.h"
139 /* Elts, with the possibility of clipping.
143 #define ELT(x) elt[x]
144 #define TAG(x) clip_##x##_elts
145 #include "t_vb_rendertmp.h"
147 /* TODO: do this for all primitives, verts and elts:
149 static void clip_elt_triangles( struct gl_context *ctx,
154 TNLcontext *tnl = TNL_CONTEXT(ctx);
155 tnl_render_func render_tris = tnl->Driver.Render.PrimTabElts[GL_TRIANGLES];
156 struct vertex_buffer *VB = &tnl->vb;
157 const GLuint * const elt = VB->Elts;
158 GLubyte *mask = VB->ClipMask;
159 GLuint last = count-2;
163 tnl->Driver.Render.PrimitiveNotify( ctx, GL_TRIANGLES );
165 for (j=start; j < last; j+=3 ) {
166 GLubyte c1 = mask[elt[j]];
167 GLubyte c2 = mask[elt[j+1]];
168 GLubyte c3 = mask[elt[j+2]];
169 GLubyte ormask = c1|c2|c3;
172 render_tris( ctx, start, j, 0 );
173 if (!(c1&c2&c3&CLIPMASK))
174 clip_tri_4( ctx, elt[j], elt[j+1], elt[j+2], ormask );
180 render_tris( ctx, start, j, 0 );
183 /**********************************************************************/
184 /* Render whole begin/end objects */
185 /**********************************************************************/
187 #define NEED_EDGEFLAG_SETUP (ctx->Polygon.FrontMode != GL_FILL || ctx->Polygon.BackMode != GL_FILL)
188 #define EDGEFLAG_GET(idx) VB->EdgeFlag[idx]
189 #define EDGEFLAG_SET(idx, val) VB->EdgeFlag[idx] = val
192 /* Vertices, no clipping.
194 #define RENDER_POINTS( start, count ) \
195 tnl->Driver.Render.Points( ctx, start, count )
197 #define RENDER_LINE( v1, v2 ) \
198 LineFunc( ctx, v1, v2 )
200 #define RENDER_TRI( v1, v2, v3 ) \
201 TriangleFunc( ctx, v1, v2, v3 )
203 #define RENDER_QUAD( v1, v2, v3, v4 ) \
204 QuadFunc( ctx, v1, v2, v3, v4 )
206 #define TAG(x) _tnl_##x##_verts
209 TNLcontext *tnl = TNL_CONTEXT(ctx); \
210 struct vertex_buffer *VB = &tnl->vb; \
211 const GLuint * const elt = VB->Elts; \
212 const tnl_line_func LineFunc = tnl->Driver.Render.Line; \
213 const tnl_triangle_func TriangleFunc = tnl->Driver.Render.Triangle; \
214 const tnl_quad_func QuadFunc = tnl->Driver.Render.Quad; \
215 const GLboolean stipple = ctx->Line.StippleFlag; \
216 (void) (LineFunc && TriangleFunc && QuadFunc); \
217 (void) elt; (void) stipple
219 #define RESET_STIPPLE if (stipple) tnl->Driver.Render.ResetLineStipple( ctx )
220 #define INIT(x) tnl->Driver.Render.PrimitiveNotify( ctx, x )
221 #define RENDER_TAB_QUALIFIER
222 #define PRESERVE_VB_DEFS
223 #include "t_vb_rendertmp.h"
226 /* Elts, no clipping.
229 #define TAG(x) _tnl_##x##_elts
230 #define ELT(x) elt[x]
231 #include "t_vb_rendertmp.h"
234 /**********************************************************************/
235 /* Helper functions for drivers */
236 /**********************************************************************/
238 void _tnl_RenderClippedPolygon( struct gl_context *ctx, const GLuint *elts, GLuint n )
240 TNLcontext *tnl = TNL_CONTEXT(ctx);
241 struct vertex_buffer *VB = &tnl->vb;
242 GLuint *tmp = VB->Elts;
244 VB->Elts = (GLuint *)elts;
245 tnl->Driver.Render.PrimTabElts[GL_POLYGON]( ctx, 0, n, PRIM_BEGIN|PRIM_END );
249 void _tnl_RenderClippedLine( struct gl_context *ctx, GLuint ii, GLuint jj )
251 TNLcontext *tnl = TNL_CONTEXT(ctx);
252 tnl->Driver.Render.Line( ctx, ii, jj );
257 /**********************************************************************/
258 /* Clip and render whole vertex buffers */
259 /**********************************************************************/
262 static GLboolean run_render( struct gl_context *ctx,
263 struct tnl_pipeline_stage *stage )
265 TNLcontext *tnl = TNL_CONTEXT(ctx);
266 struct vertex_buffer *VB = &tnl->vb;
267 tnl_render_func *tab;
270 /* Allow the drivers to lock before projected verts are built so
271 * that window coordinates are guarenteed not to change before
274 ASSERT(tnl->Driver.Render.Start);
276 tnl->Driver.Render.Start( ctx );
278 ASSERT(tnl->Driver.Render.BuildVertices);
279 ASSERT(tnl->Driver.Render.PrimitiveNotify);
280 ASSERT(tnl->Driver.Render.Points);
281 ASSERT(tnl->Driver.Render.Line);
282 ASSERT(tnl->Driver.Render.Triangle);
283 ASSERT(tnl->Driver.Render.Quad);
284 ASSERT(tnl->Driver.Render.ResetLineStipple);
285 ASSERT(tnl->Driver.Render.Interp);
286 ASSERT(tnl->Driver.Render.CopyPV);
287 ASSERT(tnl->Driver.Render.ClippedLine);
288 ASSERT(tnl->Driver.Render.ClippedPolygon);
289 ASSERT(tnl->Driver.Render.Finish);
291 tnl->Driver.Render.BuildVertices( ctx, 0, VB->Count, ~0 );
293 if (VB->ClipOrMask) {
294 tab = VB->Elts ? clip_render_tab_elts : clip_render_tab_verts;
295 clip_render_tab_elts[GL_TRIANGLES] = clip_elt_triangles;
299 tnl->Driver.Render.PrimTabElts :
300 tnl->Driver.Render.PrimTabVerts);
307 for (i = 0 ; i < VB->PrimitiveCount ; i++)
309 GLuint prim = _tnl_translate_prim(&VB->Primitive[i]);
310 GLuint start = VB->Primitive[i].start;
311 GLuint length = VB->Primitive[i].count;
313 assert((prim & PRIM_MODE_MASK) <= GL_POLYGON);
315 if (MESA_VERBOSE & VERBOSE_PRIMS)
316 _mesa_debug(NULL, "MESA prim %s %d..%d\n",
317 _mesa_lookup_enum_by_nr(prim & PRIM_MODE_MASK),
318 start, start+length);
321 tab[prim & PRIM_MODE_MASK]( ctx, start, start + length, prim );
323 } while (tnl->Driver.Render.Multipass &&
324 tnl->Driver.Render.Multipass( ctx, ++pass ));
326 tnl->Driver.Render.Finish( ctx );
328 return GL_FALSE; /* finished the pipe */
332 /**********************************************************************/
333 /* Render pipeline stage */
334 /**********************************************************************/
340 const struct tnl_pipeline_stage _tnl_render_stage =
343 NULL, /* private data */
345 NULL, /* destructor */