/* * * GLX Hardware Device Driver for Sun Creator/Creator3D * Copyright (C) 2001 David S. Miller * * 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 * DAVID MILLER, OR ANY OTHER CONTRIBUTORS 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. * * * David S. Miller */ #include "main/glheader.h" #include "api_noop.h" #include "main/context.h" #include "light.h" #include "main/macros.h" #include "main/imports.h" #include "main/mtypes.h" #include "main/simple_list.h" #include "vtxfmt.h" #include "ffb_xmesa.h" #include "ffb_context.h" #include "ffb_vb.h" #include "tnl/tnl.h" #include "tnl/tcontext.h" #include "ffb_vtxfmt.h" #define TNL_VERTEX ffbTnlVertex #define INTERP_RGBA(t, out, a, b) \ do { \ GLint i; \ for ( i = 0 ; i < 4 ; i++ ) { \ GLfloat fa = a[i]; \ GLfloat fb = b[i]; \ out[i] = LINTERP( t, fa, fb ); \ } \ } while (0) /* Color functions: */ static INLINE void ffb_recalc_base_color(GLcontext *ctx) { ffbContextPtr fmesa = FFB_CONTEXT(ctx); struct gl_light *light; COPY_3V(fmesa->vtx_state.light.base_color, ctx->Light._BaseColor[0]); foreach (light, &ctx->Light.EnabledList) { ACC_3V(fmesa->vtx_state.light.base_color, light->_MatAmbient[0]); } fmesa->vtx_state.light.base_alpha = ctx->Light._BaseAlpha[0]; } #define GET_CURRENT \ GET_CURRENT_CONTEXT(ctx); \ ffbContextPtr fmesa = FFB_CONTEXT(ctx) #define CURRENT_COLOR(COMP) fmesa->vtx_state.current.color[COMP] #define CURRENT_SPECULAR(COMP) fmesa->vtx_state.current.specular[COMP] #define COLOR_IS_FLOAT #define RECALC_BASE_COLOR(ctx) ffb_recalc_base_color(ctx) #define TAG(x) ffb_##x #include "tnl_dd/t_dd_imm_capi.h" /* Normal functions: */ struct ffb_norm_tab { void (*normal3f_multi)(GLfloat x, GLfloat y, GLfloat z); void (*normal3fv_multi)(const GLfloat *v); void (*normal3f_single)(GLfloat x, GLfloat y, GLfloat z); void (*normal3fv_single)(const GLfloat *v); }; static struct ffb_norm_tab norm_tab[0x4]; #define HAVE_HW_LIGHTING 0 #define GET_CURRENT_VERTEX \ GET_CURRENT_CONTEXT(ctx); \ ffbContextPtr fmesa = FFB_CONTEXT(ctx); \ ffbTnlVertexPtr v = fmesa->imm.v0 #define CURRENT_NORMAL fmesa->vtx_state.current.normal #define BASE_COLOR fmesa->vtx_state.light.base_color #define BASE_ALPHA fmesa->vtx_state.light.base_alpha #define VERT_COLOR( COMP ) v->color[COMP] #define VERT_COLOR_IS_FLOAT #define IND (0) #define TAG(x) ffb_##x #define PRESERVE_NORMAL_DEFS #include "tnl_dd/t_dd_imm_napi.h" #define IND (NORM_RESCALE) #define TAG(x) ffb_##x##_rescale #define PRESERVE_NORMAL_DEFS #include "tnl_dd/t_dd_imm_napi.h" #define IND (NORM_NORMALIZE) #define TAG(x) ffb_##x##_normalize #include "tnl_dd/t_dd_imm_napi.h" static void ffb_init_norm_funcs(void) { ffb_init_norm(); ffb_init_norm_rescale(); ffb_init_norm_normalize(); } static void choose_normals(void) { GET_CURRENT_CONTEXT(ctx); GLuint index; if (ctx->Light.Enabled) { if (ctx->Transform.Normalize) { index = NORM_NORMALIZE; } else if (!ctx->Transform.RescaleNormals && ctx->_ModelViewInvScale != 1.0) { index = NORM_RESCALE; } else { index = 0; } if (ctx->Light.EnabledList.next == ctx->Light.EnabledList.prev) { SET_Normal3f(ctx->Exec, norm_tab[index].normal3f_single); SET_Normal3fv(ctx->Exec, norm_tab[index].normal3fv_single); } else { SET_Normal3f(ctx->Exec, norm_tab[index].normal3f_multi); SET_Normal3fv(ctx->Exec, norm_tab[index].normal3fv_multi); } } else { SET_Normal3f(ctx->Exec, _mesa_noop_Normal3f); SET_Normal3fv(ctx->Exec, _mesa_noop_Normal3fv); } } static void ffb_choose_Normal3f(GLfloat x, GLfloat y, GLfloat z) { choose_normals(); CALL_Normal3f(GET_DISPATCH(), (x, y, z)); } static void ffb_choose_Normal3fv(const GLfloat *v) { choose_normals(); CALL_Normal3fv(GET_DISPATCH(), (v)); } /* Vertex functions: */ #define GET_CURRENT_VERTEX \ GET_CURRENT_CONTEXT(ctx); \ ffbContextPtr fmesa = FFB_CONTEXT(ctx); \ ffbTnlVertexPtr v = fmesa->imm.v0 #define CURRENT_VERTEX v->obj #define SAVE_VERTEX fmesa->imm.save_vertex(ctx, v) #define TAG(x) ffb_##x #include "tnl_dd/t_dd_imm_vapi.h" struct ffb_vert_tab { void (*save_vertex)(GLcontext *ctx, ffbTnlVertexPtr v); void (*interpolate_vertex)(GLfloat t, ffbTnlVertex *O, const ffbTnlVertex *I, const ffbTnlVertex *J); }; static struct ffb_vert_tab vert_tab[0xf]; #define VTX_NORMAL 0x0 #define VTX_RGBA 0x1 #define LOCAL_VARS \ ffbContextPtr fmesa = FFB_CONTEXT(ctx) #define CURRENT_COLOR fmesa->vtx_state.current.color #define COLOR_IS_FLOAT #define FLUSH_VERTEX fmesa->imm.flush_vertex( ctx, v ); #define IND (VTX_NORMAL) #define TAG(x) ffb_##x##_NORMAL #define PRESERVE_VERTEX_DEFS #include "tnl_dd/t_dd_imm_vertex.h" #define IND (VTX_RGBA) #define TAG(x) ffb_##x##_RGBA #include "tnl_dd/t_dd_imm_vertex.h" static void ffb_init_vert_funcs( void ) { ffb_init_vert_NORMAL(); ffb_init_vert_RGBA(); } #define LOCAL_VARS \ ffbContextPtr fmesa = FFB_CONTEXT(ctx) #define GET_INTERP_FUNC \ ffb_interp_func interp = fmesa->imm.interp #define FLUSH_VERTEX fmesa->imm.flush_vertex #define IMM_VERTEX( V ) fmesa->imm.V #define IMM_VERTICES( n ) fmesa->imm.vertices[n] #define EMIT_VERTEX_USES_HWREGS /* XXX Implement me XXX */ #define EMIT_VERTEX_TRI(VTX0, VTX1, VTX2) \ do { } while (0) #define EMIT_VERTEX_LINE(VTX0, VTX1) \ do { } while (0) #define EMIT_VERTEX_POINT(VTX0) \ do { } while (0) #define TAG(x) ffb_##x #include "tnl_dd/t_dd_imm_primtmp.h" /* Bzzt: Material changes are lost on fallback. */ static void ffb_Materialfv(GLenum face, GLenum pname, const GLfloat *params) { GET_CURRENT_CONTEXT(ctx); _mesa_noop_Materialfv( face, pname, params ); ffb_recalc_base_color( ctx ); } /* Fallback functions: */ static void ffb_do_fallback(GLcontext *ctx) { ffbContextPtr fmesa = FFB_CONTEXT(ctx); struct ffb_current_state *current = &fmesa->vtx_state.current; /* Tell tnl to restore its exec vtxfmt, rehook its driver callbacks * and revive internal state that depended on those callbacks: */ _tnl_wakeup_exec(ctx); /* Replay enough vertices that the current primitive is continued * correctly: */ if (fmesa->imm.prim != PRIM_OUTSIDE_BEGIN_END ) CALL_Begin(GET_DISPATCH(), (fmesa->imm.prim)); if (ctx->Light.Enabled) { /* Catch ColorMaterial */ CALL_Color4fv(GET_DISPATCH(), (ctx->Current.Color)); CALL_Normal3fv(GET_DISPATCH(), (current->normal)); } else { CALL_Color4fv(GET_DISPATCH(), (current->color)); } } #define PRE_LOOPBACK( FUNC ) do { \ GET_CURRENT_CONTEXT(ctx); \ ffb_do_fallback( ctx ); \ } while (0) #define TAG(x) ffb_fallback_##x #include "vtxfmt_tmp.h" static void ffb_Begin(GLenum prim) { GET_CURRENT_CONTEXT(ctx); ffbContextPtr fmesa = FFB_CONTEXT(ctx); if (prim > GL_POLYGON) { _mesa_error( ctx, GL_INVALID_ENUM, "glBegin" ); return; } if (fmesa->imm.prim != PRIM_OUTSIDE_BEGIN_END) { _mesa_error( ctx, GL_INVALID_OPERATION, "glBegin" ); return; } ctx->Driver.NeedFlush |= (FLUSH_STORED_VERTICES | FLUSH_UPDATE_CURRENT); fmesa->imm.prim = prim; fmesa->imm.v0 = &fmesa->imm.vertices[0]; fmesa->imm.save_vertex = ffb_save_vertex_RGBA; fmesa->imm.flush_vertex = ffb_flush_tab[prim]; /* XXX Lock hardware, update FBC, PPC, DRAWOP, etc. XXX */ } static void ffb_End(void) { GET_CURRENT_CONTEXT(ctx); ffbContextPtr fmesa = FFB_CONTEXT(ctx); if (fmesa->imm.prim == PRIM_OUTSIDE_BEGIN_END) { _mesa_error( ctx, GL_INVALID_OPERATION, "glEnd" ); return; } fmesa->imm.prim = PRIM_OUTSIDE_BEGIN_END; ctx->Driver.NeedFlush &= ~(FLUSH_STORED_VERTICES | FLUSH_UPDATE_CURRENT); /* XXX Unlock hardware, etc. */ } void ffbInitTnlModule(GLcontext *ctx) { ffbContextPtr fmesa = FFB_CONTEXT(ctx); GLvertexformat *vfmt = &(fmesa->imm.vtxfmt); /* Work in progress... */ return; ffb_init_norm_funcs(); ffb_init_vert_funcs(); /* start by initializing to no-op functions */ _mesa_noop_vtxfmt_init(vfmt); /* Handled fully in supported states: */ vfmt->ArrayElement = NULL; /* FIXME: ... */ vfmt->Color3f = ffb_choose_Color3f; vfmt->Color3fv = ffb_choose_Color3fv; vfmt->Color3ub = ffb_choose_Color3ub; vfmt->Color3ubv = ffb_choose_Color3ubv; vfmt->Color4f = ffb_choose_Color4f; vfmt->Color4fv = ffb_choose_Color4fv; vfmt->Color4ub = ffb_choose_Color4ub; vfmt->Color4ubv = ffb_choose_Color4ubv; vfmt->FogCoordfvEXT = ffb_FogCoordfvEXT; vfmt->FogCoordfEXT = ffb_FogCoordfEXT; vfmt->Materialfv = ffb_Materialfv; vfmt->MultiTexCoord1fARB = ffb_fallback_MultiTexCoord1fARB; vfmt->MultiTexCoord1fvARB = ffb_fallback_MultiTexCoord1fvARB; vfmt->MultiTexCoord2fARB = ffb_fallback_MultiTexCoord2fARB; vfmt->MultiTexCoord2fvARB = ffb_fallback_MultiTexCoord2fvARB; vfmt->MultiTexCoord3fARB = ffb_fallback_MultiTexCoord3fARB; vfmt->MultiTexCoord3fvARB = ffb_fallback_MultiTexCoord3fvARB; vfmt->MultiTexCoord4fARB = ffb_fallback_MultiTexCoord4fARB; vfmt->MultiTexCoord4fvARB = ffb_fallback_MultiTexCoord4fvARB; vfmt->Normal3f = ffb_choose_Normal3f; vfmt->Normal3fv = ffb_choose_Normal3fv; vfmt->SecondaryColor3ubEXT = ffb_SecondaryColor3ubEXT; vfmt->SecondaryColor3ubvEXT = ffb_SecondaryColor3ubvEXT; vfmt->SecondaryColor3fEXT = ffb_SecondaryColor3fEXT; vfmt->SecondaryColor3fvEXT = ffb_SecondaryColor3fvEXT; vfmt->TexCoord1f = ffb_fallback_TexCoord1f; vfmt->TexCoord1fv = ffb_fallback_TexCoord1fv; vfmt->TexCoord2f = ffb_fallback_TexCoord2f; vfmt->TexCoord2fv = ffb_fallback_TexCoord2fv; vfmt->TexCoord3f = ffb_fallback_TexCoord3f; vfmt->TexCoord3fv = ffb_fallback_TexCoord3fv; vfmt->TexCoord4f = ffb_fallback_TexCoord4f; vfmt->TexCoord4fv = ffb_fallback_TexCoord4fv; vfmt->Vertex2f = ffb_Vertex2f; vfmt->Vertex2fv = ffb_Vertex2fv; vfmt->Vertex3f = ffb_Vertex3f; vfmt->Vertex3fv = ffb_Vertex3fv; vfmt->Vertex4f = ffb_Vertex4f; vfmt->Vertex4fv = ffb_Vertex4fv; vfmt->Begin = ffb_Begin; vfmt->End = ffb_End; vfmt->DrawArrays = NULL; vfmt->DrawElements = NULL; /* Active but unsupported -- fallback if we receive these: * * All of these fallbacks can be fixed with additional code, except * CallList, unless we build a play_immediate_noop() command which * turns an immediate back into glBegin/glEnd commands... */ vfmt->CallList = ffb_fallback_CallList; vfmt->EvalCoord1f = ffb_fallback_EvalCoord1f; vfmt->EvalCoord1fv = ffb_fallback_EvalCoord1fv; vfmt->EvalCoord2f = ffb_fallback_EvalCoord2f; vfmt->EvalCoord2fv = ffb_fallback_EvalCoord2fv; vfmt->EvalMesh1 = ffb_fallback_EvalMesh1; vfmt->EvalMesh2 = ffb_fallback_EvalMesh2; vfmt->EvalPoint1 = ffb_fallback_EvalPoint1; vfmt->EvalPoint2 = ffb_fallback_EvalPoint2; vfmt->prefer_float_colors = GL_TRUE; fmesa->imm.prim = PRIM_OUTSIDE_BEGIN_END; /* THIS IS A HACK! */ _mesa_install_exec_vtxfmt( ctx, vfmt ); }