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📄 r200_swtcl.c

📁 Mesa is an open-source implementation of the OpenGL specification - a system for rendering interacti
💻 C
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/* These don't need LE32_TO_CPU() as they used to save and restore * colors which are already in the correct format. */#define VERT_SAVE_RGBA( idx )    color[idx] = v[idx]->ui[coloroffset]#define VERT_RESTORE_RGBA( idx ) v[idx]->ui[coloroffset] = color[idx]#define VERT_SAVE_SPEC( idx )    if (specoffset) spec[idx] = v[idx]->ui[specoffset]#define VERT_RESTORE_SPEC( idx ) if (specoffset) v[idx]->ui[specoffset] = spec[idx]#undef LOCAL_VARS#undef TAG#undef INIT#define LOCAL_VARS(n)							\   r200ContextPtr rmesa = R200_CONTEXT(ctx);			\   GLuint color[n], spec[n];						\   GLuint coloroffset = rmesa->swtcl.coloroffset;	\   GLuint specoffset = rmesa->swtcl.specoffset;			\   (void) color; (void) spec; (void) coloroffset; (void) specoffset;/*********************************************************************** *                Helpers for rendering unfilled primitives            * ***********************************************************************/#define RASTERIZE(x) r200RasterPrimitive( ctx, reduced_hw_prim(ctx, x) )#define RENDER_PRIMITIVE rmesa->swtcl.render_primitive#undef TAG#define TAG(x) x#include "tnl_dd/t_dd_unfilled.h"#undef IND/*********************************************************************** *                      Generate GL render functions                   * ***********************************************************************/#define IND (0)#define TAG(x) x#include "tnl_dd/t_dd_tritmp.h"#define IND (R200_TWOSIDE_BIT)#define TAG(x) x##_twoside#include "tnl_dd/t_dd_tritmp.h"#define IND (R200_UNFILLED_BIT)#define TAG(x) x##_unfilled#include "tnl_dd/t_dd_tritmp.h"#define IND (R200_TWOSIDE_BIT|R200_UNFILLED_BIT)#define TAG(x) x##_twoside_unfilled#include "tnl_dd/t_dd_tritmp.h"static void init_rast_tab( void ){   init();   init_twoside();   init_unfilled();   init_twoside_unfilled();}/**********************************************************************//*               Render unclipped begin/end objects                   *//**********************************************************************/#define RENDER_POINTS( start, count )		\   for ( ; start < count ; start++)		\      r200_point( rmesa, VERT(start) )#define RENDER_LINE( v0, v1 ) \   r200_line( rmesa, VERT(v0), VERT(v1) )#define RENDER_TRI( v0, v1, v2 )  \   r200_triangle( rmesa, VERT(v0), VERT(v1), VERT(v2) )#define RENDER_QUAD( v0, v1, v2, v3 ) \   r200_quad( rmesa, VERT(v0), VERT(v1), VERT(v2), VERT(v3) )#define INIT(x) do {					\   r200RenderPrimitive( ctx, x );			\} while (0)#undef LOCAL_VARS#define LOCAL_VARS						\   r200ContextPtr rmesa = R200_CONTEXT(ctx);		\   const GLuint vertsize = rmesa->swtcl.vertex_size;		\   const char *r200verts = (char *)rmesa->swtcl.verts;		\   const GLuint * const elt = TNL_CONTEXT(ctx)->vb.Elts;	\   const GLboolean stipple = ctx->Line.StippleFlag;		\   (void) elt; (void) stipple;#define RESET_STIPPLE	if ( stipple ) r200ResetLineStipple( ctx );#define RESET_OCCLUSION#define PRESERVE_VB_DEFS#define ELT(x) (x)#define TAG(x) r200_##x##_verts#include "tnl/t_vb_rendertmp.h"#undef ELT#undef TAG#define TAG(x) r200_##x##_elts#define ELT(x) elt[x]#include "tnl/t_vb_rendertmp.h"/**********************************************************************//*                    Choose render functions                         *//**********************************************************************/void r200ChooseRenderState( GLcontext *ctx ){   TNLcontext *tnl = TNL_CONTEXT(ctx);   r200ContextPtr rmesa = R200_CONTEXT(ctx);   GLuint index = 0;   GLuint flags = ctx->_TriangleCaps;   if (!rmesa->TclFallback || rmesa->Fallback)       return;   if (flags & DD_TRI_LIGHT_TWOSIDE) index |= R200_TWOSIDE_BIT;   if (flags & DD_TRI_UNFILLED)      index |= R200_UNFILLED_BIT;   if (index != rmesa->swtcl.RenderIndex) {      tnl->Driver.Render.Points = rast_tab[index].points;      tnl->Driver.Render.Line = rast_tab[index].line;      tnl->Driver.Render.ClippedLine = rast_tab[index].line;      tnl->Driver.Render.Triangle = rast_tab[index].triangle;      tnl->Driver.Render.Quad = rast_tab[index].quad;      if (index == 0) {	 tnl->Driver.Render.PrimTabVerts = r200_render_tab_verts;	 tnl->Driver.Render.PrimTabElts = r200_render_tab_elts;	 tnl->Driver.Render.ClippedPolygon = r200_fast_clipped_poly;      } else {	 tnl->Driver.Render.PrimTabVerts = _tnl_render_tab_verts;	 tnl->Driver.Render.PrimTabElts = _tnl_render_tab_elts;	 tnl->Driver.Render.ClippedPolygon = _tnl_RenderClippedPolygon;      }      rmesa->swtcl.RenderIndex = index;   }}/**********************************************************************//*                 High level hooks for t_vb_render.c                 *//**********************************************************************/static void r200RasterPrimitive( GLcontext *ctx, GLuint hwprim ){   r200ContextPtr rmesa = R200_CONTEXT(ctx);   if (rmesa->swtcl.hw_primitive != hwprim) {      /* need to disable perspective-correct texturing for point sprites */      if ((hwprim & 0xf) == R200_VF_PRIM_POINT_SPRITES && ctx->Point.PointSprite) {	 if (rmesa->hw.set.cmd[SET_RE_CNTL] & R200_PERSPECTIVE_ENABLE) {	    R200_STATECHANGE( rmesa, set );	    rmesa->hw.set.cmd[SET_RE_CNTL] &= ~R200_PERSPECTIVE_ENABLE;	 }      }      else if (!(rmesa->hw.set.cmd[SET_RE_CNTL] & R200_PERSPECTIVE_ENABLE)) {	 R200_STATECHANGE( rmesa, set );	 rmesa->hw.set.cmd[SET_RE_CNTL] |= R200_PERSPECTIVE_ENABLE;      }      R200_NEWPRIM( rmesa );      rmesa->swtcl.hw_primitive = hwprim;   }}static void r200RenderPrimitive( GLcontext *ctx, GLenum prim ){   r200ContextPtr rmesa = R200_CONTEXT(ctx);   rmesa->swtcl.render_primitive = prim;   if (prim < GL_TRIANGLES || !(ctx->_TriangleCaps & DD_TRI_UNFILLED))       r200RasterPrimitive( ctx, reduced_hw_prim(ctx, prim) );}static void r200RenderFinish( GLcontext *ctx ){}static void r200ResetLineStipple( GLcontext *ctx ){   r200ContextPtr rmesa = R200_CONTEXT(ctx);   R200_STATECHANGE( rmesa, lin );}/**********************************************************************//*           Transition to/from hardware rasterization.               *//**********************************************************************/static const char * const fallbackStrings[] = {   "Texture mode",   "glDrawBuffer(GL_FRONT_AND_BACK)",   "glEnable(GL_STENCIL) without hw stencil buffer",   "glRenderMode(selection or feedback)",   "R200_NO_RAST",   "Mixing GL_CLAMP_TO_BORDER and GL_CLAMP (or GL_MIRROR_CLAMP_ATI)"};static const char *getFallbackString(GLuint bit){   int i = 0;   while (bit > 1) {      i++;      bit >>= 1;   }   return fallbackStrings[i];}void r200Fallback( GLcontext *ctx, GLuint bit, GLboolean mode ){   r200ContextPtr rmesa = R200_CONTEXT(ctx);   TNLcontext *tnl = TNL_CONTEXT(ctx);   GLuint oldfallback = rmesa->Fallback;   if (mode) {      rmesa->Fallback |= bit;      if (oldfallback == 0) {	 R200_FIREVERTICES( rmesa );	 TCL_FALLBACK( ctx, R200_TCL_FALLBACK_RASTER, GL_TRUE );	 _swsetup_Wakeup( ctx );	 rmesa->swtcl.RenderIndex = ~0;         if (R200_DEBUG & DEBUG_FALLBACKS) {            fprintf(stderr, "R200 begin rasterization fallback: 0x%x %s\n",                    bit, getFallbackString(bit));         }      }   }   else {      rmesa->Fallback &= ~bit;      if (oldfallback == bit) {	 _swrast_flush( ctx );	 tnl->Driver.Render.Start = r200RenderStart;	 tnl->Driver.Render.PrimitiveNotify = r200RenderPrimitive;	 tnl->Driver.Render.Finish = r200RenderFinish;	 tnl->Driver.Render.BuildVertices = _tnl_build_vertices;	 tnl->Driver.Render.CopyPV = _tnl_copy_pv;	 tnl->Driver.Render.Interp = _tnl_interp;	 tnl->Driver.Render.ResetLineStipple = r200ResetLineStipple;	 TCL_FALLBACK( ctx, R200_TCL_FALLBACK_RASTER, GL_FALSE );	 if (rmesa->TclFallback) {	    /* These are already done if rmesa->TclFallback goes to	     * zero above. But not if it doesn't (R200_NO_TCL for	     * example?)	     */	    _tnl_invalidate_vertex_state( ctx, ~0 );	    _tnl_invalidate_vertices( ctx, ~0 );	    RENDERINPUTS_ZERO( rmesa->tnl_index_bitset );	    r200ChooseVertexState( ctx );	    r200ChooseRenderState( ctx );	 }         if (R200_DEBUG & DEBUG_FALLBACKS) {            fprintf(stderr, "R200 end rasterization fallback: 0x%x %s\n",                    bit, getFallbackString(bit));         }      }   }}/** * Cope with depth operations by drawing individual pixels as points. *  * \todo * The way the vertex state is set in this routine is hokey.  It seems to * work, but it's very hackish.  This whole routine is pretty hackish.  If * the bitmap is small enough, it seems like it would be faster to copy it * to AGP memory and use it as a non-power-of-two texture (i.e., * NV_texture_rectangle). */voidr200PointsBitmap( GLcontext *ctx, GLint px, GLint py,		  GLsizei width, GLsizei height,		  const struct gl_pixelstore_attrib *unpack,		  const GLubyte *bitmap ){   r200ContextPtr rmesa = R200_CONTEXT(ctx);   const GLfloat *rc = ctx->Current.RasterColor;    GLint row, col;   r200Vertex vert;   GLuint orig_vte;   GLuint h;   /* Turn off tcl.      */   TCL_FALLBACK( ctx, R200_TCL_FALLBACK_BITMAP, 1 );   /* Choose tiny vertex format    */   {      const GLuint fmt_0 = R200_VTX_XY | R200_VTX_Z0 | R200_VTX_W0	  | (R200_VTX_PK_RGBA << R200_VTX_COLOR_0_SHIFT);      const GLuint fmt_1 = 0;      GLuint vte = rmesa->hw.vte.cmd[VTE_SE_VTE_CNTL];      GLuint vap = rmesa->hw.vap.cmd[VAP_SE_VAP_CNTL];      vte &= ~(R200_VTX_XY_FMT | R200_VTX_Z_FMT);      vte |= R200_VTX_W0_FMT;      vap &= ~R200_VAP_FORCE_W_TO_ONE;      rmesa->swtcl.vertex_size = 5;      if ( (rmesa->hw.vtx.cmd[VTX_VTXFMT_0] != fmt_0)	   || (rmesa->hw.vtx.cmd[VTX_VTXFMT_1] != fmt_1) ) {	 R200_NEWPRIM(rmesa);	 R200_STATECHANGE( rmesa, vtx );	 rmesa->hw.vtx.cmd[VTX_VTXFMT_0] = fmt_0;	 rmesa->hw.vtx.cmd[VTX_VTXFMT_1] = fmt_1;      }      if (vte != rmesa->hw.vte.cmd[VTE_SE_VTE_CNTL]) {	 R200_STATECHANGE( rmesa, vte );	 rmesa->hw.vte.cmd[VTE_SE_VTE_CNTL] = vte;      }      if (vap != rmesa->hw.vap.cmd[VAP_SE_VAP_CNTL]) {	 R200_STATECHANGE( rmesa, vap );	 rmesa->hw.vap.cmd[VAP_SE_VAP_CNTL] = vap;      }   }   /* Ready for point primitives:    */   r200RenderPrimitive( ctx, GL_POINTS );   /* Turn off the hw viewport transformation:    */   R200_STATECHANGE( rmesa, vte );   orig_vte = rmesa->hw.vte.cmd[VTE_SE_VTE_CNTL];   rmesa->hw.vte.cmd[VTE_SE_VTE_CNTL] &= ~(R200_VPORT_X_SCALE_ENA |					   R200_VPORT_Y_SCALE_ENA |					   R200_VPORT_Z_SCALE_ENA |					   R200_VPORT_X_OFFSET_ENA |					   R200_VPORT_Y_OFFSET_ENA |					   R200_VPORT_Z_OFFSET_ENA);    /* Turn off other stuff:  Stipple?, texture?, blending?, etc.    */   /* Populate the vertex    *    * Incorporate FOG into RGBA    */   if (ctx->Fog.Enabled) {      const GLfloat *fc = ctx->Fog.Color;      GLfloat color[4];      GLfloat f;      if (ctx->Fog.FogCoordinateSource == GL_FOG_COORDINATE_EXT)         f = _swrast_z_to_fogfactor(ctx, ctx->Current.Attrib[VERT_ATTRIB_FOG][0]);      else         f = _swrast_z_to_fogfactor(ctx, ctx->Current.RasterDistance);      color[0] = f * rc[0] + (1.F - f) * fc[0];      color[1] = f * rc[1] + (1.F - f) * fc[1];      color[2] = f * rc[2] + (1.F - f) * fc[2];      color[3] = rc[3];      UNCLAMPED_FLOAT_TO_CHAN(vert.tv.color.red,   color[0]);      UNCLAMPED_FLOAT_TO_CHAN(vert.tv.color.green, color[1]);      UNCLAMPED_FLOAT_TO_CHAN(vert.tv.color.blue,  color[2]);      UNCLAMPED_FLOAT_TO_CHAN(vert.tv.color.alpha, color[3]);   }   else {      UNCLAMPED_FLOAT_TO_CHAN(vert.tv.color.red,   rc[0]);      UNCLAMPED_FLOAT_TO_CHAN(vert.tv.color.green, rc[1]);      UNCLAMPED_FLOAT_TO_CHAN(vert.tv.color.blue,  rc[2]);      UNCLAMPED_FLOAT_TO_CHAN(vert.tv.color.alpha, rc[3]);   }   vert.tv.z = ctx->Current.RasterPos[2];   /* Update window height    */   LOCK_HARDWARE( rmesa );   UNLOCK_HARDWARE( rmesa );   h = rmesa->dri.drawable->h + rmesa->dri.drawable->y;   px += rmesa->dri.drawable->x;   /* Clipping handled by existing mechansims in r200_ioctl.c?    */   for (row=0; row<height; row++) {      const GLubyte *src = (const GLubyte *) 	 _mesa_image_address2d(unpack, bitmap, width, height,                                GL_COLOR_INDEX, GL_BITMAP, row, 0 );      if (unpack->LsbFirst) {         /* Lsb first */         GLubyte mask = 1U << (unpack->SkipPixels & 0x7);         for (col=0; col<width; col++) {            if (*src & mask) {	       vert.tv.x = px+col;	       vert.tv.y = h - (py+row) - 1;	       r200_point( rmesa, &vert );            }	    src += (mask >> 7);	    mask = ((mask << 1) & 0xff) | (mask >> 7);         }         /* get ready for next row */         if (mask != 1)            src++;      }      else {         /* Msb first */         GLubyte mask = 128U >> (unpack->SkipPixels & 0x7);         for (col=0; col<width; col++) {            if (*src & mask) {	       vert.tv.x = px+col;	       vert.tv.y = h - (py+row) - 1;	       r200_point( rmesa, &vert );            }	    src += mask & 1;	    mask = ((mask << 7) & 0xff) | (mask >> 1);         }         /* get ready for next row */         if (mask != 128)            src++;      }   }   /* Fire outstanding vertices, restore state    */   R200_STATECHANGE( rmesa, vte );   rmesa->hw.vte.cmd[VTE_SE_VTE_CNTL] = orig_vte;   /* Unfallback    */   TCL_FALLBACK( ctx, R200_TCL_FALLBACK_BITMAP, 0 );   /* Need to restore vertexformat?    */   if (rmesa->TclFallback)      r200ChooseVertexState( ctx );}/**********************************************************************//*                            Initialization.                         *//**********************************************************************/void r200InitSwtcl( GLcontext *ctx ){   TNLcontext *tnl = TNL_CONTEXT(ctx);   r200ContextPtr rmesa = R200_CONTEXT(ctx);   static int firsttime = 1;   if (firsttime) {      init_rast_tab();      firsttime = 0;   }   tnl->Driver.Render.Start = r200RenderStart;   tnl->Driver.Render.Finish = r200RenderFinish;   tnl->Driver.Render.PrimitiveNotify = r200RenderPrimitive;   tnl->Driver.Render.ResetLineStipple = r200ResetLineStipple;   tnl->Driver.Render.BuildVertices = _tnl_build_vertices;   tnl->Driver.Render.CopyPV = _tnl_copy_pv;   tnl->Driver.Render.Interp = _tnl_interp;   /* FIXME: what are these numbers? */   _tnl_init_vertices( ctx, ctx->Const.MaxArrayLockSize + 12, 		       36 * sizeof(GLfloat) );      rmesa->swtcl.verts = (GLubyte *)tnl->clipspace.vertex_buf;   rmesa->swtcl.RenderIndex = ~0;   rmesa->swtcl.render_primitive = GL_TRIANGLES;   rmesa->swtcl.hw_primitive = 0;}void r200DestroySwtcl( GLcontext *ctx ){   r200ContextPtr rmesa = R200_CONTEXT(ctx);   if (rmesa->swtcl.indexed_verts.buf)       r200ReleaseDmaRegion( rmesa, &rmesa->swtcl.indexed_verts, __FUNCTION__ );}

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