📄 s3v_tris.c
字号:
#define IND (S3V_TWOSIDE_BIT|S3V_UNFILLED_BIT)#define TAG(x) x##_twoside_unfilled#include "tnl_dd/t_dd_tritmp.h"#define IND (S3V_TWOSIDE_BIT|S3V_OFFSET_BIT|S3V_UNFILLED_BIT)#define TAG(x) x##_twoside_offset_unfilled#include "tnl_dd/t_dd_tritmp.h"static void init_render_tab( void ){ DEBUG(("*** init_render_tab ***\n")); init(); init_offset(); init_twoside(); init_twoside_offset(); init_unfilled(); init_offset_unfilled(); init_twoside_unfilled(); init_twoside_offset_unfilled();}/**********************************************************************//* Render unclipped begin/end objects *//**********************************************************************/#define VERT(x) (s3vVertex *)(s3vverts + (x << shift))#define RENDER_POINTS( start, count ) \ DEBUG(("RENDER_POINTS...(ok)\n")); \ for ( ; start < count ; start++) \ vmesa->draw_line( vmesa, VERT(start), VERT(start) ) /* vmesa->draw_point( vmesa, VERT(start) ) */#define RENDER_LINE( v0, v1 ) \ /* DEBUG(("RENDER_LINE...(ok)\n")); \ */ \ vmesa->draw_line( vmesa, VERT(v0), VERT(v1) ); \ DEBUG(("RENDER_LINE...(ok)\n"))#define RENDER_TRI( v0, v1, v2 ) \ DEBUG(("RENDER_TRI...(ok)\n")); \ vmesa->draw_tri( vmesa, VERT(v0), VERT(v1), VERT(v2) )#define RENDER_QUAD( v0, v1, v2, v3 ) \ DEBUG(("RENDER_QUAD...(ok)\n")); \ /* s3v_draw_quad( vmesa, VERT(v0), VERT(v1), VERT(v2),VERT(v3) ) */\ /* s3v_draw_triangle( vmesa, VERT(v0), VERT(v1), VERT(v2) ); \ s3v_draw_triangle( vmesa, VERT(v0), VERT(v2), VERT(v3) ) */ \ vmesa->draw_quad( vmesa, VERT(v0), VERT(v1), VERT(v2), VERT(v3) ) #define INIT(x) s3vRenderPrimitive( ctx, x );#undef LOCAL_VARS#define LOCAL_VARS \ s3vContextPtr vmesa = S3V_CONTEXT(ctx); \ const GLuint shift = vmesa->vertex_stride_shift; \ const char *s3vverts = (char *)vmesa->verts; \ const GLboolean stipple = ctx->Line.StippleFlag; \ (void) stipple;#define RESET_STIPPLE if ( stipple ) s3vResetLineStipple( ctx );#define RESET_OCCLUSION#define PRESERVE_VB_DEFS#define ELT(x) (x)#define TAG(x) s3v_##x##_verts#include "tnl_dd/t_dd_rendertmp.h"/**********************************************************************//* Render clipped primitives *//**********************************************************************/static void s3vRenderClippedPoly( GLcontext *ctx, const GLuint *elts, GLuint n ){ s3vContextPtr vmesa = S3V_CONTEXT(ctx); struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb; TNLcontext *tnl = TNL_CONTEXT(ctx); GLuint prim = vmesa->render_primitive; DEBUG(("I AM in: s3vRenderClippedPoly\n")); /* Render the new vertices as an unclipped polygon. */ if (1) { GLuint *tmp = VB->Elts; VB->Elts = (GLuint *)elts; tnl->Driver.Render.PrimTabElts[GL_POLYGON] ( ctx, 0, n, PRIM_BEGIN|PRIM_END ); VB->Elts = tmp; } /* Restore the render primitive */#if 1 if (prim != GL_POLYGON) { DEBUG(("and prim != GL_POLYGON\n")); tnl->Driver.Render.PrimitiveNotify( ctx, prim ); } #endif}static void s3vRenderClippedLine( GLcontext *ctx, GLuint ii, GLuint jj ){ TNLcontext *tnl = TNL_CONTEXT(ctx); /*tnl->Driver.LineFunc = s3v_line_tab[2];*/ /* _swsetup_Line; */ DEBUG(("I AM in: s3vRenderClippedLine\n")); tnl->Driver.Render.Line( ctx, ii, jj );}/**********************************************************************//* Choose render functions *//**********************************************************************/#define _S3V_NEW_RENDERSTATE (_DD_NEW_TRI_UNFILLED | \ _DD_NEW_TRI_LIGHT_TWOSIDE | \ _DD_NEW_TRI_OFFSET)#define ANY_RASTER_FLAGS (DD_TRI_LIGHT_TWOSIDE|DD_TRI_OFFSET|DD_TRI_UNFILLED)static void s3vChooseRenderState(GLcontext *ctx){ s3vContextPtr vmesa = S3V_CONTEXT(ctx); TNLcontext *tnl = TNL_CONTEXT(ctx); GLuint flags = ctx->_TriangleCaps; GLuint index = 0; DEBUG(("s3vChooseRenderState\n")); if (flags & ANY_RASTER_FLAGS) { if (flags & DD_TRI_LIGHT_TWOSIDE) index |= S3V_TWOSIDE_BIT; if (flags & DD_TRI_OFFSET) index |= S3V_OFFSET_BIT; if (flags & DD_TRI_UNFILLED) index |= S3V_UNFILLED_BIT; } DEBUG(("vmesa->RenderIndex = %i\n", vmesa->RenderIndex)); DEBUG(("index = %i\n", index)); if (vmesa->RenderIndex != index) { vmesa->RenderIndex = index; tnl->Driver.Render.Points = rast_tab[index].points; tnl->Driver.Render.Line = rast_tab[index].line; tnl->Driver.Render.Triangle = rast_tab[index].triangle; tnl->Driver.Render.Quad = rast_tab[index].quad; if (vmesa->RenderIndex == 0) tnl->Driver.Render.PrimTabVerts = s3v_render_tab_verts; else tnl->Driver.Render.PrimTabVerts = _tnl_render_tab_verts; tnl->Driver.Render.PrimTabElts = _tnl_render_tab_elts; tnl->Driver.Render.ClippedLine = s3vRenderClippedLine; tnl->Driver.Render.ClippedPolygon = s3vRenderClippedPoly; }}/**********************************************************************//* High level hooks for t_vb_render.c *//**********************************************************************//* Determine the rasterized primitive when not drawing unfilled * polygons. * * Used only for the default render stage which always decomposes * primitives to trianges/lines/points. For the accelerated stage, * which renders strips as strips, the equivalent calculations are * performed in s3v_render.c. */static void s3vRasterPrimitive( GLcontext *ctx, GLuint hwprim ){ s3vContextPtr vmesa = S3V_CONTEXT(ctx);/* __DRIdrawablePrivate *dPriv = vmesa->driDrawable; */ GLuint cmd = vmesa->CMD; unsigned int _hw_prim = hwprim; DEBUG(("s3vRasterPrimitive: hwprim = 0x%x ", _hw_prim));/* printf("* vmesa->CMD = 0x%x\n", vmesa->CMD); */ if (vmesa->hw_primitive != _hw_prim) { DEBUG(("(new one) ***\n")); cmd &= ~DO_MASK; cmd &= ~ALPHA_BLEND_MASK; vmesa->hw_primitive = _hw_prim; if (_hw_prim == PrimType_Triangles) { /* TRI */ DEBUG(("->switching to tri\n")); cmd |= (vmesa->_tri[vmesa->_3d_mode] | vmesa->_alpha[vmesa->_3d_mode]); } else if (_hw_prim == PrimType_Lines || _hw_prim == PrimType_Points) { /* LINE */ DEBUG(("->switching to line\n")); cmd |= (DO_3D_LINE | vmesa->_alpha[0]); } else { /* ugh? */ DEBUG(("->switching to your sis'ass\n")); } DEBUG(("\n")); vmesa->restore_primitive = _hw_prim; /* 0xacc16827: good value -> lightened newave!!! */ vmesa->CMD = cmd; CMDCHANGE(); }}static void s3vRenderPrimitive( GLcontext *ctx, GLenum prim ){ s3vContextPtr vmesa = S3V_CONTEXT(ctx); __DRIdrawablePrivate *dPriv = vmesa->driDrawable; GLuint cmd = vmesa->CMD; unsigned int _hw_prim = hw_prim[prim]; vmesa->render_primitive = prim; vmesa->hw_primitive = _hw_prim; DEBUG(("s3vRenderPrimitive #%i ", prim)); DEBUG(("_hw_prim = 0x%x\n", _hw_prim));/* printf(" vmesa->CMD = 0x%x\n", vmesa->CMD); */ if (_hw_prim != vmesa->restore_primitive) { DEBUG(("_hw_prim != vmesa->restore_primitive (was 0x%x)\n", vmesa->restore_primitive));#if 1 cmd &= ~DO_MASK; cmd &= ~ALPHA_BLEND_MASK;/* printf(" cmd = 0x%x\n", cmd); printf(" vmesa->_3d_mode=%i; vmesa->_tri[vmesa->_3d_mode]=0x%x\n", vmesa->_3d_mode, vmesa->_tri[vmesa->_3d_mode]); printf("vmesa->alpha[0] = 0x%x; vmesa->alpha[1] = 0x%x\n", vmesa->_alpha[0], vmesa->_alpha[1]);*/ if (_hw_prim == PrimType_Triangles) { /* TRI */ DEBUG(("->switching to tri\n")); cmd |= (vmesa->_tri[vmesa->_3d_mode] | vmesa->_alpha[vmesa->_3d_mode]); DEBUG(("vmesa->TexStride = %i\n", vmesa->TexStride)); DEBUG(("vmesa->TexOffset = %i\n", vmesa->TexOffset)); DMAOUT_CHECK(3DTRI_Z_BASE, 12); } else { /* LINE */ DEBUG(("->switching to line\n")); cmd |= (DO_3D_LINE | vmesa->_alpha[0]); DMAOUT_CHECK(3DLINE_Z_BASE, 12); } DMAOUT(vmesa->s3vScreen->depthOffset & 0x003FFFF8); DMAOUT(vmesa->DestBase); /* DMAOUT(vmesa->ScissorLR); */ /* DMAOUT(vmesa->ScissorTB); */ /* NOTE: we need to restore all these values since we * are coming back from a vmesa->restore_primitive */ DMAOUT( (0 << 16) | (dPriv->w-1) ); DMAOUT( (0 << 16) | (dPriv->h-1) ); DMAOUT( (vmesa->SrcStride << 16) | vmesa->TexStride ); DMAOUT(vmesa->SrcStride); DMAOUT(vmesa->TexOffset); DMAOUT(vmesa->TextureBorderColor); DMAOUT(0); /* FOG */ DMAOUT(0); DMAOUT(0); DMAOUT(cmd); /* 0xacc16827: good value -> lightened newave!!! */ DMAFINISH(); vmesa->CMD = cmd;#endif } DEBUG(("\n")); vmesa->restore_primitive = _hw_prim;}static void s3vRunPipeline( GLcontext *ctx ){ s3vContextPtr vmesa = S3V_CONTEXT(ctx); DEBUG(("*** s3vRunPipeline ***\n")); if ( vmesa->new_state ) s3vDDUpdateHWState( ctx ); if (vmesa->new_gl_state) { if (vmesa->new_gl_state & _NEW_TEXTURE) { s3vUpdateTextureState( ctx ); } if (!vmesa->Fallback) { if (vmesa->new_gl_state & _S3V_NEW_VERTEX) s3vChooseVertexState( ctx ); if (vmesa->new_gl_state & _S3V_NEW_RASTER_STATE) s3vChooseRasterState( ctx ); if (vmesa->new_gl_state & _S3V_NEW_RENDERSTATE) s3vChooseRenderState( ctx ); } vmesa->new_gl_state = 0; } _tnl_run_pipeline( ctx );}static void s3vRenderStart( GLcontext *ctx ){ /* Check for projective texturing. Make sure all texcoord * pointers point to something. (fix in mesa?) */ DEBUG(("s3vRenderStart\n")); /* s3vCheckTexSizes( ctx ); */}static void s3vRenderFinish( GLcontext *ctx ){ if (0) _swrast_flush( ctx ); /* never needed */}static void s3vResetLineStipple( GLcontext *ctx ){/* s3vContextPtr vmesa = S3V_CONTEXT(ctx); */ /* Reset the hardware stipple counter. *//* CHECK_DMA_BUFFER(vmesa, 1); WRITE(vmesa->buf, UpdateLineStippleCounters, 0);*/}/**********************************************************************//* Transition to/from hardware rasterization. *//**********************************************************************/void s3vFallback( s3vContextPtr vmesa, GLuint bit, GLboolean mode ){ GLcontext *ctx = vmesa->glCtx; TNLcontext *tnl = TNL_CONTEXT(ctx); GLuint oldfallback = vmesa->Fallback; DEBUG(("*** s3vFallback: ")); if (mode) { vmesa->Fallback |= bit; if (oldfallback == 0) { DEBUG(("oldfallback == 0 ***\n")); _swsetup_Wakeup( ctx ); _tnl_need_projected_coords( ctx, GL_TRUE ); vmesa->RenderIndex = ~0; } } else { DEBUG(("***\n")); vmesa->Fallback &= ~bit; if (oldfallback == bit) { _swrast_flush( ctx ); tnl->Driver.Render.Start = s3vRenderStart; tnl->Driver.Render.PrimitiveNotify = s3vRenderPrimitive; tnl->Driver.Render.Finish = s3vRenderFinish; tnl->Driver.Render.BuildVertices = s3vBuildVertices; tnl->Driver.Render.ResetLineStipple = s3vResetLineStipple; vmesa->new_gl_state |= (_S3V_NEW_RENDERSTATE| _S3V_NEW_RASTER_STATE| _S3V_NEW_VERTEX); } }}/**********************************************************************//* Initialization. *//**********************************************************************/void s3vInitTriFuncs( GLcontext *ctx ){ s3vContextPtr vmesa = S3V_CONTEXT(ctx); TNLcontext *tnl = TNL_CONTEXT(ctx); static int firsttime = 1; if (firsttime) { init_rast_tab(); init_render_tab(); firsttime = 0; } vmesa->RenderIndex = ~0; tnl->Driver.RunPipeline = s3vRunPipeline; tnl->Driver.Render.Start = s3vRenderStart; tnl->Driver.Render.Finish = s3vRenderFinish; tnl->Driver.Render.PrimitiveNotify = s3vRenderPrimitive; tnl->Driver.Render.ResetLineStipple = s3vResetLineStipple;/* tnl->Driver.RenderInterp = _swsetup_RenderInterp; tnl->Driver.RenderCopyPV = _swsetup_RenderCopyPV;*/ tnl->Driver.Render.BuildVertices = s3vBuildVertices;}
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -