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📄 s3v_vb.c

📁 Mesa is an open-source implementation of the OpenGL specification - a system for rendering interacti
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/* * Author: Max Lingua <sunmax@libero.it> */#include "glheader.h"#include "mtypes.h"#include "macros.h"#include "colormac.h"#include "swrast_setup/swrast_setup.h"#include "tnl/t_context.h"#include "tnl/tnl.h"#include "s3v_context.h"#include "s3v_vb.h"#include "s3v_tris.h"#define S3V_XYZW_BIT       0x1#define S3V_RGBA_BIT       0x2#define S3V_TEX0_BIT       0x4#define S3V_PTEX_BIT       0x8#define S3V_FOG_BIT        0x10#define S3V_MAX_SETUP      0x20static struct {   void                (*emit)( GLcontext *, GLuint, GLuint, void *, GLuint );   tnl_interp_func	interp;   tnl_copy_pv_func	copy_pv;   GLboolean           (*check_tex_sizes)( GLcontext *ctx );   GLuint               vertex_size;   GLuint               vertex_stride_shift;   GLuint               vertex_format;} setup_tab[S3V_MAX_SETUP];/* Only one vertex format, atm, so no need to give them names: */#define TINY_VERTEX_FORMAT      1#define NOTEX_VERTEX_FORMAT     0#define TEX0_VERTEX_FORMAT      0#define TEX1_VERTEX_FORMAT      0#define PROJ_TEX1_VERTEX_FORMAT 0#define TEX2_VERTEX_FORMAT      0#define TEX3_VERTEX_FORMAT      0#define PROJ_TEX3_VERTEX_FORMAT 0#define DO_XYZW (IND & S3V_XYZW_BIT)#define DO_RGBA (IND & S3V_RGBA_BIT)#define DO_SPEC 0#define DO_FOG  (IND & S3V_FOG_BIT)#define DO_TEX0 (IND & S3V_TEX0_BIT)#define DO_TEX1 0#define DO_TEX2 0#define DO_TEX3 0#define DO_PTEX (IND & S3V_PTEX_BIT)			       #define VERTEX s3vVertex#define LOCALVARS /* s3vContextPtr vmesa = S3V_CONTEXT(ctx); */#define GET_VIEWPORT_MAT() 0 /* vmesa->hw_viewport */#define GET_TEXSOURCE(n)  n#define GET_VERTEX_FORMAT() 0#define GET_VERTEX_SIZE() S3V_CONTEXT(ctx)->vertex_size * sizeof(GLuint)#define GET_VERTEX_STORE() S3V_CONTEXT(ctx)->verts#define GET_VERTEX_STRIDE_SHIFT() S3V_CONTEXT(ctx)->vertex_stride_shift#define INVALIDATE_STORED_VERTICES()#define GET_UBYTE_COLOR_STORE() &S3V_CONTEXT(ctx)->UbyteColor#define GET_UBYTE_SPEC_COLOR_STORE() &S3V_CONTEXT(ctx)->UbyteSecondaryColor#define HAVE_HW_VIEWPORT    1	/* FIXME */#define HAVE_HW_DIVIDE      1#define HAVE_RGBA_COLOR     0 	/* we're BGRA */#define HAVE_TINY_VERTICES  1#define HAVE_NOTEX_VERTICES 0#define HAVE_TEX0_VERTICES  0#define HAVE_TEX1_VERTICES  0#define HAVE_TEX2_VERTICES  0#define HAVE_TEX3_VERTICES  0#define HAVE_PTEX_VERTICES  1/*#define SUBPIXEL_X -.5#define SUBPIXEL_Y -.5#define UNVIEWPORT_VARS  GLfloat h = S3V_CONTEXT(ctx)->driDrawable->h#define UNVIEWPORT_X(x)  x - SUBPIXEL_X#define UNVIEWPORT_Y(y)  - y + h + SUBPIXEL_Y#define UNVIEWPORT_Z(z)  z / vmesa->depth_scale*/#define PTEX_FALLBACK()		/* never needed */#define IMPORT_QUALIFIER#define IMPORT_FLOAT_COLORS s3v_import_float_colors#define IMPORT_FLOAT_SPEC_COLORS s3v_import_float_spec_colors#define INTERP_VERTEX setup_tab[S3V_CONTEXT(ctx)->SetupIndex].interp#define COPY_PV_VERTEX setup_tab[S3V_CONTEXT(ctx)->SetupIndex].copy_pv/*********************************************************************** *         Generate  pv-copying and translation functions              * ***********************************************************************/#define TAG(x) s3v_##x#include "tnl_dd/t_dd_vb.c"/*********************************************************************** *             Generate vertex emit and interp functions               * ***********************************************************************/#define IND (S3V_XYZW_BIT|S3V_RGBA_BIT)#define TAG(x) x##_wg#include "tnl_dd/t_dd_vbtmp.h"#define IND (S3V_XYZW_BIT|S3V_RGBA_BIT|S3V_TEX0_BIT)#define TAG(x) x##_wgt0#include "tnl_dd/t_dd_vbtmp.h"#define IND (S3V_XYZW_BIT|S3V_RGBA_BIT|S3V_TEX0_BIT|S3V_PTEX_BIT)#define TAG(x) x##_wgpt0#include "tnl_dd/t_dd_vbtmp.h"#define IND (S3V_TEX0_BIT)#define TAG(x) x##_t0#include "tnl_dd/t_dd_vbtmp.h"#define IND (S3V_RGBA_BIT)#define TAG(x) x##_g#include "tnl_dd/t_dd_vbtmp.h"#define IND (S3V_RGBA_BIT|S3V_TEX0_BIT)#define TAG(x) x##_gt0#include "tnl_dd/t_dd_vbtmp.h"#define IND (S3V_XYZW_BIT|S3V_RGBA_BIT|S3V_FOG_BIT)#define TAG(x) x##_wgf#include "tnl_dd/t_dd_vbtmp.h"#define IND (S3V_XYZW_BIT|S3V_RGBA_BIT|S3V_FOG_BIT|S3V_TEX0_BIT)#define TAG(x) x##_wgft0#include "tnl_dd/t_dd_vbtmp.h"#define IND (S3V_XYZW_BIT|S3V_RGBA_BIT|S3V_FOG_BIT|S3V_TEX0_BIT|S3V_PTEX_BIT)#define TAG(x) x##_wgfpt0#include "tnl_dd/t_dd_vbtmp.h"#define IND (S3V_FOG_BIT)#define TAG(x) x##_f#include "tnl_dd/t_dd_vbtmp.h"#define IND (S3V_RGBA_BIT | S3V_FOG_BIT)#define TAG(x) x##_gf#include "tnl_dd/t_dd_vbtmp.h"#define IND (S3V_RGBA_BIT | S3V_FOG_BIT | S3V_TEX0_BIT)#define TAG(x) x##_gft0#include "tnl_dd/t_dd_vbtmp.h"static void init_setup_tab( void ){   init_wg();		/* pos + col */   init_wgt0();		/* pos + col + tex0 */   init_wgpt0();	/* pos + col + p-tex0 (?) */   init_t0();		/* tex0 */   init_g();		/* col */   init_gt0();		/* col + tex */   init_wgf();   init_wgft0();   init_wgfpt0();   init_f();   init_gf();   init_gft0();}#if 0void s3vPrintSetupFlags(char *msg, GLuint flags ){   fprintf(stderr, "%s(%x): %s%s%s%s%s%s\n",	   msg,	   (int)flags,	   (flags & S3V_XYZW_BIT)      ? " xyzw," : "", 	   (flags & S3V_RGBA_BIT)     ? " rgba," : "",	   (flags & S3V_SPEC_BIT)     ? " spec," : "",	   (flags & S3V_FOG_BIT)      ? " fog," : "",	   (flags & S3V_TEX0_BIT)     ? " tex-0," : "",	   (flags & S3V_TEX1_BIT)     ? " tex-1," : "");}#endifvoid s3vCheckTexSizes( GLcontext *ctx ){   TNLcontext *tnl = TNL_CONTEXT(ctx);   s3vContextPtr vmesa = S3V_CONTEXT( ctx );   if (!setup_tab[vmesa->SetupIndex].check_tex_sizes(ctx)) {      vmesa->SetupIndex |= (S3V_PTEX_BIT|S3V_RGBA_BIT);      if (1 || !(ctx->_TriangleCaps & (DD_TRI_LIGHT_TWOSIDE|DD_TRI_UNFILLED))) {         tnl->Driver.Render.Interp = setup_tab[vmesa->SetupIndex].interp;         tnl->Driver.Render.CopyPV = setup_tab[vmesa->SetupIndex].copy_pv;      }   }}void s3vBuildVertices( GLcontext *ctx, 			 GLuint start, 			 GLuint count,			 GLuint newinputs ){	s3vContextPtr vmesa = S3V_CONTEXT( ctx );	GLubyte *v = ((GLubyte *)vmesa->verts +		(start<<vmesa->vertex_stride_shift));	GLuint stride = 1<<vmesa->vertex_stride_shift;	DEBUG(("*** s3vBuildVertices ***\n"));	DEBUG(("vmesa->SetupNewInputs = 0x%x\n", vmesa->SetupNewInputs));	DEBUG(("vmesa->SetupIndex = 0x%x\n", vmesa->SetupIndex));#if 1	setup_tab[vmesa->SetupIndex].emit( ctx, start, count, v, stride );#else	newinputs |= vmesa->SetupNewInputs;	vmesa->SetupNewInputs = 0;	DEBUG(("newinputs is 0x%x\n", newinputs));	if (!newinputs) {		DEBUG(("!newinputs\n"));		return;	}	if (newinputs & VERT_CLIP) {	setup_tab[vmesa->SetupIndex].emit( ctx, start, count, v, stride );	DEBUG(("newinputs & VERT_CLIP\n"));	return;	} /* else { *//*      GLuint ind = 0; */	if (newinputs & VERT_RGBA) {		DEBUG(("newinputs & VERT_RGBA\n"));		ind |= S3V_RGBA_BIT;	} 	if (newinputs & VERT_TEX0) {		DEBUG(("newinputs & VERT_TEX0\n"));		ind |= S3V_TEX0_BIT;	}    if (newinputs & VERT_FOG_COORD)        ind |= S3V_FOG_BIT;	if (vmesa->SetupIndex & S3V_PTEX_BIT)		ind = ~0;    ind &= vmesa->SetupIndex;	DEBUG(("vmesa->SetupIndex = 0x%x\n", vmesa->SetupIndex));	DEBUG(("ind = 0x%x\n", ind));	DEBUG(("ind & vmesa->SetupIndex = 0x%x\n", (ind & vmesa->SetupIndex)));	if (ind) {		setup_tab[ind].emit( ctx, start, count, v, stride );   	}#endif}void s3vChooseVertexState( GLcontext *ctx ){   s3vContextPtr vmesa = S3V_CONTEXT( ctx );   TNLcontext *tnl = TNL_CONTEXT(ctx);   GLuint ind = S3V_XYZW_BIT | S3V_RGBA_BIT;   /* FIXME: will segv in tnl_dd/t_dd_vbtmp.h (line 196) on some demos *//*   if (ctx->Fog.Enabled)      ind |= S3V_FOG_BIT;*/   if (ctx->Texture.Unit[0]._ReallyEnabled) {      _tnl_need_projected_coords( ctx, GL_FALSE );      ind |= S3V_TEX0_BIT;   } else {      _tnl_need_projected_coords( ctx, GL_TRUE );   }   vmesa->SetupIndex = ind;   if (ctx->_TriangleCaps & (DD_TRI_LIGHT_TWOSIDE|DD_TRI_UNFILLED)) {      tnl->Driver.Render.Interp = s3v_interp_extras;      tnl->Driver.Render.CopyPV = s3v_copy_pv_extras;   } else {      tnl->Driver.Render.Interp = setup_tab[ind].interp;      tnl->Driver.Render.CopyPV = setup_tab[ind].copy_pv;   }}void s3vInitVB( GLcontext *ctx ){   s3vContextPtr vmesa = S3V_CONTEXT(ctx);   GLuint size = TNL_CONTEXT(ctx)->vb.Size;   vmesa->verts = (char *)ALIGN_MALLOC(size * 4 * 16, 32);   {      static int firsttime = 1;      if (firsttime) {	 init_setup_tab();	 firsttime = 0;	 vmesa->vertex_stride_shift = 6 /* 4 */; /* FIXME - only one vertex setup */      }   }}void s3vFreeVB( GLcontext *ctx ){   s3vContextPtr vmesa = S3V_CONTEXT(ctx);   if (vmesa->verts) {      ALIGN_FREE(vmesa->verts);      vmesa->verts = 0;   }   if (vmesa->UbyteSecondaryColor.Ptr) {      ALIGN_FREE((void *)vmesa->UbyteSecondaryColor.Ptr);      vmesa->UbyteSecondaryColor.Ptr = 0;   }   if (vmesa->UbyteColor.Ptr) {      ALIGN_FREE((void *)vmesa->UbyteColor.Ptr);      vmesa->UbyteColor.Ptr = 0;   }}

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