📄 mgatris.c
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/* * Copyright 2000-2001 VA Linux Systems, Inc. * All Rights Reserved. * * 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 * on the rights to use, copy, modify, merge, publish, distribute, sub * license, 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 (including the next * paragraph) 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 NON-INFRINGEMENT. IN NO EVENT SHALL * VA LINUX SYSTEMS AND/OR ITS SUPPLIERS 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. * * Authors: * Keith Whitwell <keith@tungstengraphics.com> *//* $XFree86: xc/lib/GL/mesa/src/drv/mga/mgatris.c,v 1.10 2002/10/30 12:51:36 alanh Exp $ */#include "mtypes.h"#include "macros.h"#include "colormac.h"#include "swrast/swrast.h"#include "swrast_setup/swrast_setup.h"#include "tnl/t_context.h"#include "tnl/t_pipeline.h"#include "mm.h"#include "mgacontext.h"#include "mgaioctl.h"#include "mgatris.h"#include "mgavb.h"#include "mgastate.h"static void mgaRenderPrimitive( GLcontext *ctx, GLenum prim );/*********************************************************************** * Functions to draw basic primitives * ***********************************************************************/#if defined (USE_X86_ASM)#define EMIT_VERT( j, vb, vertex_size, v ) \do { int __tmp; \ __asm__ __volatile__( "rep ; movsl" \ : "=%c" (j), "=D" (vb), "=S" (__tmp) \ : "0" (vertex_size), \ "D" ((long)vb), \ "S" ((long)v)); \} while (0)#else#define EMIT_VERT( j, vb, vertex_size, v ) \do { \ for ( j = 0 ; j < vertex_size ; j++ ) \ vb[j] = (v)->ui[j]; \ vb += vertex_size; \} while (0)#endifstatic void INLINE mga_draw_triangle( mgaContextPtr mmesa, mgaVertexPtr v0, mgaVertexPtr v1, mgaVertexPtr v2 ){ GLuint vertex_size = mmesa->vertex_size; GLuint *vb = mgaAllocDmaLow( mmesa, 3 * 4 * vertex_size ); int j; EMIT_VERT( j, vb, vertex_size, v0 ); EMIT_VERT( j, vb, vertex_size, v1 ); EMIT_VERT( j, vb, vertex_size, v2 );}static void INLINE mga_draw_quad( mgaContextPtr mmesa, mgaVertexPtr v0, mgaVertexPtr v1, mgaVertexPtr v2, mgaVertexPtr v3 ){ GLuint vertex_size = mmesa->vertex_size; GLuint *vb = mgaAllocDmaLow( mmesa, 6 * 4 * vertex_size ); int j; EMIT_VERT( j, vb, vertex_size, v0 ); EMIT_VERT( j, vb, vertex_size, v1 ); EMIT_VERT( j, vb, vertex_size, v3 ); EMIT_VERT( j, vb, vertex_size, v1 ); EMIT_VERT( j, vb, vertex_size, v2 ); EMIT_VERT( j, vb, vertex_size, v3 );}static INLINE void mga_draw_point( mgaContextPtr mmesa, mgaVertexPtr tmp ){ const GLfloat sz = 0.5 * CLAMP(mmesa->glCtx->Point.Size, mmesa->glCtx->Const.MinPointSize, mmesa->glCtx->Const.MaxPointSize); const int vertex_size = mmesa->vertex_size; GLuint *vb = mgaAllocDmaLow( mmesa, 6 * 4 * vertex_size ); int j; #if 0 v0->v.x += PNT_X_OFFSET - TRI_X_OFFSET; v0->v.y += PNT_Y_OFFSET - TRI_Y_OFFSET;#endif /* Draw a point as two triangles. */ *(float *)&vb[0] = tmp->v.x - sz; *(float *)&vb[1] = tmp->v.y - sz; for (j = 2 ; j < vertex_size ; j++) vb[j] = tmp->ui[j]; vb += vertex_size; *(float *)&vb[0] = tmp->v.x + sz; *(float *)&vb[1] = tmp->v.y - sz; for (j = 2 ; j < vertex_size ; j++) vb[j] = tmp->ui[j]; vb += vertex_size; *(float *)&vb[0] = tmp->v.x + sz; *(float *)&vb[1] = tmp->v.y + sz; for (j = 2 ; j < vertex_size ; j++) vb[j] = tmp->ui[j]; vb += vertex_size; *(float *)&vb[0] = tmp->v.x + sz; *(float *)&vb[1] = tmp->v.y + sz; for (j = 2 ; j < vertex_size ; j++) vb[j] = tmp->ui[j]; vb += vertex_size; *(float *)&vb[0] = tmp->v.x - sz; *(float *)&vb[1] = tmp->v.y + sz; for (j = 2 ; j < vertex_size ; j++) vb[j] = tmp->ui[j]; vb += vertex_size; *(float *)&vb[0] = tmp->v.x - sz; *(float *)&vb[1] = tmp->v.y - sz; for (j = 2 ; j < vertex_size ; j++) vb[j] = tmp->ui[j];#if 0 v0->v.x -= PNT_X_OFFSET - TRI_X_OFFSET; v0->v.y -= PNT_Y_OFFSET - TRI_Y_OFFSET;#endif}static INLINE void mga_draw_line( mgaContextPtr mmesa, mgaVertexPtr v0, mgaVertexPtr v1 ){ GLuint vertex_size = mmesa->vertex_size; GLuint *vb = mgaAllocDmaLow( mmesa, 6 * 4 * vertex_size ); GLfloat dx, dy, ix, iy; const GLfloat width = CLAMP(mmesa->glCtx->Line.Width, mmesa->glCtx->Const.MinLineWidth, mmesa->glCtx->Const.MaxLineWidth); GLint j;#if 0 v0->v.x += LINE_X_OFFSET - TRI_X_OFFSET; v0->v.y += LINE_Y_OFFSET - TRI_Y_OFFSET; v1->v.x += LINE_X_OFFSET - TRI_X_OFFSET; v1->v.y += LINE_Y_OFFSET - TRI_Y_OFFSET;#endif dx = v0->v.x - v1->v.x; dy = v0->v.y - v1->v.y; ix = width * .5; iy = 0; if (dx * dx > dy * dy) { iy = ix; ix = 0; } *(float *)&vb[0] = v0->v.x - ix; *(float *)&vb[1] = v0->v.y - iy; for (j = 2 ; j < vertex_size ; j++) vb[j] = v0->ui[j]; vb += vertex_size; *(float *)&vb[0] = v1->v.x + ix; *(float *)&vb[1] = v1->v.y + iy; for (j = 2 ; j < vertex_size ; j++) vb[j] = v1->ui[j]; vb += vertex_size; *(float *)&vb[0] = v0->v.x + ix; *(float *)&vb[1] = v0->v.y + iy; for (j = 2 ; j < vertex_size ; j++) vb[j] = v0->ui[j]; vb += vertex_size; *(float *)&vb[0] = v0->v.x - ix; *(float *)&vb[1] = v0->v.y - iy; for (j = 2 ; j < vertex_size ; j++) vb[j] = v0->ui[j]; vb += vertex_size; *(float *)&vb[0] = v1->v.x - ix; *(float *)&vb[1] = v1->v.y - iy; for (j = 2 ; j < vertex_size ; j++) vb[j] = v1->ui[j]; vb += vertex_size; *(float *)&vb[0] = v1->v.x + ix; *(float *)&vb[1] = v1->v.y + iy; for (j = 2 ; j < vertex_size ; j++) vb[j] = v1->ui[j]; vb += vertex_size;#if 0 v0->v.x -= LINE_X_OFFSET - TRI_X_OFFSET; v0->v.y -= LINE_Y_OFFSET - TRI_Y_OFFSET; v1->v.x -= LINE_X_OFFSET - TRI_X_OFFSET; v1->v.y -= LINE_Y_OFFSET - TRI_Y_OFFSET;#endif}/*********************************************************************** * Macros for t_dd_tritmp.h to draw basic primitives * ***********************************************************************/#define TRI( a, b, c ) \do { \ if (DO_FALLBACK) \ mmesa->draw_tri( mmesa, a, b, c ); \ else \ mga_draw_triangle( mmesa, a, b, c ); \} while (0)#define QUAD( a, b, c, d ) \do { \ if (DO_FALLBACK) { \ mmesa->draw_tri( mmesa, a, b, d ); \ mmesa->draw_tri( mmesa, b, c, d ); \ } else { \ mga_draw_quad( mmesa, a, b, c, d ); \ } \} while (0)#define LINE( v0, v1 ) \do { \ if (DO_FALLBACK) \ mmesa->draw_line( mmesa, v0, v1 ); \ else { \ mga_draw_line( mmesa, v0, v1 ); \ } \} while (0)#define POINT( v0 ) \do { \ if (DO_FALLBACK) \ mmesa->draw_point( mmesa, v0 ); \ else { \ mga_draw_point( mmesa, v0 ); \ } \} while (0)/*********************************************************************** * Fallback to swrast for basic primitives * ***********************************************************************//* This code is hit only when a mix of accelerated and unaccelerated * primitives are being drawn, and only for the unaccelerated * primitives. */static void mga_fallback_tri( mgaContextPtr mmesa, mgaVertex *v0, mgaVertex *v1, mgaVertex *v2 ){ GLcontext *ctx = mmesa->glCtx; SWvertex v[3]; mga_translate_vertex( ctx, v0, &v[0] ); mga_translate_vertex( ctx, v1, &v[1] ); mga_translate_vertex( ctx, v2, &v[2] ); _swrast_Triangle( ctx, &v[0], &v[1], &v[2] );}static void mga_fallback_line( mgaContextPtr mmesa, mgaVertex *v0, mgaVertex *v1 ){ GLcontext *ctx = mmesa->glCtx; SWvertex v[2]; mga_translate_vertex( ctx, v0, &v[0] ); mga_translate_vertex( ctx, v1, &v[1] ); _swrast_Line( ctx, &v[0], &v[1] );}static void mga_fallback_point( mgaContextPtr mmesa, mgaVertex *v0 ){ GLcontext *ctx = mmesa->glCtx; SWvertex v[1]; mga_translate_vertex( ctx, v0, &v[0] ); _swrast_Point( ctx, &v[0] );}/*********************************************************************** * Build render functions from dd templates * ***********************************************************************/#define MGA_UNFILLED_BIT 0x1#define MGA_OFFSET_BIT 0x2#define MGA_TWOSIDE_BIT 0x4#define MGA_FLAT_BIT 0x8 /* mga can't flatshade? */#define MGA_FALLBACK_BIT 0x10#define MGA_MAX_TRIFUNC 0x20static struct { tnl_points_func points; tnl_line_func line; tnl_triangle_func triangle; tnl_quad_func quad;} rast_tab[MGA_MAX_TRIFUNC];#define DO_FALLBACK (IND & MGA_FALLBACK_BIT)#define DO_OFFSET (IND & MGA_OFFSET_BIT)#define DO_UNFILLED (IND & MGA_UNFILLED_BIT)#define DO_TWOSIDE (IND & MGA_TWOSIDE_BIT)#define DO_FLAT (IND & MGA_FLAT_BIT)#define DO_TRI 1#define DO_QUAD 1#define DO_LINE 1#define DO_POINTS 1#define DO_FULL_QUAD 1#define HAVE_RGBA 1#define HAVE_BACK_COLORS 0#define HAVE_SPEC 1#define HAVE_HW_FLATSHADE 0#define VERTEX mgaVertex#define TAB rast_tab#define DEPTH_SCALE mmesa->depth_scale#define UNFILLED_TRI unfilled_tri#define UNFILLED_QUAD unfilled_quad#define VERT_X(_v) _v->v.x#define VERT_Y(_v) _v->v.y#define VERT_Z(_v) _v->v.z#define AREA_IS_CCW( a ) (a > 0)#define GET_VERTEX(e) (mmesa->verts + (e * mmesa->vertex_size * sizeof(int)))#define VERT_SET_RGBA( v, c ) \do { \ mga_color_t *color = (mga_color_t *)&((v)->ui[4]); \ UNCLAMPED_FLOAT_TO_UBYTE(color->red, (c)[0]); \ UNCLAMPED_FLOAT_TO_UBYTE(color->green, (c)[1]); \ UNCLAMPED_FLOAT_TO_UBYTE(color->blue, (c)[2]); \ UNCLAMPED_FLOAT_TO_UBYTE(color->alpha, (c)[3]); \} while (0)#define VERT_COPY_RGBA( v0, v1 ) v0->ui[4] = v1->ui[4]#define VERT_SET_SPEC( v0, c ) \do { \ UNCLAMPED_FLOAT_TO_UBYTE(v0->v.specular.red, (c)[0]); \ UNCLAMPED_FLOAT_TO_UBYTE(v0->v.specular.green, (c)[1]); \ UNCLAMPED_FLOAT_TO_UBYTE(v0->v.specular.blue, (c)[2]); \} while (0)#define VERT_COPY_SPEC( v0, v1 ) \do { \ v0->v.specular.red = v1->v.specular.red; \ v0->v.specular.green = v1->v.specular.green; \ v0->v.specular.blue = v1->v.specular.blue; \} while (0)#define VERT_SAVE_RGBA( idx ) color[idx] = v[idx]->ui[4]#define VERT_RESTORE_RGBA( idx ) v[idx]->ui[4] = color[idx]#define VERT_SAVE_SPEC( idx ) spec[idx] = v[idx]->ui[5]#define VERT_RESTORE_SPEC( idx ) v[idx]->ui[5] = spec[idx]#define LOCAL_VARS(n) \ mgaContextPtr mmesa = MGA_CONTEXT(ctx); \ GLuint color[n], spec[n]; \ (void) color; (void) spec;/*********************************************************************** * Functions to draw basic unfilled primitives * ***********************************************************************/#define RASTERIZE(x) if (mmesa->raster_primitive != x) \ mgaRasterPrimitive( ctx, x, MGA_WA_TRIANGLES )#define RENDER_PRIMITIVE mmesa->render_primitive#define IND MGA_FALLBACK_BIT#define TAG(x) x#include "tnl_dd/t_dd_unfilled.h"#undef IND/*********************************************************************** * Functions to draw GL primitives * ***********************************************************************/#define IND (0)#define TAG(x) x#include "tnl_dd/t_dd_tritmp.h"#define IND (MGA_OFFSET_BIT)#define TAG(x) x##_offset#include "tnl_dd/t_dd_tritmp.h"#define IND (MGA_TWOSIDE_BIT)#define TAG(x) x##_twoside#include "tnl_dd/t_dd_tritmp.h"#define IND (MGA_TWOSIDE_BIT|MGA_OFFSET_BIT)#define TAG(x) x##_twoside_offset#include "tnl_dd/t_dd_tritmp.h"#define IND (MGA_UNFILLED_BIT)#define TAG(x) x##_unfilled#include "tnl_dd/t_dd_tritmp.h"#define IND (MGA_OFFSET_BIT|MGA_UNFILLED_BIT)#define TAG(x) x##_offset_unfilled#include "tnl_dd/t_dd_tritmp.h"#define IND (MGA_TWOSIDE_BIT|MGA_UNFILLED_BIT)#define TAG(x) x##_twoside_unfilled#include "tnl_dd/t_dd_tritmp.h"#define IND (MGA_TWOSIDE_BIT|MGA_OFFSET_BIT|MGA_UNFILLED_BIT)#define TAG(x) x##_twoside_offset_unfilled#include "tnl_dd/t_dd_tritmp.h"#define IND (MGA_FALLBACK_BIT)#define TAG(x) x##_fallback#include "tnl_dd/t_dd_tritmp.h"#define IND (MGA_OFFSET_BIT|MGA_FALLBACK_BIT)#define TAG(x) x##_offset_fallback
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