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/* $Id: gld_vb_mesa_render_dx9.c,v 1.6 2005/08/27 13:56:08 brianp Exp $ */
/*
* Mesa 3-D graphics library
* Version: 3.5
*
* Copyright (C) 1999-2001 Brian Paul 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
* 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
* BRIAN PAUL 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 <keithw@valinux.com>
*/
/*
* Render whole vertex buffers, including projection of vertices from
* clip space and clipping of primitives.
*
* This file makes calls to project vertices and to the point, line
* and triangle rasterizers via the function pointers:
*
* context->Driver.Render.*
*
*/
//---------------------------------------------------------------------------
#include "dglcontext.h"
#include "ddlog.h"
#include "gld_dx9.h"
//---------------------------------------------------------------------------
#include "glheader.h"
#include "context.h"
#include "macros.h"
#include "mtypes.h"
//#include "mmath.h"
#include "math/m_matrix.h"
#include "math/m_xform.h"
#include "tnl/t_pipeline.h"
/**********************************************************************/
/* Clip single primitives */
/**********************************************************************/
#if defined(USE_IEEE)
#define NEGATIVE(x) (GET_FLOAT_BITS(x) & (1<<31))
//#define DIFFERENT_SIGNS(x,y) ((GET_FLOAT_BITS(x) ^ GET_FLOAT_BITS(y)) & (1<<31))
#else
#define NEGATIVE(x) (x < 0)
//#define DIFFERENT_SIGNS(x,y) (x * y <= 0 && x - y != 0)
/* Could just use (x*y<0) except for the flatshading requirements.
* Maybe there's a better way?
*/
#endif
#define W(i) coord[i][3]
#define Z(i) coord[i][2]
#define Y(i) coord[i][1]
#define X(i) coord[i][0]
#define SIZE 4
#define TAG(x) x##_4
#include "tnl/t_vb_cliptmp.h"
/**********************************************************************/
/* Clip and render whole begin/end objects */
/**********************************************************************/
#define NEED_EDGEFLAG_SETUP (ctx->_TriangleCaps & DD_TRI_UNFILLED)
#define EDGEFLAG_GET(idx) VB->EdgeFlag[idx]
#define EDGEFLAG_SET(idx, val) VB->EdgeFlag[idx] = val
/* Vertices, with the possibility of clipping.
*/
#define RENDER_POINTS( start, count ) \
tnl->Driver.Render.Points( ctx, start, count )
#define RENDER_LINE( v1, v2 ) \
do { \
GLubyte c1 = mask[v1], c2 = mask[v2]; \
GLubyte ormask = c1|c2; \
if (!ormask) \
LineFunc( ctx, v1, v2 ); \
else if (!(c1 & c2 & 0x3f)) \
clip_line_4( ctx, v1, v2, ormask ); \
} while (0)
#define RENDER_TRI( v1, v2, v3 ) \
do { \
GLubyte c1 = mask[v1], c2 = mask[v2], c3 = mask[v3]; \
GLubyte ormask = c1|c2|c3; \
if (!ormask) \
TriangleFunc( ctx, v1, v2, v3 ); \
else if (!(c1 & c2 & c3 & 0x3f)) \
clip_tri_4( ctx, v1, v2, v3, ormask ); \
} while (0)
#define RENDER_QUAD( v1, v2, v3, v4 ) \
do { \
GLubyte c1 = mask[v1], c2 = mask[v2]; \
GLubyte c3 = mask[v3], c4 = mask[v4]; \
GLubyte ormask = c1|c2|c3|c4; \
if (!ormask) \
QuadFunc( ctx, v1, v2, v3, v4 ); \
else if (!(c1 & c2 & c3 & c4 & 0x3f)) \
clip_quad_4( ctx, v1, v2, v3, v4, ormask ); \
} while (0)
#define LOCAL_VARS \
TNLcontext *tnl = TNL_CONTEXT(ctx); \
struct vertex_buffer *VB = &tnl->vb; \
const GLuint * const elt = VB->Elts; \
const GLubyte *mask = VB->ClipMask; \
const GLuint sz = VB->ClipPtr->size; \
const tnl_line_func LineFunc = tnl->Driver.Render.Line; \
const tnl_triangle_func TriangleFunc = tnl->Driver.Render.Triangle; \
const tnl_quad_func QuadFunc = tnl->Driver.Render.Quad; \
const GLboolean stipple = ctx->Line.StippleFlag; \
(void) (LineFunc && TriangleFunc && QuadFunc); \
(void) elt; (void) mask; (void) sz; (void) stipple;
#define TAG(x) clip_##x##_verts
#define INIT(x) tnl->Driver.Render.PrimitiveNotify( ctx, x )
#define RESET_STIPPLE if (stipple) tnl->Driver.Render.ResetLineStipple( ctx )
#define PRESERVE_VB_DEFS
#include "tnl/t_vb_rendertmp.h"
/* Elts, with the possibility of clipping.
*/
#undef ELT
#undef TAG
#define ELT(x) elt[x]
#define TAG(x) clip_##x##_elts
#include "tnl/t_vb_rendertmp.h"
/* TODO: do this for all primitives, verts and elts:
*/
static void clip_elt_triangles( GLcontext *ctx,
GLuint start,
GLuint count,
GLuint flags )
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
tnl_render_func render_tris = tnl->Driver.Render.PrimTabElts[GL_TRIANGLES];
struct vertex_buffer *VB = &tnl->vb;
const GLuint * const elt = VB->Elts;
GLubyte *mask = VB->ClipMask;
GLuint last = count-2;
GLuint j;
(void) flags;
tnl->Driver.Render.PrimitiveNotify( ctx, GL_TRIANGLES );
for (j=start; j < last; j+=3 ) {
GLubyte c1 = mask[elt[j]];
GLubyte c2 = mask[elt[j+1]];
GLubyte c3 = mask[elt[j+2]];
GLubyte ormask = c1|c2|c3;
if (ormask) {
if (start < j)
render_tris( ctx, start, j, 0 );
if (!(c1&c2&c3&0x3f))
clip_tri_4( ctx, elt[j], elt[j+1], elt[j+2], ormask );
start = j+3;
}
}
if (start < j)
render_tris( ctx, start, j, 0 );
}
/**********************************************************************/
/* Render whole begin/end objects */
/**********************************************************************/
#define NEED_EDGEFLAG_SETUP (ctx->_TriangleCaps & DD_TRI_UNFILLED)
#define EDGEFLAG_GET(idx) VB->EdgeFlag[idx]
#define EDGEFLAG_SET(idx, val) VB->EdgeFlag[idx] = val
/* Vertices, no clipping.
*/
#define RENDER_POINTS( start, count ) \
tnl->Driver.Render.Points( ctx, start, count )
#define RENDER_LINE( v1, v2 ) \
LineFunc( ctx, v1, v2 )
#define RENDER_TRI( v1, v2, v3 ) \
TriangleFunc( ctx, v1, v2, v3 )
#define RENDER_QUAD( v1, v2, v3, v4 ) \
QuadFunc( ctx, v1, v2, v3, v4 )
#define TAG(x) _gld_tnl_##x##_verts
#define LOCAL_VARS \
TNLcontext *tnl = TNL_CONTEXT(ctx); \
struct vertex_buffer *VB = &tnl->vb; \
const GLuint * const elt = VB->Elts; \
const tnl_line_func LineFunc = tnl->Driver.Render.Line; \
const tnl_triangle_func TriangleFunc = tnl->Driver.Render.Triangle; \
const tnl_quad_func QuadFunc = tnl->Driver.Render.Quad; \
(void) (LineFunc && TriangleFunc && QuadFunc); \
(void) elt;
#define RESET_STIPPLE tnl->Driver.Render.ResetLineStipple( ctx )
#define INIT(x) tnl->Driver.Render.PrimitiveNotify( ctx, x )
#define RENDER_TAB_QUALIFIER
#define PRESERVE_VB_DEFS
#include "tnl/t_vb_rendertmp.h"
/* Elts, no clipping.
*/
#undef ELT
#define TAG(x) _gld_tnl_##x##_elts
#define ELT(x) elt[x]
#include "tnl/t_vb_rendertmp.h"
/**********************************************************************/
/* Helper functions for drivers */
/**********************************************************************/
/*
void _tnl_RenderClippedPolygon( GLcontext *ctx, const GLuint *elts, GLuint n )
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
struct vertex_buffer *VB = &tnl->vb;
GLuint *tmp = VB->Elts;
VB->Elts = (GLuint *)elts;
tnl->Driver.Render.PrimTabElts[GL_POLYGON]( ctx, 0, n, PRIM_BEGIN|PRIM_END );
VB->Elts = tmp;
}
void _tnl_RenderClippedLine( GLcontext *ctx, GLuint ii, GLuint jj )
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
tnl->Driver.Render.Line( ctx, ii, jj );
}
*/
/**********************************************************************/
/* Clip and render whole vertex buffers */
/**********************************************************************/
tnl_points_func _gldSetupPoints[4] = {
gld_Points2D_DX9,
gld_Points2D_DX9,
gld_Points2D_DX9,
gld_Points2D_DX9
};
tnl_line_func _gldSetupLine[4] = {
gld_Line2DFlat_DX9,
gld_Line2DSmooth_DX9,
gld_Line2DFlat_DX9,
gld_Line2DSmooth_DX9,
};
tnl_triangle_func _gldSetupTriangle[4] = {
gld_Triangle2DFlat_DX9,
gld_Triangle2DSmooth_DX9,
gld_Triangle2DFlatExtras_DX9,
gld_Triangle2DSmoothExtras_DX9
};
tnl_quad_func _gldSetupQuad[4] = {
gld_Quad2DFlat_DX9,
gld_Quad2DSmooth_DX9,
gld_Quad2DFlatExtras_DX9,
gld_Quad2DSmoothExtras_DX9
};
//---------------------------------------------------------------------------
static GLboolean _gld_mesa_render_stage_run(
GLcontext *ctx,
struct tnl_pipeline_stage *stage)
{
GLD_context *gldCtx = GLD_GET_CONTEXT(ctx);
GLD_driver_dx9 *gld = GLD_GET_DX9_DRIVER(gldCtx);
TNLcontext *tnl = TNL_CONTEXT(ctx);
struct vertex_buffer *VB = &tnl->vb;
tnl_render_func *tab;
GLint pass = 0;
GLD_pb_dx9 *gldPB;
/* Allow the drivers to lock before projected verts are built so
* that window coordinates are guarenteed not to change before
* rendering.
*/
ASSERT(tnl->Driver.Render.Start);
tnl->Driver.Render.Start( ctx );
// NOTE: Setting D3DRS_SOFTWAREVERTEXPROCESSING for a mixed-mode device resets
// stream, indices and shader to default values of NULL or 0.
/* if ((ctx->_TriangleCaps & DD_TRI_LIGHT_TWOSIDE) &&
gld->VStwosidelight.hShader &&
!ctx->Fog.Enabled)
{
IDirect3DDevice8_SetRenderState(gld->pDev, D3DRS_SOFTWAREVERTEXPROCESSING, !gld->VStwosidelight.bHardware);
_GLD_DX9_DEV(SetVertexShader(gld->pDev, gld->VStwosidelight.hShader));
gldPB = &gld->PBtwosidelight;
tnl->Driver.Render.Points = gld_Points2DTwoside_DX9;
if (ctx->_TriangleCaps & DD_FLATSHADE) {
tnl->Driver.Render.Line = gld_Line2DFlatTwoside_DX9;
tnl->Driver.Render.Triangle = gld_Triangle2DFlatTwoside_DX9;
tnl->Driver.Render.Quad = gld_Quad2DFlatTwoside_DX9;
} else {
tnl->Driver.Render.Line = gld_Line2DSmoothTwoside_DX9;
tnl->Driver.Render.Triangle = gld_Triangle2DSmoothTwoside_DX9;
tnl->Driver.Render.Quad = gld_Quad2DSmoothTwoside_DX9;
}
} else {*/
// IDirect3DDevice8_SetRenderState(gld->pDev, D3DRS_SOFTWAREVERTEXPROCESSING, TRUE);
IDirect3DDevice9_SetSoftwareVertexProcessing(gld->pDev, TRUE);
gldPB = &gld->PB2d;
_GLD_DX9_DEV(SetVertexShader(gld->pDev, NULL));
_GLD_DX9_DEV(SetFVF(gld->pDev, gldPB->dwFVF));
tnl->Driver.Render.Points = _gldSetupPoints[gld->iSetupFunc];
tnl->Driver.Render.Line = _gldSetupLine[gld->iSetupFunc];
tnl->Driver.Render.Triangle = _gldSetupTriangle[gld->iSetupFunc];
tnl->Driver.Render.Quad = _gldSetupQuad[gld->iSetupFunc];
// }
_GLD_DX9_VB(Lock(gldPB->pVB, 0, 0, &gldPB->pPoints, D3DLOCK_DISCARD));
gldPB->nPoints = gldPB->nLines = gldPB->nTriangles = 0;
// Allocate primitive pointers
// gldPB->pPoints is always first
gldPB->pLines = gldPB->pPoints + (gldPB->dwStride * gldPB->iFirstLine);
gldPB->pTriangles = gldPB->pPoints + (gldPB->dwStride * gldPB->iFirstTriangle);
ASSERT(tnl->Driver.Render.BuildVertices);
ASSERT(tnl->Driver.Render.PrimitiveNotify);
ASSERT(tnl->Driver.Render.Points);
ASSERT(tnl->Driver.Render.Line);
ASSERT(tnl->Driver.Render.Triangle);
ASSERT(tnl->Driver.Render.Quad);
ASSERT(tnl->Driver.Render.ResetLineStipple);
ASSERT(tnl->Driver.Render.Interp);
ASSERT(tnl->Driver.Render.CopyPV);
ASSERT(tnl->Driver.Render.ClippedLine);
ASSERT(tnl->Driver.Render.ClippedPolygon);
ASSERT(tnl->Driver.Render.Finish);
tnl->Driver.Render.BuildVertices( ctx, 0, VB->Count, ~0 );
if (VB->ClipOrMask) {
tab = VB->Elts ? clip_render_tab_elts : clip_render_tab_verts;
clip_render_tab_elts[GL_TRIANGLES] = clip_elt_triangles;
}
else {
tab = (VB->Elts ?
tnl->Driver.Render.PrimTabElts :
tnl->Driver.Render.PrimTabVerts);
}
do {
GLuint i, length, flags = 0;
for (i = 0 ; !(flags & PRIM_END) ; i += length) {
flags = VB->Primitive[i].mode;
length= VB->Primitive[i].count;
ASSERT(length || (flags & PRIM_END));
ASSERT((flags & PRIM_MODE_MASK) <= GL_POLYGON+1);
if (length)
tab[flags & PRIM_MODE_MASK]( ctx, i, i + length, flags );
}
} while (tnl->Driver.Render.Multipass &&
tnl->Driver.Render.Multipass( ctx, ++pass ));
// tnl->Driver.Render.Finish( ctx );
_GLD_DX9_VB(Unlock(gldPB->pVB));
_GLD_DX9_DEV(SetStreamSource(gld->pDev, 0, gldPB->pVB, 0, gldPB->dwStride));
if (gldPB->nPoints) {
_GLD_DX9_DEV(DrawPrimitive(gld->pDev, D3DPT_POINTLIST, 0, gldPB->nPoints));
gldPB->nPoints = 0;
}
if (gldPB->nLines) {
_GLD_DX9_DEV(DrawPrimitive(gld->pDev, D3DPT_LINELIST, gldPB->iFirstLine, gldPB->nLines));
gldPB->nLines = 0;
}
if (gldPB->nTriangles) {
_GLD_DX9_DEV(DrawPrimitive(gld->pDev, D3DPT_TRIANGLELIST, gldPB->iFirstTriangle, gldPB->nTriangles));
gldPB->nTriangles = 0;
}
return GL_FALSE; /* finished the pipe */
}
/**********************************************************************/
/* Render pipeline stage */
/**********************************************************************/
const struct tnl_pipeline_stage _gld_mesa_render_stage =
{
"gld_mesa_render_stage",
NULL,
NULL,
NULL,
NULL,
_gld_mesa_render_stage_run /* run */
};
//---------------------------------------------------------------------------