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OS/2 Shareware BBS: 10 Tools
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mesa5.zip
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mesa5src.zip
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tnl
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t_vb_program.cpp
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2002-10-31
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/* $Id: t_vb_program.c,v 1.16 2002/10/31 17:14:16 brianp Exp $ */
/*
* Mesa 3-D graphics library
* Version: 5.0
*
* Copyright (C) 1999-2002 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.
*/
/*
* -------- Regarding NV_vertex_program --------
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* o Redistribution of the source code must contain a copyright notice
* and this list of conditions;
*
* o Redistribution in binary and source code form must contain the
* following Notice in the software and any documentation and/or other
* materials provided with the distribution; and
*
* o The name of Nvidia may not be used to promote or endorse software
* derived from the software.
*
* NOTICE: Nvidia hereby grants to each recipient a non-exclusive worldwide
* royalty free patent license under patent claims that are licensable by
* Nvidia and which are necessarily required and for which no commercially
* viable non infringing alternative exists to make, use, sell, offer to sell,
* import and otherwise transfer the vertex extension for the Mesa 3D Graphics
* Library as distributed in source code and object code form. No hardware or
* hardware implementation (including a semiconductor implementation and chips)
* are licensed hereunder. If a recipient makes a patent claim or institutes
* patent litigation against Nvidia or Nvidia's customers for use or sale of
* Nvidia products, then this license grant as to such recipient shall
* immediately terminate and recipient immediately agrees to cease use and
* distribution of the Mesa Program and derivatives thereof.
*
* THE MESA 3D GRAPHICS LIBRARY IS PROVIDED ON AN "AS IS BASIS, WITHOUT
* WARRANTIES OR CONDITIONS OF ANY KIND, EITHER EXPRESS OR IMPLIED INCLUDING,
* WITHOUT LIMITATION, ANY WARRANTIES OR CONDITIONS OF TITLE, NON-NFRINGEMENT
* MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE.
*
* NVIDIA SHALL NOT HAVE ANY LIABILITY FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING WITHOUT LIMITATION
* LOST PROFITS), HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OR DISTRIBUTION OF THE MESA 3D GRAPHICS
* LIBRARY OR EVIDENCE OR THE EXERCISE OF ANY RIGHTS GRANTED HEREUNDR, EVEN
* IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
* If you do not comply with this agreement, then Nvidia may cancel the license
* and rights granted herein.
* ---------------------------------------------
*/
/**
* \file tnl/t_vb_program.c
* \brief Pipeline stage for executing vertex programs
* \author Brian Paul, Keith Whitwell
*/
#include "glheader.h"
#include "api_noop.h"
#include "colormac.h"
#include "context.h"
#include "dlist.h"
#include "hash.h"
#include "light.h"
#include "macros.h"
#include "imports.h"
#include "mmath.h"
#include "simple_list.h"
#include "mtypes.h"
#include "vpexec.h"
#include "math/m_translate.h"
#include "t_context.h"
#include "t_pipeline.h"
#include "t_imm_api.h"
#include "t_imm_exec.h"
/**
* \warning These values _MUST_ match the values in the OutputRegisters[]
* array in vpparse.c!!!
*/
#define VERT_RESULT_HPOS 0
#define VERT_RESULT_COL0 1
#define VERT_RESULT_COL1 2
#define VERT_RESULT_BFC0 3
#define VERT_RESULT_BFC1 4
#define VERT_RESULT_FOGC 5
#define VERT_RESULT_PSIZ 6
#define VERT_RESULT_TEX0 7
#define VERT_RESULT_TEX1 8
#define VERT_RESULT_TEX2 9
#define VERT_RESULT_TEX3 10
#define VERT_RESULT_TEX4 11
#define VERT_RESULT_TEX5 12
#define VERT_RESULT_TEX6 13
#define VERT_RESULT_TEX7 14
/*!
* Private storage for the vertex program pipeline stage.
*/
struct vp_stage_data {
/** The results of running the vertex program go into these arrays. */
GLvector4f attribs[15];
/* These point to the attribs[VERT_RESULT_COL0, COL1, BFC0, BFC1] arrays */
struct gl_client_array color0[2]; /**< diffuse front and back */
struct gl_client_array color1[2]; /**< specular front and back */
GLvector4f ndcCoords; /**< normalized device coords */
GLubyte *clipmask; /**< clip flags */
GLubyte ormask, andmask; /**< for clipping */
};
#define VP_STAGE_DATA(stage) ((struct vp_stage_data *)(stage->privatePtr))
/**
* This function executes vertex programs
*/
static GLboolean run_vp( GLcontext *ctx, struct gl_pipeline_stage *stage )
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
struct vp_stage_data *store = VP_STAGE_DATA(stage);
struct vertex_buffer *VB = &tnl->vb;
struct vp_machine *machine = &(ctx->VertexProgram.Machine);
struct vp_program *program = ctx->VertexProgram.Current;
GLuint i;
_mesa_init_tracked_matrices(ctx); /* load registers with matrices */
_mesa_init_vp_registers(ctx); /* init temp and result regs */
for (i = 0; i < VB->Count; i++) {
GLuint attr;
#if 0
printf("Input %d: %f, %f, %f, %f\n", i,
VB->AttribPtr[0]->data[i][0],
VB->AttribPtr[0]->data[i][1],
VB->AttribPtr[0]->data[i][2],
VB->AttribPtr[0]->data[i][3]);
printf(" color: %f, %f, %f, %f\n",
VB->AttribPtr[3]->data[i][0],
VB->AttribPtr[3]->data[i][1],
VB->AttribPtr[3]->data[i][2],
VB->AttribPtr[3]->data[i][3]);
printf(" normal: %f, %f, %f, %f\n",
VB->AttribPtr[2]->data[i][0],
VB->AttribPtr[2]->data[i][1],
VB->AttribPtr[2]->data[i][2],
VB->AttribPtr[2]->data[i][3]);
#endif
/* load the input attribute registers */
if (VB->Flag) {
/* the traditional glBegin/glVertex/glEnd case */
for (attr = 0; attr < VERT_ATTRIB_MAX; attr++) {
if (attr == 0 || (VB->Flag[i] & (1 << attr))) {
COPY_4V(machine->Registers[VP_INPUT_REG_START + attr],
VB->AttribPtr[attr]->data[i]);
}
}
}
else {
/* the vertex array case */
for (attr = 0; attr < VERT_ATTRIB_MAX; attr++) {
if (program->InputsRead & (1 << attr)) {
const GLubyte *ptr = (const GLubyte*) VB->AttribPtr[attr]->data;
const GLuint stride = VB->AttribPtr[attr]->stride;
const GLfloat *data = (GLfloat *) (ptr + stride * i);
COPY_4V(machine->Registers[VP_INPUT_REG_START + attr], data);
/*ASSERT(VB->AttribPtr[attr]->size == 4);*/
ASSERT(stride == 4 * sizeof(GLfloat) || stride == 0);
}
}
}
/* execute the program */
ASSERT(program);
_mesa_exec_program(ctx, program);
#if 0
printf("Output %d: %f, %f, %f, %f\n", i,
machine->Registers[VP_OUTPUT_REG_START + 0][0],
machine->Registers[VP_OUTPUT_REG_START + 0][1],
machine->Registers[VP_OUTPUT_REG_START + 0][2],
machine->Registers[VP_OUTPUT_REG_START + 0][3]);
printf(" color: %f, %f, %f, %f\n",
machine->Registers[VP_OUTPUT_REG_START +_1][0],
machine->Registers[VP_OUTPUT_REG_START + 1][1],
machine->Registers[VP_OUTPUT_REG_START + 1][2],
machine->Registers[VP_OUTPUT_REG_START + 1][3]);
printf("PointSize[%d]: %g\n", i,
machine->Registers[VP_OUTPUT_REG_START + VERT_RESULT_PSIZ][0]);
#endif
/* Fixup fog an point size results if needed */
if (ctx->Fog.Enabled &&
(program->OutputsWritten & (1 << VERT_RESULT_FOGC)) == 0) {
machine->Registers[VP_OUTPUT_REG_START + VERT_RESULT_FOGC][0] = 1.0;
}
if (ctx->VertexProgram.PointSizeEnabled &&
(program->OutputsWritten & (1 << VERT_RESULT_PSIZ)) == 0) {
machine->Registers[VP_OUTPUT_REG_START + VERT_RESULT_PSIZ][0]
= ctx->Point.Size;
}
/* copy the output registers into the VB->attribs arrays */
/* XXX (optimize) could use a conditional and smaller loop limit here */
for (attr = 0; attr < 15; attr++) {
COPY_4V( store->attribs[attr].data[i],
machine->Registers[VP_OUTPUT_REG_START + attr] );
}
}
/* Setup the VB pointers so that the next pipeline stages get
* their data from the right place (the program output arrays).
*/
VB->ClipPtr = &store->attribs[VERT_RESULT_HPOS];
VB->ClipPtr->size = 4;
VB->ClipPtr->count = VB->Count;
VB->ColorPtr[0] = &store->color0[0];
VB->ColorPtr[1] = &store->color0[1];
VB->SecondaryColorPtr[0] = &store->color1[0];
VB->SecondaryColorPtr[1] = &store->color1[1];
VB->FogCoordPtr = &store->attribs[VERT_RESULT_FOGC];
VB->PointSizePtr = &store->attribs[VERT_RESULT_PSIZ];
for (i = 0; i < ctx->Const.MaxTextureUnits; i++)
VB->TexCoordPtr[i] = &store->attribs[VERT_RESULT_TEX0 + i];
/* Cliptest and perspective divide. Clip functions must clear
* the clipmask.
*/
store->ormask = 0;
store->andmask = CLIP_ALL_BITS;
if (tnl->NeedNdcCoords) {
VB->NdcPtr =
_mesa_clip_tab[VB->ClipPtr->size]( VB->ClipPtr,
&store->ndcCoords,
store->clipmask,
&store->ormask,
&store->andmask );
}
else {
VB->NdcPtr = 0;
_mesa_clip_np_tab[VB->ClipPtr->size]( VB->ClipPtr,
0,
store->clipmask,
&store->ormask,
&store->andmask );
}
if (store->andmask) /* All vertices are outside the frustum */
return GL_FALSE;
/* This is where we'd do clip testing against the user-defined
* clipping planes, but they're not supported by vertex programs.
*/
VB->ClipOrMask = store->ormask;
VB->ClipMask = store->clipmask;
/* XXXX what's this?
if (VB->ClipPtr == VB->ObjPtr && (VB->importable_data & VERT_BIT_POS))
VB->importable_data |= VERT_BIT_CLIP;
*/
return GL_TRUE;
}
/**
* This function validates stuff.
*/
static GLboolean run_validate_program( GLcontext *ctx,
struct gl_pipeline_stage *stage )
{
#if 000
/* XXX do we need any validation for vertex programs? */
GLuint ind = 0;
light_func *tab;
if (ctx->Visual.rgbMode) {
if (ctx->Light._NeedVertices) {
if (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)
tab = _tnl_light_spec_tab;
else
tab = _tnl_light_tab;
}
else {
if (ctx->Light.EnabledList.next == ctx->Light.EnabledList.prev)
tab = _tnl_light_fast_single_tab;
else
tab = _tnl_light_fast_tab;
}
}
else
tab = _tnl_light_ci_tab;
if (ctx->Light.ColorMaterialEnabled)
ind |= LIGHT_COLORMATERIAL;
if (ctx->Light.Model.TwoSide)
ind |= LIGHT_TWOSIDE;
VP_STAGE_DATA(stage)->light_func_tab = &tab[ind];
/* This and the above should only be done on _NEW_LIGHT:
*/
_mesa_validate_all_lighting_tables( ctx );
#endif
/* Now run the stage...
*/
stage->run = run_vp;
return stage->run( ctx, stage );
}
/**
* Initialize a gl_client_array to point into a GLvector4f color vector.
*/
static void init_color_array( struct gl_client_array *a, GLvector4f *vec )
{
a->Ptr = vec->data;
a->Size = 4;
a->Type = GL_FLOAT;
a->Stride = 0;
a->StrideB = sizeof(GLfloat) * 4;
a->Enabled = 0;
a->Flags = 0;
}
/**
* Called the first time stage->run is called. In effect, don't
* allocate data until the first time the stage is run.
*/
static GLboolean run_init_vp( GLcontext *ctx,
struct gl_pipeline_stage *stage )
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
struct vertex_buffer *VB = &(tnl->vb);
struct vp_stage_data *store;
const GLuint size = VB->Size;
GLuint i;
stage->privatePtr = MALLOC(sizeof(*store));
store = VP_STAGE_DATA(stage);
if (!store)
return GL_FALSE;
/* Allocate arrays of vertex output values */
for (i = 0; i < 15; i++)
_mesa_vector4f_alloc( &store->attribs[i], 0, size, 32 );
/* Make the color0[] and color1[] arrays point into the attribs[] arrays */
init_color_array( &store->color0[0], &store->attribs[VERT_RESULT_COL0] );
init_color_array( &store->color0[1], &store->attribs[VERT_RESULT_COL1] );
init_color_array( &store->color1[0], &store->attribs[VERT_RESULT_BFC0] );
init_color_array( &store->color1[1], &store->attribs[VERT_RESULT_BFC1] );
/* a few other misc allocations */
_mesa_vector4f_alloc( &store->ndcCoords, 0, size, 32 );
store->clipmask = (GLubyte *) ALIGN_MALLOC(sizeof(GLubyte)*size, 32 );
/* Now validate the stage derived data...
*/
stage->run = run_validate_program;
return stage->run( ctx, stage );
}
/**
* Check if vertex program mode is enabled.
* If so, configure the pipeline stage's type, inputs, and outputs.
*/
static void check_vp( GLcontext *ctx, struct gl_pipeline_stage *stage )
{
stage->active = ctx->VertexProgram.Enabled;
if (stage->active) {
/* I believe this is right - Keith?
* Set stage->inputs equal to the bitmask of vertex attributes
* which the program needs for inputs.
*/
stage->inputs = ctx->VertexProgram.Current->InputsRead;
#if 000
if (stage->privatePtr)
stage->run = run_validate_program;
stage->inputs = VERT_BIT_NORMAL|VERT_BIT_MATERIAL;
if (ctx->Light._NeedVertices)
stage->inputs |= VERT_BIT_EYE; /* effectively, even when lighting in obj */
if (ctx->Light.ColorMaterialEnabled)
stage->inputs |= VERT_BIT_COLOR0;
stage->outputs = VERT_BIT_COLOR0;
if (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR)
stage->outputs |= VERT_BIT_COLOR1;
#endif
}
}
/**
* Destructor for this pipeline stage.
*/
static void dtr( struct gl_pipeline_stage *stage )
{
struct vp_stage_data *store = VP_STAGE_DATA(stage);
if (store) {
GLuint i;
/* free the vertex program result arrays */
for (i = 0; i < 15; i++)
_mesa_vector4f_free( &store->attribs[i] );
/* free misc arrays */
_mesa_vector4f_free( &store->ndcCoords );
ALIGN_FREE( store->clipmask );
FREE( store );
stage->privatePtr = 0;
}
}
/**
* Public description of this pipeline stage.
*/
const struct gl_pipeline_stage _tnl_vertex_program_stage =
{
"vertex-program",
_NEW_ALL, /*XXX FIX */ /* recheck */
_NEW_ALL, /*XXX FIX */ /* recalc -- modelview dependency
* otherwise not captured by inputs
* (which may be VERT_BIT_POS) */
GL_FALSE, /* active */
/*0*/ VERT_BIT_POS, /* inputs XXX OK? */
VERT_BIT_CLIP | VERT_BIT_COLOR0, /* outputs XXX OK? */
0, /* changed_inputs */
NULL, /* private_data */
dtr, /* destroy */
check_vp, /* check */
run_init_vp /* run -- initially set to ctr */
};