reactos/dll/opengl/mesa/tnl/t_context.h

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/*
* mesa 3-D graphics library
* Version: 6.5
*
* Copyright (C) 1999-2006 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.
*/
/**
* \file t_context.h
* \brief TnL module datatypes and definitions.
* \author Keith Whitwell
*/
/**
* \mainpage The TNL-module
*
* TNL stands for "transform and lighting", i.e. this module implements
* a pipeline that receives as input a buffer of vertices and does all
* necessary transformations (rotations, clipping, vertex shader etc.)
* and passes then the output to the rasterizer.
*
* The tnl_pipeline contains the array of all stages, which should be
* applied. Each stage is a black-box, which is described by an
* tnl_pipeline_stage. The function ::_tnl_run_pipeline applies all the
* stages to the vertex_buffer TNLcontext::vb, where the vertex data
* is stored. The last stage in the pipeline is the rasterizer.
*
*/
#ifndef _T_CONTEXT_H
#define _T_CONTEXT_H
#include "main/glheader.h"
#include "main/imports.h"
#include "main/mtypes.h"
#include "math/m_vector.h"
#include "vbo/vbo.h"
#define MAX_PIPELINE_STAGES 30
/*
* Note: The first attributes match the VERT_ATTRIB_* definitions
* in mtypes.h. However, the tnl module has additional attributes
* for materials, color indexes, edge flags, etc.
*/
/* Although it's nice to use these as bit indexes in a DWORD flag, we
* could manage without if necessary. Another limit currently is the
* number of bits allocated for these numbers in places like vertex
* program instruction formats and register layouts.
*/
/* The bit space exhaustion is a fact now, done by _TNL_ATTRIB_ATTRIBUTE* for
* GLSL vertex shader which cannot be aliased with conventional vertex attribs.
* Compacting _TNL_ATTRIB_MAT_* attribs would not work, they would not give
* as many free bits (11 plus already 1 free bit) as _TNL_ATTRIB_ATTRIBUTE*
* attribs want (16).
*/
enum {
_TNL_ATTRIB_POS = 0,
_TNL_ATTRIB_WEIGHT = 1,
_TNL_ATTRIB_NORMAL = 2,
_TNL_ATTRIB_COLOR = 3,
_TNL_ATTRIB_FOG = 4,
_TNL_ATTRIB_COLOR_INDEX = 5,
_TNL_ATTRIB_EDGEFLAG = 6,
_TNL_ATTRIB_TEX = 7,
/* This is really a VERT_RESULT, not an attrib. Need to fix
* tnl to understand the difference.
*/
_TNL_ATTRIB_POINTSIZE = 8,
/* These alias with the generics, but they are not active
* concurrently, so it's not a problem. The TNL module
* doesn't have to do anything about this as this is how they
* are passed into the _draw_prims callback.
*
* When we generate fixed-function replacement programs (in
* t_vp_build.c currently), they refer to the appropriate
* generic attribute in order to pick up per-vertex material
* data.
*/
_TNL_ATTRIB_MAT_FRONT_AMBIENT = 9,
_TNL_ATTRIB_MAT_BACK_AMBIENT = 10,
_TNL_ATTRIB_MAT_FRONT_DIFFUSE = 11,
_TNL_ATTRIB_MAT_BACK_DIFFUSE = 12,
_TNL_ATTRIB_MAT_FRONT_SPECULAR = 13,
_TNL_ATTRIB_MAT_BACK_SPECULAR = 14,
_TNL_ATTRIB_MAT_FRONT_EMISSION = 15,
_TNL_ATTRIB_MAT_BACK_EMISSION = 16,
_TNL_ATTRIB_MAT_FRONT_SHININESS = 17,
_TNL_ATTRIB_MAT_BACK_SHININESS = 18,
_TNL_ATTRIB_MAT_FRONT_INDEXES = 29,
_TNL_ATTRIB_MAT_BACK_INDEXES = 20,
_TNL_ATTRIB_MAX = 21
} ;
/**
* Handy attribute ranges:
*/
#define _TNL_FIRST_MAT _TNL_ATTRIB_MAT_FRONT_AMBIENT
#define _TNL_LAST_MAT _TNL_ATTRIB_MAT_BACK_INDEXES
#define PRIM_BEGIN 0x10
#define PRIM_END 0x20
#define PRIM_MODE_MASK 0x0f
static inline GLuint _tnl_translate_prim( const struct _mesa_prim *prim )
{
GLuint flag;
flag = prim->mode;
if (prim->begin) flag |= PRIM_BEGIN;
if (prim->end) flag |= PRIM_END;
return flag;
}
/**
* Contains the current state of a running pipeline.
*/
struct vertex_buffer
{
GLuint Size; /**< Max vertices per vertex buffer, constant */
/* Constant over the pipeline.
*/
GLuint Count; /**< Number of vertices currently in buffer */
/* Pointers to current data. Most of the data is in AttribPtr -- all of
* it that is one of VERT_ATTRIB_X. For things only produced by TNL,
* such as backface color or eye-space coordinates, they are stored
* here.
*/
GLuint *Elts;
GLvector4f *EyePtr; /* _TNL_BIT_POS */
GLvector4f *ClipPtr; /* _TNL_BIT_POS */
GLvector4f *NdcPtr; /* _TNL_BIT_POS */
GLubyte ClipOrMask; /* _TNL_BIT_POS */
GLubyte ClipAndMask; /* _TNL_BIT_POS */
GLubyte *ClipMask; /* _TNL_BIT_POS */
GLfloat *NormalLengthPtr; /* _TNL_BIT_NORMAL */
GLboolean *EdgeFlag; /* _TNL_BIT_EDGEFLAG */
GLvector4f *BackfaceIndexPtr;
GLvector4f *BackfaceColorPtr;
const struct _mesa_prim *Primitive;
GLuint PrimitiveCount;
/* Inputs to the vertex program stage */
GLvector4f *AttribPtr[_TNL_ATTRIB_MAX]; /* GL_NV_vertex_program */
};
/**
* Describes an individual operation on the pipeline.
*/
struct tnl_pipeline_stage
{
const char *name;
/* Private data for the pipeline stage:
*/
void *privatePtr;
/* Allocate private data
*/
GLboolean (*create)( struct gl_context *ctx, struct tnl_pipeline_stage * );
/* Free private data.
*/
void (*destroy)( struct tnl_pipeline_stage * );
/* Called on any statechange or input array size change or
* input array change to/from zero stride.
*/
void (*validate)( struct gl_context *ctx, struct tnl_pipeline_stage * );
/* Called from _tnl_run_pipeline(). The stage.changed_inputs value
* encodes all inputs to thee struct which have changed. If
* non-zero, recompute all affected outputs of the stage, otherwise
* execute any 'sideeffects' of the stage.
*
* Return value: GL_TRUE - keep going
* GL_FALSE - finished pipeline
*/
GLboolean (*run)( struct gl_context *ctx, struct tnl_pipeline_stage * );
};
/** Contains the array of all pipeline stages.
* The default values are defined at the end of t_pipeline.c
*/
struct tnl_pipeline {
GLuint last_attrib_stride[_TNL_ATTRIB_MAX];
GLuint last_attrib_size[_TNL_ATTRIB_MAX];
GLuint input_changes;
GLuint new_state;
struct tnl_pipeline_stage stages[MAX_PIPELINE_STAGES+1];
GLuint nr_stages;
};
struct tnl_clipspace;
struct tnl_clipspace_attr;
typedef void (*tnl_extract_func)( const struct tnl_clipspace_attr *a,
GLfloat *out,
const GLubyte *v );
typedef void (*tnl_insert_func)( const struct tnl_clipspace_attr *a,
GLubyte *v,
const GLfloat *in );
typedef void (*tnl_emit_func)( struct gl_context *ctx,
GLuint count,
GLubyte *dest );
/**
* Describes how to convert/move a vertex attribute from a vertex array
* to a vertex structure.
*/
struct tnl_clipspace_attr
{
GLuint attrib; /* which vertex attrib (0=position, etc) */
GLuint format;
GLuint vertoffset; /* position of the attrib in the vertex struct */
GLuint vertattrsize; /* size of the attribute in bytes */
GLubyte *inputptr;
GLuint inputstride;
GLuint inputsize;
const tnl_insert_func *insert;
tnl_insert_func emit;
tnl_extract_func extract;
const GLfloat *vp; /* NDC->Viewport mapping matrix */
};
typedef void (*tnl_points_func)( struct gl_context *ctx, GLuint first, GLuint last );
typedef void (*tnl_line_func)( struct gl_context *ctx, GLuint v1, GLuint v2 );
typedef void (*tnl_triangle_func)( struct gl_context *ctx,
GLuint v1, GLuint v2, GLuint v3 );
typedef void (*tnl_quad_func)( struct gl_context *ctx, GLuint v1, GLuint v2,
GLuint v3, GLuint v4 );
typedef void (*tnl_render_func)( struct gl_context *ctx, GLuint start, GLuint count,
GLuint flags );
typedef void (*tnl_interp_func)( struct gl_context *ctx,
GLfloat t, GLuint dst, GLuint out, GLuint in,
GLboolean force_boundary );
typedef void (*tnl_copy_pv_func)( struct gl_context *ctx, GLuint dst, GLuint src );
typedef void (*tnl_setup_func)( struct gl_context *ctx,
GLuint start, GLuint end,
GLuint new_inputs);
struct tnl_attr_type {
GLuint format;
GLuint size;
GLuint stride;
GLuint offset;
};
struct tnl_clipspace_fastpath {
GLuint vertex_size;
GLuint attr_count;
GLboolean match_strides;
struct tnl_attr_type *attr;
tnl_emit_func func;
struct tnl_clipspace_fastpath *next;
};
/**
* Used to describe conversion of vertex arrays to vertex structures.
* I.e. Structure of arrays to arrays of structs.
*/
struct tnl_clipspace
{
GLboolean need_extras;
GLuint new_inputs;
GLubyte *vertex_buf;
GLuint vertex_size;
GLuint max_vertex_size;
struct tnl_clipspace_attr attr[_TNL_ATTRIB_MAX];
GLuint attr_count;
tnl_emit_func emit;
tnl_interp_func interp;
tnl_copy_pv_func copy_pv;
/* Parameters and constants for codegen:
*/
GLboolean need_viewport;
GLfloat vp_scale[4];
GLfloat vp_xlate[4];
GLfloat chan_scale[4];
GLfloat identity[4];
struct tnl_clipspace_fastpath *fastpath;
void (*codegen_emit)( struct gl_context *ctx );
};
struct tnl_device_driver
{
/***
*** TNL Pipeline
***/
void (*RunPipeline)(struct gl_context *ctx);
/* Replaces PipelineStart/PipelineFinish -- intended to allow
* drivers to wrap _tnl_run_pipeline() with code to validate state
* and grab/release hardware locks.
*/
void (*NotifyMaterialChange)(struct gl_context *ctx);
/* Alert tnl-aware drivers of changes to material.
*/
/***
*** Rendering -- These functions called only from t_vb_render.c
***/
struct
{
void (*Start)(struct gl_context *ctx);
void (*Finish)(struct gl_context *ctx);
/* Called before and after all rendering operations, including DrawPixels,
* ReadPixels, Bitmap, span functions, and CopyTexImage, etc commands.
* These are a suitable place for grabbing/releasing hardware locks.
*/
void (*PrimitiveNotify)(struct gl_context *ctx, GLenum mode);
/* Called between RenderStart() and RenderFinish() to indicate the
* type of primitive we're about to draw. Mode will be one of the
* modes accepted by glBegin().
*/
tnl_interp_func Interp;
/* The interp function is called by the clipping routines when we need
* to generate an interpolated vertex. All pertinant vertex ancilliary
* data should be computed by interpolating between the 'in' and 'out'
* vertices.
*/
tnl_copy_pv_func CopyPV;
/* The copy function is used to make a copy of a vertex. All pertinant
* vertex attributes should be copied.
*/
void (*ClippedPolygon)( struct gl_context *ctx, const GLuint *elts, GLuint n );
/* Render a polygon with <n> vertices whose indexes are in the <elts>
* array.
*/
void (*ClippedLine)( struct gl_context *ctx, GLuint v0, GLuint v1 );
/* Render a line between the two vertices given by indexes v0 and v1. */
tnl_points_func Points; /* must now respect vb->elts */
tnl_line_func Line;
tnl_triangle_func Triangle;
tnl_quad_func Quad;
/* These functions are called in order to render points, lines,
* triangles and quads. These are only called via the T&L module.
*/
tnl_render_func *PrimTabVerts;
tnl_render_func *PrimTabElts;
/* Render whole unclipped primitives (points, lines, linestrips,
* lineloops, etc). The tables are indexed by the GL enum of the
* primitive to be rendered. RenderTabVerts is used for non-indexed
* arrays of vertices. RenderTabElts is used for indexed arrays of
* vertices.
*/
void (*ResetLineStipple)( struct gl_context *ctx );
/* Reset the hardware's line stipple counter.
*/
tnl_setup_func BuildVertices;
/* This function is called whenever new vertices are required for
* rendering. The vertices in question are those n such that start
* <= n < end. The new_inputs parameter indicates those fields of
* the vertex which need to be updated, if only a partial repair of
* the vertex is required.
*
* This function is called only from _tnl_render_stage in tnl/t_render.c.
*/
GLboolean (*Multipass)( struct gl_context *ctx, GLuint passno );
/* Driver may request additional render passes by returning GL_TRUE
* when this function is called. This function will be called
* after the first pass, and passes will be made until the function
* returns GL_FALSE. If no function is registered, only one pass
* is made.
*
* This function will be first invoked with passno == 1.
*/
} Render;
};
/**
* Context state for T&L context.
*/
typedef struct
{
/* Driver interface.
*/
struct tnl_device_driver Driver;
/* Pipeline
*/
struct tnl_pipeline pipeline;
struct vertex_buffer vb;
/* Clipspace/ndc/window vertex managment:
*/
struct tnl_clipspace clipspace;
/* Probably need a better configuration mechanism:
*/
GLboolean NeedNdcCoords;
GLboolean AllowVertexFog;
GLboolean AllowPixelFog;
GLboolean _DoVertexFog; /* eval fog function at each vertex? */
GLbitfield64 render_inputs_bitset;
GLvector4f tmp_inputs[_TNL_ATTRIB_MAX];
/* Temp storage for t_draw.c:
*/
GLubyte *block[_TNL_ATTRIB_MAX];
GLuint nr_blocks;
GLuint CurInstance;
} TNLcontext;
#define TNL_CONTEXT(ctx) ((TNLcontext *)((ctx)->swtnl_context))
#define TYPE_IDX(t) ((t) & 0xf)
#define MAX_TYPES TYPE_IDX(GL_DOUBLE)+1 /* 0xa + 1 */
extern void
tnl_clip_prepare(struct gl_context *ctx);
#endif