/* * Mesa 3-D graphics library * Version: 3.3 * * Copyright (C) 1999 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. */ #ifdef PC_HEADER #include "all.h" #else #include "glheader.h" #include "types.h" #include "vertices.h" #endif #if defined(USE_X86_ASM) #include "X86/common_x86asm.h" #endif /* The start of a bunch of vertex oriented geometry routines. These * are expected to support the production of driver-specific fast paths * for CVA and eventually normal processing. * * These have been taken from fxfastpath.c, and are now also used in * the mga driver. * * These should grow to include: * - choice of 8/16 dword vertices * - ?? * - use of portable assembly layouts. * * More tentatively: * - more (all?) matrix types * - more (?) vertex sizes * * -- Keith Whitwell. */ /* The inline 3dnow code seems to give problems with some peoples * compiler/binutils. */ /* #undef USE_3DNOW_ASM */ #if defined(USE_X86_ASM) && defined(__GNUC__) #endif static void _PROJAPI transform_v16(GLfloat *f, const GLfloat *m, const GLfloat *obj, GLuint obj_stride, GLuint count ) { GLuint i; for (i = 0 ; i < count ; i++, STRIDE_F(obj, obj_stride), f+=16) { const GLfloat ox = obj[0], oy = obj[1], oz = obj[2]; f[0] = m[0] * ox + m[4] * oy + m[8] * oz + m[12]; f[1] = m[1] * ox + m[5] * oy + m[9] * oz + m[13]; f[2] = m[2] * ox + m[6] * oy + m[10] * oz + m[14]; f[3] = m[3] * ox + m[7] * oy + m[11] * oz + m[15]; } } /* Project all vertices upto but not including last. Guarenteed to be * at least one such vertex. */ static void _PROJAPI project_verts(GLfloat *first, GLfloat *last, const GLfloat *m, GLuint stride ) { const GLfloat sx = m[0], sy = m[5], sz = m[10]; const GLfloat tx = m[12], ty = m[13], tz = m[14]; GLfloat *f; for ( f = first ; f != last ; STRIDE_F(f,stride)) { const GLfloat oow = 1.0F / f[3]; f[0] = sx * f[0] * oow + tx; f[1] = sy * f[1] * oow + ty; f[2] = sz * f[2] * oow + tz; f[3] = oow; } } static void _PROJAPI project_clipped_verts(GLfloat *first, GLfloat *last, const GLfloat *m, GLuint stride, const GLubyte *clipmask ) { const GLfloat sx = m[0], sy = m[5], sz = m[10]; const GLfloat tx = m[12], ty = m[13], tz = m[14]; GLfloat *f; for ( f = first ; f != last ; STRIDE_F(f,stride), clipmask++) { if (!*clipmask) { const GLfloat oow = 1.0F / f[3]; f[0] = sx * f[0] * oow + tx; f[1] = sy * f[1] * oow + ty; f[2] = sz * f[2] * oow + tz; f[3] = oow; } } } static void _PROJAPI cliptest_v16( GLfloat *first, GLfloat *last, GLubyte *p_clipOr, GLubyte *p_clipAnd, GLubyte *clipmask ) { GLubyte clipAnd = (GLubyte) ~0; GLubyte clipOr = 0; GLfloat *f = first; static int i; i = 0; for ( ; f != last ; f+=16, clipmask++, i++) { const GLfloat cx = f[0]; const GLfloat cy = f[1]; const GLfloat cz = f[2]; const GLfloat cw = f[3]; GLubyte mask = 0; if (cx > cw) mask |= CLIP_RIGHT_BIT; if (cx < -cw) mask |= CLIP_LEFT_BIT; if (cy > cw) mask |= CLIP_TOP_BIT; if (cy < -cw) mask |= CLIP_BOTTOM_BIT; if (cz > cw) mask |= CLIP_FAR_BIT; if (cz < -cw) mask |= CLIP_NEAR_BIT; *clipmask = mask; clipAnd &= mask; clipOr |= mask; } (*p_clipOr) |= clipOr; (*p_clipAnd) &= clipAnd; } GLenum gl_reduce_prim[GL_POLYGON+1] = { GL_POINTS, GL_LINES, GL_LINES, GL_LINES, GL_TRIANGLES, GL_TRIANGLES, GL_TRIANGLES, GL_TRIANGLES, GL_TRIANGLES, GL_TRIANGLES, }; gl_transform_func gl_xform_points3_v16_general = transform_v16; gl_cliptest_func gl_cliptest_points4_v16 = cliptest_v16; gl_project_clipped_func gl_project_clipped_v16 = project_clipped_verts; gl_project_func gl_project_v16 = project_verts; void gl_init_vertices() { }