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|
/* -*- mode: C; tab-width:8; c-basic-offset:2 -*- */
/*
* Mesa 3-D graphics library
* Version: 3.3
*
* Copyright (C) 1999-2000 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.
*
*
* Original Mesa / 3Dfx device driver (C) 1999 David Bucciarelli, by the
* terms stated above.
*
* Thank you for your contribution, David!
*
* Please make note of the above copyright/license statement. If you
* contributed code or bug fixes to this code under the previous (GNU
* Library) license and object to the new license, your code will be
* removed at your request. Please see the Mesa docs/COPYRIGHT file
* for more information.
*
* Additional Mesa/3Dfx driver developers:
* Daryll Strauss <daryll@precisioninsight.com>
* Keith Whitwell <keith@precisioninsight.com>
*
* See fxapi.h for more revision/author details.
*/
/* fxrender.c - 3Dfx VooDoo RenderVB driver function support */
#ifdef HAVE_CONFIG_H
#include "conf.h"
#endif
#if defined(FX)
#include "fxdrv.h"
#include "vbcull.h"
/*
* Render a line segment from VB[v1] to VB[v2] when either one or both
* endpoints must be clipped.
*/
#if !defined(__MWERKS__)
INLINE
#endif
void fxRenderClippedLine( struct vertex_buffer *VB,
GLuint v1, GLuint v2 )
{
fxVertex *gWin = FX_DRIVER_DATA(VB)->verts;
GLubyte mask = VB->ClipMask[v1] | VB->ClipMask[v2];
if (!mask || (VB->ctx->line_clip_tab[VB->ClipPtr->size])(VB, &v1, &v2, mask))
FX_grDrawLine((GrVertex *)gWin[v1].f,(GrVertex *)gWin[v2].f);
}
/* This is legal for Quads as well as triangles, hence the 'n' parameter.
*/
INLINE void fxRenderClippedTriangle( struct vertex_buffer *VB,
GLuint n, GLuint vlist[] )
{
GLubyte mask = 0;
GLuint i;
for (i = 0 ; i < n ; i++)
mask |= VB->ClipMask[vlist[i]];
if (mask & CLIP_USER_BIT) {
GLubyte *userclipmask = VB->UserClipMask;
if (userclipmask[vlist[0]] & userclipmask[vlist[1]] & userclipmask[vlist[2]])
return;
}
n = (VB->ctx->poly_clip_tab[VB->ClipPtr->size])( VB, n, vlist, mask );
if (n >= 3) {
fxVertex *gWin = FX_DRIVER_DATA(VB)->verts;
GrVertex *i0 = (GrVertex *)gWin[vlist[0]].f;
GrVertex *i1 = (GrVertex *)gWin[vlist[1]].f;
GrVertex *i2 = (GrVertex *)gWin[vlist[2]].f;
GLuint i;
for (i=2;i<n;i++, i1 = i2, i2 = (GrVertex *)gWin[vlist[i]].f) {
FX_grDrawTriangle(i0,i1,i2);
}
}
}
static INLINE void fxSafeClippedLine( struct vertex_buffer *VB,
GLuint v1, GLuint v2 )
{
GLubyte mask = VB->ClipMask[v1] | VB->ClipMask[v2];
if (!mask) {
fxVertex *gWin = FX_DRIVER_DATA(VB)->verts;
FX_grDrawLine((GrVertex *)gWin[v1].f,(GrVertex *)gWin[v2].f);
} else {
fxMesaContext fxMesa = (fxMesaContext)VB->ctx->DriverCtx;
fxLineClipTab[fxMesa->setupindex & 0x7]( VB, v1, v2, mask );
}
}
static INLINE void fxSafeClippedTriangle( struct vertex_buffer *VB,
fxVertex *gWin,
tfxTriClipFunc cliptri,
GLuint v2, GLuint v1, GLuint v )
{
GLubyte *clipmask = VB->ClipMask;
GLubyte mask = clipmask[v2] | clipmask[v1] | clipmask[v];
if (!mask) {
FX_grDrawTriangle((GrVertex *)gWin[v2].f,
(GrVertex *)gWin[v1].f,
(GrVertex *)gWin[v].f);
return;
}
if (!(clipmask[v2] & clipmask[v1] & clipmask[v] & CLIP_ALL_BITS))
{
GLuint vl[3];
GLuint imask = mask;
if (imask & CLIP_USER_BIT) {
GLubyte *userclipmask = VB->UserClipMask;
if (userclipmask[v2] & userclipmask[v1] & userclipmask[v])
return;
imask |= (userclipmask[v2] | userclipmask[v1] | userclipmask[v]) << 8;
}
ASSIGN_3V(vl, v2, v1, v );
cliptri( VB, vl, imask );
}
}
static INLINE void fxSafeClippedTriangle2( struct vertex_buffer *VB,
fxVertex *gWin,
tfxTriViewClipFunc cliptri,
GLuint v2, GLuint v1, GLuint v )
{
GLubyte *clipmask = VB->ClipMask;
GLubyte mask = clipmask[v2] | clipmask[v1] | clipmask[v];
if (!mask) {
FX_grDrawTriangle((GrVertex *)gWin[v2].f,(GrVertex *)gWin[v1].f,
(GrVertex *)gWin[v].f);
} else if (!(clipmask[v2] & clipmask[v1] & clipmask[v])) {
GLuint vl[3];
ASSIGN_3V(vl, v2, v1, v );
cliptri( VB, vl, mask );
}
}
static INLINE void fxSafeClippedTriangle3( struct vertex_buffer *VB,
fxVertex *gWin,
tfxTriClipFunc cliptri,
GLuint v2, GLuint v1, GLuint v )
{
GLubyte *clipmask = VB->ClipMask;
GLubyte mask = clipmask[v2] | clipmask[v1] | clipmask[v];
GLuint imask = mask;
if (imask & CLIP_USER_BIT) {
GLubyte *userclipmask = VB->UserClipMask;
if (userclipmask[v2] & userclipmask[v1] & userclipmask[v])
return;
imask |= (userclipmask[v2] | userclipmask[v1] | userclipmask[v]) << 8;
}
{
GLuint vl[3];
ASSIGN_3V(vl, v2, v1, v );
cliptri( VB, vl, imask );
}
}
/************************************************************************/
/************************ RenderVB functions ****************************/
/************************************************************************/
/* Render front-facing, non-clipped primitives.
*/
#define RENDER_POINTS( start, count ) \
(void) gWin; \
(void) VB; \
(VB->ctx->Driver.PointsFunc)( VB->ctx, start, count-1 )
#define RENDER_LINE( i1, i ) \
do { \
RVB_COLOR(i); \
FX_grDrawLine((GrVertex *)gWin[i1].f, \
(GrVertex *)gWin[i].f); \
} while (0)
#define RENDER_TRI( i2, i1, i, pv, parity ) \
do { \
RVB_COLOR(pv); \
if (parity) { \
FX_grDrawTriangle((GrVertex *)gWin[i1].f, \
(GrVertex *)gWin[i2].f, \
(GrVertex *)gWin[i].f); \
} else { \
FX_grDrawTriangle((GrVertex *)gWin[i2].f, \
(GrVertex *)gWin[i1].f, \
(GrVertex *)gWin[i].f); \
} \
} while (0)
#define RENDER_QUAD( i3, i2, i1, i, pv ) \
do { \
RVB_COLOR(pv); \
FX_grDrawTriangle((GrVertex *)gWin[i3].f, \
(GrVertex *)gWin[i2].f, \
(GrVertex *)gWin[i].f); \
FX_grDrawTriangle((GrVertex *)gWin[i2].f, \
(GrVertex *)gWin[i1].f, \
(GrVertex *)gWin[i].f); \
} while (0)
#define LOCAL_VARS \
fxMesaContext fxMesa=(fxMesaContext)VB->ctx->DriverCtx; \
fxVertex *gWin = FX_DRIVER_DATA(VB)->verts; \
(void) fxMesa;
#define INIT(x)
#define TAG(x) x##_fx_flat_raw
#undef RVB_COLOR
#define RVB_COLOR(pv) FX_VB_COLOR(fxMesa, VB->ColorPtr->data[pv])
#define PRESERVE_VB_DEFS
#include "render_tmp.h"
#define TAG(x) x##_fx_smooth_raw
#undef RVB_COLOR
#define RVB_COLOR(x)
#include "render_tmp.h"
/* Render with clipped and/or culled primitives with cullmask information.
*/
#define RENDER_POINTS( start, count ) \
(void) gWin; \
(void) cullmask; \
(VB->ctx->Driver.PointsFunc)( VB->ctx, start, count-1 )
#define RENDER_LINE( i1, i ) \
do { \
const GLubyte flags = cullmask[i]; \
\
if (!(flags & PRIM_NOT_CULLED)) \
continue; \
\
RVB_COLOR(i); \
if (flags & PRIM_ANY_CLIP) \
fxRenderClippedLine( VB, i1, i ); \
else \
FX_grDrawLine( (GrVertex *)gWin[i1].f, (GrVertex *)gWin[i].f ); \
} while (0)
#define RENDER_TRI( i2, i1, i, pv, parity) \
do { \
const GLubyte flags = cullmask[i]; \
GLuint e2,e1; \
\
if (!(flags & PRIM_NOT_CULLED)) \
continue; \
\
e2=i2, e1=i1; \
if (parity) { e2=i1; e1=i2; } \
\
RVB_COLOR(pv); \
if (flags & PRIM_ANY_CLIP) { \
fxSafeClippedTriangle3(VB,gWin,cliptri,e2,e1,i); \
} else { \
FX_grDrawTriangle((GrVertex *)gWin[e2].f, \
(GrVertex *)gWin[e1].f, \
(GrVertex *)gWin[i].f); \
} \
} while (0)
#define RENDER_QUAD(i3, i2, i1, i, pv) \
do { \
const GLubyte flags = cullmask[i]; \
\
if (!(flags & PRIM_NOT_CULLED)) \
continue; \
\
RVB_COLOR(pv); \
if (flags&PRIM_ANY_CLIP) { \
fxSafeClippedTriangle3(VB,gWin,cliptri,i3,i2,i); \
fxSafeClippedTriangle3(VB,gWin,cliptri,i2,i1,i); \
} else { \
FX_grDrawTriangle((GrVertex *)gWin[i3].f, \
(GrVertex *)gWin[i2].f, \
(GrVertex *)gWin[i].f); \
FX_grDrawTriangle((GrVertex *)gWin[i2].f, \
(GrVertex *)gWin[i1].f, \
(GrVertex *)gWin[i].f); \
} \
} while (0)
#define LOCAL_VARS \
fxMesaContext fxMesa=(fxMesaContext)VB->ctx->DriverCtx; \
fxVertex *gWin = FX_DRIVER_DATA(VB)->verts; \
const GLubyte *cullmask = VB->CullMask; \
tfxTriClipFunc cliptri = fxMesa->clip_tri_stride;
#define INIT(x) (void) cliptri; (void) fxMesa;
#define TAG(x) x##_fx_smooth_culled
#undef RVB_COLOR
#define RVB_COLOR(x)
#define PRESERVE_VB_DEFS
#include "render_tmp.h"
#define TAG(x) x##_fx_flat_culled
#undef RVB_COLOR
#define RVB_COLOR(pv) FX_VB_COLOR(fxMesa, VB->ColorPtr->data[pv])
#include "render_tmp.h"
/* Direct, with the possibility of clipping.
*/
#define RENDER_POINTS( start, count ) \
do { \
fxVertex *gWin = FX_DRIVER_DATA(VB)->verts; \
GLubyte *clipmask = VB->ClipMask; \
GLuint i; \
for (i = start ; i <= count ; i++) \
if (clipmask[i] == 0) { \
RVB_COLOR(i); \
FX_grDrawPoint( (GrVertex *)gWin[i].f );\
} \
} while (0)
#define RENDER_LINE( i1, i ) \
do { \
RVB_COLOR(i); \
fxSafeClippedLine( VB, i1, i ); \
} while (0)
#define RENDER_TRI( i2, i1, i, pv, parity) \
do { \
GLuint e2=i2, e1=i1; \
if (parity) { GLuint t=e2; e2=e1; e1=t; } \
RVB_COLOR(pv); \
fxSafeClippedTriangle(VB,gWin,cliptri,e2,e1,i); \
} while (0)
#define RENDER_QUAD( i3, i2, i1, i, pv) \
do { \
RVB_COLOR(pv); \
fxSafeClippedTriangle(VB,gWin,cliptri,i3,i2,i); \
fxSafeClippedTriangle(VB,gWin,cliptri,i2,i1,i); \
} while (0)
#define LOCAL_VARS \
fxMesaContext fxMesa=(fxMesaContext)VB->ctx->DriverCtx; \
fxVertex *gWin = FX_DRIVER_DATA(VB)->verts; \
tfxTriClipFunc cliptri = fxMesa->clip_tri_stride;
#define INIT(x) (void) cliptri; (void) gWin;
#define TAG(x) x##_fx_smooth_clipped
#undef RVB_COLOR
#define RVB_COLOR(x)
#define PRESERVE_VB_DEFS
#include "render_tmp.h"
#define TAG(x) x##_fx_flat_clipped
#undef RVB_COLOR
#define RVB_COLOR(pv) FX_VB_COLOR(fxMesa, VB->ColorPtr->data[pv])
#include "render_tmp.h"
/* Indirect, with the possibility of clipping.
*/
#define RENDER_POINTS( start, count ) \
do { \
fxVertex *gWin = FX_DRIVER_DATA(VB)->verts; \
GLuint e; \
GLubyte *clipmask = VB->ClipMask; \
for(e=start;e<=count;e++) \
if(clipmask[elt[e]]==0) { \
FX_grDrawPoint((GrVertex *)gWin[elt[e]].f); \
} \
} while (0)
#define RENDER_LINE( i1, i ) \
do { \
GLuint e1 = elt[i1], e = elt[i]; \
RVB_COLOR(e); \
fxSafeClippedLine( VB, e1, e ); \
} while (0)
#define RENDER_TRI( i2, i1, i, pv, parity) \
do { \
GLuint e2 = elt[i2], e1 = elt[i1], e = elt[i]; \
if (parity) { GLuint t=e2; e2=e1; e1=t; } \
fxSafeClippedTriangle(VB,gWin,cliptri,e2,e1,e); \
} while (0)
#define RENDER_QUAD( i3, i2, i1, i, pv) \
do { \
GLuint e3 = elt[i3], e2 = elt[i2], e1 = elt[i1], e = elt[i];\
fxSafeClippedTriangle(VB,gWin,cliptri,e3,e2,e); \
fxSafeClippedTriangle(VB,gWin,cliptri,e2,e1,e); \
} while (0)
#define LOCAL_VARS const GLuint *elt = VB->EltPtr->data; \
fxMesaContext fxMesa = (fxMesaContext)VB->ctx->DriverCtx; \
fxVertex *gWin = FX_DRIVER_DATA(VB)->verts; \
tfxTriClipFunc cliptri = fxMesa->clip_tri_stride;
#define INIT(x) (void) cliptri; (void) gWin;
#define TAG(x) x##_fx_smooth_indirect_clipped
#undef RVB_COLOR
#define RVB_COLOR(x)
#include "render_tmp.h"
/* Indirect, clipped, but no user clip.
*/
#define RENDER_POINTS( start, count ) \
do { \
fxVertex *gWin = FX_DRIVER_DATA(VB)->verts; \
GLuint e; \
GLubyte *clipmask = VB->ClipMask; \
for(e=start;e<=count;e++) \
if(clipmask[elt[e]]==0) { \
FX_grDrawPoint((GrVertex *)gWin[elt[e]].f); \
} \
} while (0)
#define RENDER_LINE( i1, i ) \
do { \
GLuint e1 = elt[i1], e = elt[i]; \
RVB_COLOR(e); \
fxSafeClippedLine( VB, e1, e ); \
} while (0)
#define RENDER_TRI( i2, i1, i, pv, parity) \
do { \
GLuint e2 = elt[i2], e1 = elt[i1], e = elt[i]; \
if (parity) { GLuint t=e2; e2=e1; e1=t; } \
fxSafeClippedTriangle2(VB,gWin,cliptri,e2,e1,e); \
} while (0)
#define RENDER_QUAD( i3, i2, i1, i, pv) \
do { \
GLuint e3 = elt[i3], e2 = elt[i2], e1 = elt[i1], e = elt[i];\
fxSafeClippedTriangle2(VB,gWin,cliptri,e3,e2,e); \
fxSafeClippedTriangle2(VB,gWin,cliptri,e2,e1,e); \
} while (0)
#define LOCAL_VARS const GLuint *elt = VB->EltPtr->data; \
fxMesaContext fxMesa = (fxMesaContext)VB->ctx->DriverCtx; \
fxVertex *gWin = FX_DRIVER_DATA(VB)->verts; \
tfxTriViewClipFunc cliptri = fxMesa->view_clip_tri;
#define INIT(x) (void) cliptri; (void) gWin;
#define TAG(x) x##_fx_smooth_indirect_view_clipped
#undef RVB_COLOR
#define RVB_COLOR(x)
#include "render_tmp.h"
/* Indirect, and no clipping required.
*/
#define RENDER_POINTS( start, count ) \
do { \
GLuint e; \
for(e=start;e<=count;e++) { \
FX_grDrawPoint((GrVertex *)gWin[elt[e]].f); \
} \
} while (0)
#define RENDER_LINE( i1, i ) \
do { \
GLuint e1 = elt[i1], e = elt[i]; \
FX_grDrawLine((GrVertex *)gWin[e1].f, (GrVertex *)gWin[e].f); \
} while (0)
#define RENDER_TRI( i2, i1, i, pv, parity) \
do { \
GLuint e2 = elt[i2], e1 = elt[i1], e = elt[i]; \
if (parity) {GLuint tmp = e2; e2 = e1; e1 = tmp;} \
FX_grDrawTriangle((GrVertex *)gWin[e2].f, \
(GrVertex *)gWin[e1].f, \
(GrVertex *)gWin[e].f); \
} while (0)
#define RENDER_QUAD( i3, i2, i1, i, pv) \
do { \
GLuint e3 = elt[i3], e2 = elt[i2], e1 = elt[i1], e = elt[i];\
FX_grDrawTriangle((GrVertex *)gWin[e3].f, \
(GrVertex *)gWin[e2].f, \
(GrVertex *)gWin[e].f); \
FX_grDrawTriangle((GrVertex *)gWin[e2].f, \
(GrVertex *)gWin[e1].f, \
(GrVertex *)gWin[e].f); \
} while (0)
#define LOCAL_VARS \
fxVertex *gWin = FX_DRIVER_DATA(VB)->verts; \
const GLuint *elt = VB->EltPtr->data;
#define INIT(x)
#define TAG(x) x##_fx_smooth_indirect
#undef RVB_COLOR
#define RVB_COLOR(x)
#include "render_tmp.h"
/* Direct in this context means that triangles, lines, points can be
* rendered simply by calling grDrawTriangle, etc., without any
* additional setup (such as calling grConstantColor). We also use a
* 'safe' set of clipping routines which don't require write-access to
* the arrays in the vertex buffer, and don't care about array
* stride.
*
* Thus there is no call to gl_import_arrays() in this function.
*
* This safe clipping should be generalized to call driver->trianglefunc
* under the appropriate conditions.
*
* We don't handle texcoord-4 in the safe clip routines - maybe we should.
*
*/
void fxDDRenderElementsDirect( struct vertex_buffer *VB )
{
GLcontext *ctx = VB->ctx;
struct vertex_buffer *saved_vb = ctx->VB;
GLenum prim = ctx->CVA.elt_mode;
GLuint nr = VB->EltPtr->count;
render_func func = render_tab_fx_smooth_indirect[prim];
fxMesaContext fxMesa=(fxMesaContext)ctx->DriverCtx;
GLuint p = 0;
if (!nr)
return;
if (fxMesa->new_state)
fxSetupFXUnits(ctx);
if (!nr) return;
if (VB->ClipOrMask) {
func = render_tab_fx_smooth_indirect_view_clipped[prim];
if (VB->ClipOrMask & CLIP_USER_BIT)
func = render_tab_fx_smooth_indirect_clipped[prim];
}
ctx->VB = VB; /* kludge */
do {
func( VB, 0, nr, 0 );
} while (ctx->Driver.MultipassFunc &&
ctx->Driver.MultipassFunc( VB, ++p ));
ctx->VB = saved_vb;
}
void fxDDRenderVBIndirectDirect( struct vertex_buffer *VB )
{
GLcontext *ctx = VB->ctx;
struct vertex_buffer *cvaVB = ctx->CVA.VB;
struct vertex_buffer *saved_vb = ctx->VB;
GLuint i, next, count = VB->Count;
render_func *tab = render_tab_fx_smooth_indirect;
fxMesaContext fxMesa=(fxMesaContext)ctx->DriverCtx;
GLuint p = 0;
if (cvaVB->ClipOrMask)
tab = render_tab_fx_smooth_indirect_clipped;
if (!VB->CullDone)
gl_fast_copy_vb( VB );
if (fxMesa->new_state)
fxSetupFXUnits( ctx );
ctx->VB = cvaVB;
cvaVB->EltPtr = VB->EltPtr;
do {
GLuint parity = VB->Parity;
for (i = VB->CopyStart ; i < count ; parity = 0, i = next)
{
GLuint prim = VB->Primitive[i];
next = VB->NextPrimitive[i];
tab[prim]( cvaVB, i, next, parity );
}
/* loop never taken */
} while (ctx->Driver.MultipassFunc &&
ctx->Driver.MultipassFunc( cvaVB, ++p ));
cvaVB->EltPtr = 0;
ctx->VB = saved_vb;
}
static render_func *fxDDRenderVBSmooth_tables[3] = {
render_tab_fx_smooth_clipped,
render_tab_fx_smooth_culled,
render_tab_fx_smooth_raw
};
static render_func *fxDDRenderVBFlat_tables[3] = {
render_tab_fx_flat_clipped,
render_tab_fx_flat_culled,
render_tab_fx_flat_raw
};
static render_func *null_tables[3] = {
0,
0,
0
};
#if defined(FX_GLIDE3)
#include "fxstripdet.c"
#endif
void fxDDRenderInit( GLcontext *ctx )
{
render_init_fx_smooth_indirect_view_clipped();
render_init_fx_smooth_indirect_clipped();
render_init_fx_smooth_indirect();
render_init_fx_smooth_raw();
render_init_fx_smooth_culled();
render_init_fx_smooth_clipped();
render_init_fx_flat_raw();
render_init_fx_flat_culled();
render_init_fx_flat_clipped();
#if defined(FX_GLIDE3)
fxDDRenderInitGlide3(ctx);
#endif
}
/* Now used to set an internal var in fxMesa - we hook out at the
* level of gl_render_vb() instead.
*/
render_func **fxDDChooseRenderVBTables(GLcontext *ctx)
{
fxMesaContext fxMesa=(fxMesaContext)ctx->DriverCtx;
if (ctx->IndirectTriangles & DD_SW_SETUP)
return null_tables;
switch (fxMesa->render_index) {
/* case FX_FLAT: */
/* return fxDDRenderVBFlat_tables; */
case 0:
return fxDDRenderVBSmooth_tables;
default:
return null_tables;
}
}
void fxDDDoRenderVB( struct vertex_buffer *VB )
{
GLcontext *ctx = VB->ctx;
fxMesaContext fxMesa=(fxMesaContext)ctx->DriverCtx;
GLuint i, next, prim;
GLuint parity = VB->Parity;
render_func *tab;
GLuint count = VB->Count;
GLint p = 0;
if (fxMesa->new_state)
fxSetupFXUnits(ctx);
if (VB->Indirect) {
return;
} else if (VB->CullMode & CLIP_MASK_ACTIVE) {
tab = fxMesa->RenderVBClippedTab;
} else {
tab = fxMesa->RenderVBRawTab;
}
if (!VB->CullDone)
gl_fast_copy_vb( VB );
do
{
for ( i= VB->CopyStart ; i < count ; parity = 0, i = next )
{
prim = VB->Primitive[i];
next = VB->NextPrimitive[i];
tab[prim]( VB, i, next, parity );
}
} while (ctx->Driver.MultipassFunc &&
ctx->Driver.MultipassFunc( VB, ++p ));
}
#else
/*
* Need this to provide at least one external definition.
*/
int gl_fx_dummy_function_render(void)
{
return 0;
}
#endif /* FX */
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