blob: baa00af29a63b4ca1941cfe59380c788f555a69f [file] [log] [blame]
/*
* Copyright 2003 Tungsten Graphics, inc.
* 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
* on the rights to use, copy, modify, merge, publish, distribute, sub
* license, 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 (including the next
* paragraph) 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 NON-INFRINGEMENT. IN NO EVENT SHALL
* TUNGSTEN GRAPHICS AND/OR THEIR SUPPLIERS 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@tungstengraphics.com>
*/
#include "main/glheader.h"
#include "main/context.h"
#include "main/colormac.h"
#include "main/simple_list.h"
#include "vf/vf.h"
/*
* These functions take the NDC coordinates pointed to by 'in', apply the
* NDC->Viewport mapping and store the results at 'v'.
*/
static INLINE void insert_4f_viewport_4( const struct vf_attr *a, GLubyte *v,
const GLfloat *in )
{
GLfloat *out = (GLfloat *)v;
const GLfloat *scale = a->vf->vp;
const GLfloat *trans = a->vf->vp + 4;
out[0] = scale[0] * in[0] + trans[0];
out[1] = scale[1] * in[1] + trans[1];
out[2] = scale[2] * in[2] + trans[2];
out[3] = in[3];
}
static INLINE void insert_4f_viewport_3( const struct vf_attr *a, GLubyte *v,
const GLfloat *in )
{
GLfloat *out = (GLfloat *)v;
const GLfloat *scale = a->vf->vp;
const GLfloat *trans = a->vf->vp + 4;
out[0] = scale[0] * in[0] + trans[0];
out[1] = scale[1] * in[1] + trans[1];
out[2] = scale[2] * in[2] + trans[2];
out[3] = 1;
}
static INLINE void insert_4f_viewport_2( const struct vf_attr *a, GLubyte *v,
const GLfloat *in )
{
GLfloat *out = (GLfloat *)v;
const GLfloat *scale = a->vf->vp;
const GLfloat *trans = a->vf->vp + 4;
out[0] = scale[0] * in[0] + trans[0];
out[1] = scale[1] * in[1] + trans[1];
out[2] = trans[2];
out[3] = 1;
}
static INLINE void insert_4f_viewport_1( const struct vf_attr *a, GLubyte *v,
const GLfloat *in )
{
GLfloat *out = (GLfloat *)v;
const GLfloat *scale = a->vf->vp;
const GLfloat *trans = a->vf->vp + 4;
out[0] = scale[0] * in[0] + trans[0];
out[1] = trans[1];
out[2] = trans[2];
out[3] = 1;
}
static INLINE void insert_3f_viewport_3( const struct vf_attr *a, GLubyte *v,
const GLfloat *in )
{
GLfloat *out = (GLfloat *)v;
const GLfloat *scale = a->vf->vp;
const GLfloat *trans = a->vf->vp + 4;
out[0] = scale[0] * in[0] + trans[0];
out[1] = scale[1] * in[1] + trans[1];
out[2] = scale[2] * in[2] + trans[2];
}
static INLINE void insert_3f_viewport_2( const struct vf_attr *a, GLubyte *v,
const GLfloat *in )
{
GLfloat *out = (GLfloat *)v;
const GLfloat *scale = a->vf->vp;
const GLfloat *trans = a->vf->vp + 4;
out[0] = scale[0] * in[0] + trans[0];
out[1] = scale[1] * in[1] + trans[1];
out[2] = scale[2] * in[2] + trans[2];
}
static INLINE void insert_3f_viewport_1( const struct vf_attr *a, GLubyte *v,
const GLfloat *in )
{
GLfloat *out = (GLfloat *)v;
const GLfloat *scale = a->vf->vp;
const GLfloat *trans = a->vf->vp + 4;
out[0] = scale[0] * in[0] + trans[0];
out[1] = trans[1];
out[2] = trans[2];
}
static INLINE void insert_2f_viewport_2( const struct vf_attr *a, GLubyte *v,
const GLfloat *in )
{
GLfloat *out = (GLfloat *)v;
const GLfloat *scale = a->vf->vp;
const GLfloat *trans = a->vf->vp + 4;
out[0] = scale[0] * in[0] + trans[0];
out[1] = scale[1] * in[1] + trans[1];
}
static INLINE void insert_2f_viewport_1( const struct vf_attr *a, GLubyte *v,
const GLfloat *in )
{
GLfloat *out = (GLfloat *)v;
const GLfloat *scale = a->vf->vp;
const GLfloat *trans = a->vf->vp + 4;
out[0] = scale[0] * in[0] + trans[0];
out[1] = trans[1];
}
/*
* These functions do the same as above, except for the viewport mapping.
*/
static INLINE void insert_4f_4( const struct vf_attr *a, GLubyte *v, const GLfloat *in )
{
GLfloat *out = (GLfloat *)(v);
(void) a;
out[0] = in[0];
out[1] = in[1];
out[2] = in[2];
out[3] = in[3];
}
static INLINE void insert_4f_3( const struct vf_attr *a, GLubyte *v, const GLfloat *in )
{
GLfloat *out = (GLfloat *)(v);
(void) a;
out[0] = in[0];
out[1] = in[1];
out[2] = in[2];
out[3] = 1;
}
static INLINE void insert_4f_2( const struct vf_attr *a, GLubyte *v, const GLfloat *in )
{
GLfloat *out = (GLfloat *)(v);
(void) a;
out[0] = in[0];
out[1] = in[1];
out[2] = 0;
out[3] = 1;
}
static INLINE void insert_4f_1( const struct vf_attr *a, GLubyte *v, const GLfloat *in )
{
GLfloat *out = (GLfloat *)(v);
(void) a;
out[0] = in[0];
out[1] = 0;
out[2] = 0;
out[3] = 1;
}
static INLINE void insert_3f_xyw_4( const struct vf_attr *a, GLubyte *v, const GLfloat *in )
{
GLfloat *out = (GLfloat *)(v);
(void) a;
out[0] = in[0];
out[1] = in[1];
out[2] = in[3];
}
static INLINE void insert_3f_xyw_err( const struct vf_attr *a, GLubyte *v, const GLfloat *in )
{
(void) a; (void) v; (void) in;
_mesa_exit(1);
}
static INLINE void insert_3f_3( const struct vf_attr *a, GLubyte *v, const GLfloat *in )
{
GLfloat *out = (GLfloat *)(v);
(void) a;
out[0] = in[0];
out[1] = in[1];
out[2] = in[2];
}
static INLINE void insert_3f_2( const struct vf_attr *a, GLubyte *v, const GLfloat *in )
{
GLfloat *out = (GLfloat *)(v);
(void) a;
out[0] = in[0];
out[1] = in[1];
out[2] = 0;
}
static INLINE void insert_3f_1( const struct vf_attr *a, GLubyte *v, const GLfloat *in )
{
GLfloat *out = (GLfloat *)(v);
(void) a;
out[0] = in[0];
out[1] = 0;
out[2] = 0;
}
static INLINE void insert_2f_2( const struct vf_attr *a, GLubyte *v, const GLfloat *in )
{
GLfloat *out = (GLfloat *)(v);
(void) a;
out[0] = in[0];
out[1] = in[1];
}
static INLINE void insert_2f_1( const struct vf_attr *a, GLubyte *v, const GLfloat *in )
{
GLfloat *out = (GLfloat *)(v);
(void) a;
out[0] = in[0];
out[1] = 0;
}
static INLINE void insert_1f_1( const struct vf_attr *a, GLubyte *v, const GLfloat *in )
{
GLfloat *out = (GLfloat *)(v);
(void) a;
out[0] = in[0];
}
static INLINE void insert_null( const struct vf_attr *a, GLubyte *v, const GLfloat *in )
{
(void) a; (void) v; (void) in;
}
static INLINE void insert_4chan_4f_rgba_4( const struct vf_attr *a, GLubyte *v,
const GLfloat *in )
{
GLchan *c = (GLchan *)v;
(void) a;
UNCLAMPED_FLOAT_TO_CHAN(c[0], in[0]);
UNCLAMPED_FLOAT_TO_CHAN(c[1], in[1]);
UNCLAMPED_FLOAT_TO_CHAN(c[2], in[2]);
UNCLAMPED_FLOAT_TO_CHAN(c[3], in[3]);
}
static INLINE void insert_4chan_4f_rgba_3( const struct vf_attr *a, GLubyte *v,
const GLfloat *in )
{
GLchan *c = (GLchan *)v;
(void) a;
UNCLAMPED_FLOAT_TO_CHAN(c[0], in[0]);
UNCLAMPED_FLOAT_TO_CHAN(c[1], in[1]);
UNCLAMPED_FLOAT_TO_CHAN(c[2], in[2]);
c[3] = CHAN_MAX;
}
static INLINE void insert_4chan_4f_rgba_2( const struct vf_attr *a, GLubyte *v,
const GLfloat *in )
{
GLchan *c = (GLchan *)v;
(void) a;
UNCLAMPED_FLOAT_TO_CHAN(c[0], in[0]);
UNCLAMPED_FLOAT_TO_CHAN(c[1], in[1]);
c[2] = 0;
c[3] = CHAN_MAX;
}
static INLINE void insert_4chan_4f_rgba_1( const struct vf_attr *a, GLubyte *v,
const GLfloat *in )
{
GLchan *c = (GLchan *)v;
(void) a;
UNCLAMPED_FLOAT_TO_CHAN(c[0], in[0]);
c[1] = 0;
c[2] = 0;
c[3] = CHAN_MAX;
}
static INLINE void insert_4ub_4f_rgba_4( const struct vf_attr *a, GLubyte *v,
const GLfloat *in )
{
(void) a;
UNCLAMPED_FLOAT_TO_UBYTE(v[0], in[0]);
UNCLAMPED_FLOAT_TO_UBYTE(v[1], in[1]);
UNCLAMPED_FLOAT_TO_UBYTE(v[2], in[2]);
UNCLAMPED_FLOAT_TO_UBYTE(v[3], in[3]);
}
static INLINE void insert_4ub_4f_rgba_3( const struct vf_attr *a, GLubyte *v,
const GLfloat *in )
{
(void) a;
UNCLAMPED_FLOAT_TO_UBYTE(v[0], in[0]);
UNCLAMPED_FLOAT_TO_UBYTE(v[1], in[1]);
UNCLAMPED_FLOAT_TO_UBYTE(v[2], in[2]);
v[3] = 0xff;
}
static INLINE void insert_4ub_4f_rgba_2( const struct vf_attr *a, GLubyte *v,
const GLfloat *in )
{
(void) a;
UNCLAMPED_FLOAT_TO_UBYTE(v[0], in[0]);
UNCLAMPED_FLOAT_TO_UBYTE(v[1], in[1]);
v[2] = 0;
v[3] = 0xff;
}
static INLINE void insert_4ub_4f_rgba_1( const struct vf_attr *a, GLubyte *v,
const GLfloat *in )
{
(void) a;
UNCLAMPED_FLOAT_TO_UBYTE(v[0], in[0]);
v[1] = 0;
v[2] = 0;
v[3] = 0xff;
}
static INLINE void insert_4ub_4f_bgra_4( const struct vf_attr *a, GLubyte *v,
const GLfloat *in )
{
(void) a;
UNCLAMPED_FLOAT_TO_UBYTE(v[2], in[0]);
UNCLAMPED_FLOAT_TO_UBYTE(v[1], in[1]);
UNCLAMPED_FLOAT_TO_UBYTE(v[0], in[2]);
UNCLAMPED_FLOAT_TO_UBYTE(v[3], in[3]);
}
static INLINE void insert_4ub_4f_bgra_3( const struct vf_attr *a, GLubyte *v,
const GLfloat *in )
{
(void) a;
UNCLAMPED_FLOAT_TO_UBYTE(v[2], in[0]);
UNCLAMPED_FLOAT_TO_UBYTE(v[1], in[1]);
UNCLAMPED_FLOAT_TO_UBYTE(v[0], in[2]);
v[3] = 0xff;
}
static INLINE void insert_4ub_4f_bgra_2( const struct vf_attr *a, GLubyte *v,
const GLfloat *in )
{
(void) a;
UNCLAMPED_FLOAT_TO_UBYTE(v[2], in[0]);
UNCLAMPED_FLOAT_TO_UBYTE(v[1], in[1]);
v[0] = 0;
v[3] = 0xff;
}
static INLINE void insert_4ub_4f_bgra_1( const struct vf_attr *a, GLubyte *v,
const GLfloat *in )
{
(void) a;
UNCLAMPED_FLOAT_TO_UBYTE(v[2], in[0]);
v[1] = 0;
v[0] = 0;
v[3] = 0xff;
}
static INLINE void insert_4ub_4f_argb_4( const struct vf_attr *a, GLubyte *v,
const GLfloat *in )
{
(void) a;
UNCLAMPED_FLOAT_TO_UBYTE(v[1], in[0]);
UNCLAMPED_FLOAT_TO_UBYTE(v[2], in[1]);
UNCLAMPED_FLOAT_TO_UBYTE(v[3], in[2]);
UNCLAMPED_FLOAT_TO_UBYTE(v[0], in[3]);
}
static INLINE void insert_4ub_4f_argb_3( const struct vf_attr *a, GLubyte *v,
const GLfloat *in )
{
(void) a;
UNCLAMPED_FLOAT_TO_UBYTE(v[1], in[0]);
UNCLAMPED_FLOAT_TO_UBYTE(v[2], in[1]);
UNCLAMPED_FLOAT_TO_UBYTE(v[3], in[2]);
v[0] = 0xff;
}
static INLINE void insert_4ub_4f_argb_2( const struct vf_attr *a, GLubyte *v,
const GLfloat *in )
{
(void) a;
UNCLAMPED_FLOAT_TO_UBYTE(v[1], in[0]);
UNCLAMPED_FLOAT_TO_UBYTE(v[2], in[1]);
v[3] = 0x00;
v[0] = 0xff;
}
static INLINE void insert_4ub_4f_argb_1( const struct vf_attr *a, GLubyte *v,
const GLfloat *in )
{
(void) a;
UNCLAMPED_FLOAT_TO_UBYTE(v[1], in[0]);
v[2] = 0x00;
v[3] = 0x00;
v[0] = 0xff;
}
static INLINE void insert_4ub_4f_abgr_4( const struct vf_attr *a, GLubyte *v,
const GLfloat *in )
{
(void) a;
UNCLAMPED_FLOAT_TO_UBYTE(v[3], in[0]);
UNCLAMPED_FLOAT_TO_UBYTE(v[2], in[1]);
UNCLAMPED_FLOAT_TO_UBYTE(v[1], in[2]);
UNCLAMPED_FLOAT_TO_UBYTE(v[0], in[3]);
}
static INLINE void insert_4ub_4f_abgr_3( const struct vf_attr *a, GLubyte *v,
const GLfloat *in )
{
(void) a;
UNCLAMPED_FLOAT_TO_UBYTE(v[3], in[0]);
UNCLAMPED_FLOAT_TO_UBYTE(v[2], in[1]);
UNCLAMPED_FLOAT_TO_UBYTE(v[1], in[2]);
v[0] = 0xff;
}
static INLINE void insert_4ub_4f_abgr_2( const struct vf_attr *a, GLubyte *v,
const GLfloat *in )
{
(void) a;
UNCLAMPED_FLOAT_TO_UBYTE(v[3], in[0]);
UNCLAMPED_FLOAT_TO_UBYTE(v[2], in[1]);
v[1] = 0x00;
v[0] = 0xff;
}
static INLINE void insert_4ub_4f_abgr_1( const struct vf_attr *a, GLubyte *v,
const GLfloat *in )
{
(void) a;
UNCLAMPED_FLOAT_TO_UBYTE(v[3], in[0]);
v[2] = 0x00;
v[1] = 0x00;
v[0] = 0xff;
}
static INLINE void insert_3ub_3f_rgb_3( const struct vf_attr *a, GLubyte *v,
const GLfloat *in )
{
(void) a;
UNCLAMPED_FLOAT_TO_UBYTE(v[0], in[0]);
UNCLAMPED_FLOAT_TO_UBYTE(v[1], in[1]);
UNCLAMPED_FLOAT_TO_UBYTE(v[2], in[2]);
}
static INLINE void insert_3ub_3f_rgb_2( const struct vf_attr *a, GLubyte *v,
const GLfloat *in )
{
(void) a;
UNCLAMPED_FLOAT_TO_UBYTE(v[0], in[0]);
UNCLAMPED_FLOAT_TO_UBYTE(v[1], in[1]);
v[2] = 0;
}
static INLINE void insert_3ub_3f_rgb_1( const struct vf_attr *a, GLubyte *v,
const GLfloat *in )
{
(void) a;
UNCLAMPED_FLOAT_TO_UBYTE(v[0], in[0]);
v[1] = 0;
v[2] = 0;
}
static INLINE void insert_3ub_3f_bgr_3( const struct vf_attr *a, GLubyte *v,
const GLfloat *in )
{
(void) a;
UNCLAMPED_FLOAT_TO_UBYTE(v[2], in[0]);
UNCLAMPED_FLOAT_TO_UBYTE(v[1], in[1]);
UNCLAMPED_FLOAT_TO_UBYTE(v[0], in[2]);
}
static INLINE void insert_3ub_3f_bgr_2( const struct vf_attr *a, GLubyte *v,
const GLfloat *in )
{
(void) a;
UNCLAMPED_FLOAT_TO_UBYTE(v[2], in[0]);
UNCLAMPED_FLOAT_TO_UBYTE(v[1], in[1]);
v[0] = 0;
}
static INLINE void insert_3ub_3f_bgr_1( const struct vf_attr *a, GLubyte *v,
const GLfloat *in )
{
(void) a;
UNCLAMPED_FLOAT_TO_UBYTE(v[2], in[0]);
v[1] = 0;
v[0] = 0;
}
static INLINE void insert_1ub_1f_1( const struct vf_attr *a, GLubyte *v,
const GLfloat *in )
{
(void) a;
UNCLAMPED_FLOAT_TO_UBYTE(v[0], in[0]);
}
/***********************************************************************
* Functions to perform the reverse operations to the above, for
* swrast translation and clip-interpolation.
*
* Currently always extracts a full 4 floats.
*/
static void extract_4f_viewport( const struct vf_attr *a, GLfloat *out,
const GLubyte *v )
{
const GLfloat *in = (const GLfloat *)v;
const GLfloat *scale = a->vf->vp;
const GLfloat *trans = a->vf->vp + 4;
/* Although included for completeness, the position coordinate is
* usually handled differently during clipping.
*/
out[0] = (in[0] - trans[0]) / scale[0];
out[1] = (in[1] - trans[1]) / scale[1];
out[2] = (in[2] - trans[2]) / scale[2];
out[3] = in[3];
}
static void extract_3f_viewport( const struct vf_attr *a, GLfloat *out,
const GLubyte *v )
{
const GLfloat *in = (const GLfloat *)v;
const GLfloat *scale = a->vf->vp;
const GLfloat *trans = a->vf->vp + 4;
out[0] = (in[0] - trans[0]) / scale[0];
out[1] = (in[1] - trans[1]) / scale[1];
out[2] = (in[2] - trans[2]) / scale[2];
out[3] = 1;
}
static void extract_2f_viewport( const struct vf_attr *a, GLfloat *out,
const GLubyte *v )
{
const GLfloat *in = (const GLfloat *)v;
const GLfloat *scale = a->vf->vp;
const GLfloat *trans = a->vf->vp + 4;
out[0] = (in[0] - trans[0]) / scale[0];
out[1] = (in[1] - trans[1]) / scale[1];
out[2] = 0;
out[3] = 1;
}
static void extract_4f( const struct vf_attr *a, GLfloat *out, const GLubyte *v )
{
const GLfloat *in = (const GLfloat *)v;
(void) a;
out[0] = in[0];
out[1] = in[1];
out[2] = in[2];
out[3] = in[3];
}
static void extract_3f_xyw( const struct vf_attr *a, GLfloat *out, const GLubyte *v )
{
const GLfloat *in = (const GLfloat *)v;
(void) a;
out[0] = in[0];
out[1] = in[1];
out[2] = 0;
out[3] = in[2];
}
static void extract_3f( const struct vf_attr *a, GLfloat *out, const GLubyte *v )
{
const GLfloat *in = (const GLfloat *)v;
(void) a;
out[0] = in[0];
out[1] = in[1];
out[2] = in[2];
out[3] = 1;
}
static void extract_2f( const struct vf_attr *a, GLfloat *out, const GLubyte *v )
{
const GLfloat *in = (const GLfloat *)v;
(void) a;
out[0] = in[0];
out[1] = in[1];
out[2] = 0;
out[3] = 1;
}
static void extract_1f( const struct vf_attr *a, GLfloat *out, const GLubyte *v )
{
const GLfloat *in = (const GLfloat *)v;
(void) a;
out[0] = in[0];
out[1] = 0;
out[2] = 0;
out[3] = 1;
}
static void extract_4chan_4f_rgba( const struct vf_attr *a, GLfloat *out,
const GLubyte *v )
{
GLchan *c = (GLchan *)v;
(void) a;
out[0] = CHAN_TO_FLOAT(c[0]);
out[1] = CHAN_TO_FLOAT(c[1]);
out[2] = CHAN_TO_FLOAT(c[2]);
out[3] = CHAN_TO_FLOAT(c[3]);
}
static void extract_4ub_4f_rgba( const struct vf_attr *a, GLfloat *out,
const GLubyte *v )
{
(void) a;
out[0] = UBYTE_TO_FLOAT(v[0]);
out[1] = UBYTE_TO_FLOAT(v[1]);
out[2] = UBYTE_TO_FLOAT(v[2]);
out[3] = UBYTE_TO_FLOAT(v[3]);
}
static void extract_4ub_4f_bgra( const struct vf_attr *a, GLfloat *out,
const GLubyte *v )
{
(void) a;
out[2] = UBYTE_TO_FLOAT(v[0]);
out[1] = UBYTE_TO_FLOAT(v[1]);
out[0] = UBYTE_TO_FLOAT(v[2]);
out[3] = UBYTE_TO_FLOAT(v[3]);
}
static void extract_4ub_4f_argb( const struct vf_attr *a, GLfloat *out,
const GLubyte *v )
{
(void) a;
out[3] = UBYTE_TO_FLOAT(v[0]);
out[0] = UBYTE_TO_FLOAT(v[1]);
out[1] = UBYTE_TO_FLOAT(v[2]);
out[2] = UBYTE_TO_FLOAT(v[3]);
}
static void extract_4ub_4f_abgr( const struct vf_attr *a, GLfloat *out,
const GLubyte *v )
{
(void) a;
out[3] = UBYTE_TO_FLOAT(v[0]);
out[2] = UBYTE_TO_FLOAT(v[1]);
out[1] = UBYTE_TO_FLOAT(v[2]);
out[0] = UBYTE_TO_FLOAT(v[3]);
}
static void extract_3ub_3f_rgb( const struct vf_attr *a, GLfloat *out,
const GLubyte *v )
{
(void) a;
out[0] = UBYTE_TO_FLOAT(v[0]);
out[1] = UBYTE_TO_FLOAT(v[1]);
out[2] = UBYTE_TO_FLOAT(v[2]);
out[3] = 1;
}
static void extract_3ub_3f_bgr( const struct vf_attr *a, GLfloat *out,
const GLubyte *v )
{
(void) a;
out[2] = UBYTE_TO_FLOAT(v[0]);
out[1] = UBYTE_TO_FLOAT(v[1]);
out[0] = UBYTE_TO_FLOAT(v[2]);
out[3] = 1;
}
static void extract_1ub_1f( const struct vf_attr *a, GLfloat *out, const GLubyte *v )
{
(void) a;
out[0] = UBYTE_TO_FLOAT(v[0]);
out[1] = 0;
out[2] = 0;
out[3] = 1;
}
const struct vf_format_info vf_format_info[EMIT_MAX] =
{
{ "1f",
extract_1f,
{ insert_1f_1, insert_1f_1, insert_1f_1, insert_1f_1 },
sizeof(GLfloat) },
{ "2f",
extract_2f,
{ insert_2f_1, insert_2f_2, insert_2f_2, insert_2f_2 },
2 * sizeof(GLfloat) },
{ "3f",
extract_3f,
{ insert_3f_1, insert_3f_2, insert_3f_3, insert_3f_3 },
3 * sizeof(GLfloat) },
{ "4f",
extract_4f,
{ insert_4f_1, insert_4f_2, insert_4f_3, insert_4f_4 },
4 * sizeof(GLfloat) },
{ "2f_viewport",
extract_2f_viewport,
{ insert_2f_viewport_1, insert_2f_viewport_2, insert_2f_viewport_2,
insert_2f_viewport_2 },
2 * sizeof(GLfloat) },
{ "3f_viewport",
extract_3f_viewport,
{ insert_3f_viewport_1, insert_3f_viewport_2, insert_3f_viewport_3,
insert_3f_viewport_3 },
3 * sizeof(GLfloat) },
{ "4f_viewport",
extract_4f_viewport,
{ insert_4f_viewport_1, insert_4f_viewport_2, insert_4f_viewport_3,
insert_4f_viewport_4 },
4 * sizeof(GLfloat) },
{ "3f_xyw",
extract_3f_xyw,
{ insert_3f_xyw_err, insert_3f_xyw_err, insert_3f_xyw_err,
insert_3f_xyw_4 },
3 * sizeof(GLfloat) },
{ "1ub_1f",
extract_1ub_1f,
{ insert_1ub_1f_1, insert_1ub_1f_1, insert_1ub_1f_1, insert_1ub_1f_1 },
sizeof(GLubyte) },
{ "3ub_3f_rgb",
extract_3ub_3f_rgb,
{ insert_3ub_3f_rgb_1, insert_3ub_3f_rgb_2, insert_3ub_3f_rgb_3,
insert_3ub_3f_rgb_3 },
3 * sizeof(GLubyte) },
{ "3ub_3f_bgr",
extract_3ub_3f_bgr,
{ insert_3ub_3f_bgr_1, insert_3ub_3f_bgr_2, insert_3ub_3f_bgr_3,
insert_3ub_3f_bgr_3 },
3 * sizeof(GLubyte) },
{ "4ub_4f_rgba",
extract_4ub_4f_rgba,
{ insert_4ub_4f_rgba_1, insert_4ub_4f_rgba_2, insert_4ub_4f_rgba_3,
insert_4ub_4f_rgba_4 },
4 * sizeof(GLubyte) },
{ "4ub_4f_bgra",
extract_4ub_4f_bgra,
{ insert_4ub_4f_bgra_1, insert_4ub_4f_bgra_2, insert_4ub_4f_bgra_3,
insert_4ub_4f_bgra_4 },
4 * sizeof(GLubyte) },
{ "4ub_4f_argb",
extract_4ub_4f_argb,
{ insert_4ub_4f_argb_1, insert_4ub_4f_argb_2, insert_4ub_4f_argb_3,
insert_4ub_4f_argb_4 },
4 * sizeof(GLubyte) },
{ "4ub_4f_abgr",
extract_4ub_4f_abgr,
{ insert_4ub_4f_abgr_1, insert_4ub_4f_abgr_2, insert_4ub_4f_abgr_3,
insert_4ub_4f_abgr_4 },
4 * sizeof(GLubyte) },
{ "4chan_4f_rgba",
extract_4chan_4f_rgba,
{ insert_4chan_4f_rgba_1, insert_4chan_4f_rgba_2, insert_4chan_4f_rgba_3,
insert_4chan_4f_rgba_4 },
4 * sizeof(GLchan) },
{ "pad",
NULL,
{ NULL, NULL, NULL, NULL },
0 }
};
/***********************************************************************
* Hardwired fastpaths for emitting whole vertices or groups of
* vertices
*/
#define EMIT5(NR, F0, F1, F2, F3, F4, NAME) \
static void NAME( struct vertex_fetch *vf, \
GLuint count, \
GLubyte *v ) \
{ \
struct vf_attr *a = vf->attr; \
GLuint i; \
\
for (i = 0 ; i < count ; i++, v += vf->vertex_stride) { \
if (NR > 0) { \
F0( &a[0], v + a[0].vertoffset, (GLfloat *)a[0].inputptr ); \
a[0].inputptr += a[0].inputstride; \
} \
\
if (NR > 1) { \
F1( &a[1], v + a[1].vertoffset, (GLfloat *)a[1].inputptr ); \
a[1].inputptr += a[1].inputstride; \
} \
\
if (NR > 2) { \
F2( &a[2], v + a[2].vertoffset, (GLfloat *)a[2].inputptr ); \
a[2].inputptr += a[2].inputstride; \
} \
\
if (NR > 3) { \
F3( &a[3], v + a[3].vertoffset, (GLfloat *)a[3].inputptr ); \
a[3].inputptr += a[3].inputstride; \
} \
\
if (NR > 4) { \
F4( &a[4], v + a[4].vertoffset, (GLfloat *)a[4].inputptr ); \
a[4].inputptr += a[4].inputstride; \
} \
} \
}
#define EMIT2(F0, F1, NAME) EMIT5(2, F0, F1, insert_null, \
insert_null, insert_null, NAME)
#define EMIT3(F0, F1, F2, NAME) EMIT5(3, F0, F1, F2, insert_null, \
insert_null, NAME)
#define EMIT4(F0, F1, F2, F3, NAME) EMIT5(4, F0, F1, F2, F3, \
insert_null, NAME)
EMIT2(insert_3f_viewport_3, insert_4ub_4f_rgba_4, emit_viewport3_rgba4)
EMIT2(insert_3f_viewport_3, insert_4ub_4f_bgra_4, emit_viewport3_bgra4)
EMIT2(insert_3f_3, insert_4ub_4f_rgba_4, emit_xyz3_rgba4)
EMIT3(insert_4f_viewport_4, insert_4ub_4f_rgba_4, insert_2f_2, emit_viewport4_rgba4_st2)
EMIT3(insert_4f_viewport_4, insert_4ub_4f_bgra_4, insert_2f_2, emit_viewport4_bgra4_st2)
EMIT3(insert_4f_4, insert_4ub_4f_rgba_4, insert_2f_2, emit_xyzw4_rgba4_st2)
EMIT4(insert_4f_viewport_4, insert_4ub_4f_rgba_4, insert_2f_2, insert_2f_2, emit_viewport4_rgba4_st2_st2)
EMIT4(insert_4f_viewport_4, insert_4ub_4f_bgra_4, insert_2f_2, insert_2f_2, emit_viewport4_bgra4_st2_st2)
EMIT4(insert_4f_4, insert_4ub_4f_rgba_4, insert_2f_2, insert_2f_2, emit_xyzw4_rgba4_st2_st2)
/* Use the codegen paths to select one of a number of hardwired
* fastpaths.
*/
void vf_generate_hardwired_emit( struct vertex_fetch *vf )
{
vf_emit_func func = NULL;
/* Does it fit a hardwired fastpath? Help! this is growing out of
* control!
*/
switch (vf->attr_count) {
case 2:
if (vf->attr[0].do_insert == insert_3f_viewport_3) {
if (vf->attr[1].do_insert == insert_4ub_4f_bgra_4)
func = emit_viewport3_bgra4;
else if (vf->attr[1].do_insert == insert_4ub_4f_rgba_4)
func = emit_viewport3_rgba4;
}
else if (vf->attr[0].do_insert == insert_3f_3 &&
vf->attr[1].do_insert == insert_4ub_4f_rgba_4) {
func = emit_xyz3_rgba4;
}
break;
case 3:
if (vf->attr[2].do_insert == insert_2f_2) {
if (vf->attr[1].do_insert == insert_4ub_4f_rgba_4) {
if (vf->attr[0].do_insert == insert_4f_viewport_4)
func = emit_viewport4_rgba4_st2;
else if (vf->attr[0].do_insert == insert_4f_4)
func = emit_xyzw4_rgba4_st2;
}
else if (vf->attr[1].do_insert == insert_4ub_4f_bgra_4 &&
vf->attr[0].do_insert == insert_4f_viewport_4)
func = emit_viewport4_bgra4_st2;
}
break;
case 4:
if (vf->attr[2].do_insert == insert_2f_2 &&
vf->attr[3].do_insert == insert_2f_2) {
if (vf->attr[1].do_insert == insert_4ub_4f_rgba_4) {
if (vf->attr[0].do_insert == insert_4f_viewport_4)
func = emit_viewport4_rgba4_st2_st2;
else if (vf->attr[0].do_insert == insert_4f_4)
func = emit_xyzw4_rgba4_st2_st2;
}
else if (vf->attr[1].do_insert == insert_4ub_4f_bgra_4 &&
vf->attr[0].do_insert == insert_4f_viewport_4)
func = emit_viewport4_bgra4_st2_st2;
}
break;
}
vf->emit = func;
}
/***********************************************************************
* Generic (non-codegen) functions for whole vertices or groups of
* vertices
*/
void vf_generic_emit( struct vertex_fetch *vf,
GLuint count,
GLubyte *v )
{
struct vf_attr *a = vf->attr;
const GLuint attr_count = vf->attr_count;
const GLuint stride = vf->vertex_stride;
GLuint i, j;
for (i = 0 ; i < count ; i++, v += stride) {
for (j = 0; j < attr_count; j++) {
GLfloat *in = (GLfloat *)a[j].inputptr;
a[j].inputptr += a[j].inputstride;
a[j].do_insert( &a[j], v + a[j].vertoffset, in );
}
}
}