Obsolete.

This commit is contained in:
Brian 2006-12-13 15:33:41 -07:00
parent a5011d9753
commit 1fbb1c8d78

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@ -1,332 +0,0 @@
/*
* Mesa 3-D graphics library
* Version: 6.5
*
* Copyright (C) 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.
*
* Authors:
* Michal Krol
*/
#include "glheader.h"
#include "imports.h"
#include "macros.h"
#include "shaderobjects.h"
#include "shaderobjects_3dlabs.h"
#include "t_pipeline.h"
#include "slang_utility.h"
#include "slang_link.h"
#if FEATURE_ARB_vertex_shader
typedef struct
{
GLvector4f outputs[VERT_RESULT_MAX];
GLvector4f varyings[MAX_VARYING_VECTORS];
GLvector4f ndc_coords;
GLubyte *clipmask;
GLubyte ormask;
GLubyte andmask;
} arbvs_stage_data;
#define ARBVS_STAGE_DATA(stage) ((arbvs_stage_data *) stage->privatePtr)
static GLboolean
construct_arb_vertex_shader(GLcontext * ctx, struct tnl_pipeline_stage *stage)
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
struct vertex_buffer *vb = &tnl->vb;
arbvs_stage_data *store;
GLuint size = vb->Size;
GLuint i;
stage->privatePtr = _mesa_malloc(sizeof(arbvs_stage_data));
store = ARBVS_STAGE_DATA(stage);
if (store == NULL)
return GL_FALSE;
for (i = 0; i < VERT_RESULT_MAX; i++) {
_mesa_vector4f_alloc(&store->outputs[i], 0, size, 32);
store->outputs[i].size = 4;
}
for (i = 0; i < MAX_VARYING_VECTORS; i++) {
_mesa_vector4f_alloc(&store->varyings[i], 0, size, 32);
store->varyings[i].size = 4;
}
_mesa_vector4f_alloc(&store->ndc_coords, 0, size, 32);
store->clipmask = (GLubyte *) ALIGN_MALLOC(size, 32);
return GL_TRUE;
}
static void
destruct_arb_vertex_shader(struct tnl_pipeline_stage *stage)
{
arbvs_stage_data *store = ARBVS_STAGE_DATA(stage);
if (store != NULL) {
GLuint i;
for (i = 0; i < VERT_RESULT_MAX; i++)
_mesa_vector4f_free(&store->outputs[i]);
for (i = 0; i < MAX_VARYING_VECTORS; i++)
_mesa_vector4f_free(&store->varyings[i]);
_mesa_vector4f_free(&store->ndc_coords);
ALIGN_FREE(store->clipmask);
_mesa_free(store);
stage->privatePtr = NULL;
}
}
static void
validate_arb_vertex_shader(GLcontext * ctx, struct tnl_pipeline_stage *stage)
{
}
static GLvoid
fetch_input_float(struct gl2_program_intf **pro, GLuint index, GLuint attr,
GLuint i, struct vertex_buffer *vb)
{
const GLubyte *ptr = (const GLubyte *) vb->AttribPtr[attr]->data;
const GLuint stride = vb->AttribPtr[attr]->stride;
GLfloat *data = (GLfloat *) (ptr + stride * i);
(**pro).UpdateFixedAttrib(pro, index, data, 0, sizeof(GLfloat), GL_TRUE);
}
static GLvoid
fetch_input_vec3(struct gl2_program_intf **pro, GLuint index, GLuint attr,
GLuint i, struct vertex_buffer *vb)
{
const GLubyte *ptr = (const GLubyte *) vb->AttribPtr[attr]->data;
const GLuint stride = vb->AttribPtr[attr]->stride;
GLfloat *data = (GLfloat *) (ptr + stride * i);
(**pro).UpdateFixedAttrib(pro, index, data, 0, 3 * sizeof(GLfloat),
GL_TRUE);
}
static void
fetch_input_vec4(struct gl2_program_intf **pro, GLuint index, GLuint attr,
GLuint i, struct vertex_buffer *vb)
{
const GLubyte *ptr = (const GLubyte *) vb->AttribPtr[attr]->data;
const GLuint size = vb->AttribPtr[attr]->size;
const GLuint stride = vb->AttribPtr[attr]->stride;
const GLfloat *data = (const GLfloat *) (ptr + stride * i);
GLfloat vec[4];
switch (size) {
case 2:
vec[0] = data[0];
vec[1] = data[1];
vec[2] = 0.0f;
vec[3] = 1.0f;
break;
case 3:
vec[0] = data[0];
vec[1] = data[1];
vec[2] = data[2];
vec[3] = 1.0f;
break;
case 4:
vec[0] = data[0];
vec[1] = data[1];
vec[2] = data[2];
vec[3] = data[3];
break;
}
(**pro).UpdateFixedAttrib(pro, index, vec, 0, 4 * sizeof(GLfloat),
GL_TRUE);
}
static GLvoid
fetch_gen_attrib(struct gl2_program_intf **pro, GLuint index, GLuint i,
struct vertex_buffer *vb)
{
const GLuint attr = _TNL_ATTRIB_GENERIC0 + index;
const GLubyte *ptr = (const GLubyte *) (vb->AttribPtr[attr]->data);
const GLuint stride = vb->AttribPtr[attr]->stride;
const GLfloat *data = (const GLfloat *) (ptr + stride * i);
(**pro).WriteAttrib(pro, index, data);
}
static GLvoid
fetch_output_float(struct gl2_program_intf **pro, GLuint index, GLuint attr,
GLuint i, arbvs_stage_data * store)
{
(**pro).UpdateFixedAttrib(pro, index, &store->outputs[attr].data[i], 0,
sizeof(GLfloat), GL_FALSE);
}
static void
fetch_output_vec4(struct gl2_program_intf **pro, GLuint index, GLuint attr,
GLuint i, GLuint offset, arbvs_stage_data * store)
{
(**pro).UpdateFixedAttrib(pro, index, &store->outputs[attr].data[i],
offset, 4 * sizeof(GLfloat), GL_FALSE);
}
static GLboolean
run_arb_vertex_shader(GLcontext * ctx, struct tnl_pipeline_stage *stage)
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
struct vertex_buffer *vb = &tnl->vb;
arbvs_stage_data *store = ARBVS_STAGE_DATA(stage);
struct gl2_program_intf **pro;
GLsizei i, j;
#if 00
if (!ctx->ShaderObjects._VertexShaderPresent)
return GL_TRUE;
#else
return GL_TRUE;
#endif
pro = ctx->ShaderObjects.CurrentProgram;
(**pro).UpdateFixedUniforms(pro);
for (i = 0; i < vb->Count; i++) {
fetch_input_vec4(pro, SLANG_VERTEX_FIXED_VERTEX, _TNL_ATTRIB_POS, i,
vb);
fetch_input_vec3(pro, SLANG_VERTEX_FIXED_NORMAL, _TNL_ATTRIB_NORMAL, i,
vb);
fetch_input_vec4(pro, SLANG_VERTEX_FIXED_COLOR, _TNL_ATTRIB_COLOR0, i,
vb);
fetch_input_vec4(pro, SLANG_VERTEX_FIXED_SECONDARYCOLOR,
_TNL_ATTRIB_COLOR1, i, vb);
fetch_input_float(pro, SLANG_VERTEX_FIXED_FOGCOORD, _TNL_ATTRIB_FOG, i,
vb);
fetch_input_vec4(pro, SLANG_VERTEX_FIXED_MULTITEXCOORD0,
_TNL_ATTRIB_TEX0, i, vb);
fetch_input_vec4(pro, SLANG_VERTEX_FIXED_MULTITEXCOORD1,
_TNL_ATTRIB_TEX1, i, vb);
fetch_input_vec4(pro, SLANG_VERTEX_FIXED_MULTITEXCOORD2,
_TNL_ATTRIB_TEX2, i, vb);
fetch_input_vec4(pro, SLANG_VERTEX_FIXED_MULTITEXCOORD3,
_TNL_ATTRIB_TEX3, i, vb);
fetch_input_vec4(pro, SLANG_VERTEX_FIXED_MULTITEXCOORD4,
_TNL_ATTRIB_TEX4, i, vb);
fetch_input_vec4(pro, SLANG_VERTEX_FIXED_MULTITEXCOORD5,
_TNL_ATTRIB_TEX5, i, vb);
fetch_input_vec4(pro, SLANG_VERTEX_FIXED_MULTITEXCOORD6,
_TNL_ATTRIB_TEX6, i, vb);
fetch_input_vec4(pro, SLANG_VERTEX_FIXED_MULTITEXCOORD7,
_TNL_ATTRIB_TEX7, i, vb);
for (j = 0; j < MAX_VERTEX_ATTRIBS; j++)
fetch_gen_attrib(pro, j, i, vb);
_slang_exec_vertex_shader(pro);
fetch_output_vec4(pro, SLANG_VERTEX_FIXED_POSITION, VERT_RESULT_HPOS, i,
0, store);
fetch_output_vec4(pro, SLANG_VERTEX_FIXED_FRONTCOLOR, VERT_RESULT_COL0,
i, 0, store);
fetch_output_vec4(pro, SLANG_VERTEX_FIXED_FRONTSECONDARYCOLOR,
VERT_RESULT_COL1, i, 0, store);
fetch_output_float(pro, SLANG_VERTEX_FIXED_FOGFRAGCOORD,
VERT_RESULT_FOGC, i, store);
for (j = 0; j < 8; j++)
fetch_output_vec4(pro, SLANG_VERTEX_FIXED_TEXCOORD,
VERT_RESULT_TEX0 + j, i, j, store);
fetch_output_float(pro, SLANG_VERTEX_FIXED_POINTSIZE, VERT_RESULT_PSIZ,
i, store);
fetch_output_vec4(pro, SLANG_VERTEX_FIXED_BACKCOLOR, VERT_RESULT_BFC0,
i, 0, store);
fetch_output_vec4(pro, SLANG_VERTEX_FIXED_BACKSECONDARYCOLOR,
VERT_RESULT_BFC1, i, 0, store);
/* XXX: fetch output SLANG_VERTEX_FIXED_CLIPVERTEX */
for (j = 0; j < MAX_VARYING_VECTORS; j++) {
GLuint k;
for (k = 0; k < VARYINGS_PER_VECTOR; k++) {
(**pro).UpdateVarying(pro, j * VARYINGS_PER_VECTOR + k,
&store->varyings[j].data[i][k], GL_TRUE);
}
}
}
vb->ClipPtr = &store->outputs[VERT_RESULT_HPOS];
vb->ClipPtr->count = vb->Count;
vb->ColorPtr[0] = &store->outputs[VERT_RESULT_COL0];
vb->AttribPtr[VERT_ATTRIB_COLOR0] = vb->ColorPtr[0];
vb->ColorPtr[1] = &store->outputs[VERT_RESULT_BFC0];
vb->SecondaryColorPtr[0] =
vb->AttribPtr[VERT_ATTRIB_COLOR1] = &store->outputs[VERT_RESULT_COL1];
vb->SecondaryColorPtr[1] = &store->outputs[VERT_RESULT_BFC1];
for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++) {
vb->TexCoordPtr[i] =
vb->AttribPtr[VERT_ATTRIB_TEX0 + i] =
&store->outputs[VERT_RESULT_TEX0 + i];
}
vb->FogCoordPtr =
vb->AttribPtr[VERT_ATTRIB_FOG] = &store->outputs[VERT_RESULT_FOGC];
vb->AttribPtr[_TNL_ATTRIB_POINTSIZE] = &store->outputs[VERT_RESULT_PSIZ];
for (i = 0; i < MAX_VARYING_VECTORS; i++) {
vb->VaryingPtr[i] = &store->varyings[i];
vb->AttribPtr[_TNL_ATTRIB_GENERIC0 + i] = vb->VaryingPtr[i];
}
store->ormask = 0;
store->andmask = CLIP_FRUSTUM_BITS;
if (tnl->NeedNdcCoords) {
vb->NdcPtr =
_mesa_clip_tab[vb->ClipPtr->size] (vb->ClipPtr, &store->ndc_coords,
store->clipmask, &store->ormask,
&store->andmask);
}
else {
vb->NdcPtr = NULL;
_mesa_clip_np_tab[vb->ClipPtr->size] (vb->ClipPtr, NULL,
store->clipmask, &store->ormask,
&store->andmask);
}
if (store->andmask)
return GL_FALSE;
vb->ClipAndMask = store->andmask;
vb->ClipOrMask = store->ormask;
vb->ClipMask = store->clipmask;
return GL_TRUE;
}
const struct tnl_pipeline_stage _tnl_arb_vertex_shader_stage = {
"ARB_vertex_shader",
NULL,
construct_arb_vertex_shader,
destruct_arb_vertex_shader,
validate_arb_vertex_shader,
run_arb_vertex_shader
};
#endif /* FEATURE_ARB_vertex_shader */