/* * Mesa 3-D graphics library * Version: 3.4 * * 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. */ /* * 3DNow! optimizations contributed by * Holger Waechtler */ #include "glheader.h" #include "context.h" #include "shade.h" #include "types.h" #include "vertices.h" #include "xform.h" #include "3dnow.h" #ifdef DEBUG #include "debug_xform.h" #endif #define XFORM_ARGS GLvector4f *to_vec, \ const GLfloat m[16], \ const GLvector4f *from_vec, \ const GLubyte *mask, \ const GLubyte flag #define DECLARE_XFORM_GROUP( pfx, sz, masked ) \ extern void _ASMAPI gl_##pfx##_transform_points##sz##_general_##masked( XFORM_ARGS ); \ extern void _ASMAPI gl_##pfx##_transform_points##sz##_identity_##masked( XFORM_ARGS ); \ extern void _ASMAPI gl_##pfx##_transform_points##sz##_3d_no_rot_##masked( XFORM_ARGS ); \ extern void _ASMAPI gl_##pfx##_transform_points##sz##_perspective_##masked( XFORM_ARGS ); \ extern void _ASMAPI gl_##pfx##_transform_points##sz##_2d_##masked( XFORM_ARGS ); \ extern void _ASMAPI gl_##pfx##_transform_points##sz##_2d_no_rot_##masked( XFORM_ARGS ); \ extern void _ASMAPI gl_##pfx##_transform_points##sz##_3d_##masked( XFORM_ARGS ); #define ASSIGN_XFORM_GROUP( pfx, cma, sz, masked ) \ gl_transform_tab[cma][sz][MATRIX_GENERAL] = \ gl_##pfx##_transform_points##sz##_general_##masked; \ gl_transform_tab[cma][sz][MATRIX_IDENTITY] = \ gl_##pfx##_transform_points##sz##_identity_##masked; \ gl_transform_tab[cma][sz][MATRIX_3D_NO_ROT] = \ gl_##pfx##_transform_points##sz##_3d_no_rot_##masked; \ gl_transform_tab[cma][sz][MATRIX_PERSPECTIVE] = \ gl_##pfx##_transform_points##sz##_perspective_##masked; \ gl_transform_tab[cma][sz][MATRIX_2D] = \ gl_##pfx##_transform_points##sz##_2d_##masked; \ gl_transform_tab[cma][sz][MATRIX_2D_NO_ROT] = \ gl_##pfx##_transform_points##sz##_2d_no_rot_##masked; \ gl_transform_tab[cma][sz][MATRIX_3D] = \ gl_##pfx##_transform_points##sz##_3d_##masked; #define NORM_ARGS const GLmatrix *mat, \ GLfloat scale, \ const GLvector3f *in, \ const GLfloat *lengths, \ const GLubyte mask[], \ GLvector3f *dest #define DECLARE_NORM_GROUP( pfx, masked ) \ extern void _ASMAPI gl_##pfx##_rescale_normals_##masked( NORM_ARGS ); \ extern void _ASMAPI gl_##pfx##_normalize_normals_##masked( NORM_ARGS ); \ extern void _ASMAPI gl_##pfx##_transform_normals_##masked( NORM_ARGS ); \ extern void _ASMAPI gl_##pfx##_transform_normals_no_rot_##masked( NORM_ARGS ); \ extern void _ASMAPI gl_##pfx##_transform_rescale_normals_##masked( NORM_ARGS ); \ extern void _ASMAPI gl_##pfx##_transform_rescale_normals_no_rot_##masked( NORM_ARGS ); \ extern void _ASMAPI gl_##pfx##_transform_normalize_normals_##masked( NORM_ARGS ); \ extern void _ASMAPI gl_##pfx##_transform_normalize_normals_no_rot_##masked( NORM_ARGS ); #define ASSIGN_NORM_GROUP( pfx, cma, masked ) \ gl_normal_tab[NORM_RESCALE][cma] = \ gl_##pfx##_rescale_normals_##masked; \ gl_normal_tab[NORM_NORMALIZE][cma] = \ gl_##pfx##_normalize_normals_##masked; \ gl_normal_tab[NORM_TRANSFORM][cma] = \ gl_##pfx##_transform_normals_##masked; \ gl_normal_tab[NORM_TRANSFORM_NO_ROT][cma] = \ gl_##pfx##_transform_normals_no_rot_##masked; \ gl_normal_tab[NORM_TRANSFORM | NORM_RESCALE][cma] = \ gl_##pfx##_transform_rescale_normals_##masked; \ gl_normal_tab[NORM_TRANSFORM_NO_ROT | NORM_RESCALE][cma] = \ gl_##pfx##_transform_rescale_normals_no_rot_##masked; \ gl_normal_tab[NORM_TRANSFORM | NORM_NORMALIZE][cma] = \ gl_##pfx##_transform_normalize_normals_##masked; \ gl_normal_tab[NORM_TRANSFORM_NO_ROT | NORM_NORMALIZE][cma] = \ gl_##pfx##_transform_normalize_normals_no_rot_##masked; #ifdef USE_3DNOW_ASM DECLARE_XFORM_GROUP( 3dnow, 1, raw ) DECLARE_XFORM_GROUP( 3dnow, 2, raw ) DECLARE_XFORM_GROUP( 3dnow, 3, raw ) DECLARE_XFORM_GROUP( 3dnow, 4, raw ) DECLARE_XFORM_GROUP( 3dnow, 1, masked ) DECLARE_XFORM_GROUP( 3dnow, 2, masked ) DECLARE_XFORM_GROUP( 3dnow, 3, masked ) DECLARE_XFORM_GROUP( 3dnow, 4, masked ) DECLARE_NORM_GROUP( 3dnow, raw ) /*DECLARE_NORM_GROUP( 3dnow, masked )*/ extern void _ASMAPI gl_v16_3dnow_general_xform( GLfloat *first_vert, const GLfloat *m, const GLfloat *src, GLuint src_stride, GLuint count ); extern void _ASMAPI gl_3dnow_project_vertices( GLfloat *first, GLfloat *last, const GLfloat *m, GLuint stride ); extern void _ASMAPI gl_3dnow_project_clipped_vertices( GLfloat *first, GLfloat *last, const GLfloat *m, GLuint stride, const GLubyte *clipmask ); #endif void gl_init_3dnow_transform_asm( void ) { #ifdef USE_3DNOW_ASM ASSIGN_XFORM_GROUP( 3dnow, 0, 1, raw ); ASSIGN_XFORM_GROUP( 3dnow, 0, 2, raw ); ASSIGN_XFORM_GROUP( 3dnow, 0, 3, raw ); ASSIGN_XFORM_GROUP( 3dnow, 0, 4, raw ); ASSIGN_XFORM_GROUP( 3dnow, CULL_MASK_ACTIVE, 1, masked ); ASSIGN_XFORM_GROUP( 3dnow, CULL_MASK_ACTIVE, 2, masked ); ASSIGN_XFORM_GROUP( 3dnow, CULL_MASK_ACTIVE, 3, masked ); ASSIGN_XFORM_GROUP( 3dnow, CULL_MASK_ACTIVE, 4, masked ); ASSIGN_NORM_GROUP( 3dnow, 0, raw ); /* ASSIGN_NORM_GROUP( 3dnow, CULL_MASK_ACTIVE, masked ); */ #ifdef DEBUG gl_test_all_transform_functions( "3DNow!" ); gl_test_all_normal_transform_functions( "3DNow!" ); #endif #endif } void gl_init_3dnow_shade_asm( void ) { #ifdef USE_3DNOW_ASM /* When the time comes, initialize optimized lighting here. */ #if 0 gl_test_all_shade_functions( "3DNow!" ); #endif #endif } void gl_init_3dnow_vertex_asm( void ) { #ifdef USE_3DNOW_ASM gl_xform_points3_v16_general = gl_v16_3dnow_general_xform; gl_project_v16 = gl_3dnow_project_vertices; gl_project_clipped_v16 = gl_3dnow_project_clipped_vertices; #if 0 gl_test_all_vertex_functions( "3DNow!" ); #endif #endif }