/* $Id: gld_vb_mesa_render_dx9.c,v 1.1 2004/04/20 11:13:11 alanh Exp $ */

/*
 * Mesa 3-D graphics library
 * Version:  3.5
 *
 * Copyright (C) 1999-2001  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:
 *    Keith Whitwell <keithw@valinux.com>
 */


/*
 * Render whole vertex buffers, including projection of vertices from
 * clip space and clipping of primitives.
 *
 * This file makes calls to project vertices and to the point, line
 * and triangle rasterizers via the function pointers:
 *
 *    context->Driver.Render.*
 *
 */


//---------------------------------------------------------------------------

#include "dglcontext.h"
#include "ddlog.h"
#include "gld_dx9.h"

//---------------------------------------------------------------------------

#include "glheader.h"
#include "context.h"
#include "macros.h"
#include "mtypes.h"
#include "mmath.h"

#include "math/m_matrix.h"
#include "math/m_xform.h"

#include "tnl/t_pipeline.h"

/**********************************************************************/
/*                        Clip single primitives                      */
/**********************************************************************/


#if defined(USE_IEEE)
#define NEGATIVE(x) (GET_FLOAT_BITS(x) & (1<<31))
#define DIFFERENT_SIGNS(x,y) ((GET_FLOAT_BITS(x) ^ GET_FLOAT_BITS(y)) & (1<<31))
#else
#define NEGATIVE(x) (x < 0)
#define DIFFERENT_SIGNS(x,y) (x * y <= 0 && x - y != 0)
/* Could just use (x*y<0) except for the flatshading requirements.
 * Maybe there's a better way?
 */
#endif


#define W(i) coord[i][3]
#define Z(i) coord[i][2]
#define Y(i) coord[i][1]
#define X(i) coord[i][0]
#define SIZE 4
#define TAG(x) x##_4
#include "tnl/t_vb_cliptmp.h"



/**********************************************************************/
/*              Clip and render whole begin/end objects               */
/**********************************************************************/

#define NEED_EDGEFLAG_SETUP (ctx->_TriangleCaps & DD_TRI_UNFILLED)
#define EDGEFLAG_GET(idx) VB->EdgeFlag[idx]
#define EDGEFLAG_SET(idx, val) VB->EdgeFlag[idx] = val


/* Vertices, with the possibility of clipping.
 */
#define RENDER_POINTS( start, count ) \
   tnl->Driver.Render.Points( ctx, start, count )

#define RENDER_LINE( v1, v2 )			\
do {						\
   GLubyte c1 = mask[v1], c2 = mask[v2];	\
   GLubyte ormask = c1|c2;			\
   if (!ormask)					\
      LineFunc( ctx, v1, v2 );			\
   else if (!(c1 & c2 & 0x3f))			\
      clip_line_4( ctx, v1, v2, ormask );	\
} while (0)

#define RENDER_TRI( v1, v2, v3 )			\
do {							\
   GLubyte c1 = mask[v1], c2 = mask[v2], c3 = mask[v3];	\
   GLubyte ormask = c1|c2|c3;				\
   if (!ormask)						\
      TriangleFunc( ctx, v1, v2, v3 );			\
   else if (!(c1 & c2 & c3 & 0x3f)) 			\
      clip_tri_4( ctx, v1, v2, v3, ormask );    	\
} while (0)

#define RENDER_QUAD( v1, v2, v3, v4 )			\
do {							\
   GLubyte c1 = mask[v1], c2 = mask[v2];		\
   GLubyte c3 = mask[v3], c4 = mask[v4];		\
   GLubyte ormask = c1|c2|c3|c4;			\
   if (!ormask)						\
      QuadFunc( ctx, v1, v2, v3, v4 );			\
   else if (!(c1 & c2 & c3 & c4 & 0x3f)) 		\
      clip_quad_4( ctx, v1, v2, v3, v4, ormask );	\
} while (0)


#define LOCAL_VARS						\
   TNLcontext *tnl = TNL_CONTEXT(ctx);				\
   struct vertex_buffer *VB = &tnl->vb;				\
   const GLuint * const elt = VB->Elts;				\
   const GLubyte *mask = VB->ClipMask;				\
   const GLuint sz = VB->ClipPtr->size;				\
   const line_func LineFunc = tnl->Driver.Render.Line;		\
   const triangle_func TriangleFunc = tnl->Driver.Render.Triangle;	\
   const quad_func QuadFunc = tnl->Driver.Render.Quad;		\
   const GLboolean stipple = ctx->Line.StippleFlag;		\
   (void) (LineFunc && TriangleFunc && QuadFunc);		\
   (void) elt; (void) mask; (void) sz; (void) stipple;

#define TAG(x) clip_##x##_verts
#define INIT(x) tnl->Driver.Render.PrimitiveNotify( ctx, x )
#define RESET_STIPPLE if (stipple) tnl->Driver.Render.ResetLineStipple( ctx )
#define RESET_OCCLUSION ctx->OcclusionResult = GL_TRUE
#define PRESERVE_VB_DEFS
#include "tnl/t_vb_rendertmp.h"



/* Elts, with the possibility of clipping.
 */
#undef ELT
#undef TAG
#define ELT(x) elt[x]
#define TAG(x) clip_##x##_elts
#include "tnl/t_vb_rendertmp.h"

/* TODO: do this for all primitives, verts and elts:
 */
static void clip_elt_triangles( GLcontext *ctx,
				GLuint start,
				GLuint count,
				GLuint flags )
{
   TNLcontext *tnl = TNL_CONTEXT(ctx);
   render_func render_tris = tnl->Driver.Render.PrimTabElts[GL_TRIANGLES];
   struct vertex_buffer *VB = &tnl->vb;
   const GLuint * const elt = VB->Elts;
   GLubyte *mask = VB->ClipMask;
   GLuint last = count-2;
   GLuint j;
   (void) flags;

   tnl->Driver.Render.PrimitiveNotify( ctx, GL_TRIANGLES );

   for (j=start; j < last; j+=3 ) {
      GLubyte c1 = mask[elt[j]];
      GLubyte c2 = mask[elt[j+1]];
      GLubyte c3 = mask[elt[j+2]];
      GLubyte ormask = c1|c2|c3;
      if (ormask) {
	 if (start < j)
	    render_tris( ctx, start, j, 0 );
	 if (!(c1&c2&c3&0x3f))
	    clip_tri_4( ctx, elt[j], elt[j+1], elt[j+2], ormask );
	 start = j+3;
      }
   }

   if (start < j)
      render_tris( ctx, start, j, 0 );
}

/**********************************************************************/
/*                  Render whole begin/end objects                    */
/**********************************************************************/

#define NEED_EDGEFLAG_SETUP (ctx->_TriangleCaps & DD_TRI_UNFILLED)
#define EDGEFLAG_GET(idx) VB->EdgeFlag[idx]
#define EDGEFLAG_SET(idx, val) VB->EdgeFlag[idx] = val


/* Vertices, no clipping.
 */
#define RENDER_POINTS( start, count ) \
   tnl->Driver.Render.Points( ctx, start, count )

#define RENDER_LINE( v1, v2 ) \
   LineFunc( ctx, v1, v2 )

#define RENDER_TRI( v1, v2, v3 ) \
   TriangleFunc( ctx, v1, v2, v3 )

#define RENDER_QUAD( v1, v2, v3, v4 ) \
   QuadFunc( ctx, v1, v2, v3, v4 )

#define TAG(x) _gld_tnl_##x##_verts

#define LOCAL_VARS						\
   TNLcontext *tnl = TNL_CONTEXT(ctx);				\
   struct vertex_buffer *VB = &tnl->vb;				\
   const GLuint * const elt = VB->Elts;				\
   const line_func LineFunc = tnl->Driver.Render.Line;		\
   const triangle_func TriangleFunc = tnl->Driver.Render.Triangle;	\
   const quad_func QuadFunc = tnl->Driver.Render.Quad;		\
   (void) (LineFunc && TriangleFunc && QuadFunc);		\
   (void) elt;

#define RESET_STIPPLE tnl->Driver.Render.ResetLineStipple( ctx )
#define RESET_OCCLUSION ctx->OcclusionResult = GL_TRUE
#define INIT(x) tnl->Driver.Render.PrimitiveNotify( ctx, x )
#define RENDER_TAB_QUALIFIER
#define PRESERVE_VB_DEFS
#include "tnl/t_vb_rendertmp.h"


/* Elts, no clipping.
 */
#undef ELT
#define TAG(x) _gld_tnl_##x##_elts
#define ELT(x) elt[x]
#include "tnl/t_vb_rendertmp.h"


/**********************************************************************/
/*              Helper functions for drivers                  */
/**********************************************************************/
/*
void _tnl_RenderClippedPolygon( GLcontext *ctx, const GLuint *elts, GLuint n )
{
   TNLcontext *tnl = TNL_CONTEXT(ctx);
   struct vertex_buffer *VB = &tnl->vb;
   GLuint *tmp = VB->Elts;

   VB->Elts = (GLuint *)elts;
   tnl->Driver.Render.PrimTabElts[GL_POLYGON]( ctx, 0, n, PRIM_BEGIN|PRIM_END );
   VB->Elts = tmp;
}

void _tnl_RenderClippedLine( GLcontext *ctx, GLuint ii, GLuint jj )
{
   TNLcontext *tnl = TNL_CONTEXT(ctx);
   tnl->Driver.Render.Line( ctx, ii, jj );
}
*/


/**********************************************************************/
/*              Clip and render whole vertex buffers                  */
/**********************************************************************/

points_func _gldSetupPoints[4] = {
	gld_Points2D_DX9,
	gld_Points2D_DX9,
	gld_Points2D_DX9,
	gld_Points2D_DX9
};
line_func _gldSetupLine[4] = {
	gld_Line2DFlat_DX9,
	gld_Line2DSmooth_DX9,
	gld_Line2DFlat_DX9,
	gld_Line2DSmooth_DX9,
};
triangle_func _gldSetupTriangle[4] = {
	gld_Triangle2DFlat_DX9,
	gld_Triangle2DSmooth_DX9,
	gld_Triangle2DFlatExtras_DX9,
	gld_Triangle2DSmoothExtras_DX9
};
quad_func _gldSetupQuad[4] = {
	gld_Quad2DFlat_DX9,
	gld_Quad2DSmooth_DX9,
	gld_Quad2DFlatExtras_DX9,
	gld_Quad2DSmoothExtras_DX9
};

//---------------------------------------------------------------------------

static GLboolean _gld_mesa_render_stage_run(
	GLcontext *ctx,
	struct gl_pipeline_stage *stage)
{
	GLD_context				*gldCtx	= GLD_GET_CONTEXT(ctx);
	GLD_driver_dx9			*gld	= GLD_GET_DX9_DRIVER(gldCtx);
		
	TNLcontext				*tnl = TNL_CONTEXT(ctx);
	struct vertex_buffer	*VB = &tnl->vb;
	GLuint					new_inputs = stage->changed_inputs;
	render_func				*tab;
	GLint					pass = 0;
	GLD_pb_dx9				*gldPB;

	/* Allow the drivers to lock before projected verts are built so
    * that window coordinates are guarenteed not to change before
    * rendering.
    */
	ASSERT(tnl->Driver.Render.Start);
	
	tnl->Driver.Render.Start( ctx );
	
	// NOTE: Setting D3DRS_SOFTWAREVERTEXPROCESSING for a mixed-mode device resets
	//       stream, indices and shader to default values of NULL or 0.
/*	if ((ctx->_TriangleCaps & DD_TRI_LIGHT_TWOSIDE) &&
		gld->VStwosidelight.hShader &&
		!ctx->Fog.Enabled)
	{
		IDirect3DDevice8_SetRenderState(gld->pDev, D3DRS_SOFTWAREVERTEXPROCESSING, !gld->VStwosidelight.bHardware);
		_GLD_DX9_DEV(SetVertexShader(gld->pDev, gld->VStwosidelight.hShader));
		gldPB = &gld->PBtwosidelight;
		tnl->Driver.Render.Points	= gld_Points2DTwoside_DX9;
		if (ctx->_TriangleCaps & DD_FLATSHADE) {
			tnl->Driver.Render.Line		= gld_Line2DFlatTwoside_DX9;
			tnl->Driver.Render.Triangle	= gld_Triangle2DFlatTwoside_DX9;
			tnl->Driver.Render.Quad		= gld_Quad2DFlatTwoside_DX9;
		} else {
			tnl->Driver.Render.Line		= gld_Line2DSmoothTwoside_DX9;
			tnl->Driver.Render.Triangle	= gld_Triangle2DSmoothTwoside_DX9;
			tnl->Driver.Render.Quad		= gld_Quad2DSmoothTwoside_DX9;
		}
	} else {*/
//		IDirect3DDevice8_SetRenderState(gld->pDev, D3DRS_SOFTWAREVERTEXPROCESSING, TRUE);
		IDirect3DDevice9_SetSoftwareVertexProcessing(gld->pDev, TRUE);
		gldPB = &gld->PB2d;
		_GLD_DX9_DEV(SetVertexShader(gld->pDev, NULL));
		_GLD_DX9_DEV(SetFVF(gld->pDev, gldPB->dwFVF));
		tnl->Driver.Render.Points	= _gldSetupPoints[gld->iSetupFunc];
		tnl->Driver.Render.Line		= _gldSetupLine[gld->iSetupFunc];
		tnl->Driver.Render.Triangle	= _gldSetupTriangle[gld->iSetupFunc];
		tnl->Driver.Render.Quad		= _gldSetupQuad[gld->iSetupFunc];
//	}

	_GLD_DX9_VB(Lock(gldPB->pVB, 0, 0, &gldPB->pPoints, D3DLOCK_DISCARD));
	gldPB->nPoints = gldPB->nLines = gldPB->nTriangles = 0;
	// Allocate primitive pointers
	// gldPB->pPoints is always first
	gldPB->pLines		= gldPB->pPoints + (gldPB->dwStride * gldPB->iFirstLine);
	gldPB->pTriangles	= gldPB->pPoints + (gldPB->dwStride * gldPB->iFirstTriangle);

	ASSERT(tnl->Driver.Render.BuildVertices);
	ASSERT(tnl->Driver.Render.PrimitiveNotify);
	ASSERT(tnl->Driver.Render.Points);
	ASSERT(tnl->Driver.Render.Line);
	ASSERT(tnl->Driver.Render.Triangle);
	ASSERT(tnl->Driver.Render.Quad);
	ASSERT(tnl->Driver.Render.ResetLineStipple);
	ASSERT(tnl->Driver.Render.Interp);
	ASSERT(tnl->Driver.Render.CopyPV);
	ASSERT(tnl->Driver.Render.ClippedLine);
	ASSERT(tnl->Driver.Render.ClippedPolygon);
	ASSERT(tnl->Driver.Render.Finish);
	
	tnl->Driver.Render.BuildVertices( ctx, 0, VB->Count, new_inputs );
	
	if (VB->ClipOrMask) {
		tab = VB->Elts ? clip_render_tab_elts : clip_render_tab_verts;
		clip_render_tab_elts[GL_TRIANGLES] = clip_elt_triangles;
	}
	else {
		tab = (VB->Elts ? 
			tnl->Driver.Render.PrimTabElts : 
		tnl->Driver.Render.PrimTabVerts);
	}
	
	do {
		GLuint i, length, flags = 0;
		for (i = 0 ; !(flags & PRIM_LAST) ; i += length) {
			flags = VB->Primitive[i];
			length= VB->PrimitiveLength[i];
			ASSERT(length || (flags & PRIM_LAST));
			ASSERT((flags & PRIM_MODE_MASK) <= GL_POLYGON+1);
			if (length)
				tab[flags & PRIM_MODE_MASK]( ctx, i, i + length, flags );
		}
	} while (tnl->Driver.Render.Multipass &&
		tnl->Driver.Render.Multipass( ctx, ++pass ));
	
	
//	tnl->Driver.Render.Finish( ctx );
	
	_GLD_DX9_VB(Unlock(gldPB->pVB));

	_GLD_DX9_DEV(SetStreamSource(gld->pDev, 0, gldPB->pVB, 0, gldPB->dwStride));

	if (gldPB->nPoints) {
		_GLD_DX9_DEV(DrawPrimitive(gld->pDev, D3DPT_POINTLIST, 0, gldPB->nPoints));
		gldPB->nPoints = 0;
	}

	if (gldPB->nLines) {
		_GLD_DX9_DEV(DrawPrimitive(gld->pDev, D3DPT_LINELIST, gldPB->iFirstLine, gldPB->nLines));
		gldPB->nLines = 0;
	}

	if (gldPB->nTriangles) {
		_GLD_DX9_DEV(DrawPrimitive(gld->pDev, D3DPT_TRIANGLELIST, gldPB->iFirstTriangle, gldPB->nTriangles));
		gldPB->nTriangles = 0;
	}

	return GL_FALSE;		/* finished the pipe */
}


/**********************************************************************/
/*                          Render pipeline stage                     */
/**********************************************************************/



/* Quite a bit of work involved in finding out the inputs for the
 * render stage.
 */
static void _gld_mesa_render_stage_check(
	GLcontext *ctx,
	struct gl_pipeline_stage *stage)
{
   GLuint inputs = VERT_BIT_CLIP;
   GLuint i;

   if (ctx->Visual.rgbMode) {
	   inputs |= VERT_BIT_COLOR0;
	   
	   if (ctx->_TriangleCaps & DD_SEPARATE_SPECULAR)
		   inputs |= VERT_BIT_COLOR1; //VERT_BIT_SPEC_RGB;
	   
	   //if (ctx->Texture._ReallyEnabled) {
	   for (i=0; i<ctx->Const.MaxTextureUnits; i++) {
		   if (ctx->Texture.Unit[i]._ReallyEnabled)
			   inputs |= VERT_BIT_TEX(i);
	   }
	   //}
   } else {
	   inputs |= VERT_BIT_INDEX;
   }

   if (ctx->Point._Attenuated)
      inputs |= VERT_BIT_POINT_SIZE;

   /* How do drivers turn this off?
    */
   if (ctx->Fog.Enabled)
      inputs |= VERT_BIT_FOG; // VERT_FOG_COORD;

   if (ctx->_TriangleCaps & DD_TRI_UNFILLED)
      inputs |= VERT_BIT_EDGEFLAG;

   if (ctx->RenderMode==GL_FEEDBACK)
      inputs |= VERT_BITS_TEX_ANY;

   stage->inputs = inputs;
}

//---------------------------------------------------------------------------

// Destructor
static void _gld_mesa_render_stage_dtr(
	struct gl_pipeline_stage *stage)
{
}

//---------------------------------------------------------------------------

const struct gl_pipeline_stage _gld_mesa_render_stage =
{
   "gld_mesa_render_stage",
   (_NEW_BUFFERS |
    _DD_NEW_SEPARATE_SPECULAR |
    _DD_NEW_FLATSHADE |
    _NEW_TEXTURE|
    _NEW_LIGHT|
    _NEW_POINT|
    _NEW_FOG|
    _DD_NEW_TRI_UNFILLED |
    _NEW_RENDERMODE),		// re-check (new inputs, interp function)
   0,				/* re-run (always runs) */
   GL_TRUE,			/* active */
   0, 0,			/* inputs (set in check_render), outputs */
   0, 0,			/* changed_inputs, private */
   _gld_mesa_render_stage_dtr,				/* destructor */
   _gld_mesa_render_stage_check,		/* check */
   _gld_mesa_render_stage_run	/* run */
};

//---------------------------------------------------------------------------
