text: 
  /*
   * Mesa 3-D graphics library
   * Version:  5.1
   *
   * Copyright (C) 1999-2003  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 <keith@tungstengraphics.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 "glheader.h"
  #include "context.h"
  #include "enums.h"
  #include "macros.h"
  #include "imports.h"
  #include "mtypes.h"
  #include "nvfragprog.h"
  #include "math/m_matrix.h"
  #include "math/m_xform.h"
  
  #include "t_pipeline.h"
  
  
  
  /**********************************************************************/
  /*                        Clip single primitives                      */
  /**********************************************************************/
  
  
  #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 "t_vb_cliptmp.h"
  
  
  
  /**********************************************************************/
  /*              Clip and render whole begin/end objects               */
  /**********************************************************************/
  
  #define NEED_EDGEFLAG_SETUP (ctx->Polygon.FrontMode != GL_FILL || ctx->Polygon.BackMode != GL_FILL)
  #define EDGEFLAG_GET(idx) VB->EdgeFlag[idx]
  #define EDGEFLAG_SET(idx, val) VB->EdgeFlag[idx] = val
  
  
  #define CLIPMASK (CLIP_ALL_BITS|CLIP_CULL_BIT)
  
  
  /* 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 & CLIPMASK))			\
        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 & CLIPMASK)) 			\
        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 & CLIPMASK)) 		\
        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 tnl_line_func LineFunc = tnl->Driver.Render.Line;		\
     const tnl_triangle_func TriangleFunc = tnl->Driver.Render.Triangle;	\
     const tnl_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 "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 "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);
     tnl_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&CLIPMASK))
  	    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->Polygon.FrontMode != GL_FILL || ctx->Polygon.BackMode != GL_FILL)
  #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) _tnl_##x##_verts
  
  #define LOCAL_VARS						\
     TNLcontext *tnl = TNL_CONTEXT(ctx);				\
     struct vertex_buffer *VB = &tnl->vb;				\
     const GLuint * const elt = VB->Elts;				\
     const tnl_line_func LineFunc = tnl->Driver.Render.Line;		\
     const tnl_triangle_func TriangleFunc = tnl->Driver.Render.Triangle;	\
     const tnl_quad_func QuadFunc = tnl->Driver.Render.Quad;		\
     const GLboolean stipple = ctx->Line.StippleFlag;		\
     (void) (LineFunc && TriangleFunc && QuadFunc);		\
     (void) elt; (void) stipple
  
  #define RESET_STIPPLE if (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 "t_vb_rendertmp.h"
  
  
  /* Elts, no clipping.
   */
  #undef ELT
  #define TAG(x) _tnl_##x##_elts
  #define ELT(x) elt[x]
  #include "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                  */
  /**********************************************************************/
  
  
  static GLboolean run_render( GLcontext *ctx,
  			     struct tnl_pipeline_stage *stage )
  {
     TNLcontext *tnl = TNL_CONTEXT(ctx);
     struct vertex_buffer *VB = &tnl->vb;
     GLuint new_inputs = stage->changed_inputs;
     tnl_render_func *tab;
     GLint pass = 0;
  
     /* 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 );
  
     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;
  
        for (i = 0 ; i < VB->PrimitiveCount ; i++)
        {
  	 GLuint prim = VB->Primitive[i].mode;
  	 GLuint start = VB->Primitive[i].start;
  	 GLuint length = VB->Primitive[i].count;
  
  	 assert((prim & PRIM_MODE_MASK) < GL_POLYGON+1);
  
  	 if (MESA_VERBOSE & VERBOSE_PRIMS) 
  	    _mesa_debug(NULL, "MESA prim %s %d..%d\n", 
  			_mesa_lookup_enum_by_nr(prim & PRIM_MODE_MASK), 
  			start, start+length);
  
  	 if (length)
  	    tab[prim & PRIM_MODE_MASK]( ctx, start, start + length, prim );
        }
     } while (tnl->Driver.Render.Multipass &&
  	    tnl->Driver.Render.Multipass( ctx, ++pass ));
  
     tnl->Driver.Render.Finish( ctx );
  
     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 check_render( GLcontext *ctx, struct tnl_pipeline_stage *stage )
  {
     stage->inputs = TNL_CONTEXT(ctx)->render_inputs;
  }
  
  
  
  
  static void dtr( struct tnl_pipeline_stage *stage )
  {
     (void) stage;
  }
  
  
  const struct tnl_pipeline_stage _tnl_render_stage =
  {
     "render",			/* name */
     (_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,				/* inputs (set in check_render) */
     0,				/* outputs */
     0,				/* changed_inputs */
     NULL,			/* private data */
     dtr,				/* destructor */
     check_render,		/* check */
     run_render			/* run */
  };
  