/* $Id: 3dnow.c,v 1.5.4.4 2000/11/30 02:44:22 gareth Exp $ */

/*
 * 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 <holger@akaflieg.extern.tu-berlin.de>
 */

#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
}
