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/*
* Mesa 3-D graphics library
* Version: 6.3
*
* Copyright (C) 1999-2005 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>
*/
#include "mtypes.h"
#include "api_arrayelt.h"
#include "dlist.h"
#include "vtxfmt.h"
#include "imports.h"
#include "brw_save.h"
void brw_save_init( GLcontext *ctx )
{
struct brw_save_context *save = CALLOC_STRUCT(brw_save_context);
if (ctx->swtnl_im == NULL) {
ctx->swtnl_im = CALLOC_STRUCT(brw_exec_save);
}
save->ctx = ctx;
IMM_CONTEXT(ctx)->save = save;
/* Initialize the arrayelt helper
*/
if (!ctx->aelt_context &&
!_ae_create_context( ctx ))
return;
brw_save_api_init( save );
brw_save_wakeup(ctx);
ctx->Driver.CurrentSavePrimitive = PRIM_UNKNOWN;
}
void brw_save_destroy( GLcontext *ctx )
{
struct brw_save_context *save = IMM_CONTEXT(ctx)->save;
if (save) {
FREE(save);
IMM_CONTEXT(ctx)->save = NULL;
}
if (ctx->aelt_context) {
_ae_destroy_context( ctx );
ctx->aelt_context = NULL;
}
if (IMM_CONTEXT(ctx)->exec == NULL &&
IMM_CONTEXT(ctx)->save == NULL) {
FREE(IMM_CONTEXT(ctx));
ctx->swtnl_im = NULL;
}
}
void brw_save_invalidate_state( GLcontext *ctx, GLuint new_state )
{
_ae_invalidate_state(ctx, new_state);
}
/* Note that this can occur during the playback of a display list:
*/
void brw_save_fallback( GLcontext *ctx, GLboolean fallback )
{
struct brw_save_context *save = IMM_CONTEXT(ctx)->save;
if (fallback)
save->replay_flags |= BRW_SAVE_FALLBACK;
else
save->replay_flags &= ~BRW_SAVE_FALLBACK;
}
/* I don't see any reason to swap this code out on fallbacks. It
* wouldn't really mean anything to do so anyway as the old lists are
* still around from pre-fallback. Instead, the above code ensures
* that vertices are routed back through immediate mode dispatch on
* fallback.
*
* The below can be moved into init or removed:
*/
void brw_save_wakeup( GLcontext *ctx )
{
ctx->Driver.NewList = brw_save_NewList;
ctx->Driver.EndList = brw_save_EndList;
ctx->Driver.SaveFlushVertices = brw_save_SaveFlushVertices;
ctx->Driver.BeginCallList = brw_save_BeginCallList;
ctx->Driver.EndCallList = brw_save_EndCallList;
ctx->Driver.NotifySaveBegin = brw_save_NotifyBegin;
/* Assume we haven't been getting state updates either:
*/
brw_save_invalidate_state( ctx, ~0 );
}
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