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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 "api_arrayelt.h"
#include "glheader.h"
#include "imports.h"
#include "context.h"
#include "macros.h"
#include "mtypes.h"
#include "dlist.h"
#include "light.h"
#include "vtxfmt.h"
#include "nvfragprog.h"
#include "t_context.h"
#include "t_array_api.h"
#include "t_vtx_api.h"
#include "t_save_api.h"
#include "t_pipeline.h"
#include "tnl.h"
void
_tnl_MakeCurrent( GLcontext *ctx,
GLframebuffer *drawBuffer,
GLframebuffer *readBuffer )
{
(void) ctx; (void) drawBuffer; (void) readBuffer;
}
static void
install_driver_callbacks( GLcontext *ctx )
{
ctx->Driver.NewList = _tnl_NewList;
ctx->Driver.EndList = _tnl_EndList;
ctx->Driver.FlushVertices = _tnl_FlushVertices;
ctx->Driver.SaveFlushVertices = _tnl_SaveFlushVertices;
ctx->Driver.MakeCurrent = _tnl_MakeCurrent;
ctx->Driver.BeginCallList = _tnl_BeginCallList;
ctx->Driver.EndCallList = _tnl_EndCallList;
}
GLboolean
_tnl_CreateContext( GLcontext *ctx )
{
TNLcontext *tnl;
/* Create the TNLcontext structure
*/
ctx->swtnl_context = tnl = (TNLcontext *) CALLOC( sizeof(TNLcontext) );
if (!tnl) {
return GL_FALSE;
}
if (getenv("MESA_CODEGEN"))
tnl->AllowCodegen = GL_TRUE;
/* Initialize the VB.
*/
tnl->vb.Size = ctx->Const.MaxArrayLockSize + MAX_CLIPPED_VERTICES;
/* Initialize tnl state and tnl->vtxfmt.
*/
_tnl_save_init( ctx );
_tnl_array_init( ctx );
_tnl_vtx_init( ctx );
_tnl_install_pipeline( ctx, _tnl_default_pipeline );
/* Initialize the arrayelt helper
*/
if (!_ae_create_context( ctx ))
return GL_FALSE;
tnl->NeedNdcCoords = GL_TRUE;
tnl->LoopbackDListCassettes = GL_FALSE;
tnl->CalcDListNormalLengths = GL_TRUE;
tnl->AllowVertexFog = GL_TRUE;
tnl->AllowPixelFog = GL_TRUE;
/* Hook our functions into exec and compile dispatch tables.
*/
_mesa_install_exec_vtxfmt( ctx, &tnl->exec_vtxfmt );
/* Set a few default values in the driver struct.
*/
install_driver_callbacks(ctx);
ctx->Driver.NeedFlush = 0;
ctx->Driver.CurrentExecPrimitive = PRIM_OUTSIDE_BEGIN_END;
ctx->Driver.CurrentSavePrimitive = PRIM_UNKNOWN;
tnl->Driver.Render.PrimTabElts = _tnl_render_tab_elts;
tnl->Driver.Render.PrimTabVerts = _tnl_render_tab_verts;
tnl->Driver.NotifyMaterialChange = _mesa_validate_all_lighting_tables;
return GL_TRUE;
}
void
_tnl_DestroyContext( GLcontext *ctx )
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
_tnl_array_destroy( ctx );
_tnl_vtx_destroy( ctx );
_tnl_save_destroy( ctx );
_tnl_destroy_pipeline( ctx );
_ae_destroy_context( ctx );
FREE(tnl);
ctx->swtnl_context = NULL;
}
void
_tnl_InvalidateState( GLcontext *ctx, GLuint new_state )
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
if (new_state & (_NEW_HINT)) {
ASSERT(tnl->AllowVertexFog || tnl->AllowPixelFog);
tnl->_DoVertexFog = (tnl->AllowVertexFog && (ctx->Hint.Fog != GL_NICEST))
|| !tnl->AllowPixelFog;
}
_ae_invalidate_state(ctx, new_state);
tnl->pipeline.new_state |= new_state;
tnl->vtx.eval.new_state |= new_state;
/* Calculate tnl->render_inputs:
*/
if (ctx->Visual.rgbMode) {
tnl->render_inputs = (_TNL_BIT_POS|
_TNL_BIT_COLOR0|
(ctx->Texture._EnabledCoordUnits << _TNL_ATTRIB_TEX0));
if (NEED_SECONDARY_COLOR(ctx))
tnl->render_inputs |= _TNL_BIT_COLOR1;
}
else {
tnl->render_inputs |= (_TNL_BIT_POS|_TNL_BIT_INDEX);
}
if (ctx->Fog.Enabled ||
(ctx->FragmentProgram._Active &&
ctx->FragmentProgram._Current->FogOption != GL_NONE))
tnl->render_inputs |= _TNL_BIT_FOG;
if (ctx->Polygon.FrontMode != GL_FILL ||
ctx->Polygon.BackMode != GL_FILL)
tnl->render_inputs |= _TNL_BIT_EDGEFLAG;
if (ctx->RenderMode == GL_FEEDBACK)
tnl->render_inputs |= _TNL_BIT_TEX0;
if (ctx->Point._Attenuated ||
(ctx->VertexProgram._Enabled && ctx->VertexProgram.PointSizeEnabled))
tnl->render_inputs |= _TNL_BIT_POINTSIZE;
}
void
_tnl_wakeup_exec( GLcontext *ctx )
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
install_driver_callbacks(ctx);
ctx->Driver.NeedFlush |= FLUSH_UPDATE_CURRENT;
/* Hook our functions into exec and compile dispatch tables.
*/
_mesa_install_exec_vtxfmt( ctx, &tnl->exec_vtxfmt );
/* Call all appropriate driver callbacks to revive state.
*/
_tnl_MakeCurrent( ctx, ctx->DrawBuffer, ctx->ReadBuffer );
/* Assume we haven't been getting state updates either:
*/
_tnl_InvalidateState( ctx, ~0 );
if (ctx->Light.ColorMaterialEnabled) {
_mesa_update_color_material( ctx,
ctx->Current.Attrib[VERT_ATTRIB_COLOR0] );
}
}
void
_tnl_wakeup_save_exec( GLcontext *ctx )
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
_tnl_wakeup_exec( ctx );
_mesa_install_save_vtxfmt( ctx, &tnl->save_vtxfmt );
}
/**
* Drivers call this function to tell the TCL module whether or not
* it wants Normalized Device Coords (NDC) computed. I.e. whether
* we should "Divide-by-W". Software renders will want that.
*/
void
_tnl_need_projected_coords( GLcontext *ctx, GLboolean mode )
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
if (tnl->NeedNdcCoords != mode) {
tnl->NeedNdcCoords = mode;
_tnl_InvalidateState( ctx, _NEW_PROJECTION );
}
}
void
_tnl_need_dlist_loopback( GLcontext *ctx, GLboolean mode )
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
tnl->LoopbackDListCassettes = mode;
}
void
_tnl_need_dlist_norm_lengths( GLcontext *ctx, GLboolean mode )
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
tnl->CalcDListNormalLengths = mode;
}
void
_tnl_isolate_materials( GLcontext *ctx, GLboolean mode )
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
tnl->IsolateMaterials = mode;
}
void
_tnl_allow_vertex_fog( GLcontext *ctx, GLboolean value )
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
tnl->AllowVertexFog = value;
}
void
_tnl_allow_pixel_fog( GLcontext *ctx, GLboolean value )
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
tnl->AllowPixelFog = value;
}
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