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authorIan Romanick <[email protected]>2005-07-18 12:31:24 +0000
committerIan Romanick <[email protected]>2005-07-18 12:31:24 +0000
commit9bdfee3a470a535ebe31074651fbacf680bcea6a (patch)
treefba4d709fc92d1afafdf77f0e9db9a82e1d52831 /src/mesa/drivers/dri/ffb
parente0e993c5ff090058037875642dcd34727a3d8760 (diff)
Wrap every place that accesses a dispatch table with a macro. A new script-
generated file, called src/mesa/glapi/dispatch.h, is added. This file contains three macros for each API function. It contains a GET, a SET, and a CALL. Each of the macros take a pointer to the context and a pointer to the dispatch table. In several threads on mesa3d-dev we discussed replacing _glapi_add_entrypoint with a new function called _glapi_add_dispatch. For this discussion, the important difference between the two is that the caller of _glapi_add_dispatch does *not* know what the dispatch offset will be at compile time. Because of this callers need to track the dispatch offset returned by _glapi_add_dispatch. http://marc.theaimsgroup.com/?t=111947074700001&r=1&w=2 The downside is that driver code then has to access the dispatch table two different ways. It accesses it using structure tags (e.g., exec->Begin) for functions with fixed offsets and via a remap table (e.g., exec[ remap->NewExtensionFunction ]) for functions without fixed offsets. Yuck! Using the macros allows both types of functions to be accessed identically. If a driver needs to set a pointer for Begin, it does 'SET_Begin(ctx, exec, my_begin_function)'. If it needs to set a pointer for NewExtensionFunction, it does 'SET_NewExtensionFunction(ctx, exec, my_NewExtensionFunction_function)'. Furthermore, if at some point in the future a static offset is assigned for NewExtensionFunction, only the macros need to change (instead of every single place that accesses a table for that function). This code differs slightly from the originally posted patches in that the CALL, GET, and SET marcos no longer take a context pointer as a parameter. Brian Paul had suggested that the remap table could be stored as a global since it would be set at CreateScreen time and would be constant for all contexts. This change reflects that feedback. http://marc.theaimsgroup.com/?t=112087194700001&r=1&w=2
Diffstat (limited to 'src/mesa/drivers/dri/ffb')
-rw-r--r--src/mesa/drivers/dri/ffb/ffb_vtxfmt.c25
1 files changed, 13 insertions, 12 deletions
diff --git a/src/mesa/drivers/dri/ffb/ffb_vtxfmt.c b/src/mesa/drivers/dri/ffb/ffb_vtxfmt.c
index 279cda7b371..d6a61d98e52 100644
--- a/src/mesa/drivers/dri/ffb/ffb_vtxfmt.c
+++ b/src/mesa/drivers/dri/ffb/ffb_vtxfmt.c
@@ -146,28 +146,28 @@ static void choose_normals(void)
}
if (ctx->Light.EnabledList.next == ctx->Light.EnabledList.prev) {
- ctx->Exec->Normal3f = norm_tab[index].normal3f_single;
- ctx->Exec->Normal3fv = norm_tab[index].normal3fv_single;
+ SET_Normal3f(ctx->Exec, norm_tab[index].normal3f_single);
+ SET_Normal3fv(ctx->Exec, norm_tab[index].normal3fv_single);
} else {
- ctx->Exec->Normal3f = norm_tab[index].normal3f_multi;
- ctx->Exec->Normal3fv = norm_tab[index].normal3fv_multi;
+ SET_Normal3f(ctx->Exec, norm_tab[index].normal3f_multi);
+ SET_Normal3fv(ctx->Exec, norm_tab[index].normal3fv_multi);
}
} else {
- ctx->Exec->Normal3f = _mesa_noop_Normal3f;
- ctx->Exec->Normal3fv = _mesa_noop_Normal3fv;
+ SET_Normal3f(ctx->Exec, _mesa_noop_Normal3f);
+ SET_Normal3fv(ctx->Exec, _mesa_noop_Normal3fv);
}
}
static void ffb_choose_Normal3f(GLfloat x, GLfloat y, GLfloat z)
{
choose_normals();
- GL_CALL(Normal3f)(x, y, z);
+ CALL_Normal3f(GET_DISPATCH(), (x, y, z));
}
static void ffb_choose_Normal3fv(const GLfloat *v)
{
choose_normals();
- GL_CALL(Normal3fv)(v);
+ CALL_Normal3fv(GET_DISPATCH(), (v));
}
/* Vertex functions: */
@@ -267,13 +267,14 @@ static void ffb_do_fallback(GLcontext *ctx)
* correctly:
*/
if (fmesa->imm.prim != PRIM_OUTSIDE_BEGIN_END )
- GL_CALL(Begin)(fmesa->imm.prim);
+ CALL_Begin(GET_DISPATCH(), (fmesa->imm.prim));
if (ctx->Light.Enabled) {
- GL_CALL(Color4fv)(ctx->Current.Color); /* Catch ColorMaterial */
- GL_CALL(Normal3fv)(current->normal);
+ /* Catch ColorMaterial */
+ CALL_Color4fv(GET_DISPATCH(), (ctx->Current.Color));
+ CALL_Normal3fv(GET_DISPATCH(), (current->normal));
} else {
- GL_CALL(Color4fv)(current->color);
+ CALL_Color4fv(GET_DISPATCH(), (current->color));
}
}