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authorKeith Whitwell <[email protected]>2000-10-30 13:31:59 +0000
committerKeith Whitwell <[email protected]>2000-10-30 13:31:59 +0000
commita96308c37db0bc0086a017d318bc3504aa5f0b1a (patch)
tree0010de3aa19901acf13b57e57e7ba465abffa95e /src/mesa/main/matrix.c
parenta4575499679d9d91055a35c7673b81872ec127cb (diff)
Replace the flags Mesa was using for ctx->NewState with a new set
based on the GL attribute groups. Introduced constants describing the circumstances under which some key derived values can change: _SWRAST_NEW_RASTERMASK -- ctx->RasterMask _SWRAST_NEW_TRIANGLE -- The software rasterizer's triangle function _DD_NEW_FEEDBACK -- the 'DD_FEEDBACK' bit in ctx->TriangleCaps These are helpful in deciding whether you need to recalculate state if your recalculation involves reference to a derived value.
Diffstat (limited to 'src/mesa/main/matrix.c')
-rw-r--r--src/mesa/main/matrix.c61
1 files changed, 11 insertions, 50 deletions
diff --git a/src/mesa/main/matrix.c b/src/mesa/main/matrix.c
index fe8d433110c..df21d154fd2 100644
--- a/src/mesa/main/matrix.c
+++ b/src/mesa/main/matrix.c
@@ -1,4 +1,4 @@
-/* $Id: matrix.c,v 1.22 2000/10/29 18:23:16 brianp Exp $ */
+/* $Id: matrix.c,v 1.23 2000/10/30 13:32:00 keithw Exp $ */
/*
* Mesa 3-D graphics library
@@ -85,7 +85,6 @@ void gl_print_matrix( const GLmatrix *m )
{
fprintf(stderr, "Matrix type: %s, flags: %x\n", types[m->type], m->flags);
print_matrix_floats(m->m);
-#if 1
fprintf(stderr, "Inverse: \n");
if (m->inv) {
GLfloat prod[16];
@@ -97,7 +96,6 @@ void gl_print_matrix( const GLmatrix *m )
else {
fprintf(stderr, " - not available\n");
}
-#endif
}
@@ -132,8 +130,6 @@ static void matmul4( GLfloat *product, const GLfloat *a, const GLfloat *b )
/* Multiply two matrices known to occupy only the top three rows,
* such as typical modelling matrices, and ortho matrices.
- *
- * KW: 3*9 = 27 muls
*/
static void matmul34( GLfloat *product, const GLfloat *a, const GLfloat *b )
{
@@ -518,13 +514,6 @@ static inv_mat_func inv_mat_tab[7] = {
static GLboolean matrix_invert( GLmatrix *mat )
{
if (inv_mat_tab[mat->type](mat)) {
-#if 0
- GLmatrix m; m.inv = 0; m.type = 0; m.flags = 0;
- matmul4( m.m, mat->m, mat->inv );
- printf("inverted matrix of type %s:\n", types[mat->type]);
- gl_print_matrix( mat );
- gl_print_matrix( &m );
-#endif
return GL_TRUE;
} else {
MEMCPY( mat->inv, Identity, sizeof(Identity) );
@@ -905,25 +894,6 @@ void gl_matrix_analyze( GLmatrix *mat )
}
-/*
- * Multiply a matrix by an array of floats with known properties.
- */
-#if 000
-static void gl_mat_mul_mat( GLmatrix *mat, const GLmatrix *m )
-{
- mat->flags |= (m->flags |
- MAT_DIRTY_TYPE |
- MAT_DIRTY_INVERSE |
- MAT_DIRTY_DEPENDENTS);
-
- if (TEST_MAT_FLAGS(mat, MAT_FLAGS_3D))
- matmul34( mat->m, mat->m, m->m );
- else
- matmul4( mat->m, mat->m, m->m );
-}
-#endif
-
-
static void matrix_copy( GLmatrix *to, const GLmatrix *from )
{
MEMCPY( to->m, from->m, sizeof(Identity) );
@@ -991,14 +961,6 @@ void gl_matrix_dtr( GLmatrix *m )
}
}
-#if 0
-void gl_matrix_set_identity( GLmatrix *m )
-{
- MEMCPY( m->m, Identity, sizeof(Identity) );
- m->type = MATRIX_IDENTITY;
- m->flags = MAT_DIRTY_DEPENDENTS;
-}
-#endif
void gl_matrix_alloc_inv( GLmatrix *m )
{
@@ -1037,19 +999,19 @@ do { \
switch (ctx->Transform.MatrixMode) { \
case GL_MODELVIEW: \
mat = &ctx->ModelView; \
- flags |= NEW_MODELVIEW; \
+ flags |= _NEW_MODELVIEW; \
break; \
case GL_PROJECTION: \
mat = &ctx->ProjectionMatrix; \
- flags |= NEW_PROJECTION; \
+ flags |= _NEW_PROJECTION; \
break; \
case GL_TEXTURE: \
mat = &ctx->TextureMatrix[ctx->Texture.CurrentTransformUnit]; \
- flags |= NEW_TEXTURE_MATRIX; \
+ flags |= _NEW_TEXTURE_MATRIX; \
break; \
case GL_COLOR: \
mat = &ctx->ColorMatrix; \
- flags |= NEW_COLOR_MATRIX; \
+ flags |= _NEW_COLOR_MATRIX; \
break; \
default: \
gl_problem(ctx, where); \
@@ -1242,7 +1204,7 @@ _mesa_PopMatrix( void )
}
matrix_copy( &ctx->ModelView,
&ctx->ModelViewStack[--ctx->ModelViewStackDepth] );
- ctx->NewState |= NEW_MODELVIEW;
+ ctx->NewState |= _NEW_MODELVIEW;
break;
case GL_PROJECTION:
if (ctx->ProjectionStackDepth==0) {
@@ -1252,7 +1214,7 @@ _mesa_PopMatrix( void )
matrix_copy( &ctx->ProjectionMatrix,
&ctx->ProjectionStack[--ctx->ProjectionStackDepth] );
- ctx->NewState |= NEW_PROJECTION;
+ ctx->NewState |= _NEW_PROJECTION;
/* Device driver near/far values */
{
@@ -1272,6 +1234,7 @@ _mesa_PopMatrix( void )
}
matrix_copy(&ctx->TextureMatrix[t],
&ctx->TextureStack[t][--ctx->TextureStackDepth[t]]);
+ ctx->NewState |= _NEW_TEXTURE_MATRIX;
}
break;
case GL_COLOR:
@@ -1281,6 +1244,7 @@ _mesa_PopMatrix( void )
}
matrix_copy(&ctx->ColorMatrix,
&ctx->ColorStack[--ctx->ColorStackDepth]);
+ ctx->NewState |= _NEW_COLOR_MATRIX;
break;
default:
gl_problem(ctx, "Bad matrix mode in gl_PopMatrix");
@@ -1565,9 +1529,7 @@ gl_Viewport( GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height )
ctx->Viewport.WindowMap.flags = MAT_FLAG_GENERAL_SCALE|MAT_FLAG_TRANSLATION;
ctx->Viewport.WindowMap.type = MATRIX_3D_NO_ROT;
-
- ctx->ModelProjectWinMatrixUptodate = GL_FALSE;
- ctx->NewState |= NEW_VIEWPORT;
+ ctx->NewState |= _NEW_VIEWPORT;
/* Check if window/buffer has been resized and if so, reallocate the
* ancillary buffers.
@@ -1620,8 +1582,7 @@ _mesa_DepthRange( GLclampd nearval, GLclampd farval )
ctx->Viewport.Far = f;
ctx->Viewport.WindowMap.m[MAT_SZ] = ctx->Visual.DepthMaxF * ((f - n) / 2.0);
ctx->Viewport.WindowMap.m[MAT_TZ] = ctx->Visual.DepthMaxF * ((f - n) / 2.0 + n);
-
- ctx->ModelProjectWinMatrixUptodate = GL_FALSE;
+ ctx->NewState |= _NEW_VIEWPORT;
if (ctx->Driver.DepthRange) {
(*ctx->Driver.DepthRange)( ctx, nearval, farval );