diff options
author | Keith Whitwell <[email protected]> | 2002-05-11 08:38:25 +0000 |
---|---|---|
committer | Keith Whitwell <[email protected]> | 2002-05-11 08:38:25 +0000 |
commit | 02e0de263eb784e19f23182652619a2f064d6dec (patch) | |
tree | 0fd4314f6e3b12da44ef102e8215c2b0095b97df /src/mesa/tnl/t_vtx_api.c | |
parent | 002483e009e7c8610a5abfbf61a43694cb34e1d3 (diff) |
another checkpoint of struct immediate replacement code
Diffstat (limited to 'src/mesa/tnl/t_vtx_api.c')
-rw-r--r-- | src/mesa/tnl/t_vtx_api.c | 425 |
1 files changed, 279 insertions, 146 deletions
diff --git a/src/mesa/tnl/t_vtx_api.c b/src/mesa/tnl/t_vtx_api.c index 8ae0569584a..b957f336691 100644 --- a/src/mesa/tnl/t_vtx_api.c +++ b/src/mesa/tnl/t_vtx_api.c @@ -44,36 +44,39 @@ USE OR OTHER DEALINGS IN THE SOFTWARE. /* MultiTexcoord ends up with both of these branches, unfortunately - * (it may its own version of the macro after size-tracking is working). + * (it may get its own version of the macro after size-tracking is + * working). + * + * Errors (VertexAttribNV when ATTR>15) are handled at a higher level. */ -#define ATTRF( ATTR, N, A, B, C, D ) \ -{ \ - GET_CURRENT_CONTEXT( ctx ); \ - TNLcontext *tnl = TNL_CONTEXT(ctx); \ - \ - if (((ATTR) & 0xf) == 0) { \ - int i; \ - \ - if (N>0) tnl->dmaptr[0].f = A; \ - if (N>1) tnl->dmaptr[1].f = B; \ - if (N>2) tnl->dmaptr[2].f = C; \ - if (N>3) tnl->dmaptr[3].f = D; \ - \ - for (i = N; i < tnl->vertex_size; i++) \ - *tnl->dmaptr[i].i = tnl->vertex[i].i; \ - \ - tnl->dmaptr += tnl->vertex_size; \ - \ - if (--tnl->counter == 0) \ - tnl->notify(); \ - } \ - else { \ - GLfloat *dest = tnl->attrptr[(ATTR) & 0xf]; \ - if (N>0) dest[0] = A; \ - if (N>1) dest[1] = B; \ - if (N>2) dest[2] = C; \ - if (N>3) dest[3] = D; \ - } \ +#define ATTRF( ATTR, N, A, B, C, D ) \ +{ \ + GET_CURRENT_CONTEXT( ctx ); \ + TNLcontext *tnl = TNL_CONTEXT(ctx); \ + \ + if ((ATTR) == 0) { \ + int i; \ + \ + if (N>0) tnl->vbptr[0].f = A; \ + if (N>1) tnl->vbptr[1].f = B; \ + if (N>2) tnl->vbptr[2].f = C; \ + if (N>3) tnl->vbptr[3].f = D; \ + \ + for (i = N; i < tnl->vertex_size; i++) \ + *tnl->vbptr[i].i = tnl->vertex[i].i; \ + \ + tnl->vbptr += tnl->vertex_size; \ + \ + if (--tnl->counter == 0) \ + tnl->notify(); \ + } \ + else { \ + GLfloat *dest = tnl->attrptr[ATTR]; \ + if (N>0) dest[0] = A; \ + if (N>1) dest[1] = B; \ + if (N>2) dest[2] = C; \ + if (N>3) dest[3] = D; \ + } \ } #define ATTR4F( ATTR, A, B, C, D ) ATTRF( ATTR, 4, A, B, C, D ) @@ -266,176 +269,319 @@ static void tnl_TexCoord4fv( const GLfloat *v ) } -/* MultiTexcoord +/* Miscellaneous: + * + * These don't alias NV attributes, but still need similar treatment. + * Basically these are attributes with numbers greater than 16. */ -static void tnl_MultiTexCoord1fARB( GLenum target, GLfloat s ) +static void tnl_EdgeFlag( GLboolean flag ) +{ + GLfloat f = flag ? 1 : 0; + ATTR1F( VERT_ATTRIB_EDGEFLAG, f); +} + +static void tnl_EdgeFlagv( const GLboolean *flag ) +{ + GLfloat f = flag[0] ? 1 : 0; + ATTR1F( VERT_ATTRIB_EDGEFLAG, f); +} + +static void tnl_Indexi( GLint idx ) +{ + ATTR1F( VERT_ATTRIB_INDEX, idx ); +} + +static void tnl_Indexiv( const GLint *idx ) +{ + ATTR1F( VERT_ATTRIB_INDEX, idx ); +} + +/* Use dispatch switching to build 'ranges' of eval vertices for each + * type, avoiding need for flags. (Make + * evalcoords/evalpoints/vertices/attr0 mutually exclusive) + */ +static void _tnl_EvalCoord1f( GLfloat u ) +{ + ATTR1F( VERT_ATTRIB_POS, u ); +} + +static void _tnl_EvalCoord1fv( const GLfloat *v ) +{ + ATTR1F( VERT_ATTRIB_POS, v[0] ); +} + +static void _tnl_EvalCoord2f( GLfloat u, GLfloat v ) +{ + ATTR2F( VERT_ATTRIB_POS, u, v ); +} + +static void _tnl_EvalCoord2fv( const GLfloat *v ) +{ + ATTR2F( VERT_ATTRIB_POS, v[0], v[1] ); +} + + + +/* Second level dispatch table for MultiTexCoord, Material and + * VertexAttribNV. + * + * Need this because we want to track things like vertex attribute + * sizes, presence/otherwise of attribs in recorded vertices, etc, by + * manipulating the state of dispatch tables. Need therefore a + * dispatch slot for each value of 'index' or 'unit' in VertexAttribNV + * and MultiTexCoordARB. Also need a mechnism for keeping this data + * consistent with what's coming in via the Vertex/Normal/etc api + * above (where aliasing exists with the traditional entrypoints). + * Note that MultiTexCoordARB aliases with TexCoord when unit==0. + * + * Need presence tracking for material components, too, but not size + * tracking or help with aliasing. Could move material to seperate + * dispatch without the "*4" below, or even do the checks every time. + */ +struct attr_dispatch_tab { + void (*tab[32*4])( void ); + void (*swapped[32*4])( void ); + int swapcount; + int installed_sizes[32]; +}; + +#define DISPATCH_ATTR1F( ATTR, N, ) + tnl->vb.attr_dispatch + +/* Result at the back end after second dispatch -- could further + * specialize for attr zero -- maybe just in the codegen version. + */ +static void tnl_Attr1f( GLint attr, GLfloat s ) { - GLint attr = (target - GL_TEXTURE0_ARB) + VERT_ATTRIB_TEX0; ATTR1F( attr, s ); } -static void tnl_MultiTexCoord1fvARB( GLenum target, const GLfloat *v ) +static void tnl_Attr1fv( GLint attr, const GLfloat *v ) { - GLint attr = (target - GL_TEXTURE0_ARB) + VERT_ATTRIB_TEX0; ATTR1F( attr, v[0] ); } -static void tnl_MultiTexCoord2fARB( GLenum target, GLfloat s, GLfloat t ) +static void tnl_Attr2f( GLint attr, GLfloat s, GLfloat t ) { - GLint attr = (target - GL_TEXTURE0_ARB) + VERT_ATTRIB_TEX0; ATTR2F( attr, s, t ); } -static void tnl_MultiTexCoord2fvARB( GLenum target, const GLfloat *v ) +static void tnl_Attr2fv( GLint attr, const GLfloat *v ) { - GLint attr = (target - GL_TEXTURE0_ARB) + VERT_ATTRIB_TEX0; ATTR2F( attr, v[0], v[1] ); } -static void tnl_MultiTexCoord3fARB( GLenum target, GLfloat s, GLfloat t, - GLfloat r) +static void tnl_Attr3f( GLint attr, GLfloat s, GLfloat t, GLfloat r ) { - GLint attr = (target - GL_TEXTURE0_ARB) + VERT_ATTRIB_TEX0; ATTR3F( attr, s, t, r ); } -static void tnl_MultiTexCoord3fvARB( GLenum target, const GLfloat *v ) +static void tnl_Attr3fv( GLint attr, const GLfloat *v ) { - GLint attr = (target - GL_TEXTURE0_ARB) + VERT_ATTRIB_TEX0; ATTR3F( attr, v[0], v[1], v[2] ); } -static void tnl_MultiTexCoord4fARB( GLenum target, GLfloat s, GLfloat t, - GLfloat r, GLfloat q ) +static void tnl_Attr4f( GLint attr, GLfloat s, GLfloat t, GLfloat r, GLfloat q ) { - GLint attr = (target - GL_TEXTURE0_ARB) + VERT_ATTRIB_TEX0; ATTR4F( attr, s, t, r, q ); } -static void tnl_MultiTexCoord4fvARB( GLenum target, const GLfloat *v ) +static void tnl_Attr4fv( GLint attr, const GLfloat *v ) { - GLint attr = (target - GL_TEXTURE0_ARB) + VERT_ATTRIB_TEX0; ATTR4F( attr, v[0], v[1], v[2], v[3] ); } -/* NV_vertex_program: - * - * *** Need second dispatch layer above this for size tracking. One - * *** dispatch layer handles both VertexAttribute and MultiTexCoord +/* MultiTexcoord: Send through second level dispatch. */ -static void tnl_VertexAttrib1fNV( GLuint index, GLfloat s ) +static void tnl_MultiTexCoord1fARB( GLenum target, GLfloat s ) { - ATTR1F( index, s ); + GLuint attr = (target - GL_TEXTURE0_ARB) + VERT_ATTRIB_TEX0; + if (attr < MAX_VERT_ATTRS) + DISPATCH_ATTR1F( attr, s ); } -static void tnl_VertexAttrib1fvNV( GLuint index, const GLfloat *v ) +static void tnl_MultiTexCoord1fvARB( GLenum target, const GLfloat *v ) { - ATTR1F( index, v[0] ); + GLuint attr = (target - GL_TEXTURE0_ARB) + VERT_ATTRIB_TEX0; + if (attr < MAX_VERT_ATTRS) + DISPATCH_ATTR1F( attr, v[0] ); } -static void tnl_VertexAttrib2fNV( GLuint index, GLfloat s, GLfloat t ) +static void tnl_MultiTexCoord2fARB( GLenum target, GLfloat s, GLfloat t ) { - ATTR2F( index, s, t ); + GLuint attr = (target - GL_TEXTURE0_ARB) + VERT_ATTRIB_TEX0; + if (attr < MAX_VERT_ATTRS) + DISPATCH_ATTR2F( attr, s, t ); } -static void tnl_VertexAttrib2fvNV( GLuint index, const GLfloat *v ) +static void tnl_MultiTexCoord2fvARB( GLenum target, const GLfloat *v ) { - ATTR2F( index, v[0], v[1] ); + GLuint attr = (target - GL_TEXTURE0_ARB) + VERT_ATTRIB_TEX0; + if (attr < MAX_VERT_ATTRS) + DISPATCH_ATTR2F( attr, v[0], v[1] ); } -static void tnl_VertexAttrib3fNV( GLuint index, GLfloat s, GLfloat t, - GLfloat r ) +static void tnl_MultiTexCoord3fARB( GLenum target, GLfloat s, GLfloat t, + GLfloat r) { - ATTR3F( index, s, t, r ); + GLuint attr = (target - GL_TEXTURE0_ARB) + VERT_ATTRIB_TEX0; + if (attr < MAX_VERT_ATTRS) + DISPATCH_ATTR3F( attr, s, t, r ); } -static void tnl_VertexAttrib3fvNV( GLuint index, const GLfloat *v ) +static void tnl_MultiTexCoord3fvARB( GLenum target, const GLfloat *v ) { - ATTR3F( index, v[0], v[1], v[2] ); + GLuint attr = (target - GL_TEXTURE0_ARB) + VERT_ATTRIB_TEX0; + if (attr < MAX_VERT_ATTRS) + DISPATCH_ATTR3F( attr, v[0], v[1], v[2] ); } -static void tnl_VertexAttrib4fNV( GLuint index, GLfloat s, GLfloat t, - GLfloat r, GLfloat q ) +static void tnl_MultiTexCoord4fARB( GLenum target, GLfloat s, GLfloat t, + GLfloat r, GLfloat q ) { - ATTR4F( index, s, t, r, q ); + GLuint attr = (target - GL_TEXTURE0_ARB) + VERT_ATTRIB_TEX0; + if (attr < MAX_VERT_ATTRS) + DISPATCH_ATTR4F( attr, s, t, r, q ); } -static void tnl_VertexAttrib4fvNV( GLuint index, const GLfloat *v ) +static void tnl_MultiTexCoord4fvARB( GLenum target, const GLfloat *v ) { - ATTR4F( index, v[0], v[1], v[2], v[3] ); + GLuint attr = (target - GL_TEXTURE0_ARB) + VERT_ATTRIB_TEX0; + if (attr < MAX_VERT_ATTRS) + DISPATCH_ATTR4F( attr, v[0], v[1], v[2], v[3] ); } -/* Miscellaneous: (These don't alias NV attributes, right?) +/* NV_vertex_program: + * + * Check for errors & reroute through second dispatch layer to get + * size tracking per-attribute. */ -static void tnl_EdgeFlag( GLboolean flag ) +static void tnl_VertexAttrib1fNV( GLuint index, GLfloat s ) { - GET_TNL; - tnl->edgeflagptr[0] = flag; + if (index < MAX_VERT_ATTRS) + DISPATCH_ATTR1F( index, s ); + else + DISPATCH_ERROR; } -static void tnl_EdgeFlagv( const GLboolean *flag ) +static void tnl_VertexAttrib1fvNV( GLuint index, const GLfloat *v ) { - GET_TNL; - tnl->edgeflagptr[0] = *flag; + if (index < MAX_VERT_ATTRS) + DISPATCH_ATTR1F( index, v[0] ); + else + DISPATCH_ERROR; } -static void tnl_Indexi( GLint idx ) +static void tnl_VertexAttrib2fNV( GLuint index, GLfloat s, GLfloat t ) { - GET_TNL; - tnl->indexptr[0] = idx; + if (index < MAX_VERT_ATTRS) + DISPATCH_ATTR2F( index, s, t ); + else + DISPATCH_ERROR; } -static void tnl_Indexiv( const GLint *idx ) +static void tnl_VertexAttrib2fvNV( GLuint index, const GLfloat *v ) { - GET_TNL; - tnl->indexptr[0] = *idx; + if (index < MAX_VERT_ATTRS) + DISPATCH_ATTR2F( index, v[0], v[1] ); + else + DISPATCH_ERROR; } - - -/* Could use dispatch switching to build 'ranges' of eval vertices for - * each type, avoiding need for flags. (Make - * evalcoords/evalpoints/vertices/attr0 mutually exclusive) - * --> In which case, may as well use Vertex{12}f{v} here. - */ -static void _tnl_EvalCoord1f( GLfloat u ) +static void tnl_VertexAttrib3fNV( GLuint index, GLfloat s, GLfloat t, + GLfloat r ) { - ATTR1F( VERT_ATTRIB_POS, u ); + if (index < MAX_VERT_ATTRS) + DISPATCH_ATTR3F( index, s, t, r ); + else + DISPATCH_ERROR; } -static void _tnl_EvalCoord1fv( const GLfloat *v ) +static void tnl_VertexAttrib3fvNV( GLuint index, const GLfloat *v ) { - ATTR1F( VERT_ATTRIB_POS, v[0] ); + if (index < MAX_VERT_ATTRS) + DISPATCH_ATTR3F( index, v[0], v[1], v[2] ); + else + DISPATCH_ERROR; } -static void _tnl_EvalCoord2f( GLfloat u, GLfloat v ) +static void tnl_VertexAttrib4fNV( GLuint index, GLfloat s, GLfloat t, + GLfloat r, GLfloat q ) { - ATTR2F( VERT_ATTRIB_POS, u, v ); + if (index < MAX_VERT_ATTRS) + DISPATCH_ATTR4F( index, s, t, r, q ); + else + DISPATCH_ERROR; } -static void _tnl_EvalCoord2fv( const GLfloat *v ) +static void tnl_VertexAttrib4fvNV( GLuint index, const GLfloat *v ) { - ATTR2F( VERT_ATTRIB_POS, v[0], v[1] ); + if (index < MAX_VERT_ATTRS) + DISPATCH_ATTR4F( index, v[0], v[1], v[2], v[3] ); + else + DISPATCH_ERROR; } + + + + + /* Materials: - * *** Treat as more vertex attributes + * + * These are treated as per-vertex attributes, at indices above where + * the NV_vertex_program leaves off. There are a lot of good things + * about treating materials this way. + * + * *** Need a dispatch step (like VertexAttribute GLint attr, and MultiTexCoord) + * *** to expand vertex size, etc. Use the same second level dispatch + * *** (keyed by attr number) as above. + */ +#define MAT( ATTR, face, params ) \ +do { \ + if (face != GL_BACK) \ + DISPATCH_ATTRF( ATTR, N, params ); \ + if (face != GL_FRONT) \ + DISPATCH_ATTRF( ATTR+7, N, params ); \ +} while (0) + + +/* NOTE: Have to remove/dealwith colormaterial crossovers, probably + * later on - in the meantime just store everything. */ static void _tnl_Materialfv( GLenum face, GLenum pname, const GLfloat *params ) { - if (MESA_VERBOSE & DEBUG_VFMT) - fprintf(stderr, "%s\n", __FUNCTION__); - - if (tnl->prim[0] != GL_POLYGON+1) { - VFMT_FALLBACK( __FUNCTION__ ); - glMaterialfv( face, pname, params ); + switch (pname) { + case GL_EMISSION: + MAT( VERT_ATTRIB_FRONT_EMMISSION, 4, face, params ); + break; + case GL_AMBIENT: + MAT( VERT_ATTRIB_FRONT_AMBIENT, 4, face, params ); + break; + case GL_DIFFUSE: + MAT( VERT_ATTRIB_FRONT_DIFFUSE, 4, face, params ); + break; + case GL_SPECULAR: + MAT( VERT_ATTRIB_FRONT_SPECULAR, 4, face, params ); + break; + case GL_SHININESS: + MAT( VERT_ATTRIB_FRONT_SHININESS, 1, face, params ); + break; + case GL_COLOR_INDEXES: + MAT( VERT_ATTRIB_FRONT_EMMISSION, 3, face, params ); + break; + case GL_AMBIENT_AND_DIFFUSE: + MAT( VERT_ATTRIB_FRONT_AMBIENT, 4, face, params ); + MAT( VERT_ATTRIB_FRONT_DIFFUSE, 4, face, params ); + break; + default: + _mesa_error( ctx, GL_INVALID_ENUM, where ); return; } - _mesa_noop_Materialfv( face, pname, params ); } @@ -455,6 +601,13 @@ static struct dynfn *lookup( struct dynfn *l, int key ) return 0; } +/* Vertex descriptor + */ +struct _tnl_vertex_descriptor { + GLuint attr_bits[4]; +}; + + /* Can't use the loopback template for this: */ #define CHOOSE(FN, FNTYPE, MASK, ACTIVE, ARGS1, ARGS2 ) \ @@ -560,28 +713,28 @@ void _tnl_InitVtxfmtChoosers( GLvertexformat *vfmt ) vfmt->SecondaryColor3fvEXT = choose_SecondaryColor3fvEXT; vfmt->SecondaryColor3ubEXT = choose_SecondaryColor3ubEXT; vfmt->SecondaryColor3ubvEXT = choose_SecondaryColor3ubvEXT; - vfmt->MultiTexCoord1fARB = choose_MultiTexCoord1fARB; - vfmt->MultiTexCoord1fvARB = choose_MultiTexCoord1fvARB; - vfmt->MultiTexCoord2fARB = choose_MultiTexCoord2fARB; - vfmt->MultiTexCoord2fvARB = choose_MultiTexCoord2fvARB; + vfmt->MultiTexCoord1fARB = dd_MultiTexCoord1fARB; + vfmt->MultiTexCoord1fvARB = dd_MultiTexCoord1fvARB; + vfmt->MultiTexCoord2fARB = dd_MultiTexCoord2fARB; + vfmt->MultiTexCoord2fvARB = dd_MultiTexCoord2fvARB; + vfmt->MultiTexCoord3fARB = dd_MultiTexCoord3fARB; + vfmt->MultiTexCoord3fvARB = dd_MultiTexCoord3fvARB; + vfmt->MultiTexCoord4fARB = dd_MultiTexCoord4fARB; + vfmt->MultiTexCoord4fvARB = dd_MultiTexCoord4fvARB; vfmt->Normal3f = choose_Normal3f; vfmt->Normal3fv = choose_Normal3fv; vfmt->TexCoord1f = choose_TexCoord1f; vfmt->TexCoord1fv = choose_TexCoord1fv; vfmt->TexCoord2f = choose_TexCoord2f; vfmt->TexCoord2fv = choose_TexCoord2fv; - vfmt->Vertex2f = choose_Vertex2f; - vfmt->Vertex2fv = choose_Vertex2fv; - vfmt->Vertex3f = choose_Vertex3f; - vfmt->Vertex3fv = choose_Vertex3fv; vfmt->TexCoord3f = choose_TexCoord3f; vfmt->TexCoord3fv = choose_TexCoord3fv; vfmt->TexCoord4f = choose_TexCoord4f; vfmt->TexCoord4fv = choose_TexCoord4fv; - vfmt->MultiTexCoord3fARB = choose_MultiTexCoord3fARB; - vfmt->MultiTexCoord3fvARB = choose_MultiTexCoord3fvARB; - vfmt->MultiTexCoord4fARB = choose_MultiTexCoord4fARB; - vfmt->MultiTexCoord4fvARB = choose_MultiTexCoord4fvARB; + vfmt->Vertex2f = choose_Vertex2f; + vfmt->Vertex2fv = choose_Vertex2fv; + vfmt->Vertex3f = choose_Vertex3f; + vfmt->Vertex3fv = choose_Vertex3fv; vfmt->Vertex4f = choose_Vertex4f; vfmt->Vertex4fv = choose_Vertex4fv; vfmt->FogCoordfvEXT = choose_FogCoordfvEXT; @@ -594,12 +747,7 @@ void _tnl_InitVtxfmtChoosers( GLvertexformat *vfmt ) vfmt->EvalCoord1fv = choose_EvalCoord1fv; vfmt->EvalCoord2f = choose_EvalCoord2f; vfmt->EvalCoord2fv = choose_EvalCoord2fv; - vfmt->EvalMesh1 = choose_EvalMesh1; - vfmt->EvalMesh2 = choose_EvalMesh2; - vfmt->EvalPoint1 = choose_EvalPoint1; - vfmt->EvalPoint2 = choose_EvalPoint2; - - vfmt->Materialfv = _tnl_Materialfv; + vfmt->Materialfv = dd_Materialfv; } @@ -611,13 +759,8 @@ static struct dynfn *codegen_noop( struct _vb *vb, int key ) void _tnl_InitCodegen( struct dfn_generators *gen ) { - gen->Vertex2f = codegen_noop; - gen->Vertex2fv = codegen_noop; - gen->Vertex3f = codegen_noop; - gen->Vertex3fv = codegen_noop; - gen->Vertex4f = codegen_noop; - gen->Vertex4fv = codegen_noop; - + /* Generate an attribute or vertex command. + */ gen->Attr1f = codegen_noop; gen->Attr1fv = codegen_noop; gen->Attr2f = codegen_noop; @@ -626,18 +769,16 @@ void _tnl_InitCodegen( struct dfn_generators *gen ) gen->Attr3fv = codegen_noop; gen->Attr4f = codegen_noop; gen->Attr4fv = codegen_noop; + + /* Index is never zero for these... + */ gen->Attr3ub = codegen_noop; gen->Attr3ubv = codegen_noop; gen->Attr4ub = codegen_noop; gen->Attr4ubv = codegen_noop; - /* Probably need two versions of this, one for the front end - * (double dispatch), one for the back end (do the work) -- but - * will also need a second level of CHOOSE functions? - * -- Generate the dispatch layer using the existing templates somehow. - * -- Generate the backend and 2nd level choosers here. - * -- No need for a chooser on the top level. - * -- Can aliasing help -- ie can NVAttr1f == Attr1f/Vertex2f at this level (index is known) + /* As above, but deal with the extra (redundant by now) index + * argument to the generated function. */ gen->NVAttr1f = codegen_noop; gen->NVAttr1fv = codegen_noop; @@ -648,14 +789,6 @@ void _tnl_InitCodegen( struct dfn_generators *gen ) gen->NVAttr4f = codegen_noop; gen->NVAttr4fv = codegen_noop; - gen->MTAttr1f = codegen_noop; - gen->MTAttr1fv = codegen_noop; - gen->MTAttr2f = codegen_noop; - gen->MTAttr2fv = codegen_noop; - gen->MTAttr3f = codegen_noop; - gen->MTAttr3fv = codegen_noop; - gen->MTAttr4f = codegen_noop; - gen->MTAttr4fv = codegen_noop; if (!getenv("MESA_NO_CODEGEN")) { #if defined(USE_X86_ASM) |