diff options
Diffstat (limited to 'src/mesa/main/eval.c')
-rw-r--r-- | src/mesa/main/eval.c | 357 |
1 files changed, 70 insertions, 287 deletions
diff --git a/src/mesa/main/eval.c b/src/mesa/main/eval.c index 8bf8929e78b..3d5e4c72050 100644 --- a/src/mesa/main/eval.c +++ b/src/mesa/main/eval.c @@ -1,4 +1,4 @@ -/* $Id: eval.c,v 1.16 2000/11/22 07:32:16 joukj Exp $ */ +/* $Id: eval.c,v 1.17 2000/12/26 05:09:28 keithw Exp $ */ /* * Mesa 3-D graphics library @@ -234,104 +234,6 @@ GLfloat *gl_copy_map_points2d(GLenum target, } -#if 00 -/* - * This function is called by the display list deallocator function to - * specify that a given set of control points are no longer needed. - */ -void gl_free_control_points( GLcontext* ctx, GLenum target, GLfloat *data ) -{ - struct gl_1d_map *map1 = NULL; - struct gl_2d_map *map2 = NULL; - - switch (target) { - case GL_MAP1_VERTEX_3: - map1 = &ctx->EvalMap.Map1Vertex3; - break; - case GL_MAP1_VERTEX_4: - map1 = &ctx->EvalMap.Map1Vertex4; - break; - case GL_MAP1_INDEX: - map1 = &ctx->EvalMap.Map1Index; - break; - case GL_MAP1_COLOR_4: - map1 = &ctx->EvalMap.Map1Color4; - break; - case GL_MAP1_NORMAL: - map1 = &ctx->EvalMap.Map1Normal; - break; - case GL_MAP1_TEXTURE_COORD_1: - map1 = &ctx->EvalMap.Map1Texture1; - break; - case GL_MAP1_TEXTURE_COORD_2: - map1 = &ctx->EvalMap.Map1Texture2; - break; - case GL_MAP1_TEXTURE_COORD_3: - map1 = &ctx->EvalMap.Map1Texture3; - break; - case GL_MAP1_TEXTURE_COORD_4: - map1 = &ctx->EvalMap.Map1Texture4; - break; - case GL_MAP2_VERTEX_3: - map2 = &ctx->EvalMap.Map2Vertex3; - break; - case GL_MAP2_VERTEX_4: - map2 = &ctx->EvalMap.Map2Vertex4; - break; - case GL_MAP2_INDEX: - map2 = &ctx->EvalMap.Map2Index; - break; - case GL_MAP2_COLOR_4: - map2 = &ctx->EvalMap.Map2Color4; - break; - case GL_MAP2_NORMAL: - map2 = &ctx->EvalMap.Map2Normal; - break; - case GL_MAP2_TEXTURE_COORD_1: - map2 = &ctx->EvalMap.Map2Texture1; - break; - case GL_MAP2_TEXTURE_COORD_2: - map2 = &ctx->EvalMap.Map2Texture2; - break; - case GL_MAP2_TEXTURE_COORD_3: - map2 = &ctx->EvalMap.Map2Texture3; - break; - case GL_MAP2_TEXTURE_COORD_4: - map2 = &ctx->EvalMap.Map2Texture4; - break; - default: - gl_error( ctx, GL_INVALID_ENUM, "gl_free_control_points" ); - return; - } - - if (map1) { - if (data==map1->Points) { - /* The control points in the display list are currently */ - /* being used so we can mark them as discard-able. */ - map1->Retain = GL_FALSE; - } - else { - /* The control points in the display list are not currently */ - /* being used. */ - FREE( data ); - } - } - if (map2) { - if (data==map2->Points) { - /* The control points in the display list are currently */ - /* being used so we can mark them as discard-able. */ - map2->Retain = GL_FALSE; - } - else { - /* The control points in the display list are not currently */ - /* being used. */ - FREE( data ); - } - } - -} -#endif - /**********************************************************************/ @@ -349,8 +251,8 @@ map1(GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GET_CURRENT_CONTEXT(ctx); GLint k; GLfloat *pnts; - - ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glMap1"); + struct gl_1d_map *map = 0; + ASSERT_OUTSIDE_BEGIN_END(ctx); assert(type == GL_FLOAT || type == GL_DOUBLE); @@ -377,99 +279,54 @@ map1(GLenum target, GLfloat u1, GLfloat u2, GLint ustride, return; } - /* make copy of the control points */ - if (type == GL_FLOAT) - pnts = gl_copy_map_points1f(target, ustride, uorder, (GLfloat*) points); - else - pnts = gl_copy_map_points1d(target, ustride, uorder, (GLdouble*) points); - switch (target) { case GL_MAP1_VERTEX_3: - ctx->EvalMap.Map1Vertex3.Order = uorder; - ctx->EvalMap.Map1Vertex3.u1 = u1; - ctx->EvalMap.Map1Vertex3.u2 = u2; - ctx->EvalMap.Map1Vertex3.du = 1.0 / (u2 - u1); - if (ctx->EvalMap.Map1Vertex3.Points) - FREE( ctx->EvalMap.Map1Vertex3.Points ); - ctx->EvalMap.Map1Vertex3.Points = pnts; + map = &ctx->EvalMap.Map1Vertex3; break; case GL_MAP1_VERTEX_4: - ctx->EvalMap.Map1Vertex4.Order = uorder; - ctx->EvalMap.Map1Vertex4.u1 = u1; - ctx->EvalMap.Map1Vertex4.u2 = u2; - ctx->EvalMap.Map1Vertex4.du = 1.0 / (u2 - u1); - if (ctx->EvalMap.Map1Vertex4.Points) - FREE( ctx->EvalMap.Map1Vertex4.Points ); - ctx->EvalMap.Map1Vertex4.Points = pnts; + map = &ctx->EvalMap.Map1Vertex4; break; case GL_MAP1_INDEX: - ctx->EvalMap.Map1Index.Order = uorder; - ctx->EvalMap.Map1Index.u1 = u1; - ctx->EvalMap.Map1Index.u2 = u2; - ctx->EvalMap.Map1Index.du = 1.0 / (u2 - u1); - if (ctx->EvalMap.Map1Index.Points) - FREE( ctx->EvalMap.Map1Index.Points ); - ctx->EvalMap.Map1Index.Points = pnts; + map = &ctx->EvalMap.Map1Index; break; case GL_MAP1_COLOR_4: - ctx->EvalMap.Map1Color4.Order = uorder; - ctx->EvalMap.Map1Color4.u1 = u1; - ctx->EvalMap.Map1Color4.u2 = u2; - ctx->EvalMap.Map1Color4.du = 1.0 / (u2 - u1); - if (ctx->EvalMap.Map1Color4.Points) - FREE( ctx->EvalMap.Map1Color4.Points ); - ctx->EvalMap.Map1Color4.Points = pnts; + map = &ctx->EvalMap.Map1Color4; break; case GL_MAP1_NORMAL: - ctx->EvalMap.Map1Normal.Order = uorder; - ctx->EvalMap.Map1Normal.u1 = u1; - ctx->EvalMap.Map1Normal.u2 = u2; - ctx->EvalMap.Map1Normal.du = 1.0 / (u2 - u1); - if (ctx->EvalMap.Map1Normal.Points) - FREE( ctx->EvalMap.Map1Normal.Points ); - ctx->EvalMap.Map1Normal.Points = pnts; + map = &ctx->EvalMap.Map1Normal; break; case GL_MAP1_TEXTURE_COORD_1: - ctx->EvalMap.Map1Texture1.Order = uorder; - ctx->EvalMap.Map1Texture1.u1 = u1; - ctx->EvalMap.Map1Texture1.u2 = u2; - ctx->EvalMap.Map1Texture1.du = 1.0 / (u2 - u1); - if (ctx->EvalMap.Map1Texture1.Points) - FREE( ctx->EvalMap.Map1Texture1.Points ); - ctx->EvalMap.Map1Texture1.Points = pnts; + map = &ctx->EvalMap.Map1Texture1; break; case GL_MAP1_TEXTURE_COORD_2: - ctx->EvalMap.Map1Texture2.Order = uorder; - ctx->EvalMap.Map1Texture2.u1 = u1; - ctx->EvalMap.Map1Texture2.u2 = u2; - ctx->EvalMap.Map1Texture2.du = 1.0 / (u2 - u1); - if (ctx->EvalMap.Map1Texture2.Points) - FREE( ctx->EvalMap.Map1Texture2.Points ); - ctx->EvalMap.Map1Texture2.Points = pnts; + map = &ctx->EvalMap.Map1Texture2; break; case GL_MAP1_TEXTURE_COORD_3: - ctx->EvalMap.Map1Texture3.Order = uorder; - ctx->EvalMap.Map1Texture3.u1 = u1; - ctx->EvalMap.Map1Texture3.u2 = u2; - ctx->EvalMap.Map1Texture3.du = 1.0 / (u2 - u1); - if (ctx->EvalMap.Map1Texture3.Points) - FREE( ctx->EvalMap.Map1Texture3.Points ); - ctx->EvalMap.Map1Texture3.Points = pnts; + map = &ctx->EvalMap.Map1Texture3; break; case GL_MAP1_TEXTURE_COORD_4: - ctx->EvalMap.Map1Texture4.Order = uorder; - ctx->EvalMap.Map1Texture4.u1 = u1; - ctx->EvalMap.Map1Texture4.u2 = u2; - ctx->EvalMap.Map1Texture4.du = 1.0 / (u2 - u1); - if (ctx->EvalMap.Map1Texture4.Points) - FREE( ctx->EvalMap.Map1Texture4.Points ); - ctx->EvalMap.Map1Texture4.Points = pnts; + map = &ctx->EvalMap.Map1Texture4; break; default: gl_error( ctx, GL_INVALID_ENUM, "glMap1(target)" ); + return; } - ctx->NewState |= _NEW_EVAL; + /* make copy of the control points */ + if (type == GL_FLOAT) + pnts = gl_copy_map_points1f(target, ustride, uorder, (GLfloat*) points); + else + pnts = gl_copy_map_points1d(target, ustride, uorder, (GLdouble*) points); + + + FLUSH_VERTICES(ctx, _NEW_EVAL); + map->Order = uorder; + map->u1 = u1; + map->u2 = u2; + map->du = 1.0 / (u2 - u1); + if (map->Points) + FREE( map->Points ); + map->Points = pnts; } @@ -498,8 +355,8 @@ map2( GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GET_CURRENT_CONTEXT(ctx); GLint k; GLfloat *pnts; - - ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glMap2"); + struct gl_2d_map *map = 0; + ASSERT_OUTSIDE_BEGIN_END(ctx); if (u1==u2) { gl_error( ctx, GL_INVALID_VALUE, "glMap2(u1,u2)" ); @@ -535,137 +392,60 @@ map2( GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, return; } - /* make copy of the control points */ - if (type == GL_FLOAT) - pnts = gl_copy_map_points2f(target, ustride, uorder, - vstride, vorder, (GLfloat*) points); - else - pnts = gl_copy_map_points2d(target, ustride, uorder, - vstride, vorder, (GLdouble*) points); - switch (target) { case GL_MAP2_VERTEX_3: - ctx->EvalMap.Map2Vertex3.Uorder = uorder; - ctx->EvalMap.Map2Vertex3.u1 = u1; - ctx->EvalMap.Map2Vertex3.u2 = u2; - ctx->EvalMap.Map2Vertex3.du = 1.0 / (u2 - u1); - ctx->EvalMap.Map2Vertex3.Vorder = vorder; - ctx->EvalMap.Map2Vertex3.v1 = v1; - ctx->EvalMap.Map2Vertex3.v2 = v2; - ctx->EvalMap.Map2Vertex3.dv = 1.0 / (v2 - v1); - if (ctx->EvalMap.Map2Vertex3.Points) - FREE( ctx->EvalMap.Map2Vertex3.Points ); - ctx->EvalMap.Map2Vertex3.Points = pnts; + map = &ctx->EvalMap.Map2Vertex3; break; case GL_MAP2_VERTEX_4: - ctx->EvalMap.Map2Vertex4.Uorder = uorder; - ctx->EvalMap.Map2Vertex4.u1 = u1; - ctx->EvalMap.Map2Vertex4.u2 = u2; - ctx->EvalMap.Map2Vertex4.du = 1.0 / (u2 - u1); - ctx->EvalMap.Map2Vertex4.Vorder = vorder; - ctx->EvalMap.Map2Vertex4.v1 = v1; - ctx->EvalMap.Map2Vertex4.v2 = v2; - ctx->EvalMap.Map2Vertex4.dv = 1.0 / (v2 - v1); - if (ctx->EvalMap.Map2Vertex4.Points) - FREE( ctx->EvalMap.Map2Vertex4.Points ); - ctx->EvalMap.Map2Vertex4.Points = pnts; + map = &ctx->EvalMap.Map2Vertex4; break; case GL_MAP2_INDEX: - ctx->EvalMap.Map2Index.Uorder = uorder; - ctx->EvalMap.Map2Index.u1 = u1; - ctx->EvalMap.Map2Index.u2 = u2; - ctx->EvalMap.Map2Index.du = 1.0 / (u2 - u1); - ctx->EvalMap.Map2Index.Vorder = vorder; - ctx->EvalMap.Map2Index.v1 = v1; - ctx->EvalMap.Map2Index.v2 = v2; - ctx->EvalMap.Map2Index.dv = 1.0 / (v2 - v1); - if (ctx->EvalMap.Map2Index.Points) - FREE( ctx->EvalMap.Map2Index.Points ); - ctx->EvalMap.Map2Index.Points = pnts; + map = &ctx->EvalMap.Map2Index; break; case GL_MAP2_COLOR_4: - ctx->EvalMap.Map2Color4.Uorder = uorder; - ctx->EvalMap.Map2Color4.u1 = u1; - ctx->EvalMap.Map2Color4.u2 = u2; - ctx->EvalMap.Map2Color4.du = 1.0 / (u2 - u1); - ctx->EvalMap.Map2Color4.Vorder = vorder; - ctx->EvalMap.Map2Color4.v1 = v1; - ctx->EvalMap.Map2Color4.v2 = v2; - ctx->EvalMap.Map2Color4.dv = 1.0 / (v2 - v1); - if (ctx->EvalMap.Map2Color4.Points) - FREE( ctx->EvalMap.Map2Color4.Points ); - ctx->EvalMap.Map2Color4.Points = pnts; + map = &ctx->EvalMap.Map2Color4; break; case GL_MAP2_NORMAL: - ctx->EvalMap.Map2Normal.Uorder = uorder; - ctx->EvalMap.Map2Normal.u1 = u1; - ctx->EvalMap.Map2Normal.u2 = u2; - ctx->EvalMap.Map2Normal.du = 1.0 / (u2 - u1); - ctx->EvalMap.Map2Normal.Vorder = vorder; - ctx->EvalMap.Map2Normal.v1 = v1; - ctx->EvalMap.Map2Normal.v2 = v2; - ctx->EvalMap.Map2Normal.dv = 1.0 / (v2 - v1); - if (ctx->EvalMap.Map2Normal.Points) - FREE( ctx->EvalMap.Map2Normal.Points ); - ctx->EvalMap.Map2Normal.Points = pnts; + map = &ctx->EvalMap.Map2Normal; break; case GL_MAP2_TEXTURE_COORD_1: - ctx->EvalMap.Map2Texture1.Uorder = uorder; - ctx->EvalMap.Map2Texture1.u1 = u1; - ctx->EvalMap.Map2Texture1.u2 = u2; - ctx->EvalMap.Map2Texture1.du = 1.0 / (u2 - u1); - ctx->EvalMap.Map2Texture1.Vorder = vorder; - ctx->EvalMap.Map2Texture1.v1 = v1; - ctx->EvalMap.Map2Texture1.v2 = v2; - ctx->EvalMap.Map2Texture1.dv = 1.0 / (v2 - v1); - if (ctx->EvalMap.Map2Texture1.Points) - FREE( ctx->EvalMap.Map2Texture1.Points ); - ctx->EvalMap.Map2Texture1.Points = pnts; + map = &ctx->EvalMap.Map2Texture1; break; case GL_MAP2_TEXTURE_COORD_2: - ctx->EvalMap.Map2Texture2.Uorder = uorder; - ctx->EvalMap.Map2Texture2.u1 = u1; - ctx->EvalMap.Map2Texture2.u2 = u2; - ctx->EvalMap.Map2Texture2.du = 1.0 / (u2 - u1); - ctx->EvalMap.Map2Texture2.Vorder = vorder; - ctx->EvalMap.Map2Texture2.v1 = v1; - ctx->EvalMap.Map2Texture2.v2 = v2; - ctx->EvalMap.Map2Texture2.dv = 1.0 / (v2 - v1); - if (ctx->EvalMap.Map2Texture2.Points) - FREE( ctx->EvalMap.Map2Texture2.Points ); - ctx->EvalMap.Map2Texture2.Points = pnts; + map = &ctx->EvalMap.Map2Texture2; break; case GL_MAP2_TEXTURE_COORD_3: - ctx->EvalMap.Map2Texture3.Uorder = uorder; - ctx->EvalMap.Map2Texture3.u1 = u1; - ctx->EvalMap.Map2Texture3.u2 = u2; - ctx->EvalMap.Map2Texture3.du = 1.0 / (u2 - u1); - ctx->EvalMap.Map2Texture3.Vorder = vorder; - ctx->EvalMap.Map2Texture3.v1 = v1; - ctx->EvalMap.Map2Texture3.v2 = v2; - ctx->EvalMap.Map2Texture3.dv = 1.0 / (v2 - v1); - if (ctx->EvalMap.Map2Texture3.Points) - FREE( ctx->EvalMap.Map2Texture3.Points ); - ctx->EvalMap.Map2Texture3.Points = pnts; + map = &ctx->EvalMap.Map2Texture3; break; case GL_MAP2_TEXTURE_COORD_4: - ctx->EvalMap.Map2Texture4.Uorder = uorder; - ctx->EvalMap.Map2Texture4.u1 = u1; - ctx->EvalMap.Map2Texture4.u2 = u2; - ctx->EvalMap.Map2Texture4.du = 1.0 / (u2 - u1); - ctx->EvalMap.Map2Texture4.Vorder = vorder; - ctx->EvalMap.Map2Texture4.v1 = v1; - ctx->EvalMap.Map2Texture4.v2 = v2; - ctx->EvalMap.Map2Texture4.dv = 1.0 / (v2 - v1); - if (ctx->EvalMap.Map2Texture4.Points) - FREE( ctx->EvalMap.Map2Texture4.Points ); - ctx->EvalMap.Map2Texture4.Points = pnts; + map = &ctx->EvalMap.Map2Texture4; break; default: gl_error( ctx, GL_INVALID_ENUM, "glMap2(target)" ); + return; } - ctx->NewState |= _NEW_EVAL; + /* make copy of the control points */ + if (type == GL_FLOAT) + pnts = gl_copy_map_points2f(target, ustride, uorder, + vstride, vorder, (GLfloat*) points); + else + pnts = gl_copy_map_points2d(target, ustride, uorder, + vstride, vorder, (GLdouble*) points); + + + FLUSH_VERTICES(ctx, _NEW_EVAL); + map->Uorder = uorder; + map->u1 = u1; + map->u2 = u2; + map->du = 1.0 / (u2 - u1); + map->Vorder = vorder; + map->v1 = v1; + map->v2 = v2; + map->dv = 1.0 / (v2 - v1); + if (map->Points) + FREE( map->Points ); + map->Points = pnts; } @@ -698,6 +478,7 @@ _mesa_GetMapdv( GLenum target, GLenum query, GLdouble *v ) GET_CURRENT_CONTEXT(ctx); GLint i, n; GLfloat *data; + ASSERT_OUTSIDE_BEGIN_END(ctx); switch (query) { case GL_COEFF: @@ -971,6 +752,7 @@ _mesa_GetMapfv( GLenum target, GLenum query, GLfloat *v ) GET_CURRENT_CONTEXT(ctx); GLint i, n; GLfloat *data; + ASSERT_OUTSIDE_BEGIN_END(ctx); switch (query) { case GL_COEFF: @@ -1244,6 +1026,7 @@ _mesa_GetMapiv( GLenum target, GLenum query, GLint *v ) GET_CURRENT_CONTEXT(ctx); GLuint i, n; GLfloat *data; + ASSERT_OUTSIDE_BEGIN_END(ctx); switch (query) { case GL_COEFF: @@ -1516,18 +1299,17 @@ void _mesa_MapGrid1f( GLint un, GLfloat u1, GLfloat u2 ) { GET_CURRENT_CONTEXT(ctx); - ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glMapGrid1f"); + ASSERT_OUTSIDE_BEGIN_END(ctx); if (un<1) { gl_error( ctx, GL_INVALID_VALUE, "glMapGrid1f" ); return; } + FLUSH_VERTICES(ctx, _NEW_EVAL); ctx->Eval.MapGrid1un = un; ctx->Eval.MapGrid1u1 = u1; ctx->Eval.MapGrid1u2 = u2; ctx->Eval.MapGrid1du = (u2 - u1) / (GLfloat) un; - - ctx->NewState |= _NEW_EVAL; } @@ -1543,7 +1325,8 @@ _mesa_MapGrid2f( GLint un, GLfloat u1, GLfloat u2, GLint vn, GLfloat v1, GLfloat v2 ) { GET_CURRENT_CONTEXT(ctx); - ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glMapGrid2f"); + ASSERT_OUTSIDE_BEGIN_END(ctx); + if (un<1) { gl_error( ctx, GL_INVALID_VALUE, "glMapGrid2f(un)" ); return; @@ -1552,6 +1335,8 @@ _mesa_MapGrid2f( GLint un, GLfloat u1, GLfloat u2, gl_error( ctx, GL_INVALID_VALUE, "glMapGrid2f(vn)" ); return; } + + FLUSH_VERTICES(ctx, _NEW_EVAL); ctx->Eval.MapGrid2un = un; ctx->Eval.MapGrid2u1 = u1; ctx->Eval.MapGrid2u2 = u2; @@ -1560,8 +1345,6 @@ _mesa_MapGrid2f( GLint un, GLfloat u1, GLfloat u2, ctx->Eval.MapGrid2v1 = v1; ctx->Eval.MapGrid2v2 = v2; ctx->Eval.MapGrid2dv = (v2 - v1) / (GLfloat) vn; - - ctx->NewState |= _NEW_EVAL; } |