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-rw-r--r--src/mesa/tnl/t_vb_texgen.c685
1 files changed, 685 insertions, 0 deletions
diff --git a/src/mesa/tnl/t_vb_texgen.c b/src/mesa/tnl/t_vb_texgen.c
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+++ b/src/mesa/tnl/t_vb_texgen.c
@@ -0,0 +1,685 @@
+/* $Id: t_vb_texgen.c,v 1.1 2000/12/26 05:09:33 keithw Exp $ */
+
+/*
+ * Mesa 3-D graphics library
+ * Version: 3.5
+ *
+ * Copyright (C) 1999-2000 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:
+ * Brian Paul <[email protected]>
+ * Keith Whitwell <[email protected]>
+ */
+
+
+#include "glheader.h"
+#include "colormac.h"
+#include "context.h"
+#include "macros.h"
+#include "mmath.h"
+#include "mem.h"
+#include "mtypes.h"
+
+#include "math/m_xform.h"
+
+#include "t_context.h"
+#include "t_pipeline.h"
+
+
+/***********************************************************************
+ * Automatic texture coordinate generation (texgen) code.
+ */
+
+
+struct texgen_stage_data;
+
+typedef void (*texgen_func)( GLcontext *ctx,
+ struct texgen_stage_data *store,
+ GLuint unit);
+
+
+struct texgen_stage_data {
+
+ /* Per-texunit derived state.
+ */
+ GLuint TexgenSize[MAX_TEXTURE_UNITS];
+ GLuint TexgenHoles[MAX_TEXTURE_UNITS];
+ texgen_func TexgenFunc[MAX_TEXTURE_UNITS];
+
+ /* Temporary values used in texgen.
+ */
+ GLfloat (*tmp_f)[3];
+ GLfloat *tmp_m;
+
+ /* Buffered outputs of the stage.
+ */
+ GLvector4f texcoord[MAX_TEXTURE_UNITS];
+};
+
+
+#define TEXGEN_STAGE_DATA(stage) ((struct texgen_stage_data *)stage->private)
+
+
+
+
+static GLuint all_bits[5] = {
+ 0,
+ VEC_SIZE_1,
+ VEC_SIZE_2,
+ VEC_SIZE_3,
+ VEC_SIZE_4,
+};
+
+#define VEC_SIZE_FLAGS (VEC_SIZE_1|VEC_SIZE_2|VEC_SIZE_3|VEC_SIZE_4)
+
+/*
+ */
+static void build_m3(GLfloat f[][3], GLfloat m[],
+ const GLvector3f *normal,
+ const GLvector4f *eye )
+{
+ GLuint stride = eye->stride;
+ GLfloat *coord = (GLfloat *)eye->start;
+ GLuint count = eye->count;
+ const GLfloat *norm = normal->start;
+ GLuint i;
+
+
+ /* KW: Had to rearrange this loop to avoid a compiler bug with gcc
+ * 2.7.3.1 at -O3 optimization. Using -fno-strength-reduce
+ * also fixed the bug - is this generally necessary?
+ */
+ for (i=0;i<count;i++,STRIDE_F(coord,stride)) {
+ GLfloat u[3], two_nu, fx, fy, fz;
+ COPY_3V( u, coord );
+ NORMALIZE_3FV( u );
+ two_nu = 2.0F * DOT3(norm,u);
+ fx = f[i][0] = u[0] - norm[0] * two_nu;
+ fy = f[i][1] = u[1] - norm[1] * two_nu;
+ fz = f[i][2] = u[2] - norm[2] * two_nu;
+ m[i] = fx * fx + fy * fy + (fz + 1.0F) * (fz + 1.0F);
+ if (m[i] != 0.0F) {
+ m[i] = 0.5F / (GLfloat) GL_SQRT(m[i]);
+ }
+
+ STRIDE_F(norm, normal->stride);
+ }
+}
+
+
+
+static void build_m2(GLfloat f[][3], GLfloat m[],
+ const GLvector3f *normal,
+ const GLvector4f *eye )
+{
+ GLuint stride = eye->stride;
+ GLfloat *coord = eye->start;
+ GLuint count = eye->count;
+
+ GLfloat *norm = normal->start;
+ GLuint i;
+
+ for (i=0;i<count;i++,STRIDE_F(coord,stride)) {
+
+ GLfloat u[3], two_nu, fx, fy, fz;
+ COPY_2V( u, coord );
+ u[2] = 0;
+ NORMALIZE_3FV( u );
+ two_nu = 2.0F * DOT3(norm,u);
+ fx = f[i][0] = u[0] - norm[0] * two_nu;
+ fy = f[i][1] = u[1] - norm[1] * two_nu;
+ fz = f[i][2] = u[2] - norm[2] * two_nu;
+ m[i] = fx * fx + fy * fy + (fz + 1.0F) * (fz + 1.0F);
+ if (m[i] != 0.0F) {
+ m[i] = 0.5F / (GLfloat) GL_SQRT(m[i]);
+ }
+
+ STRIDE_F(norm, normal->stride);
+ }
+}
+
+
+
+typedef void (*build_m_func)(GLfloat f[][3],
+ GLfloat m[],
+ const GLvector3f *normal,
+ const GLvector4f *eye );
+
+
+
+static build_m_func build_m_tab[5] = {
+ 0,
+ 0,
+ build_m2,
+ build_m3,
+ build_m3
+};
+
+
+/* This is unusual in that we respect the stride of the output vector
+ * (f). This allows us to pass in either a texcoord vector4f, or a
+ * temporary vector3f.
+ */
+static void build_f3( GLfloat *f,
+ GLuint fstride,
+ const GLvector3f *normal,
+ const GLvector4f *eye )
+{
+ GLuint stride = eye->stride;
+ GLfloat *coord = eye->start;
+ GLuint count = eye->count;
+
+ GLfloat *norm = normal->start;
+ GLuint i;
+
+ for (i=0;i<count;i++) {
+ GLfloat u[3], two_nu;
+ COPY_3V( u, coord );
+ NORMALIZE_3FV( u );
+ two_nu = 2.0F * DOT3(norm,u);
+ f[0] = u[0] - norm[0] * two_nu;
+ f[1] = u[1] - norm[1] * two_nu;
+ f[2] = u[2] - norm[2] * two_nu;
+ STRIDE_F(coord,stride);
+ STRIDE_F(f,fstride);
+ STRIDE_F(norm, normal->stride);
+ }
+}
+
+
+static void build_f2( GLfloat *f,
+ GLuint fstride,
+ const GLvector3f *normal,
+ const GLvector4f *eye )
+{
+ GLuint stride = eye->stride;
+ GLfloat *coord = eye->start;
+ GLuint count = eye->count;
+ GLfloat *norm = normal->start;
+ GLuint i;
+
+ for (i=0;i<count;i++) {
+
+ GLfloat u[3], two_nu;
+ COPY_2V( u, coord );
+ u[2] = 0;
+ NORMALIZE_3FV( u );
+ two_nu = 2.0F * DOT3(norm,u);
+ f[0] = u[0] - norm[0] * two_nu;
+ f[1] = u[1] - norm[1] * two_nu;
+ f[2] = u[2] - norm[2] * two_nu;
+
+ STRIDE_F(coord,stride);
+ STRIDE_F(f,fstride);
+ STRIDE_F(norm, normal->stride);
+ }
+}
+
+typedef void (*build_f_func)( GLfloat *f,
+ GLuint fstride,
+ const GLvector3f *normal_vec,
+ const GLvector4f *eye );
+
+
+
+/* Just treat 4-vectors as 3-vectors.
+ */
+static build_f_func build_f_tab[5] = {
+ 0,
+ 0,
+ build_f2,
+ build_f3,
+ build_f3
+};
+
+
+/* Special case texgen functions.
+ */
+static void texgen_reflection_map_nv( GLcontext *ctx,
+ struct texgen_stage_data *store,
+ GLuint unit )
+{
+ struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;
+ GLvector4f *in = VB->TexCoordPtr[unit];
+ GLvector4f *out = &store->texcoord[unit];
+
+ build_f_tab[VB->EyePtr->size]( out->start,
+ out->stride,
+ VB->NormalPtr,
+ VB->EyePtr );
+
+ if (in) {
+ out->flags |= (in->flags & VEC_SIZE_FLAGS) | VEC_SIZE_3;
+ out->count = in->count;
+ out->size = MAX2(in->size, 3);
+ if (in->size == 4)
+ gl_copy_tab[0][0x8](out, in, 0);
+ }
+ else {
+ out->flags |= VEC_SIZE_3;
+ out->size = 3;
+ out->count = in->count;
+ }
+
+}
+
+
+
+static void texgen_normal_map_nv( GLcontext *ctx,
+ struct texgen_stage_data *store,
+ GLuint unit )
+{
+ struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;
+ GLvector4f *in = VB->TexCoordPtr[unit];
+ GLvector4f *out = &store->texcoord[unit];
+ GLvector3f *normal = VB->NormalPtr;
+ GLfloat (*texcoord)[4] = (GLfloat (*)[4])out->start;
+ GLuint count = VB->Count;
+ GLuint i;
+ const GLfloat *norm = normal->start;
+
+ for (i=0;i<count;i++, STRIDE_F(norm, normal->stride)) {
+ texcoord[i][0] = norm[0];
+ texcoord[i][1] = norm[1];
+ texcoord[i][2] = norm[2];
+ }
+
+
+ if (in) {
+ out->flags |= (in->flags & VEC_SIZE_FLAGS) | VEC_SIZE_3;
+ out->count = in->count;
+ out->size = MAX2(in->size, 3);
+ if (in->size == 4)
+ gl_copy_tab[0][0x8](out, in, 0);
+ }
+ else {
+ out->flags |= VEC_SIZE_3;
+ out->size = 3;
+ out->count = in->count;
+ }
+}
+
+
+static void texgen_sphere_map( GLcontext *ctx,
+ struct texgen_stage_data *store,
+ GLuint unit )
+{
+ struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;
+ GLvector4f *in = VB->TexCoordPtr[unit];
+ GLvector4f *out = &store->texcoord[unit];
+ GLfloat (*texcoord)[4] = (GLfloat (*)[4]) out->start;
+ GLuint count = VB->Count;
+ GLuint i;
+ GLfloat (*f)[3] = store->tmp_f;
+ GLfloat *m = store->tmp_m;
+
+ (build_m_tab[VB->EyePtr->size])( store->tmp_f,
+ store->tmp_m,
+ VB->NormalPtr,
+ VB->EyePtr );
+
+ for (i=0;i<count;i++) {
+ texcoord[i][0] = f[i][0] * m[i] + 0.5F;
+ texcoord[i][1] = f[i][1] * m[i] + 0.5F;
+ }
+
+ if (in) {
+ out->size = MAX2(in->size,2);
+ out->count = in->count;
+ out->flags |= (in->flags & VEC_SIZE_FLAGS) | VEC_SIZE_2;
+ if (in->size > 2)
+ gl_copy_tab[0][all_bits[in->size] & ~0x3](out, in, 0);
+ } else {
+ out->size = 2;
+ out->flags |= VEC_SIZE_2;
+ out->count = in->count;
+ }
+}
+
+
+
+static void texgen( GLcontext *ctx,
+ struct texgen_stage_data *store,
+ GLuint unit )
+{
+ TNLcontext *tnl = TNL_CONTEXT(ctx);
+ struct vertex_buffer *VB = &tnl->vb;
+ GLvector4f *in = VB->TexCoordPtr[unit];
+ GLvector4f *out = &store->texcoord[unit];
+ struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
+ const GLvector4f *obj = VB->ObjPtr;
+ const GLvector4f *eye = VB->EyePtr;
+ const GLvector3f *normal = VB->NormalPtr;
+ GLfloat (*texcoord)[4] = (GLfloat (*)[4])out->data;
+ GLfloat *indata;
+ GLuint count = VB->Count;
+ GLfloat (*f)[3] = store->tmp_f;
+ GLfloat *m = store->tmp_m;
+
+
+ if (texUnit->_GenFlags & TEXGEN_NEED_M) {
+ build_m_tab[in->size]( store->tmp_f, store->tmp_m, normal, eye );
+ } else if (texUnit->_GenFlags & TEXGEN_NEED_F) {
+ build_f_tab[in->size]( (GLfloat *)store->tmp_f, 3, normal, eye );
+ }
+
+ if (in != out) {
+ GLuint copy = (all_bits[in->size] & ~texUnit->TexGenEnabled);
+ if (copy)
+ gl_copy_tab[0][copy](out, in, 0);
+ }
+
+ if (store->TexgenHoles[unit])
+ {
+ GLuint holes = (~all_bits[in->size] & store->TexgenHoles[unit]);
+ if (holes) {
+ if (holes & VEC_DIRTY_2) gl_vector4f_clean_elem(out, count, 2);
+ if (holes & VEC_DIRTY_1) gl_vector4f_clean_elem(out, count, 1);
+ if (holes & VEC_DIRTY_0) gl_vector4f_clean_elem(out, count, 0);
+ }
+ }
+
+ out->size = MAX2(in->size, store->TexgenSize[unit]);
+ out->flags |= (in->flags & VEC_SIZE_FLAGS) | texUnit->TexGenEnabled;
+ out->count = in->count;
+
+ if (texUnit->TexGenEnabled & S_BIT) {
+ GLuint i;
+ switch (texUnit->GenModeS) {
+ case GL_OBJECT_LINEAR:
+ (gl_dotprod_tab[0][obj->size])((GLfloat *)out->data,
+ sizeof(out->data[0]), obj,
+ texUnit->ObjectPlaneS, 0);
+ break;
+ case GL_EYE_LINEAR:
+ (gl_dotprod_tab[0][eye->size])((GLfloat *)out->data,
+ sizeof(out->data[0]), eye,
+ texUnit->EyePlaneS, 0);
+ break;
+ case GL_SPHERE_MAP:
+ for (indata=in->start,i=0 ; i<count ; i++, STRIDE_F(indata,in->stride))
+ texcoord[i][0] = indata[0] * m[i] + 0.5F;
+ break;
+ case GL_REFLECTION_MAP_NV:
+ for (i=0;i<count;i++)
+ texcoord[i][0] = f[i][0];
+ break;
+ case GL_NORMAL_MAP_NV: {
+ const GLfloat *norm = normal->start;
+ for (i=0;i<count;i++, STRIDE_F(norm, normal->stride)) {
+ texcoord[i][0] = norm[0];
+ }
+ break;
+ }
+ default:
+ gl_problem(ctx, "Bad S texgen");
+ }
+ }
+
+ if (texUnit->TexGenEnabled & T_BIT) {
+ GLuint i;
+ switch (texUnit->GenModeT) {
+ case GL_OBJECT_LINEAR:
+ (gl_dotprod_tab[0][obj->size])(&(out->data[0][1]),
+ sizeof(out->data[0]), obj,
+ texUnit->ObjectPlaneT, 0);
+ break;
+ case GL_EYE_LINEAR:
+ (gl_dotprod_tab[0][eye->size])(&(out->data[0][1]),
+ sizeof(out->data[0]), eye,
+ texUnit->EyePlaneT, 0);
+ break;
+ case GL_SPHERE_MAP:
+ for (indata=in->start,i=0; i<count ;i++,STRIDE_F(indata,in->stride))
+ texcoord[i][1] = indata[1] * m[i] + 0.5F;
+ break;
+ case GL_REFLECTION_MAP_NV:
+ for (i=0;i<count;i++)
+ texcoord[i][0] = f[i][0];
+ break;
+ case GL_NORMAL_MAP_NV: {
+ const GLfloat *norm = normal->start;
+ for (i=0;i<count;i++, STRIDE_F(norm, normal->stride)) {
+ texcoord[i][1] = norm[1];
+ }
+ break;
+ }
+ default:
+ gl_problem(ctx, "Bad T texgen");
+ }
+ }
+
+ if (texUnit->TexGenEnabled & R_BIT) {
+ GLuint i;
+ switch (texUnit->GenModeR) {
+ case GL_OBJECT_LINEAR:
+ (gl_dotprod_tab[0][obj->size])(&(out->data[0][2]),
+ sizeof(out->data[0]), obj,
+ texUnit->ObjectPlaneR, 0);
+ break;
+ case GL_EYE_LINEAR:
+ (gl_dotprod_tab[0][eye->size])(&(out->data[0][2]),
+ sizeof(out->data[0]), eye,
+ texUnit->EyePlaneR, 0);
+ break;
+ case GL_REFLECTION_MAP_NV:
+ for (i=0;i<count;i++)
+ texcoord[i][2] = f[i][2];
+ break;
+ case GL_NORMAL_MAP_NV: {
+ const GLfloat *norm = normal->start;
+ for (i=0;i<count;i++,STRIDE_F(norm, normal->stride)) {
+ texcoord[i][2] = norm[2];
+ }
+ break;
+ }
+ default:
+ gl_problem(ctx, "Bad R texgen");
+ }
+ }
+
+ if (texUnit->TexGenEnabled & Q_BIT) {
+ switch (texUnit->GenModeQ) {
+ case GL_OBJECT_LINEAR:
+ (gl_dotprod_tab[0][obj->size])(&(out->data[0][3]),
+ sizeof(out->data[0]), obj,
+ texUnit->ObjectPlaneQ, 0);
+ break;
+ case GL_EYE_LINEAR:
+ (gl_dotprod_tab[0][eye->size])(&(out->data[0][3]),
+ sizeof(out->data[0]), eye,
+ texUnit->EyePlaneQ, 0);
+ break;
+ default:
+ gl_problem(ctx, "Bad Q texgen");
+ }
+ }
+}
+
+
+
+static GLboolean run_texgen_stage( GLcontext *ctx,
+ struct gl_pipeline_stage *stage )
+{
+ struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;
+ struct texgen_stage_data *store = TEXGEN_STAGE_DATA( stage );
+ GLuint i;
+
+ for (i = 0 ; i < ctx->Const.MaxTextureUnits ; i++)
+ if (ctx->_Enabled & ENABLE_TEXGEN(i)) {
+ if (stage->changed_inputs & (VERT_EYE | VERT_NORM | VERT_TEX(i)))
+ store->TexgenFunc[i]( ctx, store, i );
+
+ VB->TexCoordPtr[i] = &store->texcoord[i];
+ }
+
+ return GL_TRUE;
+}
+
+
+
+
+static GLboolean run_validate_texgen_stage( GLcontext *ctx,
+ struct gl_pipeline_stage *stage )
+{
+ struct texgen_stage_data *store = TEXGEN_STAGE_DATA(stage);
+ GLuint i;
+
+ for (i = 0 ; i < ctx->Const.MaxTextureUnits ; i++) {
+ struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
+
+ if (texUnit->TexGenEnabled) {
+ GLuint sz;
+
+ if (texUnit->TexGenEnabled & R_BIT)
+ sz = 4;
+ else if (texUnit->TexGenEnabled & Q_BIT)
+ sz = 3;
+ else if (texUnit->TexGenEnabled & T_BIT)
+ sz = 2;
+ else
+ sz = 1;
+
+ store->TexgenSize[i] = sz;
+ store->TexgenHoles[i] = (all_bits[sz] & ~texUnit->TexGenEnabled);
+ store->TexgenFunc[i] = texgen;
+
+ if (texUnit->TexGenEnabled == (S_BIT|T_BIT|R_BIT)) {
+ if (texUnit->_GenFlags == TEXGEN_REFLECTION_MAP_NV) {
+ store->TexgenFunc[i] = texgen_reflection_map_nv;
+ }
+ else if (texUnit->_GenFlags == TEXGEN_NORMAL_MAP_NV) {
+ store->TexgenFunc[i] = texgen_normal_map_nv;
+ }
+ }
+ else if (texUnit->TexGenEnabled == (S_BIT|T_BIT) &&
+ texUnit->_GenFlags == TEXGEN_SPHERE_MAP) {
+ store->TexgenFunc[i] = texgen_sphere_map;
+ }
+ }
+ }
+
+ stage->run = run_texgen_stage;
+ return stage->run( ctx, stage );
+}
+
+
+static void check_texgen( GLcontext *ctx, struct gl_pipeline_stage *stage )
+{
+ GLuint i;
+ stage->active = 0;
+
+ if (ctx->_Enabled & ENABLE_TEXGEN_ANY) {
+ GLuint inputs = 0;
+ GLuint outputs = 0;
+
+ if (ctx->Texture._GenFlags & TEXGEN_NEED_VERTICES)
+ inputs |= VERT_EYE;
+
+ if (ctx->Texture._GenFlags & TEXGEN_NEED_NORMALS)
+ inputs |= VERT_NORM;
+
+ for (i = 0 ; i < ctx->Const.MaxTextureUnits ; i++)
+ if (ctx->_Enabled & ENABLE_TEXGEN(i))
+ {
+ outputs |= VERT_TEX(i);
+
+ /* Need the original input in case it contains a Q coord:
+ * (sigh)
+ */
+ if ((ctx->Texture.Unit[i]._ReallyEnabled|Q_BIT) &
+ ~ctx->Texture.Unit[i].TexGenEnabled)
+ inputs |= VERT_TEX(i);
+
+ /* Something for Feedback? */
+ }
+
+ if (stage->private)
+ stage->run = run_validate_texgen_stage;
+ stage->active = 1;
+ stage->inputs = inputs;
+ stage->outputs = outputs;
+ }
+}
+
+
+
+
+/* Called the first time stage->run() is invoked.
+ */
+static GLboolean alloc_texgen_data( GLcontext *ctx,
+ struct gl_pipeline_stage *stage )
+{
+ struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;
+ struct texgen_stage_data *store;
+ GLuint i;
+
+ stage->private = CALLOC(sizeof(*store));
+ store = TEXGEN_STAGE_DATA(stage);
+ if (!store)
+ return GL_FALSE;
+
+ for (i = 0 ; i < ctx->Const.MaxTextureUnits ; i++)
+ gl_vector4f_alloc( &store->texcoord[i], 0, VB->Size, 32 );
+
+ store->tmp_f = (GLfloat (*)[3]) MALLOC(VB->Size * sizeof(GLfloat) * 3);
+ store->tmp_m = (GLfloat *) MALLOC(VB->Size * sizeof(GLfloat));
+
+ /* Now validate and run the stage.
+ */
+ stage->run = run_validate_texgen_stage;
+ return stage->run( ctx, stage );
+}
+
+
+static void free_texgen_data( struct gl_pipeline_stage *stage )
+
+{
+ struct texgen_stage_data *store = TEXGEN_STAGE_DATA(stage);
+ GLuint i;
+
+ if (store) {
+ for (i = 0 ; i < MAX_TEXTURE_UNITS ; i++)
+ if (store->texcoord[i].data)
+ gl_vector4f_free( &store->texcoord[i] );
+
+
+ if (store->tmp_f) FREE( store->tmp_f );
+ if (store->tmp_m) FREE( store->tmp_m );
+ FREE( store );
+ stage->private = 0;
+ }
+}
+
+
+
+const struct gl_pipeline_stage _tnl_texgen_stage =
+{
+ "texgen",
+ _NEW_TEXTURE, /* when to call check() */
+ _NEW_TEXTURE, /* when to invalidate stored data */
+ 0,0,0, /* active, inputs, outputs */
+ 0,0, /* changed_inputs, private */
+ free_texgen_data, /* destructor */
+ check_texgen, /* check */
+ alloc_texgen_data /* run -- initially set to alloc data */
+};
+
+