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-rw-r--r--src/mesa/tnl/t_vtx_api.c675
1 files changed, 675 insertions, 0 deletions
diff --git a/src/mesa/tnl/t_vtx_api.c b/src/mesa/tnl/t_vtx_api.c
new file mode 100644
index 00000000000..8ae0569584a
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+++ b/src/mesa/tnl/t_vtx_api.c
@@ -0,0 +1,675 @@
+/* $XFree86$ */
+/**************************************************************************
+
+Copyright 2002 Tungsten Graphics Inc., Cedar Park, Texas.
+
+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
+on the rights to use, copy, modify, merge, publish, distribute, sub
+license, 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 (including the next
+paragraph) 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 NON-INFRINGEMENT. IN NO EVENT SHALL
+TUNGSTEN GRAPHICS AND/OR THEIR SUPPLIERS 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:
+ * Keith Whitwell <[email protected]>
+ */
+#include "mtypes.h"
+#include "colormac.h"
+#include "simple_list.h"
+#include "vtxfmt.h"
+
+#include "tnl_vtx_api.h"
+
+/* Fallback versions of all the entrypoints for situations where
+ * codegen isn't available. This is slowed significantly by all the
+ * gumph necessary to get to the tnl pointer.
+ */
+
+
+/* MultiTexcoord ends up with both of these branches, unfortunately
+ * (it may its own version of the macro after size-tracking is working).
+ */
+#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 ATTR4F( ATTR, A, B, C, D ) ATTRF( ATTR, 4, A, B, C, D )
+#define ATTR3F( ATTR, A, B, C, D ) ATTRF( ATTR, 3, A, B, C, 1 )
+#define ATTR2F( ATTR, A, B, C, D ) ATTRF( ATTR, 2, A, B, 0, 1 )
+#define ATTR1F( ATTR, A, B, C, D ) ATTRF( ATTR, 1, A, 0, 0, 1 )
+
+#define ATTR3UB( ATTR, A, B, C ) \
+ ATTR3F( ATTR, \
+ UBYTE_TO_FLOAT(A), \
+ UBYTE_TO_FLOAT(B), \
+ UBYTE_TO_FLOAT(C))
+
+
+#define ATTR4UB( ATTR, A, B, C, D ) \
+ ATTR4F( ATTR, \
+ UBYTE_TO_FLOAT(A), \
+ UBYTE_TO_FLOAT(B), \
+ UBYTE_TO_FLOAT(C), \
+ UBYTE_TO_FLOAT(D))
+
+
+/* Vertex
+ */
+static void tnl_Vertex2f( GLfloat x, GLfloat y )
+{
+ ATTR2F( VERT_ATTRIB_POS, x, y );
+}
+
+static void tnl_Vertex2fv( const GLfloat *v )
+{
+ ATTR2F( VERT_ATTRIB_POS, v[0], v[1] );
+}
+
+static void tnl_Vertex3f( GLfloat x, GLfloat y, GLfloat z )
+{
+ ATTR3F( VERT_ATTRIB_POS, x, y, z );
+}
+
+static void tnl_Vertex3fv( const GLfloat *v )
+{
+ ATTR3F( VERT_ATTRIB_POS, v[0], v[1], v[2] );
+}
+
+static void tnl_Vertex4f( GLfloat x, GLfloat y, GLfloat z, GLfloat w )
+{
+ ATTR4F( VERT_ATTRIB_POS, x, y, z, w );
+}
+
+static void tnl_Vertex4fv( const GLfloat *v )
+{
+ ATTR4F( VERT_ATTRIB_POS, v[0], v[1], v[2], v[3] );
+}
+
+
+/* Color
+ */
+static void tnl_Color3ub( GLubyte r, GLubyte g, GLubyte b )
+{
+ ATTR3UB( VERT_ATTRIB_COLOR0, r, g, b );
+}
+
+static void tnl_Color3ubv( const GLubyte *v )
+{
+ ATTR3UB( VERT_ATTRIB_COLOR0, v[0], v[1], v[2] );
+}
+
+static void tnl_Color4ub( GLubyte r, GLubyte g, GLubyte b, GLubyte a )
+{
+ ATTR4UB( VERT_ATTRIB_COLOR0, r, g, b, a );
+}
+
+static void tnl_Color4ubv( const GLubyte *v )
+{
+ ATTR4UB( VERT_ATTRIB_COLOR0, v[0], v[1], v[2], v[3] );
+}
+
+static void tnl_Color3f( GLfloat r, GLfloat g, GLfloat b )
+{
+ ATTR3F( VERT_ATTRIB_COLOR0, r, g, b );
+}
+
+static void tnl_Color3fv( const GLfloat *v )
+{
+ ATTR3F( VERT_ATTRIB_COLOR0, v[0], v[1], v[2] );
+}
+
+static void tnl_Color4f( GLfloat r, GLfloat g, GLfloat b, GLfloat a )
+{
+ ATTR4F( VERT_ATTRIB_COLOR0, r, g, b, a );
+}
+
+static void tnl_Color4fv( const GLfloat *v )
+{
+ ATTR4F( VERT_ATTRIB_COLOR0, v[0], v[1], v[2], v[3] );
+}
+
+
+/* Secondary Color
+ */
+static void tnl_SecondaryColor3ubEXT( GLubyte r, GLubyte g, GLubyte b )
+{
+ ATTR3UB( VERT_ATTRIB_COLOR1, r, g, b );
+}
+
+static void tnl_SecondaryColor3ubvEXT( const GLubyte *v )
+{
+ ATTR3UB( VERT_ATTRIB_COLOR1, v[0], v[1], v[2] );
+}
+
+static void tnl_SecondaryColor3fEXT( GLfloat r, GLfloat g, GLfloat b )
+{
+ ATTR3F( VERT_ATTRIB_COLOR1, r, g, b );
+}
+
+static void tnl_SecondaryColor3fvEXT( const GLfloat *v )
+{
+ ATTR3F( VERT_ATTRIB_COLOR1, v[0], v[1], v[2] );
+}
+
+
+
+/* Fog Coord
+ */
+static void tnl_FogCoordfEXT( GLfloat f )
+{
+ ATTR1F( VERT_ATTRIB_FOG, f );
+}
+
+static void tnl_FogCoordfvEXT( const GLfloat *v )
+{
+ ATTR1F( VERT_ATTRIB_FOG, v[0] );
+}
+
+
+
+/* Normal
+ */
+static void tnl_Normal3f( GLfloat n0, GLfloat n1, GLfloat n2 )
+{
+ ATTR3F( VERT_ATTRIB_NORMAL, n0, n1, n2 );
+}
+
+static void tnl_Normal3fv( const GLfloat *v )
+{
+ ATTR3F( VERT_ATTRIB_COLOR1, v[0], v[1], v[2] );
+}
+
+
+/* TexCoord
+ */
+static void tnl_TexCoord1f( GLfloat s )
+{
+ ATTR1F( VERT_ATTRIB_TEX0, s );
+}
+
+static void tnl_TexCoord1fv( const GLfloat *v )
+{
+ ATTR1F( VERT_ATTRIB_TEX0, v[0] );
+}
+
+static void tnl_TexCoord2f( GLfloat s, GLfloat t )
+{
+ ATTR2F( VERT_ATTRIB_TEX0, s, t );
+}
+
+static void tnl_TexCoord2fv( const GLfloat *v )
+{
+ ATTR2F( VERT_ATTRIB_TEX0, v[0], v[1] );
+}
+
+static void tnl_TexCoord3f( GLfloat s, GLfloat t, GLfloat r )
+{
+ ATTR3F( VERT_ATTRIB_TEX0, s, t, r );
+}
+
+static void tnl_TexCoord3fv( const GLfloat *v )
+{
+ ATTR3F( VERT_ATTRIB_TEX0, v[0], v[1], v[2] );
+}
+
+static void tnl_TexCoord4f( GLfloat s, GLfloat t, GLfloat r, GLfloat q )
+{
+ ATTR4F( VERT_ATTRIB_TEX0, s, t, r, q );
+}
+
+static void tnl_TexCoord4fv( const GLfloat *v )
+{
+ ATTR4F( VERT_ATTRIB_TEX0, v[0], v[1], v[2], v[3] );
+}
+
+
+/* MultiTexcoord
+ */
+static void tnl_MultiTexCoord1fARB( GLenum target, GLfloat s )
+{
+ GLint attr = (target - GL_TEXTURE0_ARB) + VERT_ATTRIB_TEX0;
+ ATTR1F( attr, s );
+}
+
+static void tnl_MultiTexCoord1fvARB( GLenum target, 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 )
+{
+ GLint attr = (target - GL_TEXTURE0_ARB) + VERT_ATTRIB_TEX0;
+ ATTR2F( attr, s, t );
+}
+
+static void tnl_MultiTexCoord2fvARB( GLenum target, 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)
+{
+ GLint attr = (target - GL_TEXTURE0_ARB) + VERT_ATTRIB_TEX0;
+ ATTR3F( attr, s, t, r );
+}
+
+static void tnl_MultiTexCoord3fvARB( GLenum target, 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 )
+{
+ GLint attr = (target - GL_TEXTURE0_ARB) + VERT_ATTRIB_TEX0;
+ ATTR4F( attr, s, t, r, q );
+}
+
+static void tnl_MultiTexCoord4fvARB( GLenum target, 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
+ */
+static void tnl_VertexAttrib1fNV( GLuint index, GLfloat s )
+{
+ ATTR1F( index, s );
+}
+
+static void tnl_VertexAttrib1fvNV( GLuint index, const GLfloat *v )
+{
+ ATTR1F( index, v[0] );
+}
+
+static void tnl_VertexAttrib2fNV( GLuint index, GLfloat s, GLfloat t )
+{
+ ATTR2F( index, s, t );
+}
+
+static void tnl_VertexAttrib2fvNV( GLuint index, const GLfloat *v )
+{
+ ATTR2F( index, v[0], v[1] );
+}
+
+static void tnl_VertexAttrib3fNV( GLuint index, GLfloat s, GLfloat t,
+ GLfloat r )
+{
+ ATTR3F( index, s, t, r );
+}
+
+static void tnl_VertexAttrib3fvNV( GLuint index, const GLfloat *v )
+{
+ ATTR3F( index, v[0], v[1], v[2] );
+}
+
+static void tnl_VertexAttrib4fNV( GLuint index, GLfloat s, GLfloat t,
+ GLfloat r, GLfloat q )
+{
+ ATTR4F( index, s, t, r, q );
+}
+
+static void tnl_VertexAttrib4fvNV( GLuint index, const GLfloat *v )
+{
+ ATTR4F( index, v[0], v[1], v[2], v[3] );
+}
+
+
+/* Miscellaneous: (These don't alias NV attributes, right?)
+ */
+static void tnl_EdgeFlag( GLboolean flag )
+{
+ GET_TNL;
+ tnl->edgeflagptr[0] = flag;
+}
+
+static void tnl_EdgeFlagv( const GLboolean *flag )
+{
+ GET_TNL;
+ tnl->edgeflagptr[0] = *flag;
+}
+
+static void tnl_Indexi( GLint idx )
+{
+ GET_TNL;
+ tnl->indexptr[0] = idx;
+}
+
+static void tnl_Indexiv( const GLint *idx )
+{
+ GET_TNL;
+ tnl->indexptr[0] = *idx;
+}
+
+
+
+/* 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 )
+{
+ 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] );
+}
+
+
+/* Materials:
+ * *** Treat as more vertex attributes
+ */
+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 );
+ return;
+ }
+ _mesa_noop_Materialfv( face, pname, params );
+}
+
+
+
+
+/* Codegen support
+ */
+static struct dynfn *lookup( struct dynfn *l, int key )
+{
+ struct dynfn *f;
+
+ foreach( f, l ) {
+ if (f->key == key)
+ return f;
+ }
+
+ return 0;
+}
+
+/* Can't use the loopback template for this:
+ */
+#define CHOOSE(FN, FNTYPE, MASK, ACTIVE, ARGS1, ARGS2 ) \
+static void choose_##FN ARGS1 \
+{ \
+ int key = tnl->vertex_format & (MASK|ACTIVE); \
+ struct dynfn *dfn = lookup( &tnl->dfn_cache.FN, key ); \
+ \
+ if (dfn == 0) \
+ dfn = tnl->codegen.FN( &vb, key ); \
+ else if (MESA_VERBOSE & DEBUG_CODEGEN) \
+ fprintf(stderr, "%s -- cached codegen\n", __FUNCTION__ ); \
+ \
+ if (dfn) \
+ tnl->context->Exec->FN = (FNTYPE)(dfn->code); \
+ else { \
+ if (MESA_VERBOSE & DEBUG_CODEGEN) \
+ fprintf(stderr, "%s -- generic version\n", __FUNCTION__ ); \
+ tnl->context->Exec->FN = tnl_##FN; \
+ } \
+ \
+ tnl->context->Driver.NeedFlush |= FLUSH_UPDATE_CURRENT; \
+ tnl->context->Exec->FN ARGS2; \
+}
+
+
+
+CHOOSE(Normal3f, p3f, 3, VERT_ATTRIB_NORMAL,
+ (GLfloat a,GLfloat b,GLfloat c), (a,b,c))
+CHOOSE(Normal3fv, pfv, 3, VERT_ATTRIB_NORMAL,
+ (const GLfloat *v), (v))
+
+CHOOSE(Color4ub, p4ub, 4, VERT_ATTRIB_COLOR0,
+ (GLubyte a,GLubyte b, GLubyte c, GLubyte d), (a,b,c,d))
+CHOOSE(Color4ubv, pubv, 4, VERT_ATTRIB_COLOR0,
+ (const GLubyte *v), (v))
+CHOOSE(Color3ub, p3ub, 3, VERT_ATTRIB_COLOR0,
+ (GLubyte a,GLubyte b, GLubyte c), (a,b,c))
+CHOOSE(Color3ubv, pubv, 3, VERT_ATTRIB_COLOR0,
+ (const GLubyte *v), (v))
+
+CHOOSE(Color4f, p4f, 4, VERT_ATTRIB_COLOR0,
+ (GLfloat a,GLfloat b, GLfloat c, GLfloat d), (a,b,c,d))
+CHOOSE(Color4fv, pfv, 4, VERT_ATTRIB_COLOR0,
+ (const GLfloat *v), (v))
+CHOOSE(Color3f, p3f, 3, VERT_ATTRIB_COLOR0,
+ (GLfloat a,GLfloat b, GLfloat c), (a,b,c))
+CHOOSE(Color3fv, pfv, 3, VERT_ATTRIB_COLOR0,
+ (const GLfloat *v), (v))
+
+
+CHOOSE(SecondaryColor3ubEXT, p3ub, VERT_ATTRIB_COLOR1,
+ (GLubyte a,GLubyte b, GLubyte c), (a,b,c))
+CHOOSE(SecondaryColor3ubvEXT, pubv, VERT_ATTRIB_COLOR1,
+ (const GLubyte *v), (v))
+CHOOSE(SecondaryColor3fEXT, p3f, VERT_ATTRIB_COLOR1,
+ (GLfloat a,GLfloat b, GLfloat c), (a,b,c))
+CHOOSE(SecondaryColor3fvEXT, pfv, VERT_ATTRIB_COLOR1,
+ (const GLfloat *v), (v))
+
+CHOOSE(TexCoord2f, p2f, VERT_ATTRIB_TEX0,
+ (GLfloat a,GLfloat b), (a,b))
+CHOOSE(TexCoord2fv, pfv, VERT_ATTRIB_TEX0,
+ (const GLfloat *v), (v))
+CHOOSE(TexCoord1f, p1f, VERT_ATTRIB_TEX0,
+ (GLfloat a), (a))
+CHOOSE(TexCoord1fv, pfv, VERT_ATTRIB_TEX0,
+ (const GLfloat *v), (v))
+
+CHOOSE(MultiTexCoord2fARB, pe2f, VERT_ATTRIB_TEX0,
+ (GLenum u,GLfloat a,GLfloat b), (u,a,b))
+CHOOSE(MultiTexCoord2fvARB, pefv, MASK_ST_ALL, ACTIVE_ST_ALL,
+ (GLenum u,const GLfloat *v), (u,v))
+CHOOSE(MultiTexCoord1fARB, pe1f, MASK_ST_ALL, ACTIVE_ST_ALL,
+ (GLenum u,GLfloat a), (u,a))
+CHOOSE(MultiTexCoord1fvARB, pefv, MASK_ST_ALL, ACTIVE_ST_ALL,
+ (GLenum u,const GLfloat *v), (u,v))
+
+CHOOSE(Vertex3f, p3f, VERT_ATTRIB_POS,
+ (GLfloat a,GLfloat b,GLfloat c), (a,b,c))
+CHOOSE(Vertex3fv, pfv, VERT_ATTRIB_POS,
+ (const GLfloat *v), (v))
+CHOOSE(Vertex2f, p2f, VERT_ATTRIB_POS,
+ (GLfloat a,GLfloat b), (a,b))
+CHOOSE(Vertex2fv, pfv, VERT_ATTRIB_POS,
+ (const GLfloat *v), (v))
+
+
+
+
+
+void _tnl_InitVtxfmtChoosers( GLvertexformat *vfmt )
+{
+ vfmt->Color3f = choose_Color3f;
+ vfmt->Color3fv = choose_Color3fv;
+ vfmt->Color3ub = choose_Color3ub;
+ vfmt->Color3ubv = choose_Color3ubv;
+ vfmt->Color4f = choose_Color4f;
+ vfmt->Color4fv = choose_Color4fv;
+ vfmt->Color4ub = choose_Color4ub;
+ vfmt->Color4ubv = choose_Color4ubv;
+ vfmt->SecondaryColor3fEXT = choose_SecondaryColor3fEXT;
+ 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->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->Vertex4f = choose_Vertex4f;
+ vfmt->Vertex4fv = choose_Vertex4fv;
+ vfmt->FogCoordfvEXT = choose_FogCoordfvEXT;
+ vfmt->FogCoordfEXT = choose_FogCoordfEXT;
+ vfmt->EdgeFlag = choose_EdgeFlag;
+ vfmt->EdgeFlagv = choose_EdgeFlagv;
+ vfmt->Indexi = choose_Indexi;
+ vfmt->Indexiv = choose_Indexiv;
+ vfmt->EvalCoord1f = choose_EvalCoord1f;
+ 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;
+}
+
+
+static struct dynfn *codegen_noop( struct _vb *vb, int key )
+{
+ (void) vb; (void) key;
+ return 0;
+}
+
+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;
+
+ gen->Attr1f = codegen_noop;
+ gen->Attr1fv = codegen_noop;
+ gen->Attr2f = codegen_noop;
+ gen->Attr2fv = codegen_noop;
+ gen->Attr3f = codegen_noop;
+ gen->Attr3fv = codegen_noop;
+ gen->Attr4f = codegen_noop;
+ gen->Attr4fv = codegen_noop;
+ 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)
+ */
+ gen->NVAttr1f = codegen_noop;
+ gen->NVAttr1fv = codegen_noop;
+ gen->NVAttr2f = codegen_noop;
+ gen->NVAttr2fv = codegen_noop;
+ gen->NVAttr3f = codegen_noop;
+ gen->NVAttr3fv = codegen_noop;
+ 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)
+ _tnl_InitX86Codegen( gen );
+#endif
+
+#if defined(USE_SSE_ASM)
+ _tnl_InitSSECodegen( gen );
+#endif
+
+#if defined(USE_3DNOW_ASM)
+#endif
+
+#if defined(USE_SPARC_ASM)
+#endif
+ }
+}