From 14940c4ffe066a8b85bc14274c19ad3d8e334d61 Mon Sep 17 00:00:00 2001 From: Keith Whitwell Date: Sun, 5 Nov 2000 18:40:57 +0000 Subject: - Changes for new software rasterizer modules - Remove support for choosing software fallbacks from core code - Remove partial fallback code from vbrender.c -- drivers are now expected to be able to find a triangle/quad function for every state, even if they have to use _swsetup_Triangle or _swsetup_Quad. - Marked derived variables in the GLcontext struct with a leading underscore '_'. --- src/mesa/main/feedback.c | 162 ++--------------------------------------------- 1 file changed, 4 insertions(+), 158 deletions(-) (limited to 'src/mesa/main/feedback.c') diff --git a/src/mesa/main/feedback.c b/src/mesa/main/feedback.c index 438fbae4699..ea947e9fe49 100644 --- a/src/mesa/main/feedback.c +++ b/src/mesa/main/feedback.c @@ -1,4 +1,4 @@ -/* $Id: feedback.c,v 1.15 2000/10/31 18:09:44 keithw Exp $ */ +/* $Id: feedback.c,v 1.16 2000/11/05 18:40:57 keithw Exp $ */ /* * Mesa 3-D graphics library @@ -156,123 +156,6 @@ void gl_feedback_vertex( GLcontext *ctx, } } - - -static void feedback_vertex( GLcontext *ctx, GLuint v, GLuint pv ) -{ - GLfloat win[4]; - GLfloat color[4]; - GLfloat tc[4]; - GLuint texUnit = ctx->Texture.CurrentTransformUnit; - const struct vertex_buffer *VB = ctx->VB; - GLuint index; - - win[0] = VB->Win.data[v][0]; - win[1] = VB->Win.data[v][1]; - win[2] = VB->Win.data[v][2] / ctx->Visual.DepthMaxF; - win[3] = 1.0 / VB->Win.data[v][3]; - - if (ctx->Light.ShadeModel == GL_SMOOTH) - pv = v; - - color[0] = CHAN_TO_FLOAT(VB->ColorPtr->data[pv][0]); - color[1] = CHAN_TO_FLOAT(VB->ColorPtr->data[pv][1]); - color[2] = CHAN_TO_FLOAT(VB->ColorPtr->data[pv][2]); - color[3] = CHAN_TO_FLOAT(VB->ColorPtr->data[pv][3]); - - if (VB->TexCoordPtr[texUnit]->size == 4 && - VB->TexCoordPtr[texUnit]->data[v][3] != 0.0) { - GLfloat invq = 1.0F / VB->TexCoordPtr[texUnit]->data[v][3]; - tc[0] = VB->TexCoordPtr[texUnit]->data[v][0] * invq; - tc[1] = VB->TexCoordPtr[texUnit]->data[v][1] * invq; - tc[2] = VB->TexCoordPtr[texUnit]->data[v][2] * invq; - tc[3] = VB->TexCoordPtr[texUnit]->data[v][3]; - } - else { - ASSIGN_4V(tc, 0,0,0,1); - COPY_SZ_4V(tc, - VB->TexCoordPtr[texUnit]->size, - VB->TexCoordPtr[texUnit]->data[v]); - } - - if (VB->IndexPtr) - index = VB->IndexPtr->data[v]; - else - index = 0; - - gl_feedback_vertex( ctx, win, color, index, tc ); -} - - -static GLboolean cull_triangle( GLcontext *ctx, - GLuint v0, GLuint v1, GLuint v2, GLuint pv ) -{ - struct vertex_buffer *VB = ctx->VB; - GLfloat (*win)[4] = VB->Win.data; - GLfloat ex = win[v1][0] - win[v0][0]; - GLfloat ey = win[v1][1] - win[v0][1]; - GLfloat fx = win[v2][0] - win[v0][0]; - GLfloat fy = win[v2][1] - win[v0][1]; - GLfloat c = ex*fy-ey*fx; - - if (c * ctx->backface_sign > 0) - return 0; - - return 1; -} - - - -/* - * Put triangle in feedback buffer. - */ -void gl_feedback_triangle( GLcontext *ctx, - GLuint v0, GLuint v1, GLuint v2, GLuint pv ) -{ - if (cull_triangle( ctx, v0, v1, v2, 0 )) { - FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) GL_POLYGON_TOKEN ); - FEEDBACK_TOKEN( ctx, (GLfloat) 3 ); /* three vertices */ - - feedback_vertex( ctx, v0, pv ); - feedback_vertex( ctx, v1, pv ); - feedback_vertex( ctx, v2, pv ); - } -} - - -void gl_feedback_line( GLcontext *ctx, GLuint v1, GLuint v2, GLuint pv ) -{ - GLenum token = GL_LINE_TOKEN; - - if (ctx->StippleCounter==0) - token = GL_LINE_RESET_TOKEN; - - FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) token ); - - feedback_vertex( ctx, v1, pv ); - feedback_vertex( ctx, v2, pv ); - - ctx->StippleCounter++; -} - - -void gl_feedback_points( GLcontext *ctx, GLuint first, GLuint last ) -{ - const struct vertex_buffer *VB = ctx->VB; - GLuint i; - - for (i=first;i<=last;i++) { - if (VB->ClipMask[i]==0) { - FEEDBACK_TOKEN( ctx, (GLfloat) (GLint) GL_POINT_TOKEN ); - feedback_vertex( ctx, i, i ); - } - } -} - - - - - /**********************************************************************/ /* Selection */ /**********************************************************************/ @@ -320,43 +203,6 @@ void gl_update_hitflag( GLcontext *ctx, GLfloat z ) } } -void gl_select_triangle( GLcontext *ctx, - GLuint v0, GLuint v1, GLuint v2, GLuint pv ) -{ - const struct vertex_buffer *VB = ctx->VB; - - if (cull_triangle( ctx, v0, v1, v2, 0 )) { - const GLfloat zs = 1.0F / ctx->Visual.DepthMaxF; - gl_update_hitflag( ctx, VB->Win.data[v0][2] * zs ); - gl_update_hitflag( ctx, VB->Win.data[v1][2] * zs ); - gl_update_hitflag( ctx, VB->Win.data[v2][2] * zs ); - } -} - - -void gl_select_line( GLcontext *ctx, - GLuint v0, GLuint v1, GLuint pv ) -{ - const struct vertex_buffer *VB = ctx->VB; - const GLfloat zs = 1.0F / ctx->Visual.DepthMaxF; - gl_update_hitflag( ctx, VB->Win.data[v0][2] * zs ); - gl_update_hitflag( ctx, VB->Win.data[v1][2] * zs ); -} - - -void gl_select_points( GLcontext *ctx, GLuint first, GLuint last ) -{ - struct vertex_buffer *VB = ctx->VB; - const GLfloat zs = 1.0F / ctx->Visual.DepthMaxF; - GLuint i; - - for (i=first;i<=last;i++) { - if (VB->ClipMask[i]==0) { - gl_update_hitflag( ctx, VB->Win.data[i][2] * zs ); - } - } -} - static void write_hit_record( GLcontext *ctx ) { @@ -494,7 +340,7 @@ _mesa_RenderMode( GLenum mode ) if (MESA_VERBOSE & VERBOSE_API) fprintf(stderr, "glRenderMode %s\n", gl_lookup_enum_by_nr(mode)); - ctx->TriangleCaps &= ~(DD_FEEDBACK|DD_SELECT); + ctx->_TriangleCaps &= ~(DD_FEEDBACK|DD_SELECT); switch (ctx->RenderMode) { case GL_RENDER: @@ -539,14 +385,14 @@ _mesa_RenderMode( GLenum mode ) case GL_RENDER: break; case GL_SELECT: - ctx->TriangleCaps |= DD_SELECT; + ctx->_TriangleCaps |= DD_SELECT; if (ctx->Select.BufferSize==0) { /* haven't called glSelectBuffer yet */ gl_error( ctx, GL_INVALID_OPERATION, "glRenderMode" ); } break; case GL_FEEDBACK: - ctx->TriangleCaps |= DD_FEEDBACK; + ctx->_TriangleCaps |= DD_FEEDBACK; if (ctx->Feedback.BufferSize==0) { /* haven't called glFeedbackBuffer yet */ gl_error( ctx, GL_INVALID_OPERATION, "glRenderMode" ); -- cgit v1.2.3