/* * Mesa 3-D graphics library * Version: 5.1 * * Copyright (C) 1999-2002 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: * Keith Whitwell */ #include "glheader.h" #include "macros.h" #include "imports.h" #include "mtypes.h" #include "array_cache/ac_context.h" /* * Initialize the array fallbacks. That is, by default the fallback arrays * point into the current vertex attribute values in ctx->Current.Attrib[] */ static void _ac_fallbacks_init( GLcontext *ctx ) { ACcontext *ac = AC_CONTEXT(ctx); struct gl_client_array *cl; GLuint i; cl = &ac->Fallback.Normal; cl->Size = 3; cl->Type = GL_FLOAT; cl->Stride = 0; cl->StrideB = 0; cl->Ptr = (void *) ctx->Current.Attrib[VERT_ATTRIB_NORMAL]; cl->Enabled = 1; cl->Flags = CA_CLIENT_DATA; /* hack */ #if FEATURE_ARB_vertex_buffer_object cl->BufferObj = ctx->Array.NullBufferObj; #endif cl = &ac->Fallback.Color; cl->Size = 4; cl->Type = GL_FLOAT; cl->Stride = 0; cl->StrideB = 0; cl->Ptr = (void *) ctx->Current.Attrib[VERT_ATTRIB_COLOR0]; cl->Enabled = 1; cl->Flags = CA_CLIENT_DATA; /* hack */ #if FEATURE_ARB_vertex_buffer_object cl->BufferObj = ctx->Array.NullBufferObj; #endif cl = &ac->Fallback.SecondaryColor; cl->Size = 3; cl->Type = GL_FLOAT; cl->Stride = 0; cl->StrideB = 0; cl->Ptr = (void *) ctx->Current.Attrib[VERT_ATTRIB_COLOR1]; cl->Enabled = 1; cl->Flags = CA_CLIENT_DATA; /* hack */ #if FEATURE_ARB_vertex_buffer_object cl->BufferObj = ctx->Array.NullBufferObj; #endif cl = &ac->Fallback.FogCoord; cl->Size = 1; cl->Type = GL_FLOAT; cl->Stride = 0; cl->StrideB = 0; cl->Ptr = (void *) &ctx->Current.Attrib[VERT_ATTRIB_FOG]; cl->Enabled = 1; cl->Flags = CA_CLIENT_DATA; /* hack */ #if FEATURE_ARB_vertex_buffer_object cl->BufferObj = ctx->Array.NullBufferObj; #endif cl = &ac->Fallback.Index; cl->Size = 1; cl->Type = GL_UNSIGNED_INT; cl->Stride = 0; cl->StrideB = 0; cl->Ptr = (void *) &ctx->Current.Index; cl->Enabled = 1; cl->Flags = CA_CLIENT_DATA; /* hack */ #if FEATURE_ARB_vertex_buffer_object cl->BufferObj = ctx->Array.NullBufferObj; #endif for (i = 0 ; i < MAX_TEXTURE_COORD_UNITS ; i++) { cl = &ac->Fallback.TexCoord[i]; cl->Size = 4; cl->Type = GL_FLOAT; cl->Stride = 0; cl->StrideB = 0; cl->Ptr = (void *) ctx->Current.Attrib[VERT_ATTRIB_TEX0 + i]; cl->Enabled = 1; cl->Flags = CA_CLIENT_DATA; /* hack */ #if FEATURE_ARB_vertex_buffer_object cl->BufferObj = ctx->Array.NullBufferObj; #endif } cl = &ac->Fallback.EdgeFlag; cl->Size = 1; cl->Type = GL_UNSIGNED_BYTE; cl->Stride = 0; cl->StrideB = 0; cl->Ptr = (void *) &ctx->Current.EdgeFlag; cl->Enabled = 1; cl->Flags = CA_CLIENT_DATA; /* hack */ #if FEATURE_ARB_vertex_buffer_object cl->BufferObj = ctx->Array.NullBufferObj; #endif for (i = 0; i < VERT_ATTRIB_MAX; i++) { cl = &ac->Fallback.Attrib[i]; cl->Size = 4; cl->Type = GL_FLOAT; cl->Stride = 0; cl->StrideB = 0; cl->Ptr = (void *) ctx->Current.Attrib[i]; cl->Enabled = 1; cl->Flags = CA_CLIENT_DATA; /* hack */ #if FEATURE_ARB_vertex_buffer_object cl->BufferObj = ctx->Array.NullBufferObj; #endif } } /* * Initialize the array cache pointers, types, strides, etc. */ static void _ac_cache_init( GLcontext *ctx ) { ACcontext *ac = AC_CONTEXT(ctx); struct gl_client_array *cl; GLuint size = ctx->Const.MaxArrayLockSize + MAX_CLIPPED_VERTICES; GLuint i; cl = &ac->Cache.Vertex; cl->Size = 4; cl->Type = GL_FLOAT; cl->Stride = 0; cl->StrideB = 4 * sizeof(GLfloat); cl->Ptr = MALLOC( cl->StrideB * size ); cl->Enabled = 1; cl->Flags = 0; #if FEATURE_ARB_vertex_buffer_object cl->BufferObj = ctx->Array.NullBufferObj; #endif cl = &ac->Cache.Normal; cl->Size = 3; cl->Type = GL_FLOAT; cl->Stride = 0; cl->StrideB = 3 * sizeof(GLfloat); cl->Ptr = MALLOC( cl->StrideB * size ); cl->Enabled = 1; cl->Flags = 0; #if FEATURE_ARB_vertex_buffer_object cl->BufferObj = ctx->Array.NullBufferObj; #endif cl = &ac->Cache.Color; cl->Size = 4; cl->Type = GL_FLOAT; cl->Stride = 0; cl->StrideB = 4 * sizeof(GLfloat); cl->Ptr = MALLOC( cl->StrideB * size ); cl->Enabled = 1; cl->Flags = 0; #if FEATURE_ARB_vertex_buffer_object cl->BufferObj = ctx->Array.NullBufferObj; #endif cl = &ac->Cache.SecondaryColor; cl->Size = 3; cl->Type = GL_FLOAT; cl->Stride = 0; cl->StrideB = 4 * sizeof(GLfloat); cl->Ptr = MALLOC( cl->StrideB * size ); cl->Enabled = 1; cl->Flags = 0; #if FEATURE_ARB_vertex_buffer_object cl->BufferObj = ctx->Array.NullBufferObj; #endif cl = &ac->Cache.FogCoord; cl->Size = 1; cl->Type = GL_FLOAT; cl->Stride = 0; cl->StrideB = sizeof(GLfloat); cl->Ptr = MALLOC( cl->StrideB * size ); cl->Enabled = 1; cl->Flags = 0; #if FEATURE_ARB_vertex_buffer_object cl->BufferObj = ctx->Array.NullBufferObj; #endif cl = &ac->Cache.Index; cl->Size = 1; cl->Type = GL_UNSIGNED_INT; cl->Stride = 0; cl->StrideB = sizeof(GLuint); cl->Ptr = MALLOC( cl->StrideB * size ); cl->Enabled = 1; cl->Flags = 0; #if FEATURE_ARB_vertex_buffer_object cl->BufferObj = ctx->Array.NullBufferObj; #endif for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++) { cl = &ac->Cache.TexCoord[i]; cl->Size = 4; cl->Type = GL_FLOAT; cl->Stride = 0; cl->StrideB = 4 * sizeof(GLfloat); cl->Ptr = MALLOC( cl->StrideB * size ); cl->Enabled = 1; cl->Flags = 0; #if FEATURE_ARB_vertex_buffer_object cl->BufferObj = ctx->Array.NullBufferObj; #endif } cl = &ac->Cache.EdgeFlag; cl->Size = 1; cl->Type = GL_UNSIGNED_BYTE; cl->Stride = 0; cl->StrideB = sizeof(GLubyte); cl->Ptr = MALLOC( cl->StrideB * size ); cl->Enabled = 1; cl->Flags = 0; #if FEATURE_ARB_vertex_buffer_object cl->BufferObj = ctx->Array.NullBufferObj; #endif for (i = 0 ; i < VERT_ATTRIB_MAX; i++) { cl = &ac->Cache.Attrib[i]; cl->Size = 4; cl->Type = GL_FLOAT; cl->Stride = 0; cl->StrideB = 4 * sizeof(GLfloat); cl->Ptr = MALLOC( cl->StrideB * size ); cl->Enabled = 1; cl->Flags = 0; #if FEATURE_ARB_vertex_buffer_object cl->BufferObj = ctx->Array.NullBufferObj; #endif } } /* This storage used to hold translated client data if type or stride * need to be fixed. */ static void _ac_elts_init( GLcontext *ctx ) { ACcontext *ac = AC_CONTEXT(ctx); GLuint size = 1000; ac->Elts = (GLuint *)MALLOC( sizeof(GLuint) * size ); ac->elt_size = size; } static void _ac_raw_init( GLcontext *ctx ) { ACcontext *ac = AC_CONTEXT(ctx); GLuint i; ac->Raw.Color = ac->Fallback.Color; ac->Raw.EdgeFlag = ac->Fallback.EdgeFlag; ac->Raw.FogCoord = ac->Fallback.FogCoord; ac->Raw.Index = ac->Fallback.Index; ac->Raw.Normal = ac->Fallback.Normal; ac->Raw.SecondaryColor = ac->Fallback.SecondaryColor; ac->Raw.Vertex = ctx->Array.Vertex; ac->IsCached.Color = GL_FALSE; ac->IsCached.EdgeFlag = GL_FALSE; ac->IsCached.FogCoord = GL_FALSE; ac->IsCached.Index = GL_FALSE; ac->IsCached.Normal = GL_FALSE; ac->IsCached.SecondaryColor = GL_FALSE; ac->IsCached.Vertex = GL_FALSE; for (i = 0 ; i < MAX_TEXTURE_COORD_UNITS ; i++) { ac->Raw.TexCoord[i] = ac->Fallback.TexCoord[i]; ac->IsCached.TexCoord[i] = GL_FALSE; } for (i = 0 ; i < VERT_ATTRIB_MAX ; i++) { ac->Raw.Attrib[i] = ac->Fallback.Attrib[i]; ac->IsCached.Attrib[i] = GL_FALSE; } } GLboolean _ac_CreateContext( GLcontext *ctx ) { ctx->acache_context = CALLOC(sizeof(ACcontext)); if (ctx->acache_context) { _ac_cache_init( ctx ); _ac_fallbacks_init( ctx ); _ac_raw_init( ctx ); _ac_elts_init( ctx ); return GL_TRUE; } return GL_FALSE; } void _ac_DestroyContext( GLcontext *ctx ) { ACcontext *ac = AC_CONTEXT(ctx); GLint i; if (ac->Cache.Vertex.Ptr) FREE( ac->Cache.Vertex.Ptr ); if (ac->Cache.Normal.Ptr) FREE( ac->Cache.Normal.Ptr ); if (ac->Cache.Color.Ptr) FREE( ac->Cache.Color.Ptr ); if (ac->Cache.SecondaryColor.Ptr) FREE( ac->Cache.SecondaryColor.Ptr ); if (ac->Cache.EdgeFlag.Ptr) FREE( ac->Cache.EdgeFlag.Ptr ); if (ac->Cache.Index.Ptr) FREE( ac->Cache.Index.Ptr ); if (ac->Cache.FogCoord.Ptr) FREE( ac->Cache.FogCoord.Ptr ); for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++) { if (ac->Cache.TexCoord[i].Ptr) FREE( ac->Cache.TexCoord[i].Ptr ); } for (i = 0; i < VERT_ATTRIB_MAX; i++) { if (ac->Cache.Attrib[i].Ptr) FREE( ac->Cache.Attrib[i].Ptr ); } if (ac->Elts) FREE( ac->Elts ); /* Free the context structure itself */ FREE(ac); ctx->acache_context = NULL; } void _ac_InvalidateState( GLcontext *ctx, GLuint new_state ) { AC_CONTEXT(ctx)->NewState |= new_state; AC_CONTEXT(ctx)->NewArrayState |= ctx->Array.NewState; }