/* * Mesa 3-D graphics library * Version: 6.3 * * Copyright (C) 1999-2004 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 <keith@tungstengraphics.com> * Gareth Hughes */ #include "glheader.h" #include "api_loopback.h" #include "context.h" #include "imports.h" #include "mtypes.h" #include "state.h" #include "vtxfmt.h" /* The neutral vertex format. This wraps all tnl module functions, * verifying that the currently-installed module is valid and then * installing the function pointers in a lazy fashion. It records the * function pointers that have been swapped out, which allows a fast * restoration of the neutral module in almost all cases -- a typical * app might only require 4-6 functions to be modified from the neutral * baseline, and only restoring these is certainly preferable to doing * the entire module's 60 or so function pointers. */ #define PRE_LOOPBACK( FUNC ) \ { \ GET_CURRENT_CONTEXT(ctx); \ struct gl_tnl_module * const tnl = &(ctx->TnlModule); \ const int tmp_offset = _gloffset_ ## FUNC ; \ \ ASSERT( tnl->Current ); \ ASSERT( tnl->SwapCount < NUM_VERTEX_FORMAT_ENTRIES ); \ ASSERT( tmp_offset >= 0 ); \ \ /* Save the swapped function's dispatch entry so it can be */ \ /* restored later. */ \ tnl->Swapped[tnl->SwapCount].location = & (((_glapi_proc *)ctx->Exec)[tmp_offset]); \ tnl->Swapped[tnl->SwapCount].function = (_glapi_proc)TAG(FUNC); \ tnl->SwapCount++; \ \ if ( 0 ) \ _mesa_debug(ctx, " swapping gl" #FUNC"...\n" ); \ \ /* Install the tnl function pointer. */ \ SET_ ## FUNC(ctx->Exec, tnl->Current->FUNC); \ } #define TAG(x) neutral_##x #include "vtxfmt_tmp.h" /** * Use the per-vertex functions found in <vfmt> to initialze the given * API dispatch table. */ static void install_vtxfmt( struct _glapi_table *tab, const GLvertexformat *vfmt ) { SET_ArrayElement(tab, vfmt->ArrayElement); SET_Color3f(tab, vfmt->Color3f); SET_Color3fv(tab, vfmt->Color3fv); SET_Color4f(tab, vfmt->Color4f); SET_Color4fv(tab, vfmt->Color4fv); SET_EdgeFlag(tab, vfmt->EdgeFlag); SET_EvalCoord1f(tab, vfmt->EvalCoord1f); SET_EvalCoord1fv(tab, vfmt->EvalCoord1fv); SET_EvalCoord2f(tab, vfmt->EvalCoord2f); SET_EvalCoord2fv(tab, vfmt->EvalCoord2fv); SET_EvalPoint1(tab, vfmt->EvalPoint1); SET_EvalPoint2(tab, vfmt->EvalPoint2); SET_FogCoordfEXT(tab, vfmt->FogCoordfEXT); SET_FogCoordfvEXT(tab, vfmt->FogCoordfvEXT); SET_Indexf(tab, vfmt->Indexf); SET_Indexfv(tab, vfmt->Indexfv); SET_Materialfv(tab, vfmt->Materialfv); SET_MultiTexCoord1fARB(tab, vfmt->MultiTexCoord1fARB); SET_MultiTexCoord1fvARB(tab, vfmt->MultiTexCoord1fvARB); SET_MultiTexCoord2fARB(tab, vfmt->MultiTexCoord2fARB); SET_MultiTexCoord2fvARB(tab, vfmt->MultiTexCoord2fvARB); SET_MultiTexCoord3fARB(tab, vfmt->MultiTexCoord3fARB); SET_MultiTexCoord3fvARB(tab, vfmt->MultiTexCoord3fvARB); SET_MultiTexCoord4fARB(tab, vfmt->MultiTexCoord4fARB); SET_MultiTexCoord4fvARB(tab, vfmt->MultiTexCoord4fvARB); SET_Normal3f(tab, vfmt->Normal3f); SET_Normal3fv(tab, vfmt->Normal3fv); SET_SecondaryColor3fEXT(tab, vfmt->SecondaryColor3fEXT); SET_SecondaryColor3fvEXT(tab, vfmt->SecondaryColor3fvEXT); SET_TexCoord1f(tab, vfmt->TexCoord1f); SET_TexCoord1fv(tab, vfmt->TexCoord1fv); SET_TexCoord2f(tab, vfmt->TexCoord2f); SET_TexCoord2fv(tab, vfmt->TexCoord2fv); SET_TexCoord3f(tab, vfmt->TexCoord3f); SET_TexCoord3fv(tab, vfmt->TexCoord3fv); SET_TexCoord4f(tab, vfmt->TexCoord4f); SET_TexCoord4fv(tab, vfmt->TexCoord4fv); SET_Vertex2f(tab, vfmt->Vertex2f); SET_Vertex2fv(tab, vfmt->Vertex2fv); SET_Vertex3f(tab, vfmt->Vertex3f); SET_Vertex3fv(tab, vfmt->Vertex3fv); SET_Vertex4f(tab, vfmt->Vertex4f); SET_Vertex4fv(tab, vfmt->Vertex4fv); SET_CallList(tab, vfmt->CallList); SET_CallLists(tab, vfmt->CallLists); SET_Begin(tab, vfmt->Begin); SET_End(tab, vfmt->End); SET_Rectf(tab, vfmt->Rectf); SET_DrawArrays(tab, vfmt->DrawArrays); SET_DrawElements(tab, vfmt->DrawElements); SET_DrawRangeElements(tab, vfmt->DrawRangeElements); SET_EvalMesh1(tab, vfmt->EvalMesh1); SET_EvalMesh2(tab, vfmt->EvalMesh2); ASSERT(tab->EvalMesh2); /* GL_NV_vertex_program */ SET_VertexAttrib1fNV(tab, vfmt->VertexAttrib1fNV); SET_VertexAttrib1fvNV(tab, vfmt->VertexAttrib1fvNV); SET_VertexAttrib2fNV(tab, vfmt->VertexAttrib2fNV); SET_VertexAttrib2fvNV(tab, vfmt->VertexAttrib2fvNV); SET_VertexAttrib3fNV(tab, vfmt->VertexAttrib3fNV); SET_VertexAttrib3fvNV(tab, vfmt->VertexAttrib3fvNV); SET_VertexAttrib4fNV(tab, vfmt->VertexAttrib4fNV); SET_VertexAttrib4fvNV(tab, vfmt->VertexAttrib4fvNV); #if FEATURE_ARB_vertex_program SET_VertexAttrib1fARB(tab, vfmt->VertexAttrib1fARB); SET_VertexAttrib1fvARB(tab, vfmt->VertexAttrib1fvARB); SET_VertexAttrib2fARB(tab, vfmt->VertexAttrib2fARB); SET_VertexAttrib2fvARB(tab, vfmt->VertexAttrib2fvARB); SET_VertexAttrib3fARB(tab, vfmt->VertexAttrib3fARB); SET_VertexAttrib3fvARB(tab, vfmt->VertexAttrib3fvARB); SET_VertexAttrib4fARB(tab, vfmt->VertexAttrib4fARB); SET_VertexAttrib4fvARB(tab, vfmt->VertexAttrib4fvARB); #endif } void _mesa_init_exec_vtxfmt( GLcontext *ctx ) { install_vtxfmt( ctx->Exec, &neutral_vtxfmt ); ctx->TnlModule.SwapCount = 0; } void _mesa_install_exec_vtxfmt( GLcontext *ctx, const GLvertexformat *vfmt ) { ctx->TnlModule.Current = vfmt; _mesa_restore_exec_vtxfmt( ctx ); } void _mesa_install_save_vtxfmt( GLcontext *ctx, const GLvertexformat *vfmt ) { install_vtxfmt( ctx->Save, vfmt ); } void _mesa_restore_exec_vtxfmt( GLcontext *ctx ) { struct gl_tnl_module *tnl = &(ctx->TnlModule); GLuint i; /* Restore the neutral tnl module wrapper. */ for ( i = 0 ; i < tnl->SwapCount ; i++ ) { *(tnl->Swapped[i].location) = tnl->Swapped[i].function; } tnl->SwapCount = 0; }