/* $Id: vtxfmt.c,v 1.3 2001/03/11 23:49:20 gareth Exp $ */ /* * Mesa 3-D graphics library * Version: 3.5 * * Copyright (C) 1999-2001 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. * * Author: * Keith Whitwell * Gareth Hughes */ #include "glheader.h" #include "api_loopback.h" #include "context.h" #include "mtypes.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 *tnl = &(ctx->TnlModule); \ const GLuint new_state = ctx->NewState; \ \ if ( new_state ) \ _mesa_update_state( ctx ); \ \ /* Validate the current tnl module. \ */ \ if ( new_state & ctx->Driver.NeedValidate ) \ ctx->Driver.ValidateTnlModule( ctx, new_state ); \ \ ASSERT( tnl->Current ); \ ASSERT( tnl->SwapCount < NUM_VERTEX_FORMAT_ENTRIES ); \ \ /* Save the swapped function's dispatch entry so it can be \ * restored later. \ */ \ tnl->Swapped[tnl->SwapCount][0] = (void *)&(ctx->Exec->FUNC); \ tnl->Swapped[tnl->SwapCount][1] = (void *)TAG(FUNC); \ tnl->SwapCount++; \ \ if ( 0 ) \ fprintf( stderr, " swapping gl" #FUNC"...\n" ); \ \ /* Install the tnl function pointer. \ */ \ ctx->Exec->FUNC = tnl->Current->FUNC; \ } #define TAG(x) neutral_##x #include "vtxfmt_tmp.h" static void install_vtxfmt( struct _glapi_table *tab, GLvertexformat *vfmt ) { tab->ArrayElement = vfmt->ArrayElement; tab->Color3f = vfmt->Color3f; tab->Color3fv = vfmt->Color3fv; tab->Color3ub = vfmt->Color3ub; tab->Color3ubv = vfmt->Color3ubv; tab->Color4f = vfmt->Color4f; tab->Color4fv = vfmt->Color4fv; tab->Color4ub = vfmt->Color4ub; tab->Color4ubv = vfmt->Color4ubv; tab->EdgeFlag = vfmt->EdgeFlag; tab->EdgeFlagv = vfmt->EdgeFlagv; tab->EvalCoord1f = vfmt->EvalCoord1f; tab->EvalCoord1fv = vfmt->EvalCoord1fv; tab->EvalCoord2f = vfmt->EvalCoord2f; tab->EvalCoord2fv = vfmt->EvalCoord2fv; tab->EvalPoint1 = vfmt->EvalPoint1; tab->EvalPoint2 = vfmt->EvalPoint2; tab->FogCoordfEXT = vfmt->FogCoordfEXT; tab->FogCoordfvEXT = vfmt->FogCoordfvEXT; tab->Indexi = vfmt->Indexi; tab->Indexiv = vfmt->Indexiv; tab->Materialfv = vfmt->Materialfv; tab->MultiTexCoord1fARB = vfmt->MultiTexCoord1fARB; tab->MultiTexCoord1fvARB = vfmt->MultiTexCoord1fvARB; tab->MultiTexCoord2fARB = vfmt->MultiTexCoord2fARB; tab->MultiTexCoord2fvARB = vfmt->MultiTexCoord2fvARB; tab->MultiTexCoord3fARB = vfmt->MultiTexCoord3fARB; tab->MultiTexCoord3fvARB = vfmt->MultiTexCoord3fvARB; tab->MultiTexCoord4fARB = vfmt->MultiTexCoord4fARB; tab->MultiTexCoord4fvARB = vfmt->MultiTexCoord4fvARB; tab->Normal3f = vfmt->Normal3f; tab->Normal3fv = vfmt->Normal3fv; tab->SecondaryColor3fEXT = vfmt->SecondaryColor3fEXT; tab->SecondaryColor3fvEXT = vfmt->SecondaryColor3fvEXT; tab->SecondaryColor3ubEXT = vfmt->SecondaryColor3ubEXT; tab->SecondaryColor3ubvEXT = vfmt->SecondaryColor3ubvEXT; tab->TexCoord1f = vfmt->TexCoord1f; tab->TexCoord1fv = vfmt->TexCoord1fv; tab->TexCoord2f = vfmt->TexCoord2f; tab->TexCoord2fv = vfmt->TexCoord2fv; tab->TexCoord3f = vfmt->TexCoord3f; tab->TexCoord3fv = vfmt->TexCoord3fv; tab->TexCoord4f = vfmt->TexCoord4f; tab->TexCoord4fv = vfmt->TexCoord4fv; tab->Vertex2f = vfmt->Vertex2f; tab->Vertex2fv = vfmt->Vertex2fv; tab->Vertex3f = vfmt->Vertex3f; tab->Vertex3fv = vfmt->Vertex3fv; tab->Vertex4f = vfmt->Vertex4f; tab->Vertex4fv = vfmt->Vertex4fv; tab->Begin = vfmt->Begin; tab->End = vfmt->End; /* tab->NewList = vfmt->NewList; */ tab->CallList = vfmt->CallList; tab->Rectf = vfmt->Rectf; tab->DrawArrays = vfmt->DrawArrays; tab->DrawElements = vfmt->DrawElements; tab->DrawRangeElements = vfmt->DrawRangeElements; tab->EvalMesh1 = vfmt->EvalMesh1; tab->EvalMesh2 = vfmt->EvalMesh2; } void _mesa_init_exec_vtxfmt( GLcontext *ctx ) { install_vtxfmt( ctx->Exec, &neutral_vtxfmt ); } void _mesa_install_exec_vtxfmt( GLcontext *ctx, GLvertexformat *vfmt ) { struct gl_tnl_module *tnl = &(ctx->TnlModule); tnl->Current = vfmt; _mesa_restore_exec_vtxfmt( ctx ); if ( ctx->ExecPrefersFloat != vfmt->prefer_float_colors ) _mesa_loopback_prefer_float( ctx->Exec, vfmt->prefer_float_colors ); } void _mesa_install_save_vtxfmt( GLcontext *ctx, GLvertexformat *vfmt ) { install_vtxfmt( ctx->Save, vfmt ); if ( ctx->SavePrefersFloat != vfmt->prefer_float_colors ) _mesa_loopback_prefer_float( ctx->Save, vfmt->prefer_float_colors ); } 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++ ) { *(void **)tnl->Swapped[i][0] = tnl->Swapped[i][1]; } tnl->SwapCount = 0; }