/************************************************************************** * * Copyright 2007 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 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 ITS 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 <keith@tungstengraphics.com> */ #include "imports.h" #include "tnl/t_context.h" #include "tnl/t_pipeline.h" #include "st_context.h" #include "st_atom.h" #include "st_draw.h" #include "pipe/p_context.h" /* * TNL stage which feeds into the above. * * XXX: this needs to go into each driver using this code, because we * cannot make the leap from ctx->draw_context in this file. The * driver needs to customize tnl anyway, so this isn't a big deal. */ static GLboolean draw( GLcontext * ctx, struct tnl_pipeline_stage *stage ) { struct st_context *st = st_context(ctx); struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb; /* Validate driver and pipe state: */ st_validate_state( st ); /* Call into the new draw code to handle the VB: */ st->pipe->draw_vb( st->pipe, VB ); /* Finished */ return GL_FALSE; } const struct tnl_pipeline_stage st_draw = { "check state and draw", NULL, NULL, NULL, NULL, draw }; static const struct tnl_pipeline_stage *st_pipeline[] = { &_tnl_vertex_transform_stage, &_tnl_vertex_cull_stage, &_tnl_normal_transform_stage, &_tnl_lighting_stage, &_tnl_fog_coordinate_stage, &_tnl_texgen_stage, &_tnl_texture_transform_stage, &_tnl_point_attenuation_stage, &_tnl_vertex_program_stage, &st_draw, /* ADD: escape to pipe */ 0, }; /* This is all a hack to keep using tnl until we have vertex programs * up and running. */ void st_init_draw( struct st_context *st ) { GLcontext *ctx = st->ctx; _tnl_destroy_pipeline( ctx ); _tnl_install_pipeline( ctx, st_pipeline ); } void st_destroy_draw( struct st_context *st ) { /* Nothing to do. */ }