INTRODUCTION A generic, configurable software implementation of GL transformation & lighting. This module provides an implementation of the routines required by the 'vtxfmt' mechanism of core mesa for tnl functionality in all combinations of compile and execute modes. Most current drivers use the tnl module exclusively to provide this functionality, though there is an experimental alternate implementation provided by the tnl_dd/t_dd_imm_* files which can handle a small subset of GL states in execute mode only. STATE To create and destroy the module: GLboolean _tnl_CreateContext( struct gl_context *ctx ); void _tnl_DestroyContext( struct gl_context *ctx ); The module is not active by default, and must be installed by calling _tnl_Wakeup(). This function installs internal tnl functions into all the vtxfmt dispatch hooks, thus taking over the task of transformation and lighting entirely: void _tnl_wakeup_exec( struct gl_context *ctx ); void _tnl_wakeup_save_exec( struct gl_context *ctx ); This module tracks state changes internally and maintains derived values based on the current state. For this to work, the driver ensure the following funciton is called whenever the state changes and the swsetup module is 'awake': void _tnl_InvalidateState( struct gl_context *ctx, GLuint new_state ); There is no explicit call to put the tnl module to sleep. Simply install other function pointers into all the vtxfmt dispatch slots, and (optionally) cease calling _tnl_InvalidateState(). CUSTOMIZATION The module provides customizability through several mechanisms. The most important is by allowing drivers to specify the pipeline through which vertex data is passed, including its eventual transfer to rasterization hardware (or software). The default pipeline is specified in t_pipeline.c, and is usually a starting point for driver pipelines. Some drivers will remove a stage where hardware provides support for the implemented operation (for instance fog where per-pixel hardware fog is available), or add stages to shortcircuit latter operations (for example taking advantage of hardware support for strips and other higher-level primitives (for example the radeon driver). In addition, the following functions provide further tweaks: extern void _tnl_need_projected_coords( struct gl_context *ctx, GLboolean flag ); - Direct the default vertex transformation stage to produce/not produce projected clip coordinates. extern void _tnl_need_dlist_loopback( struct gl_context *ctx, GLboolean flag ); - Direct the display list component of the tnl module to replay display lists as 'glVertex' type calls, rather than passing the display list data directly into the tnl pipeline mechanism. This allows display lists to be replayed by the tnl module even when the module is not strictly active. extern void _tnl_need_dlist_norm_lengths( struct gl_context *ctx, GLboolean flag ); - Direct the display list component to enable/disable caching 1/length values for display list normals. Doing so is ususally helpful when lighting is performed in software, but wasteful otherwise. DRIVER INTERFACE The module itself offers a minimal driver interface: void (*RunPipeline)( struct gl_context *ctx ); Normally this is set to _tnl_RunPipeline(), however the driver can use this hook to wrap checks or other code around this call. In addition, the driver interface for the default render pipeline stage is housed in the tnl context struct (this could be cleaner). RENDER DRIVER INTERFACE See t_context.h for the definition and explanation of this.