/* * Mesa 3-D graphics library * * Copyright (C) 1999-2008 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 * THE AUTHORS OR COPYRIGHT HOLDERS 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 "main/glheader.h" #include "main/imports.h" #include "main/context.h" #include "main/macros.h" #include "main/mtypes.h" #include "main/light.h" #include "math/m_translate.h" #include "math/m_xform.h" #include "main/state.h" #include "main/viewport.h" #include "util/simple_list.h" #include "tnl.h" #include "t_context.h" #include "t_pipeline.h" #include "vbo/vbo.h" GLboolean _tnl_CreateContext( struct gl_context *ctx ) { TNLcontext *tnl; GLuint i; /* Create the TNLcontext structure */ ctx->swtnl_context = tnl = calloc(1, sizeof(TNLcontext)); if (!tnl) { return GL_FALSE; } /* Initialize the VB. */ tnl->vb.Size = ctx->Const.MaxArrayLockSize + MAX_CLIPPED_VERTICES; /* Initialize tnl state. */ if (ctx->VertexProgram._MaintainTnlProgram) { _tnl_install_pipeline( ctx, _tnl_vp_pipeline ); } else { _tnl_install_pipeline( ctx, _tnl_default_pipeline ); } _math_matrix_ctr(&tnl->_WindowMap); tnl->NeedNdcCoords = GL_TRUE; tnl->AllowVertexFog = GL_TRUE; tnl->AllowPixelFog = GL_TRUE; /* Set a few default values in the driver struct. */ tnl->Driver.Render.PrimTabElts = _tnl_render_tab_elts; tnl->Driver.Render.PrimTabVerts = _tnl_render_tab_verts; tnl->Driver.NotifyMaterialChange = _tnl_validate_shine_tables; tnl->nr_blocks = 0; /* Lighting miscellaneous */ tnl->_ShineTabList = MALLOC_STRUCT( tnl_shine_tab ); make_empty_list( tnl->_ShineTabList ); /* Allocate 10 (arbitrary) shininess lookup tables */ for (i = 0 ; i < 10 ; i++) { struct tnl_shine_tab *s = MALLOC_STRUCT( tnl_shine_tab ); s->shininess = -1; s->refcount = 0; insert_at_tail( tnl->_ShineTabList, s ); } /* plug in the VBO drawing function */ vbo_set_draw_func(ctx, _tnl_draw_prims); _math_init_transformation(); _math_init_translate(); return GL_TRUE; } void _tnl_DestroyContext( struct gl_context *ctx ) { struct tnl_shine_tab *s, *tmps; TNLcontext *tnl = TNL_CONTEXT(ctx); _math_matrix_dtr(&tnl->_WindowMap); /* Free lighting shininess exponentiation table */ foreach_s( s, tmps, tnl->_ShineTabList ) { free( s ); } free( tnl->_ShineTabList ); _tnl_destroy_pipeline( ctx ); free(tnl); ctx->swtnl_context = NULL; } void _tnl_InvalidateState( struct gl_context *ctx, GLuint new_state ) { TNLcontext *tnl = TNL_CONTEXT(ctx); const struct gl_program *vp = ctx->VertexProgram._Current; const struct gl_program *fp = ctx->FragmentProgram._Current; GLuint i; if (new_state & (_NEW_HINT | _NEW_PROGRAM)) { assert(tnl->AllowVertexFog || tnl->AllowPixelFog); tnl->_DoVertexFog = ((tnl->AllowVertexFog && (ctx->Hint.Fog != GL_NICEST)) || !tnl->AllowPixelFog) && !fp; } tnl->pipeline.new_state |= new_state; /* Calculate tnl->render_inputs. This bitmask indicates which vertex * attributes need to be emitted to the rasterizer. */ tnl->render_inputs_bitset = BITFIELD64_BIT(_TNL_ATTRIB_POS); if (!fp || (fp->info.inputs_read & VARYING_BIT_COL0)) { tnl->render_inputs_bitset |= BITFIELD64_BIT(_TNL_ATTRIB_COLOR0); } if (_mesa_need_secondary_color(ctx)) tnl->render_inputs_bitset |= BITFIELD64_BIT(_TNL_ATTRIB_COLOR1); for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++) { if (ctx->Texture._EnabledCoordUnits & (1 << i) || (fp && fp->info.inputs_read & VARYING_BIT_TEX(i)) || _mesa_ati_fragment_shader_enabled(ctx)) { tnl->render_inputs_bitset |= BITFIELD64_BIT(_TNL_ATTRIB_TEX(i)); } } if (ctx->Fog.Enabled || (fp != NULL && (fp->info.inputs_read & VARYING_BIT_FOGC) != 0)) { /* Either fixed-function fog or a fragment program needs fog coord. */ tnl->render_inputs_bitset |= BITFIELD64_BIT(_TNL_ATTRIB_FOG); } if (ctx->Polygon.FrontMode != GL_FILL || ctx->Polygon.BackMode != GL_FILL) tnl->render_inputs_bitset |= BITFIELD64_BIT(_TNL_ATTRIB_EDGEFLAG); if (ctx->RenderMode == GL_FEEDBACK) tnl->render_inputs_bitset |= BITFIELD64_BIT(_TNL_ATTRIB_TEX0); if (ctx->Point._Attenuated || ctx->VertexProgram.PointSizeEnabled) tnl->render_inputs_bitset |= BITFIELD64_BIT(_TNL_ATTRIB_POINTSIZE); /* check for varying vars which are written by the vertex program */ if (vp) { GLuint i; for (i = 0; i < MAX_VARYING; i++) { if (vp->info.outputs_written & BITFIELD64_BIT(VARYING_SLOT_VAR0 + i)) { tnl->render_inputs_bitset |= BITFIELD64_BIT(_TNL_ATTRIB_GENERIC(i)); } } } if (new_state & (_NEW_VIEWPORT | _NEW_BUFFERS)) { float scale[3], translate[3]; _mesa_get_viewport_xform(ctx, 0, scale, translate); _math_matrix_viewport(&tnl->_WindowMap, scale, translate, ctx->DrawBuffer->_DepthMaxF); } } void _tnl_wakeup( struct gl_context *ctx ) { /* Assume we haven't been getting state updates either: */ _tnl_InvalidateState( ctx, ~0 ); #if 0 if (ctx->Light.ColorMaterialEnabled) { _mesa_update_color_material( ctx, ctx->Current.Attrib[VERT_ATTRIB_COLOR0] ); } #endif } /** * Drivers call this function to tell the TCL module whether or not * it wants Normalized Device Coords (NDC) computed. I.e. whether * we should "Divide-by-W". Software renders will want that. */ void _tnl_need_projected_coords( struct gl_context *ctx, GLboolean mode ) { TNLcontext *tnl = TNL_CONTEXT(ctx); tnl->NeedNdcCoords = mode; } void _tnl_allow_vertex_fog( struct gl_context *ctx, GLboolean value ) { TNLcontext *tnl = TNL_CONTEXT(ctx); tnl->AllowVertexFog = value; tnl->_DoVertexFog = ((tnl->AllowVertexFog && (ctx->Hint.Fog != GL_NICEST)) || !tnl->AllowPixelFog) && !ctx->FragmentProgram._Current; } void _tnl_allow_pixel_fog( struct gl_context *ctx, GLboolean value ) { TNLcontext *tnl = TNL_CONTEXT(ctx); tnl->AllowPixelFog = value; tnl->_DoVertexFog = ((tnl->AllowVertexFog && (ctx->Hint.Fog != GL_NICEST)) || !tnl->AllowPixelFog) && !ctx->FragmentProgram._Current; }