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/*
* Mesa 3-D graphics library
* Version: 3.5
*
* Copyright (C) 1999 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 <keithw@valinux.com>
*/
static void TAG(rs)(struct vertex_buffer *VB, GLuint start, GLuint end)
{
GLcontext *ctx = VB->ctx;
TNLcontext *tnl = TNL_CONTEXT(ctx);
SWvertex *v;
GLfloat (*eye)[4];
GLfloat (*win)[4];
GLfloat (*tc[MAX_TEXTURE_UNITS])[4];
GLubyte (*color)[4];
GLubyte (*spec)[4];
GLuint *index;
GLfloat *fog;
GLfloat *pointSize;
GLuint sz[MAX_TEXTURE_UNITS];
GLuint szeye;
int i;
/* TODO: Do window map here.
*/
/* GLfloat *m = VB->ctx->Viewport.WindowMap.m; */
/* const GLfloat sx = m[0]; */
/* const GLfloat sy = m[5]; */
/* const GLfloat sz = m[10] * ctx->Visual->DepthMaxF; */
/* const GLfloat tx = m[12]; */
/* const GLfloat ty = m[13]; */
/* const GLfloat tz = m[14] * ctx->Visual->DepthMaxF; */
/* TODO: Get import_client_data to pad vectors out to 4 cleanly.
*/
_tnl_import_client_data( VB, tnl->_RenderFlags,
(VB->ClipOrMask
? /* VEC_CLEAN| */VEC_WRITABLE|VEC_GOOD_STRIDE
: /* VEC_CLEAN| */VEC_GOOD_STRIDE));
if (IND & TEX0) {
tc[0] = VB->TexCoordPtr[0]->data;
sz[0] = VB->TexCoordPtr[0]->size;
}
if (IND & MULTITEX) {
for (i = 0 ; i < MAX_TEXTURE_UNITS ; i++) {
tc[i] = VB->TexCoordPtr[i]->data;
sz[i] = VB->TexCoordPtr[i]->size;
}
}
fog = VB->FogCoordPtr->data;
eye = VB->EyePtr->data;
szeye = VB->EyePtr->size;
win = VB->Win.data;
color = VB->Color[0]->data;
spec = VB->SecondaryColor[0]->data;
index = VB->Index[0]->data;
pointSize = VB->PointSize.data;
v = &(SWSETUP_VB(VB)->verts[start]);
for (i=start; i < end; i++, v++) {
if (VB->ClipMask[i] == 0) {
COPY_4FV( v->win, win[i] );
#if 0
if (IND & EYE)
COPY_4FV( v->eye, eye[i] );
#endif
if (IND & TEX0)
COPY_CLEAN_4V( v->texcoord[0], sz[0], tc[0][i] );
if (IND & MULTITEX) {
GLuint u;
for (u = 0 ; u < MAX_TEXTURE_UNITS ; u++)
if (ctx->Texture.Unit[u]._ReallyEnabled)
COPY_CLEAN_4V( v->texcoord[u], sz[u], tc[u][i] );
}
if (IND & COLOR)
COPY_4UBV(v->color, color[i]);
if (IND & SPEC)
COPY_4UBV(v->specular, spec[i]);
if (IND & FOG)
v->fog = fog[i];
if (IND & INDEX)
v->index = index[i];
if (IND & POINT)
v->pointSize = pointSize[i];
}
}
}
#undef TAG
#undef IND
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