blob: 78608459b940f29eb597d72b4d19366b0e367f5f (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
|
#include "mtypes.h"
#include "mem.h"
#include "t_context.h"
#include "t_clip.h"
#include "t_cva.h"
#include "t_dlist.h"
#include "t_eval.h"
#include "t_pipeline.h"
#include "t_shade.h"
#include "t_light.h"
#include "t_texture.h"
#include "t_stages.h"
#include "t_varray.h"
#include "t_vb.h"
#include "t_vbrender.h"
#include "t_vbxform.h"
#include "tnl.h"
#if !defined(THREADS)
struct immediate *_mesa_CurrentInput = NULL;
#endif
GLboolean
_tnl_flush_vertices( GLcontext *ctx, GLuint flush_flags )
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
struct immediate *IM = TNL_CURRENT_IM(ctx);
if ((IM->Flag[IM->Count] & (VERT_BEGIN|VERT_END)) != VERT_END ||
(flush_flags & (FLUSH_STORED_VERTICES|FLUSH_UPDATE_CURRENT)))
{
if (IM->Flag[IM->Start])
_mesa_flush_vb( ctx );
/* Although this code updates the ctx->Current values, that bit
* is left set as there is no easy mechanism to set it
* elsewhere. This means that each time core wants to examine
* ctx->Current, this function will be called. After the first
* time, however, it will be a no-op.
*/
ctx->Driver.NeedFlush &= ~(FLUSH_STORED_VERTICES |
FLUSH_INSIDE_BEGIN_END);
return (tnl->_CurrentPrimitive == GL_POLYGON+1);
}
else
return GL_TRUE;
}
GLboolean
_tnl_CreateContext( GLcontext *ctx )
{
TNLcontext *tnl;
static int firsttime = 1;
/* Onetime initializations. Doesn't really matter if this gets
* done twice: no need for mutexes.
*/
if (firsttime) {
firsttime = 0;
_tnl_clip_init( );
_tnl_eval_init( );
_tnl_shade_init( );
_tnl_texture_init( );
_tnl_trans_elt_init( );
_tnl_vbrender_init( );
_tnl_stages_init( );
}
/* Create the TNLcontext structure
*/
ctx->swtnl_context = tnl = CALLOC( sizeof(TNLcontext) );
if (!tnl) {
return GL_FALSE;
}
/* Create and hook in the data structures available from ctx.
*/
ctx->swtnl_vb = (void *)gl_vb_create_for_immediate( ctx );
if (!ctx->swtnl_vb) {
FREE(tnl);
ctx->swtnl_context = 0;
return GL_FALSE;
}
ctx->swtnl_im = (void *)TNL_VB(ctx)->IM;
/* Initialize tnl state.
*/
_tnl_dlist_init( ctx );
_tnl_pipeline_init( ctx );
tnl->_CurrentFlag = (VERT_NORM |
VERT_INDEX |
VERT_RGBA |
VERT_SPEC_RGB |
VERT_FOG_COORD |
VERT_EDGE |
VERT_TEX0_12 |
VERT_TEX1_12 |
VERT_TEX2_12 |
VERT_TEX3_12 |
VERT_MATERIAL);
tnl->_CurrentPrimitive = GL_POLYGON+1;
gl_reset_vb( TNL_VB(ctx) );
gl_reset_input( ctx );
/* Set a few default values in the driver struct. This is a
* temporary mechanism.
*/
ctx->Driver.RenderVBCulledTab = _tnl_render_tab_cull;
ctx->Driver.RenderVBClippedTab = _tnl_render_tab_clipped;
ctx->Driver.RenderVBRawTab = _tnl_render_tab_raw;
ctx->Driver.NewList = _tnl_NewList;
ctx->Driver.EndList = _tnl_EndList;
ctx->Driver.FlushVertices = _tnl_flush_vertices;
ctx->Driver.NeedFlush = FLUSH_UPDATE_CURRENT;
ctx->Driver.LightingSpaceChange = _tnl_LightingSpaceChange;
ctx->Driver.MakeCurrent = _tnl_MakeCurrent;
ctx->Driver.VertexPointer = _tnl_VertexPointer;
ctx->Driver.NormalPointer = _tnl_NormalPointer;
ctx->Driver.ColorPointer = _tnl_ColorPointer;
ctx->Driver.FogCoordPointer = _tnl_FogCoordPointer;
ctx->Driver.IndexPointer = _tnl_IndexPointer;
ctx->Driver.SecondaryColorPointer = _tnl_SecondaryColorPointer;
ctx->Driver.TexCoordPointer = _tnl_TexCoordPointer;
ctx->Driver.EdgeFlagPointer = _tnl_EdgeFlagPointer;
return GL_TRUE;
}
void
_tnl_DestroyContext( GLcontext *ctx )
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
if (TNL_CURRENT_IM(ctx) != TNL_VB(ctx)->IM)
gl_immediate_free( TNL_CURRENT_IM(ctx) );
gl_vb_free( TNL_VB(ctx) );
/* Free cache of immediate buffers. */
while (tnl->nr_im_queued-- > 0) {
struct immediate * next = tnl->freed_im_queue->next;
ALIGN_FREE( tnl->freed_im_queue );
tnl->freed_im_queue = next;
}
}
/* Update all state that references _NeedEyeCoords
*/
void
_tnl_LightingSpaceChange( GLcontext *ctx )
{
_tnl_update_normal_transform( ctx );
}
void
_tnl_InvalidateState( GLcontext *ctx, GLuint new_state )
{
if (new_state & _NEW_LIGHT)
gl_update_lighting_function(ctx);
if (new_state & _NEW_ARRAY)
gl_update_client_state( ctx );
if (new_state & _NEW_TEXTURE)
if (ctx->_Enabled & ENABLE_TEXGEN_ANY)
_tnl_update_texgen( ctx );
if (new_state & (_NEW_LIGHT|_NEW_TEXTURE|_NEW_FOG|
_DD_NEW_TRI_LIGHT_TWOSIDE |
_DD_NEW_SEPERATE_SPECULAR |
_DD_NEW_TRI_UNFILLED ))
gl_update_clipmask(ctx);
if (new_state & _TNL_NEW_NORMAL_TRANSFORM)
_tnl_update_normal_transform( ctx );
gl_update_pipelines(ctx);
}
void
_tnl_MakeCurrent( GLcontext *ctx,
GLframebuffer *drawBuffer,
GLframebuffer *readBuffer )
{
#ifndef THREADS
SET_IMMEDIATE( ctx, TNL_VB(ctx)->IM );
#endif
}
|