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#include "mtypes.h"
#include "mem.h"
#include "dlist.h"
#include "vtxfmt.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 "t_vtxfmt.h"
#include "tnl.h"
#if !defined(THREADS)
struct immediate *_tnl_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])
_tnl_maybe_transform_vb( IM );
/* 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;
}
void
_tnl_MakeCurrent( GLcontext *ctx,
GLframebuffer *drawBuffer,
GLframebuffer *readBuffer )
{
#ifndef THREADS
SET_IMMEDIATE( ctx, TNL_VB(ctx)->IM );
#endif
}
/* Update all state that references _NeedEyeCoords
*/
void
_tnl_LightingSpaceChange( GLcontext *ctx )
{
_tnl_update_normal_transform( ctx );
}
static void
install_driver_callbacks( GLcontext *ctx )
{
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;
ctx->Driver.LockArraysEXT = _tnl_LockArraysEXT;
ctx->Driver.UnlockArraysEXT = _tnl_UnlockArraysEXT;
}
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 *)_tnl_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_vtxfmt_init( ctx );
_tnl_cva_init( ctx );
_tnl_reset_vb( TNL_VB(ctx) );
_tnl_reset_input( ctx, 0, 0 ); /* initially outside begin/end */
tnl->_CurrentTex3Flag = 0;
tnl->_CurrentTex4Flag = 0;
tnl->_CurrentPrimitive = GL_POLYGON+1;
/* Hook our functions into exec and compile dispatch tables.
*/
_mesa_install_exec_vtxfmt( ctx, &tnl->vtxfmt );
_mesa_install_save_vtxfmt( ctx, &tnl->vtxfmt );
ctx->Save->EvalMesh1 = _mesa_save_EvalMesh1; /* fixme */
ctx->Save->EvalMesh2 = _mesa_save_EvalMesh2;
/* Set a few default values in the driver struct.
*/
install_driver_callbacks(ctx);
return GL_TRUE;
}
void
_tnl_DestroyContext( GLcontext *ctx )
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
if (TNL_CURRENT_IM(ctx) != TNL_VB(ctx)->IM)
_tnl_immediate_free( TNL_CURRENT_IM(ctx) );
_tnl_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;
}
}
void
_tnl_InvalidateState( GLcontext *ctx, GLuint new_state )
{
if (new_state & _NEW_LIGHT)
_tnl_update_lighting_function(ctx);
if (new_state & _NEW_ARRAY)
_tnl_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 ))
_tnl_update_clipmask(ctx);
if (new_state & _TNL_NEW_NORMAL_TRANSFORM)
_tnl_update_normal_transform( ctx );
_tnl_update_pipelines(ctx);
}
void
_tnl_wakeup_exec( GLcontext *ctx )
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
#ifndef VMS
fprintf(stderr, "%s\n", __FUNCTION__);
#endif
install_driver_callbacks(ctx);
/* Hook our functions into exec and compile dispatch tables.
*/
_mesa_install_exec_vtxfmt( ctx, &tnl->vtxfmt );
/* Call all appropriate driver callbacks to revive state.
*/
_tnl_MakeCurrent( ctx, ctx->DrawBuffer, ctx->ReadBuffer );
_tnl_UnlockArraysEXT( ctx );
_tnl_LockArraysEXT( ctx, ctx->Array.LockFirst, ctx->Array.LockCount );
/* Equivalent to calling all _tnl_*Pointer functions:
*/
tnl->_ArrayNewState = ~0;
/* Assume we haven't been getting state updates either:
*/
_tnl_InvalidateState( ctx, ~0 );
/* Special state not restored by other methods:
*/
_tnl_validate_current_tex_flags( ctx, ~0 );
}
void
_tnl_wakeup_save_exec( GLcontext *ctx )
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
#ifndef VMS
fprintf(stderr, "%s\n", __FUNCTION__);
#endif
_tnl_wakeup_exec( ctx );
_mesa_install_save_vtxfmt( ctx, &tnl->vtxfmt );
ctx->Save->EvalMesh1 = _mesa_save_EvalMesh1; /* fixme */
ctx->Save->EvalMesh2 = _mesa_save_EvalMesh2;
}
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