Move the transform and lighting code to two new directories
math: Provides basic matrix and vector functionality that might be useful to multiple software t&l implementations, and is used by core mesa to manage the Model, Project, etc matrices. tnl: The real transform & lighting code from core mesa, including everything from glVertex3f through vertex buffer handling, transformation, clipping, lighting and handoff to a driver for rasterization. The interfaces of these can be further tightened up, but the basic splitting up of state and code move is done.
This commit is contained in:
201
src/mesa/tnl/t_context.c
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201
src/mesa/tnl/t_context.c
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#include "types.h"
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#include "mem.h"
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#include "t_context.h"
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#include "t_clip.h"
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#include "t_cva.h"
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#include "t_dlist.h"
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#include "t_eval.h"
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#include "t_pipeline.h"
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#include "t_shade.h"
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#include "t_light.h"
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#include "t_texture.h"
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#include "t_stages.h"
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#include "t_varray.h"
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#include "t_vb.h"
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#include "t_vbrender.h"
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#include "t_vbxform.h"
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#include "tnl.h"
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#if !defined(THREADS)
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struct immediate *_mesa_CurrentInput = NULL;
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#endif
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GLboolean
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_tnl_flush_vertices( GLcontext *ctx, GLuint flush_flags )
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{
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TNLcontext *tnl = TNL_CONTEXT(ctx);
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struct immediate *IM = TNL_CURRENT_IM(ctx);
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if ((IM->Flag[IM->Count] & (VERT_BEGIN|VERT_END)) != VERT_END ||
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(flush_flags & (FLUSH_STORED_VERTICES|FLUSH_UPDATE_CURRENT)))
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{
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if (IM->Flag[IM->Start])
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_mesa_flush_vb( ctx );
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/* Although this code updates the ctx->Current values, that bit
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* is left set as there is no easy mechanism to set it
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* elsewhere. This means that each time core wants to examine
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* ctx->Current, this function will be called. After the first
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* time, however, it will be a no-op.
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*/
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ctx->Driver.NeedFlush &= ~(FLUSH_STORED_VERTICES |
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FLUSH_INSIDE_BEGIN_END);
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return (tnl->_CurrentPrimitive == GL_POLYGON+1);
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}
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else
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return GL_TRUE;
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}
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GLboolean
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_tnl_CreateContext( GLcontext *ctx )
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{
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TNLcontext *tnl;
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static int firsttime = 1;
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/* Onetime initializations. Doesn't really matter if this gets
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* done twice: no need for mutexes.
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*/
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if (firsttime) {
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firsttime = 0;
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_tnl_clip_init( );
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_tnl_eval_init( );
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_tnl_shade_init( );
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_tnl_texture_init( );
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_tnl_trans_elt_init( );
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_tnl_vbrender_init( );
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_tnl_stages_init( );
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}
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/* Create the TNLcontext structure
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*/
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ctx->swtnl_context = tnl = CALLOC( sizeof(TNLcontext) );
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if (!tnl) {
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return GL_FALSE;
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}
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/* Create and hook in the data structures available from ctx.
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*/
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ctx->swtnl_vb = (void *)gl_vb_create_for_immediate( ctx );
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if (!ctx->swtnl_vb) {
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FREE(tnl);
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ctx->swtnl_context = 0;
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return GL_FALSE;
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}
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ctx->swtnl_im = (void *)TNL_VB(ctx)->IM;
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/* Initialize tnl state.
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*/
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_tnl_dlist_init( ctx );
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_tnl_pipeline_init( ctx );
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tnl->_CurrentFlag = (VERT_NORM |
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VERT_INDEX |
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VERT_RGBA |
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VERT_SPEC_RGB |
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VERT_FOG_COORD |
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VERT_EDGE |
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VERT_TEX0_12 |
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VERT_TEX1_12 |
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VERT_TEX2_12 |
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VERT_TEX3_12 |
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VERT_MATERIAL);
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tnl->_CurrentPrimitive = GL_POLYGON+1;
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gl_reset_vb( TNL_VB(ctx) );
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gl_reset_input( ctx );
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/* Set a few default values in the driver struct. This is a
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* temporary mechanism.
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*/
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ctx->Driver.RenderVBCulledTab = _tnl_render_tab_cull;
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ctx->Driver.RenderVBClippedTab = _tnl_render_tab_clipped;
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ctx->Driver.RenderVBRawTab = _tnl_render_tab_raw;
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ctx->Driver.NewList = _tnl_NewList;
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ctx->Driver.EndList = _tnl_EndList;
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ctx->Driver.FlushVertices = _tnl_flush_vertices;
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ctx->Driver.NeedFlush = FLUSH_UPDATE_CURRENT;
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ctx->Driver.LightingSpaceChange = _tnl_LightingSpaceChange;
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ctx->Driver.MakeCurrent = _tnl_MakeCurrent;
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ctx->Driver.VertexPointer = _tnl_VertexPointer;
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ctx->Driver.NormalPointer = _tnl_NormalPointer;
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ctx->Driver.ColorPointer = _tnl_ColorPointer;
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ctx->Driver.FogCoordPointer = _tnl_FogCoordPointer;
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ctx->Driver.IndexPointer = _tnl_IndexPointer;
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ctx->Driver.SecondaryColorPointer = _tnl_SecondaryColorPointer;
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ctx->Driver.TexCoordPointer = _tnl_TexCoordPointer;
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ctx->Driver.EdgeFlagPointer = _tnl_EdgeFlagPointer;
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return GL_TRUE;
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}
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void
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_tnl_DestroyContext( GLcontext *ctx )
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{
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TNLcontext *tnl = TNL_CONTEXT(ctx);
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if (TNL_CURRENT_IM(ctx) != TNL_VB(ctx)->IM)
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gl_immediate_free( TNL_CURRENT_IM(ctx) );
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gl_vb_free( TNL_VB(ctx) );
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/* Free cache of immediate buffers. */
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while (tnl->nr_im_queued-- > 0) {
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struct immediate * next = tnl->freed_im_queue->next;
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ALIGN_FREE( tnl->freed_im_queue );
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tnl->freed_im_queue = next;
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}
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}
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/* Update all state that references _NeedEyeCoords
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*/
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void
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_tnl_LightingSpaceChange( GLcontext *ctx )
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{
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_tnl_update_normal_transform( ctx );
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}
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void
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_tnl_InvalidateState( GLcontext *ctx, GLuint new_state )
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{
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if (new_state & _NEW_LIGHT)
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gl_update_lighting_function(ctx);
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if (new_state & _NEW_ARRAY)
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gl_update_client_state( ctx );
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if (new_state & _NEW_TEXTURE)
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if (ctx->_Enabled & ENABLE_TEXGEN_ANY)
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_tnl_update_texgen( ctx );
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if (new_state & (_NEW_LIGHT|_NEW_TEXTURE|_NEW_FOG|
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_DD_NEW_TRI_LIGHT_TWOSIDE |
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_DD_NEW_SEPERATE_SPECULAR |
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_DD_NEW_TRI_UNFILLED ))
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gl_update_clipmask(ctx);
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if (new_state & _TNL_NEW_NORMAL_TRANSFORM)
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_tnl_update_normal_transform( ctx );
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gl_update_pipelines(ctx);
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}
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void
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_tnl_MakeCurrent( GLcontext *ctx,
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GLframebuffer *drawBuffer,
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GLframebuffer *readBuffer )
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{
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#ifndef THREADS
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SET_IMMEDIATE(newCtx, newCtx->input);
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#endif
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}
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