more hooks for mga driver, including an immediate fastpath
This commit is contained in:
@@ -1,4 +1,4 @@
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/* $Id: blend.c,v 1.2 1999/08/19 15:48:01 brianp Exp $ */
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/* $Id: blend.c,v 1.3 1999/09/30 11:18:21 keithw Exp $ */
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/*
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* Mesa 3-D graphics library
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@@ -203,6 +203,11 @@ gl_BlendFuncSeparate( GLcontext *ctx, GLenum sfactorRGB, GLenum dfactorRGB,
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ctx->Color.BlendFunc = NULL;
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ctx->NewState |= NEW_RASTER_OPS;
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if (ctx->Driver.BlendFuncSeparate) {
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(*ctx->Driver.BlendFuncSeparate)( ctx, sfactorRGB, dfactorRGB,
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sfactorA, dfactorA );
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}
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}
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@@ -243,6 +248,9 @@ void gl_BlendEquation( GLcontext *ctx, GLenum mode )
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ctx->Color.BlendFunc = NULL;
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ctx->NewState |= NEW_RASTER_OPS;
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if (ctx->Driver.BlendEquation)
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ctx->Driver.BlendEquation( ctx, mode );
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}
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@@ -1,4 +1,4 @@
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/* $Id: dd.h,v 1.2 1999/09/18 20:41:22 keithw Exp $ */
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/* $Id: dd.h,v 1.3 1999/09/30 11:18:21 keithw Exp $ */
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/*
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* Mesa 3-D graphics library
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@@ -563,6 +563,23 @@ struct dd_function_table {
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*/
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GLboolean (*IsTextureResident)( GLcontext *ctx,
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struct gl_texture_object *t );
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/*
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* Allows the driver to implement the AreTexturesResident tests without
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* knowing about Mesa's internal hash tables for textures.
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*/
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void (*PrioritizeTexture)( GLcontext *ctx,
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struct gl_texture_object *t,
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GLclampf priority );
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/*
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* Notify driver of priority change for a texture.
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*/
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/***
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*** NEW in Mesa 3.x
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***/
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@@ -616,7 +633,11 @@ struct dd_function_table {
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* the driver's UpdateState() function must do.
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*/
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void (*AlphaFunc)(GLcontext *ctx, GLenum func, GLclampf ref);
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void (*BlendEquation)(GLcontext *ctx, GLenum mode);
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void (*BlendFunc)(GLcontext *ctx, GLenum sfactor, GLenum dfactor);
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void (*BlendFuncSeparate)( GLcontext *ctx, GLenum sfactorRGB,
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GLenum dfactorRGB, GLenum sfactorA,
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GLenum dfactorA );
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void (*ClearDepth)(GLcontext *ctx, GLclampd d);
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void (*CullFace)(GLcontext *ctx, GLenum mode);
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void (*FrontFace)(GLcontext *ctx, GLenum mode);
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@@ -626,6 +647,9 @@ struct dd_function_table {
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void (*Enable)(GLcontext* ctx, GLenum cap, GLboolean state);
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void (*Fogfv)(GLcontext *ctx, GLenum pname, const GLfloat *params);
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void (*Hint)(GLcontext *ctx, GLenum target, GLenum mode);
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void (*Lightfv)(GLcontext *ctx, GLenum light,
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GLenum pname, const GLfloat *params, GLint nparams );
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void (*LightModelfv)(GLcontext *ctx, GLenum pname, const GLfloat *params);
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void (*PolygonMode)(GLcontext *ctx, GLenum face, GLenum mode);
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void (*Scissor)(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h);
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void (*ShadeModel)(GLcontext *ctx, GLenum mode);
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@@ -1,4 +1,4 @@
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/* $Id: light.c,v 1.2 1999/09/18 20:41:23 keithw Exp $ */
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/* $Id: light.c,v 1.3 1999/09/30 11:18:22 keithw Exp $ */
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/*
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* Mesa 3-D graphics library
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@@ -168,6 +168,9 @@ void gl_Lightfv( GLcontext *ctx,
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break;
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}
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if (ctx->Driver.Lightfv)
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ctx->Driver.Lightfv( ctx, light, pname, params, nparams );
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ctx->NewState |= NEW_LIGHTING;
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}
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@@ -328,6 +331,10 @@ void gl_LightModelfv( GLcontext *ctx, GLenum pname, const GLfloat *params )
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gl_error( ctx, GL_INVALID_ENUM, "glLightModel" );
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break;
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}
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if (ctx->Driver.LightModelfv)
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ctx->Driver.LightModelfv( ctx, pname, params );
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ctx->NewState |= NEW_LIGHTING;
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}
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@@ -1,4 +1,4 @@
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/* $Id: texobj.c,v 1.1 1999/08/19 00:55:41 jtg Exp $ */
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/* $Id: texobj.c,v 1.2 1999/09/30 11:18:22 keithw Exp $ */
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/*
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* Mesa 3-D graphics library
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@@ -507,6 +507,9 @@ void gl_PrioritizeTextures( GLcontext *ctx,
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HashLookup(ctx->Shared->TexObjects, texName[i]);
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if (t) {
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t->Priority = CLAMP( priorities[i], 0.0F, 1.0F );
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if (ctx->Driver.PrioritizeTexture)
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ctx->Driver.PrioritizeTexture( ctx, t, t->Priority );
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}
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}
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}
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@@ -515,7 +518,7 @@ void gl_PrioritizeTextures( GLcontext *ctx,
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/*
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* Execute glAreTexturesResident
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* Execute glAreTexturesResident
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*/
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GLboolean gl_AreTexturesResident( GLcontext *ctx, GLsizei n,
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const GLuint *texName,
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@@ -541,8 +544,10 @@ GLboolean gl_AreTexturesResident( GLcontext *ctx, GLsizei n,
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t = (struct gl_texture_object *)
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HashLookup(ctx->Shared->TexObjects, texName[i]);
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if (t) {
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/* we consider all valid texture objects to be resident */
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residences[i] = GL_TRUE;
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if (ctx->Driver.IsTextureResident)
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residences[i] = ctx->Driver.IsTextureResident( ctx, t );
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else
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residences[i] = GL_TRUE;
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}
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else {
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gl_error( ctx, GL_INVALID_VALUE, "glAreTexturesResident(textures)" );
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