Move all the code for computing ctx->_TriangleCaps into state.c.

ctx->_TriangleCaps should probably go away altogether someday...
This commit is contained in:
Brian
2006-12-13 15:31:14 -07:00
parent 6c305c0831
commit 8dcfcad7a2
8 changed files with 129 additions and 166 deletions

View File

@@ -821,16 +821,6 @@ _mesa_init_exec_table(struct _glapi_table *exec)
/*@{*/
static void
update_separate_specular( GLcontext *ctx )
{
if (NEED_SECONDARY_COLOR(ctx))
ctx->_TriangleCaps |= DD_SEPARATE_SPECULAR;
else
ctx->_TriangleCaps &= ~DD_SEPARATE_SPECULAR;
}
/**
* Update state dependent on vertex arrays.
*/
@@ -1014,16 +1004,88 @@ update_color(GLcontext *ctx)
/**
* If __GLcontextRec::NewState is non-zero then this function \b must be called
* before rendering any primitive. Basically, function pointers and
* miscellaneous flags are updated to reflect the current state of the state
* machine.
* Update the ctx->_TriangleCaps bitfield.
* XXX that bitfield should really go away someday!
* This function must be called after other update_*() functions since
* there are dependencies on some other derived values.
*/
static void
update_tricaps(GLcontext *ctx, GLbitfield new_state)
{
ctx->_TriangleCaps = 0;
/*
* Points
*/
if (new_state & _NEW_POINT) {
if (ctx->Point.SmoothFlag)
ctx->_TriangleCaps |= DD_POINT_SMOOTH;
if (ctx->Point._Size != 1.0F)
ctx->_TriangleCaps |= DD_POINT_SIZE;
if (ctx->Point._Attenuated)
ctx->_TriangleCaps |= DD_POINT_ATTEN;
}
/*
* Lines
*/
if (new_state & _NEW_LINE) {
if (ctx->Line.SmoothFlag)
ctx->_TriangleCaps |= DD_LINE_SMOOTH;
if (ctx->Line.StippleFlag)
ctx->_TriangleCaps |= DD_LINE_STIPPLE;
if (ctx->Line._Width != 1.0)
ctx->_TriangleCaps |= DD_LINE_WIDTH;
}
/*
* Polygons
*/
if (new_state & _NEW_POLYGON) {
if (ctx->Polygon.SmoothFlag)
ctx->_TriangleCaps |= DD_TRI_SMOOTH;
if (ctx->Polygon.StippleFlag)
ctx->_TriangleCaps |= DD_TRI_STIPPLE;
if (ctx->Polygon.FrontMode != GL_FILL
|| ctx->Polygon.BackMode != GL_FILL)
ctx->_TriangleCaps |= DD_TRI_UNFILLED;
if (ctx->Polygon.CullFlag
&& ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK)
ctx->_TriangleCaps |= DD_TRI_CULL_FRONT_BACK;
if (ctx->Polygon.OffsetPoint ||
ctx->Polygon.OffsetLine ||
ctx->Polygon.OffsetFill)
ctx->_TriangleCaps |= DD_TRI_OFFSET;
}
/*
* Lighting and shading
*/
if (ctx->Light.Enabled && ctx->Light.Model.TwoSide)
ctx->_TriangleCaps |= DD_TRI_LIGHT_TWOSIDE;
if (ctx->Light.ShadeModel == GL_FLAT)
ctx->_TriangleCaps |= DD_FLATSHADE;
if (NEED_SECONDARY_COLOR(ctx))
ctx->_TriangleCaps |= DD_SEPARATE_SPECULAR;
/*
* Stencil
*/
if (ctx->Stencil._TestTwoSide)
ctx->_TriangleCaps |= DD_TRI_TWOSTENCIL;
}
/**
* Compute derived GL state.
* If __GLcontextRec::NewState is non-zero then this function \b must
* be called before rendering anything.
*
* Calls dd_function_table::UpdateState to perform any internal state
* management necessary.
*
* \sa _mesa_update_modelview_project(), _mesa_update_texture(),
* _mesa_update_buffer_bounds(), _mesa_update_polygon(),
* _mesa_update_buffer_bounds(),
* _mesa_update_lighting() and _mesa_update_tnl_spaces().
*/
void
@@ -1052,9 +1114,6 @@ _mesa_update_state_locked( GLcontext *ctx )
if (new_state & _NEW_POINT)
_mesa_update_point( ctx );
if (new_state & _NEW_POLYGON)
_mesa_update_polygon( ctx );
if (new_state & _NEW_LIGHT)
_mesa_update_lighting( ctx );
@@ -1064,9 +1123,6 @@ _mesa_update_state_locked( GLcontext *ctx )
if (new_state & _IMAGE_NEW_TRANSFER_STATE)
_mesa_update_pixel( ctx, new_state );
if (new_state & _DD_NEW_SEPARATE_SPECULAR)
update_separate_specular( ctx );
if (new_state & (_NEW_ARRAY | _NEW_PROGRAM))
update_arrays( ctx );
@@ -1076,6 +1132,10 @@ _mesa_update_state_locked( GLcontext *ctx )
if (new_state & _NEW_COLOR)
update_color( ctx );
if (new_state & (_NEW_POINT | _NEW_LINE | _NEW_POLYGON | _NEW_LIGHT
| _NEW_STENCIL | _DD_NEW_SEPARATE_SPECULAR))
update_tricaps( ctx, new_state );
if (ctx->_MaintainTexEnvProgram) {
if (new_state & (_NEW_TEXTURE | _DD_NEW_SEPARATE_SPECULAR | _NEW_FOG))
_mesa_UpdateTexEnvProgram(ctx);
@@ -1122,3 +1182,5 @@ _mesa_update_state( GLcontext *ctx )
/*@}*/