Fix propogation of material values in VB's that don't reach the lighting

stage.  (Materials now treated more like colors, etc.).

Continue whipping the dd templates into shape.

Remove old NormalLength code; may come back as a driver helper, but not
useful for, eg. hardware t&l drivers.
This commit is contained in:
Keith Whitwell
2001-02-15 01:33:52 +00:00
parent 4e52e192b2
commit c6b2a92613
14 changed files with 218 additions and 249 deletions

View File

@@ -1,4 +1,4 @@
/* $Id: dd.h,v 1.51 2001/02/06 21:42:48 brianp Exp $ */ /* $Id: dd.h,v 1.52 2001/02/15 01:33:52 keithw Exp $ */
/* /*
* Mesa 3-D graphics library * Mesa 3-D graphics library
@@ -815,6 +815,15 @@ struct dd_function_table {
void (*EdgeFlagPointer)(GLcontext *ctx, GLsizei stride, const GLvoid *ptr); void (*EdgeFlagPointer)(GLcontext *ctx, GLsizei stride, const GLvoid *ptr);
/***
*** TNL Pipeline
***/
void (*PipelineStart)(GLcontext *ctx);
void (*PipelineFinish)(GLcontext *ctx);
/* Called before and after all pipeline stages.
* These are a suitable place for grabbing/releasing hardware locks.
*/
/*** /***
*** Rendering *** Rendering

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@@ -1,4 +1,4 @@
/* $Id: light.c,v 1.36 2001/02/13 23:55:30 brianp Exp $ */ /* $Id: light.c,v 1.37 2001/02/15 01:33:52 keithw Exp $ */
/* /*
* Mesa 3-D graphics library * Mesa 3-D graphics library
@@ -535,6 +535,54 @@ GLuint gl_material_bitmask( GLcontext *ctx, GLenum face, GLenum pname,
} }
/* Perform a straight copy between pairs of materials.
*/
void gl_copy_material_pairs( struct gl_material dst[2],
const struct gl_material src[2],
GLuint bitmask )
{
if (bitmask & FRONT_EMISSION_BIT) {
COPY_4FV( dst[0].Emission, src[0].Emission );
}
if (bitmask & BACK_EMISSION_BIT) {
COPY_4FV( dst[1].Emission, src[1].Emission );
}
if (bitmask & FRONT_AMBIENT_BIT) {
COPY_4FV( dst[0].Ambient, src[0].Ambient );
}
if (bitmask & BACK_AMBIENT_BIT) {
COPY_4FV( dst[1].Ambient, src[1].Ambient );
}
if (bitmask & FRONT_DIFFUSE_BIT) {
COPY_4FV( dst[0].Diffuse, src[0].Diffuse );
}
if (bitmask & BACK_DIFFUSE_BIT) {
COPY_4FV( dst[1].Diffuse, src[1].Diffuse );
}
if (bitmask & FRONT_SPECULAR_BIT) {
COPY_4FV( dst[0].Specular, src[0].Specular );
}
if (bitmask & BACK_SPECULAR_BIT) {
COPY_4FV( dst[1].Specular, src[1].Specular );
}
if (bitmask & FRONT_SHININESS_BIT) {
dst[0].Shininess = src[0].Shininess;
}
if (bitmask & BACK_SHININESS_BIT) {
dst[1].Shininess = src[1].Shininess;
}
if (bitmask & FRONT_INDEXES_BIT) {
dst[0].AmbientIndex = src[0].AmbientIndex;
dst[0].DiffuseIndex = src[0].DiffuseIndex;
dst[0].SpecularIndex = src[0].SpecularIndex;
}
if (bitmask & BACK_INDEXES_BIT) {
dst[1].AmbientIndex = src[1].AmbientIndex;
dst[1].DiffuseIndex = src[1].DiffuseIndex;
dst[1].SpecularIndex = src[1].SpecularIndex;
}
}
/* /*
* Check if the global material has to be updated with info that was * Check if the global material has to be updated with info that was
@@ -545,11 +593,7 @@ GLuint gl_material_bitmask( GLcontext *ctx, GLenum face, GLenum pname,
* *
* src[0] is front material, src[1] is back material * src[0] is front material, src[1] is back material
* *
* KW: Added code here to keep the precomputed variables uptodate. * Additionally keeps the precomputed lighting state uptodate.
* This means we can use the faster shade functions when using
* GL_COLOR_MATERIAL, and we can also now use the precomputed
* values in the slower shading functions, which further offsets
* the cost of doing this here.
*/ */
void gl_update_material( GLcontext *ctx, void gl_update_material( GLcontext *ctx,
const struct gl_material src[2], const struct gl_material src[2],
@@ -610,9 +654,6 @@ void gl_update_material( GLcontext *ctx,
if (bitmask & FRONT_DIFFUSE_BIT) { if (bitmask & FRONT_DIFFUSE_BIT) {
struct gl_material *mat = &ctx->Light.Material[0]; struct gl_material *mat = &ctx->Light.Material[0];
COPY_4FV( mat->Diffuse, src[0].Diffuse ); COPY_4FV( mat->Diffuse, src[0].Diffuse );
/* fprintf(stderr, "FRONT_DIFFUSE %f %f %f %f\n", */
/* mat->Diffuse[0], mat->Diffuse[1], */
/* mat->Diffuse[2], mat->Diffuse[3]); */
foreach (light, list) { foreach (light, list) {
SCALE_3V( light->_MatDiffuse[0], light->Diffuse, mat->Diffuse ); SCALE_3V( light->_MatDiffuse[0], light->Diffuse, mat->Diffuse );
} }
@@ -621,9 +662,6 @@ void gl_update_material( GLcontext *ctx,
if (bitmask & BACK_DIFFUSE_BIT) { if (bitmask & BACK_DIFFUSE_BIT) {
struct gl_material *mat = &ctx->Light.Material[1]; struct gl_material *mat = &ctx->Light.Material[1];
COPY_4FV( mat->Diffuse, src[1].Diffuse ); COPY_4FV( mat->Diffuse, src[1].Diffuse );
/* fprintf(stderr, "BACK_DIFFUSE %f %f %f %f\n", */
/* mat->Diffuse[0], mat->Diffuse[1], */
/* mat->Diffuse[2], mat->Diffuse[3]); */
foreach (light, list) { foreach (light, list) {
SCALE_3V( light->_MatDiffuse[1], light->Diffuse, mat->Diffuse ); SCALE_3V( light->_MatDiffuse[1], light->Diffuse, mat->Diffuse );
} }
@@ -647,7 +685,6 @@ void gl_update_material( GLcontext *ctx,
} }
if (bitmask & FRONT_SHININESS_BIT) { if (bitmask & FRONT_SHININESS_BIT) {
/* fprintf(stderr, "FRONT_SHININESS_BIT %f\n", src[0].Shininess); */
ctx->Light.Material[0].Shininess = src[0].Shininess; ctx->Light.Material[0].Shininess = src[0].Shininess;
gl_invalidate_shine_table( ctx, 0 ); gl_invalidate_shine_table( ctx, 0 );
} }
@@ -692,6 +729,9 @@ void gl_update_material( GLcontext *ctx,
/* /*
* Update the current materials from the given rgba color * Update the current materials from the given rgba color
* according to the bitmask in ColorMaterialBitmask, which is * according to the bitmask in ColorMaterialBitmask, which is

View File

@@ -1,4 +1,4 @@
/* $Id: light.h,v 1.9 2001/02/06 04:06:35 keithw Exp $ */ /* $Id: light.h,v 1.10 2001/02/15 01:33:52 keithw Exp $ */
/* /*
* Mesa 3-D graphics library * Mesa 3-D graphics library
@@ -114,6 +114,10 @@ extern void gl_update_material( GLcontext *ctx,
const struct gl_material src[2], const struct gl_material src[2],
GLuint bitmask ); GLuint bitmask );
extern void gl_copy_material_pairs( struct gl_material dst[2],
const struct gl_material src[2],
GLuint bitmask );
extern void gl_update_color_material( GLcontext *ctx, const GLchan rgba[4] ); extern void gl_update_color_material( GLcontext *ctx, const GLchan rgba[4] );

View File

@@ -1,4 +1,4 @@
/* $Id: t_array_api.c,v 1.5 2001/02/04 00:44:36 keithw Exp $ */ /* $Id: t_array_api.c,v 1.6 2001/02/15 01:33:52 keithw Exp $ */
/* /*
* Mesa 3-D graphics library * Mesa 3-D graphics library
@@ -90,6 +90,79 @@ static void fallback_drawarrays( GLcontext *ctx, GLenum mode, GLint start,
} }
static void _tnl_draw_elements( GLcontext *ctx, GLenum mode, GLsizei count,
const GLuint *indices)
{
#if 1
/* Optimized code that fakes the effect of calling
* _tnl_array_element for each index in the list.
*/
if (_tnl_hard_begin( ctx, mode )) {
GLuint i,j;
for (j = 0 ; j < count ; ) {
struct immediate *IM = TNL_CURRENT_IM(ctx);
GLuint start = IM->Start;
GLuint nr = MIN2( IMM_MAXDATA - start, count - j ) + start;
GLuint sf = IM->Flag[start];
IM->FlushElt |= 1;
for (i = start ; i < nr ; i++) {
IM->Elt[i] = (GLuint) *indices++;
IM->Flag[i] = VERT_ELT;
}
if (j == 0) IM->Flag[start] |= sf;
IM->Count = nr;
j += nr - start;
if (j == count)
_tnl_end( ctx );
_tnl_flush_immediate( IM );
}
}
#else
/* Simple version of the above code.
*/
if (_tnl_hard_begin(ctx, mode)) {
GLuint i;
for (i = 0 ; i < count ; i++)
_tnl_array_element( ctx, indices[i] );
_tnl_end( ctx );
}
#endif
}
static void _tnl_draw_range_elements( GLcontext *ctx, GLenum mode,
GLuint start, GLuint end,
GLsizei count, const GLuint *indices )
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
FLUSH_CURRENT( ctx, 0 );
_tnl_vb_bind_arrays( ctx, start, end );
tnl->vb.FirstPrimitive = 0;
tnl->vb.Primitive[0] = mode | PRIM_BEGIN | PRIM_END | PRIM_LAST;
tnl->vb.PrimitiveLength[0] = count;
tnl->vb.Elts = (GLuint *)indices;
if (ctx->Array.LockCount)
_tnl_run_pipeline( ctx );
else {
/* Note that arrays may have changed before/after execution.
*/
tnl->pipeline.run_input_changes |= ctx->Array._Enabled;
_tnl_run_pipeline( ctx );
tnl->pipeline.run_input_changes |= ctx->Array._Enabled;
}
}
void void
_tnl_DrawArrays(GLenum mode, GLint start, GLsizei count) _tnl_DrawArrays(GLenum mode, GLint start, GLsizei count)
@@ -162,81 +235,6 @@ _tnl_DrawArrays(GLenum mode, GLint start, GLsizei count)
} }
static void _tnl_draw_range_elements( GLcontext *ctx, GLenum mode,
GLuint start, GLuint end,
GLsizei count, const GLuint *indices )
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
FLUSH_CURRENT( ctx, 0 );
_tnl_vb_bind_arrays( ctx, start, end );
tnl->vb.FirstPrimitive = 0;
tnl->vb.Primitive[0] = mode | PRIM_BEGIN | PRIM_END | PRIM_LAST;
tnl->vb.PrimitiveLength[0] = count;
tnl->vb.Elts = (GLuint *)indices;
if (ctx->Array.LockCount)
_tnl_run_pipeline( ctx );
else {
/* Note that arrays may have changed before/after execution.
*/
tnl->pipeline.run_input_changes |= ctx->Array._Enabled;
_tnl_run_pipeline( ctx );
tnl->pipeline.run_input_changes |= ctx->Array._Enabled;
}
}
static void _tnl_draw_elements( GLcontext *ctx, GLenum mode, GLsizei count,
const GLuint *indices)
{
#if 1
/* Optimized code that fakes the effect of calling
* _tnl_array_element for each index in the list.
*/
if (_tnl_hard_begin( ctx, mode )) {
GLuint i,j;
for (j = 0 ; j < count ; ) {
struct immediate *IM = TNL_CURRENT_IM(ctx);
GLuint start = IM->Start;
GLuint nr = MIN2( IMM_MAXDATA - start, count - j ) + start;
GLuint sf = IM->Flag[start];
IM->FlushElt |= 1;
for (i = start ; i < nr ; i++) {
IM->Elt[i] = (GLuint) *indices++;
IM->Flag[i] = VERT_ELT;
}
if (j == 0) IM->Flag[start] |= sf;
IM->Count = nr;
j += nr - start;
if (j == count)
_tnl_end( ctx );
_tnl_flush_immediate( IM );
}
}
#else
/* Simple version of the above code.
*/
if (_tnl_hard_begin(ctx, mode)) {
GLuint i;
for (i = 0 ; i < count ; i++)
_tnl_array_element( ctx, indices[i] );
_tnl_end( ctx );
}
#endif
}
void void
_tnl_DrawRangeElements(GLenum mode, _tnl_DrawRangeElements(GLenum mode,
GLuint start, GLuint end, GLuint start, GLuint end,
@@ -276,6 +274,8 @@ _tnl_DrawRangeElements(GLenum mode,
* May be able to get away with just setting LockCount==0, * May be able to get away with just setting LockCount==0,
* though this raises the problems of dependent state. May * though this raises the problems of dependent state. May
* have to call glUnlockArrays() directly? * have to call glUnlockArrays() directly?
*
* Or scan the list and replace bad indices?
*/ */
gl_problem( ctx, gl_problem( ctx,
"DrawRangeElements references " "DrawRangeElements references "
@@ -283,8 +283,8 @@ _tnl_DrawRangeElements(GLenum mode,
} }
} }
else if (end + 1 - start < ctx->Const.MaxArrayLockSize) { else if (end + 1 - start < ctx->Const.MaxArrayLockSize) {
/* The arrays aren't locked but we can still fit them inside a single /* The arrays aren't locked but we can still fit them inside a
* vertexbuffer. * single vertexbuffer.
*/ */
_tnl_draw_range_elements( ctx, mode, start, end + 1, count, ui_indices ); _tnl_draw_range_elements( ctx, mode, start, end + 1, count, ui_indices );
} else { } else {
@@ -315,7 +315,6 @@ _tnl_DrawElements(GLenum mode, GLsizei count, GLenum type,
ui_indices = (GLuint *)_ac_import_elements( ctx, GL_UNSIGNED_INT, ui_indices = (GLuint *)_ac_import_elements( ctx, GL_UNSIGNED_INT,
count, type, indices ); count, type, indices );
#if 1
if (ctx->Array.LockCount) { if (ctx->Array.LockCount) {
_tnl_draw_range_elements( ctx, mode, _tnl_draw_range_elements( ctx, mode,
ctx->Array.LockFirst, ctx->Array.LockFirst,
@@ -337,9 +336,6 @@ _tnl_DrawElements(GLenum mode, GLsizei count, GLenum type,
else else
_tnl_draw_elements( ctx, mode, count, ui_indices ); _tnl_draw_elements( ctx, mode, count, ui_indices );
} }
#else
_tnl_draw_elements( ctx, mode, count, ui_indices );
#endif
} }

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@@ -1,4 +1,4 @@
/* $Id: t_array_import.c,v 1.7 2001/01/24 00:04:59 brianp Exp $ */ /* $Id: t_array_import.c,v 1.8 2001/02/15 01:33:52 keithw Exp $ */
/* /*
* Mesa 3-D graphics library * Mesa 3-D graphics library
@@ -316,6 +316,9 @@ void _tnl_vb_bind_arrays( GLcontext *ctx, GLint start, GLsizei count )
GLuint imports; GLuint imports;
struct vertex_arrays *tmp = &tnl->array_inputs; struct vertex_arrays *tmp = &tnl->array_inputs;
/* fprintf(stderr, "_tnl_vb_bind_arrays %d..%d // %d..%d\n", */
/* start, count, ctx->Array.LockFirst, ctx->Array.LockCount); */
if (ctx->Array.LockCount) { if (ctx->Array.LockCount) {
ASSERT(start == ctx->Array.LockFirst); ASSERT(start == ctx->Array.LockFirst);
ASSERT(count == ctx->Array.LockCount); ASSERT(count == ctx->Array.LockCount);

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@@ -1,4 +1,4 @@
/* $Id: t_context.h,v 1.13 2001/01/29 20:47:39 keithw Exp $ */ /* $Id: t_context.h,v 1.14 2001/02/15 01:33:52 keithw Exp $ */
/* /*
* Mesa 3-D graphics library * Mesa 3-D graphics library
@@ -192,7 +192,9 @@ struct immediate
*/ */
struct gl_material (*Material)[2]; struct gl_material (*Material)[2];
GLuint *MaterialMask; GLuint *MaterialMask;
GLfloat *NormalLengths; GLuint LastMaterial;
GLuint MaterialOrMask;
GLfloat (*TexCoord[MAX_TEXTURE_UNITS])[4]; GLfloat (*TexCoord[MAX_TEXTURE_UNITS])[4];
GLuint Primitive[IMM_SIZE]; /* BEGIN/END */ GLuint Primitive[IMM_SIZE]; /* BEGIN/END */
@@ -258,7 +260,6 @@ typedef struct vertex_buffer
GLubyte ClipOrMask; /* VERT_CLIP (3) */ GLubyte ClipOrMask; /* VERT_CLIP (3) */
GLubyte *ClipMask; /* VERT_CLIP (4) */ GLubyte *ClipMask; /* VERT_CLIP (4) */
GLvector3f *NormalPtr; /* VERT_NORM */ GLvector3f *NormalPtr; /* VERT_NORM */
GLfloat *NormalLengthPtr; /* VERT_NORM (optional) */
GLboolean *EdgeFlag; /* VERT_EDGE */ GLboolean *EdgeFlag; /* VERT_EDGE */
GLvector4f *TexCoordPtr[MAX_TEXTURE_UNITS]; /* VERT_TEX_0..n */ GLvector4f *TexCoordPtr[MAX_TEXTURE_UNITS]; /* VERT_TEX_0..n */
GLvector1ui *IndexPtr[2]; /* VERT_INDEX */ GLvector1ui *IndexPtr[2]; /* VERT_INDEX */

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@@ -1,4 +1,4 @@
/* $Id: t_imm_alloc.c,v 1.2 2000/12/28 22:11:05 keithw Exp $ */ /* $Id: t_imm_alloc.c,v 1.3 2001/02/15 01:33:52 keithw Exp $ */
/* /*
* Mesa 3-D graphics library * Mesa 3-D graphics library
@@ -47,7 +47,6 @@ struct immediate *_tnl_alloc_immediate( GLcontext *ctx )
IM->id = id++; IM->id = id++;
IM->ref_count = 0; IM->ref_count = 0;
IM->backref = ctx; IM->backref = ctx;
IM->NormalLengths = 0;
IM->FlushElt = 0; IM->FlushElt = 0;
IM->LastPrimitive = IMM_MAX_COPIED_VERTS; IM->LastPrimitive = IMM_MAX_COPIED_VERTS;
IM->Count = IMM_MAX_COPIED_VERTS; IM->Count = IMM_MAX_COPIED_VERTS;
@@ -83,11 +82,6 @@ void _tnl_free_immediate( struct immediate *IM )
static int freed = 0; static int freed = 0;
GLuint j; GLuint j;
if (IM->NormalLengths) {
FREE( IM->NormalLengths );
IM->NormalLengths = 0;
}
if (IM->Material) { if (IM->Material) {
FREE( IM->Material ); FREE( IM->Material );
FREE( IM->MaterialMask ); FREE( IM->MaterialMask );

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@@ -1229,17 +1229,24 @@ _tnl_Materialfv( GLenum face, GLenum pname, const GLfloat *params )
if (bitmask == 0) if (bitmask == 0)
return; return;
if (!(IM->Flag[count] & VERT_MATERIAL)) {
if (!IM->Material) { if (!IM->Material) {
IM->Material = (GLmaterial (*)[2]) MALLOC( sizeof(GLmaterial) * IM->Material = (GLmaterial (*)[2]) MALLOC( sizeof(GLmaterial) *
IMM_SIZE * 2 ); IMM_SIZE * 2 );
IM->MaterialMask = (GLuint *) MALLOC( sizeof(GLuint) * IMM_SIZE ); IM->MaterialMask = (GLuint *) MALLOC( sizeof(GLuint) * IMM_SIZE );
} }
else if (IM->MaterialOrMask & ~bitmask) {
gl_copy_material_pairs( IM->Material[count],
IM->Material[IM->LastMaterial],
IM->MaterialOrMask & ~bitmask );
}
if (!(IM->Flag[count] & VERT_MATERIAL)) {
IM->Flag[count] |= VERT_MATERIAL; IM->Flag[count] |= VERT_MATERIAL;
IM->LastMaterial = count;
IM->MaterialMask[count] = 0; IM->MaterialMask[count] = 0;
} }
IM->MaterialOrMask |= bitmask;
IM->MaterialMask[count] |= bitmask; IM->MaterialMask[count] |= bitmask;
mat = IM->Material[count]; mat = IM->Material[count];

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@@ -1,4 +1,4 @@
/* $Id: t_imm_dlist.c,v 1.7 2001/02/13 23:51:34 brianp Exp $ */ /* $Id: t_imm_dlist.c,v 1.8 2001/02/15 01:33:52 keithw Exp $ */
/* /*
* Mesa 3-D graphics library * Mesa 3-D graphics library
@@ -57,7 +57,8 @@ typedef struct {
GLuint TexSize; GLuint TexSize;
GLuint LastData; GLuint LastData;
GLuint LastPrimitive; GLuint LastPrimitive;
GLboolean have_normal_lengths; GLuint LastMaterial;
GLuint MaterialOrMask;
} TNLvertexcassette; } TNLvertexcassette;
static void execute_compiled_cassette( GLcontext *ctx, void *data ); static void execute_compiled_cassette( GLcontext *ctx, void *data );
@@ -121,7 +122,8 @@ _tnl_compile_cassette( GLcontext *ctx, struct immediate *IM )
node->AndFlag = im->AndFlag; node->AndFlag = im->AndFlag;
node->LastData = im->LastData; node->LastData = im->LastData;
node->LastPrimitive = im->LastPrimitive; node->LastPrimitive = im->LastPrimitive;
node->have_normal_lengths = GL_FALSE; node->LastMaterial = im->LastMaterial;
node->MaterialOrMask = im->MaterialOrMask;
if (ctx->ExecuteFlag) { if (ctx->ExecuteFlag) {
execute_compiled_cassette( ctx, (void *)node ); execute_compiled_cassette( ctx, (void *)node );
@@ -155,34 +157,6 @@ _tnl_compile_cassette( GLcontext *ctx, struct immediate *IM )
} }
#if 0
/* Drivers to turn this on?
*/
static void calc_normal_lengths( GLfloat *dest,
CONST GLfloat (*data)[3],
GLuint *flags,
GLuint count )
{
GLuint i;
GLint tmpflag = flags[0];
flags[0] |= VERT_NORM;
for (i = 0 ; i < count ; i++ )
if (flags[i] & VERT_NORM) {
GLfloat tmp = (GLfloat) LEN_3FV( data[i] );
dest[i] = 0;
if (tmp > 0)
dest[i] = 1.0F / tmp;
} else
dest[i] = dest[i-1];
flags[0] = tmpflag;
}
#endif
static void static void
execute_compiled_cassette( GLcontext *ctx, void *data ) execute_compiled_cassette( GLcontext *ctx, void *data )
{ {
@@ -219,7 +193,7 @@ execute_compiled_cassette( GLcontext *ctx, void *data )
} }
if (IM->Count == IM->Start) { if (IM->Count == IM->Start) {
_tnl_run_empty_cassette( ctx, IM ); _tnl_copy_to_current( ctx, IM, IM->OrFlag );
return; return;
} }
@@ -227,40 +201,16 @@ execute_compiled_cassette( GLcontext *ctx, void *data )
if (ctx->Driver.CurrentExecPrimitive == GL_POLYGON+1) if (ctx->Driver.CurrentExecPrimitive == GL_POLYGON+1)
tnl->ReplayHardBeginEnd = 1; tnl->ReplayHardBeginEnd = 1;
if (!tnl->ReplayHardBeginEnd) { if (!tnl->ReplayHardBeginEnd) {
/* XXX is this really an OpenGL error or an implementation problem? */ /* This is a user error. Whatever operation (like glRectf)
* decomposed to this hard begin/end pair is now being run
* inside a begin/end object -- illegally. Reject it and
* raise an error.
*/
gl_error(ctx, GL_INVALID_OPERATION, "hard replay"); gl_error(ctx, GL_INVALID_OPERATION, "hard replay");
return; return;
} }
} }
/* Lazy optimization of the cassette. Need to make these switchable
* or otherwise more useful for t&l cards.
*/
#if 0
if (ctx->Transform.Normalize && !node->have_normal_lengths) {
if (!IM->NormalLengths)
IM->NormalLengths = (GLfloat *)MALLOC(sizeof(GLfloat) * IMM_SIZE);
calc_normal_lengths( IM->NormalLengths + IM->Start,
(const GLfloat (*)[3])(IM->Normal + IM->Start),
IM->Flag + IM->Start,
IM->Count - IM->Start);
node->have_normal_lengths = GL_TRUE;
}
#endif
#if 0
if (0 && im->v.Obj.size < 4 && im->Count > 15) {
im->Bounds = (GLfloat (*)[3]) MALLOC(6 * sizeof(GLfloat));
(_tnl_calc_bound_tab[im->v.Obj.size])( im->Bounds, &im->v.Obj );
}
#endif
_tnl_fixup_compiled_cassette( ctx, IM ); _tnl_fixup_compiled_cassette( ctx, IM );
_tnl_get_exec_copy_verts( ctx, IM ); _tnl_get_exec_copy_verts( ctx, IM );
_tnl_run_cassette( ctx, IM ); _tnl_run_cassette( ctx, IM );
@@ -275,10 +225,6 @@ destroy_compiled_cassette( GLcontext *ctx, void *data )
{ {
TNLvertexcassette *node = (TNLvertexcassette *)data; TNLvertexcassette *node = (TNLvertexcassette *)data;
/* fprintf(stderr, "destroy_compiled_cassette node->IM id %d ref_count: %d\n", */
/* node->IM->id, */
/* node->IM->ref_count-1); */
if ( --node->IM->ref_count == 0 ) if ( --node->IM->ref_count == 0 )
_tnl_free_immediate( node->IM ); _tnl_free_immediate( node->IM );
} }
@@ -301,6 +247,8 @@ print_compiled_cassette( GLcontext *ctx, void *data )
IM->AndFlag = node->AndFlag; IM->AndFlag = node->AndFlag;
IM->LastData = node->LastData; IM->LastData = node->LastData;
IM->LastPrimitive = node->LastPrimitive; IM->LastPrimitive = node->LastPrimitive;
IM->LastMaterial = node->LastMaterial;
IM->MaterialOrMask = node->MaterialOrMask;
_tnl_print_cassette( node->IM ); _tnl_print_cassette( node->IM );
} }
@@ -359,7 +307,6 @@ _tnl_EndList( GLcontext *ctx )
tnl->ExecCopySource = IM; tnl->ExecCopySource = IM;
IM->ref_count++; IM->ref_count++;
SET_IMMEDIATE( ctx, IM ); SET_IMMEDIATE( ctx, IM );
IM->ref_count++; IM->ref_count++;

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@@ -1,4 +1,4 @@
/* $Id: t_imm_exec.c,v 1.10 2001/02/06 21:42:49 brianp Exp $ */ /* $Id: t_imm_exec.c,v 1.11 2001/02/15 01:33:52 keithw Exp $ */
/* /*
* Mesa 3-D graphics library * Mesa 3-D graphics library
@@ -84,7 +84,7 @@ void _tnl_reset_input( GLcontext *ctx,
static void copy_to_current( GLcontext *ctx, struct immediate *IM, void _tnl_copy_to_current( GLcontext *ctx, struct immediate *IM,
GLuint flag ) GLuint flag )
{ {
GLuint count = IM->LastData; GLuint count = IM->LastData;
@@ -101,8 +101,13 @@ static void copy_to_current( GLcontext *ctx, struct immediate *IM,
if (flag & VERT_EDGE) if (flag & VERT_EDGE)
ctx->Current.EdgeFlag = IM->EdgeFlag[count]; ctx->Current.EdgeFlag = IM->EdgeFlag[count];
if (flag & VERT_RGBA) if (flag & VERT_RGBA) {
COPY_4UBV(ctx->Current.Color, IM->Color[count]); COPY_4UBV(ctx->Current.Color, IM->Color[count]);
if (ctx->Light.ColorMaterialEnabled) {
gl_update_color_material( ctx, ctx->Current.Color );
gl_validate_all_lighting_tables( ctx );
}
}
if (flag & VERT_SPEC_RGB) if (flag & VERT_SPEC_RGB)
COPY_4UBV(ctx->Current.SecondaryColor, IM->SecondaryColor[count]); COPY_4UBV(ctx->Current.SecondaryColor, IM->SecondaryColor[count]);
@@ -118,6 +123,14 @@ static void copy_to_current( GLcontext *ctx, struct immediate *IM,
} }
} }
} }
if (flag & VERT_MATERIAL) {
gl_update_material( ctx,
IM->Material[IM->LastMaterial],
IM->MaterialOrMask );
gl_validate_all_lighting_tables( ctx );
}
} }
@@ -142,7 +155,7 @@ void _tnl_compute_orflag( struct immediate *IM )
/* It is possible there will be data in the buffer arising from /* It is possible there will be data in the buffer arising from
* calls like 'glNormal', 'glMaterial' that occur after the final * calls like 'glNormal', 'glMaterial' that occur after the final
* glVertex, glEval, etc. Additionally, a buffer can consist of * glVertex, glEval, etc. Additionally, a buffer can consist of
* only a single glMaterial call, in which case IM->Start == * eg. a single glMaterial call, in which case IM->Start ==
* IM->Count, but the buffer is definitely not empty. * IM->Count, but the buffer is definitely not empty.
*/ */
if (IM->Flag[i] & VERT_DATA) { if (IM->Flag[i] & VERT_DATA) {
@@ -195,7 +208,6 @@ static void _tnl_vb_bind_immediate( GLcontext *ctx, struct immediate *IM )
/* TexCoordPtr's are zeroed in loop below. /* TexCoordPtr's are zeroed in loop below.
*/ */
VB->NormalPtr = 0; VB->NormalPtr = 0;
VB->NormalLengthPtr = 0;
VB->FogCoordPtr = 0; VB->FogCoordPtr = 0;
VB->EdgeFlag = 0; VB->EdgeFlag = 0;
VB->IndexPtr[0] = 0; VB->IndexPtr[0] = 0;
@@ -232,8 +244,6 @@ static void _tnl_vb_bind_immediate( GLcontext *ctx, struct immediate *IM )
tmp->Normal.start = (GLfloat *)(IM->Normal + start); tmp->Normal.start = (GLfloat *)(IM->Normal + start);
tmp->Normal.count = count; tmp->Normal.count = count;
VB->NormalPtr = &tmp->Normal; VB->NormalPtr = &tmp->Normal;
if (IM->NormalLengths)
VB->NormalLengthPtr = IM->NormalLengths + start;
} }
if (inputs & VERT_INDEX) { if (inputs & VERT_INDEX) {
@@ -317,7 +327,7 @@ void _tnl_run_cassette( GLcontext *ctx, struct immediate *IM )
_tnl_run_pipeline( ctx ); _tnl_run_pipeline( ctx );
tnl->pipeline.run_input_changes |= tnl->pipeline.inputs; tnl->pipeline.run_input_changes |= tnl->pipeline.inputs;
copy_to_current( ctx, IM, IM->OrFlag ); _tnl_copy_to_current( ctx, IM, IM->OrFlag );
} }
@@ -347,31 +357,10 @@ static void exec_elt_cassette( GLcontext *ctx, struct immediate *IM )
*/ */
if (ctx->Driver.CurrentExecPrimitive == GL_POLYGON+1) { if (ctx->Driver.CurrentExecPrimitive == GL_POLYGON+1) {
_tnl_translate_array_elts( ctx, IM, IM->LastData, IM->LastData ); _tnl_translate_array_elts( ctx, IM, IM->LastData, IM->LastData );
copy_to_current( ctx, IM, ctx->Array._Enabled ); _tnl_copy_to_current( ctx, IM, ctx->Array._Enabled );
} }
} }
/* Called for cassettes where CopyStart == Count -- no need to run the
* pipeline.
*/
void _tnl_run_empty_cassette( GLcontext *ctx, struct immediate *IM )
{
copy_to_current( ctx, IM, IM->OrFlag );
if (IM->OrFlag & (VERT_RGBA|VERT_MATERIAL)) {
GLuint start = IM->CopyStart;
if (IM->OrFlag & VERT_MATERIAL)
gl_update_material( ctx, IM->Material[start],
IM->MaterialMask[start] );
if (IM->OrFlag & VERT_RGBA)
if (ctx->Light.ColorMaterialEnabled)
gl_update_color_material( ctx, ctx->Current.Color );
gl_validate_all_lighting_tables( ctx );
}
}
/* Called for regular vertex cassettes. /* Called for regular vertex cassettes.
@@ -413,14 +402,11 @@ void _tnl_execute_cassette( GLcontext *ctx, struct immediate *IM )
_tnl_compute_orflag( IM ); _tnl_compute_orflag( IM );
/* _tnl_print_cassette( IM ); */
/* Mark the last primitive: /* Mark the last primitive:
*/ */
IM->PrimitiveLength[IM->LastPrimitive] = IM->Count - IM->LastPrimitive; IM->PrimitiveLength[IM->LastPrimitive] = IM->Count - IM->LastPrimitive;
ASSERT(IM->Primitive[IM->LastPrimitive] & PRIM_LAST); ASSERT(IM->Primitive[IM->LastPrimitive] & PRIM_LAST);
if (tnl->pipeline.build_state_changes) if (tnl->pipeline.build_state_changes)
_tnl_validate_pipeline( ctx ); _tnl_validate_pipeline( ctx );
@@ -430,8 +416,7 @@ void _tnl_execute_cassette( GLcontext *ctx, struct immediate *IM )
if (IM->OrFlag & VERT_ELT) if (IM->OrFlag & VERT_ELT)
_tnl_translate_array_elts( ctx, IM, IM->CopyStart, IM->CopyStart ); _tnl_translate_array_elts( ctx, IM, IM->CopyStart, IM->CopyStart );
_tnl_fixup_input( ctx, IM ); /* shouldn't be needed? (demos/fire) */ _tnl_copy_to_current( ctx, IM, IM->OrFlag );
_tnl_run_empty_cassette( ctx, IM );
} }
else if ((IM->OrFlag & VERT_DATA) == VERT_ELT && else if ((IM->OrFlag & VERT_DATA) == VERT_ELT &&
ctx->Array.LockCount && ctx->Array.LockCount &&

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@@ -1,4 +1,4 @@
/* $Id: t_imm_exec.h,v 1.2 2000/12/27 21:49:40 keithw Exp $ */ /* $Id: t_imm_exec.h,v 1.3 2001/02/15 01:33:52 keithw Exp $ */
/* /*
* Mesa 3-D graphics library * Mesa 3-D graphics library
@@ -43,7 +43,8 @@ extern void _tnl_flush_immediate( struct immediate *IM );
/* Called from imm_dlist.c and _tnl_flush_immediate: /* Called from imm_dlist.c and _tnl_flush_immediate:
*/ */
extern void _tnl_run_cassette( GLcontext *ctx, struct immediate *IM ); extern void _tnl_run_cassette( GLcontext *ctx, struct immediate *IM );
extern void _tnl_run_empty_cassette( GLcontext *ctx, struct immediate *IM ); extern void _tnl_copy_to_current( GLcontext *ctx, struct immediate *IM,
GLuint flag );
/* Initialize some stuff: /* Initialize some stuff:
*/ */
@@ -60,4 +61,5 @@ extern void _tnl_compute_orflag( struct immediate *IM );
extern void _tnl_execute_cassette( GLcontext *ctx, struct immediate *IM ); extern void _tnl_execute_cassette( GLcontext *ctx, struct immediate *IM );
#endif #endif

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@@ -1,4 +1,4 @@
/* $Id: t_imm_fixup.c,v 1.6 2001/02/13 23:51:34 brianp Exp $ */ /* $Id: t_imm_fixup.c,v 1.7 2001/02/15 01:33:52 keithw Exp $ */
/* /*
* Mesa 3-D graphics library * Mesa 3-D graphics library
@@ -416,20 +416,6 @@ static void copy_vertices( GLcontext *ctx,
next->CopyAndFlag &= prev->Flag[src]; /* redundant for current_im */ next->CopyAndFlag &= prev->Flag[src]; /* redundant for current_im */
} }
/* Only needed when copying to a compiled cassette
*/
if (next->NormalLengths) {
for (i = 0 ; i < count ; i++)
{
GLuint src = elts[i+offset];
GLuint dst = next->CopyStart+i;
if (prev->NormalLengths)
next->NormalLengths[dst] = prev->NormalLengths[src];
else
next->NormalLengths[dst] = 1.0/LEN_3FV(prev->Normal[src]);
}
}
ASSERT(prev == tnl->ExecCopySource); ASSERT(prev == tnl->ExecCopySource);
@@ -549,9 +535,6 @@ void _tnl_fixup_compiled_cassette( GLcontext *ctx, struct immediate *IM )
if (fixup & VERT_NORM) { if (fixup & VERT_NORM) {
fixup_first_3f(IM->Normal, IM->Flag, VERT_NORM, start, fixup_first_3f(IM->Normal, IM->Flag, VERT_NORM, start,
ctx->Current.Normal ); ctx->Current.Normal );
if (IM->NormalLengths)
fixup_first_1f(IM->NormalLengths, IM->Flag, VERT_NORM, start,
1.0F / (GLfloat) LEN_3FV(ctx->Current.Normal) );
} }
} }

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@@ -1,4 +1,4 @@
/* $Id: t_pipeline.c,v 1.11 2001/01/29 20:47:39 keithw Exp $ */ /* $Id: t_pipeline.c,v 1.12 2001/02/15 01:33:52 keithw Exp $ */
/* /*
* Mesa 3-D graphics library * Mesa 3-D graphics library
@@ -132,6 +132,8 @@ void _tnl_run_pipeline( GLcontext *ctx )
ASSERT(pipe->build_state_changes == 0); ASSERT(pipe->build_state_changes == 0);
START_FAST_MATH(__tmp); START_FAST_MATH(__tmp);
if (ctx->Driver.PipelineStart)
ctx->Driver.PipelineStart( ctx );
/* If something changes in the pipeline, tag all subsequent stages /* If something changes in the pipeline, tag all subsequent stages
* using this value for recalculation. * using this value for recalculation.
@@ -157,6 +159,9 @@ void _tnl_run_pipeline( GLcontext *ctx )
} }
} }
} }
if (ctx->Driver.PipelineFinish)
ctx->Driver.PipelineFinish( ctx );
END_FAST_MATH(__tmp); END_FAST_MATH(__tmp);
pipe->run_state_changes = 0; pipe->run_state_changes = 0;

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@@ -1,4 +1,4 @@
/* $Id: t_vb_normals.c,v 1.2 2000/12/27 19:57:37 keithw Exp $ */ /* $Id: t_vb_normals.c,v 1.3 2001/02/15 01:33:52 keithw Exp $ */
/* /*
* Mesa 3-D graphics library * Mesa 3-D graphics library
@@ -61,18 +61,11 @@ static GLboolean run_normal_stage( GLcontext *ctx,
ASSERT(store->NormalTransform); ASSERT(store->NormalTransform);
if (VB->NormalLengthPtr) {
GLfloat diff = VB->NormalLengthPtr[0] -
1.0/LEN_3FV(VB->NormalPtr->data[0]);
(void)diff;
ASSERT((diff*diff) < .01);
}
if (stage->changed_inputs) if (stage->changed_inputs)
(store->NormalTransform[0])(&ctx->ModelView, (store->NormalTransform[0])(&ctx->ModelView,
ctx->_ModelViewInvScale, ctx->_ModelViewInvScale,
VB->NormalPtr, VB->NormalPtr,
VB->NormalLengthPtr, 0,
0, 0,
&store->normal); &store->normal);