Major rework of tnl module

New array_cache module
Support 8 texture units in core mesa (now support 8 everywhere)
Rework core mesa statechange operations to avoid flushing on many
noop statechanges.
This commit is contained in:
Keith Whitwell
2000-12-26 05:09:27 +00:00
parent d1ff1f6798
commit cab974cf6c
126 changed files with 19488 additions and 6511 deletions

698
src/mesa/tnl/t_vb_render.c Normal file
View File

@@ -0,0 +1,698 @@
/* $Id: t_vb_render.c,v 1.1 2000/12/26 05:09:33 keithw Exp $ */
/*
* Mesa 3-D graphics library
* Version: 3.5
*
* Copyright (C) 1999-2000 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
/*
* Render whole vertex buffers, including projection of vertices from
* clip space and clipping of primitives.
*
* This file makes calls to project vertices and to the point, line
* and triangle rasterizers via the function pointers:
*
* context->Driver.BuildProjectedVertices()
* context->Driver.PointsFunc()
* context->Driver.LineFunc()
* context->Driver.TriangleFunc()
* context->Driver.QuadFunc()
*
*/
#include "glheader.h"
#include "context.h"
#include "colormac.h"
#include "macros.h"
#include "mem.h"
#include "mtypes.h"
#include "mmath.h"
#include "math/m_matrix.h"
#include "math/m_xform.h"
#include "t_pipeline.h"
typedef GLuint (*interp_func)( GLcontext *ctx,
GLfloat t, GLuint in, GLuint out,
GLboolean force_boundary );
typedef void (*clip_line_func)( GLcontext *ctx,
GLuint i, GLuint j,
GLubyte mask);
typedef void (*clip_poly_func)( GLcontext *ctx,
GLuint n, GLuint vlist[],
GLuint pv, GLubyte mask );
typedef void (*render_func)( GLcontext *ctx,
GLuint start,
GLuint count,
GLuint flags );
struct render_stage_data {
/* Clipping functions for current state.
*/
interp_func interp; /* Clip interpolation function */
GLuint _ClipInputs; /* Inputs referenced by interpfunc */
};
#define RENDER_STAGE_DATA(stage) ((struct render_stage_data *)stage->private)
static void render_poly_pv_raw_elts( GLcontext *ctx,
GLuint start,
GLuint count,
GLuint flags,
GLuint pv );
/**********************************************************************/
/* Interpolate between pairs of vertices */
/**********************************************************************/
#define INTERP_RGBA 0x1
#define INTERP_TEX 0x2
#define INTERP_INDEX 0x4
#define INTERP_SPEC 0x8
#define INTERP_FOG 0x10
#define INTERP_EDGE 0x20
#define MAX_INTERP 0x40
#define LINTERP_SZ( t, vec, to, a, b, sz ) \
do { \
switch (sz) { \
case 4: vec[to][3] = LINTERP( t, vec[a][3], vec[b][3] ); \
case 3: vec[to][2] = LINTERP( t, vec[a][2], vec[b][2] ); \
case 2: vec[to][1] = LINTERP( t, vec[a][1], vec[b][1] ); \
case 1: vec[to][0] = LINTERP( t, vec[a][0], vec[b][0] ); \
} \
} while(0)
#if 1
#define LINTERP_RGBA(nr, t, out, a, b) { \
int i; \
for (i = 0; i < nr; i++) { \
GLfloat fa = CHAN_TO_FLOAT(a[i]); \
GLfloat fb = CHAN_TO_FLOAT(b[i]); \
GLfloat fo = LINTERP(t, fa, fb); \
FLOAT_COLOR_TO_CHAN(out[i], fo); \
} \
}
#else
#define LINTERP_RGBA(nr, t, out, a, b) { \
int n; \
const GLuint ti = FloatToInt(t*256.0F); \
const GLubyte *Ib = (const GLubyte *)&a[0]; \
const GLubyte *Jb = (const GLubyte *)&b[0]; \
GLubyte *Ob = (GLubyte *)&out[0]; \
\
for (n = 0 ; n < nr ; n++) \
Ob[n] = (GLubyte) (Ib[n] + ((ti * (Jb[n] - Ib[n]))/256)); \
}
#endif
static interp_func interp_tab[0x80];
#define IND (INTERP_RGBA)
#define NAME interp_RGBA
#include "t_vb_interptmp.h"
#define IND (INTERP_RGBA|INTERP_SPEC)
#define NAME interp_RGBA_SPEC
#include "t_vb_interptmp.h"
#define IND (INTERP_RGBA|INTERP_FOG)
#define NAME interp_RGBA_FOG
#include "t_vb_interptmp.h"
#define IND (INTERP_RGBA|INTERP_SPEC|INTERP_FOG)
#define NAME interp_RGBA_SPEC_FOG
#include "t_vb_interptmp.h"
#define IND (INTERP_RGBA|INTERP_TEX)
#define NAME interp_RGBA_TEX
#include "t_vb_interptmp.h"
#define IND (INTERP_RGBA|INTERP_SPEC|INTERP_TEX)
#define NAME interp_RGBA_SPEC_TEX
#include "t_vb_interptmp.h"
#define IND (INTERP_RGBA|INTERP_FOG|INTERP_TEX)
#define NAME interp_RGBA_FOG_TEX
#include "t_vb_interptmp.h"
#define IND (INTERP_RGBA|INTERP_SPEC|INTERP_FOG|INTERP_TEX)
#define NAME interp_RGBA_SPEC_FOG_TEX
#include "t_vb_interptmp.h"
#define IND (INTERP_INDEX)
#define NAME interp_INDEX
#include "t_vb_interptmp.h"
#define IND (INTERP_FOG|INTERP_INDEX)
#define NAME interp_FOG_INDEX
#include "t_vb_interptmp.h"
#define IND (INTERP_TEX|INTERP_INDEX)
#define NAME interp_TEX_INDEX
#include "t_vb_interptmp.h"
#define IND (INTERP_FOG|INTERP_TEX|INTERP_INDEX)
#define NAME interp_FOG_TEX_INDEX
#include "t_vb_interptmp.h"
#define IND (INTERP_RGBA|INTERP_EDGE)
#define NAME interp_RGBA_EDGE
#include "t_vb_interptmp.h"
#define IND (INTERP_RGBA|INTERP_SPEC|INTERP_EDGE)
#define NAME interp_RGBA_SPEC_EDGE
#include "t_vb_interptmp.h"
#define IND (INTERP_RGBA|INTERP_FOG|INTERP_EDGE)
#define NAME interp_RGBA_FOG_EDGE
#include "t_vb_interptmp.h"
#define IND (INTERP_RGBA|INTERP_SPEC|INTERP_FOG|INTERP_EDGE)
#define NAME interp_RGBA_SPEC_FOG_EDGE
#include "t_vb_interptmp.h"
#define IND (INTERP_RGBA|INTERP_TEX|INTERP_EDGE)
#define NAME interp_RGBA_TEX_EDGE
#include "t_vb_interptmp.h"
#define IND (INTERP_RGBA|INTERP_SPEC|INTERP_TEX|INTERP_EDGE)
#define NAME interp_RGBA_SPEC_TEX_EDGE
#include "t_vb_interptmp.h"
#define IND (INTERP_RGBA|INTERP_FOG|INTERP_TEX|INTERP_EDGE)
#define NAME interp_RGBA_FOG_TEX_EDGE
#include "t_vb_interptmp.h"
#define IND (INTERP_RGBA|INTERP_SPEC|INTERP_FOG|INTERP_TEX|INTERP_EDGE)
#define NAME interp_RGBA_SPEC_FOG_TEX_EDGE
#include "t_vb_interptmp.h"
#define IND (INTERP_INDEX|INTERP_EDGE)
#define NAME interp_INDEX_EDGE
#include "t_vb_interptmp.h"
#define IND (INTERP_FOG|INTERP_INDEX|INTERP_EDGE)
#define NAME interp_FOG_INDEX_EDGE
#include "t_vb_interptmp.h"
#define IND (INTERP_TEX|INTERP_INDEX|INTERP_EDGE)
#define NAME interp_TEX_INDEX_EDGE
#include "t_vb_interptmp.h"
#define IND (INTERP_FOG|INTERP_TEX|INTERP_INDEX|INTERP_EDGE)
#define NAME interp_FOG_TEX_INDEX_EDGE
#include "t_vb_interptmp.h"
static GLuint interp_invalid( GLcontext *ctx,
GLfloat t,
GLuint in, GLuint out,
GLboolean boundary )
{
(void)(ctx && t && in && out && boundary);
fprintf(stderr, "Invalid interpolation function in t_vbrender.c\n");
return in;
}
static void interp_init( void )
{
GLuint i;
/* Use the maximal function as the default. I don't believe any of
* the non-implemented combinations are reachable, but this gives
* some safety from crashes.
*/
for (i = 0 ; i < Elements(interp_tab) ; i++)
interp_tab[i] = interp_invalid;
interp_tab[INTERP_RGBA] = interp_RGBA;
interp_tab[INTERP_RGBA|INTERP_SPEC] = interp_RGBA_SPEC;
interp_tab[INTERP_RGBA|INTERP_FOG] = interp_RGBA_FOG;
interp_tab[INTERP_RGBA|INTERP_SPEC|INTERP_FOG] = interp_RGBA_SPEC_FOG;
interp_tab[INTERP_RGBA|INTERP_TEX] = interp_RGBA_TEX;
interp_tab[INTERP_RGBA|INTERP_SPEC|INTERP_TEX] = interp_RGBA_SPEC_TEX;
interp_tab[INTERP_RGBA|INTERP_FOG|INTERP_TEX] = interp_RGBA_FOG_TEX;
interp_tab[INTERP_RGBA|INTERP_SPEC|INTERP_FOG|INTERP_TEX] = interp_RGBA_SPEC_FOG_TEX;
interp_tab[INTERP_INDEX] = interp_INDEX;
interp_tab[INTERP_FOG|INTERP_INDEX] = interp_FOG_INDEX;
interp_tab[INTERP_TEX|INTERP_INDEX] = interp_TEX_INDEX;
interp_tab[INTERP_FOG|INTERP_TEX|INTERP_INDEX] = interp_FOG_TEX_INDEX;
interp_tab[INTERP_RGBA|INTERP_EDGE] = interp_RGBA_EDGE;
interp_tab[INTERP_RGBA|INTERP_SPEC|INTERP_EDGE] = interp_RGBA_SPEC_EDGE;
interp_tab[INTERP_RGBA|INTERP_FOG|INTERP_EDGE] = interp_RGBA_FOG_EDGE;
interp_tab[INTERP_RGBA|INTERP_SPEC|INTERP_FOG|INTERP_EDGE] = interp_RGBA_SPEC_FOG_EDGE;
interp_tab[INTERP_RGBA|INTERP_TEX|INTERP_EDGE] = interp_RGBA_TEX_EDGE;
interp_tab[INTERP_RGBA|INTERP_SPEC|INTERP_TEX|INTERP_EDGE] = interp_RGBA_SPEC_TEX_EDGE;
interp_tab[INTERP_RGBA|INTERP_FOG|INTERP_TEX|INTERP_EDGE] = interp_RGBA_FOG_TEX_EDGE;
interp_tab[INTERP_RGBA|INTERP_SPEC|INTERP_FOG|INTERP_TEX|INTERP_EDGE] = interp_RGBA_SPEC_FOG_TEX_EDGE;
interp_tab[INTERP_INDEX|INTERP_EDGE] = interp_INDEX_EDGE;
interp_tab[INTERP_FOG|INTERP_INDEX|INTERP_EDGE] = interp_FOG_INDEX_EDGE;
interp_tab[INTERP_TEX|INTERP_INDEX|INTERP_EDGE] = interp_TEX_INDEX_EDGE;
interp_tab[INTERP_FOG|INTERP_TEX|INTERP_INDEX|INTERP_EDGE] = interp_FOG_TEX_INDEX_EDGE;
}
/**********************************************************************/
/* Clip single primitives */
/**********************************************************************/
#if 0
#define NEGATIVE(x) ((*(int *)&x)<0)
#define DIFFERENT_SIGNS(a,b) ((a*b) < 0)
#else
#define NEGATIVE(x) (x < 0)
#define DIFFERENT_SIGNS(a,b) ((a*b) < 0)
#endif
#define W(i) coord[i][3]
#define Z(i) coord[i][2]
#define Y(i) coord[i][1]
#define X(i) coord[i][0]
#define SIZE 4
#define TAG(x) x##_4
#include "t_vb_cliptmp.h"
#define W(i) 1.0
#define Z(i) coord[i][2]
#define Y(i) coord[i][1]
#define X(i) coord[i][0]
#define SIZE 3
#define TAG(x) x##_3
#include "t_vb_cliptmp.h"
#define W(i) 1.0
#define Z(i) 0.0
#define Y(i) coord[i][1]
#define X(i) coord[i][0]
#define SIZE 2
#define TAG(x) x##_2
#include "t_vb_cliptmp.h"
static clip_poly_func clip_poly_tab[5] = {
0,
0,
viewclip_polygon_2,
viewclip_polygon_3,
viewclip_polygon_4
};
static clip_line_func clip_line_tab[5] = {
0,
0,
viewclip_line_2,
viewclip_line_3,
viewclip_line_4
};
/**********************************************************************/
/* Clip and render single primitives */
/**********************************************************************/
static INLINE void draw_line(GLcontext *ctx, GLuint v1, GLuint v2 )
{
struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;
GLubyte c1 = VB->ClipMask[v1], c2 = VB->ClipMask[v2];
GLubyte ormask = c1|c2;
if (!ormask)
ctx->Driver.LineFunc( ctx, v1, v2, v2 );
else if (!(c1 & c2 & 0x3f))
clip_line_tab[VB->ClipPtr->size]( ctx, v1, v2, ormask );
}
static INLINE void draw_triangle(GLcontext *ctx,
GLuint v1, GLuint v2, GLuint v3,
GLuint pv )
{
struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;
GLubyte c1 = VB->ClipMask[v1], c2 = VB->ClipMask[v2], c3 = VB->ClipMask[v3];
GLubyte ormask = c1|c2|c3;
if (!ormask)
ctx->Driver.TriangleFunc( ctx, v1, v2, v3, pv );
else if (!(c1 & c2 & c3 & 0x3f)) {
GLuint vlist[MAX_CLIPPED_VERTICES];
ASSIGN_3V(vlist, v1, v2, v3 );
clip_poly_tab[VB->ClipPtr->size]( ctx, 3, vlist, pv, ormask );
}
}
static INLINE void draw_quad( GLcontext *ctx,
GLuint v1, GLuint v2, GLuint v3,
GLuint v4, GLuint pv )
{
struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;
GLubyte c1 = VB->ClipMask[v1], c2 = VB->ClipMask[v2];
GLubyte c3 = VB->ClipMask[v3], c4 = VB->ClipMask[v4];
GLubyte ormask = c1|c2|c3|c4;
if (!ormask)
ctx->Driver.QuadFunc( ctx, v1, v2, v3, v4, pv );
else if (!(c1 & c2 & c3 & c4 & 0x3f)) {
GLuint vlist[MAX_CLIPPED_VERTICES];
ASSIGN_4V(vlist, v1, v2, v3, v4 );
clip_poly_tab[VB->ClipPtr->size]( ctx, 4, vlist, pv, ormask );
}
}
/**********************************************************************/
/* Clip and render whole begin/end objects */
/**********************************************************************/
#define NEED_EDGEFLAG_SETUP (ctx->_TriangleCaps & DD_TRI_UNFILLED)
#define EDGEFLAG_GET(idx) VB->EdgeFlagPtr->data[idx]
#define EDGEFLAG_SET(idx, val) VB->EdgeFlagPtr->data[idx] = val
/* Vertices, no clipping.
*/
#define RENDER_POINTS( start, count ) \
ctx->Driver.PointsFunc( ctx, start, count-1 )
#define RENDER_LINE( i1, i ) \
ctx->Driver.LineFunc( ctx, i1, i, i )
#define RENDER_TRI( i2, i1, i, pv, parity ) \
do { \
if (parity) \
ctx->Driver.TriangleFunc( ctx, i1, i2, i, pv ); \
else \
ctx->Driver.TriangleFunc( ctx, i2, i1, i, pv ); \
} while (0)
#define RENDER_QUAD( i3, i2, i1, i, pv ) \
ctx->Driver.QuadFunc( ctx, i3, i2, i1, i, pv );
#define TAG(x) x##_raw
#define LOCAL_VARS \
struct vertex_buffer *VB = &(TNL_CONTEXT(ctx)->vb); \
(void) VB;
#define RESET_STIPPLE ctx->Driver.ResetLineStipple( ctx )
#define RESET_OCCLUSION ctx->OcclusionResult = GL_TRUE;
#define PRESERVE_VB_DEFS
#include "t_vb_rendertmp.h"
/* Elts, no clipping.
*/
#undef ELT
#undef TAG
#undef LOCAL_VARS
#define TAG(x) x##_raw_elts
#define ELT(x) elt[x]
#define LOCAL_VARS \
struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb; \
const GLuint * const elt = VB->Elts; \
(void) elt;
#include "t_vb_rendertmp.h"
/* Vertices, with the possibility of clipping.
*/
#define RENDER_POINTS( start, count ) \
ctx->Driver.PointsFunc( ctx, start, count-1 )
#define RENDER_LINE( i1, i ) \
draw_line( ctx, i1, i )
#define RENDER_TRI( i2, i1, i, pv, parity) \
do { \
GLuint e2=i2, e1=i1; \
if (parity) { GLuint t=e2; e2=e1; e1=t; } \
draw_triangle(ctx,e2,e1,i,pv); \
} while (0)
#define RENDER_QUAD( i3, i2, i1, i, pv) \
draw_quad(ctx,i3,i2,i1,i,pv)
#define LOCAL_VARS \
struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb; \
(void)VB;
#define TAG(x) x##_clipped
#define RESET_STIPPLE ctx->Driver.ResetLineStipple( ctx )
#define RESET_OCCLUSION ctx->OcclusionResult = GL_TRUE;
#define PRESERVE_VB_DEFS
#include "t_vb_rendertmp.h"
/* Elts, with the possibility of clipping.
*/
#undef ELT
#undef TAG
#undef LOCAL_VARS
#define ELT(x) elt[x]
#define LOCAL_VARS \
struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb; \
const GLuint * const elt = VB->Elts; \
(void) elt;
#define TAG(x) x##_clipped_elts
#include "t_vb_rendertmp.h"
/**********************************************************************/
/* Clip and render whole vertex buffers */
/**********************************************************************/
static GLboolean run_render( GLcontext *ctx,
struct gl_pipeline_stage *stage )
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
struct vertex_buffer *VB = &tnl->vb;
GLuint new_inputs = stage->changed_inputs;
render_func *tab;
GLint pass = 0;
VB->interpfunc = (void *)RENDER_STAGE_DATA(stage)->interp;
if (new_inputs) {
GLuint importable = new_inputs & VB->importable_data;
GLuint interested = 0;
if (VB->ClipOrMask)
interested = ~0;
if (ctx->_TriangleCaps & DD_TRI_UNFILLED)
interested |= VERT_EDGE;
importable &= interested;
if (importable)
VB->import_data( ctx, importable, VEC_NOT_WRITEABLE|VEC_BAD_STRIDE);
if (ctx->Driver.BuildProjectedVertices)
ctx->Driver.BuildProjectedVertices( ctx, 0, VB->Count, new_inputs);
}
/* Rendering is considered a side-effect, and must be repeated each
* time the stage is run, even if no inputs have changed.
*/
if (VB->Elts) {
tab = VB->ClipOrMask ? render_tab_clipped_elts : render_tab_raw_elts;
} else {
tab = VB->ClipOrMask ? render_tab_clipped : render_tab_raw;
}
if (ctx->Driver.RenderStart)
ctx->Driver.RenderStart( ctx );
do
{
GLuint i, length, flags = 0;
for (i = 0 ; !(flags & PRIM_LAST) ; i += length)
{
flags = VB->Primitive[i];
length= VB->PrimitiveLength[i];
ASSERT(length || (flags & PRIM_LAST));
ASSERT((flags & PRIM_MODE_MASK) <= GL_POLYGON+1);
if (length)
tab[flags & PRIM_MODE_MASK]( ctx, i, i + length, flags );
}
} while (ctx->Driver.MultipassFunc &&
ctx->Driver.MultipassFunc( ctx, ++pass ));
if (ctx->Driver.RenderFinish)
ctx->Driver.RenderFinish( ctx );
return GL_FALSE; /* finished the pipe */
}
/**********************************************************************/
/* Render pipeline stage */
/**********************************************************************/
/* Quite a bit of work involved in finding out the inputs for the
* render stage. This function also identifies which vertex
* interpolation function to use, as these are essentially the same
* question.
*/
static void check_render( GLcontext *ctx, struct gl_pipeline_stage *stage )
{
struct render_stage_data *store = RENDER_STAGE_DATA(stage);
GLuint interp = 0;
GLuint inputs = VERT_CLIP;
GLuint i;
if (ctx->Visual.RGBAflag)
{
interp |= INTERP_RGBA;
inputs |= VERT_RGBA;
if (ctx->_TriangleCaps & DD_SEPERATE_SPECULAR) {
interp |= INTERP_SPEC;
inputs |= VERT_SPEC_RGB;
}
if (ctx->Texture._ReallyEnabled) {
interp |= INTERP_TEX;
for (i = 0 ; i < ctx->Const.MaxTextureUnits ; i++) {
if (ctx->Texture.Unit[i]._ReallyEnabled)
inputs |= VERT_TEX(i);
}
}
}
else if (ctx->Light.ShadeModel==GL_SMOOTH)
{
interp |= INTERP_INDEX;
inputs |= VERT_INDEX;
}
if (ctx->Point._Attenuated)
inputs |= VERT_POINT_SIZE;
/* How do drivers turn this off?
*/
if (ctx->Fog.Enabled) {
interp |= INTERP_FOG;
inputs |= VERT_FOG_COORD;
}
if (ctx->_TriangleCaps & DD_TRI_UNFILLED) {
inputs |= VERT_EDGE;
}
if (ctx->RenderMode==GL_FEEDBACK) {
interp |= INTERP_TEX;
inputs |= VERT_TEX_ANY;
}
store->interp = interp_tab[interp];
stage->inputs = inputs;
}
/* Called the first time stage->check() is invoked.
*/
static void alloc_render_data( GLcontext *ctx,
struct gl_pipeline_stage *stage )
{
struct render_stage_data *store;
static GLboolean first_time = 1;
if (first_time) {
interp_init();
first_time = 0;
}
stage->private = MALLOC(sizeof(*store));
if (!stage->private)
return;
/* Now do the check.
*/
stage->check = check_render;
stage->check( ctx, stage );
}
static void dtr( struct gl_pipeline_stage *stage )
{
struct render_stage_data *store = RENDER_STAGE_DATA(stage);
if (store) {
FREE( store );
stage->private = 0;
}
}
const struct gl_pipeline_stage _tnl_render_stage =
{
"render",
(_NEW_BUFFERS |
_DD_NEW_SEPERATE_SPECULAR |
_NEW_TEXTURE|
_NEW_LIGHT|
_NEW_POINT|
_NEW_FOG|
_DD_NEW_TRI_UNFILLED |
_NEW_RENDERMODE), /* re-check (new inputs, interp function) */
0, /* re-run (always runs) */
GL_TRUE, /* active */
0, 0, /* inputs (set in check_render), outputs */
0, 0, /* changed_inputs, private */
dtr, /* destructor */
alloc_render_data, /* check - initially set to alloc data */
run_render /* run */
};