moved state functions to state.c

This commit is contained in:
Brian Paul
2000-02-02 19:16:46 +00:00
parent 23903a2338
commit fa9df40e8a
2 changed files with 32 additions and 637 deletions

View File

@@ -1,4 +1,4 @@
/* $Id: context.c,v 1.37 2000/01/31 23:11:39 brianp Exp $ */
/* $Id: context.c,v 1.38 2000/02/02 19:16:46 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -47,21 +47,17 @@
#include "glthread.h"
#include "hash.h"
#include "light.h"
#include "lines.h"
#include "dlist.h"
#include "macros.h"
#include "matrix.h"
#include "mem.h"
#include "mmath.h"
#include "pb.h"
#include "pipeline.h"
#include "points.h"
#include "quads.h"
#include "shade.h"
#include "simple_list.h"
#include "stencil.h"
#include "stages.h"
#include "triangle.h"
#include "state.h"
#include "translate.h"
#include "teximage.h"
#include "texobj.h"
@@ -71,7 +67,6 @@
#include "varray.h"
#include "vb.h"
#include "vbcull.h"
#include "vbfill.h"
#include "vbrender.h"
#include "vbxform.h"
#include "vertices.h"
@@ -1737,47 +1732,6 @@ _mesa_get_dispatch(GLcontext *ctx)
void
_mesa_ResizeBuffersMESA( void )
{
GLcontext *ctx = gl_get_current_context();
GLuint buf_width, buf_height;
if (MESA_VERBOSE & VERBOSE_API)
fprintf(stderr, "glResizeBuffersMESA\n");
/* ask device driver for size of output buffer */
(*ctx->Driver.GetBufferSize)( ctx, &buf_width, &buf_height );
/* see if size of device driver's color buffer (window) has changed */
if (ctx->DrawBuffer->Width == (GLint) buf_width &&
ctx->DrawBuffer->Height == (GLint) buf_height)
return;
ctx->NewState |= NEW_RASTER_OPS; /* to update scissor / window bounds */
/* save buffer size */
ctx->DrawBuffer->Width = buf_width;
ctx->DrawBuffer->Height = buf_height;
/* Reallocate other buffers if needed. */
if (ctx->DrawBuffer->UseSoftwareDepthBuffer) {
gl_alloc_depth_buffer( ctx );
}
if (ctx->DrawBuffer->UseSoftwareStencilBuffer) {
gl_alloc_stencil_buffer( ctx );
}
if (ctx->DrawBuffer->UseSoftwareAccumBuffer) {
gl_alloc_accum_buffer( ctx );
}
if (ctx->Visual->SoftwareAlpha) {
gl_alloc_alpha_buffers( ctx );
}
}
/**********************************************************************/
/***** Miscellaneous functions *****/
/**********************************************************************/
@@ -1822,6 +1776,9 @@ void gl_warning( const GLcontext *ctx, const char *s )
/*
* Compile an error into current display list.
*/
void gl_compile_error( GLcontext *ctx, GLenum error, const char *s )
{
if (ctx->CompileFlag)
@@ -1832,6 +1789,7 @@ void gl_compile_error( GLcontext *ctx, GLenum error, const char *s )
}
/*
* This is Mesa's error handler. Normally, all that's done is the updating
* of the current error value. If Mesa is compiled with -DDEBUG or if the
@@ -1899,588 +1857,24 @@ void gl_error( GLcontext *ctx, GLenum error, const char *s )
/**********************************************************************/
/***** State update logic *****/
/**********************************************************************/
/*
* Since the device driver may or may not support pixel logic ops we
* have to make some extensive tests to determine whether or not
* software-implemented logic operations have to be used.
*/
static void update_pixel_logic( GLcontext *ctx )
void
_mesa_Finish( void )
{
if (ctx->Visual->RGBAflag) {
/* RGBA mode blending w/ Logic Op */
if (ctx->Color.ColorLogicOpEnabled) {
if (ctx->Driver.LogicOp
&& (*ctx->Driver.LogicOp)( ctx, ctx->Color.LogicOp )) {
/* Device driver can do logic, don't have to do it in software */
ctx->Color.SWLogicOpEnabled = GL_FALSE;
}
else {
/* Device driver can't do logic op so we do it in software */
ctx->Color.SWLogicOpEnabled = GL_TRUE;
}
}
else {
/* no logic op */
if (ctx->Driver.LogicOp) {
(void) (*ctx->Driver.LogicOp)( ctx, GL_COPY );
}
ctx->Color.SWLogicOpEnabled = GL_FALSE;
}
}
else {
/* CI mode Logic Op */
if (ctx->Color.IndexLogicOpEnabled) {
if (ctx->Driver.LogicOp
&& (*ctx->Driver.LogicOp)( ctx, ctx->Color.LogicOp )) {
/* Device driver can do logic, don't have to do it in software */
ctx->Color.SWLogicOpEnabled = GL_FALSE;
}
else {
/* Device driver can't do logic op so we do it in software */
ctx->Color.SWLogicOpEnabled = GL_TRUE;
}
}
else {
/* no logic op */
if (ctx->Driver.LogicOp) {
(void) (*ctx->Driver.LogicOp)( ctx, GL_COPY );
}
ctx->Color.SWLogicOpEnabled = GL_FALSE;
}
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glFinish");
if (ctx->Driver.Finish) {
(*ctx->Driver.Finish)( ctx );
}
}
/*
* Check if software implemented RGBA or Color Index masking is needed.
*/
static void update_pixel_masking( GLcontext *ctx )
void
_mesa_Flush( void )
{
if (ctx->Visual->RGBAflag) {
GLuint *colorMask = (GLuint *) ctx->Color.ColorMask;
if (*colorMask == 0xffffffff) {
/* disable masking */
if (ctx->Driver.ColorMask) {
(void) (*ctx->Driver.ColorMask)( ctx, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
}
ctx->Color.SWmasking = GL_FALSE;
}
else {
/* Ask driver to do color masking, if it can't then
* do it in software
*/
GLboolean red = ctx->Color.ColorMask[RCOMP] ? GL_TRUE : GL_FALSE;
GLboolean green = ctx->Color.ColorMask[GCOMP] ? GL_TRUE : GL_FALSE;
GLboolean blue = ctx->Color.ColorMask[BCOMP] ? GL_TRUE : GL_FALSE;
GLboolean alpha = ctx->Color.ColorMask[ACOMP] ? GL_TRUE : GL_FALSE;
if (ctx->Driver.ColorMask
&& (*ctx->Driver.ColorMask)( ctx, red, green, blue, alpha )) {
ctx->Color.SWmasking = GL_FALSE;
}
else {
ctx->Color.SWmasking = GL_TRUE;
}
}
}
else {
if (ctx->Color.IndexMask==0xffffffff) {
/* disable masking */
if (ctx->Driver.IndexMask) {
(void) (*ctx->Driver.IndexMask)( ctx, 0xffffffff );
}
ctx->Color.SWmasking = GL_FALSE;
}
else {
/* Ask driver to do index masking, if it can't then
* do it in software
*/
if (ctx->Driver.IndexMask
&& (*ctx->Driver.IndexMask)( ctx, ctx->Color.IndexMask )) {
ctx->Color.SWmasking = GL_FALSE;
}
else {
ctx->Color.SWmasking = GL_TRUE;
}
}
GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glFlush");
if (ctx->Driver.Flush) {
(*ctx->Driver.Flush)( ctx );
}
}
static void update_fog_mode( GLcontext *ctx )
{
int old_mode = ctx->FogMode;
if (ctx->Fog.Enabled) {
if (ctx->Texture.Enabled)
ctx->FogMode = FOG_FRAGMENT;
else if (ctx->Hint.Fog == GL_NICEST)
ctx->FogMode = FOG_FRAGMENT;
else
ctx->FogMode = FOG_VERTEX;
if (ctx->Driver.GetParameteri)
if ((ctx->Driver.GetParameteri)( ctx, DD_HAVE_HARDWARE_FOG ))
ctx->FogMode = FOG_FRAGMENT;
}
else {
ctx->FogMode = FOG_NONE;
}
if (old_mode != ctx->FogMode)
ctx->NewState |= NEW_FOG;
}
/*
* Recompute the value of ctx->RasterMask, etc. according to
* the current context.
*/
static void update_rasterflags( GLcontext *ctx )
{
ctx->RasterMask = 0;
if (ctx->Color.AlphaEnabled) ctx->RasterMask |= ALPHATEST_BIT;
if (ctx->Color.BlendEnabled) ctx->RasterMask |= BLEND_BIT;
if (ctx->Depth.Test) ctx->RasterMask |= DEPTH_BIT;
if (ctx->FogMode==FOG_FRAGMENT) ctx->RasterMask |= FOG_BIT;
if (ctx->Color.SWLogicOpEnabled) ctx->RasterMask |= LOGIC_OP_BIT;
if (ctx->Scissor.Enabled) ctx->RasterMask |= SCISSOR_BIT;
if (ctx->Stencil.Enabled) ctx->RasterMask |= STENCIL_BIT;
if (ctx->Color.SWmasking) ctx->RasterMask |= MASKING_BIT;
if (ctx->Visual->SoftwareAlpha && ctx->Color.ColorMask[ACOMP]
&& ctx->Color.DrawBuffer != GL_NONE)
ctx->RasterMask |= ALPHABUF_BIT;
if ( ctx->Viewport.X<0
|| ctx->Viewport.X + ctx->Viewport.Width > ctx->DrawBuffer->Width
|| ctx->Viewport.Y<0
|| ctx->Viewport.Y + ctx->Viewport.Height > ctx->DrawBuffer->Height) {
ctx->RasterMask |= WINCLIP_BIT;
}
/* If we're not drawing to exactly one color buffer set the
* MULTI_DRAW_BIT flag. Also set it if we're drawing to no
* buffers or the RGBA or CI mask disables all writes.
*/
ctx->TriangleCaps &= ~DD_MULTIDRAW;
if (ctx->Color.MultiDrawBuffer) {
ctx->RasterMask |= MULTI_DRAW_BIT;
ctx->TriangleCaps |= DD_MULTIDRAW;
}
else if (ctx->Color.DrawBuffer==GL_NONE) {
ctx->RasterMask |= MULTI_DRAW_BIT;
ctx->TriangleCaps |= DD_MULTIDRAW;
}
else if (ctx->Visual->RGBAflag && ctx->Color.ColorMask==0) {
/* all RGBA channels disabled */
ctx->RasterMask |= MULTI_DRAW_BIT;
ctx->TriangleCaps |= DD_MULTIDRAW;
ctx->Color.DrawDestMask = 0;
}
else if (!ctx->Visual->RGBAflag && ctx->Color.IndexMask==0) {
/* all color index bits disabled */
ctx->RasterMask |= MULTI_DRAW_BIT;
ctx->TriangleCaps |= DD_MULTIDRAW;
ctx->Color.DrawDestMask = 0;
}
}
void gl_print_state( const char *msg, GLuint state )
{
fprintf(stderr,
"%s: (0x%x) %s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s\n",
msg,
state,
(state & NEW_LIGHTING) ? "lighting, " : "",
(state & NEW_RASTER_OPS) ? "raster-ops, " : "",
(state & NEW_TEXTURING) ? "texturing, " : "",
(state & NEW_POLYGON) ? "polygon, " : "",
(state & NEW_DRVSTATE0) ? "driver-0, " : "",
(state & NEW_DRVSTATE1) ? "driver-1, " : "",
(state & NEW_DRVSTATE2) ? "driver-2, " : "",
(state & NEW_DRVSTATE3) ? "driver-3, " : "",
(state & NEW_MODELVIEW) ? "modelview, " : "",
(state & NEW_PROJECTION) ? "projection, " : "",
(state & NEW_TEXTURE_MATRIX) ? "texture-matrix, " : "",
(state & NEW_USER_CLIP) ? "user-clip, " : "",
(state & NEW_TEXTURE_ENV) ? "texture-env, " : "",
(state & NEW_CLIENT_STATE) ? "client-state, " : "",
(state & NEW_FOG) ? "fog, " : "",
(state & NEW_NORMAL_TRANSFORM) ? "normal-transform, " : "",
(state & NEW_VIEWPORT) ? "viewport, " : "",
(state & NEW_TEXTURE_ENABLE) ? "texture-enable, " : "");
}
void gl_print_enable_flags( const char *msg, GLuint flags )
{
fprintf(stderr,
"%s: (0x%x) %s%s%s%s%s%s%s%s%s%s%s\n",
msg,
flags,
(flags & ENABLE_TEX0) ? "tex-0, " : "",
(flags & ENABLE_TEX1) ? "tex-1, " : "",
(flags & ENABLE_LIGHT) ? "light, " : "",
(flags & ENABLE_FOG) ? "fog, " : "",
(flags & ENABLE_USERCLIP) ? "userclip, " : "",
(flags & ENABLE_TEXGEN0) ? "tex-gen-0, " : "",
(flags & ENABLE_TEXGEN1) ? "tex-gen-1, " : "",
(flags & ENABLE_TEXMAT0) ? "tex-mat-0, " : "",
(flags & ENABLE_TEXMAT1) ? "tex-mat-1, " : "",
(flags & ENABLE_NORMALIZE) ? "normalize, " : "",
(flags & ENABLE_RESCALE) ? "rescale, " : "");
}
/*
* If ctx->NewState is non-zero then this function MUST be called before
* rendering any primitive. Basically, function pointers and miscellaneous
* flags are updated to reflect the current state of the state machine.
*/
void gl_update_state( GLcontext *ctx )
{
GLuint i;
if (MESA_VERBOSE & VERBOSE_STATE)
gl_print_state("", ctx->NewState);
if (ctx->NewState & NEW_CLIENT_STATE)
gl_update_client_state( ctx );
if ((ctx->NewState & NEW_TEXTURE_ENABLE) &&
(ctx->Enabled & ENABLE_TEX_ANY) != ctx->Texture.Enabled)
ctx->NewState |= NEW_TEXTURING | NEW_RASTER_OPS;
if (ctx->NewState & NEW_TEXTURE_ENV) {
if (ctx->Texture.Unit[0].EnvMode == ctx->Texture.Unit[0].LastEnvMode &&
ctx->Texture.Unit[1].EnvMode == ctx->Texture.Unit[1].LastEnvMode)
ctx->NewState &= ~NEW_TEXTURE_ENV;
ctx->Texture.Unit[0].LastEnvMode = ctx->Texture.Unit[0].EnvMode;
ctx->Texture.Unit[1].LastEnvMode = ctx->Texture.Unit[1].EnvMode;
}
if (ctx->NewState & NEW_TEXTURE_MATRIX) {
ctx->Enabled &= ~(ENABLE_TEXMAT0|ENABLE_TEXMAT1);
for (i=0; i < MAX_TEXTURE_UNITS; i++) {
if (ctx->TextureMatrix[i].flags & MAT_DIRTY_ALL_OVER)
{
gl_matrix_analyze( &ctx->TextureMatrix[i] );
ctx->TextureMatrix[i].flags &= ~MAT_DIRTY_DEPENDENTS;
if (ctx->Texture.Unit[i].Enabled &&
ctx->TextureMatrix[i].type != MATRIX_IDENTITY)
ctx->Enabled |= ENABLE_TEXMAT0 << i;
}
}
}
if (ctx->NewState & (NEW_TEXTURING | NEW_TEXTURE_ENABLE)) {
ctx->Texture.NeedNormals = GL_FALSE;
gl_update_dirty_texobjs(ctx);
ctx->Enabled &= ~(ENABLE_TEXGEN0|ENABLE_TEXGEN1);
ctx->Texture.ReallyEnabled = 0;
for (i=0; i < MAX_TEXTURE_UNITS; i++) {
if (ctx->Texture.Unit[i].Enabled) {
gl_update_texture_unit( ctx, &ctx->Texture.Unit[i] );
ctx->Texture.ReallyEnabled |=
ctx->Texture.Unit[i].ReallyEnabled<<(i*4);
if (ctx->Texture.Unit[i].GenFlags != 0) {
ctx->Enabled |= ENABLE_TEXGEN0 << i;
if (ctx->Texture.Unit[i].GenFlags & TEXGEN_NEED_NORMALS)
{
ctx->Texture.NeedNormals = GL_TRUE;
ctx->Texture.NeedEyeCoords = GL_TRUE;
}
if (ctx->Texture.Unit[i].GenFlags & TEXGEN_NEED_EYE_COORD)
{
ctx->Texture.NeedEyeCoords = GL_TRUE;
}
}
}
}
ctx->Texture.Enabled = ctx->Enabled & ENABLE_TEX_ANY;
ctx->NeedNormals = (ctx->Light.Enabled || ctx->Texture.NeedNormals);
}
if (ctx->NewState & (NEW_RASTER_OPS | NEW_LIGHTING | NEW_FOG)) {
if (ctx->NewState & NEW_RASTER_OPS) {
update_pixel_logic(ctx);
update_pixel_masking(ctx);
update_fog_mode(ctx);
update_rasterflags(ctx);
if (ctx->Driver.Dither) {
(*ctx->Driver.Dither)( ctx, ctx->Color.DitherFlag );
}
/* Check if incoming colors can be modified during rasterization */
if (ctx->Fog.Enabled ||
ctx->Texture.Enabled ||
ctx->Color.BlendEnabled ||
ctx->Color.SWmasking ||
ctx->Color.SWLogicOpEnabled) {
ctx->MutablePixels = GL_TRUE;
}
else {
ctx->MutablePixels = GL_FALSE;
}
/* update scissor region */
ctx->DrawBuffer->Xmin = 0;
ctx->DrawBuffer->Ymin = 0;
ctx->DrawBuffer->Xmax = ctx->DrawBuffer->Width-1;
ctx->DrawBuffer->Ymax = ctx->DrawBuffer->Height-1;
if (ctx->Scissor.Enabled) {
if (ctx->Scissor.X > ctx->DrawBuffer->Xmin) {
ctx->DrawBuffer->Xmin = ctx->Scissor.X;
}
if (ctx->Scissor.Y > ctx->DrawBuffer->Ymin) {
ctx->DrawBuffer->Ymin = ctx->Scissor.Y;
}
if (ctx->Scissor.X + ctx->Scissor.Width - 1 < ctx->DrawBuffer->Xmax) {
ctx->DrawBuffer->Xmax = ctx->Scissor.X + ctx->Scissor.Width - 1;
}
if (ctx->Scissor.Y + ctx->Scissor.Height - 1 < ctx->DrawBuffer->Ymax) {
ctx->DrawBuffer->Ymax = ctx->Scissor.Y + ctx->Scissor.Height - 1;
}
}
}
if (ctx->NewState & NEW_LIGHTING) {
ctx->TriangleCaps &= ~(DD_TRI_LIGHT_TWOSIDE|DD_LIGHTING_CULL);
if (ctx->Light.Enabled) {
if (ctx->Light.Model.TwoSide)
ctx->TriangleCaps |= (DD_TRI_LIGHT_TWOSIDE|DD_LIGHTING_CULL);
gl_update_lighting(ctx);
}
}
}
if (ctx->NewState & (NEW_POLYGON | NEW_LIGHTING)) {
ctx->TriangleCaps &= ~DD_TRI_CULL_FRONT_BACK;
if (ctx->NewState & NEW_POLYGON) {
/* Setup CullBits bitmask */
if (ctx->Polygon.CullFlag) {
ctx->backface_sign = 1;
switch(ctx->Polygon.CullFaceMode) {
case GL_BACK:
if(ctx->Polygon.FrontFace==GL_CCW)
ctx->backface_sign = -1;
ctx->Polygon.CullBits = 1;
break;
case GL_FRONT:
if(ctx->Polygon.FrontFace!=GL_CCW)
ctx->backface_sign = -1;
ctx->Polygon.CullBits = 2;
break;
default:
case GL_FRONT_AND_BACK:
ctx->backface_sign = 0;
ctx->Polygon.CullBits = 0;
ctx->TriangleCaps |= DD_TRI_CULL_FRONT_BACK;
break;
}
}
else {
ctx->Polygon.CullBits = 3;
ctx->backface_sign = 0;
}
/* Any Polygon offsets enabled? */
ctx->TriangleCaps &= ~DD_TRI_OFFSET;
if (ctx->Polygon.OffsetPoint ||
ctx->Polygon.OffsetLine ||
ctx->Polygon.OffsetFill)
ctx->TriangleCaps |= DD_TRI_OFFSET;
/* reset Z offsets now */
ctx->PointZoffset = 0.0;
ctx->LineZoffset = 0.0;
ctx->PolygonZoffset = 0.0;
}
}
if (ctx->NewState & ~(NEW_CLIENT_STATE|
NEW_DRIVER_STATE|NEW_USER_CLIP|
NEW_POLYGON))
gl_update_clipmask(ctx);
if (ctx->NewState & (NEW_LIGHTING|
NEW_RASTER_OPS|
NEW_TEXTURING|
NEW_TEXTURE_ENABLE|
NEW_TEXTURE_ENV|
NEW_POLYGON|
NEW_DRVSTATE0|
NEW_DRVSTATE1|
NEW_DRVSTATE2|
NEW_DRVSTATE3|
NEW_USER_CLIP))
{
ctx->IndirectTriangles = ctx->TriangleCaps & ~ctx->Driver.TriangleCaps;
ctx->IndirectTriangles |= DD_SW_RASTERIZE;
if (MESA_VERBOSE&VERBOSE_CULL)
gl_print_tri_caps("initial indirect tris", ctx->IndirectTriangles);
ctx->Driver.PointsFunc = NULL;
ctx->Driver.LineFunc = NULL;
ctx->Driver.TriangleFunc = NULL;
ctx->Driver.QuadFunc = NULL;
ctx->Driver.RectFunc = NULL;
ctx->Driver.RenderVBClippedTab = NULL;
ctx->Driver.RenderVBCulledTab = NULL;
ctx->Driver.RenderVBRawTab = NULL;
/*
* Here the driver sets up all the ctx->Driver function pointers to
* it's specific, private functions.
*/
ctx->Driver.UpdateState(ctx);
if (MESA_VERBOSE&VERBOSE_CULL)
gl_print_tri_caps("indirect tris", ctx->IndirectTriangles);
/*
* In case the driver didn't hook in an optimized point, line or
* triangle function we'll now select "core/fallback" point, line
* and triangle functions.
*/
if (ctx->IndirectTriangles & DD_SW_RASTERIZE) {
gl_set_point_function(ctx);
gl_set_line_function(ctx);
gl_set_triangle_function(ctx);
gl_set_quad_function(ctx);
if ((ctx->IndirectTriangles &
(DD_TRI_SW_RASTERIZE|DD_QUAD_SW_RASTERIZE|DD_TRI_CULL)) ==
(DD_TRI_SW_RASTERIZE|DD_QUAD_SW_RASTERIZE|DD_TRI_CULL))
ctx->IndirectTriangles &= ~DD_TRI_CULL;
}
if (MESA_VERBOSE&VERBOSE_CULL)
gl_print_tri_caps("indirect tris 2", ctx->IndirectTriangles);
gl_set_render_vb_function(ctx);
}
/* Should only be calc'd when !need_eye_coords and not culling.
*/
if (ctx->NewState & (NEW_MODELVIEW|NEW_PROJECTION)) {
if (ctx->NewState & NEW_MODELVIEW) {
gl_matrix_analyze( &ctx->ModelView );
ctx->ProjectionMatrix.flags &= ~MAT_DIRTY_DEPENDENTS;
}
if (ctx->NewState & NEW_PROJECTION) {
gl_matrix_analyze( &ctx->ProjectionMatrix );
ctx->ProjectionMatrix.flags &= ~MAT_DIRTY_DEPENDENTS;
if (ctx->Transform.AnyClip) {
gl_update_userclip( ctx );
}
}
gl_calculate_model_project_matrix( ctx );
ctx->ModelProjectWinMatrixUptodate = 0;
}
/* Figure out whether we can light in object space or not. If we
* can, find the current positions of the lights in object space
*/
if ((ctx->Enabled & (ENABLE_POINT_ATTEN | ENABLE_LIGHT | ENABLE_FOG |
ENABLE_TEXGEN0 | ENABLE_TEXGEN1)) &&
(ctx->NewState & (NEW_LIGHTING |
NEW_FOG |
NEW_MODELVIEW |
NEW_PROJECTION |
NEW_TEXTURING |
NEW_RASTER_OPS |
NEW_USER_CLIP)))
{
GLboolean oldcoord, oldnorm;
oldcoord = ctx->NeedEyeCoords;
oldnorm = ctx->NeedEyeNormals;
ctx->NeedNormals = (ctx->Light.Enabled || ctx->Texture.NeedNormals);
ctx->NeedEyeCoords = ((ctx->Fog.Enabled && ctx->Hint.Fog != GL_NICEST) ||
ctx->Point.Attenuated);
ctx->NeedEyeNormals = GL_FALSE;
if (ctx->Light.Enabled) {
if (ctx->Light.Flags & LIGHT_POSITIONAL) {
/* Need length for attenuation */
if (!TEST_MAT_FLAGS( &ctx->ModelView, MAT_FLAGS_LENGTH_PRESERVING))
ctx->NeedEyeCoords = GL_TRUE;
} else if (ctx->Light.NeedVertices) {
/* Need angle for spot calculations */
if (!TEST_MAT_FLAGS( &ctx->ModelView, MAT_FLAGS_ANGLE_PRESERVING))
ctx->NeedEyeCoords = GL_TRUE;
}
ctx->NeedEyeNormals = ctx->NeedEyeCoords;
}
if (ctx->Texture.Enabled || ctx->RenderMode==GL_FEEDBACK) {
if (ctx->Texture.NeedEyeCoords) ctx->NeedEyeCoords = GL_TRUE;
if (ctx->Texture.NeedNormals)
ctx->NeedNormals = ctx->NeedEyeNormals = GL_TRUE;
}
ctx->vb_proj_matrix = &ctx->ModelProjectMatrix;
if (ctx->NeedEyeCoords)
ctx->vb_proj_matrix = &ctx->ProjectionMatrix;
if (ctx->Light.Enabled) {
gl_update_lighting_function(ctx);
if ( (ctx->NewState & NEW_LIGHTING) ||
((ctx->NewState & (NEW_MODELVIEW| NEW_PROJECTION)) &&
!ctx->NeedEyeCoords) ||
oldcoord != ctx->NeedEyeCoords ||
oldnorm != ctx->NeedEyeNormals) {
gl_compute_light_positions(ctx);
}
ctx->rescale_factor = 1.0F;
if (ctx->ModelView.flags & (MAT_FLAG_UNIFORM_SCALE |
MAT_FLAG_GENERAL_SCALE |
MAT_FLAG_GENERAL_3D |
MAT_FLAG_GENERAL) )
{
GLfloat *m = ctx->ModelView.inv;
GLfloat f = m[2]*m[2] + m[6]*m[6] + m[10]*m[10];
if (f > 1e-12 && (f-1)*(f-1) > 1e-12)
ctx->rescale_factor = 1.0/GL_SQRT(f);
}
}
gl_update_normal_transform( ctx );
}
gl_update_pipelines(ctx);
ctx->NewState = 0;
}

View File

@@ -1,4 +1,4 @@
/* $Id: context.h,v 1.12 2000/01/28 20:17:42 brianp Exp $ */
/* $Id: context.h,v 1.13 2000/02/02 19:16:46 brianp Exp $ */
/*
* Mesa 3-D graphics library
@@ -165,13 +165,6 @@ _mesa_get_dispatch(GLcontext *ctx);
/*
* GL_MESA_resize_buffers extension
*/
extern void _mesa_ResizeBuffersMESA( void );
/*
* Miscellaneous
*/
@@ -184,14 +177,22 @@ extern void gl_error( GLcontext *ctx, GLenum error, const char *s );
extern void gl_compile_error( GLcontext *ctx, GLenum error, const char *s );
extern void gl_update_state( GLcontext *ctx );
/* for debugging */
extern void gl_print_state( const char *msg, GLuint state );
extern void
_mesa_Finish( void );
extern void
_mesa_Flush( void );
extern void
_mesa_init_no_op_table(struct _glapi_table *exec);
extern void
_mesa_init_exec_table(struct _glapi_table *exec);
/* for debugging */
extern void gl_print_enable_flags( const char *msg, GLuint flags );
#ifdef PROFILE