moved state functions to state.c
This commit is contained in:
@@ -1,4 +1,4 @@
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/* $Id: context.c,v 1.37 2000/01/31 23:11:39 brianp Exp $ */
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/* $Id: context.c,v 1.38 2000/02/02 19:16:46 brianp Exp $ */
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/*
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* Mesa 3-D graphics library
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@@ -47,21 +47,17 @@
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#include "glthread.h"
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#include "hash.h"
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#include "light.h"
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#include "lines.h"
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#include "dlist.h"
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#include "macros.h"
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#include "matrix.h"
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#include "mem.h"
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#include "mmath.h"
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#include "pb.h"
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#include "pipeline.h"
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#include "points.h"
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#include "quads.h"
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#include "shade.h"
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#include "simple_list.h"
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#include "stencil.h"
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#include "stages.h"
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#include "triangle.h"
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#include "state.h"
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#include "translate.h"
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#include "teximage.h"
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#include "texobj.h"
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@@ -71,7 +67,6 @@
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#include "varray.h"
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#include "vb.h"
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#include "vbcull.h"
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#include "vbfill.h"
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#include "vbrender.h"
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#include "vbxform.h"
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#include "vertices.h"
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@@ -1737,47 +1732,6 @@ _mesa_get_dispatch(GLcontext *ctx)
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void
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_mesa_ResizeBuffersMESA( void )
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{
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GLcontext *ctx = gl_get_current_context();
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GLuint buf_width, buf_height;
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if (MESA_VERBOSE & VERBOSE_API)
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fprintf(stderr, "glResizeBuffersMESA\n");
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/* ask device driver for size of output buffer */
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(*ctx->Driver.GetBufferSize)( ctx, &buf_width, &buf_height );
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/* see if size of device driver's color buffer (window) has changed */
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if (ctx->DrawBuffer->Width == (GLint) buf_width &&
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ctx->DrawBuffer->Height == (GLint) buf_height)
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return;
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ctx->NewState |= NEW_RASTER_OPS; /* to update scissor / window bounds */
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/* save buffer size */
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ctx->DrawBuffer->Width = buf_width;
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ctx->DrawBuffer->Height = buf_height;
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/* Reallocate other buffers if needed. */
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if (ctx->DrawBuffer->UseSoftwareDepthBuffer) {
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gl_alloc_depth_buffer( ctx );
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}
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if (ctx->DrawBuffer->UseSoftwareStencilBuffer) {
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gl_alloc_stencil_buffer( ctx );
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}
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if (ctx->DrawBuffer->UseSoftwareAccumBuffer) {
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gl_alloc_accum_buffer( ctx );
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}
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if (ctx->Visual->SoftwareAlpha) {
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gl_alloc_alpha_buffers( ctx );
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}
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}
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/**********************************************************************/
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/***** Miscellaneous functions *****/
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/**********************************************************************/
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@@ -1822,6 +1776,9 @@ void gl_warning( const GLcontext *ctx, const char *s )
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/*
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* Compile an error into current display list.
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*/
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void gl_compile_error( GLcontext *ctx, GLenum error, const char *s )
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{
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if (ctx->CompileFlag)
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@@ -1832,6 +1789,7 @@ void gl_compile_error( GLcontext *ctx, GLenum error, const char *s )
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}
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/*
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* This is Mesa's error handler. Normally, all that's done is the updating
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* of the current error value. If Mesa is compiled with -DDEBUG or if the
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@@ -1899,588 +1857,24 @@ void gl_error( GLcontext *ctx, GLenum error, const char *s )
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/**********************************************************************/
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/***** State update logic *****/
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/**********************************************************************/
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/*
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* Since the device driver may or may not support pixel logic ops we
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* have to make some extensive tests to determine whether or not
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* software-implemented logic operations have to be used.
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*/
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static void update_pixel_logic( GLcontext *ctx )
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void
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_mesa_Finish( void )
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{
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if (ctx->Visual->RGBAflag) {
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/* RGBA mode blending w/ Logic Op */
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if (ctx->Color.ColorLogicOpEnabled) {
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if (ctx->Driver.LogicOp
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&& (*ctx->Driver.LogicOp)( ctx, ctx->Color.LogicOp )) {
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/* Device driver can do logic, don't have to do it in software */
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ctx->Color.SWLogicOpEnabled = GL_FALSE;
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}
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else {
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/* Device driver can't do logic op so we do it in software */
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ctx->Color.SWLogicOpEnabled = GL_TRUE;
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}
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}
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else {
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/* no logic op */
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if (ctx->Driver.LogicOp) {
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(void) (*ctx->Driver.LogicOp)( ctx, GL_COPY );
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}
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ctx->Color.SWLogicOpEnabled = GL_FALSE;
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}
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}
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else {
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/* CI mode Logic Op */
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if (ctx->Color.IndexLogicOpEnabled) {
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if (ctx->Driver.LogicOp
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&& (*ctx->Driver.LogicOp)( ctx, ctx->Color.LogicOp )) {
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/* Device driver can do logic, don't have to do it in software */
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ctx->Color.SWLogicOpEnabled = GL_FALSE;
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}
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else {
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/* Device driver can't do logic op so we do it in software */
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ctx->Color.SWLogicOpEnabled = GL_TRUE;
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}
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}
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else {
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/* no logic op */
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if (ctx->Driver.LogicOp) {
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(void) (*ctx->Driver.LogicOp)( ctx, GL_COPY );
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}
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ctx->Color.SWLogicOpEnabled = GL_FALSE;
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}
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GET_CURRENT_CONTEXT(ctx);
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ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glFinish");
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if (ctx->Driver.Finish) {
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(*ctx->Driver.Finish)( ctx );
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}
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}
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/*
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* Check if software implemented RGBA or Color Index masking is needed.
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*/
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static void update_pixel_masking( GLcontext *ctx )
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void
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_mesa_Flush( void )
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{
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if (ctx->Visual->RGBAflag) {
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GLuint *colorMask = (GLuint *) ctx->Color.ColorMask;
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if (*colorMask == 0xffffffff) {
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/* disable masking */
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if (ctx->Driver.ColorMask) {
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(void) (*ctx->Driver.ColorMask)( ctx, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
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GET_CURRENT_CONTEXT(ctx);
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ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glFlush");
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if (ctx->Driver.Flush) {
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(*ctx->Driver.Flush)( ctx );
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}
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ctx->Color.SWmasking = GL_FALSE;
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}
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else {
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/* Ask driver to do color masking, if it can't then
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* do it in software
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*/
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GLboolean red = ctx->Color.ColorMask[RCOMP] ? GL_TRUE : GL_FALSE;
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GLboolean green = ctx->Color.ColorMask[GCOMP] ? GL_TRUE : GL_FALSE;
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GLboolean blue = ctx->Color.ColorMask[BCOMP] ? GL_TRUE : GL_FALSE;
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GLboolean alpha = ctx->Color.ColorMask[ACOMP] ? GL_TRUE : GL_FALSE;
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if (ctx->Driver.ColorMask
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&& (*ctx->Driver.ColorMask)( ctx, red, green, blue, alpha )) {
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ctx->Color.SWmasking = GL_FALSE;
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}
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else {
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ctx->Color.SWmasking = GL_TRUE;
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}
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}
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}
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else {
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if (ctx->Color.IndexMask==0xffffffff) {
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/* disable masking */
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if (ctx->Driver.IndexMask) {
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(void) (*ctx->Driver.IndexMask)( ctx, 0xffffffff );
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}
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ctx->Color.SWmasking = GL_FALSE;
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}
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else {
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/* Ask driver to do index masking, if it can't then
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* do it in software
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*/
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if (ctx->Driver.IndexMask
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&& (*ctx->Driver.IndexMask)( ctx, ctx->Color.IndexMask )) {
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ctx->Color.SWmasking = GL_FALSE;
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}
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else {
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ctx->Color.SWmasking = GL_TRUE;
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}
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}
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}
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}
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static void update_fog_mode( GLcontext *ctx )
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{
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int old_mode = ctx->FogMode;
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if (ctx->Fog.Enabled) {
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if (ctx->Texture.Enabled)
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ctx->FogMode = FOG_FRAGMENT;
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else if (ctx->Hint.Fog == GL_NICEST)
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ctx->FogMode = FOG_FRAGMENT;
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else
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ctx->FogMode = FOG_VERTEX;
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if (ctx->Driver.GetParameteri)
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if ((ctx->Driver.GetParameteri)( ctx, DD_HAVE_HARDWARE_FOG ))
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ctx->FogMode = FOG_FRAGMENT;
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}
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else {
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ctx->FogMode = FOG_NONE;
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}
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if (old_mode != ctx->FogMode)
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ctx->NewState |= NEW_FOG;
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}
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/*
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* Recompute the value of ctx->RasterMask, etc. according to
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* the current context.
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*/
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static void update_rasterflags( GLcontext *ctx )
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{
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ctx->RasterMask = 0;
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if (ctx->Color.AlphaEnabled) ctx->RasterMask |= ALPHATEST_BIT;
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if (ctx->Color.BlendEnabled) ctx->RasterMask |= BLEND_BIT;
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if (ctx->Depth.Test) ctx->RasterMask |= DEPTH_BIT;
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if (ctx->FogMode==FOG_FRAGMENT) ctx->RasterMask |= FOG_BIT;
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if (ctx->Color.SWLogicOpEnabled) ctx->RasterMask |= LOGIC_OP_BIT;
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if (ctx->Scissor.Enabled) ctx->RasterMask |= SCISSOR_BIT;
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if (ctx->Stencil.Enabled) ctx->RasterMask |= STENCIL_BIT;
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if (ctx->Color.SWmasking) ctx->RasterMask |= MASKING_BIT;
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if (ctx->Visual->SoftwareAlpha && ctx->Color.ColorMask[ACOMP]
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&& ctx->Color.DrawBuffer != GL_NONE)
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ctx->RasterMask |= ALPHABUF_BIT;
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if ( ctx->Viewport.X<0
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|| ctx->Viewport.X + ctx->Viewport.Width > ctx->DrawBuffer->Width
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|| ctx->Viewport.Y<0
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|| ctx->Viewport.Y + ctx->Viewport.Height > ctx->DrawBuffer->Height) {
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ctx->RasterMask |= WINCLIP_BIT;
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}
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/* If we're not drawing to exactly one color buffer set the
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* MULTI_DRAW_BIT flag. Also set it if we're drawing to no
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* buffers or the RGBA or CI mask disables all writes.
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*/
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ctx->TriangleCaps &= ~DD_MULTIDRAW;
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if (ctx->Color.MultiDrawBuffer) {
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ctx->RasterMask |= MULTI_DRAW_BIT;
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ctx->TriangleCaps |= DD_MULTIDRAW;
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}
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else if (ctx->Color.DrawBuffer==GL_NONE) {
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ctx->RasterMask |= MULTI_DRAW_BIT;
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ctx->TriangleCaps |= DD_MULTIDRAW;
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}
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else if (ctx->Visual->RGBAflag && ctx->Color.ColorMask==0) {
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/* all RGBA channels disabled */
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ctx->RasterMask |= MULTI_DRAW_BIT;
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ctx->TriangleCaps |= DD_MULTIDRAW;
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ctx->Color.DrawDestMask = 0;
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}
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else if (!ctx->Visual->RGBAflag && ctx->Color.IndexMask==0) {
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/* all color index bits disabled */
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ctx->RasterMask |= MULTI_DRAW_BIT;
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ctx->TriangleCaps |= DD_MULTIDRAW;
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ctx->Color.DrawDestMask = 0;
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}
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}
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void gl_print_state( const char *msg, GLuint state )
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{
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fprintf(stderr,
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"%s: (0x%x) %s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s\n",
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msg,
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state,
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(state & NEW_LIGHTING) ? "lighting, " : "",
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(state & NEW_RASTER_OPS) ? "raster-ops, " : "",
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(state & NEW_TEXTURING) ? "texturing, " : "",
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(state & NEW_POLYGON) ? "polygon, " : "",
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(state & NEW_DRVSTATE0) ? "driver-0, " : "",
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(state & NEW_DRVSTATE1) ? "driver-1, " : "",
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(state & NEW_DRVSTATE2) ? "driver-2, " : "",
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(state & NEW_DRVSTATE3) ? "driver-3, " : "",
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(state & NEW_MODELVIEW) ? "modelview, " : "",
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(state & NEW_PROJECTION) ? "projection, " : "",
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(state & NEW_TEXTURE_MATRIX) ? "texture-matrix, " : "",
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(state & NEW_USER_CLIP) ? "user-clip, " : "",
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(state & NEW_TEXTURE_ENV) ? "texture-env, " : "",
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(state & NEW_CLIENT_STATE) ? "client-state, " : "",
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(state & NEW_FOG) ? "fog, " : "",
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(state & NEW_NORMAL_TRANSFORM) ? "normal-transform, " : "",
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(state & NEW_VIEWPORT) ? "viewport, " : "",
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(state & NEW_TEXTURE_ENABLE) ? "texture-enable, " : "");
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}
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void gl_print_enable_flags( const char *msg, GLuint flags )
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{
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fprintf(stderr,
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"%s: (0x%x) %s%s%s%s%s%s%s%s%s%s%s\n",
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msg,
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flags,
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(flags & ENABLE_TEX0) ? "tex-0, " : "",
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(flags & ENABLE_TEX1) ? "tex-1, " : "",
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(flags & ENABLE_LIGHT) ? "light, " : "",
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(flags & ENABLE_FOG) ? "fog, " : "",
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(flags & ENABLE_USERCLIP) ? "userclip, " : "",
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(flags & ENABLE_TEXGEN0) ? "tex-gen-0, " : "",
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(flags & ENABLE_TEXGEN1) ? "tex-gen-1, " : "",
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(flags & ENABLE_TEXMAT0) ? "tex-mat-0, " : "",
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(flags & ENABLE_TEXMAT1) ? "tex-mat-1, " : "",
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(flags & ENABLE_NORMALIZE) ? "normalize, " : "",
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(flags & ENABLE_RESCALE) ? "rescale, " : "");
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}
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/*
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* If ctx->NewState is non-zero then this function MUST be called before
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* rendering any primitive. Basically, function pointers and miscellaneous
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* flags are updated to reflect the current state of the state machine.
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*/
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void gl_update_state( GLcontext *ctx )
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{
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GLuint i;
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if (MESA_VERBOSE & VERBOSE_STATE)
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gl_print_state("", ctx->NewState);
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if (ctx->NewState & NEW_CLIENT_STATE)
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gl_update_client_state( ctx );
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if ((ctx->NewState & NEW_TEXTURE_ENABLE) &&
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(ctx->Enabled & ENABLE_TEX_ANY) != ctx->Texture.Enabled)
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ctx->NewState |= NEW_TEXTURING | NEW_RASTER_OPS;
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if (ctx->NewState & NEW_TEXTURE_ENV) {
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if (ctx->Texture.Unit[0].EnvMode == ctx->Texture.Unit[0].LastEnvMode &&
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ctx->Texture.Unit[1].EnvMode == ctx->Texture.Unit[1].LastEnvMode)
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ctx->NewState &= ~NEW_TEXTURE_ENV;
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ctx->Texture.Unit[0].LastEnvMode = ctx->Texture.Unit[0].EnvMode;
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ctx->Texture.Unit[1].LastEnvMode = ctx->Texture.Unit[1].EnvMode;
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}
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if (ctx->NewState & NEW_TEXTURE_MATRIX) {
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ctx->Enabled &= ~(ENABLE_TEXMAT0|ENABLE_TEXMAT1);
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for (i=0; i < MAX_TEXTURE_UNITS; i++) {
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if (ctx->TextureMatrix[i].flags & MAT_DIRTY_ALL_OVER)
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{
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gl_matrix_analyze( &ctx->TextureMatrix[i] );
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ctx->TextureMatrix[i].flags &= ~MAT_DIRTY_DEPENDENTS;
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if (ctx->Texture.Unit[i].Enabled &&
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ctx->TextureMatrix[i].type != MATRIX_IDENTITY)
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ctx->Enabled |= ENABLE_TEXMAT0 << i;
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}
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}
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}
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if (ctx->NewState & (NEW_TEXTURING | NEW_TEXTURE_ENABLE)) {
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ctx->Texture.NeedNormals = GL_FALSE;
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gl_update_dirty_texobjs(ctx);
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ctx->Enabled &= ~(ENABLE_TEXGEN0|ENABLE_TEXGEN1);
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ctx->Texture.ReallyEnabled = 0;
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for (i=0; i < MAX_TEXTURE_UNITS; i++) {
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if (ctx->Texture.Unit[i].Enabled) {
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gl_update_texture_unit( ctx, &ctx->Texture.Unit[i] );
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ctx->Texture.ReallyEnabled |=
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ctx->Texture.Unit[i].ReallyEnabled<<(i*4);
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if (ctx->Texture.Unit[i].GenFlags != 0) {
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ctx->Enabled |= ENABLE_TEXGEN0 << i;
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if (ctx->Texture.Unit[i].GenFlags & TEXGEN_NEED_NORMALS)
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{
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ctx->Texture.NeedNormals = GL_TRUE;
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ctx->Texture.NeedEyeCoords = GL_TRUE;
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}
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if (ctx->Texture.Unit[i].GenFlags & TEXGEN_NEED_EYE_COORD)
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{
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ctx->Texture.NeedEyeCoords = GL_TRUE;
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}
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}
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}
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}
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ctx->Texture.Enabled = ctx->Enabled & ENABLE_TEX_ANY;
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ctx->NeedNormals = (ctx->Light.Enabled || ctx->Texture.NeedNormals);
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}
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if (ctx->NewState & (NEW_RASTER_OPS | NEW_LIGHTING | NEW_FOG)) {
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if (ctx->NewState & NEW_RASTER_OPS) {
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update_pixel_logic(ctx);
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update_pixel_masking(ctx);
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update_fog_mode(ctx);
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update_rasterflags(ctx);
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if (ctx->Driver.Dither) {
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(*ctx->Driver.Dither)( ctx, ctx->Color.DitherFlag );
|
||||
}
|
||||
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||||
/* Check if incoming colors can be modified during rasterization */
|
||||
if (ctx->Fog.Enabled ||
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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;
|
||||
}
|
||||
|
@@ -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
|
||||
|
Reference in New Issue
Block a user