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src/mesa/tnl/t_vertex.h
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92
src/mesa/tnl/t_vertex.h
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/*
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* Copyright 2003 Tungsten Graphics, inc.
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* All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* on the rights to use, copy, modify, merge, publish, distribute, sub
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* license, and/or sell copies of the Software, and to permit persons to whom
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* the Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
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* TUNGSTEN GRAPHICS AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
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* DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
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* OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
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* USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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* Authors:
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* Keith Whitwell <keithw@tungstengraphics.com>
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*/
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#ifndef _TNL_VERTEX_H
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#define _TNL_VERTEX_H
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/* New mechanism to specify hardware vertices so that tnl can build
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* and manipulate them directly.
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*/
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enum tnl_attr_format {
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EMIT_1F = 1,
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EMIT_2F = 2,
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EMIT_3F = 3,
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EMIT_4F = 4,
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EMIT_2F_VIEWPORT, /* do viewport transform and emit */
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EMIT_3F_VIEWPORT, /* do viewport transform and emit */
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EMIT_4F_VIEWPORT, /* do viewport transform and emit */
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EMIT_3F_XYW, /* for projective texture */
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EMIT_1UB_1F, /* for fog coordinate */
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EMIT_3UB_3F_BGR, /* for specular color */
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EMIT_3UB_3F_RGB, /* for specular color */
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EMIT_4UB_4F_BGRA, /* for color */
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EMIT_4UB_4F_RGBA, /* for color */
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EMIT_NOP_1F,
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EMIT_NOP_1UB,
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};
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struct tnl_attr_map {
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GLuint attr; /* VERT_ATTRIB_ enum */
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enum tnl_attr_format format;
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};
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/* Emit hardware vertices to a given buffer:
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*/
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extern void _tnl_emit( GLcontext *ctx,
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GLuint start, GLuint end,
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void *dest,
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GLuint stride );
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/* Interpolate between two vertices to produce a third:
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*/
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extern void _tnl_interp( GLcontext *ctx,
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GLfloat t,
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GLuint edst, GLuint eout, GLuint ein,
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GLboolean force_boundary );
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/* Copy colors from one vertex to another:
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*/
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extern void _tnl_copy_colors( GLcontext *ctx, GLuint edst, GLuint esrc );
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/* Extract a named attribute from a hardware vertex. Will have to
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* reverse any viewport transformation, swizzling or other conversions
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* which may have been applied:
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*/
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extern void _tnl_get_attr( GLcontext *ctx, void *vertex, GLenum attrib,
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GLfloat *dest );
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/* Populate a swrast SWvertex from an attrib-style vertex.
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*/
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extern void _tnl_translate( GLcontext *ctx, const void *vertex,
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SWvertex *dest );
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#endif
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