330 lines
12 KiB
C
330 lines
12 KiB
C
/*
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* Mesa 3-D graphics library
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* Version: 7.1
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*
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* Copyright (C) 1999-2007 Brian Paul 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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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* 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 shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#include "main/glheader.h"
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#include "main/imports.h"
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#include "main/arrayobj.h"
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#include "main/context.h"
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#include "main/framebuffer.h"
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#include "main/mipmap.h"
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#include "main/queryobj.h"
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#include "main/renderbuffer.h"
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#include "main/shaderobj.h"
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#include "main/texcompress.h"
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#include "main/texformat.h"
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#include "main/texgetimage.h"
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#include "main/teximage.h"
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#include "main/texobj.h"
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#include "main/texstore.h"
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#include "main/bufferobj.h"
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#include "main/fbobject.h"
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#include "main/texrender.h"
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#include "main/syncobj.h"
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#include "main/texturebarrier.h"
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#include "main/transformfeedback.h"
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#include "program/program.h"
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#include "tnl/tnl.h"
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#include "swrast/swrast.h"
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#include "driverfuncs.h"
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#include "meta.h"
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/**
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* Plug in default functions for all pointers in the dd_function_table
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* structure.
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* Device drivers should call this function and then plug in any
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* functions which it wants to override.
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* Some functions (pointers) MUST be implemented by all drivers (REQUIRED).
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*
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* \param table the dd_function_table to initialize
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*/
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void
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_mesa_init_driver_functions(struct dd_function_table *driver)
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{
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memset(driver, 0, sizeof(*driver));
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driver->GetString = NULL; /* REQUIRED! */
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driver->UpdateState = NULL; /* REQUIRED! */
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driver->GetBufferSize = NULL; /* REQUIRED! */
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driver->ResizeBuffers = _mesa_resize_framebuffer;
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driver->Error = NULL;
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driver->Finish = NULL;
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driver->Flush = NULL;
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/* framebuffer/image functions */
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driver->Clear = _swrast_Clear;
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driver->Accum = _swrast_Accum;
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driver->RasterPos = _tnl_RasterPos;
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driver->DrawPixels = _swrast_DrawPixels;
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driver->ReadPixels = _swrast_ReadPixels;
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driver->CopyPixels = _swrast_CopyPixels;
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driver->Bitmap = _swrast_Bitmap;
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/* Texture functions */
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driver->ChooseTextureFormat = _mesa_choose_tex_format;
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driver->TexImage1D = _mesa_store_teximage1d;
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driver->TexImage2D = _mesa_store_teximage2d;
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driver->TexImage3D = _mesa_store_teximage3d;
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driver->TexSubImage1D = _mesa_store_texsubimage1d;
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driver->TexSubImage2D = _mesa_store_texsubimage2d;
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driver->TexSubImage3D = _mesa_store_texsubimage3d;
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driver->GetTexImage = _mesa_get_teximage;
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driver->CopyTexImage1D = _mesa_meta_CopyTexImage1D;
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driver->CopyTexImage2D = _mesa_meta_CopyTexImage2D;
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driver->CopyTexSubImage1D = _mesa_meta_CopyTexSubImage1D;
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driver->CopyTexSubImage2D = _mesa_meta_CopyTexSubImage2D;
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driver->CopyTexSubImage3D = _mesa_meta_CopyTexSubImage3D;
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driver->GenerateMipmap = _mesa_meta_GenerateMipmap;
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driver->TestProxyTexImage = _mesa_test_proxy_teximage;
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driver->CompressedTexImage1D = _mesa_store_compressed_teximage1d;
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driver->CompressedTexImage2D = _mesa_store_compressed_teximage2d;
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driver->CompressedTexImage3D = _mesa_store_compressed_teximage3d;
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driver->CompressedTexSubImage1D = _mesa_store_compressed_texsubimage1d;
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driver->CompressedTexSubImage2D = _mesa_store_compressed_texsubimage2d;
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driver->CompressedTexSubImage3D = _mesa_store_compressed_texsubimage3d;
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driver->GetCompressedTexImage = _mesa_get_compressed_teximage;
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driver->BindTexture = NULL;
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driver->NewTextureObject = _mesa_new_texture_object;
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driver->DeleteTexture = _mesa_delete_texture_object;
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driver->NewTextureImage = _mesa_new_texture_image;
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driver->FreeTexImageData = _mesa_free_texture_image_data;
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driver->MapTexture = NULL;
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driver->UnmapTexture = NULL;
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driver->TextureMemCpy = memcpy;
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driver->IsTextureResident = NULL;
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driver->UpdateTexturePalette = NULL;
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/* imaging */
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driver->CopyColorTable = _mesa_meta_CopyColorTable;
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driver->CopyColorSubTable = _mesa_meta_CopyColorSubTable;
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/* Vertex/fragment programs */
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driver->BindProgram = NULL;
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driver->NewProgram = _mesa_new_program;
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driver->DeleteProgram = _mesa_delete_program;
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/* simple state commands */
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driver->AlphaFunc = NULL;
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driver->BlendColor = NULL;
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driver->BlendEquationSeparate = NULL;
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driver->BlendFuncSeparate = NULL;
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driver->ClearColor = NULL;
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driver->ClearDepth = NULL;
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driver->ClearStencil = NULL;
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driver->ClipPlane = NULL;
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driver->ColorMask = NULL;
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driver->ColorMaterial = NULL;
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driver->CullFace = NULL;
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driver->DrawBuffer = NULL;
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driver->DrawBuffers = NULL;
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driver->FrontFace = NULL;
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driver->DepthFunc = NULL;
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driver->DepthMask = NULL;
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driver->DepthRange = NULL;
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driver->Enable = NULL;
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driver->Fogfv = NULL;
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driver->Hint = NULL;
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driver->Lightfv = NULL;
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driver->LightModelfv = NULL;
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driver->LineStipple = NULL;
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driver->LineWidth = NULL;
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driver->LogicOpcode = NULL;
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driver->PointParameterfv = NULL;
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driver->PointSize = NULL;
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driver->PolygonMode = NULL;
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driver->PolygonOffset = NULL;
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driver->PolygonStipple = NULL;
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driver->ReadBuffer = NULL;
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driver->RenderMode = NULL;
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driver->Scissor = NULL;
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driver->ShadeModel = NULL;
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driver->StencilFuncSeparate = NULL;
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driver->StencilOpSeparate = NULL;
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driver->StencilMaskSeparate = NULL;
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driver->TexGen = NULL;
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driver->TexEnv = NULL;
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driver->TexParameter = NULL;
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driver->Viewport = NULL;
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/* buffer objects */
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_mesa_init_buffer_object_functions(driver);
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/* query objects */
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_mesa_init_query_object_functions(driver);
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_mesa_init_sync_object_functions(driver);
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driver->NewFramebuffer = _mesa_new_framebuffer;
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driver->NewRenderbuffer = _mesa_new_soft_renderbuffer;
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driver->RenderTexture = _mesa_render_texture;
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driver->FinishRenderTexture = _mesa_finish_render_texture;
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driver->FramebufferRenderbuffer = _mesa_framebuffer_renderbuffer;
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driver->ValidateFramebuffer = _mesa_validate_framebuffer;
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driver->BlitFramebuffer = _swrast_BlitFramebuffer;
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_mesa_init_texture_barrier_functions(driver);
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/* APPLE_vertex_array_object */
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driver->NewArrayObject = _mesa_new_array_object;
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driver->DeleteArrayObject = _mesa_delete_array_object;
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driver->BindArrayObject = NULL;
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_mesa_init_shader_object_functions(driver);
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_mesa_init_transform_feedback_functions(driver);
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/* T&L stuff */
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driver->NeedValidate = GL_FALSE;
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driver->ValidateTnlModule = NULL;
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driver->CurrentExecPrimitive = 0;
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driver->CurrentSavePrimitive = 0;
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driver->NeedFlush = 0;
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driver->SaveNeedFlush = 0;
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driver->ProgramStringNotify = _tnl_program_string;
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driver->FlushVertices = NULL;
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driver->SaveFlushVertices = NULL;
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driver->NotifySaveBegin = NULL;
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driver->LightingSpaceChange = NULL;
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/* display list */
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driver->NewList = NULL;
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driver->EndList = NULL;
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driver->BeginCallList = NULL;
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driver->EndCallList = NULL;
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}
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/**
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* Call the ctx->Driver.* state functions with current values to initialize
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* driver state.
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* Only the Intel drivers use this so far.
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*/
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void
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_mesa_init_driver_state(struct gl_context *ctx)
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{
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ctx->Driver.AlphaFunc(ctx, ctx->Color.AlphaFunc, ctx->Color.AlphaRef);
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ctx->Driver.BlendColor(ctx, ctx->Color.BlendColor);
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ctx->Driver.BlendEquationSeparate(ctx,
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ctx->Color.Blend[0].EquationRGB,
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ctx->Color.Blend[0].EquationA);
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ctx->Driver.BlendFuncSeparate(ctx,
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ctx->Color.Blend[0].SrcRGB,
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ctx->Color.Blend[0].DstRGB,
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ctx->Color.Blend[0].SrcA,
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ctx->Color.Blend[0].DstA);
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if (ctx->Driver.ColorMaskIndexed) {
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GLuint i;
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for (i = 0; i < ctx->Const.MaxDrawBuffers; i++) {
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ctx->Driver.ColorMaskIndexed(ctx, i,
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ctx->Color.ColorMask[0][RCOMP],
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ctx->Color.ColorMask[0][GCOMP],
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ctx->Color.ColorMask[0][BCOMP],
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ctx->Color.ColorMask[0][ACOMP]);
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}
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}
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else {
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ctx->Driver.ColorMask(ctx,
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ctx->Color.ColorMask[0][RCOMP],
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ctx->Color.ColorMask[0][GCOMP],
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ctx->Color.ColorMask[0][BCOMP],
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ctx->Color.ColorMask[0][ACOMP]);
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}
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ctx->Driver.CullFace(ctx, ctx->Polygon.CullFaceMode);
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ctx->Driver.DepthFunc(ctx, ctx->Depth.Func);
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ctx->Driver.DepthMask(ctx, ctx->Depth.Mask);
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ctx->Driver.Enable(ctx, GL_ALPHA_TEST, ctx->Color.AlphaEnabled);
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ctx->Driver.Enable(ctx, GL_BLEND, ctx->Color.BlendEnabled);
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ctx->Driver.Enable(ctx, GL_COLOR_LOGIC_OP, ctx->Color.ColorLogicOpEnabled);
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ctx->Driver.Enable(ctx, GL_COLOR_SUM, ctx->Fog.ColorSumEnabled);
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ctx->Driver.Enable(ctx, GL_CULL_FACE, ctx->Polygon.CullFlag);
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ctx->Driver.Enable(ctx, GL_DEPTH_TEST, ctx->Depth.Test);
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ctx->Driver.Enable(ctx, GL_DITHER, ctx->Color.DitherFlag);
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ctx->Driver.Enable(ctx, GL_FOG, ctx->Fog.Enabled);
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ctx->Driver.Enable(ctx, GL_LIGHTING, ctx->Light.Enabled);
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ctx->Driver.Enable(ctx, GL_LINE_SMOOTH, ctx->Line.SmoothFlag);
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ctx->Driver.Enable(ctx, GL_POLYGON_STIPPLE, ctx->Polygon.StippleFlag);
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ctx->Driver.Enable(ctx, GL_SCISSOR_TEST, ctx->Scissor.Enabled);
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ctx->Driver.Enable(ctx, GL_STENCIL_TEST, ctx->Stencil._Enabled);
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ctx->Driver.Enable(ctx, GL_TEXTURE_1D, GL_FALSE);
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ctx->Driver.Enable(ctx, GL_TEXTURE_2D, GL_FALSE);
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ctx->Driver.Enable(ctx, GL_TEXTURE_RECTANGLE_NV, GL_FALSE);
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ctx->Driver.Enable(ctx, GL_TEXTURE_3D, GL_FALSE);
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ctx->Driver.Enable(ctx, GL_TEXTURE_CUBE_MAP, GL_FALSE);
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ctx->Driver.Fogfv(ctx, GL_FOG_COLOR, ctx->Fog.Color);
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ctx->Driver.Fogfv(ctx, GL_FOG_MODE, 0);
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ctx->Driver.Fogfv(ctx, GL_FOG_DENSITY, &ctx->Fog.Density);
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ctx->Driver.Fogfv(ctx, GL_FOG_START, &ctx->Fog.Start);
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ctx->Driver.Fogfv(ctx, GL_FOG_END, &ctx->Fog.End);
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ctx->Driver.FrontFace(ctx, ctx->Polygon.FrontFace);
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{
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GLfloat f = (GLfloat) ctx->Light.Model.ColorControl;
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ctx->Driver.LightModelfv(ctx, GL_LIGHT_MODEL_COLOR_CONTROL, &f);
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}
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ctx->Driver.LineWidth(ctx, ctx->Line.Width);
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ctx->Driver.LogicOpcode(ctx, ctx->Color.LogicOp);
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ctx->Driver.PointSize(ctx, ctx->Point.Size);
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ctx->Driver.PolygonStipple(ctx, (const GLubyte *) ctx->PolygonStipple);
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ctx->Driver.Scissor(ctx, ctx->Scissor.X, ctx->Scissor.Y,
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ctx->Scissor.Width, ctx->Scissor.Height);
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ctx->Driver.ShadeModel(ctx, ctx->Light.ShadeModel);
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ctx->Driver.StencilFuncSeparate(ctx, GL_FRONT,
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ctx->Stencil.Function[0],
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ctx->Stencil.Ref[0],
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ctx->Stencil.ValueMask[0]);
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ctx->Driver.StencilFuncSeparate(ctx, GL_BACK,
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ctx->Stencil.Function[1],
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ctx->Stencil.Ref[1],
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ctx->Stencil.ValueMask[1]);
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ctx->Driver.StencilMaskSeparate(ctx, GL_FRONT, ctx->Stencil.WriteMask[0]);
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ctx->Driver.StencilMaskSeparate(ctx, GL_BACK, ctx->Stencil.WriteMask[1]);
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ctx->Driver.StencilOpSeparate(ctx, GL_FRONT,
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ctx->Stencil.FailFunc[0],
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ctx->Stencil.ZFailFunc[0],
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ctx->Stencil.ZPassFunc[0]);
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ctx->Driver.StencilOpSeparate(ctx, GL_BACK,
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ctx->Stencil.FailFunc[1],
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ctx->Stencil.ZFailFunc[1],
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ctx->Stencil.ZPassFunc[1]);
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ctx->Driver.DrawBuffer(ctx, ctx->Color.DrawBuffer[0]);
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}
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