
Update a lot of loops, conditionals to use the _TNL_FIRST/LAST_* values instead of specific vertex attributes. Remove the EdgeFlagv function from the GLvertexformat struct.
301 lines
8.2 KiB
C
301 lines
8.2 KiB
C
/*
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* Mesa 3-D graphics library
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* Version: 6.5
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*
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* Copyright (C) 1999-2006 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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* Authors:
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* Keith Whitwell <keith@tungstengraphics.com>
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*/
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#include "api_arrayelt.h"
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#include "glheader.h"
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#include "imports.h"
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#include "context.h"
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#include "macros.h"
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#include "mtypes.h"
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#include "dlist.h"
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#include "light.h"
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#include "vtxfmt.h"
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#include "tnl.h"
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#include "t_array_api.h"
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#include "t_context.h"
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#include "t_pipeline.h"
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#include "t_save_api.h"
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#include "t_vp_build.h"
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#include "t_vtx_api.h"
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static void
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install_driver_callbacks( GLcontext *ctx )
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{
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ctx->Driver.NewList = _tnl_NewList;
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ctx->Driver.EndList = _tnl_EndList;
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ctx->Driver.FlushVertices = _tnl_FlushVertices;
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ctx->Driver.SaveFlushVertices = _tnl_SaveFlushVertices;
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ctx->Driver.BeginCallList = _tnl_BeginCallList;
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ctx->Driver.EndCallList = _tnl_EndCallList;
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}
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GLboolean
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_tnl_CreateContext( GLcontext *ctx )
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{
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TNLcontext *tnl;
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/* Create the TNLcontext structure
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*/
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ctx->swtnl_context = tnl = (TNLcontext *) CALLOC( sizeof(TNLcontext) );
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if (!tnl) {
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return GL_FALSE;
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}
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if (_mesa_getenv("MESA_CODEGEN"))
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tnl->AllowCodegen = GL_TRUE;
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/* Initialize the VB.
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*/
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tnl->vb.Size = ctx->Const.MaxArrayLockSize + MAX_CLIPPED_VERTICES;
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/* Initialize tnl state and tnl->vtxfmt.
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*/
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_tnl_save_init( ctx );
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_tnl_array_init( ctx );
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_tnl_vtx_init( ctx );
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if (ctx->_MaintainTnlProgram) {
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tnl->vp_cache = (struct tnl_cache *) MALLOC(sizeof(*tnl->vp_cache));
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tnl->vp_cache->size = 5;
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tnl->vp_cache->n_items = 0;
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tnl->vp_cache->items = (struct tnl_cache_item**)
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_mesa_malloc(tnl->vp_cache->size * sizeof(*tnl->vp_cache->items));
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_mesa_memset(tnl->vp_cache->items, 0, tnl->vp_cache->size *
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sizeof(*tnl->vp_cache->items));
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_tnl_install_pipeline( ctx, _tnl_vp_pipeline );
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} else {
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_tnl_install_pipeline( ctx, _tnl_default_pipeline );
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}
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/* Initialize the arrayelt helper
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*/
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if (!_ae_create_context( ctx ))
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return GL_FALSE;
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tnl->NeedNdcCoords = GL_TRUE;
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tnl->LoopbackDListCassettes = GL_FALSE;
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tnl->CalcDListNormalLengths = GL_TRUE;
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tnl->AllowVertexFog = GL_TRUE;
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tnl->AllowPixelFog = GL_TRUE;
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/* Hook our functions into exec and compile dispatch tables.
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*/
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_mesa_install_exec_vtxfmt( ctx, &tnl->exec_vtxfmt );
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/* Set a few default values in the driver struct.
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*/
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install_driver_callbacks(ctx);
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ctx->Driver.NeedFlush = 0;
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ctx->Driver.CurrentExecPrimitive = PRIM_OUTSIDE_BEGIN_END;
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ctx->Driver.CurrentSavePrimitive = PRIM_UNKNOWN;
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tnl->Driver.Render.PrimTabElts = _tnl_render_tab_elts;
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tnl->Driver.Render.PrimTabVerts = _tnl_render_tab_verts;
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tnl->Driver.NotifyMaterialChange = _mesa_validate_all_lighting_tables;
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return GL_TRUE;
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}
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void
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_tnl_DestroyContext( GLcontext *ctx )
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{
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TNLcontext *tnl = TNL_CONTEXT(ctx);
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_tnl_array_destroy( ctx );
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_tnl_vtx_destroy( ctx );
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_tnl_save_destroy( ctx );
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_tnl_destroy_pipeline( ctx );
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_ae_destroy_context( ctx );
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if (ctx->_MaintainTnlProgram)
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_tnl_ProgramCacheDestroy( ctx );
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FREE(tnl);
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ctx->swtnl_context = NULL;
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}
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void
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_tnl_InvalidateState( GLcontext *ctx, GLuint new_state )
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{
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TNLcontext *tnl = TNL_CONTEXT(ctx);
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if (new_state & (_NEW_HINT)) {
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ASSERT(tnl->AllowVertexFog || tnl->AllowPixelFog);
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tnl->_DoVertexFog = (tnl->AllowVertexFog && (ctx->Hint.Fog != GL_NICEST))
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|| !tnl->AllowPixelFog;
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}
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_ae_invalidate_state(ctx, new_state);
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tnl->pipeline.new_state |= new_state;
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tnl->vtx.eval.new_state |= new_state;
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/* Calculate tnl->render_inputs:
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*/
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if (ctx->Visual.rgbMode) {
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GLuint i;
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RENDERINPUTS_ZERO( tnl->render_inputs_bitset );
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RENDERINPUTS_SET( tnl->render_inputs_bitset, _TNL_ATTRIB_POS );
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RENDERINPUTS_SET( tnl->render_inputs_bitset, _TNL_ATTRIB_COLOR0 );
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for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++) {
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if (ctx->Texture._EnabledCoordUnits & (1 << i)) {
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RENDERINPUTS_SET( tnl->render_inputs_bitset, _TNL_ATTRIB_TEX(i) );
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}
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}
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if (NEED_SECONDARY_COLOR(ctx))
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RENDERINPUTS_SET( tnl->render_inputs_bitset, _TNL_ATTRIB_COLOR1 );
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}
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else {
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RENDERINPUTS_SET( tnl->render_inputs_bitset, _TNL_ATTRIB_POS );
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RENDERINPUTS_SET( tnl->render_inputs_bitset, _TNL_ATTRIB_COLOR_INDEX );
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}
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if (ctx->Fog.Enabled ||
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(ctx->FragmentProgram._Active &&
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ctx->FragmentProgram._Current->FogOption != GL_NONE))
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RENDERINPUTS_SET( tnl->render_inputs_bitset, _TNL_ATTRIB_FOG );
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if (ctx->Polygon.FrontMode != GL_FILL ||
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ctx->Polygon.BackMode != GL_FILL)
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RENDERINPUTS_SET( tnl->render_inputs_bitset, _TNL_ATTRIB_EDGEFLAG );
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if (ctx->RenderMode == GL_FEEDBACK)
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RENDERINPUTS_SET( tnl->render_inputs_bitset, _TNL_ATTRIB_TEX0 );
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if (ctx->Point._Attenuated ||
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(ctx->VertexProgram._Enabled && ctx->VertexProgram.PointSizeEnabled))
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RENDERINPUTS_SET( tnl->render_inputs_bitset, _TNL_ATTRIB_POINTSIZE );
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if (ctx->ShaderObjects._VertexShaderPresent || ctx->ShaderObjects._FragmentShaderPresent)
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RENDERINPUTS_SET_RANGE( tnl->render_inputs_bitset, _TNL_FIRST_ATTRIBUTE, _TNL_LAST_ATTRIBUTE );
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}
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void
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_tnl_wakeup_exec( GLcontext *ctx )
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{
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TNLcontext *tnl = TNL_CONTEXT(ctx);
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install_driver_callbacks(ctx);
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ctx->Driver.NeedFlush |= FLUSH_UPDATE_CURRENT;
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/* Hook our functions into exec and compile dispatch tables.
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*/
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_mesa_install_exec_vtxfmt( ctx, &tnl->exec_vtxfmt );
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/* Assume we haven't been getting state updates either:
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*/
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_tnl_InvalidateState( ctx, ~0 );
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if (ctx->Light.ColorMaterialEnabled) {
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_mesa_update_color_material( ctx,
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ctx->Current.Attrib[VERT_ATTRIB_COLOR0] );
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}
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}
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void
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_tnl_wakeup_save_exec( GLcontext *ctx )
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{
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TNLcontext *tnl = TNL_CONTEXT(ctx);
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_tnl_wakeup_exec( ctx );
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_mesa_install_save_vtxfmt( ctx, &tnl->save_vtxfmt );
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}
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/**
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* Drivers call this function to tell the TCL module whether or not
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* it wants Normalized Device Coords (NDC) computed. I.e. whether
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* we should "Divide-by-W". Software renders will want that.
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*/
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void
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_tnl_need_projected_coords( GLcontext *ctx, GLboolean mode )
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{
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TNLcontext *tnl = TNL_CONTEXT(ctx);
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if (tnl->NeedNdcCoords != mode) {
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tnl->NeedNdcCoords = mode;
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_tnl_InvalidateState( ctx, _NEW_PROJECTION );
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}
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}
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void
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_tnl_need_dlist_loopback( GLcontext *ctx, GLboolean mode )
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{
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TNLcontext *tnl = TNL_CONTEXT(ctx);
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tnl->LoopbackDListCassettes = mode;
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}
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void
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_tnl_need_dlist_norm_lengths( GLcontext *ctx, GLboolean mode )
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{
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TNLcontext *tnl = TNL_CONTEXT(ctx);
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tnl->CalcDListNormalLengths = mode;
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}
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void
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_tnl_isolate_materials( GLcontext *ctx, GLboolean mode )
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{
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TNLcontext *tnl = TNL_CONTEXT(ctx);
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tnl->IsolateMaterials = mode;
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}
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void
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_tnl_allow_vertex_fog( GLcontext *ctx, GLboolean value )
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{
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TNLcontext *tnl = TNL_CONTEXT(ctx);
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tnl->AllowVertexFog = value;
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tnl->_DoVertexFog = (tnl->AllowVertexFog && (ctx->Hint.Fog != GL_NICEST))
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|| !tnl->AllowPixelFog;
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}
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void
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_tnl_allow_pixel_fog( GLcontext *ctx, GLboolean value )
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{
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TNLcontext *tnl = TNL_CONTEXT(ctx);
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tnl->AllowPixelFog = value;
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tnl->_DoVertexFog = (tnl->AllowVertexFog && (ctx->Hint.Fog != GL_NICEST))
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|| !tnl->AllowPixelFog;
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}
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