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authorkeithw <keithw>2002-07-15 20:20:54 +0000
committerkeithw <keithw>2002-07-15 20:20:54 +0000
commit1f6a19d785a4d7e69ce89f3e6cafa26a2e386fd2 (patch)
treebfa681c5cfc66b14e29e26c3f867a920749001c5 /xc/extras/Mesa/src/state.c
parent1a658f72ffebf459e944f7a419618ec7b340d691 (diff)
Merge trunk into r200-branchr200-0-1-20020715
Diffstat (limited to 'xc/extras/Mesa/src/state.c')
-rw-r--r--xc/extras/Mesa/src/state.c1129
1 files changed, 443 insertions, 686 deletions
diff --git a/xc/extras/Mesa/src/state.c b/xc/extras/Mesa/src/state.c
index aa9ad4df0..a611fdb12 100644
--- a/xc/extras/Mesa/src/state.c
+++ b/xc/extras/Mesa/src/state.c
@@ -1,9 +1,9 @@
/*
* Mesa 3-D graphics library
- * Version: 3.4
+ * Version: 3.5
*
- * Copyright (C) 1999-2000 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
@@ -25,8 +25,8 @@
/*
- * This file initializes the immediate-mode dispatch table (which may
- * be state-dependant) and manages internal Mesa state update.
+ * This file manages recalculation of derived values in the
+ * __GLcontext.
*/
@@ -35,16 +35,14 @@
#else
#include "glheader.h"
#include "accum.h"
-#include "alpha.h"
+#include "api_loopback.h"
#include "attrib.h"
-#include "bitmap.h"
#include "blend.h"
#include "buffers.h"
#include "clip.h"
#include "colortab.h"
#include "context.h"
-#include "copypix.h"
-#include "cva.h"
+#include "convolve.h"
#include "depth.h"
#include "dlist.h"
#include "drawpix.h"
@@ -54,45 +52,33 @@
#include "feedback.h"
#include "fog.h"
#include "hint.h"
-#include "imaging.h"
+#include "histogram.h"
#include "light.h"
#include "lines.h"
-#include "logic.h"
-#include "masking.h"
#include "matrix.h"
#include "mmath.h"
-#include "pipeline.h"
#include "pixel.h"
-#include "pixeltex.h"
#include "points.h"
#include "polygon.h"
-#include "quads.h"
#include "rastpos.h"
-#include "readpix.h"
-#include "rect.h"
-#include "scissor.h"
-#include "shade.h"
#include "state.h"
#include "stencil.h"
#include "teximage.h"
#include "texobj.h"
#include "texstate.h"
-#include "texture.h"
-#include "triangle.h"
-#include "types.h"
+#include "mtypes.h"
#include "varray.h"
-#include "vbfill.h"
-#include "vbrender.h"
-#include "winpos.h"
-#endif
+#include "math/m_matrix.h"
+#include "math/m_xform.h"
+#endif
static int
generic_noop(void)
{
#ifdef DEBUG
- gl_problem(NULL, "undefined function dispatch");
+ _mesa_problem(NULL, "undefined function dispatch");
#endif
return 0;
}
@@ -113,9 +99,13 @@ _mesa_init_no_op_table(struct _glapi_table *table, GLuint tableSize)
}
+
/*
* Initialize the given dispatch table with pointers to Mesa's
* immediate-mode commands.
+ *
+ * Pointers to begin/end object commands and a few others
+ * are provided via the vtxfmt interface elsewhere.
*/
void
_mesa_init_exec_table(struct _glapi_table *exec, GLuint tableSize)
@@ -123,10 +113,11 @@ _mesa_init_exec_table(struct _glapi_table *exec, GLuint tableSize)
/* first initialize all dispatch slots to no-op */
_mesa_init_no_op_table(exec, tableSize);
+ _mesa_loopback_init_api_table( exec, GL_TRUE );
+
/* load the dispatch slots we understand */
exec->Accum = _mesa_Accum;
exec->AlphaFunc = _mesa_AlphaFunc;
- exec->Begin = _mesa_Begin;
exec->Bitmap = _mesa_Bitmap;
exec->BlendFunc = _mesa_BlendFunc;
exec->CallList = _mesa_CallList;
@@ -138,38 +129,6 @@ _mesa_init_exec_table(struct _glapi_table *exec, GLuint tableSize)
exec->ClearIndex = _mesa_ClearIndex;
exec->ClearStencil = _mesa_ClearStencil;
exec->ClipPlane = _mesa_ClipPlane;
- exec->Color3b = _mesa_Color3b;
- exec->Color3bv = _mesa_Color3bv;
- exec->Color3d = _mesa_Color3d;
- exec->Color3dv = _mesa_Color3dv;
- exec->Color3f = _mesa_Color3f;
- exec->Color3fv = _mesa_Color3fv;
- exec->Color3i = _mesa_Color3i;
- exec->Color3iv = _mesa_Color3iv;
- exec->Color3s = _mesa_Color3s;
- exec->Color3sv = _mesa_Color3sv;
- exec->Color3ub = _mesa_Color3ub;
- exec->Color3ubv = _mesa_Color3ubv;
- exec->Color3ui = _mesa_Color3ui;
- exec->Color3uiv = _mesa_Color3uiv;
- exec->Color3us = _mesa_Color3us;
- exec->Color3usv = _mesa_Color3usv;
- exec->Color4b = _mesa_Color4b;
- exec->Color4bv = _mesa_Color4bv;
- exec->Color4d = _mesa_Color4d;
- exec->Color4dv = _mesa_Color4dv;
- exec->Color4f = _mesa_Color4f;
- exec->Color4fv = _mesa_Color4fv;
- exec->Color4i = _mesa_Color4i;
- exec->Color4iv = _mesa_Color4iv;
- exec->Color4s = _mesa_Color4s;
- exec->Color4sv = _mesa_Color4sv;
- exec->Color4ub = _mesa_Color4ub;
- exec->Color4ubv = _mesa_Color4ubv;
- exec->Color4ui = _mesa_Color4ui;
- exec->Color4uiv = _mesa_Color4uiv;
- exec->Color4us = _mesa_Color4us;
- exec->Color4usv = _mesa_Color4usv;
exec->ColorMask = _mesa_ColorMask;
exec->ColorMaterial = _mesa_ColorMaterial;
exec->CopyPixels = _mesa_CopyPixels;
@@ -181,26 +140,12 @@ _mesa_init_exec_table(struct _glapi_table *exec, GLuint tableSize)
exec->Disable = _mesa_Disable;
exec->DrawBuffer = _mesa_DrawBuffer;
exec->DrawPixels = _mesa_DrawPixels;
- exec->EdgeFlag = _mesa_EdgeFlag;
- exec->EdgeFlagv = _mesa_EdgeFlagv;
exec->Enable = _mesa_Enable;
- exec->End = _mesa_End;
exec->EndList = _mesa_EndList;
- exec->EvalCoord1d = _mesa_EvalCoord1d;
- exec->EvalCoord1dv = _mesa_EvalCoord1dv;
- exec->EvalCoord1f = _mesa_EvalCoord1f;
- exec->EvalCoord1fv = _mesa_EvalCoord1fv;
- exec->EvalCoord2d = _mesa_EvalCoord2d;
- exec->EvalCoord2dv = _mesa_EvalCoord2dv;
- exec->EvalCoord2f = _mesa_EvalCoord2f;
- exec->EvalCoord2fv = _mesa_EvalCoord2fv;
- exec->EvalMesh1 = _mesa_EvalMesh1;
- exec->EvalMesh2 = _mesa_EvalMesh2;
- exec->EvalPoint1 = _mesa_EvalPoint1;
- exec->EvalPoint2 = _mesa_EvalPoint2;
exec->FeedbackBuffer = _mesa_FeedbackBuffer;
exec->Finish = _mesa_Finish;
exec->Flush = _mesa_Flush;
+ exec->FogCoordPointerEXT = _mesa_FogCoordPointerEXT;
exec->Fogf = _mesa_Fogf;
exec->Fogfv = _mesa_Fogfv;
exec->Fogi = _mesa_Fogi;
@@ -238,14 +183,6 @@ _mesa_init_exec_table(struct _glapi_table *exec, GLuint tableSize)
exec->GetTexParameteriv = _mesa_GetTexParameteriv;
exec->Hint = _mesa_Hint;
exec->IndexMask = _mesa_IndexMask;
- exec->Indexd = _mesa_Indexd;
- exec->Indexdv = _mesa_Indexdv;
- exec->Indexf = _mesa_Indexf;
- exec->Indexfv = _mesa_Indexfv;
- exec->Indexi = _mesa_Indexi;
- exec->Indexiv = _mesa_Indexiv;
- exec->Indexs = _mesa_Indexs;
- exec->Indexsv = _mesa_Indexsv;
exec->InitNames = _mesa_InitNames;
exec->IsEnabled = _mesa_IsEnabled;
exec->IsList = _mesa_IsList;
@@ -273,24 +210,10 @@ _mesa_init_exec_table(struct _glapi_table *exec, GLuint tableSize)
exec->MapGrid1f = _mesa_MapGrid1f;
exec->MapGrid2d = _mesa_MapGrid2d;
exec->MapGrid2f = _mesa_MapGrid2f;
- exec->Materialf = _mesa_Materialf;
- exec->Materialfv = _mesa_Materialfv;
- exec->Materiali = _mesa_Materiali;
- exec->Materialiv = _mesa_Materialiv;
exec->MatrixMode = _mesa_MatrixMode;
exec->MultMatrixd = _mesa_MultMatrixd;
exec->MultMatrixf = _mesa_MultMatrixf;
exec->NewList = _mesa_NewList;
- exec->Normal3b = _mesa_Normal3b;
- exec->Normal3bv = _mesa_Normal3bv;
- exec->Normal3d = _mesa_Normal3d;
- exec->Normal3dv = _mesa_Normal3dv;
- exec->Normal3f = _mesa_Normal3f;
- exec->Normal3fv = _mesa_Normal3fv;
- exec->Normal3i = _mesa_Normal3i;
- exec->Normal3iv = _mesa_Normal3iv;
- exec->Normal3s = _mesa_Normal3s;
- exec->Normal3sv = _mesa_Normal3sv;
exec->Ortho = _mesa_Ortho;
exec->PassThrough = _mesa_PassThrough;
exec->PixelMapfv = _mesa_PixelMapfv;
@@ -337,57 +260,18 @@ _mesa_init_exec_table(struct _glapi_table *exec, GLuint tableSize)
exec->RasterPos4sv = _mesa_RasterPos4sv;
exec->ReadBuffer = _mesa_ReadBuffer;
exec->ReadPixels = _mesa_ReadPixels;
- exec->Rectd = _mesa_Rectd;
- exec->Rectdv = _mesa_Rectdv;
- exec->Rectf = _mesa_Rectf;
- exec->Rectfv = _mesa_Rectfv;
- exec->Recti = _mesa_Recti;
- exec->Rectiv = _mesa_Rectiv;
- exec->Rects = _mesa_Rects;
- exec->Rectsv = _mesa_Rectsv;
exec->RenderMode = _mesa_RenderMode;
exec->Rotated = _mesa_Rotated;
exec->Rotatef = _mesa_Rotatef;
exec->Scaled = _mesa_Scaled;
exec->Scalef = _mesa_Scalef;
exec->Scissor = _mesa_Scissor;
+ exec->SecondaryColorPointerEXT = _mesa_SecondaryColorPointerEXT;
exec->SelectBuffer = _mesa_SelectBuffer;
exec->ShadeModel = _mesa_ShadeModel;
exec->StencilFunc = _mesa_StencilFunc;
exec->StencilMask = _mesa_StencilMask;
exec->StencilOp = _mesa_StencilOp;
- exec->TexCoord1d = _mesa_TexCoord1d;
- exec->TexCoord1dv = _mesa_TexCoord1dv;
- exec->TexCoord1f = _mesa_TexCoord1f;
- exec->TexCoord1fv = _mesa_TexCoord1fv;
- exec->TexCoord1i = _mesa_TexCoord1i;
- exec->TexCoord1iv = _mesa_TexCoord1iv;
- exec->TexCoord1s = _mesa_TexCoord1s;
- exec->TexCoord1sv = _mesa_TexCoord1sv;
- exec->TexCoord2d = _mesa_TexCoord2d;
- exec->TexCoord2dv = _mesa_TexCoord2dv;
- exec->TexCoord2f = _mesa_TexCoord2f;
- exec->TexCoord2fv = _mesa_TexCoord2fv;
- exec->TexCoord2i = _mesa_TexCoord2i;
- exec->TexCoord2iv = _mesa_TexCoord2iv;
- exec->TexCoord2s = _mesa_TexCoord2s;
- exec->TexCoord2sv = _mesa_TexCoord2sv;
- exec->TexCoord3d = _mesa_TexCoord3d;
- exec->TexCoord3dv = _mesa_TexCoord3dv;
- exec->TexCoord3f = _mesa_TexCoord3f;
- exec->TexCoord3fv = _mesa_TexCoord3fv;
- exec->TexCoord3i = _mesa_TexCoord3i;
- exec->TexCoord3iv = _mesa_TexCoord3iv;
- exec->TexCoord3s = _mesa_TexCoord3s;
- exec->TexCoord3sv = _mesa_TexCoord3sv;
- exec->TexCoord4d = _mesa_TexCoord4d;
- exec->TexCoord4dv = _mesa_TexCoord4dv;
- exec->TexCoord4f = _mesa_TexCoord4f;
- exec->TexCoord4fv = _mesa_TexCoord4fv;
- exec->TexCoord4i = _mesa_TexCoord4i;
- exec->TexCoord4iv = _mesa_TexCoord4iv;
- exec->TexCoord4s = _mesa_TexCoord4s;
- exec->TexCoord4sv = _mesa_TexCoord4sv;
exec->TexEnvf = _mesa_TexEnvf;
exec->TexEnvfv = _mesa_TexEnvfv;
exec->TexEnvi = _mesa_TexEnvi;
@@ -406,35 +290,10 @@ _mesa_init_exec_table(struct _glapi_table *exec, GLuint tableSize)
exec->TexParameteriv = _mesa_TexParameteriv;
exec->Translated = _mesa_Translated;
exec->Translatef = _mesa_Translatef;
- exec->Vertex2d = _mesa_Vertex2d;
- exec->Vertex2dv = _mesa_Vertex2dv;
- exec->Vertex2f = _mesa_Vertex2f;
- exec->Vertex2fv = _mesa_Vertex2fv;
- exec->Vertex2i = _mesa_Vertex2i;
- exec->Vertex2iv = _mesa_Vertex2iv;
- exec->Vertex2s = _mesa_Vertex2s;
- exec->Vertex2sv = _mesa_Vertex2sv;
- exec->Vertex3d = _mesa_Vertex3d;
- exec->Vertex3dv = _mesa_Vertex3dv;
- exec->Vertex3f = _mesa_Vertex3f;
- exec->Vertex3fv = _mesa_Vertex3fv;
- exec->Vertex3i = _mesa_Vertex3i;
- exec->Vertex3iv = _mesa_Vertex3iv;
- exec->Vertex3s = _mesa_Vertex3s;
- exec->Vertex3sv = _mesa_Vertex3sv;
- exec->Vertex4d = _mesa_Vertex4d;
- exec->Vertex4dv = _mesa_Vertex4dv;
- exec->Vertex4f = _mesa_Vertex4f;
- exec->Vertex4fv = _mesa_Vertex4fv;
- exec->Vertex4i = _mesa_Vertex4i;
- exec->Vertex4iv = _mesa_Vertex4iv;
- exec->Vertex4s = _mesa_Vertex4s;
- exec->Vertex4sv = _mesa_Vertex4sv;
exec->Viewport = _mesa_Viewport;
/* 1.1 */
exec->AreTexturesResident = _mesa_AreTexturesResident;
- exec->ArrayElement = _mesa_ArrayElement;
exec->BindTexture = _mesa_BindTexture;
exec->ColorPointer = _mesa_ColorPointer;
exec->CopyTexImage1D = _mesa_CopyTexImage1D;
@@ -443,15 +302,11 @@ _mesa_init_exec_table(struct _glapi_table *exec, GLuint tableSize)
exec->CopyTexSubImage2D = _mesa_CopyTexSubImage2D;
exec->DeleteTextures = _mesa_DeleteTextures;
exec->DisableClientState = _mesa_DisableClientState;
- exec->DrawArrays = _mesa_DrawArrays;
- exec->DrawElements = _mesa_DrawElements;
exec->EdgeFlagPointer = _mesa_EdgeFlagPointer;
exec->EnableClientState = _mesa_EnableClientState;
exec->GenTextures = _mesa_GenTextures;
exec->GetPointerv = _mesa_GetPointerv;
exec->IndexPointer = _mesa_IndexPointer;
- exec->Indexub = _mesa_Indexub;
- exec->Indexubv = _mesa_Indexubv;
exec->InterleavedArrays = _mesa_InterleavedArrays;
exec->IsTexture = _mesa_IsTexture;
exec->NormalPointer = _mesa_NormalPointer;
@@ -465,7 +320,6 @@ _mesa_init_exec_table(struct _glapi_table *exec, GLuint tableSize)
/* 1.2 */
exec->CopyTexSubImage3D = _mesa_CopyTexSubImage3D;
- exec->DrawRangeElements = _mesa_DrawRangeElements;
exec->TexImage3D = _mesa_TexImage3D;
exec->TexSubImage3D = _mesa_TexSubImage3D;
@@ -556,9 +410,6 @@ _mesa_init_exec_table(struct _glapi_table *exec, GLuint tableSize)
exec->PointParameterfEXT = _mesa_PointParameterfEXT;
exec->PointParameterfvEXT = _mesa_PointParameterfvEXT;
- /* 77. GL_PGI_misc_hints */
- exec->HintPGI = _mesa_HintPGI;
-
/* 78. GL_EXT_paletted_texture */
#if 0
exec->ColorTableEXT = _mesa_ColorTableEXT;
@@ -607,38 +458,6 @@ _mesa_init_exec_table(struct _glapi_table *exec, GLuint tableSize)
/* ARB 1. GL_ARB_multitexture */
exec->ActiveTextureARB = _mesa_ActiveTextureARB;
exec->ClientActiveTextureARB = _mesa_ClientActiveTextureARB;
- exec->MultiTexCoord1dARB = _mesa_MultiTexCoord1dARB;
- exec->MultiTexCoord1dvARB = _mesa_MultiTexCoord1dvARB;
- exec->MultiTexCoord1fARB = _mesa_MultiTexCoord1fARB;
- exec->MultiTexCoord1fvARB = _mesa_MultiTexCoord1fvARB;
- exec->MultiTexCoord1iARB = _mesa_MultiTexCoord1iARB;
- exec->MultiTexCoord1ivARB = _mesa_MultiTexCoord1ivARB;
- exec->MultiTexCoord1sARB = _mesa_MultiTexCoord1sARB;
- exec->MultiTexCoord1svARB = _mesa_MultiTexCoord1svARB;
- exec->MultiTexCoord2dARB = _mesa_MultiTexCoord2dARB;
- exec->MultiTexCoord2dvARB = _mesa_MultiTexCoord2dvARB;
- exec->MultiTexCoord2fARB = _mesa_MultiTexCoord2fARB;
- exec->MultiTexCoord2fvARB = _mesa_MultiTexCoord2fvARB;
- exec->MultiTexCoord2iARB = _mesa_MultiTexCoord2iARB;
- exec->MultiTexCoord2ivARB = _mesa_MultiTexCoord2ivARB;
- exec->MultiTexCoord2sARB = _mesa_MultiTexCoord2sARB;
- exec->MultiTexCoord2svARB = _mesa_MultiTexCoord2svARB;
- exec->MultiTexCoord3dARB = _mesa_MultiTexCoord3dARB;
- exec->MultiTexCoord3dvARB = _mesa_MultiTexCoord3dvARB;
- exec->MultiTexCoord3fARB = _mesa_MultiTexCoord3fARB;
- exec->MultiTexCoord3fvARB = _mesa_MultiTexCoord3fvARB;
- exec->MultiTexCoord3iARB = _mesa_MultiTexCoord3iARB;
- exec->MultiTexCoord3ivARB = _mesa_MultiTexCoord3ivARB;
- exec->MultiTexCoord3sARB = _mesa_MultiTexCoord3sARB;
- exec->MultiTexCoord3svARB = _mesa_MultiTexCoord3svARB;
- exec->MultiTexCoord4dARB = _mesa_MultiTexCoord4dARB;
- exec->MultiTexCoord4dvARB = _mesa_MultiTexCoord4dvARB;
- exec->MultiTexCoord4fARB = _mesa_MultiTexCoord4fARB;
- exec->MultiTexCoord4fvARB = _mesa_MultiTexCoord4fvARB;
- exec->MultiTexCoord4iARB = _mesa_MultiTexCoord4iARB;
- exec->MultiTexCoord4ivARB = _mesa_MultiTexCoord4ivARB;
- exec->MultiTexCoord4sARB = _mesa_MultiTexCoord4sARB;
- exec->MultiTexCoord4svARB = _mesa_MultiTexCoord4svARB;
/* ARB 3. GL_ARB_transpose_matrix */
exec->LoadTransposeMatrixdARB = _mesa_LoadTransposeMatrixdARB;
@@ -646,6 +465,9 @@ _mesa_init_exec_table(struct _glapi_table *exec, GLuint tableSize)
exec->MultTransposeMatrixdARB = _mesa_MultTransposeMatrixdARB;
exec->MultTransposeMatrixfARB = _mesa_MultTransposeMatrixfARB;
+ /* ARB 5. GL_ARB_multisample */
+ exec->SampleCoverageARB = _mesa_SampleCoverageARB;
+
/* ARB 12. GL_ARB_texture_compression */
exec->CompressedTexImage3DARB = _mesa_CompressedTexImage3DARB;
exec->CompressedTexImage2DARB = _mesa_CompressedTexImage2DARB;
@@ -664,577 +486,512 @@ _mesa_init_exec_table(struct _glapi_table *exec, GLuint tableSize)
/**********************************************************************/
-/*
- * Since the device driver may or may not support pixel logic ops we
- * have to make some extensive tests to determine whether or not
- * software-implemented logic operations have to be used.
+static void
+update_polygon( GLcontext *ctx )
+{
+ ctx->_TriangleCaps &= ~(DD_TRI_CULL_FRONT_BACK | DD_TRI_OFFSET);
+
+ if (ctx->Polygon.CullFlag && ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK)
+ ctx->_TriangleCaps |= DD_TRI_CULL_FRONT_BACK;
+
+ /* Any Polygon offsets enabled? */
+ ctx->Polygon._OffsetAny = GL_FALSE;
+ ctx->_TriangleCaps &= ~DD_TRI_OFFSET;
+
+ if (ctx->Polygon.OffsetPoint ||
+ ctx->Polygon.OffsetLine ||
+ ctx->Polygon.OffsetFill) {
+ ctx->_TriangleCaps |= DD_TRI_OFFSET;
+ ctx->Polygon._OffsetAny = GL_TRUE;
+ }
+}
+
+static void
+calculate_model_project_matrix( GLcontext *ctx )
+{
+ _math_matrix_mul_matrix( &ctx->_ModelProjectMatrix,
+ &ctx->ProjectionMatrix,
+ &ctx->ModelView );
+
+ _math_matrix_analyse( &ctx->_ModelProjectMatrix );
+}
+
+static void
+update_modelview_scale( GLcontext *ctx )
+{
+ ctx->_ModelViewInvScale = 1.0F;
+ if (ctx->ModelView.flags & (MAT_FLAG_UNIFORM_SCALE |
+ MAT_FLAG_GENERAL_SCALE |
+ MAT_FLAG_GENERAL_3D |
+ MAT_FLAG_GENERAL) ) {
+ const GLfloat *m = ctx->ModelView.inv;
+ GLfloat f = m[2] * m[2] + m[6] * m[6] + m[10] * m[10];
+ if (f < 1e-12) f = 1.0;
+ if (ctx->_NeedEyeCoords)
+ ctx->_ModelViewInvScale = (GLfloat) (1.0/GL_SQRT(f));
+ else
+ ctx->_ModelViewInvScale = (GLfloat) GL_SQRT(f);
+ }
+}
+
+
+/* Bring uptodate any state that relies on _NeedEyeCoords.
*/
-static void update_pixel_logic( GLcontext *ctx )
+static void
+update_tnl_spaces( GLcontext *ctx, GLuint oldneedeyecoords )
{
- if (ctx->Visual->RGBAflag) {
- /* RGBA mode blending w/ Logic Op */
- if (ctx->Color.ColorLogicOpEnabled) {
- if (ctx->Driver.LogicOp
- && (*ctx->Driver.LogicOp)( ctx, ctx->Color.LogicOp )) {
- /* Device driver can do logic, don't have to do it in software */
- ctx->Color.SWLogicOpEnabled = GL_FALSE;
- }
- else {
- /* Device driver can't do logic op so we do it in software */
- ctx->Color.SWLogicOpEnabled = GL_TRUE;
- }
- }
- else {
- /* no logic op */
- if (ctx->Driver.LogicOp) {
- (void) (*ctx->Driver.LogicOp)( ctx, GL_COPY );
- }
- ctx->Color.SWLogicOpEnabled = GL_FALSE;
- }
+ /* Check if the truth-value interpretations of the bitfields have
+ * changed:
+ */
+ if ((oldneedeyecoords == 0) != (ctx->_NeedEyeCoords == 0)) {
+ /* Recalculate all state that depends on _NeedEyeCoords.
+ */
+ update_modelview_scale(ctx);
+ _mesa_compute_light_positions( ctx );
+
+ if (ctx->Driver.LightingSpaceChange)
+ ctx->Driver.LightingSpaceChange( ctx );
}
else {
- /* CI mode Logic Op */
- if (ctx->Color.IndexLogicOpEnabled) {
- if (ctx->Driver.LogicOp
- && (*ctx->Driver.LogicOp)( ctx, ctx->Color.LogicOp )) {
- /* Device driver can do logic, don't have to do it in software */
- ctx->Color.SWLogicOpEnabled = GL_FALSE;
- }
- else {
- /* Device driver can't do logic op so we do it in software */
- ctx->Color.SWLogicOpEnabled = GL_TRUE;
- }
- }
- else {
- /* no logic op */
- if (ctx->Driver.LogicOp) {
- (void) (*ctx->Driver.LogicOp)( ctx, GL_COPY );
- }
- ctx->Color.SWLogicOpEnabled = GL_FALSE;
- }
+ GLuint new_state = ctx->NewState;
+
+ /* Recalculate that same state only if it has been invalidated
+ * by other statechanges.
+ */
+ if (new_state & _NEW_MODELVIEW)
+ update_modelview_scale(ctx);
+
+ if (new_state & (_NEW_LIGHT|_NEW_MODELVIEW))
+ _mesa_compute_light_positions( ctx );
}
}
-
-/*
- * Check if software implemented RGBA or Color Index masking is needed.
- */
-static void update_pixel_masking( GLcontext *ctx )
+static void
+update_drawbuffer( GLcontext *ctx )
{
- if (ctx->Visual->RGBAflag) {
- GLuint *colorMask = (GLuint *) ctx->Color.ColorMask;
- if (*colorMask == 0xffffffff) {
- /* disable masking */
- if (ctx->Driver.ColorMask) {
- (void) (*ctx->Driver.ColorMask)( ctx, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
- }
- ctx->Color.SWmasking = GL_FALSE;
+ ctx->DrawBuffer->_Xmin = 0;
+ ctx->DrawBuffer->_Ymin = 0;
+ ctx->DrawBuffer->_Xmax = ctx->DrawBuffer->Width;
+ ctx->DrawBuffer->_Ymax = ctx->DrawBuffer->Height;
+ if (ctx->Scissor.Enabled) {
+ if (ctx->Scissor.X > ctx->DrawBuffer->_Xmin) {
+ ctx->DrawBuffer->_Xmin = ctx->Scissor.X;
}
- else {
- /* Ask driver to do color masking, if it can't then
- * do it in software
- */
- GLboolean red = ctx->Color.ColorMask[RCOMP] ? GL_TRUE : GL_FALSE;
- GLboolean green = ctx->Color.ColorMask[GCOMP] ? GL_TRUE : GL_FALSE;
- GLboolean blue = ctx->Color.ColorMask[BCOMP] ? GL_TRUE : GL_FALSE;
- GLboolean alpha = ctx->Color.ColorMask[ACOMP] ? GL_TRUE : GL_FALSE;
- if (ctx->Driver.ColorMask
- && (*ctx->Driver.ColorMask)( ctx, red, green, blue, alpha )) {
- ctx->Color.SWmasking = GL_FALSE;
- }
- else {
- ctx->Color.SWmasking = GL_TRUE;
- }
+ if (ctx->Scissor.Y > ctx->DrawBuffer->_Ymin) {
+ ctx->DrawBuffer->_Ymin = ctx->Scissor.Y;
}
- }
- else {
- if (ctx->Color.IndexMask==0xffffffff) {
- /* disable masking */
- if (ctx->Driver.IndexMask) {
- (void) (*ctx->Driver.IndexMask)( ctx, 0xffffffff );
- }
- ctx->Color.SWmasking = GL_FALSE;
+ if (ctx->Scissor.X + ctx->Scissor.Width < ctx->DrawBuffer->_Xmax) {
+ ctx->DrawBuffer->_Xmax = ctx->Scissor.X + ctx->Scissor.Width;
}
- else {
- /* Ask driver to do index masking, if it can't then
- * do it in software
- */
- if (ctx->Driver.IndexMask
- && (*ctx->Driver.IndexMask)( ctx, ctx->Color.IndexMask )) {
- ctx->Color.SWmasking = GL_FALSE;
- }
- else {
- ctx->Color.SWmasking = GL_TRUE;
- }
+ if (ctx->Scissor.Y + ctx->Scissor.Height < ctx->DrawBuffer->_Ymax) {
+ ctx->DrawBuffer->_Ymax = ctx->Scissor.Y + ctx->Scissor.Height;
}
}
}
-static void update_fog_mode( GLcontext *ctx )
+/* NOTE: This routine references Tranform attribute values to compute
+ * userclip positions in clip space, but is only called on
+ * _NEW_PROJECTION. The _mesa_ClipPlane() function keeps these values
+ * uptodate across changes to the Transform attributes.
+ */
+static void
+update_projection( GLcontext *ctx )
{
- const GLuint old_mode = ctx->FogMode;
-
- if (ctx->Fog.Enabled) {
- if (ctx->Texture.ReallyEnabled)
- ctx->FogMode = FOG_FRAGMENT;
- else if (ctx->Hint.Fog == GL_NICEST)
- ctx->FogMode = FOG_FRAGMENT;
- else
- ctx->FogMode = FOG_VERTEX;
+ _math_matrix_analyse( &ctx->ProjectionMatrix );
- if (ctx->Driver.GetParameteri)
- if ((ctx->Driver.GetParameteri)( ctx, DD_HAVE_HARDWARE_FOG ))
- ctx->FogMode = FOG_FRAGMENT;
- }
- else {
- ctx->FogMode = FOG_NONE;
+ /* Recompute clip plane positions in clipspace. This is also done
+ * in _mesa_ClipPlane().
+ */
+ if (ctx->Transform._AnyClip) {
+ GLuint p;
+ for (p = 0; p < ctx->Const.MaxClipPlanes; p++) {
+ if (ctx->Transform.ClipEnabled[p]) {
+ _mesa_transform_vector( ctx->Transform._ClipUserPlane[p],
+ ctx->Transform.EyeUserPlane[p],
+ ctx->ProjectionMatrix.inv );
+ }
+ }
}
-
- if (old_mode != ctx->FogMode)
- ctx->NewState |= NEW_FOG;
}
/*
- * Recompute the value of ctx->RasterMask, etc. according to
- * the current context.
+ * Return a bitmask of IMAGE_*_BIT flags which to indicate which
+ * pixel transfer operations are enabled.
*/
-static void update_rasterflags( GLcontext *ctx )
+static void
+update_image_transfer_state(GLcontext *ctx)
{
- ctx->RasterMask = 0;
-
- if (ctx->Color.AlphaEnabled) ctx->RasterMask |= ALPHATEST_BIT;
- if (ctx->Color.BlendEnabled) ctx->RasterMask |= BLEND_BIT;
- if (ctx->Depth.Test) ctx->RasterMask |= DEPTH_BIT;
- if (ctx->FogMode==FOG_FRAGMENT) ctx->RasterMask |= FOG_BIT;
- if (ctx->Color.SWLogicOpEnabled) ctx->RasterMask |= LOGIC_OP_BIT;
- if (ctx->Scissor.Enabled) ctx->RasterMask |= SCISSOR_BIT;
- if (ctx->Stencil.Enabled) ctx->RasterMask |= STENCIL_BIT;
- if (ctx->Color.SWmasking) ctx->RasterMask |= MASKING_BIT;
- if (ctx->Texture.ReallyEnabled) ctx->RasterMask |= TEXTURE_BIT;
-
- if (ctx->DrawBuffer->UseSoftwareAlphaBuffers
- && ctx->Color.ColorMask[ACOMP]
- && ctx->Color.DrawBuffer != GL_NONE)
- ctx->RasterMask |= ALPHABUF_BIT;
-
- if ( ctx->Viewport.X<0
- || ctx->Viewport.X + ctx->Viewport.Width > ctx->DrawBuffer->Width
- || ctx->Viewport.Y<0
- || ctx->Viewport.Y + ctx->Viewport.Height > ctx->DrawBuffer->Height) {
- ctx->RasterMask |= WINCLIP_BIT;
+ GLuint mask = 0;
+
+ if (ctx->Pixel.RedScale != 1.0F || ctx->Pixel.RedBias != 0.0F ||
+ ctx->Pixel.GreenScale != 1.0F || ctx->Pixel.GreenBias != 0.0F ||
+ ctx->Pixel.BlueScale != 1.0F || ctx->Pixel.BlueBias != 0.0F ||
+ ctx->Pixel.AlphaScale != 1.0F || ctx->Pixel.AlphaBias != 0.0F)
+ mask |= IMAGE_SCALE_BIAS_BIT;
+
+ if (ctx->Pixel.IndexShift || ctx->Pixel.IndexOffset)
+ mask |= IMAGE_SHIFT_OFFSET_BIT;
+
+ if (ctx->Pixel.MapColorFlag)
+ mask |= IMAGE_MAP_COLOR_BIT;
+
+ if (ctx->Pixel.ColorTableEnabled)
+ mask |= IMAGE_COLOR_TABLE_BIT;
+
+ if (ctx->Pixel.Convolution1DEnabled ||
+ ctx->Pixel.Convolution2DEnabled ||
+ ctx->Pixel.Separable2DEnabled) {
+ mask |= IMAGE_CONVOLUTION_BIT;
+ if (ctx->Pixel.PostConvolutionScale[0] != 1.0F ||
+ ctx->Pixel.PostConvolutionScale[1] != 1.0F ||
+ ctx->Pixel.PostConvolutionScale[2] != 1.0F ||
+ ctx->Pixel.PostConvolutionScale[3] != 1.0F ||
+ ctx->Pixel.PostConvolutionBias[0] != 0.0F ||
+ ctx->Pixel.PostConvolutionBias[1] != 0.0F ||
+ ctx->Pixel.PostConvolutionBias[2] != 0.0F ||
+ ctx->Pixel.PostConvolutionBias[3] != 0.0F) {
+ mask |= IMAGE_POST_CONVOLUTION_SCALE_BIAS;
+ }
}
- if (ctx->Depth.OcclusionTest)
- ctx->RasterMask |= OCCLUSION_BIT;
+ if (ctx->Pixel.PostConvolutionColorTableEnabled)
+ mask |= IMAGE_POST_CONVOLUTION_COLOR_TABLE_BIT;
+ if (ctx->ColorMatrix.type != MATRIX_IDENTITY ||
+ ctx->Pixel.PostColorMatrixScale[0] != 1.0F ||
+ ctx->Pixel.PostColorMatrixBias[0] != 0.0F ||
+ ctx->Pixel.PostColorMatrixScale[1] != 1.0F ||
+ ctx->Pixel.PostColorMatrixBias[1] != 0.0F ||
+ ctx->Pixel.PostColorMatrixScale[2] != 1.0F ||
+ ctx->Pixel.PostColorMatrixBias[2] != 0.0F ||
+ ctx->Pixel.PostColorMatrixScale[3] != 1.0F ||
+ ctx->Pixel.PostColorMatrixBias[3] != 0.0F)
+ mask |= IMAGE_COLOR_MATRIX_BIT;
- /* If we're not drawing to exactly one color buffer set the
- * MULTI_DRAW_BIT flag. Also set it if we're drawing to no
- * buffers or the RGBA or CI mask disables all writes.
- */
- ctx->TriangleCaps &= ~DD_MULTIDRAW;
+ if (ctx->Pixel.PostColorMatrixColorTableEnabled)
+ mask |= IMAGE_POST_COLOR_MATRIX_COLOR_TABLE_BIT;
- if (ctx->Color.MultiDrawBuffer) {
- ctx->RasterMask |= MULTI_DRAW_BIT;
- ctx->TriangleCaps |= DD_MULTIDRAW;
- }
- else if (ctx->Color.DrawBuffer==GL_NONE) {
- ctx->RasterMask |= MULTI_DRAW_BIT;
- ctx->TriangleCaps |= DD_MULTIDRAW;
- }
- else if (ctx->Visual->RGBAflag && *((GLuint *) ctx->Color.ColorMask) == 0) {
- /* all RGBA channels disabled */
- ctx->RasterMask |= MULTI_DRAW_BIT;
- ctx->TriangleCaps |= DD_MULTIDRAW;
- }
- else if (!ctx->Visual->RGBAflag && ctx->Color.IndexMask==0) {
- /* all color index bits disabled */
- ctx->RasterMask |= MULTI_DRAW_BIT;
- ctx->TriangleCaps |= DD_MULTIDRAW;
- }
-}
+ if (ctx->Pixel.HistogramEnabled)
+ mask |= IMAGE_HISTOGRAM_BIT;
+ if (ctx->Pixel.MinMaxEnabled)
+ mask |= IMAGE_MIN_MAX_BIT;
-void gl_print_state( const char *msg, GLuint state )
-{
- fprintf(stderr,
- "%s: (0x%x) %s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s%s\n",
- msg,
- state,
- (state & NEW_LIGHTING) ? "lighting, " : "",
- (state & NEW_RASTER_OPS) ? "raster-ops, " : "",
- (state & NEW_TEXTURING) ? "texturing, " : "",
- (state & NEW_POLYGON) ? "polygon, " : "",
- (state & NEW_DRVSTATE0) ? "driver-0, " : "",
- (state & NEW_DRVSTATE1) ? "driver-1, " : "",
- (state & NEW_DRVSTATE2) ? "driver-2, " : "",
- (state & NEW_DRVSTATE3) ? "driver-3, " : "",
- (state & NEW_MODELVIEW) ? "modelview, " : "",
- (state & NEW_PROJECTION) ? "projection, " : "",
- (state & NEW_TEXTURE_MATRIX) ? "texture-matrix, " : "",
- (state & NEW_USER_CLIP) ? "user-clip, " : "",
- (state & NEW_TEXTURE_ENV) ? "texture-env, " : "",
- (state & NEW_CLIENT_STATE) ? "client-state, " : "",
- (state & NEW_FOG) ? "fog, " : "",
- (state & NEW_NORMAL_TRANSFORM) ? "normal-transform, " : "",
- (state & NEW_VIEWPORT) ? "viewport, " : "",
- (state & NEW_TEXTURE_ENABLE) ? "texture-enable, " : "");
+ ctx->_ImageTransferState = mask;
}
-void gl_print_enable_flags( const char *msg, GLuint flags )
-{
- fprintf(stderr,
- "%s: (0x%x) %s%s%s%s%s%s%s%s%s%s%s\n",
- msg,
- flags,
- (flags & ENABLE_TEX0) ? "tex-0, " : "",
- (flags & ENABLE_TEX1) ? "tex-1, " : "",
- (flags & ENABLE_LIGHT) ? "light, " : "",
- (flags & ENABLE_FOG) ? "fog, " : "",
- (flags & ENABLE_USERCLIP) ? "userclip, " : "",
- (flags & ENABLE_TEXGEN0) ? "tex-gen-0, " : "",
- (flags & ENABLE_TEXGEN1) ? "tex-gen-1, " : "",
- (flags & ENABLE_TEXMAT0) ? "tex-mat-0, " : "",
- (flags & ENABLE_TEXMAT1) ? "tex-mat-1, " : "",
- (flags & ENABLE_NORMALIZE) ? "normalize, " : "",
- (flags & ENABLE_RESCALE) ? "rescale, " : "");
-}
-/*
- * If ctx->NewState is non-zero then this function MUST be called before
- * rendering any primitive. Basically, function pointers and miscellaneous
- * flags are updated to reflect the current state of the state machine.
+/* Note: This routine refers to derived texture attribute values to
+ * compute the ENABLE_TEXMAT flags, but is only called on
+ * _NEW_TEXTURE_MATRIX. On changes to _NEW_TEXTURE, the ENABLE_TEXMAT
+ * flags are updated by _mesa_update_textures(), below.
+ *
+ * If both TEXTURE and TEXTURE_MATRIX change at once, these values
+ * will be computed twice.
*/
-void gl_update_state( GLcontext *ctx )
+static void
+update_texture_matrices( GLcontext *ctx )
{
GLuint i;
- if (MESA_VERBOSE & VERBOSE_STATE)
- gl_print_state("", ctx->NewState);
+ ctx->Texture._TexMatEnabled = 0;
- if (ctx->NewState & NEW_CLIENT_STATE)
- gl_update_client_state( ctx );
+ for (i=0; i < ctx->Const.MaxTextureUnits; i++) {
+ if (ctx->TextureMatrix[i].flags & MAT_DIRTY) {
+ _math_matrix_analyse( &ctx->TextureMatrix[i] );
- if ((ctx->NewState & NEW_TEXTURE_ENABLE) &&
- (ctx->Enabled & ENABLE_TEX_ANY) != ctx->Texture.ReallyEnabled) {
- ctx->NewState |= NEW_TEXTURING | NEW_RASTER_OPS;
- }
+ if (ctx->Texture.Unit[i]._ReallyEnabled &&
+ ctx->TextureMatrix[i].type != MATRIX_IDENTITY)
+ ctx->Texture._TexMatEnabled |= ENABLE_TEXMAT(i);
- /* XXX this is a hack, gone in 3.5 */
- if (ctx->NewState & NEW_TEXTURE_ENV) {
- if (ctx->Texture.Unit[0].EnvMode == ctx->Texture.Unit[0].LastEnvMode &&
- ctx->Texture.Unit[1].EnvMode == ctx->Texture.Unit[1].LastEnvMode &&
- ctx->Texture.Unit[0].EnvMode != GL_COMBINE_EXT &&
- ctx->Texture.Unit[1].EnvMode != GL_COMBINE_EXT)
- ctx->NewState &= ~NEW_TEXTURE_ENV;
- ctx->Texture.Unit[0].LastEnvMode = ctx->Texture.Unit[0].EnvMode;
- ctx->Texture.Unit[1].LastEnvMode = ctx->Texture.Unit[1].EnvMode;
+ if (ctx->Driver.TextureMatrix)
+ ctx->Driver.TextureMatrix( ctx, i, &ctx->TextureMatrix[i] );
+ }
}
+}
- /* Update ctx->Enabled's ENABLE_TEXMATn flags */
- if (ctx->NewState & (NEW_TEXTURE_MATRIX | NEW_TEXTURE_ENABLE)) {
- ctx->Enabled &= ~(ENABLE_TEXMAT0 | ENABLE_TEXMAT1);
- for (i=0; i < MAX_TEXTURE_UNITS; i++) {
- if (ctx->TextureMatrix[i].flags & MAT_DIRTY_ALL_OVER) {
- gl_matrix_analyze( &ctx->TextureMatrix[i] );
- ctx->TextureMatrix[i].flags &= ~MAT_DIRTY_DEPENDENTS;
- }
- if (ctx->Texture.Unit[i].Enabled &&
- ctx->TextureMatrix[i].type != MATRIX_IDENTITY) {
- ctx->Enabled |= ENABLE_TEXMAT0 << i;
- }
- }
- }
+/* Note: This routine refers to derived texture matrix values to
+ * compute the ENABLE_TEXMAT flags, but is only called on
+ * _NEW_TEXTURE. On changes to _NEW_TEXTURE_MATRIX, the ENABLE_TEXMAT
+ * flags are updated by _mesa_update_texture_matrices, above.
+ *
+ * If both TEXTURE and TEXTURE_MATRIX change at once, these values
+ * will be computed twice.
+ */
+static void
+update_texture_state( GLcontext *ctx )
+{
+ GLuint i;
- /* Update ctx->Enabled's ENABLE_TEXGENn and ENABLE_TEXn flags */
- if (ctx->NewState & (NEW_TEXTURING | NEW_TEXTURE_ENABLE)) {
- ctx->Texture.NeedNormals = GL_FALSE;
- gl_update_dirty_texobjs(ctx);
- ctx->Enabled &= ~(ENABLE_TEXGEN0 | ENABLE_TEXGEN1);
- ctx->Texture.ReallyEnabled = 0;
+ ctx->Texture._ReallyEnabled = 0;
+ ctx->Texture._GenFlags = 0;
+ ctx->_NeedNormals &= ~NEED_NORMALS_TEXGEN;
+ ctx->_NeedEyeCoords &= ~NEED_EYE_TEXGEN;
+ ctx->Texture._TexMatEnabled = 0;
+ ctx->Texture._TexGenEnabled = 0;
- for (i=0; i < MAX_TEXTURE_UNITS; i++) {
- if (ctx->Texture.Unit[i].Enabled) {
- gl_update_texture_unit( ctx, &ctx->Texture.Unit[i] );
+ /* Update texture unit state.
+ */
+ for (i=0; i < ctx->Const.MaxTextureUnits; i++) {
+ struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i];
- ctx->Texture.ReallyEnabled |=
- ctx->Texture.Unit[i].ReallyEnabled << (i * 4);
+ texUnit->_ReallyEnabled = 0;
+ texUnit->_GenFlags = 0;
- if (ctx->Texture.Unit[i].GenFlags != 0) {
- ctx->Enabled |= ENABLE_TEXGEN0 << i;
+ if (!texUnit->Enabled)
+ continue;
- if (ctx->Texture.Unit[i].GenFlags & TEXGEN_NEED_NORMALS) {
- ctx->Texture.NeedNormals = GL_TRUE;
- ctx->Texture.NeedEyeCoords = GL_TRUE;
- }
+ /* Find the texture of highest dimensionality that is enabled
+ * and complete. We'll use it for texturing.
+ */
+ if (texUnit->Enabled & TEXTURE0_CUBE) {
+ struct gl_texture_object *texObj = texUnit->CurrentCubeMap;
+ if (!texObj->Complete) {
+ _mesa_test_texobj_completeness(ctx, texObj);
+ }
+ if (texObj->Complete) {
+ texUnit->_ReallyEnabled = TEXTURE0_CUBE;
+ texUnit->_Current = texObj;
+ }
+ }
- if (ctx->Texture.Unit[i].GenFlags & TEXGEN_NEED_EYE_COORD) {
- ctx->Texture.NeedEyeCoords = GL_TRUE;
- }
- }
- }
- else {
- ctx->Texture.Unit[i].ReallyEnabled = 0;
+ if (!texUnit->_ReallyEnabled && (texUnit->Enabled & TEXTURE0_3D)) {
+ struct gl_texture_object *texObj = texUnit->Current3D;
+ if (!texObj->Complete) {
+ _mesa_test_texobj_completeness(ctx, texObj);
+ }
+ if (texObj->Complete) {
+ texUnit->_ReallyEnabled = TEXTURE0_3D;
+ texUnit->_Current = texObj;
}
}
- ctx->Enabled = (ctx->Enabled & ~ENABLE_TEX_ANY) | ctx->Texture.ReallyEnabled;
- ctx->NeedNormals = (ctx->Light.Enabled || ctx->Texture.NeedNormals);
- }
- if (ctx->NewState & (NEW_RASTER_OPS | NEW_LIGHTING | NEW_FOG | NEW_TEXTURE_ENABLE)) {
+ if (!texUnit->_ReallyEnabled && (texUnit->Enabled & TEXTURE0_2D)) {
+ struct gl_texture_object *texObj = texUnit->Current2D;
+ if (!texObj->Complete) {
+ _mesa_test_texobj_completeness(ctx, texObj);
+ }
+ if (texObj->Complete) {
+ texUnit->_ReallyEnabled = TEXTURE0_2D;
+ texUnit->_Current = texObj;
+ }
+ }
- if (ctx->NewState & (NEW_RASTER_OPS | NEW_TEXTURE_ENABLE)) {
- update_pixel_logic(ctx);
- update_pixel_masking(ctx);
- update_fog_mode(ctx);
- update_rasterflags(ctx);
- if (ctx->Driver.Dither) {
- (*ctx->Driver.Dither)( ctx, ctx->Color.DitherFlag );
- }
+ if (!texUnit->_ReallyEnabled && (texUnit->Enabled & TEXTURE0_1D)) {
+ struct gl_texture_object *texObj = texUnit->Current1D;
+ if (!texObj->Complete) {
+ _mesa_test_texobj_completeness(ctx, texObj);
+ }
+ if (texObj->Complete) {
+ texUnit->_ReallyEnabled = TEXTURE0_1D;
+ texUnit->_Current = texObj;
+ }
+ }
- /* 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 (!texUnit->_ReallyEnabled) {
+ texUnit->_Current = NULL;
+ continue;
}
- 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);
- }
+ {
+ GLuint flag = texUnit->_ReallyEnabled << (i * NUM_TEXTURE_TARGETS);
+ ctx->Texture._ReallyEnabled |= flag;
}
- }
- 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;
- }
+ if (texUnit->TexGenEnabled) {
+ if (texUnit->TexGenEnabled & S_BIT) {
+ texUnit->_GenFlags |= texUnit->_GenBitS;
}
- else {
- ctx->Polygon.CullBits = 3;
- ctx->backface_sign = 0;
+ if (texUnit->TexGenEnabled & T_BIT) {
+ texUnit->_GenFlags |= texUnit->_GenBitT;
+ }
+ if (texUnit->TexGenEnabled & Q_BIT) {
+ texUnit->_GenFlags |= texUnit->_GenBitQ;
+ }
+ if (texUnit->TexGenEnabled & R_BIT) {
+ texUnit->_GenFlags |= texUnit->_GenBitR;
}
- /* Any Polygon offsets enabled? */
- ctx->TriangleCaps &= ~DD_TRI_OFFSET;
-
- if (ctx->Polygon.OffsetPoint ||
- ctx->Polygon.OffsetLine ||
- ctx->Polygon.OffsetFill)
- ctx->TriangleCaps |= DD_TRI_OFFSET;
+ ctx->Texture._TexGenEnabled |= ENABLE_TEXGEN(i);
+ ctx->Texture._GenFlags |= texUnit->_GenFlags;
}
- }
- 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 (ctx->TextureMatrix[i].type != MATRIX_IDENTITY)
+ ctx->Texture._TexMatEnabled |= ENABLE_TEXMAT(i);
+ }
- if (MESA_VERBOSE&VERBOSE_CULL)
- gl_print_tri_caps("indirect tris", ctx->IndirectTriangles);
+ if (ctx->Texture._GenFlags & TEXGEN_NEED_NORMALS) {
+ ctx->_NeedNormals |= NEED_NORMALS_TEXGEN;
+ ctx->_NeedEyeCoords |= NEED_EYE_TEXGEN;
+ }
- /*
- * 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 (ctx->Texture._GenFlags & TEXGEN_NEED_EYE_COORD) {
+ ctx->_NeedEyeCoords |= NEED_EYE_TEXGEN;
+ }
+}
- if (MESA_VERBOSE&VERBOSE_CULL)
- gl_print_tri_caps("indirect tris 2", ctx->IndirectTriangles);
- gl_set_render_vb_function(ctx);
- }
+/*
+ * If ctx->NewState is non-zero then this function MUST be called before
+ * rendering any primitive. Basically, function pointers and miscellaneous
+ * flags are updated to reflect the current state of the state machine.
+ *
+ * The above constraint is now maintained largely by the two Exec
+ * dispatch tables, which trigger the appropriate flush on transition
+ * between State and Geometry modes.
+ *
+ * Special care is taken with the derived value _NeedEyeCoords. This
+ * is a bitflag which is updated with information from a number of
+ * attribute groups (MODELVIEW, LIGHT, TEXTURE). A lot of derived
+ * state references this value, and must be treated with care to
+ * ensure that updates are done correctly. All state dependent on
+ * _NeedEyeCoords is calculated from within _mesa_update_tnl_spaces(),
+ * and from nowhere else.
+ */
+void _mesa_update_state( GLcontext *ctx )
+{
+ const GLuint new_state = ctx->NewState;
+ const GLuint oldneedeyecoords = ctx->_NeedEyeCoords;
- /* 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 (MESA_VERBOSE & VERBOSE_STATE)
+ _mesa_print_state("_mesa_update_state", new_state);
- if (ctx->NewState & NEW_PROJECTION) {
- gl_matrix_analyze( &ctx->ProjectionMatrix );
- ctx->ProjectionMatrix.flags &= ~MAT_DIRTY_DEPENDENTS;
+ if (new_state & _NEW_MODELVIEW)
+ _math_matrix_analyse( &ctx->ModelView );
- if (ctx->Transform.AnyClip) {
- gl_update_userclip( ctx );
- }
- }
+ if (new_state & _NEW_PROJECTION)
+ update_projection( ctx );
- gl_calculate_model_project_matrix( ctx );
- ctx->ModelProjectWinMatrixUptodate = 0;
- }
+ if (new_state & _NEW_TEXTURE_MATRIX)
+ update_texture_matrices( ctx );
- if (ctx->NewState & NEW_COLOR_MATRIX) {
- gl_matrix_analyze( &ctx->ColorMatrix );
- }
+ if (new_state & _NEW_COLOR_MATRIX)
+ _math_matrix_analyse( &ctx->ColorMatrix );
- /* Figure out whether we can light in object space or not. If we
- * can, find the current positions of the lights in object space
+ /* References ColorMatrix.type (derived above).
*/
- 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) ||
- ctx->Light.NeedVertices ||
- !TEST_MAT_FLAGS( &ctx->ModelView, MAT_FLAGS_LENGTH_PRESERVING)) {
- /* Need length for attenuation or need angle for spotlights
- * or non-uniform scale matrix
- */
- ctx->NeedEyeCoords = GL_TRUE;
- }
- ctx->NeedEyeNormals = ctx->NeedEyeCoords;
- }
- if (ctx->Texture.ReallyEnabled || 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 (new_state & _IMAGE_NEW_TRANSFER_STATE)
+ update_image_transfer_state(ctx);
- if (ctx->NeedEyeCoords)
- ctx->vb_proj_matrix = &ctx->ProjectionMatrix;
+ /* Contributes to NeedEyeCoords, NeedNormals.
+ */
+ if (new_state & _NEW_TEXTURE)
+ update_texture_state( ctx );
- if (ctx->Light.Enabled) {
- gl_update_lighting_function(ctx);
+ if (new_state & (_NEW_BUFFERS|_NEW_SCISSOR))
+ update_drawbuffer( 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);
- }
+ if (new_state & _NEW_POLYGON)
+ update_polygon( ctx );
- ctx->rescale_factor = 1.0F;
+ /* Contributes to NeedEyeCoords, NeedNormals.
+ */
+ if (new_state & _NEW_LIGHT)
+ _mesa_update_lighting( ctx );
- if (ctx->ModelView.flags & (MAT_FLAG_UNIFORM_SCALE |
- MAT_FLAG_GENERAL_SCALE |
- MAT_FLAG_GENERAL_3D |
- MAT_FLAG_GENERAL) )
+ /* We can light in object space if the modelview matrix preserves
+ * lengths and relative angles.
+ */
+ if (new_state & (_NEW_MODELVIEW|_NEW_LIGHT)) {
+ ctx->_NeedEyeCoords &= ~NEED_EYE_LIGHT_MODELVIEW;
+ if (ctx->Light.Enabled &&
+ !TEST_MAT_FLAGS( &ctx->ModelView, MAT_FLAGS_LENGTH_PRESERVING))
+ ctx->_NeedEyeCoords |= NEED_EYE_LIGHT_MODELVIEW;
+ }
- {
- 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);
- }
- }
+ /* Keep ModelviewProject uptodate always to allow tnl
+ * implementations that go model->clip even when eye is required.
+ */
+ if (new_state & (_NEW_MODELVIEW|_NEW_PROJECTION))
+ calculate_model_project_matrix(ctx);
+
+
+ /* ctx->_NeedEyeCoords is now uptodate.
+ *
+ * If the truth value of this variable has changed, update for the
+ * new lighting space and recompute the positions of lights and the
+ * normal transform.
+ *
+ * If the lighting space hasn't changed, may still need to recompute
+ * light positions & normal transforms for other reasons.
+ */
+ if (new_state & (_NEW_MODELVIEW |
+ _NEW_LIGHT |
+ _MESA_NEW_NEED_EYE_COORDS))
+ update_tnl_spaces( ctx, oldneedeyecoords );
+
+ /*
+ * Here the driver sets up all the ctx->Driver function pointers
+ * to it's specific, private functions, and performs any
+ * internal state management necessary, including invalidating
+ * state of active modules.
+ *
+ * Set ctx->NewState to zero to avoid recursion if
+ * Driver.UpdateState() has to call FLUSH_VERTICES(). (fixed?)
+ */
+ ctx->NewState = 0;
+ ctx->Driver.UpdateState(ctx, new_state);
+ ctx->Array.NewState = 0;
- gl_update_normal_transform( ctx );
+ /* At this point we can do some assertions to be sure the required
+ * device driver function pointers are all initialized.
+ */
+ ASSERT(ctx->Driver.GetString);
+ ASSERT(ctx->Driver.UpdateState);
+ ASSERT(ctx->Driver.Clear);
+ ASSERT(ctx->Driver.SetDrawBuffer);
+ ASSERT(ctx->Driver.GetBufferSize);
+ if (ctx->Visual.accumRedBits > 0) {
+ ASSERT(ctx->Driver.Accum);
}
+ ASSERT(ctx->Driver.DrawPixels);
+ ASSERT(ctx->Driver.ReadPixels);
+ ASSERT(ctx->Driver.CopyPixels);
+ ASSERT(ctx->Driver.Bitmap);
+ ASSERT(ctx->Driver.ResizeBuffers);
+ ASSERT(ctx->Driver.TexImage1D);
+ ASSERT(ctx->Driver.TexImage2D);
+ ASSERT(ctx->Driver.TexImage3D);
+ ASSERT(ctx->Driver.TexSubImage1D);
+ ASSERT(ctx->Driver.TexSubImage2D);
+ ASSERT(ctx->Driver.TexSubImage3D);
+ ASSERT(ctx->Driver.CopyTexImage1D);
+ ASSERT(ctx->Driver.CopyTexImage2D);
+ ASSERT(ctx->Driver.CopyTexSubImage1D);
+ ASSERT(ctx->Driver.CopyTexSubImage2D);
+ ASSERT(ctx->Driver.CopyTexSubImage3D);
+ if (ctx->Extensions.ARB_texture_compression) {
+ ASSERT(ctx->Driver.BaseCompressedTexFormat);
+ ASSERT(ctx->Driver.CompressedTextureSize);
+ ASSERT(ctx->Driver.GetCompressedTexImage);
+#if 0 /* HW drivers need these, but not SW rasterizers */
+ ASSERT(ctx->Driver.CompressedTexImage1D);
+ ASSERT(ctx->Driver.CompressedTexImage2D);
+ ASSERT(ctx->Driver.CompressedTexImage3D);
+ ASSERT(ctx->Driver.CompressedTexSubImage1D);
+ ASSERT(ctx->Driver.CompressedTexSubImage2D);
+ ASSERT(ctx->Driver.CompressedTexSubImage3D);
+#endif
+ }
+}
- gl_update_pipelines(ctx);
- ctx->NewState = 0;
+/* Is this helpful?
+ */
+void
+_mesa_allow_light_in_model( GLcontext *ctx, GLboolean flag )
+{
+ if (flag)
+ ctx->_NeedEyeCoords &= ~NEED_EYE_DRIVER;
+ else
+ ctx->_NeedEyeCoords |= NEED_EYE_DRIVER;
+
+ ctx->NewState |= _NEW_POINT; /* one of the bits from
+ * _MESA_NEW_NEED_EYE_COORDS.
+ */
}