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authorGareth Hughes <gareth@valinux.com>2001-03-11 18:49:11 +0000
committerGareth Hughes <gareth@valinux.com>2001-03-11 18:49:11 +0000
commitd8aa0269cdadba1608522287bcb3b446c5848c09 (patch)
tree390b1c44ee248398514cdce16359c98862ca882d /src/mesa/drivers/common/t_dd_vertex.h
parentb1b403665635350df3f30db992faf50776606545 (diff)
Support for swappable tnl modules.
Core Mesa provides a neutral tnl module that verifies the currently module before installing the tnl function pointers in a lazy fashion. It also records which tnl functions have been swapped out, and only restores these when tnl modules themselves are swapped. Fallback strategies: Drivers set a bitmask of dangerous stage changes. When such a state change occurs, the driver should restore the neutral tnl module via _mesa_restore_exec_vtxfmt(). The neutral tnl module will call _mesa_update_state(), followed by ctx->Driver.ValidateTnlModule() if the validation bitmask matches the new state bitmask. The driver should call _tnl_wakeup_exec() if it can no longer handle the current state, which will revert to the default tnl module. In this case, previous vertices should be replayed as required (depending on the current primitive) after the new tnl module is installed. If the driver uses chooser functions for any part of the tnl module, these should generally be reinstalled as part of the fallback to the neutral tnl module. For example, if the lighting state changes, a driver might fall back to the neutral tnl module, verify that the current lighting state can be handled, and use the chooser function to pick the most efficient implementation of the current lighting state. It is up to the drivers to detect and handle fallback cases caused by tnl function calls themselves (such as glTexCoord4f* if the current tnl module can't handle projected textures, for example).
Diffstat (limited to 'src/mesa/drivers/common/t_dd_vertex.h')
-rw-r--r--src/mesa/drivers/common/t_dd_vertex.h54
1 files changed, 27 insertions, 27 deletions
diff --git a/src/mesa/drivers/common/t_dd_vertex.h b/src/mesa/drivers/common/t_dd_vertex.h
index 7bc10e9457..61c69b8719 100644
--- a/src/mesa/drivers/common/t_dd_vertex.h
+++ b/src/mesa/drivers/common/t_dd_vertex.h
@@ -1,19 +1,19 @@
/*
* Mesa 3-D graphics library
* Version: 3.5
- *
+ *
* Copyright (C) 1999 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"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
- *
+ *
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
- *
+ *
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
@@ -27,44 +27,44 @@
#ifdef COLOR_IS_RGBA
typedef struct {
- GLubyte red;
- GLubyte green;
- GLubyte blue;
- GLubyte alpha;
+ GLubyte red;
+ GLubyte green;
+ GLubyte blue;
+ GLubyte alpha;
} TAG(_color);
-#else
+#else
typedef struct {
- GLubyte blue;
- GLubyte green;
- GLubyte red;
- GLubyte alpha;
+ GLubyte blue;
+ GLubyte green;
+ GLubyte red;
+ GLubyte alpha;
} TAG(_color);
#endif
typedef union {
struct {
- float x, y, z, w;
+ GLfloat x, y, z, w;
TAG(_color) color;
TAG(_color) specular;
- float u0, v0;
- float u1, v1;
- float u2, v2;
- float u3, v3;
+ GLfloat u0, v0;
+ GLfloat u1, v1;
+ GLfloat u2, v2;
+ GLfloat u3, v3;
} v;
struct {
- float x, y, z, w;
+ GLfloat x, y, z, w;
TAG(_color) color;
TAG(_color) specular;
- float u0, v0, q0;
- float u1, v1, q1;
- float u2, v2, q2;
- float u3, v3, q3;
+ GLfloat u0, v0, q0;
+ GLfloat u1, v1, q1;
+ GLfloat u2, v2, q2;
+ GLfloat u3, v3, q3;
} pv;
struct {
- float x, y, z;
+ GLfloat x, y, z;
TAG(_color) color;
} tv;
- float f[16];
- unsigned int ui[16];
- unsigned char ub4[16][4];
+ GLfloat f[24];
+ GLuint ui[24];
+ GLubyte ub4[24][4];
} TAG(Vertex), *TAG(VertexPtr);