diff options
author | Eric Anholt <anholt@FreeBSD.org> | 2004-10-02 01:33:46 +0000 |
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committer | Eric Anholt <anholt@FreeBSD.org> | 2004-10-02 01:33:46 +0000 |
commit | e5856a2960b6a65e1e5bb55d98a7e40498b5bf6d (patch) | |
tree | 4fee2e4d28ec04f8b54c09818e6babd3ed9c5192 /src/mesa/drivers/dri/r128/r128_context.h | |
parent | fc552c530fa663b47961b947be5600a061a0b116 (diff) |
Convert Rage 128 over to t_vertex.c. While it's slightly slower (10% in ipers)
it's not that big of a deal in more normal apps, and axes a good bit of code.
And I assume that t_vertex will only get faster. Removes ~43k from compiled
binary.
Tested with: quake3, ut, ipers, texcyl, chromium, tuxracer, neverball (kinda)
Diffstat (limited to 'src/mesa/drivers/dri/r128/r128_context.h')
-rw-r--r-- | src/mesa/drivers/dri/r128/r128_context.h | 19 |
1 files changed, 12 insertions, 7 deletions
diff --git a/src/mesa/drivers/dri/r128/r128_context.h b/src/mesa/drivers/dri/r128/r128_context.h index 3e4ac2bf32..7477b95fad 100644 --- a/src/mesa/drivers/dri/r128/r128_context.h +++ b/src/mesa/drivers/dri/r128/r128_context.h @@ -43,6 +43,7 @@ USE OR OTHER DEALINGS IN THE SOFTWARE. #include "r128_drm.h" #include "mtypes.h" +#include "tnl/t_vertex.h" #include "r128_reg.h" @@ -81,6 +82,7 @@ typedef struct r128_context *r128ContextPtr; #define R128_FALLBACK_SEP_SPECULAR 0x0080 #define R128_FALLBACK_BLEND_EQ 0x0100 #define R128_FALLBACK_BLEND_FUNC 0x0200 +#define R128_FALLBACK_PROJTEX 0x0400 /* Use the templated vertex format: @@ -122,18 +124,21 @@ struct r128_context { GLuint dirty; /* Hardware state to be updated */ drm_r128_context_regs_t setup; + /* Vertex state */ + GLuint vertex_size; + GLuint vertex_format; + struct tnl_attr_map vertex_attrs[VERT_ATTRIB_MAX]; + GLuint vertex_attr_count; + char *verts; /* points to tnl->clipspace.vertex_buf */ + GLuint num_verts; + int coloroffset, specoffset; + int tnl_state; /* tnl->render_inputs for this _tnl_install_attrs */ + GLuint NewGLState; GLuint Fallback; - GLuint SetupIndex; - GLuint SetupNewInputs; GLuint RenderIndex; GLfloat hw_viewport[16]; GLfloat depth_scale; - GLuint vertex_size; - GLuint vertex_stride_shift; - GLuint vertex_format; - GLuint num_verts; - GLubyte *verts; uint32_t ClearColor; /* Color used to clear color buffer */ uint32_t ClearDepth; /* Value used to clear depth buffer */ |