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authorKeith Whitwell <keith@tungstengraphics.com>2000-11-13 20:02:56 +0000
committerKeith Whitwell <keith@tungstengraphics.com>2000-11-13 20:02:56 +0000
commit1e1aac034c986a08248861363c0baa27dc2ae2d5 (patch)
treed6aa2dd575eae913007d089928d765be8c867126 /src/mesa/main/state.c
parent6b8ae62d6b6a3b06c51628123fc30634cacf9c7c (diff)
Cleanup of derived state calculation prior to seperating software T&L
into a new directory. Specifically the handling of changes to lighting lighting space (light in model vs. light in eye) have been revamped. Moved several derived values used only by swrast into that directory. Removed direct calls to swrast_flush() from vbrender.c -- pushed into ctx->Driver.RenderFinish. Optimized flat-shading case in swrast_setup.
Diffstat (limited to 'src/mesa/main/state.c')
-rw-r--r--src/mesa/main/state.c500
1 files changed, 292 insertions, 208 deletions
diff --git a/src/mesa/main/state.c b/src/mesa/main/state.c
index 1cd88a7b73..7071c0ad6f 100644
--- a/src/mesa/main/state.c
+++ b/src/mesa/main/state.c
@@ -1,4 +1,4 @@
-/* $Id: state.c,v 1.42 2000/11/10 18:31:04 brianp Exp $ */
+/* $Id: state.c,v 1.43 2000/11/13 20:02:56 keithw Exp $ */
/*
* Mesa 3-D graphics library
@@ -747,264 +747,348 @@ void gl_print_enable_flags( const char *msg, GLuint flags )
}
-/*
- * 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
+_mesa_update_texture_matrices( GLcontext *ctx )
{
GLuint i;
- if (MESA_VERBOSE & VERBOSE_STATE)
- gl_print_state("", ctx->NewState);
+ ctx->_Enabled &= ~(ENABLE_TEXMAT0 | ENABLE_TEXMAT1 | ENABLE_TEXMAT2);
- if (ctx->NewState & (_NEW_PIXEL|_NEW_COLOR_MATRIX))
- _mesa_update_image_transfer_state(ctx);
+ for (i=0; i < ctx->Const.MaxTextureUnits; 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->NewState & _NEW_ARRAY)
- gl_update_client_state( ctx );
+ if (ctx->Texture.Unit[i]._ReallyEnabled &&
+ ctx->TextureMatrix[i].type != MATRIX_IDENTITY)
+ ctx->_Enabled |= ENABLE_TEXMAT0 << i;
+ }
+ }
+}
- if (ctx->NewState & _NEW_TEXTURE_MATRIX) {
- ctx->_Enabled &= ~(ENABLE_TEXMAT0 | ENABLE_TEXMAT1 | ENABLE_TEXMAT2);
- for (i=0; i < ctx->Const.MaxTextureUnits; i++) {
- if (ctx->TextureMatrix[i].flags & MAT_DIRTY_ALL_OVER) {
- gl_matrix_analyze( &ctx->TextureMatrix[i] );
- ctx->TextureMatrix[i].flags &= ~MAT_DIRTY_DEPENDENTS;
+/* 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
+_mesa_update_textures( GLcontext *ctx )
+{
+ GLuint i;
+
+ ctx->Texture._ReallyEnabled = 0;
+ ctx->_Enabled &= ~(ENABLE_TEXGEN0 | ENABLE_TEXGEN1 | ENABLE_TEXGEN2 |
+ ENABLE_TEXMAT0 | ENABLE_TEXMAT1 | ENABLE_TEXMAT2 |
+ ENABLE_TEX0 | ENABLE_TEX1 | ENABLE_TEX2);
- if (ctx->Texture.Unit[i].Enabled &&
- ctx->TextureMatrix[i].type != MATRIX_IDENTITY)
- ctx->_Enabled |= ENABLE_TEXMAT0 << i;
- }
- }
- }
+ gl_update_dirty_texobjs(ctx);
- if (ctx->NewState & _NEW_TEXTURE) {
- ctx->Texture._MultiTextureEnabled = GL_FALSE;
- ctx->Texture._NeedNormals = GL_FALSE;
- gl_update_dirty_texobjs(ctx);
- ctx->_Enabled &= ~(ENABLE_TEXGEN0 | ENABLE_TEXGEN1 | ENABLE_TEXGEN2);
- ctx->Texture._ReallyEnabled = 0;
+ for (i=0; i < ctx->Const.MaxTextureUnits; i++) {
+
+ ctx->Texture.Unit[i]._ReallyEnabled = 0;
- for (i=0; i < ctx->Const.MaxTextureUnits; i++) {
- if (ctx->Texture.Unit[i].Enabled) {
- gl_update_texture_unit( ctx, &ctx->Texture.Unit[i] );
+ if (ctx->Texture.Unit[i].Enabled) {
- ctx->Texture._ReallyEnabled |=
- ctx->Texture.Unit[i]._ReallyEnabled << (i * 4);
+ gl_update_texture_unit( ctx, &ctx->Texture.Unit[i] );
- if (ctx->Texture.Unit[i]._GenFlags != 0) {
- ctx->_Enabled |= ENABLE_TEXGEN0 << i;
+ if (ctx->Texture.Unit[i]._ReallyEnabled) {
+ GLuint flag = ctx->Texture.Unit[i]._ReallyEnabled << (i * 4);
- if (ctx->Texture.Unit[i]._GenFlags & TEXGEN_NEED_NORMALS) {
- ctx->Texture._NeedNormals = GL_TRUE;
- ctx->Texture._NeedEyeCoords = GL_TRUE;
- }
+ ctx->Texture._ReallyEnabled |= flag;
+ ctx->_Enabled |= flag;
- if (ctx->Texture.Unit[i]._GenFlags & TEXGEN_NEED_EYE_COORD) {
- ctx->Texture._NeedEyeCoords = GL_TRUE;
- }
+ if (ctx->Texture.Unit[i]._GenFlags) {
+ ctx->_Enabled |= ENABLE_TEXGEN0 << i;
+ ctx->Texture._GenFlags |= ctx->Texture.Unit[i]._GenFlags;
}
- if (i > 0 && ctx->Texture.Unit[i]._ReallyEnabled) {
- ctx->Texture._MultiTextureEnabled = GL_TRUE;
- }
+ if (ctx->TextureMatrix[i].type != MATRIX_IDENTITY)
+ ctx->_Enabled |= ENABLE_TEXMAT0 << i;
}
- else {
- ctx->Texture.Unit[i]._ReallyEnabled = 0;
- }
}
- ctx->_Enabled = ((ctx->_Enabled & ~ENABLE_TEX_ANY) |
- ctx->Texture._ReallyEnabled);
- ctx->_NeedNormals = (ctx->Light.Enabled || ctx->Texture._NeedNormals);
}
+ ctx->_NeedNormals &= ~NEED_NORMALS_TEXGEN;
+ ctx->_NeedEyeCoords &= ~NEED_EYE_TEXGEN;
- if (ctx->NewState & (_NEW_BUFFERS|_NEW_SCISSOR)) {
- /* update scissor region */
- 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;
- }
- if (ctx->Scissor.Y > ctx->DrawBuffer->Ymin) {
- ctx->DrawBuffer->Ymin = ctx->Scissor.Y;
- }
- if (ctx->Scissor.X + ctx->Scissor.Width < ctx->DrawBuffer->Xmax) {
- ctx->DrawBuffer->Xmax = ctx->Scissor.X + ctx->Scissor.Width;
- }
- if (ctx->Scissor.Y + ctx->Scissor.Height < ctx->DrawBuffer->Ymax) {
- ctx->DrawBuffer->Ymax = ctx->Scissor.Y + ctx->Scissor.Height;
- }
- }
+ if (ctx->Texture._GenFlags & TEXGEN_NEED_NORMALS) {
+ ctx->_NeedNormals |= NEED_NORMALS_TEXGEN;
+ ctx->_NeedEyeCoords |= NEED_EYE_TEXGEN;
+ }
+
+ if (ctx->Texture._GenFlags & TEXGEN_NEED_EYE_COORD) {
+ ctx->_NeedEyeCoords |= NEED_EYE_TEXGEN;
}
+}
- if (ctx->NewState & _NEW_LIGHT) {
- 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);
+static void
+_mesa_update_polygon( GLcontext *ctx )
+{
+ ctx->_TriangleCaps &= ~DD_TRI_CULL_FRONT_BACK;
+
+ /* Setup CullBits bitmask */
+ if (ctx->Polygon.CullFlag) {
+ switch(ctx->Polygon.CullFaceMode) {
+ case GL_BACK:
+ ctx->Polygon._CullBits = 1;
+ break;
+ case GL_FRONT:
+ ctx->Polygon._CullBits = 2;
+ break;
+ default:
+ case GL_FRONT_AND_BACK:
+ ctx->Polygon._CullBits = 0;
+ ctx->_TriangleCaps |= DD_TRI_CULL_FRONT_BACK;
+ break;
}
}
+ else {
+ ctx->Polygon._CullBits = 3;
+ }
- if (ctx->NewState & (_NEW_POLYGON | _NEW_LIGHT)) {
-
-
- if (ctx->NewState & _NEW_POLYGON) {
- ctx->_TriangleCaps &= ~DD_TRI_CULL_FRONT_BACK;
-
- /* 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;
- }
- }
- else {
- ctx->Polygon._CullBits = 3;
- ctx->_backface_sign = 0;
- }
+ /* Any Polygon offsets enabled? */
+ ctx->_TriangleCaps &= ~DD_TRI_OFFSET;
- /* Any Polygon offsets enabled? */
- ctx->_TriangleCaps &= ~DD_TRI_OFFSET;
+ if (ctx->Polygon.OffsetPoint ||
+ ctx->Polygon.OffsetLine ||
+ ctx->Polygon.OffsetFill)
+ ctx->_TriangleCaps |= DD_TRI_OFFSET;
+}
- if (ctx->Polygon.OffsetPoint ||
- ctx->Polygon.OffsetLine ||
- ctx->Polygon.OffsetFill)
- ctx->_TriangleCaps |= DD_TRI_OFFSET;
- }
+static void
+_mesa_calculate_model_project_matrix( GLcontext *ctx )
+{
+ if (!ctx->_NeedEyeCoords) {
+ gl_matrix_mul( &ctx->_ModelProjectMatrix,
+ &ctx->ProjectionMatrix,
+ &ctx->ModelView );
+
+ gl_matrix_analyze( &ctx->_ModelProjectMatrix );
}
+}
- if (ctx->NewState & (_NEW_LIGHT|
- _NEW_TEXTURE|
- _NEW_FOG|
- _NEW_POLYGON))
- gl_update_clipmask(ctx);
+static void
+_mesa_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 = 1.0/GL_SQRT(f);
+ else
+ ctx->_ModelViewInvScale = GL_SQRT(f);
+ }
+}
- if (ctx->NewState & ctx->Driver.UpdateStateNotify)
+
+/* Bring uptodate any state that relies on _NeedEyeCoords.
+ */
+static void
+_mesa_update_tnl_spaces( GLcontext *ctx, GLuint oldneedeyecoords )
+{
+ /* Check if the truth-value interpretations of the bitfields have
+ * changed:
+ */
+ if ((oldneedeyecoords == 0) != (ctx->_NeedEyeCoords == 0))
{
- /*
- * Here the driver sets up all the ctx->Driver function pointers to
- * it's specific, private functions.
+ /* Recalculate all state that depends on _NeedEyeCoords.
*/
- ctx->Driver.UpdateState(ctx);
- gl_set_render_vb_function(ctx); /* fix me */
+ _mesa_update_modelview_scale(ctx);
+ _mesa_calculate_model_project_matrix(ctx);
+ gl_update_normal_transform( ctx );
+ gl_compute_light_positions( ctx );
+
+ if (ctx->Driver.LightingSpaceChange)
+ ctx->Driver.LightingSpaceChange( ctx );
}
+ else
+ {
+ GLuint new_state = ctx->NewState;
- /* 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;
+ /* Recalculate that same state if and only if it has been
+ * invalidated by other statechanges.
+ */
+ if (new_state & _NEW_MODELVIEW)
+ _mesa_update_modelview_scale(ctx);
+
+ if (new_state & (_NEW_MODELVIEW|_NEW_PROJECTION))
+ _mesa_calculate_model_project_matrix(ctx);
+
+ if (new_state & _TNL_NEW_NORMAL_TRANSFORM)
+ gl_update_normal_transform( ctx ); /* references _ModelViewInvScale */
+
+ if (new_state & (_NEW_LIGHT|_NEW_MODELVIEW))
+ gl_compute_light_positions( ctx );
+ }
+}
+
+
+static void
+_mesa_update_drawbuffer( GLcontext *ctx )
+{
+ 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;
+ }
+ if (ctx->Scissor.Y > ctx->DrawBuffer->_Ymin) {
+ ctx->DrawBuffer->_Ymin = ctx->Scissor.Y;
+ }
+ if (ctx->Scissor.X + ctx->Scissor.Width < ctx->DrawBuffer->_Xmax) {
+ ctx->DrawBuffer->_Xmax = ctx->Scissor.X + ctx->Scissor.Width;
}
+ if (ctx->Scissor.Y + ctx->Scissor.Height < ctx->DrawBuffer->_Ymax) {
+ ctx->DrawBuffer->_Ymax = ctx->Scissor.Y + ctx->Scissor.Height;
+ }
+ }
+}
- if (ctx->NewState & _NEW_PROJECTION) {
- gl_matrix_analyze( &ctx->ProjectionMatrix );
- ctx->ProjectionMatrix.flags &= ~MAT_DIRTY_DEPENDENTS;
- if (ctx->Transform._AnyClip) {
- gl_update_userclip( 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
+_mesa_update_projection( GLcontext *ctx )
+{
+ gl_matrix_analyze( &ctx->ProjectionMatrix );
+
+ /* Recompute clip plane positions in clipspace. This is also done
+ * in _mesa_ClipPlane().
+ */
+ if (ctx->Transform._AnyClip) {
+ GLuint p;
+ for (p = 0 ; p < MAX_CLIP_PLANES ; p++) {
+ if (ctx->Transform.ClipEnabled[p]) {
+ gl_transform_vector( ctx->Transform._ClipUserPlane[p],
+ ctx->Transform.EyeUserPlane[p],
+ ctx->ProjectionMatrix.inv );
}
}
-
- gl_calculate_model_project_matrix( 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.
+ *
+ * Special care is taken with the derived value _NeedEyeCoords. These
+ * 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 gl_update_state( GLcontext *ctx )
+{
+ GLuint new_state = ctx->NewState;
+ GLuint oldneedeyecoords = ctx->_NeedEyeCoords;
+
+ if (MESA_VERBOSE & VERBOSE_STATE)
+ gl_print_state("", new_state);
+
+ if (new_state & _NEW_MODELVIEW)
+ gl_matrix_analyze( &ctx->ModelView );
+
+ if (new_state & _NEW_PROJECTION)
+ _mesa_update_projection( ctx );
- if (ctx->NewState & _NEW_COLOR_MATRIX) {
+ if (new_state & _NEW_TEXTURE_MATRIX)
+ _mesa_update_texture_matrices( ctx );
+
+ if (new_state & _NEW_COLOR_MATRIX)
gl_matrix_analyze( &ctx->ColorMatrix );
- }
+
+ /* References ColorMatrix.type (derived above).
+ */
+ if (new_state & (_NEW_PIXEL|_NEW_COLOR_MATRIX))
+ _mesa_update_image_transfer_state(ctx);
+
+ if (new_state & _NEW_ARRAY)
+ gl_update_client_state( ctx );
- /* Figure out whether we can light in object space or not. If we
- * can, find the current positions of the lights in object space
+ /* Contributes to NeedEyeCoords, NeedNormals.
*/
- if ((ctx->_Enabled & (ENABLE_POINT_ATTEN | ENABLE_LIGHT | ENABLE_FOG |
- ENABLE_TEXGEN0 | ENABLE_TEXGEN1 | ENABLE_TEXGEN2)) &&
- (ctx->NewState & (_NEW_LIGHT |
- _NEW_TEXTURE |
- _NEW_FOG |
- _NEW_TRANSFORM |
- _NEW_MODELVIEW |
- _NEW_PROJECTION |
- _NEW_POINT |
- _NEW_RENDERMODE |
- _NEW_TRANSFORM)))
- {
- GLboolean oldcoord, oldnorm;
-
- oldcoord = ctx->_NeedEyeCoords;
- oldnorm = ctx->_NeedEyeNormals;
-
- ctx->_NeedNormals = (ctx->Light.Enabled || ctx->Texture._NeedNormals);
- ctx->_NeedEyeCoords = (ctx->Fog.Enabled || 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;
- }
+ if (new_state & _NEW_TEXTURE)
+ _mesa_update_textures( ctx );
- if (ctx->_NeedEyeCoords)
- ctx->_vb_proj_matrix = &ctx->ProjectionMatrix;
- else
- ctx->_vb_proj_matrix = &ctx->_ModelProjectMatrix;
+ if (new_state & (_NEW_BUFFERS|_NEW_SCISSOR))
+ _mesa_update_drawbuffer( ctx );
- if (ctx->Light.Enabled) {
- gl_update_lighting_function(ctx);
+ if (new_state & _NEW_POLYGON)
+ _mesa_update_polygon( ctx );
- if ( (ctx->NewState & _NEW_LIGHT) ||
- ((ctx->NewState & (_NEW_MODELVIEW|_NEW_PROJECTION)) &&
- !ctx->_NeedEyeCoords) ||
- oldcoord != ctx->_NeedEyeCoords ||
- oldnorm != ctx->_NeedEyeNormals) {
- gl_compute_light_positions(ctx);
- }
+ /* Contributes to NeedEyeCoords, NeedNormals.
+ */
+ if (new_state & _NEW_LIGHT)
+ gl_update_lighting( ctx );
- ctx->_rescale_factor = 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;
- const GLfloat f = m[2] * m[2] + m[6] * m[6] + m[10] * m[10];
- if (f > 1e-12 && (f - 1.0) * (f - 1.0) > 1e-12)
- ctx->_rescale_factor = 1.0 / GL_SQRT(f);
- }
- }
+ if (new_state & (_NEW_LIGHT|_NEW_TEXTURE|_NEW_FOG|
+ _DD_NEW_TRI_LIGHT_TWOSIDE |
+ _DD_NEW_SEPERATE_SPECULAR |
+ _DD_NEW_TRI_UNFILLED ))
+ gl_update_clipmask(ctx);
+
+ /* 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;
+ }
- gl_update_normal_transform( ctx );
+ /* ctx->_NeedEyeCoords and ctx->_NeedEyeNormals are now uptodate.
+ *
+ * If the truth value of either 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_PROJECTION |
+ _TNL_NEW_NORMAL_TRANSFORM |
+ _NEW_LIGHT |
+ _TNL_NEW_NEED_EYE_COORDS))
+ _mesa_update_tnl_spaces( ctx, oldneedeyecoords );
+
+ if (new_state & ctx->Driver.UpdateStateNotify)
+ {
+ /*
+ * Here the driver sets up all the ctx->Driver function pointers to
+ * it's specific, private functions.
+ */
+ ctx->Driver.UpdateState(ctx);
+ gl_set_render_vb_function(ctx); /* XXX: remove this mechanism */
}
gl_update_pipelines(ctx);