diff options
-rw-r--r-- | src/mesa/tnl/t_vp_build.c | 517 |
1 files changed, 364 insertions, 153 deletions
diff --git a/src/mesa/tnl/t_vp_build.c b/src/mesa/tnl/t_vp_build.c index f6cd11f452..adee90fd9c 100644 --- a/src/mesa/tnl/t_vp_build.c +++ b/src/mesa/tnl/t_vp_build.c @@ -40,7 +40,185 @@ #include "shader/nvvertprog.h" #include "shader/arbvertparse.h" +struct state_key { + unsigned light_global_enabled:1; + unsigned light_local_viewer:1; + unsigned light_twoside:1; + unsigned light_color_material:1; + unsigned light_color_material_mask:12; + unsigned light_material_mask:12; + + unsigned normalize:1; + unsigned rescale_normals:1; + unsigned fog_source_is_depth:1; + unsigned tnl_do_vertex_fog:1; + unsigned separate_specular:1; + unsigned fog_enabled:1; + unsigned fog_mode:2; + unsigned point_attenuated:1; + unsigned nr_tex:4; + unsigned texgen_enabled_global:1; + + struct { + unsigned light_enabled:1; + unsigned light_eyepos3_is_zero:1; + unsigned light_spotcutoff_is_180:1; + unsigned light_attenuated:1; + unsigned texunit_really_enabled:1; + unsigned texmat_enabled:1; + unsigned texgen_enabled:4; + unsigned texgen_mode0:4; + unsigned texgen_mode1:4; + unsigned texgen_mode2:4; + unsigned texgen_mode3:4; + } unit[8]; +}; + + + +#define FOG_LINEAR 0 +#define FOG_EXP 1 +#define FOG_EXP2 2 +#define FOG_UNKNOWN 3 + +static GLuint translate_fog_mode( GLenum mode ) +{ + switch (mode) { + case GL_LINEAR: return FOG_LINEAR; + case GL_EXP: return FOG_EXP; + case GL_EXP2: return FOG_EXP2; + default: return FOG_UNKNOWN; + } +} + +#define TXG_NONE 0 +#define TXG_OBJ_LINEAR 1 +#define TXG_EYE_LINEAR 2 +#define TXG_SPHERE_MAP 3 +#define TXG_REFLECTION_MAP 4 +#define TXG_NORMAL_MAP 5 + +static GLuint translate_texgen( GLboolean enabled, GLenum mode ) +{ + if (!enabled) + return TXG_NONE; + + switch (mode) { + case GL_OBJECT_LINEAR: return TXG_OBJ_LINEAR; + case GL_EYE_LINEAR: return TXG_EYE_LINEAR; + case GL_SPHERE_MAP: return TXG_SPHERE_MAP; + case GL_REFLECTION_MAP_NV: return TXG_REFLECTION_MAP; + case GL_NORMAL_MAP_NV: return TXG_NORMAL_MAP; + default: return TXG_NONE; + } +} + +static struct state_key *make_state_key( GLcontext *ctx ) +{ + TNLcontext *tnl = TNL_CONTEXT(ctx); + struct vertex_buffer *VB = &tnl->vb; + struct state_key *key = CALLOC_STRUCT(state_key); + GLuint i; + + key->separate_specular = (ctx->Light.Model.ColorControl == + GL_SEPARATE_SPECULAR_COLOR); + + if (ctx->Light.Enabled) { + key->light_global_enabled = 1; + + if (ctx->Light.Model.LocalViewer) + key->light_local_viewer = 1; + + if (ctx->Light.Model.TwoSide) + key->light_twoside = 1; + + if (ctx->Light.ColorMaterialEnabled) + key->light_color_material = 1; + + if (ctx->Light.ColorMaterialBitmask) + key->light_color_material_mask = 1; + + for (i = _TNL_ATTRIB_MAT_FRONT_AMBIENT ; i < _TNL_ATTRIB_INDEX ; i++) + if (VB->AttribPtr[i]->stride) + key->light_material_mask |= 1<<i; + + for (i = 0; i < MAX_LIGHTS; i++) { + struct gl_light *light = &ctx->Light.Light[i]; + + if (light->Enabled) { + key->unit[i].light_enabled = 1; + + if (light->EyePosition[3] == 0.0) + key->unit[i].light_eyepos3_is_zero = 1; + + if (light->SpotCutoff == 180.0) + key->unit[i].light_spotcutoff_is_180 = 1; + + if (light->ConstantAttenuation != 1.0 || + light->LinearAttenuation != 1.0 || + light->QuadraticAttenuation != 1.0) + key->unit[i].light_attenuated = 1; + } + } + } + + if (ctx->Transform.Normalize) + key->normalize = 1; + if (ctx->Transform.RescaleNormals) + key->rescale_normals = 1; + + if (ctx->Fog.Enabled) + key->fog_enabled = 1; + + if (key->fog_enabled) { + if (ctx->Fog.FogCoordinateSource == GL_FRAGMENT_DEPTH_EXT) + key->fog_source_is_depth = 1; + + if (tnl->_DoVertexFog) + key->tnl_do_vertex_fog = 1; + + key->fog_mode = translate_fog_mode(ctx->Fog.Mode); + } + + if (ctx->Point._Attenuated) + key->point_attenuated = 1; + + if (ctx->Texture._TexGenEnabled) + key->texgen_enabled_global = 1; + + for (i = 0; i < MAX_TEXTURE_UNITS; i++) { + struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i]; + + if (texUnit->_ReallyEnabled) + key->unit[i].texunit_really_enabled = 1; + + if (ctx->Texture._TexMatEnabled & ENABLE_TEXMAT(i)) + key->unit[i].texmat_enabled = 1; + + if (texUnit->TexGenEnabled) { + key->unit[i].texgen_enabled = 1; + + key->unit[i].texgen_mode0 = + translate_texgen( texUnit->TexGenEnabled & (1<<0), + texUnit->GenModeS ); + key->unit[i].texgen_mode1 = + translate_texgen( texUnit->TexGenEnabled & (1<<1), + texUnit->GenModeT ); + key->unit[i].texgen_mode2 = + translate_texgen( texUnit->TexGenEnabled & (1<<2), + texUnit->GenModeR ); + key->unit[i].texgen_mode3 = + translate_texgen( texUnit->TexGenEnabled & (1<<3), + texUnit->GenModeQ ); + } + } + + return key; +} + + + /* Very useful debugging tool - produces annotated listing of * generated program with line/function references for each * instruction back into this file: @@ -51,7 +229,7 @@ * multiplications with DP4's or with MUL/MAD's? SSE works better * with the latter, drivers may differ. */ -#define PREFER_DP4 1 +#define PREFER_DP4 0 #define MAX_INSN 200 @@ -77,7 +255,7 @@ struct ureg { struct tnl_program { - GLcontext *ctx; + const struct state_key *state; struct vertex_program *program; GLuint temp_in_use; @@ -324,7 +502,7 @@ static void emit_op3fn(struct tnl_program *p, struct vp_instruction *inst = &p->program->Instructions[nr]; if (p->program->Base.NumInstructions > MAX_INSN) { - _mesa_problem(p->ctx, "Out of instructions in emit_op3fn\n"); + _mesa_problem(0, "Out of instructions in emit_op3fn\n"); return; } @@ -491,10 +669,10 @@ static struct ureg get_eye_normal( struct tnl_program *p ) /* Normalize/Rescale: */ - if (p->ctx->Transform.Normalize) { + if (p->state->normalize) { emit_normalize_vec3( p, p->eye_normal, p->eye_normal ); } - else if (p->ctx->Transform.RescaleNormals) { + else if (p->state->rescale_normals) { struct ureg rescale = register_param2(p, STATE_INTERNAL, STATE_NORMAL_SCALE); @@ -536,22 +714,15 @@ static GLuint material_attrib( GLuint side, GLuint property ) static void set_material_flags( struct tnl_program *p ) { - GLcontext *ctx = p->ctx; - TNLcontext *tnl = TNL_CONTEXT(ctx); - GLuint i; - p->color_materials = 0; p->materials = 0; - if (ctx->Light.ColorMaterialEnabled) { + if (p->state->light_color_material) { p->materials = - p->color_materials = - ctx->Light.ColorMaterialBitmask << _TNL_ATTRIB_MAT_FRONT_AMBIENT; + p->color_materials = p->state->light_color_material_mask; } - for (i = _TNL_ATTRIB_MAT_FRONT_AMBIENT ; i < _TNL_ATTRIB_INDEX ; i++) - if (tnl->vb.AttribPtr[i]->stride) - p->materials |= 1<<i; + p->materials |= p->state->light_material_mask; } @@ -617,7 +788,6 @@ static struct ureg get_lightprod( struct tnl_program *p, GLuint light, static struct ureg calculate_light_attenuation( struct tnl_program *p, GLuint i, - struct gl_light *light, struct ureg VPpli, struct ureg dist ) { @@ -627,7 +797,7 @@ static struct ureg calculate_light_attenuation( struct tnl_program *p, /* Calculate spot attenuation: */ - if (light->SpotCutoff != 180.0F) { + if (!p->state->unit[i].light_spotcutoff_is_180) { struct ureg spot_dir = register_param3(p, STATE_LIGHT, i, STATE_SPOT_DIRECTION); struct ureg spot = get_temp(p); @@ -645,9 +815,7 @@ static struct ureg calculate_light_attenuation( struct tnl_program *p, /* Calculate distance attenuation: */ - if (light->ConstantAttenuation != 1.0 || - light->LinearAttenuation != 1.0 || - light->QuadraticAttenuation != 1.0) { + if (p->state->unit[i].light_attenuated) { /* 1/d,d,d,1/d */ emit_op1(p, VP_OPCODE_RCP, dist, WRITEMASK_YZ, dist); @@ -656,7 +824,7 @@ static struct ureg calculate_light_attenuation( struct tnl_program *p, /* 1/dist-atten */ emit_op2(p, VP_OPCODE_DP3, dist, 0, attenuation, dist); - if (light->SpotCutoff != 180.0F) { + if (!p->state->unit[i].light_spotcutoff_is_180) { /* dist-atten */ emit_op1(p, VP_OPCODE_RCP, dist, 0, dist); /* spot-atten * dist-atten */ @@ -680,10 +848,8 @@ static struct ureg calculate_light_attenuation( struct tnl_program *p, */ static void build_lighting( struct tnl_program *p ) { - GLcontext *ctx = p->ctx; - const GLboolean twoside = ctx->Light.Model.TwoSide; - const GLboolean separate = (ctx->Light.Model.ColorControl == - GL_SEPARATE_SPECULAR_COLOR); + const GLboolean twoside = p->state->light_twoside; + const GLboolean separate = p->state->separate_specular; GLuint nr_lights = 0, count = 0; struct ureg normal = get_eye_normal(p); struct ureg lit = get_temp(p); @@ -693,7 +859,7 @@ static void build_lighting( struct tnl_program *p ) GLuint i; for (i = 0; i < MAX_LIGHTS; i++) - if (ctx->Light.Light[i].Enabled) + if (p->state->unit[i].light_enabled) nr_lights++; set_material_flags(p); @@ -754,15 +920,13 @@ static void build_lighting( struct tnl_program *p ) for (i = 0; i < MAX_LIGHTS; i++) { - struct gl_light *light = &ctx->Light.Light[i]; - - if (light->Enabled) { + if (p->state->unit[i].light_enabled) { struct ureg half = undef; struct ureg att = undef, VPpli = undef; count++; - if (light->EyePosition[3] == 0) { + if (p->state->unit[i].light_eyepos3_is_zero) { /* Can used precomputed constants in this case. * Attenuation never applies to infinite lights. */ @@ -793,17 +957,15 @@ static void build_lighting( struct tnl_program *p ) /* Calculate attenuation: */ - if (light->SpotCutoff != 180.0 || - light->ConstantAttenuation != 1.0 || - light->LinearAttenuation != 1.0 || - light->QuadraticAttenuation != 1.0) { - att = calculate_light_attenuation(p, i, light, VPpli, dist); + if (!p->state->unit[i].light_spotcutoff_is_180 || + p->state->unit[i].light_attenuated) { + att = calculate_light_attenuation(p, i, VPpli, dist); } /* Calculate viewer direction, or use infinite viewer: */ - if (ctx->Light.Model.LocalViewer) { + if (p->state->light_local_viewer) { struct ureg eye_hat = get_eye_position_normalized(p); emit_op2(p, VP_OPCODE_SUB, half, 0, VPpli, eye_hat); } @@ -909,24 +1071,22 @@ static void build_lighting( struct tnl_program *p ) static void build_fog( struct tnl_program *p ) { - GLcontext *ctx = p->ctx; - TNLcontext *tnl = TNL_CONTEXT(ctx); struct ureg fog = register_output(p, VERT_RESULT_FOGC); struct ureg input; - if (ctx->Fog.FogCoordinateSource == GL_FRAGMENT_DEPTH_EXT) { + if (p->state->fog_source_is_depth) { input = swizzle1(get_eye_position(p), Z); } else { input = swizzle1(register_input(p, VERT_ATTRIB_FOG), X); } - if (tnl->_DoVertexFog) { + if (p->state->tnl_do_vertex_fog) { struct ureg params = register_param1(p, STATE_FOG_PARAMS); struct ureg tmp = get_temp(p); - switch (ctx->Fog.Mode) { - case GL_LINEAR: { + switch (p->state->fog_mode) { + case FOG_LINEAR: { struct ureg id = get_identity_param(p); emit_op2(p, VP_OPCODE_SUB, tmp, 0, swizzle1(params,Z), input); emit_op2(p, VP_OPCODE_MUL, tmp, 0, tmp, swizzle1(params,W)); @@ -934,13 +1094,13 @@ static void build_fog( struct tnl_program *p ) emit_op2(p, VP_OPCODE_MIN, fog, WRITEMASK_X, tmp, swizzle1(id,W)); break; } - case GL_EXP: + case FOG_EXP: emit_op1(p, VP_OPCODE_ABS, tmp, 0, input); emit_op2(p, VP_OPCODE_MUL, tmp, 0, tmp, swizzle1(params,X)); emit_op2(p, VP_OPCODE_POW, fog, WRITEMASK_X, register_const1f(p, M_E), negate(tmp)); break; - case GL_EXP2: + case FOG_EXP2: emit_op2(p, VP_OPCODE_MUL, tmp, 0, input, swizzle1(params,X)); emit_op2(p, VP_OPCODE_MUL, tmp, 0, tmp, tmp); emit_op2(p, VP_OPCODE_POW, fog, WRITEMASK_X, @@ -1020,18 +1180,16 @@ static void build_sphere_texgen( struct tnl_program *p, static void build_texture_transform( struct tnl_program *p ) { - GLcontext *ctx = p->ctx; GLuint i, j; - for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++) { - struct gl_texture_unit *texUnit = &ctx->Texture.Unit[i]; - GLuint texmat_enabled = ctx->Texture._TexMatEnabled & ENABLE_TEXMAT(i); + for (i = 0; i < MAX_TEXTURE_UNITS; i++) { + GLuint texmat_enabled = p->state->unit[i].texmat_enabled; - if (texUnit->TexGenEnabled || texmat_enabled) { + if (p->state->unit[i].texgen_enabled || texmat_enabled) { struct ureg out = register_output(p, VERT_RESULT_TEX0 + i); struct ureg out_texgen = undef; - if (texUnit->TexGenEnabled) { + if (p->state->unit[i].texgen_enabled) { GLuint copy_mask = 0; GLuint sphere_mask = 0; GLuint reflect_mask = 0; @@ -1043,47 +1201,46 @@ static void build_texture_transform( struct tnl_program *p ) else out_texgen = out; - modes[0] = texUnit->GenModeS; - modes[1] = texUnit->GenModeT; - modes[2] = texUnit->GenModeR; - modes[3] = texUnit->GenModeQ; + modes[0] = p->state->unit[i].texgen_mode0; + modes[1] = p->state->unit[i].texgen_mode1; + modes[2] = p->state->unit[i].texgen_mode2; + modes[3] = p->state->unit[i].texgen_mode3; for (j = 0; j < 4; j++) { - if (texUnit->TexGenEnabled & (1<<j)) { - switch (modes[j]) { - case GL_OBJECT_LINEAR: { - struct ureg obj = register_input(p, VERT_ATTRIB_POS); - struct ureg plane = - register_param3(p, STATE_TEXGEN, i, - STATE_TEXGEN_OBJECT_S + j); - - emit_op2(p, VP_OPCODE_DP4, out_texgen, WRITEMASK_X << j, - obj, plane ); - break; - } - case GL_EYE_LINEAR: { - struct ureg eye = get_eye_position(p); - struct ureg plane = - register_param3(p, STATE_TEXGEN, i, - STATE_TEXGEN_EYE_S + j); - - emit_op2(p, VP_OPCODE_DP4, out_texgen, WRITEMASK_X << j, - eye, plane ); - break; - } - case GL_SPHERE_MAP: - sphere_mask |= WRITEMASK_X << j; - break; - case GL_REFLECTION_MAP_NV: - reflect_mask |= WRITEMASK_X << j; - break; - case GL_NORMAL_MAP_NV: - normal_mask |= WRITEMASK_X << j; - break; - } + switch (modes[j]) { + case TXG_OBJ_LINEAR: { + struct ureg obj = register_input(p, VERT_ATTRIB_POS); + struct ureg plane = + register_param3(p, STATE_TEXGEN, i, + STATE_TEXGEN_OBJECT_S + j); + + emit_op2(p, VP_OPCODE_DP4, out_texgen, WRITEMASK_X << j, + obj, plane ); + break; } - else + case TXG_EYE_LINEAR: { + struct ureg eye = get_eye_position(p); + struct ureg plane = + register_param3(p, STATE_TEXGEN, i, + STATE_TEXGEN_EYE_S + j); + + emit_op2(p, VP_OPCODE_DP4, out_texgen, WRITEMASK_X << j, + eye, plane ); + break; + } + case TXG_SPHERE_MAP: + sphere_mask |= WRITEMASK_X << j; + break; + case TXG_REFLECTION_MAP: + reflect_mask |= WRITEMASK_X << j; + break; + case TXG_NORMAL_MAP: + normal_mask |= WRITEMASK_X << j; + break; + case TXG_NONE: copy_mask |= WRITEMASK_X << j; + } + } @@ -1125,7 +1282,7 @@ static void build_texture_transform( struct tnl_program *p ) release_temps(p); } - else if (texUnit->_ReallyEnabled) { + else if (p->state->unit[i].texunit_really_enabled) { /* KW: _ReallyEnabled isn't sufficient? Need to know whether * this texture unit is referenced by the fragment shader. */ @@ -1163,111 +1320,165 @@ static void build_pointsize( struct tnl_program *p ) release_temp(p, ut); } +static void build_tnl_program( struct tnl_program *p ) +{ /* Emit the program, starting with modelviewproject: + */ + build_hpos(p); + + /* Lighting calculations: + */ + if (p->state->light_global_enabled) + build_lighting(p); + else + emit_passthrough(p, VERT_ATTRIB_COLOR0, VERT_RESULT_COL0); -static GLboolean programs_eq( struct vertex_program *a, - struct vertex_program *b ) -{ - if (!a || !b) - return GL_FALSE; + if (p->state->fog_enabled) + build_fog(p); - if (a->Base.NumInstructions != b->Base.NumInstructions || - a->Parameters->NumParameters != b->Parameters->NumParameters) - return GL_FALSE; + if (p->state->nr_tex) + build_texture_transform(p); - if (memcmp(a->Instructions, b->Instructions, - a->Base.NumInstructions * sizeof(struct vp_instruction)) != 0) - return GL_FALSE; + if (p->state->point_attenuated) + build_pointsize(p); - if (memcmp(a->Parameters->Parameters, b->Parameters->Parameters, - a->Parameters->NumParameters * - sizeof(struct program_parameter)) != 0) - return GL_FALSE; + /* Finish up: + */ + emit_op1(p, VP_OPCODE_END, undef, 0, undef); - return GL_TRUE; + /* Disassemble: + */ + if (DISASSEM) { + _mesa_printf ("\n"); + } } -void _tnl_UpdateFixedFunctionProgram( GLcontext *ctx ) +void create_new_program( const struct state_key *key, + struct vertex_program *program, + GLuint max_temps) { struct tnl_program p; - if (ctx->VertexProgram._Enabled) - return; - - _mesa_memset(&p, 0, sizeof(p)); - p.ctx = ctx; - p.program = (struct vertex_program *)ctx->Driver.NewProgram(ctx, GL_VERTEX_PROGRAM_ARB, 0); + p.state = key; + p.program = program; p.eye_position = undef; p.eye_position_normalized = undef; p.eye_normal = undef; p.identity = undef; - p.temp_in_use = 0; - - if (ctx->Const.MaxVertexProgramTemps >= sizeof(int) * 8) + + if (max_temps >= sizeof(int) * 8) p.temp_reserved = 0; else - p.temp_reserved = ~((1<<ctx->Const.MaxVertexProgramTemps)-1); + p.temp_reserved = ~((1<<max_temps)-1); p.program->Instructions = MALLOC(sizeof(struct vp_instruction) * MAX_INSN); - - /* Initialize the arb_program struct */ p.program->Base.String = 0; p.program->Base.NumInstructions = p.program->Base.NumTemporaries = p.program->Base.NumParameters = p.program->Base.NumAttributes = p.program->Base.NumAddressRegs = 0; - - if (p.program->Parameters) - _mesa_free_parameters(p.program->Parameters); - else - p.program->Parameters = _mesa_new_parameter_list(); - + p.program->Parameters = _mesa_new_parameter_list(); p.program->InputsRead = 0; p.program->OutputsWritten = 0; - /* Emit the program, starting with modelviewproject: - */ - build_hpos(&p); + build_tnl_program( &p ); +} - /* Lighting calculations: +static void *search_cache( struct tnl_cache *cache, + GLuint hash, + const void *key, + GLuint keysize) +{ + struct tnl_cache *c; + + for (c = cache; c; c = c->next) { + if (c->hash == hash && memcmp(c->key, key, keysize) == 0) + return c->data; + } + + return NULL; +} + +static void cache_item( struct tnl_cache **cache, + GLuint hash, + void *key, + void *data ) +{ + struct tnl_cache *c = MALLOC(sizeof(*c)); + c->hash = hash; + c->key = key; + c->data = data; + c->next = *cache; + *cache = c; +} + +static GLuint hash_key( struct state_key *key ) +{ + GLuint *ikey = (GLuint *)key; + GLuint hash = 0, i; + + /* I'm sure this can be improved on, but speed is important: */ - if (ctx->Light.Enabled) - build_lighting(&p); - else - emit_passthrough(&p, VERT_ATTRIB_COLOR0, VERT_RESULT_COL0); + for (i = 0; i < sizeof(*key)/sizeof(GLuint); i++) + hash ^= ikey[i]; - if (ctx->Fog.Enabled) - build_fog(&p); + return hash; +} - if (ctx->Texture._TexGenEnabled || ctx->Texture._TexMatEnabled) - build_texture_transform(&p); +void _tnl_UpdateFixedFunctionProgram( GLcontext *ctx ) +{ + TNLcontext *tnl = TNL_CONTEXT(ctx); + struct state_key *key; + GLuint hash; - if (ctx->Point._Attenuated) - build_pointsize(&p); + if (ctx->VertexProgram._Enabled) + return; - /* Finish up: + /* Grab all the relevent state and put it in a single structure: */ - emit_op1(&p, VP_OPCODE_END, undef, 0, undef); + key = make_state_key(ctx); + hash = hash_key(key); - /* Disassemble: + /* Look for an already-prepared program for this state: */ - if (DISASSEM) { - _mesa_printf ("\n"); - } + ctx->_TnlProgram = (struct vertex_program *) + search_cache( tnl->vp_cache, hash, key, sizeof(key) ); + + /* OK, we'll have to build a new one: + */ + if (!ctx->_TnlProgram) { + if (0) + _mesa_printf("Build new TNL program\n"); + ctx->_TnlProgram = (struct vertex_program *) + ctx->Driver.NewProgram(ctx, GL_VERTEX_PROGRAM_ARB, 0); - /* Notify driver the fragment program has (actually) changed. - */ - if (!programs_eq(ctx->_TnlProgram, p.program) != 0) { - if (ctx->_TnlProgram) - ctx->Driver.DeleteProgram( ctx, &ctx->_TnlProgram->Base ); - ctx->_TnlProgram = p.program; + create_new_program( key, ctx->_TnlProgram, + ctx->Const.MaxVertexProgramTemps ); + + cache_item(&tnl->vp_cache, hash, key, ctx->_TnlProgram ); } - else if (p.program) { - /* Nothing changed... - */ - ctx->Driver.DeleteProgram( ctx, &p.program->Base ); + else { + if (0) + _mesa_printf("Found existing TNL program for key %x\n", hash); + } + + /* Need a BindProgram callback for the driver? + */ +} + + +void _tnl_ProgramCacheDestroy( GLcontext *ctx ) +{ + TNLcontext *tnl = TNL_CONTEXT(ctx); + struct tnl_cache *a, *tmp; + + for (a = tnl->vp_cache ; a; a = tmp) { + tmp = a->next; + FREE(a->key); + FREE(a->data); + FREE(a); } } |