/* * Mesa 3-D graphics library * Version: 6.3 * * Copyright (C) 1999-2005 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 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. * * Authors: * Keith Whitwell */ #include "mtypes.h" #include "api_arrayelt.h" #include "dlist.h" #include "vtxfmt.h" #include "imports.h" #include "brw_save.h" void brw_save_init( GLcontext *ctx ) { struct brw_save_context *save = CALLOC_STRUCT(brw_save_context); if (ctx->swtnl_im == NULL) { ctx->swtnl_im = CALLOC_STRUCT(brw_exec_save); } save->ctx = ctx; IMM_CONTEXT(ctx)->save = save; /* Initialize the arrayelt helper */ if (!ctx->aelt_context && !_ae_create_context( ctx )) return; brw_save_api_init( save ); brw_save_wakeup(ctx); ctx->Driver.CurrentSavePrimitive = PRIM_UNKNOWN; } void brw_save_destroy( GLcontext *ctx ) { struct brw_save_context *save = IMM_CONTEXT(ctx)->save; if (save) { FREE(save); IMM_CONTEXT(ctx)->save = NULL; } if (ctx->aelt_context) { _ae_destroy_context( ctx ); ctx->aelt_context = NULL; } if (IMM_CONTEXT(ctx)->exec == NULL && IMM_CONTEXT(ctx)->save == NULL) { FREE(IMM_CONTEXT(ctx)); ctx->swtnl_im = NULL; } } void brw_save_invalidate_state( GLcontext *ctx, GLuint new_state ) { _ae_invalidate_state(ctx, new_state); } /* Note that this can occur during the playback of a display list: */ void brw_save_fallback( GLcontext *ctx, GLboolean fallback ) { struct brw_save_context *save = IMM_CONTEXT(ctx)->save; if (fallback) save->replay_flags |= BRW_SAVE_FALLBACK; else save->replay_flags &= ~BRW_SAVE_FALLBACK; } /* I don't see any reason to swap this code out on fallbacks. It * wouldn't really mean anything to do so anyway as the old lists are * still around from pre-fallback. Instead, the above code ensures * that vertices are routed back through immediate mode dispatch on * fallback. * * The below can be moved into init or removed: */ void brw_save_wakeup( GLcontext *ctx ) { ctx->Driver.NewList = brw_save_NewList; ctx->Driver.EndList = brw_save_EndList; ctx->Driver.SaveFlushVertices = brw_save_SaveFlushVertices; ctx->Driver.BeginCallList = brw_save_BeginCallList; ctx->Driver.EndCallList = brw_save_EndCallList; ctx->Driver.NotifySaveBegin = brw_save_NotifyBegin; /* Assume we haven't been getting state updates either: */ brw_save_invalidate_state( ctx, ~0 ); }