/* $Id: ss_context.c,v 1.9 2001/01/29 20:47:39 keithw Exp $ */ /* * 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 * 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 "glheader.h" #include "mem.h" #include "ss_context.h" #include "ss_triangle.h" #include "ss_vb.h" #include "ss_interp.h" #include "swrast_setup.h" #include "tnl/t_context.h" #define _SWSETUP_NEW_VERTS (_NEW_RENDERMODE| \ _NEW_LIGHT| \ _NEW_TEXTURE| \ _NEW_COLOR| \ _NEW_FOG| \ _NEW_POINT) #define _SWSETUP_NEW_RENDERINDEX (_NEW_POLYGON|_NEW_LIGHT) /* Dispatch from these fixed entrypoints to the state-dependent * functions. * * The design of swsetup suggests that we could really program * ctx->Driver.TriangleFunc directly from _swsetup_RenderStart, and * avoid this second level of indirection. However, this is more * convient for fallback cases in hardware rasterization drivers. */ void _swsetup_Quad( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2, GLuint v3 ) { SWSETUP_CONTEXT(ctx)->Quad( ctx, v0, v1, v2, v3 ); } void _swsetup_Triangle( GLcontext *ctx, GLuint v0, GLuint v1, GLuint v2 ) { SWSETUP_CONTEXT(ctx)->Triangle( ctx, v0, v1, v2 ); } void _swsetup_Line( GLcontext *ctx, GLuint v0, GLuint v1 ) { SWSETUP_CONTEXT(ctx)->Line( ctx, v0, v1 ); } void _swsetup_Points( GLcontext *ctx, GLuint first, GLuint last ) { SWSETUP_CONTEXT(ctx)->Points( ctx, first, last ); } void _swsetup_BuildProjectedVertices( GLcontext *ctx, GLuint start, GLuint end, GLuint new_inputs ) { SWSETUP_CONTEXT(ctx)->BuildProjVerts( ctx, start, end, new_inputs ); } GLboolean _swsetup_CreateContext( GLcontext *ctx ) { TNLcontext *tnl = TNL_CONTEXT(ctx); SScontext *swsetup = (SScontext *)CALLOC(sizeof(SScontext)); if (!swsetup) return GL_FALSE; swsetup->verts = ALIGN_MALLOC( sizeof(SWvertex) * tnl->vb.Size, 32); if (!swsetup->verts) { FREE(swsetup); return GL_FALSE; } ctx->swsetup_context = swsetup; swsetup->NewState = ~0; _swsetup_vb_init( ctx ); _swsetup_interp_init( ctx ); _swsetup_trifuncs_init( ctx ); return GL_TRUE; } void _swsetup_DestroyContext( GLcontext *ctx ) { if (SWSETUP_CONTEXT(ctx)) { if (SWSETUP_CONTEXT(ctx)->verts) ALIGN_FREE(SWSETUP_CONTEXT(ctx)->verts); FREE(SWSETUP_CONTEXT(ctx)); ctx->swsetup_context = 0; } } void _swsetup_RenderPrimitive( GLcontext *ctx, GLenum mode ) { SWSETUP_CONTEXT(ctx)->render_prim = mode; } void _swsetup_RenderStart( GLcontext *ctx ) { SScontext *swsetup = SWSETUP_CONTEXT(ctx); struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb; GLuint new_state = swsetup->NewState; if (new_state & _SWSETUP_NEW_RENDERINDEX) { _swsetup_choose_trifuncs( ctx ); } if (new_state & _SWSETUP_NEW_VERTS) { _swsetup_choose_rastersetup_func( ctx ); } swsetup->NewState = 0; if (VB->ClipMask && VB->importable_data) VB->import_data( ctx, VB->importable_data, VEC_NOT_WRITEABLE|VEC_BAD_STRIDE); } void _swsetup_RenderFinish( GLcontext *ctx ) { _swrast_flush( ctx ); } void _swsetup_InvalidateState( GLcontext *ctx, GLuint new_state ) { SScontext *swsetup = SWSETUP_CONTEXT(ctx); swsetup->NewState |= new_state; if (new_state & _SWSETUP_NEW_INTERP) { swsetup->RenderInterp = _swsetup_validate_interp; swsetup->RenderCopyPV = _swsetup_validate_copypv; } } void _swsetup_RenderInterp( GLcontext *ctx, GLfloat t, GLuint dst, GLuint out, GLuint in, GLboolean force_boundary ) { SWSETUP_CONTEXT(ctx)->RenderInterp( ctx, t, dst, out, in, force_boundary ); } void _swsetup_RenderCopyPV( GLcontext *ctx, GLuint dst, GLuint src ) { SWSETUP_CONTEXT(ctx)->RenderCopyPV( ctx, dst, src ); }