#include "mtypes.h" #include "mem.h" #include "dlist.h" #include "vtxfmt.h" #include "t_context.h" #include "t_clip.h" #include "t_cva.h" #include "t_dlist.h" #include "t_eval.h" #include "t_pipeline.h" #include "t_shade.h" #include "t_light.h" #include "t_texture.h" #include "t_stages.h" #include "t_varray.h" #include "t_vb.h" #include "t_vbrender.h" #include "t_vbxform.h" #include "t_vtxfmt.h" #include "tnl.h" #if !defined(THREADS) struct immediate *_tnl_CurrentInput = NULL; #endif GLboolean _tnl_flush_vertices( GLcontext *ctx, GLuint flush_flags ) { TNLcontext *tnl = TNL_CONTEXT(ctx); struct immediate *IM = TNL_CURRENT_IM(ctx); if ((IM->Flag[IM->Count] & (VERT_BEGIN|VERT_END)) != VERT_END || (flush_flags & (FLUSH_STORED_VERTICES|FLUSH_UPDATE_CURRENT))) { if (IM->Flag[IM->Start]) _tnl_maybe_transform_vb( IM ); /* Although this code updates the ctx->Current values, that bit * is left set as there is no easy mechanism to set it * elsewhere. This means that each time core wants to examine * ctx->Current, this function will be called. After the first * time, however, it will be a no-op. */ ctx->Driver.NeedFlush &= ~(FLUSH_STORED_VERTICES | FLUSH_INSIDE_BEGIN_END); return (tnl->_CurrentPrimitive == GL_POLYGON+1); } else return GL_TRUE; } void _tnl_MakeCurrent( GLcontext *ctx, GLframebuffer *drawBuffer, GLframebuffer *readBuffer ) { #ifndef THREADS SET_IMMEDIATE( ctx, TNL_VB(ctx)->IM ); #endif } /* Update all state that references _NeedEyeCoords */ void _tnl_LightingSpaceChange( GLcontext *ctx ) { _tnl_update_normal_transform( ctx ); } static void install_driver_callbacks( GLcontext *ctx ) { ctx->Driver.RenderVBCulledTab = _tnl_render_tab_cull; ctx->Driver.RenderVBClippedTab = _tnl_render_tab_clipped; ctx->Driver.RenderVBRawTab = _tnl_render_tab_raw; ctx->Driver.NewList = _tnl_NewList; ctx->Driver.EndList = _tnl_EndList; ctx->Driver.FlushVertices = _tnl_flush_vertices; ctx->Driver.NeedFlush = FLUSH_UPDATE_CURRENT; ctx->Driver.LightingSpaceChange = _tnl_LightingSpaceChange; ctx->Driver.MakeCurrent = _tnl_MakeCurrent; ctx->Driver.VertexPointer = _tnl_VertexPointer; ctx->Driver.NormalPointer = _tnl_NormalPointer; ctx->Driver.ColorPointer = _tnl_ColorPointer; ctx->Driver.FogCoordPointer = _tnl_FogCoordPointer; ctx->Driver.IndexPointer = _tnl_IndexPointer; ctx->Driver.SecondaryColorPointer = _tnl_SecondaryColorPointer; ctx->Driver.TexCoordPointer = _tnl_TexCoordPointer; ctx->Driver.EdgeFlagPointer = _tnl_EdgeFlagPointer; ctx->Driver.LockArraysEXT = _tnl_LockArraysEXT; ctx->Driver.UnlockArraysEXT = _tnl_UnlockArraysEXT; } GLboolean _tnl_CreateContext( GLcontext *ctx ) { TNLcontext *tnl; static int firsttime = 1; /* Onetime initializations. Doesn't really matter if this gets * done twice: no need for mutexes. */ if (firsttime) { firsttime = 0; _tnl_clip_init(); _tnl_eval_init(); _tnl_shade_init(); _tnl_texture_init(); _tnl_trans_elt_init(); _tnl_vbrender_init(); _tnl_stages_init(); } /* Create the TNLcontext structure */ ctx->swtnl_context = tnl = CALLOC( sizeof(TNLcontext) ); if (!tnl) { return GL_FALSE; } /* Create and hook in the data structures available from ctx. */ ctx->swtnl_vb = (void *)_tnl_vb_create_for_immediate( ctx ); if (!ctx->swtnl_vb) { FREE(tnl); ctx->swtnl_context = 0; return GL_FALSE; } ctx->swtnl_im = (void *)TNL_VB(ctx)->IM; /* Initialize tnl state. */ _tnl_dlist_init( ctx ); _tnl_pipeline_init( ctx ); _tnl_vtxfmt_init( ctx ); _tnl_cva_init( ctx ); _tnl_reset_vb( TNL_VB(ctx) ); _tnl_reset_input( ctx, 0, 0 ); /* initially outside begin/end */ tnl->_CurrentTex3Flag = 0; tnl->_CurrentTex4Flag = 0; tnl->_CurrentPrimitive = GL_POLYGON+1; /* Hook our functions into exec and compile dispatch tables. */ _mesa_install_exec_vtxfmt( ctx, &tnl->vtxfmt ); _mesa_install_save_vtxfmt( ctx, &tnl->vtxfmt ); ctx->Save->EvalMesh1 = _mesa_save_EvalMesh1; /* fixme */ ctx->Save->EvalMesh2 = _mesa_save_EvalMesh2; /* Set a few default values in the driver struct. */ install_driver_callbacks(ctx); return GL_TRUE; } void _tnl_DestroyContext( GLcontext *ctx ) { TNLcontext *tnl = TNL_CONTEXT(ctx); if (TNL_CURRENT_IM(ctx) != TNL_VB(ctx)->IM) _tnl_immediate_free( TNL_CURRENT_IM(ctx) ); _tnl_vb_free( TNL_VB(ctx) ); /* Free cache of immediate buffers. */ while (tnl->nr_im_queued-- > 0) { struct immediate * next = tnl->freed_im_queue->next; ALIGN_FREE( tnl->freed_im_queue ); tnl->freed_im_queue = next; } } void _tnl_InvalidateState( GLcontext *ctx, GLuint new_state ) { if (new_state & _NEW_LIGHT) _tnl_update_lighting_function(ctx); if (new_state & _NEW_ARRAY) _tnl_update_client_state( ctx ); if (new_state & _NEW_TEXTURE) if (ctx->_Enabled & ENABLE_TEXGEN_ANY) _tnl_update_texgen( ctx ); if (new_state & (_NEW_LIGHT|_NEW_TEXTURE|_NEW_FOG| _DD_NEW_TRI_LIGHT_TWOSIDE | _DD_NEW_SEPERATE_SPECULAR | _DD_NEW_TRI_UNFILLED )) _tnl_update_clipmask(ctx); if (new_state & _TNL_NEW_NORMAL_TRANSFORM) _tnl_update_normal_transform( ctx ); _tnl_update_pipelines(ctx); } void _tnl_wakeup_exec( GLcontext *ctx ) { TNLcontext *tnl = TNL_CONTEXT(ctx); fprintf(stderr, "%s\n", __FUNCTION__); install_driver_callbacks(ctx); /* Hook our functions into exec and compile dispatch tables. */ _mesa_install_exec_vtxfmt( ctx, &tnl->vtxfmt ); /* Call all appropriate driver callbacks to revive state. */ _tnl_MakeCurrent( ctx, ctx->DrawBuffer, ctx->ReadBuffer ); _tnl_UnlockArraysEXT( ctx ); _tnl_LockArraysEXT( ctx, ctx->Array.LockFirst, ctx->Array.LockCount ); /* Equivalent to calling all _tnl_*Pointer functions: */ tnl->_ArrayNewState = ~0; /* Assume we haven't been getting state updates either: */ _tnl_InvalidateState( ctx, ~0 ); /* Special state not restored by other methods: */ _tnl_validate_current_tex_flags( ctx, ~0 ); } void _tnl_wakeup_save_exec( GLcontext *ctx ) { TNLcontext *tnl = TNL_CONTEXT(ctx); fprintf(stderr, "%s\n", __FUNCTION__); _tnl_wakeup_exec( ctx ); _mesa_install_save_vtxfmt( ctx, &tnl->vtxfmt ); ctx->Save->EvalMesh1 = _mesa_save_EvalMesh1; /* fixme */ ctx->Save->EvalMesh2 = _mesa_save_EvalMesh2; }