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/**************************************************************************
*
* Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
* 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, sub license, 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 (including the
* next paragraph) 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 NON-INFRINGEMENT.
* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS 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 <keith@tungstengraphics.com>
* Brian Paul
*/
#include "tnl/t_vp_build.h"
#include "pipe/p_context.h"
#include "pipe/p_defines.h"
#include "st_context.h"
#include "st_atom.h"
#define TGSI_DEBUG 0
/**
* When TnL state has changed, need to generate new vertex program.
* This should be done before updating the vertes shader (vs) state.
*/
static void update_tnl( struct st_context *st )
{
/* Would be good to avoid this when shaders are active:
*/
_tnl_UpdateFixedFunctionProgram( st->ctx );
}
const struct st_tracked_state st_update_tnl = {
.name = "st_update_tnl",
.dirty = {
.mesa = TNL_FIXED_FUNCTION_STATE_FLAGS,
.st = 0
},
.update = update_tnl
};
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