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/* $Id: ss_context.c,v 1.20 2002/10/29 20:29:00 brianp Exp $ */
/*
* Mesa 3-D graphics library
* Version: 4.1
*
* Copyright (C) 1999-2002 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 <keith@tungstengraphics.com>
*/
#include "glheader.h"
#include "imports.h"
#include "ss_context.h"
#include "ss_triangle.h"
#include "ss_vb.h"
#include "swrast_setup.h"
#include "tnl/tnl.h"
#include "tnl/t_context.h"
#include "tnl/t_pipeline.h"
#define _SWSETUP_NEW_VERTS (_NEW_RENDERMODE| \
_NEW_POLYGON| \
_NEW_LIGHT| \
_NEW_TEXTURE| \
_NEW_COLOR| \
_NEW_FOG| \
_NEW_POINT)
#define _SWSETUP_NEW_RENDERINDEX (_NEW_POLYGON|_NEW_LIGHT)
GLboolean
_swsetup_CreateContext( GLcontext *ctx )
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
SScontext *swsetup = (SScontext *)CALLOC(sizeof(SScontext));
if (!swsetup)
return GL_FALSE;
swsetup->verts = (SWvertex *) ALIGN_CALLOC( 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_trifuncs_init( ctx );
return GL_TRUE;
}
void
_swsetup_DestroyContext( GLcontext *ctx )
{
SScontext *swsetup = SWSETUP_CONTEXT(ctx);
if (swsetup) {
if (swsetup->verts)
ALIGN_FREE(swsetup->verts);
if (swsetup->ChanSecondaryColor.Ptr)
ALIGN_FREE(swsetup->ChanSecondaryColor.Ptr);
if (swsetup->ChanColor.Ptr)
ALIGN_FREE(swsetup->ChanColor.Ptr);
FREE(swsetup);
ctx->swsetup_context = 0;
}
}
static void
_swsetup_RenderPrimitive( GLcontext *ctx, GLenum mode )
{
SWSETUP_CONTEXT(ctx)->render_prim = mode;
_swrast_render_primitive( ctx, mode );
}
/*
* We patch this function into tnl->Driver.Render.Start.
* It's called when we start rendering a vertex buffer.
*/
static void
_swsetup_RenderStart( GLcontext *ctx )
{
SScontext *swsetup = SWSETUP_CONTEXT(ctx);
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;
_swrast_render_start( ctx );
}
/*
* We patch this function into tnl->Driver.Render.Finish.
* It's called when we finish rendering a vertex buffer.
*/
static void
_swsetup_RenderFinish( GLcontext *ctx )
{
_swrast_render_finish( ctx );
}
void
_swsetup_InvalidateState( GLcontext *ctx, GLuint new_state )
{
SScontext *swsetup = SWSETUP_CONTEXT(ctx);
swsetup->NewState |= new_state;
}
void
_swsetup_Wakeup( GLcontext *ctx )
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
tnl->Driver.Render.Start = _swsetup_RenderStart;
tnl->Driver.Render.Finish = _swsetup_RenderFinish;
tnl->Driver.Render.PrimitiveNotify = _swsetup_RenderPrimitive;
/* interp */
/* copypv */
tnl->Driver.Render.ClippedPolygon = _tnl_RenderClippedPolygon; /* new */
tnl->Driver.Render.ClippedLine = _tnl_RenderClippedLine; /* new */
/* points */
/* line */
/* triangle */
/* quad */
tnl->Driver.Render.PrimTabVerts = _tnl_render_tab_verts;
tnl->Driver.Render.PrimTabElts = _tnl_render_tab_elts;
tnl->Driver.Render.ResetLineStipple = _swrast_ResetLineStipple;
/* buildvertices */
tnl->Driver.Render.Multipass = 0;
_tnl_need_projected_coords( ctx, GL_TRUE );
_swsetup_InvalidateState( ctx, ~0 );
}
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