2012-08-22 17:58:09 +00:00
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/*
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* Mesa 3-D graphics library
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* Version: 6.5
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*
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* Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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* Authors:
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* Keith Whitwell <keith@tungstengraphics.com>
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*/
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2014-01-04 10:35:13 +00:00
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#include <precomp.h>
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2012-08-22 17:58:09 +00:00
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/* Is there any real benefit seperating texmat from texgen? It means
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* we need two lots of intermediate storage. Any changes to
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* _NEW_TEXTURE will invalidate both sets -- it's only on changes to
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* *only* _NEW_TEXTURE_MATRIX that texgen survives but texmat doesn't.
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*
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* However, the seperation of this code from the complex texgen stuff
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* is very appealing.
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*/
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struct texmat_stage_data {
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2013-10-07 13:53:08 +00:00
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GLvector4f texcoord;
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2012-08-22 17:58:09 +00:00
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};
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#define TEXMAT_STAGE_DATA(stage) ((struct texmat_stage_data *)stage->privatePtr)
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static GLboolean run_texmat_stage( struct gl_context *ctx,
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struct tnl_pipeline_stage *stage )
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{
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struct texmat_stage_data *store = TEXMAT_STAGE_DATA(stage);
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struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;
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2013-10-07 13:53:08 +00:00
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if (!ctx->Texture._TexMatEnabled)
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2012-08-22 17:58:09 +00:00
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return GL_TRUE;
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/* ENABLE_TEXMAT implies that the texture matrix is not the
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* identity, so we don't have to check that here.
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*/
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2013-10-07 13:53:08 +00:00
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if (ctx->Texture._TexMatEnabled) {
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(void) TransformRaw( &store->texcoord,
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ctx->TextureMatrixStack.Top,
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VB->AttribPtr[_TNL_ATTRIB_TEX]);
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VB->AttribPtr[VERT_ATTRIB_TEX] = &store->texcoord;
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2012-08-22 17:58:09 +00:00
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}
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return GL_TRUE;
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}
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/* Called the first time stage->run() is invoked.
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*/
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static GLboolean alloc_texmat_data( struct gl_context *ctx,
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struct tnl_pipeline_stage *stage )
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{
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struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;
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struct texmat_stage_data *store;
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stage->privatePtr = CALLOC(sizeof(*store));
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store = TEXMAT_STAGE_DATA(stage);
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if (!store)
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return GL_FALSE;
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2013-10-07 13:53:08 +00:00
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_mesa_vector4f_alloc( &store->texcoord, 0, VB->Size, 32 );
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2012-08-22 17:58:09 +00:00
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return GL_TRUE;
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}
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static void free_texmat_data( struct tnl_pipeline_stage *stage )
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{
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struct texmat_stage_data *store = TEXMAT_STAGE_DATA(stage);
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if (store) {
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2013-10-07 13:53:08 +00:00
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if (store->texcoord.data)
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_mesa_vector4f_free( &store->texcoord );
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2012-08-22 17:58:09 +00:00
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FREE( store );
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stage->privatePtr = NULL;
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}
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}
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const struct tnl_pipeline_stage _tnl_texture_transform_stage =
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{
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"texture transform", /* name */
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NULL, /* private data */
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alloc_texmat_data,
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free_texmat_data, /* destructor */
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NULL,
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run_texmat_stage,
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};
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