mirror of
https://github.com/reactos/reactos.git
synced 2024-08-28 14:18:41 +00:00
304 lines
8.8 KiB
C
304 lines
8.8 KiB
C
/*
|
|
* Mesa 3-D graphics library
|
|
* Version: 7.3
|
|
*
|
|
* Copyright (C) 1999-2008 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.
|
|
*/
|
|
|
|
|
|
/**
|
|
* \file state.c
|
|
* State management.
|
|
*
|
|
* This file manages recalculation of derived values in struct gl_context.
|
|
*/
|
|
|
|
#include <precomp.h>
|
|
|
|
|
|
/**
|
|
* Helper for update_arrays().
|
|
* \return min(current min, array->_MaxElement).
|
|
*/
|
|
static GLuint
|
|
update_min(GLuint min, struct gl_client_array *array)
|
|
{
|
|
_mesa_update_array_max_element(array);
|
|
return MIN2(min, array->_MaxElement);
|
|
}
|
|
|
|
|
|
/**
|
|
* Update ctx->Array._MaxElement (the max legal index into all enabled arrays).
|
|
* Need to do this upon new array state or new buffer object state.
|
|
*/
|
|
static void
|
|
update_arrays( struct gl_context *ctx )
|
|
{
|
|
GLuint min = ~0;
|
|
|
|
/* find min of _MaxElement values for all enabled arrays.
|
|
* Note that the generic arrays always take precedence over
|
|
* the legacy arrays.
|
|
*/
|
|
|
|
/* 0 */
|
|
if (ctx->Array.VertexAttrib[VERT_ATTRIB_POS].Enabled) {
|
|
min = update_min(min, &ctx->Array.VertexAttrib[VERT_ATTRIB_POS]);
|
|
}
|
|
|
|
/* 2 */
|
|
if (ctx->Array.VertexAttrib[VERT_ATTRIB_NORMAL].Enabled) {
|
|
min = update_min(min, &ctx->Array.VertexAttrib[VERT_ATTRIB_NORMAL]);
|
|
}
|
|
|
|
/* 3 */
|
|
if (ctx->Array.VertexAttrib[VERT_ATTRIB_COLOR].Enabled) {
|
|
min = update_min(min, &ctx->Array.VertexAttrib[VERT_ATTRIB_COLOR]);
|
|
}
|
|
|
|
/* 5 */
|
|
if (ctx->Array.VertexAttrib[VERT_ATTRIB_FOG].Enabled) {
|
|
min = update_min(min, &ctx->Array.VertexAttrib[VERT_ATTRIB_FOG]);
|
|
}
|
|
|
|
/* 6 */
|
|
if (ctx->Array.VertexAttrib[VERT_ATTRIB_COLOR_INDEX].Enabled) {
|
|
min = update_min(min, &ctx->Array.VertexAttrib[VERT_ATTRIB_COLOR_INDEX]);
|
|
}
|
|
|
|
/* 8 */
|
|
if (ctx->Array.VertexAttrib[VERT_ATTRIB_TEX].Enabled) {
|
|
min = update_min(min, &ctx->Array.VertexAttrib[VERT_ATTRIB_TEX]);
|
|
}
|
|
|
|
if (ctx->Array.VertexAttrib[VERT_ATTRIB_EDGEFLAG].Enabled) {
|
|
min = update_min(min, &ctx->Array.VertexAttrib[VERT_ATTRIB_EDGEFLAG]);
|
|
}
|
|
|
|
/* _MaxElement is one past the last legal array element */
|
|
ctx->Array._MaxElement = min;
|
|
}
|
|
|
|
static void
|
|
update_viewport_matrix(struct gl_context *ctx)
|
|
{
|
|
const GLfloat depthMax = ctx->DrawBuffer->_DepthMaxF;
|
|
|
|
ASSERT(depthMax > 0);
|
|
|
|
/* Compute scale and bias values. This is really driver-specific
|
|
* and should be maintained elsewhere if at all.
|
|
* NOTE: RasterPos uses this.
|
|
*/
|
|
_math_matrix_viewport(&ctx->Viewport._WindowMap,
|
|
ctx->Viewport.X, ctx->Viewport.Y,
|
|
ctx->Viewport.Width, ctx->Viewport.Height,
|
|
ctx->Viewport.Near, ctx->Viewport.Far,
|
|
depthMax);
|
|
}
|
|
|
|
|
|
/*
|
|
* Check polygon state and set DD_TRI_CULL_FRONT_BACK and/or DD_TRI_OFFSET
|
|
* in ctx->_TriangleCaps if needed.
|
|
*/
|
|
static void
|
|
update_polygon(struct gl_context *ctx)
|
|
{
|
|
ctx->_TriangleCaps &= ~(DD_TRI_CULL_FRONT_BACK | DD_TRI_OFFSET);
|
|
|
|
if (ctx->Polygon.CullFlag && ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK)
|
|
ctx->_TriangleCaps |= DD_TRI_CULL_FRONT_BACK;
|
|
|
|
if ( ctx->Polygon.OffsetPoint
|
|
|| ctx->Polygon.OffsetLine
|
|
|| ctx->Polygon.OffsetFill)
|
|
ctx->_TriangleCaps |= DD_TRI_OFFSET;
|
|
}
|
|
|
|
|
|
/**
|
|
* Update the ctx->_TriangleCaps bitfield.
|
|
* XXX that bitfield should really go away someday!
|
|
* This function must be called after other update_*() functions since
|
|
* there are dependencies on some other derived values.
|
|
*/
|
|
#if 0
|
|
static void
|
|
update_tricaps(struct gl_context *ctx, GLbitfield new_state)
|
|
{
|
|
ctx->_TriangleCaps = 0;
|
|
|
|
/*
|
|
* Points
|
|
*/
|
|
if (1/*new_state & _NEW_POINT*/) {
|
|
if (ctx->Point.SmoothFlag)
|
|
ctx->_TriangleCaps |= DD_POINT_SMOOTH;
|
|
if (ctx->Point._Attenuated)
|
|
ctx->_TriangleCaps |= DD_POINT_ATTEN;
|
|
}
|
|
|
|
/*
|
|
* Lines
|
|
*/
|
|
if (1/*new_state & _NEW_LINE*/) {
|
|
if (ctx->Line.SmoothFlag)
|
|
ctx->_TriangleCaps |= DD_LINE_SMOOTH;
|
|
if (ctx->Line.StippleFlag)
|
|
ctx->_TriangleCaps |= DD_LINE_STIPPLE;
|
|
}
|
|
|
|
/*
|
|
* Polygons
|
|
*/
|
|
if (1/*new_state & _NEW_POLYGON*/) {
|
|
if (ctx->Polygon.SmoothFlag)
|
|
ctx->_TriangleCaps |= DD_TRI_SMOOTH;
|
|
if (ctx->Polygon.StippleFlag)
|
|
ctx->_TriangleCaps |= DD_TRI_STIPPLE;
|
|
if (ctx->Polygon.FrontMode != GL_FILL
|
|
|| ctx->Polygon.BackMode != GL_FILL)
|
|
ctx->_TriangleCaps |= DD_TRI_UNFILLED;
|
|
if (ctx->Polygon.CullFlag
|
|
&& ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK)
|
|
ctx->_TriangleCaps |= DD_TRI_CULL_FRONT_BACK;
|
|
if (ctx->Polygon.OffsetPoint ||
|
|
ctx->Polygon.OffsetLine ||
|
|
ctx->Polygon.OffsetFill)
|
|
ctx->_TriangleCaps |= DD_TRI_OFFSET;
|
|
}
|
|
|
|
/*
|
|
* Lighting and shading
|
|
*/
|
|
if (ctx->Light.Enabled && ctx->Light.Model.TwoSide)
|
|
ctx->_TriangleCaps |= DD_TRI_LIGHT_TWOSIDE;
|
|
if (ctx->Light.ShadeModel == GL_FLAT)
|
|
ctx->_TriangleCaps |= DD_FLATSHADE;
|
|
if (_mesa_need_secondary_color(ctx))
|
|
ctx->_TriangleCaps |= DD_SEPARATE_SPECULAR;
|
|
}
|
|
#endif
|
|
|
|
|
|
/**
|
|
* Compute derived GL state.
|
|
* If __struct gl_contextRec::NewState is non-zero then this function \b must
|
|
* be called before rendering anything.
|
|
*
|
|
* Calls dd_function_table::UpdateState to perform any internal state
|
|
* management necessary.
|
|
*
|
|
* \sa _mesa_update_modelview_project(), _mesa_update_texture(),
|
|
* _mesa_update_buffer_bounds(),
|
|
* _mesa_update_lighting() and _mesa_update_tnl_spaces().
|
|
*/
|
|
void
|
|
_mesa_update_state_locked( struct gl_context *ctx )
|
|
{
|
|
GLbitfield new_state = ctx->NewState;
|
|
|
|
if (new_state == _NEW_CURRENT_ATTRIB)
|
|
goto out;
|
|
|
|
/*
|
|
* Now update derived state info
|
|
*/
|
|
|
|
if (new_state & (_NEW_MODELVIEW|_NEW_PROJECTION))
|
|
_mesa_update_modelview_project( ctx, new_state );
|
|
|
|
if (new_state & (_NEW_TEXTURE|_NEW_TEXTURE_MATRIX))
|
|
_mesa_update_texture( ctx, new_state );
|
|
|
|
if (new_state & _NEW_BUFFERS)
|
|
_mesa_update_framebuffer(ctx);
|
|
|
|
if (new_state & (_NEW_SCISSOR | _NEW_BUFFERS | _NEW_VIEWPORT))
|
|
_mesa_update_draw_buffer_bounds( ctx );
|
|
|
|
if (new_state & _NEW_POLYGON)
|
|
update_polygon( ctx );
|
|
|
|
if (new_state & _NEW_LIGHT)
|
|
_mesa_update_lighting( ctx );
|
|
|
|
if (new_state & (_NEW_STENCIL | _NEW_BUFFERS))
|
|
_mesa_update_stencil( ctx );
|
|
|
|
if (new_state & _NEW_PIXEL)
|
|
_mesa_update_pixel( ctx, new_state );
|
|
|
|
if (new_state & (_NEW_BUFFERS | _NEW_VIEWPORT))
|
|
update_viewport_matrix(ctx);
|
|
|
|
#if 0
|
|
if (new_state & (_NEW_POINT | _NEW_LINE | _NEW_POLYGON | _NEW_LIGHT
|
|
| _NEW_STENCIL | _DD_NEW_SEPARATE_SPECULAR))
|
|
update_tricaps( ctx, new_state );
|
|
#endif
|
|
|
|
/* ctx->_NeedEyeCoords is now up to date.
|
|
*
|
|
* If the truth value of this variable has changed, update for the
|
|
* new lighting space and recompute the positions of lights and the
|
|
* normal transform.
|
|
*
|
|
* If the lighting space hasn't changed, may still need to recompute
|
|
* light positions & normal transforms for other reasons.
|
|
*/
|
|
if (new_state & _MESA_NEW_NEED_EYE_COORDS)
|
|
_mesa_update_tnl_spaces( ctx, new_state );
|
|
|
|
if (new_state & (_NEW_ARRAY | _NEW_BUFFER_OBJECT))
|
|
update_arrays( ctx );
|
|
|
|
out:
|
|
|
|
/*
|
|
* Give the driver a chance to act upon the new_state flags.
|
|
* The driver might plug in different span functions, for example.
|
|
* Also, this is where the driver can invalidate the state of any
|
|
* active modules (such as swrast_setup, swrast, tnl, etc).
|
|
*
|
|
* Set ctx->NewState to zero to avoid recursion if
|
|
* Driver.UpdateState() has to call FLUSH_VERTICES(). (fixed?)
|
|
*/
|
|
new_state = ctx->NewState;
|
|
ctx->NewState = 0;
|
|
ctx->Driver.UpdateState(ctx, new_state);
|
|
ctx->Array.NewState = 0;
|
|
if (!ctx->Array.RebindArrays)
|
|
ctx->Array.RebindArrays = (new_state & _NEW_ARRAY) != 0;
|
|
}
|
|
|
|
|
|
/* This is the usual entrypoint for state updates:
|
|
*/
|
|
void
|
|
_mesa_update_state( struct gl_context *ctx )
|
|
{
|
|
_mesa_lock_context_textures(ctx);
|
|
_mesa_update_state_locked(ctx);
|
|
_mesa_unlock_context_textures(ctx);
|
|
}
|