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