reactos/dll/opengl/mesa/main/state.c

303 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);
}