t_context.c revision 7117f1b4
1/*
2 * Mesa 3-D graphics library
3 * Version:  6.5.2
4 *
5 * Copyright (C) 1999-2006  Brian Paul   All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
23 *
24 * Authors:
25 *    Keith Whitwell <keith@tungstengraphics.com>
26 */
27
28
29#include "glheader.h"
30#include "imports.h"
31#include "context.h"
32#include "macros.h"
33#include "mtypes.h"
34#include "light.h"
35
36#include "tnl.h"
37#include "t_context.h"
38#include "t_pipeline.h"
39#include "t_vp_build.h"
40
41#include "vbo/vbo.h"
42
43GLboolean
44_tnl_CreateContext( GLcontext *ctx )
45{
46   TNLcontext *tnl;
47
48   /* Create the TNLcontext structure
49    */
50   ctx->swtnl_context = tnl = (TNLcontext *) CALLOC( sizeof(TNLcontext) );
51
52   if (!tnl) {
53      return GL_FALSE;
54   }
55
56   /* Initialize the VB.
57    */
58   tnl->vb.Size = ctx->Const.MaxArrayLockSize + MAX_CLIPPED_VERTICES;
59
60
61   /* Initialize tnl state.
62    */
63   if (ctx->VertexProgram._MaintainTnlProgram) {
64      _tnl_ProgramCacheInit( ctx );
65      _tnl_install_pipeline( ctx, _tnl_vp_pipeline );
66   } else {
67      _tnl_install_pipeline( ctx, _tnl_default_pipeline );
68   }
69
70   tnl->NeedNdcCoords = GL_TRUE;
71   tnl->AllowVertexFog = GL_TRUE;
72   tnl->AllowPixelFog = GL_TRUE;
73
74   /* Set a few default values in the driver struct.
75    */
76   tnl->Driver.Render.PrimTabElts = _tnl_render_tab_elts;
77   tnl->Driver.Render.PrimTabVerts = _tnl_render_tab_verts;
78   tnl->Driver.NotifyMaterialChange = _mesa_validate_all_lighting_tables;
79
80   tnl->nr_blocks = 0;
81
82   return GL_TRUE;
83}
84
85
86void
87_tnl_DestroyContext( GLcontext *ctx )
88{
89   TNLcontext *tnl = TNL_CONTEXT(ctx);
90
91   _tnl_destroy_pipeline( ctx );
92
93   if (ctx->VertexProgram._MaintainTnlProgram)
94      _tnl_ProgramCacheDestroy( ctx );
95
96   FREE(tnl);
97   ctx->swtnl_context = NULL;
98}
99
100
101void
102_tnl_InvalidateState( GLcontext *ctx, GLuint new_state )
103{
104   TNLcontext *tnl = TNL_CONTEXT(ctx);
105   const struct gl_vertex_program *vp = ctx->VertexProgram._Current;
106   const struct gl_fragment_program *fp = ctx->FragmentProgram._Current;
107
108   if (new_state & (_NEW_HINT)) {
109      ASSERT(tnl->AllowVertexFog || tnl->AllowPixelFog);
110      tnl->_DoVertexFog = (tnl->AllowVertexFog && (ctx->Hint.Fog != GL_NICEST))
111         || !tnl->AllowPixelFog;
112   }
113
114   tnl->pipeline.new_state |= new_state;
115
116   /* Calculate tnl->render_inputs:
117    */
118   if (ctx->Visual.rgbMode) {
119      GLuint i;
120
121      RENDERINPUTS_ZERO( tnl->render_inputs_bitset );
122      RENDERINPUTS_SET( tnl->render_inputs_bitset, _TNL_ATTRIB_POS );
123      if (!fp || (fp->Base.InputsRead & FRAG_BIT_COL0)) {
124         RENDERINPUTS_SET( tnl->render_inputs_bitset, _TNL_ATTRIB_COLOR0 );
125      }
126      for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++) {
127         if (ctx->Texture._EnabledCoordUnits & (1 << i)) {
128            RENDERINPUTS_SET( tnl->render_inputs_bitset, _TNL_ATTRIB_TEX(i) );
129         }
130      }
131
132      if (NEED_SECONDARY_COLOR(ctx))
133         RENDERINPUTS_SET( tnl->render_inputs_bitset, _TNL_ATTRIB_COLOR1 );
134   }
135   else {
136      RENDERINPUTS_SET( tnl->render_inputs_bitset, _TNL_ATTRIB_POS );
137      RENDERINPUTS_SET( tnl->render_inputs_bitset, _TNL_ATTRIB_COLOR_INDEX );
138   }
139
140   if (ctx->Fog.Enabled ||
141       ((ctx->FragmentProgram._Active || ctx->FragmentProgram._Current) &&
142        (ctx->FragmentProgram._Current->FogOption != GL_NONE ||
143         (ctx->FragmentProgram._Current->Base.InputsRead & FRAG_BIT_FOGC))))
144      RENDERINPUTS_SET( tnl->render_inputs_bitset, _TNL_ATTRIB_FOG );
145
146   if (ctx->Polygon.FrontMode != GL_FILL ||
147       ctx->Polygon.BackMode != GL_FILL)
148      RENDERINPUTS_SET( tnl->render_inputs_bitset, _TNL_ATTRIB_EDGEFLAG );
149
150   if (ctx->RenderMode == GL_FEEDBACK)
151      RENDERINPUTS_SET( tnl->render_inputs_bitset, _TNL_ATTRIB_TEX0 );
152
153   if (ctx->Point._Attenuated ||
154       (ctx->VertexProgram._Enabled && ctx->VertexProgram.PointSizeEnabled))
155      RENDERINPUTS_SET( tnl->render_inputs_bitset, _TNL_ATTRIB_POINTSIZE );
156
157   /* check for varying vars which are written by the vertex program */
158   if (vp) {
159      GLuint i;
160      for (i = 0; i < MAX_VARYING; i++) {
161         if (vp->Base.OutputsWritten & (1 << (VERT_RESULT_VAR0 + i))) {
162            RENDERINPUTS_SET(tnl->render_inputs_bitset,
163                             _TNL_ATTRIB_GENERIC(i));
164         }
165      }
166   }
167}
168
169
170void
171_tnl_wakeup( GLcontext *ctx )
172{
173   /* Assume we haven't been getting state updates either:
174    */
175   _tnl_InvalidateState( ctx, ~0 );
176
177#if 0
178   if (ctx->Light.ColorMaterialEnabled) {
179      _mesa_update_color_material( ctx,
180				   ctx->Current.Attrib[VERT_ATTRIB_COLOR0] );
181   }
182#endif
183}
184
185
186
187
188/**
189 * Drivers call this function to tell the TCL module whether or not
190 * it wants Normalized Device Coords (NDC) computed.  I.e. whether
191 * we should "Divide-by-W".  Software renders will want that.
192 */
193void
194_tnl_need_projected_coords( GLcontext *ctx, GLboolean mode )
195{
196   TNLcontext *tnl = TNL_CONTEXT(ctx);
197   tnl->NeedNdcCoords = mode;
198}
199
200void
201_tnl_allow_vertex_fog( GLcontext *ctx, GLboolean value )
202{
203   TNLcontext *tnl = TNL_CONTEXT(ctx);
204   tnl->AllowVertexFog = value;
205   tnl->_DoVertexFog = (tnl->AllowVertexFog && (ctx->Hint.Fog != GL_NICEST))
206      || !tnl->AllowPixelFog;
207
208}
209
210void
211_tnl_allow_pixel_fog( GLcontext *ctx, GLboolean value )
212{
213   TNLcontext *tnl = TNL_CONTEXT(ctx);
214   tnl->AllowPixelFog = value;
215   tnl->_DoVertexFog = (tnl->AllowVertexFog && (ctx->Hint.Fog != GL_NICEST))
216      || !tnl->AllowPixelFog;
217}
218
219