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/* $Id: t_context.c,v 1.1 2003-02-28 11:48:06 pj Exp $ */
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/*
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 * Mesa 3-D graphics library
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 * Version:  3.5
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 *
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 * Copyright (C) 1999-2001  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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#include "glheader.h"
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#include "imports.h"
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#include "macros.h"
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#include "mtypes.h"
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#include "dlist.h"
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#include "light.h"
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#include "vtxfmt.h"
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#include "t_context.h"
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#include "t_array_api.h"
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#include "t_eval_api.h"
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#include "t_imm_alloc.h"
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#include "t_imm_api.h"
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#include "t_imm_exec.h"
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#include "t_imm_dlist.h"
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#include "t_pipeline.h"
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#include "tnl.h"
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#ifndef THREADS
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struct immediate *_tnl_CurrentInput = NULL;
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#endif
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void
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_tnl_MakeCurrent( GLcontext *ctx,
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                  GLframebuffer *drawBuffer,
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                  GLframebuffer *readBuffer )
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{
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#ifndef THREADS
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   SET_IMMEDIATE( ctx, TNL_CURRENT_IM(ctx) );
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#endif
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}
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static void
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install_driver_callbacks( GLcontext *ctx )
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{
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   ctx->Driver.NewList = _tnl_NewList;
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   ctx->Driver.EndList = _tnl_EndList;
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   ctx->Driver.FlushVertices = _tnl_flush_vertices;
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   ctx->Driver.MakeCurrent = _tnl_MakeCurrent;
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   ctx->Driver.BeginCallList = _tnl_BeginCallList;
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   ctx->Driver.EndCallList = _tnl_EndCallList;
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}
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GLboolean
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_tnl_CreateContext( GLcontext *ctx )
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{
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   TNLcontext *tnl;
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   /* Create the TNLcontext structure
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    */
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   ctx->swtnl_context = tnl = (TNLcontext *) CALLOC( sizeof(TNLcontext) );
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   if (!tnl) {
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      return GL_FALSE;
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   }
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   /* Initialize the VB.
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    */
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   tnl->vb.Size = MAX2( IMM_SIZE,
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                        ctx->Const.MaxArrayLockSize + MAX_CLIPPED_VERTICES);
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   /* Initialize tnl state and tnl->vtxfmt.
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    */
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   _tnl_dlist_init( ctx );
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   _tnl_array_init( ctx );
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   _tnl_imm_init( ctx );
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   _tnl_eval_init( ctx );
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   _tnl_install_pipeline( ctx, _tnl_default_pipeline );
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   tnl->NeedNdcCoords = GL_TRUE;
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   tnl->LoopbackDListCassettes = GL_FALSE;
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   tnl->CalcDListNormalLengths = GL_TRUE;
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   /* Hook our functions into exec and compile dispatch tables.
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    */
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   _mesa_install_exec_vtxfmt( ctx, &tnl->vtxfmt );
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   tnl->save_vtxfmt = tnl->vtxfmt;
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   tnl->save_vtxfmt.CallList = _mesa_save_CallList;    
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   tnl->save_vtxfmt.EvalMesh1 = _mesa_save_EvalMesh1;  
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   tnl->save_vtxfmt.EvalMesh2 = _mesa_save_EvalMesh2;
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   tnl->save_vtxfmt.Begin = _tnl_save_Begin;
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   _mesa_install_save_vtxfmt( ctx, &tnl->save_vtxfmt );
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   /* Set a few default values in the driver struct.
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    */
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   install_driver_callbacks(ctx);
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   ctx->Driver.NeedFlush = FLUSH_UPDATE_CURRENT;
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   ctx->Driver.CurrentExecPrimitive = PRIM_OUTSIDE_BEGIN_END;
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   ctx->Driver.CurrentSavePrimitive = PRIM_UNKNOWN;
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   tnl->Driver.Render.PrimTabElts = _tnl_render_tab_elts;
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   tnl->Driver.Render.PrimTabVerts = _tnl_render_tab_verts;
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   tnl->Driver.NotifyMaterialChange = _mesa_validate_all_lighting_tables;
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   return GL_TRUE;
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}
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void
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_tnl_DestroyContext( GLcontext *ctx )
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{
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   TNLcontext *tnl = TNL_CONTEXT(ctx);
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   _tnl_array_destroy( ctx );
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   _tnl_imm_destroy( ctx );
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   _tnl_destroy_pipeline( ctx );
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   _tnl_free_immediate( ctx, tnl->freed_immediate );
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   FREE(tnl);
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   ctx->swtnl_context = 0;
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}
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void
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_tnl_InvalidateState( GLcontext *ctx, GLuint new_state )
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{
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   TNLcontext *tnl = TNL_CONTEXT(ctx);
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   if (new_state & _NEW_ARRAY) {
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      struct immediate *IM = TNL_CURRENT_IM(ctx);
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      IM->ArrayEltFlags = ~ctx->Array._Enabled;
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      IM->ArrayEltFlush = (ctx->Array.LockCount
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                           ? FLUSH_ELT_LAZY : FLUSH_ELT_EAGER);
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      IM->ArrayEltIncr = ctx->Array.Vertex.Enabled ? 1 : 0;
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      tnl->pipeline.run_input_changes |= ctx->Array.NewState; /* overkill */
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   }
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   tnl->pipeline.run_state_changes |= new_state;
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   tnl->pipeline.build_state_changes |= (new_state &
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                                         tnl->pipeline.build_state_trigger);
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   tnl->eval.EvalNewState |= new_state;
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}
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void
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_tnl_wakeup_exec( GLcontext *ctx )
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{
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   TNLcontext *tnl = TNL_CONTEXT(ctx);
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   install_driver_callbacks(ctx);
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   ctx->Driver.NeedFlush |= FLUSH_UPDATE_CURRENT;
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   /* Hook our functions into exec and compile dispatch tables.
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    */
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   _mesa_install_exec_vtxfmt( ctx, &tnl->vtxfmt );
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   /* Call all appropriate driver callbacks to revive state.
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    */
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   _tnl_MakeCurrent( ctx, ctx->DrawBuffer, ctx->ReadBuffer );
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   /* Assume we haven't been getting state updates either:
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    */
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   _tnl_InvalidateState( ctx, ~0 );
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   tnl->pipeline.run_input_changes = ~0;
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   if (ctx->Light.ColorMaterialEnabled) {
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      _mesa_update_color_material( ctx, ctx->Current.Attrib[VERT_ATTRIB_COLOR0] );
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   }
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}
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void
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_tnl_wakeup_save_exec( GLcontext *ctx )
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{
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   TNLcontext *tnl = TNL_CONTEXT(ctx);
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   _tnl_wakeup_exec( ctx );
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   _mesa_install_save_vtxfmt( ctx, &tnl->save_vtxfmt );
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}
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void
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_tnl_need_projected_coords( GLcontext *ctx, GLboolean mode )
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{
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   TNLcontext *tnl = TNL_CONTEXT(ctx);
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   if (tnl->NeedNdcCoords != mode) {
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      tnl->NeedNdcCoords = mode;
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      _tnl_InvalidateState( ctx, _NEW_PROJECTION );
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   }
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}
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void
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_tnl_need_dlist_loopback( GLcontext *ctx, GLboolean mode )
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{
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   TNLcontext *tnl = TNL_CONTEXT(ctx);
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   tnl->LoopbackDListCassettes = mode;
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}
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void
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_tnl_need_dlist_norm_lengths( GLcontext *ctx, GLboolean mode )
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{
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   TNLcontext *tnl = TNL_CONTEXT(ctx);
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   tnl->CalcDListNormalLengths = mode;
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}
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void
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_tnl_isolate_materials( GLcontext *ctx, GLboolean mode )
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{
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   TNLcontext *tnl = TNL_CONTEXT(ctx);
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   tnl->IsolateMaterials = mode;
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}