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📄 s_context.c

📁 winNT技术操作系统,国外开放的原代码和LIUX一样
💻 C
📖 第 1 页 / 共 2 页
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_swrast_validate_texture_sample( GLcontext *ctx, GLuint texUnit,
				 const struct gl_texture_object *tObj,
				 GLuint n, const GLfloat texcoords[][4],
				 const GLfloat lambda[], GLchan rgba[][4] )
{
   SWcontext *swrast = SWRAST_CONTEXT(ctx);

   _swrast_validate_derived( ctx );

   /* Compute min/mag filter threshold */
   if (tObj && tObj->MinFilter != tObj->MagFilter) {
      if (tObj->MagFilter == GL_LINEAR
          && (tObj->MinFilter == GL_NEAREST_MIPMAP_NEAREST ||
              tObj->MinFilter == GL_NEAREST_MIPMAP_LINEAR)) {
         swrast->_MinMagThresh[texUnit] = 0.5F;
      }
      else {
         swrast->_MinMagThresh[texUnit] = 0.0F;
      }
   }

   swrast->TextureSample[texUnit] =
      _swrast_choose_texture_sample_func( ctx, tObj );

   swrast->TextureSample[texUnit]( ctx, texUnit, tObj, n, texcoords,
                                   lambda, rgba );
}


static void
_swrast_sleep( GLcontext *ctx, GLuint new_state )
{
   (void) ctx; (void) new_state;
}


static void
_swrast_invalidate_state( GLcontext *ctx, GLuint new_state )
{
   SWcontext *swrast = SWRAST_CONTEXT(ctx);
   GLuint i;

   swrast->NewState |= new_state;

   /* After 10 statechanges without any swrast functions being called,
    * put the module to sleep.
    */
   if (++swrast->StateChanges > 10) {
      swrast->InvalidateState = _swrast_sleep;
      swrast->NewState = ~0;
      new_state = ~0;
   }

   if (new_state & swrast->invalidate_triangle)
      swrast->Triangle = _swrast_validate_triangle;

   if (new_state & swrast->invalidate_line)
      swrast->Line = _swrast_validate_line;

   if (new_state & swrast->invalidate_point)
      swrast->Point = _swrast_validate_point;

   if (new_state & _SWRAST_NEW_BLEND_FUNC)
      swrast->BlendFunc = _swrast_validate_blend_func;

   if (new_state & _SWRAST_NEW_TEXTURE_SAMPLE_FUNC)
      for (i = 0 ; i < ctx->Const.MaxTextureUnits ; i++)
	 swrast->TextureSample[i] = _swrast_validate_texture_sample;
}


void
_swrast_validate_derived( GLcontext *ctx )
{
   SWcontext *swrast = SWRAST_CONTEXT(ctx);

   if (swrast->NewState) {
      if (swrast->NewState & _SWRAST_NEW_RASTERMASK)
 	 _swrast_update_rasterflags( ctx );

      if (swrast->NewState & _NEW_POLYGON)
	 _swrast_update_polygon( ctx );

      if (swrast->NewState & (_NEW_HINT | _NEW_PROGRAM))
	 _swrast_update_fog_hint( ctx );

      if (swrast->NewState & _SWRAST_NEW_TEXTURE_ENV_MODE)
	 _swrast_update_texture_env( ctx );

      if (swrast->NewState & (_NEW_FOG | _NEW_PROGRAM))
         _swrast_update_fog_state( ctx );

      if (swrast->NewState & _NEW_PROGRAM)
	 _swrast_update_fragment_program( ctx );

      swrast->NewState = 0;
      swrast->StateChanges = 0;
      swrast->InvalidateState = _swrast_invalidate_state;
   }
}

#define SWRAST_DEBUG 0

/* Public entrypoints:  See also s_accum.c, s_bitmap.c, etc.
 */
void
_swrast_Quad( GLcontext *ctx,
	      const SWvertex *v0, const SWvertex *v1,
              const SWvertex *v2, const SWvertex *v3 )
{
   if (SWRAST_DEBUG) {
      _mesa_debug(ctx, "_swrast_Quad\n");
      _swrast_print_vertex( ctx, v0 );
      _swrast_print_vertex( ctx, v1 );
      _swrast_print_vertex( ctx, v2 );
      _swrast_print_vertex( ctx, v3 );
   }
   SWRAST_CONTEXT(ctx)->Triangle( ctx, v0, v1, v3 );
   SWRAST_CONTEXT(ctx)->Triangle( ctx, v1, v2, v3 );
}

void
_swrast_Triangle( GLcontext *ctx, const SWvertex *v0,
                  const SWvertex *v1, const SWvertex *v2 )
{
   if (SWRAST_DEBUG) {
      _mesa_debug(ctx, "_swrast_Triangle\n");
      _swrast_print_vertex( ctx, v0 );
      _swrast_print_vertex( ctx, v1 );
      _swrast_print_vertex( ctx, v2 );
   }
   SWRAST_CONTEXT(ctx)->Triangle( ctx, v0, v1, v2 );
}

void
_swrast_Line( GLcontext *ctx, const SWvertex *v0, const SWvertex *v1 )
{
   if (SWRAST_DEBUG) {
      _mesa_debug(ctx, "_swrast_Line\n");
      _swrast_print_vertex( ctx, v0 );
      _swrast_print_vertex( ctx, v1 );
   }
   SWRAST_CONTEXT(ctx)->Line( ctx, v0, v1 );
}

void
_swrast_Point( GLcontext *ctx, const SWvertex *v0 )
{
   if (SWRAST_DEBUG) {
      _mesa_debug(ctx, "_swrast_Point\n");
      _swrast_print_vertex( ctx, v0 );
   }
   SWRAST_CONTEXT(ctx)->Point( ctx, v0 );
}

void
_swrast_InvalidateState( GLcontext *ctx, GLuint new_state )
{
   if (SWRAST_DEBUG) {
      _mesa_debug(ctx, "_swrast_InvalidateState\n");
   }
   SWRAST_CONTEXT(ctx)->InvalidateState( ctx, new_state );
}

void
_swrast_ResetLineStipple( GLcontext *ctx )
{
   if (SWRAST_DEBUG) {
      _mesa_debug(ctx, "_swrast_ResetLineStipple\n");
   }
   SWRAST_CONTEXT(ctx)->StippleCounter = 0;
}

void
_swrast_allow_vertex_fog( GLcontext *ctx, GLboolean value )
{
   if (SWRAST_DEBUG) {
      _mesa_debug(ctx, "_swrast_allow_vertex_fog %d\n", value);
   }
   SWRAST_CONTEXT(ctx)->InvalidateState( ctx, _NEW_HINT );
   SWRAST_CONTEXT(ctx)->AllowVertexFog = value;
}

void
_swrast_allow_pixel_fog( GLcontext *ctx, GLboolean value )
{
   if (SWRAST_DEBUG) {
      _mesa_debug(ctx, "_swrast_allow_pixel_fog %d\n", value);
   }
   SWRAST_CONTEXT(ctx)->InvalidateState( ctx, _NEW_HINT );
   SWRAST_CONTEXT(ctx)->AllowPixelFog = value;
}


GLboolean
_swrast_CreateContext( GLcontext *ctx )
{
   GLuint i;
   SWcontext *swrast = (SWcontext *)CALLOC(sizeof(SWcontext));

   if (SWRAST_DEBUG) {
      _mesa_debug(ctx, "_swrast_CreateContext\n");
   }

   if (!swrast)
      return GL_FALSE;

   swrast->NewState = ~0;

   swrast->choose_point = _swrast_choose_point;
   swrast->choose_line = _swrast_choose_line;
   swrast->choose_triangle = _swrast_choose_triangle;

   swrast->invalidate_point = _SWRAST_NEW_POINT;
   swrast->invalidate_line = _SWRAST_NEW_LINE;
   swrast->invalidate_triangle = _SWRAST_NEW_TRIANGLE;

   swrast->Point = _swrast_validate_point;
   swrast->Line = _swrast_validate_line;
   swrast->Triangle = _swrast_validate_triangle;
   swrast->InvalidateState = _swrast_sleep;
   swrast->BlendFunc = _swrast_validate_blend_func;

   swrast->AllowVertexFog = GL_TRUE;
   swrast->AllowPixelFog = GL_TRUE;

   if (ctx->Visual.doubleBufferMode)
      swrast->CurrentBufferBit = BUFFER_BIT_BACK_LEFT;
   else
      swrast->CurrentBufferBit = BUFFER_FRONT_LEFT;

   /* Optimized Accum buffer */
   swrast->_IntegerAccumMode = GL_FALSE;
   swrast->_IntegerAccumScaler = 0.0;

   for (i = 0; i < MAX_TEXTURE_IMAGE_UNITS; i++)
      swrast->TextureSample[i] = _swrast_validate_texture_sample;

   swrast->SpanArrays = MALLOC_STRUCT(span_arrays);
   if (!swrast->SpanArrays) {
      FREE(swrast);
      return GL_FALSE;
   }

   /* init point span buffer */
   swrast->PointSpan.primitive = GL_POINT;
   swrast->PointSpan.start = 0;
   swrast->PointSpan.end = 0;
   swrast->PointSpan.facing = 0;
   swrast->PointSpan.array = swrast->SpanArrays;

   assert(ctx->Const.MaxTextureUnits > 0);
   assert(ctx->Const.MaxTextureUnits <= MAX_TEXTURE_UNITS);

   swrast->TexelBuffer = (GLchan *) MALLOC(ctx->Const.MaxTextureUnits *
                                           MAX_WIDTH * 4 * sizeof(GLchan));
   if (!swrast->TexelBuffer) {
      FREE(swrast->SpanArrays);
      FREE(swrast);
      return GL_FALSE;
   }

   ctx->swrast_context = swrast;

   return GL_TRUE;
}

void
_swrast_DestroyContext( GLcontext *ctx )
{
   SWcontext *swrast = SWRAST_CONTEXT(ctx);

   if (SWRAST_DEBUG) {
      _mesa_debug(ctx, "_swrast_DestroyContext\n");
   }

   FREE( swrast->SpanArrays );
   FREE( swrast->TexelBuffer );
   FREE( swrast );

   ctx->swrast_context = 0;
}


struct swrast_device_driver *
_swrast_GetDeviceDriverReference( GLcontext *ctx )
{
   SWcontext *swrast = SWRAST_CONTEXT(ctx);
   return &swrast->Driver;
}

void
_swrast_flush( GLcontext *ctx )
{
   SWcontext *swrast = SWRAST_CONTEXT(ctx);
   /* flush any pending fragments from rendering points */
   if (swrast->PointSpan.end > 0) {
      if (ctx->Visual.rgbMode) {
         _swrast_write_rgba_span(ctx, &(swrast->PointSpan));
      }
      else {
         _swrast_write_index_span(ctx, &(swrast->PointSpan));
      }
      swrast->PointSpan.end = 0;
   }
}

void
_swrast_render_primitive( GLcontext *ctx, GLenum prim )
{
   SWcontext *swrast = SWRAST_CONTEXT(ctx);
   if (swrast->Primitive == GL_POINTS && prim != GL_POINTS) {
      _swrast_flush(ctx);
   }
   swrast->Primitive = prim;
}


void
_swrast_render_start( GLcontext *ctx )
{
   SWcontext *swrast = SWRAST_CONTEXT(ctx);
   if (swrast->Driver.SpanRenderStart)
      swrast->Driver.SpanRenderStart( ctx );
   swrast->PointSpan.end = 0;
}
 
void
_swrast_render_finish( GLcontext *ctx )
{
   SWcontext *swrast = SWRAST_CONTEXT(ctx);
   if (swrast->Driver.SpanRenderFinish)
      swrast->Driver.SpanRenderFinish( ctx );

   _swrast_flush(ctx);
}


#define SWRAST_DEBUG_VERTICES 0

void
_swrast_print_vertex( GLcontext *ctx, const SWvertex *v )
{
   GLuint i;

   if (SWRAST_DEBUG_VERTICES) {
      _mesa_debug(ctx, "win %f %f %f %f\n",
                  v->win[0], v->win[1], v->win[2], v->win[3]);

      for (i = 0 ; i < ctx->Const.MaxTextureUnits ; i++)
	 if (ctx->Texture.Unit[i]._ReallyEnabled)
	    _mesa_debug(ctx, "texcoord[%d] %f %f %f %f\n", i,
                        v->texcoord[i][0], v->texcoord[i][1],
                        v->texcoord[i][2], v->texcoord[i][3]);

#if CHAN_TYPE == GL_FLOAT
      _mesa_debug(ctx, "color %f %f %f %f\n",
                  v->color[0], v->color[1], v->color[2], v->color[3]);
      _mesa_debug(ctx, "spec %f %f %f %f\n",
                  v->specular[0], v->specular[1],
                  v->specular[2], v->specular[3]);
#else
      _mesa_debug(ctx, "color %d %d %d %d\n",
                  v->color[0], v->color[1], v->color[2], v->color[3]);
      _mesa_debug(ctx, "spec %d %d %d %d\n",
                  v->specular[0], v->specular[1],
                  v->specular[2], v->specular[3]);
#endif
      _mesa_debug(ctx, "fog %f\n", v->fog);
      _mesa_debug(ctx, "index %d\n", v->index);
      _mesa_debug(ctx, "pointsize %f\n", v->pointSize);
      _mesa_debug(ctx, "\n");
   }
}

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