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📄 s_context.c

📁 mesa-6.5-minigui源码
💻 C
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         }      }   }}/** * Free the texture image data attached to all currently enabled * textures.  Meant to be called by device drivers when transitioning * from software to hardware rendering. */void_swrast_eject_texture_images(GLcontext *ctx){   GLuint u;   if (!ctx->Texture._EnabledUnits) {      /* no textures enabled */      return;   }   for (u = 0; u < ctx->Const.MaxTextureImageUnits; u++) {      if (ctx->Texture.Unit[u]._ReallyEnabled) {         struct gl_texture_object *texObj = ctx->Texture.Unit[u]._Current;         ASSERT(texObj);         if (texObj) {            GLuint numFaces = (texObj->Target == GL_TEXTURE_CUBE_MAP) ? 6 : 1;            GLuint face;            for (face = 0; face < numFaces; face++) {               GLuint lvl;               for (lvl = texObj->BaseLevel; lvl <= texObj->_MaxLevel; lvl++) {                  struct gl_texture_image *texImg = texObj->Image[face][lvl];                  if (texImg && texImg->Data) {                     _mesa_free_texmemory(texImg->Data);                     texImg->Data = NULL;                  }               }            }         }      }   }}static void_swrast_sleep( GLcontext *ctx, GLbitfield new_state ){   (void) ctx; (void) new_state;}static void_swrast_invalidate_state( GLcontext *ctx, GLbitfield 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->InvalidateTriangleMask)      swrast->Triangle = _swrast_validate_triangle;   if (new_state & swrast->InvalidateLineMask)      swrast->Line = _swrast_validate_line;   if (new_state & swrast->InvalidatePointMask)      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] = NULL;}static void_swrast_update_texture_samplers(GLcontext *ctx){   SWcontext *swrast = SWRAST_CONTEXT(ctx);   GLuint u;   for (u = 0; u < ctx->Const.MaxTextureImageUnits; u++) {      const struct gl_texture_object *tObj = ctx->Texture.Unit[u]._Current;      if (tObj)         swrast->TextureSample[u] =            _swrast_choose_texture_sample_func(ctx, tObj);   }}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 );      if (swrast->NewState & _NEW_TEXTURE)         _swrast_update_texture_samplers( ctx );      if (swrast->NewState & (_NEW_TEXTURE | _NEW_PROGRAM))         _swrast_validate_texture_images( 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, GLbitfield 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->InvalidatePointMask = _SWRAST_NEW_POINT;   swrast->InvalidateLineMask = _SWRAST_NEW_LINE;   swrast->InvalidateTriangleMask = _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;   /* Optimized Accum buffer */   swrast->_IntegerAccumMode = GL_FALSE;   swrast->_IntegerAccumScaler = 0.0;   for (i = 0; i < MAX_TEXTURE_IMAGE_UNITS; i++)      swrast->TextureSample[i] = NULL;   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 0void_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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