📄 s_context.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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