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📄 ac_context.c

📁 mesa-6.5-minigui源码
💻 C
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/* * Mesa 3-D graphics library * Version:  5.1 * * Copyright (C) 1999-2002  Brian Paul   All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. * * Authors: *    Keith Whitwell <keith@tungstengraphics.com> */#include "glheader.h"#include "macros.h"#include "imports.h"#include "mtypes.h"#include "array_cache/ac_context.h"/* * Initialize the array fallbacks.  That is, by default the fallback arrays * point into the current vertex attribute values in ctx->Current.Attrib[] */static void _ac_fallbacks_init( GLcontext *ctx ){   ACcontext *ac = AC_CONTEXT(ctx);   struct gl_client_array *cl;   GLuint i;   cl = &ac->Fallback.Normal;   cl->Size = 3;   cl->Type = GL_FLOAT;   cl->Stride = 0;   cl->StrideB = 0;   cl->Ptr = (GLubyte *) ctx->Current.Attrib[VERT_ATTRIB_NORMAL];   cl->Enabled = 1;   cl->Flags = CA_CLIENT_DATA;	/* hack */#if FEATURE_ARB_vertex_buffer_object   cl->BufferObj = ctx->Array.NullBufferObj;#endif   cl = &ac->Fallback.Color;   cl->Size = 4;   cl->Type = GL_FLOAT;   cl->Stride = 0;   cl->StrideB = 0;   cl->Ptr = (GLubyte *) ctx->Current.Attrib[VERT_ATTRIB_COLOR0];   cl->Enabled = 1;   cl->Flags = CA_CLIENT_DATA;	/* hack */#if FEATURE_ARB_vertex_buffer_object   cl->BufferObj = ctx->Array.NullBufferObj;#endif   cl = &ac->Fallback.SecondaryColor;   cl->Size = 3;   cl->Type = GL_FLOAT;   cl->Stride = 0;   cl->StrideB = 0;   cl->Ptr = (GLubyte *) ctx->Current.Attrib[VERT_ATTRIB_COLOR1];   cl->Enabled = 1;   cl->Flags = CA_CLIENT_DATA;	/* hack */#if FEATURE_ARB_vertex_buffer_object   cl->BufferObj = ctx->Array.NullBufferObj;#endif   cl = &ac->Fallback.FogCoord;   cl->Size = 1;   cl->Type = GL_FLOAT;   cl->Stride = 0;   cl->StrideB = 0;   cl->Ptr = (GLubyte *) &ctx->Current.Attrib[VERT_ATTRIB_FOG];   cl->Enabled = 1;   cl->Flags = CA_CLIENT_DATA;	/* hack */#if FEATURE_ARB_vertex_buffer_object   cl->BufferObj = ctx->Array.NullBufferObj;#endif   cl = &ac->Fallback.Index;   cl->Size = 1;   cl->Type = GL_FLOAT;   cl->Stride = 0;   cl->StrideB = 0;   cl->Ptr = (GLubyte *) &ctx->Current.Index;   cl->Enabled = 1;   cl->Flags = CA_CLIENT_DATA;	/* hack */#if FEATURE_ARB_vertex_buffer_object   cl->BufferObj = ctx->Array.NullBufferObj;#endif   for (i = 0 ; i < MAX_TEXTURE_COORD_UNITS ; i++) {      cl = &ac->Fallback.TexCoord[i];      cl->Size = 4;      cl->Type = GL_FLOAT;      cl->Stride = 0;      cl->StrideB = 0;      cl->Ptr = (GLubyte *) ctx->Current.Attrib[VERT_ATTRIB_TEX0 + i];      cl->Enabled = 1;      cl->Flags = CA_CLIENT_DATA;	/* hack */#if FEATURE_ARB_vertex_buffer_object      cl->BufferObj = ctx->Array.NullBufferObj;#endif   }   cl = &ac->Fallback.EdgeFlag;   cl->Size = 1;   cl->Type = GL_UNSIGNED_BYTE;   cl->Stride = 0;   cl->StrideB = 0;   cl->Ptr = (GLubyte *) &ctx->Current.EdgeFlag;   cl->Enabled = 1;   cl->Flags = CA_CLIENT_DATA;	/* hack */#if FEATURE_ARB_vertex_buffer_object   cl->BufferObj = ctx->Array.NullBufferObj;#endif   for (i = 0; i < VERT_ATTRIB_MAX; i++) {      cl = &ac->Fallback.Attrib[i];      cl->Size = 4;      cl->Type = GL_FLOAT;      cl->Stride = 0;      cl->StrideB = 0;      cl->Ptr = (GLubyte *) ctx->Current.Attrib[i];      cl->Enabled = 1;      cl->Flags = CA_CLIENT_DATA; /* hack */#if FEATURE_ARB_vertex_buffer_object      cl->BufferObj = ctx->Array.NullBufferObj;#endif   }}/* * Initialize the array cache pointers, types, strides, etc. */static void _ac_cache_init( GLcontext *ctx ){   ACcontext *ac = AC_CONTEXT(ctx);   struct gl_client_array *cl;   GLuint size = ctx->Const.MaxArrayLockSize + MAX_CLIPPED_VERTICES;   GLuint i;   cl = &ac->Cache.Vertex;   cl->Size = 4;   cl->Type = GL_FLOAT;   cl->Stride = 0;   cl->StrideB = 4 * sizeof(GLfloat);   cl->Ptr = (GLubyte *) MALLOC( cl->StrideB * size );   cl->Enabled = 1;   cl->Flags = 0;#if FEATURE_ARB_vertex_buffer_object   cl->BufferObj = ctx->Array.NullBufferObj;#endif   cl = &ac->Cache.Normal;   cl->Size = 3;   cl->Type = GL_FLOAT;   cl->Stride = 0;   cl->StrideB = 3 * sizeof(GLfloat);   cl->Ptr = (GLubyte *) MALLOC( cl->StrideB * size );   cl->Enabled = 1;   cl->Flags = 0;#if FEATURE_ARB_vertex_buffer_object   cl->BufferObj = ctx->Array.NullBufferObj;#endif   cl = &ac->Cache.Color;   cl->Size = 4;   cl->Type = GL_FLOAT;   cl->Stride = 0;   cl->StrideB = 4 * sizeof(GLfloat);   cl->Ptr = (GLubyte *) MALLOC( cl->StrideB * size );   cl->Enabled = 1;   cl->Flags = 0;#if FEATURE_ARB_vertex_buffer_object   cl->BufferObj = ctx->Array.NullBufferObj;#endif   cl = &ac->Cache.SecondaryColor;   cl->Size = 3;   cl->Type = GL_FLOAT;   cl->Stride = 0;   cl->StrideB = 4 * sizeof(GLfloat);   cl->Ptr = (GLubyte *) MALLOC( cl->StrideB * size );   cl->Enabled = 1;   cl->Flags = 0;#if FEATURE_ARB_vertex_buffer_object   cl->BufferObj = ctx->Array.NullBufferObj;#endif   cl = &ac->Cache.FogCoord;   cl->Size = 1;   cl->Type = GL_FLOAT;   cl->Stride = 0;   cl->StrideB = sizeof(GLfloat);   cl->Ptr = (GLubyte *) MALLOC( cl->StrideB * size );   cl->Enabled = 1;   cl->Flags = 0;#if FEATURE_ARB_vertex_buffer_object   cl->BufferObj = ctx->Array.NullBufferObj;#endif   cl = &ac->Cache.Index;   cl->Size = 1;   cl->Type = GL_FLOAT;   cl->Stride = 0;   cl->StrideB = sizeof(GLfloat);   cl->Ptr = (GLubyte *) MALLOC( cl->StrideB * size );   cl->Enabled = 1;   cl->Flags = 0;#if FEATURE_ARB_vertex_buffer_object   cl->BufferObj = ctx->Array.NullBufferObj;#endif   for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++) {      cl = &ac->Cache.TexCoord[i];      cl->Size = 4;      cl->Type = GL_FLOAT;      cl->Stride = 0;      cl->StrideB = 4 * sizeof(GLfloat);      cl->Ptr = (GLubyte *) MALLOC( cl->StrideB * size );      cl->Enabled = 1;      cl->Flags = 0;#if FEATURE_ARB_vertex_buffer_object      cl->BufferObj = ctx->Array.NullBufferObj;#endif   }   cl = &ac->Cache.EdgeFlag;   cl->Size = 1;   cl->Type = GL_UNSIGNED_BYTE;   cl->Stride = 0;   cl->StrideB = sizeof(GLubyte);   cl->Ptr = (GLubyte *) MALLOC( cl->StrideB * size );   cl->Enabled = 1;   cl->Flags = 0;#if FEATURE_ARB_vertex_buffer_object   cl->BufferObj = ctx->Array.NullBufferObj;#endif   for (i = 0 ; i < VERT_ATTRIB_MAX; i++) {      cl = &ac->Cache.Attrib[i];      cl->Size = 4;      cl->Type = GL_FLOAT;      cl->Stride = 0;      cl->StrideB = 4 * sizeof(GLfloat);      cl->Ptr = (GLubyte *) MALLOC( cl->StrideB * size );      cl->Enabled = 1;      cl->Flags = 0;#if FEATURE_ARB_vertex_buffer_object      cl->BufferObj = ctx->Array.NullBufferObj;#endif   }}/* This storage used to hold translated client data if type or stride * need to be fixed. */static void _ac_elts_init( GLcontext *ctx ){   ACcontext *ac = AC_CONTEXT(ctx);   GLuint size = 1000;   ac->Elts = (GLuint *)MALLOC( sizeof(GLuint) * size );   ac->elt_size = size;}static void _ac_raw_init( GLcontext *ctx ){   ACcontext *ac = AC_CONTEXT(ctx);   GLuint i;   ac->Raw.Color = ac->Fallback.Color;   ac->Raw.EdgeFlag = ac->Fallback.EdgeFlag;   ac->Raw.FogCoord = ac->Fallback.FogCoord;   ac->Raw.Index = ac->Fallback.Index;   ac->Raw.Normal = ac->Fallback.Normal;   ac->Raw.SecondaryColor = ac->Fallback.SecondaryColor;   ac->Raw.Vertex = ctx->Array.Vertex;   ac->IsCached.Color = GL_FALSE;   ac->IsCached.EdgeFlag = GL_FALSE;   ac->IsCached.FogCoord = GL_FALSE;   ac->IsCached.Index = GL_FALSE;   ac->IsCached.Normal = GL_FALSE;   ac->IsCached.SecondaryColor = GL_FALSE;   ac->IsCached.Vertex = GL_FALSE;   for (i = 0 ; i < MAX_TEXTURE_COORD_UNITS ; i++) {      ac->Raw.TexCoord[i] = ac->Fallback.TexCoord[i];      ac->IsCached.TexCoord[i] = GL_FALSE;   }   for (i = 0 ; i < VERT_ATTRIB_MAX ; i++) {      ac->Raw.Attrib[i] = ac->Fallback.Attrib[i];      ac->IsCached.Attrib[i] = GL_FALSE;   }}GLboolean _ac_CreateContext( GLcontext *ctx ){   ctx->acache_context = CALLOC(sizeof(ACcontext));   if (ctx->acache_context) {      _ac_cache_init( ctx );      _ac_fallbacks_init( ctx );      _ac_raw_init( ctx );      _ac_elts_init( ctx );      return GL_TRUE;   }   return GL_FALSE;}void _ac_DestroyContext( GLcontext *ctx ){   struct gl_buffer_object *nullObj = ctx->Array.NullBufferObj;   ACcontext *ac = AC_CONTEXT(ctx);   GLint i;   /* only free vertex data if it's really a pointer to vertex data and    * not an offset into a buffer object.    */   if (ac->Cache.Vertex.Ptr && ac->Cache.Vertex.BufferObj == nullObj)      FREE( (void *) ac->Cache.Vertex.Ptr );   if (ac->Cache.Normal.Ptr && ac->Cache.Normal.BufferObj == nullObj)      FREE( (void *) ac->Cache.Normal.Ptr );   if (ac->Cache.Color.Ptr && ac->Cache.Color.BufferObj == nullObj)      FREE( (void *) ac->Cache.Color.Ptr );   if (ac->Cache.SecondaryColor.Ptr && ac->Cache.SecondaryColor.BufferObj == nullObj)      FREE( (void *) ac->Cache.SecondaryColor.Ptr );   if (ac->Cache.EdgeFlag.Ptr && ac->Cache.EdgeFlag.BufferObj == nullObj)      FREE( (void *) ac->Cache.EdgeFlag.Ptr );   if (ac->Cache.Index.Ptr && ac->Cache.Index.BufferObj == nullObj)      FREE( (void *) ac->Cache.Index.Ptr );   if (ac->Cache.FogCoord.Ptr && ac->Cache.FogCoord.BufferObj == nullObj)      FREE( (void *) ac->Cache.FogCoord.Ptr );   for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++) {      if (ac->Cache.TexCoord[i].Ptr && ac->Cache.TexCoord[i].BufferObj == nullObj)	 FREE( (void *) ac->Cache.TexCoord[i].Ptr );   }   for (i = 0; i < VERT_ATTRIB_MAX; i++) {      if (ac->Cache.Attrib[i].Ptr && ac->Cache.Attrib[i].BufferObj == nullObj)	 FREE( (void *) ac->Cache.Attrib[i].Ptr );   }   if (ac->Elts)      FREE( ac->Elts );   /* Free the context structure itself */   FREE(ac);   ctx->acache_context = NULL;}void _ac_InvalidateState( GLcontext *ctx, GLuint new_state ){   AC_CONTEXT(ctx)->NewState |= new_state;   AC_CONTEXT(ctx)->NewArrayState |= ctx->Array.NewState;}

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