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📄 gamma_tris.c

📁 Mesa is an open-source implementation of the OpenGL specification - a system for rendering interacti
💻 C
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 ***********************************************************************/static const GLuint hw_prim[GL_POLYGON+1] = {   B_PrimType_Points,   B_PrimType_Lines,   B_PrimType_Lines,   B_PrimType_Lines,   B_PrimType_Triangles,   B_PrimType_Triangles,   B_PrimType_Triangles,   B_PrimType_Triangles,   B_PrimType_Triangles,   B_PrimType_Triangles};static void gammaResetLineStipple( GLcontext *ctx );static void gammaRasterPrimitive( GLcontext *ctx, GLuint hwprim );static void gammaRenderPrimitive( GLcontext *ctx, GLenum prim );#define RASTERIZE(x) if (gmesa->hw_primitive != hw_prim[x]) \                        gammaRasterPrimitive( ctx, hw_prim[x] )#define RENDER_PRIMITIVE gmesa->render_primitive#define TAG(x) x#define IND GAMMA_FALLBACK_BIT#include "tnl_dd/t_dd_unfilled.h"#undef IND/*********************************************************************** *                      Generate GL render functions                   * ***********************************************************************/#define IND (0)#define TAG(x) x#include "tnl_dd/t_dd_tritmp.h"#define IND (GAMMA_OFFSET_BIT)#define TAG(x) x##_offset#include "tnl_dd/t_dd_tritmp.h"#define IND (GAMMA_TWOSIDE_BIT)#define TAG(x) x##_twoside#include "tnl_dd/t_dd_tritmp.h"#define IND (GAMMA_TWOSIDE_BIT|GAMMA_OFFSET_BIT)#define TAG(x) x##_twoside_offset#include "tnl_dd/t_dd_tritmp.h"#define IND (GAMMA_UNFILLED_BIT)#define TAG(x) x##_unfilled#include "tnl_dd/t_dd_tritmp.h"#define IND (GAMMA_OFFSET_BIT|GAMMA_UNFILLED_BIT)#define TAG(x) x##_offset_unfilled#include "tnl_dd/t_dd_tritmp.h"#define IND (GAMMA_TWOSIDE_BIT|GAMMA_UNFILLED_BIT)#define TAG(x) x##_twoside_unfilled#include "tnl_dd/t_dd_tritmp.h"#define IND (GAMMA_TWOSIDE_BIT|GAMMA_OFFSET_BIT|GAMMA_UNFILLED_BIT)#define TAG(x) x##_twoside_offset_unfilled#include "tnl_dd/t_dd_tritmp.h"static void init_render_tab( void ){   init();   init_offset();   init_twoside();   init_twoside_offset();   init_unfilled();   init_offset_unfilled();   init_twoside_unfilled();   init_twoside_offset_unfilled();}/**********************************************************************//*               Render unclipped begin/end objects                   *//**********************************************************************/#define VERT(x) (gammaVertex *)(gammaverts + (x * size * sizeof(int)))#define RENDER_POINTS( start, count )		\   for ( ; start < count ; start++) 		\      gmesa->draw_point( gmesa, VERT(start) )#define RENDER_LINE( v0, v1 ) \   gmesa->draw_line( gmesa, VERT(v0), VERT(v1) )#define RENDER_TRI( v0, v1, v2 )  \   gmesa->draw_tri( gmesa, VERT(v0), VERT(v1), VERT(v2) )#define RENDER_QUAD( v0, v1, v2, v3 ) \   gmesa->draw_quad( gmesa, VERT(v0), VERT(v1), VERT(v2), VERT(v3) )#define INIT(x) gammaRenderPrimitive( ctx, x );#undef LOCAL_VARS#define LOCAL_VARS						\   gammaContextPtr gmesa = GAMMA_CONTEXT(ctx);		\   const GLuint size = gmesa->vertex_size;		\   const char *gammaverts = (char *)gmesa->verts;		\   const GLboolean stipple = ctx->Line.StippleFlag;		\   (void) stipple;#define RESET_STIPPLE	if ( stipple ) gammaResetLineStipple( ctx );#define RESET_OCCLUSION#define PRESERVE_VB_DEFS#define ELT(x) (x)#define TAG(x) gamma_##x##_verts#include "tnl/t_vb_rendertmp.h"/**********************************************************************//*                   Render clipped primitives                        *//**********************************************************************/static void gammaRenderClippedPoly( GLcontext *ctx, const GLuint *elts, 				   GLuint n ){   gammaContextPtr gmesa = GAMMA_CONTEXT(ctx);   struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;   TNLcontext *tnl = TNL_CONTEXT(ctx);   GLuint prim = gmesa->render_primitive;   /* Render the new vertices as an unclipped polygon.     */   {      GLuint *tmp = VB->Elts;      VB->Elts = (GLuint *)elts;      tnl->Driver.Render.PrimTabElts[GL_POLYGON]( ctx, 0, n, PRIM_BEGIN|PRIM_END );      VB->Elts = tmp;   }   /* Restore the render primitive    */   if (prim != GL_POLYGON)      tnl->Driver.Render.PrimitiveNotify( ctx, prim );}static void gammaRenderClippedLine( GLcontext *ctx, GLuint ii, GLuint jj ){   TNLcontext *tnl = TNL_CONTEXT(ctx);   tnl->Driver.Render.Line( ctx, ii, jj );}/**********************************************************************//*                    Choose render functions                         *//**********************************************************************/#define _GAMMA_NEW_RENDERSTATE (_DD_NEW_TRI_UNFILLED |		\			       _DD_NEW_TRI_LIGHT_TWOSIDE |	\			       _DD_NEW_TRI_OFFSET)#define ANY_RASTER_FLAGS (DD_TRI_LIGHT_TWOSIDE|DD_TRI_OFFSET|DD_TRI_UNFILLED)static void gammaChooseRenderState(GLcontext *ctx){   gammaContextPtr gmesa = GAMMA_CONTEXT(ctx);   TNLcontext *tnl = TNL_CONTEXT(ctx);   GLuint flags = ctx->_TriangleCaps;   GLuint index = 0;   if (flags & ANY_RASTER_FLAGS) {      if (flags & DD_TRI_LIGHT_TWOSIDE)       index |= GAMMA_TWOSIDE_BIT;      if (flags & DD_TRI_OFFSET)	      index |= GAMMA_OFFSET_BIT;      if (flags & DD_TRI_UNFILLED)	      index |= GAMMA_UNFILLED_BIT;   }   if (gmesa->RenderIndex != index) {      gmesa->RenderIndex = index;      tnl->Driver.Render.Points = rast_tab[index].points;      tnl->Driver.Render.Line = rast_tab[index].line;      tnl->Driver.Render.Triangle = rast_tab[index].triangle;      tnl->Driver.Render.Quad = rast_tab[index].quad;               if (gmesa->RenderIndex == 0)         tnl->Driver.Render.PrimTabVerts = gamma_render_tab_verts;      else         tnl->Driver.Render.PrimTabVerts = _tnl_render_tab_verts;      tnl->Driver.Render.PrimTabElts = _tnl_render_tab_elts;      tnl->Driver.Render.ClippedLine = gammaRenderClippedLine;      tnl->Driver.Render.ClippedPolygon = gammaRenderClippedPoly;   }}/**********************************************************************//*                 High level hooks for t_vb_render.c                 *//**********************************************************************//* Determine the rasterized primitive when not drawing unfilled  * polygons. * * Used only for the default render stage which always decomposes * primitives to trianges/lines/points.  For the accelerated stage, * which renders strips as strips, the equivalent calculations are * performed in gammarender.c. */static void gammaRasterPrimitive( GLcontext *ctx, GLuint hwprim ){   gammaContextPtr gmesa = GAMMA_CONTEXT(ctx);   if (gmesa->hw_primitive != hwprim)      gmesa->hw_primitive = hwprim;}static void gammaRenderPrimitive( GLcontext *ctx, GLenum prim ){   gammaContextPtr gmesa = GAMMA_CONTEXT(ctx);   gmesa->render_primitive = prim;}static void gammaRunPipeline( GLcontext *ctx ){   gammaContextPtr gmesa = GAMMA_CONTEXT(ctx);   if ( gmesa->new_state )      gammaDDUpdateHWState( ctx );   if (gmesa->new_gl_state) {      if (gmesa->new_gl_state & _NEW_TEXTURE)	 gammaUpdateTextureState( ctx );   if (!gmesa->Fallback) {      if (gmesa->new_gl_state & _GAMMA_NEW_VERTEX)	 gammaChooseVertexState( ctx );            if (gmesa->new_gl_state & _GAMMA_NEW_RASTER_STATE)	 gammaChooseRasterState( ctx );            if (gmesa->new_gl_state & _GAMMA_NEW_RENDERSTATE)	 gammaChooseRenderState( ctx );   }            gmesa->new_gl_state = 0;   }   _tnl_run_pipeline( ctx );}static void gammaRenderStart( GLcontext *ctx ){   /* Check for projective texturing.  Make sure all texcoord    * pointers point to something.  (fix in mesa?)      */   gammaCheckTexSizes( ctx );}static void gammaRenderFinish( GLcontext *ctx ){   if (0)      _swrast_flush( ctx );	/* never needed */}static void gammaResetLineStipple( GLcontext *ctx ){   gammaContextPtr gmesa = GAMMA_CONTEXT(ctx);   /* Reset the hardware stipple counter.    */   CHECK_DMA_BUFFER(gmesa, 1);   WRITE(gmesa->buf, UpdateLineStippleCounters, 0);}/**********************************************************************//*           Transition to/from hardware rasterization.               *//**********************************************************************/void gammaFallback( gammaContextPtr gmesa, GLuint bit, GLboolean mode ){   GLcontext *ctx = gmesa->glCtx;   TNLcontext *tnl = TNL_CONTEXT(ctx);   GLuint oldfallback = gmesa->Fallback;   if (mode) {      gmesa->Fallback |= bit;      if (oldfallback == 0) {	 _swsetup_Wakeup( ctx );	 _tnl_need_projected_coords( ctx, GL_TRUE );	 gmesa->RenderIndex = ~0;      }   }   else {      gmesa->Fallback &= ~bit;      if (oldfallback == bit) {	 _swrast_flush( ctx );	 tnl->Driver.Render.Start = gammaRenderStart;	 tnl->Driver.Render.PrimitiveNotify = gammaRenderPrimitive;	 tnl->Driver.Render.Finish = gammaRenderFinish;	 tnl->Driver.Render.BuildVertices = gammaBuildVertices;         tnl->Driver.Render.ResetLineStipple = gammaResetLineStipple;	 gmesa->new_gl_state |= (_GAMMA_NEW_RENDERSTATE|				 _GAMMA_NEW_RASTER_STATE|				 _GAMMA_NEW_VERTEX);      }   }}/**********************************************************************//*                            Initialization.                         *//**********************************************************************/void gammaDDInitTriFuncs( GLcontext *ctx ){   gammaContextPtr gmesa = GAMMA_CONTEXT(ctx);   TNLcontext *tnl = TNL_CONTEXT(ctx);   static int firsttime = 1;   if (firsttime) {      init_rast_tab();      init_render_tab();      firsttime = 0;   }      gmesa->RenderIndex = ~0;   tnl->Driver.RunPipeline = gammaRunPipeline;   tnl->Driver.Render.Start = gammaRenderStart;   tnl->Driver.Render.Finish = gammaRenderFinish;    tnl->Driver.Render.PrimitiveNotify = gammaRenderPrimitive;   tnl->Driver.Render.ResetLineStipple = gammaResetLineStipple;   tnl->Driver.Render.BuildVertices = gammaBuildVertices;}

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