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📄 ss_context.c

📁 Mesa is an open-source implementation of the OpenGL specification - a system for rendering interacti
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/* * Mesa 3-D graphics library * Version:  7.1 * * Copyright (C) 1999-2007  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 "imports.h"#include "colormac.h"#include "ss_context.h"#include "ss_triangle.h"#include "swrast_setup.h"#include "tnl/tnl.h"#include "tnl/t_context.h"#include "tnl/t_pipeline.h"#include "tnl/t_vertex.h"/* Need to check lighting state and vertex program state to know * if two-sided lighting is in effect. */#define _SWSETUP_NEW_RENDERINDEX (_NEW_POLYGON|_NEW_LIGHT|_NEW_PROGRAM)#define VARYING_EMIT_STYLE  EMIT_4FGLboolean_swsetup_CreateContext( GLcontext *ctx ){   SScontext *swsetup = (SScontext *)CALLOC(sizeof(SScontext));   if (!swsetup)      return GL_FALSE;   ctx->swsetup_context = swsetup;   swsetup->NewState = ~0;   _swsetup_trifuncs_init( ctx );   _tnl_init_vertices( ctx, ctx->Const.MaxArrayLockSize + 12, 		       sizeof(SWvertex) );   return GL_TRUE;}void_swsetup_DestroyContext( GLcontext *ctx ){   SScontext *swsetup = SWSETUP_CONTEXT(ctx);   if (swsetup) {      FREE(swsetup);      ctx->swsetup_context = 0;   }   _tnl_free_vertices( ctx );}static void_swsetup_RenderPrimitive( GLcontext *ctx, GLenum mode ){   SWSETUP_CONTEXT(ctx)->render_prim = mode;   _swrast_render_primitive( ctx, mode );}/** * Helper macros for setup_vertex_format() */#define SWZ ((SWvertex *)0)#define SWOffset(MEMBER) (((char *)&(SWZ->MEMBER)) - ((char *)SWZ))#define EMIT_ATTR( ATTR, STYLE, MEMBER )	\do {						\   map[e].attrib = (ATTR);			\   map[e].format = (STYLE);			\   map[e].offset = SWOffset(MEMBER);	       	\   e++;						\} while (0)/** * Tell the tnl module how to build SWvertex objects for swrast. * We'll build the map[] array with that info and pass it to * _tnl_install_attrs(). */static voidsetup_vertex_format(GLcontext *ctx){   TNLcontext *tnl = TNL_CONTEXT(ctx);   SScontext *swsetup = SWSETUP_CONTEXT(ctx);   if (!RENDERINPUTS_EQUAL(tnl->render_inputs_bitset,                           swsetup->last_index_bitset)) {      DECLARE_RENDERINPUTS(index_bitset);      struct tnl_attr_map map[_TNL_ATTRIB_MAX];      int i, e = 0;      RENDERINPUTS_COPY( index_bitset, tnl->render_inputs_bitset );      EMIT_ATTR( _TNL_ATTRIB_POS, EMIT_4F_VIEWPORT, attrib[FRAG_ATTRIB_WPOS] );      if (RENDERINPUTS_TEST( index_bitset, _TNL_ATTRIB_COLOR0 )) {         swsetup->intColors = !ctx->FragmentProgram._Current                           && !ctx->ATIFragmentShader._Enabled                           && ctx->RenderMode == GL_RENDER                           && CHAN_TYPE == GL_UNSIGNED_BYTE;         if (swsetup->intColors)            EMIT_ATTR( _TNL_ATTRIB_COLOR0, EMIT_4CHAN_4F_RGBA, color );         else            EMIT_ATTR( _TNL_ATTRIB_COLOR0, EMIT_4F, attrib[FRAG_ATTRIB_COL0]);      }      if (RENDERINPUTS_TEST( index_bitset, _TNL_ATTRIB_COLOR1 )) {         EMIT_ATTR( _TNL_ATTRIB_COLOR1, EMIT_4F, attrib[FRAG_ATTRIB_COL1]);      }      if (RENDERINPUTS_TEST( index_bitset, _TNL_ATTRIB_COLOR_INDEX )) {         EMIT_ATTR( _TNL_ATTRIB_COLOR_INDEX, EMIT_1F,                    attrib[FRAG_ATTRIB_CI][0] );      }      if (RENDERINPUTS_TEST( index_bitset, _TNL_ATTRIB_FOG )) {         const GLint emit = ctx->FragmentProgram._Current ? EMIT_4F : EMIT_1F;         EMIT_ATTR( _TNL_ATTRIB_FOG, emit, attrib[FRAG_ATTRIB_FOGC]);      }      if (RENDERINPUTS_TEST_RANGE(index_bitset, _TNL_FIRST_TEX, _TNL_LAST_TEX))      {         for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++) {            if (RENDERINPUTS_TEST( index_bitset, _TNL_ATTRIB_TEX(i) )) {               EMIT_ATTR( _TNL_ATTRIB_TEX(i), EMIT_4F,                          attrib[FRAG_ATTRIB_TEX0 + i] );            }         }      }      /* shader varying vars */      if (RENDERINPUTS_TEST_RANGE( index_bitset,                                   _TNL_FIRST_GENERIC, _TNL_LAST_GENERIC )) {         for (i = 0; i < ctx->Const.MaxVarying; i++) {            if (RENDERINPUTS_TEST( index_bitset, _TNL_ATTRIB_GENERIC(i) )) {               EMIT_ATTR( _TNL_ATTRIB_GENERIC(i), VARYING_EMIT_STYLE,                          attrib[FRAG_ATTRIB_VAR0 + i] );            }         }      }      if (RENDERINPUTS_TEST( index_bitset, _TNL_ATTRIB_POINTSIZE ))         EMIT_ATTR( _TNL_ATTRIB_POINTSIZE, EMIT_1F, pointSize );      _tnl_install_attrs( ctx, map, e,                          ctx->Viewport._WindowMap.m,                          sizeof(SWvertex) );      RENDERINPUTS_COPY( swsetup->last_index_bitset, index_bitset );   }}/** * Prepare to render a vertex buffer. * Called via tnl->Driver.Render.Start. */static void_swsetup_RenderStart( GLcontext *ctx ){   SScontext *swsetup = SWSETUP_CONTEXT(ctx);   TNLcontext *tnl = TNL_CONTEXT(ctx);   struct vertex_buffer *VB = &tnl->vb;   if (swsetup->NewState & _SWSETUP_NEW_RENDERINDEX) {      _swsetup_choose_trifuncs(ctx);   }   if (swsetup->NewState & _NEW_PROGRAM) {      RENDERINPUTS_ZERO( swsetup->last_index_bitset );   }   swsetup->NewState = 0;   /* This will change if drawing unfilled tris */   _swrast_SetFacing(ctx, 0);   _swrast_render_start(ctx);   /* Important */   VB->AttribPtr[VERT_ATTRIB_POS] = VB->NdcPtr;   setup_vertex_format(ctx);}/* * We patch this function into tnl->Driver.Render.Finish. * It's called when we finish rendering a vertex buffer. */static void_swsetup_RenderFinish( GLcontext *ctx ){   _swrast_render_finish( ctx );}void_swsetup_InvalidateState( GLcontext *ctx, GLuint new_state ){   SScontext *swsetup = SWSETUP_CONTEXT(ctx);   swsetup->NewState |= new_state;   _tnl_invalidate_vertex_state( ctx, new_state );}void_swsetup_Wakeup( GLcontext *ctx ){   TNLcontext *tnl = TNL_CONTEXT(ctx);   SScontext *swsetup = SWSETUP_CONTEXT(ctx);   tnl->Driver.Render.Start = _swsetup_RenderStart;   tnl->Driver.Render.Finish = _swsetup_RenderFinish;   tnl->Driver.Render.PrimitiveNotify = _swsetup_RenderPrimitive;   tnl->Driver.Render.Interp = _tnl_interp;   tnl->Driver.Render.CopyPV = _tnl_copy_pv;   tnl->Driver.Render.ClippedPolygon = _tnl_RenderClippedPolygon; /* new */   tnl->Driver.Render.ClippedLine = _tnl_RenderClippedLine; /* new */   /* points */   /* line */   /* triangle */   /* quad */   tnl->Driver.Render.PrimTabVerts = _tnl_render_tab_verts;   tnl->Driver.Render.PrimTabElts = _tnl_render_tab_elts;   tnl->Driver.Render.ResetLineStipple = _swrast_ResetLineStipple;   tnl->Driver.Render.BuildVertices = _tnl_build_vertices;   tnl->Driver.Render.Multipass = 0;   _tnl_invalidate_vertices( ctx, ~0 );   _tnl_need_projected_coords( ctx, GL_TRUE );   _swsetup_InvalidateState( ctx, ~0 );   swsetup->verts = (SWvertex *)tnl->clipspace.vertex_buf;   RENDERINPUTS_ZERO( swsetup->last_index_bitset );}/** * Populate a swrast SWvertex from an attrib-style vertex. */void _swsetup_Translate( GLcontext *ctx, const void *vertex, SWvertex *dest ){   const GLfloat *m = ctx->Viewport._WindowMap.m;   GLfloat tmp[4];   GLuint i;   _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_POS, tmp );   dest->attrib[FRAG_ATTRIB_WPOS][0] = m[0]  * tmp[0] + m[12];   dest->attrib[FRAG_ATTRIB_WPOS][1] = m[5]  * tmp[1] + m[13];   dest->attrib[FRAG_ATTRIB_WPOS][2] = m[10] * tmp[2] + m[14];   dest->attrib[FRAG_ATTRIB_WPOS][3] =         tmp[3];   /** XXX try to limit these loops someday */   for (i = 0 ; i < ctx->Const.MaxTextureCoordUnits ; i++)      _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_TEX0 + i,                     dest->attrib[FRAG_ATTRIB_TEX0 + i] );   for (i = 0 ; i < ctx->Const.MaxVarying ; i++)      _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_GENERIC0 + i,                     dest->attrib[FRAG_ATTRIB_VAR0 + i] );   if (ctx->Visual.rgbMode) {      _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_COLOR0,                     dest->attrib[FRAG_ATTRIB_COL0] );      UNCLAMPED_FLOAT_TO_RGBA_CHAN( dest->color, tmp );      _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_COLOR1,                     dest->attrib[FRAG_ATTRIB_COL1]);   }   else {      _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_COLOR_INDEX, tmp );      dest->attrib[FRAG_ATTRIB_CI][0] = tmp[0];   }   _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_FOG, tmp );   dest->attrib[FRAG_ATTRIB_FOGC][0] = tmp[0];   /* XXX See _tnl_get_attr about pointsize ... */   _tnl_get_attr( ctx, vertex, _TNL_ATTRIB_POINTSIZE, tmp );   dest->pointSize = tmp[0];}

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