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📄 vtxfmt.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:  6.3 * * Copyright (C) 1999-2004  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> *    Gareth Hughes */#include "glheader.h"#include "api_loopback.h"#include "context.h"#include "imports.h"#include "mtypes.h"#include "state.h"#include "vtxfmt.h"/* The neutral vertex format.  This wraps all tnl module functions, * verifying that the currently-installed module is valid and then * installing the function pointers in a lazy fashion.  It records the * function pointers that have been swapped out, which allows a fast * restoration of the neutral module in almost all cases -- a typical * app might only require 4-6 functions to be modified from the neutral * baseline, and only restoring these is certainly preferable to doing * the entire module's 60 or so function pointers. */#define PRE_LOOPBACK( FUNC )						\{									\   GET_CURRENT_CONTEXT(ctx);						\   struct gl_tnl_module * const tnl = &(ctx->TnlModule);		\   const int tmp_offset = _gloffset_ ## FUNC ;				\									\   ASSERT( tnl->Current );						\   ASSERT( tnl->SwapCount < NUM_VERTEX_FORMAT_ENTRIES );		\   ASSERT( tmp_offset >= 0 );						\									\   /* Save the swapped function's dispatch entry so it can be */	\   /* restored later. */						\   tnl->Swapped[tnl->SwapCount].location = & (((_glapi_proc *)ctx->Exec)[tmp_offset]); \   tnl->Swapped[tnl->SwapCount].function = (_glapi_proc)TAG(FUNC);	\   tnl->SwapCount++;							\									\   if ( 0 )								\      _mesa_debug(ctx, "   swapping gl" #FUNC"...\n" );			\									\   /* Install the tnl function pointer.	*/				\   SET_ ## FUNC(ctx->Exec, tnl->Current->FUNC);				\}#define TAG(x) neutral_##x#include "vtxfmt_tmp.h"/** * Use the per-vertex functions found in <vfmt> to initialze the given * API dispatch table. */static voidinstall_vtxfmt( struct _glapi_table *tab, const GLvertexformat *vfmt ){   SET_ArrayElement(tab, vfmt->ArrayElement);   SET_Color3f(tab, vfmt->Color3f);   SET_Color3fv(tab, vfmt->Color3fv);   SET_Color4f(tab, vfmt->Color4f);   SET_Color4fv(tab, vfmt->Color4fv);   SET_EdgeFlag(tab, vfmt->EdgeFlag);   SET_EvalCoord1f(tab, vfmt->EvalCoord1f);   SET_EvalCoord1fv(tab, vfmt->EvalCoord1fv);   SET_EvalCoord2f(tab, vfmt->EvalCoord2f);   SET_EvalCoord2fv(tab, vfmt->EvalCoord2fv);   SET_EvalPoint1(tab, vfmt->EvalPoint1);   SET_EvalPoint2(tab, vfmt->EvalPoint2);   SET_FogCoordfEXT(tab, vfmt->FogCoordfEXT);   SET_FogCoordfvEXT(tab, vfmt->FogCoordfvEXT);   SET_Indexf(tab, vfmt->Indexf);   SET_Indexfv(tab, vfmt->Indexfv);   SET_Materialfv(tab, vfmt->Materialfv);   SET_MultiTexCoord1fARB(tab, vfmt->MultiTexCoord1fARB);   SET_MultiTexCoord1fvARB(tab, vfmt->MultiTexCoord1fvARB);   SET_MultiTexCoord2fARB(tab, vfmt->MultiTexCoord2fARB);   SET_MultiTexCoord2fvARB(tab, vfmt->MultiTexCoord2fvARB);   SET_MultiTexCoord3fARB(tab, vfmt->MultiTexCoord3fARB);   SET_MultiTexCoord3fvARB(tab, vfmt->MultiTexCoord3fvARB);   SET_MultiTexCoord4fARB(tab, vfmt->MultiTexCoord4fARB);   SET_MultiTexCoord4fvARB(tab, vfmt->MultiTexCoord4fvARB);   SET_Normal3f(tab, vfmt->Normal3f);   SET_Normal3fv(tab, vfmt->Normal3fv);   SET_SecondaryColor3fEXT(tab, vfmt->SecondaryColor3fEXT);   SET_SecondaryColor3fvEXT(tab, vfmt->SecondaryColor3fvEXT);   SET_TexCoord1f(tab, vfmt->TexCoord1f);   SET_TexCoord1fv(tab, vfmt->TexCoord1fv);   SET_TexCoord2f(tab, vfmt->TexCoord2f);   SET_TexCoord2fv(tab, vfmt->TexCoord2fv);   SET_TexCoord3f(tab, vfmt->TexCoord3f);   SET_TexCoord3fv(tab, vfmt->TexCoord3fv);   SET_TexCoord4f(tab, vfmt->TexCoord4f);   SET_TexCoord4fv(tab, vfmt->TexCoord4fv);   SET_Vertex2f(tab, vfmt->Vertex2f);   SET_Vertex2fv(tab, vfmt->Vertex2fv);   SET_Vertex3f(tab, vfmt->Vertex3f);   SET_Vertex3fv(tab, vfmt->Vertex3fv);   SET_Vertex4f(tab, vfmt->Vertex4f);   SET_Vertex4fv(tab, vfmt->Vertex4fv);   SET_CallList(tab, vfmt->CallList);   SET_CallLists(tab, vfmt->CallLists);   SET_Begin(tab, vfmt->Begin);   SET_End(tab, vfmt->End);   SET_Rectf(tab, vfmt->Rectf);   SET_DrawArrays(tab, vfmt->DrawArrays);   SET_DrawElements(tab, vfmt->DrawElements);   SET_DrawRangeElements(tab, vfmt->DrawRangeElements);   SET_EvalMesh1(tab, vfmt->EvalMesh1);   SET_EvalMesh2(tab, vfmt->EvalMesh2);   ASSERT(tab->EvalMesh2);   /* GL_NV_vertex_program */   SET_VertexAttrib1fNV(tab, vfmt->VertexAttrib1fNV);   SET_VertexAttrib1fvNV(tab, vfmt->VertexAttrib1fvNV);   SET_VertexAttrib2fNV(tab, vfmt->VertexAttrib2fNV);   SET_VertexAttrib2fvNV(tab, vfmt->VertexAttrib2fvNV);   SET_VertexAttrib3fNV(tab, vfmt->VertexAttrib3fNV);   SET_VertexAttrib3fvNV(tab, vfmt->VertexAttrib3fvNV);   SET_VertexAttrib4fNV(tab, vfmt->VertexAttrib4fNV);   SET_VertexAttrib4fvNV(tab, vfmt->VertexAttrib4fvNV);#if FEATURE_ARB_vertex_program   SET_VertexAttrib1fARB(tab, vfmt->VertexAttrib1fARB);   SET_VertexAttrib1fvARB(tab, vfmt->VertexAttrib1fvARB);   SET_VertexAttrib2fARB(tab, vfmt->VertexAttrib2fARB);   SET_VertexAttrib2fvARB(tab, vfmt->VertexAttrib2fvARB);   SET_VertexAttrib3fARB(tab, vfmt->VertexAttrib3fARB);   SET_VertexAttrib3fvARB(tab, vfmt->VertexAttrib3fvARB);   SET_VertexAttrib4fARB(tab, vfmt->VertexAttrib4fARB);   SET_VertexAttrib4fvARB(tab, vfmt->VertexAttrib4fvARB);#endif}void _mesa_init_exec_vtxfmt( GLcontext *ctx ){   install_vtxfmt( ctx->Exec, &neutral_vtxfmt );   ctx->TnlModule.SwapCount = 0;}void _mesa_install_exec_vtxfmt( GLcontext *ctx, const GLvertexformat *vfmt ){   ctx->TnlModule.Current = vfmt;   _mesa_restore_exec_vtxfmt( ctx );}void _mesa_install_save_vtxfmt( GLcontext *ctx, const GLvertexformat *vfmt ){   install_vtxfmt( ctx->Save, vfmt );}void _mesa_restore_exec_vtxfmt( GLcontext *ctx ){   struct gl_tnl_module *tnl = &(ctx->TnlModule);   GLuint i;   /* Restore the neutral tnl module wrapper.    */   for ( i = 0 ; i < tnl->SwapCount ; i++ ) {      *(tnl->Swapped[i].location) = tnl->Swapped[i].function;   }   tnl->SwapCount = 0;}

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