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📄 t_vertex.h

📁 Mesa is an open-source implementation of the OpenGL specification - a system for rendering interacti
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/* * Copyright 2003 Tungsten Graphics, inc. * 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 * on the rights to use, copy, modify, merge, publish, distribute, sub * license, 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 (including the next * paragraph) 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 NON-INFRINGEMENT.  IN NO EVENT SHALL * TUNGSTEN GRAPHICS AND/OR THEIR SUPPLIERS 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 <keithw@tungstengraphics.com> */#ifndef _TNL_VERTEX_H#define _TNL_VERTEX_H#include "mtypes.h"#include "t_context.h"/* New mechanism to specify hardware vertices so that tnl can build * and manipulate them directly.   *//* It will probably be necessary to allow drivers to specify new * emit-styles to cover all the wierd and wacky things out there. */enum tnl_attr_format {   EMIT_1F,   EMIT_2F,   EMIT_3F,   EMIT_4F,   EMIT_2F_VIEWPORT,		/* do viewport transform and emit */   EMIT_3F_VIEWPORT,		/* do viewport transform and emit */   EMIT_4F_VIEWPORT,		/* do viewport transform and emit */   EMIT_3F_XYW,			/* for projective texture */   EMIT_1UB_1F,			/* for fog coordinate */   EMIT_3UB_3F_RGB,		/* for specular color */   EMIT_3UB_3F_BGR,		/* for specular color */   EMIT_4UB_4F_RGBA,		/* for color */   EMIT_4UB_4F_BGRA,		/* for color */   EMIT_4UB_4F_ARGB,		/* for color */   EMIT_4UB_4F_ABGR,		/* for color */   EMIT_4CHAN_4F_RGBA,		/* for swrast color */   EMIT_PAD,			/* leave a hole of 'offset' bytes */   EMIT_MAX};struct tnl_attr_map {   GLuint attrib;			/* _TNL_ATTRIB_ enum */   enum tnl_attr_format format;   GLuint offset;};struct tnl_format_info {   const char *name;   tnl_extract_func extract;   tnl_insert_func insert[4];   const GLuint attrsize;};extern const struct tnl_format_info _tnl_format_info[EMIT_MAX];/* Interpolate between two vertices to produce a third: */extern void _tnl_interp( GLcontext *ctx,			 GLfloat t,			 GLuint edst, GLuint eout, GLuint ein,			 GLboolean force_boundary );/* Copy colors from one vertex to another: */extern void _tnl_copy_pv(  GLcontext *ctx, GLuint edst, GLuint esrc );/* Extract a named attribute from a hardware vertex.  Will have to * reverse any viewport transformation, swizzling or other conversions * which may have been applied: */extern void _tnl_get_attr( GLcontext *ctx, const void *vertex, GLenum attrib,			   GLfloat *dest );/* Complementary to the above. */extern void _tnl_set_attr( GLcontext *ctx, void *vout, GLenum attrib, 			   const GLfloat *src );extern void *_tnl_get_vertex( GLcontext *ctx, GLuint nr );extern GLuint _tnl_install_attrs( GLcontext *ctx,				  const struct tnl_attr_map *map,				  GLuint nr, const GLfloat *vp,				  GLuint unpacked_size );extern void _tnl_free_vertices( GLcontext *ctx );extern void _tnl_init_vertices( GLcontext *ctx, 				GLuint vb_size,				GLuint max_vertex_size );extern void *_tnl_emit_vertices_to_buffer( GLcontext *ctx,					   GLuint start,					   GLuint end,					   void *dest );extern void _tnl_build_vertices( GLcontext *ctx,				 GLuint start,				 GLuint end,				 GLuint newinputs );extern void _tnl_invalidate_vertices( GLcontext *ctx, GLuint newinputs );extern void _tnl_invalidate_vertex_state( GLcontext *ctx, GLuint new_state );extern void _tnl_notify_pipeline_output_change( GLcontext *ctx );#define GET_VERTEX_STATE(ctx)  &(TNL_CONTEXT(ctx)->clipspace)/* Internal function: */void _tnl_register_fastpath( struct tnl_clipspace *vtx,			     GLboolean match_strides );/* t_vertex_generic.c -- Internal functions for t_vertex.c */void _tnl_generic_copy_pv_extras( GLcontext *ctx, 				  GLuint dst, GLuint src );void _tnl_generic_interp_extras( GLcontext *ctx,				 GLfloat t,				 GLuint dst, GLuint out, GLuint in,				 GLboolean force_boundary );void _tnl_generic_copy_pv( GLcontext *ctx, GLuint edst, GLuint esrc );void _tnl_generic_interp( GLcontext *ctx,			  GLfloat t,			  GLuint edst, GLuint eout, GLuint ein,			  GLboolean force_boundary );void _tnl_generic_emit( GLcontext *ctx,			GLuint count,			GLubyte *v );void _tnl_generate_hardwired_emit( GLcontext *ctx );/* t_vertex_sse.c -- Internal functions for t_vertex.c */void _tnl_generate_sse_emit( GLcontext *ctx );#endif

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