Exemple #1
0
/**
 * Update mesa pixel transfer derived state.
 */
void _mesa_update_pixel( GLcontext *ctx, GLuint new_state )
{
   if (new_state & _NEW_COLOR_MATRIX)
      _math_matrix_analyse( ctx->ColorMatrixStack.Top );

   /* References ColorMatrix.type (derived above).
    */
   if (new_state & _MESA_NEW_TRANSFER_STATE)
      update_image_transfer_state(ctx);
}
Exemple #2
0
/**
 * Update mesa pixel transfer derived state.
 */
void _mesa_update_pixel( struct gl_context *ctx, GLuint new_state )
{
    if (new_state & _NEW_PIXEL)
        update_image_transfer_state(ctx);
}
Exemple #3
0
/*
 * If ctx->NewState is non-zero then this function MUST be called before
 * rendering any primitive.  Basically, function pointers and miscellaneous
 * flags are updated to reflect the current state of the state machine.
 *
 * The above constraint is now maintained largely by the two Exec
 * dispatch tables, which trigger the appropriate flush on transition
 * between State and Geometry modes.
 *
 * Special care is taken with the derived value _NeedEyeCoords.  This
 * is a bitflag which is updated with information from a number of
 * attribute groups (MODELVIEW, LIGHT, TEXTURE).  A lot of derived
 * state references this value, and must be treated with care to
 * ensure that updates are done correctly.  All state dependent on
 * _NeedEyeCoords is calculated from within _mesa_update_tnl_spaces(),
 * and from nowhere else.
 */
void _mesa_update_state( GLcontext *ctx )
{
   const GLuint new_state = ctx->NewState;
   const GLuint oldneedeyecoords = ctx->_NeedEyeCoords;

   if (MESA_VERBOSE & VERBOSE_STATE)
      _mesa_print_state("_mesa_update_state", new_state);

   if (new_state & _NEW_MODELVIEW)
      _math_matrix_analyse( &ctx->ModelView );

   if (new_state & _NEW_PROJECTION)
      update_projection( ctx );

   if (new_state & _NEW_TEXTURE_MATRIX)
      update_texture_matrices( ctx );

   if (new_state & _NEW_COLOR_MATRIX)
      _math_matrix_analyse( &ctx->ColorMatrix );

   /* References ColorMatrix.type (derived above).
    */
   if (new_state & _IMAGE_NEW_TRANSFER_STATE)
      update_image_transfer_state(ctx);

   /* Contributes to NeedEyeCoords, NeedNormals.
    */
   if (new_state & _NEW_TEXTURE)
      update_texture_state( ctx );

   if (new_state & (_NEW_BUFFERS|_NEW_SCISSOR))
      update_drawbuffer( ctx );

   if (new_state & _NEW_POLYGON)
      update_polygon( ctx );

   /* Contributes to NeedEyeCoords, NeedNormals.
    */
   if (new_state & _NEW_LIGHT)
      _mesa_update_lighting( ctx );

   /* We can light in object space if the modelview matrix preserves
    * lengths and relative angles.
    */
   if (new_state & (_NEW_MODELVIEW|_NEW_LIGHT)) {
      ctx->_NeedEyeCoords &= ~NEED_EYE_LIGHT_MODELVIEW;
      if (ctx->Light.Enabled &&
	  !TEST_MAT_FLAGS( &ctx->ModelView, MAT_FLAGS_LENGTH_PRESERVING))
	    ctx->_NeedEyeCoords |= NEED_EYE_LIGHT_MODELVIEW;
   }

   /* Keep ModelviewProject uptodate always to allow tnl
    * implementations that go model->clip even when eye is required.
    */
   if (new_state & (_NEW_MODELVIEW|_NEW_PROJECTION))
      calculate_model_project_matrix(ctx);


   /* ctx->_NeedEyeCoords is now uptodate.
    *
    * If the truth value of this variable has changed, update for the
    * new lighting space and recompute the positions of lights and the
    * normal transform.
    *
    * If the lighting space hasn't changed, may still need to recompute
    * light positions & normal transforms for other reasons.
    */
   if (new_state & (_NEW_MODELVIEW |
		    _NEW_LIGHT |
		    _MESA_NEW_NEED_EYE_COORDS))
      update_tnl_spaces( ctx, oldneedeyecoords );

   /*
    * Here the driver sets up all the ctx->Driver function pointers
    * to it's specific, private functions, and performs any
    * internal state management necessary, including invalidating
    * state of active modules.
    *
    * Set ctx->NewState to zero to avoid recursion if
    * Driver.UpdateState() has to call FLUSH_VERTICES().  (fixed?)
    */
   ctx->NewState = 0;
   ctx->Driver.UpdateState(ctx, new_state);
   ctx->Array.NewState = 0;

   /* At this point we can do some assertions to be sure the required
    * device driver function pointers are all initialized.
    */
   ASSERT(ctx->Driver.GetString);
   ASSERT(ctx->Driver.UpdateState);
   ASSERT(ctx->Driver.Clear);
   ASSERT(ctx->Driver.SetDrawBuffer);
   ASSERT(ctx->Driver.GetBufferSize);
   if (ctx->Visual.accumRedBits > 0) {
      ASSERT(ctx->Driver.Accum);
   }
   ASSERT(ctx->Driver.DrawPixels);
   ASSERT(ctx->Driver.ReadPixels);
   ASSERT(ctx->Driver.CopyPixels);
   ASSERT(ctx->Driver.Bitmap);
   ASSERT(ctx->Driver.ResizeBuffers);
   ASSERT(ctx->Driver.TexImage1D);
   ASSERT(ctx->Driver.TexImage2D);
   ASSERT(ctx->Driver.TexImage3D);
   ASSERT(ctx->Driver.TexSubImage1D);
   ASSERT(ctx->Driver.TexSubImage2D);
   ASSERT(ctx->Driver.TexSubImage3D);
   ASSERT(ctx->Driver.CopyTexImage1D);
   ASSERT(ctx->Driver.CopyTexImage2D);
   ASSERT(ctx->Driver.CopyTexSubImage1D);
   ASSERT(ctx->Driver.CopyTexSubImage2D);
   ASSERT(ctx->Driver.CopyTexSubImage3D);
   if (ctx->Extensions.ARB_texture_compression) {
      ASSERT(ctx->Driver.BaseCompressedTexFormat);
      ASSERT(ctx->Driver.CompressedTextureSize);
      ASSERT(ctx->Driver.GetCompressedTexImage);
#if 0  /* HW drivers need these, but not SW rasterizers */
      ASSERT(ctx->Driver.CompressedTexImage1D);
      ASSERT(ctx->Driver.CompressedTexImage2D);
      ASSERT(ctx->Driver.CompressedTexImage3D);
      ASSERT(ctx->Driver.CompressedTexSubImage1D);
      ASSERT(ctx->Driver.CompressedTexSubImage2D);
      ASSERT(ctx->Driver.CompressedTexSubImage3D);
#endif
   }
}