コード例 #1
0
ファイル: ss_vb.c プロジェクト: carriercomm/finx
static void import_float_spec_colors( GLcontext *ctx )
{
   struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;
   struct gl_client_array *to = &SWSETUP_CONTEXT(ctx)->ChanSecondaryColor;
   do_import( VB, to, VB->SecondaryColorPtr[0] );
   VB->SecondaryColorPtr[0] = to;
}
コード例 #2
0
/**
 * Prepare to render a vertex buffer.
 * Called via tnl->Driver.Render.Start.
 */
static void
_swsetup_RenderStart( struct gl_context *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) {
      swsetup->last_index_bitset = 0;
   }

   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);
}
コード例 #3
0
ファイル: ss_vb.c プロジェクト: carriercomm/finx
static void interp_extras( GLcontext *ctx,
			   GLfloat t,
			   GLuint dst, GLuint out, GLuint in,
			   GLboolean force_boundary )
{
   struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;

   if (VB->ColorPtr[1]) {
      INTERP_4CHAN( t,
		 GET_COLOR(VB->ColorPtr[1], dst),
		 GET_COLOR(VB->ColorPtr[1], out),
		 GET_COLOR(VB->ColorPtr[1], in) );

      if (VB->SecondaryColorPtr[1]) {
	 INTERP_3CHAN( t,
		    GET_COLOR(VB->SecondaryColorPtr[1], dst),
		    GET_COLOR(VB->SecondaryColorPtr[1], out),
		    GET_COLOR(VB->SecondaryColorPtr[1], in) );
      }
   }
   else if (VB->IndexPtr[1]) {
      VB->IndexPtr[1]->data[dst] = (GLuint) (GLint)
	 LINTERP( t,
		  (GLfloat) VB->IndexPtr[1]->data[out],
		  (GLfloat) VB->IndexPtr[1]->data[in] );
   }

   if (VB->EdgeFlag) {
      VB->EdgeFlag[dst] = VB->EdgeFlag[out] || force_boundary;
   }

   interp_tab[SWSETUP_CONTEXT(ctx)->SetupIndex](ctx, t, dst, out, in,
						force_boundary);
}
コード例 #4
0
void
_swsetup_InvalidateState( struct gl_context *ctx, GLuint new_state )
{
   SScontext *swsetup = SWSETUP_CONTEXT(ctx);
   swsetup->NewState |= new_state;
   _tnl_invalidate_vertex_state( ctx, new_state );
}
コード例 #5
0
void
_swsetup_Wakeup( struct gl_context *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;
   swsetup->last_index_bitset = 0;
}
コード例 #6
0
ファイル: ss_context.c プロジェクト: Ionic/nx-libs
/*
 * We patch this function into tnl->Driver.Render.Start.
 * It's called when we start rendering a vertex buffer.
 */
static void
_swsetup_RenderStart( GLcontext *ctx )
{
   SScontext *swsetup = SWSETUP_CONTEXT(ctx);
   TNLcontext *tnl = TNL_CONTEXT(ctx);
   struct vertex_buffer *VB = &tnl->vb;
   GLuint new_state = swsetup->NewState;

   if (new_state & _SWSETUP_NEW_RENDERINDEX) {
      _swsetup_choose_trifuncs( ctx );
   }

   swsetup->NewState = 0;

   _swrast_render_start( ctx );

   /* Important:
    */
   VB->AttribPtr[VERT_ATTRIB_POS] = VB->NdcPtr;


   if (tnl->render_inputs != swsetup->last_index) {
      GLuint index = tnl->render_inputs;
      struct tnl_attr_map map[_TNL_ATTRIB_MAX];
      int i, e = 0;

      EMIT_ATTR( _TNL_ATTRIB_POS, EMIT_4F_VIEWPORT, win );
   
      if (index & _TNL_BIT_COLOR0)
	 EMIT_ATTR( _TNL_ATTRIB_COLOR0, EMIT_4CHAN_4F_RGBA, color );

      if (index & _TNL_BIT_COLOR1)
	 EMIT_ATTR( _TNL_ATTRIB_COLOR1, EMIT_4CHAN_4F_RGBA, specular);

      if (index & _TNL_BIT_FOG) 
	 EMIT_ATTR( _TNL_ATTRIB_FOG, EMIT_1F, fog);
	 
      if (index & _TNL_BITS_TEX_ANY) {
	 for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++) {
	    if (index & _TNL_BIT_TEX(i)) {
	       EMIT_ATTR( _TNL_ATTRIB_TEX0+i, EMIT_4F, texcoord[i] );
	    }
	 }
      }
      
      if (index & _TNL_BIT_INDEX) 
	 EMIT_ATTR( _TNL_ATTRIB_INDEX, EMIT_1F, index );
 
      if (index & _TNL_BIT_POINTSIZE)
	 EMIT_ATTR( _TNL_ATTRIB_POINTSIZE, EMIT_1F, pointSize );
   
      _tnl_install_attrs( ctx, map, e,
			  ctx->Viewport._WindowMap.m,
			  sizeof(SWvertex) ); 
      
      swsetup->last_index = index;
   }

}
コード例 #7
0
void
_swsetup_DestroyContext( struct gl_context *ctx )
{
   SScontext *swsetup = SWSETUP_CONTEXT(ctx);

   if (swsetup) {
      free(swsetup);
      ctx->swsetup_context = 0;
   }

   _tnl_free_vertices( ctx );
}
コード例 #8
0
ファイル: ss_vb.c プロジェクト: carriercomm/finx
void
_swsetup_choose_rastersetup_func(GLcontext *ctx)
{
   SScontext *swsetup = SWSETUP_CONTEXT(ctx);
   TNLcontext *tnl = TNL_CONTEXT(ctx);
   int funcindex = 0;

   if (ctx->RenderMode == GL_RENDER) {
      if (ctx->Visual.rgbMode) {
         funcindex = COLOR;

         if (ctx->Texture._ReallyEnabled & ~TEXTURE0_ANY)
            funcindex |= MULTITEX;
         else if (ctx->Texture._ReallyEnabled & TEXTURE0_ANY)
            funcindex |= TEX0;

         if (ctx->_TriangleCaps & DD_SEPARATE_SPECULAR)
            funcindex |= SPEC;
      }
      else {
         funcindex = INDEX;
      }

      if (ctx->Point._Attenuated)
         funcindex |= POINT;

      if (ctx->Fog.Enabled)
	 funcindex |= FOG;
   }
   else if (ctx->RenderMode == GL_FEEDBACK) {
      if (ctx->Visual.rgbMode)
	 funcindex = (COLOR | TEX0); /* is feedback color subject to fogging? */
      else
	 funcindex = INDEX;
   }
   else
      funcindex = 0;
   
   swsetup->SetupIndex = funcindex;
   tnl->Driver.Render.BuildVertices = setup_tab[funcindex];

   if (ctx->_TriangleCaps & (DD_TRI_LIGHT_TWOSIDE|DD_TRI_UNFILLED)) {
      tnl->Driver.Render.Interp = interp_extras;
      tnl->Driver.Render.CopyPV = copy_pv_extras;
   }
   else {
      tnl->Driver.Render.Interp = interp_tab[funcindex];
      tnl->Driver.Render.CopyPV = copy_pv_tab[funcindex];
   }

   ASSERT(tnl->Driver.Render.BuildVertices);
   ASSERT(tnl->Driver.Render.BuildVertices != emit_invalid);
}
コード例 #9
0
ファイル: ss_triangle.c プロジェクト: ChillyWillyGuru/RSXGL
/*
 * Render a triangle respecting cull and shade model.
 */
static void _swsetup_render_tri(struct gl_context *ctx,
                                GLuint e0,
                                GLuint e1,
                                GLuint e2,
                                GLuint facing,
                                swsetup_edge_render_prim_tri render)
{
   SScontext *swsetup = SWSETUP_CONTEXT(ctx);
   struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;
   GLubyte *ef = VB->EdgeFlag;
   SWvertex *verts = swsetup->verts;
   SWvertex *v0 = &verts[e0];
   SWvertex *v1 = &verts[e1];
   SWvertex *v2 = &verts[e2];

   /* cull testing */
   if (ctx->Polygon.CullFlag) {
      if (facing == 1 && ctx->Polygon.CullFaceMode != GL_FRONT)
         return;
      if (facing == 0 && ctx->Polygon.CullFaceMode != GL_BACK)
         return;
   }

   _swrast_SetFacing(ctx, facing);

   if (ctx->Light.ShadeModel == GL_FLAT) {
      GLchan c[2][4];
      GLfloat s[2][4];

      /* save colors/indexes for v0, v1 vertices */
      COPY_CHAN4(c[0], v0->color);
      COPY_CHAN4(c[1], v1->color);
      COPY_4V(s[0], v0->attrib[FRAG_ATTRIB_COL1]);
      COPY_4V(s[1], v1->attrib[FRAG_ATTRIB_COL1]);

      /* copy v2 color/indexes to v0, v1 indexes */
      COPY_CHAN4(v0->color, v2->color);
      COPY_CHAN4(v1->color, v2->color);
      COPY_4V(v0->attrib[FRAG_ATTRIB_COL1], v2->attrib[FRAG_ATTRIB_COL1]);
      COPY_4V(v1->attrib[FRAG_ATTRIB_COL1], v2->attrib[FRAG_ATTRIB_COL1]);

      render(ctx, ef, e0, e1, e2, v0, v1, v2);

      COPY_CHAN4(v0->color, c[0]);
      COPY_CHAN4(v1->color, c[1]);
      COPY_4V(v0->attrib[FRAG_ATTRIB_COL1], s[0]);
      COPY_4V(v1->attrib[FRAG_ATTRIB_COL1], s[1]);
   }
   else {
      render(ctx, ef, e0, e1, e2, v0, v1, v2);
   }
}
コード例 #10
0
ファイル: ss_triangle.c プロジェクト: carriercomm/finx
static void _swsetup_render_line_tri( GLcontext *ctx,
				      GLuint e0, GLuint e1, GLuint e2 )
{
   SScontext *swsetup = SWSETUP_CONTEXT(ctx);
   struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;
   GLubyte *ef = VB->EdgeFlag;
   SWvertex *verts = swsetup->verts;
   SWvertex *v0 = &verts[e0];
   SWvertex *v1 = &verts[e1];
   SWvertex *v2 = &verts[e2];
   GLchan c[2][4];
   GLchan s[2][4];
   GLuint i[2];

   if (ctx->_TriangleCaps & DD_FLATSHADE) {
      COPY_CHAN4(c[0], v0->color);
      COPY_CHAN4(c[1], v1->color);
      COPY_CHAN4(s[0], v0->specular);
      COPY_CHAN4(s[1], v1->specular);
      i[0] = v0->index;
      i[1] = v1->index;

      COPY_CHAN4(v0->color, v2->color);
      COPY_CHAN4(v1->color, v2->color);
      COPY_CHAN4(v0->specular, v2->specular);
      COPY_CHAN4(v1->specular, v2->specular);
      v0->index = v2->index;
      v1->index = v2->index;
   }

   if (swsetup->render_prim == GL_POLYGON) {
      if (ef[e2]) _swrast_Line( ctx, v2, v0 );
      if (ef[e0]) _swrast_Line( ctx, v0, v1 );
      if (ef[e1]) _swrast_Line( ctx, v1, v2 );
   } else {
      if (ef[e0]) _swrast_Line( ctx, v0, v1 );
      if (ef[e1]) _swrast_Line( ctx, v1, v2 );
      if (ef[e2]) _swrast_Line( ctx, v2, v0 );
   }

   if (ctx->_TriangleCaps & DD_FLATSHADE) {
      COPY_CHAN4(v0->color, c[0]);
      COPY_CHAN4(v1->color, c[1]);
      COPY_CHAN4(v0->specular, s[0]);
      COPY_CHAN4(v1->specular, s[1]);
      v0->index = i[0];
      v1->index = i[1];
   }
}
コード例 #11
0
ファイル: ss_triangle.c プロジェクト: ChillyWillyGuru/RSXGL
static void swsetup_points( struct gl_context *ctx, GLuint first, GLuint last )
{
   struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;
   SWvertex *verts = SWSETUP_CONTEXT(ctx)->verts;
   GLuint i;

   if (VB->Elts) {
      for (i = first; i < last; i++)
	 if (VB->ClipMask[VB->Elts[i]] == 0)
	    _swrast_Point( ctx, &verts[VB->Elts[i]] );
   }
   else {
      for (i = first; i < last; i++)
	 if (VB->ClipMask[i] == 0)
	    _swrast_Point( ctx, &verts[i] );
   }
}
コード例 #12
0
ファイル: ss_context.c プロジェクト: aosm/X11
/*
 * We patch this function into tnl->Driver.Render.Start.
 * It's called when we start rendering a vertex buffer.
 */
static void
_swsetup_RenderStart( GLcontext *ctx )
{
   SScontext *swsetup = SWSETUP_CONTEXT(ctx);
   GLuint new_state = swsetup->NewState;

   if (new_state & _SWSETUP_NEW_RENDERINDEX) {
      _swsetup_choose_trifuncs( ctx );
   }

   if (new_state & _SWSETUP_NEW_VERTS) {
      _swsetup_choose_rastersetup_func( ctx );
   }

   swsetup->NewState = 0;

   _swrast_render_start( ctx );
}
コード例 #13
0
ファイル: ss_context.c プロジェクト: hoangduit/reactos
/**
 * 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 void
setup_vertex_format(struct gl_context *ctx)
{
    TNLcontext *tnl = TNL_CONTEXT(ctx);
    SScontext *swsetup = SWSETUP_CONTEXT(ctx);
    GLboolean intColors = ctx->RenderMode == GL_RENDER
                          && CHAN_TYPE != GL_FLOAT;

    if (intColors != swsetup->intColors ||
            tnl->render_inputs_bitset != swsetup->last_index_bitset) {
        GLbitfield64 index_bitset = tnl->render_inputs_bitset;
        struct tnl_attr_map map[_TNL_ATTRIB_MAX];
        unsigned e = 0;

        swsetup->intColors = intColors;

        EMIT_ATTR( _TNL_ATTRIB_POS, EMIT_4F_VIEWPORT, attrib[FRAG_ATTRIB_WPOS] );

        if (index_bitset & BITFIELD64_BIT(_TNL_ATTRIB_COLOR)) {
            if (swsetup->intColors)
                EMIT_ATTR( _TNL_ATTRIB_COLOR, EMIT_4CHAN_4F_RGBA, color );
            else
                EMIT_ATTR( _TNL_ATTRIB_COLOR, EMIT_4F, attrib[FRAG_ATTRIB_COL]);
        }

        if (index_bitset & BITFIELD64_BIT(_TNL_ATTRIB_FOG)) {
            EMIT_ATTR( _TNL_ATTRIB_FOG, EMIT_1F, attrib[FRAG_ATTRIB_FOGC]);
        }

        if (index_bitset & BITFIELD64_BIT(_TNL_ATTRIB_TEX)) {
            EMIT_ATTR( _TNL_ATTRIB_TEX, EMIT_4F,
                       attrib[FRAG_ATTRIB_TEX] );
        }

        if (index_bitset & BITFIELD64_BIT(_TNL_ATTRIB_POINTSIZE))
            EMIT_ATTR( _TNL_ATTRIB_POINTSIZE, EMIT_1F, pointSize );

        _tnl_install_attrs( ctx, map, e,
                            ctx->Viewport._WindowMap.m,
                            sizeof(SWvertex) );

        swsetup->last_index_bitset = index_bitset;
    }
}
コード例 #14
0
ファイル: ss_context.c プロジェクト: aosm/X11
void
_swsetup_DestroyContext( GLcontext *ctx )
{
   SScontext *swsetup = SWSETUP_CONTEXT(ctx);

   if (swsetup) {
      if (swsetup->verts)
	 ALIGN_FREE(swsetup->verts);

      if (swsetup->ChanSecondaryColor.Ptr) 
	 ALIGN_FREE(swsetup->ChanSecondaryColor.Ptr);

      if (swsetup->ChanColor.Ptr) 
	 ALIGN_FREE(swsetup->ChanColor.Ptr);

      FREE(swsetup);
      ctx->swsetup_context = 0;
   }
}
コード例 #15
0
ファイル: ss_vb.c プロジェクト: carriercomm/finx
static void copy_pv_extras( GLcontext *ctx, GLuint dst, GLuint src )
{
   struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;

   if (VB->ColorPtr[1]) {
	 COPY_CHAN4( GET_COLOR(VB->ColorPtr[1], dst), 
		     GET_COLOR(VB->ColorPtr[1], src) );
	 
	 if (VB->SecondaryColorPtr[1]) {
	    COPY_3V( GET_COLOR(VB->SecondaryColorPtr[1], dst), 
		     GET_COLOR(VB->SecondaryColorPtr[1], src) );
	 }
   }
   else if (VB->IndexPtr[1]) {
      VB->IndexPtr[1]->data[dst] = VB->IndexPtr[1]->data[src];
   }

   copy_pv_tab[SWSETUP_CONTEXT(ctx)->SetupIndex](ctx, dst, src);
}
コード例 #16
0
ファイル: ss_context.c プロジェクト: hoangduit/reactos
/**
 * Prepare to render a vertex buffer.
 * Called via tnl->Driver.Render.Start.
 */
static void
_swsetup_RenderStart( struct gl_context *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);
    }

    swsetup->NewState = 0;

    _swrast_render_start(ctx);

    /* Important */
    VB->AttribPtr[VERT_ATTRIB_POS] = VB->NdcPtr;

    setup_vertex_format(ctx);
}
コード例 #17
0
ファイル: ss_triangle.c プロジェクト: ChillyWillyGuru/RSXGL
/*
 * Render a triangle using lines and respecting edge flags.
 */
static void
_swsetup_edge_render_line_tri(struct gl_context *ctx,
                              const GLubyte *ef,
                              GLuint e0,
                              GLuint e1,
                              GLuint e2,
                              const SWvertex *v0,
                              const SWvertex *v1,
                              const SWvertex *v2)
{
   SScontext *swsetup = SWSETUP_CONTEXT(ctx);

   if (swsetup->render_prim == GL_POLYGON) {
      if (ef[e2]) _swrast_Line( ctx, v2, v0 );
      if (ef[e0]) _swrast_Line( ctx, v0, v1 );
      if (ef[e1]) _swrast_Line( ctx, v1, v2 );
   } else {
      if (ef[e0]) _swrast_Line( ctx, v0, v1 );
      if (ef[e1]) _swrast_Line( ctx, v1, v2 );
      if (ef[e2]) _swrast_Line( ctx, v2, v0 );
   }
}
コード例 #18
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 void
setup_vertex_format(struct gl_context *ctx)
{
   TNLcontext *tnl = TNL_CONTEXT(ctx);
   SScontext *swsetup = SWSETUP_CONTEXT(ctx);
   GLboolean intColors = !ctx->FragmentProgram._Current
                      && !ctx->ATIFragmentShader._Enabled
                      && ctx->RenderMode == GL_RENDER
                      && CHAN_TYPE != GL_FLOAT;

   if (intColors != swsetup->intColors ||
       tnl->render_inputs_bitset != swsetup->last_index_bitset) {
      GLbitfield64 index_bitset = tnl->render_inputs_bitset;
      struct tnl_attr_map map[_TNL_ATTRIB_MAX];
      unsigned int i, e = 0;

      swsetup->intColors = intColors;

      EMIT_ATTR( _TNL_ATTRIB_POS, EMIT_4F_VIEWPORT, attrib[VARYING_SLOT_POS] );

      if (index_bitset & BITFIELD64_BIT(_TNL_ATTRIB_COLOR0)) {
         if (swsetup->intColors)
            EMIT_ATTR( _TNL_ATTRIB_COLOR0, EMIT_4CHAN_4F_RGBA, color );
         else
            EMIT_ATTR( _TNL_ATTRIB_COLOR0, EMIT_4F, attrib[VARYING_SLOT_COL0]);
      }

      if (index_bitset & BITFIELD64_BIT(_TNL_ATTRIB_COLOR1)) {
         EMIT_ATTR( _TNL_ATTRIB_COLOR1, EMIT_4F, attrib[VARYING_SLOT_COL1]);
      }

      if (index_bitset & BITFIELD64_BIT(_TNL_ATTRIB_FOG)) {
         const GLint emit = ctx->FragmentProgram._Current ? EMIT_4F : EMIT_1F;
         EMIT_ATTR( _TNL_ATTRIB_FOG, emit, attrib[VARYING_SLOT_FOGC]);
      }

      if (index_bitset & BITFIELD64_RANGE(_TNL_ATTRIB_TEX0, _TNL_NUM_TEX))
      {
         for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++) {
            if (index_bitset & BITFIELD64_BIT(_TNL_ATTRIB_TEX(i))) {
               EMIT_ATTR( _TNL_ATTRIB_TEX(i), EMIT_4F,
                          attrib[VARYING_SLOT_TEX0 + i] );
            }
         }
      }

      /* shader varying vars */
      if (index_bitset & BITFIELD64_RANGE(_TNL_ATTRIB_GENERIC0, _TNL_NUM_GENERIC)) {
         for (i = 0; i < ctx->Const.MaxVarying; i++) {
            if (index_bitset & BITFIELD64_BIT(_TNL_ATTRIB_GENERIC(i))) {
               EMIT_ATTR( _TNL_ATTRIB_GENERIC(i), VARYING_EMIT_STYLE,
                          attrib[VARYING_SLOT_VAR0 + i] );
            }
         }
      }

      if (index_bitset & BITFIELD64_BIT(_TNL_ATTRIB_POINTSIZE))
         EMIT_ATTR( _TNL_ATTRIB_POINTSIZE, EMIT_1F, pointSize );

      _tnl_install_attrs( ctx, map, e,
                          ctx->Viewport._WindowMap.m,
                          sizeof(SWvertex) );

      swsetup->last_index_bitset = index_bitset;
   }
}
コード例 #19
0
ファイル: ss_triangle.c プロジェクト: ChillyWillyGuru/RSXGL
static void swsetup_line( struct gl_context *ctx, GLuint v0, GLuint v1 )
{
   SWvertex *verts = SWSETUP_CONTEXT(ctx)->verts;
   _swrast_Line( ctx, &verts[v0], &verts[v1] );
}
コード例 #20
0
ファイル: ss_context.c プロジェクト: aosm/X11
void
_swsetup_InvalidateState( GLcontext *ctx, GLuint new_state )
{
   SScontext *swsetup = SWSETUP_CONTEXT(ctx);
   swsetup->NewState |= new_state;
}
コード例 #21
0
static void
_swsetup_RenderPrimitive( struct gl_context *ctx, GLenum mode )
{
   SWSETUP_CONTEXT(ctx)->render_prim = mode;
   _swrast_render_primitive( ctx, mode );
}
コード例 #22
0
ファイル: ss_context.c プロジェクト: carriercomm/finx
static void
_swsetup_RenderPrimitive( GLcontext *ctx, GLenum mode )
{
   SWSETUP_CONTEXT(ctx)->render_prim = mode;
}