/** * Updates the combined modelview-projection matrix. * * \param ctx GL context. * \param new_state new state bit mask. * * If there is a new model view matrix then analyzes it. If there is a new * projection matrix, updates it. Finally calls * calculate_model_project_matrix() to recalculate the modelview-projection * matrix. */ void _mesa_update_modelview_project( struct gl_context *ctx, GLuint new_state ) { if (new_state & _NEW_MODELVIEW) _math_matrix_analyse( ctx->ModelviewMatrixStack.Top ); if (new_state & _NEW_PROJECTION) update_projection( ctx ); /* Keep ModelviewProject up to date always to allow tnl * implementations that go model->clip even when eye is required. */ calculate_model_project_matrix(ctx); }
/** * Updates the combined modelview-projection matrix. * * \param ctx GL context. * \param new_state new state bit mask. * * If there is a new model view matrix then analyzes it. If there is a new * projection matrix, updates it. Finally calls * calculate_model_project_matrix() to recalculate the modelview-projection * matrix. */ void _mesa_update_modelview_project( GLcontext *ctx, GLuint new_state ) { if (new_state & _NEW_MODELVIEW) { _math_matrix_analyse( ctx->ModelviewMatrixStack.Top ); /* Bring cull position uptodate. */ TRANSFORM_POINT3( ctx->Transform.CullObjPos, ctx->ModelviewMatrixStack.Top->inv, ctx->Transform.CullEyePos ); } if (new_state & _NEW_PROJECTION) update_projection( ctx ); /* Keep ModelviewProject uptodate always to allow tnl * implementations that go model->clip even when eye is required. */ calculate_model_project_matrix(ctx); }
/* * 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 } }