blob: 3d099b205a07d40448166070ca994b3f600d1476 [file] [log] [blame]
/*
* mesa 3-D graphics library
* Version: 5.1
*
* Copyright (C) 1999-2003 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.
*/
/**
* \file t_context.h
* \brief TnL module datatypes and definitions.
* \author Keith Whitwell
*/
/**
* \mainpage The TNL-module
*
* TNL stands for "transform and lighting", i.e. this module implements
* a pipeline that receives as input a buffer of vertices and does all
* necessary transformations (rotations, clipping, vertex shader etc.)
* and passes then the output to the rasterizer.
*
* The tnl_pipeline contains the array of all stages, which should be
* applied. Each stage is a black-box, which is described by an
* tnl_pipeline_stage. The function ::_tnl_run_pipeline applies all the
* stages to the vertex_buffer TNLcontext::vb, where the vertex data
* is stored. The last stage in the pipeline is the rasterizer.
*
* The initial vertex_buffer data may either come from an ::immediate
* structure or client vertex_arrays or display lists:
*
*
* - The ::immediate structure records all the GL commands issued between
* glBegin and glEnd. \n
* The structure accumulates data, until it is either full or it is
* flushed (usually by a state change). Before starting then the pipeline,
* the collected vertex data in ::immediate has to be pushed into
* TNLcontext::vb.
* This happens in ::_tnl_vb_bind_immediate. The pipeline is then run by
* calling tnl_device_driver::RunPipeline = ::_tnl_run_pipeline, which
* is stored in TNLcontext::Driver. \n
* An ::immediate does (for performance reasons) usually not finish with a
* glEnd, and hence it also does not need to start with a glBegin.
* This means that the last vertices of one ::immediate may need to be
* saved for the next one.
*
*
* - NOT SURE ABOUT THIS: The vertex_arrays structure is used to handle
* glDrawArrays etc. \n
* Here, the data of the vertex_arrays is copied by ::_tnl_vb_bind_arrays
* into TNLcontext::vb, so that the pipeline can be started.
*/
#ifndef _T_CONTEXT_H
#define _T_CONTEXT_H
#include "glheader.h"
#include "mtypes.h"
#include "math/m_matrix.h"
#include "math/m_vector.h"
#include "math/m_xform.h"
#define MAX_PIPELINE_STAGES 30
/*
* Note: The first attributes match the VERT_ATTRIB_* definitions
* in mtypes.h. However, the tnl module has additional attributes
* for materials, color indexes, edge flags, etc.
*/
/* Note: These are currently being used to define both inputs and
* outputs from the tnl pipeline. A better solution (which would also
* releive the congestion to slightly prolong the life of the bitmask
* below) is to have the fixed function pipeline populate a set of
* arrays named after those produced by the vertex program stage, and
* have the rest the mesa backend work on those.
*/
enum {
_TNL_ATTRIB_POS = 0,
_TNL_ATTRIB_WEIGHT = 1,
_TNL_ATTRIB_NORMAL = 2,
_TNL_ATTRIB_COLOR0 = 3,
_TNL_ATTRIB_COLOR1 = 4,
_TNL_ATTRIB_FOG = 5,
_TNL_ATTRIB_SIX = 6,
_TNL_ATTRIB_SEVEN = 7,
_TNL_ATTRIB_TEX0 = 8,
_TNL_ATTRIB_TEX1 = 9,
_TNL_ATTRIB_TEX2 = 10,
_TNL_ATTRIB_TEX3 = 11,
_TNL_ATTRIB_TEX4 = 12,
_TNL_ATTRIB_TEX5 = 13,
_TNL_ATTRIB_TEX6 = 14,
_TNL_ATTRIB_TEX7 = 15,
_TNL_ATTRIB_MAT_FRONT_AMBIENT = 16,
_TNL_ATTRIB_MAT_BACK_AMBIENT = 17,
_TNL_ATTRIB_MAT_FRONT_DIFFUSE = 18,
_TNL_ATTRIB_MAT_BACK_DIFFUSE = 19,
_TNL_ATTRIB_MAT_FRONT_SPECULAR = 20,
_TNL_ATTRIB_MAT_BACK_SPECULAR = 21,
_TNL_ATTRIB_MAT_FRONT_EMISSION = 22,
_TNL_ATTRIB_MAT_BACK_EMISSION = 23,
_TNL_ATTRIB_MAT_FRONT_SHININESS = 24,
_TNL_ATTRIB_MAT_BACK_SHININESS = 25,
_TNL_ATTRIB_MAT_FRONT_INDEXES = 26,
_TNL_ATTRIB_MAT_BACK_INDEXES = 27,
_TNL_ATTRIB_INDEX = 28,
_TNL_ATTRIB_EDGEFLAG = 29,
_TNL_ATTRIB_POINTSIZE = 30,
_TNL_ATTRIB_MAX = 31
} ;
/* Will probably have to revise this scheme fairly shortly, eg. by
* compacting all the MAT flags down to one bit, or by using two
* dwords to store the flags.
*/
#define _TNL_BIT_POS (1<<0)
#define _TNL_BIT_WEIGHT (1<<1)
#define _TNL_BIT_NORMAL (1<<2)
#define _TNL_BIT_COLOR0 (1<<3)
#define _TNL_BIT_COLOR1 (1<<4)
#define _TNL_BIT_FOG (1<<5)
#define _TNL_BIT_SIX (1<<6)
#define _TNL_BIT_SEVEN (1<<7)
#define _TNL_BIT_TEX0 (1<<8)
#define _TNL_BIT_TEX1 (1<<9)
#define _TNL_BIT_TEX2 (1<<10)
#define _TNL_BIT_TEX3 (1<<11)
#define _TNL_BIT_TEX4 (1<<12)
#define _TNL_BIT_TEX5 (1<<13)
#define _TNL_BIT_TEX6 (1<<14)
#define _TNL_BIT_TEX7 (1<<15)
#define _TNL_BIT_MAT_FRONT_AMBIENT (1<<16)
#define _TNL_BIT_MAT_BACK_AMBIENT (1<<17)
#define _TNL_BIT_MAT_FRONT_DIFFUSE (1<<18)
#define _TNL_BIT_MAT_BACK_DIFFUSE (1<<19)
#define _TNL_BIT_MAT_FRONT_SPECULAR (1<<20)
#define _TNL_BIT_MAT_BACK_SPECULAR (1<<21)
#define _TNL_BIT_MAT_FRONT_EMISSION (1<<22)
#define _TNL_BIT_MAT_BACK_EMISSION (1<<23)
#define _TNL_BIT_MAT_FRONT_SHININESS (1<<24)
#define _TNL_BIT_MAT_BACK_SHININESS (1<<25)
#define _TNL_BIT_MAT_FRONT_INDEXES (1<<26)
#define _TNL_BIT_MAT_BACK_INDEXES (1<<27)
#define _TNL_BIT_INDEX (1<<28)
#define _TNL_BIT_EDGEFLAG (1<<29)
#define _TNL_BIT_POINTSIZE (1<<30)
#define _TNL_BIT_TEX(u) (1 << (_TNL_ATTRIB_TEX0 + (u)))
#define _TNL_BITS_MAT_ANY (_TNL_BIT_MAT_FRONT_AMBIENT | \
_TNL_BIT_MAT_BACK_AMBIENT | \
_TNL_BIT_MAT_FRONT_DIFFUSE | \
_TNL_BIT_MAT_BACK_DIFFUSE | \
_TNL_BIT_MAT_FRONT_SPECULAR | \
_TNL_BIT_MAT_BACK_SPECULAR | \
_TNL_BIT_MAT_FRONT_EMISSION | \
_TNL_BIT_MAT_BACK_EMISSION | \
_TNL_BIT_MAT_FRONT_SHININESS | \
_TNL_BIT_MAT_BACK_SHININESS | \
_TNL_BIT_MAT_FRONT_INDEXES | \
_TNL_BIT_MAT_BACK_INDEXES)
#define _TNL_BITS_TEX_ANY (_TNL_BIT_TEX0 | \
_TNL_BIT_TEX1 | \
_TNL_BIT_TEX2 | \
_TNL_BIT_TEX3 | \
_TNL_BIT_TEX4 | \
_TNL_BIT_TEX5 | \
_TNL_BIT_TEX6 | \
_TNL_BIT_TEX7)
#define _TNL_BITS_PROG_ANY (_TNL_BIT_POS | \
_TNL_BIT_WEIGHT | \
_TNL_BIT_NORMAL | \
_TNL_BIT_COLOR0 | \
_TNL_BIT_COLOR1 | \
_TNL_BIT_FOG | \
_TNL_BIT_SIX | \
_TNL_BIT_SEVEN | \
_TNL_BITS_TEX_ANY)
#define PRIM_BEGIN 0x10
#define PRIM_END 0x20
#define PRIM_WEAK 0x40
#define PRIM_MODE_MASK 0x0f
/*
*/
struct tnl_prim {
GLuint mode;
GLuint start;
GLuint count;
};
struct tnl_eval1_map {
struct gl_1d_map *map;
GLuint sz;
};
struct tnl_eval2_map {
struct gl_2d_map *map;
GLuint sz;
};
struct tnl_eval {
GLuint new_state;
struct tnl_eval1_map map1[_TNL_ATTRIB_INDEX + 1];
struct tnl_eval2_map map2[_TNL_ATTRIB_INDEX + 1];
};
#define TNL_MAX_PRIM 16
#define TNL_MAX_COPIED_VERTS 3
struct tnl_copied_vtx {
GLfloat buffer[_TNL_ATTRIB_MAX * 4 * TNL_MAX_COPIED_VERTS];
GLuint nr;
};
#define VERT_BUFFER_SIZE 2048 /* 8kbytes */
typedef void (*attrfv_func)( const GLfloat * );
struct _tnl_dynfn {
struct _tnl_dynfn *next, *prev;
GLuint key;
char *code;
};
struct _tnl_dynfn_lists {
struct _tnl_dynfn Vertex[4];
struct _tnl_dynfn Attribute[4];
};
struct _tnl_dynfn_generators {
struct _tnl_dynfn *(*Vertex[4])( GLcontext *ctx, int key );
struct _tnl_dynfn *(*Attribute[4])( GLcontext *ctx, int key );
};
#define _TNL_MAX_ATTR_CODEGEN 16
/* The assembly of vertices in immediate mode is separated from
* display list compilation. This allows a simpler immediate mode
* treatment and a display list compiler better suited to
* hardware-acceleration.
*/
struct tnl_vtx {
GLfloat buffer[VERT_BUFFER_SIZE];
GLubyte attrsz[_TNL_ATTRIB_MAX];
GLuint vertex_size;
struct tnl_prim prim[TNL_MAX_PRIM];
GLuint prim_count;
GLfloat *vbptr; /* cursor, points into buffer */
GLfloat vertex[_TNL_ATTRIB_MAX*4]; /* current vertex */
GLfloat *attrptr[_TNL_ATTRIB_MAX]; /* points into vertex */
GLfloat *current[_TNL_ATTRIB_MAX]; /* points into ctx->Current, etc */
GLuint counter, initial_counter;
struct tnl_copied_vtx copied;
attrfv_func tabfv[_TNL_MAX_ATTR_CODEGEN+1][4]; /* plus 1 for ERROR_ATTRIB */
struct _tnl_dynfn_lists cache;
struct _tnl_dynfn_generators gen;
struct tnl_eval eval;
GLboolean *edgeflag_tmp;
GLboolean have_materials;
};
/* For display lists, this structure holds a run of vertices of the
* same format, and a strictly well-formed set of begin/end pairs,
* starting on the first vertex and ending at the last. Vertex
* copying on buffer breaks is precomputed according to these
* primitives, though there are situations where the copying will need
* correction at execute-time, perhaps by replaying the list as
* immediate mode commands.
*
* On executing this list, the 'current' values may be updated with
* the values of the final vertex, and often no fixup of the start of
* the vertex list is required.
*
* Eval and other commands that don't fit into these vertex lists are
* compiled using the fallback opcode mechanism provided by dlist.c.
*/
struct tnl_vertex_list {
GLubyte attrsz[_TNL_ATTRIB_MAX];
GLuint vertex_size;
GLfloat *buffer;
GLuint count;
GLuint wrap_count; /* number of copied vertices at start */
GLboolean have_materials; /* bit of a hack - quick check for materials */
GLboolean dangling_attr_ref; /* current attr implicitly referenced
outside the list */
GLfloat *normal_lengths;
struct tnl_prim *prim;
GLuint prim_count;
struct tnl_vertex_store *vertex_store;
struct tnl_primitive_store *prim_store;
};
/* These buffers should be a reasonable size to support upload to
* hardware? Maybe drivers should stitch them back together, or
* specify a desired size?
*/
#define SAVE_BUFFER_SIZE (16*1024)
#define SAVE_PRIM_SIZE 128
/* Storage to be shared among several vertex_lists.
*/
struct tnl_vertex_store {
GLfloat buffer[SAVE_BUFFER_SIZE];
GLuint used;
GLuint refcount;
};
struct tnl_primitive_store {
struct tnl_prim buffer[SAVE_PRIM_SIZE];
GLuint used;
GLuint refcount;
};
struct tnl_save {
GLubyte attrsz[_TNL_ATTRIB_MAX];
GLuint vertex_size;
GLfloat *buffer;
GLuint count;
GLuint wrap_count;
struct tnl_prim *prim;
GLuint prim_count, prim_max;
struct tnl_vertex_store *vertex_store;
struct tnl_primitive_store *prim_store;
GLfloat *vbptr; /* cursor, points into buffer */
GLfloat vertex[_TNL_ATTRIB_MAX*4]; /* current values */
GLfloat *attrptr[_TNL_ATTRIB_MAX];
GLuint counter, initial_counter;
GLboolean dangling_attr_ref;
GLboolean have_materials;
GLuint opcode_vertex_list;
struct tnl_copied_vtx copied;
GLfloat *current[_TNL_ATTRIB_MAX]; /* points into ctx->ListState */
GLubyte *currentsz[_TNL_ATTRIB_MAX];
void (*tabfv[_TNL_ATTRIB_MAX][4])( const GLfloat * );
};
struct tnl_vertex_arrays
{
/* Conventional vertex attribute arrays */
GLvector4f Obj;
GLvector4f Normal;
GLvector4f Color;
GLvector4f SecondaryColor;
GLvector4f FogCoord;
GLvector4f TexCoord[MAX_TEXTURE_COORD_UNITS];
GLvector4f Index;
GLubyte *EdgeFlag;
GLuint *Elt;
/* These attributes don't alias with the conventional attributes.
* The GL_NV_vertex_program extension defines 16 extra sets of vertex
* arrays which have precedent over the conventional arrays when enabled.
*/
GLvector4f Attribs[_TNL_ATTRIB_MAX];
};
/**
* Contains the current state of a running pipeline.
*/
struct vertex_buffer
{
/* Constant over life of the vertex_buffer.
*/
GLuint Size;
/* Constant over the pipeline.
*/
GLuint Count; /* for everything except Elts */
/* Pointers to current data.
*/
GLuint *Elts;
GLvector4f *ObjPtr; /* _TNL_BIT_POS */
GLvector4f *EyePtr; /* _TNL_BIT_POS */
GLvector4f *ClipPtr; /* _TNL_BIT_POS */
GLvector4f *NdcPtr; /* _TNL_BIT_POS */
GLubyte ClipOrMask; /* _TNL_BIT_POS */
GLubyte ClipAndMask; /* _TNL_BIT_POS */
GLubyte *ClipMask; /* _TNL_BIT_POS */
GLvector4f *NormalPtr; /* _TNL_BIT_NORMAL */
GLfloat *NormalLengthPtr; /* _TNL_BIT_NORMAL */
GLboolean *EdgeFlag; /* _TNL_BIT_EDGEFLAG */
GLvector4f *TexCoordPtr[MAX_TEXTURE_COORD_UNITS]; /* VERT_TEX_0..n */
GLvector4f *IndexPtr[2]; /* _TNL_BIT_INDEX */
GLvector4f *ColorPtr[2]; /* _TNL_BIT_COLOR0 */
GLvector4f *SecondaryColorPtr[2]; /* _TNL_BIT_COLOR1 */
GLvector4f *PointSizePtr; /* _TNL_BIT_POS */
GLvector4f *FogCoordPtr; /* _TNL_BIT_FOG */
struct tnl_prim *Primitive;
GLuint PrimitiveCount;
/* Inputs to the vertex program stage */
GLvector4f *AttribPtr[_TNL_ATTRIB_MAX]; /* GL_NV_vertex_program */
GLuint LastClipped;
/* Private data from _tnl_render_stage that has no business being
* in this struct.
*/
};
/** Describes an individual operation on the pipeline.
*/
struct tnl_pipeline_stage
{
const char *name;
GLuint check_state; /* All state referenced in check() --
* When is the pipeline_stage struct
* itself invalidated? Must be
* constant.
*/
/* Usually constant or set by the 'check' callback:
*/
GLuint run_state; /* All state referenced in run() --
* When is the cached output of the
* stage invalidated?
*/
GLboolean active; /* True if runnable in current state */
GLuint inputs; /* VERT_* inputs to the stage */
GLuint outputs; /* VERT_* outputs of the stage */
/* Set in _tnl_run_pipeline():
*/
GLuint changed_inputs; /* Generated value -- inputs to the
* stage that have changed since last
* call to 'run'.
*/
/* Private data for the pipeline stage:
*/
void *privatePtr;
/* Free private data. May not be null.
*/
void (*destroy)( struct tnl_pipeline_stage * );
/* Called from _tnl_validate_pipeline(). Must update all fields in
* the pipeline_stage struct for the current state.
*/
void (*check)( GLcontext *ctx, struct tnl_pipeline_stage * );
/* Called from _tnl_run_pipeline(). The stage.changed_inputs value
* encodes all inputs to thee struct which have changed. If
* non-zero, recompute all affected outputs of the stage, otherwise
* execute any 'sideeffects' of the stage.
*
* Return value: GL_TRUE - keep going
* GL_FALSE - finished pipeline
*/
GLboolean (*run)( GLcontext *ctx, struct tnl_pipeline_stage * );
};
/** Contains the array of all pipeline stages.
* The default values are defined at the end of t_pipeline.c */
struct tnl_pipeline {
GLuint build_state_trigger; /**< state changes which require build */
GLuint build_state_changes; /**< state changes since last build */
GLuint run_state_changes; /**< state changes since last run */
GLuint run_input_changes; /**< VERT_* changes since last run */
GLuint inputs; /**< VERT_* inputs to pipeline */
/** This array has to end with a NULL-pointer. */
struct tnl_pipeline_stage stages[MAX_PIPELINE_STAGES+1];
GLuint nr_stages;
};
struct tnl_clipspace_attr;
typedef void (*extract_func)( const struct tnl_clipspace_attr *a, GLfloat *out,
const GLubyte *v );
typedef void (*insert_func)( const struct tnl_clipspace_attr *a, GLubyte *v,
const GLfloat *in );
/**
* Describes how to convert/move a vertex attribute from a vertex array
* to a vertex structure.
*/
struct tnl_clipspace_attr
{
GLuint attrib; /* which vertex attrib (0=position, etc) */
GLuint vertoffset; /* position of the attrib in the vertex struct */
GLuint vertattrsize; /* size of the attribute in bytes */
GLubyte *inputptr;
GLuint inputstride;
insert_func *insert;
insert_func emit;
extract_func extract;
const GLfloat *vp; /* NDC->Viewport mapping matrix */
};
typedef void (*points_func)( GLcontext *ctx, GLuint first, GLuint last );
typedef void (*line_func)( GLcontext *ctx, GLuint v1, GLuint v2 );
typedef void (*triangle_func)( GLcontext *ctx,
GLuint v1, GLuint v2, GLuint v3 );
typedef void (*quad_func)( GLcontext *ctx, GLuint v1, GLuint v2,
GLuint v3, GLuint v4 );
typedef void (*render_func)( GLcontext *ctx, GLuint start, GLuint count,
GLuint flags );
typedef void (*interp_func)( GLcontext *ctx,
GLfloat t, GLuint dst, GLuint out, GLuint in,
GLboolean force_boundary );
typedef void (*copy_pv_func)( GLcontext *ctx, GLuint dst, GLuint src );
typedef void (*setup_func)( GLcontext *ctx,
GLuint start, GLuint end,
GLuint new_inputs);
/**
* Used to describe conversion of vertex arrays to vertex structures.
* I.e. Structure of arrays to arrays of structs.
*/
struct tnl_clipspace
{
GLboolean need_extras;
GLuint new_inputs;
GLubyte *vertex_buf;
GLuint vertex_size;
GLuint max_vertex_size;
struct tnl_clipspace_attr attr[_TNL_ATTRIB_MAX];
GLuint attr_count;
void (*emit)( GLcontext *ctx, GLuint start, GLuint end, void *dest );
interp_func interp;
copy_pv_func copy_pv;
};
struct tnl_device_driver
{
/***
*** TNL Pipeline
***/
void (*RunPipeline)(GLcontext *ctx);
/* Replaces PipelineStart/PipelineFinish -- intended to allow
* drivers to wrap _tnl_run_pipeline() with code to validate state
* and grab/release hardware locks.
*/
void (*NotifyMaterialChange)(GLcontext *ctx);
/* Alert tnl-aware drivers of changes to material.
*/
GLboolean (*NotifyBegin)(GLcontext *ctx, GLenum p);
/* Allow drivers to hook in optimized begin/end engines.
* Return value: GL_TRUE - driver handled the begin
* GL_FALSE - driver didn't handle the begin
*/
/***
*** Rendering -- These functions called only from t_vb_render.c
***/
struct
{
void (*Start)(GLcontext *ctx);
void (*Finish)(GLcontext *ctx);
/* Called before and after all rendering operations, including DrawPixels,
* ReadPixels, Bitmap, span functions, and CopyTexImage, etc commands.
* These are a suitable place for grabbing/releasing hardware locks.
*/
void (*PrimitiveNotify)(GLcontext *ctx, GLenum mode);
/* Called between RenderStart() and RenderFinish() to indicate the
* type of primitive we're about to draw. Mode will be one of the
* modes accepted by glBegin().
*/
interp_func Interp;
/* The interp function is called by the clipping routines when we need
* to generate an interpolated vertex. All pertinant vertex ancilliary
* data should be computed by interpolating between the 'in' and 'out'
* vertices.
*/
copy_pv_func CopyPV;
/* The copy function is used to make a copy of a vertex. All pertinant
* vertex attributes should be copied.
*/
void (*ClippedPolygon)( GLcontext *ctx, const GLuint *elts, GLuint n );
/* Render a polygon with <n> vertices whose indexes are in the <elts>
* array.
*/
void (*ClippedLine)( GLcontext *ctx, GLuint v0, GLuint v1 );
/* Render a line between the two vertices given by indexes v0 and v1. */
points_func Points; /* must now respect vb->elts */
line_func Line;
triangle_func Triangle;
quad_func Quad;
/* These functions are called in order to render points, lines,
* triangles and quads. These are only called via the T&L module.
*/
render_func *PrimTabVerts;
render_func *PrimTabElts;
/* Render whole unclipped primitives (points, lines, linestrips,
* lineloops, etc). The tables are indexed by the GL enum of the
* primitive to be rendered. RenderTabVerts is used for non-indexed
* arrays of vertices. RenderTabElts is used for indexed arrays of
* vertices.
*/
void (*ResetLineStipple)( GLcontext *ctx );
/* Reset the hardware's line stipple counter.
*/
setup_func BuildVertices;
/* This function is called whenever new vertices are required for
* rendering. The vertices in question are those n such that start
* <= n < end. The new_inputs parameter indicates those fields of
* the vertex which need to be updated, if only a partial repair of
* the vertex is required.
*
* This function is called only from _tnl_render_stage in tnl/t_render.c.
*/
GLboolean (*Multipass)( GLcontext *ctx, GLuint passno );
/* Driver may request additional render passes by returning GL_TRUE
* when this function is called. This function will be called
* after the first pass, and passes will be made until the function
* returns GL_FALSE. If no function is registered, only one pass
* is made.
*
* This function will be first invoked with passno == 1.
*/
} Render;
};
/**
* Context state for T&L context.
*/
typedef struct
{
/* Driver interface.
*/
struct tnl_device_driver Driver;
/* Execute:
*/
struct tnl_vtx vtx;
/* Compile:
*/
struct tnl_save save;
/* Pipeline
*/
struct tnl_pipeline pipeline;
struct vertex_buffer vb;
/* GLvectors for binding to vb:
*/
struct tnl_vertex_arrays vtx_inputs;
struct tnl_vertex_arrays save_inputs;
struct tnl_vertex_arrays current;
struct tnl_vertex_arrays array_inputs;
/* Clipspace/ndc/window vertex managment:
*/
struct tnl_clipspace clipspace;
/* Probably need a better configuration mechanism:
*/
GLboolean NeedNdcCoords;
GLboolean LoopbackDListCassettes;
GLboolean CalcDListNormalLengths;
GLboolean IsolateMaterials;
GLboolean AllowVertexFog;
GLboolean AllowPixelFog;
GLboolean AllowCodegen;
GLboolean _DoVertexFog; /* eval fog function at each vertex? */
GLuint render_inputs;
GLvertexformat exec_vtxfmt;
GLvertexformat save_vtxfmt;
} TNLcontext;
#define TNL_CONTEXT(ctx) ((TNLcontext *)(ctx->swtnl_context))
#define TYPE_IDX(t) ((t) & 0xf)
#define MAX_TYPES TYPE_IDX(GL_DOUBLE)+1 /* 0xa + 1 */
extern void _tnl_MakeCurrent( GLcontext *ctx,
GLframebuffer *drawBuffer,
GLframebuffer *readBuffer );
#endif