+static void
+userclip( GLcontext *ctx,
+ GLvector4f *clip,
+ GLubyte *clipmask,
+ GLubyte *clipormask,
+ GLubyte *clipandmask )
+{
+ GLuint p;
+
+ for (p = 0; p < ctx->Const.MaxClipPlanes; p++) {
+ if (ctx->Transform.ClipPlanesEnabled & (1 << p)) {
+ GLuint nr, i;
+ const GLfloat a = ctx->Transform._ClipUserPlane[p][0];
+ const GLfloat b = ctx->Transform._ClipUserPlane[p][1];
+ const GLfloat c = ctx->Transform._ClipUserPlane[p][2];
+ const GLfloat d = ctx->Transform._ClipUserPlane[p][3];
+ GLfloat *coord = (GLfloat *)clip->data;
+ GLuint stride = clip->stride;
+ GLuint count = clip->count;
+
+ for (nr = 0, i = 0 ; i < count ; i++) {
+ GLfloat dp = (coord[0] * a +
+ coord[1] * b +
+ coord[2] * c +
+ coord[3] * d);
+
+ if (dp < 0) {
+ nr++;
+ clipmask[i] |= CLIP_USER_BIT;
+ }
+
+ STRIDE_F(coord, stride);
+ }
+
+ if (nr > 0) {
+ *clipormask |= CLIP_USER_BIT;
+ if (nr == count) {
+ *clipandmask |= CLIP_USER_BIT;
+ return;
+ }
+ }
+ }
+ }
+}
+
+
+static GLboolean
+do_ndc_cliptest(GLcontext *ctx, struct vp_stage_data *store)
+{
+ TNLcontext *tnl = TNL_CONTEXT(ctx);
+ struct vertex_buffer *VB = &tnl->vb;
+ /* Cliptest and perspective divide. Clip functions must clear
+ * the clipmask.
+ */
+ store->ormask = 0;
+ store->andmask = CLIP_FRUSTUM_BITS;
+
+ if (tnl->NeedNdcCoords) {
+ VB->NdcPtr =
+ _mesa_clip_tab[VB->ClipPtr->size]( VB->ClipPtr,
+ &store->ndcCoords,
+ store->clipmask,
+ &store->ormask,
+ &store->andmask );
+ }
+ else {
+ VB->NdcPtr = NULL;
+ _mesa_clip_np_tab[VB->ClipPtr->size]( VB->ClipPtr,
+ NULL,
+ store->clipmask,
+ &store->ormask,
+ &store->andmask );
+ }
+
+ if (store->andmask) {
+ /* All vertices are outside the frustum */
+ return GL_FALSE;
+ }
+
+ /* Test userclip planes. This contributes to VB->ClipMask.
+ */
+ /** XXX NEW_SLANG _Enabled ??? */
+ if (ctx->Transform.ClipPlanesEnabled && (!ctx->VertexProgram._Enabled ||
+ ctx->VertexProgram.Current->IsPositionInvariant)) {
+ userclip( ctx,
+ VB->ClipPtr,
+ store->clipmask,
+ &store->ormask,
+ &store->andmask );
+
+ if (store->andmask) {
+ return GL_FALSE;
+ }
+ }
+
+ VB->ClipAndMask = store->andmask;
+ VB->ClipOrMask = store->ormask;
+ VB->ClipMask = store->clipmask;
+
+ return GL_TRUE;
+}
+
+
+/**
+ * XXX the texture sampling code in this module is a bit of a hack.
+ * The texture sampling code is in swrast, though it doesn't have any
+ * real dependencies on the rest of swrast. It should probably be
+ * moved into main/ someday.
+ */
+static void
+vp_fetch_texel(GLcontext *ctx, const GLfloat texcoord[4], GLfloat lambda,
+ GLuint unit, GLfloat color[4])
+{
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+
+ /* XXX use a float-valued TextureSample routine here!!! */
+ swrast->TextureSample[unit](ctx, ctx->Texture.Unit[unit]._Current,
+ 1, (const GLfloat (*)[4]) texcoord,
+ &lambda, (GLfloat (*)[4]) color);
+}
+
+
+/**
+ * Called via ctx->Driver.ProgramStringNotify() after a new vertex program
+ * string has been parsed.
+ */
+void
+_tnl_program_string(GLcontext *ctx, GLenum target, struct gl_program *program)
+{
+ /* No-op.
+ * If we had derived anything from the program that was private to this
+ * stage we'd recompute/validate it here.
+ */
+}
+
+
+/**
+ * Initialize virtual machine state prior to executing vertex program.
+ */
+static void
+init_machine(GLcontext *ctx, struct gl_program_machine *machine)
+{
+ /* Input registers get initialized from the current vertex attribs */
+ MEMCPY(machine->VertAttribs, ctx->Current.Attrib,
+ MAX_VERTEX_GENERIC_ATTRIBS * 4 * sizeof(GLfloat));
+
+ if (ctx->VertexProgram._Current->IsNVProgram) {
+ GLuint i;
+ /* Output/result regs are initialized to [0,0,0,1] */
+ for (i = 0; i < MAX_NV_VERTEX_PROGRAM_OUTPUTS; i++) {
+ ASSIGN_4V(machine->Outputs[i], 0.0F, 0.0F, 0.0F, 1.0F);
+ }
+ /* Temp regs are initialized to [0,0,0,0] */
+ for (i = 0; i < MAX_NV_VERTEX_PROGRAM_TEMPS; i++) {
+ ASSIGN_4V(machine->Temporaries[i], 0.0F, 0.0F, 0.0F, 0.0F);
+ }
+ for (i = 0; i < MAX_VERTEX_PROGRAM_ADDRESS_REGS; i++) {
+ ASSIGN_4V(machine->AddressReg[i], 0, 0, 0, 0);
+ }
+ }
+
+ machine->NumDeriv = 0;
+
+ /* init condition codes */
+ machine->CondCodes[0] = COND_EQ;
+ machine->CondCodes[1] = COND_EQ;
+ machine->CondCodes[2] = COND_EQ;
+ machine->CondCodes[3] = COND_EQ;
+
+ /* init call stack */
+ machine->StackDepth = 0;
+
+ machine->FetchTexelLod = vp_fetch_texel;
+ machine->FetchTexelDeriv = NULL; /* not used by vertex programs */
+
+ machine->Samplers = ctx->VertexProgram._Current->Base.SamplerUnits;
+}
+
+
+/**
+ * Map the texture images which the vertex program will access (if any).
+ */
+static void
+map_textures(GLcontext *ctx, const struct gl_vertex_program *vp)
+{
+ GLuint u;
+
+ if (!ctx->Driver.MapTexture)
+ return;
+
+ for (u = 0; u < ctx->Const.MaxVertexTextureImageUnits; u++) {
+ if (vp->Base.TexturesUsed[u]) {
+ /* Note: _Current *should* correspond to the target indicated
+ * in TexturesUsed[u].
+ */
+ ctx->Driver.MapTexture(ctx, ctx->Texture.Unit[u]._Current);
+ }
+ }
+}
+
+
+/**
+ * Unmap the texture images which were used by the vertex program (if any).
+ */
+static void
+unmap_textures(GLcontext *ctx, const struct gl_vertex_program *vp)
+{
+ GLuint u;
+
+ if (!ctx->Driver.MapTexture)
+ return;
+
+ for (u = 0; u < ctx->Const.MaxVertexTextureImageUnits; u++) {
+ if (vp->Base.TexturesUsed[u]) {
+ /* Note: _Current *should* correspond to the target indicated
+ * in TexturesUsed[u].
+ */
+ ctx->Driver.UnmapTexture(ctx, ctx->Texture.Unit[u]._Current);
+ }
+ }
+}
+
+