-/* $Id: eval.c,v 1.21 2001/09/18 16:16:21 kschultz Exp $ */
/*
* Mesa 3-D graphics library
- * Version: 3.5
*
- * Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
+ * 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"),
* 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.
+ * THE AUTHORS OR COPYRIGHT HOLDERS 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.
*/
*/
-#ifdef PC_HEADER
-#include "all.h"
-#else
#include "glheader.h"
-#include "colormac.h"
+#include "imports.h"
#include "context.h"
#include "eval.h"
#include "macros.h"
-#include "mem.h"
-#include "mmath.h"
#include "mtypes.h"
-#endif
+#include "main/dispatch.h"
/*
case GL_MAP2_TEXTURE_COORD_2: return 2;
case GL_MAP2_TEXTURE_COORD_3: return 3;
case GL_MAP2_TEXTURE_COORD_4: return 4;
- default: return 0;
+ default: break;
+ }
+
+ return 0;
+}
+
+
+/*
+ * Return pointer to the gl_1d_map struct for the named target.
+ */
+static struct gl_1d_map *
+get_1d_map( struct gl_context *ctx, GLenum target )
+{
+ switch (target) {
+ case GL_MAP1_VERTEX_3:
+ return &ctx->EvalMap.Map1Vertex3;
+ case GL_MAP1_VERTEX_4:
+ return &ctx->EvalMap.Map1Vertex4;
+ case GL_MAP1_INDEX:
+ return &ctx->EvalMap.Map1Index;
+ case GL_MAP1_COLOR_4:
+ return &ctx->EvalMap.Map1Color4;
+ case GL_MAP1_NORMAL:
+ return &ctx->EvalMap.Map1Normal;
+ case GL_MAP1_TEXTURE_COORD_1:
+ return &ctx->EvalMap.Map1Texture1;
+ case GL_MAP1_TEXTURE_COORD_2:
+ return &ctx->EvalMap.Map1Texture2;
+ case GL_MAP1_TEXTURE_COORD_3:
+ return &ctx->EvalMap.Map1Texture3;
+ case GL_MAP1_TEXTURE_COORD_4:
+ return &ctx->EvalMap.Map1Texture4;
+ default:
+ return NULL;
+ }
+}
+
+
+/*
+ * Return pointer to the gl_2d_map struct for the named target.
+ */
+static struct gl_2d_map *
+get_2d_map( struct gl_context *ctx, GLenum target )
+{
+ switch (target) {
+ case GL_MAP2_VERTEX_3:
+ return &ctx->EvalMap.Map2Vertex3;
+ case GL_MAP2_VERTEX_4:
+ return &ctx->EvalMap.Map2Vertex4;
+ case GL_MAP2_INDEX:
+ return &ctx->EvalMap.Map2Index;
+ case GL_MAP2_COLOR_4:
+ return &ctx->EvalMap.Map2Color4;
+ case GL_MAP2_NORMAL:
+ return &ctx->EvalMap.Map2Normal;
+ case GL_MAP2_TEXTURE_COORD_1:
+ return &ctx->EvalMap.Map2Texture1;
+ case GL_MAP2_TEXTURE_COORD_2:
+ return &ctx->EvalMap.Map2Texture2;
+ case GL_MAP2_TEXTURE_COORD_3:
+ return &ctx->EvalMap.Map2Texture3;
+ case GL_MAP2_TEXTURE_COORD_4:
+ return &ctx->EvalMap.Map2Texture4;
+ default:
+ return NULL;
}
}
/*
* Copy 1-parametric evaluator control points from user-specified
* memory space to a buffer of contiguous control points.
- * Input: see glMap1f for details
- * Return: pointer to buffer of contiguous control points or NULL if out
+ * \param see glMap1f for details
+ * \return pointer to buffer of contiguous control points or NULL if out
* of memory.
*/
GLfloat *_mesa_copy_map_points1f( GLenum target, GLint ustride, GLint uorder,
- const GLfloat *points )
+ const GLfloat *points )
{
GLfloat *buffer, *p;
GLint i, k, size = _mesa_evaluator_components(target);
- if (!points || size==0) {
+ if (!points || !size)
return NULL;
- }
- buffer = (GLfloat *) MALLOC(uorder * size * sizeof(GLfloat));
+ buffer = malloc(uorder * size * sizeof(GLfloat));
- if(buffer)
- for(i=0, p=buffer; i<uorder; i++, points+=ustride)
- for(k=0; k<size; k++)
+ if (buffer)
+ for (i = 0, p = buffer; i < uorder; i++, points += ustride)
+ for (k = 0; k < size; k++)
*p++ = points[k];
return buffer;
* Same as above but convert doubles to floats.
*/
GLfloat *_mesa_copy_map_points1d( GLenum target, GLint ustride, GLint uorder,
- const GLdouble *points )
+ const GLdouble *points )
{
GLfloat *buffer, *p;
GLint i, k, size = _mesa_evaluator_components(target);
- if (!points || size==0) {
+ if (!points || !size)
return NULL;
- }
- buffer = (GLfloat *) MALLOC(uorder * size * sizeof(GLfloat));
+ buffer = malloc(uorder * size * sizeof(GLfloat));
- if(buffer)
- for(i=0, p=buffer; i<uorder; i++, points+=ustride)
- for(k=0; k<size; k++)
+ if (buffer)
+ for (i = 0, p = buffer; i < uorder; i++, points += ustride)
+ for (k = 0; k < size; k++)
*p++ = (GLfloat) points[k];
return buffer;
* Additional memory is allocated to be used by the horner and
* de Casteljau evaluation schemes.
*
- * Input: see glMap2f for details
- * Return: pointer to buffer of contiguous control points or NULL if out
+ * \param see glMap2f for details
+ * \return pointer to buffer of contiguous control points or NULL if out
* of memory.
*/
GLfloat *_mesa_copy_map_points2f( GLenum target,
- GLint ustride, GLint uorder,
- GLint vstride, GLint vorder,
- const GLfloat *points )
+ GLint ustride, GLint uorder,
+ GLint vstride, GLint vorder,
+ const GLfloat *points )
{
GLfloat *buffer, *p;
GLint i, j, k, size, dsize, hsize;
hsize = (uorder > vorder ? uorder : vorder)*size;
if(hsize>dsize)
- buffer = (GLfloat *) MALLOC((uorder*vorder*size+hsize)*sizeof(GLfloat));
+ buffer = malloc((uorder*vorder*size+hsize)*sizeof(GLfloat));
else
- buffer = (GLfloat *) MALLOC((uorder*vorder*size+dsize)*sizeof(GLfloat));
+ buffer = malloc((uorder*vorder*size+dsize)*sizeof(GLfloat));
/* compute the increment value for the u-loop */
uinc = ustride - vorder*vstride;
* Same as above but convert doubles to floats.
*/
GLfloat *_mesa_copy_map_points2d(GLenum target,
- GLint ustride, GLint uorder,
- GLint vstride, GLint vorder,
- const GLdouble *points )
+ GLint ustride, GLint uorder,
+ GLint vstride, GLint vorder,
+ const GLdouble *points )
{
GLfloat *buffer, *p;
GLint i, j, k, size, hsize, dsize;
hsize = (uorder > vorder ? uorder : vorder)*size;
if(hsize>dsize)
- buffer = (GLfloat *) MALLOC((uorder*vorder*size+hsize)*sizeof(GLfloat));
+ buffer = malloc((uorder*vorder*size+hsize)*sizeof(GLfloat));
else
- buffer = (GLfloat *) MALLOC((uorder*vorder*size+dsize)*sizeof(GLfloat));
+ buffer = malloc((uorder*vorder*size+dsize)*sizeof(GLfloat));
/* compute the increment value for the u-loop */
uinc = ustride - vorder*vstride;
GET_CURRENT_CONTEXT(ctx);
GLint k;
GLfloat *pnts;
- struct gl_1d_map *map = 0;
- ASSERT_OUTSIDE_BEGIN_END(ctx);
+ struct gl_1d_map *map = NULL;
assert(type == GL_FLOAT || type == GL_DOUBLE);
k = _mesa_evaluator_components( target );
if (k == 0) {
_mesa_error( ctx, GL_INVALID_ENUM, "glMap1(target)" );
+ return;
}
if (ustride < k) {
return;
}
- switch (target) {
- case GL_MAP1_VERTEX_3:
- map = &ctx->EvalMap.Map1Vertex3;
- break;
- case GL_MAP1_VERTEX_4:
- map = &ctx->EvalMap.Map1Vertex4;
- break;
- case GL_MAP1_INDEX:
- map = &ctx->EvalMap.Map1Index;
- break;
- case GL_MAP1_COLOR_4:
- map = &ctx->EvalMap.Map1Color4;
- break;
- case GL_MAP1_NORMAL:
- map = &ctx->EvalMap.Map1Normal;
- break;
- case GL_MAP1_TEXTURE_COORD_1:
- map = &ctx->EvalMap.Map1Texture1;
- break;
- case GL_MAP1_TEXTURE_COORD_2:
- map = &ctx->EvalMap.Map1Texture2;
- break;
- case GL_MAP1_TEXTURE_COORD_3:
- map = &ctx->EvalMap.Map1Texture3;
- break;
- case GL_MAP1_TEXTURE_COORD_4:
- map = &ctx->EvalMap.Map1Texture4;
- break;
- default:
- _mesa_error( ctx, GL_INVALID_ENUM, "glMap1(target)" );
- return;
+ map = get_1d_map(ctx, target);
+ if (!map) {
+ _mesa_error( ctx, GL_INVALID_ENUM, "glMap1(target)" );
+ return;
}
/* make copy of the control points */
map->u1 = u1;
map->u2 = u2;
map->du = 1.0F / (u2 - u1);
- if (map->Points)
- FREE( map->Points );
+ free(map->Points);
map->Points = pnts;
}
-void
+void GLAPIENTRY
_mesa_Map1f( GLenum target, GLfloat u1, GLfloat u2, GLint stride,
GLint order, const GLfloat *points )
{
}
-void
+void GLAPIENTRY
_mesa_Map1d( GLenum target, GLdouble u1, GLdouble u2, GLint stride,
GLint order, const GLdouble *points )
{
GET_CURRENT_CONTEXT(ctx);
GLint k;
GLfloat *pnts;
- struct gl_2d_map *map = 0;
- ASSERT_OUTSIDE_BEGIN_END(ctx);
+ struct gl_2d_map *map = NULL;
+
+ assert(type == GL_FLOAT || type == GL_DOUBLE);
if (u1==u2) {
_mesa_error( ctx, GL_INVALID_VALUE, "glMap2(u1,u2)" );
k = _mesa_evaluator_components( target );
if (k==0) {
_mesa_error( ctx, GL_INVALID_ENUM, "glMap2(target)" );
+ return;
}
if (ustride < k) {
return;
}
- switch (target) {
- case GL_MAP2_VERTEX_3:
- map = &ctx->EvalMap.Map2Vertex3;
- break;
- case GL_MAP2_VERTEX_4:
- map = &ctx->EvalMap.Map2Vertex4;
- break;
- case GL_MAP2_INDEX:
- map = &ctx->EvalMap.Map2Index;
- break;
- case GL_MAP2_COLOR_4:
- map = &ctx->EvalMap.Map2Color4;
- break;
- case GL_MAP2_NORMAL:
- map = &ctx->EvalMap.Map2Normal;
- break;
- case GL_MAP2_TEXTURE_COORD_1:
- map = &ctx->EvalMap.Map2Texture1;
- break;
- case GL_MAP2_TEXTURE_COORD_2:
- map = &ctx->EvalMap.Map2Texture2;
- break;
- case GL_MAP2_TEXTURE_COORD_3:
- map = &ctx->EvalMap.Map2Texture3;
- break;
- case GL_MAP2_TEXTURE_COORD_4:
- map = &ctx->EvalMap.Map2Texture4;
- break;
- default:
- _mesa_error( ctx, GL_INVALID_ENUM, "glMap2(target)" );
- return;
+ map = get_2d_map(ctx, target);
+ if (!map) {
+ _mesa_error( ctx, GL_INVALID_ENUM, "glMap2(target)" );
+ return;
}
/* make copy of the control points */
map->v1 = v1;
map->v2 = v2;
map->dv = 1.0F / (v2 - v1);
- if (map->Points)
- FREE( map->Points );
+ free(map->Points);
map->Points = pnts;
}
-void
+void GLAPIENTRY
_mesa_Map2f( GLenum target,
GLfloat u1, GLfloat u2, GLint ustride, GLint uorder,
GLfloat v1, GLfloat v2, GLint vstride, GLint vorder,
}
-void
+void GLAPIENTRY
_mesa_Map2d( GLenum target,
GLdouble u1, GLdouble u2, GLint ustride, GLint uorder,
GLdouble v1, GLdouble v2, GLint vstride, GLint vorder,
-void
-_mesa_GetMapdv( GLenum target, GLenum query, GLdouble *v )
+void GLAPIENTRY
+_mesa_GetnMapdvARB( GLenum target, GLenum query, GLsizei bufSize, GLdouble *v )
{
GET_CURRENT_CONTEXT(ctx);
+ struct gl_1d_map *map1d;
+ struct gl_2d_map *map2d;
GLint i, n;
GLfloat *data;
- ASSERT_OUTSIDE_BEGIN_END(ctx);
+ GLuint comps;
+ GLsizei numBytes;
+
+ comps = _mesa_evaluator_components(target);
+ if (!comps) {
+ _mesa_error( ctx, GL_INVALID_ENUM, "glGetMapdv(target)" );
+ return;
+ }
+
+ map1d = get_1d_map(ctx, target);
+ map2d = get_2d_map(ctx, target);
+ assert(map1d || map2d);
switch (query) {
case GL_COEFF:
- switch (target) {
- case GL_MAP1_COLOR_4:
- data = ctx->EvalMap.Map1Color4.Points;
- n = ctx->EvalMap.Map1Color4.Order * 4;
- break;
- case GL_MAP1_INDEX:
- data = ctx->EvalMap.Map1Index.Points;
- n = ctx->EvalMap.Map1Index.Order;
- break;
- case GL_MAP1_NORMAL:
- data = ctx->EvalMap.Map1Normal.Points;
- n = ctx->EvalMap.Map1Normal.Order * 3;
- break;
- case GL_MAP1_TEXTURE_COORD_1:
- data = ctx->EvalMap.Map1Texture1.Points;
- n = ctx->EvalMap.Map1Texture1.Order * 1;
- break;
- case GL_MAP1_TEXTURE_COORD_2:
- data = ctx->EvalMap.Map1Texture2.Points;
- n = ctx->EvalMap.Map1Texture2.Order * 2;
- break;
- case GL_MAP1_TEXTURE_COORD_3:
- data = ctx->EvalMap.Map1Texture3.Points;
- n = ctx->EvalMap.Map1Texture3.Order * 3;
- break;
- case GL_MAP1_TEXTURE_COORD_4:
- data = ctx->EvalMap.Map1Texture4.Points;
- n = ctx->EvalMap.Map1Texture4.Order * 4;
- break;
- case GL_MAP1_VERTEX_3:
- data = ctx->EvalMap.Map1Vertex3.Points;
- n = ctx->EvalMap.Map1Vertex3.Order * 3;
- break;
- case GL_MAP1_VERTEX_4:
- data = ctx->EvalMap.Map1Vertex4.Points;
- n = ctx->EvalMap.Map1Vertex4.Order * 4;
- break;
- case GL_MAP2_COLOR_4:
- data = ctx->EvalMap.Map2Color4.Points;
- n = ctx->EvalMap.Map2Color4.Uorder
- * ctx->EvalMap.Map2Color4.Vorder * 4;
- break;
- case GL_MAP2_INDEX:
- data = ctx->EvalMap.Map2Index.Points;
- n = ctx->EvalMap.Map2Index.Uorder
- * ctx->EvalMap.Map2Index.Vorder;
- break;
- case GL_MAP2_NORMAL:
- data = ctx->EvalMap.Map2Normal.Points;
- n = ctx->EvalMap.Map2Normal.Uorder
- * ctx->EvalMap.Map2Normal.Vorder * 3;
- break;
- case GL_MAP2_TEXTURE_COORD_1:
- data = ctx->EvalMap.Map2Texture1.Points;
- n = ctx->EvalMap.Map2Texture1.Uorder
- * ctx->EvalMap.Map2Texture1.Vorder * 1;
- break;
- case GL_MAP2_TEXTURE_COORD_2:
- data = ctx->EvalMap.Map2Texture2.Points;
- n = ctx->EvalMap.Map2Texture2.Uorder
- * ctx->EvalMap.Map2Texture2.Vorder * 2;
- break;
- case GL_MAP2_TEXTURE_COORD_3:
- data = ctx->EvalMap.Map2Texture3.Points;
- n = ctx->EvalMap.Map2Texture3.Uorder
- * ctx->EvalMap.Map2Texture3.Vorder * 3;
- break;
- case GL_MAP2_TEXTURE_COORD_4:
- data = ctx->EvalMap.Map2Texture4.Points;
- n = ctx->EvalMap.Map2Texture4.Uorder
- * ctx->EvalMap.Map2Texture4.Vorder * 4;
- break;
- case GL_MAP2_VERTEX_3:
- data = ctx->EvalMap.Map2Vertex3.Points;
- n = ctx->EvalMap.Map2Vertex3.Uorder
- * ctx->EvalMap.Map2Vertex3.Vorder * 3;
- break;
- case GL_MAP2_VERTEX_4:
- data = ctx->EvalMap.Map2Vertex4.Points;
- n = ctx->EvalMap.Map2Vertex4.Uorder
- * ctx->EvalMap.Map2Vertex4.Vorder * 4;
- break;
- default:
- _mesa_error( ctx, GL_INVALID_ENUM, "glGetMapdv(target)" );
- return;
- }
+ if (map1d) {
+ data = map1d->Points;
+ n = map1d->Order * comps;
+ }
+ else {
+ data = map2d->Points;
+ n = map2d->Uorder * map2d->Vorder * comps;
+ }
if (data) {
+ numBytes = n * sizeof *v;
+ if (bufSize < numBytes)
+ goto overflow;
for (i=0;i<n;i++) {
v[i] = data[i];
}
}
break;
case GL_ORDER:
- switch (target) {
- case GL_MAP1_COLOR_4:
- *v = ctx->EvalMap.Map1Color4.Order;
- break;
- case GL_MAP1_INDEX:
- *v = ctx->EvalMap.Map1Index.Order;
- break;
- case GL_MAP1_NORMAL:
- *v = ctx->EvalMap.Map1Normal.Order;
- break;
- case GL_MAP1_TEXTURE_COORD_1:
- *v = ctx->EvalMap.Map1Texture1.Order;
- break;
- case GL_MAP1_TEXTURE_COORD_2:
- *v = ctx->EvalMap.Map1Texture2.Order;
- break;
- case GL_MAP1_TEXTURE_COORD_3:
- *v = ctx->EvalMap.Map1Texture3.Order;
- break;
- case GL_MAP1_TEXTURE_COORD_4:
- *v = ctx->EvalMap.Map1Texture4.Order;
- break;
- case GL_MAP1_VERTEX_3:
- *v = ctx->EvalMap.Map1Vertex3.Order;
- break;
- case GL_MAP1_VERTEX_4:
- *v = ctx->EvalMap.Map1Vertex4.Order;
- break;
- case GL_MAP2_COLOR_4:
- v[0] = ctx->EvalMap.Map2Color4.Uorder;
- v[1] = ctx->EvalMap.Map2Color4.Vorder;
- break;
- case GL_MAP2_INDEX:
- v[0] = ctx->EvalMap.Map2Index.Uorder;
- v[1] = ctx->EvalMap.Map2Index.Vorder;
- break;
- case GL_MAP2_NORMAL:
- v[0] = ctx->EvalMap.Map2Normal.Uorder;
- v[1] = ctx->EvalMap.Map2Normal.Vorder;
- break;
- case GL_MAP2_TEXTURE_COORD_1:
- v[0] = ctx->EvalMap.Map2Texture1.Uorder;
- v[1] = ctx->EvalMap.Map2Texture1.Vorder;
- break;
- case GL_MAP2_TEXTURE_COORD_2:
- v[0] = ctx->EvalMap.Map2Texture2.Uorder;
- v[1] = ctx->EvalMap.Map2Texture2.Vorder;
- break;
- case GL_MAP2_TEXTURE_COORD_3:
- v[0] = ctx->EvalMap.Map2Texture3.Uorder;
- v[1] = ctx->EvalMap.Map2Texture3.Vorder;
- break;
- case GL_MAP2_TEXTURE_COORD_4:
- v[0] = ctx->EvalMap.Map2Texture4.Uorder;
- v[1] = ctx->EvalMap.Map2Texture4.Vorder;
- break;
- case GL_MAP2_VERTEX_3:
- v[0] = ctx->EvalMap.Map2Vertex3.Uorder;
- v[1] = ctx->EvalMap.Map2Vertex3.Vorder;
- break;
- case GL_MAP2_VERTEX_4:
- v[0] = ctx->EvalMap.Map2Vertex4.Uorder;
- v[1] = ctx->EvalMap.Map2Vertex4.Vorder;
- break;
- default:
- _mesa_error( ctx, GL_INVALID_ENUM, "glGetMapdv(target)" );
- return;
- }
+ if (map1d) {
+ numBytes = 1 * sizeof *v;
+ if (bufSize < numBytes)
+ goto overflow;
+ v[0] = (GLdouble) map1d->Order;
+ }
+ else {
+ numBytes = 2 * sizeof *v;
+ if (bufSize < numBytes)
+ goto overflow;
+ v[0] = (GLdouble) map2d->Uorder;
+ v[1] = (GLdouble) map2d->Vorder;
+ }
break;
case GL_DOMAIN:
- switch (target) {
- case GL_MAP1_COLOR_4:
- v[0] = ctx->EvalMap.Map1Color4.u1;
- v[1] = ctx->EvalMap.Map1Color4.u2;
- break;
- case GL_MAP1_INDEX:
- v[0] = ctx->EvalMap.Map1Index.u1;
- v[1] = ctx->EvalMap.Map1Index.u2;
- break;
- case GL_MAP1_NORMAL:
- v[0] = ctx->EvalMap.Map1Normal.u1;
- v[1] = ctx->EvalMap.Map1Normal.u2;
- break;
- case GL_MAP1_TEXTURE_COORD_1:
- v[0] = ctx->EvalMap.Map1Texture1.u1;
- v[1] = ctx->EvalMap.Map1Texture1.u2;
- break;
- case GL_MAP1_TEXTURE_COORD_2:
- v[0] = ctx->EvalMap.Map1Texture2.u1;
- v[1] = ctx->EvalMap.Map1Texture2.u2;
- break;
- case GL_MAP1_TEXTURE_COORD_3:
- v[0] = ctx->EvalMap.Map1Texture3.u1;
- v[1] = ctx->EvalMap.Map1Texture3.u2;
- break;
- case GL_MAP1_TEXTURE_COORD_4:
- v[0] = ctx->EvalMap.Map1Texture4.u1;
- v[1] = ctx->EvalMap.Map1Texture4.u2;
- break;
- case GL_MAP1_VERTEX_3:
- v[0] = ctx->EvalMap.Map1Vertex3.u1;
- v[1] = ctx->EvalMap.Map1Vertex3.u2;
- break;
- case GL_MAP1_VERTEX_4:
- v[0] = ctx->EvalMap.Map1Vertex4.u1;
- v[1] = ctx->EvalMap.Map1Vertex4.u2;
- break;
- case GL_MAP2_COLOR_4:
- v[0] = ctx->EvalMap.Map2Color4.u1;
- v[1] = ctx->EvalMap.Map2Color4.u2;
- v[2] = ctx->EvalMap.Map2Color4.v1;
- v[3] = ctx->EvalMap.Map2Color4.v2;
- break;
- case GL_MAP2_INDEX:
- v[0] = ctx->EvalMap.Map2Index.u1;
- v[1] = ctx->EvalMap.Map2Index.u2;
- v[2] = ctx->EvalMap.Map2Index.v1;
- v[3] = ctx->EvalMap.Map2Index.v2;
- break;
- case GL_MAP2_NORMAL:
- v[0] = ctx->EvalMap.Map2Normal.u1;
- v[1] = ctx->EvalMap.Map2Normal.u2;
- v[2] = ctx->EvalMap.Map2Normal.v1;
- v[3] = ctx->EvalMap.Map2Normal.v2;
- break;
- case GL_MAP2_TEXTURE_COORD_1:
- v[0] = ctx->EvalMap.Map2Texture1.u1;
- v[1] = ctx->EvalMap.Map2Texture1.u2;
- v[2] = ctx->EvalMap.Map2Texture1.v1;
- v[3] = ctx->EvalMap.Map2Texture1.v2;
- break;
- case GL_MAP2_TEXTURE_COORD_2:
- v[0] = ctx->EvalMap.Map2Texture2.u1;
- v[1] = ctx->EvalMap.Map2Texture2.u2;
- v[2] = ctx->EvalMap.Map2Texture2.v1;
- v[3] = ctx->EvalMap.Map2Texture2.v2;
- break;
- case GL_MAP2_TEXTURE_COORD_3:
- v[0] = ctx->EvalMap.Map2Texture3.u1;
- v[1] = ctx->EvalMap.Map2Texture3.u2;
- v[2] = ctx->EvalMap.Map2Texture3.v1;
- v[3] = ctx->EvalMap.Map2Texture3.v2;
- break;
- case GL_MAP2_TEXTURE_COORD_4:
- v[0] = ctx->EvalMap.Map2Texture4.u1;
- v[1] = ctx->EvalMap.Map2Texture4.u2;
- v[2] = ctx->EvalMap.Map2Texture4.v1;
- v[3] = ctx->EvalMap.Map2Texture4.v2;
- break;
- case GL_MAP2_VERTEX_3:
- v[0] = ctx->EvalMap.Map2Vertex3.u1;
- v[1] = ctx->EvalMap.Map2Vertex3.u2;
- v[2] = ctx->EvalMap.Map2Vertex3.v1;
- v[3] = ctx->EvalMap.Map2Vertex3.v2;
- break;
- case GL_MAP2_VERTEX_4:
- v[0] = ctx->EvalMap.Map2Vertex4.u1;
- v[1] = ctx->EvalMap.Map2Vertex4.u2;
- v[2] = ctx->EvalMap.Map2Vertex4.v1;
- v[3] = ctx->EvalMap.Map2Vertex4.v2;
- break;
- default:
- _mesa_error( ctx, GL_INVALID_ENUM, "glGetMapdv(target)" );
- }
+ if (map1d) {
+ numBytes = 2 * sizeof *v;
+ if (bufSize < numBytes)
+ goto overflow;
+ v[0] = (GLdouble) map1d->u1;
+ v[1] = (GLdouble) map1d->u2;
+ }
+ else {
+ numBytes = 4 * sizeof *v;
+ if (bufSize < numBytes)
+ goto overflow;
+ v[0] = (GLdouble) map2d->u1;
+ v[1] = (GLdouble) map2d->u2;
+ v[2] = (GLdouble) map2d->v1;
+ v[3] = (GLdouble) map2d->v2;
+ }
break;
default:
_mesa_error( ctx, GL_INVALID_ENUM, "glGetMapdv(query)" );
}
+ return;
+
+overflow:
+ _mesa_error( ctx, GL_INVALID_OPERATION,
+ "glGetnMapdvARB(out of bounds: bufSize is %d,"
+ " but %d bytes are required)", bufSize, numBytes );
}
+void GLAPIENTRY
+_mesa_GetMapdv( GLenum target, GLenum query, GLdouble *v )
+{
+ _mesa_GetnMapdvARB(target, query, INT_MAX, v);
+}
-void
-_mesa_GetMapfv( GLenum target, GLenum query, GLfloat *v )
+void GLAPIENTRY
+_mesa_GetnMapfvARB( GLenum target, GLenum query, GLsizei bufSize, GLfloat *v )
{
GET_CURRENT_CONTEXT(ctx);
+ struct gl_1d_map *map1d;
+ struct gl_2d_map *map2d;
GLint i, n;
GLfloat *data;
- ASSERT_OUTSIDE_BEGIN_END(ctx);
+ GLuint comps;
+ GLsizei numBytes;
+
+ comps = _mesa_evaluator_components(target);
+ if (!comps) {
+ _mesa_error( ctx, GL_INVALID_ENUM, "glGetMapfv(target)" );
+ return;
+ }
+
+ map1d = get_1d_map(ctx, target);
+ map2d = get_2d_map(ctx, target);
+ assert(map1d || map2d);
switch (query) {
case GL_COEFF:
- switch (target) {
- case GL_MAP1_COLOR_4:
- data = ctx->EvalMap.Map1Color4.Points;
- n = ctx->EvalMap.Map1Color4.Order * 4;
- break;
- case GL_MAP1_INDEX:
- data = ctx->EvalMap.Map1Index.Points;
- n = ctx->EvalMap.Map1Index.Order;
- break;
- case GL_MAP1_NORMAL:
- data = ctx->EvalMap.Map1Normal.Points;
- n = ctx->EvalMap.Map1Normal.Order * 3;
- break;
- case GL_MAP1_TEXTURE_COORD_1:
- data = ctx->EvalMap.Map1Texture1.Points;
- n = ctx->EvalMap.Map1Texture1.Order * 1;
- break;
- case GL_MAP1_TEXTURE_COORD_2:
- data = ctx->EvalMap.Map1Texture2.Points;
- n = ctx->EvalMap.Map1Texture2.Order * 2;
- break;
- case GL_MAP1_TEXTURE_COORD_3:
- data = ctx->EvalMap.Map1Texture3.Points;
- n = ctx->EvalMap.Map1Texture3.Order * 3;
- break;
- case GL_MAP1_TEXTURE_COORD_4:
- data = ctx->EvalMap.Map1Texture4.Points;
- n = ctx->EvalMap.Map1Texture4.Order * 4;
- break;
- case GL_MAP1_VERTEX_3:
- data = ctx->EvalMap.Map1Vertex3.Points;
- n = ctx->EvalMap.Map1Vertex3.Order * 3;
- break;
- case GL_MAP1_VERTEX_4:
- data = ctx->EvalMap.Map1Vertex4.Points;
- n = ctx->EvalMap.Map1Vertex4.Order * 4;
- break;
- case GL_MAP2_COLOR_4:
- data = ctx->EvalMap.Map2Color4.Points;
- n = ctx->EvalMap.Map2Color4.Uorder
- * ctx->EvalMap.Map2Color4.Vorder * 4;
- break;
- case GL_MAP2_INDEX:
- data = ctx->EvalMap.Map2Index.Points;
- n = ctx->EvalMap.Map2Index.Uorder
- * ctx->EvalMap.Map2Index.Vorder;
- break;
- case GL_MAP2_NORMAL:
- data = ctx->EvalMap.Map2Normal.Points;
- n = ctx->EvalMap.Map2Normal.Uorder
- * ctx->EvalMap.Map2Normal.Vorder * 3;
- break;
- case GL_MAP2_TEXTURE_COORD_1:
- data = ctx->EvalMap.Map2Texture1.Points;
- n = ctx->EvalMap.Map2Texture1.Uorder
- * ctx->EvalMap.Map2Texture1.Vorder * 1;
- break;
- case GL_MAP2_TEXTURE_COORD_2:
- data = ctx->EvalMap.Map2Texture2.Points;
- n = ctx->EvalMap.Map2Texture2.Uorder
- * ctx->EvalMap.Map2Texture2.Vorder * 2;
- break;
- case GL_MAP2_TEXTURE_COORD_3:
- data = ctx->EvalMap.Map2Texture3.Points;
- n = ctx->EvalMap.Map2Texture3.Uorder
- * ctx->EvalMap.Map2Texture3.Vorder * 3;
- break;
- case GL_MAP2_TEXTURE_COORD_4:
- data = ctx->EvalMap.Map2Texture4.Points;
- n = ctx->EvalMap.Map2Texture4.Uorder
- * ctx->EvalMap.Map2Texture4.Vorder * 4;
- break;
- case GL_MAP2_VERTEX_3:
- data = ctx->EvalMap.Map2Vertex3.Points;
- n = ctx->EvalMap.Map2Vertex3.Uorder
- * ctx->EvalMap.Map2Vertex3.Vorder * 3;
- break;
- case GL_MAP2_VERTEX_4:
- data = ctx->EvalMap.Map2Vertex4.Points;
- n = ctx->EvalMap.Map2Vertex4.Uorder
- * ctx->EvalMap.Map2Vertex4.Vorder * 4;
- break;
- default:
- _mesa_error( ctx, GL_INVALID_ENUM, "glGetMapfv(target)" );
- return;
- }
+ if (map1d) {
+ data = map1d->Points;
+ n = map1d->Order * comps;
+ }
+ else {
+ data = map2d->Points;
+ n = map2d->Uorder * map2d->Vorder * comps;
+ }
if (data) {
+ numBytes = n * sizeof *v;
+ if (bufSize < numBytes)
+ goto overflow;
for (i=0;i<n;i++) {
v[i] = data[i];
}
}
break;
case GL_ORDER:
- switch (target) {
- case GL_MAP1_COLOR_4:
- *v = (GLfloat) ctx->EvalMap.Map1Color4.Order;
- break;
- case GL_MAP1_INDEX:
- *v = (GLfloat) ctx->EvalMap.Map1Index.Order;
- break;
- case GL_MAP1_NORMAL:
- *v = (GLfloat) ctx->EvalMap.Map1Normal.Order;
- break;
- case GL_MAP1_TEXTURE_COORD_1:
- *v = (GLfloat) ctx->EvalMap.Map1Texture1.Order;
- break;
- case GL_MAP1_TEXTURE_COORD_2:
- *v = (GLfloat) ctx->EvalMap.Map1Texture2.Order;
- break;
- case GL_MAP1_TEXTURE_COORD_3:
- *v = (GLfloat) ctx->EvalMap.Map1Texture3.Order;
- break;
- case GL_MAP1_TEXTURE_COORD_4:
- *v = (GLfloat) ctx->EvalMap.Map1Texture4.Order;
- break;
- case GL_MAP1_VERTEX_3:
- *v = (GLfloat) ctx->EvalMap.Map1Vertex3.Order;
- break;
- case GL_MAP1_VERTEX_4:
- *v = (GLfloat) ctx->EvalMap.Map1Vertex4.Order;
- break;
- case GL_MAP2_COLOR_4:
- v[0] = (GLfloat) ctx->EvalMap.Map2Color4.Uorder;
- v[1] = (GLfloat) ctx->EvalMap.Map2Color4.Vorder;
- break;
- case GL_MAP2_INDEX:
- v[0] = (GLfloat) ctx->EvalMap.Map2Index.Uorder;
- v[1] = (GLfloat) ctx->EvalMap.Map2Index.Vorder;
- break;
- case GL_MAP2_NORMAL:
- v[0] = (GLfloat) ctx->EvalMap.Map2Normal.Uorder;
- v[1] = (GLfloat) ctx->EvalMap.Map2Normal.Vorder;
- break;
- case GL_MAP2_TEXTURE_COORD_1:
- v[0] = (GLfloat) ctx->EvalMap.Map2Texture1.Uorder;
- v[1] = (GLfloat) ctx->EvalMap.Map2Texture1.Vorder;
- break;
- case GL_MAP2_TEXTURE_COORD_2:
- v[0] = (GLfloat) ctx->EvalMap.Map2Texture2.Uorder;
- v[1] = (GLfloat) ctx->EvalMap.Map2Texture2.Vorder;
- break;
- case GL_MAP2_TEXTURE_COORD_3:
- v[0] = (GLfloat) ctx->EvalMap.Map2Texture3.Uorder;
- v[1] = (GLfloat) ctx->EvalMap.Map2Texture3.Vorder;
- break;
- case GL_MAP2_TEXTURE_COORD_4:
- v[0] = (GLfloat) ctx->EvalMap.Map2Texture4.Uorder;
- v[1] = (GLfloat) ctx->EvalMap.Map2Texture4.Vorder;
- break;
- case GL_MAP2_VERTEX_3:
- v[0] = (GLfloat) ctx->EvalMap.Map2Vertex3.Uorder;
- v[1] = (GLfloat) ctx->EvalMap.Map2Vertex3.Vorder;
- break;
- case GL_MAP2_VERTEX_4:
- v[0] = (GLfloat) ctx->EvalMap.Map2Vertex4.Uorder;
- v[1] = (GLfloat) ctx->EvalMap.Map2Vertex4.Vorder;
- break;
- default:
- _mesa_error( ctx, GL_INVALID_ENUM, "glGetMapfv(target)" );
- return;
- }
+ if (map1d) {
+ numBytes = 1 * sizeof *v;
+ if (bufSize < numBytes)
+ goto overflow;
+ v[0] = (GLfloat) map1d->Order;
+ }
+ else {
+ numBytes = 2 * sizeof *v;
+ if (bufSize < numBytes)
+ goto overflow;
+ v[0] = (GLfloat) map2d->Uorder;
+ v[1] = (GLfloat) map2d->Vorder;
+ }
break;
case GL_DOMAIN:
- switch (target) {
- case GL_MAP1_COLOR_4:
- v[0] = ctx->EvalMap.Map1Color4.u1;
- v[1] = ctx->EvalMap.Map1Color4.u2;
- break;
- case GL_MAP1_INDEX:
- v[0] = ctx->EvalMap.Map1Index.u1;
- v[1] = ctx->EvalMap.Map1Index.u2;
- break;
- case GL_MAP1_NORMAL:
- v[0] = ctx->EvalMap.Map1Normal.u1;
- v[1] = ctx->EvalMap.Map1Normal.u2;
- break;
- case GL_MAP1_TEXTURE_COORD_1:
- v[0] = ctx->EvalMap.Map1Texture1.u1;
- v[1] = ctx->EvalMap.Map1Texture1.u2;
- break;
- case GL_MAP1_TEXTURE_COORD_2:
- v[0] = ctx->EvalMap.Map1Texture2.u1;
- v[1] = ctx->EvalMap.Map1Texture2.u2;
- break;
- case GL_MAP1_TEXTURE_COORD_3:
- v[0] = ctx->EvalMap.Map1Texture3.u1;
- v[1] = ctx->EvalMap.Map1Texture3.u2;
- break;
- case GL_MAP1_TEXTURE_COORD_4:
- v[0] = ctx->EvalMap.Map1Texture4.u1;
- v[1] = ctx->EvalMap.Map1Texture4.u2;
- break;
- case GL_MAP1_VERTEX_3:
- v[0] = ctx->EvalMap.Map1Vertex3.u1;
- v[1] = ctx->EvalMap.Map1Vertex3.u2;
- break;
- case GL_MAP1_VERTEX_4:
- v[0] = ctx->EvalMap.Map1Vertex4.u1;
- v[1] = ctx->EvalMap.Map1Vertex4.u2;
- break;
- case GL_MAP2_COLOR_4:
- v[0] = ctx->EvalMap.Map2Color4.u1;
- v[1] = ctx->EvalMap.Map2Color4.u2;
- v[2] = ctx->EvalMap.Map2Color4.v1;
- v[3] = ctx->EvalMap.Map2Color4.v2;
- break;
- case GL_MAP2_INDEX:
- v[0] = ctx->EvalMap.Map2Index.u1;
- v[1] = ctx->EvalMap.Map2Index.u2;
- v[2] = ctx->EvalMap.Map2Index.v1;
- v[3] = ctx->EvalMap.Map2Index.v2;
- break;
- case GL_MAP2_NORMAL:
- v[0] = ctx->EvalMap.Map2Normal.u1;
- v[1] = ctx->EvalMap.Map2Normal.u2;
- v[2] = ctx->EvalMap.Map2Normal.v1;
- v[3] = ctx->EvalMap.Map2Normal.v2;
- break;
- case GL_MAP2_TEXTURE_COORD_1:
- v[0] = ctx->EvalMap.Map2Texture1.u1;
- v[1] = ctx->EvalMap.Map2Texture1.u2;
- v[2] = ctx->EvalMap.Map2Texture1.v1;
- v[3] = ctx->EvalMap.Map2Texture1.v2;
- break;
- case GL_MAP2_TEXTURE_COORD_2:
- v[0] = ctx->EvalMap.Map2Texture2.u1;
- v[1] = ctx->EvalMap.Map2Texture2.u2;
- v[2] = ctx->EvalMap.Map2Texture2.v1;
- v[3] = ctx->EvalMap.Map2Texture2.v2;
- break;
- case GL_MAP2_TEXTURE_COORD_3:
- v[0] = ctx->EvalMap.Map2Texture3.u1;
- v[1] = ctx->EvalMap.Map2Texture3.u2;
- v[2] = ctx->EvalMap.Map2Texture3.v1;
- v[3] = ctx->EvalMap.Map2Texture3.v2;
- break;
- case GL_MAP2_TEXTURE_COORD_4:
- v[0] = ctx->EvalMap.Map2Texture4.u1;
- v[1] = ctx->EvalMap.Map2Texture4.u2;
- v[2] = ctx->EvalMap.Map2Texture4.v1;
- v[3] = ctx->EvalMap.Map2Texture4.v2;
- break;
- case GL_MAP2_VERTEX_3:
- v[0] = ctx->EvalMap.Map2Vertex3.u1;
- v[1] = ctx->EvalMap.Map2Vertex3.u2;
- v[2] = ctx->EvalMap.Map2Vertex3.v1;
- v[3] = ctx->EvalMap.Map2Vertex3.v2;
- break;
- case GL_MAP2_VERTEX_4:
- v[0] = ctx->EvalMap.Map2Vertex4.u1;
- v[1] = ctx->EvalMap.Map2Vertex4.u2;
- v[2] = ctx->EvalMap.Map2Vertex4.v1;
- v[3] = ctx->EvalMap.Map2Vertex4.v2;
- break;
- default:
- _mesa_error( ctx, GL_INVALID_ENUM, "glGetMapfv(target)" );
- }
+ if (map1d) {
+ numBytes = 2 * sizeof *v;
+ if (bufSize < numBytes)
+ goto overflow;
+ v[0] = map1d->u1;
+ v[1] = map1d->u2;
+ }
+ else {
+ numBytes = 4 * sizeof *v;
+ if (bufSize < numBytes)
+ goto overflow;
+ v[0] = map2d->u1;
+ v[1] = map2d->u2;
+ v[2] = map2d->v1;
+ v[3] = map2d->v2;
+ }
break;
default:
_mesa_error( ctx, GL_INVALID_ENUM, "glGetMapfv(query)" );
}
+ return;
+
+overflow:
+ _mesa_error( ctx, GL_INVALID_OPERATION,
+ "glGetnMapfvARB(out of bounds: bufSize is %d,"
+ " but %d bytes are required)", bufSize, numBytes );
}
-void
-_mesa_GetMapiv( GLenum target, GLenum query, GLint *v )
+void GLAPIENTRY
+_mesa_GetMapfv( GLenum target, GLenum query, GLfloat *v )
+{
+ _mesa_GetnMapfvARB(target, query, INT_MAX, v);
+}
+
+
+void GLAPIENTRY
+_mesa_GetnMapivARB( GLenum target, GLenum query, GLsizei bufSize, GLint *v )
{
GET_CURRENT_CONTEXT(ctx);
+ struct gl_1d_map *map1d;
+ struct gl_2d_map *map2d;
GLuint i, n;
GLfloat *data;
- ASSERT_OUTSIDE_BEGIN_END(ctx);
+ GLuint comps;
+ GLsizei numBytes;
+
+ comps = _mesa_evaluator_components(target);
+ if (!comps) {
+ _mesa_error( ctx, GL_INVALID_ENUM, "glGetMapiv(target)" );
+ return;
+ }
+
+ map1d = get_1d_map(ctx, target);
+ map2d = get_2d_map(ctx, target);
+ assert(map1d || map2d);
switch (query) {
case GL_COEFF:
- switch (target) {
- case GL_MAP1_COLOR_4:
- data = ctx->EvalMap.Map1Color4.Points;
- n = ctx->EvalMap.Map1Color4.Order * 4;
- break;
- case GL_MAP1_INDEX:
- data = ctx->EvalMap.Map1Index.Points;
- n = ctx->EvalMap.Map1Index.Order;
- break;
- case GL_MAP1_NORMAL:
- data = ctx->EvalMap.Map1Normal.Points;
- n = ctx->EvalMap.Map1Normal.Order * 3;
- break;
- case GL_MAP1_TEXTURE_COORD_1:
- data = ctx->EvalMap.Map1Texture1.Points;
- n = ctx->EvalMap.Map1Texture1.Order * 1;
- break;
- case GL_MAP1_TEXTURE_COORD_2:
- data = ctx->EvalMap.Map1Texture2.Points;
- n = ctx->EvalMap.Map1Texture2.Order * 2;
- break;
- case GL_MAP1_TEXTURE_COORD_3:
- data = ctx->EvalMap.Map1Texture3.Points;
- n = ctx->EvalMap.Map1Texture3.Order * 3;
- break;
- case GL_MAP1_TEXTURE_COORD_4:
- data = ctx->EvalMap.Map1Texture4.Points;
- n = ctx->EvalMap.Map1Texture4.Order * 4;
- break;
- case GL_MAP1_VERTEX_3:
- data = ctx->EvalMap.Map1Vertex3.Points;
- n = ctx->EvalMap.Map1Vertex3.Order * 3;
- break;
- case GL_MAP1_VERTEX_4:
- data = ctx->EvalMap.Map1Vertex4.Points;
- n = ctx->EvalMap.Map1Vertex4.Order * 4;
- break;
- case GL_MAP2_COLOR_4:
- data = ctx->EvalMap.Map2Color4.Points;
- n = ctx->EvalMap.Map2Color4.Uorder
- * ctx->EvalMap.Map2Color4.Vorder * 4;
- break;
- case GL_MAP2_INDEX:
- data = ctx->EvalMap.Map2Index.Points;
- n = ctx->EvalMap.Map2Index.Uorder
- * ctx->EvalMap.Map2Index.Vorder;
- break;
- case GL_MAP2_NORMAL:
- data = ctx->EvalMap.Map2Normal.Points;
- n = ctx->EvalMap.Map2Normal.Uorder
- * ctx->EvalMap.Map2Normal.Vorder * 3;
- break;
- case GL_MAP2_TEXTURE_COORD_1:
- data = ctx->EvalMap.Map2Texture1.Points;
- n = ctx->EvalMap.Map2Texture1.Uorder
- * ctx->EvalMap.Map2Texture1.Vorder * 1;
- break;
- case GL_MAP2_TEXTURE_COORD_2:
- data = ctx->EvalMap.Map2Texture2.Points;
- n = ctx->EvalMap.Map2Texture2.Uorder
- * ctx->EvalMap.Map2Texture2.Vorder * 2;
- break;
- case GL_MAP2_TEXTURE_COORD_3:
- data = ctx->EvalMap.Map2Texture3.Points;
- n = ctx->EvalMap.Map2Texture3.Uorder
- * ctx->EvalMap.Map2Texture3.Vorder * 3;
- break;
- case GL_MAP2_TEXTURE_COORD_4:
- data = ctx->EvalMap.Map2Texture4.Points;
- n = ctx->EvalMap.Map2Texture4.Uorder
- * ctx->EvalMap.Map2Texture4.Vorder * 4;
- break;
- case GL_MAP2_VERTEX_3:
- data = ctx->EvalMap.Map2Vertex3.Points;
- n = ctx->EvalMap.Map2Vertex3.Uorder
- * ctx->EvalMap.Map2Vertex3.Vorder * 3;
- break;
- case GL_MAP2_VERTEX_4:
- data = ctx->EvalMap.Map2Vertex4.Points;
- n = ctx->EvalMap.Map2Vertex4.Uorder
- * ctx->EvalMap.Map2Vertex4.Vorder * 4;
- break;
- default:
- _mesa_error( ctx, GL_INVALID_ENUM, "glGetMapiv(target)" );
- return;
- }
+ if (map1d) {
+ data = map1d->Points;
+ n = map1d->Order * comps;
+ }
+ else {
+ data = map2d->Points;
+ n = map2d->Uorder * map2d->Vorder * comps;
+ }
if (data) {
+ numBytes = n * sizeof *v;
+ if (bufSize < numBytes)
+ goto overflow;
for (i=0;i<n;i++) {
- v[i] = ROUNDF(data[i]);
+ v[i] = IROUND(data[i]);
}
}
break;
case GL_ORDER:
- switch (target) {
- case GL_MAP1_COLOR_4:
- *v = ctx->EvalMap.Map1Color4.Order;
- break;
- case GL_MAP1_INDEX:
- *v = ctx->EvalMap.Map1Index.Order;
- break;
- case GL_MAP1_NORMAL:
- *v = ctx->EvalMap.Map1Normal.Order;
- break;
- case GL_MAP1_TEXTURE_COORD_1:
- *v = ctx->EvalMap.Map1Texture1.Order;
- break;
- case GL_MAP1_TEXTURE_COORD_2:
- *v = ctx->EvalMap.Map1Texture2.Order;
- break;
- case GL_MAP1_TEXTURE_COORD_3:
- *v = ctx->EvalMap.Map1Texture3.Order;
- break;
- case GL_MAP1_TEXTURE_COORD_4:
- *v = ctx->EvalMap.Map1Texture4.Order;
- break;
- case GL_MAP1_VERTEX_3:
- *v = ctx->EvalMap.Map1Vertex3.Order;
- break;
- case GL_MAP1_VERTEX_4:
- *v = ctx->EvalMap.Map1Vertex4.Order;
- break;
- case GL_MAP2_COLOR_4:
- v[0] = ctx->EvalMap.Map2Color4.Uorder;
- v[1] = ctx->EvalMap.Map2Color4.Vorder;
- break;
- case GL_MAP2_INDEX:
- v[0] = ctx->EvalMap.Map2Index.Uorder;
- v[1] = ctx->EvalMap.Map2Index.Vorder;
- break;
- case GL_MAP2_NORMAL:
- v[0] = ctx->EvalMap.Map2Normal.Uorder;
- v[1] = ctx->EvalMap.Map2Normal.Vorder;
- break;
- case GL_MAP2_TEXTURE_COORD_1:
- v[0] = ctx->EvalMap.Map2Texture1.Uorder;
- v[1] = ctx->EvalMap.Map2Texture1.Vorder;
- break;
- case GL_MAP2_TEXTURE_COORD_2:
- v[0] = ctx->EvalMap.Map2Texture2.Uorder;
- v[1] = ctx->EvalMap.Map2Texture2.Vorder;
- break;
- case GL_MAP2_TEXTURE_COORD_3:
- v[0] = ctx->EvalMap.Map2Texture3.Uorder;
- v[1] = ctx->EvalMap.Map2Texture3.Vorder;
- break;
- case GL_MAP2_TEXTURE_COORD_4:
- v[0] = ctx->EvalMap.Map2Texture4.Uorder;
- v[1] = ctx->EvalMap.Map2Texture4.Vorder;
- break;
- case GL_MAP2_VERTEX_3:
- v[0] = ctx->EvalMap.Map2Vertex3.Uorder;
- v[1] = ctx->EvalMap.Map2Vertex3.Vorder;
- break;
- case GL_MAP2_VERTEX_4:
- v[0] = ctx->EvalMap.Map2Vertex4.Uorder;
- v[1] = ctx->EvalMap.Map2Vertex4.Vorder;
- break;
- default:
- _mesa_error( ctx, GL_INVALID_ENUM, "glGetMapiv(target)" );
- return;
- }
+ if (map1d) {
+ numBytes = 1 * sizeof *v;
+ if (bufSize < numBytes)
+ goto overflow;
+ v[0] = map1d->Order;
+ }
+ else {
+ numBytes = 2 * sizeof *v;
+ if (bufSize < numBytes)
+ goto overflow;
+ v[0] = map2d->Uorder;
+ v[1] = map2d->Vorder;
+ }
break;
case GL_DOMAIN:
- switch (target) {
- case GL_MAP1_COLOR_4:
- v[0] = ROUNDF(ctx->EvalMap.Map1Color4.u1);
- v[1] = ROUNDF(ctx->EvalMap.Map1Color4.u2);
- break;
- case GL_MAP1_INDEX:
- v[0] = ROUNDF(ctx->EvalMap.Map1Index.u1);
- v[1] = ROUNDF(ctx->EvalMap.Map1Index.u2);
- break;
- case GL_MAP1_NORMAL:
- v[0] = ROUNDF(ctx->EvalMap.Map1Normal.u1);
- v[1] = ROUNDF(ctx->EvalMap.Map1Normal.u2);
- break;
- case GL_MAP1_TEXTURE_COORD_1:
- v[0] = ROUNDF(ctx->EvalMap.Map1Texture1.u1);
- v[1] = ROUNDF(ctx->EvalMap.Map1Texture1.u2);
- break;
- case GL_MAP1_TEXTURE_COORD_2:
- v[0] = ROUNDF(ctx->EvalMap.Map1Texture2.u1);
- v[1] = ROUNDF(ctx->EvalMap.Map1Texture2.u2);
- break;
- case GL_MAP1_TEXTURE_COORD_3:
- v[0] = ROUNDF(ctx->EvalMap.Map1Texture3.u1);
- v[1] = ROUNDF(ctx->EvalMap.Map1Texture3.u2);
- break;
- case GL_MAP1_TEXTURE_COORD_4:
- v[0] = ROUNDF(ctx->EvalMap.Map1Texture4.u1);
- v[1] = ROUNDF(ctx->EvalMap.Map1Texture4.u2);
- break;
- case GL_MAP1_VERTEX_3:
- v[0] = ROUNDF(ctx->EvalMap.Map1Vertex3.u1);
- v[1] = ROUNDF(ctx->EvalMap.Map1Vertex3.u2);
- break;
- case GL_MAP1_VERTEX_4:
- v[0] = ROUNDF(ctx->EvalMap.Map1Vertex4.u1);
- v[1] = ROUNDF(ctx->EvalMap.Map1Vertex4.u2);
- break;
- case GL_MAP2_COLOR_4:
- v[0] = ROUNDF(ctx->EvalMap.Map2Color4.u1);
- v[1] = ROUNDF(ctx->EvalMap.Map2Color4.u2);
- v[2] = ROUNDF(ctx->EvalMap.Map2Color4.v1);
- v[3] = ROUNDF(ctx->EvalMap.Map2Color4.v2);
- break;
- case GL_MAP2_INDEX:
- v[0] = ROUNDF(ctx->EvalMap.Map2Index.u1);
- v[1] = ROUNDF(ctx->EvalMap.Map2Index.u2);
- v[2] = ROUNDF(ctx->EvalMap.Map2Index.v1);
- v[3] = ROUNDF(ctx->EvalMap.Map2Index.v2);
- break;
- case GL_MAP2_NORMAL:
- v[0] = ROUNDF(ctx->EvalMap.Map2Normal.u1);
- v[1] = ROUNDF(ctx->EvalMap.Map2Normal.u2);
- v[2] = ROUNDF(ctx->EvalMap.Map2Normal.v1);
- v[3] = ROUNDF(ctx->EvalMap.Map2Normal.v2);
- break;
- case GL_MAP2_TEXTURE_COORD_1:
- v[0] = ROUNDF(ctx->EvalMap.Map2Texture1.u1);
- v[1] = ROUNDF(ctx->EvalMap.Map2Texture1.u2);
- v[2] = ROUNDF(ctx->EvalMap.Map2Texture1.v1);
- v[3] = ROUNDF(ctx->EvalMap.Map2Texture1.v2);
- break;
- case GL_MAP2_TEXTURE_COORD_2:
- v[0] = ROUNDF(ctx->EvalMap.Map2Texture2.u1);
- v[1] = ROUNDF(ctx->EvalMap.Map2Texture2.u2);
- v[2] = ROUNDF(ctx->EvalMap.Map2Texture2.v1);
- v[3] = ROUNDF(ctx->EvalMap.Map2Texture2.v2);
- break;
- case GL_MAP2_TEXTURE_COORD_3:
- v[0] = ROUNDF(ctx->EvalMap.Map2Texture3.u1);
- v[1] = ROUNDF(ctx->EvalMap.Map2Texture3.u2);
- v[2] = ROUNDF(ctx->EvalMap.Map2Texture3.v1);
- v[3] = ROUNDF(ctx->EvalMap.Map2Texture3.v2);
- break;
- case GL_MAP2_TEXTURE_COORD_4:
- v[0] = ROUNDF(ctx->EvalMap.Map2Texture4.u1);
- v[1] = ROUNDF(ctx->EvalMap.Map2Texture4.u2);
- v[2] = ROUNDF(ctx->EvalMap.Map2Texture4.v1);
- v[3] = ROUNDF(ctx->EvalMap.Map2Texture4.v2);
- break;
- case GL_MAP2_VERTEX_3:
- v[0] = ROUNDF(ctx->EvalMap.Map2Vertex3.u1);
- v[1] = ROUNDF(ctx->EvalMap.Map2Vertex3.u2);
- v[2] = ROUNDF(ctx->EvalMap.Map2Vertex3.v1);
- v[3] = ROUNDF(ctx->EvalMap.Map2Vertex3.v2);
- break;
- case GL_MAP2_VERTEX_4:
- v[0] = ROUNDF(ctx->EvalMap.Map2Vertex4.u1);
- v[1] = ROUNDF(ctx->EvalMap.Map2Vertex4.u2);
- v[2] = ROUNDF(ctx->EvalMap.Map2Vertex4.v1);
- v[3] = ROUNDF(ctx->EvalMap.Map2Vertex4.v2);
- break;
- default:
- _mesa_error( ctx, GL_INVALID_ENUM, "glGetMapiv(target)" );
- }
+ if (map1d) {
+ numBytes = 2 * sizeof *v;
+ if (bufSize < numBytes)
+ goto overflow;
+ v[0] = IROUND(map1d->u1);
+ v[1] = IROUND(map1d->u2);
+ }
+ else {
+ numBytes = 4 * sizeof *v;
+ if (bufSize < numBytes)
+ goto overflow;
+ v[0] = IROUND(map2d->u1);
+ v[1] = IROUND(map2d->u2);
+ v[2] = IROUND(map2d->v1);
+ v[3] = IROUND(map2d->v2);
+ }
break;
default:
_mesa_error( ctx, GL_INVALID_ENUM, "glGetMapiv(query)" );
}
+ return;
+
+overflow:
+ _mesa_error( ctx, GL_INVALID_OPERATION,
+ "glGetnMapivARB(out of bounds: bufSize is %d,"
+ " but %d bytes are required)", bufSize, numBytes );
}
+void GLAPIENTRY
+_mesa_GetMapiv( GLenum target, GLenum query, GLint *v )
+{
+ _mesa_GetnMapivARB(target, query, INT_MAX, v);
+}
-void
+
+void GLAPIENTRY
_mesa_MapGrid1f( GLint un, GLfloat u1, GLfloat u2 )
{
GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END(ctx);
if (un<1) {
_mesa_error( ctx, GL_INVALID_VALUE, "glMapGrid1f" );
}
-void
+void GLAPIENTRY
_mesa_MapGrid1d( GLint un, GLdouble u1, GLdouble u2 )
{
_mesa_MapGrid1f( un, (GLfloat) u1, (GLfloat) u2 );
}
-void
+void GLAPIENTRY
_mesa_MapGrid2f( GLint un, GLfloat u1, GLfloat u2,
GLint vn, GLfloat v1, GLfloat v2 )
{
GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END(ctx);
if (un<1) {
_mesa_error( ctx, GL_INVALID_VALUE, "glMapGrid2f(un)" );
}
-void
+void GLAPIENTRY
_mesa_MapGrid2d( GLint un, GLdouble u1, GLdouble u2,
GLint vn, GLdouble v1, GLdouble v2 )
{
_mesa_MapGrid2f( un, (GLfloat) u1, (GLfloat) u2,
vn, (GLfloat) v1, (GLfloat) v2 );
}
+
+
+void
+_mesa_install_eval_vtxfmt(struct _glapi_table *disp,
+ const GLvertexformat *vfmt)
+{
+ SET_EvalCoord1f(disp, vfmt->EvalCoord1f);
+ SET_EvalCoord1fv(disp, vfmt->EvalCoord1fv);
+ SET_EvalCoord2f(disp, vfmt->EvalCoord2f);
+ SET_EvalCoord2fv(disp, vfmt->EvalCoord2fv);
+ SET_EvalPoint1(disp, vfmt->EvalPoint1);
+ SET_EvalPoint2(disp, vfmt->EvalPoint2);
+}
+
+
+/**********************************************************************/
+/***** Initialization *****/
+/**********************************************************************/
+
+/**
+ * Initialize a 1-D evaluator map.
+ */
+static void
+init_1d_map( struct gl_1d_map *map, int n, const float *initial )
+{
+ map->Order = 1;
+ map->u1 = 0.0;
+ map->u2 = 1.0;
+ map->Points = malloc(n * sizeof(GLfloat));
+ if (map->Points) {
+ GLint i;
+ for (i=0;i<n;i++)
+ map->Points[i] = initial[i];
+ }
+}
+
+
+/**
+ * Initialize a 2-D evaluator map
+ */
+static void
+init_2d_map( struct gl_2d_map *map, int n, const float *initial )
+{
+ map->Uorder = 1;
+ map->Vorder = 1;
+ map->u1 = 0.0;
+ map->u2 = 1.0;
+ map->v1 = 0.0;
+ map->v2 = 1.0;
+ map->Points = malloc(n * sizeof(GLfloat));
+ if (map->Points) {
+ GLint i;
+ for (i=0;i<n;i++)
+ map->Points[i] = initial[i];
+ }
+}
+
+
+void _mesa_init_eval( struct gl_context *ctx )
+{
+ /* Evaluators group */
+ ctx->Eval.Map1Color4 = GL_FALSE;
+ ctx->Eval.Map1Index = GL_FALSE;
+ ctx->Eval.Map1Normal = GL_FALSE;
+ ctx->Eval.Map1TextureCoord1 = GL_FALSE;
+ ctx->Eval.Map1TextureCoord2 = GL_FALSE;
+ ctx->Eval.Map1TextureCoord3 = GL_FALSE;
+ ctx->Eval.Map1TextureCoord4 = GL_FALSE;
+ ctx->Eval.Map1Vertex3 = GL_FALSE;
+ ctx->Eval.Map1Vertex4 = GL_FALSE;
+ ctx->Eval.Map2Color4 = GL_FALSE;
+ ctx->Eval.Map2Index = GL_FALSE;
+ ctx->Eval.Map2Normal = GL_FALSE;
+ ctx->Eval.Map2TextureCoord1 = GL_FALSE;
+ ctx->Eval.Map2TextureCoord2 = GL_FALSE;
+ ctx->Eval.Map2TextureCoord3 = GL_FALSE;
+ ctx->Eval.Map2TextureCoord4 = GL_FALSE;
+ ctx->Eval.Map2Vertex3 = GL_FALSE;
+ ctx->Eval.Map2Vertex4 = GL_FALSE;
+ ctx->Eval.AutoNormal = GL_FALSE;
+ ctx->Eval.MapGrid1un = 1;
+ ctx->Eval.MapGrid1u1 = 0.0;
+ ctx->Eval.MapGrid1u2 = 1.0;
+ ctx->Eval.MapGrid2un = 1;
+ ctx->Eval.MapGrid2vn = 1;
+ ctx->Eval.MapGrid2u1 = 0.0;
+ ctx->Eval.MapGrid2u2 = 1.0;
+ ctx->Eval.MapGrid2v1 = 0.0;
+ ctx->Eval.MapGrid2v2 = 1.0;
+
+ /* Evaluator data */
+ {
+ static GLfloat vertex[4] = { 0.0, 0.0, 0.0, 1.0 };
+ static GLfloat normal[3] = { 0.0, 0.0, 1.0 };
+ static GLfloat index[1] = { 1.0 };
+ static GLfloat color[4] = { 1.0, 1.0, 1.0, 1.0 };
+ static GLfloat texcoord[4] = { 0.0, 0.0, 0.0, 1.0 };
+
+ init_1d_map( &ctx->EvalMap.Map1Vertex3, 3, vertex );
+ init_1d_map( &ctx->EvalMap.Map1Vertex4, 4, vertex );
+ init_1d_map( &ctx->EvalMap.Map1Index, 1, index );
+ init_1d_map( &ctx->EvalMap.Map1Color4, 4, color );
+ init_1d_map( &ctx->EvalMap.Map1Normal, 3, normal );
+ init_1d_map( &ctx->EvalMap.Map1Texture1, 1, texcoord );
+ init_1d_map( &ctx->EvalMap.Map1Texture2, 2, texcoord );
+ init_1d_map( &ctx->EvalMap.Map1Texture3, 3, texcoord );
+ init_1d_map( &ctx->EvalMap.Map1Texture4, 4, texcoord );
+
+ init_2d_map( &ctx->EvalMap.Map2Vertex3, 3, vertex );
+ init_2d_map( &ctx->EvalMap.Map2Vertex4, 4, vertex );
+ init_2d_map( &ctx->EvalMap.Map2Index, 1, index );
+ init_2d_map( &ctx->EvalMap.Map2Color4, 4, color );
+ init_2d_map( &ctx->EvalMap.Map2Normal, 3, normal );
+ init_2d_map( &ctx->EvalMap.Map2Texture1, 1, texcoord );
+ init_2d_map( &ctx->EvalMap.Map2Texture2, 2, texcoord );
+ init_2d_map( &ctx->EvalMap.Map2Texture3, 3, texcoord );
+ init_2d_map( &ctx->EvalMap.Map2Texture4, 4, texcoord );
+ }
+}
+
+
+void _mesa_free_eval_data( struct gl_context *ctx )
+{
+ /* Free evaluator data */
+ free(ctx->EvalMap.Map1Vertex3.Points);
+ free(ctx->EvalMap.Map1Vertex4.Points);
+ free(ctx->EvalMap.Map1Index.Points);
+ free(ctx->EvalMap.Map1Color4.Points);
+ free(ctx->EvalMap.Map1Normal.Points);
+ free(ctx->EvalMap.Map1Texture1.Points);
+ free(ctx->EvalMap.Map1Texture2.Points);
+ free(ctx->EvalMap.Map1Texture3.Points);
+ free(ctx->EvalMap.Map1Texture4.Points);
+
+ free(ctx->EvalMap.Map2Vertex3.Points);
+ free(ctx->EvalMap.Map2Vertex4.Points);
+ free(ctx->EvalMap.Map2Index.Points);
+ free(ctx->EvalMap.Map2Color4.Points);
+ free(ctx->EvalMap.Map2Normal.Points);
+ free(ctx->EvalMap.Map2Texture1.Points);
+ free(ctx->EvalMap.Map2Texture2.Points);
+ free(ctx->EvalMap.Map2Texture3.Points);
+ free(ctx->EvalMap.Map2Texture4.Points);
+}