-/**
- * \file matrix.c
- * Matrix operations.
- *
- * \note
- * -# 4x4 transformation matrices are stored in memory in column major order.
- * -# Points/vertices are to be thought of as column vectors.
- * -# Transformation of a point p by a matrix M is: p' = M * p
- */
-
/*
* Mesa 3-D graphics library
- * Version: 5.1
*
- * Copyright (C) 1999-2003 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2008 Brian Paul All Rights Reserved.
+ * Copyright (C) 2009 VMware, Inc. 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.
+ */
+
+
+/**
+ * \file matrix.c
+ * Matrix operations.
+ *
+ * \note
+ * -# 4x4 transformation matrices are stored in memory in column major order.
+ * -# Points/vertices are to be thought of as column vectors.
+ * -# Transformation of a point p by a matrix M is: p' = M * p
*/
#include "glheader.h"
#include "imports.h"
-#include "buffers.h"
#include "context.h"
#include "enums.h"
#include "macros.h"
#include "matrix.h"
#include "mtypes.h"
#include "math/m_matrix.h"
-#include "math/m_xform.h"
/**
*
* Flushes vertices and validates parameters. Calls _math_matrix_frustum() with
* the top matrix of the current matrix stack and sets
- * __GLcontextRec::NewState.
+ * __struct gl_contextRec::NewState.
*/
void GLAPIENTRY
_mesa_Frustum( GLdouble left, GLdouble right,
GLdouble nearval, GLdouble farval )
{
GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
+
+ FLUSH_VERTICES(ctx, 0);
if (nearval <= 0.0 ||
farval <= 0.0 ||
*
* Flushes vertices and validates parameters. Calls _math_matrix_ortho() with
* the top matrix of the current matrix stack and sets
- * __GLcontextRec::NewState.
+ * __struct gl_contextRec::NewState.
*/
void GLAPIENTRY
_mesa_Ortho( GLdouble left, GLdouble right,
GLdouble nearval, GLdouble farval )
{
GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
+
+ FLUSH_VERTICES(ctx, 0);
if (MESA_VERBOSE & VERBOSE_API)
- _mesa_debug(ctx, "glFrustum(%f, %f, %f, %f, %f, %f)\n",
+ _mesa_debug(ctx, "glOrtho(%f, %f, %f, %f, %f, %f)\n",
left, right, bottom, top, nearval, farval);
if (left == right ||
* \sa glMatrixMode().
*
* Flushes the vertices, validates the parameter and updates
- * __GLcontextRec::CurrentStack and gl_transform_attrib::MatrixMode with the
- * specified matrix stack.
+ * __struct gl_contextRec::CurrentStack and gl_transform_attrib::MatrixMode
+ * with the specified matrix stack.
*/
void GLAPIENTRY
_mesa_MatrixMode( GLenum mode )
{
GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END(ctx);
if (ctx->Transform.MatrixMode == mode && mode != GL_TEXTURE)
return;
ctx->CurrentStack = &ctx->ProjectionMatrixStack;
break;
case GL_TEXTURE:
- ctx->CurrentStack = &ctx->TextureMatrixStack[ctx->Texture.CurrentUnit];
- break;
- case GL_COLOR:
- ctx->CurrentStack = &ctx->ColorMatrixStack;
- break;
- case GL_MATRIX0_NV:
- case GL_MATRIX1_NV:
- case GL_MATRIX2_NV:
- case GL_MATRIX3_NV:
- case GL_MATRIX4_NV:
- case GL_MATRIX5_NV:
- case GL_MATRIX6_NV:
- case GL_MATRIX7_NV:
- if (ctx->Extensions.NV_vertex_program) {
- ctx->CurrentStack = &ctx->ProgramMatrixStack[mode - GL_MATRIX0_NV];
- }
- else {
- _mesa_error( ctx, GL_INVALID_ENUM, "glMatrixMode(mode)" );
+ /* This error check is disabled because if we're called from
+ * glPopAttrib() when the active texture unit is >= MaxTextureCoordUnits
+ * we'll generate an unexpected error.
+ * From the GL_ARB_vertex_shader spec it sounds like we should instead
+ * do error checking in other places when we actually try to access
+ * texture matrices beyond MaxTextureCoordUnits.
+ */
+#if 0
+ if (ctx->Texture.CurrentUnit >= ctx->Const.MaxTextureCoordUnits) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glMatrixMode(invalid tex unit %d)",
+ ctx->Texture.CurrentUnit);
return;
}
+#endif
+ assert(ctx->Texture.CurrentUnit < ARRAY_SIZE(ctx->TextureMatrixStack));
+ ctx->CurrentStack = &ctx->TextureMatrixStack[ctx->Texture.CurrentUnit];
break;
case GL_MATRIX0_ARB:
case GL_MATRIX1_ARB:
case GL_MATRIX5_ARB:
case GL_MATRIX6_ARB:
case GL_MATRIX7_ARB:
- if (ctx->Extensions.ARB_vertex_program ||
- ctx->Extensions.ARB_fragment_program) {
+ if (ctx->API == API_OPENGL_COMPAT
+ && (ctx->Extensions.ARB_vertex_program ||
+ ctx->Extensions.ARB_fragment_program)) {
const GLuint m = mode - GL_MATRIX0_ARB;
if (m > ctx->Const.MaxProgramMatrices) {
_mesa_error(ctx, GL_INVALID_ENUM,
* \sa glPushMatrix().
*
* Verifies the current matrix stack is not full, and duplicates the top-most
- * matrix in the stack. Marks __GLcontextRec::NewState with the stack dirty
- * flag.
+ * matrix in the stack.
+ * Marks __struct gl_contextRec::NewState with the stack dirty flag.
*/
void GLAPIENTRY
_mesa_PushMatrix( void )
{
GET_CURRENT_CONTEXT(ctx);
- struct matrix_stack *stack = ctx->CurrentStack;
- ASSERT_OUTSIDE_BEGIN_END(ctx);
+ struct gl_matrix_stack *stack = ctx->CurrentStack;
if (MESA_VERBOSE&VERBOSE_API)
_mesa_debug(ctx, "glPushMatrix %s\n",
- _mesa_lookup_enum_by_nr(ctx->Transform.MatrixMode));
+ _mesa_enum_to_string(ctx->Transform.MatrixMode));
if (stack->Depth + 1 >= stack->MaxDepth) {
- _mesa_error( ctx, GL_STACK_OVERFLOW, "glPushMatrix" );
+ if (ctx->Transform.MatrixMode == GL_TEXTURE) {
+ _mesa_error(ctx, GL_STACK_OVERFLOW,
+ "glPushMatrix(mode=GL_TEXTURE, unit=%d)",
+ ctx->Texture.CurrentUnit);
+ }
+ else {
+ _mesa_error(ctx, GL_STACK_OVERFLOW, "glPushMatrix(mode=%s)",
+ _mesa_enum_to_string(ctx->Transform.MatrixMode));
+ }
return;
}
_math_matrix_copy( &stack->Stack[stack->Depth + 1],
* \sa glPopMatrix().
*
* Flushes the vertices, verifies the current matrix stack is not empty, and
- * moves the stack head down. Marks __GLcontextRec::NewState with the dirty
- * stack flag.
+ * moves the stack head down.
+ * Marks __struct gl_contextRec::NewState with the dirty stack flag.
*/
void GLAPIENTRY
_mesa_PopMatrix( void )
{
GET_CURRENT_CONTEXT(ctx);
- struct matrix_stack *stack = ctx->CurrentStack;
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
+ struct gl_matrix_stack *stack = ctx->CurrentStack;
+
+ FLUSH_VERTICES(ctx, 0);
if (MESA_VERBOSE&VERBOSE_API)
_mesa_debug(ctx, "glPopMatrix %s\n",
- _mesa_lookup_enum_by_nr(ctx->Transform.MatrixMode));
+ _mesa_enum_to_string(ctx->Transform.MatrixMode));
if (stack->Depth == 0) {
- _mesa_error( ctx, GL_STACK_UNDERFLOW, "glPopMatrix" );
+ if (ctx->Transform.MatrixMode == GL_TEXTURE) {
+ _mesa_error(ctx, GL_STACK_UNDERFLOW,
+ "glPopMatrix(mode=GL_TEXTURE, unit=%d)",
+ ctx->Texture.CurrentUnit);
+ }
+ else {
+ _mesa_error(ctx, GL_STACK_UNDERFLOW, "glPopMatrix(mode=%s)",
+ _mesa_enum_to_string(ctx->Transform.MatrixMode));
+ }
return;
}
stack->Depth--;
*
* \sa glLoadIdentity().
*
- * Flushes the vertices and calls _math_matrix_set_identity() with the top-most
- * matrix in the current stack. Marks __GLcontextRec::NewState with the stack
- * dirty flag.
+ * Flushes the vertices and calls _math_matrix_set_identity() with the
+ * top-most matrix in the current stack.
+ * Marks __struct gl_contextRec::NewState with the stack dirty flag.
*/
void GLAPIENTRY
_mesa_LoadIdentity( void )
{
GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
+
+ FLUSH_VERTICES(ctx, 0);
if (MESA_VERBOSE & VERBOSE_API)
- _mesa_debug(ctx, "glLoadIdentity()");
+ _mesa_debug(ctx, "glLoadIdentity()\n");
_math_matrix_set_identity( ctx->CurrentStack->Top );
ctx->NewState |= ctx->CurrentStack->DirtyFlag;
*
* \sa glLoadMatrixf().
*
- * Flushes the vertices and calls _math_matrix_loadf() with the top-most matrix
- * in the current stack and the given matrix. Marks __GLcontextRec::NewState
- * with the dirty stack flag.
+ * Flushes the vertices and calls _math_matrix_loadf() with the top-most
+ * matrix in the current stack and the given matrix.
+ * Marks __struct gl_contextRec::NewState with the dirty stack flag.
*/
void GLAPIENTRY
_mesa_LoadMatrixf( const GLfloat *m )
m[2], m[6], m[10], m[14],
m[3], m[7], m[11], m[15]);
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
+ FLUSH_VERTICES(ctx, 0);
_math_matrix_loadf( ctx->CurrentStack->Top, m );
ctx->NewState |= ctx->CurrentStack->DirtyFlag;
}
*
* Flushes the vertices and calls _math_matrix_mul_floats() with the top-most
* matrix in the current stack and the given matrix. Marks
- * __GLcontextRec::NewState with the dirty stack flag.
+ * __struct gl_contextRec::NewState with the dirty stack flag.
*/
void GLAPIENTRY
_mesa_MultMatrixf( const GLfloat *m )
m[1], m[5], m[9], m[13],
m[2], m[6], m[10], m[14],
m[3], m[7], m[11], m[15]);
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
+
+ FLUSH_VERTICES(ctx, 0);
_math_matrix_mul_floats( ctx->CurrentStack->Top, m );
ctx->NewState |= ctx->CurrentStack->DirtyFlag;
}
*
* Flushes the vertices and calls _math_matrix_rotate() with the top-most
* matrix in the current stack and the given parameters. Marks
- * __GLcontextRec::NewState with the dirty stack flag.
+ * __struct gl_contextRec::NewState with the dirty stack flag.
*/
void GLAPIENTRY
_mesa_Rotatef( GLfloat angle, GLfloat x, GLfloat y, GLfloat z )
{
GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
+
+ FLUSH_VERTICES(ctx, 0);
if (angle != 0.0F) {
_math_matrix_rotate( ctx->CurrentStack->Top, angle, x, y, z);
ctx->NewState |= ctx->CurrentStack->DirtyFlag;
*
* Flushes the vertices and calls _math_matrix_scale() with the top-most
* matrix in the current stack and the given parameters. Marks
- * __GLcontextRec::NewState with the dirty stack flag.
+ * __struct gl_contextRec::NewState with the dirty stack flag.
*/
void GLAPIENTRY
_mesa_Scalef( GLfloat x, GLfloat y, GLfloat z )
{
GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
+
+ FLUSH_VERTICES(ctx, 0);
_math_matrix_scale( ctx->CurrentStack->Top, x, y, z);
ctx->NewState |= ctx->CurrentStack->DirtyFlag;
}
/**
- * Multiply the current matrix with a general scaling matrix.
+ * Multiply the current matrix with a translation matrix.
*
* \param x translation vector x coordinate.
* \param y translation vector y coordinate.
*
* Flushes the vertices and calls _math_matrix_translate() with the top-most
* matrix in the current stack and the given parameters. Marks
- * __GLcontextRec::NewState with the dirty stack flag.
+ * __struct gl_contextRec::NewState with the dirty stack flag.
*/
void GLAPIENTRY
_mesa_Translatef( GLfloat x, GLfloat y, GLfloat z )
{
GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
+
+ FLUSH_VERTICES(ctx, 0);
_math_matrix_translate( ctx->CurrentStack->Top, x, y, z);
ctx->NewState |= ctx->CurrentStack->DirtyFlag;
}
-#if _HAVE_FULL_GL
void GLAPIENTRY
_mesa_LoadMatrixd( const GLdouble *m )
{
{
_mesa_Translatef((GLfloat) x, (GLfloat) y, (GLfloat) z);
}
-#endif
-#if _HAVE_FULL_GL
void GLAPIENTRY
-_mesa_LoadTransposeMatrixfARB( const GLfloat *m )
+_mesa_LoadTransposeMatrixf( const GLfloat *m )
{
GLfloat tm[16];
if (!m) return;
void GLAPIENTRY
-_mesa_LoadTransposeMatrixdARB( const GLdouble *m )
+_mesa_LoadTransposeMatrixd( const GLdouble *m )
{
GLfloat tm[16];
if (!m) return;
void GLAPIENTRY
-_mesa_MultTransposeMatrixfARB( const GLfloat *m )
+_mesa_MultTransposeMatrixf( const GLfloat *m )
{
GLfloat tm[16];
if (!m) return;
void GLAPIENTRY
-_mesa_MultTransposeMatrixdARB( const GLdouble *m )
+_mesa_MultTransposeMatrixd( const GLdouble *m )
{
GLfloat tm[16];
if (!m) return;
_math_transposefd(tm, m);
_mesa_MultMatrixf(tm);
}
-#endif
-
-/**
- * Set the viewport.
- *
- * \param x, y coordinates of the lower-left corner of the viewport rectangle.
- * \param width width of the viewport rectangle.
- * \param height height of the viewport rectangle.
- *
- * \sa Called via glViewport() or display list execution.
- *
- * Flushes the vertices and calls _mesa_set_viewport() with the given
- * parameters.
- */
-void GLAPIENTRY
-_mesa_Viewport( GLint x, GLint y, GLsizei width, GLsizei height )
-{
- GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
- _mesa_set_viewport(ctx, x, y, width, height);
-}
-
-/**
- * Set new viewport parameters and update derived state (the _WindowMap
- * matrix). Usually called from _mesa_Viewport().
- *
- * \note We also call _mesa_ResizeBuffersMESA() because this is a good
- * time to check if the window has been resized. Many device drivers
- * can't get direct notification from the window system of size changes
- * so this is an ad-hoc solution to that problem.
- *
- * \param ctx GL context.
- * \param x, y coordinates of the lower left corner of the viewport rectangle.
- * \param width width of the viewport rectangle.
- * \param height height of the viewport rectangle.
- *
- * Verifies the parameters, clamps them to the implementation dependent range
- * and updates __GLcontextRec::Viewport. Computes the scale and bias values for
- * the drivers and notifies the driver via the dd_function_table::Viewport
- * callback.
- */
-void
-_mesa_set_viewport( GLcontext *ctx, GLint x, GLint y,
- GLsizei width, GLsizei height )
-{
- const GLfloat n = ctx->Viewport.Near;
- const GLfloat f = ctx->Viewport.Far;
-
- if (MESA_VERBOSE & VERBOSE_API)
- _mesa_debug(ctx, "glViewport %d %d %d %d\n", x, y, width, height);
-
- if (width < 0 || height < 0) {
- _mesa_error( ctx, GL_INVALID_VALUE,
- "glViewport(%d, %d, %d, %d)", x, y, width, height );
- return;
- }
-
- /* clamp width, and height to implementation dependent range */
- width = CLAMP( width, 1, MAX_WIDTH );
- height = CLAMP( height, 1, MAX_HEIGHT );
-
- /* Save viewport */
- ctx->Viewport.X = x;
- ctx->Viewport.Width = width;
- ctx->Viewport.Y = y;
- ctx->Viewport.Height = height;
-
- /* Check if window/buffer has been resized and if so, reallocate the
- * ancillary buffers.
- */
-/* _mesa_ResizeBuffersMESA(); */
-
- if (ctx->Driver.Viewport) {
- (*ctx->Driver.Viewport)( ctx, x, y, width, height );
- }
-
- if (ctx->_RotateMode) {
- GLint tmp, tmps;
- tmp = x; x = y; y = tmp;
- tmps = width; width = height; height = tmps;
- }
-
- /* compute scale and bias values :: This is really driver-specific
- * and should be maintained elsewhere if at all. NOTE: RasterPos
- * uses this.
- */
- ctx->Viewport._WindowMap.m[MAT_SX] = (GLfloat) width / 2.0F;
- ctx->Viewport._WindowMap.m[MAT_TX] = ctx->Viewport._WindowMap.m[MAT_SX] + x;
- ctx->Viewport._WindowMap.m[MAT_SY] = (GLfloat) height / 2.0F;
- ctx->Viewport._WindowMap.m[MAT_TY] = ctx->Viewport._WindowMap.m[MAT_SY] + y;
- ctx->Viewport._WindowMap.m[MAT_SZ] = ctx->DepthMaxF * ((f - n) / 2.0F);
- ctx->Viewport._WindowMap.m[MAT_TZ] = ctx->DepthMaxF * ((f - n) / 2.0F + n);
- ctx->Viewport._WindowMap.flags = MAT_FLAG_GENERAL_SCALE|MAT_FLAG_TRANSLATION;
- ctx->Viewport._WindowMap.type = MATRIX_3D_NO_ROT;
- ctx->NewState |= _NEW_VIEWPORT;
-
- /* Check if window/buffer has been resized and if so, reallocate the
- * ancillary buffers. This is an ad-hoc solution to detecting window
- * size changes. 99% of all GL apps call glViewport when a window is
- * resized so this is a good time to check for new window dims and
- * reallocate color buffers and ancilliary buffers.
- */
- _mesa_ResizeBuffersMESA();
-
- if (ctx->Driver.Viewport) {
- (*ctx->Driver.Viewport)( ctx, x, y, width, height );
- }
-}
-
-
-#if _HAVE_FULL_GL
-void GLAPIENTRY
-_mesa_DepthRange( GLclampd nearval, GLclampd farval )
-{
- /*
- * nearval - specifies mapping of the near clipping plane to window
- * coordinates, default is 0
- * farval - specifies mapping of the far clipping plane to window
- * coordinates, default is 1
- *
- * After clipping and div by w, z coords are in -1.0 to 1.0,
- * corresponding to near and far clipping planes. glDepthRange
- * specifies a linear mapping of the normalized z coords in
- * this range to window z coords.
- */
- GLfloat n, f;
- GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
-
- if (MESA_VERBOSE&VERBOSE_API)
- _mesa_debug(ctx, "glDepthRange %f %f\n", nearval, farval);
-
- n = (GLfloat) CLAMP( nearval, 0.0, 1.0 );
- f = (GLfloat) CLAMP( farval, 0.0, 1.0 );
-
- ctx->Viewport.Near = n;
- ctx->Viewport.Far = f;
- ctx->Viewport._WindowMap.m[MAT_SZ] = ctx->DepthMaxF * ((f - n) / 2.0F);
- ctx->Viewport._WindowMap.m[MAT_TZ] = ctx->DepthMaxF * ((f - n) / 2.0F + n);
- ctx->NewState |= _NEW_VIEWPORT;
-
- if (ctx->Driver.DepthRange) {
- (*ctx->Driver.DepthRange)( ctx, nearval, farval );
- }
-}
-#endif
* Calls _math_matrix_analyse() with the top-matrix of the projection matrix
* stack, and recomputes user clip positions if necessary.
*
- * \note This routine references __GLcontextRec::Tranform attribute values to
- * compute userclip positions in clip space, but is only called on
+ * \note This routine references __struct gl_contextRec::Tranform attribute
+ * values to compute userclip positions in clip space, but is only called on
* _NEW_PROJECTION. The _mesa_ClipPlane() function keeps these values up to
- * date across changes to the __GLcontextRec::Transform attributes.
+ * date across changes to the __struct gl_contextRec::Transform attributes.
*/
static void
-update_projection( GLcontext *ctx )
+update_projection( struct gl_context *ctx )
{
_math_matrix_analyse( ctx->ProjectionMatrixStack.Top );
-#if FEATURE_userclip
/* Recompute clip plane positions in clipspace. This is also done
* in _mesa_ClipPlane().
*/
}
}
}
-#endif
}
* \param ctx GL context.
*
* Multiplies the top matrices of the projection and model view stacks into
- * __GLcontextRec::_ModelProjectMatrix via _math_matrix_mul_matrix() and
- * analyzes the resulting matrix via _math_matrix_analyse().
+ * __struct gl_contextRec::_ModelProjectMatrix via _math_matrix_mul_matrix()
+ * and analyzes the resulting matrix via _math_matrix_analyse().
*/
static void
-calculate_model_project_matrix( GLcontext *ctx )
+calculate_model_project_matrix( struct gl_context *ctx )
{
_math_matrix_mul_matrix( &ctx->_ModelProjectMatrix,
ctx->ProjectionMatrixStack.Top,
* calculate_model_project_matrix() to recalculate the modelview-projection
* matrix.
*/
-void _mesa_update_modelview_project( GLcontext *ctx, GLuint new_state )
+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 uptodate always to allow tnl
+ /* Keep ModelviewProject up to date always to allow tnl
* implementations that go model->clip even when eye is required.
*/
calculate_model_project_matrix(ctx);
* \param dirtyFlag dirty flag.
*
* Allocates an array of \p maxDepth elements for the matrix stack and calls
- * _math_matrix_ctr() and _math_matrix_alloc_inv() for each element to
- * initialize it.
+ * _math_matrix_ctr() for each element to initialize it.
*/
static void
-init_matrix_stack( struct matrix_stack *stack,
+init_matrix_stack( struct gl_matrix_stack *stack,
GLuint maxDepth, GLuint dirtyFlag )
{
GLuint i;
stack->MaxDepth = maxDepth;
stack->DirtyFlag = dirtyFlag;
/* The stack */
- stack->Stack = (GLmatrix *) CALLOC(maxDepth * sizeof(GLmatrix));
+ stack->Stack = calloc(maxDepth, sizeof(GLmatrix));
for (i = 0; i < maxDepth; i++) {
_math_matrix_ctr(&stack->Stack[i]);
- _math_matrix_alloc_inv(&stack->Stack[i]);
}
stack->Top = stack->Stack;
}
* frees the array.
*/
static void
-free_matrix_stack( struct matrix_stack *stack )
+free_matrix_stack( struct gl_matrix_stack *stack )
{
GLuint i;
for (i = 0; i < stack->MaxDepth; i++) {
_math_matrix_dtr(&stack->Stack[i]);
}
- FREE(stack->Stack);
+ free(stack->Stack);
stack->Stack = stack->Top = NULL;
}
* Initializes each of the matrix stacks and the combined modelview-projection
* matrix.
*/
-void _mesa_init_matrix( GLcontext * ctx )
+void _mesa_init_matrix( struct gl_context * ctx )
{
- GLint i;
+ GLuint i;
/* Initialize matrix stacks */
init_matrix_stack(&ctx->ModelviewMatrixStack, MAX_MODELVIEW_STACK_DEPTH,
_NEW_MODELVIEW);
init_matrix_stack(&ctx->ProjectionMatrixStack, MAX_PROJECTION_STACK_DEPTH,
_NEW_PROJECTION);
- init_matrix_stack(&ctx->ColorMatrixStack, MAX_COLOR_STACK_DEPTH,
- _NEW_COLOR_MATRIX);
- for (i = 0; i < MAX_TEXTURE_UNITS; i++)
+ for (i = 0; i < ARRAY_SIZE(ctx->TextureMatrixStack); i++)
init_matrix_stack(&ctx->TextureMatrixStack[i], MAX_TEXTURE_STACK_DEPTH,
_NEW_TEXTURE_MATRIX);
- for (i = 0; i < MAX_PROGRAM_MATRICES; i++)
- init_matrix_stack(&ctx->ProgramMatrixStack[i],
+ for (i = 0; i < ARRAY_SIZE(ctx->ProgramMatrixStack); i++)
+ init_matrix_stack(&ctx->ProgramMatrixStack[i],
MAX_PROGRAM_MATRIX_STACK_DEPTH, _NEW_TRACK_MATRIX);
ctx->CurrentStack = &ctx->ModelviewMatrixStack;
* Frees each of the matrix stacks and the combined modelview-projection
* matrix.
*/
-void _mesa_free_matrix_data( GLcontext *ctx )
+void _mesa_free_matrix_data( struct gl_context *ctx )
{
- GLint i;
+ GLuint i;
free_matrix_stack(&ctx->ModelviewMatrixStack);
free_matrix_stack(&ctx->ProjectionMatrixStack);
- free_matrix_stack(&ctx->ColorMatrixStack);
- for (i = 0; i < MAX_TEXTURE_UNITS; i++)
+ for (i = 0; i < ARRAY_SIZE(ctx->TextureMatrixStack); i++)
free_matrix_stack(&ctx->TextureMatrixStack[i]);
- for (i = 0; i < MAX_PROGRAM_MATRICES; i++)
+ for (i = 0; i < ARRAY_SIZE(ctx->ProgramMatrixStack); i++)
free_matrix_stack(&ctx->ProgramMatrixStack[i]);
/* combined Modelview*Projection matrix */
_math_matrix_dtr( &ctx->_ModelProjectMatrix );
*
* \todo Move this to a new file with other 'transform' routines.
*/
-void _mesa_init_transform( GLcontext *ctx )
+void _mesa_init_transform( struct gl_context *ctx )
{
- GLint i;
+ GLuint i;
/* Transformation group */
ctx->Transform.MatrixMode = GL_MODELVIEW;
ctx->Transform.Normalize = GL_FALSE;
ctx->Transform.RescaleNormals = GL_FALSE;
ctx->Transform.RasterPositionUnclipped = GL_FALSE;
- for (i=0;i<MAX_CLIP_PLANES;i++) {
+ for (i=0;i<ctx->Const.MaxClipPlanes;i++) {
ASSIGN_4V( ctx->Transform.EyeUserPlane[i], 0.0, 0.0, 0.0, 0.0 );
}
ctx->Transform.ClipPlanesEnabled = 0;
}
-/**
- * Initialize the context viewport attribute group.
- *
- * \param ctx GL context.
- *
- * \todo Move this to a new file with other 'viewport' routines.
- */
-void _mesa_init_viewport( GLcontext *ctx )
-{
- /* Viewport group */
- ctx->Viewport.X = 0;
- ctx->Viewport.Y = 0;
- ctx->Viewport.Width = 0;
- ctx->Viewport.Height = 0;
- ctx->Viewport.Near = 0.0;
- ctx->Viewport.Far = 1.0;
- _math_matrix_ctr(&ctx->Viewport._WindowMap);
-
-#define Sz 10
-#define Tz 14
- ctx->Viewport._WindowMap.m[Sz] = 0.5F * ctx->DepthMaxF;
- ctx->Viewport._WindowMap.m[Tz] = 0.5F * ctx->DepthMaxF;
-#undef Sz
-#undef Tz
-
- ctx->Viewport._WindowMap.flags = MAT_FLAG_GENERAL_SCALE|MAT_FLAG_TRANSLATION;
- ctx->Viewport._WindowMap.type = MATRIX_3D_NO_ROT;
-}
-
-
-/**
- * Free the context viewport attribute group data.
- *
- * \param ctx GL context.
- *
- * \todo Move this to a new file with other 'viewport' routines.
- */
-void _mesa_free_viewport_data( GLcontext *ctx )
-{
- _math_matrix_dtr(&ctx->Viewport._WindowMap);
-}
-
/*@}*/