#include "glheader.h"
-#include "imports.h"
+#include "util/imports.h"
#include "context.h"
#include "enums.h"
#include "macros.h"
#include "matrix.h"
#include "mtypes.h"
#include "math/m_matrix.h"
+#include "util/bitscan.h"
+
+
+static struct gl_matrix_stack *
+get_named_matrix_stack(struct gl_context *ctx, GLenum mode, const char* caller)
+{
+ switch (mode) {
+ case GL_MODELVIEW:
+ return &ctx->ModelviewMatrixStack;
+ case GL_PROJECTION:
+ return &ctx->ProjectionMatrixStack;
+ case GL_TEXTURE:
+ /* 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));
+ return &ctx->TextureMatrixStack[ctx->Texture.CurrentUnit];
+ case GL_MATRIX0_ARB:
+ case GL_MATRIX1_ARB:
+ case GL_MATRIX2_ARB:
+ case GL_MATRIX3_ARB:
+ case GL_MATRIX4_ARB:
+ case GL_MATRIX5_ARB:
+ case GL_MATRIX6_ARB:
+ case GL_MATRIX7_ARB:
+ 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)
+ return &ctx->ProgramMatrixStack[m];
+ }
+ /* fallthrough */
+ default:
+ break;
+ }
+ if (mode >= GL_TEXTURE0 && mode < (GL_TEXTURE0 + ctx->Const.MaxTextureCoordUnits)) {
+ return &ctx->TextureMatrixStack[mode - GL_TEXTURE0];
+ }
+ _mesa_error(ctx, GL_INVALID_ENUM, "%s", caller);
+ return NULL;
+}
+
+
+static void matrix_frustum(struct gl_matrix_stack* stack,
+ GLdouble left, GLdouble right,
+ GLdouble bottom, GLdouble top,
+ GLdouble nearval, GLdouble farval,
+ const char* caller)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ if (nearval <= 0.0 ||
+ farval <= 0.0 ||
+ nearval == farval ||
+ left == right ||
+ top == bottom) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "%s", caller);
+ return;
+ }
+
+ FLUSH_VERTICES(ctx, 0);
+
+ _math_matrix_frustum(stack->Top,
+ (GLfloat) left, (GLfloat) right,
+ (GLfloat) bottom, (GLfloat) top,
+ (GLfloat) nearval, (GLfloat) farval);
+ ctx->NewState |= stack->DirtyFlag;
+}
/**
GLdouble nearval, GLdouble farval )
{
GET_CURRENT_CONTEXT(ctx);
+ matrix_frustum(ctx->CurrentStack,
+ (GLfloat) left, (GLfloat) right,
+ (GLfloat) bottom, (GLfloat) top,
+ (GLfloat) nearval, (GLfloat) farval,
+ "glFrustum");
+}
- FLUSH_VERTICES(ctx, 0);
- if (nearval <= 0.0 ||
- farval <= 0.0 ||
- nearval == farval ||
- left == right ||
- top == bottom)
+void GLAPIENTRY
+_mesa_MatrixFrustumEXT( GLenum matrixMode,
+ GLdouble left, GLdouble right,
+ GLdouble bottom, GLdouble top,
+ GLdouble nearval, GLdouble farval )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_matrix_stack *stack = get_named_matrix_stack(ctx, matrixMode,
+ "glMatrixFrustumEXT");
+ if (!stack)
+ return;
+
+ matrix_frustum(stack,
+ (GLfloat) left, (GLfloat) right,
+ (GLfloat) bottom, (GLfloat) top,
+ (GLfloat) nearval, (GLfloat) farval,
+ "glMatrixFrustumEXT");
+}
+
+
+static void
+matrix_ortho(struct gl_matrix_stack* stack,
+ GLdouble left, GLdouble right,
+ GLdouble bottom, GLdouble top,
+ GLdouble nearval, GLdouble farval,
+ const char* caller)
+{
+ GET_CURRENT_CONTEXT(ctx);
+
+ if (MESA_VERBOSE & VERBOSE_API)
+ _mesa_debug(ctx, "%s(%f, %f, %f, %f, %f, %f)\n", caller,
+ left, right, bottom, top, nearval, farval);
+
+ if (left == right ||
+ bottom == top ||
+ nearval == farval)
{
- _mesa_error( ctx, GL_INVALID_VALUE, "glFrustum" );
+ _mesa_error( ctx, GL_INVALID_VALUE, "%s", caller );
return;
}
- _math_matrix_frustum( ctx->CurrentStack->Top,
- (GLfloat) left, (GLfloat) right,
- (GLfloat) bottom, (GLfloat) top,
- (GLfloat) nearval, (GLfloat) farval );
- ctx->NewState |= ctx->CurrentStack->DirtyFlag;
+ FLUSH_VERTICES(ctx, 0);
+
+ _math_matrix_ortho( stack->Top,
+ (GLfloat) left, (GLfloat) right,
+ (GLfloat) bottom, (GLfloat) top,
+ (GLfloat) nearval, (GLfloat) farval );
+ ctx->NewState |= stack->DirtyFlag;
}
GLdouble nearval, GLdouble farval )
{
GET_CURRENT_CONTEXT(ctx);
+ matrix_ortho(ctx->CurrentStack,
+ (GLfloat) left, (GLfloat) right,
+ (GLfloat) bottom, (GLfloat) top,
+ (GLfloat) nearval, (GLfloat) farval,
+ "glOrtho");
+}
- FLUSH_VERTICES(ctx, 0);
- if (MESA_VERBOSE & VERBOSE_API)
- _mesa_debug(ctx, "glOrtho(%f, %f, %f, %f, %f, %f)\n",
- left, right, bottom, top, nearval, farval);
-
- if (left == right ||
- bottom == top ||
- nearval == farval)
- {
- _mesa_error( ctx, GL_INVALID_VALUE, "glOrtho" );
+void GLAPIENTRY
+_mesa_MatrixOrthoEXT( GLenum matrixMode,
+ GLdouble left, GLdouble right,
+ GLdouble bottom, GLdouble top,
+ GLdouble nearval, GLdouble farval )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_matrix_stack *stack = get_named_matrix_stack(ctx, matrixMode,
+ "glMatrixOrthoEXT");
+ if (!stack)
return;
- }
- _math_matrix_ortho( ctx->CurrentStack->Top,
- (GLfloat) left, (GLfloat) right,
- (GLfloat) bottom, (GLfloat) top,
- (GLfloat) nearval, (GLfloat) farval );
- ctx->NewState |= ctx->CurrentStack->DirtyFlag;
+ matrix_ortho(stack,
+ (GLfloat) left, (GLfloat) right,
+ (GLfloat) bottom, (GLfloat) top,
+ (GLfloat) nearval, (GLfloat) farval,
+ "glMatrixOrthoEXT");
}
void GLAPIENTRY
_mesa_MatrixMode( GLenum mode )
{
+ struct gl_matrix_stack * stack;
GET_CURRENT_CONTEXT(ctx);
if (ctx->Transform.MatrixMode == mode && mode != GL_TEXTURE)
return;
- FLUSH_VERTICES(ctx, _NEW_TRANSFORM);
- switch (mode) {
- case GL_MODELVIEW:
- ctx->CurrentStack = &ctx->ModelviewMatrixStack;
- break;
- case GL_PROJECTION:
- ctx->CurrentStack = &ctx->ProjectionMatrixStack;
- break;
- case GL_TEXTURE:
- /* 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_MATRIX2_ARB:
- case GL_MATRIX3_ARB:
- case GL_MATRIX4_ARB:
- case GL_MATRIX5_ARB:
- case GL_MATRIX6_ARB:
- case GL_MATRIX7_ARB:
- 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,
- "glMatrixMode(GL_MATRIX%d_ARB)", m);
- return;
- }
- ctx->CurrentStack = &ctx->ProgramMatrixStack[m];
+ if (mode >= GL_TEXTURE0 && mode < (GL_TEXTURE0 + ctx->Const.MaxTextureCoordUnits)) {
+ stack = NULL;
+ } else {
+ stack = get_named_matrix_stack(ctx, mode, "glMatrixMode");
+ }
+
+ if (stack) {
+ ctx->CurrentStack = stack;
+ ctx->Transform.MatrixMode = mode;
+ }
+}
+
+
+static void
+push_matrix(struct gl_context *ctx, struct gl_matrix_stack *stack,
+ GLenum matrixMode, const char *func)
+{
+ if (stack->Depth + 1 >= stack->MaxDepth) {
+ if (ctx->Transform.MatrixMode == GL_TEXTURE) {
+ _mesa_error(ctx, GL_STACK_OVERFLOW, "%s(mode=GL_TEXTURE, unit=%d)",
+ func, ctx->Texture.CurrentUnit);
+ } else {
+ _mesa_error(ctx, GL_STACK_OVERFLOW, "%s(mode=%s)",
+ func, _mesa_enum_to_string(matrixMode));
}
- else {
- _mesa_error( ctx, GL_INVALID_ENUM, "glMatrixMode(mode)" );
+ return;
+ }
+
+ if (stack->Depth + 1 >= stack->StackSize) {
+ unsigned new_stack_size = stack->StackSize * 2;
+ unsigned i;
+ GLmatrix *new_stack = realloc(stack->Stack,
+ sizeof(*new_stack) * new_stack_size);
+
+ if (!new_stack) {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "%s", func);
return;
}
- break;
- default:
- _mesa_error( ctx, GL_INVALID_ENUM, "glMatrixMode(mode)" );
- return;
+
+ for (i = stack->StackSize; i < new_stack_size; i++)
+ _math_matrix_ctr(&new_stack[i]);
+
+ stack->Stack = new_stack;
+ stack->StackSize = new_stack_size;
}
- ctx->Transform.MatrixMode = mode;
+ _math_matrix_copy( &stack->Stack[stack->Depth + 1],
+ &stack->Stack[stack->Depth] );
+ stack->Depth++;
+ stack->Top = &(stack->Stack[stack->Depth]);
+ ctx->NewState |= stack->DirtyFlag;
}
* Push the current matrix stack.
*
* \sa glPushMatrix().
- *
+ *
* Verifies the current matrix stack is not full, and duplicates the top-most
* matrix in the stack.
* Marks __struct gl_contextRec::NewState with the stack dirty flag.
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) {
- 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_lookup_enum_by_nr(ctx->Transform.MatrixMode));
- }
- return;
- }
- _math_matrix_copy( &stack->Stack[stack->Depth + 1],
- &stack->Stack[stack->Depth] );
- stack->Depth++;
+ push_matrix(ctx, stack, ctx->Transform.MatrixMode, "glPushMatrix");
+}
+
+
+void GLAPIENTRY
+_mesa_MatrixPushEXT( GLenum matrixMode )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_matrix_stack *stack = get_named_matrix_stack(ctx, matrixMode,
+ "glMatrixPushEXT");
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
+ if (stack)
+ push_matrix(ctx, stack, matrixMode, "glMatrixPushEXT");
+}
+
+
+static GLboolean
+pop_matrix( struct gl_context *ctx, struct gl_matrix_stack *stack )
+{
+ if (stack->Depth == 0)
+ return GL_FALSE;
+
+ stack->Depth--;
stack->Top = &(stack->Stack[stack->Depth]);
ctx->NewState |= stack->DirtyFlag;
+ return GL_TRUE;
}
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) {
+ if (!pop_matrix(ctx, stack)) {
if (ctx->Transform.MatrixMode == GL_TEXTURE) {
- _mesa_error(ctx, GL_STACK_UNDERFLOW,
+ _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_lookup_enum_by_nr(ctx->Transform.MatrixMode));
+ _mesa_error(ctx, GL_STACK_UNDERFLOW, "glPopMatrix(mode=%s)",
+ _mesa_enum_to_string(ctx->Transform.MatrixMode));
}
+ }
+}
+
+
+void GLAPIENTRY
+_mesa_MatrixPopEXT( GLenum matrixMode )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_matrix_stack *stack = get_named_matrix_stack(ctx, matrixMode,
+ "glMatrixPopEXT");
+ if (!stack)
return;
+
+ if (!pop_matrix(ctx, stack)) {
+ if (matrixMode == GL_TEXTURE) {
+ _mesa_error(ctx, GL_STACK_UNDERFLOW,
+ "glMatrixPopEXT(mode=GL_TEXTURE, unit=%d)",
+ ctx->Texture.CurrentUnit);
+ }
+ else {
+ _mesa_error(ctx, GL_STACK_UNDERFLOW, "glMatrixPopEXT(mode=%s)",
+ _mesa_enum_to_string(matrixMode));
+ }
}
- stack->Depth--;
- stack->Top = &(stack->Stack[stack->Depth]);
- ctx->NewState |= stack->DirtyFlag;
}
+static void
+matrix_load_identity(struct gl_matrix_stack* stack)
+{
+ GET_CURRENT_CONTEXT(ctx);
+
+ FLUSH_VERTICES(ctx, 0);
+
+ _math_matrix_set_identity(stack->Top);
+ ctx->NewState |= stack->DirtyFlag;
+}
/**
* Replace the current matrix with the identity matrix.
*
{
GET_CURRENT_CONTEXT(ctx);
- FLUSH_VERTICES(ctx, 0);
-
if (MESA_VERBOSE & VERBOSE_API)
_mesa_debug(ctx, "glLoadIdentity()\n");
- _math_matrix_set_identity( ctx->CurrentStack->Top );
- ctx->NewState |= ctx->CurrentStack->DirtyFlag;
+ matrix_load_identity(ctx->CurrentStack);
+}
+
+
+void GLAPIENTRY
+_mesa_MatrixLoadIdentityEXT( GLenum matrixMode )
+{
+ struct gl_matrix_stack *stack;
+ GET_CURRENT_CONTEXT(ctx);
+ stack = get_named_matrix_stack(ctx, matrixMode, "glMatrixLoadIdentityEXT");
+ if (!stack)
+ return;
+
+ matrix_load_identity(stack);
+}
+
+
+static void
+matrix_load(struct gl_matrix_stack *stack, const GLfloat *m, const char* caller)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ if (!m) return;
+ if (MESA_VERBOSE & VERBOSE_API)
+ _mesa_debug(ctx,
+ "%s(%f %f %f %f, %f %f %f %f, %f %f %f %f, %f %f %f %f\n",
+ caller,
+ m[0], m[4], m[8], m[12],
+ m[1], m[5], m[9], m[13],
+ m[2], m[6], m[10], m[14],
+ m[3], m[7], m[11], m[15]);
+
+ if (memcmp(m, stack->Top->m, 16 * sizeof(GLfloat)) != 0) {
+ FLUSH_VERTICES(ctx, 0);
+ _math_matrix_loadf( stack->Top, m );
+ ctx->NewState |= stack->DirtyFlag;
+ }
}
*/
void GLAPIENTRY
_mesa_LoadMatrixf( const GLfloat *m )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ matrix_load(ctx->CurrentStack, m, "glLoadMatrix");
+}
+
+
+/**
+ * Replace the named matrix with a given matrix.
+ *
+ * \param matrixMode matrix to replace
+ * \param m matrix
+ *
+ * \sa glLoadMatrixf().
+ */
+void GLAPIENTRY
+_mesa_MatrixLoadfEXT( GLenum matrixMode, const GLfloat *m )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_matrix_stack * stack =
+ get_named_matrix_stack(ctx, matrixMode, "glMatrixLoadfEXT");
+ if (!stack)
+ return;
+
+ matrix_load(stack, m, "glMatrixLoadfEXT");
+}
+
+
+static void
+matrix_mult(struct gl_matrix_stack *stack, const GLfloat *m, const char* caller)
{
GET_CURRENT_CONTEXT(ctx);
if (!m) return;
if (MESA_VERBOSE & VERBOSE_API)
_mesa_debug(ctx,
- "glLoadMatrix(%f %f %f %f, %f %f %f %f, %f %f %f %f, %f %f %f %f\n",
+ "%s(%f %f %f %f, %f %f %f %f, %f %f %f %f, %f %f %f %f\n",
+ caller,
m[0], m[4], m[8], m[12],
m[1], m[5], m[9], m[13],
m[2], m[6], m[10], m[14],
m[3], m[7], m[11], m[15]);
FLUSH_VERTICES(ctx, 0);
- _math_matrix_loadf( ctx->CurrentStack->Top, m );
- ctx->NewState |= ctx->CurrentStack->DirtyFlag;
+ _math_matrix_mul_floats(stack->Top, m);
+ ctx->NewState |= stack->DirtyFlag;
}
_mesa_MultMatrixf( const GLfloat *m )
{
GET_CURRENT_CONTEXT(ctx);
- if (!m) return;
- if (MESA_VERBOSE & VERBOSE_API)
- _mesa_debug(ctx,
- "glMultMatrix(%f %f %f %f, %f %f %f %f, %f %f %f %f, %f %f %f %f\n",
- m[0], m[4], m[8], m[12],
- m[1], m[5], m[9], m[13],
- m[2], m[6], m[10], m[14],
- m[3], m[7], m[11], m[15]);
+ matrix_mult(ctx->CurrentStack, m, "glMultMatrix");
+}
+
+
+void GLAPIENTRY
+_mesa_MatrixMultfEXT( GLenum matrixMode, const GLfloat *m )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_matrix_stack * stack =
+ get_named_matrix_stack(ctx, matrixMode, "glMatrixMultfEXT");
+ if (!stack)
+ return;
+
+ matrix_mult(stack, m, "glMultMatrix");
+}
+
+
+static void
+matrix_rotate(struct gl_matrix_stack *stack, GLfloat angle,
+ GLfloat x, GLfloat y, GLfloat z, const char* caller)
+{
+ GET_CURRENT_CONTEXT(ctx);
FLUSH_VERTICES(ctx, 0);
- _math_matrix_mul_floats( ctx->CurrentStack->Top, m );
- ctx->NewState |= ctx->CurrentStack->DirtyFlag;
+ if (angle != 0.0F) {
+ _math_matrix_rotate(stack->Top, angle, x, y, z);
+ ctx->NewState |=stack->DirtyFlag;
+ }
}
_mesa_Rotatef( GLfloat angle, GLfloat x, GLfloat y, GLfloat z )
{
GET_CURRENT_CONTEXT(ctx);
+ matrix_rotate(ctx->CurrentStack, angle, x, y, z, "glRotatef");
+}
- FLUSH_VERTICES(ctx, 0);
- if (angle != 0.0F) {
- _math_matrix_rotate( ctx->CurrentStack->Top, angle, x, y, z);
- ctx->NewState |= ctx->CurrentStack->DirtyFlag;
- }
+
+void GLAPIENTRY
+_mesa_MatrixRotatefEXT( GLenum matrixMode, GLfloat angle, GLfloat x, GLfloat y, GLfloat z )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_matrix_stack *stack =
+ get_named_matrix_stack(ctx, matrixMode, "glMatrixRotatefEXT");
+ if (!stack)
+ return;
+
+ matrix_rotate(stack, angle, x, y, z, "glMatrixRotatefEXT");
}
}
+void GLAPIENTRY
+_mesa_MatrixScalefEXT( GLenum matrixMode, GLfloat x, GLfloat y, GLfloat z )
+{
+ struct gl_matrix_stack *stack;
+ GET_CURRENT_CONTEXT(ctx);
+
+ stack = get_named_matrix_stack(ctx, matrixMode, "glMatrixScalefEXT");
+ if (!stack)
+ return;
+
+ FLUSH_VERTICES(ctx, 0);
+ _math_matrix_scale(stack->Top, x, y, z);
+ ctx->NewState |= stack->DirtyFlag;
+}
+
+
/**
* Multiply the current matrix with a translation matrix.
*
ctx->NewState |= ctx->CurrentStack->DirtyFlag;
}
-
+
+void GLAPIENTRY
+_mesa_MatrixTranslatefEXT( GLenum matrixMode, GLfloat x, GLfloat y, GLfloat z )
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_matrix_stack *stack =
+ get_named_matrix_stack(ctx, matrixMode, "glMatrixTranslatefEXT");
+ if (!stack)
+ return;
+
+ FLUSH_VERTICES(ctx, 0);
+ _math_matrix_translate(stack->Top, x, y, z);
+ ctx->NewState |= stack->DirtyFlag;
+}
+
+
void GLAPIENTRY
_mesa_LoadMatrixd( const GLdouble *m )
{
_mesa_LoadMatrixf(f);
}
+
+void GLAPIENTRY
+_mesa_MatrixLoaddEXT( GLenum matrixMode, const GLdouble *m )
+{
+ GLfloat f[16];
+ if (!m) return;
+ for (unsigned i = 0; i < 16; i++)
+ f[i] = (GLfloat) m[i];
+ _mesa_MatrixLoadfEXT(matrixMode, f);
+}
+
+
void GLAPIENTRY
_mesa_MultMatrixd( const GLdouble *m )
{
}
+void GLAPIENTRY
+_mesa_MatrixMultdEXT( GLenum matrixMode, const GLdouble *m )
+{
+ GLfloat f[16];
+ if (!m) return;
+ for (unsigned i = 0; i < 16; i++)
+ f[i] = (GLfloat) m[i];
+ _mesa_MatrixMultfEXT(matrixMode, f);
+}
+
+
void GLAPIENTRY
_mesa_Rotated( GLdouble angle, GLdouble x, GLdouble y, GLdouble z )
{
}
+void GLAPIENTRY
+_mesa_MatrixRotatedEXT( GLenum matrixMode, GLdouble angle,
+ GLdouble x, GLdouble y, GLdouble z )
+{
+ _mesa_MatrixRotatefEXT(matrixMode, (GLfloat) angle,
+ (GLfloat) x, (GLfloat) y, (GLfloat) z);
+}
+
+
void GLAPIENTRY
_mesa_Scaled( GLdouble x, GLdouble y, GLdouble z )
{
}
+void GLAPIENTRY
+_mesa_MatrixScaledEXT( GLenum matrixMode, GLdouble x, GLdouble y, GLdouble z )
+{
+ _mesa_MatrixScalefEXT(matrixMode, (GLfloat) x, (GLfloat) y, (GLfloat) z);
+}
+
+
void GLAPIENTRY
_mesa_Translated( GLdouble x, GLdouble y, GLdouble z )
{
}
+void GLAPIENTRY
+_mesa_MatrixTranslatedEXT( GLenum matrixMode, GLdouble x, GLdouble y, GLdouble z )
+{
+ _mesa_MatrixTranslatefEXT(matrixMode, (GLfloat) x, (GLfloat) y, (GLfloat) z);
+}
+
+
void GLAPIENTRY
_mesa_LoadTransposeMatrixf( const GLfloat *m )
{
_mesa_LoadMatrixf(tm);
}
+void GLAPIENTRY
+_mesa_MatrixLoadTransposefEXT( GLenum matrixMode, const GLfloat *m )
+{
+ GLfloat tm[16];
+ if (!m) return;
+ _math_transposef(tm, m);
+ _mesa_MatrixLoadfEXT(matrixMode, tm);
+}
void GLAPIENTRY
_mesa_LoadTransposeMatrixd( const GLdouble *m )
_mesa_LoadMatrixf(tm);
}
+void GLAPIENTRY
+_mesa_MatrixLoadTransposedEXT( GLenum matrixMode, const GLdouble *m )
+{
+ GLfloat tm[16];
+ if (!m) return;
+ _math_transposefd(tm, m);
+ _mesa_MatrixLoadfEXT(matrixMode, tm);
+}
void GLAPIENTRY
_mesa_MultTransposeMatrixf( const GLfloat *m )
_mesa_MultMatrixf(tm);
}
+void GLAPIENTRY
+_mesa_MatrixMultTransposefEXT( GLenum matrixMode, const GLfloat *m )
+{
+ GLfloat tm[16];
+ if (!m) return;
+ _math_transposef(tm, m);
+ _mesa_MatrixMultfEXT(matrixMode, tm);
+}
void GLAPIENTRY
_mesa_MultTransposeMatrixd( const GLdouble *m )
_mesa_MultMatrixf(tm);
}
-
+void GLAPIENTRY
+_mesa_MatrixMultTransposedEXT( GLenum matrixMode, const GLdouble *m )
+{
+ GLfloat tm[16];
+ if (!m) return;
+ _math_transposefd(tm, m);
+ _mesa_MatrixMultfEXT(matrixMode, tm);
+}
/**********************************************************************/
/** \name State management */
static void
update_projection( struct gl_context *ctx )
{
+ GLbitfield mask;
+
_math_matrix_analyse( ctx->ProjectionMatrixStack.Top );
/* Recompute clip plane positions in clipspace. This is also done
* in _mesa_ClipPlane().
*/
- if (ctx->Transform.ClipPlanesEnabled) {
- GLuint p;
- for (p = 0; p < ctx->Const.MaxClipPlanes; p++) {
- if (ctx->Transform.ClipPlanesEnabled & (1 << p)) {
- _mesa_transform_vector( ctx->Transform._ClipUserPlane[p],
- ctx->Transform.EyeUserPlane[p],
- ctx->ProjectionMatrixStack.Top->inv );
- }
- }
+ mask = ctx->Transform.ClipPlanesEnabled;
+ while (mask) {
+ const int p = u_bit_scan(&mask);
+
+ _mesa_transform_vector( ctx->Transform._ClipUserPlane[p],
+ ctx->Transform.EyeUserPlane[p],
+ ctx->ProjectionMatrixStack.Top->inv );
}
}
* _math_matrix_ctr() for each element to initialize it.
*/
static void
-init_matrix_stack( struct gl_matrix_stack *stack,
- GLuint maxDepth, GLuint dirtyFlag )
+init_matrix_stack(struct gl_matrix_stack *stack,
+ GLuint maxDepth, GLuint dirtyFlag)
{
- GLuint i;
-
stack->Depth = 0;
stack->MaxDepth = maxDepth;
stack->DirtyFlag = dirtyFlag;
- /* The stack */
- stack->Stack = calloc(maxDepth, sizeof(GLmatrix));
- for (i = 0; i < maxDepth; i++) {
- _math_matrix_ctr(&stack->Stack[i]);
- }
+ /* The stack will be dynamically resized at glPushMatrix() time */
+ stack->Stack = calloc(1, sizeof(GLmatrix));
+ stack->StackSize = 1;
+ _math_matrix_ctr(&stack->Stack[0]);
stack->Top = stack->Stack;
}
free_matrix_stack( struct gl_matrix_stack *stack )
{
GLuint i;
- for (i = 0; i < stack->MaxDepth; i++) {
+ for (i = 0; i < stack->StackSize; i++) {
_math_matrix_dtr(&stack->Stack[i]);
}
free(stack->Stack);
stack->Stack = stack->Top = NULL;
+ stack->StackSize = 0;
}
/*@}*/