#include "matrix.h"
#include "mtypes.h"
#include "math/m_matrix.h"
+#include "util/bitscan.h"
/**
if (ctx->Transform.MatrixMode == mode && mode != GL_TEXTURE)
return;
- FLUSH_VERTICES(ctx, _NEW_TRANSFORM);
switch (mode) {
case GL_MODELVIEW:
}
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, "glPushMatrix()");
+ 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;
+ }
+
_math_matrix_copy( &stack->Stack[stack->Depth + 1],
&stack->Stack[stack->Depth] );
stack->Depth++;
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;
+ if (memcmp(m, ctx->CurrentStack->Top->m, 16 * sizeof(GLfloat)) != 0) {
+ FLUSH_VERTICES(ctx, 0);
+ _math_matrix_loadf( ctx->CurrentStack->Top, m );
+ ctx->NewState |= ctx->CurrentStack->DirtyFlag;
+ }
}
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 );
}
}
stack->Depth = 0;
stack->MaxDepth = maxDepth;
stack->DirtyFlag = dirtyFlag;
- /* The stack */
- stack->Stack = calloc(maxDepth, sizeof(GLmatrix));
- for (i = 0; i < maxDepth; i++) {
+ /* The stack will be dynamically resized at glPushMatrix() time */
+ stack->Stack = calloc(1, sizeof(GLmatrix));
+ stack->StackSize = 1;
+ for (i = 0; i < stack->StackSize; i++) {
_math_matrix_ctr(&stack->Stack[i]);
}
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;
}
/*@}*/