/*
* Mesa 3-D graphics library
- * Version: 5.1
+ * Version: 6.1
*
- * Copyright (C) 1999-2003 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2004 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"),
/*@{*/
GLfloat Attrib[VERT_ATTRIB_MAX][4]; /**< Current vertex attributes
* indexed by VERT_ATTRIB_* */
- GLuint Index; /**< Current color index */
+ GLfloat Index; /**< Current color index */
GLboolean EdgeFlag; /**< Current edge flag */
/*@}*/
/**
* \name Values are always valid.
*
- * \note BTW, note how similar this set of attributes is to the SWvertex data type
- * in the software rasterizer...
+ * \note BTW, note how similar this set of attributes is to the SWvertex
+ * data type in the software rasterizer...
*/
/*@{*/
GLfloat RasterPos[4]; /**< Current raster position */
GLfloat RasterDistance; /**< Current raster distance */
GLfloat RasterColor[4]; /**< Current raster color */
GLfloat RasterSecondaryColor[4]; /**< Current raster secondary color */
- GLuint RasterIndex; /**< Current raster index */
+ GLfloat RasterIndex; /**< Current raster index */
GLfloat RasterTexCoords[MAX_TEXTURE_UNITS][4];/**< Current raster texcoords */
GLboolean RasterPosValid; /**< Raster pos valid flag */
/*@}*/
#define ENABLE_TEXGEN(i) (ENABLE_TEXGEN0 << (i))
#define ENABLE_TEXMAT(i) (ENABLE_TEXMAT0 << (i))
+
/**
- * Texel fetch function prototype.
+ * Texel fetch function prototype. We use texel fetch functions to
+ * extract RGBA, color indexes and depth components out of 1D, 2D and 3D
+ * texture images. These functions help to isolate us from the gritty
+ * details of all the various texture image encodings.
*
* \param texImage texture image.
* \param col texel column.
* \param row texel row.
- * \param img texel level.
- * \param texelOut output texel. If \p texImage is color-index, \p texelOut
- * returns <tt>GLchan[1]</tt>. If \p texImage is depth, \p texelOut returns
- * <tt>GLfloat[1]</tt>. Otherwise, \p texelOut returns <tt>GLchan[4]</tt>.
+ * \param img texel image level/layer.
+ * \param texelOut output texel (up to 4 GLchans)
+ */
+typedef void (*FetchTexelFuncC)( const struct gl_texture_image *texImage,
+ GLint col, GLint row, GLint img,
+ GLchan *texelOut );
+
+/**
+ * As above, but returns floats.
+ * Used for depth component images and for upcoming signed/float
+ * texture images.
*/
-typedef void (*FetchTexelFunc)( const struct gl_texture_image *texImage,
- GLint col, GLint row, GLint img,
- GLvoid *texelOut );
+typedef void (*FetchTexelFuncF)( const struct gl_texture_image *texImage,
+ GLint col, GLint row, GLint img,
+ GLfloat *texelOut );
/**
* Texture format record
* \name Texel fetch function pointers
*/
/*@{*/
- FetchTexelFunc FetchTexel1D;
- FetchTexelFunc FetchTexel2D;
- FetchTexelFunc FetchTexel3D;
+ FetchTexelFuncC FetchTexel1D;
+ FetchTexelFuncC FetchTexel2D;
+ FetchTexelFuncC FetchTexel3D;
+ FetchTexelFuncF FetchTexel1Df;
+ FetchTexelFuncF FetchTexel2Df;
+ FetchTexelFuncF FetchTexel3Df;
/*@}*/
};
const struct gl_texture_format *TexFormat;
- FetchTexelFunc FetchTexel; /**< Texel fetch function pointer */
+ FetchTexelFuncC FetchTexelc; /**< GLchan texel fetch function pointer */
+ FetchTexelFuncF FetchTexelf; /**< Float texel fetch function pointer */
GLboolean IsCompressed; /**< GL_ARB_texture_compression */
GLuint CompressedSize; /**< GL_ARB_texture_compression */
struct gl_client_array VertexAttrib[VERT_ATTRIB_MAX]; /**< GL_NV_vertex_program */
- GLint TexCoordInterleaveFactor;
GLint ActiveTexture; /**< Client Active Texture */
GLuint LockFirst; /**< GL_EXT_compiled_vertex_array */
GLuint LockCount; /**< GL_EXT_compiled_vertex_array */
/** \name Software alpha planes */
/*@{*/
- GLvoid *FrontLeftAlpha; /**< array [Width*Height] of GLubyte */
- GLvoid *BackLeftAlpha; /**< array [Width*Height] of GLubyte */
- GLvoid *FrontRightAlpha; /**< array [Width*Height] of GLubyte */
- GLvoid *BackRightAlpha; /**< array [Width*Height] of GLubyte */
+ GLchan *FrontLeftAlpha; /**< array [Width*Height] of GLchan */
+ GLchan *BackLeftAlpha; /**< array [Width*Height] of GLchan */
+ GLchan *FrontRightAlpha; /**< array [Width*Height] of GLchan */
+ GLchan *BackRightAlpha; /**< array [Width*Height] of GLchan */
/*@}*/
/**
/**
* \name Bits to indicate what state has changed.
*
- * 6 unused flags.
+ * 4 unused flags.
*/
/*@{*/
#define _NEW_MODELVIEW 0x1 /**< __GLcontextRec::ModelView */
#define _NEW_ARRAY_TEXCOORD_5 VERT_BIT_TEX5
#define _NEW_ARRAY_TEXCOORD_6 VERT_BIT_TEX6
#define _NEW_ARRAY_TEXCOORD_7 VERT_BIT_TEX7
-#define _NEW_ARRAY_ATTRIB_0 0x1 /* alias conventional arrays */
+#define _NEW_ARRAY_ATTRIB_0 0x10000 /* start at bit 16 */
#define _NEW_ARRAY_ALL 0xffffffff
*/
/*@{*/
#define _DD_NEW_FLATSHADE _NEW_LIGHT
-#define _DD_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | _NEW_FOG)
+#define _DD_NEW_SEPARATE_SPECULAR (_NEW_LIGHT | _NEW_FOG | _NEW_PROGRAM)
#define _DD_NEW_TRI_CULL_FRONT_BACK _NEW_POLYGON
#define _DD_NEW_TRI_LIGHT_TWOSIDE _NEW_LIGHT
#define _DD_NEW_TRI_UNFILLED _NEW_POLYGON
/*@}*/
};
+struct mesa_list_state {
+ GLuint CallDepth; /**< Current recursion calling depth */
+ Node *CurrentListPtr; /**< Head of list being compiled */
+ GLuint CurrentListNum; /**< Number of the list being compiled */
+ Node *CurrentBlock; /**< Pointer to current block of nodes */
+ GLuint CurrentPos; /**< Index into current block of nodes */
+ GLvertexformat ListVtxfmt;
+
+ GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];
+ GLfloat CurrentAttrib[VERT_ATTRIB_MAX][4];
+
+ GLubyte ActiveMaterialSize[MAT_ATTRIB_MAX];
+ GLfloat CurrentMaterial[MAT_ATTRIB_MAX][4];
+
+ GLubyte ActiveIndex;
+ GLfloat CurrentIndex;
+
+ GLubyte ActiveEdgeFlag;
+ GLboolean CurrentEdgeFlag;
+};
+
/**
* Mesa context
struct _glapi_table *CurrentDispatch; /**< == Save or Exec !! */
/*@}*/
- GLboolean ExecPrefersFloat; /**< What preference for color conversion? */
- GLboolean SavePrefersFloat;
-
GLvisual Visual;
GLframebuffer *DrawBuffer; /**< buffer for writing */
GLframebuffer *ReadBuffer; /**< buffer for reading */
GLmatrix _ModelProjectMatrix;
/** \name Display lists */
- /*@{*/
- GLuint CallDepth; /**< Current recursion calling depth */
+ struct mesa_list_state ListState;
+
GLboolean ExecuteFlag; /**< Execute GL commands? */
GLboolean CompileFlag; /**< Compile GL commands into display list? */
- Node *CurrentListPtr; /**< Head of list being compiled */
- GLuint CurrentListNum; /**< Number of the list being compiled */
- Node *CurrentBlock; /**< Pointer to current block of nodes */
- GLuint CurrentPos; /**< Index into current block of nodes */
- /*@}*/
/** Extensions */
struct gl_extensions Extensions;
#ifdef MESA_DEBUG
extern int MESA_VERBOSE;
extern int MESA_DEBUG_FLAGS;
+# define MESA_FUNCTION __FUNCTION__
#else
# define MESA_VERBOSE 0
# define MESA_DEBUG_FLAGS 0
+# define MESA_FUNCTION "a function"
# ifndef NDEBUG
# define NDEBUG
# endif