#include "main/macros.h"
#include "main/mtypes.h"
#include "main/light.h"
+#include "math/m_translate.h"
+#include "math/m_xform.h"
#include "tnl.h"
#include "t_context.h"
#include "t_pipeline.h"
-#include "t_vp_build.h"
#include "vbo/vbo.h"
GLboolean
-_tnl_CreateContext( GLcontext *ctx )
+_tnl_CreateContext( struct gl_context *ctx )
{
TNLcontext *tnl;
tnl->nr_blocks = 0;
/* plug in the VBO drawing function */
- vbo_set_draw_func(ctx, _tnl_draw_prims);
+ vbo_set_draw_func(ctx, _tnl_vbo_draw_prims);
+
+ _math_init_transformation();
+ _math_init_translate();
return GL_TRUE;
}
void
-_tnl_DestroyContext( GLcontext *ctx )
+_tnl_DestroyContext( struct gl_context *ctx )
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
void
-_tnl_InvalidateState( GLcontext *ctx, GLuint new_state )
+_tnl_InvalidateState( struct gl_context *ctx, GLuint new_state )
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
const struct gl_vertex_program *vp = ctx->VertexProgram._Current;
const struct gl_fragment_program *fp = ctx->FragmentProgram._Current;
+ GLuint i;
if (new_state & (_NEW_HINT | _NEW_PROGRAM)) {
ASSERT(tnl->AllowVertexFog || tnl->AllowPixelFog);
tnl->pipeline.new_state |= new_state;
- /* Calculate tnl->render_inputs:
+ /* Calculate tnl->render_inputs. This bitmask indicates which vertex
+ * attributes need to be emitted to the rasterizer.
*/
- if (ctx->Visual.rgbMode) {
- GLuint i;
+ RENDERINPUTS_ZERO( tnl->render_inputs_bitset );
+ RENDERINPUTS_SET( tnl->render_inputs_bitset, _TNL_ATTRIB_POS );
- RENDERINPUTS_ZERO( tnl->render_inputs_bitset );
- RENDERINPUTS_SET( tnl->render_inputs_bitset, _TNL_ATTRIB_POS );
- if (!fp || (fp->Base.InputsRead & FRAG_BIT_COL0)) {
- RENDERINPUTS_SET( tnl->render_inputs_bitset, _TNL_ATTRIB_COLOR0 );
- }
- for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++) {
- if (ctx->Texture._EnabledCoordUnits & (1 << i)) {
- RENDERINPUTS_SET( tnl->render_inputs_bitset, _TNL_ATTRIB_TEX(i) );
- }
- }
-
- if (NEED_SECONDARY_COLOR(ctx))
- RENDERINPUTS_SET( tnl->render_inputs_bitset, _TNL_ATTRIB_COLOR1 );
+ if (!fp || (fp->Base.InputsRead & FRAG_BIT_COL0)) {
+ RENDERINPUTS_SET( tnl->render_inputs_bitset, _TNL_ATTRIB_COLOR0 );
}
- else {
- RENDERINPUTS_SET( tnl->render_inputs_bitset, _TNL_ATTRIB_POS );
- RENDERINPUTS_SET( tnl->render_inputs_bitset, _TNL_ATTRIB_COLOR_INDEX );
+
+ if (NEED_SECONDARY_COLOR(ctx))
+ RENDERINPUTS_SET( tnl->render_inputs_bitset, _TNL_ATTRIB_COLOR1 );
+
+ for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++) {
+ if (ctx->Texture._EnabledCoordUnits & (1 << i) ||
+ (fp && fp->Base.InputsRead & FRAG_BIT_TEX(i))) {
+ RENDERINPUTS_SET( tnl->render_inputs_bitset, _TNL_ATTRIB_TEX(i) );
+ }
}
if (ctx->Fog.Enabled) {
/* fixed-function fog */
RENDERINPUTS_SET( tnl->render_inputs_bitset, _TNL_ATTRIB_FOG );
}
- else if (ctx->FragmentProgram._Active || ctx->FragmentProgram._Current) {
- struct gl_fragment_program *fp = ctx->FragmentProgram._Current;
- if (fp) {
- if (fp->FogOption != GL_NONE || (fp->Base.InputsRead & FRAG_BIT_FOGC)) {
- /* fragment program needs fog coord */
- RENDERINPUTS_SET( tnl->render_inputs_bitset, _TNL_ATTRIB_FOG );
- }
+ else if (fp) {
+ if (fp->FogOption != GL_NONE || (fp->Base.InputsRead & FRAG_BIT_FOGC)) {
+ /* fragment program needs fog coord */
+ RENDERINPUTS_SET( tnl->render_inputs_bitset, _TNL_ATTRIB_FOG );
}
}
if (vp) {
GLuint i;
for (i = 0; i < MAX_VARYING; i++) {
- if (vp->Base.OutputsWritten & (1 << (VERT_RESULT_VAR0 + i))) {
+ if (vp->Base.OutputsWritten & BITFIELD64_BIT(VERT_RESULT_VAR0 + i)) {
RENDERINPUTS_SET(tnl->render_inputs_bitset,
_TNL_ATTRIB_GENERIC(i));
}
void
-_tnl_wakeup( GLcontext *ctx )
+_tnl_wakeup( struct gl_context *ctx )
{
/* Assume we haven't been getting state updates either:
*/
* we should "Divide-by-W". Software renders will want that.
*/
void
-_tnl_need_projected_coords( GLcontext *ctx, GLboolean mode )
+_tnl_need_projected_coords( struct gl_context *ctx, GLboolean mode )
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
tnl->NeedNdcCoords = mode;
}
void
-_tnl_allow_vertex_fog( GLcontext *ctx, GLboolean value )
+_tnl_allow_vertex_fog( struct gl_context *ctx, GLboolean value )
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
tnl->AllowVertexFog = value;
}
void
-_tnl_allow_pixel_fog( GLcontext *ctx, GLboolean value )
+_tnl_allow_pixel_fog( struct gl_context *ctx, GLboolean value )
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
tnl->AllowPixelFog = value;