TNLcontext *tnl;
struct vertex_buffer *VB;
- GLuint new_inputs;
tnl_render_func *tab;
GLint pass;
GLD_pb_dx7 *gldPB = &gld->PB3d;
// but we'll test gld->bUseMesaTnL anyway.
if (gld->bUseMesaTnL) {
// Do nothing in this stage, but continue pipeline
- return GL_FALSE;
+ return GL_TRUE;
}
tnl = TNL_CONTEXT(ctx);
VB = &tnl->vb;
- new_inputs = stage->changed_inputs;
pass = 0;
tnl->Driver.Render.Start( ctx );
return GL_FALSE; /* finished the pipe */
}
-//---------------------------------------------------------------------------
-
-static void gld_d3d_render_stage_check(
- GLcontext *ctx,
- struct tnl_pipeline_stage *stage)
-{
- GLD_context *gldCtx = GLD_GET_CONTEXT(ctx);
- GLD_driver_dx7 *gld = GLD_GET_DX7_DRIVER(gldCtx);
- // Is this thread safe?
- stage->active = (gld->bUseMesaTnL) ? GL_FALSE : GL_TRUE;
- return;
-}
-
-//---------------------------------------------------------------------------
-
-static void gld_d3d_render_stage_dtr( struct tnl_pipeline_stage *stage )
-{
-}
//---------------------------------------------------------------------------
const struct tnl_pipeline_stage _gld_d3d_render_stage =
{
"gld_d3d_render_stage",
- (_NEW_BUFFERS |
- _DD_NEW_SEPARATE_SPECULAR |
- _DD_NEW_FLATSHADE |
- _NEW_TEXTURE|
- _NEW_LIGHT|
- _NEW_POINT|
- _NEW_FOG|
- _DD_NEW_TRI_UNFILLED |
- _NEW_RENDERMODE), /* re-check (new inputs, interp function) */
- 0, /* re-run (always runs) */
- GL_TRUE, /* active */
- 0, 0, /* inputs (set in check_render), outputs */
- 0, 0, /* changed_inputs, private */
- gld_d3d_render_stage_dtr, /* destructor */
- gld_d3d_render_stage_check, /* check */
+ NULL,
+ NULL,
+ NULL,
+ NULL,
gld_d3d_render_stage_run /* run */
};
-/* $Id: gld_vb_mesa_render_dx7.c,v 1.4 2005/04/15 17:17:47 bencrossman Exp $ */
+/* $Id: gld_vb_mesa_render_dx7.c,v 1.5 2005/04/22 22:47:09 keithw Exp $ */
/*
* Mesa 3-D graphics library
TNLcontext *tnl = TNL_CONTEXT(ctx);
struct vertex_buffer *VB = &tnl->vb;
- GLuint new_inputs = stage->changed_inputs;
tnl_render_func *tab;
GLint pass = 0;
GLD_pb_dx7 *gldPB;
ASSERT(tnl->Driver.Render.ClippedPolygon);
ASSERT(tnl->Driver.Render.Finish);
- tnl->Driver.Render.BuildVertices( ctx, 0, VB->Count, new_inputs );
+ tnl->Driver.Render.BuildVertices( ctx, 0, VB->Count, ~0 );
if (VB->ClipOrMask) {
tab = VB->Elts ? clip_render_tab_elts : clip_render_tab_verts;
-/* Quite a bit of work involved in finding out the inputs for the
- * render stage.
- */
-static void _gld_mesa_render_stage_check(
- GLcontext *ctx,
- struct tnl_pipeline_stage *stage)
-{
- stage->inputs = TNL_CONTEXT(ctx)->render_inputs;
-}
-
-//---------------------------------------------------------------------------
-
-// Destructor
-static void _gld_mesa_render_stage_dtr(
- struct tnl_pipeline_stage *stage)
-{
-}
-
-//---------------------------------------------------------------------------
-
const struct tnl_pipeline_stage _gld_mesa_render_stage =
{
"gld_mesa_render_stage",
- (_NEW_BUFFERS |
- _DD_NEW_SEPARATE_SPECULAR |
- _DD_NEW_FLATSHADE |
- _NEW_TEXTURE|
- _NEW_LIGHT|
- _NEW_POINT|
- _NEW_FOG|
- _DD_NEW_TRI_UNFILLED |
- _NEW_RENDERMODE), // re-check (new inputs, interp function)
- 0, /* re-run (always runs) */
- GL_TRUE, /* active */
- 0, 0, /* inputs (set in check_render), outputs */
- 0, 0, /* changed_inputs, private */
- _gld_mesa_render_stage_dtr, /* destructor */
- _gld_mesa_render_stage_check, /* check */
+ NULL,
+ NULL,
+ NULL,
+ NULL,
_gld_mesa_render_stage_run /* run */
};
TNLcontext *tnl;
struct vertex_buffer *VB;
- GLuint new_inputs;
tnl_render_func *tab;
GLint pass;
GLD_pb_dx8 *gldPB = &gld->PB3d;
// but we'll test gld->bUseMesaTnL anyway.
if (gld->bUseMesaTnL) {
// Do nothing in this stage, but continue pipeline
- return GL_FALSE;
+ return GL_TRUE;
}
tnl = TNL_CONTEXT(ctx);
VB = &tnl->vb;
- new_inputs = stage->changed_inputs;
pass = 0;
tnl->Driver.Render.Start( ctx );
//---------------------------------------------------------------------------
-static void gld_d3d_render_stage_check(
- GLcontext *ctx,
- struct tnl_pipeline_stage *stage)
-{
- GLD_context *gldCtx = GLD_GET_CONTEXT(ctx);
- GLD_driver_dx8 *gld = GLD_GET_DX8_DRIVER(gldCtx);
- // Is this thread safe?
- stage->active = (gld->bUseMesaTnL) ? GL_FALSE : GL_TRUE;
- return;
-}
-
-//---------------------------------------------------------------------------
-
-static void gld_d3d_render_stage_dtr( struct tnl_pipeline_stage *stage )
-{
-}
-
-//---------------------------------------------------------------------------
-
const struct tnl_pipeline_stage _gld_d3d_render_stage =
{
"gld_d3d_render_stage",
- (_NEW_BUFFERS |
- _DD_NEW_SEPARATE_SPECULAR |
- _DD_NEW_FLATSHADE |
- _NEW_TEXTURE|
- _NEW_LIGHT|
- _NEW_POINT|
- _NEW_FOG|
- _DD_NEW_TRI_UNFILLED |
- _NEW_RENDERMODE), /* re-check (new inputs, interp function) */
- 0, /* re-run (always runs) */
- GL_TRUE, /* active */
- 0, 0, /* inputs (set in check_render), outputs */
- 0, 0, /* changed_inputs, private */
- gld_d3d_render_stage_dtr, /* destructor */
- gld_d3d_render_stage_check, /* check */
+ NULL,
+ NULL,
+ NULL,
+ NULL,
gld_d3d_render_stage_run /* run */
};
-/* $Id: gld_vb_mesa_render_dx8.c,v 1.4 2005/04/15 17:17:47 bencrossman Exp $ */
+/* $Id: gld_vb_mesa_render_dx8.c,v 1.5 2005/04/22 22:47:10 keithw Exp $ */
/*
* Mesa 3-D graphics library
TNLcontext *tnl = TNL_CONTEXT(ctx);
struct vertex_buffer *VB = &tnl->vb;
- GLuint new_inputs = stage->changed_inputs;
tnl_render_func *tab;
GLint pass = 0;
GLD_pb_dx8 *gldPB;
ASSERT(tnl->Driver.Render.ClippedPolygon);
ASSERT(tnl->Driver.Render.Finish);
- tnl->Driver.Render.BuildVertices( ctx, 0, VB->Count, new_inputs );
+ tnl->Driver.Render.BuildVertices( ctx, 0, VB->Count, ~0 );
if (VB->ClipOrMask) {
tab = VB->Elts ? clip_render_tab_elts : clip_render_tab_verts;
-/* Quite a bit of work involved in finding out the inputs for the
- * render stage.
- */
-static void _gld_mesa_render_stage_check(
- GLcontext *ctx,
- struct tnl_pipeline_stage *stage)
-{
- stage->inputs = TNL_CONTEXT(ctx)->render_inputs;
-}
-
-//---------------------------------------------------------------------------
-
-// Destructor
-static void _gld_mesa_render_stage_dtr(
- struct tnl_pipeline_stage *stage)
-{
-}
//---------------------------------------------------------------------------
const struct tnl_pipeline_stage _gld_mesa_render_stage =
{
"gld_mesa_render_stage",
- (_NEW_BUFFERS |
- _DD_NEW_SEPARATE_SPECULAR |
- _DD_NEW_FLATSHADE |
- _NEW_TEXTURE|
- _NEW_LIGHT|
- _NEW_POINT|
- _NEW_FOG|
- _DD_NEW_TRI_UNFILLED |
- _NEW_RENDERMODE), // re-check (new inputs, interp function)
- 0, /* re-run (always runs) */
- GL_TRUE, /* active */
- 0, 0, /* inputs (set in check_render), outputs */
- 0, 0, /* changed_inputs, private */
- _gld_mesa_render_stage_dtr, /* destructor */
- _gld_mesa_render_stage_check, /* check */
+ NULL,
+ NULL,
+ NULL,
+ NULL,
_gld_mesa_render_stage_run /* run */
};
TNLcontext *tnl;
struct vertex_buffer *VB;
- GLuint new_inputs;
tnl_render_func *tab;
GLint pass;
GLD_pb_dx9 *gldPB = &gld->PB3d;
// but we'll test gld->bUseMesaTnL anyway.
if (gld->bUseMesaTnL) {
// Do nothing in this stage, but continue pipeline
- return GL_FALSE;
+ return GL_TRUE;
}
tnl = TNL_CONTEXT(ctx);
VB = &tnl->vb;
- new_inputs = stage->changed_inputs;
pass = 0;
tnl->Driver.Render.Start( ctx );
return;
}
-//---------------------------------------------------------------------------
-
-static void gld_d3d_render_stage_dtr( struct tnl_pipeline_stage *stage )
-{
-}
//---------------------------------------------------------------------------
const struct tnl_pipeline_stage _gld_d3d_render_stage =
{
"gld_d3d_render_stage",
- (_NEW_BUFFERS |
- _DD_NEW_SEPARATE_SPECULAR |
- _DD_NEW_FLATSHADE |
- _NEW_TEXTURE|
- _NEW_LIGHT|
- _NEW_POINT|
- _NEW_FOG|
- _DD_NEW_TRI_UNFILLED |
- _NEW_RENDERMODE), /* re-check (new inputs, interp function) */
- 0, /* re-run (always runs) */
- GL_TRUE, /* active */
- 0, 0, /* inputs (set in check_render), outputs */
- 0, 0, /* changed_inputs, private */
- gld_d3d_render_stage_dtr, /* destructor */
- gld_d3d_render_stage_check, /* check */
+ NULL,
+ NULL,
+ NULL,
+ NULL,
gld_d3d_render_stage_run /* run */
};
-/* $Id: gld_vb_mesa_render_dx9.c,v 1.4 2005/04/15 17:17:47 bencrossman Exp $ */
+/* $Id: gld_vb_mesa_render_dx9.c,v 1.5 2005/04/22 22:47:10 keithw Exp $ */
/*
* Mesa 3-D graphics library
TNLcontext *tnl = TNL_CONTEXT(ctx);
struct vertex_buffer *VB = &tnl->vb;
- GLuint new_inputs = stage->changed_inputs;
tnl_render_func *tab;
GLint pass = 0;
GLD_pb_dx9 *gldPB;
ASSERT(tnl->Driver.Render.ClippedPolygon);
ASSERT(tnl->Driver.Render.Finish);
- tnl->Driver.Render.BuildVertices( ctx, 0, VB->Count, new_inputs );
+ tnl->Driver.Render.BuildVertices( ctx, 0, VB->Count, ~0 );
if (VB->ClipOrMask) {
tab = VB->Elts ? clip_render_tab_elts : clip_render_tab_verts;
-/* Quite a bit of work involved in finding out the inputs for the
- * render stage.
- */
-static void _gld_mesa_render_stage_check(
- GLcontext *ctx,
- struct tnl_pipeline_stage *stage)
-{
- stage->inputs = TNL_CONTEXT(ctx)->render_inputs;
-}
-
-//---------------------------------------------------------------------------
-
-// Destructor
-static void _gld_mesa_render_stage_dtr(
- struct tnl_pipeline_stage *stage)
-{
-}
-
-//---------------------------------------------------------------------------
const struct tnl_pipeline_stage _gld_mesa_render_stage =
{
"gld_mesa_render_stage",
- (_NEW_BUFFERS |
- _DD_NEW_SEPARATE_SPECULAR |
- _DD_NEW_FLATSHADE |
- _NEW_TEXTURE|
- _NEW_LIGHT|
- _NEW_POINT|
- _NEW_FOG|
- _DD_NEW_TRI_UNFILLED |
- _NEW_RENDERMODE), // re-check (new inputs, interp function)
- 0, /* re-run (always runs) */
- GL_TRUE, /* active */
- 0, 0, /* inputs (set in check_render), outputs */
- 0, 0, /* changed_inputs, private */
- _gld_mesa_render_stage_dtr, /* destructor */
- _gld_mesa_render_stage_check, /* check */
+ NULL,
+ NULL,
+ NULL,
+ NULL,
_gld_mesa_render_stage_run /* run */
};