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cva.c
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/* $Id: cva.c,v 1.11 1999/11/08 07:36:43 brianp Exp $ */
/*
* Mesa 3-D graphics library
* Version: 3.1
*
* Copyright (C) 1999 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"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
/* Mesa CVA implementation.
* Copyright (C) 1999 Keith Whitwell
*/
#ifndef XFree86Server
#include <stdlib.h>
#include <stdio.h>
#else
#include "GL/xf86glx.h"
#endif
#include "api.h"
#include "types.h"
#include "cva.h"
#include "context.h"
#include "macros.h"
#include "pipeline.h"
#include "varray.h"
#include "vbcull.h"
#include "vbrender.h"
#include "vbxform.h"
#include "vector.h"
/* Mesa CVA implementation.
* Copyright (C) 1999 Keith Whitwell
*/
static void copy_clipmask( GLubyte *dest, GLubyte *ormask, GLubyte *andmask,
const GLubyte *src,
const GLuint *elt, GLuint nr )
{
GLuint i;
GLubyte o = *ormask;
GLubyte a = *andmask;
for (i = 0 ; i < nr ; i++) {
GLubyte t = src[elt[i]];
dest[i] = t;
o |= t;
a &= t;
}
*ormask = o;
*andmask = a;
}
static void translate_4f( GLvector4f *dest,
CONST GLvector4f *src,
CONST GLuint elt[],
GLuint nr )
{
GLuint i;
GLfloat (*from)[4] = (GLfloat (*)[4])src->start;
GLfloat (*to)[4] = (GLfloat (*)[4])dest->start;
GLuint stride = src->stride;
if (stride == 4 * sizeof(GLfloat)) {
for (i = 0 ; i < nr ; i++)
COPY_4FV( to[i], from[elt[i]] );
} else {
for (i = 0 ; i < nr ; i++) {
CONST GLubyte *f = (GLubyte *)from + elt[i] * stride;
COPY_4FV( to[i], (GLfloat *)f );
}
}
dest->size = src->size;
dest->flags |= (src->flags & VEC_SIZE_4);
dest->count = nr;
}
static void translate_3f( GLvector3f *dest,
CONST GLvector3f *src,
CONST GLuint elt[],
GLuint nr )
{
GLuint i;
GLfloat (*from)[3] = (GLfloat (*)[3])src->start;
GLfloat (*to)[3] = (GLfloat (*)[3])dest->start;
GLuint stride = src->stride;
if (stride == 3 * sizeof(GLfloat)) {
for (i = 0 ; i < nr ; i++)
COPY_3FV( to[i], from[elt[i]] );
} else {
for (i = 0 ; i < nr ; i++) {
CONST GLubyte *f = (GLubyte *)from + elt[i] * stride;
COPY_3FV( to[i], (GLfloat *)f );
}
}
dest->count = nr;
}
static void translate_4ub( GLvector4ub *dest,
CONST GLvector4ub *src,
GLuint elt[],
GLuint nr )
{
GLuint i;
GLubyte (*from)[4] = (GLubyte (*)[4])src->start;
GLubyte (*to)[4] = (GLubyte (*)[4])dest->start;
GLuint stride = src->stride;
if (stride == 4 * sizeof(GLubyte)) {
for (i = 0 ; i < nr ; i++)
COPY_4UBV( to[i], from[elt[i]]);
} else {
for (i = 0 ; i < nr ; i++) {
CONST GLubyte *f = (GLubyte *)from + elt[i] * stride;
COPY_4UBV( to[i], f );
}
}
dest->count = nr;
}
static void translate_1ui( GLvector1ui *dest,
GLvector1ui *src,
GLuint elt[],
GLuint nr )
{
GLuint i;
GLuint *from = src->start;
GLuint *to = dest->start;
GLuint stride = src->stride;
if (stride == sizeof(GLuint)) {
for (i = 0 ; i < nr ; i++)
to[i] = from[elt[i]];
} else {
for (i = 0 ; i < nr ; i++) {
CONST GLubyte *f = (GLubyte *)from + elt[i] * stride;
to[i] = *(GLuint *)f;
}
}
dest->count = nr;
}
static void translate_1ub( GLvector1ub *dest,
GLvector1ub *src,
GLuint elt[],
GLuint nr )
{
GLuint i;
GLubyte *from = src->start;
GLubyte *to = dest->start;
GLuint stride = src->stride;
if (stride == sizeof(GLubyte)) {
for (i = 0 ; i < nr ; i++)
to[i] = from[elt[i]];
} else {
for (i = 0 ; i < nr ; i++) {
CONST GLubyte *f = from + elt[i] * stride;
to[i] = *f;
}
}
dest->count = nr;
}
/* The fallback case for handling the merge of cva and immediate
* data. This code back-copies data from cva->immediate to build a
* normal looking immediate struct, which is then sent off to the
* old raster setup and render routines.
*
* The FX driver implements a replacement for this step which merges
* the new data into the already prepared GrVertex structs.
*
* When there is no data to merge, gl_render_vb_indirect is called
* instead.
*/
void gl_merge_cva( struct vertex_buffer *VB,
struct vertex_buffer *cvaVB )
{
GLcontext *ctx = VB->ctx;
GLuint *elt = VB->EltPtr->start;
GLuint count = VB->Count - VB->Start;
GLuint available = ctx->CVA.pre.outputs | ctx->Array.Summary;
GLuint required = ctx->CVA.elt.inputs;
GLuint flags;
/* Should attempt to build an or-flag of reduced (ie rasterization)
* prims in the VB, so a software points function doesn't screw us
* when we're doing hardware triangles.
*/
if ((required & VERT_SETUP_FULL) &&
(ctx->IndirectTriangles & DD_SW_SETUP))
{
if (MESA_VERBOSE & VERBOSE_PIPELINE)
gl_print_vert_flags("extra flags for setup",
ctx->RenderFlags & available & ~required);
required |= ctx->RenderFlags;
}
flags = required & available;
if ((flags & VERT_DATA) == 0)
return;
if (MESA_VERBOSE&VERBOSE_PIPELINE)
gl_print_vert_flags("cva merge", flags);
if (flags & VERT_WIN) {
VB->ClipPtr = &VB->Clip;
VB->Projected = &VB->Win;
VB->CullMode = 0;
if (cvaVB->ClipOrMask) {
/* Copy clipmask back into VB, build a new clipOrMask */
copy_clipmask( VB->ClipMask + VB->Start,
&VB->ClipOrMask, &VB->ClipAndMask,
cvaVB->ClipMask,
elt,
VB->Count - VB->Start );
/* overkill if !VB->ClipOrMask - should just copy 'copied' verts */
translate_4f( VB->ClipPtr, cvaVB->ClipPtr, elt, count);
if (VB->ClipOrMask & CLIP_USER_BIT) {
GLubyte or = 0, and = ~0;
copy_clipmask( VB->UserClipMask + VB->Start,
&or, &and,
cvaVB->UserClipMask,
elt,
VB->Count - VB->Start);
if (and) VB->ClipAndMask |= CLIP_USER_BIT;
}
if (VB->ClipOrMask)
VB->CullMode |= CLIP_MASK_ACTIVE;
if (VB->ClipAndMask) {
VB->Culled = 1;
gl_dont_cull_vb( VB );
return;
}
}
translate_4f( &VB->Win, &cvaVB->Win, elt, count );
/* Can't be precomputed - but may be wasteful to do this now.
*/
if (ctx->IndirectTriangles & DD_ANY_CULL)
{
GLuint cullcount = gl_cull_vb( VB );
if (cullcount) VB->CullMode |= CULL_MASK_ACTIVE;
if (cullcount == VB->Count) { VB->Culled = 2 ; return; }
}
else
gl_dont_cull_vb( VB );
} else {
VB->ClipPtr = &VB->Clip;
VB->Projected = &VB->Win;
}
if (flags & VERT_EYE)
{
VB->Unprojected = VB->EyePtr = &VB->Eye;
translate_4f( VB->EyePtr, cvaVB->EyePtr, elt, count);
}
if (flags & VERT_OBJ_ANY)
{
VB->ObjPtr = &VB->IM->v.Obj;
if (!ctx->NeedEyeCoords) VB->Unprojected = VB->ObjPtr;
translate_4f( VB->ObjPtr, cvaVB->ObjPtr, elt, count);
}
if (flags & VERT_NORM)
{
VB->NormalPtr = &VB->IM->v.Normal;
translate_3f( VB->NormalPtr, cvaVB->NormalPtr, elt, count );
VB->CullMode &= ~COMPACTED_NORMALS;
}
if (flags & VERT_RGBA)
{
VB->ColorPtr = VB->Color[0] = VB->LitColor[0];
translate_4ub( VB->Color[0], cvaVB->Color[0], elt, count );
if (ctx->TriangleCaps & DD_TRI_LIGHT_TWOSIDE) {
VB->Color[1] = VB->LitColor[1];
translate_4ub( VB->Color[1], cvaVB->Color[1], elt, count );
}
}
if (flags & VERT_INDEX)
{
VB->IndexPtr = VB->Index[0] = VB->LitIndex[0];
translate_1ui( VB->Index[0], cvaVB->Index[0], elt, count );
if (ctx->TriangleCaps & DD_TRI_LIGHT_TWOSIDE) {
VB->Index[1] = VB->LitIndex[1];
translate_1ui( VB->Index[1], cvaVB->Index[1], elt, count );
}
}
if (flags & VERT_EDGE)
{
VB->EdgeFlagPtr = &VB->IM->v.EdgeFlag;
translate_1ub( VB->EdgeFlagPtr, cvaVB->EdgeFlagPtr, elt, count );
}
if (flags & VERT_TEX0_ANY)
{
VB->TexCoordPtr[0] = &VB->IM->v.TexCoord[0];
translate_4f( VB->TexCoordPtr[0], cvaVB->TexCoordPtr[0], elt, count);
}
if (flags & VERT_TEX1_ANY)
{
VB->TexCoordPtr[1] = &VB->IM->v.TexCoord[1];
translate_4f( VB->TexCoordPtr[1], cvaVB->TexCoordPtr[1], elt, count);
}
}
/* We don't have a good mechanism for dealing with the situation where
* cva is 'abandoned' midway through a vertex buffer, or indeed any mixing
* of cva & standard data in a single immediate struct.
*
* Basically just abandon CVA even though the precalced data
* is already there.
*/
void gl_rescue_cva( GLcontext *ctx, struct immediate *IM )
{
struct vertex_buffer *VB = ctx->VB;
IM->Start = VB->CopyStart;
ctx->CompileCVAFlag = 0;
gl_build_immediate_pipeline( ctx );
gl_exec_array_elements( ctx, IM, IM->Start, IM->Count );
}
/* Transform the array components now, upto the setup call. When
* actual draw commands arrive, the data will be merged prior to
* calling render_vb.
*/
void GLAPIENTRY glLockArraysEXT(CTX_ARG GLint first, GLsizei count )
{
GLcontext *ctx;
GET_CONTEXT;
CHECK_CONTEXT;
ctx = CC;
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH( ctx, "unlock arrays" );
if (MESA_VERBOSE & VERBOSE_API)
fprintf(stderr, "glLockArrays %d %d\n", first, count);
/* Can't mix locked & unlocked - if count is too large, just
* unlock.
*/
if (first == 0 &&
count > 0 &&
count <= ctx->Const.MaxArrayLockSize)
{
struct gl_cva *cva = &ctx->CVA;
if (!ctx->Array.LockCount) {
ctx->Array.NewArrayState = ~0;
ctx->CVA.lock_changed ^= 1;
ctx->NewState |= NEW_CLIENT_STATE;
}
ctx->Array.LockFirst = first;
ctx->Array.LockCount = count;
ctx->CompileCVAFlag = !ctx->CompileFlag;
if (!cva->VB) {
cva->VB = gl_vb_create_for_cva( ctx, ctx->Const.MaxArrayLockSize );
gl_alloc_cva_store( cva, cva->VB->Size );
gl_reset_cva_vb( cva->VB, ~0 );
}
}
else
{
if (ctx->Array.LockCount) {
ctx->CVA.lock_changed ^= 1;
ctx->NewState |= NEW_CLIENT_STATE;
}
ctx->Array.LockFirst = 0;
ctx->Array.LockCount = 0;
ctx->CompileCVAFlag = 0;
}
}
void GLAPIENTRY glUnlockArraysEXT(CTX_VOID )
{
GLcontext *ctx;
GET_CONTEXT;
CHECK_CONTEXT;
ctx = CC;
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH( ctx, "unlock arrays" );
if (MESA_VERBOSE & VERBOSE_API)
fprintf(stderr, "glUnlockArrays\n");
if (ctx->Array.LockCount) {
ctx->CVA.lock_changed ^= 1;
ctx->NewState |= NEW_CLIENT_STATE;
}
ctx->Array.LockFirst = 0;
ctx->Array.LockCount = 0;
ctx->CompileCVAFlag = 0;
}
/* This storage used to hold translated client data if type or stride
* need to be fixed.
*/
void gl_alloc_cva_store( struct gl_cva *cva, GLuint size )
{
cva->store.Obj = (GLfloat (*)[4])MALLOC( sizeof(GLfloat) * 4 * size );
cva->store.Normal = (GLfloat (*)[3])MALLOC( sizeof(GLfloat) * 3 * size );
cva->store.Color = (GLubyte (*)[4])MALLOC( sizeof(GLubyte) * 4 * size );
cva->store.EdgeFlag = (GLubyte *)MALLOC( sizeof(GLubyte) * size );
cva->store.Index = (GLuint *)MALLOC( sizeof(GLuint) * size );
cva->store.TexCoord[0] = (GLfloat (*)[4])MALLOC( sizeof(GLfloat) * 4 * size);
cva->store.TexCoord[1] = (GLfloat (*)[4])MALLOC( sizeof(GLfloat) * 4 * size);
cva->store.Elt = (GLuint *)MALLOC( sizeof(GLuint) * size );
cva->elt_size = size;
}
void gl_free_cva_store( struct gl_cva *cva )
{
FREE( cva->store.Obj );
FREE( cva->store.Normal );
FREE( cva->store.Color );
FREE( cva->store.EdgeFlag );
FREE( cva->store.Index );
FREE( cva->store.TexCoord[0] );
FREE( cva->store.TexCoord[1] );
FREE( cva->store.Elt );
}
void gl_prepare_arrays_cva( struct vertex_buffer *VB )
{
GLcontext *ctx = VB->ctx;
struct gl_cva *cva = &ctx->CVA;
GLuint start = ctx->Array.LockFirst;
GLuint n = ctx->Array.LockCount;
GLuint enable = ((ctx->Array.NewArrayState & ctx->Array.Summary) |
VB->pipeline->fallback);
GLuint disable = ctx->Array.NewArrayState & ~enable;
GLuint i;
if (MESA_VERBOSE&VERBOSE_PIPELINE) {
gl_print_vert_flags("*** ENABLE", enable);
gl_print_vert_flags("*** DISABLE", disable);
}
if (enable)
{
struct gl_client_array *client_data;
GLuint fallback = VB->pipeline->fallback;
if (enable & VERT_ELT)
{
GLvector1ui *elt = VB->EltPtr = &cva->v.Elt;
if (cva->Elt.Type == GL_UNSIGNED_INT)
{
elt->data = (GLuint *) cva->Elt.Ptr;
elt->stride = sizeof(GLuint);
elt->flags = 0;
} else {
elt->data = cva->store.Elt;
elt->stride = sizeof(GLuint);
if (cva->elt_count > cva->elt_size)
{
while (cva->elt_count > (cva->elt_size *= 2)) {};
FREE(cva->store.Elt);
cva->store.Elt = (GLuint *) MALLOC(cva->elt_size *
sizeof(GLuint));
}
cva->EltFunc( elt->data, &cva->Elt, 0, cva->elt_count );
}
elt->start = VEC_ELT(elt, GLuint, 0);
elt->count = cva->elt_count;
fallback |= (cva->pre.new_inputs & ~ctx->Array.Summary);
enable |= fallback;
disable &= ~fallback;
if (MESA_VERBOSE&VERBOSE_PIPELINE) {
gl_print_vert_flags("*** NEW INPUTS", cva->pre.new_inputs);
gl_print_vert_flags("*** FALLBACK", fallback);
}
}
if (enable & VERT_RGBA)
{
GLvector4ub *col = &cva->v.Color;
client_data = &ctx->Array.Color;
if (fallback & VERT_RGBA) client_data = &ctx->Fallback.Color;
VB->Color[0] = VB->Color[1] = VB->ColorPtr = &cva->v.Color;
if (client_data->Type != GL_UNSIGNED_BYTE ||
client_data->Size != 4)
{
col->data = cva->store.Color;
col->stride = 4 * sizeof(GLubyte);
ctx->Array.ColorFunc( col->data, client_data, start, n );
col->flags = VEC_WRITABLE|VEC_GOOD_STRIDE;
} else {
col->data = (GLubyte (*)[4]) client_data->Ptr;
col->stride = client_data->StrideB;
col->flags = VEC_NOT_WRITABLE|VEC_GOOD_STRIDE;
if (client_data->StrideB != 4 * sizeof(GLubyte))
col->flags ^= VEC_STRIDE_FLAGS;
}
col->start = VEC_ELT(col, GLubyte, start);
col->count = n;
}
if (enable & VERT_INDEX)
{
GLvector1ui *index = VB->IndexPtr = &cva->v.Index;
VB->Index[0] = VB->Index[1] = VB->IndexPtr;
client_data = &ctx->Array.Index;
if (fallback & VERT_INDEX) client_data = &ctx->Fallback.Index;
if (client_data->Type != GL_UNSIGNED_INT)
{
index->data = cva->store.Index;
index->stride = sizeof(GLuint);
ctx->Array.IndexFunc( index->data, client_data, start, n );
index->flags = VEC_WRITABLE|VEC_GOOD_STRIDE;
} else {
index->data = (GLuint *) client_data->Ptr;
index->stride = client_data->StrideB;
index->flags = VEC_NOT_WRITABLE|VEC_GOOD_STRIDE;
if (index->stride != sizeof(GLuint))
index->flags ^= VEC_STRIDE_FLAGS;
}
index->count = n;
index->start = VEC_ELT(index, GLuint, start);
}
for (i = 0 ; i < ctx->Const.MaxTextureUnits ; i++)
if (enable & PIPE_TEX(i)) {
GLvector4f *tc = VB->TexCoordPtr[i] = &cva->v.TexCoord[i];
client_data = &ctx->Array.TexCoord[i];
if (fallback & PIPE_TEX(i)) {
client_data = &ctx->Fallback.TexCoord[i];
client_data->Size = gl_texcoord_size( ctx->Current.Flag, i );
}
/* Writeability and stride handled lazily by
* gl_import_client_data().
*/
if (client_data->Type == GL_FLOAT)
{
tc->data = (GLfloat (*)[4]) client_data->Ptr;
tc->stride = client_data->StrideB;
tc->flags = VEC_NOT_WRITABLE|VEC_GOOD_STRIDE;
if (tc->stride != 4 * sizeof(GLfloat))
tc->flags ^= VEC_STRIDE_FLAGS;
} else {
tc->data = cva->store.TexCoord[i];
tc->stride = 4 * sizeof(GLfloat);
ctx->Array.TexCoordFunc[i]( tc->data, client_data, start, n );
tc->flags = VEC_WRITABLE|VEC_GOOD_STRIDE;
}
tc->count = n;
tc->start = VEC_ELT(tc, GLfloat, start);
tc->size = client_data->Size;
}
if (enable & VERT_OBJ_ANY)
{
GLvector4f *obj = VB->ObjPtr = &cva->v.Obj;
if (ctx->Array.Vertex.Type == GL_FLOAT)
{
obj->data = (GLfloat (*)[4]) ctx->Array.Vertex.Ptr;
obj->stride = ctx->Array.Vertex.StrideB;
obj->flags = VEC_NOT_WRITABLE|VEC_GOOD_STRIDE;
if (obj->stride != 4 * sizeof(GLfloat))
obj->flags ^= VEC_STRIDE_FLAGS;
} else {
obj->data = cva->store.Obj;
obj->stride = 4 * sizeof(GLfloat);
ctx->Array.VertexFunc( obj->data, &ctx->Array.Vertex, start, n );
obj->flags = VEC_WRITABLE|VEC_GOOD_STRIDE;
}
obj->count = n;
obj->start = VEC_ELT(obj, GLfloat, start);
obj->size = ctx->Array.Vertex.Size;
}
if (enable & VERT_NORM)
{
GLvector3f *norm = VB->NormalPtr = &cva->v.Normal;
client_data = &ctx->Array.Normal;
if (fallback & VERT_NORM)
client_data = &ctx->Fallback.Normal;
/* Never need to write to normals, and we can always cope with stride.
*/
if (client_data->Type == GL_FLOAT) {
norm->data = (GLfloat (*)[3]) client_data->Ptr;
norm->stride = client_data->StrideB;
} else {
norm->data = cva->store.Normal;
norm->stride = 3 * sizeof(GLfloat);
ctx->Array.NormalFunc( norm->data, client_data, start, n );
}
norm->flags = 0;
norm->count = n;
norm->start = VEC_ELT(norm, GLfloat, start);
}
if (enable & VERT_EDGE)
{
GLvector1ub *edge = VB->EdgeFlagPtr = &cva->v.EdgeFlag;
client_data = &ctx->Array.EdgeFlag;
if (fallback & VERT_EDGE)
client_data = &ctx->Fallback.EdgeFlag;
edge->data = (GLboolean *) client_data->Ptr;
edge->stride = client_data->StrideB;
edge->flags = VEC_NOT_WRITABLE|VEC_GOOD_STRIDE;
if (edge->stride != sizeof(GLubyte))
edge->flags ^= VEC_STRIDE_FLAGS;
edge->count = n;
edge->start = VEC_ELT(edge, GLubyte, start);
}
}
if (disable) {
if (disable & VERT_RGBA) cva->v.Color = *VB->LitColor[0];
if (disable & VERT_INDEX) cva->v.Index = *VB->LitIndex[0];
if (disable & VERT_NORM) cva->v.Normal = *VB->store.Normal;
if (disable & VERT_OBJ_ANY) cva->v.Obj = *VB->store.Obj;
if (disable & VERT_TEX0_ANY) cva->v.TexCoord[0]= *(VB->store.TexCoord[0]);
if (disable & VERT_TEX0_ANY) cva->v.TexCoord[1]= *(VB->store.TexCoord[1]);
if (disable & VERT_EDGE) cva->v.EdgeFlag = *VB->store.EdgeFlag;
}
VB->Flag[VB->Count] &= ~VERT_END_VB;
VB->Count = n;
if (ctx->Enabled & ENABLE_LIGHT)
{
if (ctx->Array.Flags != VB->Flag[0])
VB->FlagMax = 0;
if (VB->FlagMax < n) {
for (i = VB->FlagMax ; i < n ; i++)
VB->Flag[i] = ctx->Array.Flags;
VB->Flag[i] = 0;
VB->FlagMax = n;
}
VB->Flag[n] |= VERT_END_VB;
}
}
void gl_cva_force_precalc( GLcontext *ctx )
{
struct gl_cva *cva = &ctx->CVA;
if (cva->pre.changed_ops)
gl_reset_cva_vb( cva->VB, cva->pre.changed_ops );
gl_run_pipeline( cva->VB );
ctx->Array.NewArrayState = 0;
}
/* Simplified: just make sure the pipelines are valid.
*/
void gl_cva_compile_cassette( GLcontext *ctx, struct immediate *IM )
{
struct gl_cva *cva = &ctx->CVA;
cva->orflag |= IM->OrFlag;
/* Allow pipeline recalculation based on inputs received from client.
*/
if (IM->OrFlag & (cva->pre.forbidden_inputs|cva->elt.forbidden_inputs))
{
if (IM->OrFlag & cva->pre.forbidden_inputs)
{
cva->pre.pipeline_valid = 0;
cva->pre.data_valid = 0;
cva->pre.forbidden_inputs = 0;
}
if ((IM->OrFlag & cva->elt.forbidden_inputs))
{
cva->elt.forbidden_inputs = 0;
}
cva->elt.pipeline_valid = 0;
}
/* Recalculate CVA data if necessary.
*/
if (ctx->CompileCVAFlag && !cva->pre.data_valid)
{
if (!cva->pre.pipeline_valid)
gl_build_precalc_pipeline( ctx );
gl_cva_force_precalc( ctx );
}
/* Build immediate pipeline if necessary.
*/
if (!cva->elt.pipeline_valid)
gl_build_immediate_pipeline( ctx );
gl_fixup_input( ctx, IM );
gl_execute_cassette( ctx, IM );
}
void gl_cva_init( GLcontext *ctx )
{
(void) ctx;
}