blob: 0204979003e16fdae97ff821027e50195e879070 [file] [log] [blame]
/*
* Mesa 3-D graphics library
* Version: 6.3
*
* 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"),
* 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.
*
* Authors:
* Keith Whitwell <keith@tungstengraphics.com>
* Gareth Hughes
*/
#include "glheader.h"
#include "api_loopback.h"
#include "context.h"
#include "imports.h"
#include "mtypes.h"
#include "state.h"
#include "vtxfmt.h"
/* The neutral vertex format. This wraps all tnl module functions,
* verifying that the currently-installed module is valid and then
* installing the function pointers in a lazy fashion. It records the
* function pointers that have been swapped out, which allows a fast
* restoration of the neutral module in almost all cases -- a typical
* app might only require 4-6 functions to be modified from the neutral
* baseline, and only restoring these is certainly preferable to doing
* the entire module's 60 or so function pointers.
*/
#define PRE_LOOPBACK( FUNC ) \
{ \
GET_CURRENT_CONTEXT(ctx); \
struct gl_tnl_module * const tnl = &(ctx->TnlModule); \
const int tmp_offset = _gloffset_ ## FUNC ; \
\
ASSERT( tnl->Current ); \
ASSERT( tnl->SwapCount < NUM_VERTEX_FORMAT_ENTRIES ); \
ASSERT( tmp_offset >= 0 ); \
\
/* Save the swapped function's dispatch entry so it can be */ \
/* restored later. */ \
tnl->Swapped[tnl->SwapCount].location = & (((_glapi_proc *)ctx->Exec)[tmp_offset]); \
tnl->Swapped[tnl->SwapCount].function = (_glapi_proc)TAG(FUNC); \
tnl->SwapCount++; \
\
if ( 0 ) \
_mesa_debug(ctx, " swapping gl" #FUNC"...\n" ); \
\
/* Install the tnl function pointer. */ \
SET_ ## FUNC(ctx->Exec, tnl->Current->FUNC); \
}
#define TAG(x) neutral_##x
#include "vtxfmt_tmp.h"
/**
* Use the per-vertex functions found in <vfmt> to initialze the given
* API dispatch table.
*/
static void
install_vtxfmt( struct _glapi_table *tab, const GLvertexformat *vfmt )
{
SET_ArrayElement(tab, vfmt->ArrayElement);
SET_Color3f(tab, vfmt->Color3f);
SET_Color3fv(tab, vfmt->Color3fv);
SET_Color4f(tab, vfmt->Color4f);
SET_Color4fv(tab, vfmt->Color4fv);
SET_EdgeFlag(tab, vfmt->EdgeFlag);
SET_EvalCoord1f(tab, vfmt->EvalCoord1f);
SET_EvalCoord1fv(tab, vfmt->EvalCoord1fv);
SET_EvalCoord2f(tab, vfmt->EvalCoord2f);
SET_EvalCoord2fv(tab, vfmt->EvalCoord2fv);
SET_EvalPoint1(tab, vfmt->EvalPoint1);
SET_EvalPoint2(tab, vfmt->EvalPoint2);
SET_FogCoordfEXT(tab, vfmt->FogCoordfEXT);
SET_FogCoordfvEXT(tab, vfmt->FogCoordfvEXT);
SET_Indexf(tab, vfmt->Indexf);
SET_Indexfv(tab, vfmt->Indexfv);
SET_Materialfv(tab, vfmt->Materialfv);
SET_MultiTexCoord1fARB(tab, vfmt->MultiTexCoord1fARB);
SET_MultiTexCoord1fvARB(tab, vfmt->MultiTexCoord1fvARB);
SET_MultiTexCoord2fARB(tab, vfmt->MultiTexCoord2fARB);
SET_MultiTexCoord2fvARB(tab, vfmt->MultiTexCoord2fvARB);
SET_MultiTexCoord3fARB(tab, vfmt->MultiTexCoord3fARB);
SET_MultiTexCoord3fvARB(tab, vfmt->MultiTexCoord3fvARB);
SET_MultiTexCoord4fARB(tab, vfmt->MultiTexCoord4fARB);
SET_MultiTexCoord4fvARB(tab, vfmt->MultiTexCoord4fvARB);
SET_Normal3f(tab, vfmt->Normal3f);
SET_Normal3fv(tab, vfmt->Normal3fv);
SET_SecondaryColor3fEXT(tab, vfmt->SecondaryColor3fEXT);
SET_SecondaryColor3fvEXT(tab, vfmt->SecondaryColor3fvEXT);
SET_TexCoord1f(tab, vfmt->TexCoord1f);
SET_TexCoord1fv(tab, vfmt->TexCoord1fv);
SET_TexCoord2f(tab, vfmt->TexCoord2f);
SET_TexCoord2fv(tab, vfmt->TexCoord2fv);
SET_TexCoord3f(tab, vfmt->TexCoord3f);
SET_TexCoord3fv(tab, vfmt->TexCoord3fv);
SET_TexCoord4f(tab, vfmt->TexCoord4f);
SET_TexCoord4fv(tab, vfmt->TexCoord4fv);
SET_Vertex2f(tab, vfmt->Vertex2f);
SET_Vertex2fv(tab, vfmt->Vertex2fv);
SET_Vertex3f(tab, vfmt->Vertex3f);
SET_Vertex3fv(tab, vfmt->Vertex3fv);
SET_Vertex4f(tab, vfmt->Vertex4f);
SET_Vertex4fv(tab, vfmt->Vertex4fv);
SET_CallList(tab, vfmt->CallList);
SET_CallLists(tab, vfmt->CallLists);
SET_Begin(tab, vfmt->Begin);
SET_End(tab, vfmt->End);
SET_Rectf(tab, vfmt->Rectf);
SET_DrawArrays(tab, vfmt->DrawArrays);
SET_DrawElements(tab, vfmt->DrawElements);
SET_DrawRangeElements(tab, vfmt->DrawRangeElements);
SET_EvalMesh1(tab, vfmt->EvalMesh1);
SET_EvalMesh2(tab, vfmt->EvalMesh2);
ASSERT(tab->EvalMesh2);
/* GL_NV_vertex_program */
SET_VertexAttrib1fNV(tab, vfmt->VertexAttrib1fNV);
SET_VertexAttrib1fvNV(tab, vfmt->VertexAttrib1fvNV);
SET_VertexAttrib2fNV(tab, vfmt->VertexAttrib2fNV);
SET_VertexAttrib2fvNV(tab, vfmt->VertexAttrib2fvNV);
SET_VertexAttrib3fNV(tab, vfmt->VertexAttrib3fNV);
SET_VertexAttrib3fvNV(tab, vfmt->VertexAttrib3fvNV);
SET_VertexAttrib4fNV(tab, vfmt->VertexAttrib4fNV);
SET_VertexAttrib4fvNV(tab, vfmt->VertexAttrib4fvNV);
#if FEATURE_ARB_vertex_program
SET_VertexAttrib1fARB(tab, vfmt->VertexAttrib1fARB);
SET_VertexAttrib1fvARB(tab, vfmt->VertexAttrib1fvARB);
SET_VertexAttrib2fARB(tab, vfmt->VertexAttrib2fARB);
SET_VertexAttrib2fvARB(tab, vfmt->VertexAttrib2fvARB);
SET_VertexAttrib3fARB(tab, vfmt->VertexAttrib3fARB);
SET_VertexAttrib3fvARB(tab, vfmt->VertexAttrib3fvARB);
SET_VertexAttrib4fARB(tab, vfmt->VertexAttrib4fARB);
SET_VertexAttrib4fvARB(tab, vfmt->VertexAttrib4fvARB);
#endif
}
void _mesa_init_exec_vtxfmt( GLcontext *ctx )
{
install_vtxfmt( ctx->Exec, &neutral_vtxfmt );
ctx->TnlModule.SwapCount = 0;
}
void _mesa_install_exec_vtxfmt( GLcontext *ctx, const GLvertexformat *vfmt )
{
ctx->TnlModule.Current = vfmt;
_mesa_restore_exec_vtxfmt( ctx );
}
void _mesa_install_save_vtxfmt( GLcontext *ctx, const GLvertexformat *vfmt )
{
install_vtxfmt( ctx->Save, vfmt );
}
void _mesa_restore_exec_vtxfmt( GLcontext *ctx )
{
struct gl_tnl_module *tnl = &(ctx->TnlModule);
GLuint i;
/* Restore the neutral tnl module wrapper.
*/
for ( i = 0 ; i < tnl->SwapCount ; i++ ) {
*(tnl->Swapped[i].location) = tnl->Swapped[i].function;
}
tnl->SwapCount = 0;
}