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1274 lines
40 KiB
1274 lines
40 KiB
/*
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** Copyright 1991-1993, Silicon Graphics, Inc.
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** All Rights Reserved.
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**
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** This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.;
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** the contents of this file may not be disclosed to third parties, copied or
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** duplicated in any form, in whole or in part, without the prior written
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** permission of Silicon Graphics, Inc.
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**
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** RESTRICTED RIGHTS LEGEND:
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** Use, duplication or disclosure by the Government is subject to restrictions
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** as set forth in subdivision (c)(1)(ii) of the Rights in Technical Data
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** and Computer Software clause at DFARS 252.227-7013, and/or in similar or
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** successor clauses in the FAR, DOD or NASA FAR Supplement. Unpublished -
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** rights reserved under the Copyright Laws of the United States.
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*/
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#include "precomp.h"
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#pragma hdrstop
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#include "texture.h"
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/*
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** Determine if the alpha color component is needed. If it's not needed
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** then the renderers can avoid computing it.
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*/
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GLboolean FASTCALL __glNeedAlpha(__GLcontext *gc)
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{
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if (gc->modes.colorIndexMode) {
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return GL_FALSE;
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}
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if (gc->state.enables.general & __GL_ALPHA_TEST_ENABLE) {
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return GL_TRUE;
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}
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if (gc->modes.alphaBits > 0) {
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return GL_TRUE;
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}
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if (gc->state.enables.general & __GL_BLEND_ENABLE) {
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GLint src = gc->state.raster.blendSrc;
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GLint dst = gc->state.raster.blendDst;
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/*
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** See if one of the source alpha combinations are used.
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*/
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if ((src == GL_SRC_ALPHA) ||
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(src == GL_ONE_MINUS_SRC_ALPHA) ||
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(src == GL_SRC_ALPHA_SATURATE) ||
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(dst == GL_SRC_ALPHA) ||
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(dst == GL_ONE_MINUS_SRC_ALPHA)) {
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return GL_TRUE;
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}
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}
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return GL_FALSE;
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}
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/************************************************************************/
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/* these are depth test routines for C.. */
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GLboolean (FASTCALL *__glCDTPixel[32])(__GLzValue, __GLzValue *) = {
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/* unsigned ops, no mask */
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__glDT_NEVER,
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__glDT_LESS,
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__glDT_EQUAL,
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__glDT_LEQUAL,
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__glDT_GREATER,
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__glDT_NOTEQUAL,
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__glDT_GEQUAL,
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__glDT_ALWAYS,
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/* unsigned ops, mask */
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__glDT_NEVER,
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__glDT_LESS_M,
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__glDT_EQUAL_M,
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__glDT_LEQUAL_M,
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__glDT_GREATER_M,
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__glDT_NOTEQUAL_M,
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__glDT_GEQUAL_M,
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__glDT_ALWAYS_M,
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/* unsigned ops, no mask */
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__glDT_NEVER,
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__glDT16_LESS,
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__glDT16_EQUAL,
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__glDT16_LEQUAL,
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__glDT16_GREATER,
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__glDT16_NOTEQUAL,
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__glDT16_GEQUAL,
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__glDT16_ALWAYS,
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/* unsigned ops, mask */
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__glDT_NEVER,
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__glDT16_LESS_M,
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__glDT16_EQUAL_M,
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__glDT16_LEQUAL_M,
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__glDT16_GREATER_M,
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__glDT16_NOTEQUAL_M,
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__glDT16_GEQUAL_M,
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__glDT16_ALWAYS_M,
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};
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#ifdef __GL_USEASMCODE
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void (*__glSDepthTestPixel[16])(void) = {
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NULL,
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__glDTS_LESS,
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__glDTS_EQUAL,
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__glDTS_LEQUAL,
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__glDTS_GREATER,
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__glDTS_NOTEQUAL,
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__glDTS_GEQUAL,
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__glDTS_ALWAYS,
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NULL,
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__glDTS_LESS_M,
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__glDTS_EQUAL_M,
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__glDTS_LEQUAL_M,
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__glDTS_GREATER_M,
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__glDTS_NOTEQUAL_M,
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__glDTS_GEQUAL_M,
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__glDTS_ALWAYS_M,
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};
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#endif
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/************************************************************************/
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void FASTCALL __glGenericPickPointProcs(__GLcontext *gc)
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{
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GLuint modeFlags = gc->polygon.shader.modeFlags;
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if (gc->renderMode == GL_FEEDBACK)
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{
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gc->procs.renderPoint = __glFeedbackPoint;
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return;
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}
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if (gc->renderMode == GL_SELECT)
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{
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gc->procs.renderPoint = __glSelectPoint;
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return;
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}
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if (gc->state.enables.general & __GL_POINT_SMOOTH_ENABLE)
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{
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if (gc->modes.colorIndexMode)
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{
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gc->procs.renderPoint = __glRenderAntiAliasedCIPoint;
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}
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else
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{
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gc->procs.renderPoint = __glRenderAntiAliasedRGBPoint;
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}
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return;
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}
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else if (gc->state.point.aliasedSize != 1)
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{
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gc->procs.renderPoint = __glRenderAliasedPointN;
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}
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else if (gc->texture.textureEnabled)
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{
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gc->procs.renderPoint = __glRenderAliasedPoint1;
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}
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else
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{
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gc->procs.renderPoint = __glRenderAliasedPoint1_NoTex;
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}
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#ifdef __BUGGY_RENDER_POINT
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#ifdef NT
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if ((modeFlags & __GL_SHADE_CHEAP_FOG) &&
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!(modeFlags & __GL_SHADE_SMOOTH_LIGHT))
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{
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gc->procs.renderPoint2 = gc->procs.renderPoint;
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gc->procs.renderPoint = __glRenderFlatFogPoint;
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}
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else if (modeFlags & __GL_SHADE_SLOW_FOG)
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{
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gc->procs.renderPoint2 = gc->procs.renderPoint;
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gc->procs.renderPoint = __glRenderFlatFogPointSlow;
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}
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#else
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// SGIBUG the slow fog path does not compute vertex->fog value!
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if (((modeFlags & __GL_SHADE_CHEAP_FOG) &&
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!(modeFlags & __GL_SHADE_SMOOTH_LIGHT)) ||
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(modeFlags & __GL_SHADE_SLOW_FOG)) {
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gc->procs.renderPoint2 = gc->procs.renderPoint;
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gc->procs.renderPoint = __glRenderFlatFogPoint;
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}
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#endif
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#endif //__BUGGY_RENDER_POINT
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}
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#ifdef __GL_USEASMCODE
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static void (*LDepthTestPixel[16])(void) = {
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NULL,
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__glDTP_LESS,
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__glDTP_EQUAL,
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__glDTP_LEQUAL,
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__glDTP_GREATER,
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__glDTP_NOTEQUAL,
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__glDTP_GEQUAL,
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__glDTP_ALWAYS,
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NULL,
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__glDTP_LESS_M,
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__glDTP_EQUAL_M,
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__glDTP_LEQUAL_M,
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__glDTP_GREATER_M,
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__glDTP_NOTEQUAL_M,
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__glDTP_GEQUAL_M,
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__glDTP_ALWAYS_M,
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};
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#endif
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void FASTCALL __glGenericPickRenderBitmapProcs(__GLcontext *gc)
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{
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gc->procs.renderBitmap = __glRenderBitmap;
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}
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void FASTCALL __glGenericPickClipProcs(__GLcontext *gc)
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{
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gc->procs.clipTriangle = __glClipTriangle;
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}
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void FASTCALL __glGenericPickTextureProcs(__GLcontext *gc)
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{
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__GLtexture *current;
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__GLtextureParamState *params;
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#ifdef NT
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/* Pick coordinate generation function */
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if ((gc->state.enables.general & __GL_TEXTURE_GEN_S_ENABLE) &&
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(gc->state.enables.general & __GL_TEXTURE_GEN_T_ENABLE) &&
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!(gc->state.enables.general & __GL_TEXTURE_GEN_R_ENABLE) &&
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!(gc->state.enables.general & __GL_TEXTURE_GEN_Q_ENABLE) &&
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(gc->state.texture.s.mode == gc->state.texture.t.mode))
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{
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/* Use a special function when both modes are enabled and identical */
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if (gc->state.texture.s.mode == GL_SPHERE_MAP)
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{
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gc->procs.paCalcTexture = PolyArrayCalcSphereMap;
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}
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else
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{
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__GLcoord *cs, *ct;
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cs = &gc->state.texture.s.eyePlaneEquation;
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ct = &gc->state.texture.t.eyePlaneEquation;
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if (cs->x == ct->x && cs->y == ct->y
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&& cs->z == ct->z && cs->w == ct->w)
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{
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if (gc->state.texture.s.mode == GL_EYE_LINEAR)
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gc->procs.paCalcTexture = PolyArrayCalcEyeLinearSameST;
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else
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gc->procs.paCalcTexture = PolyArrayCalcObjectLinearSameST;
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}
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else
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{
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if (gc->state.texture.s.mode == GL_EYE_LINEAR)
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gc->procs.paCalcTexture = PolyArrayCalcEyeLinear;
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else
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gc->procs.paCalcTexture = PolyArrayCalcObjectLinear;
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}
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}
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}
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else
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{
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if (gc->state.enables.general & (__GL_TEXTURE_GEN_S_ENABLE |
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__GL_TEXTURE_GEN_T_ENABLE |
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__GL_TEXTURE_GEN_R_ENABLE |
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__GL_TEXTURE_GEN_Q_ENABLE))
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/* Use fast function when both are disabled */
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gc->procs.paCalcTexture = PolyArrayCalcMixedTexture;
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else
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gc->procs.paCalcTexture = PolyArrayCalcTexture;
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}
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#else
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/* Pick coordinate generation function */
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if ((gc->state.enables.general & __GL_TEXTURE_GEN_S_ENABLE) &&
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(gc->state.enables.general & __GL_TEXTURE_GEN_T_ENABLE) &&
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!(gc->state.enables.general & __GL_TEXTURE_GEN_R_ENABLE) &&
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!(gc->state.enables.general & __GL_TEXTURE_GEN_Q_ENABLE) &&
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(gc->state.texture.s.mode == gc->state.texture.t.mode)) {
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/* Use a special function when both modes are enabled and identical */
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switch (gc->state.texture.s.mode) {
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case GL_EYE_LINEAR:
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gc->procs.calcTexture = __glCalcEyeLinear;
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break;
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case GL_OBJECT_LINEAR:
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gc->procs.calcTexture = __glCalcObjectLinear;
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break;
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case GL_SPHERE_MAP:
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gc->procs.calcTexture = __glCalcSphereMap;
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break;
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}
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} else {
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if (!(gc->state.enables.general & __GL_TEXTURE_GEN_S_ENABLE) &&
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!(gc->state.enables.general & __GL_TEXTURE_GEN_T_ENABLE) &&
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!(gc->state.enables.general & __GL_TEXTURE_GEN_R_ENABLE) &&
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!(gc->state.enables.general & __GL_TEXTURE_GEN_Q_ENABLE)) {
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/* Use fast function when both are disabled */
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gc->procs.calcTexture = __glCalcTexture;
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} else {
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gc->procs.calcTexture = __glCalcMixedTexture;
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}
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}
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#endif // NT
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gc->texture.currentTexture = current = 0;
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if (gc->state.enables.general & __GL_TEXTURE_2D_ENABLE) {
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if (__glIsTextureConsistent(gc, GL_TEXTURE_2D)) {
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params = __glLookUpTextureParams(gc, GL_TEXTURE_2D);
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gc->texture.currentTexture =
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current = __glLookUpTexture(gc, GL_TEXTURE_2D);
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}
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} else
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if (gc->state.enables.general & __GL_TEXTURE_1D_ENABLE) {
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if (__glIsTextureConsistent(gc, GL_TEXTURE_1D)) {
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params = __glLookUpTextureParams(gc, GL_TEXTURE_1D);
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gc->texture.currentTexture =
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current = __glLookUpTexture(gc, GL_TEXTURE_1D);
|
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}
|
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} else {
|
|
current = NULL;
|
|
}
|
|
|
|
#ifdef _MCD_
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MCD_STATE_DIRTY(gc, TEXTURE);
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#endif
|
|
|
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/* Pick texturing function for the current texture */
|
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if (current) {
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GLenum baseFormat;
|
|
|
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/* XXX most of this should be bound into the texture param code, right? */
|
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current->params = *params;
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|
|
|
/*
|
|
** Figure out if mipmapping is being used. If not, then the
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** rho computations can be avoided as there is only one texture
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** to choose from.
|
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*/
|
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gc->procs.calcLineRho = __glComputeLineRho;
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gc->procs.calcPolygonRho = __glComputePolygonRho;
|
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if ((current->params.minFilter == GL_LINEAR)
|
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|| (current->params.minFilter == GL_NEAREST)) {
|
|
/* No mipmapping needed */
|
|
if (current->params.minFilter == current->params.magFilter) {
|
|
/* No rho needed as min/mag application is identical */
|
|
current->textureFunc = __glFastTextureFragment;
|
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gc->procs.calcLineRho = __glNopLineRho;
|
|
gc->procs.calcPolygonRho = __glNopPolygonRho;
|
|
} else {
|
|
current->textureFunc = __glTextureFragment;
|
|
|
|
/*
|
|
** Pre-calculate min/mag switchover point. The rho calculation
|
|
** doesn't perform a square root (ever). Consequently, these
|
|
** constants are squared.
|
|
*/
|
|
if ((current->params.magFilter == GL_LINEAR) &&
|
|
((current->params.minFilter == GL_NEAREST_MIPMAP_NEAREST) ||
|
|
(current->params.minFilter == GL_LINEAR_MIPMAP_NEAREST))) {
|
|
current->c = ((__GLfloat) 2.0);
|
|
} else {
|
|
current->c = __glOne;
|
|
}
|
|
}
|
|
} else {
|
|
current->textureFunc = __glMipMapFragment;
|
|
|
|
/*
|
|
** Pre-calculate min/mag switchover point. The rho
|
|
** calculation doesn't perform a square root (ever).
|
|
** Consequently, these constants are squared.
|
|
*/
|
|
if ((current->params.magFilter == GL_LINEAR) &&
|
|
((current->params.minFilter == GL_NEAREST_MIPMAP_NEAREST) ||
|
|
(current->params.minFilter == GL_LINEAR_MIPMAP_NEAREST))) {
|
|
current->c = ((__GLfloat) 2.0);
|
|
} else {
|
|
current->c = __glOne;
|
|
}
|
|
}
|
|
|
|
/* Pick environment function */
|
|
baseFormat = current->level[0].baseFormat;
|
|
switch (gc->state.texture.env[0].mode) {
|
|
case GL_MODULATE:
|
|
switch (baseFormat) {
|
|
case GL_LUMINANCE:
|
|
current->env = __glTextureModulateL;
|
|
break;
|
|
case GL_LUMINANCE_ALPHA:
|
|
current->env = __glTextureModulateLA;
|
|
break;
|
|
case GL_RGB:
|
|
current->env = __glTextureModulateRGB;
|
|
break;
|
|
case GL_RGBA:
|
|
current->env = __glTextureModulateRGBA;
|
|
break;
|
|
case GL_ALPHA:
|
|
current->env = __glTextureModulateA;
|
|
break;
|
|
case GL_INTENSITY:
|
|
current->env = __glTextureModulateI;
|
|
break;
|
|
#ifdef NT
|
|
default:
|
|
ASSERTOPENGL(FALSE, "Unexpected baseFormat\n");
|
|
break;
|
|
#endif
|
|
}
|
|
break;
|
|
case GL_DECAL:
|
|
switch (baseFormat) {
|
|
case GL_LUMINANCE:
|
|
current->env = __glNopGCCOLOR;
|
|
break;
|
|
case GL_LUMINANCE_ALPHA:
|
|
current->env = __glNopGCCOLOR;
|
|
break;
|
|
case GL_RGB:
|
|
current->env = __glTextureDecalRGB;
|
|
break;
|
|
case GL_RGBA:
|
|
current->env = __glTextureDecalRGBA;
|
|
break;
|
|
case GL_ALPHA:
|
|
current->env = __glNopGCCOLOR;
|
|
break;
|
|
case GL_INTENSITY:
|
|
current->env = __glNopGCCOLOR;
|
|
break;
|
|
#ifdef NT
|
|
default:
|
|
ASSERTOPENGL(FALSE, "Unexpected baseFormat\n");
|
|
break;
|
|
#endif
|
|
}
|
|
break;
|
|
case GL_BLEND:
|
|
switch (baseFormat) {
|
|
case GL_LUMINANCE:
|
|
current->env = __glTextureBlendL;
|
|
break;
|
|
case GL_LUMINANCE_ALPHA:
|
|
current->env = __glTextureBlendLA;
|
|
break;
|
|
case GL_RGB:
|
|
current->env = __glTextureBlendRGB;
|
|
break;
|
|
case GL_RGBA:
|
|
current->env = __glTextureBlendRGBA;
|
|
break;
|
|
case GL_ALPHA:
|
|
current->env = __glTextureBlendA;
|
|
break;
|
|
case GL_INTENSITY:
|
|
current->env = __glTextureBlendI;
|
|
break;
|
|
#ifdef NT
|
|
default:
|
|
ASSERTOPENGL(FALSE, "Unexpected baseFormat\n");
|
|
break;
|
|
#endif
|
|
}
|
|
break;
|
|
case GL_REPLACE:
|
|
switch (baseFormat) {
|
|
case GL_LUMINANCE:
|
|
current->env = __glTextureReplaceL;
|
|
break;
|
|
case GL_LUMINANCE_ALPHA:
|
|
current->env = __glTextureReplaceLA;
|
|
break;
|
|
case GL_RGB:
|
|
current->env = __glTextureReplaceRGB;
|
|
break;
|
|
case GL_RGBA:
|
|
current->env = __glTextureReplaceRGBA;
|
|
break;
|
|
case GL_ALPHA:
|
|
current->env = __glTextureReplaceA;
|
|
break;
|
|
case GL_INTENSITY:
|
|
current->env = __glTextureReplaceI;
|
|
break;
|
|
#ifdef NT
|
|
default:
|
|
ASSERTOPENGL(FALSE, "Unexpected baseFormat\n");
|
|
break;
|
|
#endif
|
|
}
|
|
break;
|
|
#ifdef NT
|
|
default:
|
|
ASSERTOPENGL(FALSE, "Unexpected texture mode\n");
|
|
break;
|
|
#endif
|
|
}
|
|
|
|
/* Pick mag/min functions */
|
|
switch (current->dim) {
|
|
case 1:
|
|
current->nearest = __glNearestFilter1;
|
|
current->linear = __glLinearFilter1;
|
|
break;
|
|
case 2:
|
|
current->nearest = __glNearestFilter2;
|
|
current->linear = __glLinearFilter2;
|
|
|
|
// Accelerate BGR{A}8 case when wrap modes are both REPEAT
|
|
if( (current->params.sWrapMode == GL_REPEAT) &&
|
|
(current->params.tWrapMode == GL_REPEAT)
|
|
)
|
|
{
|
|
__GLmipMapLevel *lp = ¤t->level[0];
|
|
|
|
if( lp->extract == __glExtractTexelBGR8 )
|
|
current->linear = __glLinearFilter2_BGR8Repeat;
|
|
else if( lp->extract == __glExtractTexelBGRA8 )
|
|
current->linear = __glLinearFilter2_BGRA8Repeat;
|
|
}
|
|
break;
|
|
}
|
|
|
|
/* set mag filter function */
|
|
switch (current->params.magFilter) {
|
|
case GL_LINEAR:
|
|
current->magnify = __glLinearFilter;
|
|
break;
|
|
case GL_NEAREST:
|
|
current->magnify = __glNearestFilter;
|
|
break;
|
|
}
|
|
|
|
/* set min filter function */
|
|
switch (current->params.minFilter) {
|
|
case GL_LINEAR:
|
|
current->minnify = __glLinearFilter;
|
|
break;
|
|
case GL_NEAREST:
|
|
current->minnify = __glNearestFilter;
|
|
break;
|
|
case GL_NEAREST_MIPMAP_NEAREST:
|
|
current->minnify = __glNMNFilter;
|
|
break;
|
|
case GL_LINEAR_MIPMAP_NEAREST:
|
|
current->minnify = __glLMNFilter;
|
|
break;
|
|
case GL_NEAREST_MIPMAP_LINEAR:
|
|
current->minnify = __glNMLFilter;
|
|
break;
|
|
case GL_LINEAR_MIPMAP_LINEAR:
|
|
current->minnify = __glLMLFilter;
|
|
break;
|
|
}
|
|
|
|
gc->procs.texture = current->textureFunc;
|
|
} else {
|
|
gc->procs.texture = 0;
|
|
}
|
|
}
|
|
|
|
|
|
void FASTCALL __glGenericPickFogProcs(__GLcontext *gc)
|
|
{
|
|
#ifdef GL_WIN_specular_fog
|
|
/*
|
|
** If specular shading is on, coerce the fog sub-system to go through
|
|
** DONT_CARE path. Disregard the GL_NICEST hint!!!
|
|
*/
|
|
#endif //GL_WIN_specular_fog
|
|
|
|
if ((gc->state.enables.general & __GL_FOG_ENABLE)
|
|
#ifdef GL_WIN_specular_fog
|
|
|| (gc->polygon.shader.modeFlags & __GL_SHADE_SPEC_FOG)
|
|
#endif //GL_WIN_specular_fog
|
|
)
|
|
{
|
|
if ((gc->state.hints.fog == GL_NICEST)
|
|
#ifdef GL_WIN_specular_fog
|
|
&& !(gc->polygon.shader.modeFlags & __GL_SHADE_SPEC_FOG)
|
|
#endif //GL_WIN_specular_fog
|
|
)
|
|
{
|
|
gc->procs.fogVertex = 0; /* Better not be called */
|
|
}
|
|
else
|
|
{
|
|
if (gc->state.fog.mode == GL_LINEAR)
|
|
gc->procs.fogVertex = __glFogVertexLinear;
|
|
else
|
|
gc->procs.fogVertex = __glFogVertex;
|
|
}
|
|
gc->procs.fogPoint = __glFogFragmentSlow;
|
|
gc->procs.fogColor = __glFogColorSlow;
|
|
}
|
|
else
|
|
{
|
|
gc->procs.fogVertex = 0;
|
|
gc->procs.fogPoint = 0;
|
|
gc->procs.fogColor = 0;
|
|
}
|
|
}
|
|
|
|
void FASTCALL __glGenericPickBufferProcs(__GLcontext *gc)
|
|
{
|
|
GLint i;
|
|
__GLbufferMachine *buffers;
|
|
|
|
buffers = &gc->buffers;
|
|
buffers->doubleStore = GL_FALSE;
|
|
|
|
/* Set draw buffer pointer */
|
|
switch (gc->state.raster.drawBuffer) {
|
|
case GL_FRONT:
|
|
gc->drawBuffer = gc->front;
|
|
break;
|
|
case GL_FRONT_AND_BACK:
|
|
if (gc->modes.doubleBufferMode) {
|
|
gc->drawBuffer = gc->back;
|
|
buffers->doubleStore = GL_TRUE;
|
|
} else {
|
|
gc->drawBuffer = gc->front;
|
|
}
|
|
break;
|
|
case GL_BACK:
|
|
gc->drawBuffer = gc->back;
|
|
break;
|
|
case GL_AUX0:
|
|
case GL_AUX1:
|
|
case GL_AUX2:
|
|
case GL_AUX3:
|
|
i = gc->state.raster.drawBuffer - GL_AUX0;
|
|
#if __GL_NUMBER_OF_AUX_BUFFERS > 0
|
|
gc->drawBuffer = &gc->auxBuffer[i];
|
|
#endif
|
|
break;
|
|
}
|
|
}
|
|
|
|
void FASTCALL __glGenericPickPixelProcs(__GLcontext *gc)
|
|
{
|
|
__GLpixelTransferMode *tm;
|
|
__GLpixelMachine *pm;
|
|
GLboolean mapColor;
|
|
GLfloat red, green, blue, alpha;
|
|
GLint entry;
|
|
GLuint enables = gc->state.enables.general;
|
|
__GLpixelMapHead *pmap;
|
|
GLint i;
|
|
|
|
/* Set read buffer pointer */
|
|
switch (gc->state.pixel.readBuffer) {
|
|
case GL_FRONT:
|
|
gc->readBuffer = gc->front;
|
|
break;
|
|
case GL_BACK:
|
|
gc->readBuffer = gc->back;
|
|
break;
|
|
case GL_AUX0:
|
|
case GL_AUX1:
|
|
case GL_AUX2:
|
|
case GL_AUX3:
|
|
i = gc->state.pixel.readBuffer - GL_AUX0;
|
|
#if __GL_NUMBER_OF_AUX_BUFFERS > 0
|
|
gc->readBuffer = &gc->auxBuffer[i];
|
|
#endif
|
|
break;
|
|
}
|
|
|
|
if (gc->texture.textureEnabled
|
|
|| (gc->polygon.shader.modeFlags & __GL_SHADE_SLOW_FOG)) {
|
|
gc->procs.pxStore = __glSlowDrawPixelsStore;
|
|
} else {
|
|
gc->procs.pxStore = gc->procs.store;
|
|
}
|
|
|
|
tm = &gc->state.pixel.transferMode;
|
|
pm = &(gc->pixel);
|
|
mapColor = tm->mapColor;
|
|
if (mapColor || gc->modes.rgbMode || tm->indexShift || tm->indexOffset) {
|
|
pm->iToICurrent = GL_FALSE;
|
|
pm->iToRGBACurrent = GL_FALSE;
|
|
pm->modifyCI = GL_TRUE;
|
|
} else {
|
|
pm->modifyCI = GL_FALSE;
|
|
}
|
|
if (tm->mapStencil || tm->indexShift || tm->indexOffset) {
|
|
pm->modifyStencil = GL_TRUE;
|
|
} else {
|
|
pm->modifyStencil = GL_FALSE;
|
|
}
|
|
if (tm->d_scale != __glOne || tm->d_bias) {
|
|
pm->modifyDepth = GL_TRUE;
|
|
} else {
|
|
pm->modifyDepth = GL_FALSE;
|
|
}
|
|
if (mapColor || tm->r_bias || tm->g_bias || tm->b_bias || tm->a_bias ||
|
|
tm->r_scale != __glOne || tm->g_scale != __glOne ||
|
|
tm->b_scale != __glOne || tm->a_scale != __glOne) {
|
|
pm->modifyRGBA = GL_TRUE;
|
|
pm->rgbaCurrent = GL_FALSE;
|
|
} else {
|
|
pm->modifyRGBA = GL_FALSE;
|
|
}
|
|
|
|
if (pm->modifyRGBA) {
|
|
/* Compute default values for red, green, blue, alpha */
|
|
red = gc->state.pixel.transferMode.r_bias;
|
|
green = gc->state.pixel.transferMode.g_bias;
|
|
blue = gc->state.pixel.transferMode.b_bias;
|
|
alpha = gc->state.pixel.transferMode.a_scale +
|
|
gc->state.pixel.transferMode.a_bias;
|
|
if (mapColor) {
|
|
pmap =
|
|
&gc->state.pixel.pixelMap[__GL_PIXEL_MAP_R_TO_R];
|
|
entry = (GLint)(red * pmap->size);
|
|
if (entry < 0) entry = 0;
|
|
else if (entry > pmap->size-1) entry = pmap->size-1;
|
|
red = pmap->base.mapF[entry];
|
|
|
|
pmap =
|
|
&gc->state.pixel.pixelMap[__GL_PIXEL_MAP_G_TO_G];
|
|
entry = (GLint)(green * pmap->size);
|
|
if (entry < 0) entry = 0;
|
|
else if (entry > pmap->size-1) entry = pmap->size-1;
|
|
green = pmap->base.mapF[entry];
|
|
|
|
pmap =
|
|
&gc->state.pixel.pixelMap[__GL_PIXEL_MAP_B_TO_B];
|
|
entry = (GLint)(blue * pmap->size);
|
|
if (entry < 0) entry = 0;
|
|
else if (entry > pmap->size-1) entry = pmap->size-1;
|
|
blue = pmap->base.mapF[entry];
|
|
|
|
pmap =
|
|
&gc->state.pixel.pixelMap[__GL_PIXEL_MAP_A_TO_A];
|
|
entry = (GLint)(alpha * pmap->size);
|
|
if (entry < 0) entry = 0;
|
|
else if (entry > pmap->size-1) entry = pmap->size-1;
|
|
alpha = pmap->base.mapF[entry];
|
|
} else {
|
|
if (red > __glOne) red = __glOne;
|
|
else if (red < 0) red = 0;
|
|
if (green > __glOne) green = __glOne;
|
|
else if (green < 0) green = 0;
|
|
if (blue > __glOne) blue = __glOne;
|
|
else if (blue < 0) blue = 0;
|
|
if (alpha > __glOne) alpha = __glOne;
|
|
else if (alpha < 0) alpha = 0;
|
|
}
|
|
pm->red0Mod = red * gc->frontBuffer.redScale;
|
|
pm->green0Mod = green * gc->frontBuffer.greenScale;
|
|
pm->blue0Mod = blue * gc->frontBuffer.blueScale;
|
|
pm->alpha1Mod = alpha * gc->frontBuffer.alphaScale;
|
|
} else {
|
|
pm->red0Mod = __glZero;
|
|
pm->green0Mod = __glZero;
|
|
pm->blue0Mod = __glZero;
|
|
pm->alpha1Mod = gc->frontBuffer.alphaScale;
|
|
}
|
|
|
|
gc->procs.drawPixels = __glSlowPickDrawPixels;
|
|
gc->procs.readPixels = __glSlowPickReadPixels;
|
|
gc->procs.copyPixels = __glSlowPickCopyPixels;
|
|
}
|
|
|
|
/*
|
|
** pick the depth function pointers
|
|
*/
|
|
int FASTCALL __glGenericPickDepthProcs(__GLcontext *gc)
|
|
{
|
|
GLint depthIndex;
|
|
|
|
depthIndex = gc->state.depth.testFunc - GL_NEVER;
|
|
|
|
if (gc->modes.depthBits && gc->modes.haveDepthBuffer) {
|
|
if (gc->state.depth.writeEnable == GL_FALSE)
|
|
depthIndex += 8;
|
|
|
|
if (gc->depthBuffer.buf.elementSize == 2)
|
|
depthIndex += 16;
|
|
} else {
|
|
/*
|
|
** No depthBits so force StoreALWAYS_W, _glDT_ALWAYS_M, etc.
|
|
*/
|
|
depthIndex = (GL_ALWAYS - GL_NEVER) + 8;
|
|
}
|
|
|
|
(*gc->depthBuffer.pick)(gc, &gc->depthBuffer, depthIndex);
|
|
|
|
gc->procs.DTPixel = __glCDTPixel[depthIndex];
|
|
#ifdef __GL_USEASMCODE
|
|
gc->procs.span.depthTestPixel = __glSDepthTestPixel[depthIndex];
|
|
gc->procs.line.depthTestPixel = __glPDepthTestPixel[depthIndex];
|
|
|
|
if( gc->procs.line.depthTestLine ) {
|
|
if( __glDTLine[depthIndex] ) {
|
|
*(gc->procs.line.depthTestLine) = __glDTLine[depthIndex];
|
|
} else {
|
|
/*
|
|
** If this happens, it may mean one of two things:
|
|
** (a) __glDTLine is malformed
|
|
** (b) A device-dependent line picker was a bit careless.
|
|
** This will probably happen if that implementation is
|
|
** not using the slow path.
|
|
** Eg: For NEWPORT, AA depth lines go through slow path,
|
|
** but non-AA depth lines have a fast path. When switching
|
|
** to a non-AA path, we may end up here, but that's ok, since
|
|
** we are not using the slow path. If that is about to happen,
|
|
** the line picker will be reinvoked.
|
|
*/
|
|
|
|
/*
|
|
** use some generic function here that will work
|
|
*/
|
|
*(gc->procs.line.depthTestLine) = __glDepthTestLine_asm;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
return depthIndex;
|
|
}
|
|
|
|
void FASTCALL __glGenericValidate(__GLcontext *gc)
|
|
{
|
|
(*gc->procs.pickAllProcs)(gc);
|
|
}
|
|
|
|
void FASTCALL __glGenericPickAllProcs(__GLcontext *gc)
|
|
{
|
|
GLuint enables = gc->state.enables.general;
|
|
GLuint modeFlags = 0;
|
|
|
|
if (gc->dirtyMask & (__GL_DIRTY_TEXTURE | __GL_DIRTY_GENERIC)) {
|
|
/*
|
|
** Set textureEnabled flag early on, so we can set modeFlags
|
|
** based upon it.
|
|
*/
|
|
(*gc->procs.pickTextureProcs)(gc);
|
|
gc->texture.textureEnabled = gc->modes.rgbMode
|
|
&& gc->texture.currentTexture;
|
|
}
|
|
|
|
if (gc->dirtyMask & (__GL_DIRTY_GENERIC | __GL_DIRTY_LIGHTING)) {
|
|
|
|
#ifdef _MCD_
|
|
MCD_STATE_DIRTY(gc, ENABLES);
|
|
#endif
|
|
|
|
// Check and see whether the current texturing settings will
|
|
// completely replace the polygon color
|
|
if (gc->texture.textureEnabled &&
|
|
#ifdef GL_EXT_flat_paletted_lighting
|
|
(enables & __GL_PALETTED_LIGHTING_ENABLE) == 0 &&
|
|
#endif
|
|
gc->state.texture.env[0].mode == GL_REPLACE &&
|
|
(gc->texture.currentTexture->level[0].baseFormat == GL_RGBA ||
|
|
gc->texture.currentTexture->level[0].baseFormat == GL_INTENSITY ||
|
|
gc->texture.currentTexture->level[0].baseFormat ==
|
|
GL_LUMINANCE_ALPHA ||
|
|
((enables & __GL_BLEND_ENABLE) == 0 &&
|
|
(gc->texture.currentTexture->level[0].baseFormat ==
|
|
GL_LUMINANCE ||
|
|
gc->texture.currentTexture->level[0].baseFormat == GL_RGB))))
|
|
{
|
|
modeFlags |= __GL_SHADE_FULL_REPLACE_TEXTURE;
|
|
}
|
|
}
|
|
|
|
/* Compute shading mode flags before triangle, span, and line picker */
|
|
if (gc->modes.rgbMode) {
|
|
modeFlags |= __GL_SHADE_RGB;
|
|
if (gc->texture.textureEnabled) {
|
|
modeFlags |= __GL_SHADE_TEXTURE;
|
|
}
|
|
if (enables & __GL_BLEND_ENABLE) {
|
|
modeFlags |= __GL_SHADE_BLEND;
|
|
}
|
|
if (enables & __GL_ALPHA_TEST_ENABLE) {
|
|
modeFlags |= __GL_SHADE_ALPHA_TEST;
|
|
}
|
|
if (enables & __GL_COLOR_LOGIC_OP_ENABLE) {
|
|
modeFlags |= __GL_SHADE_LOGICOP;
|
|
}
|
|
if (!gc->state.raster.rMask ||
|
|
!gc->state.raster.gMask ||
|
|
!gc->state.raster.bMask
|
|
#ifndef NT
|
|
// NT doesn't support destination alpha so there's no point
|
|
// in worrying about the alpha mask since we'll never write
|
|
// alpha values anyway
|
|
|| !gc->state.raster.aMask
|
|
#endif
|
|
)
|
|
{
|
|
modeFlags |= __GL_SHADE_MASK;
|
|
}
|
|
} else {
|
|
if (enables & __GL_INDEX_LOGIC_OP_ENABLE) {
|
|
modeFlags |= __GL_SHADE_LOGICOP;
|
|
}
|
|
if (gc->state.raster.writeMask != __GL_MASK_INDEXI(gc, ~0)) {
|
|
modeFlags |= __GL_SHADE_MASK;
|
|
}
|
|
}
|
|
|
|
if (gc->state.light.shadingModel == GL_SMOOTH) {
|
|
modeFlags |= __GL_SHADE_SMOOTH | __GL_SHADE_SMOOTH_LIGHT;
|
|
|
|
#ifdef GL_WIN_phong_shading
|
|
} else if (gc->state.light.shadingModel == GL_PHONG_WIN) {
|
|
if (enables & __GL_LIGHTING_ENABLE)
|
|
modeFlags |= __GL_SHADE_PHONG;
|
|
else
|
|
modeFlags |= __GL_SHADE_SMOOTH | __GL_SHADE_SMOOTH_LIGHT;
|
|
#endif //GL_WIN_phong_shading
|
|
}
|
|
|
|
if ((enables & __GL_DEPTH_TEST_ENABLE) &&
|
|
gc->modes.haveDepthBuffer) {
|
|
modeFlags |= ( __GL_SHADE_DEPTH_TEST | __GL_SHADE_DEPTH_ITER );
|
|
}
|
|
if (enables & __GL_CULL_FACE_ENABLE) {
|
|
modeFlags |= __GL_SHADE_CULL_FACE;
|
|
}
|
|
if (enables & __GL_DITHER_ENABLE) {
|
|
modeFlags |= __GL_SHADE_DITHER;
|
|
}
|
|
if (enables & __GL_POLYGON_STIPPLE_ENABLE) {
|
|
modeFlags |= __GL_SHADE_STIPPLE;
|
|
}
|
|
if (enables & __GL_LINE_STIPPLE_ENABLE) {
|
|
modeFlags |= __GL_SHADE_LINE_STIPPLE;
|
|
}
|
|
if ((enables & __GL_STENCIL_TEST_ENABLE) &&
|
|
gc->modes.haveStencilBuffer) {
|
|
modeFlags |= __GL_SHADE_STENCIL_TEST;
|
|
}
|
|
if ((enables & __GL_LIGHTING_ENABLE) &&
|
|
gc->state.light.model.twoSided) {
|
|
modeFlags |= __GL_SHADE_TWOSIDED;
|
|
}
|
|
|
|
#ifdef GL_WIN_specular_fog
|
|
/*
|
|
** Specularly lit textures using fog only if:
|
|
** -- Lighting is enabled
|
|
** -- Texturing is enabled
|
|
** -- Texturing mode is GL_MODULATE
|
|
** -- Lighting calculation is not skipped
|
|
** -- No two sided lighting
|
|
*/
|
|
if (
|
|
(gc->state.texture.env[0].mode == GL_MODULATE) &&
|
|
(enables & __GL_FOG_SPEC_TEX_ENABLE) &&
|
|
(enables & __GL_LIGHTING_ENABLE) &&
|
|
!(modeFlags & __GL_SHADE_TWOSIDED) &&
|
|
(modeFlags & __GL_SHADE_TEXTURE) &&
|
|
!(
|
|
(modeFlags & __GL_SHADE_FULL_REPLACE_TEXTURE) &&
|
|
(gc->renderMode == GL_RENDER)
|
|
)
|
|
)
|
|
{
|
|
modeFlags |= __GL_SHADE_SPEC_FOG;
|
|
modeFlags |= __GL_SHADE_INTERP_FOG;
|
|
}
|
|
#endif //GL_WIN_specular_fog
|
|
|
|
if (enables & __GL_FOG_ENABLE)
|
|
{
|
|
/* Figure out type of fogging to do. Try to do cheap fog */
|
|
if (!(modeFlags & __GL_SHADE_TEXTURE) &&
|
|
#ifdef GL_WIN_phong_shading
|
|
!(modeFlags & __GL_SHADE_PHONG) &&
|
|
#endif //GL_WIN_phong_shading
|
|
(gc->state.hints.fog != GL_NICEST)) {
|
|
/*
|
|
#ifdef NT
|
|
** Cheap fog can be done. Now figure out which kind we
|
|
** will do. If smooth shading, its easy - just update
|
|
** the color in DrawPolyArray. Otherwise, set has flag
|
|
** later on to use smooth shading to do flat shaded fogging.
|
|
#else
|
|
** Cheap fog can be done. Now figure out which kind we
|
|
** will do. If smooth shading, its easy - just change
|
|
** the calcColor proc (let the color proc picker do it).
|
|
** Otherwise, set has flag later on to use smooth shading
|
|
** to do flat shaded fogging.
|
|
#endif
|
|
*/
|
|
modeFlags |= __GL_SHADE_CHEAP_FOG | __GL_SHADE_SMOOTH;
|
|
} else {
|
|
/* Use slowest fog mode */
|
|
modeFlags |= __GL_SHADE_SLOW_FOG;
|
|
|
|
if ((gc->state.hints.fog == GL_NICEST)
|
|
#ifdef GL_WIN_specular_fog
|
|
&& (!(modeFlags & __GL_SHADE_SPEC_FOG))
|
|
#endif //GL_WIN_specular_fog
|
|
)
|
|
{
|
|
modeFlags |= __GL_SHADE_COMPUTE_FOG;
|
|
}
|
|
else
|
|
{
|
|
modeFlags |= __GL_SHADE_INTERP_FOG;
|
|
}
|
|
}
|
|
}
|
|
gc->polygon.shader.modeFlags = modeFlags;
|
|
|
|
if (gc->dirtyMask & (__GL_DIRTY_GENERIC | __GL_DIRTY_LIGHTING)) {
|
|
(*gc->front->pick)(gc, gc->front);
|
|
if (gc->modes.doubleBufferMode) {
|
|
(*gc->back->pick)(gc, gc->back);
|
|
}
|
|
#if __GL_NUMBER_OF_AUX_BUFFERS > 0
|
|
{
|
|
GLint i;
|
|
|
|
for (i = 0; i < gc->modes.maxAuxBuffers; i++) {
|
|
(*gc->auxBuffer[i].pick)(gc, &gc->auxBuffer[i]);
|
|
}
|
|
}
|
|
#endif
|
|
if (gc->modes.haveStencilBuffer) {
|
|
(*gc->stencilBuffer.pick)(gc, &gc->stencilBuffer);
|
|
}
|
|
(*gc->procs.pickBufferProcs)(gc);
|
|
|
|
/*
|
|
** Note: Must call gc->front->pick and gc->back->pick before calling
|
|
** pickStoreProcs. This also must be called prior to line, point,
|
|
** polygon, clipping, or bitmap pickers. The LIGHT implementation
|
|
** depends upon it.
|
|
*/
|
|
(*gc->procs.pickStoreProcs)(gc);
|
|
|
|
#ifdef NT
|
|
/*
|
|
** Compute the color material change bits before lighting since
|
|
** __glValidateLighting calls ComputeMaterialState.
|
|
*/
|
|
ComputeColorMaterialChange(gc);
|
|
#endif
|
|
|
|
__glValidateLighting(gc);
|
|
|
|
/*
|
|
** Note: pickColorMaterialProcs is called frequently outside of this
|
|
** generic picking routine.
|
|
*/
|
|
(*gc->procs.pickColorMaterialProcs)(gc);
|
|
|
|
(*gc->procs.pickBlendProcs)(gc);
|
|
(*gc->procs.pickFogProcs)(gc);
|
|
|
|
(*gc->procs.pickParameterClipProcs)(gc);
|
|
(*gc->procs.pickClipProcs)(gc);
|
|
|
|
/*
|
|
** Needs to be done after pickStoreProcs.
|
|
*/
|
|
(*gc->procs.pickRenderBitmapProcs)(gc);
|
|
|
|
if (gc->validateMask & __GL_VALIDATE_ALPHA_FUNC) {
|
|
__glValidateAlphaTest(gc);
|
|
}
|
|
}
|
|
|
|
#ifdef NT
|
|
// Compute paNeeds flags PANEEDS_TEXCOORD, PANEEDS_NORMAL,
|
|
// PANEEDS_RASTERPOS_NORMAL, PANEEDS_CLIP_ONLY, and PANEEDS_SKIP_LIGHTING.
|
|
|
|
if (gc->dirtyMask & (__GL_DIRTY_GENERIC | __GL_DIRTY_LIGHTING))
|
|
{
|
|
GLuint paNeeds;
|
|
|
|
paNeeds = gc->vertex.paNeeds;
|
|
paNeeds &= ~(PANEEDS_TEXCOORD | PANEEDS_NORMAL |
|
|
PANEEDS_RASTERPOS_NORMAL | PANEEDS_CLIP_ONLY |
|
|
PANEEDS_SKIP_LIGHTING);
|
|
|
|
// Compute PANEEDS_SKIP_LIGHTING flag.
|
|
// If we're rendering with a replace mode texture which fills all
|
|
// the color components then lighting is unnecessary in most cases.
|
|
if ((modeFlags & __GL_SHADE_FULL_REPLACE_TEXTURE) &&
|
|
(gc->renderMode == GL_RENDER))
|
|
paNeeds |= PANEEDS_SKIP_LIGHTING;
|
|
|
|
// Compute PANEEDS_TEXCOORD.
|
|
// Feedback needs texture coordinates when the feedback type is
|
|
// GL_3D_COLOR_TEXTURE or GL_4D_COLOR_TEXTURE whether or not it is
|
|
// enabled.
|
|
if (gc->texture.textureEnabled || gc->renderMode == GL_FEEDBACK)
|
|
paNeeds |= PANEEDS_TEXCOORD;
|
|
|
|
// Compute PANEEDS_NORMAL.
|
|
#ifdef NEW_NORMAL_PROCESSING
|
|
if(enables & __GL_LIGHTING_ENABLE &&
|
|
!(paNeeds & PANEEDS_SKIP_LIGHTING)) // uses PANEEDS_SKIP_LIGHTING computed above
|
|
paNeeds |= PANEEDS_NORMAL;
|
|
if (
|
|
((paNeeds & PANEEDS_TEXCOORD) // uses PANEEDS_TEXCOORD computed above!
|
|
&& (enables & __GL_TEXTURE_GEN_S_ENABLE)
|
|
&& (gc->state.texture.s.mode == GL_SPHERE_MAP))
|
|
||
|
|
((paNeeds & PANEEDS_TEXCOORD) // uses PANEEDS_TEXCOORD computed above!
|
|
&& (enables & __GL_TEXTURE_GEN_T_ENABLE)
|
|
&& (gc->state.texture.t.mode == GL_SPHERE_MAP))
|
|
)
|
|
paNeeds |= PANEEDS_NORMAL_FOR_TEXTURE;
|
|
#else
|
|
if
|
|
(
|
|
((enables & __GL_LIGHTING_ENABLE)
|
|
&& !(paNeeds & PANEEDS_SKIP_LIGHTING)) // uses PANEEDS_SKIP_LIGHTING computed above
|
|
||
|
|
((paNeeds & PANEEDS_TEXCOORD) // uses PANEEDS_TEXCOORD computed above!
|
|
&& (enables & __GL_TEXTURE_GEN_S_ENABLE)
|
|
&& (gc->state.texture.s.mode == GL_SPHERE_MAP))
|
|
||
|
|
((paNeeds & PANEEDS_TEXCOORD) // uses PANEEDS_TEXCOORD computed above!
|
|
&& (enables & __GL_TEXTURE_GEN_T_ENABLE)
|
|
&& (gc->state.texture.t.mode == GL_SPHERE_MAP))
|
|
)
|
|
paNeeds |= PANEEDS_NORMAL | PANEEDS_NORMAL_FOR_TEXTURE;
|
|
#endif
|
|
|
|
// Compute PANEEDS_RASTERPOS_NORMAL.
|
|
#ifdef NEW_NORMAL_PROCESSING
|
|
if (enables & __GL_LIGHTING_ENABLE)
|
|
paNeeds |= PANEEDS_RASTERPOS_NORMAL;
|
|
if ((enables & __GL_TEXTURE_GEN_S_ENABLE && gc->state.texture.s.mode == GL_SPHERE_MAP)
|
|
||
|
|
(enables & __GL_TEXTURE_GEN_T_ENABLE && gc->state.texture.t.mode == GL_SPHERE_MAP))
|
|
paNeeds |= PANEEDS_RASTERPOS_NORMAL_FOR_TEXTURE;
|
|
#else
|
|
if
|
|
(
|
|
(enables & __GL_LIGHTING_ENABLE)
|
|
||
|
|
((enables & __GL_TEXTURE_GEN_S_ENABLE)
|
|
&& (gc->state.texture.s.mode == GL_SPHERE_MAP))
|
|
||
|
|
((enables & __GL_TEXTURE_GEN_T_ENABLE)
|
|
&& (gc->state.texture.t.mode == GL_SPHERE_MAP))
|
|
)
|
|
paNeeds |= PANEEDS_RASTERPOS_NORMAL;
|
|
#endif
|
|
// Compute PANEEDS_CLIP_ONLY.
|
|
// It is set in selection mode to take a fast path in DrawPolyArray.
|
|
// It must be cleared by RasterPos before calling DrawPolyArray!
|
|
if (gc->renderMode == GL_SELECT)
|
|
{
|
|
paNeeds |= PANEEDS_CLIP_ONLY;
|
|
paNeeds &= ~PANEEDS_NORMAL;
|
|
}
|
|
|
|
gc->vertex.paNeeds = paNeeds;
|
|
}
|
|
|
|
// Compute PANEEDS_EDGEFLAG flag
|
|
|
|
// __GL_DIRTY_POLYGON test is probably sufficient.
|
|
if (gc->dirtyMask & (__GL_DIRTY_GENERIC | __GL_DIRTY_POLYGON))
|
|
{
|
|
if (gc->state.polygon.frontMode != GL_FILL
|
|
|| gc->state.polygon.backMode != GL_FILL)
|
|
gc->vertex.paNeeds |= PANEEDS_EDGEFLAG;
|
|
else
|
|
gc->vertex.paNeeds &= ~PANEEDS_EDGEFLAG;
|
|
}
|
|
#endif // NT
|
|
|
|
if (gc->dirtyMask & __GL_DIRTY_POLYGON_STIPPLE) {
|
|
/*
|
|
** Usually, the polygon stipple is converted immediately after
|
|
** it is changed. However, if the polygon stipple was changed
|
|
** when this context was the destination of a CopyContext, then
|
|
** the polygon stipple will be converted here.
|
|
*/
|
|
(*gc->procs.convertPolygonStipple)(gc);
|
|
}
|
|
|
|
// Compute paNeeds flags PANEEDS_FRONT_COLOR and PANEEDS_BACK_COLOR
|
|
|
|
if (gc->dirtyMask & (__GL_DIRTY_GENERIC | __GL_DIRTY_POLYGON |
|
|
__GL_DIRTY_LIGHTING | __GL_DIRTY_DEPTH))
|
|
{
|
|
GLuint paNeeds;
|
|
|
|
/*
|
|
** May be used for picking Rect() procs, need to check polygon
|
|
** bit. Must also be called after gc->vertex.needs is set.!!!
|
|
** Needs to be called prior to point, line, and triangle pickers.
|
|
** Also needs to be called after the store procs picker is called.
|
|
*/
|
|
(*gc->procs.pickVertexProcs)(gc);
|
|
|
|
(*gc->procs.pickSpanProcs)(gc);
|
|
(*gc->procs.pickTriangleProcs)(gc);
|
|
|
|
#ifdef NT
|
|
// Compute front and back color needs for polygons.
|
|
// Points and lines always use the front color.
|
|
// Unlit primitives always use the front color.
|
|
//
|
|
// Cull enable? Two sided? Cull face Color needs
|
|
// N N BACK FRONT
|
|
// N N FRONT FRONT
|
|
// N N FRONT_AND_BACK FRONT
|
|
// N Y BACK FRONT/BACK
|
|
// N Y FRONT FRONT/BACK
|
|
// N Y FRONT_AND_BACK FRONT/BACK
|
|
// Y N BACK FRONT
|
|
// Y N FRONT FRONT
|
|
// Y N FRONT_AND_BACK None
|
|
// Y Y BACK FRONT
|
|
// Y Y FRONT BACK
|
|
// Y Y FRONT_AND_BACK None
|
|
|
|
paNeeds = gc->vertex.paNeeds;
|
|
paNeeds &= ~(PANEEDS_FRONT_COLOR | PANEEDS_BACK_COLOR);
|
|
if (enables & __GL_LIGHTING_ENABLE)
|
|
{
|
|
if (!(enables & __GL_CULL_FACE_ENABLE))
|
|
{
|
|
if (gc->state.light.model.twoSided)
|
|
paNeeds |= PANEEDS_FRONT_COLOR | PANEEDS_BACK_COLOR;
|
|
else
|
|
paNeeds |= PANEEDS_FRONT_COLOR;
|
|
}
|
|
else
|
|
{
|
|
if (!(gc->state.polygon.cull == GL_FRONT_AND_BACK))
|
|
{
|
|
if (gc->state.polygon.cull == GL_FRONT
|
|
&& gc->state.light.model.twoSided)
|
|
paNeeds |= PANEEDS_BACK_COLOR;
|
|
else
|
|
paNeeds |= PANEEDS_FRONT_COLOR;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
paNeeds |= PANEEDS_FRONT_COLOR;
|
|
|
|
gc->vertex.paNeeds = paNeeds;
|
|
#endif
|
|
}
|
|
|
|
if (gc->dirtyMask & (__GL_DIRTY_GENERIC | __GL_DIRTY_POINT |
|
|
__GL_DIRTY_LIGHTING | __GL_DIRTY_DEPTH)) {
|
|
(*gc->procs.pickPointProcs)(gc);
|
|
}
|
|
|
|
if (gc->dirtyMask & (__GL_DIRTY_GENERIC | __GL_DIRTY_LINE |
|
|
__GL_DIRTY_LIGHTING | __GL_DIRTY_DEPTH)) {
|
|
(*gc->procs.pickLineProcs)(gc);
|
|
}
|
|
|
|
if (gc->dirtyMask & (__GL_DIRTY_GENERIC | __GL_DIRTY_PIXEL |
|
|
__GL_DIRTY_LIGHTING | __GL_DIRTY_DEPTH)) {
|
|
(*gc->procs.pickPixelProcs)(gc);
|
|
}
|
|
|
|
/*
|
|
** deal with the depth function pointers last. This has to be done last.
|
|
*/
|
|
if (gc->dirtyMask & (__GL_DIRTY_GENERIC | __GL_DIRTY_DEPTH)) {
|
|
(*gc->procs.pickDepthProcs)(gc);
|
|
}
|
|
|
|
gc->validateMask = 0;
|
|
gc->dirtyMask = 0;
|
|
}
|