/* * Mesa 3-D graphics library * Version: 6.5 * * Copyright (C) 1999-2006 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> */ #include "main/glheader.h" #include "main/colormac.h" #include "main/macros.h" #include "main/imports.h" #include "main/mtypes.h" #include "math/m_xform.h" #include "t_context.h" #include "t_pipeline.h" /* Is there any real benefit seperating texmat from texgen? It means * we need two lots of intermediate storage. Any changes to * _NEW_TEXTURE will invalidate both sets -- it's only on changes to * *only* _NEW_TEXTURE_MATRIX that texgen survives but texmat doesn't. * * However, the seperation of this code from the complex texgen stuff * is very appealing. */ struct texmat_stage_data { GLvector4f texcoord[MAX_TEXTURE_COORD_UNITS]; }; #define TEXMAT_STAGE_DATA(stage) ((struct texmat_stage_data *)stage->privatePtr) static GLboolean run_texmat_stage( struct gl_context *ctx, struct tnl_pipeline_stage *stage ) { struct texmat_stage_data *store = TEXMAT_STAGE_DATA(stage); struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb; GLuint i; if (!ctx->Texture._TexMatEnabled || ctx->VertexProgram._Current) return GL_TRUE; /* ENABLE_TEXMAT implies that the texture matrix is not the * identity, so we don't have to check that here. */ for (i = 0 ; i < ctx->Const.MaxTextureCoordUnits ; i++) { if (ctx->Texture._TexMatEnabled & ENABLE_TEXMAT(i)) { (void) TransformRaw( &store->texcoord[i], ctx->TextureMatrixStack[i].Top, VB->AttribPtr[_TNL_ATTRIB_TEX0 + i]); VB->AttribPtr[VERT_ATTRIB_TEX0+i] = &store->texcoord[i]; } } return GL_TRUE; } /* Called the first time stage->run() is invoked. */ static GLboolean alloc_texmat_data( struct gl_context *ctx, struct tnl_pipeline_stage *stage ) { struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb; struct texmat_stage_data *store; GLuint i; stage->privatePtr = CALLOC(sizeof(*store)); store = TEXMAT_STAGE_DATA(stage); if (!store) return GL_FALSE; for (i = 0 ; i < ctx->Const.MaxTextureCoordUnits ; i++) _mesa_vector4f_alloc( &store->texcoord[i], 0, VB->Size, 32 ); return GL_TRUE; } static void free_texmat_data( struct tnl_pipeline_stage *stage ) { struct texmat_stage_data *store = TEXMAT_STAGE_DATA(stage); GLuint i; if (store) { for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++) if (store->texcoord[i].data) _mesa_vector4f_free( &store->texcoord[i] ); FREE( store ); stage->privatePtr = NULL; } } const struct tnl_pipeline_stage _tnl_texture_transform_stage = { "texture transform", /* name */ NULL, /* private data */ alloc_texmat_data, free_texmat_data, /* destructor */ NULL, run_texmat_stage, };