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authorBrian Paul <brian.paul@tungstengraphics.com>1999-11-11 01:22:25 +0000
committerBrian Paul <brian.paul@tungstengraphics.com>1999-11-11 01:22:25 +0000
commitfbd8f212c3866ec98c1d8c9d3db3ddb7e7c479a5 (patch)
treefb9ea4452e1f65c6e3c11ee4c4f17c023f8262e5 /src/mesa/main/eval.c
parent06ac59281bdad6679fb1941e31e3c4df1c12cede (diff)
downloadexternal_mesa3d-fbd8f212c3866ec98c1d8c9d3db3ddb7e7c479a5.zip
external_mesa3d-fbd8f212c3866ec98c1d8c9d3db3ddb7e7c479a5.tar.gz
external_mesa3d-fbd8f212c3866ec98c1d8c9d3db3ddb7e7c479a5.tar.bz2
first big check-in of new Mesa 3.3 code
Diffstat (limited to 'src/mesa/main/eval.c')
-rw-r--r--src/mesa/main/eval.c507
1 files changed, 343 insertions, 164 deletions
diff --git a/src/mesa/main/eval.c b/src/mesa/main/eval.c
index 36f0616..0c0d950 100644
--- a/src/mesa/main/eval.c
+++ b/src/mesa/main/eval.c
@@ -1,8 +1,8 @@
-/* $Id: eval.c,v 1.6 1999/11/08 15:30:05 brianp Exp $ */
+/* $Id: eval.c,v 1.7 1999/11/11 01:22:26 brianp Exp $ */
/*
* Mesa 3-D graphics library
- * Version: 3.1
+ * Version: 3.3
*
* Copyright (C) 1999 Brian Paul All Rights Reserved.
*
@@ -41,16 +41,11 @@
#ifdef PC_HEADER
#include "all.h"
#else
-#ifndef XFree86Server
-#include <math.h>
-#include <stdlib.h>
-#include <string.h>
-#else
-#include "GL/xf86glx.h"
-#endif
+#include "glheader.h"
#include "context.h"
#include "eval.h"
#include "macros.h"
+#include "mem.h"
#include "mmath.h"
#include "types.h"
#include "vbcull.h"
@@ -528,9 +523,9 @@ de_casteljau_surf(GLfloat *cn, GLfloat *out, GLfloat *du, GLfloat *dv,
/*
* Return the number of components per control point for any type of
* evaluator. Return 0 if bad target.
+ * See table 5.1 in the OpenGL 1.2 spec.
*/
-
-static GLint components( GLenum target )
+GLuint _mesa_evaluator_components( GLenum target )
{
switch (target) {
case GL_MAP1_VERTEX_3: return 3;
@@ -568,12 +563,11 @@ static GLint components( GLenum target )
* Return: pointer to buffer of contiguous control points or NULL if out
* of memory.
*/
-GLfloat *gl_copy_map_points1f( GLenum target,
- GLint ustride, GLint uorder,
+GLfloat *gl_copy_map_points1f( GLenum target, GLint ustride, GLint uorder,
const GLfloat *points )
{
GLfloat *buffer, *p;
- GLint i, k, size = components(target);
+ GLint i, k, size = _mesa_evaluator_components(target);
if (!points || size==0) {
return NULL;
@@ -594,12 +588,11 @@ GLfloat *gl_copy_map_points1f( GLenum target,
/*
* Same as above but convert doubles to floats.
*/
-GLfloat *gl_copy_map_points1d( GLenum target,
- GLint ustride, GLint uorder,
- const GLdouble *points )
+GLfloat *gl_copy_map_points1d( GLenum target, GLint ustride, GLint uorder,
+ const GLdouble *points )
{
GLfloat *buffer, *p;
- GLint i, k, size = components(target);
+ GLint i, k, size = _mesa_evaluator_components(target);
if (!points || size==0) {
return NULL;
@@ -628,15 +621,15 @@ GLfloat *gl_copy_map_points1d( GLenum target,
* of memory.
*/
GLfloat *gl_copy_map_points2f( GLenum target,
- GLint ustride, GLint uorder,
- GLint vstride, GLint vorder,
- const GLfloat *points )
+ GLint ustride, GLint uorder,
+ GLint vstride, GLint vorder,
+ const GLfloat *points )
{
GLfloat *buffer, *p;
GLint i, j, k, size, dsize, hsize;
GLint uinc;
- size = components(target);
+ size = _mesa_evaluator_components(target);
if (!points || size==0) {
return NULL;
@@ -679,7 +672,7 @@ GLfloat *gl_copy_map_points2d(GLenum target,
GLint i, j, k, size, hsize, dsize;
GLint uinc;
- size = components(target);
+ size = _mesa_evaluator_components(target);
if (!points || size==0) {
return NULL;
@@ -709,6 +702,7 @@ GLfloat *gl_copy_map_points2d(GLenum target,
}
+#if 00
/*
* This function is called by the display list deallocator function to
* specify that a given set of control points are no longer needed.
@@ -804,6 +798,7 @@ void gl_free_control_points( GLcontext* ctx, GLenum target, GLfloat *data )
}
}
+#endif
@@ -813,154 +808,130 @@ void gl_free_control_points( GLcontext* ctx, GLenum target, GLfloat *data )
/*
- * Note that the array of control points must be 'unpacked' at this time.
- * Input: retain - if TRUE, this control point data is also in a display
- * list and can't be freed until the list is freed.
+ * This does the work of glMap1[fd].
*/
-void gl_Map1f( GLcontext* ctx, GLenum target,
- GLfloat u1, GLfloat u2, GLint stride,
- GLint order, const GLfloat *points, GLboolean retain )
+static void
+map1(GLenum target, GLfloat u1, GLfloat u2, GLint ustride,
+ GLint uorder, const GLvoid *points, GLenum type )
{
+ GET_CURRENT_CONTEXT(ctx);
GLint k;
-
- if (!points) {
- gl_error( ctx, GL_OUT_OF_MEMORY, "glMap1f" );
- return;
- }
-
- /* may be a new stride after copying control points */
- stride = components( target );
+ GLfloat *pnts;
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glMap1");
- if (u1==u2) {
+ assert(type == GL_FLOAT || type == GL_DOUBLE);
+
+ if (u1 == u2) {
gl_error( ctx, GL_INVALID_VALUE, "glMap1(u1,u2)" );
return;
}
-
- if (order<1 || order>MAX_EVAL_ORDER) {
+ if (uorder < 1 || uorder > MAX_EVAL_ORDER) {
gl_error( ctx, GL_INVALID_VALUE, "glMap1(order)" );
return;
}
+ if (!points) {
+ gl_error( ctx, GL_INVALID_VALUE, "glMap1(points)" );
+ return;
+ }
- k = components( target );
- if (k==0) {
+ k = _mesa_evaluator_components( target );
+ if (k == 0) {
gl_error( ctx, GL_INVALID_ENUM, "glMap1(target)" );
}
- if (stride < k) {
+ if (ustride < k) {
gl_error( ctx, GL_INVALID_VALUE, "glMap1(stride)" );
return;
}
+ /* make copy of the control points */
+ if (type == GL_FLOAT)
+ pnts = gl_copy_map_points1f(target, ustride, uorder, (GLfloat*) points);
+ else
+ pnts = gl_copy_map_points1d(target, ustride, uorder, (GLdouble*) points);
+
switch (target) {
case GL_MAP1_VERTEX_3:
- ctx->EvalMap.Map1Vertex3.Order = order;
+ ctx->EvalMap.Map1Vertex3.Order = uorder;
ctx->EvalMap.Map1Vertex3.u1 = u1;
ctx->EvalMap.Map1Vertex3.u2 = u2;
ctx->EvalMap.Map1Vertex3.du = 1.0 / (u2 - u1);
- if (ctx->EvalMap.Map1Vertex3.Points
- && !ctx->EvalMap.Map1Vertex3.Retain) {
+ if (ctx->EvalMap.Map1Vertex3.Points)
FREE( ctx->EvalMap.Map1Vertex3.Points );
- }
- ctx->EvalMap.Map1Vertex3.Points = (GLfloat *) points;
- ctx->EvalMap.Map1Vertex3.Retain = retain;
+ ctx->EvalMap.Map1Vertex3.Points = pnts;
break;
case GL_MAP1_VERTEX_4:
- ctx->EvalMap.Map1Vertex4.Order = order;
+ ctx->EvalMap.Map1Vertex4.Order = uorder;
ctx->EvalMap.Map1Vertex4.u1 = u1;
ctx->EvalMap.Map1Vertex4.u2 = u2;
ctx->EvalMap.Map1Vertex4.du = 1.0 / (u2 - u1);
- if (ctx->EvalMap.Map1Vertex4.Points
- && !ctx->EvalMap.Map1Vertex4.Retain) {
+ if (ctx->EvalMap.Map1Vertex4.Points)
FREE( ctx->EvalMap.Map1Vertex4.Points );
- }
- ctx->EvalMap.Map1Vertex4.Points = (GLfloat *) points;
- ctx->EvalMap.Map1Vertex4.Retain = retain;
+ ctx->EvalMap.Map1Vertex4.Points = pnts;
break;
case GL_MAP1_INDEX:
- ctx->EvalMap.Map1Index.Order = order;
+ ctx->EvalMap.Map1Index.Order = uorder;
ctx->EvalMap.Map1Index.u1 = u1;
ctx->EvalMap.Map1Index.u2 = u2;
ctx->EvalMap.Map1Index.du = 1.0 / (u2 - u1);
- if (ctx->EvalMap.Map1Index.Points
- && !ctx->EvalMap.Map1Index.Retain) {
+ if (ctx->EvalMap.Map1Index.Points)
FREE( ctx->EvalMap.Map1Index.Points );
- }
- ctx->EvalMap.Map1Index.Points = (GLfloat *) points;
- ctx->EvalMap.Map1Index.Retain = retain;
+ ctx->EvalMap.Map1Index.Points = pnts;
break;
case GL_MAP1_COLOR_4:
- ctx->EvalMap.Map1Color4.Order = order;
+ ctx->EvalMap.Map1Color4.Order = uorder;
ctx->EvalMap.Map1Color4.u1 = u1;
ctx->EvalMap.Map1Color4.u2 = u2;
ctx->EvalMap.Map1Color4.du = 1.0 / (u2 - u1);
- if (ctx->EvalMap.Map1Color4.Points
- && !ctx->EvalMap.Map1Color4.Retain) {
+ if (ctx->EvalMap.Map1Color4.Points)
FREE( ctx->EvalMap.Map1Color4.Points );
- }
- ctx->EvalMap.Map1Color4.Points = (GLfloat *) points;
- ctx->EvalMap.Map1Color4.Retain = retain;
+ ctx->EvalMap.Map1Color4.Points = pnts;
break;
case GL_MAP1_NORMAL:
- ctx->EvalMap.Map1Normal.Order = order;
+ ctx->EvalMap.Map1Normal.Order = uorder;
ctx->EvalMap.Map1Normal.u1 = u1;
ctx->EvalMap.Map1Normal.u2 = u2;
ctx->EvalMap.Map1Normal.du = 1.0 / (u2 - u1);
- if (ctx->EvalMap.Map1Normal.Points
- && !ctx->EvalMap.Map1Normal.Retain) {
+ if (ctx->EvalMap.Map1Normal.Points)
FREE( ctx->EvalMap.Map1Normal.Points );
- }
- ctx->EvalMap.Map1Normal.Points = (GLfloat *) points;
- ctx->EvalMap.Map1Normal.Retain = retain;
+ ctx->EvalMap.Map1Normal.Points = pnts;
break;
case GL_MAP1_TEXTURE_COORD_1:
- ctx->EvalMap.Map1Texture1.Order = order;
+ ctx->EvalMap.Map1Texture1.Order = uorder;
ctx->EvalMap.Map1Texture1.u1 = u1;
ctx->EvalMap.Map1Texture1.u2 = u2;
ctx->EvalMap.Map1Texture1.du = 1.0 / (u2 - u1);
- if (ctx->EvalMap.Map1Texture1.Points
- && !ctx->EvalMap.Map1Texture1.Retain) {
+ if (ctx->EvalMap.Map1Texture1.Points)
FREE( ctx->EvalMap.Map1Texture1.Points );
- }
- ctx->EvalMap.Map1Texture1.Points = (GLfloat *) points;
- ctx->EvalMap.Map1Texture1.Retain = retain;
+ ctx->EvalMap.Map1Texture1.Points = pnts;
break;
case GL_MAP1_TEXTURE_COORD_2:
- ctx->EvalMap.Map1Texture2.Order = order;
+ ctx->EvalMap.Map1Texture2.Order = uorder;
ctx->EvalMap.Map1Texture2.u1 = u1;
ctx->EvalMap.Map1Texture2.u2 = u2;
ctx->EvalMap.Map1Texture2.du = 1.0 / (u2 - u1);
- if (ctx->EvalMap.Map1Texture2.Points
- && !ctx->EvalMap.Map1Texture2.Retain) {
+ if (ctx->EvalMap.Map1Texture2.Points)
FREE( ctx->EvalMap.Map1Texture2.Points );
- }
- ctx->EvalMap.Map1Texture2.Points = (GLfloat *) points;
- ctx->EvalMap.Map1Texture2.Retain = retain;
+ ctx->EvalMap.Map1Texture2.Points = pnts;
break;
case GL_MAP1_TEXTURE_COORD_3:
- ctx->EvalMap.Map1Texture3.Order = order;
+ ctx->EvalMap.Map1Texture3.Order = uorder;
ctx->EvalMap.Map1Texture3.u1 = u1;
ctx->EvalMap.Map1Texture3.u2 = u2;
ctx->EvalMap.Map1Texture3.du = 1.0 / (u2 - u1);
- if (ctx->EvalMap.Map1Texture3.Points
- && !ctx->EvalMap.Map1Texture3.Retain) {
+ if (ctx->EvalMap.Map1Texture3.Points)
FREE( ctx->EvalMap.Map1Texture3.Points );
- }
- ctx->EvalMap.Map1Texture3.Points = (GLfloat *) points;
- ctx->EvalMap.Map1Texture3.Retain = retain;
+ ctx->EvalMap.Map1Texture3.Points = pnts;
break;
case GL_MAP1_TEXTURE_COORD_4:
- ctx->EvalMap.Map1Texture4.Order = order;
+ ctx->EvalMap.Map1Texture4.Order = uorder;
ctx->EvalMap.Map1Texture4.u1 = u1;
ctx->EvalMap.Map1Texture4.u2 = u2;
ctx->EvalMap.Map1Texture4.du = 1.0 / (u2 - u1);
- if (ctx->EvalMap.Map1Texture4.Points
- && !ctx->EvalMap.Map1Texture4.Retain) {
+ if (ctx->EvalMap.Map1Texture4.Points)
FREE( ctx->EvalMap.Map1Texture4.Points );
- }
- ctx->EvalMap.Map1Texture4.Points = (GLfloat *) points;
- ctx->EvalMap.Map1Texture4.Retain = retain;
+ ctx->EvalMap.Map1Texture4.Points = pnts;
break;
default:
gl_error( ctx, GL_INVALID_ENUM, "glMap1(target)" );
@@ -969,18 +940,30 @@ void gl_Map1f( GLcontext* ctx, GLenum target,
+void
+_mesa_Map1f( GLenum target, GLfloat u1, GLfloat u2, GLint stride,
+ GLint order, const GLfloat *points )
+{
+ map1(target, u1, u2, stride, order, points, GL_FLOAT);
+}
-/*
- * Note that the array of control points must be 'unpacked' at this time.
- * Input: retain - if TRUE, this control point data is also in a display
- * list and can't be freed until the list is freed.
- */
-void gl_Map2f( GLcontext* ctx, GLenum target,
- GLfloat u1, GLfloat u2, GLint ustride, GLint uorder,
- GLfloat v1, GLfloat v2, GLint vstride, GLint vorder,
- const GLfloat *points, GLboolean retain )
+
+void
+_mesa_Map1d( GLenum target, GLdouble u1, GLdouble u2, GLint stride,
+ GLint order, const GLdouble *points )
{
+ map1(target, u1, u2, stride, order, points, GL_DOUBLE);
+}
+
+
+static void
+map2( GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder,
+ GLfloat v1, GLfloat v2, GLint vstride, GLint vorder,
+ const GLvoid *points, GLenum type )
+{
+ GET_CURRENT_CONTEXT(ctx);
GLint k;
+ GLfloat *pnts;
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glMap2");
@@ -1004,7 +987,7 @@ void gl_Map2f( GLcontext* ctx, GLenum target,
return;
}
- k = components( target );
+ k = _mesa_evaluator_components( target );
if (k==0) {
gl_error( ctx, GL_INVALID_ENUM, "glMap2(target)" );
}
@@ -1018,6 +1001,14 @@ void gl_Map2f( GLcontext* ctx, GLenum target,
return;
}
+ /* make copy of the control points */
+ if (type == GL_FLOAT)
+ pnts = gl_copy_map_points2f(target, ustride, uorder,
+ vstride, vorder, (GLfloat*) points);
+ else
+ pnts = gl_copy_map_points2d(target, ustride, uorder,
+ vstride, vorder, (GLdouble*) points);
+
switch (target) {
case GL_MAP2_VERTEX_3:
ctx->EvalMap.Map2Vertex3.Uorder = uorder;
@@ -1028,12 +1019,9 @@ void gl_Map2f( GLcontext* ctx, GLenum target,
ctx->EvalMap.Map2Vertex3.v1 = v1;
ctx->EvalMap.Map2Vertex3.v2 = v2;
ctx->EvalMap.Map2Vertex3.dv = 1.0 / (v2 - v1);
- if (ctx->EvalMap.Map2Vertex3.Points
- && !ctx->EvalMap.Map2Vertex3.Retain) {
+ if (ctx->EvalMap.Map2Vertex3.Points)
FREE( ctx->EvalMap.Map2Vertex3.Points );
- }
- ctx->EvalMap.Map2Vertex3.Retain = retain;
- ctx->EvalMap.Map2Vertex3.Points = (GLfloat *) points;
+ ctx->EvalMap.Map2Vertex3.Points = pnts;
break;
case GL_MAP2_VERTEX_4:
ctx->EvalMap.Map2Vertex4.Uorder = uorder;
@@ -1044,12 +1032,9 @@ void gl_Map2f( GLcontext* ctx, GLenum target,
ctx->EvalMap.Map2Vertex4.v1 = v1;
ctx->EvalMap.Map2Vertex4.v2 = v2;
ctx->EvalMap.Map2Vertex4.dv = 1.0 / (v2 - v1);
- if (ctx->EvalMap.Map2Vertex4.Points
- && !ctx->EvalMap.Map2Vertex4.Retain) {
+ if (ctx->EvalMap.Map2Vertex4.Points)
FREE( ctx->EvalMap.Map2Vertex4.Points );
- }
- ctx->EvalMap.Map2Vertex4.Points = (GLfloat *) points;
- ctx->EvalMap.Map2Vertex4.Retain = retain;
+ ctx->EvalMap.Map2Vertex4.Points = pnts;
break;
case GL_MAP2_INDEX:
ctx->EvalMap.Map2Index.Uorder = uorder;
@@ -1060,12 +1045,9 @@ void gl_Map2f( GLcontext* ctx, GLenum target,
ctx->EvalMap.Map2Index.v1 = v1;
ctx->EvalMap.Map2Index.v2 = v2;
ctx->EvalMap.Map2Index.dv = 1.0 / (v2 - v1);
- if (ctx->EvalMap.Map2Index.Points
- && !ctx->EvalMap.Map2Index.Retain) {
+ if (ctx->EvalMap.Map2Index.Points)
FREE( ctx->EvalMap.Map2Index.Points );
- }
- ctx->EvalMap.Map2Index.Retain = retain;
- ctx->EvalMap.Map2Index.Points = (GLfloat *) points;
+ ctx->EvalMap.Map2Index.Points = pnts;
break;
case GL_MAP2_COLOR_4:
ctx->EvalMap.Map2Color4.Uorder = uorder;
@@ -1076,12 +1058,9 @@ void gl_Map2f( GLcontext* ctx, GLenum target,
ctx->EvalMap.Map2Color4.v1 = v1;
ctx->EvalMap.Map2Color4.v2 = v2;
ctx->EvalMap.Map2Color4.dv = 1.0 / (v2 - v1);
- if (ctx->EvalMap.Map2Color4.Points
- && !ctx->EvalMap.Map2Color4.Retain) {
+ if (ctx->EvalMap.Map2Color4.Points)
FREE( ctx->EvalMap.Map2Color4.Points );
- }
- ctx->EvalMap.Map2Color4.Retain = retain;
- ctx->EvalMap.Map2Color4.Points = (GLfloat *) points;
+ ctx->EvalMap.Map2Color4.Points = pnts;
break;
case GL_MAP2_NORMAL:
ctx->EvalMap.Map2Normal.Uorder = uorder;
@@ -1092,12 +1071,9 @@ void gl_Map2f( GLcontext* ctx, GLenum target,
ctx->EvalMap.Map2Normal.v1 = v1;
ctx->EvalMap.Map2Normal.v2 = v2;
ctx->EvalMap.Map2Normal.dv = 1.0 / (v2 - v1);
- if (ctx->EvalMap.Map2Normal.Points
- && !ctx->EvalMap.Map2Normal.Retain) {
+ if (ctx->EvalMap.Map2Normal.Points)
FREE( ctx->EvalMap.Map2Normal.Points );
- }
- ctx->EvalMap.Map2Normal.Retain = retain;
- ctx->EvalMap.Map2Normal.Points = (GLfloat *) points;
+ ctx->EvalMap.Map2Normal.Points = pnts;
break;
case GL_MAP2_TEXTURE_COORD_1:
ctx->EvalMap.Map2Texture1.Uorder = uorder;
@@ -1108,12 +1084,9 @@ void gl_Map2f( GLcontext* ctx, GLenum target,
ctx->EvalMap.Map2Texture1.v1 = v1;
ctx->EvalMap.Map2Texture1.v2 = v2;
ctx->EvalMap.Map2Texture1.dv = 1.0 / (v2 - v1);
- if (ctx->EvalMap.Map2Texture1.Points
- && !ctx->EvalMap.Map2Texture1.Retain) {
+ if (ctx->EvalMap.Map2Texture1.Points)
FREE( ctx->EvalMap.Map2Texture1.Points );
- }
- ctx->EvalMap.Map2Texture1.Retain = retain;
- ctx->EvalMap.Map2Texture1.Points = (GLfloat *) points;
+ ctx->EvalMap.Map2Texture1.Points = pnts;
break;
case GL_MAP2_TEXTURE_COORD_2:
ctx->EvalMap.Map2Texture2.Uorder = uorder;
@@ -1124,12 +1097,9 @@ void gl_Map2f( GLcontext* ctx, GLenum target,
ctx->EvalMap.Map2Texture2.v1 = v1;
ctx->EvalMap.Map2Texture2.v2 = v2;
ctx->EvalMap.Map2Texture2.dv = 1.0 / (v2 - v1);
- if (ctx->EvalMap.Map2Texture2.Points
- && !ctx->EvalMap.Map2Texture2.Retain) {
+ if (ctx->EvalMap.Map2Texture2.Points)
FREE( ctx->EvalMap.Map2Texture2.Points );
- }
- ctx->EvalMap.Map2Texture2.Retain = retain;
- ctx->EvalMap.Map2Texture2.Points = (GLfloat *) points;
+ ctx->EvalMap.Map2Texture2.Points = pnts;
break;
case GL_MAP2_TEXTURE_COORD_3:
ctx->EvalMap.Map2Texture3.Uorder = uorder;
@@ -1140,12 +1110,9 @@ void gl_Map2f( GLcontext* ctx, GLenum target,
ctx->EvalMap.Map2Texture3.v1 = v1;
ctx->EvalMap.Map2Texture3.v2 = v2;
ctx->EvalMap.Map2Texture3.dv = 1.0 / (v2 - v1);
- if (ctx->EvalMap.Map2Texture3.Points
- && !ctx->EvalMap.Map2Texture3.Retain) {
+ if (ctx->EvalMap.Map2Texture3.Points)
FREE( ctx->EvalMap.Map2Texture3.Points );
- }
- ctx->EvalMap.Map2Texture3.Retain = retain;
- ctx->EvalMap.Map2Texture3.Points = (GLfloat *) points;
+ ctx->EvalMap.Map2Texture3.Points = pnts;
break;
case GL_MAP2_TEXTURE_COORD_4:
ctx->EvalMap.Map2Texture4.Uorder = uorder;
@@ -1156,12 +1123,9 @@ void gl_Map2f( GLcontext* ctx, GLenum target,
ctx->EvalMap.Map2Texture4.v1 = v1;
ctx->EvalMap.Map2Texture4.v2 = v2;
ctx->EvalMap.Map2Texture4.dv = 1.0 / (v2 - v1);
- if (ctx->EvalMap.Map2Texture4.Points
- && !ctx->EvalMap.Map2Texture4.Retain) {
+ if (ctx->EvalMap.Map2Texture4.Points)
FREE( ctx->EvalMap.Map2Texture4.Points );
- }
- ctx->EvalMap.Map2Texture4.Retain = retain;
- ctx->EvalMap.Map2Texture4.Points = (GLfloat *) points;
+ ctx->EvalMap.Map2Texture4.Points = pnts;
break;
default:
gl_error( ctx, GL_INVALID_ENUM, "glMap2(target)" );
@@ -1169,11 +1133,33 @@ void gl_Map2f( GLcontext* ctx, GLenum target,
}
-
+void
+_mesa_Map2f( GLenum target,
+ GLfloat u1, GLfloat u2, GLint ustride, GLint uorder,
+ GLfloat v1, GLfloat v2, GLint vstride, GLint vorder,
+ const GLfloat *points)
+{
+ map2(target, u1, u2, ustride, uorder, v1, v2, vstride, vorder,
+ points, GL_FLOAT);
+}
-void gl_GetMapdv( GLcontext* ctx, GLenum target, GLenum query, GLdouble *v )
+void
+_mesa_Map2d( GLenum target,
+ GLdouble u1, GLdouble u2, GLint ustride, GLint uorder,
+ GLdouble v1, GLdouble v2, GLint vstride, GLint vorder,
+ const GLdouble *points )
{
+ map2(target, u1, u2, ustride, uorder, v1, v2, vstride, vorder,
+ points, GL_DOUBLE);
+}
+
+
+
+void
+_mesa_GetMapdv( GLenum target, GLenum query, GLdouble *v )
+{
+ GET_CURRENT_CONTEXT(ctx);
GLint i, n;
GLfloat *data;
@@ -1443,8 +1429,10 @@ void gl_GetMapdv( GLcontext* ctx, GLenum target, GLenum query, GLdouble *v )
}
-void gl_GetMapfv( GLcontext* ctx, GLenum target, GLenum query, GLfloat *v )
+void
+_mesa_GetMapfv( GLenum target, GLenum query, GLfloat *v )
{
+ GET_CURRENT_CONTEXT(ctx);
GLint i, n;
GLfloat *data;
@@ -1714,8 +1702,10 @@ void gl_GetMapfv( GLcontext* ctx, GLenum target, GLenum query, GLfloat *v )
}
-void gl_GetMapiv( GLcontext* ctx, GLenum target, GLenum query, GLint *v )
+void
+_mesa_GetMapiv( GLenum target, GLenum query, GLint *v )
{
+ GET_CURRENT_CONTEXT(ctx);
GLuint i, n;
GLfloat *data;
@@ -2613,8 +2603,10 @@ void gl_eval_vb( struct vertex_buffer *VB )
}
-void gl_MapGrid1f( GLcontext* ctx, GLint un, GLfloat u1, GLfloat u2 )
+void
+_mesa_MapGrid1f( GLint un, GLfloat u1, GLfloat u2 )
{
+ GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glMapGrid1f");
if (un<1) {
@@ -2628,9 +2620,18 @@ void gl_MapGrid1f( GLcontext* ctx, GLint un, GLfloat u1, GLfloat u2 )
}
-void gl_MapGrid2f( GLcontext* ctx, GLint un, GLfloat u1, GLfloat u2,
- GLint vn, GLfloat v1, GLfloat v2 )
+void
+_mesa_MapGrid1d( GLint un, GLdouble u1, GLdouble u2 )
+{
+ _mesa_MapGrid1f( un, u1, u2 );
+}
+
+
+void
+_mesa_MapGrid2f( GLint un, GLfloat u1, GLfloat u2,
+ GLint vn, GLfloat v1, GLfloat v2 )
{
+ GET_CURRENT_CONTEXT(ctx);
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glMapGrid2f");
if (un<1) {
gl_error( ctx, GL_INVALID_VALUE, "glMapGrid2f(un)" );
@@ -2651,9 +2652,185 @@ void gl_MapGrid2f( GLcontext* ctx, GLint un, GLfloat u1, GLfloat u2,
}
+void
+_mesa_MapGrid2d( GLint un, GLdouble u1, GLdouble u2,
+ GLint vn, GLdouble v1, GLdouble v2 )
+{
+ _mesa_MapGrid2f( un, u1, u2, vn, v1, v2 );
+}
+
+
+
+
+/* KW: If are compiling, we don't know whether eval will produce a
+ * vertex when it is run in the future. If this is pure immediate
+ * mode, eval is a noop if neither vertex map is enabled.
+ *
+ * Thus we need to have a check in the display list code or
+ * elsewhere for eval(1,2) vertices in the case where
+ * map(1,2)_vertex is disabled, and to purge those vertices from
+ * the vb. This is currently done
+ * via modifications to the cull_vb and render_vb operations, and
+ * by using the existing cullmask mechanism for all other operations.
+ */
+
+
+/* KW: Because the eval values don't become 'current', fixup will flow
+ * through these vertices, and then evaluation will write on top
+ * of the fixup results.
+ *
+ * This is a little inefficient, but at least it is correct. This
+ * could be short-circuited in the case where all vertices are
+ * eval-vertices, or more generally by a cullmask in fixup.
+ *
+ * Note: using Obj to hold eval coord data. This data is actually
+ * transformed if eval is disabled. But disabling eval & sending
+ * eval coords is stupid, right?
+ */
+
+
+#define EVALCOORD1(IM, x) \
+{ \
+ GLuint count = IM->Count++; \
+ IM->Flag[count] |= VERT_EVAL_C1; \
+ ASSIGN_4V(IM->Obj[count], x, 0, 0, 1); \
+ if (count == VB_MAX-1) \
+ IM->maybe_transform_vb( IM ); \
+}
+
+#define EVALCOORD2(IM, x, y) \
+{ \
+ GLuint count = IM->Count++; \
+ IM->Flag[count] |= VERT_EVAL_C2; \
+ ASSIGN_4V(IM->Obj[count], x, y, 0, 1); \
+ if (count == VB_MAX-1) \
+ IM->maybe_transform_vb( IM ); \
+}
+
+#define EVALPOINT1(IM, x) \
+{ \
+ GLuint count = IM->Count++; \
+ IM->Flag[count] |= VERT_EVAL_P1; \
+ ASSIGN_4V(IM->Obj[count], x, 0, 0, 1); \
+ if (count == VB_MAX-1) \
+ IM->maybe_transform_vb( IM ); \
+}
+
+#define EVALPOINT2(IM, x, y) \
+{ \
+ GLuint count = IM->Count++; \
+ IM->Flag[count] |= VERT_EVAL_P2; \
+ ASSIGN_4V(IM->Obj[count], x, y, 0, 1); \
+ if (count == VB_MAX-1) \
+ IM->maybe_transform_vb( IM ); \
+}
+
+
+/* Lame internal function:
+ */
+void gl_EvalCoord1f( GLcontext *CC, GLfloat u )
+{
+ struct immediate *i = CC->input;
+ EVALCOORD1( i, u );
+}
+
+
+void
+_mesa_EvalCoord1d( GLdouble u )
+{
+ GET_IMMEDIATE;
+ EVALCOORD1( IM, (GLfloat) u );
+}
+
+
+void
+_mesa_EvalCoord1f( GLfloat u )
+{
+ GET_IMMEDIATE;
+ EVALCOORD1( IM, u );
+}
+
+
+void
+_mesa_EvalCoord1dv( const GLdouble *u )
+{
+ GET_IMMEDIATE;
+ EVALCOORD1( IM, (GLfloat) *u );
+}
+
+
+void
+_mesa_EvalCoord1fv( const GLfloat *u )
+{
+ GET_IMMEDIATE;
+ EVALCOORD1( IM, (GLfloat) *u );
+}
+
+
+void
+_mesa_EvalCoord2d( GLdouble u, GLdouble v )
+{
+ GET_IMMEDIATE;
+ EVALCOORD2( IM, (GLfloat) u, (GLfloat) v );
+}
+
+
+void
+_mesa_EvalCoord2f( GLfloat u, GLfloat v )
+{
+ GET_IMMEDIATE;
+ EVALCOORD2( IM, u, v );
+}
+
+
+/* Lame internal function:
+ */
+void gl_EvalCoord2f( GLcontext *CC, GLfloat u, GLfloat v )
+{
+ struct immediate *i = CC->input;
+ EVALCOORD2( i, u, v );
+}
+
+
+void
+_mesa_EvalCoord2dv( const GLdouble *u )
+{
+ GET_IMMEDIATE;
+ EVALCOORD2( IM, (GLfloat) u[0], (GLfloat) u[1] );
+}
+
+
+void
+_mesa_EvalCoord2fv( const GLfloat *u )
+{
+ GET_IMMEDIATE;
+ EVALCOORD2( IM, u[0], u[1] );
+}
+
+
+void
+_mesa_EvalPoint1( GLint i )
+{
+ GET_IMMEDIATE;
+ EVALPOINT1( IM, i );
+}
+
+
+void
+_mesa_EvalPoint2( GLint i, GLint j )
+{
+ GET_IMMEDIATE;
+ EVALPOINT2( IM, i, j );
+}
+
+
+
-void gl_EvalMesh1( GLcontext* ctx, GLenum mode, GLint i1, GLint i2 )
+
+void
+_mesa_EvalMesh1( GLenum mode, GLint i1, GLint i2 )
{
+ GET_CURRENT_CONTEXT(ctx);
GLint i;
GLfloat u, du;
GLenum prim;
@@ -2693,11 +2870,10 @@ void gl_EvalMesh1( GLcontext* ctx, GLenum mode, GLint i1, GLint i2 )
-void gl_EvalMesh2( GLcontext* ctx,
- GLenum mode,
- GLint i1, GLint i2,
- GLint j1, GLint j2 )
+void
+_mesa_EvalMesh2( GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2 )
{
+ GET_CURRENT_CONTEXT(ctx);
GLint i, j;
GLfloat u, du, v, dv, v1, u1;
@@ -2758,3 +2934,6 @@ void gl_EvalMesh2( GLcontext* ctx,
return;
}
}
+
+
+