Reuse hardware vertice representation.

This commit is contained in:
José Fonseca 2007-10-29 12:14:52 +00:00
parent a9e1fcf98a
commit 1039a75514

View file

@ -139,8 +139,7 @@ emit_vertex( struct vbuf_stage *vbuf,
// fprintf(stderr, "emit vertex %d to %p\n",
// vbuf->nr_vertices, vbuf->vertex_ptr);
/* TODO: reuse vertices */
/* vertex->vertex_id = */ vbuf->nr_vertices++;
vertex->vertex_id = vbuf->nr_vertices++;
for (i = 0; i < vinfo->num_attribs; i++) {
switch (vinfo->format[i]) {
@ -271,21 +270,17 @@ static void vbuf_first_point( struct draw_stage *stage,
}
static void vbuf_draw( struct draw_stage *stage,
unsigned prim,
const ushort *elements,
unsigned nr_elements,
const void *vertex_buffer,
unsigned nr )
static void vbuf_draw( struct draw_stage *stage )
{
struct vbuf_stage *vbuf = vbuf_stage( stage );
struct i915_context *i915 = vbuf->i915;
unsigned nr = vbuf->nr_elements;
unsigned vertex_size = i915->current.vertex_info.size * 4; /* in bytes */
unsigned hwprim;
unsigned *ptr;
unsigned i;
unsigned i, j;
switch(prim) {
switch(vbuf->prim) {
case PIPE_PRIM_POINTS:
hwprim = PRIM3D_POINTLIST;
break;
@ -306,7 +301,7 @@ static void vbuf_draw( struct draw_stage *stage,
if (i915->hardware_dirty)
i915_emit_hardware_state( i915 );
assert(vbuf->vertex_ptr - vbuf->vertex_map == nr * vertex_size / 4);
assert(vbuf->vertex_ptr - vbuf->vertex_map == vbuf->nr_vertices * vertex_size / 4);
ptr = BEGIN_BATCH( 1 + nr * vertex_size / 4, 0 );
if (ptr == 0) {
@ -329,8 +324,9 @@ static void vbuf_draw( struct draw_stage *stage,
hwprim |
((4 + vertex_size * nr)/4 - 2));
for (i = 0; i < nr * vertex_size / 4; i++)
OUT_BATCH(vbuf->vertex_map[i]);
for (i = 0; i < nr; i++)
for (j = 0; j < vertex_size / 4; j++)
OUT_BATCH(vbuf->vertex_map[vbuf->element_map[i]*vertex_size/4 + j]);
}
@ -339,19 +335,16 @@ static void vbuf_flush_elements( struct draw_stage *stage )
struct vbuf_stage *vbuf = vbuf_stage( stage );
if (vbuf->nr_elements) {
#if 0
fprintf(stderr, "%s (%d elts, %d verts)\n",
__FUNCTION__,
vbuf->nr_elements,
vbuf->nr_vertices);
#endif
/* Draw now or add to list of primitives???
*/
vbuf_draw( stage,
vbuf->prim,
vbuf->element_map,
vbuf->nr_elements,
vbuf->vertex_map,
vbuf->nr_vertices );
vbuf_draw( stage );
vbuf->nr_elements = 0;