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softpipe_draw_arrays() function
Also includes: Temporary stand-in for vertex program execution. draw_prim() code post-transform vertex cache
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663
src/mesa/pipe/softpipe/sp_draw_arrays.c
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663
src/mesa/pipe/softpipe/sp_draw_arrays.c
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/**************************************************************************
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*
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* Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
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* All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sub license, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice (including the
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* next paragraph) shall be included in all copies or substantial portions
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* of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
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* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
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* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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**************************************************************************/
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/* Author:
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* Brian Paul
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* Keith Whitwell
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*/
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#include "main/mtypes.h"
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#include "main/context.h"
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#include "pipe/p_defines.h"
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#include "pipe/p_context.h"
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#include "pipe/p_winsys.h"
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#include "sp_context.h"
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#include "sp_state.h"
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#include "pipe/draw/draw_private.h"
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#include "pipe/draw/draw_context.h"
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#define RP_NONE 0
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#define RP_POINT 1
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#define RP_LINE 2
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#define RP_TRI 3
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static unsigned reduced_prim[GL_POLYGON + 1] = {
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RP_POINT,
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RP_LINE,
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RP_LINE,
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RP_LINE,
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RP_TRI,
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RP_TRI,
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RP_TRI,
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RP_TRI,
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RP_TRI,
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RP_TRI
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};
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/**
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* Stand-in for actual vertex program execution
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* XXX this will probably live in a new file, like "sp_vs.c"
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* \param draw the drawing context
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* \param vbuffer the mapped vertex buffer pointer
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* \param elem which element of the vertex buffer to use as input
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* \param vOut the output vertex
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*/
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static void
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run_vertex_program(struct draw_context *draw,
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const void *vbuffer, GLuint elem,
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struct vertex_header *vOut)
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{
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const float *vIn, *cIn;
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const GLfloat *scale = draw->viewport.scale;
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const GLfloat *trans = draw->viewport.translate;
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const void *mapped = vbuffer;
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GET_CURRENT_CONTEXT(ctx);
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const GLfloat *m = ctx->_ModelProjectMatrix.m;
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vIn = (const float *) ((const GLubyte *) mapped
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+ draw->vertex_buffer[0].buffer_offset
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+ draw->vertex_element[0].src_offset
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+ elem * draw->vertex_buffer[0].pitch);
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cIn = (const float *) ((const GLubyte *) mapped
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+ draw->vertex_buffer[3].buffer_offset
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+ draw->vertex_element[3].src_offset
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+ elem * draw->vertex_buffer[3].pitch);
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{
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float x = vIn[0];
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float y = vIn[1];
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float z = vIn[2];
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float w = 1.0;
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vOut->clipmask = 0x0;
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vOut->edgeflag = 0;
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/* MVP */
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vOut->clip[0] = m[0] * x + m[4] * y + m[ 8] * z + m[12] * w;
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vOut->clip[1] = m[1] * x + m[5] * y + m[ 9] * z + m[13] * w;
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vOut->clip[2] = m[2] * x + m[6] * y + m[10] * z + m[14] * w;
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vOut->clip[3] = m[3] * x + m[7] * y + m[11] * z + m[15] * w;
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/* divide by w */
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x = vOut->clip[0] / vOut->clip[3];
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y = vOut->clip[1] / vOut->clip[3];
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z = vOut->clip[2] / vOut->clip[3];
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w = 1.0 / vOut->clip[3];
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/* Viewport */
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vOut->data[0][0] = scale[0] * x + trans[0];
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vOut->data[0][1] = scale[1] * y + trans[1];
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vOut->data[0][2] = scale[2] * z + trans[2];
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vOut->data[0][3] = w;
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/* color */
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vOut->data[1][0] = cIn[0];
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vOut->data[1][1] = cIn[1];
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vOut->data[1][2] = cIn[2];
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vOut->data[1][3] = 1.0;
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}
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}
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static void vs_flush( struct draw_context *draw )
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{
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unsigned i;
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/* We're not really running a vertex shader yet, so flushing the vs
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* queue is just a matter of building the vertices and returning.
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*/
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/* Actually, I'm cheating even more and pre-building them still
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* with the mesa/vf module. So it's very easy...
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*/
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for (i = 0; i < draw->vs.queue_nr; i++) {
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/* Would do the following steps here:
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*
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* 1) Loop over vertex element descriptors, fetch data from each
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* to build the pre-tnl vertex. This might require a new struct
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* to represent the pre-tnl vertex.
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*
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* 2) Bundle groups of upto 4 pre-tnl vertices together and pass
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* to vertex shader.
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*
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* 3) Do any necessary unswizzling, make sure vertex headers are
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* correctly populated, store resulting post-transformed
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* vertices in vcache.
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*
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* In this version, just do the last step:
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*/
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const unsigned elt = draw->vs.queue[i].elt;
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struct vertex_header *dest = draw->vs.queue[i].dest;
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run_vertex_program(draw, draw->mapped_vbuffer, elt, dest);
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}
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draw->vs.queue_nr = 0;
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}
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static void draw_flush( struct draw_context *draw )
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{
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struct draw_stage *first = draw->pipeline.first;
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unsigned i;
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/* Make sure all vertices are available:
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*/
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vs_flush( draw );
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switch (draw->reduced_prim) {
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case RP_TRI:
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for (i = 0; i < draw->pq.queue_nr; i++) {
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if (draw->pq.queue[i].reset_line_stipple)
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first->reset_stipple_counter( first );
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first->tri( first, &draw->pq.queue[i] );
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}
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break;
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case RP_LINE:
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for (i = 0; i < draw->pq.queue_nr; i++) {
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if (draw->pq.queue[i].reset_line_stipple)
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first->reset_stipple_counter( first );
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first->line( first, &draw->pq.queue[i] );
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}
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break;
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case RP_POINT:
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first->reset_stipple_counter( first );
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for (i = 0; i < draw->pq.queue_nr; i++)
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first->point( first, &draw->pq.queue[i] );
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break;
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}
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draw->pq.queue_nr = 0;
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draw->vcache.referenced = 0;
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draw->vcache.overflow = 0;
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}
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static void draw_invalidate_vcache( struct draw_context *draw )
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{
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unsigned i;
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assert(draw->pq.queue_nr == 0);
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assert(draw->vs.queue_nr == 0);
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assert(draw->vcache.referenced == 0);
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for (i = 0; i < Elements( draw->vcache.idx ); i++)
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draw->vcache.idx[i] = ~0;
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}
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/* Return a pointer to a freshly queued primitive header. Ensure that
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* there is room in the vertex cache for a maximum of "nr_verts" new
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* vertices. Flush primitive and/or vertex queues if necessary to
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* make space.
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*/
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static struct prim_header *get_queued_prim( struct draw_context *draw,
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GLuint nr_verts )
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{
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if (draw->pq.queue_nr + 1 >= PRIM_QUEUE_LENGTH ||
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draw->vcache.overflow + nr_verts >= VCACHE_OVERFLOW)
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draw_flush( draw );
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/* The vs queue is sized so that this can never happen:
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*/
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assert(draw->vs.queue_nr + nr_verts < VS_QUEUE_LENGTH);
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return &draw->pq.queue[draw->pq.queue_nr++];
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}
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/* Check if vertex is in cache, otherwise add it. It won't go through
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* VS yet, not until there is a flush operation or the VS queue fills up.
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*/
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static struct vertex_header *get_vertex( struct draw_context *draw,
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GLuint i )
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{
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unsigned slot = (i + (i>>5)) & 31;
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/* Cache miss?
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*/
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if (draw->vcache.idx[slot] != i) {
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/* If slot is in use, use the overflow area:
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*/
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if (draw->vcache.referenced & (1<<slot))
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slot = draw->vcache.overflow++;
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draw->vcache.idx[slot] = i;
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/* Add to vertex shader queue:
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*/
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draw->vs.queue[draw->vs.queue_nr].dest = draw->vcache.vertex[slot];
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draw->vs.queue[draw->vs.queue_nr].elt = i;
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draw->vs.queue_nr++;
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}
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/* Mark slot as in-use:
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*/
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draw->vcache.referenced |= (1<<slot);
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return draw->vcache.vertex[slot];
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}
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static void draw_set_prim( struct draw_context *draw,
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GLenum prim )
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{
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if (reduced_prim[prim] != draw->reduced_prim) {
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draw_flush( draw );
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draw->reduced_prim = reduced_prim[prim];
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}
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draw->prim = prim;
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}
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static void do_point( struct draw_context *draw,
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GLuint i0 )
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{
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struct prim_header *prim = get_queued_prim( draw, 1 );
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prim->reset_line_stipple = 0;
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prim->edgeflags = 1;
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prim->pad = 0;
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prim->v[0] = draw->get_vertex( draw, i0 );
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}
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static void do_line( struct draw_context *draw,
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GLboolean reset_stipple,
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GLuint i0,
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GLuint i1 )
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{
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struct prim_header *prim = get_queued_prim( draw, 2 );
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prim->reset_line_stipple = reset_stipple;
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prim->edgeflags = 1;
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prim->pad = 0;
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prim->v[0] = draw->get_vertex( draw, i0 );
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prim->v[1] = draw->get_vertex( draw, i1 );
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}
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static void do_triangle( struct draw_context *draw,
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GLuint i0,
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GLuint i1,
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GLuint i2 )
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{
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struct prim_header *prim = get_queued_prim( draw, 3 );
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prim->reset_line_stipple = 1;
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prim->edgeflags = ~0;
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prim->pad = 0;
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prim->v[0] = draw->get_vertex( draw, i0 );
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prim->v[1] = draw->get_vertex( draw, i1 );
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prim->v[2] = draw->get_vertex( draw, i2 );
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}
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static void do_ef_triangle( struct draw_context *draw,
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GLboolean reset_stipple,
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GLuint ef_mask,
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GLuint i0,
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GLuint i1,
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GLuint i2 )
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{
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struct prim_header *prim = get_queued_prim( draw, 3 );
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struct vertex_header *v0 = draw->get_vertex( draw, i0 );
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struct vertex_header *v1 = draw->get_vertex( draw, i1 );
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struct vertex_header *v2 = draw->get_vertex( draw, i2 );
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prim->reset_line_stipple = reset_stipple;
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prim->edgeflags = ef_mask & ((v0->edgeflag << 0) |
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(v1->edgeflag << 1) |
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(v2->edgeflag << 2));
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prim->pad = 0;
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prim->v[0] = v0;
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prim->v[1] = v1;
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prim->v[2] = v2;
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}
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static void do_quad( struct draw_context *draw,
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unsigned v0,
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unsigned v1,
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unsigned v2,
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unsigned v3 )
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{
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do_ef_triangle( draw, 1, ~(1<<0), v0, v1, v3 );
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do_ef_triangle( draw, 0, ~(1<<1), v1, v2, v3 );
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}
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static void draw_prim( struct draw_context *draw,
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GLuint start,
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GLuint count )
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{
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GLuint i;
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// _mesa_printf("%s (%d) %d/%d\n", __FUNCTION__, draw->prim, start, count );
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switch (draw->prim) {
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case GL_POINTS:
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for (i = 0; i < count; i ++) {
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do_point( draw,
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start + i );
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}
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break;
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case GL_LINES:
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for (i = 0; i+1 < count; i += 2) {
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do_line( draw,
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TRUE,
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start + i + 0,
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start + i + 1);
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}
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break;
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case GL_LINE_LOOP:
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if (count >= 2) {
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for (i = 1; i < count; i++) {
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do_line( draw,
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i == 1, /* XXX: only if vb not split */
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start + i - 1,
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start + i );
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}
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do_line( draw,
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0,
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start + count - 1,
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start + 0 );
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}
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break;
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case GL_LINE_STRIP:
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if (count >= 2) {
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for (i = 1; i < count; i++) {
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do_line( draw,
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i == 1,
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start + i - 1,
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start + i );
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}
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}
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break;
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case GL_TRIANGLES:
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for (i = 0; i+2 < count; i += 3) {
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do_ef_triangle( draw,
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1,
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~0,
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start + i + 0,
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start + i + 1,
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start + i + 2 );
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}
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break;
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case GL_TRIANGLE_STRIP:
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for (i = 0; i+2 < count; i++) {
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if (i & 1) {
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do_triangle( draw,
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start + i + 1,
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start + i + 0,
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start + i + 2 );
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}
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else {
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do_triangle( draw,
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start + i + 0,
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start + i + 1,
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start + i + 2 );
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}
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}
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break;
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case GL_TRIANGLE_FAN:
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if (count >= 3) {
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for (i = 0; i+2 < count; i++) {
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do_triangle( draw,
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start + 0,
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start + i + 1,
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start + i + 2 );
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}
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}
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break;
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case GL_QUADS:
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for (i = 0; i+3 < count; i += 4) {
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do_quad( draw,
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start + i + 0,
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start + i + 1,
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start + i + 2,
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start + i + 3);
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}
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break;
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case GL_QUAD_STRIP:
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for (i = 0; i+3 < count; i += 2) {
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do_quad( draw,
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start + i + 2,
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start + i + 0,
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start + i + 1,
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start + i + 3);
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}
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break;
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case GL_POLYGON:
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if (count >= 3) {
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unsigned ef_mask = (1<<2) | (1<<0);
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for (i = 0; i+2 < count; i++) {
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if (i + 3 >= count)
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ef_mask |= (1<<1);
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do_ef_triangle( draw,
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i == 0,
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ef_mask,
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start + i + 1,
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start + i + 2,
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start + i + 0);
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ef_mask &= ~(1<<2);
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}
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}
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break;
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default:
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assert(0);
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break;
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}
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}
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static GLuint draw_prim_info(GLenum mode, GLuint *first, GLuint *incr)
|
||||
{
|
||||
switch (mode) {
|
||||
case GL_POINTS:
|
||||
*first = 1;
|
||||
*incr = 1;
|
||||
return 0;
|
||||
case GL_LINES:
|
||||
*first = 2;
|
||||
*incr = 2;
|
||||
return 0;
|
||||
case GL_LINE_STRIP:
|
||||
*first = 2;
|
||||
*incr = 1;
|
||||
return 0;
|
||||
case GL_LINE_LOOP:
|
||||
*first = 2;
|
||||
*incr = 1;
|
||||
return 1;
|
||||
case GL_TRIANGLES:
|
||||
*first = 3;
|
||||
*incr = 3;
|
||||
return 0;
|
||||
case GL_TRIANGLE_STRIP:
|
||||
*first = 3;
|
||||
*incr = 1;
|
||||
return 0;
|
||||
case GL_TRIANGLE_FAN:
|
||||
case GL_POLYGON:
|
||||
*first = 3;
|
||||
*incr = 1;
|
||||
return 1;
|
||||
case GL_QUADS:
|
||||
*first = 4;
|
||||
*incr = 4;
|
||||
return 0;
|
||||
case GL_QUAD_STRIP:
|
||||
*first = 4;
|
||||
*incr = 2;
|
||||
return 0;
|
||||
default:
|
||||
assert(0);
|
||||
*first = 1;
|
||||
*incr = 1;
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
static GLuint trim( GLuint count, GLuint first, GLuint incr )
|
||||
{
|
||||
if (count < first)
|
||||
return 0;
|
||||
else
|
||||
return count - (count - first) % incr;
|
||||
}
|
||||
|
||||
|
||||
|
||||
void
|
||||
softpipe_draw_arrays(struct pipe_context *pipe, unsigned mode,
|
||||
unsigned start, unsigned count)
|
||||
{
|
||||
struct softpipe_context *sp = softpipe_context(pipe);
|
||||
struct draw_context *draw = sp->draw;
|
||||
struct pipe_buffer_handle *buf;
|
||||
|
||||
softpipe_map_surfaces(sp);
|
||||
|
||||
/*
|
||||
* Map vertex buffers
|
||||
*/
|
||||
buf = sp->vertex_buffer[0].buffer;
|
||||
draw->mapped_vbuffer
|
||||
= pipe->winsys->buffer_map(pipe->winsys, buf, PIPE_BUFFER_FLAG_READ);
|
||||
|
||||
|
||||
/* tell drawing pipeline we're beginning drawing */
|
||||
draw->pipeline.first->begin( draw->pipeline.first );
|
||||
|
||||
draw_invalidate_vcache( draw );
|
||||
|
||||
#if 0
|
||||
if (VB->Elts)
|
||||
draw->get_vertex = get_uint_elt_vertex;
|
||||
else
|
||||
#endif
|
||||
draw->get_vertex = get_vertex;
|
||||
|
||||
draw_set_prim( draw, mode );
|
||||
|
||||
/* XXX draw_prim_info() and TRIM here */
|
||||
draw_prim(draw, start, count);
|
||||
|
||||
/* draw any left-over buffered prims */
|
||||
draw_flush(draw);
|
||||
|
||||
/* tell drawing pipeline we're done drawing */
|
||||
draw->pipeline.first->end( draw->pipeline.first );
|
||||
|
||||
#if 0
|
||||
draw->verts = NULL;
|
||||
draw->in_vb = 0;
|
||||
draw->elts = NULL;
|
||||
#endif
|
||||
|
||||
pipe->winsys->buffer_unmap(pipe->winsys, buf);
|
||||
|
||||
softpipe_unmap_surfaces(sp);
|
||||
}
|
||||
|
||||
|
||||
|
||||
#define EMIT_ATTR( VF_ATTR, STYLE, SIZE ) \
|
||||
do { \
|
||||
if (draw->nr_attrs >= 2) \
|
||||
draw->vf_attr_to_slot[VF_ATTR] = draw->nr_attrs - 2; \
|
||||
draw->attrs[draw->nr_attrs].attrib = VF_ATTR; \
|
||||
draw->attrs[draw->nr_attrs].format = STYLE; \
|
||||
draw->nr_attrs++; \
|
||||
draw->vertex_size += SIZE; \
|
||||
} while (0)
|
||||
|
||||
|
||||
void draw_set_vertex_attributes2( struct draw_context *draw,
|
||||
const GLuint *slot_to_vf_attr,
|
||||
GLuint nr_attrs )
|
||||
{
|
||||
GLuint i;
|
||||
|
||||
memset(draw->vf_attr_to_slot, 0, sizeof(draw->vf_attr_to_slot));
|
||||
draw->nr_attrs = 0;
|
||||
draw->vertex_size = 0;
|
||||
|
||||
/*
|
||||
* First three attribs are always the same: header, clip pos, winpos
|
||||
*/
|
||||
EMIT_ATTR(VF_ATTRIB_VERTEX_HEADER, EMIT_1F, 1);
|
||||
EMIT_ATTR(VF_ATTRIB_CLIP_POS, EMIT_4F, 4);
|
||||
|
||||
assert(slot_to_vf_attr[0] == VF_ATTRIB_POS);
|
||||
EMIT_ATTR(slot_to_vf_attr[0], EMIT_4F_VIEWPORT, 4);
|
||||
|
||||
/*
|
||||
* Remaining attribs (color, texcoords, etc)
|
||||
*/
|
||||
for (i = 1; i < nr_attrs; i++)
|
||||
EMIT_ATTR(slot_to_vf_attr[i], EMIT_4F, 4);
|
||||
|
||||
#if 0
|
||||
/* tell the vertex format module how to construct vertices for us */
|
||||
draw->vertex_size = vf_set_vertex_attributes( draw->vf, draw->attrs,
|
||||
draw->nr_attrs, 0 );
|
||||
#endif
|
||||
|
||||
draw->vertex_size *= 4; /* floats to bytes */
|
||||
}
|
||||
|
||||
|
||||
Loading…
Add table
Reference in a new issue