Determine ahead of time whether a display list will include vertices

which have to be processed in the 'loopback' path.  If so, send
all vertices that way as the transition from playback->loopback has
several problems.
This commit is contained in:
Keith Whitwell 2005-01-22 14:38:00 +00:00
parent 8fca9bdc35
commit 36a35c5614
7 changed files with 87 additions and 33 deletions

View file

@ -34,6 +34,7 @@
/* THIS FILE ONLY INCLUDED BY mtypes.h !!!!! */
struct gl_pixelstore_attrib;
struct mesa_display_list;
/**
* Device driver function table.
@ -886,12 +887,12 @@ struct dd_function_table {
void (*EndList)( GLcontext *ctx );
/**
* Called by glCallList(s), but not recursively.
* Called by glCallList(s).
*
* Notify the T&L component before and after calling a display list.
* Called by glCallList(s), but not recursively.
*/
void (*BeginCallList)( GLcontext *ctx, GLuint list );
void (*BeginCallList)( GLcontext *ctx,
struct mesa_display_list *dlist );
/**
* Called by glEndCallList().
*

View file

@ -412,11 +412,13 @@ void mesa_print_display_list( GLuint list );
* Make an empty display list. This is used by glGenLists() to
* reserver display list IDs.
*/
static Node *make_empty_list( void )
static struct mesa_display_list *make_list( GLuint list, GLuint count )
{
Node *n = (Node *) MALLOC( sizeof(Node) );
n[0].opcode = OPCODE_END_OF_LIST;
return n;
struct mesa_display_list *dlist = CALLOC_STRUCT( mesa_display_list );
dlist->id = list;
dlist->node = (Node *) MALLOC( sizeof(Node) * count );
dlist->node[0].opcode = OPCODE_END_OF_LIST;
return dlist;
}
@ -427,14 +429,18 @@ static Node *make_empty_list( void )
*/
void _mesa_destroy_list( GLcontext *ctx, GLuint list )
{
struct mesa_display_list *dlist;
Node *n, *block;
GLboolean done;
if (list==0)
return;
block = (Node *) _mesa_HashLookup(ctx->Shared->DisplayList, list);
n = block;
dlist = (struct mesa_display_list *) _mesa_HashLookup(ctx->Shared->DisplayList, list);
if (!dlist)
return;
n = block = dlist->node;
done = block ? GL_FALSE : GL_TRUE;
while (!done) {
@ -572,6 +578,7 @@ void _mesa_destroy_list( GLcontext *ctx, GLuint list )
}
}
FREE( dlist );
_mesa_HashRemove(ctx->Shared->DisplayList, list);
}
@ -5637,18 +5644,29 @@ islist(GLcontext *ctx, GLuint list)
static void GLAPIENTRY
execute_list( GLcontext *ctx, GLuint list )
{
struct mesa_display_list *dlist;
Node *n;
GLboolean done;
if (list == 0 || !islist(ctx,list))
return;
if (ctx->ListState.CallDepth == MAX_LIST_NESTING) {
/* raise an error? */
return;
}
dlist = (struct mesa_display_list *) _mesa_HashLookup(ctx->Shared->DisplayList, list);
if (!dlist)
return;
ctx->ListState.CallStack[ctx->ListState.CallDepth++] = dlist;
if (ctx->Driver.BeginCallList)
ctx->Driver.BeginCallList( ctx, list );
ctx->Driver.BeginCallList( ctx, dlist );
ctx->ListState.CallDepth++;
n = (Node *) _mesa_HashLookup(ctx->Shared->DisplayList, list);
n = dlist->node;
done = GL_FALSE;
while (!done) {
@ -6501,10 +6519,11 @@ execute_list( GLcontext *ctx, GLuint list )
}
}
}
ctx->ListState.CallDepth--;
if (ctx->Driver.EndCallList)
ctx->Driver.EndCallList( ctx );
ctx->ListState.CallStack[ctx->ListState.CallDepth--] = NULL;
}
@ -6583,7 +6602,7 @@ _mesa_GenLists(GLsizei range )
/* reserve the list IDs by with empty/dummy lists */
GLint i;
for (i=0; i<range; i++) {
_mesa_HashInsert(ctx->Shared->DisplayList, base+i, make_empty_list());
_mesa_HashInsert(ctx->Shared->DisplayList, base+i, make_list(base+i, 1));
}
}
@ -6631,7 +6650,8 @@ _mesa_NewList( GLuint list, GLenum mode )
/* Allocate new display list */
ctx->ListState.CurrentListNum = list;
ctx->ListState.CurrentBlock = (Node *) CALLOC( sizeof(Node) * BLOCK_SIZE );
ctx->ListState.CurrentList = make_list( list, BLOCK_SIZE );
ctx->ListState.CurrentBlock = ctx->ListState.CurrentList->node;
ctx->ListState.CurrentListPtr = ctx->ListState.CurrentBlock;
ctx->ListState.CurrentPos = 0;
@ -6679,19 +6699,20 @@ _mesa_EndList( void )
/* Destroy old list, if any */
_mesa_destroy_list(ctx, ctx->ListState.CurrentListNum);
/* Install the list */
_mesa_HashInsert(ctx->Shared->DisplayList, ctx->ListState.CurrentListNum, ctx->ListState.CurrentListPtr);
_mesa_HashInsert(ctx->Shared->DisplayList, ctx->ListState.CurrentListNum, ctx->ListState.CurrentList);
if (MESA_VERBOSE & VERBOSE_DISPLAY_LIST)
mesa_print_display_list(ctx->ListState.CurrentListNum);
ctx->Driver.EndList( ctx );
ctx->ListState.CurrentList = NULL;
ctx->ListState.CurrentListNum = 0;
ctx->ListState.CurrentListPtr = NULL;
ctx->ExecuteFlag = GL_TRUE;
ctx->CompileFlag = GL_FALSE;
ctx->Driver.EndList( ctx );
ctx->CurrentDispatch = ctx->Exec;
_glapi_set_dispatch( ctx->CurrentDispatch );
}
@ -8032,6 +8053,7 @@ static const char *enum_string( GLenum k )
*/
static void GLAPIENTRY print_list( GLcontext *ctx, GLuint list )
{
struct mesa_display_list *dlist;
Node *n;
GLboolean done;
@ -8040,8 +8062,12 @@ static void GLAPIENTRY print_list( GLcontext *ctx, GLuint list )
return;
}
n = (Node *) _mesa_HashLookup(ctx->Shared->DisplayList, list);
dlist = (struct mesa_display_list *) _mesa_HashLookup(ctx->Shared->DisplayList, list);
if (!dlist)
return;
n = dlist->node;
_mesa_printf("START-LIST %u, address %p\n", list, (void*)n );
done = n ? GL_FALSE : GL_TRUE;

View file

@ -2428,17 +2428,38 @@ struct gl_tnl_module
/*@}*/
};
/* Strictly this is a tnl/ private concept, but it doesn't seem
* worthwhile adding a tnl private structure just to hold this one bit
* of information:
*/
#define MESA_DLIST_DANGLING_REFS 0x1
/* Provide a location where information about a display list can be
* collected. Could be extended with driverPrivate structures,
* etc. in the future.
*/
struct mesa_display_list
{
Node *node;
GLuint id;
GLuint flags;
};
/**
* State used during display list compilation and execution.
*/
struct mesa_list_state
{
struct mesa_display_list *CallStack[MAX_LIST_NESTING];
GLuint CallDepth; /**< Current recursion calling depth */
struct mesa_display_list *CurrentList;
Node *CurrentListPtr; /**< Head of list being compiled */
GLuint CurrentListNum; /**< Number of the list being compiled */
Node *CurrentBlock; /**< Pointer to current block of nodes */
GLuint CurrentPos; /**< Index into current block of nodes */
GLvertexformat ListVtxfmt;
GLubyte ActiveAttribSize[VERT_ATTRIB_MAX];

View file

@ -364,6 +364,7 @@ struct tnl_save {
GLfloat *buffer;
GLuint count;
GLuint wrap_count;
GLuint replay_flags;
struct tnl_prim *prim;
GLuint prim_count, prim_max;

View file

@ -248,7 +248,6 @@ static void _save_compile_vertex_list( GLcontext *ctx )
node->prim_count = tnl->save.prim_count;
node->vertex_store = tnl->save.vertex_store;
node->prim_store = tnl->save.prim_store;
node->dangling_attr_ref = tnl->save.dangling_attr_ref;
node->normal_lengths = 0;
node->vertex_store->refcount++;
@ -257,13 +256,17 @@ static void _save_compile_vertex_list( GLcontext *ctx )
assert(node->attrsz[_TNL_ATTRIB_POS] != 0 ||
node->count == 0);
if (tnl->save.dangling_attr_ref)
ctx->ListState.CurrentList->flags |= MESA_DLIST_DANGLING_REFS;
/* Maybe calculate normal lengths:
*/
if (tnl->CalcDListNormalLengths &&
node->attrsz[_TNL_ATTRIB_NORMAL] == 3 &&
!node->dangling_attr_ref)
!(ctx->ListState.CurrentList->flags & MESA_DLIST_DANGLING_REFS))
build_normal_lengths( node );
tnl->save.vertex_store->used += tnl->save.vertex_size * node->count;
tnl->save.prim_store->used += node->prim_count;
@ -1189,8 +1192,6 @@ static void GLAPIENTRY _save_Indexfv( const GLfloat *f )
do { \
TNLcontext *tnl = TNL_CONTEXT(ctx); \
\
/*fprintf(stderr, "fallback %s inside begin/end\n", __FUNCTION__);*/ \
\
if (tnl->save.initial_counter != tnl->save.counter || \
tnl->save.prim_count) \
_save_compile_vertex_list( ctx ); \
@ -1577,14 +1578,19 @@ void _tnl_EndList( GLcontext *ctx )
assert(TNL_CONTEXT(ctx)->save.vertex_size == 0);
}
void _tnl_BeginCallList( GLcontext *ctx, GLuint list )
void _tnl_BeginCallList( GLcontext *ctx, struct mesa_display_list *dlist )
{
(void) ctx; (void) list;
TNLcontext *tnl = TNL_CONTEXT(ctx);
tnl->save.replay_flags |= dlist->flags;
tnl->save.replay_flags |= tnl->LoopbackDListCassettes;
}
void _tnl_EndCallList( GLcontext *ctx )
{
(void) ctx;
TNLcontext *tnl = TNL_CONTEXT(ctx);
if (ctx->ListState.CallDepth == 1)
tnl->save.replay_flags = 0;
}

View file

@ -43,7 +43,7 @@ extern void _tnl_EndList( GLcontext *ctx );
extern void _tnl_NewList( GLcontext *ctx, GLuint list, GLenum mode );
extern void _tnl_EndCallList( GLcontext *ctx );
extern void _tnl_BeginCallList( GLcontext *ctx, GLuint list );
extern void _tnl_BeginCallList( GLcontext *ctx, struct mesa_display_list *list );
extern void _tnl_SaveFlushVertices( GLcontext *ctx );

View file

@ -178,7 +178,7 @@ void _tnl_playback_vertex_list( GLcontext *ctx, void *data )
if (node->prim_count > 0 && node->count > 0) {
if (ctx->Driver.CurrentExecPrimitive != PRIM_OUTSIDE_BEGIN_END &&
(node->prim[0].mode & PRIM_BEGIN)) {
(node->prim[0].mode & PRIM_BEGIN)) {
/* Degenerate case: list is called inside begin/end pair and
* includes operations such as glBegin or glDrawArrays.
@ -187,10 +187,9 @@ void _tnl_playback_vertex_list( GLcontext *ctx, void *data )
_tnl_loopback_vertex_list( ctx, node );
return;
}
else if (tnl->LoopbackDListCassettes ||
node->dangling_attr_ref) {
/* Degenerate case: list references current data and would
* require fixup. Take the easier option & loop it back.
else if (tnl->save.replay_flags) {
/* Various degnerate cases: translate into immediate mode
* calls rather than trying to execute in place.
*/
_tnl_loopback_vertex_list( ctx, node );
return;