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vbo: create a few utility functions for merging primitives
To be used by following commit. Reviewed-by: Eric Anholt <eric@anholt.net> Reviewed-by: José Fonseca <jfonseca@vmware.com>
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2 changed files with 109 additions and 0 deletions
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@ -33,6 +33,7 @@
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#ifndef _VBO_H
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#define _VBO_H
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#include <stdbool.h>
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#include "main/glheader.h"
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struct gl_client_array;
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@ -169,6 +170,15 @@ size_t
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vbo_count_tessellated_primitives(GLenum mode, GLuint count,
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GLuint num_instances);
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void
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vbo_try_prim_conversion(struct _mesa_prim *p);
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bool
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vbo_can_merge_prims(const struct _mesa_prim *p0, const struct _mesa_prim *p1);
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void
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vbo_merge_prims(struct _mesa_prim *p0, const struct _mesa_prim *p1);
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void
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vbo_sw_primitive_restart(struct gl_context *ctx,
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const struct _mesa_prim *prim,
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@ -157,3 +157,102 @@ vbo_count_tessellated_primitives(GLenum mode, GLuint count,
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}
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return num_primitives * num_instances;
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}
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/**
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* In some degenarate cases we can improve our ability to merge
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* consecutive primitives. For example:
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* glBegin(GL_LINE_STRIP);
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* glVertex(1);
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* glVertex(1);
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* glEnd();
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* glBegin(GL_LINE_STRIP);
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* glVertex(1);
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* glVertex(1);
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* glEnd();
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* Can be merged as a GL_LINES prim with four vertices.
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*
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* This function converts 2-vertex line strips/loops into GL_LINES, etc.
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*/
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void
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vbo_try_prim_conversion(struct _mesa_prim *p)
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{
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if (p->mode == GL_LINE_STRIP && p->count == 2) {
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/* convert 2-vertex line strip to a separate line */
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p->mode = GL_LINES;
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}
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else if ((p->mode == GL_TRIANGLE_STRIP || p->mode == GL_TRIANGLE_FAN)
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&& p->count == 3) {
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/* convert 3-vertex tri strip or fan to a separate triangle */
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p->mode = GL_TRIANGLES;
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}
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/* Note: we can't convert a 4-vertex quad strip to a separate quad
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* because the vertex ordering is different. We'd have to muck
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* around in the vertex data to make it work.
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*/
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}
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/**
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* Helper function for determining if two subsequent glBegin/glEnd
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* primitives can be combined. This is only possible for GL_POINTS,
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* GL_LINES, GL_TRIANGLES and GL_QUADS.
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* If we return true, it means that we can concatenate p1 onto p0 (and
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* discard p1).
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*/
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bool
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vbo_can_merge_prims(const struct _mesa_prim *p0, const struct _mesa_prim *p1)
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{
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if (!p0->begin ||
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!p1->begin ||
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!p0->end ||
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!p1->end)
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return false;
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/* The prim mode must match (ex: both GL_TRIANGLES) */
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if (p0->mode != p1->mode)
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return false;
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/* p1's vertices must come right after p0 */
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if (p0->start + p0->count != p1->start)
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return false;
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if (p0->basevertex != p1->basevertex ||
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p0->num_instances != p1->num_instances ||
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p0->base_instance != p1->base_instance)
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return false;
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/* can always merge subsequent GL_POINTS primitives */
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if (p0->mode == GL_POINTS)
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return true;
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/* independent lines with no extra vertices */
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if (p0->mode == GL_LINES && p0->count % 2 == 0 && p1->count % 2 == 0)
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return true;
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/* independent tris */
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if (p0->mode == GL_TRIANGLES && p0->count % 3 == 0 && p1->count % 3 == 0)
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return true;
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/* independent quads */
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if (p0->mode == GL_QUADS && p0->count % 4 == 0 && p1->count % 4 == 0)
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return true;
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return false;
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}
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/**
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* If we've determined that p0 and p1 can be merged, this function
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* concatenates p1 onto p0.
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*/
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void
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vbo_merge_prims(struct _mesa_prim *p0, const struct _mesa_prim *p1)
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{
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assert(vbo_can_merge_prims(p0, p1));
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p0->count += p1->count;
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p0->end = p1->end;
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}
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