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https://gitlab.freedesktop.org/mesa/mesa.git
synced 2025-12-24 17:30:12 +01:00
Move vertex transformation/shader code into draw_prim.c to avoid need for vs_flush() function pointer.
This commit is contained in:
parent
3772441c49
commit
3cb6fc3f9a
3 changed files with 270 additions and 272 deletions
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@ -40,271 +40,6 @@
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#include "pipe/draw/draw_context.h"
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#include "pipe/draw/draw_prim.h"
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#include "pipe/tgsi/core/tgsi_exec.h"
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#include "pipe/tgsi/core/tgsi_build.h"
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#include "pipe/tgsi/core/tgsi_util.h"
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/** XXX remove */
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#define VERT_RESULT_HPOS 0
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#define VERT_RESULT_MAX 24
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static INLINE unsigned
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compute_clipmask(float cx, float cy, float cz, float cw)
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{
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unsigned mask;
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#if defined(macintosh) || defined(__powerpc__)
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/* on powerpc cliptest is 17% faster in this way. */
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mask = (((cw < cx) << CLIP_RIGHT_SHIFT));
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mask |= (((cw < -cx) << CLIP_LEFT_SHIFT));
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mask |= (((cw < cy) << CLIP_TOP_SHIFT));
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mask |= (((cw < -cy) << CLIP_BOTTOM_SHIFT));
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mask |= (((cw < cz) << CLIP_FAR_SHIFT));
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mask |= (((cw < -cz) << CLIP_NEAR_SHIFT));
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#else /* !defined(macintosh)) */
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mask = 0x0;
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if (-cx + cw < 0) mask |= CLIP_RIGHT_BIT;
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if ( cx + cw < 0) mask |= CLIP_LEFT_BIT;
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if (-cy + cw < 0) mask |= CLIP_TOP_BIT;
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if ( cy + cw < 0) mask |= CLIP_BOTTOM_BIT;
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if (-cz + cw < 0) mask |= CLIP_FAR_BIT;
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if ( cz + cw < 0) mask |= CLIP_NEAR_BIT;
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#endif /* defined(macintosh) */
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return mask;
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}
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/**
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* Fetch a float[4] vertex attribute from memory, doing format/type
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* conversion as needed.
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* XXX this might be a temporary thing.
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*/
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static void
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fetch_attrib4(const void *ptr, unsigned format, float attrib[4])
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{
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/* defaults */
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attrib[1] = 0.0;
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attrib[2] = 0.0;
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attrib[3] = 1.0;
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switch (format) {
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case PIPE_FORMAT_R32G32B32A32_FLOAT:
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attrib[3] = ((float *) ptr)[3];
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/* fall-through */
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case PIPE_FORMAT_R32G32B32_FLOAT:
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attrib[2] = ((float *) ptr)[2];
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/* fall-through */
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case PIPE_FORMAT_R32G32_FLOAT:
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attrib[1] = ((float *) ptr)[1];
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/* fall-through */
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case PIPE_FORMAT_R32_FLOAT:
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attrib[0] = ((float *) ptr)[0];
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break;
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default:
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assert(0);
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}
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}
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/**
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* Transform vertices with the current vertex program/shader
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* Up to four vertices can be shaded at a time.
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* \param vbuffer the input vertex data
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* \param elts indexes of four input vertices
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* \param count number of vertices to shade [1..4]
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* \param vOut array of pointers to four output vertices
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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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unsigned elts[4], unsigned count,
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struct vertex_header *vOut[])
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{
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struct tgsi_exec_machine machine;
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unsigned int j;
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ALIGN16_DECL(struct tgsi_exec_vector, inputs, PIPE_ATTRIB_MAX);
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ALIGN16_DECL(struct tgsi_exec_vector, outputs, PIPE_ATTRIB_MAX);
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const float *scale = draw->viewport.scale;
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const float *trans = draw->viewport.translate;
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assert(count <= 4);
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#ifdef DEBUG
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memset( &machine, 0, sizeof( machine ) );
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#endif
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/* init machine state */
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tgsi_exec_machine_init(&machine,
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draw->vertex_shader.tokens,
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PIPE_MAX_SAMPLERS,
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NULL /*samplers*/ );
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/* Consts does not require 16 byte alignment. */
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machine.Consts = draw->vertex_shader.constants->constant;
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machine.Inputs = ALIGN16_ASSIGN(inputs);
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machine.Outputs = ALIGN16_ASSIGN(outputs);
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if (0)
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{
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unsigned attr;
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for (attr = 0; attr < 16; attr++) {
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if (draw->vertex_shader.inputs_read & (1 << attr)) {
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printf("attr %d: buf_off %d src_off %d pitch %d\n",
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attr,
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draw->vertex_buffer[attr].buffer_offset,
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draw->vertex_element[attr].src_offset,
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draw->vertex_buffer[attr].pitch);
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}
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}
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}
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/* load machine inputs */
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for (j = 0; j < count; j++) {
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unsigned attr;
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for (attr = 0; attr < 16; attr++) {
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if (draw->vertex_shader.inputs_read & (1 << attr)) {
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unsigned buf = draw->vertex_element[attr].vertex_buffer_index;
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const void *src
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= (const void *) ((const ubyte *) draw->mapped_vbuffer[buf]
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+ draw->vertex_buffer[buf].buffer_offset
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+ draw->vertex_element[attr].src_offset
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+ elts[j] * draw->vertex_buffer[buf].pitch);
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float p[4];
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fetch_attrib4(src, draw->vertex_element[attr].src_format, p);
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machine.Inputs[attr].xyzw[0].f[j] = p[0]; /*X*/
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machine.Inputs[attr].xyzw[1].f[j] = p[1]; /*Y*/
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machine.Inputs[attr].xyzw[2].f[j] = p[2]; /*Z*/
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machine.Inputs[attr].xyzw[3].f[j] = p[3]; /*W*/
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#if 0
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if (attr == 0) {
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printf("Input vertex %d: %f %f %f\n",
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j, p[0], p[1], p[2]);
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}
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#endif
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}
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}
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}
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#if 0
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printf("Consts:\n");
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for (i = 0; i < 4; i++) {
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printf(" %d: %f %f %f %f\n", i,
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machine.Consts[i][0],
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machine.Consts[i][1],
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machine.Consts[i][2],
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machine.Consts[i][3]);
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}
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#endif
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/* run shader */
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tgsi_exec_machine_run( &machine );
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#if 0
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printf("VS result: %f %f %f %f\n",
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outputs[0].xyzw[0].f[0],
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outputs[0].xyzw[1].f[0],
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outputs[0].xyzw[2].f[0],
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outputs[0].xyzw[3].f[0]);
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#endif
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/* store machine results */
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assert(draw->vertex_shader.outputs_written & (1 << VERT_RESULT_HPOS));
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for (j = 0; j < count; j++) {
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unsigned attr, slot;
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float x, y, z, w;
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/* Handle attr[0] (position) specially: */
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x = vOut[j]->clip[0] = outputs[0].xyzw[0].f[j];
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y = vOut[j]->clip[1] = outputs[0].xyzw[1].f[j];
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z = vOut[j]->clip[2] = outputs[0].xyzw[2].f[j];
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w = vOut[j]->clip[3] = outputs[0].xyzw[3].f[j];
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vOut[j]->clipmask = compute_clipmask(x, y, z, w);
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vOut[j]->edgeflag = 1;
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/* divide by w */
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w = 1.0 / w;
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x *= w;
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y *= w;
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z *= w;
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/* Viewport mapping */
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vOut[j]->data[0][0] = x * scale[0] + trans[0];
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vOut[j]->data[0][1] = y * scale[1] + trans[1];
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vOut[j]->data[0][2] = z * scale[2] + trans[2];
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vOut[j]->data[0][3] = w;
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#if 0
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printf("wincoord: %f %f %f %f\n",
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vOut[j]->data[0][0],
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vOut[j]->data[0][1],
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vOut[j]->data[0][2],
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vOut[j]->data[0][3]);
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#endif
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/* remaining attributes: */
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/* pack into sequential post-transform attrib slots */
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slot = 1;
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for (attr = 1; attr < VERT_RESULT_MAX; attr++) {
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if (draw->vertex_shader.outputs_written & (1 << attr)) {
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assert(slot < draw->nr_attrs);
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vOut[j]->data[slot][0] = outputs[attr].xyzw[0].f[j];
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vOut[j]->data[slot][1] = outputs[attr].xyzw[1].f[j];
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vOut[j]->data[slot][2] = outputs[attr].xyzw[2].f[j];
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vOut[j]->data[slot][3] = outputs[attr].xyzw[3].f[j];
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slot++;
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}
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}
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}
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#if 0
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memcpy(
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quad->outputs.color,
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&machine.Outputs[1].xyzw[0].f[0],
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sizeof( quad->outputs.color ) );
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#endif
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}
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/**
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* Called by the draw module when the vertx cache needs to be flushed.
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* This involves running the vertex shader.
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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, j;
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/* run vertex shader on vertex cache entries, four per invokation */
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for (i = 0; i < draw->vs.queue_nr; i += 4) {
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struct vertex_header *dests[4];
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unsigned elts[4];
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int n;
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for (j = 0; j < 4; j++) {
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elts[j] = draw->vs.queue[i + j].elt;
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dests[j] = draw->vs.queue[i + j].dest;
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}
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n = MIN2(4, draw->vs.queue_nr - i);
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assert(n > 0);
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assert(n <= 4);
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run_vertex_program(draw, elts, n, dests);
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}
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draw->vs.queue_nr = 0;
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}
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void draw_set_mapped_vertex_buffer(struct draw_context *draw,
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unsigned attr, const void *buffer)
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{
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draw->mapped_vbuffer[attr] = buffer;
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}
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/**
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* Draw vertex arrays
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@ -320,8 +55,6 @@ draw_arrays(struct draw_context *draw, unsigned prim,
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/* tell drawing pipeline we're beginning drawing */
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draw->pipeline.first->begin( draw->pipeline.first );
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draw->vs_flush = vs_flush;
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draw_invalidate_vcache( draw );
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draw_set_prim( draw, prim );
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@ -35,6 +35,10 @@
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#include "draw_context.h"
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#include "draw_prim.h"
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#include "pipe/tgsi/core/tgsi_exec.h"
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#include "pipe/tgsi/core/tgsi_build.h"
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#include "pipe/tgsi/core/tgsi_util.h"
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#define RP_NONE 0
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#define RP_POINT 1
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@ -56,6 +60,261 @@ static unsigned reduced_prim[PIPE_PRIM_POLYGON + 1] = {
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};
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/** XXX remove */
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#define VERT_RESULT_HPOS 0
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#define VERT_RESULT_MAX 24
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static INLINE unsigned
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compute_clipmask(float cx, float cy, float cz, float cw)
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{
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unsigned mask;
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#if defined(macintosh) || defined(__powerpc__)
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/* on powerpc cliptest is 17% faster in this way. */
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mask = (((cw < cx) << CLIP_RIGHT_SHIFT));
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mask |= (((cw < -cx) << CLIP_LEFT_SHIFT));
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mask |= (((cw < cy) << CLIP_TOP_SHIFT));
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mask |= (((cw < -cy) << CLIP_BOTTOM_SHIFT));
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mask |= (((cw < cz) << CLIP_FAR_SHIFT));
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mask |= (((cw < -cz) << CLIP_NEAR_SHIFT));
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#else /* !defined(macintosh)) */
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mask = 0x0;
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if (-cx + cw < 0) mask |= CLIP_RIGHT_BIT;
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if ( cx + cw < 0) mask |= CLIP_LEFT_BIT;
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if (-cy + cw < 0) mask |= CLIP_TOP_BIT;
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if ( cy + cw < 0) mask |= CLIP_BOTTOM_BIT;
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if (-cz + cw < 0) mask |= CLIP_FAR_BIT;
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if ( cz + cw < 0) mask |= CLIP_NEAR_BIT;
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#endif /* defined(macintosh) */
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return mask;
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}
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/**
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* Fetch a float[4] vertex attribute from memory, doing format/type
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* conversion as needed.
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* XXX this might be a temporary thing.
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*/
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static void
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fetch_attrib4(const void *ptr, unsigned format, float attrib[4])
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{
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/* defaults */
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attrib[1] = 0.0;
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attrib[2] = 0.0;
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attrib[3] = 1.0;
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switch (format) {
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case PIPE_FORMAT_R32G32B32A32_FLOAT:
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attrib[3] = ((float *) ptr)[3];
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/* fall-through */
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case PIPE_FORMAT_R32G32B32_FLOAT:
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attrib[2] = ((float *) ptr)[2];
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/* fall-through */
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case PIPE_FORMAT_R32G32_FLOAT:
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attrib[1] = ((float *) ptr)[1];
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/* fall-through */
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case PIPE_FORMAT_R32_FLOAT:
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attrib[0] = ((float *) ptr)[0];
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break;
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default:
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assert(0);
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}
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}
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/**
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* Transform vertices with the current vertex program/shader
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* Up to four vertices can be shaded at a time.
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* \param vbuffer the input vertex data
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* \param elts indexes of four input vertices
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* \param count number of vertices to shade [1..4]
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* \param vOut array of pointers to four output vertices
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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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unsigned elts[4], unsigned count,
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struct vertex_header *vOut[])
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{
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struct tgsi_exec_machine machine;
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unsigned int j;
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ALIGN16_DECL(struct tgsi_exec_vector, inputs, PIPE_ATTRIB_MAX);
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ALIGN16_DECL(struct tgsi_exec_vector, outputs, PIPE_ATTRIB_MAX);
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const float *scale = draw->viewport.scale;
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const float *trans = draw->viewport.translate;
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assert(count <= 4);
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#ifdef DEBUG
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memset( &machine, 0, sizeof( machine ) );
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#endif
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/* init machine state */
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tgsi_exec_machine_init(&machine,
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draw->vertex_shader.tokens,
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PIPE_MAX_SAMPLERS,
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NULL /*samplers*/ );
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/* Consts does not require 16 byte alignment. */
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machine.Consts = draw->vertex_shader.constants->constant;
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machine.Inputs = ALIGN16_ASSIGN(inputs);
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machine.Outputs = ALIGN16_ASSIGN(outputs);
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if (0)
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{
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unsigned attr;
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for (attr = 0; attr < 16; attr++) {
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if (draw->vertex_shader.inputs_read & (1 << attr)) {
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printf("attr %d: buf_off %d src_off %d pitch %d\n",
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attr,
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draw->vertex_buffer[attr].buffer_offset,
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draw->vertex_element[attr].src_offset,
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draw->vertex_buffer[attr].pitch);
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}
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}
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}
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/* load machine inputs */
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for (j = 0; j < count; j++) {
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unsigned attr;
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for (attr = 0; attr < 16; attr++) {
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if (draw->vertex_shader.inputs_read & (1 << attr)) {
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unsigned buf = draw->vertex_element[attr].vertex_buffer_index;
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const void *src
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= (const void *) ((const ubyte *) draw->mapped_vbuffer[buf]
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+ draw->vertex_buffer[buf].buffer_offset
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+ draw->vertex_element[attr].src_offset
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+ elts[j] * draw->vertex_buffer[buf].pitch);
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float p[4];
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fetch_attrib4(src, draw->vertex_element[attr].src_format, p);
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machine.Inputs[attr].xyzw[0].f[j] = p[0]; /*X*/
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machine.Inputs[attr].xyzw[1].f[j] = p[1]; /*Y*/
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machine.Inputs[attr].xyzw[2].f[j] = p[2]; /*Z*/
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machine.Inputs[attr].xyzw[3].f[j] = p[3]; /*W*/
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#if 0
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if (attr == 0) {
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printf("Input vertex %d: %f %f %f\n",
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j, p[0], p[1], p[2]);
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}
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#endif
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}
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}
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}
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#if 0
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printf("Consts:\n");
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for (i = 0; i < 4; i++) {
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printf(" %d: %f %f %f %f\n", i,
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machine.Consts[i][0],
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machine.Consts[i][1],
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machine.Consts[i][2],
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machine.Consts[i][3]);
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}
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#endif
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/* run shader */
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tgsi_exec_machine_run( &machine );
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#if 0
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printf("VS result: %f %f %f %f\n",
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outputs[0].xyzw[0].f[0],
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outputs[0].xyzw[1].f[0],
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outputs[0].xyzw[2].f[0],
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outputs[0].xyzw[3].f[0]);
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#endif
|
||||
|
||||
/* store machine results */
|
||||
assert(draw->vertex_shader.outputs_written & (1 << VERT_RESULT_HPOS));
|
||||
for (j = 0; j < count; j++) {
|
||||
unsigned attr, slot;
|
||||
float x, y, z, w;
|
||||
|
||||
/* Handle attr[0] (position) specially: */
|
||||
x = vOut[j]->clip[0] = outputs[0].xyzw[0].f[j];
|
||||
y = vOut[j]->clip[1] = outputs[0].xyzw[1].f[j];
|
||||
z = vOut[j]->clip[2] = outputs[0].xyzw[2].f[j];
|
||||
w = vOut[j]->clip[3] = outputs[0].xyzw[3].f[j];
|
||||
|
||||
vOut[j]->clipmask = compute_clipmask(x, y, z, w);
|
||||
vOut[j]->edgeflag = 1;
|
||||
|
||||
/* divide by w */
|
||||
w = 1.0 / w;
|
||||
x *= w;
|
||||
y *= w;
|
||||
z *= w;
|
||||
|
||||
/* Viewport mapping */
|
||||
vOut[j]->data[0][0] = x * scale[0] + trans[0];
|
||||
vOut[j]->data[0][1] = y * scale[1] + trans[1];
|
||||
vOut[j]->data[0][2] = z * scale[2] + trans[2];
|
||||
vOut[j]->data[0][3] = w;
|
||||
#if 0
|
||||
printf("wincoord: %f %f %f %f\n",
|
||||
vOut[j]->data[0][0],
|
||||
vOut[j]->data[0][1],
|
||||
vOut[j]->data[0][2],
|
||||
vOut[j]->data[0][3]);
|
||||
#endif
|
||||
|
||||
/* remaining attributes: */
|
||||
/* pack into sequential post-transform attrib slots */
|
||||
slot = 1;
|
||||
for (attr = 1; attr < VERT_RESULT_MAX; attr++) {
|
||||
if (draw->vertex_shader.outputs_written & (1 << attr)) {
|
||||
assert(slot < draw->nr_attrs);
|
||||
vOut[j]->data[slot][0] = outputs[attr].xyzw[0].f[j];
|
||||
vOut[j]->data[slot][1] = outputs[attr].xyzw[1].f[j];
|
||||
vOut[j]->data[slot][2] = outputs[attr].xyzw[2].f[j];
|
||||
vOut[j]->data[slot][3] = outputs[attr].xyzw[3].f[j];
|
||||
slot++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#if 0
|
||||
memcpy(
|
||||
quad->outputs.color,
|
||||
&machine.Outputs[1].xyzw[0].f[0],
|
||||
sizeof( quad->outputs.color ) );
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Called by the draw module when the vertx cache needs to be flushed.
|
||||
* This involves running the vertex shader.
|
||||
*/
|
||||
static void transform_vertices( struct draw_context *draw )
|
||||
{
|
||||
unsigned i, j;
|
||||
|
||||
/* run vertex shader on vertex cache entries, four per invokation */
|
||||
for (i = 0; i < draw->vs.queue_nr; i += 4) {
|
||||
struct vertex_header *dests[4];
|
||||
unsigned elts[4];
|
||||
int n;
|
||||
|
||||
for (j = 0; j < 4; j++) {
|
||||
elts[j] = draw->vs.queue[i + j].elt;
|
||||
dests[j] = draw->vs.queue[i + j].dest;
|
||||
}
|
||||
|
||||
n = MIN2(4, draw->vs.queue_nr - i);
|
||||
assert(n > 0);
|
||||
assert(n <= 4);
|
||||
|
||||
run_vertex_program(draw, elts, n, dests);
|
||||
}
|
||||
|
||||
draw->vs.queue_nr = 0;
|
||||
}
|
||||
|
||||
|
||||
void draw_flush( struct draw_context *draw )
|
||||
{
|
||||
struct draw_stage *first = draw->pipeline.first;
|
||||
|
|
@ -63,9 +322,7 @@ void draw_flush( struct draw_context *draw )
|
|||
|
||||
/* Make sure all vertices are available:
|
||||
*/
|
||||
assert(draw->vs_flush);
|
||||
draw->vs_flush( draw );
|
||||
|
||||
transform_vertices(draw);
|
||||
|
||||
switch (draw->reduced_prim) {
|
||||
case RP_TRI:
|
||||
|
|
@ -459,6 +716,16 @@ draw_set_mapped_element_buffer( struct draw_context *draw,
|
|||
}
|
||||
|
||||
|
||||
/**
|
||||
* Tell drawing context where to find mapped vertex buffers.
|
||||
*/
|
||||
void draw_set_mapped_vertex_buffer(struct draw_context *draw,
|
||||
unsigned attr, const void *buffer)
|
||||
{
|
||||
draw->mapped_vbuffer[attr] = buffer;
|
||||
}
|
||||
|
||||
|
||||
unsigned
|
||||
draw_prim_info(unsigned prim, unsigned *first, unsigned *incr)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -186,8 +186,6 @@ struct draw_context
|
|||
unsigned prim; /**< current prim type: PIPE_PRIM_x */
|
||||
unsigned reduced_prim;
|
||||
|
||||
void (*vs_flush)( struct draw_context *draw );
|
||||
|
||||
struct vertex_header *(*get_vertex)( struct draw_context *draw,
|
||||
unsigned i );
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue