Drawing code refactoring.

Move code duplicated between draw_vb.c and sp_draw_arrays.c into draw_prim.c
draw_vb.c will eventually go away, but this seems like a good step anyway.
This commit is contained in:
Brian 2007-08-16 12:36:17 -06:00
parent 926323df86
commit 59bd1e260b
4 changed files with 39 additions and 885 deletions

View file

@ -157,6 +157,8 @@ struct draw_context
GLuint nr_vertices;
GLboolean in_vb;
/** Pointer to vertex element/index buffer */
unsigned eltSize; /**< bytes per index (0, 1, 2 or 4) */
void *elts;
struct vertex_header *(*get_vertex)( struct draw_context *draw,
@ -197,6 +199,8 @@ struct draw_context
GLenum prim; /**< GL_POINTS, GL_LINE_STRIP, GL_QUADS, etc */
unsigned reduced_prim;
void (*vs_flush)( struct draw_context *draw );
/* Helper for tnl:
*/
GLvector4f header;

View file

@ -38,25 +38,7 @@
#include "draw_private.h"
#include "draw_context.h"
#define RP_NONE 0
#define RP_POINT 1
#define RP_LINE 2
#define RP_TRI 3
static unsigned reduced_prim[GL_POLYGON + 1] = {
RP_POINT,
RP_LINE,
RP_LINE,
RP_LINE,
RP_TRI,
RP_TRI,
RP_TRI,
RP_TRI,
RP_TRI,
RP_TRI
};
#include "draw_prim.h"
@ -105,364 +87,6 @@ static void vs_flush( struct draw_context *draw )
}
static void draw_flush( struct draw_context *draw )
{
struct draw_stage *first = draw->pipeline.first;
unsigned i;
/* Make sure all vertices are available:
*/
vs_flush( draw );
switch (draw->reduced_prim) {
case RP_TRI:
for (i = 0; i < draw->pq.queue_nr; i++) {
if (draw->pq.queue[i].reset_line_stipple)
first->reset_stipple_counter( first );
first->tri( first, &draw->pq.queue[i] );
}
break;
case RP_LINE:
for (i = 0; i < draw->pq.queue_nr; i++) {
if (draw->pq.queue[i].reset_line_stipple)
first->reset_stipple_counter( first );
first->line( first, &draw->pq.queue[i] );
}
break;
case RP_POINT:
first->reset_stipple_counter( first );
for (i = 0; i < draw->pq.queue_nr; i++)
first->point( first, &draw->pq.queue[i] );
break;
}
draw->pq.queue_nr = 0;
draw->vcache.referenced = 0;
draw->vcache.overflow = 0;
}
static void draw_invalidate_vcache( struct draw_context *draw )
{
unsigned i;
assert(draw->pq.queue_nr == 0);
assert(draw->vs.queue_nr == 0);
assert(draw->vcache.referenced == 0);
for (i = 0; i < Elements( draw->vcache.idx ); i++)
draw->vcache.idx[i] = ~0;
}
/* Return a pointer to a freshly queued primitive header. Ensure that
* there is room in the vertex cache for a maximum of "nr_verts" new
* vertices. Flush primitive and/or vertex queues if necessary to
* make space.
*/
static struct prim_header *get_queued_prim( struct draw_context *draw,
GLuint nr_verts )
{
if (draw->pq.queue_nr + 1 >= PRIM_QUEUE_LENGTH ||
draw->vcache.overflow + nr_verts >= VCACHE_OVERFLOW)
draw_flush( draw );
/* The vs queue is sized so that this can never happen:
*/
assert(draw->vs.queue_nr + nr_verts < VS_QUEUE_LENGTH);
return &draw->pq.queue[draw->pq.queue_nr++];
}
/* Check if vertex is in cache, otherwise add it. It won't go through
* VS yet, not until there is a flush operation or the VS queue fills up.
*/
static struct vertex_header *get_vertex( struct draw_context *draw,
GLuint i )
{
unsigned slot = (i + (i>>5)) & 31;
/* Cache miss?
*/
if (draw->vcache.idx[slot] != i) {
/* If slot is in use, use the overflow area:
*/
if (draw->vcache.referenced & (1<<slot))
slot = draw->vcache.overflow++;
draw->vcache.idx[slot] = i;
/* Add to vertex shader queue:
*/
draw->vs.queue[draw->vs.queue_nr].dest = draw->vcache.vertex[slot];
draw->vs.queue[draw->vs.queue_nr].elt = i;
draw->vs.queue_nr++;
}
/* Mark slot as in-use:
*/
draw->vcache.referenced |= (1<<slot);
return draw->vcache.vertex[slot];
}
static struct vertex_header *get_uint_elt_vertex( struct draw_context *draw,
GLuint i )
{
const GLuint *elts = (const GLuint *)draw->elts;
return get_vertex( draw, elts[i] );
}
#if 0
static struct vertex_header *get_ushort_elt_vertex( struct draw_context *draw,
const void *elts,
GLuint i )
{
const GLushort *elts = (const GLushort *)draw->elts;
return get_vertex( draw, elts[i] );
}
static struct vertex_header *get_ubyte_elt_vertex( struct draw_context *draw,
const void *elts,
GLuint i )
{
const GLubyte *elts = (const GLubyte *)draw->elts;
return get_vertex( draw, elts[i] );
}
#endif
static void draw_set_prim( struct draw_context *draw,
GLenum prim )
{
if (reduced_prim[prim] != draw->reduced_prim) {
draw_flush( draw );
draw->reduced_prim = reduced_prim[prim];
}
draw->prim = prim;
}
static void do_point( struct draw_context *draw,
GLuint i0 )
{
struct prim_header *prim = get_queued_prim( draw, 1 );
prim->reset_line_stipple = 0;
prim->edgeflags = 1;
prim->pad = 0;
prim->v[0] = draw->get_vertex( draw, i0 );
}
static void do_line( struct draw_context *draw,
GLboolean reset_stipple,
GLuint i0,
GLuint i1 )
{
struct prim_header *prim = get_queued_prim( draw, 2 );
prim->reset_line_stipple = reset_stipple;
prim->edgeflags = 1;
prim->pad = 0;
prim->v[0] = draw->get_vertex( draw, i0 );
prim->v[1] = draw->get_vertex( draw, i1 );
}
static void do_triangle( struct draw_context *draw,
GLuint i0,
GLuint i1,
GLuint i2 )
{
struct prim_header *prim = get_queued_prim( draw, 3 );
prim->reset_line_stipple = 1;
prim->edgeflags = ~0;
prim->pad = 0;
prim->v[0] = draw->get_vertex( draw, i0 );
prim->v[1] = draw->get_vertex( draw, i1 );
prim->v[2] = draw->get_vertex( draw, i2 );
}
static void do_ef_triangle( struct draw_context *draw,
GLboolean reset_stipple,
GLuint ef_mask,
GLuint i0,
GLuint i1,
GLuint i2 )
{
struct prim_header *prim = get_queued_prim( draw, 3 );
struct vertex_header *v0 = draw->get_vertex( draw, i0 );
struct vertex_header *v1 = draw->get_vertex( draw, i1 );
struct vertex_header *v2 = draw->get_vertex( draw, i2 );
prim->reset_line_stipple = reset_stipple;
prim->edgeflags = ef_mask & ((v0->edgeflag << 0) |
(v1->edgeflag << 1) |
(v2->edgeflag << 2));
prim->pad = 0;
prim->v[0] = v0;
prim->v[1] = v1;
prim->v[2] = v2;
}
static void do_quad( struct draw_context *draw,
unsigned v0,
unsigned v1,
unsigned v2,
unsigned v3 )
{
do_ef_triangle( draw, 1, ~(1<<0), v0, v1, v3 );
do_ef_triangle( draw, 0, ~(1<<1), v1, v2, v3 );
}
static void draw_prim( struct draw_context *draw,
GLuint start,
GLuint count )
{
GLuint i;
// _mesa_printf("%s (%d) %d/%d\n", __FUNCTION__, draw->prim, start, count );
switch (draw->prim) {
case GL_POINTS:
for (i = 0; i < count; i ++) {
do_point( draw,
start + i );
}
break;
case GL_LINES:
for (i = 0; i+1 < count; i += 2) {
do_line( draw,
TRUE,
start + i + 0,
start + i + 1);
}
break;
case GL_LINE_LOOP:
if (count >= 2) {
for (i = 1; i < count; i++) {
do_line( draw,
i == 1, /* XXX: only if vb not split */
start + i - 1,
start + i );
}
do_line( draw,
0,
start + count - 1,
start + 0 );
}
break;
case GL_LINE_STRIP:
if (count >= 2) {
for (i = 1; i < count; i++) {
do_line( draw,
i == 1,
start + i - 1,
start + i );
}
}
break;
case GL_TRIANGLES:
for (i = 0; i+2 < count; i += 3) {
do_ef_triangle( draw,
1,
~0,
start + i + 0,
start + i + 1,
start + i + 2 );
}
break;
case GL_TRIANGLE_STRIP:
for (i = 0; i+2 < count; i++) {
if (i & 1) {
do_triangle( draw,
start + i + 1,
start + i + 0,
start + i + 2 );
}
else {
do_triangle( draw,
start + i + 0,
start + i + 1,
start + i + 2 );
}
}
break;
case GL_TRIANGLE_FAN:
if (count >= 3) {
for (i = 0; i+2 < count; i++) {
do_triangle( draw,
start + 0,
start + i + 1,
start + i + 2 );
}
}
break;
case GL_QUADS:
for (i = 0; i+3 < count; i += 4) {
do_quad( draw,
start + i + 0,
start + i + 1,
start + i + 2,
start + i + 3);
}
break;
case GL_QUAD_STRIP:
for (i = 0; i+3 < count; i += 2) {
do_quad( draw,
start + i + 2,
start + i + 0,
start + i + 1,
start + i + 3);
}
break;
case GL_POLYGON:
if (count >= 3) {
unsigned ef_mask = (1<<2) | (1<<0);
for (i = 0; i+2 < count; i++) {
if (i + 3 >= count)
ef_mask |= (1<<1);
do_ef_triangle( draw,
i == 0,
ef_mask,
start + i + 1,
start + i + 2,
start + i + 0);
ef_mask &= ~(1<<2);
}
}
break;
default:
assert(0);
break;
}
}
/**
* Allocate storage for post-transformation vertices.
@ -554,66 +178,6 @@ build_vertex_headers( struct draw_context *draw,
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;
}
/**
* This is a hack & will all go away.
*/
@ -631,6 +195,8 @@ void draw_vb(struct draw_context *draw,
*/
build_vertex_headers( draw, VB );
draw->vs_flush = vs_flush;
draw->in_vb = 1;
/* tell drawing pipeline we're beginning drawing */
@ -645,12 +211,10 @@ void draw_vb(struct draw_context *draw,
vf_set_sources( draw->vf, VB->AttribPtr, 0 );
vf_emit_vertices( draw->vf, VB->Count, draw->verts );
draw->elts = VB->Elts;
if (VB->Elts)
draw->get_vertex = get_uint_elt_vertex;
draw_set_element_buffer(draw, sizeof(GLuint), VB->Elts);
else
draw->get_vertex = get_vertex;
draw_set_element_buffer(draw, 0, NULL);
for (i = 0; i < VB->PrimitiveCount; i++) {
const GLenum mode = VB->Primitive[i].mode;
@ -660,7 +224,7 @@ void draw_vb(struct draw_context *draw,
/* Trim the primitive down to a legal size.
*/
draw_prim_info( mode, &first, &incr );
length = trim( VB->Primitive[i].count, first, incr );
length = draw_trim( VB->Primitive[i].count, first, incr );
if (!length)
continue;
@ -700,12 +264,14 @@ draw_vertices(struct draw_context *draw,
assert(mode <= GL_POLYGON);
draw->get_vertex = get_vertex;
draw->vs_flush = vs_flush;
draw->vertex_size
= sizeof(struct vertex_header) + numAttrs * 4 * sizeof(GLfloat);
/* no element/index buffer */
draw_set_element_buffer(draw, 0, NULL);
/*draw_prim_info(mode, &first, &incr);*/
draw_allocate_vertices( draw, numVerts );

View file

@ -31,7 +31,6 @@
*/
#include "main/mtypes.h"
#include "main/context.h"
#include "pipe/p_defines.h"
@ -43,28 +42,10 @@
#include "pipe/draw/draw_private.h"
#include "pipe/draw/draw_context.h"
#include "pipe/draw/draw_prim.h"
#define RP_NONE 0
#define RP_POINT 1
#define RP_LINE 2
#define RP_TRI 3
static unsigned reduced_prim[GL_POLYGON + 1] = {
RP_POINT,
RP_LINE,
RP_LINE,
RP_LINE,
RP_TRI,
RP_TRI,
RP_TRI,
RP_TRI,
RP_TRI,
RP_TRI
};
/**
* Stand-in for actual vertex program execution
* XXX this will probably live in a new file, like "sp_vs.c"
@ -79,19 +60,20 @@ run_vertex_program(struct draw_context *draw,
struct vertex_header *vOut)
{
const float *vIn, *cIn;
const GLfloat *scale = draw->viewport.scale;
const GLfloat *trans = draw->viewport.translate;
const float *scale = draw->viewport.scale;
const float *trans = draw->viewport.translate;
const void *mapped = vbuffer;
/* XXX temporary hack: */
GET_CURRENT_CONTEXT(ctx);
const GLfloat *m = ctx->_ModelProjectMatrix.m;
const float *m = ctx->_ModelProjectMatrix.m;
vIn = (const float *) ((const GLubyte *) mapped
vIn = (const float *) ((const ubyte *) mapped
+ draw->vertex_buffer[0].buffer_offset
+ draw->vertex_element[0].src_offset
+ elem * draw->vertex_buffer[0].pitch);
cIn = (const float *) ((const GLubyte *) mapped
cIn = (const float *) ((const ubyte *) mapped
+ draw->vertex_buffer[3].buffer_offset
+ draw->vertex_element[3].src_offset
+ elem * draw->vertex_buffer[3].pitch);
@ -131,6 +113,10 @@ run_vertex_program(struct draw_context *draw,
}
/**
* Called by the draw module when the vertx cache needs to be flushed.
* This involves running the vertex shader.
*/
static void vs_flush( struct draw_context *draw )
{
unsigned i;
@ -166,400 +152,6 @@ static void vs_flush( struct draw_context *draw )
}
static void draw_flush( struct draw_context *draw )
{
struct draw_stage *first = draw->pipeline.first;
unsigned i;
/* Make sure all vertices are available:
*/
vs_flush( draw );
switch (draw->reduced_prim) {
case RP_TRI:
for (i = 0; i < draw->pq.queue_nr; i++) {
if (draw->pq.queue[i].reset_line_stipple)
first->reset_stipple_counter( first );
first->tri( first, &draw->pq.queue[i] );
}
break;
case RP_LINE:
for (i = 0; i < draw->pq.queue_nr; i++) {
if (draw->pq.queue[i].reset_line_stipple)
first->reset_stipple_counter( first );
first->line( first, &draw->pq.queue[i] );
}
break;
case RP_POINT:
first->reset_stipple_counter( first );
for (i = 0; i < draw->pq.queue_nr; i++)
first->point( first, &draw->pq.queue[i] );
break;
}
draw->pq.queue_nr = 0;
draw->vcache.referenced = 0;
draw->vcache.overflow = 0;
}
static void draw_invalidate_vcache( struct draw_context *draw )
{
unsigned i;
assert(draw->pq.queue_nr == 0);
assert(draw->vs.queue_nr == 0);
assert(draw->vcache.referenced == 0);
for (i = 0; i < Elements( draw->vcache.idx ); i++)
draw->vcache.idx[i] = ~0;
}
/* Return a pointer to a freshly queued primitive header. Ensure that
* there is room in the vertex cache for a maximum of "nr_verts" new
* vertices. Flush primitive and/or vertex queues if necessary to
* make space.
*/
static struct prim_header *
get_queued_prim( struct draw_context *draw, unsigned nr_verts )
{
if (draw->pq.queue_nr + 1 >= PRIM_QUEUE_LENGTH ||
draw->vcache.overflow + nr_verts >= VCACHE_OVERFLOW)
draw_flush( draw );
/* The vs queue is sized so that this can never happen:
*/
assert(draw->vs.queue_nr + nr_verts < VS_QUEUE_LENGTH);
return &draw->pq.queue[draw->pq.queue_nr++];
}
/* Check if vertex is in cache, otherwise add it. It won't go through
* VS yet, not until there is a flush operation or the VS queue fills up.
*/
static struct vertex_header *
get_vertex( struct draw_context *draw, unsigned i )
{
unsigned slot = (i + (i>>5)) & 31;
/* Cache miss?
*/
if (draw->vcache.idx[slot] != i) {
/* If slot is in use, use the overflow area:
*/
if (draw->vcache.referenced & (1<<slot))
slot = draw->vcache.overflow++;
draw->vcache.idx[slot] = i;
/* Add to vertex shader queue:
*/
draw->vs.queue[draw->vs.queue_nr].dest = draw->vcache.vertex[slot];
draw->vs.queue[draw->vs.queue_nr].elt = i;
draw->vs.queue_nr++;
}
/* Mark slot as in-use:
*/
draw->vcache.referenced |= (1<<slot);
return draw->vcache.vertex[slot];
}
static void
draw_set_prim( struct draw_context *draw, unsigned prim )
{
if (reduced_prim[prim] != draw->reduced_prim) {
draw_flush( draw );
draw->reduced_prim = reduced_prim[prim];
}
draw->prim = prim;
}
static void do_point( struct draw_context *draw,
unsigned i0 )
{
struct prim_header *prim = get_queued_prim( draw, 1 );
prim->reset_line_stipple = 0;
prim->edgeflags = 1;
prim->pad = 0;
prim->v[0] = draw->get_vertex( draw, i0 );
}
static void do_line( struct draw_context *draw,
GLboolean reset_stipple,
unsigned i0,
unsigned i1 )
{
struct prim_header *prim = get_queued_prim( draw, 2 );
prim->reset_line_stipple = reset_stipple;
prim->edgeflags = 1;
prim->pad = 0;
prim->v[0] = draw->get_vertex( draw, i0 );
prim->v[1] = draw->get_vertex( draw, i1 );
}
static void do_triangle( struct draw_context *draw,
unsigned i0,
unsigned i1,
unsigned i2 )
{
struct prim_header *prim = get_queued_prim( draw, 3 );
prim->reset_line_stipple = 1;
prim->edgeflags = ~0;
prim->pad = 0;
prim->v[0] = draw->get_vertex( draw, i0 );
prim->v[1] = draw->get_vertex( draw, i1 );
prim->v[2] = draw->get_vertex( draw, i2 );
}
static void do_ef_triangle( struct draw_context *draw,
GLboolean reset_stipple,
unsigned ef_mask,
unsigned i0,
unsigned i1,
unsigned i2 )
{
struct prim_header *prim = get_queued_prim( draw, 3 );
struct vertex_header *v0 = draw->get_vertex( draw, i0 );
struct vertex_header *v1 = draw->get_vertex( draw, i1 );
struct vertex_header *v2 = draw->get_vertex( draw, i2 );
prim->reset_line_stipple = reset_stipple;
prim->edgeflags = ef_mask & ((v0->edgeflag << 0) |
(v1->edgeflag << 1) |
(v2->edgeflag << 2));
prim->pad = 0;
prim->v[0] = v0;
prim->v[1] = v1;
prim->v[2] = v2;
}
static void do_quad( struct draw_context *draw,
unsigned v0,
unsigned v1,
unsigned v2,
unsigned v3 )
{
do_ef_triangle( draw, 1, ~(1<<0), v0, v1, v3 );
do_ef_triangle( draw, 0, ~(1<<1), v1, v2, v3 );
}
static void draw_prim( struct draw_context *draw,
unsigned start,
unsigned count )
{
unsigned i;
// _mesa_printf("%s (%d) %d/%d\n", __FUNCTION__, draw->prim, start, count );
switch (draw->prim) {
case PIPE_PRIM_POINTS:
for (i = 0; i < count; i ++) {
do_point( draw,
start + i );
}
break;
case PIPE_PRIM_LINES:
for (i = 0; i+1 < count; i += 2) {
do_line( draw,
TRUE,
start + i + 0,
start + i + 1);
}
break;
case PIPE_PRIM_LINE_LOOP:
if (count >= 2) {
for (i = 1; i < count; i++) {
do_line( draw,
i == 1, /* XXX: only if vb not split */
start + i - 1,
start + i );
}
do_line( draw,
0,
start + count - 1,
start + 0 );
}
break;
case PIPE_PRIM_LINE_STRIP:
if (count >= 2) {
for (i = 1; i < count; i++) {
do_line( draw,
i == 1,
start + i - 1,
start + i );
}
}
break;
case PIPE_PRIM_TRIANGLES:
for (i = 0; i+2 < count; i += 3) {
do_ef_triangle( draw,
1,
~0,
start + i + 0,
start + i + 1,
start + i + 2 );
}
break;
case PIPE_PRIM_TRIANGLE_STRIP:
for (i = 0; i+2 < count; i++) {
if (i & 1) {
do_triangle( draw,
start + i + 1,
start + i + 0,
start + i + 2 );
}
else {
do_triangle( draw,
start + i + 0,
start + i + 1,
start + i + 2 );
}
}
break;
case PIPE_PRIM_TRIANGLE_FAN:
if (count >= 3) {
for (i = 0; i+2 < count; i++) {
do_triangle( draw,
start + 0,
start + i + 1,
start + i + 2 );
}
}
break;
case PIPE_PRIM_QUADS:
for (i = 0; i+3 < count; i += 4) {
do_quad( draw,
start + i + 0,
start + i + 1,
start + i + 2,
start + i + 3);
}
break;
case PIPE_PRIM_QUAD_STRIP:
for (i = 0; i+3 < count; i += 2) {
do_quad( draw,
start + i + 2,
start + i + 0,
start + i + 1,
start + i + 3);
}
break;
case PIPE_PRIM_POLYGON:
if (count >= 3) {
unsigned ef_mask = (1<<2) | (1<<0);
for (i = 0; i+2 < count; i++) {
if (i + 3 >= count)
ef_mask |= (1<<1);
do_ef_triangle( draw,
i == 0,
ef_mask,
start + i + 1,
start + i + 2,
start + i + 0);
ef_mask &= ~(1<<2);
}
}
break;
default:
assert(0);
break;
}
}
static unsigned draw_prim_info(unsigned mode, unsigned *first, unsigned *incr)
{
switch (mode) {
case PIPE_PRIM_POINTS:
*first = 1;
*incr = 1;
return 0;
case PIPE_PRIM_LINES:
*first = 2;
*incr = 2;
return 0;
case PIPE_PRIM_LINE_STRIP:
*first = 2;
*incr = 1;
return 0;
case PIPE_PRIM_LINE_LOOP:
*first = 2;
*incr = 1;
return 1;
case PIPE_PRIM_TRIANGLES:
*first = 3;
*incr = 3;
return 0;
case PIPE_PRIM_TRIANGLE_STRIP:
*first = 3;
*incr = 1;
return 0;
case PIPE_PRIM_TRIANGLE_FAN:
case PIPE_PRIM_POLYGON:
*first = 3;
*incr = 1;
return 1;
case PIPE_PRIM_QUADS:
*first = 4;
*incr = 4;
return 0;
case PIPE_PRIM_QUAD_STRIP:
*first = 4;
*incr = 2;
return 0;
default:
assert(0);
*first = 1;
*incr = 1;
return 0;
}
}
static unsigned trim( unsigned count, unsigned first, unsigned incr )
{
if (count < first)
return 0;
else
return count - (count - first) % incr;
}
void
softpipe_draw_arrays(struct pipe_context *pipe, unsigned mode,
@ -582,15 +174,11 @@ softpipe_draw_arrays(struct pipe_context *pipe, unsigned mode,
/* tell drawing pipeline we're beginning drawing */
draw->pipeline.first->begin( draw->pipeline.first );
draw->vs_flush = vs_flush;
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_element_buffer(draw, 0, NULL); /* no index/element buffer */
draw_set_prim( draw, mode );
/* XXX draw_prim_info() and TRIM here */
@ -602,12 +190,9 @@ softpipe_draw_arrays(struct pipe_context *pipe, unsigned mode,
/* 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
/*
* unmap vertex buffer
*/
pipe->winsys->buffer_unmap(pipe->winsys, buf);
softpipe_unmap_surfaces(sp);
@ -626,9 +211,13 @@ do { \
} while (0)
void draw_set_vertex_attributes2( struct draw_context *draw,
const unsigned *slot_to_vf_attr,
unsigned nr_attrs )
/**
* XXX very similar to same func in draw_vb.c (which will go away)
*/
void
draw_set_vertex_attributes2( struct draw_context *draw,
const unsigned *slot_to_vf_attr,
unsigned nr_attrs )
{
unsigned i;
@ -651,12 +240,6 @@ void draw_set_vertex_attributes2( struct draw_context *draw,
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 */
}

View file

@ -161,6 +161,7 @@ DRAW_SOURCES = \
pipe/draw/draw_cull.c \
pipe/draw/draw_flatshade.c \
pipe/draw/draw_offset.c \
pipe/draw/draw_prim.c \
pipe/draw/draw_twoside.c \
pipe/draw/draw_unfilled.c \
pipe/draw/draw_vb.c