Beginnings of a demand-filled post-tnl vertex cache.

Probably breaks a bit of stuff, eg unfilled clipping, edgeflags, etc.
This commit is contained in:
Keith Whitwell
2007-08-14 15:44:41 +01:00
parent 8269bc48d8
commit 4bb2134239
4 changed files with 504 additions and 414 deletions
+11
View File
@@ -59,6 +59,16 @@ struct draw_context *draw_create( void )
draw->vf = vf_create( GL_TRUE );
/* Statically allocate maximum sized vertices for the cache - could be cleverer...
*/
{
int i;
char *tmp = malloc(Elements(draw->vcache.vertex) * MAX_VERTEX_SIZE);
for (i = 0; i < Elements(draw->vcache.vertex); i++)
draw->vcache.vertex[i] = (struct vertex_header *)(tmp + i * MAX_VERTEX_SIZE);
}
return draw;
}
@@ -70,6 +80,7 @@ void draw_destroy( struct draw_context *draw )
vf_destroy( draw->vf );
FREE( draw->vcache.vertex[0] ); /* Frees all the vertices. */
FREE( draw );
}
+50
View File
@@ -61,12 +61,18 @@ struct vertex_header {
GLfloat data[][4]; /* Note variable size */
};
#define MAX_VERTEX_SIZE ((2 + FRAG_ATTRIB_MAX) * 4 * sizeof(GLfloat))
/**
* Basic info for a point/line/triangle primitive.
*/
struct prim_header {
GLfloat det; /**< front/back face determinant */
GLuint reset_line_stipple:1;
GLuint edgeflags:3;
GLuint pad:28;
struct vertex_header *v[3]; /**< 1 to 3 vertex pointers */
};
@@ -103,6 +109,12 @@ struct draw_stage
};
#define PRIM_QUEUE_LENGTH 16
#define VCACHE_SIZE 32
#define VCACHE_OVERFLOW 4
#define VS_QUEUE_LENGTH (VCACHE_SIZE + VCACHE_OVERFLOW + 1) /* can never fill up */
/**
* Private context for the drawing module.
*/
@@ -141,7 +153,45 @@ struct draw_context
GLuint nr_vertices;
GLboolean in_vb;
void *elts;
struct vertex_header *(*get_vertex)( struct draw_context *draw,
GLuint i );
/* Post-tnl vertex cache:
*/
struct {
GLuint referenced;
GLuint idx[VCACHE_SIZE + VCACHE_OVERFLOW];
struct vertex_header *vertex[VCACHE_SIZE + VCACHE_OVERFLOW];
GLuint overflow;
} vcache;
/* Vertex shader queue:
*/
struct {
struct {
GLuint elt;
struct vertex_header *dest;
} queue[VS_QUEUE_LENGTH];
GLuint queue_nr;
} vs;
/* Prim pipeline queue:
*/
struct {
/* Need to queue up primitives until their vertices have been
* transformed by a vs queue flush.
*/
struct prim_header queue[PRIM_QUEUE_LENGTH];
GLuint queue_nr;
} pq;
GLenum prim; /**< GL_POINTS, GL_LINE_STRIP, GL_QUADS, etc */
unsigned reduced_prim;
/* Helper for tnl:
*/
+6 -6
View File
@@ -91,9 +91,9 @@ static void points( struct draw_stage *stage,
struct vertex_header *v1 = header->v[1];
struct vertex_header *v2 = header->v[2];
if (v0->edgeflag) point( stage, v0 );
if (v1->edgeflag) point( stage, v1 );
if (v2->edgeflag) point( stage, v2 );
if (header->edgeflags & 0x1) point( stage, v0 );
if (header->edgeflags & 0x2) point( stage, v1 );
if (header->edgeflags & 0x4) point( stage, v2 );
}
@@ -104,9 +104,9 @@ static void lines( struct draw_stage *stage,
struct vertex_header *v1 = header->v[1];
struct vertex_header *v2 = header->v[2];
if (v0->edgeflag) line( stage, v0, v1 );
if (v1->edgeflag) line( stage, v1, v2 );
if (v2->edgeflag) line( stage, v2, v0 );
if (header->edgeflags & 0x1) line( stage, v0, v1 );
if (header->edgeflags & 0x2) line( stage, v1, v2 );
if (header->edgeflags & 0x4) line( stage, v2, v0 );
}
+437 -408
View File
@@ -40,419 +40,442 @@
#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
};
/* This file is a temporary set of hooks to allow us to use the tnl/
* and vf/ modules until we have replacements in pipe.
*/
static struct vertex_header *get_vertex( struct draw_context *pipe,
GLuint i )
static void vs_flush( struct draw_context *draw )
{
return (struct vertex_header *)(pipe->verts + i * pipe->vertex_size);
unsigned i;
/* We're not really running a vertex shader yet, so flushing the vs
* queue is just a matter of building the vertices and returning.
*/
/* Actually, I'm cheating even more and pre-building them still
* with the mesa/vf module. So it's very easy...
*/
for (i = 0; i < draw->vs.queue_nr; i++) {
/* Would do the following steps here:
*
* 1) Loop over vertex element descriptors, fetch data from each
* to build the pre-tnl vertex. This might require a new struct
* to represent the pre-tnl vertex.
*
* 2) Bundle groups of upto 4 pre-tnl vertices together and pass
* to vertex shader.
*
* 3) Do any necessary unswizzling, make sure vertex headers are
* correctly populated, store resulting post-transformed
* vertices in vcache.
*
* In this version, just do the last step:
*/
unsigned elt = draw->vs.queue[i].elt;
struct vertex_header *dest = draw->vs.queue[i].dest;
/* Magic:
*/
memcpy(dest,
draw->verts + elt * draw->vertex_size,
draw->vertex_size);
}
draw->vs.queue_nr = 0;
}
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;
}
}
static void draw_allocate_vertices( struct draw_context *draw,
GLuint nr_vertices )
{
draw->nr_vertices = nr_vertices;
draw->verts = (GLubyte *) malloc( nr_vertices * draw->vertex_size );
draw->pipeline.first->begin( draw->pipeline.first );
draw_invalidate_vcache( draw );
}
static void draw_set_prim( struct draw_context *draw,
GLenum prim )
{
draw->prim = prim;
/* Not done yet - need to force edgeflags to 1 in strip/fan
* primitives.
*/
#if 0
switch (prim) {
case GL_TRIANGLES:
case GL_POLYGON:
case GL_QUADS:
case GL_QUAD_STRIP: /* yes, we need this */
respect_edgeflags( pipe, GL_TRUE );
break;
default:
respect_edgeflags( pipe, GL_FALSE );
break;
}
#endif
}
static void do_quad( struct draw_stage *first,
struct vertex_header *v0,
struct vertex_header *v1,
struct vertex_header *v2,
struct vertex_header *v3 )
{
struct prim_header prim;
{
GLuint tmp = v1->edgeflag;
v1->edgeflag = 0;
prim.v[0] = v0;
prim.v[1] = v1;
prim.v[2] = v3;
first->tri( first, &prim );
v1->edgeflag = tmp;
}
{
GLuint tmp = v3->edgeflag;
v3->edgeflag = 0;
prim.v[0] = v1;
prim.v[1] = v2;
prim.v[2] = v3;
first->tri( first, &prim );
v3->edgeflag = tmp;
}
}
static void draw_indexed_prim( struct draw_context *draw,
const GLuint *elts,
GLuint count )
{
struct draw_stage * const first = draw->pipeline.first;
struct prim_header prim;
GLuint i;
prim.det = 0; /* valid from cull stage onwards */
prim.v[0] = 0;
prim.v[1] = 0;
prim.v[2] = 0;
switch (draw->prim) {
case GL_POINTS:
for (i = 0; i < count; i ++) {
prim.v[0] = get_vertex( draw, elts[i] );
first->point( first, &prim );
}
break;
case GL_LINES:
for (i = 0; i+1 < count; i += 2) {
prim.v[0] = get_vertex( draw, elts[i + 0] );
prim.v[1] = get_vertex( draw, elts[i + 1] );
first->reset_stipple_counter( first );
first->line( first, &prim );
}
break;
case GL_LINE_LOOP:
if (count >= 2) {
first->reset_stipple_counter( first );
for (i = 1; i < count; i++) {
prim.v[0] = get_vertex( draw, elts[i-1] );
prim.v[1] = get_vertex( draw, elts[i] );
first->line( first, &prim );
}
prim.v[0] = get_vertex( draw, elts[count-1] );
prim.v[1] = get_vertex( draw, elts[0] );
first->line( first, &prim );
}
break;
case GL_LINE_STRIP:
/* I'm guessing it will be necessary to have something like a
* render->reset_line_stipple() method to properly support
* splitting strips into primitives like this. Alternately we
* could just scan ahead to find individual clipped lines and
* otherwise leave the strip intact - that might be better, but
* require more complex code here.
*/
if (count >= 2) {
first->reset_stipple_counter( first );
prim.v[0] = 0;
prim.v[1] = get_vertex( draw, elts[0] );
for (i = 1; i < count; i++) {
prim.v[0] = prim.v[1];
prim.v[1] = get_vertex( draw, elts[i] );
first->line( first, &prim );
}
}
break;
case GL_TRIANGLES:
for (i = 0; i+2 < count; i += 3) {
prim.v[0] = get_vertex( draw, elts[i + 0] );
prim.v[1] = get_vertex( draw, elts[i + 1] );
prim.v[2] = get_vertex( draw, elts[i + 2] );
first->tri( first, &prim );
}
break;
case GL_TRIANGLE_STRIP:
for (i = 0; i+2 < count; i++) {
if (i & 1) {
prim.v[0] = get_vertex( draw, elts[i + 1] );
prim.v[1] = get_vertex( draw, elts[i + 0] );
prim.v[2] = get_vertex( draw, elts[i + 2] );
}
else {
prim.v[0] = get_vertex( draw, elts[i + 0] );
prim.v[1] = get_vertex( draw, elts[i + 1] );
prim.v[2] = get_vertex( draw, elts[i + 2] );
}
first->tri( first, &prim );
}
break;
case GL_TRIANGLE_FAN:
if (count >= 3) {
prim.v[0] = get_vertex( draw, elts[0] );
prim.v[1] = 0;
prim.v[2] = get_vertex( draw, elts[1] );
for (i = 0; i+2 < count; i++) {
prim.v[1] = prim.v[2];
prim.v[2] = get_vertex( draw, elts[i+2] );
first->tri( first, &prim );
}
}
break;
case GL_QUADS:
for (i = 0; i+3 < count; i += 4) {
do_quad( first,
get_vertex( draw, elts[i + 0] ),
get_vertex( draw, elts[i + 1] ),
get_vertex( draw, elts[i + 2] ),
get_vertex( draw, elts[i + 3] ));
}
break;
case GL_QUAD_STRIP:
for (i = 0; i+3 < count; i += 2) {
do_quad( first,
get_vertex( draw, elts[i + 2] ),
get_vertex( draw, elts[i + 0] ),
get_vertex( draw, elts[i + 1] ),
get_vertex( draw, elts[i + 3] ));
}
break;
case GL_POLYGON:
if (count >= 3) {
int e1save, e2save;
prim.v[0] = 0;
prim.v[1] = get_vertex( draw, elts[1] );
prim.v[2] = get_vertex( draw, elts[0] );
e2save = prim.v[2]->edgeflag;
for (i = 0; i+2 < count; i++) {
prim.v[0] = prim.v[1];
prim.v[1] = get_vertex( draw, elts[i+2] );
/* save v1 edge flag, and clear if not last triangle */
e1save = prim.v[1]->edgeflag;
if (i + 3 < count)
prim.v[1]->edgeflag = 0;
/* draw */
first->tri( first, &prim );
prim.v[1]->edgeflag = e1save; /* restore */
prim.v[2]->edgeflag = 0; /* disable edge after 1st tri */
}
prim.v[2]->edgeflag = e2save;
}
break;
default:
assert(0);
break;
}
}
static void draw_prim( struct draw_context *draw,
GLuint start,
GLuint count )
{
struct draw_stage * const first = draw->pipeline.first;
struct prim_header prim;
GLuint i;
// _mesa_printf("%s (%d) %d/%d\n", __FUNCTION__, draw->prim, start, count );
prim.det = 0; /* valid from cull stage onwards */
prim.v[0] = 0;
prim.v[1] = 0;
prim.v[2] = 0;
switch (draw->prim) {
case GL_POINTS:
for (i = 0; i < count; i ++) {
prim.v[0] = get_vertex( draw, start + i );
first->point( first, &prim );
}
break;
case GL_LINES:
for (i = 0; i+1 < count; i += 2) {
prim.v[0] = get_vertex( draw, start + i + 0 );
prim.v[1] = get_vertex( draw, start + i + 1 );
first->reset_stipple_counter( first );
first->line( first, &prim );
}
break;
case GL_LINE_LOOP:
if (count >= 2) {
first->reset_stipple_counter( first );
for (i = 1; i < count; i++) {
prim.v[0] = get_vertex( draw, start + i - 1 );
prim.v[1] = get_vertex( draw, start + i );
first->line( first, &prim );
}
prim.v[0] = get_vertex( draw, start + count - 1 );
prim.v[1] = get_vertex( draw, start + 0 );
first->line( first, &prim );
}
break;
case GL_LINE_STRIP:
if (count >= 2) {
first->reset_stipple_counter( first );
prim.v[0] = 0;
prim.v[1] = get_vertex( draw, start + 0 );
for (i = 1; i < count; i++) {
prim.v[0] = prim.v[1];
prim.v[1] = get_vertex( draw, start + i );
first->line( first, &prim );
}
}
break;
case GL_TRIANGLES:
for (i = 0; i+2 < count; i += 3) {
prim.v[0] = get_vertex( draw, start + i + 0 );
prim.v[1] = get_vertex( draw, start + i + 1 );
prim.v[2] = get_vertex( draw, start + i + 2 );
first->tri( first, &prim );
}
break;
case GL_TRIANGLE_STRIP:
for (i = 0; i+2 < count; i++) {
if (i & 1) {
prim.v[0] = get_vertex( draw, start + i + 1 );
prim.v[1] = get_vertex( draw, start + i + 0 );
prim.v[2] = get_vertex( draw, start + i + 2 );
}
else {
prim.v[0] = get_vertex( draw, start + i + 0 );
prim.v[1] = get_vertex( draw, start + i + 1 );
prim.v[2] = get_vertex( draw, start + i + 2 );
}
first->tri( first, &prim );
}
break;
case GL_TRIANGLE_FAN:
if (count >= 3) {
prim.v[0] = get_vertex( draw, start + 0 );
prim.v[1] = 0;
prim.v[2] = get_vertex( draw, start + 1 );
for (i = 0; i+2 < count; i++) {
prim.v[1] = prim.v[2];
prim.v[2] = get_vertex( draw, start + i + 2 );
first->tri( first, &prim );
}
}
break;
case GL_QUADS:
for (i = 0; i+3 < count; i += 4) {
do_quad( first,
get_vertex( draw, start + i + 0 ),
get_vertex( draw, start + i + 1 ),
get_vertex( draw, start + i + 2 ),
get_vertex( draw, start + i + 3 ));
}
break;
case GL_QUAD_STRIP:
for (i = 0; i+3 < count; i += 2) {
do_quad( first,
get_vertex( draw, start + i + 2 ),
get_vertex( draw, start + i + 0 ),
get_vertex( draw, start + i + 1 ),
get_vertex( draw, start + i + 3 ));
}
break;
case GL_POLYGON:
if (count >= 3) {
int e1save, e2save;
prim.v[0] = 0;
prim.v[1] = get_vertex( draw, start + 1 );
prim.v[2] = get_vertex( draw, start + 0 );
e2save = prim.v[2]->edgeflag;
for (i = 0; i+2 < count; i++) {
prim.v[0] = prim.v[1];
prim.v[1] = get_vertex( draw, start + i + 2 );
/* save v1 edge flag, and clear if not last triangle */
e1save = prim.v[1]->edgeflag;
if (i + 3 < count)
prim.v[1]->edgeflag = 0;
/* draw */
first->tri( first, &prim );
prim.v[1]->edgeflag = e1save; /* restore */
prim.v[2]->edgeflag = 0; /* disable edge after 1st tri */
}
prim.v[2]->edgeflag = e2save;
}
break;
default:
assert(0);
break;
}
}
static void draw_release_vertices( struct draw_context *draw )
{
draw->pipeline.first->end( draw->pipeline.first );
free(draw->verts);
draw->verts = NULL;
}
@@ -598,6 +621,8 @@ void draw_vb(struct draw_context *draw,
draw->in_vb = 1;
draw->pipeline.first->begin( draw->pipeline.first );
/* Allocate the vertices:
*/
draw_allocate_vertices( draw, VB->Count );
@@ -605,11 +630,14 @@ void draw_vb(struct draw_context *draw,
/* Bind the vb outputs:
*/
vf_set_sources( draw->vf, VB->AttribPtr, 0 );
/* Build the hardware or prim-pipe vertices:
*/
vf_emit_vertices( draw->vf, VB->Count, draw->verts );
draw->elts = VB->Elts;
if (VB->Elts)
draw->get_vertex = get_uint_elt_vertex;
else
draw->get_vertex = get_vertex;
for (i = 0; i < VB->PrimitiveCount; i++) {
@@ -628,21 +656,15 @@ void draw_vb(struct draw_context *draw,
if (draw->prim != mode)
draw_set_prim( draw, mode );
if (VB->Elts) {
draw_indexed_prim( draw,
VB->Elts + start,
length );
}
else {
draw_prim( draw,
start,
length );
}
draw_prim( draw, start, length );
}
draw_flush(draw);
draw->pipeline.first->end( draw->pipeline.first );
draw_release_vertices( draw );
draw->verts = NULL;
draw->in_vb = 0;
draw->elts = NULL;
}
@@ -661,11 +683,17 @@ draw_vertices(struct draw_context *draw,
assert(mode <= GL_POLYGON);
draw->get_vertex = get_vertex;
draw->vertex_size
= sizeof(struct vertex_header) + numAttrs * 4 * sizeof(GLfloat);
/*draw_prim_info(mode, &first, &incr);*/
draw_allocate_vertices( draw, numVerts );
draw->pipeline.first->begin( draw->pipeline.first );
if (draw->prim != mode)
draw_set_prim( draw, mode );
@@ -694,6 +722,9 @@ draw_vertices(struct draw_context *draw,
/* draw */
draw_prim(draw, 0, numVerts);
draw_flush(draw);
draw->pipeline.first->end( draw->pipeline.first );
/* clean up */
draw_release_vertices( draw );
@@ -759,8 +790,6 @@ void draw_set_vertex_attributes( struct draw_context *draw,
}
#define MAX_VERTEX_SIZE ((2 + FRAG_ATTRIB_MAX) * 4 * sizeof(GLfloat))
void draw_alloc_tmps( struct draw_stage *stage, GLuint nr )
{
stage->nr_tmps = nr;