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:
@@ -59,6 +59,16 @@ struct draw_context *draw_create( void )
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draw->vf = vf_create( GL_TRUE );
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/* Statically allocate maximum sized vertices for the cache - could be cleverer...
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*/
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{
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int i;
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char *tmp = malloc(Elements(draw->vcache.vertex) * MAX_VERTEX_SIZE);
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for (i = 0; i < Elements(draw->vcache.vertex); i++)
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draw->vcache.vertex[i] = (struct vertex_header *)(tmp + i * MAX_VERTEX_SIZE);
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}
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return draw;
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}
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@@ -70,6 +80,7 @@ void draw_destroy( struct draw_context *draw )
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vf_destroy( draw->vf );
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FREE( draw->vcache.vertex[0] ); /* Frees all the vertices. */
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FREE( draw );
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}
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@@ -61,12 +61,18 @@ struct vertex_header {
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GLfloat data[][4]; /* Note variable size */
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};
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#define MAX_VERTEX_SIZE ((2 + FRAG_ATTRIB_MAX) * 4 * sizeof(GLfloat))
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/**
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* Basic info for a point/line/triangle primitive.
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*/
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struct prim_header {
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GLfloat det; /**< front/back face determinant */
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GLuint reset_line_stipple:1;
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GLuint edgeflags:3;
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GLuint pad:28;
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struct vertex_header *v[3]; /**< 1 to 3 vertex pointers */
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};
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@@ -103,6 +109,12 @@ struct draw_stage
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};
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#define PRIM_QUEUE_LENGTH 16
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#define VCACHE_SIZE 32
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#define VCACHE_OVERFLOW 4
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#define VS_QUEUE_LENGTH (VCACHE_SIZE + VCACHE_OVERFLOW + 1) /* can never fill up */
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/**
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* Private context for the drawing module.
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*/
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@@ -141,7 +153,45 @@ struct draw_context
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GLuint nr_vertices;
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GLboolean in_vb;
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void *elts;
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struct vertex_header *(*get_vertex)( struct draw_context *draw,
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GLuint i );
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/* Post-tnl vertex cache:
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*/
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struct {
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GLuint referenced;
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GLuint idx[VCACHE_SIZE + VCACHE_OVERFLOW];
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struct vertex_header *vertex[VCACHE_SIZE + VCACHE_OVERFLOW];
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GLuint overflow;
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} vcache;
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/* Vertex shader queue:
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*/
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struct {
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struct {
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GLuint elt;
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struct vertex_header *dest;
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} queue[VS_QUEUE_LENGTH];
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GLuint queue_nr;
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} vs;
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/* Prim pipeline queue:
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*/
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struct {
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/* Need to queue up primitives until their vertices have been
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* transformed by a vs queue flush.
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*/
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struct prim_header queue[PRIM_QUEUE_LENGTH];
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GLuint queue_nr;
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} pq;
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GLenum prim; /**< GL_POINTS, GL_LINE_STRIP, GL_QUADS, etc */
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unsigned reduced_prim;
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/* Helper for tnl:
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*/
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@@ -91,9 +91,9 @@ static void points( struct draw_stage *stage,
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struct vertex_header *v1 = header->v[1];
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struct vertex_header *v2 = header->v[2];
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if (v0->edgeflag) point( stage, v0 );
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if (v1->edgeflag) point( stage, v1 );
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if (v2->edgeflag) point( stage, v2 );
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if (header->edgeflags & 0x1) point( stage, v0 );
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if (header->edgeflags & 0x2) point( stage, v1 );
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if (header->edgeflags & 0x4) point( stage, v2 );
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}
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@@ -104,9 +104,9 @@ static void lines( struct draw_stage *stage,
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struct vertex_header *v1 = header->v[1];
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struct vertex_header *v2 = header->v[2];
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if (v0->edgeflag) line( stage, v0, v1 );
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if (v1->edgeflag) line( stage, v1, v2 );
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if (v2->edgeflag) line( stage, v2, v0 );
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if (header->edgeflags & 0x1) line( stage, v0, v1 );
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if (header->edgeflags & 0x2) line( stage, v1, v2 );
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if (header->edgeflags & 0x4) line( stage, v2, v0 );
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}
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+437
-408
@@ -40,419 +40,442 @@
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#include "draw_context.h"
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#define RP_NONE 0
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#define RP_POINT 1
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#define RP_LINE 2
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#define RP_TRI 3
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static unsigned reduced_prim[GL_POLYGON + 1] = {
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RP_POINT,
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RP_LINE,
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RP_LINE,
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RP_LINE,
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RP_TRI,
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RP_TRI,
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RP_TRI,
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RP_TRI,
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RP_TRI,
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RP_TRI
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};
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/* This file is a temporary set of hooks to allow us to use the tnl/
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* and vf/ modules until we have replacements in pipe.
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*/
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static struct vertex_header *get_vertex( struct draw_context *pipe,
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GLuint i )
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static void vs_flush( struct draw_context *draw )
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{
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return (struct vertex_header *)(pipe->verts + i * pipe->vertex_size);
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unsigned i;
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/* We're not really running a vertex shader yet, so flushing the vs
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* queue is just a matter of building the vertices and returning.
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*/
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/* Actually, I'm cheating even more and pre-building them still
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* with the mesa/vf module. So it's very easy...
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*/
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for (i = 0; i < draw->vs.queue_nr; i++) {
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/* Would do the following steps here:
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*
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* 1) Loop over vertex element descriptors, fetch data from each
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* to build the pre-tnl vertex. This might require a new struct
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* to represent the pre-tnl vertex.
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*
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* 2) Bundle groups of upto 4 pre-tnl vertices together and pass
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* to vertex shader.
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*
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* 3) Do any necessary unswizzling, make sure vertex headers are
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* correctly populated, store resulting post-transformed
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* vertices in vcache.
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*
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* In this version, just do the last step:
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*/
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unsigned elt = draw->vs.queue[i].elt;
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struct vertex_header *dest = draw->vs.queue[i].dest;
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/* Magic:
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*/
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memcpy(dest,
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draw->verts + elt * draw->vertex_size,
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draw->vertex_size);
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}
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draw->vs.queue_nr = 0;
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}
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static void draw_flush( struct draw_context *draw )
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{
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struct draw_stage *first = draw->pipeline.first;
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unsigned i;
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/* Make sure all vertices are available:
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*/
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vs_flush( draw );
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switch (draw->reduced_prim) {
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case RP_TRI:
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for (i = 0; i < draw->pq.queue_nr; i++) {
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if (draw->pq.queue[i].reset_line_stipple)
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first->reset_stipple_counter( first );
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first->tri( first, &draw->pq.queue[i] );
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}
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break;
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case RP_LINE:
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for (i = 0; i < draw->pq.queue_nr; i++) {
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if (draw->pq.queue[i].reset_line_stipple)
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first->reset_stipple_counter( first );
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first->line( first, &draw->pq.queue[i] );
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}
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break;
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case RP_POINT:
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first->reset_stipple_counter( first );
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for (i = 0; i < draw->pq.queue_nr; i++)
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first->point( first, &draw->pq.queue[i] );
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break;
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}
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draw->pq.queue_nr = 0;
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draw->vcache.referenced = 0;
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draw->vcache.overflow = 0;
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}
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static void draw_invalidate_vcache( struct draw_context *draw )
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{
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unsigned i;
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assert(draw->pq.queue_nr == 0);
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assert(draw->vs.queue_nr == 0);
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assert(draw->vcache.referenced == 0);
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for (i = 0; i < Elements( draw->vcache.idx ); i++)
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draw->vcache.idx[i] = ~0;
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}
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/* Return a pointer to a freshly queued primitive header. Ensure that
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* there is room in the vertex cache for a maximum of "nr_verts" new
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* vertices. Flush primitive and/or vertex queues if necessary to
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* make space.
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*/
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static struct prim_header *get_queued_prim( struct draw_context *draw,
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GLuint nr_verts )
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{
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if (draw->pq.queue_nr + 1 >= PRIM_QUEUE_LENGTH ||
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draw->vcache.overflow + nr_verts >= VCACHE_OVERFLOW)
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draw_flush( draw );
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/* The vs queue is sized so that this can never happen:
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*/
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assert(draw->vs.queue_nr + nr_verts < VS_QUEUE_LENGTH);
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return &draw->pq.queue[draw->pq.queue_nr++];
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}
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/* Check if vertex is in cache, otherwise add it. It won't go through
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* VS yet, not until there is a flush operation or the VS queue fills up.
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*/
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static struct vertex_header *get_vertex( struct draw_context *draw,
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GLuint i )
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{
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unsigned slot = (i + (i>>5)) & 31;
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/* Cache miss?
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*/
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if (draw->vcache.idx[slot] != i) {
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/* If slot is in use, use the overflow area:
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*/
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if (draw->vcache.referenced & (1<<slot))
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slot = draw->vcache.overflow++;
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draw->vcache.idx[slot] = i;
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/* Add to vertex shader queue:
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*/
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draw->vs.queue[draw->vs.queue_nr].dest = draw->vcache.vertex[slot];
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draw->vs.queue[draw->vs.queue_nr].elt = i;
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draw->vs.queue_nr++;
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}
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/* Mark slot as in-use:
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*/
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draw->vcache.referenced |= (1<<slot);
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return draw->vcache.vertex[slot];
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}
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static struct vertex_header *get_uint_elt_vertex( struct draw_context *draw,
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GLuint i )
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{
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const GLuint *elts = (const GLuint *)draw->elts;
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return get_vertex( draw, elts[i] );
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}
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#if 0
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static struct vertex_header *get_ushort_elt_vertex( struct draw_context *draw,
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const void *elts,
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GLuint i )
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{
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const GLushort *elts = (const GLushort *)draw->elts;
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return get_vertex( draw, elts[i] );
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}
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static struct vertex_header *get_ubyte_elt_vertex( struct draw_context *draw,
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const void *elts,
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GLuint i )
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{
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const GLubyte *elts = (const GLubyte *)draw->elts;
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return get_vertex( draw, elts[i] );
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}
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#endif
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static void draw_set_prim( struct draw_context *draw,
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GLenum prim )
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{
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if (reduced_prim[prim] != draw->reduced_prim) {
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draw_flush( draw );
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draw->reduced_prim = reduced_prim[prim];
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}
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draw->prim = prim;
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}
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static void do_point( struct draw_context *draw,
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GLuint i0 )
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{
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struct prim_header *prim = get_queued_prim( draw, 1 );
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prim->reset_line_stipple = 0;
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prim->edgeflags = 1;
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prim->pad = 0;
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prim->v[0] = draw->get_vertex( draw, i0 );
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}
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static void do_line( struct draw_context *draw,
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GLboolean reset_stipple,
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GLuint i0,
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GLuint i1 )
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{
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struct prim_header *prim = get_queued_prim( draw, 2 );
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prim->reset_line_stipple = reset_stipple;
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prim->edgeflags = 1;
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prim->pad = 0;
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prim->v[0] = draw->get_vertex( draw, i0 );
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prim->v[1] = draw->get_vertex( draw, i1 );
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}
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static void do_triangle( struct draw_context *draw,
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GLuint i0,
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GLuint i1,
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GLuint i2 )
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{
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struct prim_header *prim = get_queued_prim( draw, 3 );
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prim->reset_line_stipple = 1;
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prim->edgeflags = ~0;
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prim->pad = 0;
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prim->v[0] = draw->get_vertex( draw, i0 );
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prim->v[1] = draw->get_vertex( draw, i1 );
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prim->v[2] = draw->get_vertex( draw, i2 );
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}
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static void do_ef_triangle( struct draw_context *draw,
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GLboolean reset_stipple,
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GLuint ef_mask,
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GLuint i0,
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GLuint i1,
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GLuint i2 )
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{
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struct prim_header *prim = get_queued_prim( draw, 3 );
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struct vertex_header *v0 = draw->get_vertex( draw, i0 );
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struct vertex_header *v1 = draw->get_vertex( draw, i1 );
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struct vertex_header *v2 = draw->get_vertex( draw, i2 );
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prim->reset_line_stipple = reset_stipple;
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prim->edgeflags = ef_mask & ((v0->edgeflag << 0) |
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(v1->edgeflag << 1) |
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(v2->edgeflag << 2));
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prim->pad = 0;
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prim->v[0] = v0;
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prim->v[1] = v1;
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prim->v[2] = v2;
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}
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static void do_quad( struct draw_context *draw,
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unsigned v0,
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unsigned v1,
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unsigned v2,
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unsigned v3 )
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{
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do_ef_triangle( draw, 1, ~(1<<0), v0, v1, v3 );
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do_ef_triangle( draw, 0, ~(1<<1), v1, v2, v3 );
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}
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static void draw_prim( struct draw_context *draw,
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GLuint start,
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GLuint count )
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{
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GLuint i;
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// _mesa_printf("%s (%d) %d/%d\n", __FUNCTION__, draw->prim, start, count );
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switch (draw->prim) {
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case GL_POINTS:
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for (i = 0; i < count; i ++) {
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do_point( draw,
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start + i );
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}
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break;
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case GL_LINES:
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for (i = 0; i+1 < count; i += 2) {
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do_line( draw,
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TRUE,
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start + i + 0,
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start + i + 1);
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}
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break;
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case GL_LINE_LOOP:
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if (count >= 2) {
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for (i = 1; i < count; i++) {
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do_line( draw,
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i == 1, /* XXX: only if vb not split */
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start + i - 1,
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start + i );
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}
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do_line( draw,
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0,
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start + count - 1,
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start + 0 );
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}
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break;
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case GL_LINE_STRIP:
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if (count >= 2) {
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for (i = 1; i < count; i++) {
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do_line( draw,
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i == 1,
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start + i - 1,
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start + i );
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}
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}
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break;
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case GL_TRIANGLES:
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for (i = 0; i+2 < count; i += 3) {
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do_ef_triangle( draw,
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1,
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~0,
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start + i + 0,
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start + i + 1,
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start + i + 2 );
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}
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break;
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case GL_TRIANGLE_STRIP:
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for (i = 0; i+2 < count; i++) {
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if (i & 1) {
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do_triangle( draw,
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start + i + 1,
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start + i + 0,
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start + i + 2 );
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}
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else {
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do_triangle( draw,
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start + i + 0,
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start + i + 1,
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start + i + 2 );
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}
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}
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break;
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case GL_TRIANGLE_FAN:
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if (count >= 3) {
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for (i = 0; i+2 < count; i++) {
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do_triangle( draw,
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start + 0,
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start + i + 1,
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start + i + 2 );
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}
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}
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break;
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case GL_QUADS:
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for (i = 0; i+3 < count; i += 4) {
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do_quad( draw,
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start + i + 0,
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start + i + 1,
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start + i + 2,
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start + i + 3);
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}
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break;
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|
||||
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;
|
||||
|
||||
Reference in New Issue
Block a user