mesa: move vbo_count_tessellated_primitives() to api_validate.c

It's only used in this file and has nothing VBO-specific about it.

Reviewed-by: Roland Scheidegger <sroland@vmware.com>
This commit is contained in:
Brian Paul
2018-01-18 13:21:56 -07:00
parent 5d3e10fd27
commit a152cb7492
3 changed files with 65 additions and 72 deletions
+65 -3
View File
@@ -35,7 +35,6 @@
#include "state.h"
#include "transformfeedback.h"
#include "uniforms.h"
#include "vbo/vbo.h"
#include "program/prog_print.h"
@@ -829,6 +828,69 @@ need_xfb_remaining_prims_check(const struct gl_context *ctx)
}
/**
* Figure out the number of transform feedback primitives that will be output
* considering the drawing mode, number of vertices, and instance count,
* assuming that no geometry shading is done and primitive restart is not
* used.
*
* This is used by driver back-ends in implementing the PRIMITIVES_GENERATED
* and TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN queries. It is also used to
* pre-validate draw calls in GLES3 (where draw calls only succeed if there is
* enough room in the transform feedback buffer for the result).
*/
static size_t
count_tessellated_primitives(GLenum mode, GLuint count, GLuint num_instances)
{
size_t num_primitives;
switch (mode) {
case GL_POINTS:
num_primitives = count;
break;
case GL_LINE_STRIP:
num_primitives = count >= 2 ? count - 1 : 0;
break;
case GL_LINE_LOOP:
num_primitives = count >= 2 ? count : 0;
break;
case GL_LINES:
num_primitives = count / 2;
break;
case GL_TRIANGLE_STRIP:
case GL_TRIANGLE_FAN:
case GL_POLYGON:
num_primitives = count >= 3 ? count - 2 : 0;
break;
case GL_TRIANGLES:
num_primitives = count / 3;
break;
case GL_QUAD_STRIP:
num_primitives = count >= 4 ? ((count / 2) - 1) * 2 : 0;
break;
case GL_QUADS:
num_primitives = (count / 4) * 2;
break;
case GL_LINES_ADJACENCY:
num_primitives = count / 4;
break;
case GL_LINE_STRIP_ADJACENCY:
num_primitives = count >= 4 ? count - 3 : 0;
break;
case GL_TRIANGLES_ADJACENCY:
num_primitives = count / 6;
break;
case GL_TRIANGLE_STRIP_ADJACENCY:
num_primitives = count >= 6 ? (count - 4) / 2 : 0;
break;
default:
assert(!"Unexpected primitive type in count_tessellated_primitives");
num_primitives = 0;
break;
}
return num_primitives * num_instances;
}
static bool
validate_draw_arrays(struct gl_context *ctx, const char *func,
GLenum mode, GLsizei count, GLsizei numInstances)
@@ -849,7 +911,7 @@ validate_draw_arrays(struct gl_context *ctx, const char *func,
if (need_xfb_remaining_prims_check(ctx)) {
struct gl_transform_feedback_object *xfb_obj
= ctx->TransformFeedback.CurrentObject;
size_t prim_count = vbo_count_tessellated_primitives(mode, count, numInstances);
size_t prim_count = count_tessellated_primitives(mode, count, numInstances);
if (xfb_obj->GlesRemainingPrims < prim_count) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s(exceeds transform feedback size)", func);
@@ -937,7 +999,7 @@ _mesa_validate_MultiDrawArrays(struct gl_context *ctx, GLenum mode,
size_t xfb_prim_count = 0;
for (i = 0; i < primcount; ++i)
xfb_prim_count += vbo_count_tessellated_primitives(mode, count[i], 1);
xfb_prim_count += count_tessellated_primitives(mode, count[i], 1);
if (xfb_obj->GlesRemainingPrims < xfb_prim_count) {
_mesa_error(ctx, GL_INVALID_OPERATION,
-4
View File
@@ -196,10 +196,6 @@ void vbo_set_draw_func(struct gl_context *ctx, vbo_draw_func func);
void vbo_set_indirect_draw_func(struct gl_context *ctx,
vbo_indirect_draw_func func);
size_t
vbo_count_tessellated_primitives(GLenum mode, GLuint count,
GLuint num_instances);
void
vbo_try_prim_conversion(struct _mesa_prim *p);
-65
View File
@@ -69,71 +69,6 @@ void vbo_exec_destroy( struct gl_context *ctx )
}
/**
* Figure out the number of transform feedback primitives that will be output
* considering the drawing mode, number of vertices, and instance count,
* assuming that no geometry shading is done and primitive restart is not
* used.
*
* This is used by driver back-ends in implementing the PRIMITIVES_GENERATED
* and TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN queries. It is also used to
* pre-validate draw calls in GLES3 (where draw calls only succeed if there is
* enough room in the transform feedback buffer for the result).
*/
size_t
vbo_count_tessellated_primitives(GLenum mode, GLuint count,
GLuint num_instances)
{
size_t num_primitives;
switch (mode) {
case GL_POINTS:
num_primitives = count;
break;
case GL_LINE_STRIP:
num_primitives = count >= 2 ? count - 1 : 0;
break;
case GL_LINE_LOOP:
num_primitives = count >= 2 ? count : 0;
break;
case GL_LINES:
num_primitives = count / 2;
break;
case GL_TRIANGLE_STRIP:
case GL_TRIANGLE_FAN:
case GL_POLYGON:
num_primitives = count >= 3 ? count - 2 : 0;
break;
case GL_TRIANGLES:
num_primitives = count / 3;
break;
case GL_QUAD_STRIP:
num_primitives = count >= 4 ? ((count / 2) - 1) * 2 : 0;
break;
case GL_QUADS:
num_primitives = (count / 4) * 2;
break;
case GL_LINES_ADJACENCY:
num_primitives = count / 4;
break;
case GL_LINE_STRIP_ADJACENCY:
num_primitives = count >= 4 ? count - 3 : 0;
break;
case GL_TRIANGLES_ADJACENCY:
num_primitives = count / 6;
break;
case GL_TRIANGLE_STRIP_ADJACENCY:
num_primitives = count >= 6 ? (count - 4) / 2 : 0;
break;
default:
assert(!"Unexpected primitive type in count_tessellated_primitives");
num_primitives = 0;
break;
}
return num_primitives * num_instances;
}
/**
* In some degenarate cases we can improve our ability to merge
* consecutive primitives. For example: