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