Obsolete
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@@ -1,320 +0,0 @@
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/**************************************************************************
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*
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* Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
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* All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sub license, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice (including the
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* next paragraph) shall be included in all copies or substantial portions
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* of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
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* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
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* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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**************************************************************************/
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/*
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* Authors:
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* Keith Whitwell <keith@tungstengraphics.com>
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*/
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#ifdef MESA
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#include "main/imports.h"
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#include "main/macros.h"
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#include "tnl/t_context.h"
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#include "vf/vf.h"
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#else
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#define VF_
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#include "pipe/p_util.h"
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#endif /*MESA*/
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#include "draw_private.h"
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#include "draw_context.h"
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#include "draw_prim.h"
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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 void vs_flush( struct draw_context *draw )
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{
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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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/**
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* Allocate storage for post-transformation vertices.
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*/
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static void
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draw_allocate_vertices( struct draw_context *draw, unsigned nr_vertices )
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{
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assert(draw->vertex_size > 0);
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draw->nr_vertices = nr_vertices;
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draw->verts = (ubyte *) malloc( nr_vertices * draw->vertex_size );
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draw_invalidate_vcache( draw );
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}
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/**
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* Free storage which was allocated by draw_allocate_vertices()
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*/
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static void
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draw_release_vertices( struct draw_context *draw )
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{
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free(draw->verts);
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draw->verts = NULL;
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}
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/**
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* Note: this must match struct vertex_header's layout (I think).
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*/
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struct header_dword {
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unsigned clipmask:12;
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unsigned edgeflag:1;
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unsigned pad:19;
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};
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#ifdef MESA
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static void
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build_vertex_headers( struct draw_context *draw,
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struct vertex_buffer *VB )
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{
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if (draw->header.storage == NULL) {
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draw->header.stride = sizeof(float);
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draw->header.size = 1;
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draw->header.storage = ALIGN_MALLOC( VB->Size * sizeof(float), 32 );
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draw->header.data = draw->header.storage;
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draw->header.count = 0;
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draw->header.flags = VEC_SIZE_1 | VEC_MALLOC;
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}
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/* Build vertex header attribute.
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*
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*/
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{
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unsigned i;
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struct header_dword *header = (struct header_dword *)draw->header.storage;
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/* yes its a hack
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*/
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assert(sizeof(*header) == sizeof(float));
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draw->header.count = VB->Count;
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if (VB->EdgeFlag) {
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for (i = 0; i < VB->Count; i++) {
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header[i].clipmask = VB->ClipMask[i];
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header[i].edgeflag = VB->EdgeFlag[i];
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header[i].pad = 0;
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}
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}
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else if (VB->ClipOrMask) {
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for (i = 0; i < VB->Count; i++) {
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header[i].clipmask = VB->ClipMask[i];
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header[i].edgeflag = 0;
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header[i].pad = 0;
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}
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}
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else {
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for (i = 0; i < VB->Count; i++) {
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header[i].clipmask = 0;
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header[i].edgeflag = 0;
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header[i].pad = 0;
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}
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}
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}
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VB->AttribPtr[VF_ATTRIB_VERTEX_HEADER] = &draw->header;
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}
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#endif /*MESA*/
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#ifdef MESA
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/**
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* This is a hack & will all go away.
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*/
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void draw_vb(struct draw_context *draw,
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struct vertex_buffer *VB )
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{
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unsigned i;
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VB->AttribPtr[VF_ATTRIB_POS] = VB->NdcPtr;
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VB->AttribPtr[VF_ATTRIB_BFC0] = VB->ColorPtr[1];
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VB->AttribPtr[VF_ATTRIB_BFC1] = VB->SecondaryColorPtr[1];
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VB->AttribPtr[VF_ATTRIB_CLIP_POS] = VB->ClipPtr;
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/* Build vertex headers:
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*/
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build_vertex_headers( draw, VB );
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draw->vs_flush = vs_flush;
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draw->in_vb = 1;
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/* tell drawing pipeline we're beginning drawing */
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draw->pipeline.first->begin( draw->pipeline.first );
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/* Allocate storage for the post-transform vertices:
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*/
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draw_allocate_vertices( draw, VB->Count );
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/* Bind the vb outputs:
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*/
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vf_set_sources( draw->vf, VB->AttribPtr, 0 );
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vf_emit_vertices( draw->vf, VB->Count, draw->verts );
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if (VB->Elts)
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draw_set_mapped_element_buffer(draw, sizeof(unsigned), VB->Elts);
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else
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draw_set_mapped_element_buffer(draw, 0, NULL);
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for (i = 0; i < VB->PrimitiveCount; i++) {
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const GLenum mode = VB->Primitive[i].mode;
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const unsigned start = VB->Primitive[i].start;
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unsigned length, first, incr;
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/* Trim the primitive down to a legal size.
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*/
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draw_prim_info( mode, &first, &incr );
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length = draw_trim( VB->Primitive[i].count, first, incr );
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if (!length)
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continue;
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if (draw->prim != mode)
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draw_set_prim( draw, mode );
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draw_prim( draw, start, length );
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}
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/* draw any left-over buffered prims */
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draw_flush(draw);
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/* tell drawing pipeline we're done drawing */
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draw->pipeline.first->end( draw->pipeline.first );
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/* free the post-transformed vertices */
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draw_release_vertices( draw );
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draw->verts = NULL;
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draw->in_vb = 0;
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draw->elts = NULL;
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}
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#endif /*MESA*/
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#if 000
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/**
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* Accumulate another attribute's info.
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* Note the "- 2" factor here. We need this because the vertex->data[]
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* array does not include the first two attributes we emit (VERTEX_HEADER
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* and CLIP_POS). So, the 3rd attribute actually winds up in the 1st
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* position of the data[] array.
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*/
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#define EMIT_ATTR( VF_ATTR, STYLE ) \
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do { \
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if (draw->nr_attrs >= 2) \
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draw->vf_attr_to_slot[VF_ATTR] = draw->nr_attrs - 2; \
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draw->attrs[draw->nr_attrs].attrib = VF_ATTR; \
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draw->attrs[draw->nr_attrs].format = STYLE; \
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draw->nr_attrs++; \
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} while (0)
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/**
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* Tell the draw module about the layout of attributes in the vertex.
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* We need this in order to know which vertex slot has color0, etc.
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*
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* \param slot_to_vf_attr an array which maps slot indexes to vertex
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* format tokens (VF_*).
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* \param nr_attrs the size of the slot_to_vf_attr array
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* (and number of attributes)
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*/
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void draw_set_vertex_attributes( struct draw_context *draw,
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const unsigned *slot_to_vf_attr,
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unsigned nr_attrs )
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{
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unsigned i;
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memset(draw->vf_attr_to_slot, 0, sizeof(draw->vf_attr_to_slot));
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draw->nr_attrs = 0;
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/*
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* First three attribs are always the same: header, clip pos, winpos
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*/
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EMIT_ATTR(VF_ATTRIB_VERTEX_HEADER, EMIT_1F);
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EMIT_ATTR(VF_ATTRIB_CLIP_POS, EMIT_4F);
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assert(slot_to_vf_attr[0] == VF_ATTRIB_POS);
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EMIT_ATTR(slot_to_vf_attr[0], EMIT_4F_VIEWPORT);
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/*
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* Remaining attribs (color, texcoords, etc)
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*/
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for (i = 1; i < nr_attrs; i++)
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EMIT_ATTR(slot_to_vf_attr[i], EMIT_4F);
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/* tell the vertex format module how to construct vertices for us */
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#if MESA
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draw->vertex_size = vf_set_vertex_attributes( draw->vf, draw->attrs,
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draw->nr_attrs, 0 );
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#endif
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}
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#endif
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