mesa: rework vbo_exec_init()
[mesa.git] / src / mesa / vbo / vbo_exec.c
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2005 Brian Paul All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
12 *
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
15 *
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * OTHER DEALINGS IN THE SOFTWARE.
23 *
24 * Authors:
25 * Keith Whitwell <keithw@vmware.com>
26 */
27
28
29 #include "main/api_arrayelt.h"
30 #include "main/glheader.h"
31 #include "main/mtypes.h"
32 #include "main/vtxfmt.h"
33 #include "vbo_context.h"
34
35
36
37 void
38 vbo_exec_init(struct gl_context *ctx)
39 {
40 struct vbo_exec_context *exec = &vbo_context(ctx)->exec;
41
42 exec->ctx = ctx;
43
44 /* aelt_context should have been created by the caller */
45 assert(ctx->aelt_context);
46
47 vbo_exec_vtx_init(exec);
48
49 ctx->Driver.NeedFlush = 0;
50 ctx->Driver.CurrentExecPrimitive = PRIM_OUTSIDE_BEGIN_END;
51
52 /* The aelt_context state should still be dirty from its creation */
53 assert(_ae_is_state_dirty(ctx));
54
55 exec->array.recalculate_inputs = GL_TRUE;
56 exec->eval.recalculate_maps = GL_TRUE;
57 }
58
59
60 void vbo_exec_destroy( struct gl_context *ctx )
61 {
62 struct vbo_exec_context *exec = &vbo_context(ctx)->exec;
63
64 if (ctx->aelt_context) {
65 _ae_destroy_context( ctx );
66 ctx->aelt_context = NULL;
67 }
68
69 vbo_exec_vtx_destroy( exec );
70 }
71
72
73 /**
74 * Really want to install these callbacks to a central facility to be
75 * invoked according to the state flags. That will have to wait for a
76 * mesa rework:
77 */
78 void vbo_exec_invalidate_state( struct gl_context *ctx, GLbitfield new_state )
79 {
80 struct vbo_context *vbo = vbo_context(ctx);
81 struct vbo_exec_context *exec = &vbo->exec;
82
83 if (!exec->validating && new_state & (_NEW_PROGRAM|_NEW_ARRAY)) {
84 exec->array.recalculate_inputs = GL_TRUE;
85 }
86
87 if (new_state & _NEW_EVAL)
88 exec->eval.recalculate_maps = GL_TRUE;
89
90 _ae_invalidate_state(ctx, new_state);
91 }
92
93
94 /**
95 * Figure out the number of transform feedback primitives that will be output
96 * considering the drawing mode, number of vertices, and instance count,
97 * assuming that no geometry shading is done and primitive restart is not
98 * used.
99 *
100 * This is used by driver back-ends in implementing the PRIMITIVES_GENERATED
101 * and TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN queries. It is also used to
102 * pre-validate draw calls in GLES3 (where draw calls only succeed if there is
103 * enough room in the transform feedback buffer for the result).
104 */
105 size_t
106 vbo_count_tessellated_primitives(GLenum mode, GLuint count,
107 GLuint num_instances)
108 {
109 size_t num_primitives;
110 switch (mode) {
111 case GL_POINTS:
112 num_primitives = count;
113 break;
114 case GL_LINE_STRIP:
115 num_primitives = count >= 2 ? count - 1 : 0;
116 break;
117 case GL_LINE_LOOP:
118 num_primitives = count >= 2 ? count : 0;
119 break;
120 case GL_LINES:
121 num_primitives = count / 2;
122 break;
123 case GL_TRIANGLE_STRIP:
124 case GL_TRIANGLE_FAN:
125 case GL_POLYGON:
126 num_primitives = count >= 3 ? count - 2 : 0;
127 break;
128 case GL_TRIANGLES:
129 num_primitives = count / 3;
130 break;
131 case GL_QUAD_STRIP:
132 num_primitives = count >= 4 ? ((count / 2) - 1) * 2 : 0;
133 break;
134 case GL_QUADS:
135 num_primitives = (count / 4) * 2;
136 break;
137 case GL_LINES_ADJACENCY:
138 num_primitives = count / 4;
139 break;
140 case GL_LINE_STRIP_ADJACENCY:
141 num_primitives = count >= 4 ? count - 3 : 0;
142 break;
143 case GL_TRIANGLES_ADJACENCY:
144 num_primitives = count / 6;
145 break;
146 case GL_TRIANGLE_STRIP_ADJACENCY:
147 num_primitives = count >= 6 ? (count - 4) / 2 : 0;
148 break;
149 default:
150 assert(!"Unexpected primitive type in count_tessellated_primitives");
151 num_primitives = 0;
152 break;
153 }
154 return num_primitives * num_instances;
155 }
156
157
158
159 /**
160 * In some degenarate cases we can improve our ability to merge
161 * consecutive primitives. For example:
162 * glBegin(GL_LINE_STRIP);
163 * glVertex(1);
164 * glVertex(1);
165 * glEnd();
166 * glBegin(GL_LINE_STRIP);
167 * glVertex(1);
168 * glVertex(1);
169 * glEnd();
170 * Can be merged as a GL_LINES prim with four vertices.
171 *
172 * This function converts 2-vertex line strips/loops into GL_LINES, etc.
173 */
174 void
175 vbo_try_prim_conversion(struct _mesa_prim *p)
176 {
177 if (p->mode == GL_LINE_STRIP && p->count == 2) {
178 /* convert 2-vertex line strip to a separate line */
179 p->mode = GL_LINES;
180 }
181 else if ((p->mode == GL_TRIANGLE_STRIP || p->mode == GL_TRIANGLE_FAN)
182 && p->count == 3) {
183 /* convert 3-vertex tri strip or fan to a separate triangle */
184 p->mode = GL_TRIANGLES;
185 }
186
187 /* Note: we can't convert a 4-vertex quad strip to a separate quad
188 * because the vertex ordering is different. We'd have to muck
189 * around in the vertex data to make it work.
190 */
191 }
192
193
194 /**
195 * Helper function for determining if two subsequent glBegin/glEnd
196 * primitives can be combined. This is only possible for GL_POINTS,
197 * GL_LINES, GL_TRIANGLES and GL_QUADS.
198 * If we return true, it means that we can concatenate p1 onto p0 (and
199 * discard p1).
200 */
201 bool
202 vbo_can_merge_prims(const struct _mesa_prim *p0, const struct _mesa_prim *p1)
203 {
204 if (!p0->begin ||
205 !p1->begin ||
206 !p0->end ||
207 !p1->end)
208 return false;
209
210 /* The prim mode must match (ex: both GL_TRIANGLES) */
211 if (p0->mode != p1->mode)
212 return false;
213
214 /* p1's vertices must come right after p0 */
215 if (p0->start + p0->count != p1->start)
216 return false;
217
218 if (p0->basevertex != p1->basevertex ||
219 p0->num_instances != p1->num_instances ||
220 p0->base_instance != p1->base_instance)
221 return false;
222
223 /* can always merge subsequent GL_POINTS primitives */
224 if (p0->mode == GL_POINTS)
225 return true;
226
227 /* independent lines with no extra vertices */
228 if (p0->mode == GL_LINES && p0->count % 2 == 0 && p1->count % 2 == 0)
229 return true;
230
231 /* independent tris */
232 if (p0->mode == GL_TRIANGLES && p0->count % 3 == 0 && p1->count % 3 == 0)
233 return true;
234
235 /* independent quads */
236 if (p0->mode == GL_QUADS && p0->count % 4 == 0 && p1->count % 4 == 0)
237 return true;
238
239 return false;
240 }
241
242
243 /**
244 * If we've determined that p0 and p1 can be merged, this function
245 * concatenates p1 onto p0.
246 */
247 void
248 vbo_merge_prims(struct _mesa_prim *p0, const struct _mesa_prim *p1)
249 {
250 assert(vbo_can_merge_prims(p0, p1));
251
252 p0->count += p1->count;
253 p0->end = p1->end;
254 }