#include "draw/draw_pt.h"
#include "draw/draw_vs.h"
-#include "translate/translate.h"
struct fetch_shade_emit;
}
for (i = 0; i < 5 && i < nr_vbs; i++) {
- if (draw->pt.vertex_buffer[i].pitch == 0)
+ if (draw->pt.vertex_buffer[i].stride == 0)
fse->key.const_vbuffers |= (1<<i);
}
unsigned dst_offset = 0;
for (i = 0; i < vinfo->num_attribs; i++) {
- unsigned emit_sz = 0;
-
- switch (vinfo->attrib[i].emit) {
- case EMIT_4F:
- emit_sz = 4 * sizeof(float);
- break;
- case EMIT_3F:
- emit_sz = 3 * sizeof(float);
- break;
- case EMIT_2F:
- emit_sz = 2 * sizeof(float);
- break;
- case EMIT_1F:
- emit_sz = 1 * sizeof(float);
- break;
- case EMIT_1F_PSIZE:
- emit_sz = 1 * sizeof(float);
- break;
- case EMIT_4UB:
- emit_sz = 4 * sizeof(ubyte);
- break;
- default:
- assert(0);
- break;
- }
+ unsigned emit_sz = draw_translate_vinfo_size(vinfo->attrib[i].emit);
+
+ /* doesn't handle EMIT_OMIT */
+ assert(emit_sz != 0);
/* The elements in the key correspond to vertex shader output
* numbers, not to positions in the hw vertex description --
i,
((const ubyte *) draw->pt.user.vbuffer[i] +
draw->pt.vertex_buffer[i].buffer_offset),
- draw->pt.vertex_buffer[i].pitch );
+ draw->pt.vertex_buffer[i].stride,
+ draw->pt.vertex_buffer[i].max_index );
}
*max_vertices = (draw->render->max_vertex_buffer_bytes /
struct draw_vertex_shader *vs = draw->vs.vertex_shader;
vs->prepare(vs, draw);
}
-
-
- //return TRUE;
}
-
-
-
-
static void fse_run_linear( struct draw_pt_middle_end *middle,
unsigned start,
unsigned count )
*/
draw_do_flush( draw, DRAW_FLUSH_BACKEND );
- hw_verts = draw->render->allocate_vertices( draw->render,
- (ushort)fse->key.output_stride,
- (ushort)count );
+ if (count >= UNDEFINED_VERTEX_ID)
+ goto fail;
- if (!hw_verts) {
- assert(0);
- return;
- }
+ if (!draw->render->allocate_vertices( draw->render,
+ (ushort)fse->key.output_stride,
+ (ushort)count ))
+ goto fail;
+
+ hw_verts = draw->render->map_vertices( draw->render );
+ if (!hw_verts)
+ goto fail;
/* Single routine to fetch vertices, run shader and emit HW verts.
* Clipping is done elsewhere -- either by the API or on hardware,
start, count,
hw_verts );
- /* Draw arrays path to avoid re-emitting index list again and
- * again.
- */
- draw->render->draw_arrays( draw->render,
- 0,
- count );
-
+
if (0) {
unsigned i;
for (i = 0; i < count; i++) {
(const uint8_t *)hw_verts + fse->key.output_stride * i );
}
}
+
+ draw->render->unmap_vertices( draw->render, 0, (ushort)(count - 1) );
+
+ /* Draw arrays path to avoid re-emitting index list again and
+ * again.
+ */
+ draw->render->draw_arrays( draw->render,
+ 0,
+ count );
+
+
+ draw->render->release_vertices( draw->render );
+ return;
- draw->render->release_vertices( draw->render,
- hw_verts,
- fse->key.output_stride,
- count );
+fail:
+ assert(0);
+ return;
}
*/
draw_do_flush( draw, DRAW_FLUSH_BACKEND );
- hw_verts = draw->render->allocate_vertices( draw->render,
- (ushort)fse->key.output_stride,
- (ushort)fetch_count );
- if (!hw_verts) {
- assert(0);
- return;
- }
+ if (fetch_count >= UNDEFINED_VERTEX_ID)
+ goto fail;
+
+ if (!draw->render->allocate_vertices( draw->render,
+ (ushort)fse->key.output_stride,
+ (ushort)fetch_count ))
+ goto fail;
+
+ hw_verts = draw->render->map_vertices( draw->render );
+ if (!hw_verts)
+ goto fail;
/* Single routine to fetch vertices, run shader and emit HW verts.
fetch_count,
hw_verts );
- draw->render->draw( draw->render,
- draw_elts,
- draw_count );
if (0) {
unsigned i;
}
}
+ draw->render->unmap_vertices( draw->render, 0, (ushort)(fetch_count - 1) );
+
+ draw->render->draw( draw->render,
+ draw_elts,
+ draw_count );
- draw->render->release_vertices( draw->render,
- hw_verts,
- fse->key.output_stride,
- fetch_count );
+ draw->render->release_vertices( draw->render );
+ return;
+
+fail:
+ assert(0);
+ return;
}
*/
draw_do_flush( draw, DRAW_FLUSH_BACKEND );
- hw_verts = draw->render->allocate_vertices( draw->render,
- (ushort)fse->key.output_stride,
- (ushort)count );
+ if (count >= UNDEFINED_VERTEX_ID)
+ return FALSE;
- if (!hw_verts) {
+ if (!draw->render->allocate_vertices( draw->render,
+ (ushort)fse->key.output_stride,
+ (ushort)count ))
+ return FALSE;
+
+ hw_verts = draw->render->map_vertices( draw->render );
+ if (!hw_verts)
return FALSE;
- }
/* Single routine to fetch vertices, run shader and emit HW verts.
* Clipping is done elsewhere -- either by the API or on hardware,
draw_count );
+ draw->render->unmap_vertices( draw->render, 0, (ushort)(count - 1) );
- draw->render->release_vertices( draw->render,
- hw_verts,
- fse->key.output_stride,
- count );
+ draw->render->release_vertices( draw->render );
return TRUE;
}