-
/*
* Mesa 3-D graphics library
- * Version: 3.5
+ * Version: 6.5.1
*
- * Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
*/
-/* Template for render stages which build and emit vertices directly
+/**
+ * \file t_dd_dmatmp.h
+ * Template for render stages which build and emit vertices directly
* to fixed-size dma buffers. Useful for rendering strips and other
* native primitives where clipping and per-vertex tweaks such as
* those in t_dd_tritmp.h are not required.
* Where various primitive types are unaccelerated by hardware, the
* code attempts to fallback to other primitive types (quadstrips to
* tristrips, lineloops to linestrips), or to indexed vertices.
- * Ultimately, a FALLBACK() macro is invoked if there is no way to
- * render the primitive natively.
*/
#if !defined(HAVE_TRIANGLES)
if (HAVE_POINTS) {
LOCAL_VARS;
int dmasz = GET_SUBSEQUENT_VB_MAX_VERTS();
- int currentsz = GET_CURRENT_VB_MAX_VERTS();
+ int currentsz;
GLuint j, nr;
INIT( GL_POINTS );
+ currentsz = GET_CURRENT_VB_MAX_VERTS();
if (currentsz < 8)
currentsz = dmasz;
if (HAVE_LINES) {
LOCAL_VARS;
int dmasz = GET_SUBSEQUENT_VB_MAX_VERTS();
- int currentsz = GET_CURRENT_VB_MAX_VERTS();
+ int currentsz;
GLuint j, nr;
INIT( GL_LINES );
/* Emit whole number of lines in total and in each buffer:
*/
count -= (count-start) & 1;
+ currentsz = GET_CURRENT_VB_MAX_VERTS();
currentsz -= currentsz & 1;
dmasz -= dmasz & 1;
if (HAVE_LINE_STRIPS) {
LOCAL_VARS;
int dmasz = GET_SUBSEQUENT_VB_MAX_VERTS();
- int currentsz = GET_CURRENT_VB_MAX_VERTS();
+ int currentsz;
GLuint j, nr;
INIT( GL_LINE_STRIP );
+ currentsz = GET_CURRENT_VB_MAX_VERTS();
if (currentsz < 8)
currentsz = dmasz;
if (HAVE_LINE_STRIPS) {
LOCAL_VARS;
int dmasz = GET_SUBSEQUENT_VB_MAX_VERTS();
- int currentsz = GET_CURRENT_VB_MAX_VERTS();
+ int currentsz;
GLuint j, nr;
INIT( GL_LINE_STRIP );
/* Ensure last vertex won't wrap buffers:
*/
+ currentsz = GET_CURRENT_VB_MAX_VERTS();
currentsz--;
dmasz--;
tmp = ALLOC_VERTS(nr+1);
tmp = TAG(emit_verts)( ctx, j, nr, tmp );
tmp = TAG(emit_verts)( ctx, start, 1, tmp );
+ (void) tmp;
}
else {
TAG(emit_verts)( ctx, j, nr, ALLOC_VERTS(nr) );
tmp = ALLOC_VERTS(2);
tmp = TAG(emit_verts)( ctx, start+1, 1, tmp );
tmp = TAG(emit_verts)( ctx, start, 1, tmp );
+ (void) tmp;
}
FLUSH();
{
LOCAL_VARS;
int dmasz = (GET_SUBSEQUENT_VB_MAX_VERTS()/3) * 3;
- int currentsz = (GET_CURRENT_VB_MAX_VERTS()/3) * 3;
+ int currentsz;
GLuint j, nr;
INIT(GL_TRIANGLES);
+ currentsz = (GET_CURRENT_VB_MAX_VERTS()/3) * 3;
+
/* Emit whole number of tris in total. dmasz is already a multiple
* of 3.
*/
LOCAL_VARS;
GLuint j, nr;
int dmasz = GET_SUBSEQUENT_VB_MAX_VERTS();
- int currentsz = GET_CURRENT_VB_MAX_VERTS();
+ int currentsz;
INIT(GL_TRIANGLE_FAN);
+ currentsz = GET_CURRENT_VB_MAX_VERTS();
if (currentsz < 8) {
currentsz = dmasz;
}
- for (j = start + 1 ; j + 1 < count; j += nr - 1 ) {
+ for (j = start + 1 ; j + 1 < count; j += nr - 2 ) {
void *tmp;
nr = MIN2( currentsz, count - j + 1 );
tmp = ALLOC_VERTS( nr );
tmp = TAG(emit_verts)( ctx, start, 1, tmp );
tmp = TAG(emit_verts)( ctx, j, nr - 1, tmp );
+ (void) tmp;
currentsz = dmasz;
}
LOCAL_VARS;
GLuint j, nr;
int dmasz = GET_SUBSEQUENT_VB_MAX_VERTS();
- int currentsz = GET_CURRENT_VB_MAX_VERTS();
+ int currentsz;
INIT(GL_POLYGON);
+ currentsz = GET_CURRENT_VB_MAX_VERTS();
if (currentsz < 8) {
currentsz = dmasz;
}
- for (j = start + 1 ; j + 1 < count ; j += nr - 1 ) {
+ for (j = start + 1 ; j + 1 < count ; j += nr - 2 ) {
void *tmp;
nr = MIN2( currentsz, count - j + 1 );
tmp = ALLOC_VERTS( nr );
tmp = TAG(emit_verts)( ctx, start, 1, tmp );
tmp = TAG(emit_verts)( ctx, j, nr - 1, tmp );
+ (void) tmp;
currentsz = dmasz;
}
FLUSH();
}
- else if (HAVE_TRI_FANS && !(ctx->_TriangleCaps & DD_FLATSHADE)) {
+ else if (HAVE_TRI_FANS && ctx->Light.ShadeModel == GL_SMOOTH) {
TAG(render_tri_fan_verts)( ctx, start, count, flags );
} else {
fprintf(stderr, "%s - cannot draw primitive\n", __FUNCTION__);
INIT(GL_QUAD_STRIP);
currentsz = GET_CURRENT_VB_MAX_VERTS();
-
if (currentsz < 8) {
currentsz = dmasz;
}
FLUSH();
- } else if (HAVE_TRI_STRIPS && (ctx->_TriangleCaps & DD_FLATSHADE)) {
+ } else if (HAVE_TRI_STRIPS &&
+ ctx->Light.ShadeModel == GL_FLAT &&
+ TNL_CONTEXT(ctx)->vb.ColorPtr[0]->stride) {
if (HAVE_ELTS) {
LOCAL_VARS;
int dmasz = GET_SUBSEQUENT_VB_MAX_ELTS();
FLUSH();
}
else {
- /* Vertices won't fit in a single buffer or elts not available,
- * VERT_FALLBACK.
+ /* Vertices won't fit in a single buffer or elts not
+ * available - should never happen.
*/
fprintf(stderr, "%s - cannot draw primitive\n", __FUNCTION__);
return;
else if (HAVE_TRI_STRIPS) {
LOCAL_VARS;
int dmasz = GET_SUBSEQUENT_VB_MAX_VERTS();
- int currentsz = GET_CURRENT_VB_MAX_VERTS();
+ int currentsz;
/* Emit smooth-shaded quadstrips as tristrips:
*/
/* Emit whole number of quads in total, and in each buffer.
*/
dmasz -= dmasz & 1;
+ currentsz = GET_CURRENT_VB_MAX_VERTS();
currentsz -= currentsz & 1;
count -= (count-start) & 1;
if (HAVE_QUADS) {
LOCAL_VARS;
int dmasz = (GET_SUBSEQUENT_VB_MAX_VERTS()/4) * 4;
- int currentsz = (GET_CURRENT_VB_MAX_VERTS()/4) * 4;
+ int currentsz;
GLuint j, nr;
INIT(GL_QUADS);
*/
count -= (count-start)%4;
+ currentsz = (GET_CURRENT_VB_MAX_VERTS()/4) * 4;
if (currentsz < 8)
currentsz = dmasz;
TAG(emit_verts)( ctx, j, nr, ALLOC_VERTS(nr) );
currentsz = dmasz;
}
-
-
- } else if (HAVE_ELTS) {
+ }
+ else if (HAVE_ELTS) {
/* Hardware doesn't have a quad primitive type -- try to
* simulate it using indexed vertices and the triangle
* primitive:
RELEASE_ELT_VERTS();
}
+ else if (HAVE_TRIANGLES) {
+ /* Hardware doesn't have a quad primitive type -- try to
+ * simulate it using triangle primitive. This is a win for
+ * gears, but is it useful in the broader world?
+ */
+ LOCAL_VARS;
+ GLuint j;
+
+ INIT(GL_TRIANGLES);
+
+ for (j = start; j < count-3; j += 4) {
+ void *tmp = ALLOC_VERTS( 6 );
+ /* Send v0, v1, v3
+ */
+ tmp = EMIT_VERTS(ctx, j, 2, tmp);
+ tmp = EMIT_VERTS(ctx, j + 3, 1, tmp);
+ /* Send v1, v2, v3
+ */
+ tmp = EMIT_VERTS(ctx, j + 1, 3, tmp);
+ (void) tmp;
+ }
+ }
else {
- /* Vertices won't fit in a single buffer, fallback.
+ /* Vertices won't fit in a single buffer, should never happen.
*/
fprintf(stderr, "%s - cannot draw primitive\n", __FUNCTION__);
return;
-static render_func TAG(render_tab_verts)[GL_POLYGON+2] =
+static tnl_render_func TAG(render_tab_verts)[GL_POLYGON+2] =
{
TAG(render_points_verts),
TAG(render_lines_verts),
currentsz = dmasz;
}
- for (j = start + 1 ; j + 1 < count; j += nr - 1 ) {
+ for (j = start + 1 ; j + 1 < count; j += nr - 2 ) {
void *tmp;
nr = MIN2( currentsz, count - j + 1 );
tmp = ALLOC_ELTS( nr );
tmp = TAG(emit_elts)( ctx, elts+start, 1, tmp );
tmp = TAG(emit_elts)( ctx, elts+j, nr - 1, tmp );
+ (void) tmp;
FLUSH();
currentsz = dmasz;
}
currentsz = dmasz;
}
- for (j = start + 1 ; j + 1 < count; j += nr - 1 ) {
+ for (j = start + 1 ; j + 1 < count; j += nr - 2 ) {
void *tmp;
nr = MIN2( currentsz, count - j + 1 );
tmp = ALLOC_ELTS( nr );
FLUSH();
currentsz = dmasz;
}
- } else if (HAVE_TRI_FANS && !(ctx->_TriangleCaps & DD_FLATSHADE)) {
+ } else if (HAVE_TRI_FANS && ctx->Light.ShadeModel == GL_SMOOTH) {
TAG(render_tri_fan_verts)( ctx, start, count, flags );
} else {
fprintf(stderr, "%s - cannot draw primitive\n", __FUNCTION__);
if (currentsz < 12)
currentsz = dmasz;
- if (ctx->_TriangleCaps & DD_FLATSHADE) {
+ if (ctx->Light.ShadeModel == GL_FLAT) {
ELT_INIT( GL_TRIANGLES );
currentsz = currentsz/6*2;
{
GLint i;
GLint quads = (nr/2)-1;
- void *buf = ALLOC_ELTS( quads*6 );
- ELTS_VARS( buf );
+ ELTS_VARS( ALLOC_ELTS( quads*6 ) );
for ( i = j-start ; i < j-start+quads ; i++, elts += 2 ) {
EMIT_TWO_ELTS( 0, elts[0], elts[1] );
{
GLint quads = nr/4;
GLint i;
- void *buf = ALLOC_ELTS( quads * 6 );
- ELTS_VARS(buf);
+ ELTS_VARS( ALLOC_ELTS( quads * 6 ) );
for ( i = j-start ; i < j-start+quads ; i++, elts += 4 ) {
EMIT_TWO_ELTS( 0, elts[0], elts[1] );
-static render_func TAG(render_tab_elts)[GL_POLYGON+2] =
+static tnl_render_func TAG(render_tab_elts)[GL_POLYGON+2] =
{
TAG(render_points_elts),
TAG(render_lines_elts),
-
-
-
-/* Prevent fallbacks later on.
+/* Pre-check the primitives in the VB to prevent the need for
+ * fallbacks later on.
*/
static GLboolean TAG(validate_render)( GLcontext *ctx,
struct vertex_buffer *VB )
{
GLint i;
- if (VB->ClipOrMask)
+ if (VB->ClipOrMask & ~CLIP_CULL_BIT)
return GL_FALSE;
if (VB->Elts && !HAVE_ELTS)
if (HAVE_POLYGONS) {
ok = GL_TRUE;
}
- else
- ok = (HAVE_TRI_FANS && !(ctx->_TriangleCaps & DD_FLATSHADE));
+ else {
+ ok = (HAVE_TRI_FANS && ctx->Light.ShadeModel == GL_SMOOTH);
+ }
break;
case GL_QUAD_STRIP:
if (VB->Elts) {
}
else if (HAVE_QUAD_STRIPS) {
ok = GL_TRUE;
- } else if (HAVE_TRI_STRIPS && (ctx->_TriangleCaps & DD_FLATSHADE)) {
+ } else if (HAVE_TRI_STRIPS &&
+ ctx->Light.ShadeModel == GL_FLAT &&
+ VB->ColorPtr[0]->stride != 0) {
if (HAVE_ELTS) {
- ok = count < GET_SUBSEQUENT_VB_MAX_ELTS();
+ ok = (GLint) count < GET_SUBSEQUENT_VB_MAX_ELTS();
}
else {
ok = GL_FALSE;
if (HAVE_QUADS) {
ok = GL_TRUE;
} else if (HAVE_ELTS) {
- ok = count < GET_SUBSEQUENT_VB_MAX_ELTS();
+ ok = (GLint) count < GET_SUBSEQUENT_VB_MAX_ELTS();
}
else {
- ok = GL_FALSE;
+ ok = HAVE_TRIANGLES; /* flatshading is ok. */
}
break;
default:
break;
}
- if (!ok) return GL_FALSE;
+ if (!ok) {
+/* fprintf(stderr, "not ok %s\n", _mesa_lookup_enum_by_nr(prim & PRIM_MODE_MASK)); */
+ return GL_FALSE;
+ }
}
return GL_TRUE;