* Authors:
* Keith Whitwell <keithw@vmware.com>
*/
-
+#include <stdbool.h>
/**
* \file t_dd_dmatmp.h
{
if (HAVE_POINTS) {
LOCAL_VARS;
- int dmasz = GET_SUBSEQUENT_VB_MAX_VERTS();
- int currentsz;
+ const unsigned dmasz = GET_SUBSEQUENT_VB_MAX_VERTS();
+ unsigned currentsz;
GLuint j, nr;
INIT(GL_POINTS);
currentsz = dmasz;
}
} else {
- fprintf(stderr, "%s - cannot draw primitive\n", __func__);
- return;
+ unreachable("Cannot draw primitive; validate_render should have "
+ "prevented this");
}
}
GLuint flags)
{
LOCAL_VARS;
- int dmasz = GET_SUBSEQUENT_VB_MAX_VERTS();
- int currentsz;
+ const unsigned dmasz = GET_SUBSEQUENT_VB_MAX_VERTS() & ~1;
+ unsigned currentsz;
GLuint j, nr;
INIT(GL_LINES);
count -= count & 1;
currentsz = GET_CURRENT_VB_MAX_VERTS();
currentsz -= currentsz & 1;
- dmasz -= dmasz & 1;
if (currentsz < 8)
currentsz = dmasz;
GLuint flags)
{
LOCAL_VARS;
- int dmasz = GET_SUBSEQUENT_VB_MAX_VERTS();
- int currentsz;
+ const unsigned dmasz = GET_SUBSEQUENT_VB_MAX_VERTS();
+ unsigned currentsz;
GLuint j, nr;
INIT(GL_LINE_STRIP);
GLuint flags)
{
LOCAL_VARS;
- int dmasz = GET_SUBSEQUENT_VB_MAX_VERTS();
- int currentsz;
+ const unsigned dmasz = GET_SUBSEQUENT_VB_MAX_VERTS() - 1;
+ unsigned currentsz;
GLuint j, nr;
INIT(GL_LINE_STRIP);
*/
currentsz = GET_CURRENT_VB_MAX_VERTS();
currentsz--;
- dmasz--;
if (currentsz < 8)
currentsz = dmasz;
GLuint flags)
{
LOCAL_VARS;
- int dmasz = (GET_SUBSEQUENT_VB_MAX_VERTS() / 3) * 3;
- int currentsz;
+ const unsigned dmasz = (GET_SUBSEQUENT_VB_MAX_VERTS() / 3) * 3;
+ unsigned currentsz;
GLuint j, nr;
INIT(GL_TRIANGLES);
{
LOCAL_VARS;
GLuint j, nr;
- int dmasz = GET_SUBSEQUENT_VB_MAX_VERTS();
- int currentsz;
+ const unsigned dmasz = GET_SUBSEQUENT_VB_MAX_VERTS() & ~1;
+ unsigned currentsz;
INIT(GL_TRIANGLE_STRIP);
/* From here on emit even numbers of tris when wrapping over buffers:
*/
- dmasz -= (dmasz & 1);
currentsz -= (currentsz & 1);
for (j = 0; j + 2 < count; j += nr - 2) {
{
LOCAL_VARS;
GLuint j, nr;
- int dmasz = GET_SUBSEQUENT_VB_MAX_VERTS();
- int currentsz;
+ const unsigned dmasz = GET_SUBSEQUENT_VB_MAX_VERTS();
+ unsigned currentsz;
INIT(GL_TRIANGLE_FAN);
if (HAVE_POLYGONS) {
LOCAL_VARS;
GLuint j, nr;
- int dmasz = GET_SUBSEQUENT_VB_MAX_VERTS();
- int currentsz;
+ const unsigned dmasz = GET_SUBSEQUENT_VB_MAX_VERTS();
+ unsigned currentsz;
INIT(GL_POLYGON);
}
FLUSH();
- } else if (ctx->Light.ShadeModel == GL_SMOOTH) {
+ } else if (ctx->Light.ShadeModel == GL_SMOOTH ||
+ ctx->Light.ProvokingVertex == GL_FIRST_VERTEX_CONVENTION) {
TAG(render_tri_fan_verts)( ctx, start, count, flags );
} else {
- fprintf(stderr, "%s - cannot draw primitive\n", __func__);
- return;
+ unreachable("Cannot draw primitive; validate_render should have "
+ "prevented this");
}
}
{
GLuint j, nr;
- if (ctx->Light.ShadeModel == GL_FLAT &&
- TNL_CONTEXT(ctx)->vb.AttribPtr[_TNL_ATTRIB_COLOR0]->stride) {
- /* Vertices won't fit in a single buffer or elts not available - should
- * never happen.
- */
- fprintf(stderr, "%s - cannot draw primitive\n", __func__);
- return;
- } else {
+ if (ctx->Light.ShadeModel == GL_SMOOTH) {
LOCAL_VARS;
- int dmasz = GET_SUBSEQUENT_VB_MAX_VERTS();
- int currentsz;
+ const unsigned dmasz = GET_SUBSEQUENT_VB_MAX_VERTS() & ~1;
+ unsigned 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 & 1;
}
FLUSH();
+ } else {
+ unreachable("Cannot draw primitive; validate_render should have "
+ "prevented this");
}
}
GLuint count,
GLuint flags)
{
- LOCAL_VARS;
- GLuint j;
-
- /* Emit whole number of quads in total. */
- count -= count & 3;
+ if (ctx->Light.ShadeModel == GL_SMOOTH ||
+ ctx->Light.ProvokingVertex == GL_LAST_VERTEX_CONVENTION) {
+ LOCAL_VARS;
+ GLuint j;
- /* 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?
- */
- INIT(GL_TRIANGLES);
+ /* Emit whole number of quads in total. */
+ count -= count & 3;
- for (j = 0; j + 3 < count; j += 4) {
- void *tmp = ALLOC_VERTS(6);
- /* Send v0, v1, v3
+ /* 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?
*/
- tmp = EMIT_VERTS(ctx, start + j, 2, tmp);
- tmp = EMIT_VERTS(ctx, start + j + 3, 1, tmp);
- /* Send v1, v2, v3
- */
- tmp = EMIT_VERTS(ctx, start + j + 1, 3, tmp);
- (void) tmp;
+ INIT(GL_TRIANGLES);
+
+ for (j = 0; j + 3 < count; j += 4) {
+ void *tmp = ALLOC_VERTS(6);
+ /* Send v0, v1, v3
+ */
+ tmp = EMIT_VERTS(ctx, start + j, 2, tmp);
+ tmp = EMIT_VERTS(ctx, start + j + 3, 1, tmp);
+ /* Send v1, v2, v3
+ */
+ tmp = EMIT_VERTS(ctx, start + j + 1, 3, tmp);
+ (void) tmp;
+ }
+ } else {
+ unreachable("Cannot draw primitive");
}
}
(void) flags;
}
-static tnl_render_func TAG(render_tab_verts)[GL_POLYGON+2] =
+static const tnl_render_func TAG(render_tab_verts)[GL_POLYGON+2] =
{
TAG(render_points_verts),
TAG(render_lines_verts),
/* Pre-check the primitives in the VB to prevent the need for
* fallbacks later on.
*/
-static GLboolean TAG(validate_render)(struct gl_context *ctx,
- struct vertex_buffer *VB)
+static bool TAG(validate_render)(struct gl_context *ctx,
+ struct vertex_buffer *VB)
{
GLint i;
if (VB->ClipOrMask & ~CLIP_CULL_BIT)
- return GL_FALSE;
+ return false;
if (VB->Elts)
- return GL_FALSE;
+ return false;
for (i = 0 ; i < VB->PrimitiveCount ; i++) {
GLuint prim = VB->Primitive[i].mode;
GLuint count = VB->Primitive[i].count;
- GLboolean ok = GL_FALSE;
+ bool ok = false;
if (!count)
continue;
case GL_TRIANGLES:
case GL_TRIANGLE_STRIP:
case GL_TRIANGLE_FAN:
- ok = GL_TRUE;
+ ok = true;
break;
case GL_POLYGON:
- ok = (HAVE_POLYGONS) || ctx->Light.ShadeModel == GL_SMOOTH;
+ ok = (HAVE_POLYGONS) || ctx->Light.ShadeModel == GL_SMOOTH ||
+ ctx->Light.ProvokingVertex == GL_FIRST_VERTEX_CONVENTION;
break;
case GL_QUAD_STRIP:
- ok = VB->Elts ||
- (ctx->Light.ShadeModel != GL_FLAT ||
- VB->AttribPtr[_TNL_ATTRIB_COLOR0]->stride == 0);
+ ok = VB->Elts || ctx->Light.ShadeModel == GL_SMOOTH;
break;
case GL_QUADS:
- ok = GL_TRUE; /* flatshading is ok. */
+ ok = ctx->Light.ShadeModel == GL_SMOOTH ||
+ ctx->Light.ProvokingVertex == GL_LAST_VERTEX_CONVENTION;
break;
default:
break;
if (!ok) {
/* fprintf(stderr, "not ok %s\n", _mesa_enum_to_string(prim & PRIM_MODE_MASK)); */
- return GL_FALSE;
+ return false;
}
}
- return GL_TRUE;
+ return true;
}