/*
* Mesa 3-D graphics library
- * Version: 6.3
*
* Copyright (C) 1999-2005 Brian Paul All Rights Reserved.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
- * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
+ * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
+ * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
+ * OTHER DEALINGS IN THE SOFTWARE.
*
* Authors:
- * Keith Whitwell <keith@tungstengraphics.com>
+ * Keith Whitwell <keithw@vmware.com>
*/
return;
vbo_exec_vtx_init( exec );
- vbo_exec_array_init( exec );
ctx->Driver.NeedFlush = 0;
ctx->Driver.CurrentExecPrimitive = PRIM_OUTSIDE_BEGIN_END;
- ctx->Driver.BeginVertices = vbo_exec_BeginVertices;
- ctx->Driver.FlushVertices = vbo_exec_FlushVertices;
vbo_exec_invalidate_state( ctx, ~0 );
}
}
vbo_exec_vtx_destroy( exec );
- vbo_exec_array_destroy( exec );
}
* invoked according to the state flags. That will have to wait for a
* mesa rework:
*/
-void vbo_exec_invalidate_state( struct gl_context *ctx, GLuint new_state )
+void vbo_exec_invalidate_state( struct gl_context *ctx, GLbitfield new_state )
{
- struct vbo_exec_context *exec = &vbo_context(ctx)->exec;
+ struct vbo_context *vbo = vbo_context(ctx);
+ struct vbo_exec_context *exec = &vbo->exec;
- if (new_state & (_NEW_PROGRAM|_NEW_ARRAY)) {
+ if (!exec->validating && new_state & (_NEW_PROGRAM|_NEW_ARRAY)) {
exec->array.recalculate_inputs = GL_TRUE;
}
if (new_state & _NEW_EVAL)
- exec->eval.recalculate_maps = 1;
+ exec->eval.recalculate_maps = GL_TRUE;
_ae_invalidate_state(ctx, new_state);
}
case GL_QUADS:
num_primitives = (count / 4) * 2;
break;
+ case GL_LINES_ADJACENCY:
+ num_primitives = count / 4;
+ break;
+ case GL_LINE_STRIP_ADJACENCY:
+ num_primitives = count >= 4 ? count - 3 : 0;
+ break;
+ case GL_TRIANGLES_ADJACENCY:
+ num_primitives = count / 6;
+ break;
+ case GL_TRIANGLE_STRIP_ADJACENCY:
+ num_primitives = count >= 6 ? (count - 4) / 2 : 0;
+ break;
default:
assert(!"Unexpected primitive type in count_tessellated_primitives");
num_primitives = 0;
}
return num_primitives * num_instances;
}
+
+
+
+/**
+ * In some degenarate cases we can improve our ability to merge
+ * consecutive primitives. For example:
+ * glBegin(GL_LINE_STRIP);
+ * glVertex(1);
+ * glVertex(1);
+ * glEnd();
+ * glBegin(GL_LINE_STRIP);
+ * glVertex(1);
+ * glVertex(1);
+ * glEnd();
+ * Can be merged as a GL_LINES prim with four vertices.
+ *
+ * This function converts 2-vertex line strips/loops into GL_LINES, etc.
+ */
+void
+vbo_try_prim_conversion(struct _mesa_prim *p)
+{
+ if (p->mode == GL_LINE_STRIP && p->count == 2) {
+ /* convert 2-vertex line strip to a separate line */
+ p->mode = GL_LINES;
+ }
+ else if ((p->mode == GL_TRIANGLE_STRIP || p->mode == GL_TRIANGLE_FAN)
+ && p->count == 3) {
+ /* convert 3-vertex tri strip or fan to a separate triangle */
+ p->mode = GL_TRIANGLES;
+ }
+
+ /* Note: we can't convert a 4-vertex quad strip to a separate quad
+ * because the vertex ordering is different. We'd have to muck
+ * around in the vertex data to make it work.
+ */
+}
+
+
+/**
+ * Helper function for determining if two subsequent glBegin/glEnd
+ * primitives can be combined. This is only possible for GL_POINTS,
+ * GL_LINES, GL_TRIANGLES and GL_QUADS.
+ * If we return true, it means that we can concatenate p1 onto p0 (and
+ * discard p1).
+ */
+bool
+vbo_can_merge_prims(const struct _mesa_prim *p0, const struct _mesa_prim *p1)
+{
+ if (!p0->begin ||
+ !p1->begin ||
+ !p0->end ||
+ !p1->end)
+ return false;
+
+ /* The prim mode must match (ex: both GL_TRIANGLES) */
+ if (p0->mode != p1->mode)
+ return false;
+
+ /* p1's vertices must come right after p0 */
+ if (p0->start + p0->count != p1->start)
+ return false;
+
+ if (p0->basevertex != p1->basevertex ||
+ p0->num_instances != p1->num_instances ||
+ p0->base_instance != p1->base_instance)
+ return false;
+
+ /* can always merge subsequent GL_POINTS primitives */
+ if (p0->mode == GL_POINTS)
+ return true;
+
+ /* independent lines with no extra vertices */
+ if (p0->mode == GL_LINES && p0->count % 2 == 0 && p1->count % 2 == 0)
+ return true;
+
+ /* independent tris */
+ if (p0->mode == GL_TRIANGLES && p0->count % 3 == 0 && p1->count % 3 == 0)
+ return true;
+
+ /* independent quads */
+ if (p0->mode == GL_QUADS && p0->count % 4 == 0 && p1->count % 4 == 0)
+ return true;
+
+ return false;
+}
+
+
+/**
+ * If we've determined that p0 and p1 can be merged, this function
+ * concatenates p1 onto p0.
+ */
+void
+vbo_merge_prims(struct _mesa_prim *p0, const struct _mesa_prim *p1)
+{
+ assert(vbo_can_merge_prims(p0, p1));
+
+ p0->count += p1->count;
+ p0->end = p1->end;
+}