* 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
- * BRIAN PAUL 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>
*/
-#include "api_arrayelt.h"
-#include "glheader.h"
-#include "imports.h"
-#include "context.h"
-#include "macros.h"
-#include "mtypes.h"
-#include "dlist.h"
-#include "vtxfmt.h"
-
+#include "main/api_arrayelt.h"
+#include "main/glheader.h"
+#include "main/mtypes.h"
+#include "main/vtxfmt.h"
#include "vbo_context.h"
-void vbo_exec_init( GLcontext *ctx )
+
+
+void vbo_exec_init( struct gl_context *ctx )
{
struct vbo_exec_context *exec = &vbo_context(ctx)->exec;
vbo_exec_vtx_init( exec );
vbo_exec_array_init( exec );
- /* Hook our functions into exec and compile dispatch tables.
- */
- _mesa_install_exec_vtxfmt( ctx, &exec->vtxfmt );
-
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 );
}
-void vbo_exec_destroy( GLcontext *ctx )
+void vbo_exec_destroy( struct gl_context *ctx )
{
struct vbo_exec_context *exec = &vbo_context(ctx)->exec;
vbo_exec_array_destroy( exec );
}
-/* Really want to install these callbacks to a central facility to be
+
+/**
+ * Really want to install these callbacks to a central facility to be
* invoked according to the state flags. That will have to wait for a
* mesa rework:
*/
-void vbo_exec_invalidate_state( GLcontext *ctx, GLuint new_state )
+void vbo_exec_invalidate_state( struct gl_context *ctx, GLuint 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 (!exec->validating && new_state & (_NEW_PROGRAM|_NEW_ARRAY)) {
+ exec->array.recalculate_inputs = GL_TRUE;
+
+ /* If we ended up here because a VAO was deleted, the _DrawArrays
+ * pointer which pointed to the VAO might be invalid now, so set it
+ * to NULL. This prevents crashes in driver functions like Clear
+ * where driver state validation might occur, but the vbo module is
+ * still in an invalid state.
+ *
+ * Drivers should skip vertex array state validation if _DrawArrays
+ * is NULL. It also has no effect on performance, because attrib
+ * bindings will be recalculated anyway.
+ */
+ if (vbo->last_draw_method == DRAW_ARRAYS) {
+ ctx->Array._DrawArrays = NULL;
+ vbo->last_draw_method = DRAW_NONE;
+ }
+ }
- if (new_state & (_NEW_PROGRAM|_NEW_EVAL))
+ if (new_state & _NEW_EVAL)
exec->eval.recalculate_maps = 1;
_ae_invalidate_state(ctx, new_state);
}
-
-
-
+/**
+ * Figure out the number of transform feedback primitives that will be output
+ * considering the drawing mode, number of vertices, and instance count,
+ * assuming that no geometry shading is done and primitive restart is not
+ * used.
+ *
+ * This is used by driver back-ends in implementing the PRIMITIVES_GENERATED
+ * and TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN queries. It is also used to
+ * pre-validate draw calls in GLES3 (where draw calls only succeed if there is
+ * enough room in the transform feedback buffer for the result).
+ */
+size_t
+vbo_count_tessellated_primitives(GLenum mode, GLuint count,
+ GLuint num_instances)
+{
+ size_t num_primitives;
+ switch (mode) {
+ case GL_POINTS:
+ num_primitives = count;
+ break;
+ case GL_LINE_STRIP:
+ num_primitives = count >= 2 ? count - 1 : 0;
+ break;
+ case GL_LINE_LOOP:
+ num_primitives = count >= 2 ? count : 0;
+ break;
+ case GL_LINES:
+ num_primitives = count / 2;
+ break;
+ case GL_TRIANGLE_STRIP:
+ case GL_TRIANGLE_FAN:
+ case GL_POLYGON:
+ num_primitives = count >= 3 ? count - 2 : 0;
+ break;
+ case GL_TRIANGLES:
+ num_primitives = count / 3;
+ break;
+ case GL_QUAD_STRIP:
+ num_primitives = count >= 4 ? ((count / 2) - 1) * 2 : 0;
+ break;
+ case GL_QUADS:
+ num_primitives = (count / 4) * 2;
+ break;
+ default:
+ assert(!"Unexpected primitive type in count_tessellated_primitives");
+ num_primitives = 0;
+ break;
+ }
+ return num_primitives * num_instances;
+}