#include "main/glheader.h"
#include "main/arrayobj.h"
-#include "main/mtypes.h"
#include "main/api_arrayelt.h"
#include "main/vtxfmt.h"
#include "vbo_private.h"
void
-vbo_exec_init(struct gl_context *ctx)
+vbo_exec_init(struct gl_context *ctx, bool use_buffer_objects)
{
struct vbo_exec_context *exec = &vbo_context(ctx)->exec;
exec->ctx = ctx;
- /* aelt_context should have been created by the caller */
- assert(ctx->aelt_context);
-
- vbo_exec_vtx_init(exec);
+ vbo_exec_vtx_init(exec, use_buffer_objects);
ctx->Driver.NeedFlush = 0;
ctx->Driver.CurrentExecPrimitive = PRIM_OUTSIDE_BEGIN_END;
- /* The aelt_context state should still be dirty from its creation */
- assert(_ae_is_state_dirty(ctx));
-
exec->eval.recalculate_maps = GL_TRUE;
}
{
struct vbo_exec_context *exec = &vbo_context(ctx)->exec;
- if (ctx->aelt_context) {
- _ae_destroy_context( ctx );
- ctx->aelt_context = NULL;
- }
-
vbo_exec_vtx_destroy( exec );
}
/**
- * 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).
+ * Function for merging two subsequent glBegin/glEnd draws.
+ * Return true if p1 was concatenated onto p0 (to discard p1 in the caller).
*/
bool
-vbo_can_merge_prims(const struct _mesa_prim *p0, const struct _mesa_prim *p1)
+vbo_merge_draws(struct gl_context *ctx, bool in_dlist,
+ 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;
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;
-}
-
+ /* This checks whether mode is equal to any line primitive type, taking
+ * advantage of the fact that primitives types go from 0 to 14.
+ */
+ if ((1 << p0->mode) &
+ ((1 << GL_LINES) |
+ (1 << GL_LINE_LOOP) |
+ (1 << GL_LINE_STRIP) |
+ (1 << GL_LINES_ADJACENCY) |
+ (1 << GL_LINE_STRIP_ADJACENCY))) {
+ /* "begin" resets the line stipple pattern during line stipple emulation
+ * in tnl.
+ *
+ * StippleFlag can be unknown when compiling a display list.
+ *
+ * Other uses of "begin" are internal to the vbo module, and in those
+ * cases, "begin" is not used after merging draws.
+ */
+ if (p1->begin == 1 && (in_dlist || ctx->Line.StippleFlag))
+ return false;
+
+ /* _mesa_prim::end is irrelevant at this point and is only used
+ * before this function is called.
+ */
+ }
-/**
- * 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));
+ assert(p0->basevertex == p1->basevertex);
+
+ switch (p0->mode) {
+ case GL_POINTS:
+ /* can always merge subsequent GL_POINTS primitives */
+ break;
+ /* check independent primitives with no extra vertices */
+ case GL_LINES:
+ if (p0->count % 2)
+ return false;
+ break;
+ case GL_TRIANGLES:
+ if (p0->count % 3)
+ return false;
+ break;
+ case GL_QUADS:
+ case GL_LINES_ADJACENCY:
+ if (p0->count % 4)
+ return false;
+ break;
+ case GL_TRIANGLES_ADJACENCY:
+ if (p0->count % 6)
+ return false;
+ break;
+ case GL_PATCHES:
+ /* "patch_vertices" can be unknown when compiling a display list. */
+ if (in_dlist ||
+ p0->count % ctx->TessCtrlProgram.patch_vertices)
+ return false;
+ break;
+ default:
+ return false;
+ }
+ /* Merge draws. */
p0->count += p1->count;
p0->end = p1->end;
+ return true;
}
-
-void
-_vbo_init_inputs(struct vbo_inputs *inputs)
-{
- inputs->current = 0;
- inputs->vertex_processing_mode = VP_MODE_FF;
-}
-
-
-/**
- * Update the vbo_inputs's arrays to point to the vao->_VertexArray arrays
- * according to the 'enable' bitmask.
- * \param enable bitfield of VERT_BIT_x flags.
- */
-static inline void
-update_vao_inputs(struct gl_context *ctx,
- struct vbo_inputs *inputs, GLbitfield enable)
-{
- const struct gl_vertex_array_object *vao = ctx->Array._DrawVAO;
-
- /* Make sure we process only arrays enabled in the VAO */
- assert((enable & ~_mesa_get_vao_vp_inputs(vao)) == 0);
-
- /* Fill in the client arrays from the VAO */
- const GLubyte *const map = _mesa_vao_attribute_map[vao->_AttributeMapMode];
- const struct gl_array_attributes *attribs = &vao->VertexAttrib[0];
- const struct gl_vertex_buffer_binding *bindings = &vao->BufferBinding[0];
- while (enable) {
- const int attr = u_bit_scan(&enable);
- struct gl_vertex_array *input = &inputs->inputs[attr];
- const struct gl_array_attributes *attrib = &attribs[map[attr]];
- input->VertexAttrib = attrib;
- input->BufferBinding = &bindings[attrib->BufferBindingIndex];
- }
-}
-
-
/**
- * Update the vbo_inputs's arrays to point to the vbo->currval arrays
- * according to the 'current' bitmask.
- * \param current bitfield of VERT_BIT_x flags.
+ * Copy zero, one or two vertices from the current vertex buffer into
+ * the temporary "copy" buffer.
+ * This is used when a single primitive overflows a vertex buffer and
+ * we need to continue the primitive in a new vertex buffer.
+ * The temporary "copy" buffer holds the vertices which need to get
+ * copied from the old buffer to the new one.
*/
-static inline void
-update_current_inputs(struct gl_context *ctx,
- struct vbo_inputs *inputs, GLbitfield current)
+unsigned
+vbo_copy_vertices(struct gl_context *ctx,
+ GLenum mode,
+ struct _mesa_prim *last_prim,
+ unsigned vertex_size,
+ bool in_dlist,
+ fi_type *dst,
+ const fi_type *src)
{
- gl_vertex_processing_mode mode = ctx->VertexProgram._VPMode;
-
- /* All previously non current array pointers need update. */
- GLbitfield mask = current & ~inputs->current;
- /* On mode change, the slots aliasing with materials need update too */
- if (mode != inputs->vertex_processing_mode)
- mask |= current & VERT_BIT_MAT_ALL;
-
- struct vbo_context *vbo = vbo_context(ctx);
- const struct gl_array_attributes *const currval = &vbo->current[0];
- const GLubyte *const map = _vbo_attribute_alias_map[mode];
- while (mask) {
- const int attr = u_bit_scan(&mask);
- struct gl_vertex_array *input = &inputs->inputs[attr];
- input->VertexAttrib = &currval[map[attr]];
- input->BufferBinding = &vbo->binding;
+ const unsigned count = last_prim->count;
+ unsigned copy = 0;
+
+ switch (mode) {
+ case GL_POINTS:
+ return 0;
+ case GL_LINES:
+ copy = count % 2;
+ break;
+ case GL_TRIANGLES:
+ copy = count % 3;
+ break;
+ case GL_QUADS:
+ case GL_LINES_ADJACENCY:
+ copy = count % 4;
+ break;
+ case GL_TRIANGLES_ADJACENCY:
+ copy = count % 6;
+ break;
+ case GL_LINE_STRIP:
+ copy = MIN2(1, count);
+ break;
+ case GL_LINE_STRIP_ADJACENCY:
+ /* We need to copy 3 vertices, because:
+ * Last strip: ---o---o---x (last line)
+ * Next strip: x---o---o--- (next line)
+ */
+ copy = MIN2(3, count);
+ break;
+ case GL_PATCHES:
+ if (in_dlist) {
+ /* We don't know the value of GL_PATCH_VERTICES when compiling
+ * a display list.
+ *
+ * Fail an assertion in debug builds and use the value of 3
+ * in release builds, which is more likely than any other value.
+ */
+ assert(!"patch_vertices is unknown");
+ copy = count % 3;
+ } else {
+ copy = count % ctx->TessCtrlProgram.patch_vertices;
+ }
+ break;
+ case GL_LINE_LOOP:
+ if (!in_dlist && last_prim->begin == 0) {
+ /* We're dealing with the second or later section of a split/wrapped
+ * GL_LINE_LOOP. Since we're converting line loops to line strips,
+ * we've already incremented the last_prim->start counter by one to
+ * skip the 0th vertex in the loop. We need to undo that (effectively
+ * subtract one from last_prim->start) so that we copy the 0th vertex
+ * to the next vertex buffer.
+ */
+ assert(last_prim->start > 0);
+ src -= vertex_size;
+ }
+ /* fall-through */
+ case GL_TRIANGLE_FAN:
+ case GL_POLYGON:
+ if (count == 0) {
+ return 0;
+ } else if (count == 1) {
+ memcpy(dst, src + 0, vertex_size * sizeof(GLfloat));
+ return 1;
+ } else {
+ memcpy(dst, src + 0, vertex_size * sizeof(GLfloat));
+ memcpy(dst + vertex_size, src + (count - 1) * vertex_size,
+ vertex_size * sizeof(GLfloat));
+ return 2;
+ }
+ case GL_TRIANGLE_STRIP:
+ /* Draw an even number of triangles to keep front/back facing the same. */
+ last_prim->count -= count % 2;
+ /* fallthrough */
+ case GL_QUAD_STRIP:
+ if (count <= 1)
+ copy = count;
+ else
+ copy = 2 + (count % 2);
+ break;
+ case PRIM_OUTSIDE_BEGIN_END:
+ return 0;
+ case GL_TRIANGLE_STRIP_ADJACENCY:
+ /* TODO: Splitting tri strips with adjacency is too complicated. */
+ default:
+ unreachable("Unexpected primitive type");
+ return 0;
}
- inputs->current = current;
- inputs->vertex_processing_mode = mode;
-}
-
-
-/**
- * Update the vbo_inputs's arrays to point to the vao->_VertexArray and
- * vbo->currval arrays according to Array._DrawVAO and
- * Array._DrawVAOEnableAttribs.
- */
-void
-_vbo_update_inputs(struct gl_context *ctx, struct vbo_inputs *inputs)
-{
- const GLbitfield enable = ctx->Array._DrawVAOEnabledAttribs;
-
- /* Update array input pointers */
- update_vao_inputs(ctx, inputs, enable);
-
- /* The rest must be current inputs. */
- update_current_inputs(ctx, inputs, ~enable & VERT_BIT_ALL);
+ memcpy(dst, src + (count - copy) * vertex_size,
+ copy * vertex_size * sizeof(GLfloat));
+ return copy;
}