* Keith Whitwell <keithw@vmware.com>
*/
+#include <stdbool.h>
#include <stdio.h>
#include "main/glheader.h"
#include "main/bufferobj.h"
}
-/*
- * NOTE: Need to have calculated primitives by this point -- do it on the fly.
- * NOTE: Old 'parity' issue is gone.
+/**
+ * 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 GLuint
vbo_copy_vertices( struct vbo_exec_context *exec )
{
- GLuint nr = exec->vtx.prim[exec->vtx.prim_count-1].count;
+ struct _mesa_prim *last_prim = &exec->vtx.prim[exec->vtx.prim_count - 1];
+ const GLuint nr = last_prim->count;
GLuint ovf, i;
- GLuint sz = exec->vtx.vertex_size;
+ const GLuint sz = exec->vtx.vertex_size;
fi_type *dst = exec->vtx.copied.buffer;
- const fi_type *src = (exec->vtx.buffer_map +
- exec->vtx.prim[exec->vtx.prim_count-1].start *
- exec->vtx.vertex_size);
+ const fi_type *src = exec->vtx.buffer_map + last_prim->start * sz;
switch (exec->ctx->Driver.CurrentExecPrimitive) {
case GL_POINTS:
return 1;
}
case GL_LINE_LOOP:
+ if (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 increment 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 -= sz;
+ }
+ /* fall-through */
case GL_TRIANGLE_FAN:
case GL_POLYGON:
if (nr == 0) {
case GL_TRIANGLE_STRIP:
/* no parity issue, but need to make sure the tri is not drawn twice */
if (nr & 1) {
- exec->vtx.prim[exec->vtx.prim_count-1].count--;
+ last_prim->count--;
}
/* fallthrough */
case GL_QUAD_STRIP:
const GLuint *map;
GLuint attr;
GLbitfield64 varying_inputs = 0x0;
+ bool swap_pos = false;
/* Install the default (ie Current) attributes first, then overlay
* all active ones.
/* check if VERT_ATTRIB_POS is not read but VERT_BIT_GENERIC0 is read.
* In that case we effectively need to route the data from
* glVertexAttrib(0, val) calls to feed into the GENERIC0 input.
+ * The original state gets essentially restored below.
*/
- if ((ctx->VertexProgram._Current->Base.InputsRead & VERT_BIT_POS) == 0 &&
- (ctx->VertexProgram._Current->Base.InputsRead & VERT_BIT_GENERIC0)) {
+ if ((ctx->VertexProgram._Current->InputsRead & VERT_BIT_POS) == 0 &&
+ (ctx->VertexProgram._Current->InputsRead & VERT_BIT_GENERIC0)) {
+ swap_pos = true;
exec->vtx.inputs[VERT_ATTRIB_GENERIC0] = exec->vtx.inputs[0];
exec->vtx.attrsz[VERT_ATTRIB_GENERIC0] = exec->vtx.attrsz[0];
+ exec->vtx.attrtype[VERT_ATTRIB_GENERIC0] = exec->vtx.attrtype[0];
exec->vtx.attrptr[VERT_ATTRIB_GENERIC0] = exec->vtx.attrptr[0];
exec->vtx.attrsz[0] = 0;
}
}
arrays[attr].Size = exec->vtx.attrsz[src];
arrays[attr].StrideB = exec->vtx.vertex_size * sizeof(GLfloat);
- arrays[attr].Stride = exec->vtx.vertex_size * sizeof(GLfloat);
arrays[attr].Type = exec->vtx.attrtype[src];
arrays[attr].Integer =
vbo_attrtype_to_integer_flag(exec->vtx.attrtype[src]);
arrays[attr].Format = GL_RGBA;
- arrays[attr].Enabled = 1;
arrays[attr]._ElementSize = arrays[attr].Size * sizeof(GLfloat);
_mesa_reference_buffer_object(ctx,
&arrays[attr].BufferObj,
}
}
+ /* In case we swapped the position and generic0 attribute.
+ * Restore the original setting of the vtx.* variables.
+ * They are still needed with the original order and settings in case
+ * of a split primitive.
+ */
+ if (swap_pos) {
+ exec->vtx.attrsz[0] = exec->vtx.attrsz[VERT_ATTRIB_GENERIC0];
+ exec->vtx.attrsz[VERT_ATTRIB_GENERIC0] = 0;
+ }
+
_mesa_set_varying_vp_inputs( ctx, varying_inputs );
ctx->NewDriverState |= ctx->DriverFlags.NewArray;
}
if (keepUnmapped || exec->vtx.vertex_size == 0)
exec->vtx.max_vert = 0;
else
- exec->vtx.max_vert = ((VBO_VERT_BUFFER_SIZE - exec->vtx.buffer_used) /
- (exec->vtx.vertex_size * sizeof(GLfloat)));
+ exec->vtx.max_vert = vbo_compute_max_verts(exec);
exec->vtx.buffer_ptr = exec->vtx.buffer_map;
exec->vtx.prim_count = 0;