#include "draw_context.h"
-/* This file is a temporary set of hooks to allow us to use the tnl/
- * and vf/ modules until we have replacements in pipe.
- */
+#define RP_NONE 0
+#define RP_POINT 1
+#define RP_LINE 2
+#define RP_TRI 3
+
+static unsigned reduced_prim[GL_POLYGON + 1] = {
+ RP_POINT,
+ RP_LINE,
+ RP_LINE,
+ RP_LINE,
+ RP_TRI,
+ RP_TRI,
+ RP_TRI,
+ RP_TRI,
+ RP_TRI,
+ RP_TRI
+};
-static struct vertex_header *get_vertex( struct draw_context *pipe,
- GLuint i )
-{
- return (struct vertex_header *)(pipe->verts + i * pipe->vertex_size);
-}
+/* This file is a temporary set of hooks to allow us to use the tnl/
+ * and vf/ modules until we have replacements in pipe.
+ */
-static void draw_allocate_vertices( struct draw_context *draw,
- GLuint nr_vertices )
+static void vs_flush( struct draw_context *draw )
{
- draw->nr_vertices = nr_vertices;
- draw->verts = (GLubyte *) malloc( nr_vertices * draw->vertex_size );
+ unsigned i;
- draw->pipeline.first->begin( draw->pipeline.first );
+ /* We're not really running a vertex shader yet, so flushing the vs
+ * queue is just a matter of building the vertices and returning.
+ */
+ /* Actually, I'm cheating even more and pre-building them still
+ * with the mesa/vf module. So it's very easy...
+ */
+ for (i = 0; i < draw->vs.queue_nr; i++) {
+ /* Would do the following steps here:
+ *
+ * 1) Loop over vertex element descriptors, fetch data from each
+ * to build the pre-tnl vertex. This might require a new struct
+ * to represent the pre-tnl vertex.
+ *
+ * 2) Bundle groups of upto 4 pre-tnl vertices together and pass
+ * to vertex shader.
+ *
+ * 3) Do any necessary unswizzling, make sure vertex headers are
+ * correctly populated, store resulting post-transformed
+ * vertices in vcache.
+ *
+ * In this version, just do the last step:
+ */
+ unsigned elt = draw->vs.queue[i].elt;
+ struct vertex_header *dest = draw->vs.queue[i].dest;
+
+ /* Magic:
+ */
+ memcpy(dest,
+ draw->verts + elt * draw->vertex_size,
+ draw->vertex_size);
+
+ }
+ draw->vs.queue_nr = 0;
}
-static void draw_set_prim( struct draw_context *draw,
- GLenum prim )
+
+static void draw_flush( struct draw_context *draw )
{
- draw->prim = prim;
+ struct draw_stage *first = draw->pipeline.first;
+ unsigned i;
- /* Not done yet - need to force edgeflags to 1 in strip/fan
- * primitives.
+ /* Make sure all vertices are available:
*/
-#if 0
- switch (prim) {
- case GL_TRIANGLES:
- case GL_POLYGON:
- case GL_QUADS:
- case GL_QUAD_STRIP: /* yes, we need this */
- respect_edgeflags( pipe, GL_TRUE );
+ vs_flush( draw );
+
+
+ switch (draw->reduced_prim) {
+ case RP_TRI:
+ for (i = 0; i < draw->pq.queue_nr; i++) {
+ if (draw->pq.queue[i].reset_line_stipple)
+ first->reset_stipple_counter( first );
+
+ first->tri( first, &draw->pq.queue[i] );
+ }
break;
+ case RP_LINE:
+ for (i = 0; i < draw->pq.queue_nr; i++) {
+ if (draw->pq.queue[i].reset_line_stipple)
+ first->reset_stipple_counter( first );
- default:
- respect_edgeflags( pipe, GL_FALSE );
+ first->line( first, &draw->pq.queue[i] );
+ }
+ break;
+ case RP_POINT:
+ first->reset_stipple_counter( first );
+ for (i = 0; i < draw->pq.queue_nr; i++)
+ first->point( first, &draw->pq.queue[i] );
break;
}
-#endif
-}
-
+ draw->pq.queue_nr = 0;
+ draw->vcache.referenced = 0;
+ draw->vcache.overflow = 0;
+}
-static void do_quad( struct draw_stage *first,
- struct vertex_header *v0,
- struct vertex_header *v1,
- struct vertex_header *v2,
- struct vertex_header *v3 )
+static void draw_invalidate_vcache( struct draw_context *draw )
{
- struct prim_header prim;
-
- {
- GLuint tmp = v1->edgeflag;
- v1->edgeflag = 0;
-
- prim.v[0] = v0;
- prim.v[1] = v1;
- prim.v[2] = v3;
- first->tri( first, &prim );
+ unsigned i;
+
+ assert(draw->pq.queue_nr == 0);
+ assert(draw->vs.queue_nr == 0);
+ assert(draw->vcache.referenced == 0);
+
+ for (i = 0; i < Elements( draw->vcache.idx ); i++)
+ draw->vcache.idx[i] = ~0;
+}
- v1->edgeflag = tmp;
- }
- {
- GLuint tmp = v3->edgeflag;
- v3->edgeflag = 0;
+/* Return a pointer to a freshly queued primitive header. Ensure that
+ * there is room in the vertex cache for a maximum of "nr_verts" new
+ * vertices. Flush primitive and/or vertex queues if necessary to
+ * make space.
+ */
+static struct prim_header *get_queued_prim( struct draw_context *draw,
+ GLuint nr_verts )
+{
+ if (draw->pq.queue_nr + 1 >= PRIM_QUEUE_LENGTH ||
+ draw->vcache.overflow + nr_verts >= VCACHE_OVERFLOW)
+ draw_flush( draw );
- prim.v[0] = v1;
- prim.v[1] = v2;
- prim.v[2] = v3;
- first->tri( first, &prim );
+ /* The vs queue is sized so that this can never happen:
+ */
+ assert(draw->vs.queue_nr + nr_verts < VS_QUEUE_LENGTH);
- v3->edgeflag = tmp;
- }
+ return &draw->pq.queue[draw->pq.queue_nr++];
}
-
-
-static void draw_indexed_prim( struct draw_context *draw,
- const GLuint *elts,
- GLuint count )
+/* Check if vertex is in cache, otherwise add it. It won't go through
+ * VS yet, not until there is a flush operation or the VS queue fills up.
+ */
+static struct vertex_header *get_vertex( struct draw_context *draw,
+ GLuint i )
{
- struct draw_stage * const first = draw->pipeline.first;
- struct prim_header prim;
- GLuint i;
+ unsigned slot = (i + (i>>5)) & 31;
+
+ /* Cache miss?
+ */
+ if (draw->vcache.idx[slot] != i) {
- prim.det = 0; /* valid from cull stage onwards */
- prim.v[0] = 0;
- prim.v[1] = 0;
- prim.v[2] = 0;
+ /* If slot is in use, use the overflow area:
+ */
+ if (draw->vcache.referenced & (1<<slot))
+ slot = draw->vcache.overflow++;
- switch (draw->prim) {
- case GL_POINTS:
- for (i = 0; i < count; i ++) {
- prim.v[0] = get_vertex( draw, elts[i] );
+ draw->vcache.idx[slot] = i;
- first->point( first, &prim );
- }
- break;
+ /* Add to vertex shader queue:
+ */
+ draw->vs.queue[draw->vs.queue_nr].dest = draw->vcache.vertex[slot];
+ draw->vs.queue[draw->vs.queue_nr].elt = i;
+ draw->vs.queue_nr++;
+ }
- case GL_LINES:
- for (i = 0; i+1 < count; i += 2) {
- prim.v[0] = get_vertex( draw, elts[i + 0] );
- prim.v[1] = get_vertex( draw, elts[i + 1] );
-
- first->reset_stipple_counter( first );
- first->line( first, &prim );
- }
- break;
+ /* Mark slot as in-use:
+ */
+ draw->vcache.referenced |= (1<<slot);
+ return draw->vcache.vertex[slot];
+}
- case GL_LINE_LOOP:
- if (count >= 2) {
- first->reset_stipple_counter( first );
- for (i = 1; i < count; i++) {
- prim.v[0] = get_vertex( draw, elts[i-1] );
- prim.v[1] = get_vertex( draw, elts[i] );
- first->line( first, &prim );
- }
- prim.v[0] = get_vertex( draw, elts[count-1] );
- prim.v[1] = get_vertex( draw, elts[0] );
- first->line( first, &prim );
- }
- break;
+static struct vertex_header *get_uint_elt_vertex( struct draw_context *draw,
+ GLuint i )
+{
+ const GLuint *elts = (const GLuint *)draw->elts;
+ return get_vertex( draw, elts[i] );
+}
- case GL_LINE_STRIP:
- /* I'm guessing it will be necessary to have something like a
- * render->reset_line_stipple() method to properly support
- * splitting strips into primitives like this. Alternately we
- * could just scan ahead to find individual clipped lines and
- * otherwise leave the strip intact - that might be better, but
- * require more complex code here.
- */
- if (count >= 2) {
- first->reset_stipple_counter( first );
- prim.v[0] = 0;
- prim.v[1] = get_vertex( draw, elts[0] );
-
- for (i = 1; i < count; i++) {
- prim.v[0] = prim.v[1];
- prim.v[1] = get_vertex( draw, elts[i] );
-
- first->line( first, &prim );
- }
- }
- break;
+#if 0
+static struct vertex_header *get_ushort_elt_vertex( struct draw_context *draw,
+ const void *elts,
+ GLuint i )
+{
+ const GLushort *elts = (const GLushort *)draw->elts;
+ return get_vertex( draw, elts[i] );
+}
- case GL_TRIANGLES:
- for (i = 0; i+2 < count; i += 3) {
- prim.v[0] = get_vertex( draw, elts[i + 0] );
- prim.v[1] = get_vertex( draw, elts[i + 1] );
- prim.v[2] = get_vertex( draw, elts[i + 2] );
-
- first->tri( first, &prim );
- }
- break;
+static struct vertex_header *get_ubyte_elt_vertex( struct draw_context *draw,
+ const void *elts,
+ GLuint i )
+{
+ const GLubyte *elts = (const GLubyte *)draw->elts;
+ return get_vertex( draw, elts[i] );
+}
+#endif
- case GL_TRIANGLE_STRIP:
- for (i = 0; i+2 < count; i++) {
- if (i & 1) {
- prim.v[0] = get_vertex( draw, elts[i + 1] );
- prim.v[1] = get_vertex( draw, elts[i + 0] );
- prim.v[2] = get_vertex( draw, elts[i + 2] );
- }
- else {
- prim.v[0] = get_vertex( draw, elts[i + 0] );
- prim.v[1] = get_vertex( draw, elts[i + 1] );
- prim.v[2] = get_vertex( draw, elts[i + 2] );
- }
-
- first->tri( first, &prim );
- }
- break;
- case GL_TRIANGLE_FAN:
- if (count >= 3) {
- prim.v[0] = get_vertex( draw, elts[0] );
- prim.v[1] = 0;
- prim.v[2] = get_vertex( draw, elts[1] );
-
- for (i = 0; i+2 < count; i++) {
- prim.v[1] = prim.v[2];
- prim.v[2] = get_vertex( draw, elts[i+2] );
-
- first->tri( first, &prim );
- }
- }
- break;
+static void draw_set_prim( struct draw_context *draw,
+ GLenum prim )
+{
+ if (reduced_prim[prim] != draw->reduced_prim) {
+ draw_flush( draw );
+ draw->reduced_prim = reduced_prim[prim];
+ }
- case GL_QUADS:
- for (i = 0; i+3 < count; i += 4) {
- do_quad( first,
- get_vertex( draw, elts[i + 0] ),
- get_vertex( draw, elts[i + 1] ),
- get_vertex( draw, elts[i + 2] ),
- get_vertex( draw, elts[i + 3] ));
- }
- break;
+ draw->prim = prim;
+}
- case GL_QUAD_STRIP:
- for (i = 0; i+3 < count; i += 2) {
- do_quad( first,
- get_vertex( draw, elts[i + 2] ),
- get_vertex( draw, elts[i + 0] ),
- get_vertex( draw, elts[i + 1] ),
- get_vertex( draw, elts[i + 3] ));
- }
- break;
+static void do_point( struct draw_context *draw,
+ GLuint i0 )
+{
+ struct prim_header *prim = get_queued_prim( draw, 1 );
+
+ prim->reset_line_stipple = 0;
+ prim->edgeflags = 1;
+ prim->pad = 0;
+ prim->v[0] = draw->get_vertex( draw, i0 );
+}
- case GL_POLYGON:
- if (count >= 3) {
- int e1save, e2save;
- prim.v[0] = 0;
- prim.v[1] = get_vertex( draw, elts[1] );
- prim.v[2] = get_vertex( draw, elts[0] );
- e2save = prim.v[2]->edgeflag;
-
- for (i = 0; i+2 < count; i++) {
- prim.v[0] = prim.v[1];
- prim.v[1] = get_vertex( draw, elts[i+2] );
-
- /* save v1 edge flag, and clear if not last triangle */
- e1save = prim.v[1]->edgeflag;
- if (i + 3 < count)
- prim.v[1]->edgeflag = 0;
- /* draw */
- first->tri( first, &prim );
+static void do_line( struct draw_context *draw,
+ GLboolean reset_stipple,
+ GLuint i0,
+ GLuint i1 )
+{
+ struct prim_header *prim = get_queued_prim( draw, 2 );
+
+ prim->reset_line_stipple = reset_stipple;
+ prim->edgeflags = 1;
+ prim->pad = 0;
+ prim->v[0] = draw->get_vertex( draw, i0 );
+ prim->v[1] = draw->get_vertex( draw, i1 );
+}
- prim.v[1]->edgeflag = e1save; /* restore */
- prim.v[2]->edgeflag = 0; /* disable edge after 1st tri */
- }
- prim.v[2]->edgeflag = e2save;
- }
- break;
+static void do_triangle( struct draw_context *draw,
+ GLuint i0,
+ GLuint i1,
+ GLuint i2 )
+{
+ struct prim_header *prim = get_queued_prim( draw, 3 );
+
+ prim->reset_line_stipple = 1;
+ prim->edgeflags = ~0;
+ prim->pad = 0;
+ prim->v[0] = draw->get_vertex( draw, i0 );
+ prim->v[1] = draw->get_vertex( draw, i1 );
+ prim->v[2] = draw->get_vertex( draw, i2 );
+}
+
+static void do_ef_triangle( struct draw_context *draw,
+ GLboolean reset_stipple,
+ GLuint ef_mask,
+ GLuint i0,
+ GLuint i1,
+ GLuint i2 )
+{
+ struct prim_header *prim = get_queued_prim( draw, 3 );
+ struct vertex_header *v0 = draw->get_vertex( draw, i0 );
+ struct vertex_header *v1 = draw->get_vertex( draw, i1 );
+ struct vertex_header *v2 = draw->get_vertex( draw, i2 );
+
+ prim->reset_line_stipple = reset_stipple;
+
+ prim->edgeflags = ef_mask & ((v0->edgeflag << 0) |
+ (v1->edgeflag << 1) |
+ (v2->edgeflag << 2));
+ prim->pad = 0;
+ prim->v[0] = v0;
+ prim->v[1] = v1;
+ prim->v[2] = v2;
+}
- default:
- assert(0);
- break;
- }
+
+static void do_quad( struct draw_context *draw,
+ unsigned v0,
+ unsigned v1,
+ unsigned v2,
+ unsigned v3 )
+{
+ do_ef_triangle( draw, 1, ~(1<<0), v0, v1, v3 );
+ do_ef_triangle( draw, 0, ~(1<<1), v1, v2, v3 );
}
+
static void draw_prim( struct draw_context *draw,
GLuint start,
GLuint count )
{
- struct draw_stage * const first = draw->pipeline.first;
- struct prim_header prim;
GLuint i;
// _mesa_printf("%s (%d) %d/%d\n", __FUNCTION__, draw->prim, start, count );
- prim.det = 0; /* valid from cull stage onwards */
- prim.v[0] = 0;
- prim.v[1] = 0;
- prim.v[2] = 0;
-
switch (draw->prim) {
case GL_POINTS:
for (i = 0; i < count; i ++) {
- prim.v[0] = get_vertex( draw, start + i );
- first->point( first, &prim );
+ do_point( draw,
+ start + i );
}
break;
case GL_LINES:
for (i = 0; i+1 < count; i += 2) {
- prim.v[0] = get_vertex( draw, start + i + 0 );
- prim.v[1] = get_vertex( draw, start + i + 1 );
-
- first->reset_stipple_counter( first );
- first->line( first, &prim );
+ do_line( draw,
+ TRUE,
+ start + i + 0,
+ start + i + 1);
}
break;
case GL_LINE_LOOP:
if (count >= 2) {
- first->reset_stipple_counter( first );
for (i = 1; i < count; i++) {
- prim.v[0] = get_vertex( draw, start + i - 1 );
- prim.v[1] = get_vertex( draw, start + i );
- first->line( first, &prim );
+ do_line( draw,
+ i == 1, /* XXX: only if vb not split */
+ start + i - 1,
+ start + i );
}
- prim.v[0] = get_vertex( draw, start + count - 1 );
- prim.v[1] = get_vertex( draw, start + 0 );
- first->line( first, &prim );
+ do_line( draw,
+ 0,
+ start + count - 1,
+ start + 0 );
}
break;
case GL_LINE_STRIP:
if (count >= 2) {
- first->reset_stipple_counter( first );
- prim.v[0] = 0;
- prim.v[1] = get_vertex( draw, start + 0 );
-
for (i = 1; i < count; i++) {
- prim.v[0] = prim.v[1];
- prim.v[1] = get_vertex( draw, start + i );
-
- first->line( first, &prim );
+ do_line( draw,
+ i == 1,
+ start + i - 1,
+ start + i );
}
}
break;
case GL_TRIANGLES:
for (i = 0; i+2 < count; i += 3) {
- prim.v[0] = get_vertex( draw, start + i + 0 );
- prim.v[1] = get_vertex( draw, start + i + 1 );
- prim.v[2] = get_vertex( draw, start + i + 2 );
-
- first->tri( first, &prim );
+ do_ef_triangle( draw,
+ 1,
+ ~0,
+ start + i + 0,
+ start + i + 1,
+ start + i + 2 );
}
break;
case GL_TRIANGLE_STRIP:
for (i = 0; i+2 < count; i++) {
if (i & 1) {
- prim.v[0] = get_vertex( draw, start + i + 1 );
- prim.v[1] = get_vertex( draw, start + i + 0 );
- prim.v[2] = get_vertex( draw, start + i + 2 );
+ do_triangle( draw,
+ start + i + 1,
+ start + i + 0,
+ start + i + 2 );
}
else {
- prim.v[0] = get_vertex( draw, start + i + 0 );
- prim.v[1] = get_vertex( draw, start + i + 1 );
- prim.v[2] = get_vertex( draw, start + i + 2 );
+ do_triangle( draw,
+ start + i + 0,
+ start + i + 1,
+ start + i + 2 );
}
-
- first->tri( first, &prim );
}
break;
case GL_TRIANGLE_FAN:
if (count >= 3) {
- prim.v[0] = get_vertex( draw, start + 0 );
- prim.v[1] = 0;
- prim.v[2] = get_vertex( draw, start + 1 );
-
for (i = 0; i+2 < count; i++) {
- prim.v[1] = prim.v[2];
- prim.v[2] = get_vertex( draw, start + i + 2 );
-
- first->tri( first, &prim );
+ do_triangle( draw,
+ start + 0,
+ start + i + 1,
+ start + i + 2 );
}
}
break;
case GL_QUADS:
for (i = 0; i+3 < count; i += 4) {
- do_quad( first,
- get_vertex( draw, start + i + 0 ),
- get_vertex( draw, start + i + 1 ),
- get_vertex( draw, start + i + 2 ),
- get_vertex( draw, start + i + 3 ));
+ do_quad( draw,
+ start + i + 0,
+ start + i + 1,
+ start + i + 2,
+ start + i + 3);
}
break;
case GL_QUAD_STRIP:
for (i = 0; i+3 < count; i += 2) {
- do_quad( first,
- get_vertex( draw, start + i + 2 ),
- get_vertex( draw, start + i + 0 ),
- get_vertex( draw, start + i + 1 ),
- get_vertex( draw, start + i + 3 ));
+ do_quad( draw,
+ start + i + 2,
+ start + i + 0,
+ start + i + 1,
+ start + i + 3);
}
break;
case GL_POLYGON:
if (count >= 3) {
- int e1save, e2save;
- prim.v[0] = 0;
- prim.v[1] = get_vertex( draw, start + 1 );
- prim.v[2] = get_vertex( draw, start + 0 );
- e2save = prim.v[2]->edgeflag;
+ unsigned ef_mask = (1<<2) | (1<<0);
for (i = 0; i+2 < count; i++) {
- prim.v[0] = prim.v[1];
- prim.v[1] = get_vertex( draw, start + i + 2 );
- /* save v1 edge flag, and clear if not last triangle */
- e1save = prim.v[1]->edgeflag;
- if (i + 3 < count)
- prim.v[1]->edgeflag = 0;
+ if (i + 3 >= count)
+ ef_mask |= (1<<1);
- /* draw */
- first->tri( first, &prim );
+ do_ef_triangle( draw,
+ i == 0,
+ ef_mask,
+ start + i + 1,
+ start + i + 2,
+ start + i + 0);
- prim.v[1]->edgeflag = e1save; /* restore */
- prim.v[2]->edgeflag = 0; /* disable edge after 1st tri */
+ ef_mask &= ~(1<<2);
}
- prim.v[2]->edgeflag = e2save;
}
break;
}
-static void draw_release_vertices( struct draw_context *draw )
+static void draw_allocate_vertices( struct draw_context *draw,
+ GLuint nr_vertices )
{
- draw->pipeline.first->end( draw->pipeline.first );
+ draw->nr_vertices = nr_vertices;
+ draw->verts = (GLubyte *) malloc( nr_vertices * draw->vertex_size );
+ draw_invalidate_vcache( draw );
+}
+
+
+static void draw_release_vertices( struct draw_context *draw )
+{
free(draw->verts);
draw->verts = NULL;
}
draw->in_vb = 1;
+ draw->pipeline.first->begin( draw->pipeline.first );
+
/* Allocate the vertices:
*/
draw_allocate_vertices( draw, VB->Count );
/* Bind the vb outputs:
*/
vf_set_sources( draw->vf, VB->AttribPtr, 0 );
-
- /* Build the hardware or prim-pipe vertices:
- */
vf_emit_vertices( draw->vf, VB->Count, draw->verts );
+ draw->elts = VB->Elts;
+
+ if (VB->Elts)
+ draw->get_vertex = get_uint_elt_vertex;
+ else
+ draw->get_vertex = get_vertex;
for (i = 0; i < VB->PrimitiveCount; i++) {
if (draw->prim != mode)
draw_set_prim( draw, mode );
- if (VB->Elts) {
- draw_indexed_prim( draw,
- VB->Elts + start,
- length );
- }
- else {
- draw_prim( draw,
- start,
- length );
- }
+ draw_prim( draw, start, length );
}
+ draw_flush(draw);
+ draw->pipeline.first->end( draw->pipeline.first );
draw_release_vertices( draw );
draw->verts = NULL;
draw->in_vb = 0;
+ draw->elts = NULL;
}
assert(mode <= GL_POLYGON);
+ draw->get_vertex = get_vertex;
draw->vertex_size
= sizeof(struct vertex_header) + numAttrs * 4 * sizeof(GLfloat);
+
+
+
/*draw_prim_info(mode, &first, &incr);*/
draw_allocate_vertices( draw, numVerts );
+ draw->pipeline.first->begin( draw->pipeline.first );
+
if (draw->prim != mode)
draw_set_prim( draw, mode );
/* draw */
draw_prim(draw, 0, numVerts);
+ draw_flush(draw);
+ draw->pipeline.first->end( draw->pipeline.first );
+
/* clean up */
draw_release_vertices( draw );
}
-#define MAX_VERTEX_SIZE ((2 + FRAG_ATTRIB_MAX) * 4 * sizeof(GLfloat))
-
void draw_alloc_tmps( struct draw_stage *stage, GLuint nr )
{
stage->nr_tmps = nr;