exec->vtx.attrsz[i],
exec->vtx.attrptr[i]);
- if (memcmp(current, tmp, sizeof(tmp)) != 0)
- {
+ if (memcmp(current, tmp, sizeof(tmp)) != 0) {
memcpy(current, tmp, sizeof(tmp));
/* Given that we explicitly state size here, there is no need
}
-static void vbo_exec_copy_from_current( struct vbo_exec_context *exec )
+/**
+ * Copy current vertex attribute values into the current vertex.
+ */
+static void
+vbo_exec_copy_from_current(struct vbo_exec_context *exec)
{
struct gl_context *ctx = exec->ctx;
struct vbo_context *vbo = vbo_context(ctx);
GLint i;
- for (i = VBO_ATTRIB_POS+1 ; i < VBO_ATTRIB_MAX ; i++) {
- const GLfloat *current = (GLfloat *)vbo->currval[i].Ptr;
+ for (i = VBO_ATTRIB_POS + 1; i < VBO_ATTRIB_MAX; i++) {
+ const GLfloat *current = (GLfloat *) vbo->currval[i].Ptr;
switch (exec->vtx.attrsz[i]) {
case 4: exec->vtx.attrptr[i][3] = current[3];
case 3: exec->vtx.attrptr[i][2] = current[2];
/**
* Flush existing data, set new attrib size, replay copied vertices.
+ * This is called when we transition from a small vertex attribute size
+ * to a larger one. Ex: glTexCoord2f -> glTexCoord4f.
+ * We need to go back over the previous 2-component texcoords and insert
+ * zero and one values.
*/
-static void vbo_exec_wrap_upgrade_vertex( struct vbo_exec_context *exec,
- GLuint attr,
- GLuint newsz )
+static void
+vbo_exec_wrap_upgrade_vertex(struct vbo_exec_context *exec,
+ GLuint attr, GLuint newSize )
{
struct gl_context *ctx = exec->ctx;
struct vbo_context *vbo = vbo_context(ctx);
- GLint lastcount = exec->vtx.vert_count;
+ const GLint lastcount = exec->vtx.vert_count;
GLfloat *old_attrptr[VBO_ATTRIB_MAX];
- GLuint old_vtx_size = exec->vtx.vertex_size;
- GLuint oldsz = exec->vtx.attrsz[attr];
+ const GLuint old_vtx_size = exec->vtx.vertex_size; /* floats per vertex */
+ const GLuint oldSize = exec->vtx.attrsz[attr];
GLuint i;
/* Run pipeline on current vertices, copy wrapped vertices
memcpy(old_attrptr, exec->vtx.attrptr, sizeof(old_attrptr));
}
- if (unlikely(oldsz)) {
+ if (unlikely(oldSize)) {
/* Do a COPY_TO_CURRENT to ensure back-copying works for the
* case when the attribute already exists in the vertex and is
* having its size increased.
* begin/end so that they don't bloat the vertices.
*/
if (ctx->Driver.CurrentExecPrimitive == PRIM_OUTSIDE_BEGIN_END &&
- !oldsz && lastcount > 8 && exec->vtx.vertex_size) {
+ !oldSize && lastcount > 8 && exec->vtx.vertex_size) {
vbo_exec_copy_to_current( exec );
reset_attrfv( exec );
}
/* Fix up sizes:
*/
- exec->vtx.attrsz[attr] = newsz;
- exec->vtx.vertex_size += newsz - oldsz;
+ exec->vtx.attrsz[attr] = newSize;
+ exec->vtx.vertex_size += newSize - oldSize;
exec->vtx.max_vert = ((VBO_VERT_BUFFER_SIZE - exec->vtx.buffer_used) /
(exec->vtx.vertex_size * sizeof(GLfloat)));
exec->vtx.vert_count = 0;
exec->vtx.buffer_ptr = exec->vtx.buffer_map;
- if (unlikely(oldsz)) {
+ if (unlikely(oldSize)) {
/* Size changed, recalculate all the attrptr[] values
*/
GLfloat *tmp = exec->vtx.vertex;
* values.
*/
vbo_exec_copy_from_current( exec );
-
- } else {
+ }
+ else {
/* Just have to append the new attribute at the end */
exec->vtx.attrptr[attr] = exec->vtx.vertex +
- exec->vtx.vertex_size - newsz;
+ exec->vtx.vertex_size - newSize;
}
/* Replay stored vertices to translate them
GLint new_offset = exec->vtx.attrptr[j] - exec->vtx.vertex;
if (j == attr) {
- if (oldsz) {
+ if (oldSize) {
GLfloat tmp[4];
- COPY_CLEAN_4V(tmp, oldsz, data + old_offset);
- COPY_SZ_4V(dest + new_offset, newsz, tmp);
+ COPY_CLEAN_4V(tmp, oldSize, data + old_offset);
+ COPY_SZ_4V(dest + new_offset, newSize, tmp);
} else {
GLfloat *current = (GLfloat *)vbo->currval[j].Ptr;
COPY_SZ_4V(dest + new_offset, sz, current);
}
-static void vbo_exec_fixup_vertex( struct gl_context *ctx,
- GLuint attr, GLuint sz )
+/**
+ * This is when a vertex attribute transitions to a different size.
+ * For example, we saw a bunch of glTexCoord2f() calls and now we got a
+ * glTexCoord4f() call. We promote the array from size=2 to size=4.
+ */
+static void
+vbo_exec_fixup_vertex(struct gl_context *ctx, GLuint attr, GLuint newSize)
{
struct vbo_exec_context *exec = &vbo_context(ctx)->exec;
- int i;
- if (sz > exec->vtx.attrsz[attr]) {
+ if (newSize > exec->vtx.attrsz[attr]) {
/* New size is larger. Need to flush existing vertices and get
* an enlarged vertex format.
*/
- vbo_exec_wrap_upgrade_vertex( exec, attr, sz );
+ vbo_exec_wrap_upgrade_vertex( exec, attr, newSize );
}
- else if (sz < exec->vtx.active_sz[attr]) {
+ else if (newSize < exec->vtx.active_sz[attr]) {
static const GLfloat id[4] = { 0, 0, 0, 1 };
+ GLuint i;
/* New size is smaller - just need to fill in some
* zeros. Don't need to flush or wrap.
*/
- for (i = sz ; i <= exec->vtx.attrsz[attr] ; i++)
+ for (i = newSize; i <= exec->vtx.attrsz[attr]; i++)
exec->vtx.attrptr[attr][i-1] = id[i-1];
}
- exec->vtx.active_sz[attr] = sz;
+ exec->vtx.active_sz[attr] = newSize;
/* Does setting NeedFlush belong here? Necessitates resetting
* vtxfmt on each flush (otherwise flags won't get reset
}
-/*
+/**
+ * This macro is used to implement all the glVertex, glColor, glTexCoord,
+ * glVertexAttrib, etc functions.
*/
-#define ATTR( A, N, V0, V1, V2, V3 ) \
-do { \
- struct vbo_exec_context *exec = &vbo_context(ctx)->exec; \
+#define ATTR( A, N, V0, V1, V2, V3 ) \
+do { \
+ struct vbo_exec_context *exec = &vbo_context(ctx)->exec; \
\
if (unlikely(!(ctx->Driver.NeedFlush & FLUSH_UPDATE_CURRENT))) \
- ctx->Driver.BeginVertices( ctx ); \
+ ctx->Driver.BeginVertices( ctx ); \
+ \
if (unlikely(exec->vtx.active_sz[A] != N)) \
vbo_exec_fixup_vertex(ctx, A, N); \
\
- { \
- GLfloat *dest = exec->vtx.attrptr[A]; \
- if (N>0) dest[0] = V0; \
- if (N>1) dest[1] = V1; \
- if (N>2) dest[2] = V2; \
- if (N>3) dest[3] = V3; \
- } \
- \
- if ((A) == 0) { \
- GLuint i; \
- \
- for (i = 0; i < exec->vtx.vertex_size; i++) \
- exec->vtx.buffer_ptr[i] = exec->vtx.vertex[i]; \
- \
- exec->vtx.buffer_ptr += exec->vtx.vertex_size; \
- ctx->Driver.NeedFlush |= FLUSH_STORED_VERTICES; \
- \
- if (++exec->vtx.vert_count >= exec->vtx.max_vert) \
- vbo_exec_vtx_wrap( exec ); \
- } \
+ { \
+ GLfloat *dest = exec->vtx.attrptr[A]; \
+ if (N>0) dest[0] = V0; \
+ if (N>1) dest[1] = V1; \
+ if (N>2) dest[2] = V2; \
+ if (N>3) dest[3] = V3; \
+ } \
+ \
+ if ((A) == 0) { \
+ /* This is a glVertex call */ \
+ GLuint i; \
+ \
+ for (i = 0; i < exec->vtx.vertex_size; i++) \
+ exec->vtx.buffer_ptr[i] = exec->vtx.vertex[i]; \
+ \
+ exec->vtx.buffer_ptr += exec->vtx.vertex_size; \
+ \
+ /* Set FLUSH_STORED_VERTICES to indicate that there's now */ \
+ /* something to draw (not just updating a color or texcoord).*/ \
+ ctx->Driver.NeedFlush |= FLUSH_STORED_VERTICES; \
+ \
+ if (++exec->vtx.vert_count >= exec->vtx.max_vert) \
+ vbo_exec_vtx_wrap( exec ); \
+ } \
} while (0)