From: Keith Whitwell Date: Tue, 9 Nov 1999 17:00:25 +0000 (+0000) Subject: more fixes for glDrawArrays X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=6a9f16edae2a21b156d1893947cc2ec35593d0a8;p=mesa.git more fixes for glDrawArrays --- diff --git a/src/mesa/main/dlist.c b/src/mesa/main/dlist.c index ca8aa207fd7..c3d3167f618 100644 --- a/src/mesa/main/dlist.c +++ b/src/mesa/main/dlist.c @@ -1,4 +1,4 @@ -/* $Id: dlist.c,v 1.14 1999/11/08 07:36:44 brianp Exp $ */ +/* $Id: dlist.c,v 1.15 1999/11/09 17:00:25 keithw Exp $ */ /* * Mesa 3-D graphics library @@ -2544,7 +2544,7 @@ static void execute_list( GLcontext *ctx, GLuint list ) if ((MESA_VERBOSE & VERBOSE_DISPLAY_LIST) && (MESA_VERBOSE & VERBOSE_IMMEDIATE)) - gl_print_cassette( (struct immediate *) n[1].data, 0, ~0 ); + gl_print_cassette( (struct immediate *) n[1].data ); if (0) fprintf(stderr, "Run cassette %d, rows %d..%d, beginstate %x\n", @@ -3583,8 +3583,6 @@ static void print_list( GLcontext *ctx, FILE *f, GLuint list ) ((struct immediate *) n[1].data)->id, n[2].ui, n[3].ui); -/* gl_print_cassette( (struct immediate *) n[1].data, */ -/* 0, ~0 ); */ break; case OPCODE_CONTINUE: fprintf(f,"DISPLAY-LIST-CONTINUE\n"); diff --git a/src/mesa/main/varray.c b/src/mesa/main/varray.c index 395cb99ebeb..19e627d5cfa 100644 --- a/src/mesa/main/varray.c +++ b/src/mesa/main/varray.c @@ -1,4 +1,4 @@ -/* $Id: varray.c,v 1.11 1999/11/09 10:12:34 keithw Exp $ */ +/* $Id: varray.c,v 1.12 1999/11/09 17:00:25 keithw Exp $ */ /* * Mesa 3-D graphics library @@ -475,9 +475,6 @@ void gl_exec_array_elements( GLcontext *ctx, struct immediate *IM, -/* KW: I think this is moving in the right direction, but it still feels - * like we are doing way too much work. - */ void gl_DrawArrays( GLcontext *ctx, GLenum mode, GLint start, GLsizei count ) { struct vertex_buffer *VB = ctx->VB; @@ -494,14 +491,12 @@ void gl_DrawArrays( GLcontext *ctx, GLenum mode, GLint start, GLsizei count ) { GLint remaining = count; GLint i; - GLvector4f obj; - GLvector3f norm; - GLvector4f tc[MAX_TEXTURE_UNITS]; - GLvector4ub col; - GLvector1ub edge; - GLvector1ui index; + struct gl_client_array *Normal; + struct gl_client_array *Color; + struct gl_client_array *Index; + struct gl_client_array *TexCoord[MAX_TEXTURE_UNITS]; + struct gl_client_array *EdgeFlag; struct immediate *IM = VB->IM; - struct gl_client_array *client_data; struct gl_pipeline *elt = &ctx->CVA.elt; GLboolean relock; GLuint fallback, required; @@ -509,7 +504,8 @@ void gl_DrawArrays( GLcontext *ctx, GLenum mode, GLint start, GLsizei count ) if (ctx->NewState) gl_update_state( ctx ); - /* This will die miserably with CVA... Need more work to support this. + /* Just turn off cva on this path. Could be useful for multipass + * rendering to keep it turned on. */ relock = ctx->CompileCVAFlag; ctx->CompileCVAFlag = 0; @@ -522,16 +518,21 @@ void gl_DrawArrays( GLcontext *ctx, GLenum mode, GLint start, GLsizei count ) if (required & VERT_RGBA) { - client_data = &ctx->Array.Color; - if (fallback & VERT_RGBA) - client_data = &ctx->Fallback.Color; + Color = &ctx->Array.Color; + if (fallback & VERT_RGBA) { + Color = &ctx->Fallback.Color; + ctx->Array.ColorFunc = + gl_trans_4ub_tab[4][TYPE_IDX(GL_UNSIGNED_BYTE)]; + } } if (required & VERT_INDEX) { - client_data = &ctx->Array.Index; - if (fallback & VERT_INDEX) - client_data = &ctx->Fallback.Index; + Index = &ctx->Array.Index; + if (fallback & VERT_INDEX) { + Index = &ctx->Fallback.Index; + ctx->Array.IndexFunc = gl_trans_1ui_tab[TYPE_IDX(GL_UNSIGNED_INT)]; + } } for (i = 0 ; i < MAX_TEXTURE_UNITS ; i++) @@ -539,36 +540,48 @@ void gl_DrawArrays( GLcontext *ctx, GLenum mode, GLint start, GLsizei count ) GLuint flag = VERT_TEX_ANY(i); if (required & flag) { - client_data = &ctx->Array.TexCoord[i]; + TexCoord[i] = &ctx->Array.TexCoord[i]; if (fallback & flag) { - client_data = &ctx->Fallback.TexCoord[i]; - client_data->Size = gl_texcoord_size( ctx->Current.Flag, i ); + TexCoord[i] = &ctx->Fallback.TexCoord[i]; + TexCoord[i]->Size = gl_texcoord_size( ctx->Current.Flag, i ); + + ctx->Array.TexCoordFunc[i] = + gl_trans_4f_tab[TexCoord[i]->Size][TYPE_IDX(GL_FLOAT)]; } } } if (ctx->Array.Flags != ctx->Array.Flag[0]) - for (i = 0 ; i < VB_MAX ; i++) + for (i = 0 ; i < VB_MAX ; i++) ctx->Array.Flag[i] = ctx->Array.Flags; if (required & VERT_NORM) { - client_data = &ctx->Array.Normal; - if (fallback & VERT_NORM) - client_data = &ctx->Fallback.Normal; + Normal = &ctx->Array.Normal; + if (fallback & VERT_NORM) { + Normal = &ctx->Fallback.Normal; + ctx->Array.NormalFunc = gl_trans_3f_tab[TYPE_IDX(GL_FLOAT)]; + } } - if ( (required & VERT_EDGE) && - (mode == GL_TRIANGLES || - mode == GL_QUADS || - mode == GL_POLYGON)) + if ( required & VERT_EDGE ) { - client_data = &ctx->Array.EdgeFlag; - if (fallback & VERT_EDGE) - client_data = &ctx->Fallback.EdgeFlag; + if (mode == GL_TRIANGLES || + mode == GL_QUADS || + mode == GL_POLYGON) + { + EdgeFlag = &ctx->Array.EdgeFlag; + if (fallback & VERT_EDGE) { + EdgeFlag = &ctx->Fallback.EdgeFlag; + ctx->Array.EdgeFlagFunc = + gl_trans_1ub_tab[TYPE_IDX(GL_UNSIGNED_BYTE)]; + } + } + else + required &= ~VERT_EDGE; } VB->Primitive = IM->Primitive; @@ -591,41 +604,39 @@ void gl_DrawArrays( GLcontext *ctx, GLenum mode, GLint start, GLsizei count ) VB->CullMode = 0; - if (required & VERT_OBJ_ANY) { - ctx->Array.VertexFunc( IM->Obj + VB_START, - &ctx->Array.Vertex, start, n ); - } + ctx->Array.VertexFunc( IM->Obj + VB_START, + &ctx->Array.Vertex, start, n ); if (required & VERT_NORM) { ctx->Array.NormalFunc( IM->Normal + VB_START, - &ctx->Array.Normal, start, n ); + Normal, start, n ); } if (required & VERT_EDGE) { ctx->Array.EdgeFlagFunc( IM->EdgeFlag + VB_START, - &ctx->Array.EdgeFlag, start, n ); + EdgeFlag, start, n ); } if (required & VERT_RGBA) { ctx->Array.ColorFunc( IM->Color + VB_START, - &ctx->Array.Color, start, n ); + Color, start, n ); } if (required & VERT_INDEX) { ctx->Array.IndexFunc( IM->Index + VB_START, - &ctx->Array.Index, start, n ); + Index, start, n ); } if (required & VERT_TEX0_ANY) { - IM->v.TexCoord[0].size = tc[0].size; + IM->v.TexCoord[0].size = TexCoord[0]->Size; ctx->Array.TexCoordFunc[0]( IM->TexCoord[0] + VB_START, - &ctx->Array.TexCoord[0], start, n ); + TexCoord[0], start, n ); } if (required & VERT_TEX1_ANY) { - IM->v.TexCoord[1].size = tc[1].size; + IM->v.TexCoord[1].size = TexCoord[1]->Size; ctx->Array.TexCoordFunc[1]( IM->TexCoord[1] + VB_START, - &ctx->Array.TexCoord[1], start, n ); + TexCoord[1], start, n ); } VB->ObjPtr = &IM->v.Obj; @@ -664,6 +675,7 @@ void gl_DrawArrays( GLcontext *ctx, GLenum mode, GLint start, GLsizei count ) /* Transform and render. */ + if (0) gl_print_cassette_flags( IM, VB->Flag ); gl_run_pipeline( VB ); gl_reset_vb( VB );