0,0 → 1,257 |
/* |
* Mesa 3-D graphics library |
* |
* Copyright (C) 1999-2005 Brian Paul All Rights Reserved. |
* |
* Permission is hereby granted, free of charge, to any person obtaining a |
* copy of this software and associated documentation files (the "Software"), |
* to deal in the Software without restriction, including without limitation |
* the rights to use, copy, modify, merge, publish, distribute, sublicense, |
* and/or sell copies of the Software, and to permit persons to whom the |
* Software is furnished to do so, subject to the following conditions: |
* |
* The above copyright notice and this permission notice shall be included |
* in all copies or substantial portions of the Software. |
* |
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS |
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR |
* OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, |
* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR |
* OTHER DEALINGS IN THE SOFTWARE. |
* |
* Authors: |
* Keith Whitwell <keith@tungstengraphics.com> |
*/ |
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#include "main/api_arrayelt.h" |
#include "main/glheader.h" |
#include "main/mtypes.h" |
#include "main/vtxfmt.h" |
#include "vbo_context.h" |
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void vbo_exec_init( struct gl_context *ctx ) |
{ |
struct vbo_exec_context *exec = &vbo_context(ctx)->exec; |
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exec->ctx = ctx; |
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/* Initialize the arrayelt helper |
*/ |
if (!ctx->aelt_context && |
!_ae_create_context( ctx )) |
return; |
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vbo_exec_vtx_init( exec ); |
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ctx->Driver.NeedFlush = 0; |
ctx->Driver.CurrentExecPrimitive = PRIM_OUTSIDE_BEGIN_END; |
ctx->Driver.BeginVertices = vbo_exec_BeginVertices; |
ctx->Driver.FlushVertices = vbo_exec_FlushVertices; |
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vbo_exec_invalidate_state( ctx, ~0 ); |
} |
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void vbo_exec_destroy( struct gl_context *ctx ) |
{ |
struct vbo_exec_context *exec = &vbo_context(ctx)->exec; |
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if (ctx->aelt_context) { |
_ae_destroy_context( ctx ); |
ctx->aelt_context = NULL; |
} |
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vbo_exec_vtx_destroy( exec ); |
} |
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/** |
* Really want to install these callbacks to a central facility to be |
* invoked according to the state flags. That will have to wait for a |
* mesa rework: |
*/ |
void vbo_exec_invalidate_state( struct gl_context *ctx, GLuint new_state ) |
{ |
struct vbo_context *vbo = vbo_context(ctx); |
struct vbo_exec_context *exec = &vbo->exec; |
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if (!exec->validating && new_state & (_NEW_PROGRAM|_NEW_ARRAY)) { |
exec->array.recalculate_inputs = GL_TRUE; |
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/* If we ended up here because a VAO was deleted, the _DrawArrays |
* pointer which pointed to the VAO might be invalid now, so set it |
* to NULL. This prevents crashes in driver functions like Clear |
* where driver state validation might occur, but the vbo module is |
* still in an invalid state. |
* |
* Drivers should skip vertex array state validation if _DrawArrays |
* is NULL. It also has no effect on performance, because attrib |
* bindings will be recalculated anyway. |
*/ |
if (vbo->last_draw_method == DRAW_ARRAYS) { |
ctx->Array._DrawArrays = NULL; |
vbo->last_draw_method = DRAW_NONE; |
} |
} |
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if (new_state & _NEW_EVAL) |
exec->eval.recalculate_maps = 1; |
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_ae_invalidate_state(ctx, new_state); |
} |
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/** |
* Figure out the number of transform feedback primitives that will be output |
* considering the drawing mode, number of vertices, and instance count, |
* assuming that no geometry shading is done and primitive restart is not |
* used. |
* |
* This is used by driver back-ends in implementing the PRIMITIVES_GENERATED |
* and TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN queries. It is also used to |
* pre-validate draw calls in GLES3 (where draw calls only succeed if there is |
* enough room in the transform feedback buffer for the result). |
*/ |
size_t |
vbo_count_tessellated_primitives(GLenum mode, GLuint count, |
GLuint num_instances) |
{ |
size_t num_primitives; |
switch (mode) { |
case GL_POINTS: |
num_primitives = count; |
break; |
case GL_LINE_STRIP: |
num_primitives = count >= 2 ? count - 1 : 0; |
break; |
case GL_LINE_LOOP: |
num_primitives = count >= 2 ? count : 0; |
break; |
case GL_LINES: |
num_primitives = count / 2; |
break; |
case GL_TRIANGLE_STRIP: |
case GL_TRIANGLE_FAN: |
case GL_POLYGON: |
num_primitives = count >= 3 ? count - 2 : 0; |
break; |
case GL_TRIANGLES: |
num_primitives = count / 3; |
break; |
case GL_QUAD_STRIP: |
num_primitives = count >= 4 ? ((count / 2) - 1) * 2 : 0; |
break; |
case GL_QUADS: |
num_primitives = (count / 4) * 2; |
break; |
default: |
assert(!"Unexpected primitive type in count_tessellated_primitives"); |
num_primitives = 0; |
break; |
} |
return num_primitives * num_instances; |
} |
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/** |
* In some degenarate cases we can improve our ability to merge |
* consecutive primitives. For example: |
* glBegin(GL_LINE_STRIP); |
* glVertex(1); |
* glVertex(1); |
* glEnd(); |
* glBegin(GL_LINE_STRIP); |
* glVertex(1); |
* glVertex(1); |
* glEnd(); |
* Can be merged as a GL_LINES prim with four vertices. |
* |
* This function converts 2-vertex line strips/loops into GL_LINES, etc. |
*/ |
void |
vbo_try_prim_conversion(struct _mesa_prim *p) |
{ |
if (p->mode == GL_LINE_STRIP && p->count == 2) { |
/* convert 2-vertex line strip to a separate line */ |
p->mode = GL_LINES; |
} |
else if ((p->mode == GL_TRIANGLE_STRIP || p->mode == GL_TRIANGLE_FAN) |
&& p->count == 3) { |
/* convert 3-vertex tri strip or fan to a separate triangle */ |
p->mode = GL_TRIANGLES; |
} |
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/* Note: we can't convert a 4-vertex quad strip to a separate quad |
* because the vertex ordering is different. We'd have to muck |
* around in the vertex data to make it work. |
*/ |
} |
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/** |
* 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). |
*/ |
bool |
vbo_can_merge_prims(const struct _mesa_prim *p0, const struct _mesa_prim *p1) |
{ |
if (!p0->begin || |
!p1->begin || |
!p0->end || |
!p1->end) |
return false; |
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/* The prim mode must match (ex: both GL_TRIANGLES) */ |
if (p0->mode != p1->mode) |
return false; |
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/* p1's vertices must come right after p0 */ |
if (p0->start + p0->count != p1->start) |
return false; |
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if (p0->basevertex != p1->basevertex || |
p0->num_instances != p1->num_instances || |
p0->base_instance != p1->base_instance) |
return false; |
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/* can always merge subsequent GL_POINTS primitives */ |
if (p0->mode == GL_POINTS) |
return true; |
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/* independent lines with no extra vertices */ |
if (p0->mode == GL_LINES && p0->count % 2 == 0 && p1->count % 2 == 0) |
return true; |
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/* independent tris */ |
if (p0->mode == GL_TRIANGLES && p0->count % 3 == 0 && p1->count % 3 == 0) |
return true; |
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/* independent quads */ |
if (p0->mode == GL_QUADS && p0->count % 4 == 0 && p1->count % 4 == 0) |
return true; |
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return false; |
} |
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/** |
* 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)); |
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p0->count += p1->count; |
p0->end = p1->end; |
} |