diff options
author | Keith Whitwell <[email protected]> | 2000-11-16 21:05:34 +0000 |
---|---|---|
committer | Keith Whitwell <[email protected]> | 2000-11-16 21:05:34 +0000 |
commit | 23caf20169ac38436ee9c13914f1d6aa7cf6bb5e (patch) | |
tree | 21307f7bbcaf9ee1e841d7e7bee130570a7b5b95 /src/mesa/main/varray.c | |
parent | 179516673211a2350e479d5321840291f339f5dd (diff) |
Move the transform and lighting code to two new directories
math: Provides basic matrix and vector functionality that
might be useful to multiple software t&l
implementations, and is used by core mesa to
manage the Model, Project, etc matrices.
tnl: The real transform & lighting code from core mesa,
including everything from glVertex3f through vertex
buffer handling, transformation, clipping, lighting
and handoff to a driver for rasterization.
The interfaces of these can be further tightened up, but the basic
splitting up of state and code move is done.
Diffstat (limited to 'src/mesa/main/varray.c')
-rw-r--r-- | src/mesa/main/varray.c | 745 |
1 files changed, 26 insertions, 719 deletions
diff --git a/src/mesa/main/varray.c b/src/mesa/main/varray.c index d604beb9dde..3cd368779c0 100644 --- a/src/mesa/main/varray.c +++ b/src/mesa/main/varray.c @@ -1,4 +1,4 @@ -/* $Id: varray.c,v 1.30 2000/11/05 18:40:59 keithw Exp $ */ +/* $Id: varray.c,v 1.31 2000/11/16 21:05:35 keithw Exp $ */ /* * Mesa 3-D graphics library @@ -29,25 +29,17 @@ #else #include "glheader.h" #include "context.h" -#include "cva.h" #include "enable.h" #include "enums.h" #include "dlist.h" #include "light.h" #include "macros.h" #include "mmath.h" -#include "pipeline.h" #include "state.h" #include "texstate.h" -#include "translate.h" #include "types.h" #include "varray.h" -#include "vb.h" -#include "vbfill.h" -#include "vbrender.h" -#include "vbindirect.h" -#include "vbxform.h" -#include "xform.h" +#include "math/m_translate.h" #endif @@ -96,9 +88,10 @@ _mesa_VertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr) ctx->Array.Vertex.Stride = stride; ctx->Array.Vertex.Ptr = (void *) ptr; ctx->Array._VertexFunc = gl_trans_4f_tab[size][TYPE_IDX(type)]; - ctx->Array._VertexEltFunc = gl_trans_elt_4f_tab[size][TYPE_IDX(type)]; - ctx->Array._NewArrayState |= VERT_OBJ_ANY; ctx->NewState |= _NEW_ARRAY; + + if (ctx->Driver.VertexPointer) + ctx->Driver.VertexPointer( ctx, size, type, stride, ptr ); } @@ -146,9 +139,10 @@ _mesa_NormalPointer(GLenum type, GLsizei stride, const GLvoid *ptr ) ctx->Array.Normal.Stride = stride; ctx->Array.Normal.Ptr = (void *) ptr; ctx->Array._NormalFunc = gl_trans_3f_tab[TYPE_IDX(type)]; - ctx->Array._NormalEltFunc = gl_trans_elt_3f_tab[TYPE_IDX(type)]; - ctx->Array._NewArrayState |= VERT_NORM; ctx->NewState |= _NEW_ARRAY; + + if (ctx->Driver.NormalPointer) + ctx->Driver.NormalPointer( ctx, type, stride, ptr ); } @@ -209,9 +203,10 @@ _mesa_ColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr) ctx->Array.Color.Stride = stride; ctx->Array.Color.Ptr = (void *) ptr; ctx->Array._ColorFunc = gl_trans_4ub_tab[size][TYPE_IDX(type)]; - ctx->Array._ColorEltFunc = gl_trans_elt_4ub_tab[size][TYPE_IDX(type)]; - ctx->Array._NewArrayState |= VERT_RGBA; ctx->NewState |= _NEW_ARRAY; + + if (ctx->Driver.ColorPointer) + ctx->Driver.ColorPointer( ctx, size, type, stride, ptr ); } @@ -244,9 +239,10 @@ _mesa_FogCoordPointerEXT(GLenum type, GLsizei stride, const GLvoid *ptr) ctx->Array.FogCoord.Stride = stride; ctx->Array.FogCoord.Ptr = (void *) ptr; ctx->Array._FogCoordFunc = gl_trans_1f_tab[TYPE_IDX(type)]; - ctx->Array._FogCoordEltFunc = gl_trans_elt_1f_tab[TYPE_IDX(type)]; - ctx->Array._NewArrayState |= VERT_FOG_COORD; ctx->NewState |= _NEW_ARRAY; + + if (ctx->Driver.FogCoordPointer) + ctx->Driver.FogCoordPointer( ctx, type, stride, ptr ); } @@ -287,9 +283,10 @@ _mesa_IndexPointer(GLenum type, GLsizei stride, const GLvoid *ptr) ctx->Array.Index.Stride = stride; ctx->Array.Index.Ptr = (void *) ptr; ctx->Array._IndexFunc = gl_trans_1ui_tab[TYPE_IDX(type)]; - ctx->Array._IndexEltFunc = gl_trans_elt_1ui_tab[TYPE_IDX(type)]; - ctx->Array._NewArrayState |= VERT_INDEX; ctx->NewState |= _NEW_ARRAY; + + if (ctx->Driver.IndexPointer) + ctx->Driver.IndexPointer( ctx, type, stride, ptr ); } @@ -350,9 +347,10 @@ _mesa_SecondaryColorPointerEXT(GLint size, GLenum type, ctx->Array.SecondaryColor.Stride = stride; ctx->Array.SecondaryColor.Ptr = (void *) ptr; ctx->Array._SecondaryColorFunc = gl_trans_4ub_tab[size][TYPE_IDX(type)]; - ctx->Array._SecondaryColorEltFunc = gl_trans_elt_4ub_tab[size][TYPE_IDX(type)]; - ctx->Array._NewArrayState |= VERT_SPEC_RGB; ctx->NewState |= _NEW_ARRAY; + + if (ctx->Driver.SecondaryColorPointer) + ctx->Driver.SecondaryColorPointer( ctx, size, type, stride, ptr ); } @@ -405,11 +403,11 @@ _mesa_TexCoordPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr ctx->Array.TexCoord[texUnit].Type = type; ctx->Array.TexCoord[texUnit].Stride = stride; ctx->Array.TexCoord[texUnit].Ptr = (void *) ptr; - ctx->Array._TexCoordFunc[texUnit] = gl_trans_4f_tab[size][TYPE_IDX(type)]; - ctx->Array._TexCoordEltFunc[texUnit] = gl_trans_elt_4f_tab[size][TYPE_IDX(type)]; - ctx->Array._NewArrayState |= VERT_TEX_ANY(texUnit); ctx->NewState |= _NEW_ARRAY; + + if (ctx->Driver.TexCoordPointer) + ctx->Driver.TexCoordPointer( ctx, size, type, stride, ptr ); } @@ -433,9 +431,10 @@ _mesa_EdgeFlagPointer(GLsizei stride, const void *vptr) } else { ctx->Array._EdgeFlagFunc = 0; } - ctx->Array._EdgeFlagEltFunc = gl_trans_elt_1ub_tab[TYPE_IDX(GL_UNSIGNED_BYTE)]; - ctx->Array._NewArrayState |= VERT_EDGE; ctx->NewState |= _NEW_ARRAY; + + if (ctx->Driver.EdgeFlagPointer) + ctx->Driver.EdgeFlagPointer( ctx, stride, ptr ); } @@ -498,620 +497,6 @@ _mesa_EdgeFlagPointerEXT(GLsizei stride, GLsizei count, const GLboolean *ptr) -/* KW: Batch function to exec all the array elements in the input - * buffer prior to transform. Done only the first time a vertex - * buffer is executed or compiled. - * - * KW: Have to do this after each glEnd if cva isn't active. (also - * have to do it after each full buffer) - */ -void gl_exec_array_elements( GLcontext *ctx, struct immediate *IM, - GLuint start, - GLuint count) -{ - GLuint *flags = IM->Flag; - GLuint *elts = IM->Elt; - GLuint translate = ctx->Array._Flags; - GLuint i; - - if (MESA_VERBOSE&VERBOSE_IMMEDIATE) - fprintf(stderr, "exec_array_elements %d .. %d\n", start, count); - - if (translate & VERT_OBJ_ANY) - (ctx->Array._VertexEltFunc)( IM->Obj, - &ctx->Array.Vertex, - flags, elts, (VERT_ELT|VERT_OBJ_ANY), - start, count); - - if (translate & VERT_NORM) - (ctx->Array._NormalEltFunc)( IM->Normal, - &ctx->Array.Normal, - flags, elts, (VERT_ELT|VERT_NORM), - start, count); - - if (translate & VERT_EDGE) - (ctx->Array._EdgeFlagEltFunc)( IM->EdgeFlag, - &ctx->Array.EdgeFlag, - flags, elts, (VERT_ELT|VERT_EDGE), - start, count); - - if (translate & VERT_RGBA) - (ctx->Array._ColorEltFunc)( IM->Color, - &ctx->Array.Color, - flags, elts, (VERT_ELT|VERT_RGBA), - start, count); - - - if (translate & VERT_SPEC_RGB) - (ctx->Array._SecondaryColorEltFunc)( IM->SecondaryColor, - &ctx->Array.SecondaryColor, - flags, elts, (VERT_ELT|VERT_SPEC_RGB), - start, count); - - if (translate & VERT_FOG_COORD) - (ctx->Array._FogCoordEltFunc)( IM->FogCoord, - &ctx->Array.FogCoord, - flags, elts, (VERT_ELT|VERT_FOG_COORD), - start, count); - - if (translate & VERT_INDEX) - (ctx->Array._IndexEltFunc)( IM->Index, - &ctx->Array.Index, - flags, elts, (VERT_ELT|VERT_INDEX), - start, count); - - if (translate & VERT_TEX0_ANY) - (ctx->Array._TexCoordEltFunc[0])( IM->TexCoord[0], - &ctx->Array.TexCoord[0], - flags, elts, (VERT_ELT|VERT_TEX0_ANY), - start, count); - - if (translate & VERT_TEX1_ANY) - (ctx->Array._TexCoordEltFunc[1])( IM->TexCoord[1], - &ctx->Array.TexCoord[1], - flags, elts, (VERT_ELT|VERT_TEX1_ANY), - start, count); - -#if MAX_TEXTURE_UNITS > 2 - if (translate & VERT_TEX2_ANY) - (ctx->Array._TexCoordEltFunc[2])( IM->TexCoord[2], - &ctx->Array.TexCoord[2], - flags, elts, (VERT_ELT|VERT_TEX2_ANY), - start, count); -#endif -#if MAX_TEXTURE_UNITS > 3 - if (translate & VERT_TEX3_ANY) - (ctx->Array._TexCoordEltFunc[3])( IM->TexCoord[3], - &ctx->Array.TexCoord[3], - flags, elts, (VERT_ELT|VERT_TEX3_ANY), - start, count); -#endif - - for (i = start ; i < count ; i++) - if (flags[i] & VERT_ELT) - flags[i] |= translate; - -} - - - -/* Enough funny business going on in here it might be quicker to use a - * function pointer. - */ -#define ARRAY_ELT( IM, i ) \ -{ \ - GLuint count = IM->Count; \ - IM->Elt[count] = i; \ - IM->Flag[count] = ((IM->Flag[count] & IM->ArrayAndFlags) | \ - VERT_ELT); \ - IM->FlushElt |= IM->ArrayEltFlush; \ - IM->Count = count += IM->ArrayIncr; \ - if (count == VB_MAX) \ - _mesa_maybe_transform_vb( IM ); \ -} - - -void -_mesa_ArrayElement( GLint i ) -{ - GET_IMMEDIATE; - ARRAY_ELT( IM, i ); -} - - -static void -gl_ArrayElement( GLcontext *CC, GLint i ) -{ - struct immediate *im = CC->input; - ARRAY_ELT( im, i ); -} - - - -void -_mesa_DrawArrays(GLenum mode, GLint start, GLsizei count) -{ - GET_CURRENT_CONTEXT(ctx); - struct vertex_buffer *VB = ctx->VB; - GLint i; - - ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glDrawArrays"); - - if (count<0) { - gl_error( ctx, GL_INVALID_VALUE, "glDrawArrays(count)" ); - return; - } - - if (!ctx->CompileFlag && ctx->Array.Vertex.Enabled) { - GLint remaining = count; - GLint i; - struct gl_client_array *Normal; - struct gl_client_array *Color; - struct gl_client_array *SecondaryColor; - struct gl_client_array *FogCoord; - 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_pipeline *elt = &ctx->CVA.elt; - GLboolean relock; - GLuint fallback, required; - - if (ctx->NewState) - gl_update_state( ctx ); - - /* Just turn off cva on this path. Could be useful for multipass - * rendering to keep it turned on. - */ - relock = ctx->CompileCVAFlag; - - if (relock) { - ctx->CompileCVAFlag = 0; - elt->pipeline_valid = 0; - } - - if (!elt->pipeline_valid) - gl_build_immediate_pipeline( ctx ); - - required = elt->inputs; - fallback = (elt->inputs & ~ctx->Array._Summary); - - /* The translate function doesn't do anything about size. It - * just ensures that type and stride come out right. - */ - IM->v.Obj.size = ctx->Array.Vertex.Size; - - if (required & VERT_RGBA) { - 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_SPEC_RGB) - { - SecondaryColor = &ctx->Array.SecondaryColor; - if (fallback & VERT_SPEC_RGB) { - SecondaryColor = &ctx->Fallback.SecondaryColor; - ctx->Array._SecondaryColorFunc = - gl_trans_4ub_tab[4][TYPE_IDX(GL_UNSIGNED_BYTE)]; - } - } - - if (required & VERT_FOG_COORD) - { - FogCoord = &ctx->Array.FogCoord; - if (fallback & VERT_FOG_COORD) { - FogCoord = &ctx->Fallback.FogCoord; - ctx->Array._FogCoordFunc = - gl_trans_1f_tab[TYPE_IDX(GL_FLOAT)]; - } - } - - if (required & VERT_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++) { - GLuint flag = VERT_TEX_ANY(i); - - if (required & flag) { - TexCoord[i] = &ctx->Array.TexCoord[i]; - - if (fallback & flag) { - 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++) - ctx->Array._Flag[i] = ctx->Array._Flags; - } - - if (required & VERT_NORM) { - 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 ) { - 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; - VB->NextPrimitive = IM->NextPrimitive; - VB->MaterialMask = IM->MaterialMask; - VB->Material = IM->Material; - VB->BoundsPtr = 0; - - while (remaining > 0) { - GLint vbspace = VB_MAX - VB_START; - GLuint count, n; - - if (vbspace >= remaining) { - n = remaining; - VB->LastPrimitive = VB_START + n; - } - else { - n = vbspace; - VB->LastPrimitive = VB_START; - } - - VB->CullMode = 0; - - ctx->Array._VertexFunc( IM->Obj + VB_START, - &ctx->Array.Vertex, start, n ); - - if (required & VERT_NORM) { - ctx->Array._NormalFunc( IM->Normal + VB_START, - Normal, start, n ); - } - - if (required & VERT_EDGE) { - ctx->Array._EdgeFlagFunc( IM->EdgeFlag + VB_START, - EdgeFlag, start, n ); - } - - if (required & VERT_RGBA) { - ctx->Array._ColorFunc( IM->Color + VB_START, - Color, start, n ); - } - - if (required & VERT_SPEC_RGB) { - ctx->Array._SecondaryColorFunc( IM->SecondaryColor + VB_START, - SecondaryColor, start, n ); - } - - if (required & VERT_FOG_COORD) { - ctx->Array._FogCoordFunc( IM->FogCoord + VB_START, - FogCoord, start, n ); - } - - if (required & VERT_INDEX) { - ctx->Array._IndexFunc( IM->Index + VB_START, - Index, start, n ); - } - - if (required & VERT_TEX0_ANY) { - IM->v.TexCoord[0].size = TexCoord[0]->Size; - ctx->Array._TexCoordFunc[0]( IM->TexCoord[0] + VB_START, - TexCoord[0], start, n ); - } - - if (required & VERT_TEX1_ANY) { - IM->v.TexCoord[1].size = TexCoord[1]->Size; - ctx->Array._TexCoordFunc[1]( IM->TexCoord[1] + VB_START, - TexCoord[1], start, n ); - } -#if MAX_TEXTURE_UNITS > 2 - if (required & VERT_TEX2_ANY) { - IM->v.TexCoord[2].size = TexCoord[2]->Size; - ctx->Array._TexCoordFunc[2]( IM->TexCoord[2] + VB_START, - TexCoord[2], start, n ); - } -#endif -#if MAX_TEXTURE_UNITS > 3 - if (required & VERT_TEX3_ANY) { - IM->v.TexCoord[3].size = TexCoord[3]->Size; - ctx->Array._TexCoordFunc[3]( IM->TexCoord[3] + VB_START, - TexCoord[3], start, n ); - } -#endif - - VB->ObjPtr = &IM->v.Obj; - VB->NormalPtr = &IM->v.Normal; - VB->ColorPtr = &IM->v.Color; - VB->Color[0] = VB->Color[1] = VB->ColorPtr; - VB->IndexPtr = &IM->v.Index; - VB->EdgeFlagPtr = &IM->v.EdgeFlag; - VB->SecondaryColorPtr = &IM->v.SecondaryColor; - VB->FogCoordPtr = &IM->v.FogCoord; - for (i = 0; i < MAX_TEXTURE_UNITS; i++) { - VB->TexCoordPtr[i] = &IM->v.TexCoord[i]; - } - - VB->Flag = ctx->Array._Flag; - VB->OrFlag = ctx->Array._Flags; - - VB->Start = IM->Start = VB_START; - count = VB->Count = IM->Count = VB_START + n; - -#define RESET_VEC(v, t, s, c) (v.start = t v.data[s], v.count = c) - - RESET_VEC(IM->v.Obj, (GLfloat *), VB_START, count); - RESET_VEC(IM->v.Normal, (GLfloat *), VB_START, count); - for (i = 0; i < MAX_TEXTURE_UNITS; i++) { - RESET_VEC(IM->v.TexCoord[i], (GLfloat *), VB_START, count); - } - RESET_VEC(IM->v.Index, &, VB_START, count); - RESET_VEC(IM->v.Elt, &, VB_START, count); - RESET_VEC(IM->v.EdgeFlag, &, VB_START, count); - RESET_VEC(IM->v.Color, (GLubyte *), VB_START, count); - RESET_VEC(VB->Clip, (GLfloat *), VB_START, count); - RESET_VEC(VB->Eye, (GLfloat *), VB_START, count); - RESET_VEC(VB->Win, (GLfloat *), VB_START, count); - RESET_VEC(VB->BColor, (GLubyte *), VB_START, count); - RESET_VEC(VB->BIndex, &, VB_START, count); - - VB->NextPrimitive[VB->CopyStart] = VB->Count; - VB->Primitive[VB->CopyStart] = mode; - ctx->Array._Flag[count] |= VERT_END_VB; - - /* Transform and render. - */ - gl_run_pipeline( VB ); - gl_reset_vb( VB ); - - /* Restore values: - */ - ctx->Array._Flag[count] = ctx->Array._Flags; - ctx->Array._Flag[VB_START] = ctx->Array._Flags; - - start += n; - remaining -= n; - } - - gl_reset_input( ctx ); - - if (relock) { - ctx->CompileCVAFlag = relock; - elt->pipeline_valid = 0; - } - } - else if (ctx->Array.Vertex.Enabled) - { - /* The GL_COMPILE and GL_COMPILE_AND_EXECUTE cases. These - * could be handled by the above code, but it gets a little - * complex. The generated list is still of good quality - * this way. - */ - gl_Begin( ctx, mode ); - for (i=0;i<count;i++) { - gl_ArrayElement( ctx, start+i ); - } - gl_End( ctx ); - } - else - { - /* The degenerate case where vertices are not enabled - only - * need to process the very final array element, as all of the - * preceding ones would be overwritten anyway. - */ - gl_Begin( ctx, mode ); - gl_ArrayElement( ctx, start+count ); - gl_End( ctx ); - } -} - - - -/* KW: Exactly fakes the effects of calling glArrayElement multiple times. - */ -#if 1 -#define DRAW_ELT(FUNC, TYPE) \ -static void FUNC( GLcontext *ctx, GLenum mode, \ - TYPE *indices, GLuint count ) \ -{ \ - GLuint i,j; \ - \ - gl_Begin( ctx, mode ); \ - \ - for (j = 0 ; j < count ; ) { \ - struct immediate *IM = ctx->input; \ - GLuint start = IM->Start; \ - GLuint nr = MIN2( VB_MAX, count - j + start ); \ - GLuint sf = IM->Flag[start]; \ - IM->FlushElt |= IM->ArrayEltFlush; \ - \ - for (i = start ; i < nr ; i++) { \ - IM->Elt[i] = (GLuint) *indices++; \ - IM->Flag[i] = VERT_ELT; \ - } \ - \ - if (j == 0) IM->Flag[start] |= sf; \ - \ - IM->Count = nr; \ - j += nr - start; \ - \ - if (j == count) \ - gl_End( ctx ); \ - _mesa_maybe_transform_vb( IM ); \ - } \ -} -#else -#define DRAW_ELT(FUNC, TYPE) \ -static void FUNC( GLcontext *ctx, GLenum mode, \ - TYPE *indices, GLuint count ) \ -{ \ - int i; \ - glBegin(mode); \ - for (i = 0 ; i < count ; i++) \ - glArrayElement( indices[i] ); \ - glEnd(); \ -} -#endif - - -DRAW_ELT( draw_elt_ubyte, GLubyte ) -DRAW_ELT( draw_elt_ushort, GLushort ) -DRAW_ELT( draw_elt_uint, GLuint ) - - -static GLuint natural_stride[0x10] = -{ - sizeof(GLbyte), /* 0 */ - sizeof(GLubyte), /* 1 */ - sizeof(GLshort), /* 2 */ - sizeof(GLushort), /* 3 */ - sizeof(GLint), /* 4 */ - sizeof(GLuint), /* 5 */ - sizeof(GLfloat), /* 6 */ - 2 * sizeof(GLbyte), /* 7 */ - 3 * sizeof(GLbyte), /* 8 */ - 4 * sizeof(GLbyte), /* 9 */ - sizeof(GLdouble), /* a */ - 0, /* b */ - 0, /* c */ - 0, /* d */ - 0, /* e */ - 0 /* f */ -}; - - -void -_mesa_DrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices) -{ - GET_CURRENT_CONTEXT(ctx); - struct gl_cva *cva; - - cva = &ctx->CVA; - ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glDrawElements"); - - if (count <= 0) { - if (count < 0) - gl_error( ctx, GL_INVALID_VALUE, "glDrawElements(count)" ); - return; - } - - if (mode < 0 || mode > GL_POLYGON) { - gl_error( ctx, GL_INVALID_ENUM, "glDrawArrays(mode)" ); - return; - } - - if (type != GL_UNSIGNED_INT && type != GL_UNSIGNED_BYTE && type != GL_UNSIGNED_SHORT) - { - gl_error( ctx, GL_INVALID_ENUM, "glDrawElements(type)" ); - return; - } - - if (ctx->NewState) - gl_update_state(ctx); - - if (ctx->CompileCVAFlag) - { - /* Treat VERT_ELT like a special client array. - */ - ctx->Array._NewArrayState |= VERT_ELT; - ctx->Array._Summary |= VERT_ELT; - ctx->Array._Flags |= VERT_ELT; - - cva->elt_mode = mode; - cva->elt_count = count; - cva->Elt.Type = type; - cva->Elt.Ptr = (void *) indices; - cva->Elt.StrideB = natural_stride[TYPE_IDX(type)]; - cva->EltFunc = gl_trans_1ui_tab[TYPE_IDX(type)]; - - if (!cva->pre.pipeline_valid) - gl_build_precalc_pipeline( ctx ); - else if (MESA_VERBOSE & VERBOSE_PIPELINE) - fprintf(stderr, ": dont rebuild\n"); - - gl_cva_force_precalc( ctx ); - - /* Did we 'precalculate' the render op? - */ - if (ctx->CVA.pre.ops & PIPE_OP_RENDER) { - ctx->Array._NewArrayState |= VERT_ELT; - ctx->Array._Summary &= ~VERT_ELT; - ctx->Array._Flags &= ~VERT_ELT; - return; - } - - if ( (MESA_VERBOSE&VERBOSE_VARRAY) ) - printf("using immediate\n"); - } - - - /* Otherwise, have to use the immediate path to render. - */ - switch (type) { - case GL_UNSIGNED_BYTE: - { - GLubyte *ub_indices = (GLubyte *) indices; - if (ctx->Array._Summary & VERT_OBJ_ANY) { - draw_elt_ubyte( ctx, mode, ub_indices, count ); - } else { - gl_ArrayElement( ctx, (GLuint) ub_indices[count-1] ); - } - } - break; - case GL_UNSIGNED_SHORT: - { - GLushort *us_indices = (GLushort *) indices; - if (ctx->Array._Summary & VERT_OBJ_ANY) { - draw_elt_ushort( ctx, mode, us_indices, count ); - } else { - gl_ArrayElement( ctx, (GLuint) us_indices[count-1] ); - } - } - break; - case GL_UNSIGNED_INT: - { - GLuint *ui_indices = (GLuint *) indices; - if (ctx->Array._Summary & VERT_OBJ_ANY) { - draw_elt_uint( ctx, mode, ui_indices, count ); - } else { - gl_ArrayElement( ctx, ui_indices[count-1] ); - } - } - break; - default: - gl_error( ctx, GL_INVALID_ENUM, "glDrawElements(type)" ); - break; - } - - if (ctx->CompileCVAFlag) { - ctx->Array._NewArrayState |= VERT_ELT; - ctx->Array._Summary &= ~VERT_ELT; - } -} - - void _mesa_InterleavedArrays(GLenum format, GLsizei stride, const GLvoid *pointer) @@ -1307,81 +692,3 @@ _mesa_InterleavedArrays(GLenum format, GLsizei stride, const GLvoid *pointer) -void -_mesa_DrawRangeElements(GLenum mode, GLuint start, - GLuint end, GLsizei count, - GLenum type, const GLvoid *indices) -{ - GET_CURRENT_CONTEXT(ctx); - - if (end < start) { - gl_error(ctx, GL_INVALID_VALUE, "glDrawRangeElements( end < start )"); - return; - } - -#if 0 - /* - * XXX something in locked arrays is broken! If start = 0, - * end = 1 and count = 2 we'll take the LockArrays path and - * get incorrect results. See Scott McMillan's bug of 3 Jan 2000. - * For now, don't use locked arrays. - */ - if (!ctx->Array.LockCount && 2*count > (GLint) 3*(end-start)) { - glLockArraysEXT( start, end ); - glDrawElements( mode, count, type, indices ); - glUnlockArraysEXT(); - } else { - glDrawElements( mode, count, type, indices ); - } -#else - glDrawElements( mode, count, type, indices ); -#endif -} - - - -void gl_update_client_state( GLcontext *ctx ) -{ - static const GLuint sz_flags[5] = { - 0, - 0, - VERT_OBJ_2, - VERT_OBJ_23, - VERT_OBJ_234 - }; - static const GLuint tc_flags[5] = { - 0, - VERT_TEX0_12, - VERT_TEX0_12, - VERT_TEX0_123, - VERT_TEX0_1234 - }; - GLint i; - - ctx->Array._Flags = 0; - ctx->Array._Summary = 0; - ctx->input->ArrayIncr = 0; - - if (ctx->Array.Normal.Enabled) ctx->Array._Flags |= VERT_NORM; - if (ctx->Array.Color.Enabled) ctx->Array._Flags |= VERT_RGBA; - if (ctx->Array.SecondaryColor.Enabled) ctx->Array._Flags |= VERT_SPEC_RGB; - if (ctx->Array.FogCoord.Enabled) ctx->Array._Flags |= VERT_FOG_COORD; - if (ctx->Array.Index.Enabled) ctx->Array._Flags |= VERT_INDEX; - if (ctx->Array.EdgeFlag.Enabled) ctx->Array._Flags |= VERT_EDGE; - if (ctx->Array.Vertex.Enabled) { - ctx->Array._Flags |= sz_flags[ctx->Array.Vertex.Size]; - ctx->input->ArrayIncr = 1; - } - for (i = 0; i < ctx->Const.MaxTextureUnits; i++) { - if (ctx->Array.TexCoord[i].Enabled) { - ctx->Array._Flags |= (tc_flags[ctx->Array.TexCoord[i].Size] << (i * NR_TEXSIZE_BITS)); - } - } - - /* Not really important any more: - */ - ctx->Array._Summary = ctx->Array._Flags & VERT_DATA; - ctx->input->ArrayAndFlags = ~ctx->Array._Flags; - ctx->input->ArrayEltFlush = !(ctx->CompileCVAFlag); -} - |