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-rw-r--r--src/mesa/tnl/t_array_api.c355
1 files changed, 355 insertions, 0 deletions
diff --git a/src/mesa/tnl/t_array_api.c b/src/mesa/tnl/t_array_api.c
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+/* $Id: t_array_api.c,v 1.1 2000/12/26 05:09:32 keithw Exp $ */
+
+/*
+ * Mesa 3-D graphics library
+ * Version: 3.5
+ *
+ * Copyright (C) 1999-2000 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
+ * BRIAN PAUL 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 <[email protected]>
+ */
+
+#include "glheader.h"
+#include "api_validate.h"
+#include "context.h"
+#include "macros.h"
+#include "mmath.h"
+#include "mem.h"
+#include "state.h"
+#include "mtypes.h"
+
+#include "array_cache/acache.h"
+
+#include "t_array_api.h"
+#include "t_array_import.h"
+#include "t_imm_api.h"
+#include "t_imm_exec.h"
+#include "t_context.h"
+#include "t_pipeline.h"
+
+
+
+
+
+void
+_tnl_DrawArrays(GLenum mode, GLint start, GLsizei count)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ TNLcontext *tnl = TNL_CONTEXT(ctx);
+ struct vertex_buffer *VB = &tnl->vb;
+
+ /* Check arguments, etc.
+ */
+ if (!_mesa_validate_DrawArrays( ctx, mode, start, count ))
+ return;
+
+ if (tnl->pipeline.build_state_changes)
+ _tnl_validate_pipeline( ctx );
+
+ if (!ctx->CompileFlag && count - start < ctx->Const.MaxArrayLockSize) {
+ FLUSH_CURRENT( ctx, 0 );
+
+ if (ctx->Array.LockCount)
+ {
+ if (start < ctx->Array.LockFirst) start = ctx->Array.LockFirst;
+ if (count > ctx->Array.LockCount) count = ctx->Array.LockCount;
+ if (start >= count) return;
+
+ /* Locked drawarrays. Reuse any previously transformed data.
+ */
+ _tnl_vb_bind_arrays( ctx, ctx->Array.LockFirst, ctx->Array.LockCount );
+ VB->FirstPrimitive = start;
+ VB->Primitive[start] = mode | PRIM_BEGIN | PRIM_END | PRIM_LAST;
+ VB->PrimitiveLength[start] = count - start;
+ _tnl_run_pipeline( ctx );
+ } else {
+ /* The arrays are small enough to fit in a single VB; just bind
+ * them and go. Any untransformed data will be copied on
+ * clipping.
+ *
+ * Invalidate any locked data dependent on these arrays.
+ */
+ _tnl_vb_bind_arrays( ctx, start, count );
+ VB->FirstPrimitive = 0;
+ VB->Primitive[0] = mode | PRIM_BEGIN | PRIM_END | PRIM_LAST;
+ VB->PrimitiveLength[0] = count - start;
+ tnl->pipeline.run_input_changes |= ctx->Array._Enabled;
+ _tnl_run_pipeline( ctx );
+ tnl->pipeline.run_input_changes |= ctx->Array._Enabled;
+ }
+ }
+ else {
+ /* Need to produce immediate structs, either for compiling or
+ * because the array range is too large to process in a single
+ * VB. In GL_EXECUTE mode, this introduces two redundant
+ * operations: producing the flag array and computing the orflag
+ * of the flag array.
+ */
+#if 0
+ if (_tnl_hard_begin( ctx, mode )) {
+ GLuint j;
+ for (j = 0 ; j < count ; ) {
+ struct immediate *IM = TNL_CURRENT_IM(ctx);
+ GLuint nr = MIN2( IMM_MAXDATA - IM->Start, count - j );
+ GLuint sf = IM->Flag[IM->Start];
+
+ _tnl_fill_immediate_drawarrays( ctx, IM, j, j+nr );
+
+ if (j == 0) IM->Flag[IM->Start] |= sf;
+
+ IM->Count = IM->Start + nr;
+ j += nr;
+
+ if (j == count)
+ _tnl_end( ctx );
+
+ _tnl_flush_immediate( IM );
+ }
+ }
+#else
+ /* Simple alternative to above code.
+ */
+/* if (_tnl_hard_begin( ctx, mode )) */
+ _tnl_begin(ctx,mode);
+ {
+ GLuint i;
+ for (i=start;i<count;i++) {
+ _tnl_array_element( ctx, i );
+ }
+ _tnl_end( ctx );
+ }
+#endif
+ }
+}
+
+
+
+static void _tnl_draw_range_elements( GLcontext *ctx, GLenum mode,
+ GLuint start, GLuint end,
+ GLsizei count, const GLuint *indices )
+
+{
+ TNLcontext *tnl = TNL_CONTEXT(ctx);
+ FLUSH_CURRENT( ctx, 0 );
+
+ _tnl_vb_bind_arrays( ctx, start, end );
+
+ tnl->vb.FirstPrimitive = 0;
+ tnl->vb.Primitive[0] = mode | PRIM_BEGIN | PRIM_END | PRIM_LAST;
+ tnl->vb.PrimitiveLength[0] = count;
+ tnl->vb.Elts = (GLuint *)indices;
+
+ if (ctx->Array.LockCount)
+ _tnl_run_pipeline( ctx );
+ else {
+ /* Note that arrays may have changed before/after execution.
+ */
+ tnl->pipeline.run_input_changes |= ctx->Array._Enabled;
+ _tnl_run_pipeline( ctx );
+ tnl->pipeline.run_input_changes |= ctx->Array._Enabled;
+ }
+}
+
+
+
+
+static void _tnl_draw_elements( GLcontext *ctx, GLenum mode, GLsizei count,
+ const GLuint *indices)
+{
+#if 1
+ /* Optimized code that fakes the effect of calling
+ * _tnl_array_element for each index in the list.
+ */
+ if (_tnl_hard_begin( ctx, mode )) {
+ GLuint i,j;
+ for (j = 0 ; j < count ; ) {
+ struct immediate *IM = TNL_CURRENT_IM(ctx);
+ GLuint start = IM->Start;
+ GLuint nr = MIN2( IMM_MAXDATA - start, count - j ) + start;
+ GLuint sf = IM->Flag[start];
+ IM->FlushElt |= 1;
+
+ 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)
+ _tnl_end( ctx );
+
+ _tnl_flush_immediate( IM );
+ }
+ }
+#else
+ /* Simple version of the above code.
+ */
+ if (_tnl_hard_begin(ctx, mode)) {
+ GLuint i;
+ for (i = 0 ; i < count ; i++)
+ _tnl_array_element( ctx, indices[i] );
+ _tnl_end( ctx );
+ }
+#endif
+}
+
+
+void
+_tnl_DrawRangeElements(GLenum mode,
+ GLuint start, GLuint end,
+ GLsizei count, GLenum type, const GLvoid *indices)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ TNLcontext *tnl = TNL_CONTEXT(ctx);
+ GLuint *ui_indices;
+
+ /* Check arguments, etc.
+ */
+ if (!_mesa_validate_DrawRangeElements( ctx, mode, start, end, count,
+ type, indices ))
+ return;
+
+ if (tnl->pipeline.build_state_changes)
+ _tnl_validate_pipeline( ctx );
+
+ ui_indices = (GLuint *)_ac_import_elements( ctx, GL_UNSIGNED_INT,
+ count, type, indices );
+
+
+ if (ctx->Array.LockCount) {
+ /* Are the arrays already locked? If so we currently have to look
+ * at the whole locked range.
+ */
+ if (start >= ctx->Array.LockFirst && end <= ctx->Array.LockCount)
+ _tnl_draw_range_elements( ctx, mode,
+ ctx->Array.LockFirst,
+ ctx->Array.LockCount,
+ count, ui_indices );
+ else {
+ /* The spec says referencing elements outside the locked
+ * range is undefined. I'm going to make it a noop this time
+ * round, maybe come up with something beter before 3.6.
+ *
+ * May be able to get away with just setting LockCount==0,
+ * though this raises the problems of dependent state. May
+ * have to call glUnlockArrays() directly?
+ */
+ gl_problem( ctx,
+ "DrawRangeElements references "
+ "elements outside locked range.");
+ }
+ }
+ else if (end - start < ctx->Const.MaxArrayLockSize) {
+ /* The arrays aren't locked but we can still fit them inside a single
+ * vertexbuffer.
+ */
+ _tnl_draw_range_elements( ctx, mode, start, end, count, ui_indices );
+ } else {
+ /* Range is too big to optimize:
+ */
+ _tnl_draw_elements( ctx, mode, count, ui_indices );
+ }
+}
+
+
+
+void
+_tnl_DrawElements(GLenum mode, GLsizei count, GLenum type,
+ const GLvoid *indices)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ TNLcontext *tnl = TNL_CONTEXT(ctx);
+ GLuint *ui_indices;
+
+ /* Check arguments, etc.
+ */
+ if (!_mesa_validate_DrawElements( ctx, mode, count, type, indices ))
+ return;
+
+ if (tnl->pipeline.build_state_changes)
+ _tnl_validate_pipeline( ctx );
+
+ ui_indices = (GLuint *)_ac_import_elements( ctx, GL_UNSIGNED_INT,
+ count, type, indices );
+
+ if (ctx->Array.LockCount) {
+ _tnl_draw_range_elements( ctx, mode,
+ ctx->Array.LockFirst,
+ ctx->Array.LockCount,
+ count, ui_indices );
+ }
+ else {
+ /* Scan the index list and see if we can use the locked path anyway.
+ */
+ GLuint max_elt = 0;
+ GLuint i;
+
+ for (i = 0 ; i < count ; i++)
+ if (ui_indices[i] > max_elt) max_elt = ui_indices[i];
+
+ if (max_elt < ctx->Const.MaxArrayLockSize && /* can we use it? */
+ max_elt < count) /* do we want to use it? */
+ _tnl_draw_range_elements( ctx, mode, 0, max_elt, count, ui_indices );
+ else
+ _tnl_draw_elements( ctx, mode, count, ui_indices );
+ }
+}
+
+
+void _tnl_array_init( GLcontext *ctx )
+{
+ TNLcontext *tnl = TNL_CONTEXT(ctx);
+ struct vertex_arrays *tmp = &tnl->array_inputs;
+ GLvertexformat *vfmt = &(TNL_CONTEXT(ctx)->vtxfmt);
+ GLuint i;
+
+ vfmt->DrawArrays = _tnl_DrawArrays;
+ vfmt->DrawElements = _tnl_DrawElements;
+ vfmt->DrawRangeElements = _tnl_DrawRangeElements;
+
+ /* Setup vector pointers that will be used to bind arrays to VB's.
+ */
+ gl_vector4f_init( &tmp->Obj, 0, 0 );
+ gl_vector3f_init( &tmp->Normal, 0, 0 );
+ gl_vector4ub_init( &tmp->Color, 0, 0 );
+ gl_vector4ub_init( &tmp->SecondaryColor, 0, 0 );
+ gl_vector1f_init( &tmp->FogCoord, 0, 0 );
+ gl_vector1ui_init( &tmp->Index, 0, 0 );
+ gl_vector1ub_init( &tmp->EdgeFlag, 0, 0 );
+
+ for (i = 0; i < ctx->Const.MaxTextureUnits; i++)
+ gl_vector4f_init( &tmp->TexCoord[i], 0, 0);
+
+ tnl->tmp_primitive = (GLuint *)MALLOC(sizeof(GLuint)*tnl->vb.Size);
+ tnl->tmp_primitive_length = (GLuint *)MALLOC(sizeof(GLuint)*tnl->vb.Size);
+}
+
+
+void _tnl_array_destroy( GLcontext *ctx )
+{
+ TNLcontext *tnl = TNL_CONTEXT(ctx);
+ if (tnl->tmp_primitive_length) FREE(tnl->tmp_primitive_length);
+ if (tnl->tmp_primitive) FREE(tnl->tmp_primitive);
+}