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/*
* Mesa 3-D graphics library
* Version: 5.1
*
* Copyright (C) 1999-2003 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.
*/
/* Author:
* Keith Whitwell <keith@tungstengraphics.com>
*/
#include "mtypes.h"
#include "t_pipeline.h"
#include "t_save_api.h"
/* Some nasty stuff still hanging on here.
*
* TODO - remove VB->ColorPtr, etc and just use the AttrPtr's.
*/
static void _tnl_bind_vertex_list( GLcontext *ctx,
struct tnl_vertex_list *node )
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
struct vertex_buffer *VB = &tnl->vb;
struct tnl_vertex_arrays *tmp = &tnl->save_inputs;
GLfloat *data = node->buffer;
GLuint attr, i;
/* Setup constant data in the VB.
*/
VB->Count = node->count;
VB->Primitive = node->prim;
VB->PrimitiveCount = node->prim_count;
VB->Elts = NULL;
VB->NormalLengthPtr = NULL;
VB->ColorPtr[1] = NULL;
VB->SecondaryColorPtr[1] = NULL;
VB->IndexPtr[1] = NULL;
for (attr = 0; attr <= _TNL_ATTRIB_INDEX; attr++) {
if (node->attrsz[attr]) {
tmp->Attribs[attr].count = node->count;
tmp->Attribs[attr].data = (GLfloat (*)[4]) data;
tmp->Attribs[attr].start = data;
tmp->Attribs[attr].size = node->attrsz[attr];
tmp->Attribs[attr].stride = node->vertex_size * sizeof(GLfloat);
VB->AttribPtr[attr] = &tmp->Attribs[attr];
data += node->attrsz[attr];
}
else {
VB->AttribPtr[attr] = &tnl->current.Attribs[attr];
}
}
/* Copy edgeflag to a contiguous array
*/
if (node->attrsz[_TNL_ATTRIB_EDGEFLAG]) {
VB->EdgeFlag = _tnl_translate_edgeflag( ctx, data, node->count,
node->vertex_size );
data++;
}
/* Legacy pointers -- remove one day.
*/
VB->ObjPtr = VB->AttribPtr[_TNL_ATTRIB_POS];
VB->NormalPtr = VB->AttribPtr[_TNL_ATTRIB_NORMAL];
VB->ColorPtr[0] = VB->AttribPtr[_TNL_ATTRIB_COLOR0];
VB->IndexPtr[0] = VB->AttribPtr[_TNL_ATTRIB_INDEX];
VB->SecondaryColorPtr[0] = VB->AttribPtr[_TNL_ATTRIB_COLOR1];
for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++) {
VB->TexCoordPtr[i] = VB->AttribPtr[_TNL_ATTRIB_TEX0 + i];
}
}
/**
* Execute the buffer and save copied verts.
*/
void _tnl_playback_vertex_list( GLcontext *ctx, struct tnl_vertex_list *node )
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
if (!node->prim_count)
return;
if (tnl->pipeline.build_state_changes)
_tnl_validate_pipeline( ctx );
_tnl_bind_vertex_list( ctx, node );
/* Invalidate all stored data before and after run:
*/
tnl->pipeline.run_input_changes |= tnl->pipeline.inputs;
tnl->Driver.RunPipeline( ctx );
tnl->pipeline.run_input_changes |= tnl->pipeline.inputs;
/* Copy to current?
*/
}
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