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/*
* 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 <keithw@vmware.com>
*/
#include "main/glheader.h"
#include "main/arrayobj.h"
#include "main/api_arrayelt.h"
#include "main/vtxfmt.h"
#include "vbo_private.h"
const GLubyte
_vbo_attribute_alias_map[VP_MODE_MAX][VERT_ATTRIB_MAX] = {
/* VP_MODE_FF: */
{
VBO_ATTRIB_POS, /* VERT_ATTRIB_POS */
VBO_ATTRIB_NORMAL, /* VERT_ATTRIB_NORMAL */
VBO_ATTRIB_COLOR0, /* VERT_ATTRIB_COLOR0 */
VBO_ATTRIB_COLOR1, /* VERT_ATTRIB_COLOR1 */
VBO_ATTRIB_FOG, /* VERT_ATTRIB_FOG */
VBO_ATTRIB_COLOR_INDEX, /* VERT_ATTRIB_COLOR_INDEX */
VBO_ATTRIB_EDGEFLAG, /* VERT_ATTRIB_EDGEFLAG */
VBO_ATTRIB_TEX0, /* VERT_ATTRIB_TEX0 */
VBO_ATTRIB_TEX1, /* VERT_ATTRIB_TEX1 */
VBO_ATTRIB_TEX2, /* VERT_ATTRIB_TEX2 */
VBO_ATTRIB_TEX3, /* VERT_ATTRIB_TEX3 */
VBO_ATTRIB_TEX4, /* VERT_ATTRIB_TEX4 */
VBO_ATTRIB_TEX5, /* VERT_ATTRIB_TEX5 */
VBO_ATTRIB_TEX6, /* VERT_ATTRIB_TEX6 */
VBO_ATTRIB_TEX7, /* VERT_ATTRIB_TEX7 */
VBO_ATTRIB_POINT_SIZE, /* VERT_ATTRIB_POINT_SIZE */
VBO_ATTRIB_GENERIC0, /* VERT_ATTRIB_GENERIC0 */
VBO_ATTRIB_GENERIC1, /* VERT_ATTRIB_GENERIC1 */
VBO_ATTRIB_GENERIC2, /* VERT_ATTRIB_GENERIC2 */
VBO_ATTRIB_GENERIC3, /* VERT_ATTRIB_GENERIC3 */
VBO_ATTRIB_MAT_FRONT_AMBIENT, /* VERT_ATTRIB_GENERIC4 */
VBO_ATTRIB_MAT_BACK_AMBIENT, /* VERT_ATTRIB_GENERIC5 */
VBO_ATTRIB_MAT_FRONT_DIFFUSE, /* VERT_ATTRIB_GENERIC6 */
VBO_ATTRIB_MAT_BACK_DIFFUSE, /* VERT_ATTRIB_GENERIC7 */
VBO_ATTRIB_MAT_FRONT_SPECULAR, /* VERT_ATTRIB_GENERIC8 */
VBO_ATTRIB_MAT_BACK_SPECULAR, /* VERT_ATTRIB_GENERIC9 */
VBO_ATTRIB_MAT_FRONT_EMISSION, /* VERT_ATTRIB_GENERIC10 */
VBO_ATTRIB_MAT_BACK_EMISSION, /* VERT_ATTRIB_GENERIC11 */
VBO_ATTRIB_MAT_FRONT_SHININESS, /* VERT_ATTRIB_GENERIC12 */
VBO_ATTRIB_MAT_BACK_SHININESS, /* VERT_ATTRIB_GENERIC13 */
VBO_ATTRIB_MAT_FRONT_INDEXES, /* VERT_ATTRIB_GENERIC14 */
VBO_ATTRIB_MAT_BACK_INDEXES /* VERT_ATTRIB_GENERIC15 */
},
/* VP_MODE_SHADER: */
{
VBO_ATTRIB_POS, /* VERT_ATTRIB_POS */
VBO_ATTRIB_NORMAL, /* VERT_ATTRIB_NORMAL */
VBO_ATTRIB_COLOR0, /* VERT_ATTRIB_COLOR0 */
VBO_ATTRIB_COLOR1, /* VERT_ATTRIB_COLOR1 */
VBO_ATTRIB_FOG, /* VERT_ATTRIB_FOG */
VBO_ATTRIB_COLOR_INDEX, /* VERT_ATTRIB_COLOR_INDEX */
VBO_ATTRIB_EDGEFLAG, /* VERT_ATTRIB_EDGEFLAG */
VBO_ATTRIB_TEX0, /* VERT_ATTRIB_TEX0 */
VBO_ATTRIB_TEX1, /* VERT_ATTRIB_TEX1 */
VBO_ATTRIB_TEX2, /* VERT_ATTRIB_TEX2 */
VBO_ATTRIB_TEX3, /* VERT_ATTRIB_TEX3 */
VBO_ATTRIB_TEX4, /* VERT_ATTRIB_TEX4 */
VBO_ATTRIB_TEX5, /* VERT_ATTRIB_TEX5 */
VBO_ATTRIB_TEX6, /* VERT_ATTRIB_TEX6 */
VBO_ATTRIB_TEX7, /* VERT_ATTRIB_TEX7 */
VBO_ATTRIB_POINT_SIZE, /* VERT_ATTRIB_POINT_SIZE */
VBO_ATTRIB_GENERIC0, /* VERT_ATTRIB_GENERIC0 */
VBO_ATTRIB_GENERIC1, /* VERT_ATTRIB_GENERIC1 */
VBO_ATTRIB_GENERIC2, /* VERT_ATTRIB_GENERIC2 */
VBO_ATTRIB_GENERIC3, /* VERT_ATTRIB_GENERIC3 */
VBO_ATTRIB_GENERIC4, /* VERT_ATTRIB_GENERIC4 */
VBO_ATTRIB_GENERIC5, /* VERT_ATTRIB_GENERIC5 */
VBO_ATTRIB_GENERIC6, /* VERT_ATTRIB_GENERIC6 */
VBO_ATTRIB_GENERIC7, /* VERT_ATTRIB_GENERIC7 */
VBO_ATTRIB_GENERIC8, /* VERT_ATTRIB_GENERIC8 */
VBO_ATTRIB_GENERIC9, /* VERT_ATTRIB_GENERIC9 */
VBO_ATTRIB_GENERIC10, /* VERT_ATTRIB_GENERIC10 */
VBO_ATTRIB_GENERIC11, /* VERT_ATTRIB_GENERIC11 */
VBO_ATTRIB_GENERIC12, /* VERT_ATTRIB_GENERIC12 */
VBO_ATTRIB_GENERIC13, /* VERT_ATTRIB_GENERIC13 */
VBO_ATTRIB_GENERIC14, /* VERT_ATTRIB_GENERIC14 */
VBO_ATTRIB_GENERIC15 /* VERT_ATTRIB_GENERIC15 */
}
};
void
vbo_exec_init(struct gl_context *ctx)
{
struct vbo_exec_context *exec = &vbo_context(ctx)->exec;
exec->ctx = ctx;
/* aelt_context should have been created by the caller */
assert(ctx->aelt_context);
vbo_exec_vtx_init(exec);
ctx->Driver.NeedFlush = 0;
ctx->Driver.CurrentExecPrimitive = PRIM_OUTSIDE_BEGIN_END;
/* The aelt_context state should still be dirty from its creation */
assert(_ae_is_state_dirty(ctx));
exec->eval.recalculate_maps = GL_TRUE;
}
void vbo_exec_destroy( struct gl_context *ctx )
{
struct vbo_exec_context *exec = &vbo_context(ctx)->exec;
if (ctx->aelt_context) {
_ae_destroy_context( ctx );
ctx->aelt_context = NULL;
}
vbo_exec_vtx_destroy( exec );
}
/**
* 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;
}
/* 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.
*/
}
/**
* 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;
/* The prim mode must match (ex: both GL_TRIANGLES) */
if (p0->mode != p1->mode)
return false;
/* p1's vertices must come right after p0 */
if (p0->start + p0->count != p1->start)
return false;
if (p0->basevertex != p1->basevertex ||
p0->num_instances != p1->num_instances ||
p0->base_instance != p1->base_instance)
return false;
/* can always merge subsequent GL_POINTS primitives */
if (p0->mode == GL_POINTS)
return true;
/* independent lines with no extra vertices */
if (p0->mode == GL_LINES && p0->count % 2 == 0 && p1->count % 2 == 0)
return true;
/* independent tris */
if (p0->mode == GL_TRIANGLES && p0->count % 3 == 0 && p1->count % 3 == 0)
return true;
/* independent quads */
if (p0->mode == GL_QUADS && p0->count % 4 == 0 && p1->count % 4 == 0)
return true;
return false;
}
/**
* 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));
p0->count += p1->count;
p0->end = p1->end;
}
void
_vbo_init_inputs(struct vbo_inputs *inputs)
{
inputs->current = 0;
inputs->vertex_processing_mode = VP_MODE_FF;
}
/**
* Update the vbo_inputs's arrays to point to the vao->_VertexArray arrays
* according to the 'enable' bitmask.
* \param enable bitfield of VERT_BIT_x flags.
*/
static inline void
update_vao_inputs(struct gl_context *ctx,
struct vbo_inputs *inputs, GLbitfield enable)
{
const struct gl_vertex_array_object *vao = ctx->Array._DrawVAO;
/* Make sure we process only arrays enabled in the VAO */
assert((enable & ~_mesa_get_vao_vp_inputs(vao)) == 0);
/* Fill in the client arrays from the VAO */
const GLubyte *const map = _mesa_vao_attribute_map[vao->_AttributeMapMode];
const struct gl_array_attributes *attribs = &vao->VertexAttrib[0];
const struct gl_vertex_buffer_binding *bindings = &vao->BufferBinding[0];
while (enable) {
const int attr = u_bit_scan(&enable);
struct gl_vertex_array *input = &inputs->inputs[attr];
const struct gl_array_attributes *attrib = &attribs[map[attr]];
input->VertexAttrib = attrib;
input->BufferBinding = &bindings[attrib->BufferBindingIndex];
}
}
/**
* Update the vbo_inputs's arrays to point to the vbo->currval arrays
* according to the 'current' bitmask.
* \param current bitfield of VERT_BIT_x flags.
*/
static inline void
update_current_inputs(struct gl_context *ctx,
struct vbo_inputs *inputs, GLbitfield current)
{
gl_vertex_processing_mode mode = ctx->VertexProgram._VPMode;
/* All previously non current array pointers need update. */
GLbitfield mask = current & ~inputs->current;
/* On mode change, the slots aliasing with materials need update too */
if (mode != inputs->vertex_processing_mode)
mask |= current & VERT_BIT_MAT_ALL;
struct vbo_context *vbo = vbo_context(ctx);
const struct gl_array_attributes *const currval = &vbo->current[0];
const GLubyte *const map = _vbo_attribute_alias_map[mode];
while (mask) {
const int attr = u_bit_scan(&mask);
struct gl_vertex_array *input = &inputs->inputs[attr];
input->VertexAttrib = &currval[map[attr]];
input->BufferBinding = &vbo->binding;
}
inputs->current = current;
inputs->vertex_processing_mode = mode;
}
/**
* Update the vbo_inputs's arrays to point to the vao->_VertexArray and
* vbo->currval arrays according to Array._DrawVAO and
* Array._DrawVAOEnableAttribs.
*/
void
_vbo_update_inputs(struct gl_context *ctx, struct vbo_inputs *inputs)
{
const GLbitfield enable = ctx->Array._DrawVAOEnabledAttribs;
/* Update array input pointers */
update_vao_inputs(ctx, inputs, enable);
/* The rest must be current inputs. */
update_current_inputs(ctx, inputs, ~enable & VERT_BIT_ALL);
}
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