306 lines
8.0 KiB
C
306 lines
8.0 KiB
C
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/*
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* Mesa 3-D graphics library
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* Version: 6.5
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*
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* Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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* Authors:
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* Keith Whitwell <keith@tungstengraphics.com>
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*/
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#include "glheader.h"
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#include "context.h"
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#include "imports.h"
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#include "state.h"
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#include "mtypes.h"
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#include "macros.h"
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#include "t_context.h"
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#include "t_pipeline.h"
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#include "t_vp_build.h"
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#include "t_vertex.h"
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#include "tnl.h"
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#define CONVERT( TYPE, MACRO ) do { \
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GLuint i, j; \
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for (i = 0; i < count; i++) { \
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const TYPE *in = (TYPE *)ptr; \
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for (j = 0; j < sz; j++) { \
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*fptr++ = MACRO(*in); \
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in++; \
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} \
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ptr += input->StrideB; \
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} \
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} while (0)
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static GLfloat *get_space(GLcontext *ctx, GLuint bytes)
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{
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TNLcontext *tnl = TNL_CONTEXT(ctx);
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GLubyte *space = _mesa_malloc(bytes);
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tnl->block[tnl->nr_blocks++] = space;
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return (GLfloat *)space;
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}
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static void free_space(GLcontext *ctx)
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{
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TNLcontext *tnl = TNL_CONTEXT(ctx);
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GLuint i;
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for (i = 0; i < tnl->nr_blocks; i++)
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_mesa_free(tnl->block[i]);
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tnl->nr_blocks = 0;
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}
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/* Adjust pointer to point at first requested element, convert to
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* floating point, populate VB->AttribPtr[].
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*/
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static void _tnl_import_array( GLcontext *ctx,
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GLuint attrib,
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GLuint start,
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GLuint end,
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const struct gl_client_array *input,
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const char *ptr )
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{
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TNLcontext *tnl = TNL_CONTEXT(ctx);
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struct vertex_buffer *VB = &tnl->vb;
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const GLuint count = end - start;
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GLuint stride = input->StrideB;
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ptr += start * stride;
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if (input->Type != GL_FLOAT) {
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const GLuint sz = input->Size;
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GLfloat *fptr = get_space(ctx, count * sz * sizeof(GLfloat));
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switch (input->Type) {
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case GL_BYTE:
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CONVERT(GLbyte, BYTE_TO_FLOAT);
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break;
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case GL_UNSIGNED_BYTE:
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CONVERT(GLubyte, UBYTE_TO_FLOAT);
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break;
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case GL_SHORT:
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CONVERT(GLshort, SHORT_TO_FLOAT);
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break;
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case GL_UNSIGNED_SHORT:
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CONVERT(GLushort, USHORT_TO_FLOAT);
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break;
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case GL_INT:
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CONVERT(GLint, INT_TO_FLOAT);
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break;
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case GL_UNSIGNED_INT:
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CONVERT(GLuint, UINT_TO_FLOAT);
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break;
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case GL_DOUBLE:
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CONVERT(GLdouble, (GLfloat));
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break;
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default:
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assert(0);
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break;
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}
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ptr = (const char *)fptr;
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stride = sz * sizeof(GLfloat);
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}
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VB->AttribPtr[attrib] = &tnl->tmp_inputs[attrib];
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VB->AttribPtr[attrib]->data = (GLfloat (*)[4])ptr;
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VB->AttribPtr[attrib]->start = (GLfloat *)ptr;
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VB->AttribPtr[attrib]->count = count;
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VB->AttribPtr[attrib]->stride = stride;
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VB->AttribPtr[attrib]->size = input->Size;
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/* This should die, but so should the whole GLvector4f concept:
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*/
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VB->AttribPtr[attrib]->flags = (((1<<input->Size)-1) |
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VEC_NOT_WRITEABLE |
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(stride == 4*sizeof(GLfloat) ? 0 : VEC_BAD_STRIDE));
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VB->AttribPtr[attrib]->storage = NULL;
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}
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static void bind_inputs( GLcontext *ctx,
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const struct gl_client_array *inputs[],
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GLint start, GLint end,
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struct gl_buffer_object **bo,
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GLuint *nr_bo )
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{
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TNLcontext *tnl = TNL_CONTEXT(ctx);
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struct vertex_buffer *VB = &tnl->vb;
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GLuint i;
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/* Map all the VBOs
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*/
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for (i = 0; i < VERT_ATTRIB_MAX; i++) {
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const void *ptr;
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if (inputs[i]->BufferObj->Name) {
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if (!inputs[i]->BufferObj->Pointer) {
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bo[*nr_bo] = inputs[i]->BufferObj;
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*nr_bo++;
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ctx->Driver.MapBuffer(ctx,
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GL_ARRAY_BUFFER,
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GL_READ_ONLY_ARB,
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inputs[i]->BufferObj);
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assert(inputs[i]->BufferObj->Pointer);
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}
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ptr = ADD_POINTERS(inputs[i]->BufferObj->Pointer,
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inputs[i]->Ptr);
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}
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else
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ptr = inputs[i]->Ptr;
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/* Just make sure the array is floating point, otherwise convert to
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* temporary storage. Rebase arrays so that 'start' becomes
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* element zero.
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*
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* XXX: remove the GLvector4f type at some stage and just use
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* client arrays.
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*/
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_tnl_import_array(ctx, i, start, end, inputs[i], ptr);
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}
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/* Legacy pointers -- remove one day.
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*/
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VB->ObjPtr = VB->AttribPtr[_TNL_ATTRIB_POS];
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VB->NormalPtr = VB->AttribPtr[_TNL_ATTRIB_NORMAL];
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VB->ColorPtr[0] = VB->AttribPtr[_TNL_ATTRIB_COLOR0];
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VB->ColorPtr[1] = NULL;
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VB->IndexPtr[0] = VB->AttribPtr[_TNL_ATTRIB_COLOR_INDEX];
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VB->IndexPtr[1] = NULL;
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VB->SecondaryColorPtr[0] = VB->AttribPtr[_TNL_ATTRIB_COLOR1];
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VB->SecondaryColorPtr[1] = NULL;
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VB->FogCoordPtr = VB->AttribPtr[_TNL_ATTRIB_FOG];
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for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++) {
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VB->TexCoordPtr[i] = VB->AttribPtr[_TNL_ATTRIB_TEX0 + i];
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}
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#if 0
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/* odd-ball vertex attribute
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*/
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if (ctx->Polygon.FrontMode != GL_FILL ||
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ctx->Polygon.BackMode != GL_FILL)
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{
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VB->EdgeFlag = _tnl_import_edgeflag( ctx, VB->AttribPtr[_TNL_ATTRIB_EDGEFLAG]);
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}
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#endif
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}
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/* Translate indices to GLuints and store in VB->Elts.
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*/
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static void bind_indicies( GLcontext *ctx,
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const struct _mesa_index_buffer *ib,
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struct gl_buffer_object **bo,
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GLuint *nr_bo)
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{
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TNLcontext *tnl = TNL_CONTEXT(ctx);
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struct vertex_buffer *VB = &tnl->vb;
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if (!ib)
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return;
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if (ib->obj->Name && !ib->obj->Pointer) {
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bo[*nr_bo] = ib->obj;
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*nr_bo++;
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ctx->Driver.MapBuffer(ctx,
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GL_ELEMENT_ARRAY_BUFFER,
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GL_READ_ONLY_ARB,
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ib->obj);
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assert(ib->obj->Pointer);
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}
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VB->Elts = (GLuint *)ADD_POINTERS(ib->obj->Pointer,
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ib->ptr);
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VB->Elts += ib->rebase;
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switch (ib->type) {
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case GL_UNSIGNED_INT:
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return;
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case GL_UNSIGNED_SHORT:
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break;
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case GL_UNSIGNED_BYTE:
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break;
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}
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}
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static void unmap_vbos( GLcontext *ctx,
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struct gl_buffer_object **bo,
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GLuint nr_bo )
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{
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GLuint i;
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for (i = 0; i < nr_bo; i++) {
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ctx->Driver.UnmapBuffer(ctx,
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0, /* target -- I don't see why this would be needed */
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bo[i]);
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}
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}
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/* This is the main entrypoint into the slimmed-down software tnl
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* module. In a regular swtnl driver, this can be plugged straight
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* into the vbo->Driver.DrawPrims() callback.
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*/
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void _tnl_draw_prims( GLcontext *ctx,
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const struct gl_client_array *arrays[],
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const struct _mesa_prim *prim,
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GLuint nr_prims,
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const struct _mesa_index_buffer *ib,
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GLuint min_index,
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GLuint max_index)
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{
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TNLcontext *tnl = TNL_CONTEXT(ctx);
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struct vertex_buffer *VB = &tnl->vb;
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/* May need to map a vertex buffer object for every attribute plus
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* one for the index buffer.
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*/
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struct gl_buffer_object *bo[VERT_ATTRIB_MAX + 1];
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GLuint nr_bo = 0;
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/* Binding inputs may imply mapping some vertex buffer objects.
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* They will need to be unmapped below.
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*/
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bind_inputs(ctx, arrays, min_index, max_index, bo, &nr_bo);
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bind_indicies(ctx, ib, bo, &nr_bo);
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VB->Primitive = prim;
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VB->PrimitiveCount = nr_prims;
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VB->Count = max_index - min_index;
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TNL_CONTEXT(ctx)->Driver.RunPipeline(ctx);
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unmap_vbos(ctx, bo, nr_bo);
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free_space(ctx);
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}
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