Checkpoint of new vbo-building code. Currently builds regular arrays
rather than VBO's - VBOs are easy but need to look closer at the driver interface. The trivial/tri demo works.
This commit is contained in:
367
src/mesa/vbo/vbo_exec_array.c
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367
src/mesa/vbo/vbo_exec_array.c
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/**************************************************************************
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*
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* Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
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* 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
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sub license, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice (including the
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* next paragraph) shall be included in all copies or substantial portions
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* 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
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
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* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
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* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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**************************************************************************/
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#include "glheader.h"
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#include "context.h"
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#include "state.h"
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#include "api_validate.h"
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#include "api_noop.h"
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#include "dispatch.h"
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#include "vbo_context.h"
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static GLuint get_max_index( GLuint count, GLuint type,
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const GLvoid *indices )
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{
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GLint i;
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/* Compute max element. This is only needed for upload of non-VBO,
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* non-constant data elements.
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*
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* XXX: Postpone this calculation until it is known that it is
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* needed. Otherwise could scan this pointlessly in the all-vbo
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* case.
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*/
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switch(type) {
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case GL_UNSIGNED_INT: {
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const GLuint *ui_indices = (const GLuint *)indices;
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GLuint max_ui = 0;
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for (i = 0; i < count; i++)
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if (ui_indices[i] > max_ui)
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max_ui = ui_indices[i];
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return max_ui;
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}
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case GL_UNSIGNED_SHORT: {
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const GLushort *us_indices = (const GLushort *)indices;
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GLuint max_us = 0;
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for (i = 0; i < count; i++)
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if (us_indices[i] > max_us)
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max_us = us_indices[i];
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return max_us;
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}
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case GL_UNSIGNED_BYTE: {
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const GLubyte *ub_indices = (const GLubyte *)indices;
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GLuint max_ub = 0;
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for (i = 0; i < count; i++)
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if (ub_indices[i] > max_ub)
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max_ub = ub_indices[i];
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return max_ub;
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}
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default:
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return 0;
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}
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}
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/* Just translate the arrayobj into a sane layout.
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*/
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static void bind_array_obj( GLcontext *ctx )
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{
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struct vbo_exec_context *exec = &vbo_context(ctx)->exec;
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GLuint i;
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/* TODO: Fix the ArrayObj struct to keep legacy arrays in an array
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* rather than as individual named arrays. Then this function can
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* go away.
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*/
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exec->array.legacy_array[VERT_ATTRIB_POS] = &ctx->Array.ArrayObj->Vertex;
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exec->array.legacy_array[VERT_ATTRIB_NORMAL] = &ctx->Array.ArrayObj->Normal;
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exec->array.legacy_array[VERT_ATTRIB_COLOR0] = &ctx->Array.ArrayObj->Color;
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exec->array.legacy_array[VERT_ATTRIB_COLOR1] = &ctx->Array.ArrayObj->SecondaryColor;
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exec->array.legacy_array[VERT_ATTRIB_FOG] = &ctx->Array.ArrayObj->FogCoord;
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exec->array.legacy_array[VERT_ATTRIB_COLOR_INDEX] = &ctx->Array.ArrayObj->Index;
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exec->array.legacy_array[VBO_ATTRIB_EDGEFLAG] = &ctx->Array.ArrayObj->EdgeFlag;
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for (i = 0; i < 8; i++)
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exec->array.legacy_array[VBO_ATTRIB_TEX0 + i] = &ctx->Array.ArrayObj->TexCoord[i];
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for (i = 0; i < VERT_ATTRIB_MAX; i++)
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exec->array.generic_array[i] = &ctx->Array.ArrayObj->VertexAttrib[i];
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exec->array.array_obj = ctx->Array.ArrayObj->Name;
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}
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static void recalculate_input_bindings( GLcontext *ctx )
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{
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struct vbo_exec_context *exec = &vbo_context(ctx)->exec;
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const struct gl_client_array **inputs = &exec->array.inputs[0];
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GLuint i;
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exec->array.program_mode = get_program_mode(ctx);
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exec->array.enabled_flags = ctx->Array.ArrayObj->_Enabled;
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/* TODO: Get rid of NV_program (please!).
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*/
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switch (exec->array.program_mode) {
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case VP_NONE:
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/* When no vertex program is active, we put the material values
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* into the generic slots. This is the only situation where
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* material values are available as per-vertex attributes.
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*/
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for (i = 0; i <= VERT_ATTRIB_TEX7; i++) {
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if (exec->array.legacy_array[i]->Enabled)
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inputs[i] = exec->array.legacy_array[i];
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else
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inputs[i] = &exec->legacy_currval[i];
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}
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for (i = 0; i < MAT_ATTRIB_MAX; i++) {
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inputs[VERT_ATTRIB_GENERIC0 + i] = &exec->mat_currval[i];
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}
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break;
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case VP_NV:
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/* NV_vertex_program - attribute arrays alias and override
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* conventional, legacy arrays. No materials, and the generic
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* slots are vacant.
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*/
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for (i = 0; i <= VERT_ATTRIB_TEX7; i++) {
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if (exec->array.generic_array[i]->Enabled)
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inputs[i] = exec->array.generic_array[i];
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else if (exec->array.legacy_array[i]->Enabled)
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inputs[i] = exec->array.legacy_array[i];
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else
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inputs[i] = &exec->legacy_currval[i];
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}
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break;
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case VP_ARB:
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/* ARB_vertex_program - Only the attribute zero (position) array
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* aliases and overrides the legacy position array.
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*
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* Otherwise, legacy attributes available in the legacy slots,
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* generic attributes in the generic slots and materials are not
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* available as per-vertex attributes.
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*/
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if (exec->array.generic_array[0]->Enabled)
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inputs[0] = exec->array.generic_array[0];
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else if (exec->array.legacy_array[0]->Enabled)
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inputs[0] = exec->array.legacy_array[0];
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else
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inputs[0] = &exec->legacy_currval[0];
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for (i = 1; i <= VERT_ATTRIB_TEX7; i++) {
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if (exec->array.legacy_array[i]->Enabled)
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inputs[i] = exec->array.legacy_array[i];
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else
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inputs[i] = &exec->legacy_currval[i];
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}
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for (i = 0; i < 16; i++) {
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if (exec->array.generic_array[0]->Enabled)
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inputs[VERT_ATTRIB_GENERIC0 + i] = exec->array.generic_array[i];
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else
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inputs[VERT_ATTRIB_GENERIC0 + i] = &exec->generic_currval[i];
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}
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break;
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}
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}
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static void bind_arrays( GLcontext *ctx )
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{
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#if 0
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if (ctx->Array.ArrayObj.Name != exec->array.array_obj) {
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bind_array_obj(ctx);
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recalculate_input_bindings(ctx);
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}
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else if (exec->array.program_mode != get_program_mode(ctx) ||
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exec->array.enabled_flags != ctx->Array.ArrayObj->_Enabled) {
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recalculate_input_bindings(ctx);
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}
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#else
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bind_array_obj(ctx);
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recalculate_input_bindings(ctx);
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#endif
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}
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/***********************************************************************
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* API functions.
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*/
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static void GLAPIENTRY
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vbo_exec_DrawArrays(GLenum mode, GLint start, GLsizei count)
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{
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GET_CURRENT_CONTEXT(ctx);
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struct vbo_context *vbo = vbo_context(ctx);
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struct vbo_exec_context *exec = &vbo->exec;
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struct _mesa_prim prim[1];
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if (!_mesa_validate_DrawArrays( ctx, mode, start, count ))
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return;
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FLUSH_CURRENT( ctx, 0 );
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if (ctx->NewState)
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_mesa_update_state( ctx );
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bind_arrays( ctx );
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prim[0].begin = 1;
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prim[0].end = 1;
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prim[0].weak = 0;
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prim[0].pad = 0;
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if (exec->array.inputs[0]->BufferObj->Name) {
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/* Use vertex attribute as a hint to tell us if we expect all
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* arrays to be in VBO's and if so, don't worry about avoiding
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* the upload of elements < start.
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*/
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prim[0].mode = mode;
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prim[0].start = start;
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prim[0].count = count;
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prim[0].indexed = 0;
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vbo->draw_prims( ctx, exec->array.inputs, prim, 1, NULL, 0, start + count );
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}
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else {
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/* If not using VBO's, we don't want to upload any more elements
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* than necessary from the arrays as they will not be valid next
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* time the application tries to draw with them.
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*/
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prim[0].mode = mode;
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prim[0].start = 0;
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prim[0].count = count;
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prim[0].indexed = 0;
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vbo->draw_prims( ctx, exec->array.inputs, prim, 1, NULL, start, start + count );
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}
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}
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static void GLAPIENTRY
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vbo_exec_DrawRangeElements(GLenum mode,
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GLuint start, GLuint end,
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GLsizei count, GLenum type, const GLvoid *indices)
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{
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GET_CURRENT_CONTEXT(ctx);
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struct vbo_context *vbo = vbo_context(ctx);
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struct vbo_exec_context *exec = &vbo->exec;
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struct _mesa_index_buffer ib;
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struct _mesa_prim prim[1];
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if (!_mesa_validate_DrawRangeElements( ctx, mode, start, end, count, type, indices ))
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return;
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FLUSH_CURRENT( ctx, 0 );
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if (ctx->NewState)
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_mesa_update_state( ctx );
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ib.count = count;
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ib.type = type;
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ib.obj = ctx->Array.ElementArrayBufferObj;
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ib.ptr = indices;
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if (ctx->Array.ElementArrayBufferObj->Name) {
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/* Use the fact that indices are in a VBO as a hint that the
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* program has put all the arrays in VBO's and we don't have to
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* worry about performance implications of start > 0.
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*
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* XXX: consider passing start as min_index to draw_prims instead.
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*/
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ib.rebase = 0;
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}
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else {
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ib.rebase = start;
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}
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prim[0].begin = 1;
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prim[0].end = 1;
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prim[0].weak = 0;
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prim[0].pad = 0;
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prim[0].mode = mode;
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prim[0].start = 0;
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prim[0].count = count;
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prim[0].indexed = 1;
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vbo->draw_prims( ctx, exec->array.inputs, prim, 1, &ib, ib.rebase, end+1 );
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}
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static void GLAPIENTRY
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vbo_exec_DrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices)
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{
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GET_CURRENT_CONTEXT(ctx);
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GLuint max_index;
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if (!_mesa_validate_DrawElements( ctx, mode, count, type, indices ))
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return;
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if (ctx->Array.ElementArrayBufferObj->Name) {
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const GLvoid *map = ctx->Driver.MapBuffer(ctx,
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GL_ELEMENT_ARRAY_BUFFER_ARB,
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GL_DYNAMIC_READ_ARB,
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ctx->Array.ElementArrayBufferObj);
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max_index = get_max_index(count, type, ADD_POINTERS(map, indices));
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ctx->Driver.UnmapBuffer(ctx,
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GL_ELEMENT_ARRAY_BUFFER_ARB,
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ctx->Array.ElementArrayBufferObj);
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}
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else {
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max_index = get_max_index(count, type, indices);
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}
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vbo_exec_DrawRangeElements(mode, 0, max_index, count, type, indices);
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}
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/***********************************************************************
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* Initialization
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*/
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void vbo_exec_array_init( struct vbo_exec_context *exec )
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{
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GLcontext *ctx = exec->ctx;
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#if 1
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exec->vtxfmt.DrawArrays = vbo_exec_DrawArrays;
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exec->vtxfmt.DrawElements = vbo_exec_DrawElements;
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exec->vtxfmt.DrawRangeElements = vbo_exec_DrawRangeElements;
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#else
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exec->vtxfmt.DrawArrays = _mesa_noop_DrawArrays;
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exec->vtxfmt.DrawElements = _mesa_noop_DrawElements;
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exec->vtxfmt.DrawRangeElements = _mesa_noop_DrawRangeElements;
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#endif
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exec->array.index_obj = ctx->Driver.NewBufferObject(ctx, 1, GL_ARRAY_BUFFER_ARB);
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}
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void vbo_exec_array_destroy( struct vbo_exec_context *exec )
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{
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GLcontext *ctx = exec->ctx;
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ctx->Driver.DeleteBuffer(ctx, exec->array.index_obj);
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}
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