
Also added draw_stage::reset_line_stipple(). There may be a better way of doing that though.
729 lines
17 KiB
C
729 lines
17 KiB
C
/**************************************************************************
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*
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* Copyright 2007 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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/*
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* Authors:
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* Keith Whitwell <keith@tungstengraphics.com>
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*/
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#include "imports.h"
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#include "macros.h"
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#include "tnl/t_context.h"
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#include "vf/vf.h"
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#include "draw_private.h"
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#include "draw_context.h"
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/* This file is a temporary set of hooks to allow us to use the tnl/
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* and vf/ modules until we have replacements in pipe.
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*/
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static struct vertex_header *get_vertex( struct draw_context *pipe,
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GLuint i )
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{
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return (struct vertex_header *)(pipe->verts + i * pipe->vertex_size);
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}
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static void draw_allocate_vertices( struct draw_context *draw,
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GLuint nr_vertices )
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{
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draw->nr_vertices = nr_vertices;
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draw->verts = MALLOC( nr_vertices * draw->vertex_size );
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draw->pipeline.first->begin( draw->pipeline.first );
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}
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static void draw_set_prim( struct draw_context *draw,
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GLenum prim )
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{
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draw->prim = prim;
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/* Not done yet - need to force edgeflags to 1 in strip/fan
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* primitives.
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*/
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#if 0
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switch (prim) {
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case GL_TRIANGLES:
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case GL_POLYGON:
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case GL_QUADS:
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case GL_QUAD_STRIP: /* yes, we need this */
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respect_edgeflags( pipe, GL_TRUE );
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break;
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default:
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respect_edgeflags( pipe, GL_FALSE );
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break;
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}
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#endif
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}
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static void do_quad( struct draw_stage *first,
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struct vertex_header *v0,
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struct vertex_header *v1,
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struct vertex_header *v2,
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struct vertex_header *v3 )
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{
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struct prim_header prim;
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{
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GLuint tmp = v1->edgeflag;
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v1->edgeflag = 0;
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prim.v[0] = v0;
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prim.v[1] = v1;
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prim.v[2] = v3;
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first->tri( first, &prim );
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v1->edgeflag = tmp;
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}
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{
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GLuint tmp = v3->edgeflag;
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v3->edgeflag = 0;
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prim.v[0] = v1;
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prim.v[1] = v2;
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prim.v[2] = v3;
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first->tri( first, &prim );
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v3->edgeflag = tmp;
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}
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}
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static void draw_indexed_prim( struct draw_context *draw,
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const GLuint *elts,
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GLuint count )
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{
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struct draw_stage * const first = draw->pipeline.first;
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struct prim_header prim;
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GLuint i;
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prim.det = 0; /* valid from cull stage onwards */
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prim.v[0] = 0;
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prim.v[1] = 0;
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prim.v[2] = 0;
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switch (draw->prim) {
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case GL_POINTS:
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for (i = 0; i < count; i ++) {
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prim.v[0] = get_vertex( draw, elts[i] );
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first->point( first, &prim );
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}
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break;
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case GL_LINES:
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for (i = 0; i+1 < count; i += 2) {
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prim.v[0] = get_vertex( draw, elts[i + 0] );
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prim.v[1] = get_vertex( draw, elts[i + 1] );
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first->reset_stipple_counter( first );
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first->line( first, &prim );
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}
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break;
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case GL_LINE_LOOP:
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if (count >= 2) {
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first->reset_stipple_counter( first );
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for (i = 1; i < count; i++) {
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prim.v[0] = get_vertex( draw, elts[i-1] );
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prim.v[1] = get_vertex( draw, elts[i] );
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first->line( first, &prim );
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}
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prim.v[0] = get_vertex( draw, elts[count-1] );
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prim.v[1] = get_vertex( draw, elts[0] );
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first->line( first, &prim );
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}
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break;
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case GL_LINE_STRIP:
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/* I'm guessing it will be necessary to have something like a
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* render->reset_line_stipple() method to properly support
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* splitting strips into primitives like this. Alternately we
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* could just scan ahead to find individual clipped lines and
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* otherwise leave the strip intact - that might be better, but
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* require more complex code here.
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*/
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if (count >= 2) {
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first->reset_stipple_counter( first );
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prim.v[0] = 0;
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prim.v[1] = get_vertex( draw, elts[0] );
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for (i = 1; i < count; i++) {
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prim.v[0] = prim.v[1];
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prim.v[1] = get_vertex( draw, elts[i] );
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first->line( first, &prim );
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}
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}
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break;
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case GL_TRIANGLES:
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for (i = 0; i+2 < count; i += 3) {
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prim.v[0] = get_vertex( draw, elts[i + 0] );
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prim.v[1] = get_vertex( draw, elts[i + 1] );
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prim.v[2] = get_vertex( draw, elts[i + 2] );
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first->tri( first, &prim );
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}
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break;
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case GL_TRIANGLE_STRIP:
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for (i = 0; i+2 < count; i++) {
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if (i & 1) {
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prim.v[0] = get_vertex( draw, elts[i + 1] );
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prim.v[1] = get_vertex( draw, elts[i + 0] );
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prim.v[2] = get_vertex( draw, elts[i + 2] );
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}
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else {
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prim.v[0] = get_vertex( draw, elts[i + 0] );
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prim.v[1] = get_vertex( draw, elts[i + 1] );
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prim.v[2] = get_vertex( draw, elts[i + 2] );
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}
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first->tri( first, &prim );
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}
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break;
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case GL_TRIANGLE_FAN:
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if (count >= 3) {
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prim.v[0] = get_vertex( draw, elts[0] );
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prim.v[1] = 0;
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prim.v[2] = get_vertex( draw, elts[1] );
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for (i = 0; i+2 < count; i++) {
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prim.v[1] = prim.v[2];
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prim.v[2] = get_vertex( draw, elts[i+2] );
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first->tri( first, &prim );
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}
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}
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break;
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case GL_QUADS:
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for (i = 0; i+3 < count; i += 4) {
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do_quad( first,
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get_vertex( draw, elts[i + 0] ),
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get_vertex( draw, elts[i + 1] ),
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get_vertex( draw, elts[i + 2] ),
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get_vertex( draw, elts[i + 3] ));
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}
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break;
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case GL_QUAD_STRIP:
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for (i = 0; i+3 < count; i += 2) {
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do_quad( first,
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get_vertex( draw, elts[i + 2] ),
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get_vertex( draw, elts[i + 0] ),
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get_vertex( draw, elts[i + 1] ),
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get_vertex( draw, elts[i + 3] ));
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}
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break;
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case GL_POLYGON:
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if (count >= 3) {
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int e1save, e2save;
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prim.v[0] = 0;
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prim.v[1] = get_vertex( draw, elts[1] );
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prim.v[2] = get_vertex( draw, elts[0] );
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e2save = prim.v[2]->edgeflag;
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for (i = 0; i+2 < count; i++) {
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prim.v[0] = prim.v[1];
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prim.v[1] = get_vertex( draw, elts[i+2] );
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/* save v1 edge flag, and clear if not last triangle */
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e1save = prim.v[1]->edgeflag;
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if (i + 3 < count)
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prim.v[1]->edgeflag = 0;
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/* draw */
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first->tri( first, &prim );
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prim.v[1]->edgeflag = e1save; /* restore */
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prim.v[2]->edgeflag = 0; /* disable edge after 1st tri */
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}
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prim.v[2]->edgeflag = e2save;
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}
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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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}
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static void draw_prim( struct draw_context *draw,
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GLuint start,
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GLuint count )
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{
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struct draw_stage * const first = draw->pipeline.first;
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struct prim_header prim;
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GLuint i;
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// _mesa_printf("%s (%d) %d/%d\n", __FUNCTION__, draw->prim, start, count );
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prim.det = 0; /* valid from cull stage onwards */
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prim.v[0] = 0;
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prim.v[1] = 0;
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prim.v[2] = 0;
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switch (draw->prim) {
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case GL_POINTS:
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for (i = 0; i < count; i ++) {
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prim.v[0] = get_vertex( draw, start + i );
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first->point( first, &prim );
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}
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break;
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case GL_LINES:
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for (i = 0; i+1 < count; i += 2) {
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prim.v[0] = get_vertex( draw, start + i + 0 );
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prim.v[1] = get_vertex( draw, start + i + 1 );
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first->reset_stipple_counter( first );
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first->line( first, &prim );
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}
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break;
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case GL_LINE_LOOP:
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if (count >= 2) {
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first->reset_stipple_counter( first );
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for (i = 1; i < count; i++) {
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prim.v[0] = get_vertex( draw, start + i - 1 );
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prim.v[1] = get_vertex( draw, start + i );
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first->line( first, &prim );
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}
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prim.v[0] = get_vertex( draw, start + count - 1 );
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prim.v[1] = get_vertex( draw, start + 0 );
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first->line( first, &prim );
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}
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break;
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case GL_LINE_STRIP:
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if (count >= 2) {
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first->reset_stipple_counter( first );
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prim.v[0] = 0;
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prim.v[1] = get_vertex( draw, start + 0 );
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for (i = 1; i < count; i++) {
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prim.v[0] = prim.v[1];
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prim.v[1] = get_vertex( draw, start + i );
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first->line( first, &prim );
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}
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}
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break;
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case GL_TRIANGLES:
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for (i = 0; i+2 < count; i += 3) {
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prim.v[0] = get_vertex( draw, start + i + 0 );
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prim.v[1] = get_vertex( draw, start + i + 1 );
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prim.v[2] = get_vertex( draw, start + i + 2 );
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first->tri( first, &prim );
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}
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break;
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case GL_TRIANGLE_STRIP:
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for (i = 0; i+2 < count; i++) {
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if (i & 1) {
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prim.v[0] = get_vertex( draw, start + i + 1 );
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prim.v[1] = get_vertex( draw, start + i + 0 );
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prim.v[2] = get_vertex( draw, start + i + 2 );
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}
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else {
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prim.v[0] = get_vertex( draw, start + i + 0 );
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prim.v[1] = get_vertex( draw, start + i + 1 );
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prim.v[2] = get_vertex( draw, start + i + 2 );
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}
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first->tri( first, &prim );
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}
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break;
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case GL_TRIANGLE_FAN:
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if (count >= 3) {
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prim.v[0] = get_vertex( draw, start + 0 );
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prim.v[1] = 0;
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prim.v[2] = get_vertex( draw, start + 1 );
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for (i = 0; i+2 < count; i++) {
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prim.v[1] = prim.v[2];
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prim.v[2] = get_vertex( draw, start + i + 2 );
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first->tri( first, &prim );
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}
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}
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break;
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case GL_QUADS:
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for (i = 0; i+3 < count; i += 4) {
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do_quad( first,
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get_vertex( draw, start + i + 0 ),
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get_vertex( draw, start + i + 1 ),
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get_vertex( draw, start + i + 2 ),
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get_vertex( draw, start + i + 3 ));
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}
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break;
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case GL_QUAD_STRIP:
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for (i = 0; i+3 < count; i += 2) {
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do_quad( first,
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get_vertex( draw, start + i + 2 ),
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get_vertex( draw, start + i + 0 ),
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get_vertex( draw, start + i + 1 ),
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get_vertex( draw, start + i + 3 ));
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}
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break;
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case GL_POLYGON:
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if (count >= 3) {
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int e1save, e2save;
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prim.v[0] = 0;
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prim.v[1] = get_vertex( draw, start + 1 );
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prim.v[2] = get_vertex( draw, start + 0 );
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e2save = prim.v[2]->edgeflag;
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for (i = 0; i+2 < count; i++) {
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prim.v[0] = prim.v[1];
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prim.v[1] = get_vertex( draw, start + i + 2 );
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/* save v1 edge flag, and clear if not last triangle */
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e1save = prim.v[1]->edgeflag;
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if (i + 3 < count)
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prim.v[1]->edgeflag = 0;
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/* draw */
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first->tri( first, &prim );
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prim.v[1]->edgeflag = e1save; /* restore */
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prim.v[2]->edgeflag = 0; /* disable edge after 1st tri */
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}
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prim.v[2]->edgeflag = e2save;
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}
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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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}
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static void draw_release_vertices( struct draw_context *draw )
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{
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draw->pipeline.first->end( draw->pipeline.first );
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FREE(draw->verts);
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draw->verts = NULL;
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}
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struct header_dword {
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GLuint clipmask:12;
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GLuint edgeflag:1;
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GLuint pad:19;
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};
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static void
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build_vertex_headers( struct draw_context *draw,
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struct vertex_buffer *VB )
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{
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if (draw->header.storage == NULL) {
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draw->header.stride = sizeof(GLfloat);
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draw->header.size = 1;
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draw->header.storage = ALIGN_MALLOC( VB->Size * sizeof(GLfloat), 32 );
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draw->header.data = draw->header.storage;
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draw->header.count = 0;
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draw->header.flags = VEC_SIZE_1 | VEC_MALLOC;
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}
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/* Build vertex header attribute.
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*
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*/
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{
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GLuint i;
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struct header_dword *header = (struct header_dword *)draw->header.storage;
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/* yes its a hack
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*/
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assert(sizeof(*header) == sizeof(GLfloat));
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draw->header.count = VB->Count;
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if (VB->EdgeFlag) {
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for (i = 0; i < VB->Count; i++) {
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header[i].clipmask = VB->ClipMask[i];
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header[i].edgeflag = VB->EdgeFlag[i];
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header[i].pad = 0;
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}
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}
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else if (VB->ClipOrMask) {
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for (i = 0; i < VB->Count; i++) {
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header[i].clipmask = VB->ClipMask[i];
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header[i].edgeflag = 0;
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header[i].pad = 0;
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}
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}
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else {
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for (i = 0; i < VB->Count; i++) {
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header[i].clipmask = 0;
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header[i].edgeflag = 0;
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header[i].pad = 0;
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}
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}
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}
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VB->AttribPtr[VF_ATTRIB_VERTEX_HEADER] = &draw->header;
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}
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static GLuint draw_prim_info(GLenum mode, GLuint *first, GLuint *incr)
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{
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switch (mode) {
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case GL_POINTS:
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*first = 1;
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*incr = 1;
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return 0;
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case GL_LINES:
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*first = 2;
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*incr = 2;
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return 0;
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case GL_LINE_STRIP:
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*first = 2;
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*incr = 1;
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return 0;
|
|
case GL_LINE_LOOP:
|
|
*first = 2;
|
|
*incr = 1;
|
|
return 1;
|
|
case GL_TRIANGLES:
|
|
*first = 3;
|
|
*incr = 3;
|
|
return 0;
|
|
case GL_TRIANGLE_STRIP:
|
|
*first = 3;
|
|
*incr = 1;
|
|
return 0;
|
|
case GL_TRIANGLE_FAN:
|
|
case GL_POLYGON:
|
|
*first = 3;
|
|
*incr = 1;
|
|
return 1;
|
|
case GL_QUADS:
|
|
*first = 4;
|
|
*incr = 4;
|
|
return 0;
|
|
case GL_QUAD_STRIP:
|
|
*first = 4;
|
|
*incr = 2;
|
|
return 0;
|
|
default:
|
|
assert(0);
|
|
*first = 1;
|
|
*incr = 1;
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
|
|
static GLuint trim( GLuint count, GLuint first, GLuint incr )
|
|
{
|
|
if (count < first)
|
|
return 0;
|
|
else
|
|
return count - (count - first) % incr;
|
|
}
|
|
|
|
|
|
/* This is a hack & will all go away.
|
|
*/
|
|
void draw_vb(struct draw_context *draw,
|
|
struct vertex_buffer *VB )
|
|
{
|
|
GLuint i;
|
|
|
|
VB->AttribPtr[VF_ATTRIB_POS] = VB->NdcPtr;
|
|
VB->AttribPtr[VF_ATTRIB_BFC0] = VB->ColorPtr[1];
|
|
VB->AttribPtr[VF_ATTRIB_BFC1] = VB->SecondaryColorPtr[1];
|
|
VB->AttribPtr[VF_ATTRIB_CLIP_POS] = VB->ClipPtr;
|
|
|
|
/* Build vertex headers:
|
|
*/
|
|
build_vertex_headers( draw, VB );
|
|
|
|
draw->in_vb = 1;
|
|
|
|
/* Allocate the vertices:
|
|
*/
|
|
draw_allocate_vertices( draw, VB->Count );
|
|
|
|
/* Bind the vb outputs:
|
|
*/
|
|
vf_set_sources( draw->vf, VB->AttribPtr, 0 );
|
|
|
|
/* Build the hardware or prim-pipe vertices:
|
|
*/
|
|
vf_emit_vertices( draw->vf, VB->Count, draw->verts );
|
|
|
|
|
|
for (i = 0; i < VB->PrimitiveCount; i++) {
|
|
|
|
GLenum mode = VB->Primitive[i].mode;
|
|
GLuint start = VB->Primitive[i].start;
|
|
GLuint length, first, incr;
|
|
|
|
/* Trim the primitive down to a legal size.
|
|
*/
|
|
draw_prim_info( mode, &first, &incr );
|
|
length = trim( VB->Primitive[i].count, first, incr );
|
|
|
|
if (!length)
|
|
continue;
|
|
|
|
if (draw->prim != mode)
|
|
draw_set_prim( draw, mode );
|
|
|
|
if (VB->Elts) {
|
|
draw_indexed_prim( draw,
|
|
VB->Elts + start,
|
|
length );
|
|
}
|
|
else {
|
|
draw_prim( draw,
|
|
start,
|
|
length );
|
|
}
|
|
}
|
|
|
|
draw_release_vertices( draw );
|
|
draw->verts = NULL;
|
|
draw->in_vb = 0;
|
|
}
|
|
|
|
|
|
/**
|
|
* Accumulate another attribute's info.
|
|
* Note the "- 2" factor here. We need this because the vertex->data[]
|
|
* array does not include the first two attributes we emit (VERTEX_HEADER
|
|
* and CLIP_POS). So, the 3rd attribute actually winds up in the 1st
|
|
* position of the data[] array.
|
|
*/
|
|
#define EMIT_ATTR( VF_ATTR, STYLE ) \
|
|
do { \
|
|
if (draw->nr_attrs >= 2) \
|
|
draw->vf_attr_to_slot[VF_ATTR] = draw->nr_attrs - 2; \
|
|
draw->attrs[draw->nr_attrs].attrib = VF_ATTR; \
|
|
draw->attrs[draw->nr_attrs].format = STYLE; \
|
|
draw->nr_attrs++; \
|
|
} while (0)
|
|
|
|
|
|
/**
|
|
* Tell the draw module about the layout of attributes in the vertex.
|
|
* We need this in order to know which vertex slot has color0, etc.
|
|
*
|
|
* \param slot_to_vf_attr an array which maps slot indexes to vertex
|
|
* format tokens (VF_*).
|
|
* \param nr_attrs the size of the slot_to_vf_attr array
|
|
* (and number of attributes)
|
|
*/
|
|
void draw_set_vertex_attributes( struct draw_context *draw,
|
|
const GLuint *slot_to_vf_attr,
|
|
GLuint nr_attrs )
|
|
{
|
|
GLuint i;
|
|
|
|
memset(draw->vf_attr_to_slot, 0, sizeof(draw->vf_attr_to_slot));
|
|
draw->nr_attrs = 0;
|
|
|
|
/*
|
|
* First three attribs are always the same: header, clip pos, winpos
|
|
*/
|
|
EMIT_ATTR(VF_ATTRIB_VERTEX_HEADER, EMIT_1F);
|
|
EMIT_ATTR(VF_ATTRIB_CLIP_POS, EMIT_4F);
|
|
|
|
assert(slot_to_vf_attr[0] == VF_ATTRIB_POS);
|
|
EMIT_ATTR(slot_to_vf_attr[0], EMIT_4F_VIEWPORT);
|
|
|
|
/*
|
|
* Remaining attribs (color, texcoords, etc)
|
|
*/
|
|
for (i = 1; i < nr_attrs; i++)
|
|
EMIT_ATTR(slot_to_vf_attr[i], EMIT_4F);
|
|
|
|
/* tell the vertex format module how to construct vertices for us */
|
|
draw->vertex_size = vf_set_vertex_attributes( draw->vf, draw->attrs,
|
|
draw->nr_attrs, 0 );
|
|
}
|
|
|
|
|
|
#define MAX_VERTEX_SIZE ((2 + FRAG_ATTRIB_MAX) * 4 * sizeof(GLfloat))
|
|
|
|
void draw_alloc_tmps( struct draw_stage *stage, GLuint nr )
|
|
{
|
|
stage->nr_tmps = nr;
|
|
|
|
if (nr) {
|
|
GLubyte *store = MALLOC(MAX_VERTEX_SIZE * nr);
|
|
GLuint i;
|
|
|
|
stage->tmp = MALLOC(sizeof(struct vertex_header *) * nr);
|
|
|
|
for (i = 0; i < nr; i++)
|
|
stage->tmp[i] = (struct vertex_header *)(store + i * MAX_VERTEX_SIZE);
|
|
}
|
|
}
|
|
|
|
void draw_free_tmps( struct draw_stage *stage )
|
|
{
|
|
if (stage->tmp) {
|
|
FREE(stage->tmp[0]);
|
|
FREE(stage->tmp);
|
|
}
|
|
}
|