2012-08-22 17:58:09 +00:00
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/**************************************************************************
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*
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* Copyright 2005 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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2014-01-04 10:35:13 +00:00
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#include <precomp.h>
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2012-08-22 17:58:09 +00:00
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#if FEATURE_dlist
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typedef void (*attr_func)( struct gl_context *ctx, GLint target, const GLfloat * );
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/* This file makes heavy use of the aliasing of NV vertex attributes
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* with the legacy attributes, and also with ARB and Material
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* attributes as currently implemented.
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*/
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static void VertexAttrib1fvNV(struct gl_context *ctx, GLint target, const GLfloat *v)
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{
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CALL_VertexAttrib1fvNV(ctx->Exec, (target, v));
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}
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static void VertexAttrib2fvNV(struct gl_context *ctx, GLint target, const GLfloat *v)
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{
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CALL_VertexAttrib2fvNV(ctx->Exec, (target, v));
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}
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static void VertexAttrib3fvNV(struct gl_context *ctx, GLint target, const GLfloat *v)
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{
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CALL_VertexAttrib3fvNV(ctx->Exec, (target, v));
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}
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static void VertexAttrib4fvNV(struct gl_context *ctx, GLint target, const GLfloat *v)
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{
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CALL_VertexAttrib4fvNV(ctx->Exec, (target, v));
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}
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static attr_func vert_attrfunc[4] = {
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VertexAttrib1fvNV,
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VertexAttrib2fvNV,
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VertexAttrib3fvNV,
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VertexAttrib4fvNV
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};
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struct loopback_attr {
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GLint target;
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GLint sz;
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attr_func func;
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};
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/* Don't emit ends and begins on wrapped primitives. Don't replay
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* wrapped vertices. If we get here, it's probably because the
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* precalculated wrapping is wrong.
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*/
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static void loopback_prim( struct gl_context *ctx,
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const GLfloat *buffer,
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const struct _mesa_prim *prim,
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GLuint wrap_count,
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GLuint vertex_size,
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const struct loopback_attr *la, GLuint nr )
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{
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GLint start = prim->start;
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GLint end = start + prim->count;
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const GLfloat *data;
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GLint j;
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GLuint k;
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if (0)
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printf("loopback prim %s(%s,%s) verts %d..%d\n",
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_mesa_lookup_prim_by_nr(prim->mode),
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prim->begin ? "begin" : "..",
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prim->end ? "end" : "..",
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start,
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end);
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if (prim->begin) {
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CALL_Begin(GET_DISPATCH(), ( prim->mode ));
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}
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else {
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assert(start == 0);
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start += wrap_count;
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}
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data = buffer + start * vertex_size;
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for (j = start ; j < end ; j++) {
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const GLfloat *tmp = data + la[0].sz;
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for (k = 1 ; k < nr ; k++) {
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la[k].func( ctx, la[k].target, tmp );
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tmp += la[k].sz;
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}
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/* Fire the vertex
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*/
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la[0].func( ctx, VBO_ATTRIB_POS, data );
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data = tmp;
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}
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if (prim->end) {
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CALL_End(GET_DISPATCH(), ());
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}
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}
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/* Primitives generated by DrawArrays/DrawElements/Rectf may be
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* caught here. If there is no primitive in progress, execute them
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* normally, otherwise need to track and discard the generated
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* primitives.
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*/
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static void loopback_weak_prim( struct gl_context *ctx,
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const struct _mesa_prim *prim )
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{
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/* Use the prim_weak flag to ensure that if this primitive
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* wraps, we don't mistake future vertex_lists for part of the
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* surrounding primitive.
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*
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* While this flag is set, we are simply disposing of data
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* generated by an operation now known to be a noop.
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*/
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if (prim->begin)
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ctx->Driver.CurrentExecPrimitive |= VBO_SAVE_PRIM_WEAK;
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if (prim->end)
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ctx->Driver.CurrentExecPrimitive &= ~VBO_SAVE_PRIM_WEAK;
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}
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void vbo_loopback_vertex_list( struct gl_context *ctx,
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const GLfloat *buffer,
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const GLubyte *attrsz,
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const struct _mesa_prim *prim,
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GLuint prim_count,
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GLuint wrap_count,
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GLuint vertex_size)
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{
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struct loopback_attr la[VBO_ATTRIB_MAX];
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GLuint i, nr = 0;
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/* All Legacy, NV, ARB and Material attributes are routed through
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* the NV attributes entrypoints:
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*/
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for (i = 0 ; i < VBO_ATTRIB_MAX ; i++) {
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if (attrsz[i]) {
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la[nr].target = i;
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la[nr].sz = attrsz[i];
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la[nr].func = vert_attrfunc[attrsz[i]-1];
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nr++;
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}
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}
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for (i = 0 ; i < prim_count ; i++) {
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if ((prim[i].mode & VBO_SAVE_PRIM_WEAK) &&
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(ctx->Driver.CurrentExecPrimitive != PRIM_OUTSIDE_BEGIN_END))
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{
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loopback_weak_prim( ctx, &prim[i] );
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}
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else
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{
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loopback_prim( ctx, buffer, &prim[i], wrap_count, vertex_size, la, nr );
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}
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}
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}
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#endif /* FEATURE_dlist */
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