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154 lines
4.9 KiB
C
154 lines
4.9 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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/* Deal with hardware and/or swtnl maximums:
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* - maximum number of vertices in buffer
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* - maximum number of elements (maybe zero)
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*
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* The maximums may vary with opengl state (eg if a larger hardware
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* vertex is required in this state, the maximum number of vertices
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* may be smaller than in another state).
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*
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* We want buffer splitting to be a convenience function for the code
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* actually drawing the primitives rather than a system-wide maximum,
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* otherwise it is hard to avoid pessimism.
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*
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* For instance, if a driver has no hardware limits on vertex buffer
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* dimensions, it would not ordinarily want to split vbos. But if
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* there is an unexpected fallback, eg memory manager fails to upload
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* textures, it will want to pass the drawing commands onto swtnl,
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* which does have limitations. A convenience function allows swtnl
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* to split the drawing and vbos internally without imposing its
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* limitations on drivers which want to use it as a fallback path.
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*/
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#include <precomp.h>
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/* True if a primitive can be split without copying of vertices, false
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* otherwise.
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*/
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GLboolean split_prim_inplace(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 GL_TRUE;
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case GL_LINES:
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*first = 2;
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*incr = 2;
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return GL_TRUE;
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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 GL_TRUE;
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case GL_TRIANGLES:
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*first = 3;
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*incr = 3;
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return GL_TRUE;
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case GL_TRIANGLE_STRIP:
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*first = 3;
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*incr = 1;
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return GL_TRUE;
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case GL_QUADS:
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*first = 4;
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*incr = 4;
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return GL_TRUE;
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case GL_QUAD_STRIP:
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*first = 4;
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*incr = 2;
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return GL_TRUE;
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default:
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*first = 0;
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*incr = 1; /* so that count % incr works */
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return GL_FALSE;
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}
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}
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void vbo_split_prims( struct gl_context *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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vbo_draw_func draw,
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const struct split_limits *limits )
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{
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if (ib) {
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if (limits->max_indices == 0) {
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/* Could traverse the indices, re-emitting vertices in turn.
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* But it's hard to see why this case would be needed - for
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* software tnl, it is better to convert to non-indexed
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* rendering after transformation is complete. Are there any devices
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* with hardware tnl that cannot do indexed rendering?
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*
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* For now, this path is disabled.
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*/
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assert(0);
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}
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else if (max_index - min_index >= limits->max_verts) {
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/* The vertex buffers are too large for hardware (or the
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* swtnl module). Traverse the indices, re-emitting vertices
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* in turn. Use a vertex cache to preserve some of the
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* sharing from the original index list.
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*/
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vbo_split_copy(ctx, arrays, prim, nr_prims, ib,
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draw, limits );
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}
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else if (ib->count > limits->max_indices) {
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/* The index buffer is too large for hardware. Try to split
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* on whole-primitive boundaries, otherwise try to split the
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* individual primitives.
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*/
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vbo_split_inplace(ctx, arrays, prim, nr_prims, ib,
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min_index, max_index, draw, limits );
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}
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else {
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/* Why were we called? */
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assert(0);
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}
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}
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else {
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if (max_index - min_index >= limits->max_verts) {
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/* The vertex buffer is too large for hardware (or the swtnl
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* module). Try to split on whole-primitive boundaries,
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* otherwise try to split the individual primitives.
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*/
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vbo_split_inplace(ctx, arrays, prim, nr_prims, ib,
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min_index, max_index, draw, limits );
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}
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else {
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/* Why were we called? */
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assert(0);
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}
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}
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}
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