more fixes for glDrawArrays

This commit is contained in:
Keith Whitwell 1999-11-09 17:00:25 +00:00
parent 20f6c10b41
commit 6a9f16edae
2 changed files with 58 additions and 48 deletions

View File

@ -1,4 +1,4 @@
/* $Id: dlist.c,v 1.14 1999/11/08 07:36:44 brianp Exp $ */ /* $Id: dlist.c,v 1.15 1999/11/09 17:00:25 keithw Exp $ */
/* /*
* Mesa 3-D graphics library * Mesa 3-D graphics library
@ -2544,7 +2544,7 @@ static void execute_list( GLcontext *ctx, GLuint list )
if ((MESA_VERBOSE & VERBOSE_DISPLAY_LIST) && if ((MESA_VERBOSE & VERBOSE_DISPLAY_LIST) &&
(MESA_VERBOSE & VERBOSE_IMMEDIATE)) (MESA_VERBOSE & VERBOSE_IMMEDIATE))
gl_print_cassette( (struct immediate *) n[1].data, 0, ~0 ); gl_print_cassette( (struct immediate *) n[1].data );
if (0) if (0)
fprintf(stderr, "Run cassette %d, rows %d..%d, beginstate %x\n", fprintf(stderr, "Run cassette %d, rows %d..%d, beginstate %x\n",
@ -3583,8 +3583,6 @@ static void print_list( GLcontext *ctx, FILE *f, GLuint list )
((struct immediate *) n[1].data)->id, ((struct immediate *) n[1].data)->id,
n[2].ui, n[2].ui,
n[3].ui); n[3].ui);
/* gl_print_cassette( (struct immediate *) n[1].data, */
/* 0, ~0 ); */
break; break;
case OPCODE_CONTINUE: case OPCODE_CONTINUE:
fprintf(f,"DISPLAY-LIST-CONTINUE\n"); fprintf(f,"DISPLAY-LIST-CONTINUE\n");

View File

@ -1,4 +1,4 @@
/* $Id: varray.c,v 1.11 1999/11/09 10:12:34 keithw Exp $ */ /* $Id: varray.c,v 1.12 1999/11/09 17:00:25 keithw Exp $ */
/* /*
* Mesa 3-D graphics library * Mesa 3-D graphics library
@ -475,9 +475,6 @@ void gl_exec_array_elements( GLcontext *ctx, struct immediate *IM,
/* KW: I think this is moving in the right direction, but it still feels
* like we are doing way too much work.
*/
void gl_DrawArrays( GLcontext *ctx, GLenum mode, GLint start, GLsizei count ) void gl_DrawArrays( GLcontext *ctx, GLenum mode, GLint start, GLsizei count )
{ {
struct vertex_buffer *VB = ctx->VB; struct vertex_buffer *VB = ctx->VB;
@ -494,14 +491,12 @@ void gl_DrawArrays( GLcontext *ctx, GLenum mode, GLint start, GLsizei count )
{ {
GLint remaining = count; GLint remaining = count;
GLint i; GLint i;
GLvector4f obj; struct gl_client_array *Normal;
GLvector3f norm; struct gl_client_array *Color;
GLvector4f tc[MAX_TEXTURE_UNITS]; struct gl_client_array *Index;
GLvector4ub col; struct gl_client_array *TexCoord[MAX_TEXTURE_UNITS];
GLvector1ub edge; struct gl_client_array *EdgeFlag;
GLvector1ui index;
struct immediate *IM = VB->IM; struct immediate *IM = VB->IM;
struct gl_client_array *client_data;
struct gl_pipeline *elt = &ctx->CVA.elt; struct gl_pipeline *elt = &ctx->CVA.elt;
GLboolean relock; GLboolean relock;
GLuint fallback, required; GLuint fallback, required;
@ -509,7 +504,8 @@ void gl_DrawArrays( GLcontext *ctx, GLenum mode, GLint start, GLsizei count )
if (ctx->NewState) if (ctx->NewState)
gl_update_state( ctx ); gl_update_state( ctx );
/* This will die miserably with CVA... Need more work to support this. /* Just turn off cva on this path. Could be useful for multipass
* rendering to keep it turned on.
*/ */
relock = ctx->CompileCVAFlag; relock = ctx->CompileCVAFlag;
ctx->CompileCVAFlag = 0; ctx->CompileCVAFlag = 0;
@ -522,16 +518,21 @@ void gl_DrawArrays( GLcontext *ctx, GLenum mode, GLint start, GLsizei count )
if (required & VERT_RGBA) if (required & VERT_RGBA)
{ {
client_data = &ctx->Array.Color; Color = &ctx->Array.Color;
if (fallback & VERT_RGBA) if (fallback & VERT_RGBA) {
client_data = &ctx->Fallback.Color; Color = &ctx->Fallback.Color;
ctx->Array.ColorFunc =
gl_trans_4ub_tab[4][TYPE_IDX(GL_UNSIGNED_BYTE)];
}
} }
if (required & VERT_INDEX) if (required & VERT_INDEX)
{ {
client_data = &ctx->Array.Index; Index = &ctx->Array.Index;
if (fallback & VERT_INDEX) if (fallback & VERT_INDEX) {
client_data = &ctx->Fallback.Index; Index = &ctx->Fallback.Index;
ctx->Array.IndexFunc = gl_trans_1ui_tab[TYPE_IDX(GL_UNSIGNED_INT)];
}
} }
for (i = 0 ; i < MAX_TEXTURE_UNITS ; i++) for (i = 0 ; i < MAX_TEXTURE_UNITS ; i++)
@ -539,36 +540,48 @@ void gl_DrawArrays( GLcontext *ctx, GLenum mode, GLint start, GLsizei count )
GLuint flag = VERT_TEX_ANY(i); GLuint flag = VERT_TEX_ANY(i);
if (required & flag) { if (required & flag) {
client_data = &ctx->Array.TexCoord[i]; TexCoord[i] = &ctx->Array.TexCoord[i];
if (fallback & flag) if (fallback & flag)
{ {
client_data = &ctx->Fallback.TexCoord[i]; TexCoord[i] = &ctx->Fallback.TexCoord[i];
client_data->Size = gl_texcoord_size( ctx->Current.Flag, i ); TexCoord[i]->Size = gl_texcoord_size( ctx->Current.Flag, i );
ctx->Array.TexCoordFunc[i] =
gl_trans_4f_tab[TexCoord[i]->Size][TYPE_IDX(GL_FLOAT)];
} }
} }
} }
if (ctx->Array.Flags != ctx->Array.Flag[0]) if (ctx->Array.Flags != ctx->Array.Flag[0])
for (i = 0 ; i < VB_MAX ; i++) for (i = 0 ; i < VB_MAX ; i++)
ctx->Array.Flag[i] = ctx->Array.Flags; ctx->Array.Flag[i] = ctx->Array.Flags;
if (required & VERT_NORM) if (required & VERT_NORM)
{ {
client_data = &ctx->Array.Normal; Normal = &ctx->Array.Normal;
if (fallback & VERT_NORM) if (fallback & VERT_NORM) {
client_data = &ctx->Fallback.Normal; Normal = &ctx->Fallback.Normal;
ctx->Array.NormalFunc = gl_trans_3f_tab[TYPE_IDX(GL_FLOAT)];
}
} }
if ( (required & VERT_EDGE) && if ( required & VERT_EDGE )
(mode == GL_TRIANGLES ||
mode == GL_QUADS ||
mode == GL_POLYGON))
{ {
client_data = &ctx->Array.EdgeFlag; if (mode == GL_TRIANGLES ||
if (fallback & VERT_EDGE) mode == GL_QUADS ||
client_data = &ctx->Fallback.EdgeFlag; mode == GL_POLYGON)
{
EdgeFlag = &ctx->Array.EdgeFlag;
if (fallback & VERT_EDGE) {
EdgeFlag = &ctx->Fallback.EdgeFlag;
ctx->Array.EdgeFlagFunc =
gl_trans_1ub_tab[TYPE_IDX(GL_UNSIGNED_BYTE)];
}
}
else
required &= ~VERT_EDGE;
} }
VB->Primitive = IM->Primitive; VB->Primitive = IM->Primitive;
@ -591,41 +604,39 @@ void gl_DrawArrays( GLcontext *ctx, GLenum mode, GLint start, GLsizei count )
VB->CullMode = 0; VB->CullMode = 0;
if (required & VERT_OBJ_ANY) { ctx->Array.VertexFunc( IM->Obj + VB_START,
ctx->Array.VertexFunc( IM->Obj + VB_START, &ctx->Array.Vertex, start, n );
&ctx->Array.Vertex, start, n );
}
if (required & VERT_NORM) { if (required & VERT_NORM) {
ctx->Array.NormalFunc( IM->Normal + VB_START, ctx->Array.NormalFunc( IM->Normal + VB_START,
&ctx->Array.Normal, start, n ); Normal, start, n );
} }
if (required & VERT_EDGE) { if (required & VERT_EDGE) {
ctx->Array.EdgeFlagFunc( IM->EdgeFlag + VB_START, ctx->Array.EdgeFlagFunc( IM->EdgeFlag + VB_START,
&ctx->Array.EdgeFlag, start, n ); EdgeFlag, start, n );
} }
if (required & VERT_RGBA) { if (required & VERT_RGBA) {
ctx->Array.ColorFunc( IM->Color + VB_START, ctx->Array.ColorFunc( IM->Color + VB_START,
&ctx->Array.Color, start, n ); Color, start, n );
} }
if (required & VERT_INDEX) { if (required & VERT_INDEX) {
ctx->Array.IndexFunc( IM->Index + VB_START, ctx->Array.IndexFunc( IM->Index + VB_START,
&ctx->Array.Index, start, n ); Index, start, n );
} }
if (required & VERT_TEX0_ANY) { if (required & VERT_TEX0_ANY) {
IM->v.TexCoord[0].size = tc[0].size; IM->v.TexCoord[0].size = TexCoord[0]->Size;
ctx->Array.TexCoordFunc[0]( IM->TexCoord[0] + VB_START, ctx->Array.TexCoordFunc[0]( IM->TexCoord[0] + VB_START,
&ctx->Array.TexCoord[0], start, n ); TexCoord[0], start, n );
} }
if (required & VERT_TEX1_ANY) { if (required & VERT_TEX1_ANY) {
IM->v.TexCoord[1].size = tc[1].size; IM->v.TexCoord[1].size = TexCoord[1]->Size;
ctx->Array.TexCoordFunc[1]( IM->TexCoord[1] + VB_START, ctx->Array.TexCoordFunc[1]( IM->TexCoord[1] + VB_START,
&ctx->Array.TexCoord[1], start, n ); TexCoord[1], start, n );
} }
VB->ObjPtr = &IM->v.Obj; VB->ObjPtr = &IM->v.Obj;
@ -664,6 +675,7 @@ void gl_DrawArrays( GLcontext *ctx, GLenum mode, GLint start, GLsizei count )
/* Transform and render. /* Transform and render.
*/ */
if (0) gl_print_cassette_flags( IM, VB->Flag );
gl_run_pipeline( VB ); gl_run_pipeline( VB );
gl_reset_vb( VB ); gl_reset_vb( VB );