blob: 5b069c5e76f414ceed121790ca5a23f849865593 [file] [log] [blame]
/* $Id: varray.c,v 1.21 2000/02/25 03:55:40 keithw Exp $ */
/*
* Mesa 3-D graphics library
* Version: 3.1
*
* Copyright (C) 1999-2000 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#ifdef PC_HEADER
#include "all.h"
#else
#include "glheader.h"
#include "context.h"
#include "cva.h"
#include "enable.h"
#include "enums.h"
#include "dlist.h"
#include "light.h"
#include "macros.h"
#include "mmath.h"
#include "pipeline.h"
#include "state.h"
#include "texstate.h"
#include "translate.h"
#include "types.h"
#include "varray.h"
#include "vb.h"
#include "vbfill.h"
#include "vbrender.h"
#include "vbindirect.h"
#include "vbxform.h"
#include "xform.h"
#endif
void
_mesa_VertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr)
{
GET_CURRENT_CONTEXT(ctx);
if (size<2 || size>4) {
gl_error( ctx, GL_INVALID_VALUE, "glVertexPointer(size)" );
return;
}
if (stride<0) {
gl_error( ctx, GL_INVALID_VALUE, "glVertexPointer(stride)" );
return;
}
if (MESA_VERBOSE&(VERBOSE_VARRAY|VERBOSE_API))
fprintf(stderr, "glVertexPointer( sz %d type %s stride %d )\n", size,
gl_lookup_enum_by_nr( type ),
stride);
ctx->Array.Vertex.StrideB = stride;
if (!stride) {
switch (type) {
case GL_SHORT:
ctx->Array.Vertex.StrideB = size*sizeof(GLshort);
break;
case GL_INT:
ctx->Array.Vertex.StrideB = size*sizeof(GLint);
break;
case GL_FLOAT:
ctx->Array.Vertex.StrideB = size*sizeof(GLfloat);
break;
case GL_DOUBLE:
ctx->Array.Vertex.StrideB = size*sizeof(GLdouble);
break;
default:
gl_error( ctx, GL_INVALID_ENUM, "glVertexPointer(type)" );
return;
}
}
ctx->Array.Vertex.Size = size;
ctx->Array.Vertex.Type = type;
ctx->Array.Vertex.Stride = stride;
ctx->Array.Vertex.Ptr = (void *) ptr;
ctx->Array.VertexFunc = gl_trans_4f_tab[size][TYPE_IDX(type)];
ctx->Array.VertexEltFunc = gl_trans_elt_4f_tab[size][TYPE_IDX(type)];
ctx->Array.NewArrayState |= VERT_OBJ_ANY;
ctx->NewState |= NEW_CLIENT_STATE;
}
void
_mesa_NormalPointer(GLenum type, GLsizei stride, const GLvoid *ptr )
{
GET_CURRENT_CONTEXT(ctx);
if (stride<0) {
gl_error( ctx, GL_INVALID_VALUE, "glNormalPointer(stride)" );
return;
}
if (MESA_VERBOSE&(VERBOSE_VARRAY|VERBOSE_API))
fprintf(stderr, "glNormalPointer( type %s stride %d )\n",
gl_lookup_enum_by_nr( type ),
stride);
ctx->Array.Normal.StrideB = stride;
if (!stride) {
switch (type) {
case GL_BYTE:
ctx->Array.Normal.StrideB = 3*sizeof(GLbyte);
break;
case GL_SHORT:
ctx->Array.Normal.StrideB = 3*sizeof(GLshort);
break;
case GL_INT:
ctx->Array.Normal.StrideB = 3*sizeof(GLint);
break;
case GL_FLOAT:
ctx->Array.Normal.StrideB = 3*sizeof(GLfloat);
break;
case GL_DOUBLE:
ctx->Array.Normal.StrideB = 3*sizeof(GLdouble);
break;
default:
gl_error( ctx, GL_INVALID_ENUM, "glNormalPointer(type)" );
return;
}
}
ctx->Array.Normal.Type = type;
ctx->Array.Normal.Stride = stride;
ctx->Array.Normal.Ptr = (void *) ptr;
ctx->Array.NormalFunc = gl_trans_3f_tab[TYPE_IDX(type)];
ctx->Array.NormalEltFunc = gl_trans_elt_3f_tab[TYPE_IDX(type)];
ctx->Array.NewArrayState |= VERT_NORM;
ctx->NewState |= NEW_CLIENT_STATE;
}
void
_mesa_ColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr)
{
GET_CURRENT_CONTEXT(ctx);
if (size<3 || size>4) {
gl_error( ctx, GL_INVALID_VALUE, "glColorPointer(size)" );
return;
}
if (stride<0) {
gl_error( ctx, GL_INVALID_VALUE, "glColorPointer(stride)" );
return;
}
if (MESA_VERBOSE&(VERBOSE_VARRAY|VERBOSE_API))
fprintf(stderr, "glColorPointer( sz %d type %s stride %d )\n", size,
gl_lookup_enum_by_nr( type ),
stride);
ctx->Array.Color.StrideB = stride;
if (!stride) {
switch (type) {
case GL_BYTE:
ctx->Array.Color.StrideB = size*sizeof(GLbyte);
break;
case GL_UNSIGNED_BYTE:
ctx->Array.Color.StrideB = size*sizeof(GLubyte);
break;
case GL_SHORT:
ctx->Array.Color.StrideB = size*sizeof(GLshort);
break;
case GL_UNSIGNED_SHORT:
ctx->Array.Color.StrideB = size*sizeof(GLushort);
break;
case GL_INT:
ctx->Array.Color.StrideB = size*sizeof(GLint);
break;
case GL_UNSIGNED_INT:
ctx->Array.Color.StrideB = size*sizeof(GLuint);
break;
case GL_FLOAT:
ctx->Array.Color.StrideB = size*sizeof(GLfloat);
break;
case GL_DOUBLE:
ctx->Array.Color.StrideB = size*sizeof(GLdouble);
break;
default:
gl_error( ctx, GL_INVALID_ENUM, "glColorPointer(type)" );
return;
}
}
ctx->Array.Color.Size = size;
ctx->Array.Color.Type = type;
ctx->Array.Color.Stride = stride;
ctx->Array.Color.Ptr = (void *) ptr;
ctx->Array.ColorFunc = gl_trans_4ub_tab[size][TYPE_IDX(type)];
ctx->Array.ColorEltFunc = gl_trans_elt_4ub_tab[size][TYPE_IDX(type)];
ctx->Array.NewArrayState |= VERT_RGBA;
ctx->NewState |= NEW_CLIENT_STATE;
}
void
_mesa_IndexPointer(GLenum type, GLsizei stride, const GLvoid *ptr)
{
GET_CURRENT_CONTEXT(ctx);
if (stride<0) {
gl_error( ctx, GL_INVALID_VALUE, "glIndexPointer(stride)" );
return;
}
ctx->Array.Index.StrideB = stride;
if (!stride) {
switch (type) {
case GL_UNSIGNED_BYTE:
ctx->Array.Index.StrideB = sizeof(GLubyte);
break;
case GL_SHORT:
ctx->Array.Index.StrideB = sizeof(GLshort);
break;
case GL_INT:
ctx->Array.Index.StrideB = sizeof(GLint);
break;
case GL_FLOAT:
ctx->Array.Index.StrideB = sizeof(GLfloat);
break;
case GL_DOUBLE:
ctx->Array.Index.StrideB = sizeof(GLdouble);
break;
default:
gl_error( ctx, GL_INVALID_ENUM, "glIndexPointer(type)" );
return;
}
}
ctx->Array.Index.Type = type;
ctx->Array.Index.Stride = stride;
ctx->Array.Index.Ptr = (void *) ptr;
ctx->Array.IndexFunc = gl_trans_1ui_tab[TYPE_IDX(type)];
ctx->Array.IndexEltFunc = gl_trans_elt_1ui_tab[TYPE_IDX(type)];
ctx->Array.NewArrayState |= VERT_INDEX;
ctx->NewState |= NEW_CLIENT_STATE;
}
void
_mesa_TexCoordPointer(GLint size, GLenum type, GLsizei stride, const GLvoid *ptr)
{
GET_CURRENT_CONTEXT(ctx);
GLuint texUnit;
texUnit = ctx->Array.ActiveTexture;
if (size<1 || size>4) {
gl_error( ctx, GL_INVALID_VALUE, "glTexCoordPointer(size)" );
return;
}
if (stride<0) {
gl_error( ctx, GL_INVALID_VALUE, "glTexCoordPointer(stride)" );
return;
}
if (MESA_VERBOSE&(VERBOSE_VARRAY|VERBOSE_API))
fprintf(stderr, "glTexCoordPointer( unit %u sz %d type %s stride %d )\n",
texUnit,
size,
gl_lookup_enum_by_nr( type ),
stride);
ctx->Array.TexCoord[texUnit].StrideB = stride;
if (!stride) {
switch (type) {
case GL_SHORT:
ctx->Array.TexCoord[texUnit].StrideB = size*sizeof(GLshort);
break;
case GL_INT:
ctx->Array.TexCoord[texUnit].StrideB = size*sizeof(GLint);
break;
case GL_FLOAT:
ctx->Array.TexCoord[texUnit].StrideB = size*sizeof(GLfloat);
break;
case GL_DOUBLE:
ctx->Array.TexCoord[texUnit].StrideB = size*sizeof(GLdouble);
break;
default:
gl_error( ctx, GL_INVALID_ENUM, "glTexCoordPointer(type)" );
return;
}
}
ctx->Array.TexCoord[texUnit].Size = size;
ctx->Array.TexCoord[texUnit].Type = type;
ctx->Array.TexCoord[texUnit].Stride = stride;
ctx->Array.TexCoord[texUnit].Ptr = (void *) ptr;
ctx->Array.TexCoordFunc[texUnit] = gl_trans_4f_tab[size][TYPE_IDX(type)];
ctx->Array.TexCoordEltFunc[texUnit] = gl_trans_elt_4f_tab[size][TYPE_IDX(type)];
ctx->Array.NewArrayState |= PIPE_TEX(texUnit);
ctx->NewState |= NEW_CLIENT_STATE;
}
void
_mesa_EdgeFlagPointer(GLsizei stride, const void *vptr)
{
GET_CURRENT_CONTEXT(ctx);
const GLboolean *ptr = (GLboolean *)vptr;
if (stride<0) {
gl_error( ctx, GL_INVALID_VALUE, "glEdgeFlagPointer(stride)" );
return;
}
ctx->Array.EdgeFlag.Stride = stride;
ctx->Array.EdgeFlag.StrideB = stride ? stride : sizeof(GLboolean);
ctx->Array.EdgeFlag.Ptr = (GLboolean *) ptr;
if (stride != sizeof(GLboolean)) {
ctx->Array.EdgeFlagFunc = gl_trans_1ub_tab[TYPE_IDX(GL_UNSIGNED_BYTE)];
} else {
ctx->Array.EdgeFlagFunc = 0;
}
ctx->Array.EdgeFlagEltFunc = gl_trans_elt_1ub_tab[TYPE_IDX(GL_UNSIGNED_BYTE)];
ctx->Array.NewArrayState |= VERT_EDGE;
ctx->NewState |= NEW_CLIENT_STATE;
}
#if 0
/* Called only from gl_DrawElements
*/
static void gl_CVAEltPointer( GLcontext *ctx, GLenum type, const GLvoid *ptr )
{
switch (type) {
case GL_UNSIGNED_BYTE:
ctx->CVA.Elt.StrideB = sizeof(GLubyte);
break;
case GL_UNSIGNED_SHORT:
ctx->CVA.Elt.StrideB = sizeof(GLushort);
break;
case GL_UNSIGNED_INT:
ctx->CVA.Elt.StrideB = sizeof(GLuint);
break;
default:
gl_error( ctx, GL_INVALID_ENUM, "glEltPointer(type)" );
return;
}
ctx->CVA.Elt.Type = type;
ctx->CVA.Elt.Stride = 0;
ctx->CVA.Elt.Ptr = (void *) ptr;
ctx->CVA.EltFunc = gl_trans_1ui_tab[TYPE_IDX(type)];
ctx->Array.NewArrayState |= VERT_ELT; /* ??? */
}
#endif
/* KW: Batch function to exec all the array elements in the input
* buffer prior to transform. Done only the first time a vertex
* buffer is executed or compiled.
*
* KW: Have to do this after each glEnd if cva isn't active. (also
* have to do it after each full buffer)
*/
void gl_exec_array_elements( GLcontext *ctx, struct immediate *IM,
GLuint start,
GLuint count)
{
GLuint *flags = IM->Flag;
GLuint *elts = IM->Elt;
GLuint translate = ctx->Array.Flags;
GLuint i;
if (MESA_VERBOSE&VERBOSE_IMMEDIATE)
fprintf(stderr, "exec_array_elements %d .. %d\n", start, count);
if (translate & VERT_OBJ_ANY)
(ctx->Array.VertexEltFunc)( IM->Obj,
&ctx->Array.Vertex,
flags, elts, (VERT_ELT|VERT_OBJ_ANY),
start, count);
if (translate & VERT_NORM)
(ctx->Array.NormalEltFunc)( IM->Normal,
&ctx->Array.Normal,
flags, elts, (VERT_ELT|VERT_NORM),
start, count);
if (translate & VERT_EDGE)
(ctx->Array.EdgeFlagEltFunc)( IM->EdgeFlag,
&ctx->Array.EdgeFlag,
flags, elts, (VERT_ELT|VERT_EDGE),
start, count);
if (translate & VERT_RGBA)
(ctx->Array.ColorEltFunc)( IM->Color,
&ctx->Array.Color,
flags, elts, (VERT_ELT|VERT_RGBA),
start, count);
if (translate & VERT_INDEX)
(ctx->Array.IndexEltFunc)( IM->Index,
&ctx->Array.Index,
flags, elts, (VERT_ELT|VERT_INDEX),
start, count);
if (translate & VERT_TEX0_ANY)
(ctx->Array.TexCoordEltFunc[0])( IM->TexCoord[0],
&ctx->Array.TexCoord[0],
flags, elts, (VERT_ELT|VERT_TEX0_ANY),
start, count);
if (translate & VERT_TEX1_ANY)
(ctx->Array.TexCoordEltFunc[1])( IM->TexCoord[1],
&ctx->Array.TexCoord[1],
flags, elts, (VERT_ELT|VERT_TEX1_ANY),
start, count);
for (i = start ; i < count ; i++)
if (flags[i] & VERT_ELT)
flags[i] |= translate;
}
/* Enough funny business going on in here it might be quicker to use a
* function pointer.
*/
#define ARRAY_ELT( IM, i ) \
{ \
GLuint count = IM->Count; \
IM->Elt[count] = i; \
IM->Flag[count] = ((IM->Flag[count] & IM->ArrayAndFlags) | \
VERT_ELT); \
IM->FlushElt |= IM->ArrayEltFlush; \
IM->Count = count += IM->ArrayIncr; \
if (count == VB_MAX) \
IM->maybe_transform_vb( IM ); \
}
void
_mesa_ArrayElement( GLint i )
{
GET_IMMEDIATE;
ARRAY_ELT( IM, i );
}
static void
gl_ArrayElement( GLcontext *CC, GLint i )
{
struct immediate *im = CC->input;
ARRAY_ELT( im, i );
}
void
_mesa_DrawArrays(GLenum mode, GLint start, GLsizei count)
{
GET_CURRENT_CONTEXT(ctx);
struct vertex_buffer *VB = ctx->VB;
GLint i;
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glDrawArrays");
if (count<0) {
gl_error( ctx, GL_INVALID_VALUE, "glDrawArrays(count)" );
return;
}
if (!ctx->CompileFlag && ctx->Array.Vertex.Enabled)
{
GLint remaining = count;
GLint i;
struct gl_client_array *Normal;
struct gl_client_array *Color;
struct gl_client_array *Index;
struct gl_client_array *TexCoord[MAX_TEXTURE_UNITS];
struct gl_client_array *EdgeFlag;
struct immediate *IM = VB->IM;
struct gl_pipeline *elt = &ctx->CVA.elt;
GLboolean relock;
GLuint fallback, required;
if (ctx->NewState)
gl_update_state( ctx );
/* Just turn off cva on this path. Could be useful for multipass
* rendering to keep it turned on.
*/
relock = ctx->CompileCVAFlag;
if (relock) {
ctx->CompileCVAFlag = 0;
elt->pipeline_valid = 0;
}
if (!elt->pipeline_valid)
gl_build_immediate_pipeline( ctx );
required = elt->inputs;
fallback = (elt->inputs & ~ctx->Array.Summary);
/* The translate function doesn't do anything about size. It
* just ensures that type and stride come out right.
*/
IM->v.Obj.size = ctx->Array.Vertex.Size;
if (required & VERT_RGBA)
{
Color = &ctx->Array.Color;
if (fallback & VERT_RGBA) {
Color = &ctx->Fallback.Color;
ctx->Array.ColorFunc =
gl_trans_4ub_tab[4][TYPE_IDX(GL_UNSIGNED_BYTE)];
}
}
if (required & VERT_INDEX)
{
Index = &ctx->Array.Index;
if (fallback & VERT_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++)
{
GLuint flag = VERT_TEX_ANY(i);
if (required & flag) {
TexCoord[i] = &ctx->Array.TexCoord[i];
if (fallback & flag)
{
TexCoord[i] = &ctx->Fallback.TexCoord[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])
for (i = 0 ; i < VB_MAX ; i++)
ctx->Array.Flag[i] = ctx->Array.Flags;
if (required & VERT_NORM)
{
Normal = &ctx->Array.Normal;
if (fallback & VERT_NORM) {
Normal = &ctx->Fallback.Normal;
ctx->Array.NormalFunc = gl_trans_3f_tab[TYPE_IDX(GL_FLOAT)];
}
}
if ( required & VERT_EDGE )
{
if (mode == GL_TRIANGLES ||
mode == GL_QUADS ||
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->NextPrimitive = IM->NextPrimitive;
VB->MaterialMask = IM->MaterialMask;
VB->Material = IM->Material;
VB->BoundsPtr = 0;
while (remaining > 0) {
GLint vbspace = VB_MAX - VB_START;
GLuint count, n;
if (vbspace >= remaining) {
n = remaining;
VB->LastPrimitive = VB_START + n;
} else {
n = vbspace;
VB->LastPrimitive = VB_START;
}
VB->CullMode = 0;
ctx->Array.VertexFunc( IM->Obj + VB_START,
&ctx->Array.Vertex, start, n );
if (required & VERT_NORM) {
ctx->Array.NormalFunc( IM->Normal + VB_START,
Normal, start, n );
}
if (required & VERT_EDGE) {
ctx->Array.EdgeFlagFunc( IM->EdgeFlag + VB_START,
EdgeFlag, start, n );
}
if (required & VERT_RGBA) {
ctx->Array.ColorFunc( IM->Color + VB_START,
Color, start, n );
}
if (required & VERT_INDEX) {
ctx->Array.IndexFunc( IM->Index + VB_START,
Index, start, n );
}
if (required & VERT_TEX0_ANY) {
IM->v.TexCoord[0].size = TexCoord[0]->Size;
ctx->Array.TexCoordFunc[0]( IM->TexCoord[0] + VB_START,
TexCoord[0], start, n );
}
if (required & VERT_TEX1_ANY) {
IM->v.TexCoord[1].size = TexCoord[1]->Size;
ctx->Array.TexCoordFunc[1]( IM->TexCoord[1] + VB_START,
TexCoord[1], start, n );
}
VB->ObjPtr = &IM->v.Obj;
VB->NormalPtr = &IM->v.Normal;
VB->ColorPtr = &IM->v.Color;
VB->Color[0] = VB->Color[1] = VB->ColorPtr;
VB->IndexPtr = &IM->v.Index;
VB->EdgeFlagPtr = &IM->v.EdgeFlag;
VB->TexCoordPtr[0] = &IM->v.TexCoord[0];
VB->TexCoordPtr[1] = &IM->v.TexCoord[1];
VB->Flag = ctx->Array.Flag;
VB->OrFlag = ctx->Array.Flags;
VB->Start = IM->Start = VB_START;
count = VB->Count = IM->Count = VB_START + n;
#define RESET_VEC(v, t, s, c) (v.start = t v.data[s], v.count = c)
RESET_VEC(IM->v.Obj, (GLfloat *), VB_START, count);
RESET_VEC(IM->v.Normal, (GLfloat *), VB_START, count);
RESET_VEC(IM->v.TexCoord[0], (GLfloat *), VB_START, count);
RESET_VEC(IM->v.TexCoord[1], (GLfloat *), VB_START, count);
RESET_VEC(IM->v.Index, &, VB_START, count);
RESET_VEC(IM->v.Elt, &, VB_START, count);
RESET_VEC(IM->v.EdgeFlag, &, VB_START, count);
RESET_VEC(IM->v.Color, (GLubyte *), VB_START, count);
RESET_VEC(VB->Clip, (GLfloat *), VB_START, count);
RESET_VEC(VB->Eye, (GLfloat *), VB_START, count);
RESET_VEC(VB->Win, (GLfloat *), VB_START, count);
RESET_VEC(VB->BColor, (GLubyte *), VB_START, count);
RESET_VEC(VB->BIndex, &, VB_START, count);
VB->NextPrimitive[VB->CopyStart] = VB->Count;
VB->Primitive[VB->CopyStart] = mode;
ctx->Array.Flag[count] |= VERT_END_VB;
/* Transform and render.
*/
gl_run_pipeline( VB );
gl_reset_vb( VB );
ctx->Array.Flag[count] = ctx->Array.Flags;
ctx->Array.Flag[VB_START] = ctx->Array.Flags;
start += n;
remaining -= n;
}
gl_reset_input( ctx );
if (relock) {
ctx->CompileCVAFlag = relock;
elt->pipeline_valid = 0;
}
}
else if (ctx->Array.Vertex.Enabled)
{
/* The GL_COMPILE and GL_COMPILE_AND_EXECUTE cases. These
* could be handled by the above code, but it gets a little
* complex. The generated list is still of good quality
* this way.
*/
gl_Begin( ctx, mode );
for (i=0;i<count;i++) {
gl_ArrayElement( ctx, start+i );
}
gl_End( ctx );
}
else
{
/* The degenerate case where vertices are not enabled - only
* need to process the very final array element, as all of the
* preceding ones would be overwritten anyway.
*/
gl_Begin( ctx, mode );
gl_ArrayElement( ctx, start+count );
gl_End( ctx );
}
}
/* KW: Exactly fakes the effects of calling glArrayElement multiple times.
* Compilation is handled via. the IM->maybe_transform_vb() callback.
*/
#if 1
#define DRAW_ELT(FUNC, TYPE) \
static void FUNC( GLcontext *ctx, GLenum mode, \
TYPE *indices, GLuint count ) \
{ \
GLuint i,j; \
\
gl_Begin( ctx, mode ); \
\
for (j = 0 ; j < count ; ) { \
struct immediate *IM = ctx->input; \
GLuint start = IM->Start; \
GLuint nr = MIN2( VB_MAX, count - j + start ); \
GLuint sf = IM->Flag[start]; \
IM->FlushElt |= IM->ArrayEltFlush; \
\
for (i = start ; i < nr ; i++) { \
IM->Elt[i] = (GLuint) *indices++; \
IM->Flag[i] = VERT_ELT; \
} \
\
if (j == 0) IM->Flag[start] |= sf; \
\
IM->Count = nr; \
j += nr - start; \
\
if (j == count) gl_End( ctx ); \
IM->maybe_transform_vb( IM ); \
} \
}
#else
#define DRAW_ELT(FUNC, TYPE) \
static void FUNC( GLcontext *ctx, GLenum mode, \
TYPE *indices, GLuint count ) \
{ \
int i; \
glBegin(mode); \
for (i = 0 ; i < count ; i++) \
glArrayElement( indices[i] ); \
glEnd(); \
}
#endif
DRAW_ELT( draw_elt_ubyte, GLubyte )
DRAW_ELT( draw_elt_ushort, GLushort )
DRAW_ELT( draw_elt_uint, GLuint )
static GLuint natural_stride[0x10] =
{
sizeof(GLbyte), /* 0 */
sizeof(GLubyte), /* 1 */
sizeof(GLshort), /* 2 */
sizeof(GLushort), /* 3 */
sizeof(GLint), /* 4 */
sizeof(GLuint), /* 5 */
sizeof(GLfloat), /* 6 */
2 * sizeof(GLbyte), /* 7 */
3 * sizeof(GLbyte), /* 8 */
4 * sizeof(GLbyte), /* 9 */
sizeof(GLdouble), /* a */
0, /* b */
0, /* c */
0, /* d */
0, /* e */
0 /* f */
};
void
_mesa_DrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices)
{
GET_CURRENT_CONTEXT(ctx);
struct gl_cva *cva;
cva = &ctx->CVA;
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx, "glDrawElements");
if (count <= 0) {
if (count < 0)
gl_error( ctx, GL_INVALID_VALUE, "glDrawElements(count)" );
return;
}
if (mode < 0 || mode > GL_POLYGON) {
gl_error( ctx, GL_INVALID_ENUM, "glDrawArrays(mode)" );
return;
}
if (type != GL_UNSIGNED_INT && type != GL_UNSIGNED_BYTE && type != GL_UNSIGNED_SHORT)
{
gl_error( ctx, GL_INVALID_ENUM, "glDrawElements(type)" );
return;
}
if (ctx->NewState)
gl_update_state(ctx);
if (ctx->CompileCVAFlag)
{
#if defined(MESA_CVA_PROF)
force_init_prof();
#endif
/* Treat VERT_ELT like a special client array.
*/
ctx->Array.NewArrayState |= VERT_ELT;
ctx->Array.Summary |= VERT_ELT;
ctx->Array.Flags |= VERT_ELT;
cva->elt_mode = mode;
cva->elt_count = count;
cva->Elt.Type = type;
cva->Elt.Ptr = (void *) indices;
cva->Elt.StrideB = natural_stride[TYPE_IDX(type)];
cva->EltFunc = gl_trans_1ui_tab[TYPE_IDX(type)];
if (!cva->pre.pipeline_valid)
gl_build_precalc_pipeline( ctx );
else if (MESA_VERBOSE & VERBOSE_PIPELINE)
fprintf(stderr, ": dont rebuild\n");
gl_cva_force_precalc( ctx );
/* Did we 'precalculate' the render op?
*/
if (ctx->CVA.pre.ops & PIPE_OP_RENDER) {
ctx->Array.NewArrayState |= VERT_ELT;
ctx->Array.Summary &= ~VERT_ELT;
ctx->Array.Flags &= ~VERT_ELT;
return;
}
if ( (MESA_VERBOSE&VERBOSE_VARRAY) )
printf("using immediate\n");
}
/* Otherwise, have to use the immediate path to render.
*/
switch (type) {
case GL_UNSIGNED_BYTE:
{
GLubyte *ub_indices = (GLubyte *) indices;
if (ctx->Array.Summary & VERT_OBJ_ANY) {
draw_elt_ubyte( ctx, mode, ub_indices, count );
} else {
gl_ArrayElement( ctx, (GLuint) ub_indices[count-1] );
}
}
break;
case GL_UNSIGNED_SHORT:
{
GLushort *us_indices = (GLushort *) indices;
if (ctx->Array.Summary & VERT_OBJ_ANY) {
draw_elt_ushort( ctx, mode, us_indices, count );
} else {
gl_ArrayElement( ctx, (GLuint) us_indices[count-1] );
}
}
break;
case GL_UNSIGNED_INT:
{
GLuint *ui_indices = (GLuint *) indices;
if (ctx->Array.Summary & VERT_OBJ_ANY) {
draw_elt_uint( ctx, mode, ui_indices, count );
} else {
gl_ArrayElement( ctx, ui_indices[count-1] );
}
}
break;
default:
gl_error( ctx, GL_INVALID_ENUM, "glDrawElements(type)" );
break;
}
if (ctx->CompileCVAFlag) {
ctx->Array.NewArrayState |= VERT_ELT;
ctx->Array.Summary &= ~VERT_ELT;
}
}
void
_mesa_InterleavedArrays(GLenum format, GLsizei stride, const GLvoid *pointer)
{
GET_CURRENT_CONTEXT(ctx);
GLboolean tflag, cflag, nflag; /* enable/disable flags */
GLint tcomps, ccomps, vcomps; /* components per texcoord, color, vertex */
GLenum ctype; /* color type */
GLint coffset, noffset, voffset;/* color, normal, vertex offsets */
GLint defstride; /* default stride */
GLint c, f;
GLint coordUnitSave;
f = sizeof(GLfloat);
c = f * ((4*sizeof(GLubyte) + (f-1)) / f);
if (stride<0) {
gl_error( ctx, GL_INVALID_VALUE, "glInterleavedArrays(stride)" );
return;
}
switch (format) {
case GL_V2F:
tflag = GL_FALSE; cflag = GL_FALSE; nflag = GL_FALSE;
tcomps = 0; ccomps = 0; vcomps = 2;
voffset = 0;
defstride = 2*f;
break;
case GL_V3F:
tflag = GL_FALSE; cflag = GL_FALSE; nflag = GL_FALSE;
tcomps = 0; ccomps = 0; vcomps = 3;
voffset = 0;
defstride = 3*f;
break;
case GL_C4UB_V2F:
tflag = GL_FALSE; cflag = GL_TRUE; nflag = GL_FALSE;
tcomps = 0; ccomps = 4; vcomps = 2;
ctype = GL_UNSIGNED_BYTE;
coffset = 0;
voffset = c;
defstride = c + 2*f;
break;
case GL_C4UB_V3F:
tflag = GL_FALSE; cflag = GL_TRUE; nflag = GL_FALSE;
tcomps = 0; ccomps = 4; vcomps = 3;
ctype = GL_UNSIGNED_BYTE;
coffset = 0;
voffset = c;
defstride = c + 3*f;
break;
case GL_C3F_V3F:
tflag = GL_FALSE; cflag = GL_TRUE; nflag = GL_FALSE;
tcomps = 0; ccomps = 3; vcomps = 3;
ctype = GL_FLOAT;
coffset = 0;
voffset = 3*f;
defstride = 6*f;
break;
case GL_N3F_V3F:
tflag = GL_FALSE; cflag = GL_FALSE; nflag = GL_TRUE;
tcomps = 0; ccomps = 0; vcomps = 3;
noffset = 0;
voffset = 3*f;
defstride = 6*f;
break;
case GL_C4F_N3F_V3F:
tflag = GL_FALSE; cflag = GL_TRUE; nflag = GL_TRUE;
tcomps = 0; ccomps = 4; vcomps = 3;
ctype = GL_FLOAT;
coffset = 0;
noffset = 4*f;
voffset = 7*f;
defstride = 10*f;
break;
case GL_T2F_V3F:
tflag = GL_TRUE; cflag = GL_FALSE; nflag = GL_FALSE;
tcomps = 2; ccomps = 0; vcomps = 3;
voffset = 2*f;
defstride = 5*f;
break;
case GL_T4F_V4F:
tflag = GL_TRUE; cflag = GL_FALSE; nflag = GL_FALSE;
tcomps = 4; ccomps = 0; vcomps = 4;
voffset = 4*f;
defstride = 8*f;
break;
case GL_T2F_C4UB_V3F:
tflag = GL_TRUE; cflag = GL_TRUE; nflag = GL_FALSE;
tcomps = 2; ccomps = 4; vcomps = 3;
ctype = GL_UNSIGNED_BYTE;
coffset = 2*f;
voffset = c+2*f;
defstride = c+5*f;
break;
case GL_T2F_C3F_V3F:
tflag = GL_TRUE; cflag = GL_TRUE; nflag = GL_FALSE;
tcomps = 2; ccomps = 3; vcomps = 3;
ctype = GL_FLOAT;
coffset = 2*f;
voffset = 5*f;
defstride = 8*f;
break;
case GL_T2F_N3F_V3F:
tflag = GL_TRUE; cflag = GL_FALSE; nflag = GL_TRUE;
tcomps = 2; ccomps = 0; vcomps = 3;
noffset = 2*f;
voffset = 5*f;
defstride = 8*f;
break;
case GL_T2F_C4F_N3F_V3F:
tflag = GL_TRUE; cflag = GL_TRUE; nflag = GL_TRUE;
tcomps = 2; ccomps = 4; vcomps = 3;
ctype = GL_FLOAT;
coffset = 2*f;
noffset = 6*f;
voffset = 9*f;
defstride = 12*f;
break;
case GL_T4F_C4F_N3F_V4F:
tflag = GL_TRUE; cflag = GL_TRUE; nflag = GL_TRUE;
tcomps = 4; ccomps = 4; vcomps = 4;
ctype = GL_FLOAT;
coffset = 4*f;
noffset = 8*f;
voffset = 11*f;
defstride = 15*f;
break;
default:
gl_error( ctx, GL_INVALID_ENUM, "glInterleavedArrays(format)" );
return;
}
if (stride==0) {
stride = defstride;
}
_mesa_DisableClientState( GL_EDGE_FLAG_ARRAY );
_mesa_DisableClientState( GL_INDEX_ARRAY );
/* Texcoords */
coordUnitSave = ctx->Array.ActiveTexture;
if (tflag) {
GLint i;
GLint factor = ctx->Array.TexCoordInterleaveFactor;
for (i = 0; i < factor; i++) {
_mesa_ClientActiveTextureARB( (GLenum) (GL_TEXTURE0_ARB + i) );
_mesa_EnableClientState( GL_TEXTURE_COORD_ARRAY );
glTexCoordPointer( tcomps, GL_FLOAT, stride,
(GLubyte *) pointer + i * coffset );
}
for (i = factor; i < ctx->Const.MaxTextureUnits; i++) {
_mesa_ClientActiveTextureARB( (GLenum) (GL_TEXTURE0_ARB + i) );
_mesa_DisableClientState( GL_TEXTURE_COORD_ARRAY );
}
}
else {
GLint i;
for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
_mesa_ClientActiveTextureARB( (GLenum) (GL_TEXTURE0_ARB + i) );
_mesa_DisableClientState( GL_TEXTURE_COORD_ARRAY );
}
}
/* Restore texture coordinate unit index */
_mesa_ClientActiveTextureARB( (GLenum) (GL_TEXTURE0_ARB + coordUnitSave) );
/* Color */
if (cflag) {
_mesa_EnableClientState( GL_COLOR_ARRAY );
glColorPointer( ccomps, ctype, stride,
(GLubyte*) pointer + coffset );
}
else {
_mesa_DisableClientState( GL_COLOR_ARRAY );
}
/* Normals */
if (nflag) {
_mesa_EnableClientState( GL_NORMAL_ARRAY );
glNormalPointer( GL_FLOAT, stride,
(GLubyte*) pointer + noffset );
}
else {
_mesa_DisableClientState( GL_NORMAL_ARRAY );
}
_mesa_EnableClientState( GL_VERTEX_ARRAY );
glVertexPointer( vcomps, GL_FLOAT, stride,
(GLubyte *) pointer + voffset );
}
void
_mesa_DrawRangeElements(GLenum mode, GLuint start,
GLuint end, GLsizei count,
GLenum type, const GLvoid *indices)
{
GET_CURRENT_CONTEXT(ctx);
if (end < start) {
gl_error(ctx, GL_INVALID_VALUE, "glDrawRangeElements( end < start )");
return;
}
#if 0
/*
* XXX something in locked arrays is broken! If start = 0,
* end = 1 and count = 2 we'll take the LockArrays path and
* get incorrect results. See Scott McMillan's bug of 3 Jan 2000.
* For now, don't use locked arrays.
*/
if (!ctx->Array.LockCount && 2*count > (GLint) 3*(end-start)) {
glLockArraysEXT( start, end );
glDrawElements( mode, count, type, indices );
glUnlockArraysEXT();
} else {
glDrawElements( mode, count, type, indices );
}
#else
glDrawElements( mode, count, type, indices );
#endif
}
void gl_update_client_state( GLcontext *ctx )
{
static GLuint sz_flags[5] = { 0,
0,
VERT_OBJ_2,
VERT_OBJ_23,
VERT_OBJ_234 };
static GLuint tc_flags[5] = { 0,
VERT_TEX0_1,
VERT_TEX0_12,
VERT_TEX0_123,
VERT_TEX0_1234 };
ctx->Array.Flags = 0;
ctx->Array.Summary = 0;
ctx->input->ArrayIncr = 0;
if (ctx->Array.Normal.Enabled) ctx->Array.Flags |= VERT_NORM;
if (ctx->Array.Color.Enabled) ctx->Array.Flags |= VERT_RGBA;
if (ctx->Array.Index.Enabled) ctx->Array.Flags |= VERT_INDEX;
if (ctx->Array.EdgeFlag.Enabled) ctx->Array.Flags |= VERT_EDGE;
if (ctx->Array.Vertex.Enabled) {
ctx->Array.Flags |= sz_flags[ctx->Array.Vertex.Size];
ctx->input->ArrayIncr = 1;
}
if (ctx->Array.TexCoord[0].Enabled) {
ctx->Array.Flags |= tc_flags[ctx->Array.TexCoord[0].Size];
}
if (ctx->Array.TexCoord[1].Enabled) {
ctx->Array.Flags |= (tc_flags[ctx->Array.TexCoord[1].Size] << NR_TEXSIZE_BITS);
}
/* Not really important any more:
*/
ctx->Array.Summary = ctx->Array.Flags & VERT_DATA;
ctx->input->ArrayAndFlags = ~ctx->Array.Flags;
ctx->input->ArrayEltFlush = !(ctx->CompileCVAFlag);
}