/* * Mesa 3-D graphics library * Version: 3.1 * * Copyright (C) 1999 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 "clip.h" #include "eval.h" #include "enums.h" #include "dlist.h" #include "fog.h" #include "light.h" #include "macros.h" #include "matrix.h" #include "mem.h" #include "mmath.h" #include "pipeline.h" #include "shade.h" #include "state.h" #include "texture.h" #include "types.h" #include "varray.h" #include "vb.h" #include "vbcull.h" #include "vbfill.h" #include "vbrender.h" #include "vbxform.h" #include "xform.h" #endif void gl_maybe_transform_vb( struct immediate *IM ) { GLcontext *ctx = IM->backref; if (ctx->NewState) gl_update_state(ctx); if (IM->FlushElt) { gl_exec_array_elements( ctx, IM, IM->LastPrimitive, IM->Count ); IM->FlushElt = 0; } gl_compute_orflag( IM ); if (ctx->ExecuteFlag) gl_cva_compile_cassette( ctx, IM ); else gl_fixup_input( ctx, IM ); if (ctx->CompileFlag) gl_compile_cassette( ctx ); else gl_reset_input( ctx ); } void gl_flush_vb( GLcontext *ctx, const char *where ) { struct immediate *IM = ctx->input; if (MESA_VERBOSE&VERBOSE_PIPELINE) fprintf(stderr, "gl_flush_vb: %s\n", where); gl_maybe_transform_vb( IM ); } /* Drivers can call this inside their swapbuffers routines: */ void gl_internal_flush( GLcontext *ctx ) { FLUSH_VB( ctx, "internal flush" ); } #define RESET_VEC(v, t, s, c) (v.start = t v.data[s], v.count = c) /* * */ void gl_reset_vb( struct vertex_buffer *VB ) { GLuint copy; GLuint dst; GLuint start; struct immediate *IM = VB->IM; GLubyte clipor = VB->ClipOrMask; if (!VB->CullDone) gl_fast_copy_vb( VB ); copy = VB->CopyCount; start = 3-copy; VB->CopyStart = start; VB->ClipOrMask = 0; VB->ClipAndMask = CLIP_ALL_BITS; if (IM) { if (VB->Count != IM->Count && 0) { fprintf(stderr, "Trying to copy vertices in the middle of an IM (%d/%d)!!\n", VB->Count, IM->Count); } else if (VB->pipeline->copy_transformed_data) { for (dst = start ; dst < VB_START ; dst++) { GLuint src = VB->Copy[dst]; if (MESA_VERBOSE&VERBOSE_IMMEDIATE) fprintf(stderr, "copying vertex %u to %u\n", src, dst); COPY_4FV( VB->Clip.data[dst], VEC_ELT(VB->ClipPtr, GLfloat, src) ); COPY_4FV( VB->Win.data[dst], VB->Win.data[src] ); VB->UserClipMask[dst] = VB->UserClipMask[src]; VB->ClipMask[dst] = (GLubyte) (VB->ClipMask[src] & ~CLIP_CULLED_BIT); VB->ClipAndMask &= VB->ClipMask[dst]; VB->ClipOrMask |= VB->ClipMask[dst]; VB->ClipMask[src] = 0; /* hack for bounds_cull_vb */ COPY_4UBV( IM->Color[dst], IM->Color[src] ); COPY_4UBV( VB->Spec[0][dst], VB->Spec[0][src] ); COPY_4UBV( VB->Spec[1][dst], VB->Spec[1][src] ); COPY_4UBV( VB->BColor.data[dst], VB->BColor.data[src] ); IM->Index[dst] = IM->Index[src]; VB->BIndex.data[dst] = VB->BIndex.data[src]; if (VB->TexCoordPtr[0] == &IM->v.TexCoord[0]) COPY_4FV( IM->TexCoord[0][dst], IM->TexCoord[0][src] ); if (VB->TexCoordPtr[1] == &IM->v.TexCoord[1]) COPY_4FV( IM->TexCoord[1][dst], IM->TexCoord[1][src] ); IM->Elt[dst] = IM->Elt[src]; VB->SavedOrFlag |= IM->Flag[src]; } } VB->CullDone = 0; } if (clipor & CLIP_USER_BIT) MEMSET(VB->UserClipMask + VB->Start, 0, VB->Count); VB->NormCullStart = 0; VB->Parity = (VB->LastPrimitive^VB->Count)&1; VB->PurgeFlags = 0; VB->EarlyCull = 1; VB->Culled = 0; VB->BoundsPtr = 0; VB->NormalLengthPtr = 0; VB->Indirect = 0; VB->Culled = 0; } /* Copy the untransformed parts of the overlapping vertices from one * immediate struct to another (or possibly the same one). * * Only copy those elements which are genuinely untransformed. Others * are done in gl_reset_vb. */ void gl_copy_prev_vertices( struct vertex_buffer *VB, struct immediate *prev, struct immediate *next ) { GLuint dst; GLuint flags = VB->pipeline->inputs; if (MESA_VERBOSE&VERBOSE_CULL) fprintf(stderr, "copy prev vertices im: prev %d next %d copystart %d\n", prev->id, next->id, VB->CopyStart); /* VB_START is correct as vertex copying is only required when an * IM wraps, which means that the next VB must start at VB_START. */ for (dst = VB->CopyStart ; dst < VB_START ; dst++) { GLuint src = VB->Copy[dst]; if (MESA_VERBOSE&VERBOSE_CULL) fprintf(stderr, "copy_prev: copy %d to %d\n", src, dst ); COPY_4FV( next->Obj[dst], prev->Obj[src] ); if ((flags&VERT_TEX0_ANY) && VB->TexCoordPtr[0] == &prev->v.TexCoord[0]) COPY_4FV( next->TexCoord[0][dst], prev->TexCoord[0][src] ); if ((flags&VERT_TEX1_ANY) && VB->TexCoordPtr[1] == &prev->v.TexCoord[1]) COPY_4FV( next->TexCoord[1][dst], prev->TexCoord[1][src] ); COPY_4UBV( next->Color[dst], prev->Color[src] ); next->Index[dst] = prev->Index[src]; next->EdgeFlag[dst] = prev->EdgeFlag[src]; next->Elt[dst] = prev->Elt[src]; VB->SavedOrFlag |= prev->Flag[src]; } } void RESET_IMMEDIATE( GLcontext *ctx ) { if (ctx->VB->prev_buffer != ctx->VB->IM) { /* Should only get here if we are trying to use the internal * interfaces, eg gl_Vertex3f(), gl_Begin() from inside a * display list. In this case, it is necessary to pull the * current values into the ctx->VB.store buffer, because this * may not have been done. */ FLUSH_VB( ctx, "RESET_IMMEDIATE" ); gl_reset_input( ctx ); } } /* Called to initialize new buffers, and to recycle old ones. */ void gl_reset_input( GLcontext *ctx ) { struct immediate *IM = ctx->input; MEMSET(IM->Flag, 0, sizeof(GLuint) * (IM->Count+2)); IM->Start = VB_START; IM->Count = VB_START; IM->Primitive[IM->Start] = ctx->Current.Primitive; IM->LastPrimitive = IM->Start; IM->BeginState = VERT_BEGIN_0; IM->OrFlag = 0; IM->AndFlag = ~0U; if (0) fprintf(stderr, "in reset_input(IM %d), BeginState is %x, setting prim[%d] to %s\n", IM->id, VERT_BEGIN_0, IM->Start, gl_lookup_enum_by_nr(ctx->Current.Primitive)); IM->ArrayAndFlags = ~ctx->Array.Flags; IM->ArrayIncr = ctx->Array.Vertex.Enabled; IM->ArrayEltFlush = !(ctx->CompileCVAFlag); } /* Preserves size information as well. */ static void fixup_4f( GLfloat data[][4], GLuint flag[], GLuint start, GLuint match ) { GLuint i = start; for (;;) { if ((flag[++i] & match) == 0) { COPY_4FV(data[i], data[i-1]); flag[i] |= (flag[i-1] & match); if (flag[i] & VERT_END_VB) break; } } } /* Only needed for buffers with eval coords. */ static void fixup_3f( float data[][3], GLuint flag[], GLuint start, GLuint match ) { GLuint i = start; for (;;) { if ((flag[++i] & match) == 0) { COPY_3V(data[i], data[i-1]); flag[i] |= match; if (flag[i] & VERT_END_VB) break; } } } static void fixup_1ui( GLuint *data, GLuint flag[], GLuint start, GLuint match ) { GLuint i = start; for (;;) { if ((flag[++i] & match) == 0) { data[i] = data[i-1]; if (flag[i] & VERT_END_VB) break; } } flag[i] |= match; } static void fixup_1ub( GLubyte *data, GLuint flag[], GLuint start, GLuint match ) { GLuint i = start; for (;;) { if ((flag[++i] & match) == 0) { data[i] = data[i-1]; if (flag[i] & VERT_END_VB) break; } } flag[i] |= match; } static void fixup_4ub( GLubyte data[][4], GLuint flag[], GLuint start, GLuint match ) { GLuint i = start; for (;;) { if ((flag[++i] & match) == 0) { COPY_4UBV(data[i], data[i-1]); if (flag[i] & VERT_END_VB) break; } } flag[i] |= match; } /* Do this instead of fixup for shared normals. */ static void find_last_3f( float data[][3], GLuint flag[], GLuint match, GLuint count ) { GLuint i = count; for (;;) if ((flag[--i] & match) != 0) { COPY_3V(data[count], data[i]); return; } } static void fixup_first_4v( GLfloat data[][4], GLuint flag[], GLuint match, GLuint start, GLfloat *dflt ) { GLuint i = start-1; match |= VERT_END_VB; while ((flag[++i]&match) == 0) COPY_4FV(data[i], dflt); } static void fixup_first_1ui( GLuint data[], GLuint flag[], GLuint match, GLuint start, GLuint dflt ) { GLuint i = start-1; match |= VERT_END_VB; while ((flag[++i]&match) == 0) data[i] = dflt; } static void fixup_first_1ub( GLubyte data[], GLuint flag[], GLuint match, GLuint start, GLubyte dflt ) { GLuint i = start-1; match |= VERT_END_VB; while ((flag[++i]&match) == 0) data[i] = dflt; } static void fixup_first_4ub( GLubyte data[][4], GLuint flag[], GLuint match, GLuint start, GLubyte dflt[4] ) { GLuint i = start-1; match |= VERT_END_VB; while ((flag[++i]&match) == 0) COPY_4UBV(data[i], dflt); } static GLuint vertex_sizes[16] = { 0, 1, 2, 2, 3, 3, 3, 3, 4, 4, 4, 4, 4, 4, 4, 4 }; GLuint gl_texcoord_size( GLuint flag, GLuint unit ) { flag >>= VERT_TEX0_SHIFT + unit * NR_TEXSIZE_BITS; return vertex_sizes[flag & 0xf]; } static void set_vec_sizes( struct immediate *IM, GLuint orflag ) { GLuint i; if (orflag & VERT_OBJ_ANY) { GLuint szflag = orflag & VERT_OBJ_234; IM->v.Obj.size = vertex_sizes[szflag<<1]; } for (i = 0 ; i < MAX_TEXTURE_UNITS ; i++) { if (orflag & VERT_TEX_ANY(i)) { GLuint szflag = ((orflag>>(VERT_TEX0_SHIFT+i*NR_TEXSIZE_BITS)) & 0xf); IM->v.TexCoord[i].size = vertex_sizes[szflag]; } } } void gl_compute_orflag( struct immediate *IM ) { GLuint count = IM->Count; GLuint orflag = 0; GLuint andflag = ~0U; GLuint i; IM->LastData = count-1; /* fprintf(stderr, "In gl_compute_orflag, start %d count %d\n", IM->Start, IM->Count); */ /* gl_print_vert_flags("initial andflag", andflag); */ /* Compute the flags for the whole buffer, even if */ for (i = IM->Start ; i < count ; i++) { andflag &= IM->Flag[i]; orflag |= IM->Flag[i]; } if (IM->Flag[i] & VERT_DATA) { IM->LastData++; /* andflag &= IM->Flag[i]; */ orflag |= IM->Flag[i]; } /* gl_print_vert_flags("final andflag", andflag); */ IM->Flag[IM->LastData+1] |= VERT_END_VB; IM->AndFlag = andflag; IM->OrFlag = orflag; } void gl_fixup_input( GLcontext *ctx, struct immediate *IM ) { GLuint count = IM->Count; GLuint start = IM->Start; GLuint fixup, diff; GLuint andflag = IM->AndFlag; GLuint orflag = IM->OrFlag; IM->Primitive[count] = IM->Primitive[IM->LastPrimitive]; IM->NextPrimitive[IM->LastPrimitive] = count; IM->NextPrimitive[count] = count+1; if (MESA_VERBOSE&VERBOSE_IMMEDIATE) { fprintf(stderr, "Start: %u Count: %u LastData: %u\n", IM->Start, IM->Count, IM->LastData); gl_print_vert_flags("Orflag", orflag); gl_print_vert_flags("Andflag", andflag); } /* Array elements modify the current state - must do this before * fixup. */ if (ctx->CompileCVAFlag && !(andflag & VERT_ELT)) gl_rescue_cva( ctx, IM ); if (orflag & VERT_ELT) { orflag = IM->OrFlag; andflag = IM->AndFlag; start = IM->Start; } fixup = ~andflag & VERT_FIXUP; if (!ctx->CompileFlag) fixup &= ctx->CVA.elt.inputs; if (!ctx->ExecuteFlag) fixup &= orflag; if (ctx->CompileCVAFlag) fixup &= ~ctx->CVA.pre.outputs; if ((orflag & (VERT_OBJ_ANY|VERT_EVAL_ANY)) == 0) fixup = 0; if (fixup) { if (ctx->ExecuteFlag && (fixup & ~IM->Flag[start])) { GLuint copy = fixup & ~IM->Flag[start]; if (copy & VERT_NORM) COPY_3V( IM->Normal[start], ctx->Current.Normal ); if (copy & VERT_RGBA) COPY_4UBV( IM->Color[start], ctx->Current.ByteColor); if (copy & VERT_INDEX) IM->Index[start] = ctx->Current.Index; if (copy & VERT_EDGE) IM->EdgeFlag[start] = ctx->Current.EdgeFlag; if (copy & VERT_TEX0_ANY) COPY_4FV( IM->TexCoord[0][start], ctx->Current.Texcoord[0] ); if (copy & VERT_TEX1_ANY) COPY_4FV( IM->TexCoord[1][start], ctx->Current.Texcoord[1] ); } if (MESA_VERBOSE&VERBOSE_IMMEDIATE) gl_print_vert_flags("fixup", fixup); if (fixup & VERT_TEX0_ANY) { if (orflag & VERT_TEX0_ANY) fixup_4f( IM->TexCoord[0], IM->Flag, start, VERT_TEX0_1234 ); else fixup_first_4v( IM->TexCoord[0], IM->Flag, 0, start, IM->TexCoord[0][start]); } if (fixup & VERT_TEX1_ANY) { if (orflag & VERT_TEX1_ANY) fixup_4f( IM->TexCoord[1], IM->Flag, start, VERT_TEX1_1234 ); else fixup_first_4v( IM->TexCoord[1], IM->Flag, 0, start, IM->TexCoord[1][start] ); } if (fixup & VERT_EDGE) { if (orflag & VERT_EDGE) fixup_1ub( IM->EdgeFlag, IM->Flag, start, VERT_EDGE ); else fixup_first_1ub( IM->EdgeFlag, IM->Flag, 0, start, IM->EdgeFlag[start] ); } if (fixup & VERT_INDEX) { if (orflag & VERT_INDEX) fixup_1ui( IM->Index, IM->Flag, start, VERT_INDEX ); else fixup_first_1ui( IM->Index, IM->Flag, 0, start, IM->Index[start] ); } if (fixup & VERT_RGBA) { if (orflag & VERT_RGBA) fixup_4ub( IM->Color, IM->Flag, start, VERT_RGBA ); else fixup_first_4ub( IM->Color, IM->Flag, 0, start, IM->Color[start] ); } if (fixup & VERT_NORM) { if (IM->OrFlag & VERT_EVAL_ANY) fixup_3f( IM->Normal, IM->Flag, start, VERT_NORM ); else if (!(IM->Flag[IM->LastData] & VERT_NORM)) find_last_3f( IM->Normal, IM->Flag, VERT_NORM, IM->LastData ); } } diff = count - start; IM->v.Obj.count = diff; IM->v.Normal.count = diff; IM->v.TexCoord[0].count = diff; IM->v.TexCoord[1].count = diff; IM->v.EdgeFlag.count = diff; IM->v.Color.count = diff; IM->v.Index.count = diff; /* Prune possible half-filled slot. */ IM->Flag[IM->LastData+1] &= ~VERT_END_VB; IM->Flag[IM->Count] |= VERT_END_VB; } static void calc_normal_lengths( GLfloat *dest, CONST GLfloat (*data)[3], const GLuint *flags, GLuint count ) { GLuint i; for (i = 0 ; i < count ; i++ ) if (flags[i] & VERT_NORM) { GLfloat tmp = (GLfloat) LEN_3FV( data[i] ); dest[i] = 0; if (tmp > 0) dest[i] = 1.0F / tmp; } } /* Revive a compiled immediate struct - propogate new 'Current' * values. Often this is redundant because the current values were * known and fixed up at compile time. */ void gl_fixup_cassette( GLcontext *ctx, struct immediate *IM ) { GLuint fixup; GLuint count = IM->Count; GLuint start = IM->Start; if (count == start) return; if (ctx->NewState) gl_update_state( ctx ); if (ctx->Transform.Normalize && IM->LastCalcedLength < IM->Count) { GLuint start = IM->LastCalcedLength; if (!IM->NormalLengths) IM->NormalLengths = (GLfloat *)MALLOC(sizeof(GLfloat) * VB_SIZE); calc_normal_lengths( IM->NormalLengths + start, (const GLfloat (*)[3])(IM->Normal + start), IM->Flag + start, IM->Count - start); IM->LastCalcedLength = IM->Count; } fixup = ctx->CVA.elt.inputs & ~IM->AndFlag & VERT_FIXUP; if (fixup) { if (MESA_VERBOSE & VERBOSE_IMMEDIATE) { fprintf(stderr, "start: %d count: %d\n", start, count); gl_print_vert_flags("fixup_cassette", fixup); } if (fixup & VERT_TEX0_ANY) fixup_first_4v( IM->TexCoord[0], IM->Flag, VERT_TEX0_ANY, start, ctx->Current.Texcoord[0] ); if (fixup & VERT_TEX1_ANY) fixup_first_4v( IM->TexCoord[1], IM->Flag, VERT_TEX1_ANY, start, ctx->Current.Texcoord[1] ); if (fixup & VERT_EDGE) fixup_first_1ub(IM->EdgeFlag, IM->Flag, VERT_EDGE, start, ctx->Current.EdgeFlag ); if (fixup & VERT_INDEX) fixup_first_1ui(IM->Index, IM->Flag, VERT_INDEX, start, ctx->Current.Index ); if (fixup & VERT_RGBA) fixup_first_4ub(IM->Color, IM->Flag, VERT_RGBA, start, ctx->Current.ByteColor ); if ((fixup & VERT_NORM) && !(IM->Flag[start] & VERT_NORM)) { COPY_3V(IM->Normal[start], ctx->Current.Normal); if (ctx->Transform.Normalize) IM->NormalLengths[start] = 1.0F / (GLfloat) LEN_3FV(ctx->Current.Normal); } } } static void fixup_primitives( struct vertex_buffer *VB, struct immediate *IM ) { static GLuint increment[GL_POLYGON+2] = { 1,2,1,1,3,1,1,4,2,1,1 }; static GLuint intro[GL_POLYGON+2] = { 0,0,2,2,0,2,2,0,2,2,0 }; GLcontext *ctx = VB->ctx; const GLuint *flags = IM->Flag; const GLuint *in_prim = IM->Primitive; const GLuint *in_nextprim = IM->NextPrimitive; GLuint *out_prim = VB->IM->Primitive; GLuint *out_nextprim = VB->IM->NextPrimitive; GLuint count = VB->Count; GLuint start = VB->Start; GLuint in, out, last; GLuint incr, prim; GLuint transition; GLuint interesting; GLuint err; /* printf("IM: %d VB->Count %d VB->Start %d current prim: %d\n", IM->id, VB->Count, VB->Start, ctx->Current.Primitive); */ if (ctx->Current.Primitive == GL_POLYGON+1) { transition = VERT_BEGIN; err = IM->BeginState & VERT_ERROR_1; } else { transition = VERT_END; err = IM->BeginState & VERT_ERROR_0; } if (err) { /* Occurred somewhere inside the vb. Don't know/care where/why. */ gl_error( ctx, GL_INVALID_OPERATION, "begin/end"); } interesting = transition | VERT_END_VB; for (in = start ; in <= count ; in = in_nextprim[in]) if (flags[in] & interesting) break; out = VB->CopyStart; if (in == out) { out_nextprim[out] = in_nextprim[in]; out_prim[out] = in_prim[in]; last = IM->LastPrimitive; } else if (flags[in] & transition) { out_nextprim[out] = in; out_prim[out] = ctx->Current.Primitive; out = in; last = IM->LastPrimitive; } else { out_nextprim[out] = in; out_prim[out] = ctx->Current.Primitive; in++; last = out; } for ( ; in <= count ; in = in_nextprim[in] ) { out_prim[in] = in_prim[in]; out_nextprim[in] = in_nextprim[in]; } VB->Primitive = out_prim; VB->NextPrimitive = out_nextprim; VB->LastPrimitive = last; prim = ctx->Current.Primitive = (GLenum) out_prim[last]; /* Calculate whether the primitive finished on a 'good number' of * vertices, or whether there are overflowing vertices we have to * copy to the next buffer (in addition to the normal ones required * by a continuing primitive). * * Note that GL_POLYGON+1, ie outside begin/end, has increment 1. */ incr = increment[prim]; if (incr != 1 && (count - last - intro[prim])) VB->Ovf = (count - last - intro[prim]) % incr; else VB->Ovf = 0; if (0) fprintf(stderr, "prim: %s count %u last %u incr %u ovf: %u\n", gl_prim_name[prim], count, last, incr, VB->Ovf); } void gl_copy_to_current( GLcontext *ctx, struct immediate *IM ) { GLuint count = IM->LastData; GLuint flag = IM->OrFlag; GLuint mask = 0; if (MESA_VERBOSE&VERBOSE_IMMEDIATE) gl_print_vert_flags("copy to current", flag); if (flag & VERT_NORM) COPY_3FV( ctx->Current.Normal, IM->Normal[count]); if (flag & VERT_INDEX) ctx->Current.Index = IM->Index[count]; if (flag & VERT_EDGE) ctx->Current.EdgeFlag = IM->EdgeFlag[count]; if (flag & VERT_RGBA) COPY_4UBV(ctx->Current.ByteColor, IM->Color[count]); if (flag & VERT_TEX0_ANY) { mask |= VERT_TEX0_1234; COPY_4FV( ctx->Current.Texcoord[0], IM->TexCoord[0][count]); } if (flag & VERT_TEX1_ANY) { mask |= VERT_TEX1_1234; COPY_4FV( ctx->Current.Texcoord[1], IM->TexCoord[1][count]); } /* Save the texcoord size information as well. */ ctx->Current.Flag &= ~mask; ctx->Current.Flag |= IM->Flag[count] & mask; } void gl_execute_cassette( GLcontext *ctx, struct immediate *IM ) { struct vertex_buffer *VB = ctx->VB; struct immediate *prev = VB->prev_buffer; GLuint vec_start, diff; IM->ref_count++; if (prev != IM || IM != VB->IM) { gl_copy_prev_vertices( VB, VB->prev_buffer, IM ); } if (! --prev->ref_count ) gl_immediate_free( prev ); VB->prev_buffer = IM; VB->Start = IM->Start; VB->Count = IM->Count; VB->Flag = IM->Flag; VB->OrFlag = IM->OrFlag | VB->SavedOrFlag; VB->EltPtr = &IM->v.Elt; VB->MaterialMask = IM->MaterialMask; VB->Material = IM->Material; VB->CullMode = (GLubyte) ((IM->AndFlag & VERT_NORM) ? 0 : COMPACTED_NORMALS); 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->BoundsPtr = IM->Bounds; */ VB->NormalLengthPtr = IM->NormalLengths; VB->IndirectCount = VB->Count; VB->SavedOrFlag = 0; if (IM->Start != VB_START) VB->CopyStart = IM->Start; vec_start = IM->Start; if (vec_start == VB_START && VB->pipeline->replay_copied_vertices) vec_start = VB->CopyStart; if (MESA_VERBOSE&VERBOSE_IMMEDIATE) fprintf(stderr, "reseting vectors to %d/%d .. %d\n", vec_start, IM->Start, IM->Count); VB->LastPrimitive = IM->Start; diff = IM->Count - vec_start; RESET_VEC(IM->v.Obj, (GLfloat *), vec_start, diff); RESET_VEC(IM->v.Normal, (GLfloat *), vec_start, diff); RESET_VEC(IM->v.TexCoord[0], (GLfloat *), vec_start, diff); RESET_VEC(IM->v.TexCoord[1], (GLfloat *), vec_start, diff); RESET_VEC(IM->v.Index, &, vec_start, diff); RESET_VEC(IM->v.Elt, &, vec_start, diff); RESET_VEC(IM->v.EdgeFlag, &, vec_start, diff); RESET_VEC(IM->v.Color, (GLubyte *), vec_start, diff); RESET_VEC(VB->Clip, (GLfloat *), vec_start, diff); RESET_VEC(VB->Eye, (GLfloat *), vec_start, diff); RESET_VEC(VB->Win, (GLfloat *), vec_start, diff); RESET_VEC(VB->BColor, (GLubyte *), vec_start, diff); RESET_VEC(VB->BIndex, &, vec_start, diff); if (IM != VB->IM) { RESET_VEC(VB->IM->v.Obj, (GLfloat *), vec_start, diff); RESET_VEC(VB->IM->v.Normal, (GLfloat *), vec_start, diff); RESET_VEC(VB->IM->v.TexCoord[0], (GLfloat *), vec_start, diff); RESET_VEC(VB->IM->v.TexCoord[1], (GLfloat *), vec_start, diff); RESET_VEC(VB->IM->v.Index, &, vec_start, diff); RESET_VEC(VB->IM->v.Elt, &, vec_start, diff); RESET_VEC(VB->IM->v.EdgeFlag, &, vec_start, diff); RESET_VEC(VB->IM->v.Color, (GLubyte *), vec_start, diff); } gl_copy_to_current( ctx, IM ); set_vec_sizes( IM, VB->OrFlag ); if (MESA_VERBOSE&VERBOSE_IMMEDIATE) fprintf(stderr, "executing cassette, rows %u tc0->size == %u tc1->size == %u\n", VB->Count, VB->TexCoordPtr[0]->size, VB->TexCoordPtr[1]->size); if (MESA_VERBOSE&VERBOSE_IMMEDIATE) gl_print_cassette( IM ); if (IM->OrFlag & VERT_EVAL_ANY) gl_eval_vb( VB ); if (IM->Count > IM->Start || (IM->Flag[IM->Start] & (VERT_END|VERT_BEGIN))) fixup_primitives( VB, IM ); if (VB->IndirectCount > IM->Start) gl_run_pipeline( VB ); else gl_update_materials( VB ); /* This is unfortunate: */ if (VB->pipeline->replay_copied_vertices) { if (!VB->CullDone) gl_fast_copy_vb( VB ); gl_copy_prev_vertices( VB, VB->prev_buffer, IM ); } gl_reset_vb( VB ); } void gl_print_cassette( struct immediate *IM ) { gl_print_cassette_flags( IM, IM->Flag ); } void gl_print_cassette_flags( struct immediate *IM, GLuint *flags ) { GLuint i; GLuint andflag = IM->AndFlag; GLuint orflag = IM->OrFlag; GLuint state = IM->BeginState; GLuint req = ~0; static const char *tplate[5] = { "%s ", "%s: %f ", "%s: %f %f ", "%s: %f %f %f ", "%s: %f %f %f %f " }; fprintf(stderr, "Cassette id %d, %u rows.\n", IM->id, IM->Count - IM->Start); gl_print_vert_flags("Contains at least one", orflag); if (IM->Count != IM->Start) { gl_print_vert_flags("Contains a full complement of", andflag); fprintf(stderr, "Final begin/end state %s/%s, errors %s/%s\n", (state & VERT_BEGIN_0) ? "in" : "out", (state & VERT_BEGIN_1) ? "in" : "out", (state & VERT_ERROR_0) ? "y" : "n", (state & VERT_ERROR_1) ? "y" : "n"); fprintf(stderr, "Obj size: %u, TexCoord0 size: %u, TexCoord1 size: %u\n", IM->v.Obj.size, IM->v.TexCoord[0].size, IM->v.TexCoord[1].size); } for (i = IM->Start ; i <= IM->Count ; i++) { fprintf(stderr, "%u: ", i); if (req & VERT_OBJ_ANY) { if (flags[i] & VERT_EVAL_C1) fprintf(stderr, "EvalCoord %f ", IM->Obj[i][0]); else if (flags[i] & VERT_EVAL_P1) fprintf(stderr, "EvalPoint %.0f ", IM->Obj[i][0]); else if (flags[i] & VERT_EVAL_C2) fprintf(stderr, "EvalCoord %f %f ", IM->Obj[i][0], IM->Obj[i][1]); else if (flags[i] & VERT_EVAL_P2) fprintf(stderr, "EvalPoint %.0f %.0f ", IM->Obj[i][0], IM->Obj[i][1]); else if (i < IM->Count && (flags[i]&VERT_OBJ_234)) { fprintf(stderr, "(%x) ", flags[i] & VERT_OBJ_234); fprintf(stderr, tplate[vertex_sizes[(flags[i]&VERT_OBJ_234)<<1]], "Obj", IM->Obj[i][0], IM->Obj[i][1], IM->Obj[i][2], IM->Obj[i][3]); } } if (req & flags[i] & VERT_ELT) fprintf(stderr, " Elt %u\t", IM->Elt[i]); if (req & flags[i] & VERT_NORM) fprintf(stderr, " Norm %f %f %f ", IM->Normal[i][0], IM->Normal[i][1], IM->Normal[i][2]); if (req & flags[i] & VERT_TEX0_ANY) fprintf(stderr, tplate[vertex_sizes[(flags[i]>>VERT_TEX0_SHIFT)&7]], "TC0", IM->TexCoord[0][i][0], IM->TexCoord[0][i][1], IM->TexCoord[0][i][2], IM->TexCoord[0][i][2]); if (req & flags[i] & VERT_TEX1_ANY) fprintf(stderr, tplate[vertex_sizes[(flags[i]>>(VERT_TEX0_SHIFT+4))&7]], "TC1", IM->TexCoord[1][i][0], IM->TexCoord[1][i][1], IM->TexCoord[1][i][2], IM->TexCoord[1][i][2]); if (req & flags[i] & VERT_RGBA) fprintf(stderr, " Rgba %d %d %d %d ", IM->Color[i][0], IM->Color[i][1], IM->Color[i][2], IM->Color[i][3]); if (req & flags[i] & VERT_INDEX) fprintf(stderr, " Index %u ", IM->Index[i]); if (req & flags[i] & VERT_EDGE) fprintf(stderr, " Edgeflag %d ", IM->EdgeFlag[i]); if (req & flags[i] & VERT_MATERIAL) fprintf(stderr, " Material "); /* The order of these two is not easily knowable, but this is * the usually correct way to look at them. */ if (req & flags[i] & VERT_END) fprintf(stderr, " END "); if (req & flags[i] & VERT_BEGIN) fprintf(stderr, " BEGIN(%s) ", gl_prim_name[IM->Primitive[i]]); fprintf(stderr, "\n"); } }