diff options
| author | Keith Whitwell <keith@tungstengraphics.com> | 2007-08-14 15:44:41 +0100 | 
|---|---|---|
| committer | Keith Whitwell <keith@tungstengraphics.com> | 2007-08-14 15:57:30 +0100 | 
| commit | 4bb213423941fb12801a734ad2d952a6d8f2347e (patch) | |
| tree | fbe96362eee2c39636cbeac442afd6fa8d61c17b | |
| parent | 8269bc48d8fafaa432b58f4adf5e0dddd81d979d (diff) | |
Beginnings of a demand-filled post-tnl vertex cache.
Probably breaks a bit of stuff, eg unfilled clipping, edgeflags, etc.
| -rw-r--r-- | src/mesa/pipe/draw/draw_context.c | 11 | ||||
| -rw-r--r-- | src/mesa/pipe/draw/draw_private.h | 50 | ||||
| -rw-r--r-- | src/mesa/pipe/draw/draw_unfilled.c | 12 | ||||
| -rw-r--r-- | src/mesa/pipe/draw/draw_vb.c | 617 | 
4 files changed, 390 insertions, 300 deletions
| diff --git a/src/mesa/pipe/draw/draw_context.c b/src/mesa/pipe/draw/draw_context.c index a97f488387..4335b47e09 100644 --- a/src/mesa/pipe/draw/draw_context.c +++ b/src/mesa/pipe/draw/draw_context.c @@ -59,6 +59,16 @@ struct draw_context *draw_create( void )     draw->vf = vf_create( GL_TRUE ); +   /* Statically allocate maximum sized vertices for the cache - could be cleverer... +    */ +   { +      int i; +      char *tmp = malloc(Elements(draw->vcache.vertex) * MAX_VERTEX_SIZE); + +      for (i = 0; i < Elements(draw->vcache.vertex); i++) +	 draw->vcache.vertex[i] = (struct vertex_header *)(tmp + i * MAX_VERTEX_SIZE); +   } +     return draw;  } @@ -70,6 +80,7 @@ void draw_destroy( struct draw_context *draw )     vf_destroy( draw->vf ); +   FREE( draw->vcache.vertex[0] ); /* Frees all the vertices. */     FREE( draw );  } diff --git a/src/mesa/pipe/draw/draw_private.h b/src/mesa/pipe/draw/draw_private.h index 3dfaa0581d..597393afdc 100644 --- a/src/mesa/pipe/draw/draw_private.h +++ b/src/mesa/pipe/draw/draw_private.h @@ -61,12 +61,18 @@ struct vertex_header {     GLfloat data[][4];		/* Note variable size */  }; +#define MAX_VERTEX_SIZE ((2 + FRAG_ATTRIB_MAX) * 4 * sizeof(GLfloat)) + +  /**   * Basic info for a point/line/triangle primitive.   */  struct prim_header {     GLfloat det;                 /**< front/back face determinant */ +   GLuint reset_line_stipple:1; +   GLuint edgeflags:3; +   GLuint pad:28;     struct vertex_header *v[3];  /**< 1 to 3 vertex pointers */  }; @@ -103,6 +109,12 @@ struct draw_stage  }; +#define PRIM_QUEUE_LENGTH      16 +#define VCACHE_SIZE            32 +#define VCACHE_OVERFLOW        4 +#define VS_QUEUE_LENGTH        (VCACHE_SIZE + VCACHE_OVERFLOW + 1)	/* can never fill up */ + +  /**   * Private context for the drawing module.   */ @@ -141,7 +153,45 @@ struct draw_context     GLuint nr_vertices;     GLboolean in_vb; +   void *elts; + +   struct vertex_header *(*get_vertex)( struct draw_context *draw, +					GLuint i ); + +   /* Post-tnl vertex cache: +    */ +   struct { +      GLuint referenced; +      GLuint idx[VCACHE_SIZE + VCACHE_OVERFLOW]; +      struct vertex_header *vertex[VCACHE_SIZE + VCACHE_OVERFLOW]; +      GLuint overflow; +   } vcache; + +   /* Vertex shader queue: +    */ +   struct { +      struct { +	 GLuint elt; +	 struct vertex_header *dest; +      } queue[VS_QUEUE_LENGTH]; +      GLuint queue_nr; +   } vs; + +   /* Prim pipeline queue: +    */ +   struct { + +      /* Need to queue up primitives until their vertices have been +       * transformed by a vs queue flush. +       */ +      struct prim_header queue[PRIM_QUEUE_LENGTH]; +      GLuint queue_nr; +   } pq; + + +     GLenum prim;   /**< GL_POINTS, GL_LINE_STRIP, GL_QUADS, etc */ +   unsigned reduced_prim;     /* Helper for tnl:      */ diff --git a/src/mesa/pipe/draw/draw_unfilled.c b/src/mesa/pipe/draw/draw_unfilled.c index 05242d8d10..e0e486ebe6 100644 --- a/src/mesa/pipe/draw/draw_unfilled.c +++ b/src/mesa/pipe/draw/draw_unfilled.c @@ -91,9 +91,9 @@ static void points( struct draw_stage *stage,     struct vertex_header *v1 = header->v[1];     struct vertex_header *v2 = header->v[2]; -   if (v0->edgeflag) point( stage, v0 ); -   if (v1->edgeflag) point( stage, v1 ); -   if (v2->edgeflag) point( stage, v2 ); +   if (header->edgeflags & 0x1) point( stage, v0 ); +   if (header->edgeflags & 0x2) point( stage, v1 ); +   if (header->edgeflags & 0x4) point( stage, v2 );  } @@ -104,9 +104,9 @@ static void lines( struct draw_stage *stage,     struct vertex_header *v1 = header->v[1];     struct vertex_header *v2 = header->v[2]; -   if (v0->edgeflag) line( stage, v0, v1 ); -   if (v1->edgeflag) line( stage, v1, v2 ); -   if (v2->edgeflag) line( stage, v2, v0 ); +   if (header->edgeflags & 0x1) line( stage, v0, v1 ); +   if (header->edgeflags & 0x2) line( stage, v1, v2 ); +   if (header->edgeflags & 0x4) line( stage, v2, v0 );  } diff --git a/src/mesa/pipe/draw/draw_vb.c b/src/mesa/pipe/draw/draw_vb.c index f9c10e5f97..ef32f02ec1 100644 --- a/src/mesa/pipe/draw/draw_vb.c +++ b/src/mesa/pipe/draw/draw_vb.c @@ -40,356 +40,377 @@  #include "draw_context.h" -/* This file is a temporary set of hooks to allow us to use the tnl/ - * and vf/ modules until we have replacements in pipe. - */ +#define RP_NONE  0 +#define RP_POINT 1 +#define RP_LINE  2 +#define RP_TRI   3 +static unsigned reduced_prim[GL_POLYGON + 1] = { +   RP_POINT, +   RP_LINE, +   RP_LINE, +   RP_LINE, +   RP_TRI, +   RP_TRI, +   RP_TRI, +   RP_TRI, +   RP_TRI, +   RP_TRI +}; -static struct vertex_header *get_vertex( struct draw_context *pipe, -					       GLuint i ) -{ -   return (struct vertex_header *)(pipe->verts + i * pipe->vertex_size); -} -static void draw_allocate_vertices( struct draw_context *draw, -				    GLuint nr_vertices ) +/* This file is a temporary set of hooks to allow us to use the tnl/ + * and vf/ modules until we have replacements in pipe. + */ + +static void vs_flush( struct draw_context *draw )  { -   draw->nr_vertices = nr_vertices; -   draw->verts = (GLubyte *) malloc( nr_vertices * draw->vertex_size ); +   unsigned i; -   draw->pipeline.first->begin( draw->pipeline.first ); +   /* We're not really running a vertex shader yet, so flushing the vs +    * queue is just a matter of building the vertices and returning. +    */  +   /* Actually, I'm cheating even more and pre-building them still +    * with the mesa/vf module.  So it's very easy... +    */ +   for (i = 0; i < draw->vs.queue_nr; i++) { +      /* Would do the following steps here: +       * +       * 1) Loop over vertex element descriptors, fetch data from each +       *    to build the pre-tnl vertex.  This might require a new struct +       *    to represent the pre-tnl vertex. +       *  +       * 2) Bundle groups of upto 4 pre-tnl vertices together and pass +       *    to vertex shader.   +       * +       * 3) Do any necessary unswizzling, make sure vertex headers are +       *    correctly populated, store resulting post-transformed +       *    vertices in vcache. +       * +       * In this version, just do the last step: +       */ +      unsigned elt = draw->vs.queue[i].elt; +      struct vertex_header *dest = draw->vs.queue[i].dest; + +      /* Magic: +       */ +      memcpy(dest,  +	     draw->verts + elt * draw->vertex_size, +	     draw->vertex_size); +	      +   } +   draw->vs.queue_nr = 0;  } -static void draw_set_prim( struct draw_context *draw, -			   GLenum prim ) + +static void draw_flush( struct draw_context *draw )  { -   draw->prim = prim; +   struct draw_stage *first = draw->pipeline.first; +   unsigned i; -   /* Not done yet - need to force edgeflags to 1 in strip/fan -    * primitives. +   /* Make sure all vertices are available:      */ -#if 0 -   switch (prim) { -   case GL_TRIANGLES: -   case GL_POLYGON: -   case GL_QUADS: -   case GL_QUAD_STRIP:		/* yes, we need this */ -      respect_edgeflags( pipe, GL_TRUE ); +   vs_flush( draw ); + + +   switch (draw->reduced_prim) { +   case RP_TRI: +      for (i = 0; i < draw->pq.queue_nr; i++) { +	 if (draw->pq.queue[i].reset_line_stipple) +	    first->reset_stipple_counter( first ); + +	 first->tri( first, &draw->pq.queue[i] ); +      }        break; +   case RP_LINE: +      for (i = 0; i < draw->pq.queue_nr; i++) { +	 if (draw->pq.queue[i].reset_line_stipple) +	    first->reset_stipple_counter( first ); -   default: -      respect_edgeflags( pipe, GL_FALSE ); +	 first->line( first, &draw->pq.queue[i] ); +      } +      break; +   case RP_POINT: +      first->reset_stipple_counter( first ); +      for (i = 0; i < draw->pq.queue_nr; i++) +	 first->point( first, &draw->pq.queue[i] );        break;     } -#endif -} -			   +   draw->pq.queue_nr = 0; +   draw->vcache.referenced = 0; +   draw->vcache.overflow = 0; +} -static void do_quad( struct draw_stage *first, -		     struct vertex_header *v0, -		     struct vertex_header *v1, -		     struct vertex_header *v2, -		     struct vertex_header *v3 ) +static void draw_invalidate_vcache( struct draw_context *draw )  { -   struct prim_header prim; +   unsigned i; -   { -      GLuint tmp = v1->edgeflag; -      v1->edgeflag = 0; - -      prim.v[0] = v0; -      prim.v[1] = v1; -      prim.v[2] = v3; -      first->tri( first, &prim ); +   assert(draw->pq.queue_nr == 0); +   assert(draw->vs.queue_nr == 0); +   assert(draw->vcache.referenced == 0); +    +   for (i = 0; i < Elements( draw->vcache.idx ); i++) +      draw->vcache.idx[i] = ~0; +} -      v1->edgeflag = tmp; -   } -   { -      GLuint tmp = v3->edgeflag; -      v3->edgeflag = 0; +/* Return a pointer to a freshly queued primitive header.  Ensure that + * there is room in the vertex cache for a maximum of "nr_verts" new + * vertices.  Flush primitive and/or vertex queues if necessary to + * make space. + */ +static struct prim_header *get_queued_prim( struct draw_context *draw, +					    GLuint nr_verts ) +{ +   if (draw->pq.queue_nr + 1 >= PRIM_QUEUE_LENGTH || +       draw->vcache.overflow + nr_verts >= VCACHE_OVERFLOW)  +      draw_flush( draw ); -      prim.v[0] = v1; -      prim.v[1] = v2; -      prim.v[2] = v3; -      first->tri( first, &prim ); +   /* The vs queue is sized so that this can never happen: +    */ +   assert(draw->vs.queue_nr + nr_verts < VS_QUEUE_LENGTH); -      v3->edgeflag = tmp; -   } +   return &draw->pq.queue[draw->pq.queue_nr++];  } +/* Check if vertex is in cache, otherwise add it.  It won't go through + * VS yet, not until there is a flush operation or the VS queue fills up.   + */ +static struct vertex_header *get_vertex( struct draw_context *draw, +					 GLuint i ) +{ +   unsigned slot = (i + (i>>5)) & 31; +    +   /* Cache miss? +    */ +   if (draw->vcache.idx[slot] != i) { +      /* If slot is in use, use the overflow area: +       */ +      if (draw->vcache.referenced & (1<<slot))  +	 slot = draw->vcache.overflow++; -static void draw_indexed_prim( struct draw_context *draw, -			       const GLuint *elts, -			       GLuint count ) -{ -   struct draw_stage * const first = draw->pipeline.first; -   struct prim_header prim; -   GLuint i; +      draw->vcache.idx[slot] = i; -   prim.det = 0;		/* valid from cull stage onwards */ -   prim.v[0] = 0; -   prim.v[1] = 0; -   prim.v[2] = 0; +      /* Add to vertex shader queue: +       */ +      draw->vs.queue[draw->vs.queue_nr].dest = draw->vcache.vertex[slot]; +      draw->vs.queue[draw->vs.queue_nr].elt = i; +      draw->vs.queue_nr++; +   } -   switch (draw->prim) { -   case GL_POINTS: -      for (i = 0; i < count; i ++) { -	 prim.v[0] = get_vertex( draw, elts[i] ); +   /* Mark slot as in-use: +    */ +   draw->vcache.referenced |= (1<<slot); +   return draw->vcache.vertex[slot]; +} -	 first->point( first, &prim ); -      } -      break; -   case GL_LINES: -      for (i = 0; i+1 < count; i += 2) { -	 prim.v[0] = get_vertex( draw, elts[i + 0] ); -	 prim.v[1] = get_vertex( draw, elts[i + 1] ); -       -         first->reset_stipple_counter( first ); -	 first->line( first, &prim ); -      } -      break; +static struct vertex_header *get_uint_elt_vertex( struct draw_context *draw, +						    GLuint i ) +{ +   const GLuint *elts = (const GLuint *)draw->elts; +   return get_vertex( draw, elts[i] ); +} -   case GL_LINE_LOOP:   -      if (count >= 2) { -         first->reset_stipple_counter( first ); -	 for (i = 1; i < count; i++) { -	    prim.v[0] = get_vertex( draw, elts[i-1] ); -	    prim.v[1] = get_vertex( draw, elts[i] );	     -	    first->line( first, &prim ); -	 } +#if 0 +static struct vertex_header *get_ushort_elt_vertex( struct draw_context *draw, +						    const void *elts, +						    GLuint i ) +{ +   const GLushort *elts = (const GLushort *)draw->elts; +   return get_vertex( draw, elts[i] ); +} -	 prim.v[0] = get_vertex( draw, elts[count-1] ); -	 prim.v[1] = get_vertex( draw, elts[0] );	     -	 first->line( first, &prim ); -      } -      break; +static struct vertex_header *get_ubyte_elt_vertex( struct draw_context *draw, +						    const void *elts, +						    GLuint i ) +{ +   const GLubyte *elts = (const GLubyte *)draw->elts; +   return get_vertex( draw, elts[i] ); +} +#endif -   case GL_LINE_STRIP: -      /* I'm guessing it will be necessary to have something like a -       * render->reset_line_stipple() method to properly support -       * splitting strips into primitives like this.  Alternately we -       * could just scan ahead to find individual clipped lines and -       * otherwise leave the strip intact - that might be better, but -       * require more complex code here. -       */ -      if (count >= 2) { -         first->reset_stipple_counter( first ); -	 prim.v[0] = 0; -	 prim.v[1] = get_vertex( draw, elts[0] ); -	  -	 for (i = 1; i < count; i++) { -	    prim.v[0] = prim.v[1]; -	    prim.v[1] = get_vertex( draw, elts[i] ); -	     -	    first->line( first, &prim ); -	 } -      } -      break; -   case GL_TRIANGLES: -      for (i = 0; i+2 < count; i += 3) { -	 prim.v[0] = get_vertex( draw, elts[i + 0] ); -	 prim.v[1] = get_vertex( draw, elts[i + 1] ); -	 prim.v[2] = get_vertex( draw, elts[i + 2] ); -       -	 first->tri( first, &prim ); -      } -      break; +static void draw_set_prim( struct draw_context *draw, +			   GLenum prim ) +{ +   if (reduced_prim[prim] != draw->reduced_prim) { +      draw_flush( draw ); +      draw->reduced_prim = reduced_prim[prim]; +   } -   case GL_TRIANGLE_STRIP: -      for (i = 0; i+2 < count; i++) { -	 if (i & 1) { -	    prim.v[0] = get_vertex( draw, elts[i + 1] ); -	    prim.v[1] = get_vertex( draw, elts[i + 0] ); -	    prim.v[2] = get_vertex( draw, elts[i + 2] ); -	 } -	 else { -	    prim.v[0] = get_vertex( draw, elts[i + 0] ); -	    prim.v[1] = get_vertex( draw, elts[i + 1] ); -	    prim.v[2] = get_vertex( draw, elts[i + 2] ); -	 } -	  -	 first->tri( first, &prim ); -      } -      break; +   draw->prim = prim; +} -   case GL_TRIANGLE_FAN: -      if (count >= 3) { -	 prim.v[0] = get_vertex( draw, elts[0] ); -	 prim.v[1] = 0; -	 prim.v[2] = get_vertex( draw, elts[1] ); -	  -	 for (i = 0; i+2 < count; i++) { -	    prim.v[1] = prim.v[2]; -	    prim.v[2] = get_vertex( draw, elts[i+2] ); -       -	    first->tri( first, &prim ); -	 } -      } -      break; -   case GL_QUADS: -      for (i = 0; i+3 < count; i += 4) { -	 do_quad( first, -		  get_vertex( draw, elts[i + 0] ), -		  get_vertex( draw, elts[i + 1] ), -		  get_vertex( draw, elts[i + 2] ), -		  get_vertex( draw, elts[i + 3] )); -      } -      break; +static void do_point( struct draw_context *draw, +		      GLuint i0 ) +{ +   struct prim_header *prim = get_queued_prim( draw, 1 ); +    +   prim->reset_line_stipple = 0; +   prim->edgeflags = 1; +   prim->pad = 0; +   prim->v[0] = draw->get_vertex( draw, i0 ); +} -   case GL_QUAD_STRIP: -      for (i = 0; i+3 < count; i += 2) { -	 do_quad( first, -		  get_vertex( draw, elts[i + 2] ), -		  get_vertex( draw, elts[i + 0] ), -		  get_vertex( draw, elts[i + 1] ), -		  get_vertex( draw, elts[i + 3] )); -      } -      break; +static void do_line( struct draw_context *draw, +		     GLboolean reset_stipple, +		     GLuint i0, +		     GLuint i1 ) +{ +   struct prim_header *prim = get_queued_prim( draw, 2 ); +    +   prim->reset_line_stipple = reset_stipple; +   prim->edgeflags = 1; +   prim->pad = 0; +   prim->v[0] = draw->get_vertex( draw, i0 ); +   prim->v[1] = draw->get_vertex( draw, i1 ); +} -   case GL_POLYGON: -      if (count >= 3) { -         int e1save, e2save; -	 prim.v[0] = 0; -	 prim.v[1] = get_vertex( draw, elts[1] ); -	 prim.v[2] = get_vertex( draw, elts[0] ); -	 e2save = prim.v[2]->edgeflag; -	  -	 for (i = 0; i+2 < count; i++) { -	    prim.v[0] = prim.v[1]; -	    prim.v[1] = get_vertex( draw, elts[i+2] ); -       -            /* save v1 edge flag, and clear if not last triangle */ -            e1save = prim.v[1]->edgeflag; -            if (i + 3 < count) -               prim.v[1]->edgeflag = 0; +static void do_triangle( struct draw_context *draw, +			 GLuint i0, +			 GLuint i1, +			 GLuint i2 ) +{ +   struct prim_header *prim = get_queued_prim( draw, 3 ); +    +   prim->reset_line_stipple = 1; +   prim->edgeflags = ~0; +   prim->pad = 0; +   prim->v[0] = draw->get_vertex( draw, i0 ); +   prim->v[1] = draw->get_vertex( draw, i1 ); +   prim->v[2] = draw->get_vertex( draw, i2 ); +} +			   +static void do_ef_triangle( struct draw_context *draw, +			    GLboolean reset_stipple, +			    GLuint ef_mask, +			    GLuint i0, +			    GLuint i1, +			    GLuint i2 ) +{ +   struct prim_header *prim = get_queued_prim( draw, 3 ); +   struct vertex_header *v0 = draw->get_vertex( draw, i0 ); +   struct vertex_header *v1 = draw->get_vertex( draw, i1 ); +   struct vertex_header *v2 = draw->get_vertex( draw, i2 ); +    +   prim->reset_line_stipple = reset_stipple; -            /* draw */ -	    first->tri( first, &prim ); +   prim->edgeflags = ef_mask & ((v0->edgeflag << 0) |  +				(v1->edgeflag << 1) |  +				(v2->edgeflag << 2)); +   prim->pad = 0; +   prim->v[0] = v0; +   prim->v[1] = v1; +   prim->v[2] = v2; +} -            prim.v[1]->edgeflag = e1save; /* restore */ -            prim.v[2]->edgeflag = 0; /* disable edge after 1st tri */ -	 } -         prim.v[2]->edgeflag = e2save; -      } -      break; -   default: -      assert(0); -      break; -   } +static void do_quad( struct draw_context *draw, +		     unsigned v0, +		     unsigned v1, +		     unsigned v2, +		     unsigned v3 ) +{ +   do_ef_triangle( draw, 1, ~(1<<0), v0, v1, v3 ); +   do_ef_triangle( draw, 0, ~(1<<1), v1, v2, v3 );  } +  static void draw_prim( struct draw_context *draw,  		       GLuint start,  		       GLuint count )  { -   struct draw_stage * const first = draw->pipeline.first; -   struct prim_header prim;     GLuint i;  //   _mesa_printf("%s (%d) %d/%d\n", __FUNCTION__, draw->prim, start, count ); -   prim.det = 0;		/* valid from cull stage onwards */ -   prim.v[0] = 0; -   prim.v[1] = 0; -   prim.v[2] = 0; -     switch (draw->prim) {     case GL_POINTS:        for (i = 0; i < count; i ++) { -	 prim.v[0] = get_vertex( draw, start + i ); -	 first->point( first, &prim ); +	 do_point( draw, +		   start + i );        }        break;     case GL_LINES:        for (i = 0; i+1 < count; i += 2) { -	 prim.v[0] = get_vertex( draw, start + i + 0 ); -	 prim.v[1] = get_vertex( draw, start + i + 1 ); - -         first->reset_stipple_counter( first ); -	 first->line( first, &prim ); +	 do_line( draw,  +		  TRUE, +		  start + i + 0, +		  start + i + 1);        }        break;     case GL_LINE_LOOP:          if (count >= 2) { -         first->reset_stipple_counter( first );  	 for (i = 1; i < count; i++) { -	    prim.v[0] = get_vertex( draw, start + i - 1 ); -	    prim.v[1] = get_vertex( draw, start + i );	     -	    first->line( first, &prim ); +	    do_line( draw,  +		     i == 1, 	/* XXX: only if vb not split */ +		     start + i - 1, +		     start + i );  	 } -	 prim.v[0] = get_vertex( draw, start + count - 1 ); -	 prim.v[1] = get_vertex( draw, start + 0 );	     -	 first->line( first, &prim ); +	 do_line( draw,  +		  0, +		  start + count - 1, +		  start + 0 );        }        break;     case GL_LINE_STRIP:        if (count >= 2) { -         first->reset_stipple_counter( first ); -	 prim.v[0] = 0; -	 prim.v[1] = get_vertex( draw, start + 0 ); -	   	 for (i = 1; i < count; i++) { -	    prim.v[0] = prim.v[1]; -	    prim.v[1] = get_vertex( draw, start + i ); -	     -	    first->line( first, &prim ); +	    do_line( draw, +		     i == 1, +		     start + i - 1, +		     start + i );  	 }        }        break;     case GL_TRIANGLES:        for (i = 0; i+2 < count; i += 3) { -	 prim.v[0] = get_vertex( draw, start + i + 0 ); -	 prim.v[1] = get_vertex( draw, start + i + 1 ); -	 prim.v[2] = get_vertex( draw, start + i + 2 ); -       -	 first->tri( first, &prim ); +	 do_ef_triangle( draw, +			 1,  +			 ~0, +			 start + i + 0, +			 start + i + 1, +			 start + i + 2 );        }        break;     case GL_TRIANGLE_STRIP:        for (i = 0; i+2 < count; i++) {  	 if (i & 1) { -	    prim.v[0] = get_vertex( draw, start + i + 1 ); -	    prim.v[1] = get_vertex( draw, start + i + 0 ); -	    prim.v[2] = get_vertex( draw, start + i + 2 ); +	    do_triangle( draw, +			 start + i + 1, +			 start + i + 0, +			 start + i + 2 );  	 }  	 else { -	    prim.v[0] = get_vertex( draw, start + i + 0 ); -	    prim.v[1] = get_vertex( draw, start + i + 1 ); -	    prim.v[2] = get_vertex( draw, start + i + 2 ); +	    do_triangle( draw, +			 start + i + 0, +			 start + i + 1, +			 start + i + 2 );  	 } -	  -	 first->tri( first, &prim );        }        break;     case GL_TRIANGLE_FAN:        if (count >= 3) { -	 prim.v[0] = get_vertex( draw, start + 0 ); -	 prim.v[1] = 0; -	 prim.v[2] = get_vertex( draw, start + 1 ); -	   	 for (i = 0; i+2 < count; i++) { -	    prim.v[1] = prim.v[2]; -	    prim.v[2] = get_vertex( draw, start + i + 2 ); -       -	    first->tri( first, &prim ); +	    do_triangle( draw, +			 start + 0, +			 start + i + 1, +			 start + i + 2 );  	 }        }        break; @@ -397,48 +418,42 @@ static void draw_prim( struct draw_context *draw,     case GL_QUADS:        for (i = 0; i+3 < count; i += 4) { -	 do_quad( first, -		  get_vertex( draw, start + i + 0 ), -		  get_vertex( draw, start + i + 1 ), -		  get_vertex( draw, start + i + 2 ), -		  get_vertex( draw, start + i + 3 )); +	 do_quad( draw, +		  start + i + 0, +		  start + i + 1, +		  start + i + 2, +		  start + i + 3);        }        break;     case GL_QUAD_STRIP:        for (i = 0; i+3 < count; i += 2) { -	 do_quad( first, -		  get_vertex( draw, start + i + 2 ), -		  get_vertex( draw, start + i + 0 ), -		  get_vertex( draw, start + i + 1 ), -		  get_vertex( draw, start + i + 3 )); +	 do_quad( draw, +		  start + i + 2, +		  start + i + 0, +		  start + i + 1, +		  start + i + 3);        }        break;     case GL_POLYGON:        if (count >= 3) { -         int e1save, e2save; -	 prim.v[0] = 0; -	 prim.v[1] = get_vertex( draw, start + 1 ); -	 prim.v[2] = get_vertex( draw, start + 0 ); -	 e2save = prim.v[2]->edgeflag; +	 unsigned ef_mask = (1<<2) | (1<<0);  	 for (i = 0; i+2 < count; i++) { -	    prim.v[0] = prim.v[1]; -	    prim.v[1] = get_vertex( draw, start + i + 2 ); -            /* save v1 edge flag, and clear if not last triangle */ -            e1save = prim.v[1]->edgeflag; -            if (i + 3 < count) -               prim.v[1]->edgeflag = 0; +            if (i + 3 >= count) +	       ef_mask |= (1<<1); -            /* draw */ -	    first->tri( first, &prim ); +	    do_ef_triangle( draw, +			    i == 0, +			    ef_mask, +			    start + i + 1, +			    start + i + 2, +			    start + i + 0); -            prim.v[1]->edgeflag = e1save; /* restore */ -            prim.v[2]->edgeflag = 0; /* disable edge after 1st tri */ +	    ef_mask &= ~(1<<2);  	 } -         prim.v[2]->edgeflag = e2save;        }        break; @@ -449,10 +464,18 @@ static void draw_prim( struct draw_context *draw,  } -static void draw_release_vertices( struct draw_context *draw ) +static void draw_allocate_vertices( struct draw_context *draw, +				    GLuint nr_vertices )  { -   draw->pipeline.first->end( draw->pipeline.first ); +   draw->nr_vertices = nr_vertices; +   draw->verts = (GLubyte *) malloc( nr_vertices * draw->vertex_size ); +   draw_invalidate_vcache( draw ); +} + + +static void draw_release_vertices( struct draw_context *draw ) +{     free(draw->verts);     draw->verts = NULL;  } @@ -598,6 +621,8 @@ void draw_vb(struct draw_context *draw,     draw->in_vb = 1; +   draw->pipeline.first->begin( draw->pipeline.first ); +     /* Allocate the vertices:      */     draw_allocate_vertices( draw, VB->Count ); @@ -605,11 +630,14 @@ void draw_vb(struct draw_context *draw,     /* Bind the vb outputs:      */     vf_set_sources( draw->vf, VB->AttribPtr, 0 ); - -   /* Build the hardware or prim-pipe vertices:  -    */     vf_emit_vertices( draw->vf, VB->Count, draw->verts ); +   draw->elts = VB->Elts; + +   if (VB->Elts)  +      draw->get_vertex = get_uint_elt_vertex; +   else +      draw->get_vertex = get_vertex;     for (i = 0; i < VB->PrimitiveCount; i++) { @@ -628,21 +656,15 @@ void draw_vb(struct draw_context *draw,        if (draw->prim != mode)   	 draw_set_prim( draw, mode ); -      if (VB->Elts) { -	 draw_indexed_prim( draw,  -			    VB->Elts + start, -			    length ); -      } -      else { -	 draw_prim( draw,  -		    start, -		    length ); -      }	  +      draw_prim( draw, start, length );     } +   draw_flush(draw); +   draw->pipeline.first->end( draw->pipeline.first );     draw_release_vertices( draw );     draw->verts = NULL;     draw->in_vb = 0; +   draw->elts = NULL;  } @@ -661,11 +683,17 @@ draw_vertices(struct draw_context *draw,     assert(mode <= GL_POLYGON); +   draw->get_vertex = get_vertex;     draw->vertex_size        = sizeof(struct vertex_header) + numAttrs * 4 * sizeof(GLfloat); + + +     /*draw_prim_info(mode, &first, &incr);*/     draw_allocate_vertices( draw, numVerts ); +   draw->pipeline.first->begin( draw->pipeline.first ); +     if (draw->prim != mode)         draw_set_prim( draw, mode ); @@ -694,6 +722,9 @@ draw_vertices(struct draw_context *draw,     /* draw */     draw_prim(draw, 0, numVerts); +   draw_flush(draw); +   draw->pipeline.first->end( draw->pipeline.first ); +     /* clean up */     draw_release_vertices( draw ); @@ -759,8 +790,6 @@ void draw_set_vertex_attributes( struct draw_context *draw,  } -#define MAX_VERTEX_SIZE ((2 + FRAG_ATTRIB_MAX) * 4 * sizeof(GLfloat)) -  void draw_alloc_tmps( struct draw_stage *stage, GLuint nr )  {     stage->nr_tmps = nr; | 
