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diff --git a/src/mesa/tnl/t_draw.c b/src/mesa/tnl/t_draw.c
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+
+/*
+ * Mesa 3-D graphics library
+ * Version: 6.5
+ *
+ * Copyright (C) 1999-2006 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.
+ *
+ * Authors:
+ * Keith Whitwell <keith@tungstengraphics.com>
+ */
+
+#include "glheader.h"
+#include "context.h"
+#include "imports.h"
+#include "state.h"
+#include "mtypes.h"
+#include "macros.h"
+#include "enums.h"
+
+#include "t_context.h"
+#include "t_pipeline.h"
+#include "t_vp_build.h"
+#include "t_vertex.h"
+#include "tnl.h"
+
+
+
+static GLubyte *get_space(GLcontext *ctx, GLuint bytes)
+{
+ TNLcontext *tnl = TNL_CONTEXT(ctx);
+ GLubyte *space = _mesa_malloc(bytes);
+
+ tnl->block[tnl->nr_blocks++] = space;
+ return space;
+}
+
+
+static void free_space(GLcontext *ctx)
+{
+ TNLcontext *tnl = TNL_CONTEXT(ctx);
+ GLuint i;
+ for (i = 0; i < tnl->nr_blocks; i++)
+ _mesa_free(tnl->block[i]);
+ tnl->nr_blocks = 0;
+}
+
+
+/* Convert the incoming array to GLfloats. Understands the
+ * array->Normalized flag and selects the correct conversion method.
+ */
+#define CONVERT( TYPE, MACRO ) do { \
+ GLuint i, j; \
+ if (input->Normalized) { \
+ for (i = 0; i < count; i++) { \
+ const TYPE *in = (TYPE *)ptr; \
+ for (j = 0; j < sz; j++) { \
+ *fptr++ = MACRO(*in); \
+ in++; \
+ } \
+ ptr += input->StrideB; \
+ } \
+ } else { \
+ for (i = 0; i < count; i++) { \
+ const TYPE *in = (TYPE *)ptr; \
+ for (j = 0; j < sz; j++) { \
+ *fptr++ = (GLfloat)(*in); \
+ in++; \
+ } \
+ ptr += input->StrideB; \
+ } \
+ } \
+} while (0)
+
+
+
+/* Adjust pointer to point at first requested element, convert to
+ * floating point, populate VB->AttribPtr[].
+ */
+static void _tnl_import_array( GLcontext *ctx,
+ GLuint attrib,
+ GLuint start,
+ GLuint end,
+ const struct gl_client_array *input,
+ const GLubyte *ptr )
+{
+ TNLcontext *tnl = TNL_CONTEXT(ctx);
+ struct vertex_buffer *VB = &tnl->vb;
+ const GLuint count = end - start;
+ GLuint stride = input->StrideB;
+
+ ptr += start * stride;
+
+ if (input->Type != GL_FLOAT) {
+ const GLuint sz = input->Size;
+ GLubyte *buf = get_space(ctx, count * sz * sizeof(GLfloat));
+ GLfloat *fptr = (GLfloat *)buf;
+
+ switch (input->Type) {
+ case GL_BYTE:
+ CONVERT(GLbyte, BYTE_TO_FLOAT);
+ break;
+ case GL_UNSIGNED_BYTE:
+ CONVERT(GLubyte, UBYTE_TO_FLOAT);
+ break;
+ case GL_SHORT:
+ CONVERT(GLshort, SHORT_TO_FLOAT);
+ break;
+ case GL_UNSIGNED_SHORT:
+ CONVERT(GLushort, USHORT_TO_FLOAT);
+ break;
+ case GL_INT:
+ CONVERT(GLint, INT_TO_FLOAT);
+ break;
+ case GL_UNSIGNED_INT:
+ CONVERT(GLuint, UINT_TO_FLOAT);
+ break;
+ case GL_DOUBLE:
+ CONVERT(GLdouble, (GLfloat));
+ break;
+ default:
+ assert(0);
+ break;
+ }
+
+ ptr = buf;
+ stride = sz * sizeof(GLfloat);
+ }
+
+ VB->AttribPtr[attrib] = &tnl->tmp_inputs[attrib];
+ VB->AttribPtr[attrib]->data = (GLfloat (*)[4])ptr;
+ VB->AttribPtr[attrib]->start = (GLfloat *)ptr;
+ VB->AttribPtr[attrib]->count = count;
+ VB->AttribPtr[attrib]->stride = stride;
+ VB->AttribPtr[attrib]->size = input->Size;
+
+ /* This should die, but so should the whole GLvector4f concept:
+ */
+ VB->AttribPtr[attrib]->flags = (((1<<input->Size)-1) |
+ VEC_NOT_WRITEABLE |
+ (stride == 4*sizeof(GLfloat) ? 0 : VEC_BAD_STRIDE));
+
+ VB->AttribPtr[attrib]->storage = NULL;
+}
+
+#define CLIPVERTS ((6 + MAX_CLIP_PLANES) * 2)
+
+
+static GLboolean *_tnl_import_edgeflag( GLcontext *ctx,
+ const GLvector4f *input,
+ GLuint count)
+{
+ const GLubyte *ptr = (const GLubyte *)input->data;
+ const GLuint stride = input->stride;
+ GLboolean *space = (GLboolean *)get_space(ctx, count + CLIPVERTS);
+ GLboolean *bptr = space;
+ GLuint i;
+
+ for (i = 0; i < count; i++) {
+ *bptr++ = ((GLfloat *)ptr)[0] == 1.0;
+ ptr += stride;
+ }
+
+ return space;
+}
+
+
+static void bind_inputs( GLcontext *ctx,
+ const struct gl_client_array *inputs[],
+ GLint min_index, GLint max_index,
+ struct gl_buffer_object **bo,
+ GLuint *nr_bo )
+{
+ TNLcontext *tnl = TNL_CONTEXT(ctx);
+ struct vertex_buffer *VB = &tnl->vb;
+ GLuint i;
+
+ /* Map all the VBOs
+ */
+ for (i = 0; i < VERT_ATTRIB_MAX; i++) {
+ const void *ptr;
+
+ if (inputs[i]->BufferObj->Name) {
+ if (!inputs[i]->BufferObj->Pointer) {
+ bo[*nr_bo] = inputs[i]->BufferObj;
+ (*nr_bo)++;
+ ctx->Driver.MapBuffer(ctx,
+ GL_ARRAY_BUFFER,
+ GL_READ_ONLY_ARB,
+ inputs[i]->BufferObj);
+
+ assert(inputs[i]->BufferObj->Pointer);
+ }
+
+ ptr = ADD_POINTERS(inputs[i]->BufferObj->Pointer,
+ inputs[i]->Ptr);
+ }
+ else
+ ptr = inputs[i]->Ptr;
+
+ /* Just make sure the array is floating point, otherwise convert to
+ * temporary storage. Rebase arrays so that 'min_index' becomes
+ * element zero.
+ *
+ * XXX: remove the GLvector4f type at some stage and just use
+ * client arrays.
+ */
+ _tnl_import_array(ctx, i, min_index, max_index, inputs[i], ptr);
+ }
+
+ /* We process only the vertices between min & max index:
+ */
+ VB->Count = max_index - min_index;
+
+
+ /* Legacy pointers -- remove one day.
+ */
+ VB->ObjPtr = VB->AttribPtr[_TNL_ATTRIB_POS];
+ VB->NormalPtr = VB->AttribPtr[_TNL_ATTRIB_NORMAL];
+ VB->ColorPtr[0] = VB->AttribPtr[_TNL_ATTRIB_COLOR0];
+ VB->ColorPtr[1] = NULL;
+ VB->IndexPtr[0] = VB->AttribPtr[_TNL_ATTRIB_COLOR_INDEX];
+ VB->IndexPtr[1] = NULL;
+ VB->SecondaryColorPtr[0] = VB->AttribPtr[_TNL_ATTRIB_COLOR1];
+ VB->SecondaryColorPtr[1] = NULL;
+ VB->FogCoordPtr = VB->AttribPtr[_TNL_ATTRIB_FOG];
+
+ for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++) {
+ VB->TexCoordPtr[i] = VB->AttribPtr[_TNL_ATTRIB_TEX0 + i];
+ }
+
+ /* Clipping and drawing code still requires this to be a packed
+ * array of ubytes which can be written into. TODO: Fix and
+ * remove.
+ */
+ if (ctx->Polygon.FrontMode != GL_FILL ||
+ ctx->Polygon.BackMode != GL_FILL)
+ {
+ VB->EdgeFlag = _tnl_import_edgeflag( ctx,
+ VB->AttribPtr[_TNL_ATTRIB_EDGEFLAG],
+ VB->Count );
+ }
+
+}
+
+
+/* Translate indices to GLuints and store in VB->Elts.
+ */
+static void bind_indices( GLcontext *ctx,
+ const struct _mesa_index_buffer *ib,
+ GLuint min_index,
+ struct gl_buffer_object **bo,
+ GLuint *nr_bo)
+{
+ TNLcontext *tnl = TNL_CONTEXT(ctx);
+ struct vertex_buffer *VB = &tnl->vb;
+ GLuint i;
+ void *ptr;
+
+ if (!ib)
+ return;
+
+ if (ib->obj->Name && !ib->obj->Pointer) {
+ bo[*nr_bo] = ib->obj;
+ (*nr_bo)++;
+ ctx->Driver.MapBuffer(ctx,
+ GL_ELEMENT_ARRAY_BUFFER,
+ GL_READ_ONLY_ARB,
+ ib->obj);
+
+ assert(ib->obj->Pointer);
+ }
+
+ ptr = ADD_POINTERS(ib->obj->Pointer, ib->ptr);
+
+ if (ib->type == GL_UNSIGNED_INT && min_index == 0) {
+ VB->Elts = (GLuint *) ptr;
+ VB->Elts += ib->rebase;
+ }
+ else {
+ GLuint *elts = (GLuint *)get_space(ctx, ib->count * sizeof(GLuint));
+ VB->Elts = elts;
+
+ switch (ib->type) {
+ case GL_UNSIGNED_INT: {
+ const GLuint *in = ((GLuint *)ptr) + ib->rebase;
+ for (i = 0; i < ib->count; i++)
+ *elts++ = *in++ - min_index;
+ break;
+ }
+ case GL_UNSIGNED_SHORT: {
+ const GLushort *in = ((GLushort *)ptr) + ib->rebase;
+ for (i = 0; i < ib->count; i++)
+ *elts++ = (GLuint)(*in++) - min_index;
+ break;
+ }
+ case GL_UNSIGNED_BYTE: {
+ const GLubyte *in = ((GLubyte *)ptr) + ib->rebase;
+ for (i = 0; i < ib->count; i++)
+ *elts++ = (GLuint)(*in++) - min_index;
+ break;
+ }
+ }
+ }
+}
+
+static void bind_prims( GLcontext *ctx,
+ const struct _mesa_prim *prim,
+ GLuint nr_prims,
+ GLuint min_index )
+{
+ TNLcontext *tnl = TNL_CONTEXT(ctx);
+ struct vertex_buffer *VB = &tnl->vb;
+ GLuint i;
+
+ if (min_index != 0) {
+ struct _mesa_prim *tmp = (struct _mesa_prim *)get_space(ctx, nr_prims * sizeof(*prim));
+
+ for (i = 0; i < nr_prims; i++) {
+ tmp[i] = prim[i];
+ tmp[i].start -= min_index;
+ }
+
+ VB->Primitive = tmp;
+ }
+ else {
+ VB->Primitive = prim;
+ }
+
+ VB->PrimitiveCount = nr_prims;
+}
+
+static void unmap_vbos( GLcontext *ctx,
+ struct gl_buffer_object **bo,
+ GLuint nr_bo )
+{
+ GLuint i;
+ for (i = 0; i < nr_bo; i++) {
+ ctx->Driver.UnmapBuffer(ctx,
+ 0, /* target -- I don't see why this would be needed */
+ bo[i]);
+ }
+}
+
+
+
+/* This is the main entrypoint into the slimmed-down software tnl
+ * module. In a regular swtnl driver, this can be plugged straight
+ * into the vbo->Driver.DrawPrims() callback.
+ */
+void _tnl_draw_prims( GLcontext *ctx,
+ const struct gl_client_array *arrays[],
+ const struct _mesa_prim *prim,
+ GLuint nr_prims,
+ const struct _mesa_index_buffer *ib,
+ GLuint min_index,
+ GLuint max_index)
+{
+ TNLcontext *tnl = TNL_CONTEXT(ctx);
+ struct vertex_buffer *VB = &tnl->vb;
+ GLint max = VB->Size;
+
+#ifdef TEST_SPLIT
+ max = 8 + MAX_CLIPPED_VERTICES;
+#endif
+
+ assert(max_index > min_index);
+ assert(!(max_index & 0x80000000));
+
+ VB->Elts = NULL;
+
+#if 0
+ {
+ GLuint i;
+ _mesa_printf("%s %d..%d\n", __FUNCTION__, min_index, max_index);
+ for (i = 0; i < nr_prims; i++)
+ _mesa_printf("prim %d: %s start %d count %d\n", i,
+ _mesa_lookup_enum_by_nr(prim[i].mode),
+ prim[i].start,
+ prim[i].count);
+ }
+#endif
+
+ /* The software TNL pipeline has a fixed amount of storage for
+ * vertices and it is necessary to split incoming drawing commands
+ * if they exceed that limit.
+ */
+ if (max_index - min_index >= max - MAX_CLIPPED_VERTICES) {
+ struct split_limits limits;
+ limits.max_verts = max - MAX_CLIPPED_VERTICES;
+ limits.max_vb_size = ~0;
+ limits.max_indices = ~0;
+
+ /* This will split the buffers one way or another and
+ * recursively call back into this function.
+ */
+ vbo_split_prims( ctx, arrays, prim, nr_prims, ib,
+ min_index, max_index,
+ _tnl_draw_prims,
+ &limits );
+ }
+ else {
+ /* May need to map a vertex buffer object for every attribute plus
+ * one for the index buffer.
+ */
+ struct gl_buffer_object *bo[VERT_ATTRIB_MAX + 1];
+ GLuint nr_bo = 0;
+
+ /* Binding inputs may imply mapping some vertex buffer objects.
+ * They will need to be unmapped below.
+ */
+ bind_inputs(ctx, arrays, min_index, max_index+1, bo, &nr_bo);
+ bind_indices(ctx, ib, min_index, bo, &nr_bo);
+ bind_prims(ctx, prim, nr_prims, VB->Elts ? 0 : min_index );
+
+ TNL_CONTEXT(ctx)->Driver.RunPipeline(ctx);
+
+ unmap_vbos(ctx, bo, nr_bo);
+ free_space(ctx);
+ }
+}
+