/* $Id: t_dd_dmatmp.h,v 1.11 2001/12/11 15:13:57 keithw Exp $ */ /* * Mesa 3-D graphics library * Version: 3.5 * * Copyright (C) 1999-2001 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 */ /* Template for render stages which build and emit vertices directly * to fixed-size dma buffers. Useful for rendering strips and other * native primitives where clipping and per-vertex tweaks such as * those in t_dd_tritmp.h are not required. * * Produces code for both inline triangles and indexed triangles. * Where various primitive types are unaccelerated by hardware, the * code attempts to fallback to other primitive types (quadstrips to * tristrips, lineloops to linestrips), or to indexed vertices. * Ultimately, a FALLBACK() macro is invoked if there is no way to * render the primitive natively. */ #if !defined(HAVE_TRIANGLES) #error "must have at least triangles to use render template" #endif #if !HAVE_ELTS #define ELTS_VARS #define ALLOC_ELTS( nr ) #define EMIT_ELT( offset, elt ) #define INCR_ELTS( nr ) #define ELT_INIT(prim) #define GET_CURRENT_VB_MAX_ELTS() 0 #define GET_SUBSEQUENT_VB_MAX_ELTS() 0 #define ALLOC_ELTS_NEW_PRIMITIVE(nr) #define RELEASE_ELT_VERTS() #define EMIT_INDEXED_VERTS( ctx, start, count ) #endif #ifndef EMIT_TWO_ELTS #define EMIT_TWO_ELTS( offset, elt0, elt1 ) \ do { \ EMIT_ELT( offset, elt0 ); \ EMIT_ELT( offset+1, elt1 ); \ } while (0) #endif #ifndef FINISH #define FINISH #endif /**********************************************************************/ /* Render whole begin/end objects */ /**********************************************************************/ static GLboolean TAG(emit_elt_verts)( GLcontext *ctx, GLuint start, GLuint count ) { if (HAVE_ELTS) { LOCAL_VARS; GLuint nr = count - start; if ( nr >= GET_SUBSEQUENT_VB_MAX_VERTS() ) /* assumes same packing for * indexed and regualar verts */ return GL_FALSE; NEW_PRIMITIVE(); /* finish last prim */ EMIT_INDEXED_VERTS( ctx, start, count ); return GL_TRUE; } else { return GL_FALSE; } } #if (HAVE_ELTS) static void TAG(emit_elts)( GLcontext *ctx, GLuint *elts, GLuint nr ) { GLint i; LOCAL_VARS; ELTS_VARS; ALLOC_ELTS( nr ); for ( i = 0 ; i < nr ; i+=2, elts += 2 ) { EMIT_TWO_ELTS( 0, elts[0], elts[1] ); INCR_ELTS( 2 ); } } #endif /*********************************************************************** * Render non-indexed primitives. ***********************************************************************/ static void TAG(render_points_verts)( GLcontext *ctx, GLuint start, GLuint count, GLuint flags ) { if (HAVE_POINTS) { LOCAL_VARS; int dmasz = GET_SUBSEQUENT_VB_MAX_VERTS(); int currentsz = GET_CURRENT_VB_MAX_VERTS(); GLuint j, nr; INIT( GL_POINTS ); if (currentsz < 8) currentsz = dmasz; for (j = start; j < count; j += nr ) { nr = MIN2( currentsz, count - j ); EMIT_VERTS( ctx, j, nr ); currentsz = dmasz; } FINISH; } else { VERT_FALLBACK( ctx, start, count, flags ); } } static void TAG(render_lines_verts)( GLcontext *ctx, GLuint start, GLuint count, GLuint flags ) { if (HAVE_LINES) { LOCAL_VARS; int dmasz = GET_SUBSEQUENT_VB_MAX_VERTS(); int currentsz = GET_CURRENT_VB_MAX_VERTS(); GLuint j, nr; INIT( GL_LINES ); /* Emit whole number of lines in total and in each buffer: */ count -= (count-start) & 1; currentsz -= currentsz & 1; dmasz -= dmasz & 1; if (currentsz < 8) currentsz = dmasz; for (j = start; j < count; j += nr ) { nr = MIN2( currentsz, count - j ); EMIT_VERTS( ctx, j, nr ); currentsz = dmasz; } FINISH; } else { VERT_FALLBACK( ctx, start, count, flags ); } } static void TAG(render_line_strip_verts)( GLcontext *ctx, GLuint start, GLuint count, GLuint flags ) { if (HAVE_LINE_STRIPS) { LOCAL_VARS; int dmasz = GET_SUBSEQUENT_VB_MAX_VERTS(); int currentsz = GET_CURRENT_VB_MAX_VERTS(); GLuint j, nr; NEW_PRIMITIVE(); /* always a new primitive */ INIT( GL_LINE_STRIP ); if (currentsz < 8) currentsz = dmasz; for (j = start; j < count - 1; j += nr - 1 ) { nr = MIN2( currentsz, count - j ); EMIT_VERTS( ctx, j, nr ); currentsz = dmasz; } FINISH; } else { VERT_FALLBACK( ctx, start, count, flags ); } } static void TAG(render_line_loop_verts)( GLcontext *ctx, GLuint start, GLuint count, GLuint flags ) { if (HAVE_LINE_STRIPS) { LOCAL_VARS; int dmasz = GET_SUBSEQUENT_VB_MAX_VERTS(); int currentsz = GET_CURRENT_VB_MAX_VERTS(); GLuint j, nr; NEW_PRIMITIVE(); INIT( GL_LINE_STRIP ); if (flags & PRIM_BEGIN) j = start; else j = start + 1; /* Ensure last vertex won't wrap buffers: */ currentsz--; dmasz--; if (currentsz < 8) currentsz = dmasz; for ( ; j < count - 1; j += nr - 1 ) { nr = MIN2( currentsz, count - j ); EMIT_VERTS( ctx, j, nr ); currentsz = dmasz; } if (start < count - 1 && (flags & PRIM_END)) EMIT_VERTS( ctx, start, 1 ); FINISH; } else { VERT_FALLBACK( ctx, start, count, flags ); } } static void TAG(render_triangles_verts)( GLcontext *ctx, GLuint start, GLuint count, GLuint flags ) { LOCAL_VARS; int dmasz = (GET_SUBSEQUENT_VB_MAX_VERTS()/3) * 3; int currentsz = (GET_CURRENT_VB_MAX_VERTS()/3) * 3; GLuint j, nr; INIT(GL_TRIANGLES); /* Emit whole number of tris in total. dmasz is already a multiple * of 3. */ count -= (count-start)%3; if (currentsz < 8) currentsz = dmasz; for (j = start; j < count; j += nr) { nr = MIN2( currentsz, count - j ); EMIT_VERTS( ctx, j, nr ); currentsz = dmasz; } FINISH; } static void TAG(render_tri_strip_verts)( GLcontext *ctx, GLuint start, GLuint count, GLuint flags ) { if (HAVE_TRI_STRIPS) { LOCAL_VARS; GLuint j, nr; int dmasz = GET_SUBSEQUENT_VB_MAX_VERTS(); int currentsz; INIT(GL_TRIANGLE_STRIP); NEW_PRIMITIVE(); currentsz = GET_CURRENT_VB_MAX_VERTS(); if (currentsz < 8) { FIRE_VERTICES(); currentsz = dmasz; } if ((flags & PRIM_PARITY) && count - start > 2) { if (HAVE_TRI_STRIP_1 && 0) { } else { EMIT_VERTS( ctx, start, 1 ); currentsz--; } } /* From here on emit even numbers of tris when wrapping over buffers: */ dmasz -= (dmasz & 1); currentsz -= (currentsz & 1); for (j = start ; j < count - 2; j += nr - 2 ) { nr = MIN2( currentsz, count - j ); EMIT_VERTS( ctx, j, nr ); currentsz = dmasz; } FINISH; } else { VERT_FALLBACK( ctx, start, count, flags ); } } static void TAG(render_tri_fan_verts)( GLcontext *ctx, GLuint start, GLuint count, GLuint flags ) { if (HAVE_TRI_FANS) { LOCAL_VARS; GLuint j, nr; int dmasz = GET_SUBSEQUENT_VB_MAX_VERTS(); int currentsz = GET_CURRENT_VB_MAX_VERTS(); NEW_PRIMITIVE(); INIT(GL_TRIANGLE_FAN); if (currentsz < 8) { FIRE_VERTICES(); currentsz = dmasz; } for (j = start + 1 ; j < count - 1; j += nr - 1 ) { nr = MIN2( currentsz, count - j + 1 ); EMIT_VERTS( ctx, start, 1 ); EMIT_VERTS( ctx, j, nr - 1 ); currentsz = dmasz; } FINISH; } else { /* Could write code to emit these as indexed vertices (for the * g400, for instance). */ VERT_FALLBACK( ctx, start, count, flags ); } } static void TAG(render_poly_verts)( GLcontext *ctx, GLuint start, GLuint count, GLuint flags ) { if (HAVE_POLYGONS) { LOCAL_VARS; GLuint j, nr; int dmasz = GET_SUBSEQUENT_VB_MAX_VERTS(); int currentsz = GET_CURRENT_VB_MAX_VERTS(); NEW_PRIMITIVE(); INIT(GL_POLYGON); if (currentsz < 8) { FIRE_VERTICES(); currentsz = dmasz; } for (j = start + 1 ; j < count - 1 ; j += nr - 1 ) { nr = MIN2( currentsz, count - j + 1 ); EMIT_VERTS( ctx, start, 1 ); EMIT_VERTS( ctx, j, nr - 1 ); currentsz = dmasz; } FINISH; } else if (HAVE_TRI_FANS && !(ctx->_TriangleCaps & DD_FLATSHADE)) { TAG(render_tri_fan_verts)( ctx, start, count, flags ); } else { VERT_FALLBACK( ctx, start, count, flags ); } } static void TAG(render_quad_strip_verts)( GLcontext *ctx, GLuint start, GLuint count, GLuint flags ) { GLuint j, nr; if (HAVE_QUAD_STRIPS) { LOCAL_VARS; GLuint j, nr; int dmasz = GET_SUBSEQUENT_VB_MAX_VERTS(); int currentsz; INIT(GL_QUAD_STRIP); NEW_PRIMITIVE(); currentsz = GET_CURRENT_VB_MAX_VERTS(); if (currentsz < 8) { FIRE_VERTICES(); currentsz = dmasz; } dmasz -= (dmasz & 2); currentsz -= (currentsz & 2); for (j = start ; j < count - 3; j += nr - 2 ) { nr = MIN2( currentsz, count - j ); EMIT_VERTS( ctx, j, nr ); currentsz = dmasz; } FINISH; } else if (HAVE_TRI_STRIPS && ctx->_TriangleCaps & DD_FLATSHADE) { if (TAG(emit_elt_verts)( ctx, start, count )) { LOCAL_VARS; int dmasz = GET_SUBSEQUENT_VB_MAX_ELTS(); int currentsz; GLuint j, nr; /* Simulate flat-shaded quadstrips using indexed vertices: */ NEW_PRIMITIVE(); ELT_INIT( GL_TRIANGLES ); currentsz = GET_CURRENT_VB_MAX_ELTS(); /* Emit whole number of quads in total, and in each buffer. */ dmasz -= dmasz & 1; count -= (count-start) & 1; currentsz -= currentsz & 1; if (currentsz < 12) currentsz = dmasz; currentsz = currentsz/6*2; dmasz = dmasz/6*2; for (j = start; j < count - 3; j += nr - 2 ) { nr = MIN2( currentsz, count - j ); if (nr >= 4) { GLint quads = (nr/2)-1; GLint i; ELTS_VARS; NEW_PRIMITIVE(); ALLOC_ELTS_NEW_PRIMITIVE( quads*6 ); for ( i = 0 ; i < quads*2 ; i+=2 ) { EMIT_TWO_ELTS( 0, (i+0), (i+1) ); EMIT_TWO_ELTS( 2, (i+2), (i+1) ); EMIT_TWO_ELTS( 4, (i+3), (i+2) ); INCR_ELTS( 6 ); } NEW_PRIMITIVE(); } currentsz = dmasz; } RELEASE_ELT_VERTS(); } else { /* Vertices won't fit in a single buffer or elts not available, * VERT_FALLBACK. */ VERT_FALLBACK( ctx, start, count, flags ); } } else if (HAVE_TRI_STRIPS) { LOCAL_VARS; int dmasz = GET_SUBSEQUENT_VB_MAX_VERTS(); int currentsz = GET_CURRENT_VB_MAX_VERTS(); /* Emit smooth-shaded quadstrips as tristrips: */ NEW_PRIMITIVE(); INIT( GL_TRIANGLE_STRIP ); /* Emit whole number of quads in total, and in each buffer. */ dmasz -= dmasz & 1; currentsz -= currentsz & 1; count -= (count-start) & 1; if (currentsz < 8) { FIRE_VERTICES(); currentsz = dmasz; } for (j = start; j < count - 3; j += nr - 2 ) { nr = MIN2( currentsz, count - j ); EMIT_VERTS( ctx, j, nr ); currentsz = dmasz; } FINISH; } else { VERT_FALLBACK( ctx, start, count, flags ); } } static void TAG(render_quads_verts)( GLcontext *ctx, GLuint start, GLuint count, GLuint flags ) { if (HAVE_QUADS) { LOCAL_VARS; int dmasz = (GET_SUBSEQUENT_VB_MAX_VERTS()/4) * 4; int currentsz = (GET_CURRENT_VB_MAX_VERTS()/4) * 4; GLuint j, nr; INIT(GL_QUADS); /* Emit whole number of quads in total. dmasz is already a multiple * of 4. */ count -= (count-start)%4; if (currentsz < 8) currentsz = dmasz; for (j = start; j < count; j += nr) { nr = MIN2( currentsz, count - j ); EMIT_VERTS( ctx, j, nr ); currentsz = dmasz; } FINISH; } else if (TAG(emit_elt_verts)( ctx, start, count )) { /* Hardware doesn't have a quad primitive type -- try to * simulate it using indexed vertices and the triangle * primitive: */ LOCAL_VARS; int dmasz = GET_SUBSEQUENT_VB_MAX_ELTS(); int currentsz; GLuint j, nr; NEW_PRIMITIVE(); ELT_INIT( GL_TRIANGLES ); currentsz = GET_CURRENT_VB_MAX_ELTS(); /* Emit whole number of quads in total, and in each buffer. */ dmasz -= dmasz & 3; count -= (count-start) & 3; currentsz -= currentsz & 3; /* Adjust for rendering as triangles: */ currentsz = currentsz/6*4; dmasz = dmasz/6*4; if (currentsz < 8) currentsz = dmasz; for (j = start; j < count; j += nr ) { nr = MIN2( currentsz, count - j ); if (nr >= 4) { GLint quads = nr/4; GLint i; ELTS_VARS; NEW_PRIMITIVE(); ALLOC_ELTS_NEW_PRIMITIVE( quads*6 ); for ( i = 0 ; i < quads*4 ; i+=4 ) { EMIT_TWO_ELTS( 0, (i+0), (i+1) ); EMIT_TWO_ELTS( 2, (i+3), (i+1) ); EMIT_TWO_ELTS( 4, (i+2), (i+3) ); INCR_ELTS( 6 ); } NEW_PRIMITIVE(); } currentsz = dmasz; } RELEASE_ELT_VERTS(); } else { /* Vertices won't fit in a single buffer, fallback. */ VERT_FALLBACK( ctx, start, count, flags ); } } static void TAG(render_noop)( GLcontext *ctx, GLuint start, GLuint count, GLuint flags ) { } static render_func TAG(render_tab_verts)[GL_POLYGON+2] = { TAG(render_points_verts), TAG(render_lines_verts), TAG(render_line_loop_verts), TAG(render_line_strip_verts), TAG(render_triangles_verts), TAG(render_tri_strip_verts), TAG(render_tri_fan_verts), TAG(render_quads_verts), TAG(render_quad_strip_verts), TAG(render_poly_verts), TAG(render_noop), }; /**************************************************************************** * Render elts using hardware indexed verts * ****************************************************************************/ #if (HAVE_ELTS) static void TAG(render_points_elts)( GLcontext *ctx, GLuint start, GLuint count, GLuint flags ) { if (HAVE_POINTS) { LOCAL_VARS; int dmasz = GET_SUBSEQUENT_VB_MAX_ELTS(); int currentsz; GLuint *elts = TNL_CONTEXT(ctx)->vb.Elts; GLuint j, nr; ELT_INIT( GL_POINTS ); currentsz = GET_CURRENT_VB_MAX_ELTS(); if (currentsz < 8) currentsz = dmasz; for (j = start; j < count; j += nr ) { nr = MIN2( currentsz, count - j ); TAG(emit_elts)( ctx, elts+j, nr ); NEW_PRIMITIVE(); currentsz = dmasz; } } else { ELT_FALLBACK( ctx, start, count, flags ); } } static void TAG(render_lines_elts)( GLcontext *ctx, GLuint start, GLuint count, GLuint flags ) { if (HAVE_LINES) { LOCAL_VARS; int dmasz = GET_SUBSEQUENT_VB_MAX_ELTS(); int currentsz; GLuint *elts = TNL_CONTEXT(ctx)->vb.Elts; GLuint j, nr; ELT_INIT( GL_LINES ); /* Emit whole number of lines in total and in each buffer: */ count -= (count-start) & 1; currentsz -= currentsz & 1; dmasz -= dmasz & 1; currentsz = GET_CURRENT_VB_MAX_ELTS(); if (currentsz < 8) currentsz = dmasz; for (j = start; j < count; j += nr ) { nr = MIN2( currentsz, count - j ); TAG(emit_elts)( ctx, elts+j, nr ); NEW_PRIMITIVE(); currentsz = dmasz; } } else { ELT_FALLBACK( ctx, start, count, flags ); } } static void TAG(render_line_strip_elts)( GLcontext *ctx, GLuint start, GLuint count, GLuint flags ) { if (HAVE_LINE_STRIPS) { LOCAL_VARS; int dmasz = GET_SUBSEQUENT_VB_MAX_ELTS(); int currentsz; GLuint *elts = TNL_CONTEXT(ctx)->vb.Elts; GLuint j, nr; NEW_PRIMITIVE(); /* always a new primitive */ ELT_INIT( GL_LINE_STRIP ); currentsz = GET_CURRENT_VB_MAX_ELTS(); if (currentsz < 8) currentsz = dmasz; for (j = start; j < count - 1; j += nr - 1 ) { nr = MIN2( currentsz, count - j ); TAG(emit_elts)( ctx, elts+j, nr ); NEW_PRIMITIVE(); currentsz = dmasz; } } else { /* TODO: Try to emit as indexed lines. */ ELT_FALLBACK( ctx, start, count, flags ); } } static void TAG(render_line_loop_elts)( GLcontext *ctx, GLuint start, GLuint count, GLuint flags ) { if (HAVE_LINE_STRIPS) { LOCAL_VARS; int dmasz = GET_SUBSEQUENT_VB_MAX_ELTS(); int currentsz; GLuint *elts = TNL_CONTEXT(ctx)->vb.Elts; GLuint j, nr; NEW_PRIMITIVE(); ELT_INIT( GL_LINE_STRIP ); if (flags & PRIM_BEGIN) j = start; else j = start + 1; currentsz = GET_CURRENT_VB_MAX_ELTS(); if (currentsz < 8) { FIRE_VERTICES(); currentsz = dmasz; } /* Ensure last vertex doesn't wrap: */ currentsz--; dmasz--; for ( ; j < count - 1; j += nr - 1 ) { nr = MIN2( currentsz, count - j ); /* NEW_PRIMITIVE(); */ TAG(emit_elts)( ctx, elts+j, nr ); currentsz = dmasz; } if (flags & PRIM_END) TAG(emit_elts)( ctx, elts+start, 1 ); NEW_PRIMITIVE(); } else { /* TODO: Try to emit as indexed lines */ ELT_FALLBACK( ctx, start, count, flags ); } } /* For verts, we still eliminate the copy from main memory to dma * buffers. For elts, this is probably no better (worse?) than the * standard path. */ static void TAG(render_triangles_elts)( GLcontext *ctx, GLuint start, GLuint count, GLuint flags ) { LOCAL_VARS; GLuint *elts = TNL_CONTEXT(ctx)->vb.Elts; int dmasz = GET_SUBSEQUENT_VB_MAX_ELTS()/3*3; int currentsz; GLuint j, nr; NEW_PRIMITIVE(); ELT_INIT( GL_TRIANGLES ); currentsz = GET_CURRENT_VB_MAX_ELTS(); /* Emit whole number of tris in total. dmasz is already a multiple * of 3. */ count -= (count-start)%3; currentsz -= currentsz%3; if (currentsz < 8) currentsz = dmasz; for (j = start; j < count; j += nr) { nr = MIN2( currentsz, count - j ); TAG(emit_elts)( ctx, elts+j, nr ); NEW_PRIMITIVE(); currentsz = dmasz; } } static void TAG(render_tri_strip_elts)( GLcontext *ctx, GLuint start, GLuint count, GLuint flags ) { if (HAVE_TRI_STRIPS) { LOCAL_VARS; GLuint j, nr; GLuint *elts = TNL_CONTEXT(ctx)->vb.Elts; int dmasz = GET_SUBSEQUENT_VB_MAX_ELTS(); int currentsz; NEW_PRIMITIVE(); ELT_INIT( GL_TRIANGLE_STRIP ); currentsz = GET_CURRENT_VB_MAX_ELTS(); if (currentsz < 8) { FIRE_VERTICES(); currentsz = dmasz; } if ((flags & PRIM_PARITY) && count - start > 2) { TAG(emit_elts)( ctx, elts+start, 1 ); } /* Keep the same winding over multiple buffers: */ dmasz -= (dmasz & 1); currentsz -= (currentsz & 1); for (j = start ; j < count - 2; j += nr - 2 ) { nr = MIN2( currentsz, count - j ); TAG(emit_elts)( ctx, elts+j, nr ); NEW_PRIMITIVE(); currentsz = dmasz; } } else { /* TODO: try to emit as indexed triangles */ ELT_FALLBACK( ctx, start, count, flags ); } } static void TAG(render_tri_fan_elts)( GLcontext *ctx, GLuint start, GLuint count, GLuint flags ) { if (HAVE_TRI_FANS) { LOCAL_VARS; GLuint *elts = TNL_CONTEXT(ctx)->vb.Elts; GLuint j, nr; int dmasz = GET_SUBSEQUENT_VB_MAX_ELTS(); int currentsz; NEW_PRIMITIVE(); ELT_INIT( GL_TRIANGLE_FAN ); currentsz = GET_CURRENT_VB_MAX_ELTS(); if (currentsz < 8) { FIRE_VERTICES(); currentsz = dmasz; } for (j = start + 1 ; j < count - 1; j += nr - 1 ) { nr = MIN2( currentsz, count - j + 1 ); TAG(emit_elts)( ctx, elts+start, 1 ); TAG(emit_elts)( ctx, elts+j, nr - 1 ); NEW_PRIMITIVE(); currentsz = dmasz; } } else { /* TODO: try to emit as indexed triangles */ ELT_FALLBACK( ctx, start, count, flags ); } } static void TAG(render_poly_elts)( GLcontext *ctx, GLuint start, GLuint count, GLuint flags ) { if (HAVE_POLYGONS && 0) { } else if (HAVE_TRI_FANS && !(ctx->_TriangleCaps & DD_FLATSHADE)) { LOCAL_VARS; GLuint *elts = TNL_CONTEXT(ctx)->vb.Elts; GLuint j, nr; int dmasz = GET_SUBSEQUENT_VB_MAX_ELTS(); int currentsz; NEW_PRIMITIVE(); ELT_INIT( GL_TRIANGLE_FAN ); currentsz = GET_CURRENT_VB_MAX_ELTS(); if (currentsz < 8) { FIRE_VERTICES(); currentsz = dmasz; } for (j = start + 1 ; j < count - 1 ; j += nr - 1 ) { nr = MIN2( currentsz, count - j + 1 ); TAG(emit_elts)( ctx, elts+start, 1 ); TAG(emit_elts)( ctx, elts+j, nr - 1 ); NEW_PRIMITIVE(); currentsz = dmasz; } } else { ELT_FALLBACK( ctx, start, count, flags ); } } static void TAG(render_quad_strip_elts)( GLcontext *ctx, GLuint start, GLuint count, GLuint flags ) { if (HAVE_QUAD_STRIPS && 0) { } else if (HAVE_TRI_STRIPS) { LOCAL_VARS; GLuint *elts = TNL_CONTEXT(ctx)->vb.Elts; int dmasz = GET_SUBSEQUENT_VB_MAX_ELTS(); int currentsz; GLuint j, nr; NEW_PRIMITIVE(); currentsz = GET_CURRENT_VB_MAX_ELTS(); /* Emit whole number of quads in total, and in each buffer. */ dmasz -= dmasz & 1; count -= (count-start) & 1; currentsz -= currentsz & 1; if (currentsz < 12) currentsz = dmasz; if (ctx->_TriangleCaps & DD_FLATSHADE) { ELT_INIT( GL_TRIANGLES ); currentsz = currentsz/6*2; dmasz = dmasz/6*2; for (j = start; j < count - 3; j += nr - 2 ) { nr = MIN2( currentsz, count - j ); if (nr >= 4) { GLint i; GLint quads = (nr/2)-1; ELTS_VARS; NEW_PRIMITIVE(); ALLOC_ELTS_NEW_PRIMITIVE( quads*6 ); for ( i = 0 ; i < quads ; i++, elts += 2 ) { EMIT_TWO_ELTS( 0, elts[0], elts[1] ); EMIT_TWO_ELTS( 2, elts[2], elts[1] ); EMIT_TWO_ELTS( 4, elts[3], elts[2] ); INCR_ELTS( 6 ); } NEW_PRIMITIVE(); } currentsz = dmasz; } } else { ELT_INIT( GL_TRIANGLE_STRIP ); for (j = start; j < count - 3; j += nr - 2 ) { nr = MIN2( currentsz, count - j ); TAG(emit_elts)( ctx, elts+j, nr ); NEW_PRIMITIVE(); currentsz = dmasz; } } } } static void TAG(render_quads_elts)( GLcontext *ctx, GLuint start, GLuint count, GLuint flags ) { if (HAVE_QUADS && 0) { } else { LOCAL_VARS; GLuint *elts = TNL_CONTEXT(ctx)->vb.Elts; int dmasz = GET_SUBSEQUENT_VB_MAX_ELTS(); int currentsz; GLuint j, nr; ELT_INIT( GL_TRIANGLES ); currentsz = GET_CURRENT_VB_MAX_ELTS(); /* Emit whole number of quads in total, and in each buffer. */ dmasz -= dmasz & 3; count -= (count-start) & 3; currentsz -= currentsz & 3; /* Adjust for rendering as triangles: */ currentsz = currentsz/6*4; dmasz = dmasz/6*4; if (currentsz < 8) currentsz = dmasz; for (j = start; j < count - 3; j += nr - 2 ) { nr = MIN2( currentsz, count - j ); if (nr >= 4) { GLint quads = nr/4; GLint i; ELTS_VARS; NEW_PRIMITIVE(); ALLOC_ELTS_NEW_PRIMITIVE( quads * 6 ); for ( i = 0 ; i < quads ; i++, elts += 4 ) { EMIT_TWO_ELTS( 0, elts[0], elts[1] ); EMIT_TWO_ELTS( 2, elts[3], elts[1] ); EMIT_TWO_ELTS( 4, elts[2], elts[3] ); INCR_ELTS( 6 ); } } NEW_PRIMITIVE(); currentsz = dmasz; } } } static render_func TAG(render_tab_elts)[GL_POLYGON+2] = { TAG(render_points_elts), TAG(render_lines_elts), TAG(render_line_loop_elts), TAG(render_line_strip_elts), TAG(render_triangles_elts), TAG(render_tri_strip_elts), TAG(render_tri_fan_elts), TAG(render_quads_elts), TAG(render_quad_strip_elts), TAG(render_poly_elts), TAG(render_noop), }; #endif