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1 /*
2  * Mesa 3-D graphics library
3  *
4  * Copyright (C) 1999-2005  Brian Paul   All Rights Reserved.
5  *
6  * Permission is hereby granted, free of charge, to any person obtaining a
7  * copy of this software and associated documentation files (the "Software"),
8  * to deal in the Software without restriction, including without limitation
9  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10  * and/or sell copies of the Software, and to permit persons to whom the
11  * Software is furnished to do so, subject to the following conditions:
12  *
13  * The above copyright notice and this permission notice shall be included
14  * in all copies or substantial portions of the Software.
15  *
16  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
19  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20  * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21  * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22  * OTHER DEALINGS IN THE SOFTWARE.
23  *
24  * Authors:
25  *    Keith Whitwell <keithw@vmware.com>
26  */
27 
28 
29 #include "main/glheader.h"
30 #include "main/mtypes.h"
31 #include "main/vtxfmt.h"
32 #include "vbo_context.h"
33 
34 
35 
36 void
vbo_exec_init(struct gl_context * ctx)37 vbo_exec_init(struct gl_context *ctx)
38 {
39    struct vbo_exec_context *exec = &vbo_context(ctx)->exec;
40 
41    exec->ctx = ctx;
42 
43    /* aelt_context should have been created by the caller */
44    assert(ctx->aelt_context);
45 
46    vbo_exec_vtx_init(exec);
47 
48    ctx->Driver.NeedFlush = 0;
49    ctx->Driver.CurrentExecPrimitive = PRIM_OUTSIDE_BEGIN_END;
50 
51    /* The aelt_context state should still be dirty from its creation */
52    assert(_ae_is_state_dirty(ctx));
53 
54    exec->array.recalculate_inputs = GL_TRUE;
55    exec->eval.recalculate_maps = GL_TRUE;
56 }
57 
58 
vbo_exec_destroy(struct gl_context * ctx)59 void vbo_exec_destroy( struct gl_context *ctx )
60 {
61    struct vbo_exec_context *exec = &vbo_context(ctx)->exec;
62 
63    if (ctx->aelt_context) {
64       _ae_destroy_context( ctx );
65       ctx->aelt_context = NULL;
66    }
67 
68    vbo_exec_vtx_destroy( exec );
69 }
70 
71 
72 /**
73  * Figure out the number of transform feedback primitives that will be output
74  * considering the drawing mode, number of vertices, and instance count,
75  * assuming that no geometry shading is done and primitive restart is not
76  * used.
77  *
78  * This is used by driver back-ends in implementing the PRIMITIVES_GENERATED
79  * and TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN queries.  It is also used to
80  * pre-validate draw calls in GLES3 (where draw calls only succeed if there is
81  * enough room in the transform feedback buffer for the result).
82  */
83 size_t
vbo_count_tessellated_primitives(GLenum mode,GLuint count,GLuint num_instances)84 vbo_count_tessellated_primitives(GLenum mode, GLuint count,
85                                  GLuint num_instances)
86 {
87    size_t num_primitives;
88    switch (mode) {
89    case GL_POINTS:
90       num_primitives = count;
91       break;
92    case GL_LINE_STRIP:
93       num_primitives = count >= 2 ? count - 1 : 0;
94       break;
95    case GL_LINE_LOOP:
96       num_primitives = count >= 2 ? count : 0;
97       break;
98    case GL_LINES:
99       num_primitives = count / 2;
100       break;
101    case GL_TRIANGLE_STRIP:
102    case GL_TRIANGLE_FAN:
103    case GL_POLYGON:
104       num_primitives = count >= 3 ? count - 2 : 0;
105       break;
106    case GL_TRIANGLES:
107       num_primitives = count / 3;
108       break;
109    case GL_QUAD_STRIP:
110       num_primitives = count >= 4 ? ((count / 2) - 1) * 2 : 0;
111       break;
112    case GL_QUADS:
113       num_primitives = (count / 4) * 2;
114       break;
115    case GL_LINES_ADJACENCY:
116       num_primitives = count / 4;
117       break;
118    case GL_LINE_STRIP_ADJACENCY:
119       num_primitives = count >= 4 ? count - 3 : 0;
120       break;
121    case GL_TRIANGLES_ADJACENCY:
122       num_primitives = count / 6;
123       break;
124    case GL_TRIANGLE_STRIP_ADJACENCY:
125       num_primitives = count >= 6 ? (count - 4) / 2 : 0;
126       break;
127    default:
128       assert(!"Unexpected primitive type in count_tessellated_primitives");
129       num_primitives = 0;
130       break;
131    }
132    return num_primitives * num_instances;
133 }
134 
135 
136 
137 /**
138  * In some degenarate cases we can improve our ability to merge
139  * consecutive primitives.  For example:
140  * glBegin(GL_LINE_STRIP);
141  * glVertex(1);
142  * glVertex(1);
143  * glEnd();
144  * glBegin(GL_LINE_STRIP);
145  * glVertex(1);
146  * glVertex(1);
147  * glEnd();
148  * Can be merged as a GL_LINES prim with four vertices.
149  *
150  * This function converts 2-vertex line strips/loops into GL_LINES, etc.
151  */
152 void
vbo_try_prim_conversion(struct _mesa_prim * p)153 vbo_try_prim_conversion(struct _mesa_prim *p)
154 {
155    if (p->mode == GL_LINE_STRIP && p->count == 2) {
156       /* convert 2-vertex line strip to a separate line */
157       p->mode = GL_LINES;
158    }
159    else if ((p->mode == GL_TRIANGLE_STRIP || p->mode == GL_TRIANGLE_FAN)
160        && p->count == 3) {
161       /* convert 3-vertex tri strip or fan to a separate triangle */
162       p->mode = GL_TRIANGLES;
163    }
164 
165    /* Note: we can't convert a 4-vertex quad strip to a separate quad
166     * because the vertex ordering is different.  We'd have to muck
167     * around in the vertex data to make it work.
168     */
169 }
170 
171 
172 /**
173  * Helper function for determining if two subsequent glBegin/glEnd
174  * primitives can be combined.  This is only possible for GL_POINTS,
175  * GL_LINES, GL_TRIANGLES and GL_QUADS.
176  * If we return true, it means that we can concatenate p1 onto p0 (and
177  * discard p1).
178  */
179 bool
vbo_can_merge_prims(const struct _mesa_prim * p0,const struct _mesa_prim * p1)180 vbo_can_merge_prims(const struct _mesa_prim *p0, const struct _mesa_prim *p1)
181 {
182    if (!p0->begin ||
183        !p1->begin ||
184        !p0->end ||
185        !p1->end)
186       return false;
187 
188    /* The prim mode must match (ex: both GL_TRIANGLES) */
189    if (p0->mode != p1->mode)
190       return false;
191 
192    /* p1's vertices must come right after p0 */
193    if (p0->start + p0->count != p1->start)
194       return false;
195 
196    if (p0->basevertex != p1->basevertex ||
197        p0->num_instances != p1->num_instances ||
198        p0->base_instance != p1->base_instance)
199       return false;
200 
201    /* can always merge subsequent GL_POINTS primitives */
202    if (p0->mode == GL_POINTS)
203       return true;
204 
205    /* independent lines with no extra vertices */
206    if (p0->mode == GL_LINES && p0->count % 2 == 0 && p1->count % 2 == 0)
207       return true;
208 
209    /* independent tris */
210    if (p0->mode == GL_TRIANGLES && p0->count % 3 == 0 && p1->count % 3 == 0)
211       return true;
212 
213    /* independent quads */
214    if (p0->mode == GL_QUADS && p0->count % 4 == 0 && p1->count % 4 == 0)
215       return true;
216 
217    return false;
218 }
219 
220 
221 /**
222  * If we've determined that p0 and p1 can be merged, this function
223  * concatenates p1 onto p0.
224  */
225 void
vbo_merge_prims(struct _mesa_prim * p0,const struct _mesa_prim * p1)226 vbo_merge_prims(struct _mesa_prim *p0, const struct _mesa_prim *p1)
227 {
228    assert(vbo_can_merge_prims(p0, p1));
229 
230    p0->count += p1->count;
231    p0->end = p1->end;
232 }
233