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authormarha <marha@users.sourceforge.net>2011-06-15 16:50:54 +0200
committermarha <marha@users.sourceforge.net>2011-06-15 16:50:54 +0200
commit0e661faf8cf2e3460b5e2389414f99c035ad4d6a (patch)
treed67bcdbab7099872d8f79906159e0690478c65cd /mesalib/src/mesa/state_tracker/st_draw.c
parent4d74e36f359d22b50302c82a922b79ac24dd3e23 (diff)
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mesa xserver git update 15 June 2011
Diffstat (limited to 'mesalib/src/mesa/state_tracker/st_draw.c')
-rw-r--r--mesalib/src/mesa/state_tracker/st_draw.c61
1 files changed, 25 insertions, 36 deletions
diff --git a/mesalib/src/mesa/state_tracker/st_draw.c b/mesalib/src/mesa/state_tracker/st_draw.c
index dd26db2f6..fac0ab7a1 100644
--- a/mesalib/src/mesa/state_tracker/st_draw.c
+++ b/mesalib/src/mesa/state_tracker/st_draw.c
@@ -33,7 +33,7 @@
*
* We basically convert the VBO's vertex attribute/array information into
* Gallium vertex state, bind the vertex buffer objects and call
- * pipe->draw_elements(), pipe->draw_range_elements() or pipe->draw_arrays().
+ * pipe->draw_vbo().
*
* Authors:
* Keith Whitwell <keith@tungstengraphics.com>
@@ -237,7 +237,6 @@ st_pipe_vertex_format(GLenum type, GLuint size, GLenum format,
/**
* Examine the active arrays to determine if we have interleaved
* vertex arrays all living in one VBO, or all living in user space.
- * \param userSpace returns whether the arrays are in user space.
*/
static GLboolean
is_interleaved_arrays(const struct st_vertex_program *vp,
@@ -247,8 +246,8 @@ is_interleaved_arrays(const struct st_vertex_program *vp,
GLuint attr;
const struct gl_buffer_object *firstBufObj = NULL;
GLint firstStride = -1;
- const GLubyte *client_addr = NULL;
- GLboolean user_memory = GL_FALSE;
+ const GLubyte *firstPtr = NULL;
+ GLboolean userSpaceBuffer = GL_FALSE;
for (attr = 0; attr < vpv->num_inputs; attr++) {
const GLuint mesaAttr = vp->index_to_input[attr];
@@ -256,37 +255,26 @@ is_interleaved_arrays(const struct st_vertex_program *vp,
const struct gl_buffer_object *bufObj = array->BufferObj;
const GLsizei stride = array->StrideB; /* in bytes */
- if (firstStride < 0) {
+ if (attr == 0) {
+ /* save info about the first array */
firstStride = stride;
- user_memory = !bufObj || !bufObj->Name;
- }
- else if (firstStride != stride) {
- return GL_FALSE;
- }
-
- if (!bufObj || !bufObj->Name) {
- /* Try to detect if the client-space arrays are
- * "close" to each other.
- */
- if (!user_memory) {
- return GL_FALSE;
- }
- if (!client_addr) {
- client_addr = array->Ptr;
- }
- else if (abs(array->Ptr - client_addr) > firstStride) {
- /* arrays start too far apart */
- return GL_FALSE;
- }
- }
- else if (!firstBufObj) {
- if (user_memory) {
- return GL_FALSE;
- }
+ firstPtr = array->Ptr;
firstBufObj = bufObj;
+ userSpaceBuffer = !bufObj || !bufObj->Name;
}
- else if (bufObj != firstBufObj) {
- return GL_FALSE;
+ else {
+ /* check if other arrays interleave with the first, in same buffer */
+ if (stride != firstStride)
+ return GL_FALSE; /* strides don't match */
+
+ if (bufObj != firstBufObj)
+ return GL_FALSE; /* arrays in different VBOs */
+
+ if (abs(array->Ptr - firstPtr) > firstStride)
+ return GL_FALSE; /* arrays start too far apart */
+
+ if ((!bufObj || !_mesa_is_bufferobj(bufObj)) != userSpaceBuffer)
+ return GL_FALSE; /* mix of VBO and user-space arrays */
}
}
@@ -510,6 +498,7 @@ setup_index_buffer(struct gl_context *ctx,
}
}
+
/**
* Prior to drawing, check that any uniforms referenced by the
* current shader have been set. If a uniform has not been set,
@@ -556,8 +545,8 @@ translate_prim(const struct gl_context *ctx, unsigned prim)
assert(GL_TRIANGLE_STRIP_ADJACENCY == PIPE_PRIM_TRIANGLE_STRIP_ADJACENCY);
/* Avoid quadstrips if it's easy to do so:
- * Note: it's imporant to do the correct trimming if we change the prim type!
- * We do that wherever this function is called.
+ * Note: it's important to do the correct trimming if we change the
+ * prim type! We do that wherever this function is called.
*/
if (prim == GL_QUAD_STRIP &&
ctx->Light.ShadeModel != GL_FLAT &&
@@ -739,8 +728,8 @@ st_draw_vbo(struct gl_context *ctx,
}
}
- info.primitive_restart = st->ctx->Array.PrimitiveRestart;
- info.restart_index = st->ctx->Array.RestartIndex;
+ info.primitive_restart = ctx->Array.PrimitiveRestart;
+ info.restart_index = ctx->Array.RestartIndex;
/* do actual drawing */
for (i = 0; i < nr_prims; i++) {