| 1 | /* $Id: vb.c,v 1.2 2000-05-23 20:41:00 jeroen Exp $ */ | 
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| 2 |  | 
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| 3 | /* | 
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| 4 | * Mesa 3-D graphics library | 
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| 5 | * Version:  3.3 | 
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| 6 | * | 
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| 7 | * Copyright (C) 1999  Brian Paul   All Rights Reserved. | 
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| 8 | * | 
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| 9 | * Permission is hereby granted, free of charge, to any person obtaining a | 
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| 10 | * copy of this software and associated documentation files (the "Software"), | 
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| 11 | * to deal in the Software without restriction, including without limitation | 
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| 12 | * the rights to use, copy, modify, merge, publish, distribute, sublicense, | 
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| 13 | * and/or sell copies of the Software, and to permit persons to whom the | 
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| 14 | * Software is furnished to do so, subject to the following conditions: | 
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| 15 | * | 
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| 16 | * The above copyright notice and this permission notice shall be included | 
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| 17 | * in all copies or substantial portions of the Software. | 
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| 18 | * | 
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| 19 | * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS | 
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| 20 | * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | 
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| 21 | * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL | 
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| 22 | * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN | 
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| 23 | * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN | 
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| 24 | * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. | 
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| 25 | */ | 
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| 26 |  | 
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| 27 |  | 
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| 28 |  | 
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| 29 |  | 
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| 30 |  | 
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| 31 | #ifdef PC_HEADER | 
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| 32 | #include "all.h" | 
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| 33 | #else | 
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| 34 | #include "glheader.h" | 
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| 35 | #include "types.h" | 
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| 36 | #include "vb.h" | 
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| 37 | #include "vbxform.h" | 
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| 38 | #include "xform.h" | 
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| 39 | #include "mem.h" | 
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| 40 | #endif | 
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| 41 |  | 
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| 42 |  | 
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| 43 | /* | 
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| 44 | * Allocate and initialize a vertex buffer. | 
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| 45 | */ | 
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| 46 | struct vertex_buffer *gl_vb_create_for_immediate( GLcontext *ctx ) | 
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| 47 | { | 
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| 48 | struct vertex_buffer *VB; | 
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| 49 | struct immediate *IM; | 
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| 50 | GLuint alignment = 32; | 
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| 51 |  | 
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| 52 | VB = CALLOC_STRUCT(vertex_buffer); | 
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| 53 | if (!VB) | 
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| 54 | return 0; | 
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| 55 |  | 
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| 56 | VB->ctx = ctx; | 
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| 57 | VB->ClipAndMask = CLIP_ALL_BITS; | 
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| 58 | VB->Size = VB_SIZE; | 
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| 59 | VB->FirstFree = VB_MAX; | 
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| 60 | VB->Type = VB_IMMEDIATE; | 
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| 61 | VB->Start = VB_START; | 
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| 62 | VB->pipeline = &ctx->CVA.elt; | 
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| 63 |  | 
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| 64 | gl_vector4f_alloc( &VB->Eye, 2, VEC_WRITABLE, VB_SIZE, alignment ); | 
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| 65 | gl_vector4f_alloc( &VB->Clip, 2, VEC_WRITABLE, VB_SIZE, alignment ); | 
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| 66 | gl_vector4f_alloc( &VB->Win, 2, VEC_WRITABLE, VB_SIZE, alignment ); | 
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| 67 | gl_vector4ub_alloc( &VB->BColor, VEC_WRITABLE, VB_SIZE, alignment ); | 
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| 68 | gl_vector1ui_alloc( &VB->BIndex, VEC_WRITABLE, VB_SIZE, alignment ); | 
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| 69 |  | 
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| 70 | VB->ClipMask = (GLubyte *)MALLOC(sizeof(GLubyte) * VB_SIZE); | 
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| 71 | VB->UserClipMask = (GLubyte *)CALLOC(sizeof(GLubyte) * VB_SIZE); | 
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| 72 | VB->CullMask = (GLubyte *)MALLOC(sizeof(GLubyte) * VB_SIZE); | 
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| 73 | VB->NormCullMask = (GLubyte *)MALLOC(sizeof(GLubyte) * VB_SIZE); | 
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| 74 | VB->Spec[0] = (GLubyte (*)[4])MALLOC(sizeof(GLubyte) * 4 * VB_SIZE); | 
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| 75 | VB->Spec[1] = (GLubyte (*)[4])MALLOC(sizeof(GLubyte) * 4 * VB_SIZE); | 
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| 76 |  | 
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| 77 | IM = VB->IM = gl_immediate_alloc( ctx ); | 
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| 78 |  | 
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| 79 | VB->store.Obj = &IM->v.Obj; | 
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| 80 | VB->store.Normal = &IM->v.Normal; | 
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| 81 | VB->store.Color = 0;         /* not used */ | 
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| 82 | VB->store.Index = 0;         /* not used */ | 
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| 83 | VB->store.EdgeFlag = &IM->v.EdgeFlag; | 
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| 84 | VB->store.TexCoord[0] = &IM->v.TexCoord[0]; | 
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| 85 | VB->store.TexCoord[1] = &IM->v.TexCoord[1]; | 
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| 86 | VB->store.Elt = &IM->v.Elt; | 
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| 87 |  | 
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| 88 | VB->LitColor[0] = VB->FoggedColor[0] = &IM->v.Color; | 
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| 89 | VB->LitColor[1] = VB->FoggedColor[1] = &VB->BColor; | 
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| 90 |  | 
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| 91 | VB->LitIndex[0] = VB->FoggedIndex[0] = &IM->v.Index; | 
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| 92 | VB->LitIndex[1] = VB->FoggedIndex[1] = &VB->BIndex; | 
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| 93 |  | 
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| 94 |  | 
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| 95 | VB->prev_buffer = IM; | 
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| 96 | /* prev_buffer is now also a reference for the immediate buffer */ | 
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| 97 | IM->ref_count++; | 
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| 98 |  | 
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| 99 | if (ctx->Driver.RegisterVB) | 
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| 100 | ctx->Driver.RegisterVB( VB ); | 
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| 101 |  | 
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| 102 | return VB; | 
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| 103 | } | 
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| 104 |  | 
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| 105 |  | 
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| 106 |  | 
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| 107 | struct vertex_buffer *gl_vb_create_for_cva( GLcontext *ctx, GLuint size ) | 
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| 108 | { | 
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| 109 | struct vertex_buffer *VB; | 
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| 110 | GLuint alignment = 32; | 
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| 111 |  | 
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| 112 | VB = CALLOC_STRUCT(vertex_buffer); | 
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| 113 | if (!VB) | 
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| 114 | return 0; | 
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| 115 |  | 
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| 116 | /* set non-zero fields */ | 
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| 117 |  | 
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| 118 | VB->ctx = ctx; | 
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| 119 | VB->Type = VB_CVA_PRECALC; | 
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| 120 | VB->FirstFree = size; | 
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| 121 | VB->CullDone = 1; | 
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| 122 |  | 
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| 123 | size += VB_MAX_CLIPPED_VERTS; | 
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| 124 | VB->Size = size; | 
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| 125 | VB->ClipAndMask = CLIP_ALL_BITS; | 
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| 126 | VB->pipeline = &ctx->CVA.pre; | 
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| 127 |  | 
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| 128 | VB->ClipMask = (GLubyte *)MALLOC(sizeof(GLubyte) * size); | 
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| 129 | VB->UserClipMask = (GLubyte *)CALLOC(sizeof(GLubyte) * size); | 
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| 130 | VB->Spec[0] = (GLubyte (*)[4])MALLOC(sizeof(GLubyte) * 4 * size); | 
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| 131 | VB->Spec[1] = (GLubyte (*)[4])MALLOC(sizeof(GLubyte) * 4 * size); | 
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| 132 | VB->Flag = (GLuint *)MALLOC(sizeof(GLuint) * size); | 
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| 133 |  | 
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| 134 | gl_vector4f_alloc( &VB->Eye, 2, VEC_WRITABLE, size, alignment ); | 
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| 135 | gl_vector4f_alloc( &VB->Clip, 2, VEC_WRITABLE, size, alignment ); | 
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| 136 | gl_vector4f_alloc( &VB->Win, 2, VEC_WRITABLE, size, alignment ); | 
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| 137 |  | 
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| 138 | VB->store.Obj         = (GLvector4f *)  CALLOC(sizeof(GLvector4f)); | 
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| 139 | VB->store.Normal      = (GLvector3f *)  CALLOC(sizeof(GLvector3f)); | 
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| 140 | VB->store.Color       = 0; | 
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| 141 | VB->store.Index       = 0; | 
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| 142 | VB->store.EdgeFlag    = (GLvector1ub *) CALLOC(sizeof(GLvector1ub)); | 
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| 143 | VB->store.TexCoord[0] = (GLvector4f *)  CALLOC(sizeof(GLvector4f)); | 
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| 144 | VB->store.TexCoord[1] = (GLvector4f *)  CALLOC(sizeof(GLvector4f)); | 
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| 145 | VB->store.Elt         = (GLvector1ui *) CALLOC(sizeof(GLvector1ui)); | 
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| 146 | VB->LitColor[0]       = (GLvector4ub *) CALLOC(sizeof(GLvector4ub)); | 
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| 147 | VB->LitColor[1]       = (GLvector4ub *) CALLOC(sizeof(GLvector4ub)); | 
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| 148 | VB->LitIndex[0]       = (GLvector1ui *) CALLOC(sizeof(GLvector1ui)); | 
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| 149 | VB->LitIndex[1]       = (GLvector1ui *) CALLOC(sizeof(GLvector1ui)); | 
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| 150 | VB->FoggedColor[0]    = (GLvector4ub *) CALLOC(sizeof(GLvector4ub)); | 
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| 151 | VB->FoggedColor[1]    = (GLvector4ub *) CALLOC(sizeof(GLvector4ub)); | 
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| 152 | VB->FoggedIndex[0]    = (GLvector1ui *) CALLOC(sizeof(GLvector1ui)); | 
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| 153 | VB->FoggedIndex[1]    = (GLvector1ui *) CALLOC(sizeof(GLvector1ui)); | 
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| 154 |  | 
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| 155 | VB->ColorPtr = VB->Color[0] = VB->LitColor[0]; | 
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| 156 | VB->IndexPtr = VB->Index[0] = VB->LitIndex[0]; | 
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| 157 | VB->Specular = VB->Spec[0]; | 
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| 158 | VB->TexCoordPtr[0] = VB->store.TexCoord[0]; | 
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| 159 | VB->TexCoordPtr[1] = VB->store.TexCoord[1]; | 
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| 160 | VB->EdgeFlagPtr = VB->store.EdgeFlag; | 
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| 161 | VB->NormalPtr = VB->store.Normal; | 
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| 162 | VB->ObjPtr = VB->store.Obj; | 
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| 163 | VB->EltPtr = VB->store.Elt; | 
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| 164 |  | 
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| 165 | gl_vector4f_alloc( VB->store.Obj, 2, VEC_WRITABLE, size, alignment ); | 
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| 166 | gl_vector3f_alloc( VB->store.Normal, VEC_WRITABLE, size, alignment ); | 
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| 167 | gl_vector1ub_alloc( VB->store.EdgeFlag, VEC_WRITABLE, size, alignment ); | 
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| 168 | gl_vector4f_alloc( VB->store.TexCoord[0], 2, VEC_WRITABLE, size, alignment ); | 
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| 169 | gl_vector4f_alloc( VB->store.TexCoord[1], 2, VEC_WRITABLE, size, alignment ); | 
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| 170 |  | 
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| 171 | /* TODO: allocate these on demand. | 
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| 172 | */ | 
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| 173 | gl_vector4ub_alloc( VB->LitColor[0], VEC_WRITABLE, size, alignment ); | 
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| 174 | gl_vector4ub_alloc( VB->LitColor[1], VEC_WRITABLE, size, alignment ); | 
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| 175 | gl_vector1ui_alloc( VB->LitIndex[0], VEC_WRITABLE, size, alignment ); | 
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| 176 | gl_vector1ui_alloc( VB->LitIndex[1], VEC_WRITABLE, size, alignment ); | 
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| 177 | gl_vector4ub_alloc( VB->FoggedColor[0], VEC_WRITABLE, size, alignment ); | 
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| 178 | gl_vector4ub_alloc( VB->FoggedColor[1], VEC_WRITABLE, size, alignment ); | 
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| 179 | gl_vector1ui_alloc( VB->FoggedIndex[0], VEC_WRITABLE, size, alignment ); | 
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| 180 | gl_vector1ui_alloc( VB->FoggedIndex[1], VEC_WRITABLE, size, alignment ); | 
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| 181 |  | 
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| 182 |  | 
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| 183 |  | 
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| 184 | VB->prev_buffer = 0; | 
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| 185 | VB->Start = 0; | 
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| 186 |  | 
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| 187 | if (ctx->Driver.RegisterVB) | 
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| 188 | ctx->Driver.RegisterVB( VB ); | 
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| 189 |  | 
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| 190 | return VB; | 
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| 191 | } | 
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| 192 |  | 
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| 193 | void gl_vb_free( struct vertex_buffer *VB ) | 
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| 194 | { | 
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| 195 | gl_vector4f_free( &VB->Eye ); | 
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| 196 | gl_vector4f_free( &VB->Clip ); | 
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| 197 | gl_vector4f_free( &VB->Win ); | 
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| 198 | gl_vector4ub_free( &VB->BColor ); | 
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| 199 | gl_vector1ui_free( &VB->BIndex ); | 
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| 200 |  | 
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| 201 | if ( VB->prev_buffer && ! --VB->prev_buffer->ref_count ) | 
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| 202 | gl_immediate_free( VB->prev_buffer ); | 
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| 203 |  | 
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| 204 | if (VB->IM) { | 
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| 205 | if ( ! --VB->IM->ref_count ) | 
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| 206 | gl_immediate_free( VB->IM ); | 
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| 207 |  | 
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| 208 | FREE( VB->CullMask ); | 
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| 209 | FREE( VB->NormCullMask ); | 
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| 210 | } else { | 
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| 211 | if (VB->store.Elt) | 
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| 212 | gl_vector4f_free( VB->store.Obj );          FREE( VB->store.Obj ); | 
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| 213 | gl_vector3f_free( VB->store.Normal );       FREE( VB->store.Normal ); | 
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| 214 | gl_vector1ub_free( VB->store.EdgeFlag );    FREE( VB->store.EdgeFlag ); | 
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| 215 | gl_vector4f_free( VB->store.TexCoord[0] );  FREE( VB->store.TexCoord[0]); | 
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| 216 | gl_vector4f_free( VB->store.TexCoord[1] );  FREE( VB->store.TexCoord[1]); | 
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| 217 |  | 
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| 218 | gl_vector4ub_free( VB->LitColor[0] );       FREE( VB->LitColor[0] ); | 
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| 219 | gl_vector4ub_free( VB->LitColor[1] );       FREE( VB->LitColor[1] ); | 
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| 220 | gl_vector1ui_free( VB->LitIndex[0] );       FREE( VB->LitIndex[0] ); | 
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| 221 | gl_vector1ui_free( VB->LitIndex[1] );       FREE( VB->LitIndex[1] ); | 
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| 222 |  | 
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| 223 | gl_vector4ub_free( VB->FoggedColor[0] );    FREE( VB->FoggedColor[0] ); | 
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| 224 | gl_vector4ub_free( VB->FoggedColor[1] );    FREE( VB->FoggedColor[1] ); | 
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| 225 | gl_vector1ui_free( VB->FoggedIndex[0] );    FREE( VB->FoggedIndex[0] ); | 
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| 226 | gl_vector1ui_free( VB->FoggedIndex[1] );    FREE( VB->FoggedIndex[1] ); | 
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| 227 |  | 
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| 228 | FREE( VB->Flag ); | 
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| 229 | } | 
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| 230 |  | 
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| 231 | if (VB->tmp_f) FREE(VB->tmp_f); | 
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| 232 | if (VB->tmp_m) FREE(VB->tmp_m); | 
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| 233 | if (VB->EvaluatedFlags) FREE(VB->EvaluatedFlags); | 
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| 234 |  | 
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| 235 | FREE( VB->Spec[0] ); | 
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| 236 | FREE( VB->Spec[1] ); | 
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| 237 | FREE( VB->ClipMask ); | 
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| 238 | FREE( VB->UserClipMask ); | 
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| 239 |  | 
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| 240 | if (VB->ctx->Driver.UnregisterVB) | 
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| 241 | VB->ctx->Driver.UnregisterVB( VB ); | 
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| 242 |  | 
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| 243 | FREE( VB ); | 
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| 244 | } | 
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| 245 |  | 
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| 246 |  | 
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| 247 | struct immediate *gl_immediate_alloc( GLcontext *ctx ) | 
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| 248 | { | 
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| 249 | static int id = 0; | 
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| 250 | struct immediate *IM; | 
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| 251 | GLuint j; | 
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| 252 |  | 
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| 253 | if (ctx->freed_im_queue) { | 
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| 254 | IM = ctx->freed_im_queue; | 
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| 255 | ctx->freed_im_queue = IM->next; | 
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| 256 | ctx->nr_im_queued--; | 
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| 257 | IM->ref_count = 1; | 
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| 258 | return IM; | 
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| 259 | } | 
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| 260 |  | 
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| 261 | IM= (struct immediate *) MALLOC(sizeof(*IM)); | 
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| 262 | if (!IM) return 0; | 
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| 263 |  | 
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| 264 | IM->id = id++; | 
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| 265 | IM->ref_count = 1; | 
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| 266 | IM->backref = ctx; | 
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| 267 | IM->maybe_transform_vb = gl_maybe_transform_vb; | 
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| 268 | /*     IM->Bounds = 0; */ | 
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| 269 | IM->NormalLengths = 0; | 
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| 270 | IM->LastCalcedLength = 0; | 
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| 271 | IM->FlushElt = 0; | 
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| 272 | IM->LastPrimitive = VB_START; | 
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| 273 | IM->Count = VB_MAX;          /* force clear of Flag. */ | 
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| 274 | IM->Start = VB_START; | 
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| 275 | IM->Material = 0; | 
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| 276 | IM->MaterialMask = 0; | 
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| 277 |  | 
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| 278 | if (MESA_VERBOSE&VERBOSE_IMMEDIATE) | 
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| 279 | fprintf(stderr, "alloc immediate %d\n", id); | 
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| 280 |  | 
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| 281 | gl_vector4f_init( &IM->v.Obj, VEC_WRITABLE, IM->Obj ); | 
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| 282 | gl_vector3f_init( &IM->v.Normal, VEC_WRITABLE, IM->Normal ); | 
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| 283 | gl_vector4ub_init( &IM->v.Color, VEC_WRITABLE, IM->Color ); | 
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| 284 | gl_vector1ui_init( &IM->v.Index, VEC_WRITABLE, IM->Index ); | 
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| 285 | gl_vector1ub_init( &IM->v.EdgeFlag, VEC_WRITABLE, IM->EdgeFlag ); | 
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| 286 | gl_vector1ui_init( &IM->v.Elt, VEC_WRITABLE, IM->Elt ); | 
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| 287 |  | 
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| 288 | for (j=0;j<MAX_TEXTURE_UNITS;j++) { | 
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| 289 | IM->TexCoordPtr[j] = IM->TexCoord[j]; | 
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| 290 | gl_vector4f_init( &IM->v.TexCoord[j], VEC_WRITABLE, IM->TexCoord[j]); | 
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| 291 |  | 
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| 292 | /* Precalculate some flags and keep them in a handy place. | 
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| 293 | */ | 
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| 294 | IM->TF1[j] = VERT_TEX0_1 << (j*NR_TEXSIZE_BITS); | 
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| 295 | IM->TF2[j] = VERT_TEX0_12 << (j*NR_TEXSIZE_BITS); | 
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| 296 | IM->TF3[j] = VERT_TEX0_123 << (j*NR_TEXSIZE_BITS); | 
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| 297 | IM->TF4[j] = VERT_TEX0_1234 << (j*NR_TEXSIZE_BITS); | 
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| 298 | } | 
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| 299 |  | 
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| 300 | return IM; | 
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| 301 | } | 
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| 302 |  | 
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| 303 |  | 
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| 304 | void gl_immediate_free( struct immediate *IM ) | 
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| 305 | { | 
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| 306 | GLcontext *ctx = IM->backref; | 
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| 307 |  | 
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| 308 | if (IM->NormalLengths) { | 
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| 309 | FREE( IM->NormalLengths ); | 
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| 310 | IM->NormalLengths = 0; | 
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| 311 | IM->LastCalcedLength = 0; | 
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| 312 | } | 
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| 313 |  | 
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| 314 | if (IM->Material) { | 
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| 315 | FREE( IM->Material ); | 
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| 316 | FREE( IM->MaterialMask ); | 
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| 317 | IM->Material = 0; | 
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| 318 | IM->MaterialMask = 0; | 
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| 319 | } | 
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| 320 |  | 
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| 321 | if (ctx->nr_im_queued > 5) { | 
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| 322 | if (MESA_VERBOSE&VERBOSE_IMMEDIATE) | 
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| 323 | fprintf(stderr, "really free immediate %d\n", IM->id); | 
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| 324 |  | 
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| 325 | FREE( IM ); | 
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| 326 | } | 
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| 327 | else { | 
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| 328 | if (MESA_VERBOSE&VERBOSE_IMMEDIATE) | 
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| 329 | fprintf(stderr, "requeue immediate %d\n", IM->id); | 
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| 330 |  | 
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| 331 | IM->next = ctx->freed_im_queue; | 
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| 332 | ctx->freed_im_queue = IM; | 
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| 333 | ctx->nr_im_queued++; | 
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| 334 | } | 
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| 335 | } | 
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