void
lp_setup_flush_and_restart(struct lp_setup_context *setup)
{
   if (0) debug_printf("%s\n", __FUNCTION__);

   assert(setup->state == SETUP_ACTIVE);
   set_scene_state(setup, SETUP_FLUSHED, __FUNCTION__);
   lp_setup_update_state(setup, TRUE);
}
static const struct vertex_info *
lp_setup_get_vertex_info(struct vbuf_render *vbr)
{
   struct lp_setup_context *setup = lp_setup_context(vbr);

   /* Vertex size/info depends on the latest state.
    * The draw module may have issued additional state-change commands.
    */
   lp_setup_update_state(setup, FALSE);

   return setup->vertex_info;
}
Exemple #3
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boolean
lp_setup_flush_and_restart(struct lp_setup_context *setup)
{
   if (0) debug_printf("%s\n", __FUNCTION__);

   assert(setup->state == SETUP_ACTIVE);

   if (!set_scene_state(setup, SETUP_FLUSHED, __FUNCTION__))
      return FALSE;
   
   if (!lp_setup_update_state(setup, TRUE))
      return FALSE;

   return TRUE;
}
/**
 * This function is hit when the draw module is working in pass-through mode.
 * It's up to us to convert the vertex array into point/line/tri prims.
 */
static void
lp_setup_draw_arrays(struct vbuf_render *vbr, uint start, uint nr)
{
   struct lp_setup_context *setup = lp_setup_context(vbr);
   const unsigned stride = setup->vertex_info->size * sizeof(float);
   const void *vertex_buffer =
      (void *) get_vert(setup->vertex_buffer, start, stride);
   const boolean flatshade_first = setup->flatshade_first;
   unsigned i;

   if (!lp_setup_update_state(setup, TRUE))
      return;

   switch (setup->prim) {
   case PIPE_PRIM_POINTS:
      for (i = 0; i < nr; i++) {
         setup->point( setup,
                       get_vert(vertex_buffer, i-0, stride) );
      }
      break;

   case PIPE_PRIM_LINES:
      for (i = 1; i < nr; i += 2) {
         setup->line( setup,
                      get_vert(vertex_buffer, i-1, stride),
                      get_vert(vertex_buffer, i-0, stride) );
      }
      break;

   case PIPE_PRIM_LINE_STRIP:
      for (i = 1; i < nr; i ++) {
         setup->line( setup,
                      get_vert(vertex_buffer, i-1, stride),
                      get_vert(vertex_buffer, i-0, stride) );
      }
      break;

   case PIPE_PRIM_LINE_LOOP:
      for (i = 1; i < nr; i ++) {
         setup->line( setup,
                      get_vert(vertex_buffer, i-1, stride),
                      get_vert(vertex_buffer, i-0, stride) );
      }
      if (nr) {
         setup->line( setup,
                      get_vert(vertex_buffer, nr-1, stride),
                      get_vert(vertex_buffer, 0, stride) );
      }
      break;

   case PIPE_PRIM_TRIANGLES:
      for (i = 2; i < nr; i += 3) {
         setup->triangle( setup,
                          get_vert(vertex_buffer, i-2, stride),
                          get_vert(vertex_buffer, i-1, stride),
                          get_vert(vertex_buffer, i-0, stride) );
      }
      break;

   case PIPE_PRIM_TRIANGLE_STRIP:
      if (flatshade_first) {
         for (i = 2; i < nr; i++) {
            /* emit first triangle vertex as first triangle vertex */
            setup->triangle( setup,
                             get_vert(vertex_buffer, i-2, stride),
                             get_vert(vertex_buffer, i+(i&1)-1, stride),
                             get_vert(vertex_buffer, i-(i&1), stride) );
         }
      }
      else {
         for (i = 2; i < nr; i++) {
            /* emit last triangle vertex as last triangle vertex */
            setup->triangle( setup,
                             get_vert(vertex_buffer, i+(i&1)-2, stride),
                             get_vert(vertex_buffer, i-(i&1)-1, stride),
                             get_vert(vertex_buffer, i-0, stride) );
         }
      }
      break;

   case PIPE_PRIM_TRIANGLE_FAN:
      if (flatshade_first) {
         for (i = 2; i < nr; i += 1) {
            /* emit first non-spoke vertex as first vertex */
            setup->triangle( setup,
                             get_vert(vertex_buffer, i-1, stride),
                             get_vert(vertex_buffer, i-0, stride),
                             get_vert(vertex_buffer, 0, stride)  );
         }
      }
      else {
         for (i = 2; i < nr; i += 1) {
            /* emit last non-spoke vertex as last vertex */
            setup->triangle( setup,
                             get_vert(vertex_buffer, 0, stride),
                             get_vert(vertex_buffer, i-1, stride),
                             get_vert(vertex_buffer, i-0, stride) );
         }
      }
      break;

   case PIPE_PRIM_QUADS:
      /* GL quads don't follow provoking vertex convention */
      if (flatshade_first) { 
         /* emit last quad vertex as first triangle vertex */
         for (i = 3; i < nr; i += 4) {
            setup->triangle( setup,
                             get_vert(vertex_buffer, i-0, stride),
                             get_vert(vertex_buffer, i-3, stride),
                             get_vert(vertex_buffer, i-2, stride) );
            setup->triangle( setup,
                             get_vert(vertex_buffer, i-0, stride),
                             get_vert(vertex_buffer, i-2, stride),
                             get_vert(vertex_buffer, i-1, stride) );
         }
      }
      else {
         /* emit last quad vertex as last triangle vertex */
         for (i = 3; i < nr; i += 4) {
            setup->triangle( setup,
                             get_vert(vertex_buffer, i-3, stride),
                             get_vert(vertex_buffer, i-2, stride),
                             get_vert(vertex_buffer, i-0, stride) );
            setup->triangle( setup,
                             get_vert(vertex_buffer, i-2, stride),
                             get_vert(vertex_buffer, i-1, stride),
                             get_vert(vertex_buffer, i-0, stride) );
         }
      }
      break;

   case PIPE_PRIM_QUAD_STRIP:
      /* GL quad strips don't follow provoking vertex convention */
      if (flatshade_first) { 
         /* emit last quad vertex as first triangle vertex */
         for (i = 3; i < nr; i += 2) {
            setup->triangle( setup,
                             get_vert(vertex_buffer, i-0, stride),
                             get_vert(vertex_buffer, i-3, stride),
                             get_vert(vertex_buffer, i-2, stride) );
            setup->triangle( setup,
                             get_vert(vertex_buffer, i-0, stride),
                             get_vert(vertex_buffer, i-1, stride),
                             get_vert(vertex_buffer, i-3, stride) );
         }
      }
      else {
         /* emit last quad vertex as last triangle vertex */
         for (i = 3; i < nr; i += 2) {
            setup->triangle( setup,
                             get_vert(vertex_buffer, i-3, stride),
                             get_vert(vertex_buffer, i-2, stride),
                             get_vert(vertex_buffer, i-0, stride) );
            setup->triangle( setup,
                             get_vert(vertex_buffer, i-1, stride),
                             get_vert(vertex_buffer, i-3, stride),
                             get_vert(vertex_buffer, i-0, stride) );
         }
      }
      break;

   case PIPE_PRIM_POLYGON:
      /* Almost same as tri fan but the _first_ vertex specifies the flat
       * shading color.
       */
      if (flatshade_first) { 
         /* emit first polygon  vertex as first triangle vertex */
         for (i = 2; i < nr; i += 1) {
            setup->triangle( setup,
                             get_vert(vertex_buffer, 0, stride),
                             get_vert(vertex_buffer, i-1, stride),
                             get_vert(vertex_buffer, i-0, stride) );
         }
      }
      else {
         /* emit first polygon  vertex as last triangle vertex */
         for (i = 2; i < nr; i += 1) {
            setup->triangle( setup,
                             get_vert(vertex_buffer, i-1, stride),
                             get_vert(vertex_buffer, i-0, stride),
                             get_vert(vertex_buffer, 0, stride) );
         }
      }
      break;

   default:
      assert(0);
   }
}