Esempio n. 1
0
static void r300RunRenderPrimitive(r300ContextPtr rmesa, GLcontext * ctx,
				   int start, int end, int prim)
{
	int type, num_verts;

	type = r300PrimitiveType(rmesa, ctx, prim);
	num_verts = r300NumVerts(rmesa, end - start, prim);

	if (type < 0 || num_verts <= 0)
		return;

	if (rmesa->state.VB.Elts) {
		r300EmitAOS(rmesa, rmesa->state.aos_count, start);
		if (num_verts > 65535) {
			/* not implemented yet */
			WARN_ONCE("Too many elts\n");
			return;
		}
		r300EmitElts(ctx, rmesa->state.VB.Elts, num_verts,
			     rmesa->state.VB.elt_size);
		r300FireEB(rmesa, rmesa->state.elt_dma.aos_offset,
			   num_verts, type, rmesa->state.VB.elt_size);
	} else {
		r300EmitAOS(rmesa, rmesa->state.aos_count, start);
		r300FireAOS(rmesa, num_verts, type);
	}
}
static void r300RunRenderPrimitive(r300ContextPtr rmesa, GLcontext * ctx,
				   int start, int end, int prim)
{
	int type, num_verts;
	TNLcontext *tnl = TNL_CONTEXT(ctx);
	struct vertex_buffer *vb = &tnl->vb;

	type = r300PrimitiveType(rmesa, prim);
	num_verts = r300NumVerts(rmesa, end - start, prim);

	if (type < 0 || num_verts <= 0)
		return;

	if (vb->Elts) {
		if (num_verts > 65535) {
			/* not implemented yet */
			WARN_ONCE("Too many elts\n");
			return;
		}
		/* Note: The following is incorrect, but it's the best I can do
		 * without a major refactoring of how DMA memory is handled.
		 * The problem: Ensuring that both vertex arrays *and* index
		 * arrays are at the right position, and then ensuring that
		 * the LOAD_VBPNTR, DRAW_INDX and INDX_BUFFER packets are emitted
		 * at once.
		 *
		 * So why is the following incorrect? Well, it seems like
		 * allocating the index array might actually evict the vertex
		 * arrays. *sigh*
		 */
		r300EmitElts(ctx, vb->Elts, num_verts);
		r300EmitAOS(rmesa, rmesa->state.aos_count, start);
		r300FireEB(rmesa, rmesa->state.elt_dma.aos_offset, num_verts, type);
	} else {
		r300EmitAOS(rmesa, rmesa->state.aos_count, start);
		r300FireAOS(rmesa, num_verts, type);
	}
}