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/**************************************************************************
*
* Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
* All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sub license, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice (including the
* next paragraph) shall be included in all copies or substantial portions
* of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*
**************************************************************************/
/*
* Authors:
* Keith Whitwell <keith@tungstengraphics.com>
*/
#include "pipe/p_util.h"
#include "draw/draw_context.h"
#include "draw/draw_private.h"
#include "draw/draw_vertex.h"
#include "draw/draw_pt.h"
/**
* Add a point to the primitive queue.
* \param i0 index into user's vertex arrays
*/
static void do_point( struct draw_context *draw,
const char *v0 )
{
struct prim_header prim;
prim.reset_line_stipple = 0;
prim.edgeflags = 1;
prim.pad = 0;
prim.v[0] = (struct vertex_header *)v0;
draw->pipeline.first->point( draw->pipeline.first, &prim );
}
/**
* Add a line to the primitive queue.
* \param i0 index into user's vertex arrays
* \param i1 index into user's vertex arrays
*/
static void do_line( struct draw_context *draw,
const char *v0,
const char *v1 )
{
struct prim_header prim;
prim.reset_line_stipple = 1; /* fixme */
prim.edgeflags = 1;
prim.pad = 0;
prim.v[0] = (struct vertex_header *)v0;
prim.v[1] = (struct vertex_header *)v1;
draw->pipeline.first->line( draw->pipeline.first, &prim );
}
/**
* Add a triangle to the primitive queue.
*/
static void do_triangle( struct draw_context *draw,
char *v0,
char *v1,
char *v2 )
{
struct prim_header prim;
// _mesa_printf("tri %d %d %d\n", i0, i1, i2);
prim.reset_line_stipple = 1;
prim.edgeflags = ~0;
prim.pad = 0;
prim.v[0] = (struct vertex_header *)v0;
prim.v[1] = (struct vertex_header *)v1;
prim.v[2] = (struct vertex_header *)v2;
draw->pipeline.first->tri( draw->pipeline.first, &prim );
}
void draw_pt_reset_vertex_ids( struct draw_context *draw )
{
unsigned i;
char *verts = draw->pt.pipeline.verts;
unsigned stride = draw->pt.pipeline.vertex_stride;
for (i = 0; i < draw->pt.pipeline.vertex_count; i++) {
((struct vertex_header *)verts)->vertex_id = UNDEFINED_VERTEX_ID;
verts += stride;
}
}
/* Code to run the pipeline on a fairly arbitary collection of vertices.
*
* Vertex headers must be pre-initialized with the
* UNDEFINED_VERTEX_ID, this code will cause that id to become
* overwritten, so it may have to be reset if there is the intention
* to reuse the vertices.
*
* This code provides a callback to reset the vertex id's which the
* draw_vbuf.c code uses when it has to perform a flush.
*/
void draw_pt_run_pipeline( struct draw_context *draw,
unsigned prim,
char *verts,
unsigned stride,
unsigned vertex_count,
const ushort *elts,
unsigned count )
{
unsigned i;
draw->pt.pipeline.verts = verts;
draw->pt.pipeline.vertex_stride = stride;
draw->pt.pipeline.vertex_count = vertex_count;
switch (prim) {
case PIPE_PRIM_POINTS:
for (i = 0; i < count; i++)
do_point( draw,
verts + stride * elts[i] );
break;
case PIPE_PRIM_LINES:
for (i = 0; i+1 < count; i += 2)
do_line( draw,
verts + stride * elts[i+0],
verts + stride * elts[i+1]);
break;
case PIPE_PRIM_TRIANGLES:
for (i = 0; i+2 < count; i += 3)
do_triangle( draw,
verts + stride * elts[i+0],
verts + stride * elts[i+1],
verts + stride * elts[i+2]);
break;
}
draw->pt.pipeline.verts = NULL;
draw->pt.pipeline.vertex_count = 0;
}
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