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📄 vbo_split.c

📁 Mesa is an open-source implementation of the OpenGL specification - a system for rendering interacti
💻 C
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/* * Mesa 3-D graphics library * Version:  6.5 * * Copyright (C) 1999-2006  Brian Paul   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, sublicense, * 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 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 NONINFRINGEMENT.  IN NO EVENT SHALL * BRIAN PAUL 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> *//* Deal with hardware and/or swtnl maximums: * - maximum number of vertices in buffer * - maximum number of elements (maybe zero) * * The maximums may vary with opengl state (eg if a larger hardware * vertex is required in this state, the maximum number of vertices * may be smaller than in another state). * * We want buffer splitting to be a convenience function for the code * actually drawing the primitives rather than a system-wide maximum, * otherwise it is hard to avoid pessimism.   * * For instance, if a driver has no hardware limits on vertex buffer * dimensions, it would not ordinarily want to split vbos.  But if * there is an unexpected fallback, eg memory manager fails to upload * textures, it will want to pass the drawing commands onto swtnl, * which does have limitations.  A convenience function allows swtnl * to split the drawing and vbos internally without imposing its * limitations on drivers which want to use it as a fallback path. */#include "main/glheader.h"#include "main/imports.h"#include "main/mtypes.h"#include "vbo_split.h"#include "vbo.h"/* True if a primitive can be split without copying of vertices, false * otherwise. */GLboolean split_prim_inplace(GLenum mode, GLuint *first, GLuint *incr){   switch (mode) {   case GL_POINTS:      *first = 1;      *incr = 1;      return GL_TRUE;   case GL_LINES:      *first = 2;      *incr = 2;      return GL_TRUE;   case GL_LINE_STRIP:      *first = 2;      *incr = 1;      return GL_TRUE;   case GL_TRIANGLES:      *first = 3;      *incr = 3;      return GL_TRUE;   case GL_TRIANGLE_STRIP:      *first = 3;      *incr = 1;      return GL_TRUE;   case GL_QUADS:      *first = 4;      *incr = 4;      return GL_TRUE;   case GL_QUAD_STRIP:      *first = 4;      *incr = 2;      return GL_TRUE;   default:      *first = 0;      *incr = 1;		/* so that count % incr works */      return GL_FALSE;   }}void vbo_split_prims( GLcontext *ctx,		      const struct gl_client_array *arrays[],		      const struct _mesa_prim *prim,		      GLuint nr_prims,		      const struct _mesa_index_buffer *ib,		      GLuint min_index,		      GLuint max_index,		      vbo_draw_func draw,		      const struct split_limits *limits ){     if (ib) {      if (limits->max_indices == 0) {	 /* Could traverse the indices, re-emitting vertices in turn.	  * But it's hard to see why this case would be needed - for	  * software tnl, it is better to convert to non-indexed	  * rendering after transformation is complete, as is done in	  * the t_dd_rendertmp.h templates.  Are there any devices	  * with hardware tnl that cannot do indexed rendering?	  *	  * For now, this path is disabled.	  */	 assert(0);      }      else if (max_index - min_index >= limits->max_verts) {	 /* The vertex buffers are too large for hardware (or the	  * swtnl module).  Traverse the indices, re-emitting vertices	  * in turn.  Use a vertex cache to preserve some of the	  * sharing from the original index list.	  */	 vbo_split_copy(ctx, arrays, prim, nr_prims, ib,			draw, limits );      }      else if (ib->count > limits->max_indices) {	 /* The index buffer is too large for hardware.  Try to split	  * on whole-primitive boundaries, otherwise try to split the	  * individual primitives.	  */	 vbo_split_inplace(ctx, arrays, prim, nr_prims, ib,			   min_index, max_index, draw, limits );      }      else {	 /* Why were we called? */	 assert(0);      }   }   else {      if (max_index - min_index >= limits->max_verts) {	 /* The vertex buffer is too large for hardware (or the swtnl	  * module).  Try to split on whole-primitive boundaries,	  * otherwise try to split the individual primitives.	  */	 vbo_split_inplace(ctx, arrays, prim, nr_prims, ib,			   min_index, max_index, draw, limits );      }      else {	 /* Why were we called? */	 assert(0);      }   }}

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