[Mesa-dev] [PATCH 10/10] vbo: Clean up recalculate_input_bindings.
Brian Paul
brianp at vmware.com
Wed Nov 23 08:29:14 PST 2011
On 11/11/2011 10:11 AM, Mathias Fröhlich wrote:
>
> Now the gl_array_object's layout matches the one used in
> recalculate_input_bindings. Make use of this and remove the
> bind_array_obj function.
> ---
> src/mesa/vbo/vbo_exec.h | 6 ----
> src/mesa/vbo/vbo_exec_array.c | 53 +++++++++++-----------------------------
> 2 files changed, 15 insertions(+), 44 deletions(-)
>
> diff --git a/src/mesa/vbo/vbo_exec.h b/src/mesa/vbo/vbo_exec.h
> index cfed8e8..e528e58 100644
> --- a/src/mesa/vbo/vbo_exec.h
> +++ b/src/mesa/vbo/vbo_exec.h
> @@ -122,12 +122,6 @@ struct vbo_exec_context
> } eval;
>
> struct {
> - /* These just mirror the current arrayobj (todo: make arrayobj
> - * look like this and remove the mirror):
> - */
> - const struct gl_client_array *legacy_array[VERT_ATTRIB_FF_MAX];
> - const struct gl_client_array *generic_array[VERT_ATTRIB_GENERIC_MAX];
> -
> /* Arrays and current values manipulated according to program
> * mode, etc. These are the attributes as seen by vertex
> * programs:
> diff --git a/src/mesa/vbo/vbo_exec_array.c b/src/mesa/vbo/vbo_exec_array.c
> index aa7bc3f..6e2e274 100644
> --- a/src/mesa/vbo/vbo_exec_array.c
> +++ b/src/mesa/vbo/vbo_exec_array.c
> @@ -331,6 +331,7 @@ print_draw_arrays(struct gl_context *ctx,
> {
> struct vbo_context *vbo = vbo_context(ctx);
> struct vbo_exec_context *exec =&vbo->exec;
> + struct gl_array_object *arrayObj = ctx->Array.ArrayObj;
> int i;
>
> printf("vbo_exec_DrawArrays(mode 0x%x, start %d, count %d):\n",
> @@ -346,7 +347,7 @@ print_draw_arrays(struct gl_context *ctx,
> exec->array.inputs[i]->Size,
> stride,
> /*exec->array.inputs[i]->Enabled,*/
> - exec->array.legacy_array[i]->Enabled,
> + arrayObj->VertexAttrib[VERT_ATTRIB_FF(i)].Enabled,
> exec->array.inputs[i]->Ptr,
> bufName);
>
> @@ -371,30 +372,6 @@ print_draw_arrays(struct gl_context *ctx,
>
>
> /**
> - * Bind the VBO executor to the current vertex array object prior
> - * to drawing.
> - *
> - * Just translate the arrayobj into a sane layout.
> - */
> -static void
> -bind_array_obj(struct gl_context *ctx)
> -{
> - struct vbo_context *vbo = vbo_context(ctx);
> - struct vbo_exec_context *exec =&vbo->exec;
> - struct gl_array_object *arrayObj = ctx->Array.ArrayObj;
> - GLuint i;
> -
> - for (i = 0; i< VERT_ATTRIB_FF_MAX; i++)
> - exec->array.legacy_array[i] =&arrayObj-
>> VertexAttrib[VERT_ATTRIB_FF(i)];
> -
> - for (i = 0; i< VERT_ATTRIB_GENERIC_MAX; i++) {
> - assert(i< Elements(exec->array.generic_array));
> - exec->array.generic_array[i] =&arrayObj-
>> VertexAttrib[VERT_ATTRIB_GENERIC(i)];
> - }
> -}
> -
> -
> -/**
> * Set the vbo->exec->inputs[] pointers to point to the enabled
> * vertex arrays. This depends on the current vertex program/shader
> * being executed because of whether or not generic vertex arrays
> @@ -407,6 +384,7 @@ recalculate_input_bindings(struct gl_context *ctx)
> {
> struct vbo_context *vbo = vbo_context(ctx);
> struct vbo_exec_context *exec =&vbo->exec;
> + struct gl_client_array *vertexAttrib = ctx->Array.ArrayObj->VertexAttrib;
> const struct gl_client_array **inputs =&exec->array.inputs[0];
> GLbitfield64 const_inputs = 0x0;
> GLuint i;
> @@ -419,8 +397,8 @@ recalculate_input_bindings(struct gl_context *ctx)
> * are available as per-vertex attributes.
> */
> for (i = 0; i< VERT_ATTRIB_FF_MAX; i++) {
> - if (exec->array.legacy_array[i]->Enabled)
> - inputs[i] = exec->array.legacy_array[i];
> + if (vertexAttrib[VERT_ATTRIB_FF(i)].Enabled)
> + inputs[i] =&vertexAttrib[VERT_ATTRIB_FF(i)];
> else {
> inputs[i] =&vbo->legacy_currval[i];
> const_inputs |= VERT_BIT(i);
> @@ -455,8 +433,8 @@ recalculate_input_bindings(struct gl_context *ctx)
> * slots are vacant.
> */
> for (i = 0; i< VERT_ATTRIB_FF_MAX; i++) {
> - if (exec->array.legacy_array[i]->Enabled)
> - inputs[i] = exec->array.legacy_array[i];
> + if (vertexAttrib[VERT_ATTRIB_FF(i)].Enabled)
> + inputs[i] =&vertexAttrib[VERT_ATTRIB_FF(i)];
> else {
> inputs[i] =&vbo->legacy_currval[i];
> const_inputs |= VERT_BIT_FF(i);
> @@ -482,18 +460,18 @@ recalculate_input_bindings(struct gl_context *ctx)
> * generic attributes in the generic slots and materials are not
> * available as per-vertex attributes.
> */
> - if (exec->array.generic_array[0]->Enabled)
> - inputs[0] = exec->array.generic_array[0];
> - else if (exec->array.legacy_array[0]->Enabled)
> - inputs[0] = exec->array.legacy_array[0];
> + if (vertexAttrib[VERT_ATTRIB_GENERIC0].Enabled)
> + inputs[0] =&vertexAttrib[VERT_ATTRIB_GENERIC0];
> + else if (vertexAttrib[VERT_ATTRIB_POS].Enabled)
> + inputs[0] =&vertexAttrib[VERT_ATTRIB_POS];
> else {
> inputs[0] =&vbo->legacy_currval[0];
> const_inputs |= VERT_BIT_POS;
> }
>
> for (i = 1; i< VERT_ATTRIB_FF_MAX; i++) {
> - if (exec->array.legacy_array[i]->Enabled)
> - inputs[i] = exec->array.legacy_array[i];
> + if (vertexAttrib[VERT_ATTRIB_FF(i)].Enabled)
> + inputs[i] =&vertexAttrib[VERT_ATTRIB_FF(i)];
> else {
> inputs[i] =&vbo->legacy_currval[i];
> const_inputs |= VERT_BIT_FF(i);
> @@ -501,8 +479,8 @@ recalculate_input_bindings(struct gl_context *ctx)
> }
>
> for (i = 1; i< VERT_ATTRIB_GENERIC_MAX; i++) {
> - if (exec->array.generic_array[i]->Enabled)
> - inputs[VERT_ATTRIB_GENERIC(i)] = exec->array.generic_array[i];
> + if (vertexAttrib[VERT_ATTRIB_GENERIC(i)].Enabled)
> + inputs[VERT_ATTRIB_GENERIC(i)] =
> &vertexAttrib[VERT_ATTRIB_GENERIC(i)];
> else {
> inputs[VERT_ATTRIB_GENERIC(i)] =&vbo->generic_currval[i];
> const_inputs |= VERT_BIT_GENERIC(i);
> @@ -532,7 +510,6 @@ vbo_bind_arrays(struct gl_context *ctx)
> return;
> }
>
> - bind_array_obj(ctx);
> recalculate_input_bindings(ctx);
> ctx->Array.RebindArrays = GL_FALSE;
> }
I think Keith's the only person who really knows this code well, but
this looks OK to me.
Reviewed-by: Brian Paul <brianp at vmware.com>
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