diff options
Diffstat (limited to 'src/mesa/vbo/vbo_exec_array.c')
-rw-r--r-- | src/mesa/vbo/vbo_exec_array.c | 387 |
1 files changed, 387 insertions, 0 deletions
diff --git a/src/mesa/vbo/vbo_exec_array.c b/src/mesa/vbo/vbo_exec_array.c new file mode 100644 index 0000000000..1e4c310203 --- /dev/null +++ b/src/mesa/vbo/vbo_exec_array.c @@ -0,0 +1,387 @@ +/************************************************************************** + * + * Copyright 2003 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. + * + **************************************************************************/ + +#include "glheader.h" +#include "context.h" +#include "state.h" +#include "api_validate.h" +#include "api_noop.h" +#include "dispatch.h" + +#include "vbo_context.h" + +/* Compute min and max elements for drawelements calls. + */ +static void get_minmax_index( GLuint count, GLuint type, + const GLvoid *indices, + GLuint *min_index, + GLuint *max_index) +{ + GLint i; + + switch(type) { + case GL_UNSIGNED_INT: { + const GLuint *ui_indices = (const GLuint *)indices; + GLuint max_ui = ui_indices[0]; + GLuint min_ui = ui_indices[0]; + for (i = 1; i < count; i++) { + if (ui_indices[i] > max_ui) max_ui = ui_indices[i]; + if (ui_indices[i] < min_ui) min_ui = ui_indices[i]; + } + *min_index = min_ui; + *max_index = max_ui; + break; + } + case GL_UNSIGNED_SHORT: { + const GLushort *us_indices = (const GLushort *)indices; + GLuint max_us = us_indices[0]; + GLuint min_us = us_indices[0]; + for (i = 1; i < count; i++) { + if (us_indices[i] > max_us) max_us = us_indices[i]; + if (us_indices[i] < min_us) min_us = us_indices[i]; + } + *min_index = min_us; + *max_index = max_us; + break; + } + case GL_UNSIGNED_BYTE: { + const GLubyte *ub_indices = (const GLubyte *)indices; + GLuint max_ub = ub_indices[0]; + GLuint min_ub = ub_indices[0]; + for (i = 1; i < count; i++) { + if (ub_indices[i] > max_ub) max_ub = ub_indices[i]; + if (ub_indices[i] < min_ub) min_ub = ub_indices[i]; + } + *min_index = min_ub; + *max_index = max_ub; + break; + } + default: + assert(0); + break; + } +} + + +/* Just translate the arrayobj into a sane layout. + */ +static void bind_array_obj( GLcontext *ctx ) +{ + struct vbo_context *vbo = vbo_context(ctx); + struct vbo_exec_context *exec = &vbo->exec; + GLuint i; + + /* TODO: Fix the ArrayObj struct to keep legacy arrays in an array + * rather than as individual named arrays. Then this function can + * go away. + */ + exec->array.legacy_array[VERT_ATTRIB_POS] = &ctx->Array.ArrayObj->Vertex; + exec->array.legacy_array[VERT_ATTRIB_WEIGHT] = &vbo->legacy_currval[VERT_ATTRIB_WEIGHT]; + exec->array.legacy_array[VERT_ATTRIB_NORMAL] = &ctx->Array.ArrayObj->Normal; + exec->array.legacy_array[VERT_ATTRIB_COLOR0] = &ctx->Array.ArrayObj->Color; + exec->array.legacy_array[VERT_ATTRIB_COLOR1] = &ctx->Array.ArrayObj->SecondaryColor; + exec->array.legacy_array[VERT_ATTRIB_FOG] = &ctx->Array.ArrayObj->FogCoord; + exec->array.legacy_array[VERT_ATTRIB_COLOR_INDEX] = &ctx->Array.ArrayObj->Index; + exec->array.legacy_array[VERT_ATTRIB_EDGEFLAG] = &ctx->Array.ArrayObj->EdgeFlag; + + for (i = 0; i < 8; i++) + exec->array.legacy_array[VERT_ATTRIB_TEX0 + i] = &ctx->Array.ArrayObj->TexCoord[i]; + + for (i = 0; i < VERT_ATTRIB_MAX; i++) + exec->array.generic_array[i] = &ctx->Array.ArrayObj->VertexAttrib[i]; + + exec->array.array_obj = ctx->Array.ArrayObj->Name; +} + +static void recalculate_input_bindings( GLcontext *ctx ) +{ + struct vbo_context *vbo = vbo_context(ctx); + struct vbo_exec_context *exec = &vbo->exec; + const struct gl_client_array **inputs = &exec->array.inputs[0]; + GLuint i; + + exec->array.program_mode = get_program_mode(ctx); + exec->array.enabled_flags = ctx->Array.ArrayObj->_Enabled; + + switch (exec->array.program_mode) { + case VP_NONE: + /* When no vertex program is active, we put the material values + * into the generic slots. This is the only situation where + * material values are available as per-vertex attributes. + */ + for (i = 0; i <= VERT_ATTRIB_TEX7; i++) { + if (exec->array.legacy_array[i]->Enabled) + inputs[i] = exec->array.legacy_array[i]; + else + inputs[i] = &vbo->legacy_currval[i]; + } + + for (i = 0; i < MAT_ATTRIB_MAX; i++) { + inputs[VERT_ATTRIB_GENERIC0 + i] = &vbo->mat_currval[i]; + } + + /* Could use just about anything, just to fill in the empty + * slots: + */ + for (i = MAT_ATTRIB_MAX; i < VERT_ATTRIB_MAX - VERT_ATTRIB_GENERIC0; i++) + inputs[VERT_ATTRIB_GENERIC0 + i] = &vbo->generic_currval[i]; + + break; + case VP_NV: + /* NV_vertex_program - attribute arrays alias and override + * conventional, legacy arrays. No materials, and the generic + * slots are vacant. + */ + for (i = 0; i <= VERT_ATTRIB_TEX7; i++) { + if (exec->array.generic_array[i]->Enabled) + inputs[i] = exec->array.generic_array[i]; + else if (exec->array.legacy_array[i]->Enabled) + inputs[i] = exec->array.legacy_array[i]; + else + inputs[i] = &vbo->legacy_currval[i]; + } + + /* Could use just about anything, just to fill in the empty + * slots: + */ + for (i = VERT_ATTRIB_GENERIC0; i < VERT_ATTRIB_MAX; i++) + inputs[i] = &vbo->generic_currval[i - VERT_ATTRIB_GENERIC0]; + + break; + case VP_ARB: + /* ARB_vertex_program - Only the attribute zero (position) array + * aliases and overrides the legacy position array. + * + * Otherwise, legacy attributes available in the legacy slots, + * 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]; + else + inputs[0] = &vbo->legacy_currval[0]; + + + for (i = 1; i <= VERT_ATTRIB_TEX7; i++) { + if (exec->array.legacy_array[i]->Enabled) + inputs[i] = exec->array.legacy_array[i]; + else + inputs[i] = &vbo->legacy_currval[i]; + } + + for (i = 0; i < 16; i++) { + if (exec->array.generic_array[i]->Enabled) + inputs[VERT_ATTRIB_GENERIC0 + i] = exec->array.generic_array[i]; + else + inputs[VERT_ATTRIB_GENERIC0 + i] = &vbo->generic_currval[i]; + } + break; + } +} + +static void bind_arrays( GLcontext *ctx ) +{ +#if 0 + if (ctx->Array.ArrayObj.Name != exec->array.array_obj) { + bind_array_obj(ctx); + recalculate_input_bindings(ctx); + } + else if (exec->array.program_mode != get_program_mode(ctx) || + exec->array.enabled_flags != ctx->Array.ArrayObj->_Enabled) { + + recalculate_input_bindings(ctx); + } +#else + bind_array_obj(ctx); + recalculate_input_bindings(ctx); +#endif +} + + + +/*********************************************************************** + * API functions. + */ + +static void GLAPIENTRY +vbo_exec_DrawArrays(GLenum mode, GLint start, GLsizei count) +{ + GET_CURRENT_CONTEXT(ctx); + struct vbo_context *vbo = vbo_context(ctx); + struct vbo_exec_context *exec = &vbo->exec; + struct _mesa_prim prim[1]; + + if (!_mesa_validate_DrawArrays( ctx, mode, start, count )) + return; + + FLUSH_CURRENT( ctx, 0 ); + + if (ctx->NewState) + _mesa_update_state( ctx ); + + bind_arrays( ctx ); + + prim[0].begin = 1; + prim[0].end = 1; + prim[0].weak = 0; + prim[0].pad = 0; + prim[0].mode = mode; + prim[0].start = start; + prim[0].count = count; + prim[0].indexed = 0; + + vbo->draw_prims( ctx, exec->array.inputs, prim, 1, NULL, start, start + count - 1 ); +} + + + +static void GLAPIENTRY +vbo_exec_DrawRangeElements(GLenum mode, + GLuint start, GLuint end, + GLsizei count, GLenum type, const GLvoid *indices) +{ + GET_CURRENT_CONTEXT(ctx); + struct vbo_context *vbo = vbo_context(ctx); + struct vbo_exec_context *exec = &vbo->exec; + struct _mesa_index_buffer ib; + struct _mesa_prim prim[1]; + + if (!_mesa_validate_DrawRangeElements( ctx, mode, start, end, count, type, indices )) + return; + + FLUSH_CURRENT( ctx, 0 ); + + if (ctx->NewState) + _mesa_update_state( ctx ); + + bind_arrays( ctx ); + + ib.count = count; + ib.type = type; + ib.obj = ctx->Array.ElementArrayBufferObj; + ib.ptr = indices; + + prim[0].begin = 1; + prim[0].end = 1; + prim[0].weak = 0; + prim[0].pad = 0; + prim[0].mode = mode; + prim[0].start = 0; + prim[0].count = count; + prim[0].indexed = 1; + + /* Need to give special consideration to rendering a range of + * indices starting somewhere above zero. Typically the + * application is issuing multiple DrawRangeElements() to draw + * successive primitives layed out linearly in the vertex arrays. + * Unless the vertex arrays are all in a VBO (or locked as with + * CVA), the OpenGL semantics imply that we need to re-read or + * re-upload the vertex data on each draw call. + * + * In the case of hardware tnl, we want to avoid starting the + * upload at zero, as it will mean every draw call uploads an + * increasing amount of not-used vertex data. Worse - in the + * software tnl module, all those vertices might be transformed and + * lit but never rendered. + * + * If we just upload or transform the vertices in start..end, + * however, the indices will be incorrect. + * + * At this level, we don't know exactly what the requirements of + * the backend are going to be, though it will likely boil down to + * either: + * + * 1) Do nothing, everything is in a VBO and is processed once + * only. + * + * 2) Adjust the indices and vertex arrays so that start becomes + * zero. + * + * Rather than doing anything here, I'll provide a helper function + * for the latter case elsewhere. + */ + + vbo->draw_prims( ctx, exec->array.inputs, prim, 1, &ib, start, end ); +} + +static void GLAPIENTRY +vbo_exec_DrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices) +{ + GET_CURRENT_CONTEXT(ctx); + GLuint min_index = 0; + GLuint max_index = 0; + + if (!_mesa_validate_DrawElements( ctx, mode, count, type, indices )) + return; + + if (ctx->Array.ElementArrayBufferObj->Name) { + const GLvoid *map = ctx->Driver.MapBuffer(ctx, + GL_ELEMENT_ARRAY_BUFFER_ARB, + GL_READ_ONLY, + ctx->Array.ElementArrayBufferObj); + + get_minmax_index(count, type, ADD_POINTERS(map, indices), &min_index, &max_index); + + ctx->Driver.UnmapBuffer(ctx, + GL_ELEMENT_ARRAY_BUFFER_ARB, + ctx->Array.ElementArrayBufferObj); + } + else { + get_minmax_index(count, type, indices, &min_index, &max_index); + } + + vbo_exec_DrawRangeElements(mode, min_index, max_index, count, type, indices); +} + + +/*********************************************************************** + * Initialization + */ + + + + +void vbo_exec_array_init( struct vbo_exec_context *exec ) +{ +#if 1 + exec->vtxfmt.DrawArrays = vbo_exec_DrawArrays; + exec->vtxfmt.DrawElements = vbo_exec_DrawElements; + exec->vtxfmt.DrawRangeElements = vbo_exec_DrawRangeElements; +#else + exec->vtxfmt.DrawArrays = _mesa_noop_DrawArrays; + exec->vtxfmt.DrawElements = _mesa_noop_DrawElements; + exec->vtxfmt.DrawRangeElements = _mesa_noop_DrawRangeElements; +#endif +} + + +void vbo_exec_array_destroy( struct vbo_exec_context *exec ) +{ + /* nothing to do */ +} |