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/* $Id: t_array_api.c,v 1.1 2000/12/26 05:09:32 keithw Exp $ */
/*
* Mesa 3-D graphics library
* Version: 3.5
*
* Copyright (C) 1999-2000 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 <keithw@valinux.com>
*/
#include "glheader.h"
#include "api_validate.h"
#include "context.h"
#include "macros.h"
#include "mmath.h"
#include "mem.h"
#include "state.h"
#include "mtypes.h"
#include "array_cache/acache.h"
#include "t_array_api.h"
#include "t_array_import.h"
#include "t_imm_api.h"
#include "t_imm_exec.h"
#include "t_context.h"
#include "t_pipeline.h"
void
_tnl_DrawArrays(GLenum mode, GLint start, GLsizei count)
{
GET_CURRENT_CONTEXT(ctx);
TNLcontext *tnl = TNL_CONTEXT(ctx);
struct vertex_buffer *VB = &tnl->vb;
/* Check arguments, etc.
*/
if (!_mesa_validate_DrawArrays( ctx, mode, start, count ))
return;
if (tnl->pipeline.build_state_changes)
_tnl_validate_pipeline( ctx );
if (!ctx->CompileFlag && count - start < ctx->Const.MaxArrayLockSize) {
FLUSH_CURRENT( ctx, 0 );
if (ctx->Array.LockCount)
{
if (start < ctx->Array.LockFirst) start = ctx->Array.LockFirst;
if (count > ctx->Array.LockCount) count = ctx->Array.LockCount;
if (start >= count) return;
/* Locked drawarrays. Reuse any previously transformed data.
*/
_tnl_vb_bind_arrays( ctx, ctx->Array.LockFirst, ctx->Array.LockCount );
VB->FirstPrimitive = start;
VB->Primitive[start] = mode | PRIM_BEGIN | PRIM_END | PRIM_LAST;
VB->PrimitiveLength[start] = count - start;
_tnl_run_pipeline( ctx );
} else {
/* The arrays are small enough to fit in a single VB; just bind
* them and go. Any untransformed data will be copied on
* clipping.
*
* Invalidate any locked data dependent on these arrays.
*/
_tnl_vb_bind_arrays( ctx, start, count );
VB->FirstPrimitive = 0;
VB->Primitive[0] = mode | PRIM_BEGIN | PRIM_END | PRIM_LAST;
VB->PrimitiveLength[0] = count - start;
tnl->pipeline.run_input_changes |= ctx->Array._Enabled;
_tnl_run_pipeline( ctx );
tnl->pipeline.run_input_changes |= ctx->Array._Enabled;
}
}
else {
/* Need to produce immediate structs, either for compiling or
* because the array range is too large to process in a single
* VB. In GL_EXECUTE mode, this introduces two redundant
* operations: producing the flag array and computing the orflag
* of the flag array.
*/
#if 0
if (_tnl_hard_begin( ctx, mode )) {
GLuint j;
for (j = 0 ; j < count ; ) {
struct immediate *IM = TNL_CURRENT_IM(ctx);
GLuint nr = MIN2( IMM_MAXDATA - IM->Start, count - j );
GLuint sf = IM->Flag[IM->Start];
_tnl_fill_immediate_drawarrays( ctx, IM, j, j+nr );
if (j == 0) IM->Flag[IM->Start] |= sf;
IM->Count = IM->Start + nr;
j += nr;
if (j == count)
_tnl_end( ctx );
_tnl_flush_immediate( IM );
}
}
#else
/* Simple alternative to above code.
*/
/* if (_tnl_hard_begin( ctx, mode )) */
_tnl_begin(ctx,mode);
{
GLuint i;
for (i=start;i<count;i++) {
_tnl_array_element( ctx, i );
}
_tnl_end( ctx );
}
#endif
}
}
static void _tnl_draw_range_elements( GLcontext *ctx, GLenum mode,
GLuint start, GLuint end,
GLsizei count, const GLuint *indices )
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
FLUSH_CURRENT( ctx, 0 );
_tnl_vb_bind_arrays( ctx, start, end );
tnl->vb.FirstPrimitive = 0;
tnl->vb.Primitive[0] = mode | PRIM_BEGIN | PRIM_END | PRIM_LAST;
tnl->vb.PrimitiveLength[0] = count;
tnl->vb.Elts = (GLuint *)indices;
if (ctx->Array.LockCount)
_tnl_run_pipeline( ctx );
else {
/* Note that arrays may have changed before/after execution.
*/
tnl->pipeline.run_input_changes |= ctx->Array._Enabled;
_tnl_run_pipeline( ctx );
tnl->pipeline.run_input_changes |= ctx->Array._Enabled;
}
}
static void _tnl_draw_elements( GLcontext *ctx, GLenum mode, GLsizei count,
const GLuint *indices)
{
#if 1
/* Optimized code that fakes the effect of calling
* _tnl_array_element for each index in the list.
*/
if (_tnl_hard_begin( ctx, mode )) {
GLuint i,j;
for (j = 0 ; j < count ; ) {
struct immediate *IM = TNL_CURRENT_IM(ctx);
GLuint start = IM->Start;
GLuint nr = MIN2( IMM_MAXDATA - start, count - j ) + start;
GLuint sf = IM->Flag[start];
IM->FlushElt |= 1;
for (i = start ; i < nr ; i++) {
IM->Elt[i] = (GLuint) *indices++;
IM->Flag[i] = VERT_ELT;
}
if (j == 0) IM->Flag[start] |= sf;
IM->Count = nr;
j += nr - start;
if (j == count)
_tnl_end( ctx );
_tnl_flush_immediate( IM );
}
}
#else
/* Simple version of the above code.
*/
if (_tnl_hard_begin(ctx, mode)) {
GLuint i;
for (i = 0 ; i < count ; i++)
_tnl_array_element( ctx, indices[i] );
_tnl_end( ctx );
}
#endif
}
void
_tnl_DrawRangeElements(GLenum mode,
GLuint start, GLuint end,
GLsizei count, GLenum type, const GLvoid *indices)
{
GET_CURRENT_CONTEXT(ctx);
TNLcontext *tnl = TNL_CONTEXT(ctx);
GLuint *ui_indices;
/* Check arguments, etc.
*/
if (!_mesa_validate_DrawRangeElements( ctx, mode, start, end, count,
type, indices ))
return;
if (tnl->pipeline.build_state_changes)
_tnl_validate_pipeline( ctx );
ui_indices = (GLuint *)_ac_import_elements( ctx, GL_UNSIGNED_INT,
count, type, indices );
if (ctx->Array.LockCount) {
/* Are the arrays already locked? If so we currently have to look
* at the whole locked range.
*/
if (start >= ctx->Array.LockFirst && end <= ctx->Array.LockCount)
_tnl_draw_range_elements( ctx, mode,
ctx->Array.LockFirst,
ctx->Array.LockCount,
count, ui_indices );
else {
/* The spec says referencing elements outside the locked
* range is undefined. I'm going to make it a noop this time
* round, maybe come up with something beter before 3.6.
*
* May be able to get away with just setting LockCount==0,
* though this raises the problems of dependent state. May
* have to call glUnlockArrays() directly?
*/
gl_problem( ctx,
"DrawRangeElements references "
"elements outside locked range.");
}
}
else if (end - start < ctx->Const.MaxArrayLockSize) {
/* The arrays aren't locked but we can still fit them inside a single
* vertexbuffer.
*/
_tnl_draw_range_elements( ctx, mode, start, end, count, ui_indices );
} else {
/* Range is too big to optimize:
*/
_tnl_draw_elements( ctx, mode, count, ui_indices );
}
}
void
_tnl_DrawElements(GLenum mode, GLsizei count, GLenum type,
const GLvoid *indices)
{
GET_CURRENT_CONTEXT(ctx);
TNLcontext *tnl = TNL_CONTEXT(ctx);
GLuint *ui_indices;
/* Check arguments, etc.
*/
if (!_mesa_validate_DrawElements( ctx, mode, count, type, indices ))
return;
if (tnl->pipeline.build_state_changes)
_tnl_validate_pipeline( ctx );
ui_indices = (GLuint *)_ac_import_elements( ctx, GL_UNSIGNED_INT,
count, type, indices );
if (ctx->Array.LockCount) {
_tnl_draw_range_elements( ctx, mode,
ctx->Array.LockFirst,
ctx->Array.LockCount,
count, ui_indices );
}
else {
/* Scan the index list and see if we can use the locked path anyway.
*/
GLuint max_elt = 0;
GLuint i;
for (i = 0 ; i < count ; i++)
if (ui_indices[i] > max_elt) max_elt = ui_indices[i];
if (max_elt < ctx->Const.MaxArrayLockSize && /* can we use it? */
max_elt < count) /* do we want to use it? */
_tnl_draw_range_elements( ctx, mode, 0, max_elt, count, ui_indices );
else
_tnl_draw_elements( ctx, mode, count, ui_indices );
}
}
void _tnl_array_init( GLcontext *ctx )
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
struct vertex_arrays *tmp = &tnl->array_inputs;
GLvertexformat *vfmt = &(TNL_CONTEXT(ctx)->vtxfmt);
GLuint i;
vfmt->DrawArrays = _tnl_DrawArrays;
vfmt->DrawElements = _tnl_DrawElements;
vfmt->DrawRangeElements = _tnl_DrawRangeElements;
/* Setup vector pointers that will be used to bind arrays to VB's.
*/
gl_vector4f_init( &tmp->Obj, 0, 0 );
gl_vector3f_init( &tmp->Normal, 0, 0 );
gl_vector4ub_init( &tmp->Color, 0, 0 );
gl_vector4ub_init( &tmp->SecondaryColor, 0, 0 );
gl_vector1f_init( &tmp->FogCoord, 0, 0 );
gl_vector1ui_init( &tmp->Index, 0, 0 );
gl_vector1ub_init( &tmp->EdgeFlag, 0, 0 );
for (i = 0; i < ctx->Const.MaxTextureUnits; i++)
gl_vector4f_init( &tmp->TexCoord[i], 0, 0);
tnl->tmp_primitive = (GLuint *)MALLOC(sizeof(GLuint)*tnl->vb.Size);
tnl->tmp_primitive_length = (GLuint *)MALLOC(sizeof(GLuint)*tnl->vb.Size);
}
void _tnl_array_destroy( GLcontext *ctx )
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
if (tnl->tmp_primitive_length) FREE(tnl->tmp_primitive_length);
if (tnl->tmp_primitive) FREE(tnl->tmp_primitive);
}
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