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authorKeith Whitwell <[email protected]>2006-10-29 09:46:11 +0000
committerKeith Whitwell <[email protected]>2006-10-29 09:46:11 +0000
commitfd12b37dbada6f945a94b93ecf332d0b6a8eef06 (patch)
tree008b6ac0cd96261d838f05db95f4d1521de523e4 /src/mesa/vbo/vbo_exec_array.c
parenta90ab5290c6364535ef1ba4f7c09065f177287e9 (diff)
Checkpoint of new vbo-building code. Currently builds regular arrays
rather than VBO's - VBOs are easy but need to look closer at the driver interface. The trivial/tri demo works.
Diffstat (limited to 'src/mesa/vbo/vbo_exec_array.c')
-rw-r--r--src/mesa/vbo/vbo_exec_array.c367
1 files changed, 367 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 00000000000..5cfa7a01a96
--- /dev/null
+++ b/src/mesa/vbo/vbo_exec_array.c
@@ -0,0 +1,367 @@
+/**************************************************************************
+ *
+ * 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"
+
+static GLuint get_max_index( GLuint count, GLuint type,
+ const GLvoid *indices )
+{
+ GLint i;
+
+ /* Compute max element. This is only needed for upload of non-VBO,
+ * non-constant data elements.
+ *
+ * XXX: Postpone this calculation until it is known that it is
+ * needed. Otherwise could scan this pointlessly in the all-vbo
+ * case.
+ */
+ switch(type) {
+ case GL_UNSIGNED_INT: {
+ const GLuint *ui_indices = (const GLuint *)indices;
+ GLuint max_ui = 0;
+ for (i = 0; i < count; i++)
+ if (ui_indices[i] > max_ui)
+ max_ui = ui_indices[i];
+ return max_ui;
+ }
+ case GL_UNSIGNED_SHORT: {
+ const GLushort *us_indices = (const GLushort *)indices;
+ GLuint max_us = 0;
+ for (i = 0; i < count; i++)
+ if (us_indices[i] > max_us)
+ max_us = us_indices[i];
+ return max_us;
+ }
+ case GL_UNSIGNED_BYTE: {
+ const GLubyte *ub_indices = (const GLubyte *)indices;
+ GLuint max_ub = 0;
+ for (i = 0; i < count; i++)
+ if (ub_indices[i] > max_ub)
+ max_ub = ub_indices[i];
+ return max_ub;
+ }
+ default:
+ return 0;
+ }
+}
+
+
+/* Just translate the arrayobj into a sane layout.
+ */
+static void bind_array_obj( GLcontext *ctx )
+{
+ struct vbo_exec_context *exec = &vbo_context(ctx)->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_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[VBO_ATTRIB_EDGEFLAG] = &ctx->Array.ArrayObj->EdgeFlag;
+
+ for (i = 0; i < 8; i++)
+ exec->array.legacy_array[VBO_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_exec_context *exec = &vbo_context(ctx)->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;
+
+ /* TODO: Get rid of NV_program (please!).
+ */
+ 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] = &exec->legacy_currval[i];
+ }
+
+ for (i = 0; i < MAT_ATTRIB_MAX; i++) {
+ inputs[VERT_ATTRIB_GENERIC0 + i] = &exec->mat_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] = &exec->legacy_currval[i];
+ }
+ 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] = &exec->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] = &exec->legacy_currval[i];
+ }
+
+ for (i = 0; i < 16; i++) {
+ if (exec->array.generic_array[0]->Enabled)
+ inputs[VERT_ATTRIB_GENERIC0 + i] = exec->array.generic_array[i];
+ else
+ inputs[VERT_ATTRIB_GENERIC0 + i] = &exec->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;
+
+ if (exec->array.inputs[0]->BufferObj->Name) {
+ /* Use vertex attribute as a hint to tell us if we expect all
+ * arrays to be in VBO's and if so, don't worry about avoiding
+ * the upload of elements < start.
+ */
+ 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, 0, start + count );
+ }
+ else {
+ /* If not using VBO's, we don't want to upload any more elements
+ * than necessary from the arrays as they will not be valid next
+ * time the application tries to draw with them.
+ */
+ prim[0].mode = mode;
+ prim[0].start = 0;
+ prim[0].count = count;
+ prim[0].indexed = 0;
+
+ vbo->draw_prims( ctx, exec->array.inputs, prim, 1, NULL, start, start + count );
+ }
+}
+
+
+
+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 );
+
+ ib.count = count;
+ ib.type = type;
+ ib.obj = ctx->Array.ElementArrayBufferObj;
+ ib.ptr = indices;
+
+ if (ctx->Array.ElementArrayBufferObj->Name) {
+ /* Use the fact that indices are in a VBO as a hint that the
+ * program has put all the arrays in VBO's and we don't have to
+ * worry about performance implications of start > 0.
+ *
+ * XXX: consider passing start as min_index to draw_prims instead.
+ */
+ ib.rebase = 0;
+ }
+ else {
+ ib.rebase = start;
+ }
+
+ 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;
+
+ vbo->draw_prims( ctx, exec->array.inputs, prim, 1, &ib, ib.rebase, end+1 );
+}
+
+
+static void GLAPIENTRY
+vbo_exec_DrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLuint max_index;
+
+ 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_DYNAMIC_READ_ARB,
+ ctx->Array.ElementArrayBufferObj);
+
+ max_index = get_max_index(count, type, ADD_POINTERS(map, indices));
+
+ ctx->Driver.UnmapBuffer(ctx,
+ GL_ELEMENT_ARRAY_BUFFER_ARB,
+ ctx->Array.ElementArrayBufferObj);
+ }
+ else {
+ max_index = get_max_index(count, type, indices);
+ }
+
+ vbo_exec_DrawRangeElements(mode, 0, max_index, count, type, indices);
+}
+
+
+/***********************************************************************
+ * Initialization
+ */
+
+
+
+
+void vbo_exec_array_init( struct vbo_exec_context *exec )
+{
+ GLcontext *ctx = exec->ctx;
+
+#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
+
+ exec->array.index_obj = ctx->Driver.NewBufferObject(ctx, 1, GL_ARRAY_BUFFER_ARB);
+}
+
+
+void vbo_exec_array_destroy( struct vbo_exec_context *exec )
+{
+ GLcontext *ctx = exec->ctx;
+
+ ctx->Driver.DeleteBuffer(ctx, exec->array.index_obj);
+}