/* * Mesa 3-D graphics library * * Copyright (C) 1999-2005 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 * THE AUTHORS OR COPYRIGHT HOLDERS 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 */ #include "main/glheader.h" #include "main/arrayobj.h" #include "main/api_arrayelt.h" #include "main/vtxfmt.h" #include "vbo_private.h" const GLubyte _vbo_attribute_alias_map[VP_MODE_MAX][VERT_ATTRIB_MAX] = { /* VP_MODE_FF: */ { VBO_ATTRIB_POS, /* VERT_ATTRIB_POS */ VBO_ATTRIB_NORMAL, /* VERT_ATTRIB_NORMAL */ VBO_ATTRIB_COLOR0, /* VERT_ATTRIB_COLOR0 */ VBO_ATTRIB_COLOR1, /* VERT_ATTRIB_COLOR1 */ VBO_ATTRIB_FOG, /* VERT_ATTRIB_FOG */ VBO_ATTRIB_COLOR_INDEX, /* VERT_ATTRIB_COLOR_INDEX */ VBO_ATTRIB_EDGEFLAG, /* VERT_ATTRIB_EDGEFLAG */ VBO_ATTRIB_TEX0, /* VERT_ATTRIB_TEX0 */ VBO_ATTRIB_TEX1, /* VERT_ATTRIB_TEX1 */ VBO_ATTRIB_TEX2, /* VERT_ATTRIB_TEX2 */ VBO_ATTRIB_TEX3, /* VERT_ATTRIB_TEX3 */ VBO_ATTRIB_TEX4, /* VERT_ATTRIB_TEX4 */ VBO_ATTRIB_TEX5, /* VERT_ATTRIB_TEX5 */ VBO_ATTRIB_TEX6, /* VERT_ATTRIB_TEX6 */ VBO_ATTRIB_TEX7, /* VERT_ATTRIB_TEX7 */ VBO_ATTRIB_POINT_SIZE, /* VERT_ATTRIB_POINT_SIZE */ VBO_ATTRIB_GENERIC0, /* VERT_ATTRIB_GENERIC0 */ VBO_ATTRIB_GENERIC1, /* VERT_ATTRIB_GENERIC1 */ VBO_ATTRIB_GENERIC2, /* VERT_ATTRIB_GENERIC2 */ VBO_ATTRIB_GENERIC3, /* VERT_ATTRIB_GENERIC3 */ VBO_ATTRIB_MAT_FRONT_AMBIENT, /* VERT_ATTRIB_GENERIC4 */ VBO_ATTRIB_MAT_BACK_AMBIENT, /* VERT_ATTRIB_GENERIC5 */ VBO_ATTRIB_MAT_FRONT_DIFFUSE, /* VERT_ATTRIB_GENERIC6 */ VBO_ATTRIB_MAT_BACK_DIFFUSE, /* VERT_ATTRIB_GENERIC7 */ VBO_ATTRIB_MAT_FRONT_SPECULAR, /* VERT_ATTRIB_GENERIC8 */ VBO_ATTRIB_MAT_BACK_SPECULAR, /* VERT_ATTRIB_GENERIC9 */ VBO_ATTRIB_MAT_FRONT_EMISSION, /* VERT_ATTRIB_GENERIC10 */ VBO_ATTRIB_MAT_BACK_EMISSION, /* VERT_ATTRIB_GENERIC11 */ VBO_ATTRIB_MAT_FRONT_SHININESS, /* VERT_ATTRIB_GENERIC12 */ VBO_ATTRIB_MAT_BACK_SHININESS, /* VERT_ATTRIB_GENERIC13 */ VBO_ATTRIB_MAT_FRONT_INDEXES, /* VERT_ATTRIB_GENERIC14 */ VBO_ATTRIB_MAT_BACK_INDEXES /* VERT_ATTRIB_GENERIC15 */ }, /* VP_MODE_SHADER: */ { VBO_ATTRIB_POS, /* VERT_ATTRIB_POS */ VBO_ATTRIB_NORMAL, /* VERT_ATTRIB_NORMAL */ VBO_ATTRIB_COLOR0, /* VERT_ATTRIB_COLOR0 */ VBO_ATTRIB_COLOR1, /* VERT_ATTRIB_COLOR1 */ VBO_ATTRIB_FOG, /* VERT_ATTRIB_FOG */ VBO_ATTRIB_COLOR_INDEX, /* VERT_ATTRIB_COLOR_INDEX */ VBO_ATTRIB_EDGEFLAG, /* VERT_ATTRIB_EDGEFLAG */ VBO_ATTRIB_TEX0, /* VERT_ATTRIB_TEX0 */ VBO_ATTRIB_TEX1, /* VERT_ATTRIB_TEX1 */ VBO_ATTRIB_TEX2, /* VERT_ATTRIB_TEX2 */ VBO_ATTRIB_TEX3, /* VERT_ATTRIB_TEX3 */ VBO_ATTRIB_TEX4, /* VERT_ATTRIB_TEX4 */ VBO_ATTRIB_TEX5, /* VERT_ATTRIB_TEX5 */ VBO_ATTRIB_TEX6, /* VERT_ATTRIB_TEX6 */ VBO_ATTRIB_TEX7, /* VERT_ATTRIB_TEX7 */ VBO_ATTRIB_POINT_SIZE, /* VERT_ATTRIB_POINT_SIZE */ VBO_ATTRIB_GENERIC0, /* VERT_ATTRIB_GENERIC0 */ VBO_ATTRIB_GENERIC1, /* VERT_ATTRIB_GENERIC1 */ VBO_ATTRIB_GENERIC2, /* VERT_ATTRIB_GENERIC2 */ VBO_ATTRIB_GENERIC3, /* VERT_ATTRIB_GENERIC3 */ VBO_ATTRIB_GENERIC4, /* VERT_ATTRIB_GENERIC4 */ VBO_ATTRIB_GENERIC5, /* VERT_ATTRIB_GENERIC5 */ VBO_ATTRIB_GENERIC6, /* VERT_ATTRIB_GENERIC6 */ VBO_ATTRIB_GENERIC7, /* VERT_ATTRIB_GENERIC7 */ VBO_ATTRIB_GENERIC8, /* VERT_ATTRIB_GENERIC8 */ VBO_ATTRIB_GENERIC9, /* VERT_ATTRIB_GENERIC9 */ VBO_ATTRIB_GENERIC10, /* VERT_ATTRIB_GENERIC10 */ VBO_ATTRIB_GENERIC11, /* VERT_ATTRIB_GENERIC11 */ VBO_ATTRIB_GENERIC12, /* VERT_ATTRIB_GENERIC12 */ VBO_ATTRIB_GENERIC13, /* VERT_ATTRIB_GENERIC13 */ VBO_ATTRIB_GENERIC14, /* VERT_ATTRIB_GENERIC14 */ VBO_ATTRIB_GENERIC15 /* VERT_ATTRIB_GENERIC15 */ } }; void vbo_exec_init(struct gl_context *ctx) { struct vbo_exec_context *exec = &vbo_context(ctx)->exec; exec->ctx = ctx; /* aelt_context should have been created by the caller */ assert(ctx->aelt_context); vbo_exec_vtx_init(exec); ctx->Driver.NeedFlush = 0; ctx->Driver.CurrentExecPrimitive = PRIM_OUTSIDE_BEGIN_END; /* The aelt_context state should still be dirty from its creation */ assert(_ae_is_state_dirty(ctx)); exec->eval.recalculate_maps = GL_TRUE; } void vbo_exec_destroy( struct gl_context *ctx ) { struct vbo_exec_context *exec = &vbo_context(ctx)->exec; if (ctx->aelt_context) { _ae_destroy_context( ctx ); ctx->aelt_context = NULL; } vbo_exec_vtx_destroy( exec ); } /** * In some degenarate cases we can improve our ability to merge * consecutive primitives. For example: * glBegin(GL_LINE_STRIP); * glVertex(1); * glVertex(1); * glEnd(); * glBegin(GL_LINE_STRIP); * glVertex(1); * glVertex(1); * glEnd(); * Can be merged as a GL_LINES prim with four vertices. * * This function converts 2-vertex line strips/loops into GL_LINES, etc. */ void vbo_try_prim_conversion(struct _mesa_prim *p) { if (p->mode == GL_LINE_STRIP && p->count == 2) { /* convert 2-vertex line strip to a separate line */ p->mode = GL_LINES; } else if ((p->mode == GL_TRIANGLE_STRIP || p->mode == GL_TRIANGLE_FAN) && p->count == 3) { /* convert 3-vertex tri strip or fan to a separate triangle */ p->mode = GL_TRIANGLES; } /* Note: we can't convert a 4-vertex quad strip to a separate quad * because the vertex ordering is different. We'd have to muck * around in the vertex data to make it work. */ } /** * Helper function for determining if two subsequent glBegin/glEnd * primitives can be combined. This is only possible for GL_POINTS, * GL_LINES, GL_TRIANGLES and GL_QUADS. * If we return true, it means that we can concatenate p1 onto p0 (and * discard p1). */ bool vbo_can_merge_prims(const struct _mesa_prim *p0, const struct _mesa_prim *p1) { if (!p0->begin || !p1->begin || !p0->end || !p1->end) return false; /* The prim mode must match (ex: both GL_TRIANGLES) */ if (p0->mode != p1->mode) return false; /* p1's vertices must come right after p0 */ if (p0->start + p0->count != p1->start) return false; if (p0->basevertex != p1->basevertex || p0->num_instances != p1->num_instances || p0->base_instance != p1->base_instance) return false; /* can always merge subsequent GL_POINTS primitives */ if (p0->mode == GL_POINTS) return true; /* independent lines with no extra vertices */ if (p0->mode == GL_LINES && p0->count % 2 == 0 && p1->count % 2 == 0) return true; /* independent tris */ if (p0->mode == GL_TRIANGLES && p0->count % 3 == 0 && p1->count % 3 == 0) return true; /* independent quads */ if (p0->mode == GL_QUADS && p0->count % 4 == 0 && p1->count % 4 == 0) return true; return false; } /** * If we've determined that p0 and p1 can be merged, this function * concatenates p1 onto p0. */ void vbo_merge_prims(struct _mesa_prim *p0, const struct _mesa_prim *p1) { assert(vbo_can_merge_prims(p0, p1)); p0->count += p1->count; p0->end = p1->end; } void _vbo_init_inputs(struct vbo_inputs *inputs) { inputs->current = 0; inputs->vertex_processing_mode = VP_MODE_FF; } /** * Update the vbo_inputs's arrays to point to the vao->_VertexArray arrays * according to the 'enable' bitmask. * \param enable bitfield of VERT_BIT_x flags. */ static inline void update_vao_inputs(struct gl_context *ctx, struct vbo_inputs *inputs, GLbitfield enable) { const struct gl_vertex_array_object *vao = ctx->Array._DrawVAO; /* Make sure we process only arrays enabled in the VAO */ assert((enable & ~_mesa_get_vao_vp_inputs(vao)) == 0); /* Fill in the client arrays from the VAO */ const GLubyte *const map = _mesa_vao_attribute_map[vao->_AttributeMapMode]; const struct gl_array_attributes *attribs = &vao->VertexAttrib[0]; const struct gl_vertex_buffer_binding *bindings = &vao->BufferBinding[0]; while (enable) { const int attr = u_bit_scan(&enable); struct gl_vertex_array *input = &inputs->inputs[attr]; const struct gl_array_attributes *attrib = &attribs[map[attr]]; input->VertexAttrib = attrib; input->BufferBinding = &bindings[attrib->BufferBindingIndex]; } } /** * Update the vbo_inputs's arrays to point to the vbo->currval arrays * according to the 'current' bitmask. * \param current bitfield of VERT_BIT_x flags. */ static inline void update_current_inputs(struct gl_context *ctx, struct vbo_inputs *inputs, GLbitfield current) { gl_vertex_processing_mode mode = ctx->VertexProgram._VPMode; /* All previously non current array pointers need update. */ GLbitfield mask = current & ~inputs->current; /* On mode change, the slots aliasing with materials need update too */ if (mode != inputs->vertex_processing_mode) mask |= current & VERT_BIT_MAT_ALL; struct vbo_context *vbo = vbo_context(ctx); const struct gl_array_attributes *const currval = &vbo->current[0]; const GLubyte *const map = _vbo_attribute_alias_map[mode]; while (mask) { const int attr = u_bit_scan(&mask); struct gl_vertex_array *input = &inputs->inputs[attr]; input->VertexAttrib = &currval[map[attr]]; input->BufferBinding = &vbo->binding; } inputs->current = current; inputs->vertex_processing_mode = mode; } /** * Update the vbo_inputs's arrays to point to the vao->_VertexArray and * vbo->currval arrays according to Array._DrawVAO and * Array._DrawVAOEnableAttribs. */ void _vbo_update_inputs(struct gl_context *ctx, struct vbo_inputs *inputs) { const GLbitfield enable = ctx->Array._DrawVAOEnabledAttribs; /* Update array input pointers */ update_vao_inputs(ctx, inputs, enable); /* The rest must be current inputs. */ update_current_inputs(ctx, inputs, ~enable & VERT_BIT_ALL); }