/************************************************************************** * * 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 "main/glheader.h" #include "main/context.h" #include "main/state.h" #include "main/api_validate.h" #include "main/api_noop.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; if (ctx->Array.ArrayObj->PointSize.Enabled) { /* this aliases COLOR_INDEX */ exec->array.legacy_array[VERT_ATTRIB_POINT_SIZE] = &ctx->Array.ArrayObj->PointSize; } 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 ); if (!vbo_validate_shaders(ctx)) { _mesa_error(ctx, GL_INVALID_OPERATION, "glDrawArrays(bad shader)"); return; } 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 ); if (!vbo_validate_shaders(ctx)) { _mesa_error(ctx, GL_INVALID_OPERATION, "glDrawRangeElements(bad shader)"); return; } 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 (!vbo_validate_shaders(ctx)) { _mesa_error(ctx, GL_INVALID_OPERATION, "glDrawElements(bad shader)"); 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 */ }