/* * Mesa 3-D graphics library * Version: 7.2 * * Copyright (C) 1999-2008 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 <keith@tungstengraphics.com> */ #include "main/glheader.h" #include "main/bufferobj.h" #include "main/compiler.h" #include "main/enums.h" #include "main/mfeatures.h" #include "main/state.h" #include "vbo_context.h" #if FEATURE_beginend static void vbo_exec_debug_verts( struct vbo_exec_context *exec ) { GLuint count = exec->vtx.vert_count; GLuint i; printf("%s: %u vertices %d primitives, %d vertsize\n", __FUNCTION__, count, exec->vtx.prim_count, exec->vtx.vertex_size); for (i = 0 ; i < exec->vtx.prim_count ; i++) { struct _mesa_prim *prim = &exec->vtx.prim[i]; printf(" prim %d: %s%s %d..%d %s %s\n", i, _mesa_lookup_prim_by_nr(prim->mode), prim->weak ? " (weak)" : "", prim->start, prim->start + prim->count, prim->begin ? "BEGIN" : "(wrap)", prim->end ? "END" : "(wrap)"); } } /* * NOTE: Need to have calculated primitives by this point -- do it on the fly. * NOTE: Old 'parity' issue is gone. */ static GLuint vbo_copy_vertices( struct vbo_exec_context *exec ) { GLuint nr = exec->vtx.prim[exec->vtx.prim_count-1].count; GLuint ovf, i; GLuint sz = exec->vtx.vertex_size; GLfloat *dst = exec->vtx.copied.buffer; const GLfloat *src = (exec->vtx.buffer_map + exec->vtx.prim[exec->vtx.prim_count-1].start * exec->vtx.vertex_size); switch (exec->ctx->Driver.CurrentExecPrimitive) { case GL_POINTS: return 0; case GL_LINES: ovf = nr&1; for (i = 0 ; i < ovf ; i++) memcpy( dst+i*sz, src+(nr-ovf+i)*sz, sz * sizeof(GLfloat) ); return i; case GL_TRIANGLES: ovf = nr%3; for (i = 0 ; i < ovf ; i++) memcpy( dst+i*sz, src+(nr-ovf+i)*sz, sz * sizeof(GLfloat) ); return i; case GL_QUADS: ovf = nr&3; for (i = 0 ; i < ovf ; i++) memcpy( dst+i*sz, src+(nr-ovf+i)*sz, sz * sizeof(GLfloat) ); return i; case GL_LINE_STRIP: if (nr == 0) { return 0; } else { memcpy( dst, src+(nr-1)*sz, sz * sizeof(GLfloat) ); return 1; } case GL_LINE_LOOP: case GL_TRIANGLE_FAN: case GL_POLYGON: if (nr == 0) { return 0; } else if (nr == 1) { memcpy( dst, src+0, sz * sizeof(GLfloat) ); return 1; } else { memcpy( dst, src+0, sz * sizeof(GLfloat) ); memcpy( dst+sz, src+(nr-1)*sz, sz * sizeof(GLfloat) ); return 2; } case GL_TRIANGLE_STRIP: /* no parity issue, but need to make sure the tri is not drawn twice */ if (nr & 1) { exec->vtx.prim[exec->vtx.prim_count-1].count--; } /* fallthrough */ case GL_QUAD_STRIP: switch (nr) { case 0: ovf = 0; break; case 1: ovf = 1; break; default: ovf = 2 + (nr & 1); break; } for (i = 0 ; i < ovf ; i++) memcpy( dst+i*sz, src+(nr-ovf+i)*sz, sz * sizeof(GLfloat) ); return i; case PRIM_OUTSIDE_BEGIN_END: return 0; default: assert(0); return 0; } } /* TODO: populate these as the vertex is defined: */ static void vbo_exec_bind_arrays( struct gl_context *ctx ) { struct vbo_context *vbo = vbo_context(ctx); struct vbo_exec_context *exec = &vbo->exec; struct gl_client_array *arrays = exec->vtx.arrays; const GLuint count = exec->vtx.vert_count; const GLuint *map; GLuint attr; GLbitfield varying_inputs = 0x0; /* Install the default (ie Current) attributes first, then overlay * all active ones. */ switch (get_program_mode(exec->ctx)) { case VP_NONE: for (attr = 0; attr < 16; attr++) { exec->vtx.inputs[attr] = &vbo->legacy_currval[attr]; } for (attr = 0; attr < MAT_ATTRIB_MAX; attr++) { ASSERT(attr + 16 < Elements(exec->vtx.inputs)); exec->vtx.inputs[attr + 16] = &vbo->mat_currval[attr]; } map = vbo->map_vp_none; break; case VP_NV: case VP_ARB: /* The aliasing of attributes for NV vertex programs has already * occurred. NV vertex programs cannot access material values, * nor attributes greater than VERT_ATTRIB_TEX7. */ for (attr = 0; attr < 16; attr++) { exec->vtx.inputs[attr] = &vbo->legacy_currval[attr]; ASSERT(attr + 16 < Elements(exec->vtx.inputs)); exec->vtx.inputs[attr + 16] = &vbo->generic_currval[attr]; } map = vbo->map_vp_arb; /* check if VERT_ATTRIB_POS is not read but VERT_BIT_GENERIC0 is read. * In that case we effectively need to route the data from * glVertexAttrib(0, val) calls to feed into the GENERIC0 input. */ if ((ctx->VertexProgram._Current->Base.InputsRead & VERT_BIT_POS) == 0 && (ctx->VertexProgram._Current->Base.InputsRead & VERT_BIT_GENERIC0)) { exec->vtx.inputs[16] = exec->vtx.inputs[0]; exec->vtx.attrsz[16] = exec->vtx.attrsz[0]; exec->vtx.attrptr[16] = exec->vtx.attrptr[0]; exec->vtx.attrsz[0] = 0; } break; default: assert(0); } /* Make all active attributes (including edgeflag) available as * arrays of floats. */ for (attr = 0; attr < VERT_ATTRIB_MAX ; attr++) { const GLuint src = map[attr]; if (exec->vtx.attrsz[src]) { GLsizeiptr offset = (GLbyte *)exec->vtx.attrptr[src] - (GLbyte *)exec->vtx.vertex; /* override the default array set above */ ASSERT(attr < Elements(exec->vtx.inputs)); ASSERT(attr < Elements(exec->vtx.arrays)); /* arrays[] */ exec->vtx.inputs[attr] = &arrays[attr]; if (_mesa_is_bufferobj(exec->vtx.bufferobj)) { /* a real buffer obj: Ptr is an offset, not a pointer*/ assert(exec->vtx.bufferobj->Pointer); /* buf should be mapped */ assert(offset >= 0); arrays[attr].Ptr = (GLubyte *)exec->vtx.bufferobj->Offset + offset; } else { /* Ptr into ordinary app memory */ arrays[attr].Ptr = (GLubyte *)exec->vtx.buffer_map + offset; } arrays[attr].Size = exec->vtx.attrsz[src]; arrays[attr].StrideB = exec->vtx.vertex_size * sizeof(GLfloat); arrays[attr].Stride = exec->vtx.vertex_size * sizeof(GLfloat); arrays[attr].Type = GL_FLOAT; arrays[attr].Format = GL_RGBA; arrays[attr].Enabled = 1; arrays[attr]._ElementSize = arrays[attr].Size * sizeof(GLfloat); _mesa_reference_buffer_object(ctx, &arrays[attr].BufferObj, exec->vtx.bufferobj); arrays[attr]._MaxElement = count; /* ??? */ varying_inputs |= 1 << attr; ctx->NewState |= _NEW_ARRAY; } } _mesa_set_varying_vp_inputs( ctx, varying_inputs ); } /** * Unmap the VBO. This is called before drawing. */ static void vbo_exec_vtx_unmap( struct vbo_exec_context *exec ) { if (_mesa_is_bufferobj(exec->vtx.bufferobj)) { struct gl_context *ctx = exec->ctx; if (ctx->Driver.FlushMappedBufferRange) { GLintptr offset = exec->vtx.buffer_used - exec->vtx.bufferobj->Offset; GLsizeiptr length = (exec->vtx.buffer_ptr - exec->vtx.buffer_map) * sizeof(float); if (length) ctx->Driver.FlushMappedBufferRange(ctx, offset, length, exec->vtx.bufferobj); } exec->vtx.buffer_used += (exec->vtx.buffer_ptr - exec->vtx.buffer_map) * sizeof(float); assert(exec->vtx.buffer_used <= VBO_VERT_BUFFER_SIZE); assert(exec->vtx.buffer_ptr != NULL); ctx->Driver.UnmapBuffer(ctx, exec->vtx.bufferobj); exec->vtx.buffer_map = NULL; exec->vtx.buffer_ptr = NULL; exec->vtx.max_vert = 0; } } /** * Map the vertex buffer to begin storing glVertex, glColor, etc data. */ void vbo_exec_vtx_map( struct vbo_exec_context *exec ) { struct gl_context *ctx = exec->ctx; const GLenum accessRange = GL_MAP_WRITE_BIT | /* for MapBufferRange */ GL_MAP_INVALIDATE_RANGE_BIT | GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_FLUSH_EXPLICIT_BIT | MESA_MAP_NOWAIT_BIT; const GLenum usage = GL_STREAM_DRAW_ARB; if (!_mesa_is_bufferobj(exec->vtx.bufferobj)) return; assert(!exec->vtx.buffer_map); assert(!exec->vtx.buffer_ptr); if (VBO_VERT_BUFFER_SIZE > exec->vtx.buffer_used + 1024) { /* The VBO exists and there's room for more */ exec->vtx.buffer_map = (GLfloat *)ctx->Driver.MapBufferRange(ctx, exec->vtx.buffer_used, (VBO_VERT_BUFFER_SIZE - exec->vtx.buffer_used), accessRange, exec->vtx.bufferobj); exec->vtx.buffer_ptr = exec->vtx.buffer_map; } if (!exec->vtx.buffer_map) { /* Need to allocate a new VBO */ exec->vtx.buffer_used = 0; ctx->Driver.BufferData(ctx, GL_ARRAY_BUFFER_ARB, VBO_VERT_BUFFER_SIZE, NULL, usage, exec->vtx.bufferobj); exec->vtx.buffer_map = (GLfloat *)ctx->Driver.MapBufferRange(ctx, 0, VBO_VERT_BUFFER_SIZE, accessRange, exec->vtx.bufferobj); assert(exec->vtx.buffer_map); exec->vtx.buffer_ptr = exec->vtx.buffer_map; } if (0) printf("map %d..\n", exec->vtx.buffer_used); } /** * Execute the buffer and save copied verts. * \param keep_unmapped if true, leave the VBO unmapped when we're done. */ void vbo_exec_vtx_flush(struct vbo_exec_context *exec, GLboolean keepUnmapped) { if (0) vbo_exec_debug_verts( exec ); if (exec->vtx.prim_count && exec->vtx.vert_count) { exec->vtx.copied.nr = vbo_copy_vertices( exec ); if (exec->vtx.copied.nr != exec->vtx.vert_count) { struct gl_context *ctx = exec->ctx; /* Before the update_state() as this may raise _NEW_ARRAY * from _mesa_set_varying_vp_inputs(). */ vbo_exec_bind_arrays( ctx ); if (ctx->NewState) _mesa_update_state( ctx ); if (_mesa_is_bufferobj(exec->vtx.bufferobj)) { vbo_exec_vtx_unmap( exec ); } if (0) printf("%s %d %d\n", __FUNCTION__, exec->vtx.prim_count, exec->vtx.vert_count); vbo_context(ctx)->draw_prims( ctx, exec->vtx.inputs, exec->vtx.prim, exec->vtx.prim_count, NULL, GL_TRUE, 0, exec->vtx.vert_count - 1); /* If using a real VBO, get new storage -- unless asked not to. */ if (_mesa_is_bufferobj(exec->vtx.bufferobj) && !keepUnmapped) { vbo_exec_vtx_map( exec ); } } } /* May have to unmap explicitly if we didn't draw: */ if (keepUnmapped && _mesa_is_bufferobj(exec->vtx.bufferobj) && exec->vtx.buffer_map) { vbo_exec_vtx_unmap( exec ); } if (keepUnmapped || exec->vtx.vertex_size == 0) exec->vtx.max_vert = 0; else exec->vtx.max_vert = ((VBO_VERT_BUFFER_SIZE - exec->vtx.buffer_used) / (exec->vtx.vertex_size * sizeof(GLfloat))); exec->vtx.buffer_ptr = exec->vtx.buffer_map; exec->vtx.prim_count = 0; exec->vtx.vert_count = 0; } #endif /* FEATURE_beginend */