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/*
 * Mesa 3-D graphics library
 *
 * Copyright (C) 1999-2006  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 <keithw@vmware.com>
 */

/* Split indexed primitives with per-vertex copying.
 */

#include <stdio.h>

#include "main/glheader.h"
#include "main/bufferobj.h"
#include "main/imports.h"
#include "main/glformats.h"
#include "main/macros.h"
#include "main/mtypes.h"
#include "main/varray.h"
#include "vbo/vbo.h"

#include "t_split.h"
#include "tnl.h"


#define ELT_TABLE_SIZE 16

/**
 * Used for vertex-level splitting of indexed buffers.  Note that
 * non-indexed primitives may be converted to indexed in some cases
 * (eg loops, fans) in order to use this splitting path.
 */
struct copy_context {
   struct gl_context *ctx;
   const struct gl_vertex_array *array;
   const struct _mesa_prim *prim;
   GLuint nr_prims;
   const struct _mesa_index_buffer *ib;
   tnl_draw_func draw;

   const struct split_limits *limits;

   struct {
      GLuint attr;
      GLuint size;
      const struct gl_vertex_array *array;
      const GLubyte *src_ptr;

      struct gl_vertex_buffer_binding dstbinding;
      struct gl_array_attributes dstattribs;

   } varying[VERT_ATTRIB_MAX];
   GLuint nr_varying;

   struct gl_vertex_array dstarray[VERT_ATTRIB_MAX];
   struct _mesa_index_buffer dstib;

   GLuint *translated_elt_buf;
   const GLuint *srcelt;

   /** A baby hash table to avoid re-emitting (some) duplicate
    * vertices when splitting indexed primitives.
    */
   struct {
      GLuint in;
      GLuint out;
   } vert_cache[ELT_TABLE_SIZE];

   GLuint vertex_size;
   GLubyte *dstbuf;
   GLubyte *dstptr;     /**< dstptr == dstbuf + dstelt_max * vertsize */
   GLuint dstbuf_size;  /**< in vertices */
   GLuint dstbuf_nr;    /**< count of emitted vertices, also the largest value
                         * in dstelt.  Our MaxIndex.
                         */

   GLuint *dstelt;
   GLuint dstelt_nr;
   GLuint dstelt_size;

#define MAX_PRIM 32
   struct _mesa_prim dstprim[MAX_PRIM];
   GLuint dstprim_nr;
};


static GLuint
attr_size(const struct gl_array_attributes *attrib)
{
   return attrib->Size * _mesa_sizeof_type(attrib->Type);
}


/**
 * Starts returning true slightly before the buffer fills, to ensure
 * that there is sufficient room for any remaining vertices to finish
 * off the prim:
 */
static GLboolean
check_flush(struct copy_context *copy)
{
   GLenum mode = copy->dstprim[copy->dstprim_nr].mode;

   if (GL_TRIANGLE_STRIP == mode &&
       copy->dstelt_nr & 1) { /* see bug9962 */
       return GL_FALSE;
   }

   if (copy->dstbuf_nr + 4 > copy->dstbuf_size)
      return GL_TRUE;

   if (copy->dstelt_nr + 4 > copy->dstelt_size)
      return GL_TRUE;

   return GL_FALSE;
}


/**
 * Dump the parameters/info for a vbo->draw() call.
 */
static void
dump_draw_info(struct gl_context *ctx,
               const struct gl_vertex_array *arrays,
               const struct _mesa_prim *prims,
               GLuint nr_prims,
               const struct _mesa_index_buffer *ib,
               GLuint min_index,
               GLuint max_index)
{
   GLuint i, j;

   printf("VBO Draw:\n");
   for (i = 0; i < nr_prims; i++) {
      printf("Prim %u of %u\n", i, nr_prims);
      printf("  Prim mode 0x%x\n", prims[i].mode);
      printf("  IB: %p\n", (void*) ib);
      for (j = 0; j < VERT_ATTRIB_MAX; j++) {
         const struct gl_vertex_array *array = &arrays[j];
         const struct gl_vertex_buffer_binding *binding
            = array->BufferBinding;
         const struct gl_array_attributes *attrib = array->VertexAttrib;
         const GLubyte *ptr = _mesa_vertex_attrib_address(attrib, binding);
         printf("    array %d at %p:\n", j, (void*) &arrays[j]);
         printf("      ptr %p, size %d, type 0x%x, stride %d\n",
                ptr, attrib->Size, attrib->Type, binding->Stride);
         if (0) {
            GLint k = prims[i].start + prims[i].count - 1;
            GLfloat *last = (GLfloat *) (ptr + binding->Stride * k);
            printf("        last: %f %f %f\n",
                   last[0], last[1], last[2]);
         }
      }
   }
}


static void
flush(struct copy_context *copy)
{
   struct gl_context *ctx = copy->ctx;
   GLuint i;

   /* Set some counters:
    */
   copy->dstib.count = copy->dstelt_nr;

#if 0
   dump_draw_info(copy->ctx,
                  copy->dstarray,
                  copy->dstprim,
                  copy->dstprim_nr,
                  &copy->dstib,
                  0,
                  copy->dstbuf_nr);
#else
   (void) dump_draw_info;
#endif

   copy->draw(ctx,
              copy->dstarray,
              copy->dstprim,
              copy->dstprim_nr,
              &copy->dstib,
              GL_TRUE,
              0,
              copy->dstbuf_nr - 1,
              NULL, 0, NULL);

   /* Reset all pointers:
    */
   copy->dstprim_nr = 0;
   copy->dstelt_nr = 0;
   copy->dstbuf_nr = 0;
   copy->dstptr = copy->dstbuf;

   /* Clear the vertex cache:
    */
   for (i = 0; i < ELT_TABLE_SIZE; i++)
      copy->vert_cache[i].in = ~0;
}


/**
 * Called at begin of each primitive during replay.
 */
static void
begin(struct copy_context *copy, GLenum mode, GLboolean begin_flag)
{
   struct _mesa_prim *prim = &copy->dstprim[copy->dstprim_nr];

   prim->mode = mode;
   prim->begin = begin_flag;
   prim->num_instances = 1;
}


/**
 * Use a hashtable to attempt to identify recently-emitted vertices
 * and avoid re-emitting them.
 */
static GLuint
elt(struct copy_context *copy, GLuint elt_idx)
{
   GLuint elt = copy->srcelt[elt_idx] + copy->prim->basevertex;
   GLuint slot = elt & (ELT_TABLE_SIZE-1);

   /* Look up the incoming element in the vertex cache.  Re-emit if
    * necessary.
    */
   if (copy->vert_cache[slot].in != elt) {
      GLubyte *csr = copy->dstptr;
      GLuint i;

      for (i = 0; i < copy->nr_varying; i++) {
         const struct gl_vertex_array *srcarray = copy->varying[i].array;
         const struct gl_vertex_buffer_binding* srcbinding
            = srcarray->BufferBinding;
         const GLubyte *srcptr
            = copy->varying[i].src_ptr + elt * srcbinding->Stride;

         memcpy(csr, srcptr, copy->varying[i].size);
         csr += copy->varying[i].size;

#ifdef NAN_CHECK
         if (srcarray->Type == GL_FLOAT) {
            GLuint k;
            GLfloat *f = (GLfloat *) srcptr;
            for (k = 0; k < srcarray->Size; k++) {
               assert(!IS_INF_OR_NAN(f[k]));
               assert(f[k] <= 1.0e20 && f[k] >= -1.0e20);
            }
         }
#endif

         if (0) {
            const GLuint *f = (const GLuint *)srcptr;
            GLuint j;
            printf("  varying %d: ", i);
            for (j = 0; j < copy->varying[i].size / 4; j++)
               printf("%x ", f[j]);
            printf("\n");
         }
      }

      copy->vert_cache[slot].in = elt;
      copy->vert_cache[slot].out = copy->dstbuf_nr++;
      copy->dstptr += copy->vertex_size;

      assert(csr == copy->dstptr);
      assert(copy->dstptr == (copy->dstbuf +
                              copy->dstbuf_nr * copy->vertex_size));
   }

   copy->dstelt[copy->dstelt_nr++] = copy->vert_cache[slot].out;
   return check_flush(copy);
}


/**
 * Called at end of each primitive during replay.
 */
static void
end(struct copy_context *copy, GLboolean end_flag)
{
   struct _mesa_prim *prim = &copy->dstprim[copy->dstprim_nr];

   prim->end = end_flag;
   prim->count = copy->dstelt_nr - prim->start;

   if (++copy->dstprim_nr == MAX_PRIM || check_flush(copy)) {
      flush(copy);
   }
}


static void
replay_elts(struct copy_context *copy)
{
   GLuint i, j, k;
   GLboolean split;

   for (i = 0; i < copy->nr_prims; i++) {
      const struct _mesa_prim *prim = &copy->prim[i];
      const GLuint start = prim->start;
      GLuint first, incr;

      switch (prim->mode) {
      case GL_LINE_LOOP:
         /* Convert to linestrip and emit the final vertex explicitly,
          * but only in the resultant strip that requires it.
          */
         j = 0;
         while (j != prim->count) {
            begin(copy, GL_LINE_STRIP, prim->begin && j == 0);

            for (split = GL_FALSE; j != prim->count && !split; j++)
               split = elt(copy, start + j);

            if (j == prim->count) {
               /* Done, emit final line.  Split doesn't matter as
                * it is always raised a bit early so we can emit
                * the last verts if necessary!
                */
               if (prim->end)
                  (void)elt(copy, start + 0);

               end(copy, prim->end);
            }
            else {
               /* Wrap
                */
               assert(split);
               end(copy, 0);
               j--;
            }
         }
         break;

      case GL_TRIANGLE_FAN:
      case GL_POLYGON:
         j = 2;
         while (j != prim->count) {
            begin(copy, prim->mode, prim->begin && j == 0);

            split = elt(copy, start+0);
            assert(!split);

            split = elt(copy, start+j-1);
            assert(!split);

            for (; j != prim->count && !split; j++)
               split = elt(copy, start+j);

            end(copy, prim->end && j == prim->count);

            if (j != prim->count) {
               /* Wrapped the primitive, need to repeat some vertices:
                */
               j -= 1;
            }
         }
         break;

      default:
         (void)_tnl_split_prim_inplace(prim->mode, &first, &incr);

         j = 0;
         while (j != prim->count) {

            begin(copy, prim->mode, prim->begin && j == 0);

            split = 0;
            for (k = 0; k < first; k++, j++)
               split |= elt(copy, start+j);

            assert(!split);

            for (; j != prim->count && !split;)
               for (k = 0; k < incr; k++, j++)
                  split |= elt(copy, start+j);

            end(copy, prim->end && j == prim->count);

            if (j != prim->count) {
               /* Wrapped the primitive, need to repeat some vertices:
                */
               assert(j > first - incr);
               j -= (first - incr);
            }
         }
         break;
      }
   }

   if (copy->dstprim_nr)
      flush(copy);
}


static void
replay_init(struct copy_context *copy)
{
   struct gl_context *ctx = copy->ctx;
   GLuint i;
   GLuint offset;
   const GLvoid *srcptr;

   /* Make a list of varying attributes and their vbo's.  Also
    * calculate vertex size.
    */
   copy->vertex_size = 0;
   for (i = 0; i < VERT_ATTRIB_MAX; i++) {
      const struct gl_vertex_array *array = &copy->array[i];
      const struct gl_vertex_buffer_binding *binding = array->BufferBinding;

      if (binding->Stride == 0) {
         _mesa_copy_vertex_array(&copy->dstarray[i], array);
      }
      else {
         const struct gl_array_attributes *attrib = array->VertexAttrib;
         struct gl_buffer_object *vbo = binding->BufferObj;
         const GLubyte *ptr = _mesa_vertex_attrib_address(attrib, binding);
         GLuint j = copy->nr_varying++;

         copy->varying[j].attr = i;
         copy->varying[j].array = &copy->array[i];
         copy->varying[j].size = attr_size(attrib);
         copy->vertex_size += attr_size(attrib);

         if (_mesa_is_bufferobj(vbo) &&
             !_mesa_bufferobj_mapped(vbo, MAP_INTERNAL))
            ctx->Driver.MapBufferRange(ctx, 0, vbo->Size, GL_MAP_READ_BIT, vbo,
                                       MAP_INTERNAL);

         copy->varying[j].src_ptr =
               ADD_POINTERS(vbo->Mappings[MAP_INTERNAL].Pointer, ptr);

         copy->dstarray[i].VertexAttrib = &copy->varying[j].dstattribs;
         copy->dstarray[i].BufferBinding = &copy->varying[j].dstbinding;
      }
   }

   /* There must always be an index buffer.  Currently require the
    * caller convert non-indexed prims to indexed.  Could alternately
    * do it internally.
    */
   if (_mesa_is_bufferobj(copy->ib->obj) &&
       !_mesa_bufferobj_mapped(copy->ib->obj, MAP_INTERNAL))
      ctx->Driver.MapBufferRange(ctx, 0, copy->ib->obj->Size, GL_MAP_READ_BIT,
                                 copy->ib->obj, MAP_INTERNAL);

   srcptr = (const GLubyte *)
            ADD_POINTERS(copy->ib->obj->Mappings[MAP_INTERNAL].Pointer,
                         copy->ib->ptr);

   switch (copy->ib->index_size) {
   case 1:
      copy->translated_elt_buf = malloc(sizeof(GLuint) * copy->ib->count);
      copy->srcelt = copy->translated_elt_buf;

      for (i = 0; i < copy->ib->count; i++)
         copy->translated_elt_buf[i] = ((const GLubyte *)srcptr)[i];
      break;

   case 2:
      copy->translated_elt_buf = malloc(sizeof(GLuint) * copy->ib->count);
      copy->srcelt = copy->translated_elt_buf;

      for (i = 0; i < copy->ib->count; i++)
         copy->translated_elt_buf[i] = ((const GLushort *)srcptr)[i];
      break;

   case 4:
      copy->translated_elt_buf = NULL;
      copy->srcelt = (const GLuint *)srcptr;
      break;
   }

   /* Figure out the maximum allowed vertex buffer size:
    */
   if (copy->vertex_size * copy->limits->max_verts <= copy->limits->max_vb_size) {
      copy->dstbuf_size = copy->limits->max_verts;
   }
   else {
      copy->dstbuf_size = copy->limits->max_vb_size / copy->vertex_size;
   }

   /* Allocate an output vertex buffer:
    *
    * XXX:  This should be a VBO!
    */
   copy->dstbuf = malloc(copy->dstbuf_size * copy->vertex_size);
   copy->dstptr = copy->dstbuf;

   /* Setup new vertex arrays to point into the output buffer:
    */
   for (offset = 0, i = 0; i < copy->nr_varying; i++) {
      const struct gl_vertex_array *src = copy->varying[i].array;
      const struct gl_array_attributes *srcattr = src->VertexAttrib;
      struct gl_vertex_array *dst = &copy->dstarray[i];
      struct gl_vertex_buffer_binding *dstbind = &copy->varying[i].dstbinding;
      struct gl_array_attributes *dstattr = &copy->varying[i].dstattribs;

      dstattr->Size = srcattr->Size;
      dstattr->Type = srcattr->Type;
      dstattr->Format = GL_RGBA;
      dstbind->Stride = copy->vertex_size;
      dstattr->Ptr = copy->dstbuf + offset;
      dstattr->Normalized = srcattr->Normalized;
      dstattr->Integer = srcattr->Integer;
      dstattr->Doubles = srcattr->Doubles;
      dstbind->BufferObj = ctx->Shared->NullBufferObj;
      dstattr->_ElementSize = srcattr->_ElementSize;
      dst->BufferBinding = dstbind;
      dst->VertexAttrib = dstattr;

      offset += copy->varying[i].size;
   }

   /* Allocate an output element list:
    */
   copy->dstelt_size = MIN2(65536, copy->ib->count * 2 + 3);
   copy->dstelt_size = MIN2(copy->dstelt_size, copy->limits->max_indices);
   copy->dstelt = malloc(sizeof(GLuint) * copy->dstelt_size);
   copy->dstelt_nr = 0;

   /* Setup the new index buffer to point to the allocated element
    * list:
    */
   copy->dstib.count = 0;        /* duplicates dstelt_nr */
   copy->dstib.index_size = 4;
   copy->dstib.obj = ctx->Shared->NullBufferObj;
   copy->dstib.ptr = copy->dstelt;
}


/**
 * Free up everything allocated during split/replay.
 */
static void
replay_finish(struct copy_context *copy)
{
   struct gl_context *ctx = copy->ctx;
   GLuint i;

   /* Free our vertex and index buffers */
   free(copy->translated_elt_buf);
   free(copy->dstbuf);
   free(copy->dstelt);

   /* Unmap VBO's */
   for (i = 0; i < copy->nr_varying; i++) {
      struct gl_buffer_object *vbo =
         copy->varying[i].array->BufferBinding->BufferObj;
      if (_mesa_is_bufferobj(vbo) && _mesa_bufferobj_mapped(vbo, MAP_INTERNAL))
         ctx->Driver.UnmapBuffer(ctx, vbo, MAP_INTERNAL);
   }

   /* Unmap index buffer */
   if (_mesa_is_bufferobj(copy->ib->obj) &&
       _mesa_bufferobj_mapped(copy->ib->obj, MAP_INTERNAL)) {
      ctx->Driver.UnmapBuffer(ctx, copy->ib->obj, MAP_INTERNAL);
   }
}


/**
 * Split VBO into smaller pieces, draw the pieces.
 */
void
_tnl_split_copy(struct gl_context *ctx,
                const struct gl_vertex_array *arrays,
                const struct _mesa_prim *prim,
                GLuint nr_prims,
                const struct _mesa_index_buffer *ib,
                tnl_draw_func draw,
                const struct split_limits *limits)
{
   struct copy_context copy;
   GLuint i, this_nr_prims;

   for (i = 0; i < nr_prims;) {
      /* Our SW TNL pipeline doesn't handle basevertex yet, so bind_indices
       * will rebase the elements to the basevertex, and we'll only
       * emit strings of prims with the same basevertex in one draw call.
       */
      for (this_nr_prims = 1; i + this_nr_prims < nr_prims;
           this_nr_prims++) {
         if (prim[i].basevertex != prim[i + this_nr_prims].basevertex)
            break;
      }

      memset(&copy, 0, sizeof(copy));

      /* Require indexed primitives:
       */
      assert(ib);

      copy.ctx = ctx;
      copy.array = arrays;
      copy.prim = &prim[i];
      copy.nr_prims = this_nr_prims;
      copy.ib = ib;
      copy.draw = draw;
      copy.limits = limits;

      /* Clear the vertex cache:
       */
      for (i = 0; i < ELT_TABLE_SIZE; i++)
         copy.vert_cache[i].in = ~0;

      replay_init(&copy);
      replay_elts(&copy);
      replay_finish(&copy);
   }
}