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|
/**************************************************************************
*
* Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
* Copyright 2009 VMware, Inc.
* 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/varray.h"
#include "main/bufferobj.h"
#include "main/enums.h"
#include "main/macros.h"
#include "main/transformfeedback.h"
#include "vbo_context.h"
/**
* All vertex buffers should be in an unmapped state when we're about
* to draw. This debug function checks that.
*/
static void
check_buffers_are_unmapped(const struct gl_client_array **inputs)
{
#ifdef DEBUG
GLuint i;
for (i = 0; i < VERT_ATTRIB_MAX; i++) {
if (inputs[i]) {
struct gl_buffer_object *obj = inputs[i]->BufferObj;
assert(!_mesa_bufferobj_mapped(obj));
(void) obj;
}
}
#endif
}
/**
* A debug function that may be called from other parts of Mesa as
* needed during debugging.
*/
void
vbo_check_buffers_are_unmapped(struct gl_context *ctx)
{
struct vbo_context *vbo = vbo_context(ctx);
struct vbo_exec_context *exec = &vbo->exec;
/* check the current vertex arrays */
check_buffers_are_unmapped(exec->array.inputs);
/* check the current glBegin/glVertex/glEnd-style VBO */
assert(!_mesa_bufferobj_mapped(exec->vtx.bufferobj));
}
/**
* Compute min and max elements by scanning the index buffer for
* glDraw[Range]Elements() calls.
* If primitive restart is enabled, we need to ignore restart
* indexes when computing min/max.
*/
static void
vbo_get_minmax_index(struct gl_context *ctx,
const struct _mesa_prim *prim,
const struct _mesa_index_buffer *ib,
GLuint *min_index, GLuint *max_index,
const GLuint count)
{
const GLboolean restart = ctx->Array.PrimitiveRestart;
const GLuint restartIndex = ctx->Array.RestartIndex;
const int index_size = vbo_sizeof_ib_type(ib->type);
const char *indices;
GLuint i;
indices = (char *) ib->ptr + prim->start * index_size;
if (_mesa_is_bufferobj(ib->obj)) {
GLsizeiptr size = MIN2(count * index_size, ib->obj->Size);
indices = ctx->Driver.MapBufferRange(ctx, (GLintptr) indices, size,
GL_MAP_READ_BIT, ib->obj);
}
switch (ib->type) {
case GL_UNSIGNED_INT: {
const GLuint *ui_indices = (const GLuint *)indices;
GLuint max_ui = 0;
GLuint min_ui = ~0U;
if (restart) {
for (i = 0; i < count; i++) {
if (ui_indices[i] != restartIndex) {
if (ui_indices[i] > max_ui) max_ui = ui_indices[i];
if (ui_indices[i] < min_ui) min_ui = ui_indices[i];
}
}
}
else {
for (i = 0; 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 = 0;
GLuint min_us = ~0U;
if (restart) {
for (i = 0; i < count; i++) {
if (us_indices[i] != restartIndex) {
if (us_indices[i] > max_us) max_us = us_indices[i];
if (us_indices[i] < min_us) min_us = us_indices[i];
}
}
}
else {
for (i = 0; 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 = 0;
GLuint min_ub = ~0U;
if (restart) {
for (i = 0; i < count; i++) {
if (ub_indices[i] != restartIndex) {
if (ub_indices[i] > max_ub) max_ub = ub_indices[i];
if (ub_indices[i] < min_ub) min_ub = ub_indices[i];
}
}
}
else {
for (i = 0; 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;
}
if (_mesa_is_bufferobj(ib->obj)) {
ctx->Driver.UnmapBuffer(ctx, ib->obj);
}
}
/**
* Compute min and max elements for nr_prims
*/
void
vbo_get_minmax_indices(struct gl_context *ctx,
const struct _mesa_prim *prims,
const struct _mesa_index_buffer *ib,
GLuint *min_index,
GLuint *max_index,
GLuint nr_prims)
{
GLuint tmp_min, tmp_max;
GLuint i;
GLuint count;
*min_index = ~0;
*max_index = 0;
for (i = 0; i < nr_prims; i++) {
const struct _mesa_prim *start_prim;
start_prim = &prims[i];
count = start_prim->count;
/* Do combination if possible to reduce map/unmap count */
while ((i + 1 < nr_prims) &&
(prims[i].start + prims[i].count == prims[i+1].start)) {
count += prims[i+1].count;
i++;
}
vbo_get_minmax_index(ctx, start_prim, ib, &tmp_min, &tmp_max, count);
*min_index = MIN2(*min_index, tmp_min);
*max_index = MAX2(*max_index, tmp_max);
}
}
/**
* Check that element 'j' of the array has reasonable data.
* Map VBO if needed.
* For debugging purposes; not normally used.
*/
static void
check_array_data(struct gl_context *ctx, struct gl_client_array *array,
GLuint attrib, GLuint j)
{
if (array->Enabled) {
const void *data = array->Ptr;
if (_mesa_is_bufferobj(array->BufferObj)) {
if (!array->BufferObj->Pointer) {
/* need to map now */
array->BufferObj->Pointer =
ctx->Driver.MapBufferRange(ctx, 0, array->BufferObj->Size,
GL_MAP_READ_BIT, array->BufferObj);
}
data = ADD_POINTERS(data, array->BufferObj->Pointer);
}
switch (array->Type) {
case GL_FLOAT:
{
GLfloat *f = (GLfloat *) ((GLubyte *) data + array->StrideB * j);
GLint k;
for (k = 0; k < array->Size; k++) {
if (IS_INF_OR_NAN(f[k]) ||
f[k] >= 1.0e20 || f[k] <= -1.0e10) {
printf("Bad array data:\n");
printf(" Element[%u].%u = %f\n", j, k, f[k]);
printf(" Array %u at %p\n", attrib, (void* ) array);
printf(" Type 0x%x, Size %d, Stride %d\n",
array->Type, array->Size, array->Stride);
printf(" Address/offset %p in Buffer Object %u\n",
array->Ptr, array->BufferObj->Name);
f[k] = 1.0; /* XXX replace the bad value! */
}
/*assert(!IS_INF_OR_NAN(f[k]));*/
}
}
break;
default:
;
}
}
}
/**
* Unmap the buffer object referenced by given array, if mapped.
*/
static void
unmap_array_buffer(struct gl_context *ctx, struct gl_client_array *array)
{
if (array->Enabled &&
_mesa_is_bufferobj(array->BufferObj) &&
_mesa_bufferobj_mapped(array->BufferObj)) {
ctx->Driver.UnmapBuffer(ctx, array->BufferObj);
}
}
/**
* Examine the array's data for NaNs, etc.
* For debug purposes; not normally used.
*/
static void
check_draw_elements_data(struct gl_context *ctx, GLsizei count, GLenum elemType,
const void *elements, GLint basevertex)
{
struct gl_array_object *arrayObj = ctx->Array.ArrayObj;
const void *elemMap;
GLint i, k;
if (_mesa_is_bufferobj(ctx->Array.ArrayObj->ElementArrayBufferObj)) {
elemMap = ctx->Driver.MapBufferRange(ctx, 0,
ctx->Array.ArrayObj->ElementArrayBufferObj->Size,
GL_MAP_READ_BIT,
ctx->Array.ArrayObj->ElementArrayBufferObj);
elements = ADD_POINTERS(elements, elemMap);
}
for (i = 0; i < count; i++) {
GLuint j;
/* j = element[i] */
switch (elemType) {
case GL_UNSIGNED_BYTE:
j = ((const GLubyte *) elements)[i];
break;
case GL_UNSIGNED_SHORT:
j = ((const GLushort *) elements)[i];
break;
case GL_UNSIGNED_INT:
j = ((const GLuint *) elements)[i];
break;
default:
assert(0);
}
/* check element j of each enabled array */
for (k = 0; k < Elements(arrayObj->VertexAttrib); k++) {
check_array_data(ctx, &arrayObj->VertexAttrib[k], k, j);
}
}
if (_mesa_is_bufferobj(arrayObj->ElementArrayBufferObj)) {
ctx->Driver.UnmapBuffer(ctx, ctx->Array.ArrayObj->ElementArrayBufferObj);
}
for (k = 0; k < Elements(arrayObj->VertexAttrib); k++) {
unmap_array_buffer(ctx, &arrayObj->VertexAttrib[k]);
}
}
/**
* Check array data, looking for NaNs, etc.
*/
static void
check_draw_arrays_data(struct gl_context *ctx, GLint start, GLsizei count)
{
/* TO DO */
}
/**
* Print info/data for glDrawArrays(), for debugging.
*/
static void
print_draw_arrays(struct gl_context *ctx,
GLenum mode, GLint start, GLsizei count)
{
struct vbo_context *vbo = vbo_context(ctx);
struct vbo_exec_context *exec = &vbo->exec;
struct gl_array_object *arrayObj = ctx->Array.ArrayObj;
int i;
printf("vbo_exec_DrawArrays(mode 0x%x, start %d, count %d):\n",
mode, start, count);
for (i = 0; i < 32; i++) {
struct gl_buffer_object *bufObj = exec->array.inputs[i]->BufferObj;
GLuint bufName = bufObj->Name;
GLint stride = exec->array.inputs[i]->Stride;
printf("attr %2d: size %d stride %d enabled %d "
"ptr %p Bufobj %u\n",
i,
exec->array.inputs[i]->Size,
stride,
/*exec->array.inputs[i]->Enabled,*/
arrayObj->VertexAttrib[VERT_ATTRIB_FF(i)].Enabled,
exec->array.inputs[i]->Ptr,
bufName);
if (bufName) {
GLubyte *p = ctx->Driver.MapBufferRange(ctx, 0, bufObj->Size,
GL_MAP_READ_BIT, bufObj);
int offset = (int) (GLintptr) exec->array.inputs[i]->Ptr;
float *f = (float *) (p + offset);
int *k = (int *) f;
int i;
int n = (count * stride) / 4;
if (n > 32)
n = 32;
printf(" Data at offset %d:\n", offset);
for (i = 0; i < n; i++) {
printf(" float[%d] = 0x%08x %f\n", i, k[i], f[i]);
}
ctx->Driver.UnmapBuffer(ctx, bufObj);
}
}
}
/**
* Set the vbo->exec->inputs[] pointers to point to the enabled
* vertex arrays. This depends on the current vertex program/shader
* being executed because of whether or not generic vertex arrays
* alias the conventional vertex arrays.
* For arrays that aren't enabled, we set the input[attrib] pointer
* to point at a zero-stride current value "array".
*/
static void
recalculate_input_bindings(struct gl_context *ctx)
{
struct vbo_context *vbo = vbo_context(ctx);
struct vbo_exec_context *exec = &vbo->exec;
struct gl_client_array *vertexAttrib = ctx->Array.ArrayObj->VertexAttrib;
const struct gl_client_array **inputs = &exec->array.inputs[0];
GLbitfield64 const_inputs = 0x0;
GLuint i;
switch (get_program_mode(ctx)) {
case VP_NONE:
/* When no vertex program is active (or the vertex program is generated
* from fixed-function state). 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_FF_MAX; i++) {
if (vertexAttrib[VERT_ATTRIB_FF(i)].Enabled)
inputs[i] = &vertexAttrib[VERT_ATTRIB_FF(i)];
else {
inputs[i] = &vbo->currval[VBO_ATTRIB_POS+i];
const_inputs |= VERT_BIT(i);
}
}
for (i = 0; i < MAT_ATTRIB_MAX; i++) {
inputs[VERT_ATTRIB_GENERIC(i)] =
&vbo->currval[VBO_ATTRIB_MAT_FRONT_AMBIENT+i];
const_inputs |= VERT_BIT_GENERIC(i);
}
/* Could use just about anything, just to fill in the empty
* slots:
*/
for (i = MAT_ATTRIB_MAX; i < VERT_ATTRIB_GENERIC_MAX; i++) {
inputs[VERT_ATTRIB_GENERIC(i)] = &vbo->currval[VBO_ATTRIB_GENERIC0+i];
const_inputs |= VERT_BIT_GENERIC(i);
}
/* There is no need to make _NEW_ARRAY dirty here for the TnL program,
* because it already takes care of invalidating the state necessary
* to revalidate vertex arrays. Not marking the state as dirty also
* improves performance (quite significantly in some apps).
*/
if (!ctx->VertexProgram._MaintainTnlProgram)
ctx->NewState |= _NEW_ARRAY;
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_FF_MAX; i++) {
if (i < VERT_ATTRIB_GENERIC_MAX
&& vertexAttrib[VERT_ATTRIB_GENERIC(i)].Enabled)
inputs[i] = &vertexAttrib[VERT_ATTRIB_GENERIC(i)];
else if (vertexAttrib[VERT_ATTRIB_FF(i)].Enabled)
inputs[i] = &vertexAttrib[VERT_ATTRIB_FF(i)];
else {
inputs[i] = &vbo->currval[VBO_ATTRIB_POS+i];
const_inputs |= VERT_BIT_FF(i);
}
}
/* Could use just about anything, just to fill in the empty
* slots:
*/
for (i = 0; i < VERT_ATTRIB_GENERIC_MAX; i++) {
inputs[VERT_ATTRIB_GENERIC(i)] = &vbo->currval[VBO_ATTRIB_GENERIC0+i];
const_inputs |= VERT_BIT_GENERIC(i);
}
ctx->NewState |= _NEW_ARRAY;
break;
case VP_ARB:
/* GL_ARB_vertex_program or GLSL vertex shader - Only the generic[0]
* attribute 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 (vertexAttrib[VERT_ATTRIB_GENERIC0].Enabled)
inputs[0] = &vertexAttrib[VERT_ATTRIB_GENERIC0];
else if (vertexAttrib[VERT_ATTRIB_POS].Enabled)
inputs[0] = &vertexAttrib[VERT_ATTRIB_POS];
else {
inputs[0] = &vbo->currval[VBO_ATTRIB_POS];
const_inputs |= VERT_BIT_POS;
}
for (i = 1; i < VERT_ATTRIB_FF_MAX; i++) {
if (vertexAttrib[VERT_ATTRIB_FF(i)].Enabled)
inputs[i] = &vertexAttrib[VERT_ATTRIB_FF(i)];
else {
inputs[i] = &vbo->currval[VBO_ATTRIB_POS+i];
const_inputs |= VERT_BIT_FF(i);
}
}
for (i = 1; i < VERT_ATTRIB_GENERIC_MAX; i++) {
if (vertexAttrib[VERT_ATTRIB_GENERIC(i)].Enabled)
inputs[VERT_ATTRIB_GENERIC(i)] = &vertexAttrib[VERT_ATTRIB_GENERIC(i)];
else {
inputs[VERT_ATTRIB_GENERIC(i)] = &vbo->currval[VBO_ATTRIB_GENERIC0+i];
const_inputs |= VERT_BIT_GENERIC(i);
}
}
inputs[VERT_ATTRIB_GENERIC0] = inputs[0];
ctx->NewState |= _NEW_ARRAY;
break;
}
_mesa_set_varying_vp_inputs( ctx, VERT_BIT_ALL & (~const_inputs) );
}
/**
* Examine the enabled vertex arrays to set the exec->array.inputs[] values.
* These will point to the arrays to actually use for drawing. Some will
* be user-provided arrays, other will be zero-stride const-valued arrays.
* Note that this might set the _NEW_VARYING_VP_INPUTS dirty flag so state
* validation must be done after this call.
*/
void
vbo_bind_arrays(struct gl_context *ctx)
{
struct vbo_context *vbo = vbo_context(ctx);
struct vbo_exec_context *exec = &vbo->exec;
vbo_draw_method(exec, DRAW_ARRAYS);
if (exec->array.recalculate_inputs) {
recalculate_input_bindings(ctx);
/* Again... because we may have changed the bitmask of per-vertex varying
* attributes. If we regenerate the fixed-function vertex program now
* we may be able to prune down the number of vertex attributes which we
* need in the shader.
*/
if (ctx->NewState) {
_mesa_update_state(ctx);
}
exec->array.recalculate_inputs = GL_FALSE;
}
}
/**
* Helper function called by the other DrawArrays() functions below.
* This is where we handle primitive restart for drawing non-indexed
* arrays. If primitive restart is enabled, it typically means
* splitting one DrawArrays() into two.
*/
static void
vbo_draw_arrays(struct gl_context *ctx, GLenum mode, GLint start,
GLsizei count, GLuint numInstances)
{
struct vbo_context *vbo = vbo_context(ctx);
struct vbo_exec_context *exec = &vbo->exec;
struct _mesa_prim prim[2];
vbo_bind_arrays(ctx);
/* init most fields to zero */
memset(prim, 0, sizeof(prim));
prim[0].begin = 1;
prim[0].end = 1;
prim[0].mode = mode;
prim[0].num_instances = numInstances;
/* Implement the primitive restart index */
if (ctx->Array.PrimitiveRestart && ctx->Array.RestartIndex < count) {
GLuint primCount = 0;
if (ctx->Array.RestartIndex == start) {
/* special case: RestartIndex at beginning */
if (count > 1) {
prim[0].start = start + 1;
prim[0].count = count - 1;
primCount = 1;
}
}
else if (ctx->Array.RestartIndex == start + count - 1) {
/* special case: RestartIndex at end */
if (count > 1) {
prim[0].start = start;
prim[0].count = count - 1;
primCount = 1;
}
}
else {
/* general case: RestartIndex in middle, split into two prims */
prim[0].start = start;
prim[0].count = ctx->Array.RestartIndex - start;
prim[1] = prim[0];
prim[1].start = ctx->Array.RestartIndex + 1;
prim[1].count = count - prim[1].start;
primCount = 2;
}
if (primCount > 0) {
/* draw one or two prims */
check_buffers_are_unmapped(exec->array.inputs);
vbo->draw_prims(ctx, exec->array.inputs, prim, primCount, NULL,
GL_TRUE, start, start + count - 1, NULL);
}
}
else {
/* no prim restart */
prim[0].start = start;
prim[0].count = count;
check_buffers_are_unmapped(exec->array.inputs);
vbo->draw_prims(ctx, exec->array.inputs, prim, 1, NULL,
GL_TRUE, start, start + count - 1,
NULL);
}
}
/**
* Called from glDrawArrays when in immediate mode (not display list mode).
*/
static void GLAPIENTRY
vbo_exec_DrawArrays(GLenum mode, GLint start, GLsizei count)
{
GET_CURRENT_CONTEXT(ctx);
if (MESA_VERBOSE & VERBOSE_DRAW)
_mesa_debug(ctx, "glDrawArrays(%s, %d, %d)\n",
_mesa_lookup_enum_by_nr(mode), start, count);
FLUSH_CURRENT(ctx, 0);
if (!_mesa_validate_DrawArrays( ctx, mode, start, count ))
return;
if (0)
check_draw_arrays_data(ctx, start, count);
vbo_draw_arrays(ctx, mode, start, count, 1);
if (0)
print_draw_arrays(ctx, mode, start, count);
}
/**
* Called from glDrawArraysInstanced when in immediate mode (not
* display list mode).
*/
static void GLAPIENTRY
vbo_exec_DrawArraysInstanced(GLenum mode, GLint start, GLsizei count,
GLsizei numInstances)
{
GET_CURRENT_CONTEXT(ctx);
if (MESA_VERBOSE & VERBOSE_DRAW)
_mesa_debug(ctx, "glDrawArraysInstanced(%s, %d, %d, %d)\n",
_mesa_lookup_enum_by_nr(mode), start, count, numInstances);
FLUSH_CURRENT(ctx, 0);
if (!_mesa_validate_DrawArraysInstanced(ctx, mode, start, count, numInstances))
return;
if (0)
check_draw_arrays_data(ctx, start, count);
vbo_draw_arrays(ctx, mode, start, count, numInstances);
if (0)
print_draw_arrays(ctx, mode, start, count);
}
/**
* Map GL_ELEMENT_ARRAY_BUFFER and print contents.
* For debugging.
*/
#if 0
static void
dump_element_buffer(struct gl_context *ctx, GLenum type)
{
const GLvoid *map =
ctx->Driver.MapBufferRange(ctx, 0,
ctx->Array.ArrayObj->ElementArrayBufferObj->Size,
GL_MAP_READ_BIT,
ctx->Array.ArrayObj->ElementArrayBufferObj);
switch (type) {
case GL_UNSIGNED_BYTE:
{
const GLubyte *us = (const GLubyte *) map;
GLint i;
for (i = 0; i < ctx->Array.ArrayObj->ElementArrayBufferObj->Size; i++) {
printf("%02x ", us[i]);
if (i % 32 == 31)
printf("\n");
}
printf("\n");
}
break;
case GL_UNSIGNED_SHORT:
{
const GLushort *us = (const GLushort *) map;
GLint i;
for (i = 0; i < ctx->Array.ArrayObj->ElementArrayBufferObj->Size / 2; i++) {
printf("%04x ", us[i]);
if (i % 16 == 15)
printf("\n");
}
printf("\n");
}
break;
case GL_UNSIGNED_INT:
{
const GLuint *us = (const GLuint *) map;
GLint i;
for (i = 0; i < ctx->Array.ArrayObj->ElementArrayBufferObj->Size / 4; i++) {
printf("%08x ", us[i]);
if (i % 8 == 7)
printf("\n");
}
printf("\n");
}
break;
default:
;
}
ctx->Driver.UnmapBuffer(ctx, ctx->Array.ArrayObj->ElementArrayBufferObj);
}
#endif
/**
* Inner support for both _mesa_DrawElements and _mesa_DrawRangeElements.
* Do the rendering for a glDrawElements or glDrawRangeElements call after
* we've validated buffer bounds, etc.
*/
static void
vbo_validated_drawrangeelements(struct gl_context *ctx, GLenum mode,
GLboolean index_bounds_valid,
GLuint start, GLuint end,
GLsizei count, GLenum type,
const GLvoid *indices,
GLint basevertex, GLint numInstances)
{
struct vbo_context *vbo = vbo_context(ctx);
struct vbo_exec_context *exec = &vbo->exec;
struct _mesa_index_buffer ib;
struct _mesa_prim prim[1];
vbo_bind_arrays(ctx);
ib.count = count;
ib.type = type;
ib.obj = ctx->Array.ArrayObj->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;
prim[0].basevertex = basevertex;
prim[0].num_instances = numInstances;
/* 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.
*/
check_buffers_are_unmapped(exec->array.inputs);
vbo->draw_prims( ctx, exec->array.inputs, prim, 1, &ib,
index_bounds_valid, start, end, NULL );
}
/**
* Called by glDrawRangeElementsBaseVertex() in immediate mode.
*/
static void GLAPIENTRY
vbo_exec_DrawRangeElementsBaseVertex(GLenum mode,
GLuint start, GLuint end,
GLsizei count, GLenum type,
const GLvoid *indices,
GLint basevertex)
{
static GLuint warnCount = 0;
GLboolean index_bounds_valid = GL_TRUE;
GET_CURRENT_CONTEXT(ctx);
if (MESA_VERBOSE & VERBOSE_DRAW)
_mesa_debug(ctx,
"glDrawRangeElementsBaseVertex(%s, %u, %u, %d, %s, %p, %d)\n",
_mesa_lookup_enum_by_nr(mode), start, end, count,
_mesa_lookup_enum_by_nr(type), indices, basevertex);
FLUSH_CURRENT(ctx, 0);
if (!_mesa_validate_DrawRangeElements( ctx, mode, start, end, count,
type, indices, basevertex ))
return;
if ((int) end + basevertex < 0 ||
start + basevertex >= ctx->Array.ArrayObj->_MaxElement) {
/* The application requested we draw using a range of indices that's
* outside the bounds of the current VBO. This is invalid and appears
* to give undefined results. The safest thing to do is to simply
* ignore the range, in case the application botched their range tracking
* but did provide valid indices. Also issue a warning indicating that
* the application is broken.
*/
if (warnCount++ < 10) {
_mesa_warning(ctx, "glDrawRangeElements(start %u, end %u, "
"basevertex %d, count %d, type 0x%x, indices=%p):\n"
"\trange is outside VBO bounds (max=%u); ignoring.\n"
"\tThis should be fixed in the application.",
start, end, basevertex, count, type, indices,
ctx->Array.ArrayObj->_MaxElement - 1);
}
index_bounds_valid = GL_FALSE;
}
/* NOTE: It's important that 'end' is a reasonable value.
* in _tnl_draw_prims(), we use end to determine how many vertices
* to transform. If it's too large, we can unnecessarily split prims
* or we can read/write out of memory in several different places!
*/
/* Catch/fix some potential user errors */
if (type == GL_UNSIGNED_BYTE) {
start = MIN2(start, 0xff);
end = MIN2(end, 0xff);
}
else if (type == GL_UNSIGNED_SHORT) {
start = MIN2(start, 0xffff);
end = MIN2(end, 0xffff);
}
if (0) {
printf("glDraw[Range]Elements{,BaseVertex}"
"(start %u, end %u, type 0x%x, count %d) ElemBuf %u, "
"base %d\n",
start, end, type, count,
ctx->Array.ArrayObj->ElementArrayBufferObj->Name,
basevertex);
}
if ((int) start + basevertex < 0 ||
end + basevertex >= ctx->Array.ArrayObj->_MaxElement)
index_bounds_valid = GL_FALSE;
#if 0
check_draw_elements_data(ctx, count, type, indices);
#else
(void) check_draw_elements_data;
#endif
vbo_validated_drawrangeelements(ctx, mode, index_bounds_valid, start, end,
count, type, indices, basevertex, 1);
}
/**
* Called by glDrawRangeElements() in immediate mode.
*/
static void GLAPIENTRY
vbo_exec_DrawRangeElements(GLenum mode, GLuint start, GLuint end,
GLsizei count, GLenum type, const GLvoid *indices)
{
if (MESA_VERBOSE & VERBOSE_DRAW) {
GET_CURRENT_CONTEXT(ctx);
_mesa_debug(ctx,
"glDrawRangeElements(%s, %u, %u, %d, %s, %p)\n",
_mesa_lookup_enum_by_nr(mode), start, end, count,
_mesa_lookup_enum_by_nr(type), indices);
}
vbo_exec_DrawRangeElementsBaseVertex(mode, start, end, count, type,
indices, 0);
}
/**
* Called by glDrawElements() in immediate mode.
*/
static void GLAPIENTRY
vbo_exec_DrawElements(GLenum mode, GLsizei count, GLenum type,
const GLvoid *indices)
{
GET_CURRENT_CONTEXT(ctx);
if (MESA_VERBOSE & VERBOSE_DRAW)
_mesa_debug(ctx, "glDrawElements(%s, %u, %s, %p)\n",
_mesa_lookup_enum_by_nr(mode), count,
_mesa_lookup_enum_by_nr(type), indices);
FLUSH_CURRENT(ctx, 0);
if (!_mesa_validate_DrawElements( ctx, mode, count, type, indices, 0 ))
return;
vbo_validated_drawrangeelements(ctx, mode, GL_FALSE, ~0, ~0,
count, type, indices, 0, 1);
}
/**
* Called by glDrawElementsBaseVertex() in immediate mode.
*/
static void GLAPIENTRY
vbo_exec_DrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type,
const GLvoid *indices, GLint basevertex)
{
GET_CURRENT_CONTEXT(ctx);
if (MESA_VERBOSE & VERBOSE_DRAW)
_mesa_debug(ctx, "glDrawElementsBaseVertex(%s, %d, %s, %p, %d)\n",
_mesa_lookup_enum_by_nr(mode), count,
_mesa_lookup_enum_by_nr(type), indices, basevertex);
FLUSH_CURRENT(ctx, 0);
if (!_mesa_validate_DrawElements( ctx, mode, count, type, indices,
basevertex ))
return;
vbo_validated_drawrangeelements(ctx, mode, GL_FALSE, ~0, ~0,
count, type, indices, basevertex, 1);
}
/**
* Called by glDrawElementsInstanced() in immediate mode.
*/
static void GLAPIENTRY
vbo_exec_DrawElementsInstanced(GLenum mode, GLsizei count, GLenum type,
const GLvoid *indices, GLsizei numInstances)
{
GET_CURRENT_CONTEXT(ctx);
if (MESA_VERBOSE & VERBOSE_DRAW)
_mesa_debug(ctx, "glDrawElementsInstanced(%s, %d, %s, %p, %d)\n",
_mesa_lookup_enum_by_nr(mode), count,
_mesa_lookup_enum_by_nr(type), indices, numInstances);
FLUSH_CURRENT(ctx, 0);
if (!_mesa_validate_DrawElementsInstanced(ctx, mode, count, type, indices,
numInstances, 0))
return;
vbo_validated_drawrangeelements(ctx, mode, GL_FALSE, ~0, ~0,
count, type, indices, 0, numInstances);
}
/**
* Called by glDrawElementsInstancedBaseVertex() in immediate mode.
*/
static void GLAPIENTRY
vbo_exec_DrawElementsInstancedBaseVertex(GLenum mode, GLsizei count, GLenum type,
const GLvoid *indices, GLsizei numInstances,
GLint basevertex)
{
GET_CURRENT_CONTEXT(ctx);
if (MESA_VERBOSE & VERBOSE_DRAW)
_mesa_debug(ctx, "glDrawElementsInstancedBaseVertex(%s, %d, %s, %p, %d; %d)\n",
_mesa_lookup_enum_by_nr(mode), count,
_mesa_lookup_enum_by_nr(type), indices,
numInstances, basevertex);
FLUSH_CURRENT(ctx, 0);
if (!_mesa_validate_DrawElementsInstanced(ctx, mode, count, type, indices,
numInstances, basevertex))
return;
vbo_validated_drawrangeelements(ctx, mode, GL_FALSE, ~0, ~0,
count, type, indices, basevertex, numInstances);
}
/**
* Inner support for both _mesa_MultiDrawElements() and
* _mesa_MultiDrawRangeElements().
* This does the actual rendering after we've checked array indexes, etc.
*/
static void
vbo_validated_multidrawelements(struct gl_context *ctx, GLenum mode,
const GLsizei *count, GLenum type,
const GLvoid **indices, GLsizei primcount,
const GLint *basevertex)
{
struct vbo_context *vbo = vbo_context(ctx);
struct vbo_exec_context *exec = &vbo->exec;
struct _mesa_index_buffer ib;
struct _mesa_prim *prim;
unsigned int index_type_size = vbo_sizeof_ib_type(type);
uintptr_t min_index_ptr, max_index_ptr;
GLboolean fallback = GL_FALSE;
int i;
if (primcount == 0)
return;
prim = calloc(1, primcount * sizeof(*prim));
if (prim == NULL) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glMultiDrawElements");
return;
}
vbo_bind_arrays(ctx);
min_index_ptr = (uintptr_t)indices[0];
max_index_ptr = 0;
for (i = 0; i < primcount; i++) {
min_index_ptr = MIN2(min_index_ptr, (uintptr_t)indices[i]);
max_index_ptr = MAX2(max_index_ptr, (uintptr_t)indices[i] +
index_type_size * count[i]);
}
/* Check if we can handle this thing as a bunch of index offsets from the
* same index pointer. If we can't, then we have to fall back to doing
* a draw_prims per primitive.
* Check that the difference between each prim's indexes is a multiple of
* the index/element size.
*/
if (index_type_size != 1) {
for (i = 0; i < primcount; i++) {
if ((((uintptr_t)indices[i] - min_index_ptr) % index_type_size) != 0) {
fallback = GL_TRUE;
break;
}
}
}
/* If the index buffer isn't in a VBO, then treating the application's
* subranges of the index buffer as one large index buffer may lead to
* us reading unmapped memory.
*/
if (!_mesa_is_bufferobj(ctx->Array.ArrayObj->ElementArrayBufferObj))
fallback = GL_TRUE;
if (!fallback) {
ib.count = (max_index_ptr - min_index_ptr) / index_type_size;
ib.type = type;
ib.obj = ctx->Array.ArrayObj->ElementArrayBufferObj;
ib.ptr = (void *)min_index_ptr;
for (i = 0; i < primcount; i++) {
prim[i].begin = (i == 0);
prim[i].end = (i == primcount - 1);
prim[i].weak = 0;
prim[i].pad = 0;
prim[i].mode = mode;
prim[i].start = ((uintptr_t)indices[i] - min_index_ptr) / index_type_size;
prim[i].count = count[i];
prim[i].indexed = 1;
prim[i].num_instances = 1;
if (basevertex != NULL)
prim[i].basevertex = basevertex[i];
else
prim[i].basevertex = 0;
}
check_buffers_are_unmapped(exec->array.inputs);
vbo->draw_prims(ctx, exec->array.inputs, prim, primcount, &ib,
GL_FALSE, ~0, ~0, NULL);
} else {
/* render one prim at a time */
for (i = 0; i < primcount; i++) {
ib.count = count[i];
ib.type = type;
ib.obj = ctx->Array.ArrayObj->ElementArrayBufferObj;
ib.ptr = indices[i];
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[i];
prim[0].indexed = 1;
prim[0].num_instances = 1;
if (basevertex != NULL)
prim[0].basevertex = basevertex[i];
else
prim[0].basevertex = 0;
check_buffers_are_unmapped(exec->array.inputs);
vbo->draw_prims(ctx, exec->array.inputs, prim, 1, &ib,
GL_FALSE, ~0, ~0, NULL);
}
}
free(prim);
}
static void GLAPIENTRY
vbo_exec_MultiDrawElements(GLenum mode,
const GLsizei *count, GLenum type,
const GLvoid **indices,
GLsizei primcount)
{
GET_CURRENT_CONTEXT(ctx);
GLint i;
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
for (i = 0; i < primcount; i++) {
if (!_mesa_validate_DrawElements(ctx, mode, count[i], type, indices[i],
0))
return;
}
vbo_validated_multidrawelements(ctx, mode, count, type, indices, primcount,
NULL);
}
static void GLAPIENTRY
vbo_exec_MultiDrawElementsBaseVertex(GLenum mode,
const GLsizei *count, GLenum type,
const GLvoid **indices,
GLsizei primcount,
const GLsizei *basevertex)
{
GET_CURRENT_CONTEXT(ctx);
GLint i;
ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
for (i = 0; i < primcount; i++) {
if (!_mesa_validate_DrawElements(ctx, mode, count[i], type, indices[i],
basevertex[i]))
return;
}
vbo_validated_multidrawelements(ctx, mode, count, type, indices, primcount,
basevertex);
}
#if FEATURE_EXT_transform_feedback
static void
vbo_draw_transform_feedback(struct gl_context *ctx, GLenum mode,
struct gl_transform_feedback_object *obj,
GLuint numInstances)
{
struct vbo_context *vbo = vbo_context(ctx);
struct vbo_exec_context *exec = &vbo->exec;
struct _mesa_prim prim[2];
vbo_bind_arrays(ctx);
/* init most fields to zero */
memset(prim, 0, sizeof(prim));
prim[0].begin = 1;
prim[0].end = 1;
prim[0].mode = mode;
prim[0].num_instances = numInstances;
/* Maybe we should do some primitive splitting for primitive restart
* (like in DrawArrays), but we have no way to know how many vertices
* will be rendered. */
check_buffers_are_unmapped(exec->array.inputs);
vbo->draw_prims(ctx, exec->array.inputs, prim, 1, NULL,
GL_TRUE, 0, 0, obj);
}
/**
* Like DrawArrays, but take the count from a transform feedback object.
* \param mode GL_POINTS, GL_LINES, GL_TRIANGLE_STRIP, etc.
* \param name the transform feedback object
* User still has to setup of the vertex attribute info with
* glVertexPointer, glColorPointer, etc.
* Part of GL_ARB_transform_feedback2.
*/
static void GLAPIENTRY
vbo_exec_DrawTransformFeedback(GLenum mode, GLuint name)
{
GET_CURRENT_CONTEXT(ctx);
struct gl_transform_feedback_object *obj =
_mesa_lookup_transform_feedback_object(ctx, name);
if (MESA_VERBOSE & VERBOSE_DRAW)
_mesa_debug(ctx, "glDrawTransformFeedback(%s, %d)\n",
_mesa_lookup_enum_by_nr(mode), name);
FLUSH_CURRENT(ctx, 0);
if (!_mesa_validate_DrawTransformFeedback(ctx, mode, obj)) {
return;
}
vbo_draw_transform_feedback(ctx, mode, obj, 1);
}
#endif
/**
* Plug in the immediate-mode vertex array drawing commands into the
* givven vbo_exec_context object.
*/
void
vbo_exec_array_init( struct vbo_exec_context *exec )
{
exec->vtxfmt.DrawArrays = vbo_exec_DrawArrays;
exec->vtxfmt.DrawElements = vbo_exec_DrawElements;
exec->vtxfmt.DrawRangeElements = vbo_exec_DrawRangeElements;
exec->vtxfmt.MultiDrawElementsEXT = vbo_exec_MultiDrawElements;
exec->vtxfmt.DrawElementsBaseVertex = vbo_exec_DrawElementsBaseVertex;
exec->vtxfmt.DrawRangeElementsBaseVertex = vbo_exec_DrawRangeElementsBaseVertex;
exec->vtxfmt.MultiDrawElementsBaseVertex = vbo_exec_MultiDrawElementsBaseVertex;
exec->vtxfmt.DrawArraysInstanced = vbo_exec_DrawArraysInstanced;
exec->vtxfmt.DrawElementsInstanced = vbo_exec_DrawElementsInstanced;
exec->vtxfmt.DrawElementsInstancedBaseVertex = vbo_exec_DrawElementsInstancedBaseVertex;
#if FEATURE_EXT_transform_feedback
exec->vtxfmt.DrawTransformFeedback = vbo_exec_DrawTransformFeedback;
#endif
}
void
vbo_exec_array_destroy( struct vbo_exec_context *exec )
{
/* nothing to do */
}
/**
* The following functions are only used for OpenGL ES 1/2 support.
* And some aren't even supported (yet) in ES 1/2.
*/
void GLAPIENTRY
_mesa_DrawArrays(GLenum mode, GLint first, GLsizei count)
{
vbo_exec_DrawArrays(mode, first, count);
}
void GLAPIENTRY
_mesa_DrawElements(GLenum mode, GLsizei count, GLenum type,
const GLvoid *indices)
{
vbo_exec_DrawElements(mode, count, type, indices);
}
void GLAPIENTRY
_mesa_DrawElementsBaseVertex(GLenum mode, GLsizei count, GLenum type,
const GLvoid *indices, GLint basevertex)
{
vbo_exec_DrawElementsBaseVertex(mode, count, type, indices, basevertex);
}
void GLAPIENTRY
_mesa_DrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count,
GLenum type, const GLvoid *indices)
{
vbo_exec_DrawRangeElements(mode, start, end, count, type, indices);
}
void GLAPIENTRY
_mesa_DrawRangeElementsBaseVertex(GLenum mode, GLuint start, GLuint end,
GLsizei count, GLenum type,
const GLvoid *indices, GLint basevertex)
{
vbo_exec_DrawRangeElementsBaseVertex(mode, start, end, count, type,
indices, basevertex);
}
void GLAPIENTRY
_mesa_MultiDrawElementsEXT(GLenum mode, const GLsizei *count, GLenum type,
const GLvoid **indices, GLsizei primcount)
{
vbo_exec_MultiDrawElements(mode, count, type, indices, primcount);
}
void GLAPIENTRY
_mesa_MultiDrawElementsBaseVertex(GLenum mode,
const GLsizei *count, GLenum type,
const GLvoid **indices, GLsizei primcount,
const GLint *basevertex)
{
vbo_exec_MultiDrawElementsBaseVertex(mode, count, type, indices,
primcount, basevertex);
}
#if FEATURE_EXT_transform_feedback
void GLAPIENTRY
_mesa_DrawTransformFeedback(GLenum mode, GLuint name)
{
vbo_exec_DrawTransformFeedback(mode, name);
}
#endif
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