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/**************************************************************************
*
* 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 "glheader.h"
#include "context.h"
#include "state.h"
#include "api_validate.h"
#include "api_noop.h"
#include "dispatch.h"
#include "vbo_context.h"
static GLuint get_max_index( GLuint count, GLuint type,
const GLvoid *indices )
{
GLint i;
/* Compute max element. This is only needed for upload of non-VBO,
* non-constant data elements.
*
* XXX: Postpone this calculation until it is known that it is
* needed. Otherwise could scan this pointlessly in the all-vbo
* case.
*/
switch(type) {
case GL_UNSIGNED_INT: {
const GLuint *ui_indices = (const GLuint *)indices;
GLuint max_ui = 0;
for (i = 0; i < count; i++)
if (ui_indices[i] > max_ui)
max_ui = ui_indices[i];
return max_ui;
}
case GL_UNSIGNED_SHORT: {
const GLushort *us_indices = (const GLushort *)indices;
GLuint max_us = 0;
for (i = 0; i < count; i++)
if (us_indices[i] > max_us)
max_us = us_indices[i];
return max_us;
}
case GL_UNSIGNED_BYTE: {
const GLubyte *ub_indices = (const GLubyte *)indices;
GLuint max_ub = 0;
for (i = 0; i < count; i++)
if (ub_indices[i] > max_ub)
max_ub = ub_indices[i];
return max_ub;
}
default:
return 0;
}
}
/* 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;
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; i++)
inputs[i] = &vbo->generic_currval[i - VERT_ATTRIB_GENERIC0];
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[0]->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 );
bind_arrays( ctx );
prim[0].begin = 1;
prim[0].end = 1;
prim[0].weak = 0;
prim[0].pad = 0;
if (exec->array.inputs[0]->BufferObj->Name) {
/* Use vertex attribute as a hint to tell us if we expect all
* arrays to be in VBO's and if so, don't worry about avoiding
* the upload of elements < start.
*/
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, 0, start + count );
}
else {
/* If not using VBO's, we don't want to upload any more elements
* than necessary from the arrays as they will not be valid next
* time the application tries to draw with them.
*/
prim[0].mode = mode;
prim[0].start = 0;
prim[0].count = count;
prim[0].indexed = 0;
vbo->draw_prims( ctx, exec->array.inputs, prim, 1, NULL, start, start + count );
}
}
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 );
bind_arrays( ctx );
ib.count = count;
ib.type = type;
ib.obj = ctx->Array.ElementArrayBufferObj;
ib.ptr = indices;
if (ctx->Array.ElementArrayBufferObj->Name) {
/* Use the fact that indices are in a VBO as a hint that the
* program has put all the arrays in VBO's and we don't have to
* worry about performance implications of start > 0.
*
* XXX: consider passing start as min_index to draw_prims instead.
*/
ib.rebase = 0;
}
else {
ib.rebase = start;
}
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;
vbo->draw_prims( ctx, exec->array.inputs, prim, 1, &ib, ib.rebase, end+1 );
}
static void GLAPIENTRY
vbo_exec_DrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices)
{
GET_CURRENT_CONTEXT(ctx);
GLuint max_index;
if (!_mesa_validate_DrawElements( ctx, mode, count, type, indices ))
return;
if (ctx->Array.ElementArrayBufferObj->Name) {
const GLvoid *map = ctx->Driver.MapBuffer(ctx,
GL_ELEMENT_ARRAY_BUFFER_ARB,
GL_DYNAMIC_READ_ARB,
ctx->Array.ElementArrayBufferObj);
max_index = get_max_index(count, type, ADD_POINTERS(map, indices));
ctx->Driver.UnmapBuffer(ctx,
GL_ELEMENT_ARRAY_BUFFER_ARB,
ctx->Array.ElementArrayBufferObj);
}
else {
max_index = get_max_index(count, type, indices);
}
vbo_exec_DrawRangeElements(mode, 0, max_index, count, type, indices);
}
/***********************************************************************
* Initialization
*/
void vbo_exec_array_init( struct vbo_exec_context *exec )
{
GLcontext *ctx = exec->ctx;
#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
exec->array.index_obj = ctx->Driver.NewBufferObject(ctx, 1, GL_ARRAY_BUFFER_ARB);
}
void vbo_exec_array_destroy( struct vbo_exec_context *exec )
{
GLcontext *ctx = exec->ctx;
ctx->Driver.DeleteBuffer(ctx, exec->array.index_obj);
}
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