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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 "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 */
}
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