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third_party_mesa3d/src/mesa/tnl/t_draw.c

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2006-11-02 08:37:17 +00:00
/*
* Mesa 3-D graphics library
* Version: 6.5
*
* 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
* 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 "glheader.h"
#include "context.h"
#include "imports.h"
#include "state.h"
#include "mtypes.h"
#include "macros.h"
#include "t_context.h"
#include "t_pipeline.h"
#include "t_vp_build.h"
#include "t_vertex.h"
#include "tnl.h"
#define CONVERT( TYPE, MACRO ) do { \
GLuint i, j; \
for (i = 0; i < count; i++) { \
const TYPE *in = (TYPE *)ptr; \
for (j = 0; j < sz; j++) { \
*fptr++ = MACRO(*in); \
in++; \
} \
ptr += input->StrideB; \
} \
} while (0)
static GLfloat *get_space(GLcontext *ctx, GLuint bytes)
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
GLubyte *space = _mesa_malloc(bytes);
tnl->block[tnl->nr_blocks++] = space;
return (GLfloat *)space;
}
static void free_space(GLcontext *ctx)
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
GLuint i;
for (i = 0; i < tnl->nr_blocks; i++)
_mesa_free(tnl->block[i]);
tnl->nr_blocks = 0;
}
/* Adjust pointer to point at first requested element, convert to
* floating point, populate VB->AttribPtr[].
*/
static void _tnl_import_array( GLcontext *ctx,
GLuint attrib,
GLuint start,
GLuint end,
const struct gl_client_array *input,
const char *ptr )
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
struct vertex_buffer *VB = &tnl->vb;
const GLuint count = end - start;
GLuint stride = input->StrideB;
ptr += start * stride;
if (input->Type != GL_FLOAT) {
const GLuint sz = input->Size;
GLfloat *fptr = get_space(ctx, count * sz * sizeof(GLfloat));
switch (input->Type) {
case GL_BYTE:
CONVERT(GLbyte, BYTE_TO_FLOAT);
break;
case GL_UNSIGNED_BYTE:
CONVERT(GLubyte, UBYTE_TO_FLOAT);
break;
case GL_SHORT:
CONVERT(GLshort, SHORT_TO_FLOAT);
break;
case GL_UNSIGNED_SHORT:
CONVERT(GLushort, USHORT_TO_FLOAT);
break;
case GL_INT:
CONVERT(GLint, INT_TO_FLOAT);
break;
case GL_UNSIGNED_INT:
CONVERT(GLuint, UINT_TO_FLOAT);
break;
case GL_DOUBLE:
CONVERT(GLdouble, (GLfloat));
break;
default:
assert(0);
break;
}
ptr = (const char *)fptr;
stride = sz * sizeof(GLfloat);
}
VB->AttribPtr[attrib] = &tnl->tmp_inputs[attrib];
VB->AttribPtr[attrib]->data = (GLfloat (*)[4])ptr;
VB->AttribPtr[attrib]->start = (GLfloat *)ptr;
VB->AttribPtr[attrib]->count = count;
VB->AttribPtr[attrib]->stride = stride;
VB->AttribPtr[attrib]->size = input->Size;
/* This should die, but so should the whole GLvector4f concept:
*/
VB->AttribPtr[attrib]->flags = (((1<<input->Size)-1) |
VEC_NOT_WRITEABLE |
(stride == 4*sizeof(GLfloat) ? 0 : VEC_BAD_STRIDE));
VB->AttribPtr[attrib]->storage = NULL;
}
static void bind_inputs( GLcontext *ctx,
const struct gl_client_array *inputs[],
GLint start, GLint end,
struct gl_buffer_object **bo,
GLuint *nr_bo )
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
struct vertex_buffer *VB = &tnl->vb;
GLuint i;
/* Map all the VBOs
*/
for (i = 0; i < VERT_ATTRIB_MAX; i++) {
const void *ptr;
if (inputs[i]->BufferObj->Name) {
if (!inputs[i]->BufferObj->Pointer) {
bo[*nr_bo] = inputs[i]->BufferObj;
*nr_bo++;
ctx->Driver.MapBuffer(ctx,
GL_ARRAY_BUFFER,
GL_READ_ONLY_ARB,
inputs[i]->BufferObj);
assert(inputs[i]->BufferObj->Pointer);
}
ptr = ADD_POINTERS(inputs[i]->BufferObj->Pointer,
inputs[i]->Ptr);
}
else
ptr = inputs[i]->Ptr;
/* Just make sure the array is floating point, otherwise convert to
* temporary storage. Rebase arrays so that 'start' becomes
* element zero.
*
* XXX: remove the GLvector4f type at some stage and just use
* client arrays.
*/
_tnl_import_array(ctx, i, start, end, inputs[i], ptr);
}
/* Legacy pointers -- remove one day.
*/
VB->ObjPtr = VB->AttribPtr[_TNL_ATTRIB_POS];
VB->NormalPtr = VB->AttribPtr[_TNL_ATTRIB_NORMAL];
VB->ColorPtr[0] = VB->AttribPtr[_TNL_ATTRIB_COLOR0];
VB->ColorPtr[1] = NULL;
VB->IndexPtr[0] = VB->AttribPtr[_TNL_ATTRIB_COLOR_INDEX];
VB->IndexPtr[1] = NULL;
VB->SecondaryColorPtr[0] = VB->AttribPtr[_TNL_ATTRIB_COLOR1];
VB->SecondaryColorPtr[1] = NULL;
VB->FogCoordPtr = VB->AttribPtr[_TNL_ATTRIB_FOG];
for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++) {
VB->TexCoordPtr[i] = VB->AttribPtr[_TNL_ATTRIB_TEX0 + i];
}
#if 0
/* odd-ball vertex attribute
*/
if (ctx->Polygon.FrontMode != GL_FILL ||
ctx->Polygon.BackMode != GL_FILL)
{
VB->EdgeFlag = _tnl_import_edgeflag( ctx, VB->AttribPtr[_TNL_ATTRIB_EDGEFLAG]);
}
#endif
}
/* Translate indices to GLuints and store in VB->Elts.
*/
static void bind_indicies( GLcontext *ctx,
const struct _mesa_index_buffer *ib,
struct gl_buffer_object **bo,
GLuint *nr_bo)
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
struct vertex_buffer *VB = &tnl->vb;
if (!ib)
return;
if (ib->obj->Name && !ib->obj->Pointer) {
bo[*nr_bo] = ib->obj;
*nr_bo++;
ctx->Driver.MapBuffer(ctx,
GL_ELEMENT_ARRAY_BUFFER,
GL_READ_ONLY_ARB,
ib->obj);
assert(ib->obj->Pointer);
}
VB->Elts = (GLuint *)ADD_POINTERS(ib->obj->Pointer,
ib->ptr);
VB->Elts += ib->rebase;
switch (ib->type) {
case GL_UNSIGNED_INT:
return;
case GL_UNSIGNED_SHORT:
break;
case GL_UNSIGNED_BYTE:
break;
}
}
static void unmap_vbos( GLcontext *ctx,
struct gl_buffer_object **bo,
GLuint nr_bo )
{
GLuint i;
for (i = 0; i < nr_bo; i++) {
ctx->Driver.UnmapBuffer(ctx,
0, /* target -- I don't see why this would be needed */
bo[i]);
}
}
/* This is the main entrypoint into the slimmed-down software tnl
* module. In a regular swtnl driver, this can be plugged straight
* into the vbo->Driver.DrawPrims() callback.
*/
void _tnl_draw_prims( GLcontext *ctx,
const struct gl_client_array *arrays[],
const struct _mesa_prim *prim,
GLuint nr_prims,
const struct _mesa_index_buffer *ib,
GLuint min_index,
GLuint max_index)
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
struct vertex_buffer *VB = &tnl->vb;
/* May need to map a vertex buffer object for every attribute plus
* one for the index buffer.
*/
struct gl_buffer_object *bo[VERT_ATTRIB_MAX + 1];
GLuint nr_bo = 0;
/* Binding inputs may imply mapping some vertex buffer objects.
* They will need to be unmapped below.
*/
bind_inputs(ctx, arrays, min_index, max_index, bo, &nr_bo);
bind_indicies(ctx, ib, bo, &nr_bo);
VB->Primitive = prim;
VB->PrimitiveCount = nr_prims;
VB->Count = max_index - min_index;
TNL_CONTEXT(ctx)->Driver.RunPipeline(ctx);
unmap_vbos(ctx, bo, nr_bo);
free_space(ctx);
}