406 lines
12 KiB
C
406 lines
12 KiB
C
/**************************************************************************
|
|
*
|
|
* 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 */
|
|
}
|