Files
third_party_mesa3d/src/mesa/tnl/t_array_api.c
Keith Whitwell c6b2a92613 Fix propogation of material values in VB's that don't reach the lighting
stage.  (Materials now treated more like colors, etc.).

Continue whipping the dd templates into shape.

Remove old NormalLength code; may come back as a driver helper, but not
useful for, eg. hardware t&l drivers.
2001-02-15 01:33:52 +00:00

385 lines
11 KiB
C

/* $Id: t_array_api.c,v 1.6 2001/02/15 01:33:52 keithw Exp $ */
/*
* Mesa 3-D graphics library
* Version: 3.5
*
* Copyright (C) 1999-2001 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 <keithw@valinux.com>
*/
#include "glheader.h"
#include "api_validate.h"
#include "context.h"
#include "macros.h"
#include "mmath.h"
#include "mem.h"
#include "state.h"
#include "mtypes.h"
#include "array_cache/acache.h"
#include "t_array_api.h"
#include "t_array_import.h"
#include "t_imm_api.h"
#include "t_imm_exec.h"
#include "t_context.h"
#include "t_pipeline.h"
static void fallback_drawarrays( GLcontext *ctx, GLenum mode, GLint start,
GLsizei count )
{
/* Need to produce immediate structs, either for compiling or
* because the array range is too large to process in a single
* VB. In GL_EXECUTE mode, this introduces two redundant
* operations: producing the flag array and computing the orflag
* of the flag array.
*/
#if 1
if (_tnl_hard_begin( ctx, mode )) {
GLuint j;
for (j = 0 ; j < count ; ) {
struct immediate *IM = TNL_CURRENT_IM(ctx);
GLuint nr = MIN2( IMM_MAXDATA - IM->Start, count - j );
GLuint sf = IM->Flag[IM->Start];
_tnl_fill_immediate_drawarrays( ctx, IM, j, j+nr );
if (j == 0) IM->Flag[IM->Start] |= sf;
IM->Count = IM->Start + nr;
j += nr;
if (j == count)
_tnl_end( ctx );
_tnl_flush_immediate( IM );
}
}
#else
/* Simple alternative to above code.
*/
if (_tnl_hard_begin( ctx, mode ))
{
GLuint i;
for (i=start;i<count;i++) {
_tnl_array_element( ctx, i );
}
_tnl_end( ctx );
}
#endif
}
static void _tnl_draw_elements( GLcontext *ctx, GLenum mode, GLsizei count,
const GLuint *indices)
{
#if 1
/* Optimized code that fakes the effect of calling
* _tnl_array_element for each index in the list.
*/
if (_tnl_hard_begin( ctx, mode )) {
GLuint i,j;
for (j = 0 ; j < count ; ) {
struct immediate *IM = TNL_CURRENT_IM(ctx);
GLuint start = IM->Start;
GLuint nr = MIN2( IMM_MAXDATA - start, count - j ) + start;
GLuint sf = IM->Flag[start];
IM->FlushElt |= 1;
for (i = start ; i < nr ; i++) {
IM->Elt[i] = (GLuint) *indices++;
IM->Flag[i] = VERT_ELT;
}
if (j == 0) IM->Flag[start] |= sf;
IM->Count = nr;
j += nr - start;
if (j == count)
_tnl_end( ctx );
_tnl_flush_immediate( IM );
}
}
#else
/* Simple version of the above code.
*/
if (_tnl_hard_begin(ctx, mode)) {
GLuint i;
for (i = 0 ; i < count ; i++)
_tnl_array_element( ctx, indices[i] );
_tnl_end( ctx );
}
#endif
}
static void _tnl_draw_range_elements( GLcontext *ctx, GLenum mode,
GLuint start, GLuint end,
GLsizei count, const GLuint *indices )
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
FLUSH_CURRENT( ctx, 0 );
_tnl_vb_bind_arrays( ctx, start, end );
tnl->vb.FirstPrimitive = 0;
tnl->vb.Primitive[0] = mode | PRIM_BEGIN | PRIM_END | PRIM_LAST;
tnl->vb.PrimitiveLength[0] = count;
tnl->vb.Elts = (GLuint *)indices;
if (ctx->Array.LockCount)
_tnl_run_pipeline( ctx );
else {
/* Note that arrays may have changed before/after execution.
*/
tnl->pipeline.run_input_changes |= ctx->Array._Enabled;
_tnl_run_pipeline( ctx );
tnl->pipeline.run_input_changes |= ctx->Array._Enabled;
}
}
void
_tnl_DrawArrays(GLenum mode, GLint start, GLsizei count)
{
GET_CURRENT_CONTEXT(ctx);
TNLcontext *tnl = TNL_CONTEXT(ctx);
struct vertex_buffer *VB = &tnl->vb;
/* Check arguments, etc.
*/
if (!_mesa_validate_DrawArrays( ctx, mode, start, count ))
return;
if (tnl->pipeline.build_state_changes)
_tnl_validate_pipeline( ctx );
if (!ctx->CompileFlag && count - start < ctx->Const.MaxArrayLockSize) {
FLUSH_CURRENT( ctx, 0 );
if (ctx->Array.LockCount)
{
if (start < ctx->Array.LockFirst) start = ctx->Array.LockFirst;
if (count > ctx->Array.LockCount) count = ctx->Array.LockCount;
if (start >= count) return;
/* Locked drawarrays. Reuse any previously transformed data.
*/
_tnl_vb_bind_arrays( ctx, ctx->Array.LockFirst, ctx->Array.LockCount );
VB->FirstPrimitive = start;
VB->Primitive[start] = mode | PRIM_BEGIN | PRIM_END | PRIM_LAST;
VB->PrimitiveLength[start] = count - start;
_tnl_run_pipeline( ctx );
} else {
/* The arrays are small enough to fit in a single VB; just bind
* them and go. Any untransformed data will be copied on
* clipping.
*
* Invalidate any locked data dependent on these arrays.
*/
_tnl_vb_bind_arrays( ctx, start, count );
VB->FirstPrimitive = 0;
VB->Primitive[0] = mode | PRIM_BEGIN | PRIM_END | PRIM_LAST;
VB->PrimitiveLength[0] = count - start;
tnl->pipeline.run_input_changes |= ctx->Array._Enabled;
_tnl_run_pipeline( ctx );
tnl->pipeline.run_input_changes |= ctx->Array._Enabled;
}
}
else if (!ctx->CompileFlag && mode == GL_TRIANGLE_STRIP) {
int bufsz = (ctx->Const.MaxArrayLockSize - 2) & ~1;
int j, nr;
FLUSH_CURRENT( ctx, 0 );
/* TODO: other non-fan primitives.
*/
for (j = start ; j < count - 2; j += nr - 2 ) {
nr = MIN2( bufsz, count - j );
_tnl_vb_bind_arrays( ctx, j, j + nr );
VB->FirstPrimitive = 0;
VB->Primitive[0] = mode | PRIM_BEGIN | PRIM_END | PRIM_LAST;
VB->PrimitiveLength[0] = nr;
tnl->pipeline.run_input_changes |= ctx->Array._Enabled;
_tnl_run_pipeline( ctx );
tnl->pipeline.run_input_changes |= ctx->Array._Enabled;
}
} else {
fallback_drawarrays( ctx, mode, start, count );
}
}
void
_tnl_DrawRangeElements(GLenum mode,
GLuint start, GLuint end,
GLsizei count, GLenum type, const GLvoid *indices)
{
GET_CURRENT_CONTEXT(ctx);
TNLcontext *tnl = TNL_CONTEXT(ctx);
GLuint *ui_indices;
/* Check arguments, etc.
*/
if (!_mesa_validate_DrawRangeElements( ctx, mode, start, end, count,
type, indices ))
return;
if (tnl->pipeline.build_state_changes)
_tnl_validate_pipeline( ctx );
ui_indices = (GLuint *)_ac_import_elements( ctx, GL_UNSIGNED_INT,
count, type, indices );
if (ctx->Array.LockCount) {
/* Are the arrays already locked? If so we currently have to look
* at the whole locked range.
*/
if (start >= ctx->Array.LockFirst && end <= ctx->Array.LockCount)
_tnl_draw_range_elements( ctx, mode,
ctx->Array.LockFirst,
ctx->Array.LockCount,
count, ui_indices );
else {
/* The spec says referencing elements outside the locked
* range is undefined. I'm going to make it a noop this time
* round, maybe come up with something beter before 3.6.
*
* May be able to get away with just setting LockCount==0,
* though this raises the problems of dependent state. May
* have to call glUnlockArrays() directly?
*
* Or scan the list and replace bad indices?
*/
gl_problem( ctx,
"DrawRangeElements references "
"elements outside locked range.");
}
}
else if (end + 1 - start < ctx->Const.MaxArrayLockSize) {
/* The arrays aren't locked but we can still fit them inside a
* single vertexbuffer.
*/
_tnl_draw_range_elements( ctx, mode, start, end + 1, count, ui_indices );
} else {
/* Range is too big to optimize:
*/
_tnl_draw_elements( ctx, mode, count, ui_indices );
}
}
void
_tnl_DrawElements(GLenum mode, GLsizei count, GLenum type,
const GLvoid *indices)
{
GET_CURRENT_CONTEXT(ctx);
TNLcontext *tnl = TNL_CONTEXT(ctx);
GLuint *ui_indices;
/* Check arguments, etc.
*/
if (!_mesa_validate_DrawElements( ctx, mode, count, type, indices ))
return;
if (tnl->pipeline.build_state_changes)
_tnl_validate_pipeline( ctx );
ui_indices = (GLuint *)_ac_import_elements( ctx, GL_UNSIGNED_INT,
count, type, indices );
if (ctx->Array.LockCount) {
_tnl_draw_range_elements( ctx, mode,
ctx->Array.LockFirst,
ctx->Array.LockCount,
count, ui_indices );
}
else {
/* Scan the index list and see if we can use the locked path anyway.
*/
GLuint max_elt = 0;
GLuint i;
for (i = 0 ; i < count ; i++)
if (ui_indices[i] > max_elt) max_elt = ui_indices[i];
if (max_elt < ctx->Const.MaxArrayLockSize && /* can we use it? */
max_elt < count) /* do we want to use it? */
_tnl_draw_range_elements( ctx, mode, 0, max_elt+1, count, ui_indices );
else
_tnl_draw_elements( ctx, mode, count, ui_indices );
}
}
void _tnl_array_init( GLcontext *ctx )
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
struct vertex_arrays *tmp = &tnl->array_inputs;
GLvertexformat *vfmt = &(TNL_CONTEXT(ctx)->vtxfmt);
GLuint i;
vfmt->DrawArrays = _tnl_DrawArrays;
vfmt->DrawElements = _tnl_DrawElements;
vfmt->DrawRangeElements = _tnl_DrawRangeElements;
/* Setup vector pointers that will be used to bind arrays to VB's.
*/
gl_vector4f_init( &tmp->Obj, 0, 0 );
gl_vector3f_init( &tmp->Normal, 0, 0 );
#if CHAN_TYPE == GL_UNSIGNED_BYTE
gl_vector4ub_init( &tmp->Color, 0, 0 );
gl_vector4ub_init( &tmp->SecondaryColor, 0, 0 );
#elif CHAN_TYPE == GL_UNSIGNED_SHORT
gl_vector4us_init( &tmp->Color, 0, 0 );
gl_vector4us_init( &tmp->SecondaryColor, 0, 0 );
#elif CHAN_TYPE == GL_FLOAT
gl_vector4f_init( &tmp->Color, 0, 0 );
gl_vector4f_init( &tmp->SecondaryColor, 0, 0 );
#endif
gl_vector1f_init( &tmp->FogCoord, 0, 0 );
gl_vector1ui_init( &tmp->Index, 0, 0 );
gl_vector1ub_init( &tmp->EdgeFlag, 0, 0 );
for (i = 0; i < ctx->Const.MaxTextureUnits; i++)
gl_vector4f_init( &tmp->TexCoord[i], 0, 0);
tnl->tmp_primitive = (GLuint *)MALLOC(sizeof(GLuint)*tnl->vb.Size);
tnl->tmp_primitive_length = (GLuint *)MALLOC(sizeof(GLuint)*tnl->vb.Size);
}
void _tnl_array_destroy( GLcontext *ctx )
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
if (tnl->tmp_primitive_length) FREE(tnl->tmp_primitive_length);
if (tnl->tmp_primitive) FREE(tnl->tmp_primitive);
}