vbo_exec_array.c revision 8e3f6c0f96eb22198ec436990acc85d44aca7d8e
1/**************************************************************************
2 *
3 * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
4 * All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
13 *
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
16 * of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 *
26 **************************************************************************/
27
28#include "main/glheader.h"
29#include "main/context.h"
30#include "main/state.h"
31#include "main/api_validate.h"
32#include "main/api_noop.h"
33#include "main/varray.h"
34#include "main/bufferobj.h"
35#include "glapi/dispatch.h"
36
37#include "vbo_context.h"
38
39/**
40 * Compute min and max elements for glDraw[Range]Elements() calls.
41 */
42static void get_minmax_index( GLuint count, GLuint type,
43			      const GLvoid *indices,
44			      GLuint *min_index,
45			      GLuint *max_index)
46{
47   GLuint i;
48
49   switch(type) {
50   case GL_UNSIGNED_INT: {
51      const GLuint *ui_indices = (const GLuint *)indices;
52      GLuint max_ui = ui_indices[count-1];
53      GLuint min_ui = ui_indices[0];
54      for (i = 0; i < count; i++) {
55	 if (ui_indices[i] > max_ui) max_ui = ui_indices[i];
56	 if (ui_indices[i] < min_ui) min_ui = ui_indices[i];
57      }
58      *min_index = min_ui;
59      *max_index = max_ui;
60      break;
61   }
62   case GL_UNSIGNED_SHORT: {
63      const GLushort *us_indices = (const GLushort *)indices;
64      GLuint max_us = us_indices[count-1];
65      GLuint min_us = us_indices[0];
66      for (i = 0; i < count; i++) {
67	 if (us_indices[i] > max_us) max_us = us_indices[i];
68	 if (us_indices[i] < min_us) min_us = us_indices[i];
69      }
70      *min_index = min_us;
71      *max_index = max_us;
72      break;
73   }
74   case GL_UNSIGNED_BYTE: {
75      const GLubyte *ub_indices = (const GLubyte *)indices;
76      GLuint max_ub = ub_indices[count-1];
77      GLuint min_ub = ub_indices[0];
78      for (i = 0; i < count; i++) {
79	 if (ub_indices[i] > max_ub) max_ub = ub_indices[i];
80	 if (ub_indices[i] < min_ub) min_ub = ub_indices[i];
81      }
82      *min_index = min_ub;
83      *max_index = max_ub;
84      break;
85   }
86   default:
87      assert(0);
88      break;
89   }
90}
91
92
93/**
94 * Just translate the arrayobj into a sane layout.
95 */
96static void bind_array_obj( GLcontext *ctx )
97{
98   struct vbo_context *vbo = vbo_context(ctx);
99   struct vbo_exec_context *exec = &vbo->exec;
100   struct gl_array_object *arrayObj = ctx->Array.ArrayObj;
101   GLuint i;
102
103   /* TODO: Fix the ArrayObj struct to keep legacy arrays in an array
104    * rather than as individual named arrays.  Then this function can
105    * go away.
106    */
107   exec->array.legacy_array[VERT_ATTRIB_POS] = &arrayObj->Vertex;
108   exec->array.legacy_array[VERT_ATTRIB_WEIGHT] = &arrayObj->Weight;
109   exec->array.legacy_array[VERT_ATTRIB_NORMAL] = &arrayObj->Normal;
110   exec->array.legacy_array[VERT_ATTRIB_COLOR0] = &arrayObj->Color;
111   exec->array.legacy_array[VERT_ATTRIB_COLOR1] = &arrayObj->SecondaryColor;
112   exec->array.legacy_array[VERT_ATTRIB_FOG] = &arrayObj->FogCoord;
113   exec->array.legacy_array[VERT_ATTRIB_COLOR_INDEX] = &arrayObj->Index;
114   if (arrayObj->PointSize.Enabled) {
115      /* this aliases COLOR_INDEX */
116      exec->array.legacy_array[VERT_ATTRIB_POINT_SIZE] = &arrayObj->PointSize;
117   }
118   exec->array.legacy_array[VERT_ATTRIB_EDGEFLAG] = &arrayObj->EdgeFlag;
119
120   for (i = 0; i < Elements(arrayObj->TexCoord); i++)
121      exec->array.legacy_array[VERT_ATTRIB_TEX0 + i] = &arrayObj->TexCoord[i];
122
123   for (i = 0; i < Elements(arrayObj->VertexAttrib); i++) {
124      assert(i < Elements(exec->array.generic_array));
125      exec->array.generic_array[i] = &arrayObj->VertexAttrib[i];
126   }
127
128   exec->array.array_obj = arrayObj->Name;
129}
130
131
132static void recalculate_input_bindings( GLcontext *ctx )
133{
134   struct vbo_context *vbo = vbo_context(ctx);
135   struct vbo_exec_context *exec = &vbo->exec;
136   const struct gl_client_array **inputs = &exec->array.inputs[0];
137   GLbitfield const_inputs = 0x0;
138   GLuint i;
139
140   exec->array.program_mode = get_program_mode(ctx);
141   exec->array.enabled_flags = ctx->Array.ArrayObj->_Enabled;
142
143   switch (exec->array.program_mode) {
144   case VP_NONE:
145      /* When no vertex program is active (or the vertex program is generated
146       * from fixed-function state).  We put the material values into the
147       * generic slots.  This is the only situation where material values
148       * are available as per-vertex attributes.
149       */
150      for (i = 0; i <= VERT_ATTRIB_TEX7; i++) {
151	 if (exec->array.legacy_array[i]->Enabled)
152	    inputs[i] = exec->array.legacy_array[i];
153	 else {
154	    inputs[i] = &vbo->legacy_currval[i];
155            const_inputs |= 1 << i;
156         }
157      }
158
159      for (i = 0; i < MAT_ATTRIB_MAX; i++) {
160	 inputs[VERT_ATTRIB_GENERIC0 + i] = &vbo->mat_currval[i];
161         const_inputs |= 1 << (VERT_ATTRIB_GENERIC0 + i);
162      }
163
164      /* Could use just about anything, just to fill in the empty
165       * slots:
166       */
167      for (i = MAT_ATTRIB_MAX; i < VERT_ATTRIB_MAX - VERT_ATTRIB_GENERIC0; i++) {
168	 inputs[VERT_ATTRIB_GENERIC0 + i] = &vbo->generic_currval[i];
169         const_inputs |= 1 << (VERT_ATTRIB_GENERIC0 + i);
170      }
171      break;
172
173   case VP_NV:
174      /* NV_vertex_program - attribute arrays alias and override
175       * conventional, legacy arrays.  No materials, and the generic
176       * slots are vacant.
177       */
178      for (i = 0; i <= VERT_ATTRIB_TEX7; i++) {
179	 if (exec->array.generic_array[i]->Enabled)
180	    inputs[i] = exec->array.generic_array[i];
181	 else if (exec->array.legacy_array[i]->Enabled)
182	    inputs[i] = exec->array.legacy_array[i];
183	 else {
184	    inputs[i] = &vbo->legacy_currval[i];
185            const_inputs |= 1 << i;
186         }
187      }
188
189      /* Could use just about anything, just to fill in the empty
190       * slots:
191       */
192      for (i = VERT_ATTRIB_GENERIC0; i < VERT_ATTRIB_MAX; i++) {
193	 inputs[i] = &vbo->generic_currval[i - VERT_ATTRIB_GENERIC0];
194         const_inputs |= 1 << i;
195      }
196      break;
197
198   case VP_ARB:
199      /* GL_ARB_vertex_program or GLSL vertex shader - Only the generic[0]
200       * attribute array aliases and overrides the legacy position array.
201       *
202       * Otherwise, legacy attributes available in the legacy slots,
203       * generic attributes in the generic slots and materials are not
204       * available as per-vertex attributes.
205       */
206      if (exec->array.generic_array[0]->Enabled)
207	 inputs[0] = exec->array.generic_array[0];
208      else if (exec->array.legacy_array[0]->Enabled)
209	 inputs[0] = exec->array.legacy_array[0];
210      else {
211	 inputs[0] = &vbo->legacy_currval[0];
212         const_inputs |= 1 << 0;
213      }
214
215      for (i = 1; i <= VERT_ATTRIB_TEX7; i++) {
216	 if (exec->array.legacy_array[i]->Enabled)
217	    inputs[i] = exec->array.legacy_array[i];
218	 else {
219	    inputs[i] = &vbo->legacy_currval[i];
220            const_inputs |= 1 << i;
221         }
222      }
223
224      for (i = 0; i < MAX_VERTEX_GENERIC_ATTRIBS; i++) {
225	 if (exec->array.generic_array[i]->Enabled)
226	    inputs[VERT_ATTRIB_GENERIC0 + i] = exec->array.generic_array[i];
227	 else {
228	    inputs[VERT_ATTRIB_GENERIC0 + i] = &vbo->generic_currval[i];
229            const_inputs |= 1 << (VERT_ATTRIB_GENERIC0 + i);
230         }
231
232      }
233      break;
234   }
235
236   _mesa_set_varying_vp_inputs( ctx, ~const_inputs );
237}
238
239
240static void bind_arrays( GLcontext *ctx )
241{
242#if 0
243   if (ctx->Array.ArrayObj.Name != exec->array.array_obj) {
244      bind_array_obj(ctx);
245      recalculate_input_bindings(ctx);
246   }
247   else if (exec->array.program_mode != get_program_mode(ctx) ||
248	    exec->array.enabled_flags != ctx->Array.ArrayObj->_Enabled) {
249
250      recalculate_input_bindings(ctx);
251   }
252#else
253   bind_array_obj(ctx);
254   recalculate_input_bindings(ctx);
255#endif
256}
257
258
259
260/***********************************************************************
261 * API functions.
262 */
263
264static void GLAPIENTRY
265vbo_exec_DrawArrays(GLenum mode, GLint start, GLsizei count)
266{
267   GET_CURRENT_CONTEXT(ctx);
268   struct vbo_context *vbo = vbo_context(ctx);
269   struct vbo_exec_context *exec = &vbo->exec;
270   struct _mesa_prim prim[1];
271
272   if (!_mesa_validate_DrawArrays( ctx, mode, start, count ))
273      return;
274
275   FLUSH_CURRENT( ctx, 0 );
276
277   if (ctx->NewState)
278      _mesa_update_state( ctx );
279
280   if (!vbo_validate_shaders(ctx)) {
281      _mesa_error(ctx, GL_INVALID_OPERATION, "glDrawArrays(bad shader)");
282      return;
283   }
284
285   bind_arrays( ctx );
286
287   /* Again... because we may have changed the bitmask of per-vertex varying
288    * attributes.  If we regenerate the fixed-function vertex program now
289    * we may be able to prune down the number of vertex attributes which we
290    * need in the shader.
291    */
292   if (ctx->NewState)
293      _mesa_update_state( ctx );
294
295   prim[0].begin = 1;
296   prim[0].end = 1;
297   prim[0].weak = 0;
298   prim[0].pad = 0;
299   prim[0].mode = mode;
300   prim[0].start = start;
301   prim[0].count = count;
302   prim[0].indexed = 0;
303
304   vbo->draw_prims( ctx, exec->array.inputs, prim, 1, NULL,
305                    start, start + count - 1 );
306
307#if 0
308   {
309      int i;
310
311      _mesa_printf("vbo_exec_DrawArrays(mode 0x%x, start %d, count %d):\n",
312                   mode, start, count);
313
314      for (i = 0; i < 32; i++) {
315         GLuint bufName = exec->array.inputs[i]->BufferObj->Name;
316         GLint stride = exec->array.inputs[i]->Stride;
317         _mesa_printf("attr %2d: size %d stride %d  enabled %d  "
318                      "ptr %p  Bufobj %u\n",
319                      i,
320                      exec->array.inputs[i]->Size,
321                      stride,
322                      /*exec->array.inputs[i]->Enabled,*/
323                      exec->array.legacy_array[i]->Enabled,
324                      exec->array.inputs[i]->Ptr,
325                      bufName);
326
327         if (bufName) {
328            struct gl_buffer_object *buf = _mesa_lookup_bufferobj(ctx, bufName);
329            GLubyte *p = ctx->Driver.MapBuffer(ctx, GL_ARRAY_BUFFER_ARB,
330                                            GL_READ_ONLY_ARB, buf);
331            int offset = (int) exec->array.inputs[i]->Ptr;
332            float *f = (float *) (p + offset);
333            int *k = (int *) f;
334            int i;
335            int n = (count * stride) / 4;
336            if (n > 32)
337               n = 32;
338            _mesa_printf("  Data at offset %d:\n", offset);
339            for (i = 0; i < n; i++) {
340               _mesa_printf("    float[%d] = 0x%08x %f\n", i, k[i], f[i]);
341            }
342            ctx->Driver.UnmapBuffer(ctx, GL_ARRAY_BUFFER_ARB, buf);
343         }
344      }
345   }
346#endif
347}
348
349
350static void GLAPIENTRY
351vbo_exec_DrawRangeElements(GLenum mode,
352			   GLuint start, GLuint end,
353			   GLsizei count, GLenum type, const GLvoid *indices)
354{
355   GET_CURRENT_CONTEXT(ctx);
356   struct vbo_context *vbo = vbo_context(ctx);
357   struct vbo_exec_context *exec = &vbo->exec;
358   struct _mesa_index_buffer ib;
359   struct _mesa_prim prim[1];
360
361   if (!_mesa_validate_DrawRangeElements( ctx, mode, start, end, count, type, indices ))
362      return;
363
364   if (end >= ctx->Array.ArrayObj->_MaxElement) {
365      /* the max element is out of bounds of one or more enabled arrays */
366      _mesa_warning(ctx, "glDraw[Range]Elements(start %u, end %u, count %d, "
367                    "type 0x%x) index=%u is out of bounds (max=%u)",
368                    start, end, count, type, end);
369      if (0)
370         _mesa_print_arrays(ctx);
371      return;
372   }
373
374   FLUSH_CURRENT( ctx, 0 );
375
376   if (ctx->NewState)
377      _mesa_update_state( ctx );
378
379   if (!vbo_validate_shaders(ctx)) {
380      _mesa_error(ctx, GL_INVALID_OPERATION, "glDrawRangeElements(bad shader)");
381      return;
382   }
383
384   bind_arrays( ctx );
385
386   if (ctx->NewState)
387      _mesa_update_state( ctx );
388
389   ib.count = count;
390   ib.type = type;
391   ib.obj = ctx->Array.ElementArrayBufferObj;
392   ib.ptr = indices;
393
394   prim[0].begin = 1;
395   prim[0].end = 1;
396   prim[0].weak = 0;
397   prim[0].pad = 0;
398   prim[0].mode = mode;
399   prim[0].start = 0;
400   prim[0].count = count;
401   prim[0].indexed = 1;
402
403   /* Need to give special consideration to rendering a range of
404    * indices starting somewhere above zero.  Typically the
405    * application is issuing multiple DrawRangeElements() to draw
406    * successive primitives layed out linearly in the vertex arrays.
407    * Unless the vertex arrays are all in a VBO (or locked as with
408    * CVA), the OpenGL semantics imply that we need to re-read or
409    * re-upload the vertex data on each draw call.
410    *
411    * In the case of hardware tnl, we want to avoid starting the
412    * upload at zero, as it will mean every draw call uploads an
413    * increasing amount of not-used vertex data.  Worse - in the
414    * software tnl module, all those vertices might be transformed and
415    * lit but never rendered.
416    *
417    * If we just upload or transform the vertices in start..end,
418    * however, the indices will be incorrect.
419    *
420    * At this level, we don't know exactly what the requirements of
421    * the backend are going to be, though it will likely boil down to
422    * either:
423    *
424    * 1) Do nothing, everything is in a VBO and is processed once
425    *       only.
426    *
427    * 2) Adjust the indices and vertex arrays so that start becomes
428    *    zero.
429    *
430    * Rather than doing anything here, I'll provide a helper function
431    * for the latter case elsewhere.
432    */
433
434   vbo->draw_prims( ctx, exec->array.inputs, prim, 1, &ib, start, end );
435}
436
437
438static void GLAPIENTRY
439vbo_exec_DrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices)
440{
441   GET_CURRENT_CONTEXT(ctx);
442   GLuint min_index = 0;
443   GLuint max_index = 0;
444
445   if (!_mesa_validate_DrawElements( ctx, mode, count, type, indices ))
446      return;
447
448   if (!vbo_validate_shaders(ctx)) {
449      _mesa_error(ctx, GL_INVALID_OPERATION, "glDrawElements(bad shader)");
450      return;
451   }
452
453   if (ctx->Array.ElementArrayBufferObj->Name) {
454      const GLvoid *map = ctx->Driver.MapBuffer(ctx,
455						 GL_ELEMENT_ARRAY_BUFFER_ARB,
456						 GL_READ_ONLY,
457						 ctx->Array.ElementArrayBufferObj);
458
459      get_minmax_index(count, type, ADD_POINTERS(map, indices), &min_index, &max_index);
460
461      ctx->Driver.UnmapBuffer(ctx,
462			      GL_ELEMENT_ARRAY_BUFFER_ARB,
463			      ctx->Array.ElementArrayBufferObj);
464   }
465   else {
466      get_minmax_index(count, type, indices, &min_index, &max_index);
467   }
468
469   vbo_exec_DrawRangeElements(mode, min_index, max_index, count, type, indices);
470}
471
472
473/***********************************************************************
474 * Initialization
475 */
476
477void vbo_exec_array_init( struct vbo_exec_context *exec )
478{
479#if 1
480   exec->vtxfmt.DrawArrays = vbo_exec_DrawArrays;
481   exec->vtxfmt.DrawElements = vbo_exec_DrawElements;
482   exec->vtxfmt.DrawRangeElements = vbo_exec_DrawRangeElements;
483#else
484   exec->vtxfmt.DrawArrays = _mesa_noop_DrawArrays;
485   exec->vtxfmt.DrawElements = _mesa_noop_DrawElements;
486   exec->vtxfmt.DrawRangeElements = _mesa_noop_DrawRangeElements;
487#endif
488}
489
490
491void vbo_exec_array_destroy( struct vbo_exec_context *exec )
492{
493   /* nothing to do */
494}
495
496
497/* This API entrypoint is not ordinarily used */
498void GLAPIENTRY
499_mesa_DrawArrays(GLenum mode, GLint first, GLsizei count)
500{
501   vbo_exec_DrawArrays(mode, first, count);
502}
503
504
505/* This API entrypoint is not ordinarily used */
506void GLAPIENTRY
507_mesa_DrawElements(GLenum mode, GLsizei count, GLenum type,
508                   const GLvoid *indices)
509{
510   vbo_exec_DrawElements(mode, count, type, indices);
511}
512
513
514/* This API entrypoint is not ordinarily used */
515void GLAPIENTRY
516_mesa_DrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count,
517                        GLenum type, const GLvoid *indices)
518{
519   vbo_exec_DrawRangeElements(mode, start, end, count, type, indices);
520}
521