vbo_exec_array.c revision a3b7db0326337117ccdea526818040d2c24d83b4
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/* Compute min and max elements for drawelements calls.
40 */
41static void get_minmax_index( GLuint count, GLuint type,
42			      const GLvoid *indices,
43			      GLuint *min_index,
44			      GLuint *max_index)
45{
46   GLuint i;
47
48   switch(type) {
49   case GL_UNSIGNED_INT: {
50      const GLuint *ui_indices = (const GLuint *)indices;
51      GLuint max_ui = ui_indices[count-1];
52      GLuint min_ui = ui_indices[0];
53      for (i = 0; i < count; i++) {
54	 if (ui_indices[i] > max_ui) max_ui = ui_indices[i];
55	 if (ui_indices[i] < min_ui) min_ui = ui_indices[i];
56      }
57      *min_index = min_ui;
58      *max_index = max_ui;
59      break;
60   }
61   case GL_UNSIGNED_SHORT: {
62      const GLushort *us_indices = (const GLushort *)indices;
63      GLuint max_us = us_indices[count-1];
64      GLuint min_us = us_indices[0];
65      for (i = 0; i < count; i++) {
66	 if (us_indices[i] > max_us) max_us = us_indices[i];
67	 if (us_indices[i] < min_us) min_us = us_indices[i];
68      }
69      *min_index = min_us;
70      *max_index = max_us;
71      break;
72   }
73   case GL_UNSIGNED_BYTE: {
74      const GLubyte *ub_indices = (const GLubyte *)indices;
75      GLuint max_ub = ub_indices[count-1];
76      GLuint min_ub = ub_indices[0];
77      for (i = 0; i < count; i++) {
78	 if (ub_indices[i] > max_ub) max_ub = ub_indices[i];
79	 if (ub_indices[i] < min_ub) min_ub = ub_indices[i];
80      }
81      *min_index = min_ub;
82      *max_index = max_ub;
83      break;
84   }
85   default:
86      assert(0);
87      break;
88   }
89}
90
91
92/* Just translate the arrayobj into a sane layout.
93 */
94static void bind_array_obj( GLcontext *ctx )
95{
96   struct vbo_context *vbo = vbo_context(ctx);
97   struct vbo_exec_context *exec = &vbo->exec;
98   GLuint i;
99
100   /* TODO: Fix the ArrayObj struct to keep legacy arrays in an array
101    * rather than as individual named arrays.  Then this function can
102    * go away.
103    */
104   exec->array.legacy_array[VERT_ATTRIB_POS] = &ctx->Array.ArrayObj->Vertex;
105   exec->array.legacy_array[VERT_ATTRIB_WEIGHT] = &vbo->legacy_currval[VERT_ATTRIB_WEIGHT];
106   exec->array.legacy_array[VERT_ATTRIB_NORMAL] = &ctx->Array.ArrayObj->Normal;
107   exec->array.legacy_array[VERT_ATTRIB_COLOR0] = &ctx->Array.ArrayObj->Color;
108   exec->array.legacy_array[VERT_ATTRIB_COLOR1] = &ctx->Array.ArrayObj->SecondaryColor;
109   exec->array.legacy_array[VERT_ATTRIB_FOG] = &ctx->Array.ArrayObj->FogCoord;
110   exec->array.legacy_array[VERT_ATTRIB_COLOR_INDEX] = &ctx->Array.ArrayObj->Index;
111   if (ctx->Array.ArrayObj->PointSize.Enabled) {
112      /* this aliases COLOR_INDEX */
113      exec->array.legacy_array[VERT_ATTRIB_POINT_SIZE] = &ctx->Array.ArrayObj->PointSize;
114   }
115   exec->array.legacy_array[VERT_ATTRIB_EDGEFLAG] = &ctx->Array.ArrayObj->EdgeFlag;
116
117   for (i = 0; i < 8; i++)
118      exec->array.legacy_array[VERT_ATTRIB_TEX0 + i] = &ctx->Array.ArrayObj->TexCoord[i];
119
120   for (i = 0; i < VERT_ATTRIB_MAX; i++)
121      exec->array.generic_array[i] = &ctx->Array.ArrayObj->VertexAttrib[i];
122
123   exec->array.array_obj = ctx->Array.ArrayObj->Name;
124}
125
126static void recalculate_input_bindings( GLcontext *ctx )
127{
128   struct vbo_context *vbo = vbo_context(ctx);
129   struct vbo_exec_context *exec = &vbo->exec;
130   const struct gl_client_array **inputs = &exec->array.inputs[0];
131   GLbitfield const_inputs = 0x0;
132   GLuint i;
133
134   exec->array.program_mode = get_program_mode(ctx);
135   exec->array.enabled_flags = ctx->Array.ArrayObj->_Enabled;
136
137   switch (exec->array.program_mode) {
138   case VP_NONE:
139      /* When no vertex program is active, we put the material values
140       * into the generic slots.  This is the only situation where
141       * material values are available as per-vertex attributes.
142       */
143      for (i = 0; i <= VERT_ATTRIB_TEX7; i++) {
144	 if (exec->array.legacy_array[i]->Enabled)
145	    inputs[i] = exec->array.legacy_array[i];
146	 else {
147	    inputs[i] = &vbo->legacy_currval[i];
148            const_inputs |= 1 << i;
149         }
150      }
151
152      for (i = 0; i < MAT_ATTRIB_MAX; i++) {
153	 inputs[VERT_ATTRIB_GENERIC0 + i] = &vbo->mat_currval[i];
154         const_inputs |= 1 << (VERT_ATTRIB_GENERIC0 + i);
155      }
156
157      /* Could use just about anything, just to fill in the empty
158       * slots:
159       */
160      for (i = MAT_ATTRIB_MAX; i < VERT_ATTRIB_MAX - VERT_ATTRIB_GENERIC0; i++) {
161	 inputs[VERT_ATTRIB_GENERIC0 + i] = &vbo->generic_currval[i];
162         const_inputs |= 1 << (VERT_ATTRIB_GENERIC0 + i);
163      }
164
165      break;
166   case VP_NV:
167      /* NV_vertex_program - attribute arrays alias and override
168       * conventional, legacy arrays.  No materials, and the generic
169       * slots are vacant.
170       */
171      for (i = 0; i <= VERT_ATTRIB_TEX7; i++) {
172	 if (exec->array.generic_array[i]->Enabled)
173	    inputs[i] = exec->array.generic_array[i];
174	 else if (exec->array.legacy_array[i]->Enabled)
175	    inputs[i] = exec->array.legacy_array[i];
176	 else {
177	    inputs[i] = &vbo->legacy_currval[i];
178            const_inputs |= 1 << i;
179         }
180      }
181
182      /* Could use just about anything, just to fill in the empty
183       * slots:
184       */
185      for (i = VERT_ATTRIB_GENERIC0; i < VERT_ATTRIB_MAX; i++) {
186	 inputs[i] = &vbo->generic_currval[i - VERT_ATTRIB_GENERIC0];
187         const_inputs |= 1 << i;
188      }
189
190      break;
191   case VP_ARB:
192      /* ARB_vertex_program - Only the attribute zero (position) array
193       * aliases and overrides the legacy position array.
194       *
195       * Otherwise, legacy attributes available in the legacy slots,
196       * generic attributes in the generic slots and materials are not
197       * available as per-vertex attributes.
198       */
199      if (exec->array.generic_array[0]->Enabled)
200	 inputs[0] = exec->array.generic_array[0];
201      else if (exec->array.legacy_array[0]->Enabled)
202	 inputs[0] = exec->array.legacy_array[0];
203      else {
204	 inputs[0] = &vbo->legacy_currval[0];
205         const_inputs |= 1 << 0;
206      }
207
208
209      for (i = 1; i <= VERT_ATTRIB_TEX7; i++) {
210	 if (exec->array.legacy_array[i]->Enabled)
211	    inputs[i] = exec->array.legacy_array[i];
212	 else {
213	    inputs[i] = &vbo->legacy_currval[i];
214            const_inputs |= 1 << i;
215         }
216      }
217
218      for (i = 0; i < 16; i++) {
219	 if (exec->array.generic_array[i]->Enabled)
220	    inputs[VERT_ATTRIB_GENERIC0 + i] = exec->array.generic_array[i];
221	 else {
222	    inputs[VERT_ATTRIB_GENERIC0 + i] = &vbo->generic_currval[i];
223            const_inputs |= 1 << (VERT_ATTRIB_GENERIC0 + i);
224         }
225
226      }
227      break;
228   }
229
230   _mesa_set_varying_vp_inputs( ctx, ~const_inputs );
231}
232
233static void bind_arrays( GLcontext *ctx )
234{
235#if 0
236   if (ctx->Array.ArrayObj.Name != exec->array.array_obj) {
237      bind_array_obj(ctx);
238      recalculate_input_bindings(ctx);
239   }
240   else if (exec->array.program_mode != get_program_mode(ctx) ||
241	    exec->array.enabled_flags != ctx->Array.ArrayObj->_Enabled) {
242
243      recalculate_input_bindings(ctx);
244   }
245#else
246   bind_array_obj(ctx);
247   recalculate_input_bindings(ctx);
248#endif
249}
250
251
252
253/***********************************************************************
254 * API functions.
255 */
256
257static void GLAPIENTRY
258vbo_exec_DrawArrays(GLenum mode, GLint start, GLsizei count)
259{
260   GET_CURRENT_CONTEXT(ctx);
261   struct vbo_context *vbo = vbo_context(ctx);
262   struct vbo_exec_context *exec = &vbo->exec;
263   struct _mesa_prim prim[1];
264
265   if (!_mesa_validate_DrawArrays( ctx, mode, start, count ))
266      return;
267
268   FLUSH_CURRENT( ctx, 0 );
269
270   if (ctx->NewState)
271      _mesa_update_state( ctx );
272
273   if (!vbo_validate_shaders(ctx)) {
274      _mesa_error(ctx, GL_INVALID_OPERATION, "glDrawArrays(bad shader)");
275      return;
276   }
277
278   bind_arrays( ctx );
279
280   /* Again...
281    */
282   if (ctx->NewState)
283      _mesa_update_state( ctx );
284
285   prim[0].begin = 1;
286   prim[0].end = 1;
287   prim[0].weak = 0;
288   prim[0].pad = 0;
289   prim[0].mode = mode;
290   prim[0].start = start;
291   prim[0].count = count;
292   prim[0].indexed = 0;
293
294   vbo->draw_prims( ctx, exec->array.inputs, prim, 1, NULL, start, start + count - 1 );
295
296#if 0
297   {
298      int i;
299
300      _mesa_printf("vbo_exec_DrawArrays(mode 0x%x, start %d, count %d):\n",
301                   mode, start, count);
302
303      for (i = 0; i < 32; i++) {
304         GLuint bufName = exec->array.inputs[i]->BufferObj->Name;
305         GLint stride = exec->array.inputs[i]->Stride;
306         _mesa_printf("attr %2d: size %d stride %d  enabled %d  "
307                      "ptr %p  Bufobj %u\n",
308                      i,
309                      exec->array.inputs[i]->Size,
310                      stride,
311                      /*exec->array.inputs[i]->Enabled,*/
312                      exec->array.legacy_array[i]->Enabled,
313                      exec->array.inputs[i]->Ptr,
314                      bufName);
315
316         if (bufName) {
317            struct gl_buffer_object *buf = _mesa_lookup_bufferobj(ctx, bufName);
318            GLubyte *p = ctx->Driver.MapBuffer(ctx, GL_ARRAY_BUFFER_ARB,
319                                            GL_READ_ONLY_ARB, buf);
320            int offset = (int) exec->array.inputs[i]->Ptr;
321            float *f = (float *) (p + offset);
322            int *k = (int *) f;
323            int i;
324            int n = (count * stride) / 4;
325            if (n > 32)
326               n = 32;
327            _mesa_printf("  Data at offset %d:\n", offset);
328            for (i = 0; i < n; i++) {
329               _mesa_printf("    float[%d] = 0x%08x %f\n", i, k[i], f[i]);
330            }
331            ctx->Driver.UnmapBuffer(ctx, GL_ARRAY_BUFFER_ARB, buf);
332         }
333      }
334   }
335#endif
336}
337
338
339
340static void GLAPIENTRY
341vbo_exec_DrawRangeElements(GLenum mode,
342			   GLuint start, GLuint end,
343			   GLsizei count, GLenum type, const GLvoid *indices)
344{
345   GET_CURRENT_CONTEXT(ctx);
346   struct vbo_context *vbo = vbo_context(ctx);
347   struct vbo_exec_context *exec = &vbo->exec;
348   struct _mesa_index_buffer ib;
349   struct _mesa_prim prim[1];
350
351   if (!_mesa_validate_DrawRangeElements( ctx, mode, start, end, count, type, indices ))
352      return;
353
354   FLUSH_CURRENT( ctx, 0 );
355
356   if (ctx->NewState)
357      _mesa_update_state( ctx );
358
359   if (!vbo_validate_shaders(ctx)) {
360      _mesa_error(ctx, GL_INVALID_OPERATION, "glDrawRangeElements(bad shader)");
361      return;
362   }
363
364   bind_arrays( ctx );
365
366   if (ctx->NewState)
367      _mesa_update_state( ctx );
368
369   ib.count = count;
370   ib.type = type;
371   ib.obj = ctx->Array.ElementArrayBufferObj;
372   ib.ptr = indices;
373
374   prim[0].begin = 1;
375   prim[0].end = 1;
376   prim[0].weak = 0;
377   prim[0].pad = 0;
378   prim[0].mode = mode;
379   prim[0].start = 0;
380   prim[0].count = count;
381   prim[0].indexed = 1;
382
383   /* Need to give special consideration to rendering a range of
384    * indices starting somewhere above zero.  Typically the
385    * application is issuing multiple DrawRangeElements() to draw
386    * successive primitives layed out linearly in the vertex arrays.
387    * Unless the vertex arrays are all in a VBO (or locked as with
388    * CVA), the OpenGL semantics imply that we need to re-read or
389    * re-upload the vertex data on each draw call.
390    *
391    * In the case of hardware tnl, we want to avoid starting the
392    * upload at zero, as it will mean every draw call uploads an
393    * increasing amount of not-used vertex data.  Worse - in the
394    * software tnl module, all those vertices might be transformed and
395    * lit but never rendered.
396    *
397    * If we just upload or transform the vertices in start..end,
398    * however, the indices will be incorrect.
399    *
400    * At this level, we don't know exactly what the requirements of
401    * the backend are going to be, though it will likely boil down to
402    * either:
403    *
404    * 1) Do nothing, everything is in a VBO and is processed once
405    *       only.
406    *
407    * 2) Adjust the indices and vertex arrays so that start becomes
408    *    zero.
409    *
410    * Rather than doing anything here, I'll provide a helper function
411    * for the latter case elsewhere.
412    */
413
414   vbo->draw_prims( ctx, exec->array.inputs, prim, 1, &ib, start, end );
415}
416
417static void GLAPIENTRY
418vbo_exec_DrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices)
419{
420   GET_CURRENT_CONTEXT(ctx);
421   GLuint min_index = 0;
422   GLuint max_index = 0;
423
424   if (!_mesa_validate_DrawElements( ctx, mode, count, type, indices ))
425      return;
426
427   if (!vbo_validate_shaders(ctx)) {
428      _mesa_error(ctx, GL_INVALID_OPERATION, "glDrawElements(bad shader)");
429      return;
430   }
431
432   if (ctx->Array.ElementArrayBufferObj->Name) {
433      const GLvoid *map = ctx->Driver.MapBuffer(ctx,
434						 GL_ELEMENT_ARRAY_BUFFER_ARB,
435						 GL_READ_ONLY,
436						 ctx->Array.ElementArrayBufferObj);
437
438      get_minmax_index(count, type, ADD_POINTERS(map, indices), &min_index, &max_index);
439
440      ctx->Driver.UnmapBuffer(ctx,
441			      GL_ELEMENT_ARRAY_BUFFER_ARB,
442			      ctx->Array.ElementArrayBufferObj);
443   }
444   else {
445      get_minmax_index(count, type, indices, &min_index, &max_index);
446   }
447
448   vbo_exec_DrawRangeElements(mode, min_index, max_index, count, type, indices);
449}
450
451
452/***********************************************************************
453 * Initialization
454 */
455
456
457
458
459void vbo_exec_array_init( struct vbo_exec_context *exec )
460{
461#if 1
462   exec->vtxfmt.DrawArrays = vbo_exec_DrawArrays;
463   exec->vtxfmt.DrawElements = vbo_exec_DrawElements;
464   exec->vtxfmt.DrawRangeElements = vbo_exec_DrawRangeElements;
465#else
466   exec->vtxfmt.DrawArrays = _mesa_noop_DrawArrays;
467   exec->vtxfmt.DrawElements = _mesa_noop_DrawElements;
468   exec->vtxfmt.DrawRangeElements = _mesa_noop_DrawRangeElements;
469#endif
470}
471
472
473void vbo_exec_array_destroy( struct vbo_exec_context *exec )
474{
475   /* nothing to do */
476}
477
478
479/* This API entrypoint is not ordinarily used */
480void GLAPIENTRY
481_mesa_DrawArrays(GLenum mode, GLint first, GLsizei count)
482{
483   vbo_exec_DrawArrays(mode, first, count);
484}
485
486
487/* This API entrypoint is not ordinarily used */
488void GLAPIENTRY
489_mesa_DrawElements(GLenum mode, GLsizei count, GLenum type,
490                   const GLvoid *indices)
491{
492   vbo_exec_DrawElements(mode, count, type, indices);
493}
494
495
496/* This API entrypoint is not ordinarily used */
497void GLAPIENTRY
498_mesa_DrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count,
499                        GLenum type, const GLvoid *indices)
500{
501   vbo_exec_DrawRangeElements(mode, start, end, count, type, indices);
502}
503