vbo_exec_array.c revision fd12b37dbada6f945a94b93ecf332d0b6a8eef06
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 "glheader.h" 29#include "context.h" 30#include "state.h" 31#include "api_validate.h" 32#include "api_noop.h" 33#include "dispatch.h" 34 35#include "vbo_context.h" 36 37static GLuint get_max_index( GLuint count, GLuint type, 38 const GLvoid *indices ) 39{ 40 GLint i; 41 42 /* Compute max element. This is only needed for upload of non-VBO, 43 * non-constant data elements. 44 * 45 * XXX: Postpone this calculation until it is known that it is 46 * needed. Otherwise could scan this pointlessly in the all-vbo 47 * case. 48 */ 49 switch(type) { 50 case GL_UNSIGNED_INT: { 51 const GLuint *ui_indices = (const GLuint *)indices; 52 GLuint max_ui = 0; 53 for (i = 0; i < count; i++) 54 if (ui_indices[i] > max_ui) 55 max_ui = ui_indices[i]; 56 return max_ui; 57 } 58 case GL_UNSIGNED_SHORT: { 59 const GLushort *us_indices = (const GLushort *)indices; 60 GLuint max_us = 0; 61 for (i = 0; i < count; i++) 62 if (us_indices[i] > max_us) 63 max_us = us_indices[i]; 64 return max_us; 65 } 66 case GL_UNSIGNED_BYTE: { 67 const GLubyte *ub_indices = (const GLubyte *)indices; 68 GLuint max_ub = 0; 69 for (i = 0; i < count; i++) 70 if (ub_indices[i] > max_ub) 71 max_ub = ub_indices[i]; 72 return max_ub; 73 } 74 default: 75 return 0; 76 } 77} 78 79 80/* Just translate the arrayobj into a sane layout. 81 */ 82static void bind_array_obj( GLcontext *ctx ) 83{ 84 struct vbo_exec_context *exec = &vbo_context(ctx)->exec; 85 GLuint i; 86 87 /* TODO: Fix the ArrayObj struct to keep legacy arrays in an array 88 * rather than as individual named arrays. Then this function can 89 * go away. 90 */ 91 exec->array.legacy_array[VERT_ATTRIB_POS] = &ctx->Array.ArrayObj->Vertex; 92 exec->array.legacy_array[VERT_ATTRIB_NORMAL] = &ctx->Array.ArrayObj->Normal; 93 exec->array.legacy_array[VERT_ATTRIB_COLOR0] = &ctx->Array.ArrayObj->Color; 94 exec->array.legacy_array[VERT_ATTRIB_COLOR1] = &ctx->Array.ArrayObj->SecondaryColor; 95 exec->array.legacy_array[VERT_ATTRIB_FOG] = &ctx->Array.ArrayObj->FogCoord; 96 exec->array.legacy_array[VERT_ATTRIB_COLOR_INDEX] = &ctx->Array.ArrayObj->Index; 97 exec->array.legacy_array[VBO_ATTRIB_EDGEFLAG] = &ctx->Array.ArrayObj->EdgeFlag; 98 99 for (i = 0; i < 8; i++) 100 exec->array.legacy_array[VBO_ATTRIB_TEX0 + i] = &ctx->Array.ArrayObj->TexCoord[i]; 101 102 for (i = 0; i < VERT_ATTRIB_MAX; i++) 103 exec->array.generic_array[i] = &ctx->Array.ArrayObj->VertexAttrib[i]; 104 105 exec->array.array_obj = ctx->Array.ArrayObj->Name; 106} 107 108static void recalculate_input_bindings( GLcontext *ctx ) 109{ 110 struct vbo_exec_context *exec = &vbo_context(ctx)->exec; 111 const struct gl_client_array **inputs = &exec->array.inputs[0]; 112 GLuint i; 113 114 exec->array.program_mode = get_program_mode(ctx); 115 exec->array.enabled_flags = ctx->Array.ArrayObj->_Enabled; 116 117 /* TODO: Get rid of NV_program (please!). 118 */ 119 switch (exec->array.program_mode) { 120 case VP_NONE: 121 /* When no vertex program is active, we put the material values 122 * into the generic slots. This is the only situation where 123 * material values are available as per-vertex attributes. 124 */ 125 for (i = 0; i <= VERT_ATTRIB_TEX7; i++) { 126 if (exec->array.legacy_array[i]->Enabled) 127 inputs[i] = exec->array.legacy_array[i]; 128 else 129 inputs[i] = &exec->legacy_currval[i]; 130 } 131 132 for (i = 0; i < MAT_ATTRIB_MAX; i++) { 133 inputs[VERT_ATTRIB_GENERIC0 + i] = &exec->mat_currval[i]; 134 } 135 break; 136 case VP_NV: 137 /* NV_vertex_program - attribute arrays alias and override 138 * conventional, legacy arrays. No materials, and the generic 139 * slots are vacant. 140 */ 141 for (i = 0; i <= VERT_ATTRIB_TEX7; i++) { 142 if (exec->array.generic_array[i]->Enabled) 143 inputs[i] = exec->array.generic_array[i]; 144 else if (exec->array.legacy_array[i]->Enabled) 145 inputs[i] = exec->array.legacy_array[i]; 146 else 147 inputs[i] = &exec->legacy_currval[i]; 148 } 149 break; 150 case VP_ARB: 151 /* ARB_vertex_program - Only the attribute zero (position) array 152 * aliases and overrides the legacy position array. 153 * 154 * Otherwise, legacy attributes available in the legacy slots, 155 * generic attributes in the generic slots and materials are not 156 * available as per-vertex attributes. 157 */ 158 if (exec->array.generic_array[0]->Enabled) 159 inputs[0] = exec->array.generic_array[0]; 160 else if (exec->array.legacy_array[0]->Enabled) 161 inputs[0] = exec->array.legacy_array[0]; 162 else 163 inputs[0] = &exec->legacy_currval[0]; 164 165 166 for (i = 1; i <= VERT_ATTRIB_TEX7; i++) { 167 if (exec->array.legacy_array[i]->Enabled) 168 inputs[i] = exec->array.legacy_array[i]; 169 else 170 inputs[i] = &exec->legacy_currval[i]; 171 } 172 173 for (i = 0; i < 16; i++) { 174 if (exec->array.generic_array[0]->Enabled) 175 inputs[VERT_ATTRIB_GENERIC0 + i] = exec->array.generic_array[i]; 176 else 177 inputs[VERT_ATTRIB_GENERIC0 + i] = &exec->generic_currval[i]; 178 } 179 break; 180 } 181} 182 183static void bind_arrays( GLcontext *ctx ) 184{ 185#if 0 186 if (ctx->Array.ArrayObj.Name != exec->array.array_obj) { 187 bind_array_obj(ctx); 188 recalculate_input_bindings(ctx); 189 } 190 else if (exec->array.program_mode != get_program_mode(ctx) || 191 exec->array.enabled_flags != ctx->Array.ArrayObj->_Enabled) { 192 193 recalculate_input_bindings(ctx); 194 } 195#else 196 bind_array_obj(ctx); 197 recalculate_input_bindings(ctx); 198#endif 199} 200 201 202 203/*********************************************************************** 204 * API functions. 205 */ 206 207static void GLAPIENTRY 208vbo_exec_DrawArrays(GLenum mode, GLint start, GLsizei count) 209{ 210 GET_CURRENT_CONTEXT(ctx); 211 struct vbo_context *vbo = vbo_context(ctx); 212 struct vbo_exec_context *exec = &vbo->exec; 213 struct _mesa_prim prim[1]; 214 215 if (!_mesa_validate_DrawArrays( ctx, mode, start, count )) 216 return; 217 218 FLUSH_CURRENT( ctx, 0 ); 219 220 if (ctx->NewState) 221 _mesa_update_state( ctx ); 222 223 bind_arrays( ctx ); 224 225 prim[0].begin = 1; 226 prim[0].end = 1; 227 prim[0].weak = 0; 228 prim[0].pad = 0; 229 230 if (exec->array.inputs[0]->BufferObj->Name) { 231 /* Use vertex attribute as a hint to tell us if we expect all 232 * arrays to be in VBO's and if so, don't worry about avoiding 233 * the upload of elements < start. 234 */ 235 prim[0].mode = mode; 236 prim[0].start = start; 237 prim[0].count = count; 238 prim[0].indexed = 0; 239 240 vbo->draw_prims( ctx, exec->array.inputs, prim, 1, NULL, 0, start + count ); 241 } 242 else { 243 /* If not using VBO's, we don't want to upload any more elements 244 * than necessary from the arrays as they will not be valid next 245 * time the application tries to draw with them. 246 */ 247 prim[0].mode = mode; 248 prim[0].start = 0; 249 prim[0].count = count; 250 prim[0].indexed = 0; 251 252 vbo->draw_prims( ctx, exec->array.inputs, prim, 1, NULL, start, start + count ); 253 } 254} 255 256 257 258static void GLAPIENTRY 259vbo_exec_DrawRangeElements(GLenum mode, 260 GLuint start, GLuint end, 261 GLsizei count, GLenum type, const GLvoid *indices) 262{ 263 GET_CURRENT_CONTEXT(ctx); 264 struct vbo_context *vbo = vbo_context(ctx); 265 struct vbo_exec_context *exec = &vbo->exec; 266 struct _mesa_index_buffer ib; 267 struct _mesa_prim prim[1]; 268 269 if (!_mesa_validate_DrawRangeElements( ctx, mode, start, end, count, type, indices )) 270 return; 271 272 FLUSH_CURRENT( ctx, 0 ); 273 274 if (ctx->NewState) 275 _mesa_update_state( ctx ); 276 277 ib.count = count; 278 ib.type = type; 279 ib.obj = ctx->Array.ElementArrayBufferObj; 280 ib.ptr = indices; 281 282 if (ctx->Array.ElementArrayBufferObj->Name) { 283 /* Use the fact that indices are in a VBO as a hint that the 284 * program has put all the arrays in VBO's and we don't have to 285 * worry about performance implications of start > 0. 286 * 287 * XXX: consider passing start as min_index to draw_prims instead. 288 */ 289 ib.rebase = 0; 290 } 291 else { 292 ib.rebase = start; 293 } 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 = 0; 301 prim[0].count = count; 302 prim[0].indexed = 1; 303 304 vbo->draw_prims( ctx, exec->array.inputs, prim, 1, &ib, ib.rebase, end+1 ); 305} 306 307 308static void GLAPIENTRY 309vbo_exec_DrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices) 310{ 311 GET_CURRENT_CONTEXT(ctx); 312 GLuint max_index; 313 314 if (!_mesa_validate_DrawElements( ctx, mode, count, type, indices )) 315 return; 316 317 if (ctx->Array.ElementArrayBufferObj->Name) { 318 const GLvoid *map = ctx->Driver.MapBuffer(ctx, 319 GL_ELEMENT_ARRAY_BUFFER_ARB, 320 GL_DYNAMIC_READ_ARB, 321 ctx->Array.ElementArrayBufferObj); 322 323 max_index = get_max_index(count, type, ADD_POINTERS(map, indices)); 324 325 ctx->Driver.UnmapBuffer(ctx, 326 GL_ELEMENT_ARRAY_BUFFER_ARB, 327 ctx->Array.ElementArrayBufferObj); 328 } 329 else { 330 max_index = get_max_index(count, type, indices); 331 } 332 333 vbo_exec_DrawRangeElements(mode, 0, max_index, count, type, indices); 334} 335 336 337/*********************************************************************** 338 * Initialization 339 */ 340 341 342 343 344void vbo_exec_array_init( struct vbo_exec_context *exec ) 345{ 346 GLcontext *ctx = exec->ctx; 347 348#if 1 349 exec->vtxfmt.DrawArrays = vbo_exec_DrawArrays; 350 exec->vtxfmt.DrawElements = vbo_exec_DrawElements; 351 exec->vtxfmt.DrawRangeElements = vbo_exec_DrawRangeElements; 352#else 353 exec->vtxfmt.DrawArrays = _mesa_noop_DrawArrays; 354 exec->vtxfmt.DrawElements = _mesa_noop_DrawElements; 355 exec->vtxfmt.DrawRangeElements = _mesa_noop_DrawRangeElements; 356#endif 357 358 exec->array.index_obj = ctx->Driver.NewBufferObject(ctx, 1, GL_ARRAY_BUFFER_ARB); 359} 360 361 362void vbo_exec_array_destroy( struct vbo_exec_context *exec ) 363{ 364 GLcontext *ctx = exec->ctx; 365 366 ctx->Driver.DeleteBuffer(ctx, exec->array.index_obj); 367} 368