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