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544 lines
15 KiB
C
544 lines
15 KiB
C
/**************************************************************************
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*
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* Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
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* Copyright 2009 VMware, Inc.
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* All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sub license, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice (including the
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* next paragraph) shall be included in all copies or substantial portions
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* of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
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* IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
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* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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**************************************************************************/
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#include <precomp.h>
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/**
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* All vertex buffers should be in an unmapped state when we're about
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* to draw. This debug function checks that.
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*/
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static void
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check_buffers_are_unmapped(const struct gl_client_array **inputs)
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{
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#ifdef DEBUG
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GLuint i;
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for (i = 0; i < VBO_ATTRIB_MAX; i++) {
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if (inputs[i]) {
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struct gl_buffer_object *obj = inputs[i]->BufferObj;
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assert(!_mesa_bufferobj_mapped(obj));
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(void) obj;
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}
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}
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#endif
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}
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/**
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* A debug function that may be called from other parts of Mesa as
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* needed during debugging.
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*/
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void
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vbo_check_buffers_are_unmapped(struct gl_context *ctx)
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{
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struct vbo_context *vbo = vbo_context(ctx);
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struct vbo_exec_context *exec = &vbo->exec;
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/* check the current vertex arrays */
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check_buffers_are_unmapped(exec->array.inputs);
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/* check the current glBegin/glVertex/glEnd-style VBO */
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assert(!_mesa_bufferobj_mapped(exec->vtx.bufferobj));
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}
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int
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vbo_sizeof_ib_type(GLenum type)
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{
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switch (type) {
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case GL_UNSIGNED_INT:
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return sizeof(GLuint);
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case GL_UNSIGNED_SHORT:
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return sizeof(GLushort);
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case GL_UNSIGNED_BYTE:
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return sizeof(GLubyte);
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default:
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assert(!"unsupported index data type");
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/* In case assert is turned off */
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return 0;
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}
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}
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/**
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* Compute min and max elements by scanning the index buffer for
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* glDraw[Range]Elements() calls.
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* If primitive restart is enabled, we need to ignore restart
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* indexes when computing min/max.
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*/
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void
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vbo_get_minmax_index(struct gl_context *ctx,
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const struct _mesa_prim *prim,
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const struct _mesa_index_buffer *ib,
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GLuint *min_index, GLuint *max_index)
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{
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const GLuint count = prim->count;
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const void *indices;
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GLuint i;
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if (_mesa_is_bufferobj(ib->obj)) {
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indices = ctx->Driver.MapBufferRange(ctx, (GLsizeiptr) ib->ptr,
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count * vbo_sizeof_ib_type(ib->type),
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GL_MAP_READ_BIT, ib->obj);
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} else {
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indices = ib->ptr;
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}
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switch (ib->type) {
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case GL_UNSIGNED_INT: {
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const GLuint *ui_indices = (const GLuint *)indices;
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GLuint max_ui = 0;
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GLuint min_ui = ~0U;
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for (i = 0; i < count; i++) {
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if (ui_indices[i] > max_ui) max_ui = ui_indices[i];
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if (ui_indices[i] < min_ui) min_ui = ui_indices[i];
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}
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*min_index = min_ui;
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*max_index = max_ui;
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break;
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}
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case GL_UNSIGNED_SHORT: {
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const GLushort *us_indices = (const GLushort *)indices;
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GLuint max_us = 0;
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GLuint min_us = ~0U;
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for (i = 0; i < count; i++) {
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if (us_indices[i] > max_us) max_us = us_indices[i];
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if (us_indices[i] < min_us) min_us = us_indices[i];
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}
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*min_index = min_us;
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*max_index = max_us;
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break;
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}
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case GL_UNSIGNED_BYTE: {
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const GLubyte *ub_indices = (const GLubyte *)indices;
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GLuint max_ub = 0;
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GLuint min_ub = ~0U;
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for (i = 0; i < count; i++) {
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if (ub_indices[i] > max_ub) max_ub = ub_indices[i];
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if (ub_indices[i] < min_ub) min_ub = ub_indices[i];
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}
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*min_index = min_ub;
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*max_index = max_ub;
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break;
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}
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default:
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assert(0);
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break;
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}
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if (_mesa_is_bufferobj(ib->obj)) {
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ctx->Driver.UnmapBuffer(ctx, ib->obj);
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}
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}
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/**
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* Check array data, looking for NaNs, etc.
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*/
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static void
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check_draw_arrays_data(struct gl_context *ctx, GLint start, GLsizei count)
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{
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/* TO DO */
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}
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/**
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* Print info/data for glDrawArrays(), for debugging.
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*/
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static void
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print_draw_arrays(struct gl_context *ctx,
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GLenum mode, GLint start, GLsizei count)
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{
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struct vbo_context *vbo = vbo_context(ctx);
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struct vbo_exec_context *exec = &vbo->exec;
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int i;
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printf("vbo_exec_DrawArrays(mode 0x%x, start %d, count %d):\n",
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mode, start, count);
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for (i = 0; i < 32; i++) {
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struct gl_buffer_object *bufObj = exec->array.inputs[i]->BufferObj;
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GLuint bufName = bufObj->Name;
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GLint stride = exec->array.inputs[i]->Stride;
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printf("attr %2d: size %d stride %d enabled %d "
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"ptr %p Bufobj %u\n",
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i,
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exec->array.inputs[i]->Size,
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stride,
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/*exec->array.inputs[i]->Enabled,*/
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ctx->Array.VertexAttrib[VERT_ATTRIB(i)].Enabled,
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exec->array.inputs[i]->Ptr,
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bufName);
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if (bufName) {
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GLubyte *p = ctx->Driver.MapBufferRange(ctx, 0, bufObj->Size,
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GL_MAP_READ_BIT, bufObj);
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int offset = (int) (GLintptr) exec->array.inputs[i]->Ptr;
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float *f = (float *) (p + offset);
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int *k = (int *) f;
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int i;
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int n = (count * stride) / 4;
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if (n > 32)
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n = 32;
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printf(" Data at offset %d:\n", offset);
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for (i = 0; i < n; i++) {
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printf(" float[%d] = 0x%08x %f\n", i, k[i], f[i]);
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}
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ctx->Driver.UnmapBuffer(ctx, bufObj);
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}
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}
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}
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/**
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* Set the vbo->exec->inputs[] pointers to point to the enabled
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* vertex arrays. This depends on the current vertex program/shader
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* being executed because of whether or not generic vertex arrays
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* alias the conventional vertex arrays.
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* For arrays that aren't enabled, we set the input[attrib] pointer
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* to point at a zero-stride current value "array".
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*/
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static void
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recalculate_input_bindings(struct gl_context *ctx)
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{
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struct vbo_context *vbo = vbo_context(ctx);
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struct vbo_exec_context *exec = &vbo->exec;
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struct gl_client_array *vertexAttrib = ctx->Array.VertexAttrib;
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const struct gl_client_array **inputs = &exec->array.inputs[0];
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GLbitfield64 const_inputs = 0x0;
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GLuint i;
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for (i = 0; i < VBO_ATTRIB_MAX; i++) {
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if ((i < VERT_ATTRIB_MAX) && (vertexAttrib[VERT_ATTRIB(i)].Enabled))
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inputs[i] = &vertexAttrib[VERT_ATTRIB(i)];
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else {
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inputs[i] = &vbo->currval[i];
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const_inputs |= VERT_BIT(i);
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}
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}
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ctx->NewState |= _NEW_ARRAY;
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}
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/**
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* Examine the enabled vertex arrays to set the exec->array.inputs[] values.
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* These will point to the arrays to actually use for drawing. Some will
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* be user-provided arrays, other will be zero-stride const-valued arrays.
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* Note that this might set the _NEW_ARRAY dirty flag so state validation
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* must be done after this call.
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*/
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void
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vbo_bind_arrays(struct gl_context *ctx)
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{
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if (!ctx->Array.RebindArrays) {
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return;
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}
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recalculate_input_bindings(ctx);
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ctx->Array.RebindArrays = GL_FALSE;
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}
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/**
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* Helper function called by the other DrawArrays() functions below.
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* This is where we handle primitive restart for drawing non-indexed
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* arrays. If primitive restart is enabled, it typically means
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* splitting one DrawArrays() into two.
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*/
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static void
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vbo_draw_arrays(struct gl_context *ctx, GLenum mode, GLint start,
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GLsizei count, GLuint numInstances)
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{
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struct vbo_context *vbo = vbo_context(ctx);
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struct vbo_exec_context *exec = &vbo->exec;
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struct _mesa_prim prim[2];
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vbo_bind_arrays(ctx);
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vbo_draw_method(exec, DRAW_ARRAYS);
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/* Again... because we may have changed the bitmask of per-vertex varying
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* attributes. If we regenerate the fixed-function vertex program now
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* we may be able to prune down the number of vertex attributes which we
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* need in the shader.
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*/
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if (ctx->NewState)
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_mesa_update_state(ctx);
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/* init most fields to zero */
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memset(prim, 0, sizeof(prim));
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prim[0].begin = 1;
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prim[0].end = 1;
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prim[0].mode = mode;
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prim[0].num_instances = numInstances;
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/* no prim restart */
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prim[0].start = start;
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prim[0].count = count;
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check_buffers_are_unmapped(exec->array.inputs);
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vbo->draw_prims(ctx, exec->array.inputs, prim, 1, NULL,
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GL_TRUE, start, start + count - 1);
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}
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/**
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* Called from glDrawArrays when in immediate mode (not display list mode).
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*/
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static void GLAPIENTRY
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vbo_exec_DrawArrays(GLenum mode, GLint start, GLsizei count)
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{
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GET_CURRENT_CONTEXT(ctx);
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if (MESA_VERBOSE & VERBOSE_DRAW)
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_mesa_debug(ctx, "glDrawArrays(%s, %d, %d)\n",
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_mesa_lookup_enum_by_nr(mode), start, count);
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if (!_mesa_validate_DrawArrays( ctx, mode, start, count ))
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return;
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FLUSH_CURRENT( ctx, 0 );
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if (!_mesa_valid_to_render(ctx, "glDrawArrays")) {
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return;
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}
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if (0)
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check_draw_arrays_data(ctx, start, count);
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vbo_draw_arrays(ctx, mode, start, count, 1);
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if (0)
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print_draw_arrays(ctx, mode, start, count);
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}
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/**
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* Map GL_ELEMENT_ARRAY_BUFFER and print contents.
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* For debugging.
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*/
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#if 0
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static void
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dump_element_buffer(struct gl_context *ctx, GLenum type)
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{
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const GLvoid *map =
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ctx->Driver.MapBufferRange(ctx, 0,
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ctx->Array.ArrayObj->ElementArrayBufferObj->Size,
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GL_MAP_READ_BIT,
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ctx->Array.ArrayObj->ElementArrayBufferObj);
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switch (type) {
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case GL_UNSIGNED_BYTE:
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{
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const GLubyte *us = (const GLubyte *) map;
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GLint i;
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for (i = 0; i < ctx->Array.ArrayObj->ElementArrayBufferObj->Size; i++) {
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printf("%02x ", us[i]);
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if (i % 32 == 31)
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printf("\n");
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}
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printf("\n");
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}
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break;
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case GL_UNSIGNED_SHORT:
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{
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const GLushort *us = (const GLushort *) map;
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GLint i;
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for (i = 0; i < ctx->Array.ArrayObj->ElementArrayBufferObj->Size / 2; i++) {
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printf("%04x ", us[i]);
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if (i % 16 == 15)
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printf("\n");
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}
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printf("\n");
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}
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break;
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case GL_UNSIGNED_INT:
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{
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const GLuint *us = (const GLuint *) map;
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GLint i;
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for (i = 0; i < ctx->Array.ArrayObj->ElementArrayBufferObj->Size / 4; i++) {
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printf("%08x ", us[i]);
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if (i % 8 == 7)
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printf("\n");
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}
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printf("\n");
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}
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break;
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default:
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;
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}
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ctx->Driver.UnmapBuffer(ctx, ctx->Array.ArrayObj->ElementArrayBufferObj);
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}
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#endif
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/**
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* Inner support for both _mesa_DrawElements and _mesa_DrawRangeElements.
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* Do the rendering for a glDrawElements or glDrawRangeElements call after
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* we've validated buffer bounds, etc.
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*/
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static void
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vbo_validated_drawrangeelements(struct gl_context *ctx, GLenum mode,
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GLboolean index_bounds_valid,
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GLuint start, GLuint end,
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GLsizei count, GLenum type,
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const GLvoid *indices, GLint numInstances)
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{
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struct vbo_context *vbo = vbo_context(ctx);
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struct vbo_exec_context *exec = &vbo->exec;
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struct _mesa_index_buffer ib;
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struct _mesa_prim prim[1];
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FLUSH_CURRENT( ctx, 0 );
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if (!_mesa_valid_to_render(ctx, "glDraw[Range]Elements")) {
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return;
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}
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vbo_bind_arrays( ctx );
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vbo_draw_method(exec, DRAW_ARRAYS);
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/* check for dirty state again */
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if (ctx->NewState)
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_mesa_update_state( ctx );
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ib.count = count;
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ib.type = type;
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ib.obj = ctx->Array.ElementArrayBufferObj;
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ib.ptr = indices;
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prim[0].begin = 1;
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prim[0].end = 1;
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prim[0].weak = 0;
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prim[0].pad = 0;
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prim[0].mode = mode;
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prim[0].start = 0;
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prim[0].count = count;
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prim[0].indexed = 1;
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prim[0].num_instances = numInstances;
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/* Need to give special consideration to rendering a range of
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* indices starting somewhere above zero. Typically the
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* application is issuing multiple DrawRangeElements() to draw
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* successive primitives layed out linearly in the vertex arrays.
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* Unless the vertex arrays are all in a VBO (or locked as with
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* CVA), the OpenGL semantics imply that we need to re-read or
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* re-upload the vertex data on each draw call.
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*
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* In the case of hardware tnl, we want to avoid starting the
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* upload at zero, as it will mean every draw call uploads an
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* increasing amount of not-used vertex data. Worse - in the
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* software tnl module, all those vertices might be transformed and
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* lit but never rendered.
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*
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* If we just upload or transform the vertices in start..end,
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* however, the indices will be incorrect.
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*
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* At this level, we don't know exactly what the requirements of
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* the backend are going to be, though it will likely boil down to
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* either:
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*
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* 1) Do nothing, everything is in a VBO and is processed once
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* only.
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*
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* 2) Adjust the indices and vertex arrays so that start becomes
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* zero.
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*
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* Rather than doing anything here, I'll provide a helper function
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* for the latter case elsewhere.
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*/
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check_buffers_are_unmapped(exec->array.inputs);
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vbo->draw_prims( ctx, exec->array.inputs, prim, 1, &ib,
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index_bounds_valid, start, end );
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}
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/**
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* Called by glDrawElements() in immediate mode.
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*/
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static void GLAPIENTRY
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vbo_exec_DrawElements(GLenum mode, GLsizei count, GLenum type,
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const GLvoid *indices)
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{
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GET_CURRENT_CONTEXT(ctx);
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if (MESA_VERBOSE & VERBOSE_DRAW)
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_mesa_debug(ctx, "glDrawElements(%s, %u, %s, %p)\n",
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_mesa_lookup_enum_by_nr(mode), count,
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_mesa_lookup_enum_by_nr(type), indices);
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if (!_mesa_validate_DrawElements( ctx, mode, count, type, indices))
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return;
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vbo_validated_drawrangeelements(ctx, mode, GL_FALSE, ~0, ~0,
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count, type, indices, 1);
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}
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/**
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* Plug in the immediate-mode vertex array drawing commands into the
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* givven vbo_exec_context object.
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*/
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void
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vbo_exec_array_init( struct vbo_exec_context *exec )
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{
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exec->vtxfmt.DrawArrays = vbo_exec_DrawArrays;
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exec->vtxfmt.DrawElements = vbo_exec_DrawElements;
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}
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void
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vbo_exec_array_destroy( struct vbo_exec_context *exec )
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{
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/* nothing to do */
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}
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/**
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* The following functions are only used for OpenGL ES 1/2 support.
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* And some aren't even supported (yet) in ES 1/2.
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*/
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void GLAPIENTRY
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_mesa_DrawArrays(GLenum mode, GLint first, GLsizei count)
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{
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vbo_exec_DrawArrays(mode, first, count);
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}
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void GLAPIENTRY
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_mesa_DrawElements(GLenum mode, GLsizei count, GLenum type,
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const GLvoid *indices)
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{
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vbo_exec_DrawElements(mode, count, type, indices);
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}
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