reactos/dll/opengl/mesa/vbo/vbo_exec_array.c

543 lines
15 KiB
C

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