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204 lines
6.3 KiB
C
204 lines
6.3 KiB
C
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/*
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* Mesa 3-D graphics library
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* Version: 6.5
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*
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* Copyright (C) 1999-2006 Brian Paul 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 "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions 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 MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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* Authors:
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* Keith Whitwell <keith@tungstengraphics.com>
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*/
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/* Helper for drivers which find themselves rendering a range of
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* indices starting somewhere above zero. Typically the application
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* is issuing multiple DrawArrays() or DrawElements() 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, the OpenGL semantics
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* imply that we need to re-upload the vertex data on each draw call.
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* In that case, we want to avoid starting the upload at zero, as it
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* will mean every draw call uploads an increasing amount of not-used
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* vertex data. Worse - in the software tnl module, all those
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* vertices will be transformed and lit.
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*
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* If we just upload the new data, however, the indices will be
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* incorrect as we tend to upload each set of vertex data to a new
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* region.
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*
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* This file provides a helper to adjust the arrays, primitives and
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* indices of a draw call so that it can be re-issued with a min_index
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* of zero.
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*/
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#include <precomp.h>
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#define REBASE(TYPE) \
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static void *rebase_##TYPE( const void *ptr, \
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GLuint count, \
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TYPE min_index ) \
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{ \
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const TYPE *in = (TYPE *)ptr; \
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TYPE *tmp_indices = malloc(count * sizeof(TYPE)); \
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GLuint i; \
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\
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for (i = 0; i < count; i++) \
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tmp_indices[i] = in[i] - min_index; \
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\
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return (void *)tmp_indices; \
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}
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REBASE(GLuint)
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REBASE(GLushort)
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REBASE(GLubyte)
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/* Adjust primitives, indices and vertex definitions so that min_index
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* becomes zero. There are lots of reasons for wanting to do this, eg:
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*
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* Software tnl:
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* - any time min_index != 0, otherwise unused vertices lower than
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* min_index will be transformed.
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*
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* Hardware tnl:
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* - if ib != NULL and min_index != 0, otherwise vertices lower than
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* min_index will be uploaded. Requires adjusting index values.
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*
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* - if ib == NULL and min_index != 0, just for convenience so this doesn't
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* have to be handled within the driver.
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*
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* Hardware tnl with VBO support:
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* - as above, but only when vertices are not (all?) in VBO's.
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* - can't save time by trying to upload half a vbo - typically it is
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* all or nothing.
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*/
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void vbo_rebase_prims( struct gl_context *ctx,
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const struct gl_client_array *arrays[],
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const struct _mesa_prim *prim,
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GLuint nr_prims,
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const struct _mesa_index_buffer *ib,
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GLuint min_index,
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GLuint max_index,
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vbo_draw_func draw )
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{
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struct gl_client_array tmp_arrays[VBO_ATTRIB_MAX];
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const struct gl_client_array *tmp_array_pointers[VBO_ATTRIB_MAX];
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struct _mesa_index_buffer tmp_ib;
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struct _mesa_prim *tmp_prims = NULL;
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void *tmp_indices = NULL;
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GLuint i;
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assert(min_index != 0);
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if (0)
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printf("%s %d..%d\n", __FUNCTION__, min_index, max_index);
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if (ib) {
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/* Unfortunately need to adjust each index individually.
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*/
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GLboolean map_ib = ib->obj->Name && !ib->obj->Pointer;
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void *ptr;
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if (map_ib)
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ctx->Driver.MapBufferRange(ctx, 0, ib->obj->Size, GL_MAP_READ_BIT,
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ib->obj);
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ptr = ADD_POINTERS(ib->obj->Pointer, ib->ptr);
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/* Some users might prefer it if we translated elements to
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* GLuints here. Others wouldn't...
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*/
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switch (ib->type) {
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case GL_UNSIGNED_INT:
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tmp_indices = rebase_GLuint( ptr, ib->count, min_index );
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break;
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case GL_UNSIGNED_SHORT:
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tmp_indices = rebase_GLushort( ptr, ib->count, min_index );
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break;
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case GL_UNSIGNED_BYTE:
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tmp_indices = rebase_GLubyte( ptr, ib->count, min_index );
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break;
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}
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if (map_ib)
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ctx->Driver.UnmapBuffer(ctx, ib->obj);
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tmp_ib.obj = ctx->Shared->NullBufferObj;
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tmp_ib.ptr = tmp_indices;
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tmp_ib.count = ib->count;
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tmp_ib.type = ib->type;
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ib = &tmp_ib;
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}
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else {
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/* Otherwise the primitives need adjustment.
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*/
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tmp_prims = (struct _mesa_prim *)malloc(sizeof(*prim) * nr_prims);
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for (i = 0; i < nr_prims; i++) {
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/* If this fails, it could indicate an application error:
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*/
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assert(prim[i].start >= min_index);
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tmp_prims[i] = prim[i];
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tmp_prims[i].start -= min_index;
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}
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prim = tmp_prims;
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}
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/* Just need to adjust the pointer values on each incoming array.
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* This works for VBO and non-vbo rendering and shouldn't pesimize
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* VBO-based upload schemes. However this may still not be a fast
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* path for hardware tnl for VBO based rendering as most machines
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* will be happier if you just specify a starting vertex value in
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* each primitive.
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*
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* For drivers with hardware tnl, you only want to do this if you
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* are forced to, eg non-VBO indexed rendering with start != 0.
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*/
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for (i = 0; i < VBO_ATTRIB_MAX; i++) {
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tmp_arrays[i] = *arrays[i];
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tmp_arrays[i].Ptr += min_index * tmp_arrays[i].StrideB;
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tmp_array_pointers[i] = &tmp_arrays[i];
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}
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/* Re-issue the draw call.
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*/
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draw( ctx,
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tmp_array_pointers,
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prim,
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nr_prims,
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ib,
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GL_TRUE,
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0,
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max_index - min_index);
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if (tmp_indices)
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free(tmp_indices);
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if (tmp_prims)
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free(tmp_prims);
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}
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