1 /**************************************************************************
3 * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
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:
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
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.
26 **************************************************************************/
28 #include "main/glheader.h"
29 #include "main/context.h"
30 #include "main/state.h"
31 #include "main/api_validate.h"
32 #include "main/api_noop.h"
33 #include "main/varray.h"
34 #include "main/bufferobj.h"
35 #include "glapi/dispatch.h"
37 #include "vbo_context.h"
39 /* Compute min and max elements for drawelements calls.
41 static void get_minmax_index( GLuint count, GLuint type,
42 const GLvoid *indices,
49 case GL_UNSIGNED_INT: {
50 const GLuint *ui_indices = (const GLuint *)indices;
51 GLuint max_ui = ui_indices[count-1];
52 GLuint min_ui = ui_indices[0];
53 for (i = 0; i < count; i++) {
54 if (ui_indices[i] > max_ui) max_ui = ui_indices[i];
55 if (ui_indices[i] < min_ui) min_ui = ui_indices[i];
61 case GL_UNSIGNED_SHORT: {
62 const GLushort *us_indices = (const GLushort *)indices;
63 GLuint max_us = us_indices[count-1];
64 GLuint min_us = us_indices[0];
65 for (i = 0; i < count; i++) {
66 if (us_indices[i] > max_us) max_us = us_indices[i];
67 if (us_indices[i] < min_us) min_us = us_indices[i];
73 case GL_UNSIGNED_BYTE: {
74 const GLubyte *ub_indices = (const GLubyte *)indices;
75 GLuint max_ub = ub_indices[count-1];
76 GLuint min_ub = ub_indices[0];
77 for (i = 0; i < count; i++) {
78 if (ub_indices[i] > max_ub) max_ub = ub_indices[i];
79 if (ub_indices[i] < min_ub) min_ub = ub_indices[i];
92 /* Just translate the arrayobj into a sane layout.
94 static void bind_array_obj( GLcontext *ctx )
96 struct vbo_context *vbo = vbo_context(ctx);
97 struct vbo_exec_context *exec = &vbo->exec;
98 struct gl_array_object *arrayObj = ctx->Array.ArrayObj;
101 /* TODO: Fix the ArrayObj struct to keep legacy arrays in an array
102 * rather than as individual named arrays. Then this function can
105 exec->array.legacy_array[VERT_ATTRIB_POS] = &arrayObj->Vertex;
106 exec->array.legacy_array[VERT_ATTRIB_WEIGHT] = &arrayObj->Weight;
107 exec->array.legacy_array[VERT_ATTRIB_NORMAL] = &arrayObj->Normal;
108 exec->array.legacy_array[VERT_ATTRIB_COLOR0] = &arrayObj->Color;
109 exec->array.legacy_array[VERT_ATTRIB_COLOR1] = &arrayObj->SecondaryColor;
110 exec->array.legacy_array[VERT_ATTRIB_FOG] = &arrayObj->FogCoord;
111 exec->array.legacy_array[VERT_ATTRIB_COLOR_INDEX] = &arrayObj->Index;
112 if (arrayObj->PointSize.Enabled) {
113 /* this aliases COLOR_INDEX */
114 exec->array.legacy_array[VERT_ATTRIB_POINT_SIZE] = &arrayObj->PointSize;
116 exec->array.legacy_array[VERT_ATTRIB_EDGEFLAG] = &arrayObj->EdgeFlag;
118 for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++)
119 exec->array.legacy_array[VERT_ATTRIB_TEX0 + i] = &arrayObj->TexCoord[i];
121 for (i = 0; i < MAX_VERTEX_ATTRIBS; i++) {
122 assert(i < Elements(arrayObj->VertexAttrib));
123 assert(i < Elements(exec->array.generic_array));
124 exec->array.generic_array[i] = &arrayObj->VertexAttrib[i];
127 exec->array.array_obj = arrayObj->Name;
130 static void recalculate_input_bindings( GLcontext *ctx )
132 struct vbo_context *vbo = vbo_context(ctx);
133 struct vbo_exec_context *exec = &vbo->exec;
134 const struct gl_client_array **inputs = &exec->array.inputs[0];
135 GLbitfield const_inputs = 0x0;
138 exec->array.program_mode = get_program_mode(ctx);
139 exec->array.enabled_flags = ctx->Array.ArrayObj->_Enabled;
141 switch (exec->array.program_mode) {
143 /* When no vertex program is active, we put the material values
144 * into the generic slots. This is the only situation where
145 * material values are available as per-vertex attributes.
147 for (i = 0; i <= VERT_ATTRIB_TEX7; i++) {
148 if (exec->array.legacy_array[i]->Enabled)
149 inputs[i] = exec->array.legacy_array[i];
151 inputs[i] = &vbo->legacy_currval[i];
152 const_inputs |= 1 << i;
156 for (i = 0; i < MAT_ATTRIB_MAX; i++) {
157 inputs[VERT_ATTRIB_GENERIC0 + i] = &vbo->mat_currval[i];
158 const_inputs |= 1 << (VERT_ATTRIB_GENERIC0 + i);
161 /* Could use just about anything, just to fill in the empty
164 for (i = MAT_ATTRIB_MAX; i < VERT_ATTRIB_MAX - VERT_ATTRIB_GENERIC0; i++) {
165 inputs[VERT_ATTRIB_GENERIC0 + i] = &vbo->generic_currval[i];
166 const_inputs |= 1 << (VERT_ATTRIB_GENERIC0 + i);
171 /* NV_vertex_program - attribute arrays alias and override
172 * conventional, legacy arrays. No materials, and the generic
175 for (i = 0; i <= VERT_ATTRIB_TEX7; i++) {
176 if (exec->array.generic_array[i]->Enabled)
177 inputs[i] = exec->array.generic_array[i];
178 else if (exec->array.legacy_array[i]->Enabled)
179 inputs[i] = exec->array.legacy_array[i];
181 inputs[i] = &vbo->legacy_currval[i];
182 const_inputs |= 1 << i;
186 /* Could use just about anything, just to fill in the empty
189 for (i = VERT_ATTRIB_GENERIC0; i < VERT_ATTRIB_MAX; i++) {
190 inputs[i] = &vbo->generic_currval[i - VERT_ATTRIB_GENERIC0];
191 const_inputs |= 1 << i;
196 /* ARB_vertex_program - Only the attribute zero (position) array
197 * aliases and overrides the legacy position array.
199 * Otherwise, legacy attributes available in the legacy slots,
200 * generic attributes in the generic slots and materials are not
201 * available as per-vertex attributes.
203 if (exec->array.generic_array[0]->Enabled)
204 inputs[0] = exec->array.generic_array[0];
205 else if (exec->array.legacy_array[0]->Enabled)
206 inputs[0] = exec->array.legacy_array[0];
208 inputs[0] = &vbo->legacy_currval[0];
209 const_inputs |= 1 << 0;
213 for (i = 1; i <= VERT_ATTRIB_TEX7; i++) {
214 if (exec->array.legacy_array[i]->Enabled)
215 inputs[i] = exec->array.legacy_array[i];
217 inputs[i] = &vbo->legacy_currval[i];
218 const_inputs |= 1 << i;
222 for (i = 0; i < MAX_VERTEX_ATTRIBS; i++) {
223 if (exec->array.generic_array[i]->Enabled)
224 inputs[VERT_ATTRIB_GENERIC0 + i] = exec->array.generic_array[i];
226 inputs[VERT_ATTRIB_GENERIC0 + i] = &vbo->generic_currval[i];
227 const_inputs |= 1 << (VERT_ATTRIB_GENERIC0 + i);
234 _mesa_set_varying_vp_inputs( ctx, ~const_inputs );
237 static void bind_arrays( GLcontext *ctx )
240 if (ctx->Array.ArrayObj.Name != exec->array.array_obj) {
242 recalculate_input_bindings(ctx);
244 else if (exec->array.program_mode != get_program_mode(ctx) ||
245 exec->array.enabled_flags != ctx->Array.ArrayObj->_Enabled) {
247 recalculate_input_bindings(ctx);
251 recalculate_input_bindings(ctx);
257 /***********************************************************************
261 static void GLAPIENTRY
262 vbo_exec_DrawArrays(GLenum mode, GLint start, GLsizei count)
264 GET_CURRENT_CONTEXT(ctx);
265 struct vbo_context *vbo = vbo_context(ctx);
266 struct vbo_exec_context *exec = &vbo->exec;
267 struct _mesa_prim prim[1];
269 if (!_mesa_validate_DrawArrays( ctx, mode, start, count ))
272 FLUSH_CURRENT( ctx, 0 );
275 _mesa_update_state( ctx );
277 if (!vbo_validate_shaders(ctx)) {
278 _mesa_error(ctx, GL_INVALID_OPERATION, "glDrawArrays(bad shader)");
287 _mesa_update_state( ctx );
294 prim[0].start = start;
295 prim[0].count = count;
298 vbo->draw_prims( ctx, exec->array.inputs, prim, 1, NULL, start, start + count - 1 );
304 _mesa_printf("vbo_exec_DrawArrays(mode 0x%x, start %d, count %d):\n",
307 for (i = 0; i < 32; i++) {
308 GLuint bufName = exec->array.inputs[i]->BufferObj->Name;
309 GLint stride = exec->array.inputs[i]->Stride;
310 _mesa_printf("attr %2d: size %d stride %d enabled %d "
311 "ptr %p Bufobj %u\n",
313 exec->array.inputs[i]->Size,
315 /*exec->array.inputs[i]->Enabled,*/
316 exec->array.legacy_array[i]->Enabled,
317 exec->array.inputs[i]->Ptr,
321 struct gl_buffer_object *buf = _mesa_lookup_bufferobj(ctx, bufName);
322 GLubyte *p = ctx->Driver.MapBuffer(ctx, GL_ARRAY_BUFFER_ARB,
323 GL_READ_ONLY_ARB, buf);
324 int offset = (int) exec->array.inputs[i]->Ptr;
325 float *f = (float *) (p + offset);
328 int n = (count * stride) / 4;
331 _mesa_printf(" Data at offset %d:\n", offset);
332 for (i = 0; i < n; i++) {
333 _mesa_printf(" float[%d] = 0x%08x %f\n", i, k[i], f[i]);
335 ctx->Driver.UnmapBuffer(ctx, GL_ARRAY_BUFFER_ARB, buf);
344 static void GLAPIENTRY
345 vbo_exec_DrawRangeElements(GLenum mode,
346 GLuint start, GLuint end,
347 GLsizei count, GLenum type, const GLvoid *indices)
349 GET_CURRENT_CONTEXT(ctx);
350 struct vbo_context *vbo = vbo_context(ctx);
351 struct vbo_exec_context *exec = &vbo->exec;
352 struct _mesa_index_buffer ib;
353 struct _mesa_prim prim[1];
355 if (!_mesa_validate_DrawRangeElements( ctx, mode, start, end, count, type, indices ))
358 if (end >= ctx->Array.ArrayObj->_MaxElement) {
359 /* the max element is out of bounds of one or more enabled arrays */
360 _mesa_warning(ctx, "glDraw[Range]Elements() index=%u is "
361 "out of bounds (max=%u)", end,
362 ctx->Array.ArrayObj->_MaxElement);
366 FLUSH_CURRENT( ctx, 0 );
369 _mesa_update_state( ctx );
371 if (!vbo_validate_shaders(ctx)) {
372 _mesa_error(ctx, GL_INVALID_OPERATION, "glDrawRangeElements(bad shader)");
379 _mesa_update_state( ctx );
383 ib.obj = ctx->Array.ElementArrayBufferObj;
392 prim[0].count = count;
395 /* Need to give special consideration to rendering a range of
396 * indices starting somewhere above zero. Typically the
397 * application is issuing multiple DrawRangeElements() to draw
398 * successive primitives layed out linearly in the vertex arrays.
399 * Unless the vertex arrays are all in a VBO (or locked as with
400 * CVA), the OpenGL semantics imply that we need to re-read or
401 * re-upload the vertex data on each draw call.
403 * In the case of hardware tnl, we want to avoid starting the
404 * upload at zero, as it will mean every draw call uploads an
405 * increasing amount of not-used vertex data. Worse - in the
406 * software tnl module, all those vertices might be transformed and
407 * lit but never rendered.
409 * If we just upload or transform the vertices in start..end,
410 * however, the indices will be incorrect.
412 * At this level, we don't know exactly what the requirements of
413 * the backend are going to be, though it will likely boil down to
416 * 1) Do nothing, everything is in a VBO and is processed once
419 * 2) Adjust the indices and vertex arrays so that start becomes
422 * Rather than doing anything here, I'll provide a helper function
423 * for the latter case elsewhere.
426 vbo->draw_prims( ctx, exec->array.inputs, prim, 1, &ib, start, end );
429 static void GLAPIENTRY
430 vbo_exec_DrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices)
432 GET_CURRENT_CONTEXT(ctx);
433 GLuint min_index = 0;
434 GLuint max_index = 0;
436 if (!_mesa_validate_DrawElements( ctx, mode, count, type, indices ))
439 if (!vbo_validate_shaders(ctx)) {
440 _mesa_error(ctx, GL_INVALID_OPERATION, "glDrawElements(bad shader)");
444 if (ctx->Array.ElementArrayBufferObj->Name) {
445 const GLvoid *map = ctx->Driver.MapBuffer(ctx,
446 GL_ELEMENT_ARRAY_BUFFER_ARB,
448 ctx->Array.ElementArrayBufferObj);
450 get_minmax_index(count, type, ADD_POINTERS(map, indices), &min_index, &max_index);
452 ctx->Driver.UnmapBuffer(ctx,
453 GL_ELEMENT_ARRAY_BUFFER_ARB,
454 ctx->Array.ElementArrayBufferObj);
457 get_minmax_index(count, type, indices, &min_index, &max_index);
460 vbo_exec_DrawRangeElements(mode, min_index, max_index, count, type, indices);
464 /***********************************************************************
471 void vbo_exec_array_init( struct vbo_exec_context *exec )
474 exec->vtxfmt.DrawArrays = vbo_exec_DrawArrays;
475 exec->vtxfmt.DrawElements = vbo_exec_DrawElements;
476 exec->vtxfmt.DrawRangeElements = vbo_exec_DrawRangeElements;
478 exec->vtxfmt.DrawArrays = _mesa_noop_DrawArrays;
479 exec->vtxfmt.DrawElements = _mesa_noop_DrawElements;
480 exec->vtxfmt.DrawRangeElements = _mesa_noop_DrawRangeElements;
485 void vbo_exec_array_destroy( struct vbo_exec_context *exec )
491 /* This API entrypoint is not ordinarily used */
493 _mesa_DrawArrays(GLenum mode, GLint first, GLsizei count)
495 vbo_exec_DrawArrays(mode, first, count);
499 /* This API entrypoint is not ordinarily used */
501 _mesa_DrawElements(GLenum mode, GLsizei count, GLenum type,
502 const GLvoid *indices)
504 vbo_exec_DrawElements(mode, count, type, indices);
508 /* This API entrypoint is not ordinarily used */
510 _mesa_DrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count,
511 GLenum type, const GLvoid *indices)
513 vbo_exec_DrawRangeElements(mode, start, end, count, type, indices);