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 "glapi/dispatch.h"
36 #include "vbo_context.h"
38 /* Compute min and max elements for drawelements calls.
40 static void get_minmax_index( GLuint count, GLuint type,
41 const GLvoid *indices,
48 case GL_UNSIGNED_INT: {
49 const GLuint *ui_indices = (const GLuint *)indices;
50 GLuint max_ui = ui_indices[count-1];
51 GLuint min_ui = ui_indices[0];
52 for (i = 0; i < count; i++) {
53 if (ui_indices[i] > max_ui) max_ui = ui_indices[i];
54 if (ui_indices[i] < min_ui) min_ui = ui_indices[i];
60 case GL_UNSIGNED_SHORT: {
61 const GLushort *us_indices = (const GLushort *)indices;
62 GLuint max_us = us_indices[count-1];
63 GLuint min_us = us_indices[0];
64 for (i = 0; i < count; i++) {
65 if (us_indices[i] > max_us) max_us = us_indices[i];
66 if (us_indices[i] < min_us) min_us = us_indices[i];
72 case GL_UNSIGNED_BYTE: {
73 const GLubyte *ub_indices = (const GLubyte *)indices;
74 GLuint max_ub = ub_indices[count-1];
75 GLuint min_ub = ub_indices[0];
76 for (i = 0; i < count; i++) {
77 if (ub_indices[i] > max_ub) max_ub = ub_indices[i];
78 if (ub_indices[i] < min_ub) min_ub = ub_indices[i];
91 /* Just translate the arrayobj into a sane layout.
93 static void bind_array_obj( GLcontext *ctx )
95 struct vbo_context *vbo = vbo_context(ctx);
96 struct vbo_exec_context *exec = &vbo->exec;
99 /* TODO: Fix the ArrayObj struct to keep legacy arrays in an array
100 * rather than as individual named arrays. Then this function can
103 exec->array.legacy_array[VERT_ATTRIB_POS] = &ctx->Array.ArrayObj->Vertex;
104 exec->array.legacy_array[VERT_ATTRIB_WEIGHT] = &vbo->legacy_currval[VERT_ATTRIB_WEIGHT];
105 exec->array.legacy_array[VERT_ATTRIB_NORMAL] = &ctx->Array.ArrayObj->Normal;
106 exec->array.legacy_array[VERT_ATTRIB_COLOR0] = &ctx->Array.ArrayObj->Color;
107 exec->array.legacy_array[VERT_ATTRIB_COLOR1] = &ctx->Array.ArrayObj->SecondaryColor;
108 exec->array.legacy_array[VERT_ATTRIB_FOG] = &ctx->Array.ArrayObj->FogCoord;
109 exec->array.legacy_array[VERT_ATTRIB_COLOR_INDEX] = &ctx->Array.ArrayObj->Index;
110 if (ctx->Array.ArrayObj->PointSize.Enabled) {
111 /* this aliases COLOR_INDEX */
112 exec->array.legacy_array[VERT_ATTRIB_POINT_SIZE] = &ctx->Array.ArrayObj->PointSize;
114 exec->array.legacy_array[VERT_ATTRIB_EDGEFLAG] = &ctx->Array.ArrayObj->EdgeFlag;
116 for (i = 0; i < 8; i++)
117 exec->array.legacy_array[VERT_ATTRIB_TEX0 + i] = &ctx->Array.ArrayObj->TexCoord[i];
119 for (i = 0; i < VERT_ATTRIB_MAX; i++)
120 exec->array.generic_array[i] = &ctx->Array.ArrayObj->VertexAttrib[i];
122 exec->array.array_obj = ctx->Array.ArrayObj->Name;
125 static void recalculate_input_bindings( GLcontext *ctx )
127 struct vbo_context *vbo = vbo_context(ctx);
128 struct vbo_exec_context *exec = &vbo->exec;
129 const struct gl_client_array **inputs = &exec->array.inputs[0];
130 GLbitfield const_inputs = 0x0;
133 exec->array.program_mode = get_program_mode(ctx);
134 exec->array.enabled_flags = ctx->Array.ArrayObj->_Enabled;
136 switch (exec->array.program_mode) {
138 /* When no vertex program is active, we put the material values
139 * into the generic slots. This is the only situation where
140 * material values are available as per-vertex attributes.
142 for (i = 0; i <= VERT_ATTRIB_TEX7; i++) {
143 if (exec->array.legacy_array[i]->Enabled)
144 inputs[i] = exec->array.legacy_array[i];
146 inputs[i] = &vbo->legacy_currval[i];
147 const_inputs |= 1 << i;
151 for (i = 0; i < MAT_ATTRIB_MAX; i++) {
152 inputs[VERT_ATTRIB_GENERIC0 + i] = &vbo->mat_currval[i];
153 const_inputs |= 1 << (VERT_ATTRIB_GENERIC0 + i);
156 /* Could use just about anything, just to fill in the empty
159 for (i = MAT_ATTRIB_MAX; i < VERT_ATTRIB_MAX - VERT_ATTRIB_GENERIC0; i++) {
160 inputs[VERT_ATTRIB_GENERIC0 + i] = &vbo->generic_currval[i];
161 const_inputs |= 1 << (VERT_ATTRIB_GENERIC0 + i);
166 /* NV_vertex_program - attribute arrays alias and override
167 * conventional, legacy arrays. No materials, and the generic
170 for (i = 0; i <= VERT_ATTRIB_TEX7; i++) {
171 if (exec->array.generic_array[i]->Enabled)
172 inputs[i] = exec->array.generic_array[i];
173 else if (exec->array.legacy_array[i]->Enabled)
174 inputs[i] = exec->array.legacy_array[i];
176 inputs[i] = &vbo->legacy_currval[i];
177 const_inputs |= 1 << i;
181 /* Could use just about anything, just to fill in the empty
184 for (i = VERT_ATTRIB_GENERIC0; i < VERT_ATTRIB_MAX; i++) {
185 inputs[i] = &vbo->generic_currval[i - VERT_ATTRIB_GENERIC0];
186 const_inputs |= 1 << i;
191 /* ARB_vertex_program - Only the attribute zero (position) array
192 * aliases and overrides the legacy position array.
194 * Otherwise, legacy attributes available in the legacy slots,
195 * generic attributes in the generic slots and materials are not
196 * available as per-vertex attributes.
198 if (exec->array.generic_array[0]->Enabled)
199 inputs[0] = exec->array.generic_array[0];
200 else if (exec->array.legacy_array[0]->Enabled)
201 inputs[0] = exec->array.legacy_array[0];
203 inputs[0] = &vbo->legacy_currval[0];
204 const_inputs |= 1 << 0;
208 for (i = 1; i <= VERT_ATTRIB_TEX7; i++) {
209 if (exec->array.legacy_array[i]->Enabled)
210 inputs[i] = exec->array.legacy_array[i];
212 inputs[i] = &vbo->legacy_currval[i];
213 const_inputs |= 1 << i;
217 for (i = 0; i < 16; i++) {
218 if (exec->array.generic_array[i]->Enabled)
219 inputs[VERT_ATTRIB_GENERIC0 + i] = exec->array.generic_array[i];
221 inputs[VERT_ATTRIB_GENERIC0 + i] = &vbo->generic_currval[i];
222 const_inputs |= 1 << (VERT_ATTRIB_GENERIC0 + i);
229 _mesa_set_varying_vp_inputs( ctx, ~const_inputs );
232 static void bind_arrays( GLcontext *ctx )
235 if (ctx->Array.ArrayObj.Name != exec->array.array_obj) {
237 recalculate_input_bindings(ctx);
239 else if (exec->array.program_mode != get_program_mode(ctx) ||
240 exec->array.enabled_flags != ctx->Array.ArrayObj->_Enabled) {
242 recalculate_input_bindings(ctx);
246 recalculate_input_bindings(ctx);
252 /***********************************************************************
256 static void GLAPIENTRY
257 vbo_exec_DrawArrays(GLenum mode, GLint start, GLsizei count)
259 GET_CURRENT_CONTEXT(ctx);
260 struct vbo_context *vbo = vbo_context(ctx);
261 struct vbo_exec_context *exec = &vbo->exec;
262 struct _mesa_prim prim[1];
264 if (!_mesa_validate_DrawArrays( ctx, mode, start, count ))
267 FLUSH_CURRENT( ctx, 0 );
270 _mesa_update_state( ctx );
272 if (!vbo_validate_shaders(ctx)) {
273 _mesa_error(ctx, GL_INVALID_OPERATION, "glDrawArrays(bad shader)");
282 _mesa_update_state( ctx );
289 prim[0].start = start;
290 prim[0].count = count;
293 vbo->draw_prims( ctx, exec->array.inputs, prim, 1, NULL, start, start + count - 1 );
298 static void GLAPIENTRY
299 vbo_exec_DrawRangeElements(GLenum mode,
300 GLuint start, GLuint end,
301 GLsizei count, GLenum type, const GLvoid *indices)
303 GET_CURRENT_CONTEXT(ctx);
304 struct vbo_context *vbo = vbo_context(ctx);
305 struct vbo_exec_context *exec = &vbo->exec;
306 struct _mesa_index_buffer ib;
307 struct _mesa_prim prim[1];
309 if (!_mesa_validate_DrawRangeElements( ctx, mode, start, end, count, type, indices ))
312 FLUSH_CURRENT( ctx, 0 );
315 _mesa_update_state( ctx );
317 if (!vbo_validate_shaders(ctx)) {
318 _mesa_error(ctx, GL_INVALID_OPERATION, "glDrawRangeElements(bad shader)");
325 _mesa_update_state( ctx );
329 ib.obj = ctx->Array.ElementArrayBufferObj;
338 prim[0].count = count;
341 /* Need to give special consideration to rendering a range of
342 * indices starting somewhere above zero. Typically the
343 * application is issuing multiple DrawRangeElements() to draw
344 * successive primitives layed out linearly in the vertex arrays.
345 * Unless the vertex arrays are all in a VBO (or locked as with
346 * CVA), the OpenGL semantics imply that we need to re-read or
347 * re-upload the vertex data on each draw call.
349 * In the case of hardware tnl, we want to avoid starting the
350 * upload at zero, as it will mean every draw call uploads an
351 * increasing amount of not-used vertex data. Worse - in the
352 * software tnl module, all those vertices might be transformed and
353 * lit but never rendered.
355 * If we just upload or transform the vertices in start..end,
356 * however, the indices will be incorrect.
358 * At this level, we don't know exactly what the requirements of
359 * the backend are going to be, though it will likely boil down to
362 * 1) Do nothing, everything is in a VBO and is processed once
365 * 2) Adjust the indices and vertex arrays so that start becomes
368 * Rather than doing anything here, I'll provide a helper function
369 * for the latter case elsewhere.
372 vbo->draw_prims( ctx, exec->array.inputs, prim, 1, &ib, start, end );
375 static void GLAPIENTRY
376 vbo_exec_DrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices)
378 GET_CURRENT_CONTEXT(ctx);
379 GLuint min_index = 0;
380 GLuint max_index = 0;
382 if (!_mesa_validate_DrawElements( ctx, mode, count, type, indices ))
385 if (!vbo_validate_shaders(ctx)) {
386 _mesa_error(ctx, GL_INVALID_OPERATION, "glDrawElements(bad shader)");
390 if (ctx->Array.ElementArrayBufferObj->Name) {
391 const GLvoid *map = ctx->Driver.MapBuffer(ctx,
392 GL_ELEMENT_ARRAY_BUFFER_ARB,
394 ctx->Array.ElementArrayBufferObj);
396 get_minmax_index(count, type, ADD_POINTERS(map, indices), &min_index, &max_index);
398 ctx->Driver.UnmapBuffer(ctx,
399 GL_ELEMENT_ARRAY_BUFFER_ARB,
400 ctx->Array.ElementArrayBufferObj);
403 get_minmax_index(count, type, indices, &min_index, &max_index);
406 vbo_exec_DrawRangeElements(mode, min_index, max_index, count, type, indices);
410 /***********************************************************************
417 void vbo_exec_array_init( struct vbo_exec_context *exec )
420 exec->vtxfmt.DrawArrays = vbo_exec_DrawArrays;
421 exec->vtxfmt.DrawElements = vbo_exec_DrawElements;
422 exec->vtxfmt.DrawRangeElements = vbo_exec_DrawRangeElements;
424 exec->vtxfmt.DrawArrays = _mesa_noop_DrawArrays;
425 exec->vtxfmt.DrawElements = _mesa_noop_DrawElements;
426 exec->vtxfmt.DrawRangeElements = _mesa_noop_DrawRangeElements;
431 void vbo_exec_array_destroy( struct vbo_exec_context *exec )
437 /* This API entrypoint is not ordinarily used */
439 _mesa_DrawArrays(GLenum mode, GLint first, GLsizei count)
441 vbo_exec_DrawArrays(mode, first, count);
445 /* This API entrypoint is not ordinarily used */
447 _mesa_DrawElements(GLenum mode, GLsizei count, GLenum type,
448 const GLvoid *indices)
450 vbo_exec_DrawElements(mode, count, type, indices);
454 /* This API entrypoint is not ordinarily used */
456 _mesa_DrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count,
457 GLenum type, const GLvoid *indices)
459 vbo_exec_DrawRangeElements(mode, start, end, count, type, indices);