Clean-up/renaming of the per-vertex attribute bits, specifically, the
[mesa.git] / src / mesa / tnl / t_array_api.c
1 /* $Id: t_array_api.c,v 1.24 2002/01/22 14:35:16 brianp Exp $ */
2
3 /*
4 * Mesa 3-D graphics library
5 * Version: 4.1
6 *
7 * Copyright (C) 1999-2002 Brian Paul All Rights Reserved.
8 *
9 * Permission is hereby granted, free of charge, to any person obtaining a
10 * copy of this software and associated documentation files (the "Software"),
11 * to deal in the Software without restriction, including without limitation
12 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
13 * and/or sell copies of the Software, and to permit persons to whom the
14 * Software is furnished to do so, subject to the following conditions:
15 *
16 * The above copyright notice and this permission notice shall be included
17 * in all copies or substantial portions of the Software.
18 *
19 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
20 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
21 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
22 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
23 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
24 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 */
26
27 /**
28 * \file vpexec.c
29 * \brief Vertex array API functions (glDrawArrays, etc)
30 * \author Keith Whitwell
31 */
32
33 #include "glheader.h"
34 #include "api_validate.h"
35 #include "context.h"
36 #include "macros.h"
37 #include "mmath.h"
38 #include "mem.h"
39 #include "state.h"
40 #include "mtypes.h"
41
42 #include "array_cache/acache.h"
43
44 #include "t_array_api.h"
45 #include "t_array_import.h"
46 #include "t_imm_api.h"
47 #include "t_imm_exec.h"
48 #include "t_context.h"
49 #include "t_pipeline.h"
50
51 static void fallback_drawarrays( GLcontext *ctx, GLenum mode, GLint start,
52 GLsizei count )
53 {
54 if (_tnl_hard_begin( ctx, mode )) {
55 GLint i;
56 for (i = start; i < count; i++) {
57 _tnl_array_element( ctx, i );
58 }
59 _tnl_end( ctx );
60 }
61 }
62
63
64 static void fallback_drawelements( GLcontext *ctx, GLenum mode, GLsizei count,
65 const GLuint *indices)
66 {
67 /* Simple version of the above code.
68 */
69 if (_tnl_hard_begin(ctx, mode)) {
70 GLint i;
71 for (i = 0 ; i < count ; i++)
72 _tnl_array_element( ctx, indices[i] );
73 _tnl_end( ctx );
74 }
75 }
76
77
78 static void _tnl_draw_range_elements( GLcontext *ctx, GLenum mode,
79 GLuint start, GLuint end,
80 GLsizei count, const GLuint *indices )
81
82 {
83 TNLcontext *tnl = TNL_CONTEXT(ctx);
84 FLUSH_CURRENT( ctx, 0 );
85
86 _tnl_vb_bind_arrays( ctx, start, end );
87
88 tnl->vb.FirstPrimitive = 0;
89 tnl->vb.Primitive[0] = mode | PRIM_BEGIN | PRIM_END | PRIM_LAST;
90 tnl->vb.PrimitiveLength[0] = count;
91 tnl->vb.Elts = (GLuint *)indices;
92
93 if (ctx->Array.LockCount)
94 tnl->Driver.RunPipeline( ctx );
95 else {
96 /* Note that arrays may have changed before/after execution.
97 */
98 tnl->pipeline.run_input_changes |= ctx->Array._Enabled;
99 tnl->Driver.RunPipeline( ctx );
100 tnl->pipeline.run_input_changes |= ctx->Array._Enabled;
101 }
102 }
103
104
105
106 /**
107 * Called via the GL API dispatcher.
108 */
109 void
110 _tnl_DrawArrays(GLenum mode, GLint start, GLsizei count)
111 {
112 GET_CURRENT_CONTEXT(ctx);
113 TNLcontext *tnl = TNL_CONTEXT(ctx);
114 struct vertex_buffer *VB = &tnl->vb;
115
116 /* fprintf(stderr, "%s %d %d\n", __FUNCTION__, start, count); */
117
118 /* Check arguments, etc.
119 */
120 if (!_mesa_validate_DrawArrays( ctx, mode, start, count ))
121 return;
122
123 if (tnl->pipeline.build_state_changes)
124 _tnl_validate_pipeline( ctx );
125
126 if (ctx->CompileFlag) {
127 fallback_drawarrays( ctx, mode, start, start + count );
128 }
129 else if (ctx->Array.LockCount &&
130 count < (GLint) ctx->Const.MaxArrayLockSize) {
131
132 /* Small primitives which can fit in a single vertex buffer:
133 */
134 FLUSH_CURRENT( ctx, 0 );
135
136 if (start < (GLint) ctx->Array.LockFirst)
137 start = ctx->Array.LockFirst;
138 if (start + count > (GLint) ctx->Array.LockCount)
139 count = ctx->Array.LockCount - start;
140
141 /* Locked drawarrays. Reuse any previously transformed data.
142 */
143 _tnl_vb_bind_arrays( ctx, ctx->Array.LockFirst, ctx->Array.LockCount );
144 VB->FirstPrimitive = start;
145 VB->Primitive[start] = mode | PRIM_BEGIN | PRIM_END | PRIM_LAST;
146 VB->PrimitiveLength[start] = count;
147 tnl->Driver.RunPipeline( ctx );
148 }
149 else {
150 int bufsz = 256; /* Use a small buffer for cache goodness */
151 int j, nr;
152 int minimum, modulo, skip;
153
154 /* Large primitives requiring decomposition to multiple vertex
155 * buffers:
156 */
157 switch (mode) {
158 case GL_POINTS:
159 minimum = 0;
160 modulo = 1;
161 skip = 0;
162 case GL_LINES:
163 minimum = 1;
164 modulo = 2;
165 skip = 1;
166 case GL_LINE_STRIP:
167 minimum = 1;
168 modulo = 1;
169 skip = 0;
170 break;
171 case GL_TRIANGLES:
172 minimum = 2;
173 modulo = 3;
174 skip = 2;
175 break;
176 case GL_TRIANGLE_STRIP:
177 minimum = 2;
178 modulo = 1;
179 skip = 0;
180 break;
181 case GL_QUADS:
182 minimum = 3;
183 modulo = 4;
184 skip = 3;
185 break;
186 case GL_QUAD_STRIP:
187 minimum = 3;
188 modulo = 2;
189 skip = 0;
190 break;
191 case GL_LINE_LOOP:
192 case GL_TRIANGLE_FAN:
193 case GL_POLYGON:
194 default:
195 /* Primitives requiring a copied vertex (fan-like primitives)
196 * must use the slow path if they cannot fit in a single
197 * vertex buffer.
198 */
199 if (count < (GLint) ctx->Const.MaxArrayLockSize) {
200 bufsz = ctx->Const.MaxArrayLockSize;
201 minimum = 0;
202 modulo = 1;
203 skip = 0;
204 }
205 else {
206 fallback_drawarrays( ctx, mode, start, start + count );
207 return;
208 }
209 }
210
211 FLUSH_CURRENT( ctx, 0 );
212
213 /* fprintf(stderr, "start %d count %d min %d modulo %d skip %d\n", */
214 /* start, count, minimum, modulo, skip); */
215
216
217 bufsz -= bufsz % modulo;
218 bufsz -= minimum;
219 count += start;
220
221 for (j = start + minimum ; j < count ; j += nr + skip ) {
222
223 nr = MIN2( bufsz, count - j );
224
225 /* fprintf(stderr, "%d..%d\n", j - minimum, j+nr); */
226
227 _tnl_vb_bind_arrays( ctx, j - minimum, j + nr );
228
229 VB->FirstPrimitive = 0;
230 VB->Primitive[0] = mode | PRIM_BEGIN | PRIM_END | PRIM_LAST;
231 VB->PrimitiveLength[0] = nr + minimum;
232 tnl->pipeline.run_input_changes |= ctx->Array._Enabled;
233 tnl->Driver.RunPipeline( ctx );
234 tnl->pipeline.run_input_changes |= ctx->Array._Enabled;
235 }
236 }
237 }
238
239
240 /**
241 * Called via the GL API dispatcher.
242 */
243 void
244 _tnl_DrawRangeElements(GLenum mode,
245 GLuint start, GLuint end,
246 GLsizei count, GLenum type, const GLvoid *indices)
247 {
248 GET_CURRENT_CONTEXT(ctx);
249 TNLcontext *tnl = TNL_CONTEXT(ctx);
250 GLuint *ui_indices;
251
252 /* fprintf(stderr, "%s\n", __FUNCTION__); */
253
254 /* Check arguments, etc.
255 */
256 if (!_mesa_validate_DrawRangeElements( ctx, mode, start, end, count,
257 type, indices ))
258 return;
259
260 if (tnl->pipeline.build_state_changes)
261 _tnl_validate_pipeline( ctx );
262
263 ui_indices = (GLuint *)_ac_import_elements( ctx, GL_UNSIGNED_INT,
264 count, type, indices );
265
266
267 if (ctx->CompileFlag) {
268 /* Can't do anything when compiling:
269 */
270 fallback_drawelements( ctx, mode, count, ui_indices );
271 }
272 else if (ctx->Array.LockCount) {
273 /* Are the arrays already locked? If so we currently have to look
274 * at the whole locked range.
275 */
276 if (start >= ctx->Array.LockFirst && end <= ctx->Array.LockCount)
277 _tnl_draw_range_elements( ctx, mode,
278 ctx->Array.LockFirst,
279 ctx->Array.LockCount,
280 count, ui_indices );
281 else {
282 /* The spec says referencing elements outside the locked
283 * range is undefined. I'm going to make it a noop this time
284 * round, maybe come up with something beter before 3.6.
285 *
286 * May be able to get away with just setting LockCount==0,
287 * though this raises the problems of dependent state. May
288 * have to call glUnlockArrays() directly?
289 *
290 * Or scan the list and replace bad indices?
291 */
292 _mesa_problem( ctx,
293 "DrawRangeElements references "
294 "elements outside locked range.");
295 }
296 }
297 else if (end + 1 - start < ctx->Const.MaxArrayLockSize) {
298 /* The arrays aren't locked but we can still fit them inside a
299 * single vertexbuffer.
300 */
301 _tnl_draw_range_elements( ctx, mode, start, end + 1, count, ui_indices );
302 } else {
303 /* Range is too big to optimize:
304 */
305 fallback_drawelements( ctx, mode, count, ui_indices );
306 }
307 }
308
309
310
311 /**
312 * Called via the GL API dispatcher.
313 */
314 void
315 _tnl_DrawElements(GLenum mode, GLsizei count, GLenum type,
316 const GLvoid *indices)
317 {
318 GET_CURRENT_CONTEXT(ctx);
319 TNLcontext *tnl = TNL_CONTEXT(ctx);
320 GLuint *ui_indices;
321
322 /* fprintf(stderr, "%s\n", __FUNCTION__); */
323
324 /* Check arguments, etc.
325 */
326 if (!_mesa_validate_DrawElements( ctx, mode, count, type, indices ))
327 return;
328
329 if (tnl->pipeline.build_state_changes)
330 _tnl_validate_pipeline( ctx );
331
332 ui_indices = (GLuint *)_ac_import_elements( ctx, GL_UNSIGNED_INT,
333 count, type, indices );
334
335 if (ctx->CompileFlag) {
336 /* Can't do anything when compiling:
337 */
338 fallback_drawelements( ctx, mode, count, ui_indices );
339 }
340 else if (ctx->Array.LockCount) {
341 _tnl_draw_range_elements( ctx, mode,
342 ctx->Array.LockFirst,
343 ctx->Array.LockCount,
344 count, ui_indices );
345 }
346 else {
347 /* Scan the index list and see if we can use the locked path anyway.
348 */
349 GLuint max_elt = 0;
350 GLint i;
351
352 for (i = 0 ; i < count ; i++)
353 if (ui_indices[i] > max_elt)
354 max_elt = ui_indices[i];
355
356 if (max_elt < ctx->Const.MaxArrayLockSize && /* can we use it? */
357 max_elt < (GLuint) count) /* do we want to use it? */
358 _tnl_draw_range_elements( ctx, mode, 0, max_elt+1, count, ui_indices );
359 else
360 fallback_drawelements( ctx, mode, count, ui_indices );
361 }
362 }
363
364
365 /**
366 * Initialize context's vertex array fields. Called during T 'n L context
367 * creation.
368 */
369 void _tnl_array_init( GLcontext *ctx )
370 {
371 TNLcontext *tnl = TNL_CONTEXT(ctx);
372 struct vertex_arrays *tmp = &tnl->array_inputs;
373 GLvertexformat *vfmt = &(TNL_CONTEXT(ctx)->vtxfmt);
374 GLuint i;
375
376 vfmt->DrawArrays = _tnl_DrawArrays;
377 vfmt->DrawElements = _tnl_DrawElements;
378 vfmt->DrawRangeElements = _tnl_DrawRangeElements;
379
380 /* Setup vector pointers that will be used to bind arrays to VB's.
381 */
382 _mesa_vector4f_init( &tmp->Obj, 0, 0 );
383 _mesa_vector4f_init( &tmp->Normal, 0, 0 );
384 _mesa_vector4f_init( &tmp->FogCoord, 0, 0 );
385 _mesa_vector1ui_init( &tmp->Index, 0, 0 );
386 _mesa_vector1ub_init( &tmp->EdgeFlag, 0, 0 );
387
388 for (i = 0; i < ctx->Const.MaxTextureUnits; i++)
389 _mesa_vector4f_init( &tmp->TexCoord[i], 0, 0);
390
391 tnl->tmp_primitive = (GLuint *)MALLOC(sizeof(GLuint)*tnl->vb.Size);
392 tnl->tmp_primitive_length = (GLuint *)MALLOC(sizeof(GLuint)*tnl->vb.Size);
393 }
394
395
396 /**
397 * Destroy the context's vertex array stuff.
398 * Called during T 'n L context destruction.
399 */
400 void _tnl_array_destroy( GLcontext *ctx )
401 {
402 TNLcontext *tnl = TNL_CONTEXT(ctx);
403 if (tnl->tmp_primitive_length) FREE(tnl->tmp_primitive_length);
404 if (tnl->tmp_primitive) FREE(tnl->tmp_primitive);
405 }