tnl: Remove unnecessary headers from t_draw.c.
[mesa.git] / src / mesa / tnl / t_draw.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.1
4 *
5 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
23 *
24 * Authors:
25 * Keith Whitwell <keith@tungstengraphics.com>
26 */
27
28 #include "main/glheader.h"
29 #include "main/context.h"
30 #include "main/imports.h"
31 #include "main/mtypes.h"
32 #include "main/macros.h"
33 #include "main/enums.h"
34
35 #include "t_context.h"
36 #include "tnl.h"
37
38
39
40 static GLubyte *get_space(GLcontext *ctx, GLuint bytes)
41 {
42 TNLcontext *tnl = TNL_CONTEXT(ctx);
43 GLubyte *space = _mesa_malloc(bytes);
44
45 tnl->block[tnl->nr_blocks++] = space;
46 return space;
47 }
48
49
50 static void free_space(GLcontext *ctx)
51 {
52 TNLcontext *tnl = TNL_CONTEXT(ctx);
53 GLuint i;
54 for (i = 0; i < tnl->nr_blocks; i++)
55 _mesa_free(tnl->block[i]);
56 tnl->nr_blocks = 0;
57 }
58
59
60 /* Convert the incoming array to GLfloats. Understands the
61 * array->Normalized flag and selects the correct conversion method.
62 */
63 #define CONVERT( TYPE, MACRO ) do { \
64 GLuint i, j; \
65 if (input->Normalized) { \
66 for (i = 0; i < count; i++) { \
67 const TYPE *in = (TYPE *)ptr; \
68 for (j = 0; j < sz; j++) { \
69 *fptr++ = MACRO(*in); \
70 in++; \
71 } \
72 ptr += input->StrideB; \
73 } \
74 } else { \
75 for (i = 0; i < count; i++) { \
76 const TYPE *in = (TYPE *)ptr; \
77 for (j = 0; j < sz; j++) { \
78 *fptr++ = (GLfloat)(*in); \
79 in++; \
80 } \
81 ptr += input->StrideB; \
82 } \
83 } \
84 } while (0)
85
86
87 /**
88 * Convert array of BGRA/GLubyte[4] values to RGBA/float[4]
89 * \param ptr input/ubyte array
90 * \param fptr output/float array
91 */
92 static void
93 convert_bgra_to_float(const struct gl_client_array *input,
94 const GLubyte *ptr, GLfloat *fptr,
95 GLuint count )
96 {
97 GLuint i;
98 assert(input->Normalized);
99 assert(input->Size == 4);
100 for (i = 0; i < count; i++) {
101 const GLubyte *in = (GLubyte *) ptr; /* in is in BGRA order */
102 *fptr++ = UBYTE_TO_FLOAT(in[2]); /* red */
103 *fptr++ = UBYTE_TO_FLOAT(in[1]); /* green */
104 *fptr++ = UBYTE_TO_FLOAT(in[0]); /* blue */
105 *fptr++ = UBYTE_TO_FLOAT(in[3]); /* alpha */
106 ptr += input->StrideB;
107 }
108 }
109
110
111 /* Adjust pointer to point at first requested element, convert to
112 * floating point, populate VB->AttribPtr[].
113 */
114 static void _tnl_import_array( GLcontext *ctx,
115 GLuint attrib,
116 GLuint count,
117 const struct gl_client_array *input,
118 const GLubyte *ptr )
119 {
120 TNLcontext *tnl = TNL_CONTEXT(ctx);
121 struct vertex_buffer *VB = &tnl->vb;
122 GLuint stride = input->StrideB;
123
124 if (input->Type != GL_FLOAT) {
125 const GLuint sz = input->Size;
126 GLubyte *buf = get_space(ctx, count * sz * sizeof(GLfloat));
127 GLfloat *fptr = (GLfloat *)buf;
128
129 switch (input->Type) {
130 case GL_BYTE:
131 CONVERT(GLbyte, BYTE_TO_FLOAT);
132 break;
133 case GL_UNSIGNED_BYTE:
134 if (input->Format == GL_BGRA) {
135 /* See GL_EXT_vertex_array_bgra */
136 convert_bgra_to_float(input, ptr, fptr, count);
137 }
138 else {
139 CONVERT(GLubyte, UBYTE_TO_FLOAT);
140 }
141 break;
142 case GL_SHORT:
143 CONVERT(GLshort, SHORT_TO_FLOAT);
144 break;
145 case GL_UNSIGNED_SHORT:
146 CONVERT(GLushort, USHORT_TO_FLOAT);
147 break;
148 case GL_INT:
149 CONVERT(GLint, INT_TO_FLOAT);
150 break;
151 case GL_UNSIGNED_INT:
152 CONVERT(GLuint, UINT_TO_FLOAT);
153 break;
154 case GL_DOUBLE:
155 CONVERT(GLdouble, (GLfloat));
156 break;
157 default:
158 assert(0);
159 break;
160 }
161
162 ptr = buf;
163 stride = sz * sizeof(GLfloat);
164 }
165
166 VB->AttribPtr[attrib] = &tnl->tmp_inputs[attrib];
167 VB->AttribPtr[attrib]->data = (GLfloat (*)[4])ptr;
168 VB->AttribPtr[attrib]->start = (GLfloat *)ptr;
169 VB->AttribPtr[attrib]->count = count;
170 VB->AttribPtr[attrib]->stride = stride;
171 VB->AttribPtr[attrib]->size = input->Size;
172
173 /* This should die, but so should the whole GLvector4f concept:
174 */
175 VB->AttribPtr[attrib]->flags = (((1<<input->Size)-1) |
176 VEC_NOT_WRITEABLE |
177 (stride == 4*sizeof(GLfloat) ? 0 : VEC_BAD_STRIDE));
178
179 VB->AttribPtr[attrib]->storage = NULL;
180 }
181
182 #define CLIPVERTS ((6 + MAX_CLIP_PLANES) * 2)
183
184
185 static GLboolean *_tnl_import_edgeflag( GLcontext *ctx,
186 const GLvector4f *input,
187 GLuint count)
188 {
189 const GLubyte *ptr = (const GLubyte *)input->data;
190 const GLuint stride = input->stride;
191 GLboolean *space = (GLboolean *)get_space(ctx, count + CLIPVERTS);
192 GLboolean *bptr = space;
193 GLuint i;
194
195 for (i = 0; i < count; i++) {
196 *bptr++ = ((GLfloat *)ptr)[0] == 1.0;
197 ptr += stride;
198 }
199
200 return space;
201 }
202
203
204 static void bind_inputs( GLcontext *ctx,
205 const struct gl_client_array *inputs[],
206 GLint count,
207 struct gl_buffer_object **bo,
208 GLuint *nr_bo )
209 {
210 TNLcontext *tnl = TNL_CONTEXT(ctx);
211 struct vertex_buffer *VB = &tnl->vb;
212 GLuint i;
213
214 /* Map all the VBOs
215 */
216 for (i = 0; i < VERT_ATTRIB_MAX; i++) {
217 const void *ptr;
218
219 if (inputs[i]->BufferObj->Name) {
220 if (!inputs[i]->BufferObj->Pointer) {
221 bo[*nr_bo] = inputs[i]->BufferObj;
222 (*nr_bo)++;
223 ctx->Driver.MapBuffer(ctx,
224 GL_ARRAY_BUFFER,
225 GL_READ_ONLY_ARB,
226 inputs[i]->BufferObj);
227
228 assert(inputs[i]->BufferObj->Pointer);
229 }
230
231 ptr = ADD_POINTERS(inputs[i]->BufferObj->Pointer,
232 inputs[i]->Ptr);
233 }
234 else
235 ptr = inputs[i]->Ptr;
236
237 /* Just make sure the array is floating point, otherwise convert to
238 * temporary storage.
239 *
240 * XXX: remove the GLvector4f type at some stage and just use
241 * client arrays.
242 */
243 _tnl_import_array(ctx, i, count, inputs[i], ptr);
244 }
245
246 /* We process only the vertices between min & max index:
247 */
248 VB->Count = count;
249
250
251 /* Legacy pointers -- remove one day.
252 */
253 VB->ObjPtr = VB->AttribPtr[_TNL_ATTRIB_POS];
254 VB->NormalPtr = VB->AttribPtr[_TNL_ATTRIB_NORMAL];
255 VB->ColorPtr[0] = VB->AttribPtr[_TNL_ATTRIB_COLOR0];
256 VB->ColorPtr[1] = NULL;
257 VB->IndexPtr[0] = VB->AttribPtr[_TNL_ATTRIB_COLOR_INDEX];
258 VB->IndexPtr[1] = NULL;
259 VB->SecondaryColorPtr[0] = VB->AttribPtr[_TNL_ATTRIB_COLOR1];
260 VB->SecondaryColorPtr[1] = NULL;
261 VB->FogCoordPtr = VB->AttribPtr[_TNL_ATTRIB_FOG];
262
263 for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++) {
264 VB->TexCoordPtr[i] = VB->AttribPtr[_TNL_ATTRIB_TEX0 + i];
265 }
266
267 /* Clipping and drawing code still requires this to be a packed
268 * array of ubytes which can be written into. TODO: Fix and
269 * remove.
270 */
271 if (ctx->Polygon.FrontMode != GL_FILL ||
272 ctx->Polygon.BackMode != GL_FILL)
273 {
274 VB->EdgeFlag = _tnl_import_edgeflag( ctx,
275 VB->AttribPtr[_TNL_ATTRIB_EDGEFLAG],
276 VB->Count );
277 }
278 else {
279 /* the data previously pointed to by EdgeFlag may have been freed */
280 VB->EdgeFlag = NULL;
281 }
282 }
283
284
285 /* Translate indices to GLuints and store in VB->Elts.
286 */
287 static void bind_indices( GLcontext *ctx,
288 const struct _mesa_index_buffer *ib,
289 struct gl_buffer_object **bo,
290 GLuint *nr_bo)
291 {
292 TNLcontext *tnl = TNL_CONTEXT(ctx);
293 struct vertex_buffer *VB = &tnl->vb;
294 GLuint i;
295 void *ptr;
296
297 if (!ib) {
298 VB->Elts = NULL;
299 return;
300 }
301
302 if (ib->obj->Name && !ib->obj->Pointer) {
303 bo[*nr_bo] = ib->obj;
304 (*nr_bo)++;
305 ctx->Driver.MapBuffer(ctx,
306 GL_ELEMENT_ARRAY_BUFFER,
307 GL_READ_ONLY_ARB,
308 ib->obj);
309
310 assert(ib->obj->Pointer);
311 }
312
313 ptr = ADD_POINTERS(ib->obj->Pointer, ib->ptr);
314
315 if (ib->type == GL_UNSIGNED_INT && VB->Primitive[0].basevertex == 0) {
316 VB->Elts = (GLuint *) ptr;
317 }
318 else {
319 GLuint *elts = (GLuint *)get_space(ctx, ib->count * sizeof(GLuint));
320 VB->Elts = elts;
321
322 if (ib->type == GL_UNSIGNED_INT) {
323 const GLuint *in = (GLuint *)ptr;
324 for (i = 0; i < ib->count; i++)
325 *elts++ = (GLuint)(*in++) + VB->Primitive[0].basevertex;
326 }
327 else if (ib->type == GL_UNSIGNED_SHORT) {
328 const GLushort *in = (GLushort *)ptr;
329 for (i = 0; i < ib->count; i++)
330 *elts++ = (GLuint)(*in++) + VB->Primitive[0].basevertex;
331 }
332 else {
333 const GLubyte *in = (GLubyte *)ptr;
334 for (i = 0; i < ib->count; i++)
335 *elts++ = (GLuint)(*in++) + VB->Primitive[0].basevertex;
336 }
337 }
338 }
339
340 static void bind_prims( GLcontext *ctx,
341 const struct _mesa_prim *prim,
342 GLuint nr_prims )
343 {
344 TNLcontext *tnl = TNL_CONTEXT(ctx);
345 struct vertex_buffer *VB = &tnl->vb;
346
347 VB->Primitive = prim;
348 VB->PrimitiveCount = nr_prims;
349 }
350
351 static void unmap_vbos( GLcontext *ctx,
352 struct gl_buffer_object **bo,
353 GLuint nr_bo )
354 {
355 GLuint i;
356 for (i = 0; i < nr_bo; i++) {
357 ctx->Driver.UnmapBuffer(ctx,
358 0, /* target -- I don't see why this would be needed */
359 bo[i]);
360 }
361 }
362
363
364 void _tnl_vbo_draw_prims(GLcontext *ctx,
365 const struct gl_client_array *arrays[],
366 const struct _mesa_prim *prim,
367 GLuint nr_prims,
368 const struct _mesa_index_buffer *ib,
369 GLboolean index_bounds_valid,
370 GLuint min_index,
371 GLuint max_index)
372 {
373 if (!index_bounds_valid)
374 vbo_get_minmax_index(ctx, prim, ib, &min_index, &max_index);
375
376 _tnl_draw_prims(ctx, arrays, prim, nr_prims, ib, min_index, max_index);
377 }
378
379 /* This is the main entrypoint into the slimmed-down software tnl
380 * module. In a regular swtnl driver, this can be plugged straight
381 * into the vbo->Driver.DrawPrims() callback.
382 */
383 void _tnl_draw_prims( GLcontext *ctx,
384 const struct gl_client_array *arrays[],
385 const struct _mesa_prim *prim,
386 GLuint nr_prims,
387 const struct _mesa_index_buffer *ib,
388 GLuint min_index,
389 GLuint max_index)
390 {
391 TNLcontext *tnl = TNL_CONTEXT(ctx);
392 const GLuint TEST_SPLIT = 0;
393 const GLint max = TEST_SPLIT ? 8 : tnl->vb.Size - MAX_CLIPPED_VERTICES;
394 GLuint max_basevertex = prim->basevertex;
395 GLuint i;
396
397 for (i = 1; i < nr_prims; i++)
398 max_basevertex = MAX2(max_basevertex, prim[i].basevertex);
399
400 if (0)
401 {
402 _mesa_printf("%s %d..%d\n", __FUNCTION__, min_index, max_index);
403 for (i = 0; i < nr_prims; i++)
404 _mesa_printf("prim %d: %s start %d count %d\n", i,
405 _mesa_lookup_enum_by_nr(prim[i].mode),
406 prim[i].start,
407 prim[i].count);
408 }
409
410 if (min_index) {
411 /* We always translate away calls with min_index != 0.
412 */
413 vbo_rebase_prims( ctx, arrays, prim, nr_prims, ib,
414 min_index, max_index,
415 _tnl_vbo_draw_prims );
416 return;
417 }
418 else if (max_index + max_basevertex > max) {
419 /* The software TNL pipeline has a fixed amount of storage for
420 * vertices and it is necessary to split incoming drawing commands
421 * if they exceed that limit.
422 */
423 struct split_limits limits;
424 limits.max_verts = max;
425 limits.max_vb_size = ~0;
426 limits.max_indices = ~0;
427
428 /* This will split the buffers one way or another and
429 * recursively call back into this function.
430 */
431 vbo_split_prims( ctx, arrays, prim, nr_prims, ib,
432 0, max_index + prim->basevertex,
433 _tnl_vbo_draw_prims,
434 &limits );
435 }
436 else {
437 /* May need to map a vertex buffer object for every attribute plus
438 * one for the index buffer.
439 */
440 struct gl_buffer_object *bo[VERT_ATTRIB_MAX + 1];
441 GLuint nr_bo = 0;
442
443 for (i = 0; i < nr_prims;) {
444 GLuint this_nr_prims;
445
446 /* Our SW TNL pipeline doesn't handle basevertex yet, so bind_indices
447 * will rebase the elements to the basevertex, and we'll only
448 * emit strings of prims with the same basevertex in one draw call.
449 */
450 for (this_nr_prims = 1; i + this_nr_prims < nr_prims;
451 this_nr_prims++) {
452 if (prim[i].basevertex != prim[i + this_nr_prims].basevertex)
453 break;
454 }
455
456 /* Binding inputs may imply mapping some vertex buffer objects.
457 * They will need to be unmapped below.
458 */
459 bind_prims(ctx, &prim[i], this_nr_prims);
460 bind_inputs(ctx, arrays, max_index + prim[i].basevertex + 1,
461 bo, &nr_bo);
462 bind_indices(ctx, ib, bo, &nr_bo);
463
464 TNL_CONTEXT(ctx)->Driver.RunPipeline(ctx);
465
466 unmap_vbos(ctx, bo, nr_bo);
467 free_space(ctx);
468
469 i += this_nr_prims;
470 }
471 }
472 }
473