2 * Mesa 3-D graphics library
5 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
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:
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
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.
25 * Keith Whitwell <keith@tungstengraphics.com>
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"
35 #include "t_context.h"
40 static GLubyte
*get_space(GLcontext
*ctx
, GLuint bytes
)
42 TNLcontext
*tnl
= TNL_CONTEXT(ctx
);
43 GLubyte
*space
= _mesa_malloc(bytes
);
45 tnl
->block
[tnl
->nr_blocks
++] = space
;
50 static void free_space(GLcontext
*ctx
)
52 TNLcontext
*tnl
= TNL_CONTEXT(ctx
);
54 for (i
= 0; i
< tnl
->nr_blocks
; i
++)
55 _mesa_free(tnl
->block
[i
]);
60 /* Convert the incoming array to GLfloats. Understands the
61 * array->Normalized flag and selects the correct conversion method.
63 #define CONVERT( TYPE, MACRO ) do { \
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); \
72 ptr += input->StrideB; \
75 for (i = 0; i < count; i++) { \
76 const TYPE *in = (TYPE *)ptr; \
77 for (j = 0; j < sz; j++) { \
78 *fptr++ = (GLfloat)(*in); \
81 ptr += input->StrideB; \
88 * Convert array of BGRA/GLubyte[4] values to RGBA/float[4]
89 * \param ptr input/ubyte array
90 * \param fptr output/float array
93 convert_bgra_to_float(const struct gl_client_array
*input
,
94 const GLubyte
*ptr
, GLfloat
*fptr
,
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
;
111 /* Adjust pointer to point at first requested element, convert to
112 * floating point, populate VB->AttribPtr[].
114 static void _tnl_import_array( GLcontext
*ctx
,
117 const struct gl_client_array
*input
,
120 TNLcontext
*tnl
= TNL_CONTEXT(ctx
);
121 struct vertex_buffer
*VB
= &tnl
->vb
;
122 GLuint stride
= input
->StrideB
;
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
;
129 switch (input
->Type
) {
131 CONVERT(GLbyte
, BYTE_TO_FLOAT
);
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
);
139 CONVERT(GLubyte
, UBYTE_TO_FLOAT
);
143 CONVERT(GLshort
, SHORT_TO_FLOAT
);
145 case GL_UNSIGNED_SHORT
:
146 CONVERT(GLushort
, USHORT_TO_FLOAT
);
149 CONVERT(GLint
, INT_TO_FLOAT
);
151 case GL_UNSIGNED_INT
:
152 CONVERT(GLuint
, UINT_TO_FLOAT
);
155 CONVERT(GLdouble
, (GLfloat
));
163 stride
= sz
* sizeof(GLfloat
);
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
;
173 /* This should die, but so should the whole GLvector4f concept:
175 VB
->AttribPtr
[attrib
]->flags
= (((1<<input
->Size
)-1) |
177 (stride
== 4*sizeof(GLfloat
) ? 0 : VEC_BAD_STRIDE
));
179 VB
->AttribPtr
[attrib
]->storage
= NULL
;
182 #define CLIPVERTS ((6 + MAX_CLIP_PLANES) * 2)
185 static GLboolean
*_tnl_import_edgeflag( GLcontext
*ctx
,
186 const GLvector4f
*input
,
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
;
195 for (i
= 0; i
< count
; i
++) {
196 *bptr
++ = ((GLfloat
*)ptr
)[0] == 1.0;
204 static void bind_inputs( GLcontext
*ctx
,
205 const struct gl_client_array
*inputs
[],
207 struct gl_buffer_object
**bo
,
210 TNLcontext
*tnl
= TNL_CONTEXT(ctx
);
211 struct vertex_buffer
*VB
= &tnl
->vb
;
216 for (i
= 0; i
< VERT_ATTRIB_MAX
; i
++) {
219 if (inputs
[i
]->BufferObj
->Name
) {
220 if (!inputs
[i
]->BufferObj
->Pointer
) {
221 bo
[*nr_bo
] = inputs
[i
]->BufferObj
;
223 ctx
->Driver
.MapBuffer(ctx
,
226 inputs
[i
]->BufferObj
);
228 assert(inputs
[i
]->BufferObj
->Pointer
);
231 ptr
= ADD_POINTERS(inputs
[i
]->BufferObj
->Pointer
,
235 ptr
= inputs
[i
]->Ptr
;
237 /* Just make sure the array is floating point, otherwise convert to
240 * XXX: remove the GLvector4f type at some stage and just use
243 _tnl_import_array(ctx
, i
, count
, inputs
[i
], ptr
);
246 /* We process only the vertices between min & max index:
251 /* Legacy pointers -- remove one day.
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
];
263 for (i
= 0; i
< ctx
->Const
.MaxTextureCoordUnits
; i
++) {
264 VB
->TexCoordPtr
[i
] = VB
->AttribPtr
[_TNL_ATTRIB_TEX0
+ i
];
267 /* Clipping and drawing code still requires this to be a packed
268 * array of ubytes which can be written into. TODO: Fix and
271 if (ctx
->Polygon
.FrontMode
!= GL_FILL
||
272 ctx
->Polygon
.BackMode
!= GL_FILL
)
274 VB
->EdgeFlag
= _tnl_import_edgeflag( ctx
,
275 VB
->AttribPtr
[_TNL_ATTRIB_EDGEFLAG
],
279 /* the data previously pointed to by EdgeFlag may have been freed */
285 /* Translate indices to GLuints and store in VB->Elts.
287 static void bind_indices( GLcontext
*ctx
,
288 const struct _mesa_index_buffer
*ib
,
289 struct gl_buffer_object
**bo
,
292 TNLcontext
*tnl
= TNL_CONTEXT(ctx
);
293 struct vertex_buffer
*VB
= &tnl
->vb
;
302 if (ib
->obj
->Name
&& !ib
->obj
->Pointer
) {
303 bo
[*nr_bo
] = ib
->obj
;
305 ctx
->Driver
.MapBuffer(ctx
,
306 GL_ELEMENT_ARRAY_BUFFER
,
310 assert(ib
->obj
->Pointer
);
313 ptr
= ADD_POINTERS(ib
->obj
->Pointer
, ib
->ptr
);
315 if (ib
->type
== GL_UNSIGNED_INT
&& VB
->Primitive
[0].basevertex
== 0) {
316 VB
->Elts
= (GLuint
*) ptr
;
319 GLuint
*elts
= (GLuint
*)get_space(ctx
, ib
->count
* sizeof(GLuint
));
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
;
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
;
333 const GLubyte
*in
= (GLubyte
*)ptr
;
334 for (i
= 0; i
< ib
->count
; i
++)
335 *elts
++ = (GLuint
)(*in
++) + VB
->Primitive
[0].basevertex
;
340 static void bind_prims( GLcontext
*ctx
,
341 const struct _mesa_prim
*prim
,
344 TNLcontext
*tnl
= TNL_CONTEXT(ctx
);
345 struct vertex_buffer
*VB
= &tnl
->vb
;
347 VB
->Primitive
= prim
;
348 VB
->PrimitiveCount
= nr_prims
;
351 static void unmap_vbos( GLcontext
*ctx
,
352 struct gl_buffer_object
**bo
,
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 */
364 void _tnl_vbo_draw_prims(GLcontext
*ctx
,
365 const struct gl_client_array
*arrays
[],
366 const struct _mesa_prim
*prim
,
368 const struct _mesa_index_buffer
*ib
,
369 GLboolean index_bounds_valid
,
373 if (!index_bounds_valid
)
374 vbo_get_minmax_index(ctx
, prim
, ib
, &min_index
, &max_index
);
376 _tnl_draw_prims(ctx
, arrays
, prim
, nr_prims
, ib
, min_index
, max_index
);
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.
383 void _tnl_draw_prims( GLcontext
*ctx
,
384 const struct gl_client_array
*arrays
[],
385 const struct _mesa_prim
*prim
,
387 const struct _mesa_index_buffer
*ib
,
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
;
397 for (i
= 1; i
< nr_prims
; i
++)
398 max_basevertex
= MAX2(max_basevertex
, prim
[i
].basevertex
);
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
),
411 /* We always translate away calls with min_index != 0.
413 vbo_rebase_prims( ctx
, arrays
, prim
, nr_prims
, ib
,
414 min_index
, max_index
,
415 _tnl_vbo_draw_prims
);
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.
423 struct split_limits limits
;
424 limits
.max_verts
= max
;
425 limits
.max_vb_size
= ~0;
426 limits
.max_indices
= ~0;
428 /* This will split the buffers one way or another and
429 * recursively call back into this function.
431 vbo_split_prims( ctx
, arrays
, prim
, nr_prims
, ib
,
432 0, max_index
+ prim
->basevertex
,
437 /* May need to map a vertex buffer object for every attribute plus
438 * one for the index buffer.
440 struct gl_buffer_object
*bo
[VERT_ATTRIB_MAX
+ 1];
443 for (i
= 0; i
< nr_prims
;) {
444 GLuint this_nr_prims
;
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.
450 for (this_nr_prims
= 1; i
+ this_nr_prims
< nr_prims
;
452 if (prim
[i
].basevertex
!= prim
[i
+ this_nr_prims
].basevertex
)
456 /* Binding inputs may imply mapping some vertex buffer objects.
457 * They will need to be unmapped below.
459 bind_prims(ctx
, &prim
[i
], this_nr_prims
);
460 bind_inputs(ctx
, arrays
, max_index
+ prim
[i
].basevertex
+ 1,
462 bind_indices(ctx
, ib
, bo
, &nr_bo
);
464 TNL_CONTEXT(ctx
)->Driver
.RunPipeline(ctx
);
466 unmap_vbos(ctx
, bo
, nr_bo
);