Respect array->Normalized flag.
[mesa.git] / src / mesa / tnl / t_draw.c
1
2 /*
3 * Mesa 3-D graphics library
4 * Version: 6.5
5 *
6 * Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 *
25 * Authors:
26 * Keith Whitwell <keith@tungstengraphics.com>
27 */
28
29 #include "glheader.h"
30 #include "context.h"
31 #include "imports.h"
32 #include "state.h"
33 #include "mtypes.h"
34 #include "macros.h"
35
36 #include "t_context.h"
37 #include "t_pipeline.h"
38 #include "t_vp_build.h"
39 #include "t_vertex.h"
40 #include "tnl.h"
41
42
43
44 static GLfloat *get_space(GLcontext *ctx, GLuint bytes)
45 {
46 TNLcontext *tnl = TNL_CONTEXT(ctx);
47 GLubyte *space = _mesa_malloc(bytes);
48
49 tnl->block[tnl->nr_blocks++] = space;
50 return (GLfloat *)space;
51 }
52
53
54 static void free_space(GLcontext *ctx)
55 {
56 TNLcontext *tnl = TNL_CONTEXT(ctx);
57 GLuint i;
58 for (i = 0; i < tnl->nr_blocks; i++)
59 _mesa_free(tnl->block[i]);
60 tnl->nr_blocks = 0;
61 }
62
63
64 /* Convert the incoming array to GLfloats. Understands the
65 * array->Normalized flag and selects the correct conversion method.
66 */
67 #define CONVERT( TYPE, MACRO ) do { \
68 GLuint i, j; \
69 if (input->Normalized) { \
70 for (i = 0; i < count; i++) { \
71 const TYPE *in = (TYPE *)ptr; \
72 for (j = 0; j < sz; j++) { \
73 *fptr++ = MACRO(*in); \
74 in++; \
75 } \
76 ptr += input->StrideB; \
77 } \
78 } else { \
79 for (i = 0; i < count; i++) { \
80 const TYPE *in = (TYPE *)ptr; \
81 for (j = 0; j < sz; j++) { \
82 *fptr++ = (GLfloat)(*in); \
83 in++; \
84 } \
85 ptr += input->StrideB; \
86 } \
87 } \
88 } while (0)
89
90
91
92 /* Adjust pointer to point at first requested element, convert to
93 * floating point, populate VB->AttribPtr[].
94 */
95 static void _tnl_import_array( GLcontext *ctx,
96 GLuint attrib,
97 GLuint start,
98 GLuint end,
99 const struct gl_client_array *input,
100 const char *ptr )
101 {
102 TNLcontext *tnl = TNL_CONTEXT(ctx);
103 struct vertex_buffer *VB = &tnl->vb;
104 const GLuint count = end - start;
105 GLuint stride = input->StrideB;
106
107 ptr += start * stride;
108
109 if (input->Type != GL_FLOAT) {
110 const GLuint sz = input->Size;
111 GLfloat *fptr = get_space(ctx, count * sz * sizeof(GLfloat));
112
113 switch (input->Type) {
114 case GL_BYTE:
115 CONVERT(GLbyte, BYTE_TO_FLOAT);
116 break;
117 case GL_UNSIGNED_BYTE:
118 CONVERT(GLubyte, UBYTE_TO_FLOAT);
119 break;
120 case GL_SHORT:
121 CONVERT(GLshort, SHORT_TO_FLOAT);
122 break;
123 case GL_UNSIGNED_SHORT:
124 CONVERT(GLushort, USHORT_TO_FLOAT);
125 break;
126 case GL_INT:
127 CONVERT(GLint, INT_TO_FLOAT);
128 break;
129 case GL_UNSIGNED_INT:
130 CONVERT(GLuint, UINT_TO_FLOAT);
131 break;
132 case GL_DOUBLE:
133 CONVERT(GLdouble, (GLfloat));
134 break;
135 default:
136 assert(0);
137 break;
138 }
139
140 ptr = (const char *)fptr;
141 stride = sz * sizeof(GLfloat);
142 }
143
144 VB->AttribPtr[attrib] = &tnl->tmp_inputs[attrib];
145 VB->AttribPtr[attrib]->data = (GLfloat (*)[4])ptr;
146 VB->AttribPtr[attrib]->start = (GLfloat *)ptr;
147 VB->AttribPtr[attrib]->count = count;
148 VB->AttribPtr[attrib]->stride = stride;
149 VB->AttribPtr[attrib]->size = input->Size;
150
151 /* This should die, but so should the whole GLvector4f concept:
152 */
153 VB->AttribPtr[attrib]->flags = (((1<<input->Size)-1) |
154 VEC_NOT_WRITEABLE |
155 (stride == 4*sizeof(GLfloat) ? 0 : VEC_BAD_STRIDE));
156
157 VB->AttribPtr[attrib]->storage = NULL;
158 }
159
160 #define CLIPVERTS ((6 + MAX_CLIP_PLANES) * 2)
161
162
163 static GLboolean *_tnl_import_edgeflag( GLcontext *ctx,
164 const GLvector4f *input,
165 GLuint count)
166 {
167 const GLubyte *ptr = (const GLubyte *)input->data;
168 const GLuint stride = input->stride;
169 GLboolean *space = (GLboolean *)get_space(ctx, count + CLIPVERTS);
170 GLboolean *bptr = space;
171 GLuint i;
172
173 for (i = 0; i < count; i++) {
174 *bptr++ = ((GLfloat *)ptr)[0] == 1.0;
175 ptr += stride;
176 }
177
178 return space;
179 }
180
181
182 static void bind_inputs( GLcontext *ctx,
183 const struct gl_client_array *inputs[],
184 GLint start, GLint end,
185 struct gl_buffer_object **bo,
186 GLuint *nr_bo )
187 {
188 TNLcontext *tnl = TNL_CONTEXT(ctx);
189 struct vertex_buffer *VB = &tnl->vb;
190 GLuint i;
191
192 /* Map all the VBOs
193 */
194 for (i = 0; i < VERT_ATTRIB_MAX; i++) {
195 const void *ptr;
196
197 if (inputs[i]->BufferObj->Name) {
198 if (!inputs[i]->BufferObj->Pointer) {
199 bo[*nr_bo] = inputs[i]->BufferObj;
200 *nr_bo++;
201 ctx->Driver.MapBuffer(ctx,
202 GL_ARRAY_BUFFER,
203 GL_READ_ONLY_ARB,
204 inputs[i]->BufferObj);
205
206 assert(inputs[i]->BufferObj->Pointer);
207 }
208
209 ptr = ADD_POINTERS(inputs[i]->BufferObj->Pointer,
210 inputs[i]->Ptr);
211 }
212 else
213 ptr = inputs[i]->Ptr;
214
215 /* Just make sure the array is floating point, otherwise convert to
216 * temporary storage. Rebase arrays so that 'start' becomes
217 * element zero.
218 *
219 * XXX: remove the GLvector4f type at some stage and just use
220 * client arrays.
221 */
222 _tnl_import_array(ctx, i, start, end, inputs[i], ptr);
223 }
224
225 /* Legacy pointers -- remove one day.
226 */
227 VB->ObjPtr = VB->AttribPtr[_TNL_ATTRIB_POS];
228 VB->NormalPtr = VB->AttribPtr[_TNL_ATTRIB_NORMAL];
229 VB->ColorPtr[0] = VB->AttribPtr[_TNL_ATTRIB_COLOR0];
230 VB->ColorPtr[1] = NULL;
231 VB->IndexPtr[0] = VB->AttribPtr[_TNL_ATTRIB_COLOR_INDEX];
232 VB->IndexPtr[1] = NULL;
233 VB->SecondaryColorPtr[0] = VB->AttribPtr[_TNL_ATTRIB_COLOR1];
234 VB->SecondaryColorPtr[1] = NULL;
235 VB->FogCoordPtr = VB->AttribPtr[_TNL_ATTRIB_FOG];
236
237 for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++) {
238 VB->TexCoordPtr[i] = VB->AttribPtr[_TNL_ATTRIB_TEX0 + i];
239 }
240
241 /* Clipping and drawing code still requires this to be a packed
242 * array of ubytes which can be written into. TODO: Fix and
243 * remove.
244 */
245 if (ctx->Polygon.FrontMode != GL_FILL ||
246 ctx->Polygon.BackMode != GL_FILL)
247 {
248 VB->EdgeFlag = _tnl_import_edgeflag( ctx,
249 VB->AttribPtr[_TNL_ATTRIB_EDGEFLAG],
250 VB->Count );
251 }
252
253 }
254
255
256 /* Translate indices to GLuints and store in VB->Elts.
257 */
258 static void bind_indicies( GLcontext *ctx,
259 const struct _mesa_index_buffer *ib,
260 struct gl_buffer_object **bo,
261 GLuint *nr_bo)
262 {
263 TNLcontext *tnl = TNL_CONTEXT(ctx);
264 struct vertex_buffer *VB = &tnl->vb;
265
266 if (!ib)
267 return;
268
269 if (ib->obj->Name && !ib->obj->Pointer) {
270 bo[*nr_bo] = ib->obj;
271 *nr_bo++;
272 ctx->Driver.MapBuffer(ctx,
273 GL_ELEMENT_ARRAY_BUFFER,
274 GL_READ_ONLY_ARB,
275 ib->obj);
276
277 assert(ib->obj->Pointer);
278 }
279
280 VB->Elts = (GLuint *)ADD_POINTERS(ib->obj->Pointer,
281 ib->ptr);
282
283 VB->Elts += ib->rebase;
284
285 switch (ib->type) {
286 case GL_UNSIGNED_INT:
287 return;
288 case GL_UNSIGNED_SHORT:
289 break;
290 case GL_UNSIGNED_BYTE:
291 break;
292 }
293 }
294
295 static void unmap_vbos( GLcontext *ctx,
296 struct gl_buffer_object **bo,
297 GLuint nr_bo )
298 {
299 GLuint i;
300 for (i = 0; i < nr_bo; i++) {
301 ctx->Driver.UnmapBuffer(ctx,
302 0, /* target -- I don't see why this would be needed */
303 bo[i]);
304 }
305 }
306
307
308
309 /* This is the main entrypoint into the slimmed-down software tnl
310 * module. In a regular swtnl driver, this can be plugged straight
311 * into the vbo->Driver.DrawPrims() callback.
312 */
313 void _tnl_draw_prims( GLcontext *ctx,
314 const struct gl_client_array *arrays[],
315 const struct _mesa_prim *prim,
316 GLuint nr_prims,
317 const struct _mesa_index_buffer *ib,
318 GLuint min_index,
319 GLuint max_index)
320 {
321 TNLcontext *tnl = TNL_CONTEXT(ctx);
322 struct vertex_buffer *VB = &tnl->vb;
323
324 /* May need to map a vertex buffer object for every attribute plus
325 * one for the index buffer.
326 */
327 struct gl_buffer_object *bo[VERT_ATTRIB_MAX + 1];
328 GLuint nr_bo = 0;
329
330 /* Binding inputs may imply mapping some vertex buffer objects.
331 * They will need to be unmapped below.
332 */
333 bind_inputs(ctx, arrays, min_index, max_index, bo, &nr_bo);
334 bind_indicies(ctx, ib, bo, &nr_bo);
335
336 VB->Primitive = prim;
337 VB->PrimitiveCount = nr_prims;
338 VB->Count = max_index - min_index;
339
340 TNL_CONTEXT(ctx)->Driver.RunPipeline(ctx);
341
342 unmap_vbos(ctx, bo, nr_bo);
343 free_space(ctx);
344 }
345