vbo: handle GS and tess primitive types when splitting Begin/End
[mesa.git] / src / mesa / vbo / vbo_exec.c
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 1999-2005 Brian Paul All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the "Software"),
8 * to deal in the Software without restriction, including without limitation
9 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10 * and/or sell copies of the Software, and to permit persons to whom the
11 * Software is furnished to do so, subject to the following conditions:
12 *
13 * The above copyright notice and this permission notice shall be included
14 * in all copies or substantial portions of the Software.
15 *
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22 * OTHER DEALINGS IN THE SOFTWARE.
23 *
24 * Authors:
25 * Keith Whitwell <keithw@vmware.com>
26 */
27
28
29 #include "main/glheader.h"
30 #include "main/arrayobj.h"
31 #include "main/api_arrayelt.h"
32 #include "main/vtxfmt.h"
33 #include "vbo_private.h"
34
35 const GLubyte
36 _vbo_attribute_alias_map[VP_MODE_MAX][VERT_ATTRIB_MAX] = {
37 /* VP_MODE_FF: */
38 {
39 VBO_ATTRIB_POS, /* VERT_ATTRIB_POS */
40 VBO_ATTRIB_NORMAL, /* VERT_ATTRIB_NORMAL */
41 VBO_ATTRIB_COLOR0, /* VERT_ATTRIB_COLOR0 */
42 VBO_ATTRIB_COLOR1, /* VERT_ATTRIB_COLOR1 */
43 VBO_ATTRIB_FOG, /* VERT_ATTRIB_FOG */
44 VBO_ATTRIB_COLOR_INDEX, /* VERT_ATTRIB_COLOR_INDEX */
45 VBO_ATTRIB_EDGEFLAG, /* VERT_ATTRIB_EDGEFLAG */
46 VBO_ATTRIB_TEX0, /* VERT_ATTRIB_TEX0 */
47 VBO_ATTRIB_TEX1, /* VERT_ATTRIB_TEX1 */
48 VBO_ATTRIB_TEX2, /* VERT_ATTRIB_TEX2 */
49 VBO_ATTRIB_TEX3, /* VERT_ATTRIB_TEX3 */
50 VBO_ATTRIB_TEX4, /* VERT_ATTRIB_TEX4 */
51 VBO_ATTRIB_TEX5, /* VERT_ATTRIB_TEX5 */
52 VBO_ATTRIB_TEX6, /* VERT_ATTRIB_TEX6 */
53 VBO_ATTRIB_TEX7, /* VERT_ATTRIB_TEX7 */
54 VBO_ATTRIB_POINT_SIZE, /* VERT_ATTRIB_POINT_SIZE */
55 VBO_ATTRIB_GENERIC0, /* VERT_ATTRIB_GENERIC0 */
56 VBO_ATTRIB_GENERIC1, /* VERT_ATTRIB_GENERIC1 */
57 VBO_ATTRIB_GENERIC2, /* VERT_ATTRIB_GENERIC2 */
58 VBO_ATTRIB_GENERIC3, /* VERT_ATTRIB_GENERIC3 */
59 VBO_ATTRIB_MAT_FRONT_AMBIENT, /* VERT_ATTRIB_GENERIC4 */
60 VBO_ATTRIB_MAT_BACK_AMBIENT, /* VERT_ATTRIB_GENERIC5 */
61 VBO_ATTRIB_MAT_FRONT_DIFFUSE, /* VERT_ATTRIB_GENERIC6 */
62 VBO_ATTRIB_MAT_BACK_DIFFUSE, /* VERT_ATTRIB_GENERIC7 */
63 VBO_ATTRIB_MAT_FRONT_SPECULAR, /* VERT_ATTRIB_GENERIC8 */
64 VBO_ATTRIB_MAT_BACK_SPECULAR, /* VERT_ATTRIB_GENERIC9 */
65 VBO_ATTRIB_MAT_FRONT_EMISSION, /* VERT_ATTRIB_GENERIC10 */
66 VBO_ATTRIB_MAT_BACK_EMISSION, /* VERT_ATTRIB_GENERIC11 */
67 VBO_ATTRIB_MAT_FRONT_SHININESS, /* VERT_ATTRIB_GENERIC12 */
68 VBO_ATTRIB_MAT_BACK_SHININESS, /* VERT_ATTRIB_GENERIC13 */
69 VBO_ATTRIB_MAT_FRONT_INDEXES, /* VERT_ATTRIB_GENERIC14 */
70 VBO_ATTRIB_MAT_BACK_INDEXES /* VERT_ATTRIB_GENERIC15 */
71 },
72
73 /* VP_MODE_SHADER: */
74 {
75 VBO_ATTRIB_POS, /* VERT_ATTRIB_POS */
76 VBO_ATTRIB_NORMAL, /* VERT_ATTRIB_NORMAL */
77 VBO_ATTRIB_COLOR0, /* VERT_ATTRIB_COLOR0 */
78 VBO_ATTRIB_COLOR1, /* VERT_ATTRIB_COLOR1 */
79 VBO_ATTRIB_FOG, /* VERT_ATTRIB_FOG */
80 VBO_ATTRIB_COLOR_INDEX, /* VERT_ATTRIB_COLOR_INDEX */
81 VBO_ATTRIB_EDGEFLAG, /* VERT_ATTRIB_EDGEFLAG */
82 VBO_ATTRIB_TEX0, /* VERT_ATTRIB_TEX0 */
83 VBO_ATTRIB_TEX1, /* VERT_ATTRIB_TEX1 */
84 VBO_ATTRIB_TEX2, /* VERT_ATTRIB_TEX2 */
85 VBO_ATTRIB_TEX3, /* VERT_ATTRIB_TEX3 */
86 VBO_ATTRIB_TEX4, /* VERT_ATTRIB_TEX4 */
87 VBO_ATTRIB_TEX5, /* VERT_ATTRIB_TEX5 */
88 VBO_ATTRIB_TEX6, /* VERT_ATTRIB_TEX6 */
89 VBO_ATTRIB_TEX7, /* VERT_ATTRIB_TEX7 */
90 VBO_ATTRIB_POINT_SIZE, /* VERT_ATTRIB_POINT_SIZE */
91 VBO_ATTRIB_GENERIC0, /* VERT_ATTRIB_GENERIC0 */
92 VBO_ATTRIB_GENERIC1, /* VERT_ATTRIB_GENERIC1 */
93 VBO_ATTRIB_GENERIC2, /* VERT_ATTRIB_GENERIC2 */
94 VBO_ATTRIB_GENERIC3, /* VERT_ATTRIB_GENERIC3 */
95 VBO_ATTRIB_GENERIC4, /* VERT_ATTRIB_GENERIC4 */
96 VBO_ATTRIB_GENERIC5, /* VERT_ATTRIB_GENERIC5 */
97 VBO_ATTRIB_GENERIC6, /* VERT_ATTRIB_GENERIC6 */
98 VBO_ATTRIB_GENERIC7, /* VERT_ATTRIB_GENERIC7 */
99 VBO_ATTRIB_GENERIC8, /* VERT_ATTRIB_GENERIC8 */
100 VBO_ATTRIB_GENERIC9, /* VERT_ATTRIB_GENERIC9 */
101 VBO_ATTRIB_GENERIC10, /* VERT_ATTRIB_GENERIC10 */
102 VBO_ATTRIB_GENERIC11, /* VERT_ATTRIB_GENERIC11 */
103 VBO_ATTRIB_GENERIC12, /* VERT_ATTRIB_GENERIC12 */
104 VBO_ATTRIB_GENERIC13, /* VERT_ATTRIB_GENERIC13 */
105 VBO_ATTRIB_GENERIC14, /* VERT_ATTRIB_GENERIC14 */
106 VBO_ATTRIB_GENERIC15 /* VERT_ATTRIB_GENERIC15 */
107 }
108 };
109
110
111 void
112 vbo_exec_init(struct gl_context *ctx, bool use_buffer_objects)
113 {
114 struct vbo_exec_context *exec = &vbo_context(ctx)->exec;
115
116 exec->ctx = ctx;
117
118 vbo_exec_vtx_init(exec, use_buffer_objects);
119
120 ctx->Driver.NeedFlush = 0;
121 ctx->Driver.CurrentExecPrimitive = PRIM_OUTSIDE_BEGIN_END;
122
123 exec->eval.recalculate_maps = GL_TRUE;
124 }
125
126
127 void vbo_exec_destroy( struct gl_context *ctx )
128 {
129 struct vbo_exec_context *exec = &vbo_context(ctx)->exec;
130
131 vbo_exec_vtx_destroy( exec );
132 }
133
134
135 /**
136 * In some degenarate cases we can improve our ability to merge
137 * consecutive primitives. For example:
138 * glBegin(GL_LINE_STRIP);
139 * glVertex(1);
140 * glVertex(1);
141 * glEnd();
142 * glBegin(GL_LINE_STRIP);
143 * glVertex(1);
144 * glVertex(1);
145 * glEnd();
146 * Can be merged as a GL_LINES prim with four vertices.
147 *
148 * This function converts 2-vertex line strips/loops into GL_LINES, etc.
149 */
150 void
151 vbo_try_prim_conversion(struct _mesa_prim *p)
152 {
153 if (p->mode == GL_LINE_STRIP && p->count == 2) {
154 /* convert 2-vertex line strip to a separate line */
155 p->mode = GL_LINES;
156 }
157 else if ((p->mode == GL_TRIANGLE_STRIP || p->mode == GL_TRIANGLE_FAN)
158 && p->count == 3) {
159 /* convert 3-vertex tri strip or fan to a separate triangle */
160 p->mode = GL_TRIANGLES;
161 }
162
163 /* Note: we can't convert a 4-vertex quad strip to a separate quad
164 * because the vertex ordering is different. We'd have to muck
165 * around in the vertex data to make it work.
166 */
167 }
168
169
170 /**
171 * Helper function for determining if two subsequent glBegin/glEnd
172 * primitives can be combined. This is only possible for GL_POINTS,
173 * GL_LINES, GL_TRIANGLES and GL_QUADS.
174 * If we return true, it means that we can concatenate p1 onto p0 (and
175 * discard p1).
176 */
177 bool
178 vbo_can_merge_prims(const struct _mesa_prim *p0, const struct _mesa_prim *p1)
179 {
180 if (!p0->begin ||
181 !p1->begin ||
182 !p0->end ||
183 !p1->end)
184 return false;
185
186 /* The prim mode must match (ex: both GL_TRIANGLES) */
187 if (p0->mode != p1->mode)
188 return false;
189
190 /* p1's vertices must come right after p0 */
191 if (p0->start + p0->count != p1->start)
192 return false;
193
194 assert(p0->basevertex == p1->basevertex);
195
196 /* can always merge subsequent GL_POINTS primitives */
197 if (p0->mode == GL_POINTS)
198 return true;
199
200 /* independent lines with no extra vertices */
201 if (p0->mode == GL_LINES && p0->count % 2 == 0)
202 return true;
203
204 /* independent tris */
205 if (p0->mode == GL_TRIANGLES && p0->count % 3 == 0)
206 return true;
207
208 /* independent quads */
209 if (p0->mode == GL_QUADS && p0->count % 4 == 0)
210 return true;
211
212 return false;
213 }
214
215
216 /**
217 * If we've determined that p0 and p1 can be merged, this function
218 * concatenates p1 onto p0.
219 */
220 void
221 vbo_merge_prims(struct _mesa_prim *p0, const struct _mesa_prim *p1)
222 {
223 assert(vbo_can_merge_prims(p0, p1));
224
225 p0->count += p1->count;
226 p0->end = p1->end;
227 }
228
229 /**
230 * Copy zero, one or two vertices from the current vertex buffer into
231 * the temporary "copy" buffer.
232 * This is used when a single primitive overflows a vertex buffer and
233 * we need to continue the primitive in a new vertex buffer.
234 * The temporary "copy" buffer holds the vertices which need to get
235 * copied from the old buffer to the new one.
236 */
237 unsigned
238 vbo_copy_vertices(struct gl_context *ctx,
239 GLenum mode,
240 struct _mesa_prim *last_prim,
241 unsigned vertex_size,
242 bool in_dlist,
243 fi_type *dst,
244 const fi_type *src)
245 {
246 const unsigned count = last_prim->count;
247 unsigned copy = 0;
248
249 switch (mode) {
250 case GL_POINTS:
251 return 0;
252 case GL_LINES:
253 copy = count % 2;
254 break;
255 case GL_TRIANGLES:
256 copy = count % 3;
257 break;
258 case GL_QUADS:
259 case GL_LINES_ADJACENCY:
260 copy = count % 4;
261 break;
262 case GL_TRIANGLES_ADJACENCY:
263 copy = count % 6;
264 break;
265 case GL_LINE_STRIP:
266 copy = MIN2(1, count);
267 break;
268 case GL_LINE_STRIP_ADJACENCY:
269 /* We need to copy 3 vertices, because:
270 * Last strip: ---o---o---x (last line)
271 * Next strip: x---o---o--- (next line)
272 */
273 copy = MIN2(3, count);
274 break;
275 case GL_PATCHES:
276 if (in_dlist) {
277 /* We don't know the value of GL_PATCH_VERTICES when compiling
278 * a display list.
279 *
280 * Fail an assertion in debug builds and use the value of 3
281 * in release builds, which is more likely than any other value.
282 */
283 assert(!"patch_vertices is unknown");
284 copy = count % 3;
285 } else {
286 copy = count % ctx->TessCtrlProgram.patch_vertices;
287 }
288 break;
289 case GL_LINE_LOOP:
290 if (!in_dlist && last_prim->begin == 0) {
291 /* We're dealing with the second or later section of a split/wrapped
292 * GL_LINE_LOOP. Since we're converting line loops to line strips,
293 * we've already incremented the last_prim->start counter by one to
294 * skip the 0th vertex in the loop. We need to undo that (effectively
295 * subtract one from last_prim->start) so that we copy the 0th vertex
296 * to the next vertex buffer.
297 */
298 assert(last_prim->start > 0);
299 src -= vertex_size;
300 }
301 /* fall-through */
302 case GL_TRIANGLE_FAN:
303 case GL_POLYGON:
304 if (count == 0) {
305 return 0;
306 } else if (count == 1) {
307 memcpy(dst, src + 0, vertex_size * sizeof(GLfloat));
308 return 1;
309 } else {
310 memcpy(dst, src + 0, vertex_size * sizeof(GLfloat));
311 memcpy(dst + vertex_size, src + (count - 1) * vertex_size,
312 vertex_size * sizeof(GLfloat));
313 return 2;
314 }
315 case GL_TRIANGLE_STRIP:
316 /* Draw an even number of triangles to keep front/back facing the same. */
317 last_prim->count -= count % 2;
318 /* fallthrough */
319 case GL_QUAD_STRIP:
320 if (count <= 1)
321 copy = count;
322 else
323 copy = 2 + (count % 2);
324 break;
325 case PRIM_OUTSIDE_BEGIN_END:
326 return 0;
327 case GL_TRIANGLE_STRIP_ADJACENCY:
328 /* TODO: Splitting tri strips with adjacency is too complicated. */
329 default:
330 unreachable("Unexpected primitive type");
331 return 0;
332 }
333
334 memcpy(dst, src + (count - copy) * vertex_size,
335 copy * vertex_size * sizeof(GLfloat));
336 return copy;
337 }