mesa: move assertions in test_attachment_completeness()
[mesa.git] / src / mesa / vbo / vbo_exec_array.c
1 /**************************************************************************
2 *
3 * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
4 * 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
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
13 *
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
16 * 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
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 *
26 **************************************************************************/
27
28 #include "main/glheader.h"
29 #include "main/context.h"
30 #include "main/state.h"
31 #include "main/api_validate.h"
32 #include "main/api_noop.h"
33 #include "main/varray.h"
34 #include "main/bufferobj.h"
35 #include "glapi/dispatch.h"
36
37 #include "vbo_context.h"
38
39 /* Compute min and max elements for drawelements calls.
40 */
41 static void get_minmax_index( GLuint count, GLuint type,
42 const GLvoid *indices,
43 GLuint *min_index,
44 GLuint *max_index)
45 {
46 GLuint i;
47
48 switch(type) {
49 case GL_UNSIGNED_INT: {
50 const GLuint *ui_indices = (const GLuint *)indices;
51 GLuint max_ui = ui_indices[count-1];
52 GLuint min_ui = ui_indices[0];
53 for (i = 0; i < count; i++) {
54 if (ui_indices[i] > max_ui) max_ui = ui_indices[i];
55 if (ui_indices[i] < min_ui) min_ui = ui_indices[i];
56 }
57 *min_index = min_ui;
58 *max_index = max_ui;
59 break;
60 }
61 case GL_UNSIGNED_SHORT: {
62 const GLushort *us_indices = (const GLushort *)indices;
63 GLuint max_us = us_indices[count-1];
64 GLuint min_us = us_indices[0];
65 for (i = 0; i < count; i++) {
66 if (us_indices[i] > max_us) max_us = us_indices[i];
67 if (us_indices[i] < min_us) min_us = us_indices[i];
68 }
69 *min_index = min_us;
70 *max_index = max_us;
71 break;
72 }
73 case GL_UNSIGNED_BYTE: {
74 const GLubyte *ub_indices = (const GLubyte *)indices;
75 GLuint max_ub = ub_indices[count-1];
76 GLuint min_ub = ub_indices[0];
77 for (i = 0; i < count; i++) {
78 if (ub_indices[i] > max_ub) max_ub = ub_indices[i];
79 if (ub_indices[i] < min_ub) min_ub = ub_indices[i];
80 }
81 *min_index = min_ub;
82 *max_index = max_ub;
83 break;
84 }
85 default:
86 assert(0);
87 break;
88 }
89 }
90
91
92 /* Just translate the arrayobj into a sane layout.
93 */
94 static void bind_array_obj( GLcontext *ctx )
95 {
96 struct vbo_context *vbo = vbo_context(ctx);
97 struct vbo_exec_context *exec = &vbo->exec;
98 struct gl_array_object *arrayObj = ctx->Array.ArrayObj;
99 GLuint i;
100
101 /* TODO: Fix the ArrayObj struct to keep legacy arrays in an array
102 * rather than as individual named arrays. Then this function can
103 * go away.
104 */
105 exec->array.legacy_array[VERT_ATTRIB_POS] = &arrayObj->Vertex;
106 exec->array.legacy_array[VERT_ATTRIB_WEIGHT] = &vbo->legacy_currval[VERT_ATTRIB_WEIGHT];
107 exec->array.legacy_array[VERT_ATTRIB_NORMAL] = &arrayObj->Normal;
108 exec->array.legacy_array[VERT_ATTRIB_COLOR0] = &arrayObj->Color;
109 exec->array.legacy_array[VERT_ATTRIB_COLOR1] = &arrayObj->SecondaryColor;
110 exec->array.legacy_array[VERT_ATTRIB_FOG] = &arrayObj->FogCoord;
111 exec->array.legacy_array[VERT_ATTRIB_COLOR_INDEX] = &arrayObj->Index;
112 if (arrayObj->PointSize.Enabled) {
113 /* this aliases COLOR_INDEX */
114 exec->array.legacy_array[VERT_ATTRIB_POINT_SIZE] = &arrayObj->PointSize;
115 }
116 exec->array.legacy_array[VERT_ATTRIB_EDGEFLAG] = &arrayObj->EdgeFlag;
117
118 for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++)
119 exec->array.legacy_array[VERT_ATTRIB_TEX0 + i] = &arrayObj->TexCoord[i];
120
121 for (i = 0; i < MAX_VERTEX_GENERIC_ATTRIBS; i++) {
122 assert(i < Elements(arrayObj->VertexAttrib));
123 assert(i < Elements(exec->array.generic_array));
124 exec->array.generic_array[i] = &arrayObj->VertexAttrib[i];
125 }
126
127 exec->array.array_obj = arrayObj->Name;
128 }
129
130 static void recalculate_input_bindings( GLcontext *ctx )
131 {
132 struct vbo_context *vbo = vbo_context(ctx);
133 struct vbo_exec_context *exec = &vbo->exec;
134 const struct gl_client_array **inputs = &exec->array.inputs[0];
135 GLbitfield const_inputs = 0x0;
136 GLuint i;
137
138 exec->array.program_mode = get_program_mode(ctx);
139 exec->array.enabled_flags = ctx->Array.ArrayObj->_Enabled;
140
141 switch (exec->array.program_mode) {
142 case VP_NONE:
143 /* When no vertex program is active, we put the material values
144 * into the generic slots. This is the only situation where
145 * material values are available as per-vertex attributes.
146 */
147 for (i = 0; i <= VERT_ATTRIB_TEX7; i++) {
148 if (exec->array.legacy_array[i]->Enabled)
149 inputs[i] = exec->array.legacy_array[i];
150 else {
151 inputs[i] = &vbo->legacy_currval[i];
152 const_inputs |= 1 << i;
153 }
154 }
155
156 for (i = 0; i < MAT_ATTRIB_MAX; i++) {
157 inputs[VERT_ATTRIB_GENERIC0 + i] = &vbo->mat_currval[i];
158 const_inputs |= 1 << (VERT_ATTRIB_GENERIC0 + i);
159 }
160
161 /* Could use just about anything, just to fill in the empty
162 * slots:
163 */
164 for (i = MAT_ATTRIB_MAX; i < VERT_ATTRIB_MAX - VERT_ATTRIB_GENERIC0; i++) {
165 inputs[VERT_ATTRIB_GENERIC0 + i] = &vbo->generic_currval[i];
166 const_inputs |= 1 << (VERT_ATTRIB_GENERIC0 + i);
167 }
168
169 break;
170 case VP_NV:
171 /* NV_vertex_program - attribute arrays alias and override
172 * conventional, legacy arrays. No materials, and the generic
173 * slots are vacant.
174 */
175 for (i = 0; i <= VERT_ATTRIB_TEX7; i++) {
176 if (exec->array.generic_array[i]->Enabled)
177 inputs[i] = exec->array.generic_array[i];
178 else if (exec->array.legacy_array[i]->Enabled)
179 inputs[i] = exec->array.legacy_array[i];
180 else {
181 inputs[i] = &vbo->legacy_currval[i];
182 const_inputs |= 1 << i;
183 }
184 }
185
186 /* Could use just about anything, just to fill in the empty
187 * slots:
188 */
189 for (i = VERT_ATTRIB_GENERIC0; i < VERT_ATTRIB_MAX; i++) {
190 inputs[i] = &vbo->generic_currval[i - VERT_ATTRIB_GENERIC0];
191 const_inputs |= 1 << i;
192 }
193
194 break;
195 case VP_ARB:
196 /* ARB_vertex_program - Only the attribute zero (position) array
197 * aliases and overrides the legacy position array.
198 *
199 * Otherwise, legacy attributes available in the legacy slots,
200 * generic attributes in the generic slots and materials are not
201 * available as per-vertex attributes.
202 */
203 if (exec->array.generic_array[0]->Enabled)
204 inputs[0] = exec->array.generic_array[0];
205 else if (exec->array.legacy_array[0]->Enabled)
206 inputs[0] = exec->array.legacy_array[0];
207 else {
208 inputs[0] = &vbo->legacy_currval[0];
209 const_inputs |= 1 << 0;
210 }
211
212
213 for (i = 1; i <= VERT_ATTRIB_TEX7; i++) {
214 if (exec->array.legacy_array[i]->Enabled)
215 inputs[i] = exec->array.legacy_array[i];
216 else {
217 inputs[i] = &vbo->legacy_currval[i];
218 const_inputs |= 1 << i;
219 }
220 }
221
222 for (i = 0; i < MAX_VERTEX_GENERIC_ATTRIBS; i++) {
223 if (exec->array.generic_array[i]->Enabled)
224 inputs[VERT_ATTRIB_GENERIC0 + i] = exec->array.generic_array[i];
225 else {
226 inputs[VERT_ATTRIB_GENERIC0 + i] = &vbo->generic_currval[i];
227 const_inputs |= 1 << (VERT_ATTRIB_GENERIC0 + i);
228 }
229
230 }
231 break;
232 }
233
234 _mesa_set_varying_vp_inputs( ctx, ~const_inputs );
235 }
236
237 static void bind_arrays( GLcontext *ctx )
238 {
239 #if 0
240 if (ctx->Array.ArrayObj.Name != exec->array.array_obj) {
241 bind_array_obj(ctx);
242 recalculate_input_bindings(ctx);
243 }
244 else if (exec->array.program_mode != get_program_mode(ctx) ||
245 exec->array.enabled_flags != ctx->Array.ArrayObj->_Enabled) {
246
247 recalculate_input_bindings(ctx);
248 }
249 #else
250 bind_array_obj(ctx);
251 recalculate_input_bindings(ctx);
252 #endif
253 }
254
255
256
257 /***********************************************************************
258 * API functions.
259 */
260
261 static void GLAPIENTRY
262 vbo_exec_DrawArrays(GLenum mode, GLint start, GLsizei count)
263 {
264 GET_CURRENT_CONTEXT(ctx);
265 struct vbo_context *vbo = vbo_context(ctx);
266 struct vbo_exec_context *exec = &vbo->exec;
267 struct _mesa_prim prim[1];
268
269 if (!_mesa_validate_DrawArrays( ctx, mode, start, count ))
270 return;
271
272 FLUSH_CURRENT( ctx, 0 );
273
274 if (ctx->NewState)
275 _mesa_update_state( ctx );
276
277 if (!vbo_validate_shaders(ctx)) {
278 _mesa_error(ctx, GL_INVALID_OPERATION, "glDrawArrays(bad shader)");
279 return;
280 }
281
282 bind_arrays( ctx );
283
284 /* Again...
285 */
286 if (ctx->NewState)
287 _mesa_update_state( ctx );
288
289 prim[0].begin = 1;
290 prim[0].end = 1;
291 prim[0].weak = 0;
292 prim[0].pad = 0;
293 prim[0].mode = mode;
294 prim[0].start = start;
295 prim[0].count = count;
296 prim[0].indexed = 0;
297
298 vbo->draw_prims( ctx, exec->array.inputs, prim, 1, NULL, start, start + count - 1 );
299
300 #if 0
301 {
302 int i;
303
304 _mesa_printf("vbo_exec_DrawArrays(mode 0x%x, start %d, count %d):\n",
305 mode, start, count);
306
307 for (i = 0; i < 32; i++) {
308 GLuint bufName = exec->array.inputs[i]->BufferObj->Name;
309 GLint stride = exec->array.inputs[i]->Stride;
310 _mesa_printf("attr %2d: size %d stride %d enabled %d "
311 "ptr %p Bufobj %u\n",
312 i,
313 exec->array.inputs[i]->Size,
314 stride,
315 /*exec->array.inputs[i]->Enabled,*/
316 exec->array.legacy_array[i]->Enabled,
317 exec->array.inputs[i]->Ptr,
318 bufName);
319
320 if (bufName) {
321 struct gl_buffer_object *buf = _mesa_lookup_bufferobj(ctx, bufName);
322 GLubyte *p = ctx->Driver.MapBuffer(ctx, GL_ARRAY_BUFFER_ARB,
323 GL_READ_ONLY_ARB, buf);
324 int offset = (int) exec->array.inputs[i]->Ptr;
325 float *f = (float *) (p + offset);
326 int *k = (int *) f;
327 int i;
328 int n = (count * stride) / 4;
329 if (n > 32)
330 n = 32;
331 _mesa_printf(" Data at offset %d:\n", offset);
332 for (i = 0; i < n; i++) {
333 _mesa_printf(" float[%d] = 0x%08x %f\n", i, k[i], f[i]);
334 }
335 ctx->Driver.UnmapBuffer(ctx, GL_ARRAY_BUFFER_ARB, buf);
336 }
337 }
338 }
339 #endif
340 }
341
342
343
344 static void GLAPIENTRY
345 vbo_exec_DrawRangeElements(GLenum mode,
346 GLuint start, GLuint end,
347 GLsizei count, GLenum type, const GLvoid *indices)
348 {
349 GET_CURRENT_CONTEXT(ctx);
350 struct vbo_context *vbo = vbo_context(ctx);
351 struct vbo_exec_context *exec = &vbo->exec;
352 struct _mesa_index_buffer ib;
353 struct _mesa_prim prim[1];
354
355 if (!_mesa_validate_DrawRangeElements( ctx, mode, start, end, count, type, indices ))
356 return;
357
358 FLUSH_CURRENT( ctx, 0 );
359
360 if (ctx->NewState)
361 _mesa_update_state( ctx );
362
363 if (!vbo_validate_shaders(ctx)) {
364 _mesa_error(ctx, GL_INVALID_OPERATION, "glDrawRangeElements(bad shader)");
365 return;
366 }
367
368 bind_arrays( ctx );
369
370 if (ctx->NewState)
371 _mesa_update_state( ctx );
372
373 ib.count = count;
374 ib.type = type;
375 ib.obj = ctx->Array.ElementArrayBufferObj;
376 ib.ptr = indices;
377
378 prim[0].begin = 1;
379 prim[0].end = 1;
380 prim[0].weak = 0;
381 prim[0].pad = 0;
382 prim[0].mode = mode;
383 prim[0].start = 0;
384 prim[0].count = count;
385 prim[0].indexed = 1;
386
387 /* Need to give special consideration to rendering a range of
388 * indices starting somewhere above zero. Typically the
389 * application is issuing multiple DrawRangeElements() to draw
390 * successive primitives layed out linearly in the vertex arrays.
391 * Unless the vertex arrays are all in a VBO (or locked as with
392 * CVA), the OpenGL semantics imply that we need to re-read or
393 * re-upload the vertex data on each draw call.
394 *
395 * In the case of hardware tnl, we want to avoid starting the
396 * upload at zero, as it will mean every draw call uploads an
397 * increasing amount of not-used vertex data. Worse - in the
398 * software tnl module, all those vertices might be transformed and
399 * lit but never rendered.
400 *
401 * If we just upload or transform the vertices in start..end,
402 * however, the indices will be incorrect.
403 *
404 * At this level, we don't know exactly what the requirements of
405 * the backend are going to be, though it will likely boil down to
406 * either:
407 *
408 * 1) Do nothing, everything is in a VBO and is processed once
409 * only.
410 *
411 * 2) Adjust the indices and vertex arrays so that start becomes
412 * zero.
413 *
414 * Rather than doing anything here, I'll provide a helper function
415 * for the latter case elsewhere.
416 */
417
418 vbo->draw_prims( ctx, exec->array.inputs, prim, 1, &ib, start, end );
419 }
420
421 static void GLAPIENTRY
422 vbo_exec_DrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices)
423 {
424 GET_CURRENT_CONTEXT(ctx);
425 GLuint min_index = 0;
426 GLuint max_index = 0;
427
428 if (!_mesa_validate_DrawElements( ctx, mode, count, type, indices ))
429 return;
430
431 if (!vbo_validate_shaders(ctx)) {
432 _mesa_error(ctx, GL_INVALID_OPERATION, "glDrawElements(bad shader)");
433 return;
434 }
435
436 if (ctx->Array.ElementArrayBufferObj->Name) {
437 const GLvoid *map = ctx->Driver.MapBuffer(ctx,
438 GL_ELEMENT_ARRAY_BUFFER_ARB,
439 GL_READ_ONLY,
440 ctx->Array.ElementArrayBufferObj);
441
442 get_minmax_index(count, type, ADD_POINTERS(map, indices), &min_index, &max_index);
443
444 ctx->Driver.UnmapBuffer(ctx,
445 GL_ELEMENT_ARRAY_BUFFER_ARB,
446 ctx->Array.ElementArrayBufferObj);
447 }
448 else {
449 get_minmax_index(count, type, indices, &min_index, &max_index);
450 }
451
452 vbo_exec_DrawRangeElements(mode, min_index, max_index, count, type, indices);
453 }
454
455
456 /***********************************************************************
457 * Initialization
458 */
459
460
461
462
463 void vbo_exec_array_init( struct vbo_exec_context *exec )
464 {
465 #if 1
466 exec->vtxfmt.DrawArrays = vbo_exec_DrawArrays;
467 exec->vtxfmt.DrawElements = vbo_exec_DrawElements;
468 exec->vtxfmt.DrawRangeElements = vbo_exec_DrawRangeElements;
469 #else
470 exec->vtxfmt.DrawArrays = _mesa_noop_DrawArrays;
471 exec->vtxfmt.DrawElements = _mesa_noop_DrawElements;
472 exec->vtxfmt.DrawRangeElements = _mesa_noop_DrawRangeElements;
473 #endif
474 }
475
476
477 void vbo_exec_array_destroy( struct vbo_exec_context *exec )
478 {
479 /* nothing to do */
480 }
481
482
483 /* This API entrypoint is not ordinarily used */
484 void GLAPIENTRY
485 _mesa_DrawArrays(GLenum mode, GLint first, GLsizei count)
486 {
487 vbo_exec_DrawArrays(mode, first, count);
488 }
489
490
491 /* This API entrypoint is not ordinarily used */
492 void GLAPIENTRY
493 _mesa_DrawElements(GLenum mode, GLsizei count, GLenum type,
494 const GLvoid *indices)
495 {
496 vbo_exec_DrawElements(mode, count, type, indices);
497 }
498
499
500 /* This API entrypoint is not ordinarily used */
501 void GLAPIENTRY
502 _mesa_DrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count,
503 GLenum type, const GLvoid *indices)
504 {
505 vbo_exec_DrawRangeElements(mode, start, end, count, type, indices);
506 }