mesa: move gl_array_attrib::_MaxElement to gl_array_object::_MaxElement
[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 < VERT_ATTRIB_MAX; i++)
122 exec->array.generic_array[i] = &arrayObj->VertexAttrib[i];
123
124 exec->array.array_obj = arrayObj->Name;
125 }
126
127 static void recalculate_input_bindings( GLcontext *ctx )
128 {
129 struct vbo_context *vbo = vbo_context(ctx);
130 struct vbo_exec_context *exec = &vbo->exec;
131 const struct gl_client_array **inputs = &exec->array.inputs[0];
132 GLbitfield const_inputs = 0x0;
133 GLuint i;
134
135 exec->array.program_mode = get_program_mode(ctx);
136 exec->array.enabled_flags = ctx->Array.ArrayObj->_Enabled;
137
138 switch (exec->array.program_mode) {
139 case VP_NONE:
140 /* When no vertex program is active, we put the material values
141 * into the generic slots. This is the only situation where
142 * material values are available as per-vertex attributes.
143 */
144 for (i = 0; i <= VERT_ATTRIB_TEX7; i++) {
145 if (exec->array.legacy_array[i]->Enabled)
146 inputs[i] = exec->array.legacy_array[i];
147 else {
148 inputs[i] = &vbo->legacy_currval[i];
149 const_inputs |= 1 << i;
150 }
151 }
152
153 for (i = 0; i < MAT_ATTRIB_MAX; i++) {
154 inputs[VERT_ATTRIB_GENERIC0 + i] = &vbo->mat_currval[i];
155 const_inputs |= 1 << (VERT_ATTRIB_GENERIC0 + i);
156 }
157
158 /* Could use just about anything, just to fill in the empty
159 * slots:
160 */
161 for (i = MAT_ATTRIB_MAX; i < VERT_ATTRIB_MAX - VERT_ATTRIB_GENERIC0; i++) {
162 inputs[VERT_ATTRIB_GENERIC0 + i] = &vbo->generic_currval[i];
163 const_inputs |= 1 << (VERT_ATTRIB_GENERIC0 + i);
164 }
165
166 break;
167 case VP_NV:
168 /* NV_vertex_program - attribute arrays alias and override
169 * conventional, legacy arrays. No materials, and the generic
170 * slots are vacant.
171 */
172 for (i = 0; i <= VERT_ATTRIB_TEX7; i++) {
173 if (exec->array.generic_array[i]->Enabled)
174 inputs[i] = exec->array.generic_array[i];
175 else if (exec->array.legacy_array[i]->Enabled)
176 inputs[i] = exec->array.legacy_array[i];
177 else {
178 inputs[i] = &vbo->legacy_currval[i];
179 const_inputs |= 1 << i;
180 }
181 }
182
183 /* Could use just about anything, just to fill in the empty
184 * slots:
185 */
186 for (i = VERT_ATTRIB_GENERIC0; i < VERT_ATTRIB_MAX; i++) {
187 inputs[i] = &vbo->generic_currval[i - VERT_ATTRIB_GENERIC0];
188 const_inputs |= 1 << i;
189 }
190
191 break;
192 case VP_ARB:
193 /* ARB_vertex_program - Only the attribute zero (position) array
194 * aliases and overrides the legacy position array.
195 *
196 * Otherwise, legacy attributes available in the legacy slots,
197 * generic attributes in the generic slots and materials are not
198 * available as per-vertex attributes.
199 */
200 if (exec->array.generic_array[0]->Enabled)
201 inputs[0] = exec->array.generic_array[0];
202 else if (exec->array.legacy_array[0]->Enabled)
203 inputs[0] = exec->array.legacy_array[0];
204 else {
205 inputs[0] = &vbo->legacy_currval[0];
206 const_inputs |= 1 << 0;
207 }
208
209
210 for (i = 1; i <= VERT_ATTRIB_TEX7; i++) {
211 if (exec->array.legacy_array[i]->Enabled)
212 inputs[i] = exec->array.legacy_array[i];
213 else {
214 inputs[i] = &vbo->legacy_currval[i];
215 const_inputs |= 1 << i;
216 }
217 }
218
219 for (i = 0; i < 16; i++) {
220 if (exec->array.generic_array[i]->Enabled)
221 inputs[VERT_ATTRIB_GENERIC0 + i] = exec->array.generic_array[i];
222 else {
223 inputs[VERT_ATTRIB_GENERIC0 + i] = &vbo->generic_currval[i];
224 const_inputs |= 1 << (VERT_ATTRIB_GENERIC0 + i);
225 }
226
227 }
228 break;
229 }
230
231 _mesa_set_varying_vp_inputs( ctx, ~const_inputs );
232 }
233
234 static void bind_arrays( GLcontext *ctx )
235 {
236 #if 0
237 if (ctx->Array.ArrayObj.Name != exec->array.array_obj) {
238 bind_array_obj(ctx);
239 recalculate_input_bindings(ctx);
240 }
241 else if (exec->array.program_mode != get_program_mode(ctx) ||
242 exec->array.enabled_flags != ctx->Array.ArrayObj->_Enabled) {
243
244 recalculate_input_bindings(ctx);
245 }
246 #else
247 bind_array_obj(ctx);
248 recalculate_input_bindings(ctx);
249 #endif
250 }
251
252
253
254 /***********************************************************************
255 * API functions.
256 */
257
258 static void GLAPIENTRY
259 vbo_exec_DrawArrays(GLenum mode, GLint start, GLsizei count)
260 {
261 GET_CURRENT_CONTEXT(ctx);
262 struct vbo_context *vbo = vbo_context(ctx);
263 struct vbo_exec_context *exec = &vbo->exec;
264 struct _mesa_prim prim[1];
265
266 if (!_mesa_validate_DrawArrays( ctx, mode, start, count ))
267 return;
268
269 FLUSH_CURRENT( ctx, 0 );
270
271 if (ctx->NewState)
272 _mesa_update_state( ctx );
273
274 if (!vbo_validate_shaders(ctx)) {
275 _mesa_error(ctx, GL_INVALID_OPERATION, "glDrawArrays(bad shader)");
276 return;
277 }
278
279 bind_arrays( ctx );
280
281 /* Again...
282 */
283 if (ctx->NewState)
284 _mesa_update_state( ctx );
285
286 prim[0].begin = 1;
287 prim[0].end = 1;
288 prim[0].weak = 0;
289 prim[0].pad = 0;
290 prim[0].mode = mode;
291 prim[0].start = start;
292 prim[0].count = count;
293 prim[0].indexed = 0;
294
295 vbo->draw_prims( ctx, exec->array.inputs, prim, 1, NULL, start, start + count - 1 );
296
297 #if 0
298 {
299 int i;
300
301 _mesa_printf("vbo_exec_DrawArrays(mode 0x%x, start %d, count %d):\n",
302 mode, start, count);
303
304 for (i = 0; i < 32; i++) {
305 GLuint bufName = exec->array.inputs[i]->BufferObj->Name;
306 GLint stride = exec->array.inputs[i]->Stride;
307 _mesa_printf("attr %2d: size %d stride %d enabled %d "
308 "ptr %p Bufobj %u\n",
309 i,
310 exec->array.inputs[i]->Size,
311 stride,
312 /*exec->array.inputs[i]->Enabled,*/
313 exec->array.legacy_array[i]->Enabled,
314 exec->array.inputs[i]->Ptr,
315 bufName);
316
317 if (bufName) {
318 struct gl_buffer_object *buf = _mesa_lookup_bufferobj(ctx, bufName);
319 GLubyte *p = ctx->Driver.MapBuffer(ctx, GL_ARRAY_BUFFER_ARB,
320 GL_READ_ONLY_ARB, buf);
321 int offset = (int) exec->array.inputs[i]->Ptr;
322 float *f = (float *) (p + offset);
323 int *k = (int *) f;
324 int i;
325 int n = (count * stride) / 4;
326 if (n > 32)
327 n = 32;
328 _mesa_printf(" Data at offset %d:\n", offset);
329 for (i = 0; i < n; i++) {
330 _mesa_printf(" float[%d] = 0x%08x %f\n", i, k[i], f[i]);
331 }
332 ctx->Driver.UnmapBuffer(ctx, GL_ARRAY_BUFFER_ARB, buf);
333 }
334 }
335 }
336 #endif
337 }
338
339
340
341 static void GLAPIENTRY
342 vbo_exec_DrawRangeElements(GLenum mode,
343 GLuint start, GLuint end,
344 GLsizei count, GLenum type, const GLvoid *indices)
345 {
346 GET_CURRENT_CONTEXT(ctx);
347 struct vbo_context *vbo = vbo_context(ctx);
348 struct vbo_exec_context *exec = &vbo->exec;
349 struct _mesa_index_buffer ib;
350 struct _mesa_prim prim[1];
351
352 if (!_mesa_validate_DrawRangeElements( ctx, mode, start, end, count, type, indices ))
353 return;
354
355 if (end >= ctx->Array.ArrayObj->_MaxElement) {
356 /* the max element is out of bounds of one or more enabled arrays */
357 _mesa_warning(ctx, "glDraw[Range]Elements() index=%u is "
358 "out of bounds (max=%u)", end,
359 ctx->Array.ArrayObj->_MaxElement);
360 return;
361 }
362
363 FLUSH_CURRENT( ctx, 0 );
364
365 if (ctx->NewState)
366 _mesa_update_state( ctx );
367
368 if (!vbo_validate_shaders(ctx)) {
369 _mesa_error(ctx, GL_INVALID_OPERATION, "glDrawRangeElements(bad shader)");
370 return;
371 }
372
373 bind_arrays( ctx );
374
375 if (ctx->NewState)
376 _mesa_update_state( ctx );
377
378 ib.count = count;
379 ib.type = type;
380 ib.obj = ctx->Array.ElementArrayBufferObj;
381 ib.ptr = indices;
382
383 prim[0].begin = 1;
384 prim[0].end = 1;
385 prim[0].weak = 0;
386 prim[0].pad = 0;
387 prim[0].mode = mode;
388 prim[0].start = 0;
389 prim[0].count = count;
390 prim[0].indexed = 1;
391
392 /* Need to give special consideration to rendering a range of
393 * indices starting somewhere above zero. Typically the
394 * application is issuing multiple DrawRangeElements() to draw
395 * successive primitives layed out linearly in the vertex arrays.
396 * Unless the vertex arrays are all in a VBO (or locked as with
397 * CVA), the OpenGL semantics imply that we need to re-read or
398 * re-upload the vertex data on each draw call.
399 *
400 * In the case of hardware tnl, we want to avoid starting the
401 * upload at zero, as it will mean every draw call uploads an
402 * increasing amount of not-used vertex data. Worse - in the
403 * software tnl module, all those vertices might be transformed and
404 * lit but never rendered.
405 *
406 * If we just upload or transform the vertices in start..end,
407 * however, the indices will be incorrect.
408 *
409 * At this level, we don't know exactly what the requirements of
410 * the backend are going to be, though it will likely boil down to
411 * either:
412 *
413 * 1) Do nothing, everything is in a VBO and is processed once
414 * only.
415 *
416 * 2) Adjust the indices and vertex arrays so that start becomes
417 * zero.
418 *
419 * Rather than doing anything here, I'll provide a helper function
420 * for the latter case elsewhere.
421 */
422
423 vbo->draw_prims( ctx, exec->array.inputs, prim, 1, &ib, start, end );
424 }
425
426 static void GLAPIENTRY
427 vbo_exec_DrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices)
428 {
429 GET_CURRENT_CONTEXT(ctx);
430 GLuint min_index = 0;
431 GLuint max_index = 0;
432
433 if (!_mesa_validate_DrawElements( ctx, mode, count, type, indices ))
434 return;
435
436 if (!vbo_validate_shaders(ctx)) {
437 _mesa_error(ctx, GL_INVALID_OPERATION, "glDrawElements(bad shader)");
438 return;
439 }
440
441 if (ctx->Array.ElementArrayBufferObj->Name) {
442 const GLvoid *map = ctx->Driver.MapBuffer(ctx,
443 GL_ELEMENT_ARRAY_BUFFER_ARB,
444 GL_READ_ONLY,
445 ctx->Array.ElementArrayBufferObj);
446
447 get_minmax_index(count, type, ADD_POINTERS(map, indices), &min_index, &max_index);
448
449 ctx->Driver.UnmapBuffer(ctx,
450 GL_ELEMENT_ARRAY_BUFFER_ARB,
451 ctx->Array.ElementArrayBufferObj);
452 }
453 else {
454 get_minmax_index(count, type, indices, &min_index, &max_index);
455 }
456
457 vbo_exec_DrawRangeElements(mode, min_index, max_index, count, type, indices);
458 }
459
460
461 /***********************************************************************
462 * Initialization
463 */
464
465
466
467
468 void vbo_exec_array_init( struct vbo_exec_context *exec )
469 {
470 #if 1
471 exec->vtxfmt.DrawArrays = vbo_exec_DrawArrays;
472 exec->vtxfmt.DrawElements = vbo_exec_DrawElements;
473 exec->vtxfmt.DrawRangeElements = vbo_exec_DrawRangeElements;
474 #else
475 exec->vtxfmt.DrawArrays = _mesa_noop_DrawArrays;
476 exec->vtxfmt.DrawElements = _mesa_noop_DrawElements;
477 exec->vtxfmt.DrawRangeElements = _mesa_noop_DrawRangeElements;
478 #endif
479 }
480
481
482 void vbo_exec_array_destroy( struct vbo_exec_context *exec )
483 {
484 /* nothing to do */
485 }
486
487
488 /* This API entrypoint is not ordinarily used */
489 void GLAPIENTRY
490 _mesa_DrawArrays(GLenum mode, GLint first, GLsizei count)
491 {
492 vbo_exec_DrawArrays(mode, first, count);
493 }
494
495
496 /* This API entrypoint is not ordinarily used */
497 void GLAPIENTRY
498 _mesa_DrawElements(GLenum mode, GLsizei count, GLenum type,
499 const GLvoid *indices)
500 {
501 vbo_exec_DrawElements(mode, count, type, indices);
502 }
503
504
505 /* This API entrypoint is not ordinarily used */
506 void GLAPIENTRY
507 _mesa_DrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count,
508 GLenum type, const GLvoid *indices)
509 {
510 vbo_exec_DrawRangeElements(mode, start, end, count, type, indices);
511 }