1 /**************************************************************************
3 * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
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:
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
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.
26 **************************************************************************/
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 "glapi/dispatch.h"
36 #include "vbo_context.h"
38 /* Compute min and max elements for drawelements calls.
40 static void get_minmax_index( GLuint count
, GLuint type
,
41 const GLvoid
*indices
,
48 case GL_UNSIGNED_INT
: {
49 const GLuint
*ui_indices
= (const GLuint
*)indices
;
50 GLuint max_ui
= ui_indices
[0];
51 GLuint min_ui
= ui_indices
[0];
52 for (i
= 1; i
< count
; i
++) {
53 if (ui_indices
[i
] > max_ui
) max_ui
= ui_indices
[i
];
54 if (ui_indices
[i
] < min_ui
) min_ui
= ui_indices
[i
];
60 case GL_UNSIGNED_SHORT
: {
61 const GLushort
*us_indices
= (const GLushort
*)indices
;
62 GLuint max_us
= us_indices
[0];
63 GLuint min_us
= us_indices
[0];
64 for (i
= 1; i
< count
; i
++) {
65 if (us_indices
[i
] > max_us
) max_us
= us_indices
[i
];
66 if (us_indices
[i
] < min_us
) min_us
= us_indices
[i
];
72 case GL_UNSIGNED_BYTE
: {
73 const GLubyte
*ub_indices
= (const GLubyte
*)indices
;
74 GLuint max_ub
= ub_indices
[0];
75 GLuint min_ub
= ub_indices
[0];
76 for (i
= 1; i
< count
; i
++) {
77 if (ub_indices
[i
] > max_ub
) max_ub
= ub_indices
[i
];
78 if (ub_indices
[i
] < min_ub
) min_ub
= ub_indices
[i
];
91 /* Just translate the arrayobj into a sane layout.
93 static void bind_array_obj( GLcontext
*ctx
)
95 struct vbo_context
*vbo
= vbo_context(ctx
);
96 struct vbo_exec_context
*exec
= &vbo
->exec
;
99 /* TODO: Fix the ArrayObj struct to keep legacy arrays in an array
100 * rather than as individual named arrays. Then this function can
103 exec
->array
.legacy_array
[VERT_ATTRIB_POS
] = &ctx
->Array
.ArrayObj
->Vertex
;
104 exec
->array
.legacy_array
[VERT_ATTRIB_WEIGHT
] = &vbo
->legacy_currval
[VERT_ATTRIB_WEIGHT
];
105 exec
->array
.legacy_array
[VERT_ATTRIB_NORMAL
] = &ctx
->Array
.ArrayObj
->Normal
;
106 exec
->array
.legacy_array
[VERT_ATTRIB_COLOR0
] = &ctx
->Array
.ArrayObj
->Color
;
107 exec
->array
.legacy_array
[VERT_ATTRIB_COLOR1
] = &ctx
->Array
.ArrayObj
->SecondaryColor
;
108 exec
->array
.legacy_array
[VERT_ATTRIB_FOG
] = &ctx
->Array
.ArrayObj
->FogCoord
;
109 exec
->array
.legacy_array
[VERT_ATTRIB_COLOR_INDEX
] = &ctx
->Array
.ArrayObj
->Index
;
110 if (ctx
->Array
.ArrayObj
->PointSize
.Enabled
) {
111 /* this aliases COLOR_INDEX */
112 exec
->array
.legacy_array
[VERT_ATTRIB_POINT_SIZE
] = &ctx
->Array
.ArrayObj
->PointSize
;
114 exec
->array
.legacy_array
[VERT_ATTRIB_EDGEFLAG
] = &ctx
->Array
.ArrayObj
->EdgeFlag
;
116 for (i
= 0; i
< 8; i
++)
117 exec
->array
.legacy_array
[VERT_ATTRIB_TEX0
+ i
] = &ctx
->Array
.ArrayObj
->TexCoord
[i
];
119 for (i
= 0; i
< VERT_ATTRIB_MAX
; i
++)
120 exec
->array
.generic_array
[i
] = &ctx
->Array
.ArrayObj
->VertexAttrib
[i
];
122 exec
->array
.array_obj
= ctx
->Array
.ArrayObj
->Name
;
125 static void recalculate_input_bindings( GLcontext
*ctx
)
127 struct vbo_context
*vbo
= vbo_context(ctx
);
128 struct vbo_exec_context
*exec
= &vbo
->exec
;
129 const struct gl_client_array
**inputs
= &exec
->array
.inputs
[0];
132 exec
->array
.program_mode
= get_program_mode(ctx
);
133 exec
->array
.enabled_flags
= ctx
->Array
.ArrayObj
->_Enabled
;
135 switch (exec
->array
.program_mode
) {
137 /* When no vertex program is active, we put the material values
138 * into the generic slots. This is the only situation where
139 * material values are available as per-vertex attributes.
141 for (i
= 0; i
<= VERT_ATTRIB_TEX7
; i
++) {
142 if (exec
->array
.legacy_array
[i
]->Enabled
)
143 inputs
[i
] = exec
->array
.legacy_array
[i
];
145 inputs
[i
] = &vbo
->legacy_currval
[i
];
148 for (i
= 0; i
< MAT_ATTRIB_MAX
; i
++) {
149 inputs
[VERT_ATTRIB_GENERIC0
+ i
] = &vbo
->mat_currval
[i
];
152 /* Could use just about anything, just to fill in the empty
155 for (i
= MAT_ATTRIB_MAX
; i
< VERT_ATTRIB_MAX
- VERT_ATTRIB_GENERIC0
; i
++)
156 inputs
[VERT_ATTRIB_GENERIC0
+ i
] = &vbo
->generic_currval
[i
];
160 /* NV_vertex_program - attribute arrays alias and override
161 * conventional, legacy arrays. No materials, and the generic
164 for (i
= 0; i
<= VERT_ATTRIB_TEX7
; i
++) {
165 if (exec
->array
.generic_array
[i
]->Enabled
)
166 inputs
[i
] = exec
->array
.generic_array
[i
];
167 else if (exec
->array
.legacy_array
[i
]->Enabled
)
168 inputs
[i
] = exec
->array
.legacy_array
[i
];
170 inputs
[i
] = &vbo
->legacy_currval
[i
];
173 /* Could use just about anything, just to fill in the empty
176 for (i
= VERT_ATTRIB_GENERIC0
; i
< VERT_ATTRIB_MAX
; i
++)
177 inputs
[i
] = &vbo
->generic_currval
[i
- VERT_ATTRIB_GENERIC0
];
181 /* ARB_vertex_program - Only the attribute zero (position) array
182 * aliases and overrides the legacy position array.
184 * Otherwise, legacy attributes available in the legacy slots,
185 * generic attributes in the generic slots and materials are not
186 * available as per-vertex attributes.
188 if (exec
->array
.generic_array
[0]->Enabled
)
189 inputs
[0] = exec
->array
.generic_array
[0];
190 else if (exec
->array
.legacy_array
[0]->Enabled
)
191 inputs
[0] = exec
->array
.legacy_array
[0];
193 inputs
[0] = &vbo
->legacy_currval
[0];
196 for (i
= 1; i
<= VERT_ATTRIB_TEX7
; i
++) {
197 if (exec
->array
.legacy_array
[i
]->Enabled
)
198 inputs
[i
] = exec
->array
.legacy_array
[i
];
200 inputs
[i
] = &vbo
->legacy_currval
[i
];
203 for (i
= 0; i
< 16; i
++) {
204 if (exec
->array
.generic_array
[i
]->Enabled
)
205 inputs
[VERT_ATTRIB_GENERIC0
+ i
] = exec
->array
.generic_array
[i
];
207 inputs
[VERT_ATTRIB_GENERIC0
+ i
] = &vbo
->generic_currval
[i
];
213 static void bind_arrays( GLcontext
*ctx
)
216 if (ctx
->Array
.ArrayObj
.Name
!= exec
->array
.array_obj
) {
218 recalculate_input_bindings(ctx
);
220 else if (exec
->array
.program_mode
!= get_program_mode(ctx
) ||
221 exec
->array
.enabled_flags
!= ctx
->Array
.ArrayObj
->_Enabled
) {
223 recalculate_input_bindings(ctx
);
227 recalculate_input_bindings(ctx
);
233 /***********************************************************************
237 static void GLAPIENTRY
238 vbo_exec_DrawArrays(GLenum mode
, GLint start
, GLsizei count
)
240 GET_CURRENT_CONTEXT(ctx
);
241 struct vbo_context
*vbo
= vbo_context(ctx
);
242 struct vbo_exec_context
*exec
= &vbo
->exec
;
243 struct _mesa_prim prim
[1];
245 if (!_mesa_validate_DrawArrays( ctx
, mode
, start
, count
))
248 FLUSH_CURRENT( ctx
, 0 );
251 _mesa_update_state( ctx
);
253 if (!vbo_validate_shaders(ctx
)) {
254 _mesa_error(ctx
, GL_INVALID_OPERATION
, "glDrawArrays(bad shader)");
265 prim
[0].start
= start
;
266 prim
[0].count
= count
;
269 vbo
->draw_prims( ctx
, exec
->array
.inputs
, prim
, 1, NULL
, start
, start
+ count
- 1 );
274 static void GLAPIENTRY
275 vbo_exec_DrawRangeElements(GLenum mode
,
276 GLuint start
, GLuint end
,
277 GLsizei count
, GLenum type
, const GLvoid
*indices
)
279 GET_CURRENT_CONTEXT(ctx
);
280 struct vbo_context
*vbo
= vbo_context(ctx
);
281 struct vbo_exec_context
*exec
= &vbo
->exec
;
282 struct _mesa_index_buffer ib
;
283 struct _mesa_prim prim
[1];
285 if (!_mesa_validate_DrawRangeElements( ctx
, mode
, start
, end
, count
, type
, indices
))
288 FLUSH_CURRENT( ctx
, 0 );
291 _mesa_update_state( ctx
);
293 if (!vbo_validate_shaders(ctx
)) {
294 _mesa_error(ctx
, GL_INVALID_OPERATION
, "glDrawRangeElements(bad shader)");
302 ib
.obj
= ctx
->Array
.ElementArrayBufferObj
;
311 prim
[0].count
= count
;
314 /* Need to give special consideration to rendering a range of
315 * indices starting somewhere above zero. Typically the
316 * application is issuing multiple DrawRangeElements() to draw
317 * successive primitives layed out linearly in the vertex arrays.
318 * Unless the vertex arrays are all in a VBO (or locked as with
319 * CVA), the OpenGL semantics imply that we need to re-read or
320 * re-upload the vertex data on each draw call.
322 * In the case of hardware tnl, we want to avoid starting the
323 * upload at zero, as it will mean every draw call uploads an
324 * increasing amount of not-used vertex data. Worse - in the
325 * software tnl module, all those vertices might be transformed and
326 * lit but never rendered.
328 * If we just upload or transform the vertices in start..end,
329 * however, the indices will be incorrect.
331 * At this level, we don't know exactly what the requirements of
332 * the backend are going to be, though it will likely boil down to
335 * 1) Do nothing, everything is in a VBO and is processed once
338 * 2) Adjust the indices and vertex arrays so that start becomes
341 * Rather than doing anything here, I'll provide a helper function
342 * for the latter case elsewhere.
345 vbo
->draw_prims( ctx
, exec
->array
.inputs
, prim
, 1, &ib
, start
, end
);
348 static void GLAPIENTRY
349 vbo_exec_DrawElements(GLenum mode
, GLsizei count
, GLenum type
, const GLvoid
*indices
)
351 GET_CURRENT_CONTEXT(ctx
);
352 GLuint min_index
= 0;
353 GLuint max_index
= 0;
355 if (!_mesa_validate_DrawElements( ctx
, mode
, count
, type
, indices
))
358 if (!vbo_validate_shaders(ctx
)) {
359 _mesa_error(ctx
, GL_INVALID_OPERATION
, "glDrawElements(bad shader)");
363 if (ctx
->Array
.ElementArrayBufferObj
->Name
) {
364 const GLvoid
*map
= ctx
->Driver
.MapBuffer(ctx
,
365 GL_ELEMENT_ARRAY_BUFFER_ARB
,
367 ctx
->Array
.ElementArrayBufferObj
);
369 get_minmax_index(count
, type
, ADD_POINTERS(map
, indices
), &min_index
, &max_index
);
371 ctx
->Driver
.UnmapBuffer(ctx
,
372 GL_ELEMENT_ARRAY_BUFFER_ARB
,
373 ctx
->Array
.ElementArrayBufferObj
);
376 get_minmax_index(count
, type
, indices
, &min_index
, &max_index
);
379 vbo_exec_DrawRangeElements(mode
, min_index
, max_index
, count
, type
, indices
);
383 /***********************************************************************
390 void vbo_exec_array_init( struct vbo_exec_context
*exec
)
393 exec
->vtxfmt
.DrawArrays
= vbo_exec_DrawArrays
;
394 exec
->vtxfmt
.DrawElements
= vbo_exec_DrawElements
;
395 exec
->vtxfmt
.DrawRangeElements
= vbo_exec_DrawRangeElements
;
397 exec
->vtxfmt
.DrawArrays
= _mesa_noop_DrawArrays
;
398 exec
->vtxfmt
.DrawElements
= _mesa_noop_DrawElements
;
399 exec
->vtxfmt
.DrawRangeElements
= _mesa_noop_DrawRangeElements
;
404 void vbo_exec_array_destroy( struct vbo_exec_context
*exec
)
410 /* This API entrypoint is not ordinarily used */
412 _mesa_DrawArrays(GLenum mode
, GLint first
, GLsizei count
)
414 vbo_exec_DrawArrays(mode
, first
, count
);
418 /* This API entrypoint is not ordinarily used */
420 _mesa_DrawElements(GLenum mode
, GLsizei count
, GLenum type
,
421 const GLvoid
*indices
)
423 vbo_exec_DrawElements(mode
, count
, type
, indices
);
427 /* This API entrypoint is not ordinarily used */
429 _mesa_DrawRangeElements(GLenum mode
, GLuint start
, GLuint end
, GLsizei count
,
430 GLenum type
, const GLvoid
*indices
)
432 vbo_exec_DrawRangeElements(mode
, start
, end
, count
, type
, indices
);