Merge branch 'mesa_7_5_branch'
[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 /**
40 * Compute min and max elements for glDraw[Range]Elements() calls.
41 */
42 static void get_minmax_index( GLuint count, GLuint type,
43 const GLvoid *indices,
44 GLuint *min_index,
45 GLuint *max_index)
46 {
47 GLuint i;
48
49 switch(type) {
50 case GL_UNSIGNED_INT: {
51 const GLuint *ui_indices = (const GLuint *)indices;
52 GLuint max_ui = ui_indices[count-1];
53 GLuint min_ui = ui_indices[0];
54 for (i = 0; i < count; i++) {
55 if (ui_indices[i] > max_ui) max_ui = ui_indices[i];
56 if (ui_indices[i] < min_ui) min_ui = ui_indices[i];
57 }
58 *min_index = min_ui;
59 *max_index = max_ui;
60 break;
61 }
62 case GL_UNSIGNED_SHORT: {
63 const GLushort *us_indices = (const GLushort *)indices;
64 GLuint max_us = us_indices[count-1];
65 GLuint min_us = us_indices[0];
66 for (i = 0; i < count; i++) {
67 if (us_indices[i] > max_us) max_us = us_indices[i];
68 if (us_indices[i] < min_us) min_us = us_indices[i];
69 }
70 *min_index = min_us;
71 *max_index = max_us;
72 break;
73 }
74 case GL_UNSIGNED_BYTE: {
75 const GLubyte *ub_indices = (const GLubyte *)indices;
76 GLuint max_ub = ub_indices[count-1];
77 GLuint min_ub = ub_indices[0];
78 for (i = 0; i < count; i++) {
79 if (ub_indices[i] > max_ub) max_ub = ub_indices[i];
80 if (ub_indices[i] < min_ub) min_ub = ub_indices[i];
81 }
82 *min_index = min_ub;
83 *max_index = max_ub;
84 break;
85 }
86 default:
87 assert(0);
88 break;
89 }
90 }
91
92
93 /**
94 * Just translate the arrayobj into a sane layout.
95 */
96 static void bind_array_obj( GLcontext *ctx )
97 {
98 struct vbo_context *vbo = vbo_context(ctx);
99 struct vbo_exec_context *exec = &vbo->exec;
100 struct gl_array_object *arrayObj = ctx->Array.ArrayObj;
101 GLuint i;
102
103 /* TODO: Fix the ArrayObj struct to keep legacy arrays in an array
104 * rather than as individual named arrays. Then this function can
105 * go away.
106 */
107 exec->array.legacy_array[VERT_ATTRIB_POS] = &arrayObj->Vertex;
108 exec->array.legacy_array[VERT_ATTRIB_WEIGHT] = &arrayObj->Weight;
109 exec->array.legacy_array[VERT_ATTRIB_NORMAL] = &arrayObj->Normal;
110 exec->array.legacy_array[VERT_ATTRIB_COLOR0] = &arrayObj->Color;
111 exec->array.legacy_array[VERT_ATTRIB_COLOR1] = &arrayObj->SecondaryColor;
112 exec->array.legacy_array[VERT_ATTRIB_FOG] = &arrayObj->FogCoord;
113 exec->array.legacy_array[VERT_ATTRIB_COLOR_INDEX] = &arrayObj->Index;
114 if (arrayObj->PointSize.Enabled) {
115 /* this aliases COLOR_INDEX */
116 exec->array.legacy_array[VERT_ATTRIB_POINT_SIZE] = &arrayObj->PointSize;
117 }
118 exec->array.legacy_array[VERT_ATTRIB_EDGEFLAG] = &arrayObj->EdgeFlag;
119
120 for (i = 0; i < MAX_TEXTURE_COORD_UNITS; i++)
121 exec->array.legacy_array[VERT_ATTRIB_TEX0 + i] = &arrayObj->TexCoord[i];
122
123 for (i = 0; i < MAX_VERTEX_GENERIC_ATTRIBS; i++) {
124 assert(i < Elements(arrayObj->VertexAttrib));
125 assert(i < Elements(exec->array.generic_array));
126 exec->array.generic_array[i] = &arrayObj->VertexAttrib[i];
127 }
128
129 exec->array.array_obj = arrayObj->Name;
130 }
131
132
133 static void recalculate_input_bindings( GLcontext *ctx )
134 {
135 struct vbo_context *vbo = vbo_context(ctx);
136 struct vbo_exec_context *exec = &vbo->exec;
137 const struct gl_client_array **inputs = &exec->array.inputs[0];
138 GLbitfield const_inputs = 0x0;
139 GLuint i;
140
141 exec->array.program_mode = get_program_mode(ctx);
142 exec->array.enabled_flags = ctx->Array.ArrayObj->_Enabled;
143
144 switch (exec->array.program_mode) {
145 case VP_NONE:
146 /* When no vertex program is active (or the vertex program is generated
147 * from fixed-function state). We put the material values into the
148 * generic slots. This is the only situation where material values
149 * are available as per-vertex attributes.
150 */
151 for (i = 0; i <= VERT_ATTRIB_TEX7; i++) {
152 if (exec->array.legacy_array[i]->Enabled)
153 inputs[i] = exec->array.legacy_array[i];
154 else {
155 inputs[i] = &vbo->legacy_currval[i];
156 const_inputs |= 1 << i;
157 }
158 }
159
160 for (i = 0; i < MAT_ATTRIB_MAX; i++) {
161 inputs[VERT_ATTRIB_GENERIC0 + i] = &vbo->mat_currval[i];
162 const_inputs |= 1 << (VERT_ATTRIB_GENERIC0 + i);
163 }
164
165 /* Could use just about anything, just to fill in the empty
166 * slots:
167 */
168 for (i = MAT_ATTRIB_MAX; i < VERT_ATTRIB_MAX - VERT_ATTRIB_GENERIC0; i++) {
169 inputs[VERT_ATTRIB_GENERIC0 + i] = &vbo->generic_currval[i];
170 const_inputs |= 1 << (VERT_ATTRIB_GENERIC0 + i);
171 }
172 break;
173
174 case VP_NV:
175 /* NV_vertex_program - attribute arrays alias and override
176 * conventional, legacy arrays. No materials, and the generic
177 * slots are vacant.
178 */
179 for (i = 0; i <= VERT_ATTRIB_TEX7; i++) {
180 if (exec->array.generic_array[i]->Enabled)
181 inputs[i] = exec->array.generic_array[i];
182 else if (exec->array.legacy_array[i]->Enabled)
183 inputs[i] = exec->array.legacy_array[i];
184 else {
185 inputs[i] = &vbo->legacy_currval[i];
186 const_inputs |= 1 << i;
187 }
188 }
189
190 /* Could use just about anything, just to fill in the empty
191 * slots:
192 */
193 for (i = VERT_ATTRIB_GENERIC0; i < VERT_ATTRIB_MAX; i++) {
194 inputs[i] = &vbo->generic_currval[i - VERT_ATTRIB_GENERIC0];
195 const_inputs |= 1 << i;
196 }
197 break;
198
199 case VP_ARB:
200 /* GL_ARB_vertex_program or GLSL vertex shader - Only the generic[0]
201 * attribute array aliases and overrides the legacy position array.
202 *
203 * Otherwise, legacy attributes available in the legacy slots,
204 * generic attributes in the generic slots and materials are not
205 * available as per-vertex attributes.
206 */
207 if (exec->array.generic_array[0]->Enabled)
208 inputs[0] = exec->array.generic_array[0];
209 else if (exec->array.legacy_array[0]->Enabled)
210 inputs[0] = exec->array.legacy_array[0];
211 else {
212 inputs[0] = &vbo->legacy_currval[0];
213 const_inputs |= 1 << 0;
214 }
215
216 for (i = 1; i <= VERT_ATTRIB_TEX7; i++) {
217 if (exec->array.legacy_array[i]->Enabled)
218 inputs[i] = exec->array.legacy_array[i];
219 else {
220 inputs[i] = &vbo->legacy_currval[i];
221 const_inputs |= 1 << i;
222 }
223 }
224
225 for (i = 0; i < MAX_VERTEX_GENERIC_ATTRIBS; i++) {
226 if (exec->array.generic_array[i]->Enabled)
227 inputs[VERT_ATTRIB_GENERIC0 + i] = exec->array.generic_array[i];
228 else {
229 inputs[VERT_ATTRIB_GENERIC0 + i] = &vbo->generic_currval[i];
230 const_inputs |= 1 << (VERT_ATTRIB_GENERIC0 + i);
231 }
232
233 }
234 break;
235 }
236
237 _mesa_set_varying_vp_inputs( ctx, ~const_inputs );
238 }
239
240
241 static void bind_arrays( GLcontext *ctx )
242 {
243 #if 0
244 if (ctx->Array.ArrayObj.Name != exec->array.array_obj) {
245 bind_array_obj(ctx);
246 recalculate_input_bindings(ctx);
247 }
248 else if (exec->array.program_mode != get_program_mode(ctx) ||
249 exec->array.enabled_flags != ctx->Array.ArrayObj->_Enabled) {
250
251 recalculate_input_bindings(ctx);
252 }
253 #else
254 bind_array_obj(ctx);
255 recalculate_input_bindings(ctx);
256 #endif
257 }
258
259
260
261 /***********************************************************************
262 * API functions.
263 */
264
265 static void GLAPIENTRY
266 vbo_exec_DrawArrays(GLenum mode, GLint start, GLsizei count)
267 {
268 GET_CURRENT_CONTEXT(ctx);
269 struct vbo_context *vbo = vbo_context(ctx);
270 struct vbo_exec_context *exec = &vbo->exec;
271 struct _mesa_prim prim[1];
272
273 if (!_mesa_validate_DrawArrays( ctx, mode, start, count ))
274 return;
275
276 FLUSH_CURRENT( ctx, 0 );
277
278 if (ctx->NewState)
279 _mesa_update_state( ctx );
280
281 if (!vbo_validate_shaders(ctx)) {
282 _mesa_error(ctx, GL_INVALID_OPERATION, "glDrawArrays(bad shader)");
283 return;
284 }
285
286 bind_arrays( ctx );
287
288 /* Again... because we may have changed the bitmask of per-vertex varying
289 * attributes. If we regenerate the fixed-function vertex program now
290 * we may be able to prune down the number of vertex attributes which we
291 * need in the shader.
292 */
293 if (ctx->NewState)
294 _mesa_update_state( ctx );
295
296 prim[0].begin = 1;
297 prim[0].end = 1;
298 prim[0].weak = 0;
299 prim[0].pad = 0;
300 prim[0].mode = mode;
301 prim[0].start = start;
302 prim[0].count = count;
303 prim[0].indexed = 0;
304
305 vbo->draw_prims( ctx, exec->array.inputs, prim, 1, NULL,
306 start, start + count - 1 );
307
308 #if 0
309 {
310 int i;
311
312 _mesa_printf("vbo_exec_DrawArrays(mode 0x%x, start %d, count %d):\n",
313 mode, start, count);
314
315 for (i = 0; i < 32; i++) {
316 GLuint bufName = exec->array.inputs[i]->BufferObj->Name;
317 GLint stride = exec->array.inputs[i]->Stride;
318 _mesa_printf("attr %2d: size %d stride %d enabled %d "
319 "ptr %p Bufobj %u\n",
320 i,
321 exec->array.inputs[i]->Size,
322 stride,
323 /*exec->array.inputs[i]->Enabled,*/
324 exec->array.legacy_array[i]->Enabled,
325 exec->array.inputs[i]->Ptr,
326 bufName);
327
328 if (bufName) {
329 struct gl_buffer_object *buf = _mesa_lookup_bufferobj(ctx, bufName);
330 GLubyte *p = ctx->Driver.MapBuffer(ctx, GL_ARRAY_BUFFER_ARB,
331 GL_READ_ONLY_ARB, buf);
332 int offset = (int) exec->array.inputs[i]->Ptr;
333 float *f = (float *) (p + offset);
334 int *k = (int *) f;
335 int i;
336 int n = (count * stride) / 4;
337 if (n > 32)
338 n = 32;
339 _mesa_printf(" Data at offset %d:\n", offset);
340 for (i = 0; i < n; i++) {
341 _mesa_printf(" float[%d] = 0x%08x %f\n", i, k[i], f[i]);
342 }
343 ctx->Driver.UnmapBuffer(ctx, GL_ARRAY_BUFFER_ARB, buf);
344 }
345 }
346 }
347 #endif
348 }
349
350
351 static void GLAPIENTRY
352 vbo_exec_DrawRangeElements(GLenum mode,
353 GLuint start, GLuint end,
354 GLsizei count, GLenum type, const GLvoid *indices)
355 {
356 GET_CURRENT_CONTEXT(ctx);
357 struct vbo_context *vbo = vbo_context(ctx);
358 struct vbo_exec_context *exec = &vbo->exec;
359 struct _mesa_index_buffer ib;
360 struct _mesa_prim prim[1];
361
362 if (!_mesa_validate_DrawRangeElements( ctx, mode, start, end, count, type, indices ))
363 return;
364
365 if (end >= ctx->Array.ArrayObj->_MaxElement) {
366 /* the max element is out of bounds of one or more enabled arrays */
367 _mesa_warning(ctx, "glDraw[Range]Elements(start %u, end %u, count %d, "
368 "type 0x%x) index=%u is out of bounds (max=%u)",
369 start, end, count, type, end);
370 if (0)
371 _mesa_print_arrays(ctx);
372 return;
373 }
374
375 FLUSH_CURRENT( ctx, 0 );
376
377 if (ctx->NewState)
378 _mesa_update_state( ctx );
379
380 if (!vbo_validate_shaders(ctx)) {
381 _mesa_error(ctx, GL_INVALID_OPERATION, "glDrawRangeElements(bad shader)");
382 return;
383 }
384
385 bind_arrays( ctx );
386
387 if (ctx->NewState)
388 _mesa_update_state( ctx );
389
390 ib.count = count;
391 ib.type = type;
392 ib.obj = ctx->Array.ElementArrayBufferObj;
393 ib.ptr = indices;
394
395 prim[0].begin = 1;
396 prim[0].end = 1;
397 prim[0].weak = 0;
398 prim[0].pad = 0;
399 prim[0].mode = mode;
400 prim[0].start = 0;
401 prim[0].count = count;
402 prim[0].indexed = 1;
403
404 /* Need to give special consideration to rendering a range of
405 * indices starting somewhere above zero. Typically the
406 * application is issuing multiple DrawRangeElements() to draw
407 * successive primitives layed out linearly in the vertex arrays.
408 * Unless the vertex arrays are all in a VBO (or locked as with
409 * CVA), the OpenGL semantics imply that we need to re-read or
410 * re-upload the vertex data on each draw call.
411 *
412 * In the case of hardware tnl, we want to avoid starting the
413 * upload at zero, as it will mean every draw call uploads an
414 * increasing amount of not-used vertex data. Worse - in the
415 * software tnl module, all those vertices might be transformed and
416 * lit but never rendered.
417 *
418 * If we just upload or transform the vertices in start..end,
419 * however, the indices will be incorrect.
420 *
421 * At this level, we don't know exactly what the requirements of
422 * the backend are going to be, though it will likely boil down to
423 * either:
424 *
425 * 1) Do nothing, everything is in a VBO and is processed once
426 * only.
427 *
428 * 2) Adjust the indices and vertex arrays so that start becomes
429 * zero.
430 *
431 * Rather than doing anything here, I'll provide a helper function
432 * for the latter case elsewhere.
433 */
434
435 vbo->draw_prims( ctx, exec->array.inputs, prim, 1, &ib, start, end );
436 }
437
438
439 static void GLAPIENTRY
440 vbo_exec_DrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices)
441 {
442 GET_CURRENT_CONTEXT(ctx);
443 GLuint min_index = 0;
444 GLuint max_index = 0;
445
446 if (!_mesa_validate_DrawElements( ctx, mode, count, type, indices ))
447 return;
448
449 if (!vbo_validate_shaders(ctx)) {
450 _mesa_error(ctx, GL_INVALID_OPERATION, "glDrawElements(bad shader)");
451 return;
452 }
453
454 if (ctx->Array.ElementArrayBufferObj->Name) {
455 const GLvoid *map = ctx->Driver.MapBuffer(ctx,
456 GL_ELEMENT_ARRAY_BUFFER_ARB,
457 GL_READ_ONLY,
458 ctx->Array.ElementArrayBufferObj);
459
460 get_minmax_index(count, type, ADD_POINTERS(map, indices), &min_index, &max_index);
461
462 ctx->Driver.UnmapBuffer(ctx,
463 GL_ELEMENT_ARRAY_BUFFER_ARB,
464 ctx->Array.ElementArrayBufferObj);
465 }
466 else {
467 get_minmax_index(count, type, indices, &min_index, &max_index);
468 }
469
470 vbo_exec_DrawRangeElements(mode, min_index, max_index, count, type, indices);
471 }
472
473
474 /***********************************************************************
475 * Initialization
476 */
477
478 void vbo_exec_array_init( struct vbo_exec_context *exec )
479 {
480 #if 1
481 exec->vtxfmt.DrawArrays = vbo_exec_DrawArrays;
482 exec->vtxfmt.DrawElements = vbo_exec_DrawElements;
483 exec->vtxfmt.DrawRangeElements = vbo_exec_DrawRangeElements;
484 #else
485 exec->vtxfmt.DrawArrays = _mesa_noop_DrawArrays;
486 exec->vtxfmt.DrawElements = _mesa_noop_DrawElements;
487 exec->vtxfmt.DrawRangeElements = _mesa_noop_DrawRangeElements;
488 #endif
489 }
490
491
492 void vbo_exec_array_destroy( struct vbo_exec_context *exec )
493 {
494 /* nothing to do */
495 }
496
497
498 /* This API entrypoint is not ordinarily used */
499 void GLAPIENTRY
500 _mesa_DrawArrays(GLenum mode, GLint first, GLsizei count)
501 {
502 vbo_exec_DrawArrays(mode, first, count);
503 }
504
505
506 /* This API entrypoint is not ordinarily used */
507 void GLAPIENTRY
508 _mesa_DrawElements(GLenum mode, GLsizei count, GLenum type,
509 const GLvoid *indices)
510 {
511 vbo_exec_DrawElements(mode, count, type, indices);
512 }
513
514
515 /* This API entrypoint is not ordinarily used */
516 void GLAPIENTRY
517 _mesa_DrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count,
518 GLenum type, const GLvoid *indices)
519 {
520 vbo_exec_DrawRangeElements(mode, start, end, count, type, indices);
521 }