vbo: Don't bother checking for stride == 0 for "any varying in a VBO".
[mesa.git] / src / mesa / vbo / vbo_rebase.c
1
2 /*
3 * Mesa 3-D graphics library
4 * Version: 6.5
5 *
6 * Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions 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 MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 *
25 * Authors:
26 * Keith Whitwell <keith@tungstengraphics.com>
27 */
28
29 /* Helper for drivers which find themselves rendering a range of
30 * indices starting somewhere above zero. Typically the application
31 * is issuing multiple DrawArrays() or DrawElements() to draw
32 * successive primitives layed out linearly in the vertex arrays.
33 * Unless the vertex arrays are all in a VBO, the OpenGL semantics
34 * imply that we need to re-upload the vertex data on each draw call.
35 * In that case, we want to avoid starting the upload at zero, as it
36 * will mean every draw call uploads an increasing amount of not-used
37 * vertex data. Worse - in the software tnl module, all those
38 * vertices will be transformed and lit.
39 *
40 * If we just upload the new data, however, the indices will be
41 * incorrect as we tend to upload each set of vertex data to a new
42 * region.
43 *
44 * This file provides a helper to adjust the arrays, primitives and
45 * indices of a draw call so that it can be re-issued with a min_index
46 * of zero.
47 */
48
49 #include "main/glheader.h"
50 #include "main/imports.h"
51 #include "main/mtypes.h"
52
53 #include "vbo.h"
54
55
56 #define REBASE(TYPE) \
57 static void *rebase_##TYPE( const void *ptr, \
58 GLuint count, \
59 TYPE min_index ) \
60 { \
61 const TYPE *in = (TYPE *)ptr; \
62 TYPE *tmp_indices = malloc(count * sizeof(TYPE)); \
63 GLuint i; \
64 \
65 for (i = 0; i < count; i++) \
66 tmp_indices[i] = in[i] - min_index; \
67 \
68 return (void *)tmp_indices; \
69 }
70
71
72 REBASE(GLuint)
73 REBASE(GLushort)
74 REBASE(GLubyte)
75
76 GLboolean vbo_all_varyings_in_vbos( const struct gl_client_array *arrays[] )
77 {
78 GLuint i;
79
80 for (i = 0; i < VERT_ATTRIB_MAX; i++)
81 if (arrays[i]->StrideB &&
82 arrays[i]->BufferObj->Name == 0)
83 return GL_FALSE;
84
85 return GL_TRUE;
86 }
87
88 GLboolean vbo_any_varyings_in_vbos( const struct gl_client_array *arrays[] )
89 {
90 GLuint i;
91
92 for (i = 0; i < VERT_ATTRIB_MAX; i++)
93 if (arrays[i]->BufferObj->Name != 0)
94 return GL_TRUE;
95
96 return GL_FALSE;
97 }
98
99 /* Adjust primitives, indices and vertex definitions so that min_index
100 * becomes zero. There are lots of reasons for wanting to do this, eg:
101 *
102 * Software tnl:
103 * - any time min_index != 0, otherwise unused vertices lower than
104 * min_index will be transformed.
105 *
106 * Hardware tnl:
107 * - if ib != NULL and min_index != 0, otherwise vertices lower than
108 * min_index will be uploaded. Requires adjusting index values.
109 *
110 * - if ib == NULL and min_index != 0, just for convenience so this doesn't
111 * have to be handled within the driver.
112 *
113 * Hardware tnl with VBO support:
114 * - as above, but only when vertices are not (all?) in VBO's.
115 * - can't save time by trying to upload half a vbo - typically it is
116 * all or nothing.
117 */
118 void vbo_rebase_prims( struct gl_context *ctx,
119 const struct gl_client_array *arrays[],
120 const struct _mesa_prim *prim,
121 GLuint nr_prims,
122 const struct _mesa_index_buffer *ib,
123 GLuint min_index,
124 GLuint max_index,
125 vbo_draw_func draw )
126 {
127 struct gl_client_array tmp_arrays[VERT_ATTRIB_MAX];
128 const struct gl_client_array *tmp_array_pointers[VERT_ATTRIB_MAX];
129
130 struct _mesa_index_buffer tmp_ib;
131 struct _mesa_prim *tmp_prims = NULL;
132 void *tmp_indices = NULL;
133 GLuint i;
134
135 assert(min_index != 0);
136
137 if (0)
138 printf("%s %d..%d\n", __FUNCTION__, min_index, max_index);
139
140
141 /* XXX this path is disabled for now.
142 * There's rendering corruption in some apps when it's enabled.
143 */
144 if (0 && ib && ctx->Extensions.ARB_draw_elements_base_vertex) {
145 /* If we can just tell the hardware or the TNL to interpret our
146 * indices with a different base, do so.
147 */
148 tmp_prims = (struct _mesa_prim *)malloc(sizeof(*prim) * nr_prims);
149
150 for (i = 0; i < nr_prims; i++) {
151 tmp_prims[i] = prim[i];
152 tmp_prims[i].basevertex -= min_index;
153 }
154
155 prim = tmp_prims;
156 } else if (ib) {
157 /* Unfortunately need to adjust each index individually.
158 */
159 GLboolean map_ib = ib->obj->Name && !ib->obj->Pointer;
160 void *ptr;
161
162 if (map_ib)
163 ctx->Driver.MapBuffer(ctx,
164 GL_ELEMENT_ARRAY_BUFFER,
165 GL_READ_ONLY_ARB,
166 ib->obj);
167
168
169 ptr = ADD_POINTERS(ib->obj->Pointer, ib->ptr);
170
171 /* Some users might prefer it if we translated elements to
172 * GLuints here. Others wouldn't...
173 */
174 switch (ib->type) {
175 case GL_UNSIGNED_INT:
176 tmp_indices = rebase_GLuint( ptr, ib->count, min_index );
177 break;
178 case GL_UNSIGNED_SHORT:
179 tmp_indices = rebase_GLushort( ptr, ib->count, min_index );
180 break;
181 case GL_UNSIGNED_BYTE:
182 tmp_indices = rebase_GLubyte( ptr, ib->count, min_index );
183 break;
184 }
185
186 if (map_ib)
187 ctx->Driver.UnmapBuffer(ctx,
188 GL_ELEMENT_ARRAY_BUFFER,
189 ib->obj);
190
191 tmp_ib.obj = ctx->Shared->NullBufferObj;
192 tmp_ib.ptr = tmp_indices;
193 tmp_ib.count = ib->count;
194 tmp_ib.type = ib->type;
195
196 ib = &tmp_ib;
197 }
198 else {
199 /* Otherwise the primitives need adjustment.
200 */
201 tmp_prims = (struct _mesa_prim *)malloc(sizeof(*prim) * nr_prims);
202
203 for (i = 0; i < nr_prims; i++) {
204 /* If this fails, it could indicate an application error:
205 */
206 assert(prim[i].start >= min_index);
207
208 tmp_prims[i] = prim[i];
209 tmp_prims[i].start -= min_index;
210 }
211
212 prim = tmp_prims;
213 }
214
215 /* Just need to adjust the pointer values on each incoming array.
216 * This works for VBO and non-vbo rendering and shouldn't pesimize
217 * VBO-based upload schemes. However this may still not be a fast
218 * path for hardware tnl for VBO based rendering as most machines
219 * will be happier if you just specify a starting vertex value in
220 * each primitive.
221 *
222 * For drivers with hardware tnl, you only want to do this if you
223 * are forced to, eg non-VBO indexed rendering with start != 0.
224 */
225 for (i = 0; i < VERT_ATTRIB_MAX; i++) {
226 tmp_arrays[i] = *arrays[i];
227 tmp_arrays[i].Ptr += min_index * tmp_arrays[i].StrideB;
228 tmp_array_pointers[i] = &tmp_arrays[i];
229 }
230
231 /* Re-issue the draw call.
232 */
233 draw( ctx,
234 tmp_array_pointers,
235 prim,
236 nr_prims,
237 ib,
238 GL_TRUE,
239 0,
240 max_index - min_index );
241
242 if (tmp_indices)
243 free(tmp_indices);
244
245 if (tmp_prims)
246 free(tmp_prims);
247 }
248
249
250