3 * Mesa 3-D graphics library
6 * Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
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:
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
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.
26 * Keith Whitwell <keith@tungstengraphics.com>
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.
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
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
49 #include "main/glheader.h"
50 #include "main/imports.h"
51 #include "main/mtypes.h"
56 #define REBASE(TYPE) \
57 static void *rebase_##TYPE( const void *ptr, \
61 const TYPE *in = (TYPE *)ptr; \
62 TYPE *tmp_indices = malloc(count * sizeof(TYPE)); \
65 for (i = 0; i < count; i++) \
66 tmp_indices[i] = in[i] - min_index; \
68 return (void *)tmp_indices; \
76 GLboolean
vbo_all_varyings_in_vbos( const struct gl_client_array
*arrays
[] )
80 for (i
= 0; i
< VERT_ATTRIB_MAX
; i
++)
81 if (arrays
[i
]->StrideB
&&
82 arrays
[i
]->BufferObj
->Name
== 0)
88 /* Adjust primitives, indices and vertex definitions so that min_index
89 * becomes zero. There are lots of reasons for wanting to do this, eg:
92 * - any time min_index != 0, otherwise unused vertices lower than
93 * min_index will be transformed.
96 * - if ib != NULL and min_index != 0, otherwise vertices lower than
97 * min_index will be uploaded. Requires adjusting index values.
99 * - if ib == NULL and min_index != 0, just for convenience so this doesn't
100 * have to be handled within the driver.
102 * Hardware tnl with VBO support:
103 * - as above, but only when vertices are not (all?) in VBO's.
104 * - can't save time by trying to upload half a vbo - typically it is
107 void vbo_rebase_prims( GLcontext
*ctx
,
108 const struct gl_client_array
*arrays
[],
109 const struct _mesa_prim
*prim
,
111 const struct _mesa_index_buffer
*ib
,
116 struct gl_client_array tmp_arrays
[VERT_ATTRIB_MAX
];
117 const struct gl_client_array
*tmp_array_pointers
[VERT_ATTRIB_MAX
];
119 struct _mesa_index_buffer tmp_ib
;
120 struct _mesa_prim
*tmp_prims
= NULL
;
121 void *tmp_indices
= NULL
;
124 assert(min_index
!= 0);
127 _mesa_printf("%s %d..%d\n", __FUNCTION__
, min_index
, max_index
);
130 /* Unfortunately need to adjust each index individually.
132 GLboolean map_ib
= ib
->obj
->Name
&& !ib
->obj
->Pointer
;
136 ctx
->Driver
.MapBuffer(ctx
,
137 GL_ELEMENT_ARRAY_BUFFER
,
142 ptr
= ADD_POINTERS(ib
->obj
->Pointer
, ib
->ptr
);
144 /* Some users might prefer it if we translated elements to
145 * GLuints here. Others wouldn't...
148 case GL_UNSIGNED_INT
:
149 tmp_indices
= rebase_GLuint( ptr
, ib
->count
, min_index
);
151 case GL_UNSIGNED_SHORT
:
152 tmp_indices
= rebase_GLushort( ptr
, ib
->count
, min_index
);
154 case GL_UNSIGNED_BYTE
:
155 tmp_indices
= rebase_GLubyte( ptr
, ib
->count
, min_index
);
160 ctx
->Driver
.UnmapBuffer(ctx
,
161 GL_ELEMENT_ARRAY_BUFFER
,
164 tmp_ib
.obj
= ctx
->Shared
->NullBufferObj
;
165 tmp_ib
.ptr
= tmp_indices
;
166 tmp_ib
.count
= ib
->count
;
167 tmp_ib
.type
= ib
->type
;
172 /* Otherwise the primitives need adjustment.
174 tmp_prims
= (struct _mesa_prim
*)_mesa_malloc(sizeof(*prim
) * nr_prims
);
176 for (i
= 0; i
< nr_prims
; i
++) {
177 /* If this fails, it could indicate an application error:
179 assert(prim
[i
].start
>= min_index
);
181 tmp_prims
[i
] = prim
[i
];
182 tmp_prims
[i
].start
-= min_index
;
188 /* Just need to adjust the pointer values on each incoming array.
189 * This works for VBO and non-vbo rendering and shouldn't pesimize
190 * VBO-based upload schemes. However this may still not be a fast
191 * path for hardware tnl for VBO based rendering as most machines
192 * will be happier if you just specify a starting vertex value in
195 * For drivers with hardware tnl, you only want to do this if you
196 * are forced to, eg non-VBO indexed rendering with start != 0.
198 for (i
= 0; i
< VERT_ATTRIB_MAX
; i
++) {
199 tmp_arrays
[i
] = *arrays
[i
];
200 tmp_arrays
[i
].Ptr
+= min_index
* tmp_arrays
[i
].StrideB
;
201 tmp_array_pointers
[i
] = &tmp_arrays
[i
];
204 /* Re-issue the draw call.
213 max_index
- min_index
);
216 _mesa_free(tmp_indices
);
219 _mesa_free(tmp_prims
);