/*
* Mesa 3-D graphics library
- * Version: 7.1
*
* Copyright (C) 1999-2007 Brian Paul All Rights Reserved.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
- * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
+ * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
+ * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
+ * OTHER DEALINGS IN THE SOFTWARE.
*
* Authors:
- * Keith Whitwell <keith@tungstengraphics.com>
+ * Keith Whitwell <keithw@vmware.com>
*/
+#include <stdio.h>
+
#include "main/glheader.h"
+#include "main/arrayobj.h"
+#include "main/bufferobj.h"
#include "main/condrender.h"
#include "main/context.h"
#include "main/imports.h"
#include "main/mtypes.h"
#include "main/macros.h"
#include "main/enums.h"
+#include "main/varray.h"
+#include "util/half_float.h"
#include "t_context.h"
+#include "t_rebase.h"
#include "tnl.h"
*/
#define CONVERT( TYPE, MACRO ) do { \
GLuint i, j; \
- if (input->Normalized) { \
+ if (attrib->Format.Normalized) { \
for (i = 0; i < count; i++) { \
const TYPE *in = (TYPE *)ptr; \
for (j = 0; j < sz; j++) { \
*fptr++ = MACRO(*in); \
in++; \
} \
- ptr += input->StrideB; \
+ ptr += binding->Stride; \
} \
} else { \
for (i = 0; i < count; i++) { \
*fptr++ = (GLfloat)(*in); \
in++; \
} \
- ptr += input->StrideB; \
+ ptr += binding->Stride; \
} \
} \
} while (0)
* \param fptr output/float array
*/
static void
-convert_bgra_to_float(const struct gl_client_array *input,
+convert_bgra_to_float(const struct gl_vertex_buffer_binding *binding,
+ const struct gl_array_attributes *attrib,
const GLubyte *ptr, GLfloat *fptr,
GLuint count )
{
GLuint i;
- assert(input->Normalized);
- assert(input->Size == 4);
+ assert(attrib->Format.Normalized);
+ assert(attrib->Format.Size == 4);
for (i = 0; i < count; i++) {
const GLubyte *in = (GLubyte *) ptr; /* in is in BGRA order */
*fptr++ = UBYTE_TO_FLOAT(in[2]); /* red */
*fptr++ = UBYTE_TO_FLOAT(in[1]); /* green */
*fptr++ = UBYTE_TO_FLOAT(in[0]); /* blue */
*fptr++ = UBYTE_TO_FLOAT(in[3]); /* alpha */
- ptr += input->StrideB;
+ ptr += binding->Stride;
}
}
static void
-convert_half_to_float(const struct gl_client_array *input,
+convert_half_to_float(const struct gl_vertex_buffer_binding *binding,
+ const struct gl_array_attributes *attrib,
const GLubyte *ptr, GLfloat *fptr,
GLuint count, GLuint sz)
{
for (j = 0; j < sz; j++) {
*fptr++ = _mesa_half_to_float(in[j]);
}
- ptr += input->StrideB;
+ ptr += binding->Stride;
}
}
* is used to map the fixed-point numbers into the range [-1, 1].
*/
static void
-convert_fixed_to_float(const struct gl_client_array *input,
+convert_fixed_to_float(const struct gl_vertex_buffer_binding *binding,
+ const struct gl_array_attributes *attrib,
const GLubyte *ptr, GLfloat *fptr,
GLuint count)
{
- GLuint i, j;
- const GLint size = input->Size;
+ GLuint i;
+ GLint j;
+ const GLint size = attrib->Format.Size;
- if (input->Normalized) {
+ if (attrib->Format.Normalized) {
for (i = 0; i < count; ++i) {
const GLfixed *in = (GLfixed *) ptr;
for (j = 0; j < size; ++j) {
*fptr++ = (GLfloat) (2 * in[j] + 1) / (GLfloat) ((1 << 16) - 1);
}
- ptr += input->StrideB;
+ ptr += binding->Stride;
}
} else {
for (i = 0; i < count; ++i) {
for (j = 0; j < size; ++j) {
*fptr++ = in[j] / (GLfloat) (1 << 16);
}
- ptr += input->StrideB;
+ ptr += binding->Stride;
}
}
}
* floating point, populate VB->AttribPtr[].
*/
static void _tnl_import_array( struct gl_context *ctx,
- GLuint attrib,
+ GLuint attr,
GLuint count,
- const struct gl_client_array *input,
+ const struct gl_vertex_buffer_binding *binding,
+ const struct gl_array_attributes *attrib,
const GLubyte *ptr )
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
struct vertex_buffer *VB = &tnl->vb;
- GLuint stride = input->StrideB;
+ GLuint stride = binding->Stride;
- if (input->Type != GL_FLOAT) {
- const GLuint sz = input->Size;
+ if (attrib->Format.Type != GL_FLOAT) {
+ const GLuint sz = attrib->Format.Size;
GLubyte *buf = get_space(ctx, count * sz * sizeof(GLfloat));
GLfloat *fptr = (GLfloat *)buf;
- switch (input->Type) {
+ switch (attrib->Format.Type) {
case GL_BYTE:
CONVERT(GLbyte, BYTE_TO_FLOAT);
break;
case GL_UNSIGNED_BYTE:
- if (input->Format == GL_BGRA) {
+ if (attrib->Format.Format == GL_BGRA) {
/* See GL_EXT_vertex_array_bgra */
- convert_bgra_to_float(input, ptr, fptr, count);
+ convert_bgra_to_float(binding, attrib, ptr, fptr, count);
}
else {
CONVERT(GLubyte, UBYTE_TO_FLOAT);
CONVERT(GLdouble, (GLfloat));
break;
case GL_HALF_FLOAT:
- convert_half_to_float(input, ptr, fptr, count, sz);
+ convert_half_to_float(binding, attrib, ptr, fptr, count, sz);
break;
case GL_FIXED:
- convert_fixed_to_float(input, ptr, fptr, count);
+ convert_fixed_to_float(binding, attrib, ptr, fptr, count);
break;
default:
assert(0);
stride = sz * sizeof(GLfloat);
}
- VB->AttribPtr[attrib] = &tnl->tmp_inputs[attrib];
- VB->AttribPtr[attrib]->data = (GLfloat (*)[4])ptr;
- VB->AttribPtr[attrib]->start = (GLfloat *)ptr;
- VB->AttribPtr[attrib]->count = count;
- VB->AttribPtr[attrib]->stride = stride;
- VB->AttribPtr[attrib]->size = input->Size;
+ VB->AttribPtr[attr] = &tnl->tmp_inputs[attr];
+ VB->AttribPtr[attr]->data = (GLfloat (*)[4])ptr;
+ VB->AttribPtr[attr]->start = (GLfloat *)ptr;
+ VB->AttribPtr[attr]->count = count;
+ VB->AttribPtr[attr]->stride = stride;
+ VB->AttribPtr[attr]->size = attrib->Format.Size;
/* This should die, but so should the whole GLvector4f concept:
*/
- VB->AttribPtr[attrib]->flags = (((1<<input->Size)-1) |
+ VB->AttribPtr[attr]->flags = (((1<<attrib->Format.Size)-1) |
VEC_NOT_WRITEABLE |
(stride == 4*sizeof(GLfloat) ? 0 : VEC_BAD_STRIDE));
- VB->AttribPtr[attrib]->storage = NULL;
+ VB->AttribPtr[attr]->storage = NULL;
}
#define CLIPVERTS ((6 + MAX_CLIP_PLANES) * 2)
GLuint i;
for (i = 0; i < count; i++) {
- *bptr++ = ((GLfloat *)ptr)[0] == 1.0;
+ *bptr++ = ((GLfloat *)ptr)[0] == 1.0F;
ptr += stride;
}
static void bind_inputs( struct gl_context *ctx,
- const struct gl_client_array *inputs[],
+ const struct tnl_vertex_array *inputs,
GLint count,
struct gl_buffer_object **bo,
GLuint *nr_bo )
/* Map all the VBOs
*/
for (i = 0; i < VERT_ATTRIB_MAX; i++) {
+ const struct tnl_vertex_array *array = &inputs[i];
+ const struct gl_vertex_buffer_binding *binding = array->BufferBinding;
+ const struct gl_array_attributes *attrib = array->VertexAttrib;
const void *ptr;
- if (inputs[i]->BufferObj->Name) {
- if (!inputs[i]->BufferObj->Pointer) {
- bo[*nr_bo] = inputs[i]->BufferObj;
+ if (_mesa_is_bufferobj(binding->BufferObj)) {
+ if (!binding->BufferObj->Mappings[MAP_INTERNAL].Pointer) {
+ bo[*nr_bo] = binding->BufferObj;
(*nr_bo)++;
- ctx->Driver.MapBufferRange(ctx, 0, inputs[i]->BufferObj->Size,
+ ctx->Driver.MapBufferRange(ctx, 0, binding->BufferObj->Size,
GL_MAP_READ_BIT,
- inputs[i]->BufferObj);
+ binding->BufferObj,
+ MAP_INTERNAL);
- assert(inputs[i]->BufferObj->Pointer);
+ assert(binding->BufferObj->Mappings[MAP_INTERNAL].Pointer);
}
- ptr = ADD_POINTERS(inputs[i]->BufferObj->Pointer,
- inputs[i]->Ptr);
+ ptr = ADD_POINTERS(binding->BufferObj->Mappings[MAP_INTERNAL].Pointer,
+ binding->Offset + attrib->RelativeOffset);
}
else
- ptr = inputs[i]->Ptr;
+ ptr = attrib->Ptr;
/* Just make sure the array is floating point, otherwise convert to
* temporary storage.
* XXX: remove the GLvector4f type at some stage and just use
* client arrays.
*/
- _tnl_import_array(ctx, i, count, inputs[i], ptr);
+ _tnl_import_array(ctx, i, count, binding, attrib, ptr);
}
/* We process only the vertices between min & max index:
TNLcontext *tnl = TNL_CONTEXT(ctx);
struct vertex_buffer *VB = &tnl->vb;
GLuint i;
- void *ptr;
+ const void *ptr;
if (!ib) {
VB->Elts = NULL;
return;
}
- if (ib->obj->Name && !ib->obj->Pointer) {
+ if (_mesa_is_bufferobj(ib->obj) &&
+ !_mesa_bufferobj_mapped(ib->obj, MAP_INTERNAL)) {
+ /* if the buffer object isn't mapped yet, map it now */
bo[*nr_bo] = ib->obj;
(*nr_bo)++;
- ctx->Driver.MapBufferRange(ctx, 0, ib->obj->Size, GL_MAP_READ_BIT,
- ib->obj);
-
- assert(ib->obj->Pointer);
+ ptr = ctx->Driver.MapBufferRange(ctx, (GLsizeiptr) ib->ptr,
+ ib->count * ib->index_size,
+ GL_MAP_READ_BIT, ib->obj,
+ MAP_INTERNAL);
+ assert(ib->obj->Mappings[MAP_INTERNAL].Pointer);
+ } else {
+ /* user-space elements, or buffer already mapped */
+ ptr = ADD_POINTERS(ib->obj->Mappings[MAP_INTERNAL].Pointer, ib->ptr);
}
- ptr = ADD_POINTERS(ib->obj->Pointer, ib->ptr);
-
- if (ib->type == GL_UNSIGNED_INT && VB->Primitive[0].basevertex == 0) {
+ if (ib->index_size == 4 && VB->Primitive[0].basevertex == 0) {
VB->Elts = (GLuint *) ptr;
}
else {
GLuint *elts = (GLuint *)get_space(ctx, ib->count * sizeof(GLuint));
VB->Elts = elts;
- if (ib->type == GL_UNSIGNED_INT) {
+ if (ib->index_size == 4) {
const GLuint *in = (GLuint *)ptr;
for (i = 0; i < ib->count; i++)
*elts++ = (GLuint)(*in++) + VB->Primitive[0].basevertex;
}
- else if (ib->type == GL_UNSIGNED_SHORT) {
+ else if (ib->index_size == 2) {
const GLushort *in = (GLushort *)ptr;
for (i = 0; i < ib->count; i++)
*elts++ = (GLuint)(*in++) + VB->Primitive[0].basevertex;
{
GLuint i;
for (i = 0; i < nr_bo; i++) {
- ctx->Driver.UnmapBuffer(ctx, bo[i]);
+ ctx->Driver.UnmapBuffer(ctx, bo[i], MAP_INTERNAL);
}
}
-void _tnl_vbo_draw_prims(struct gl_context *ctx,
- const struct gl_client_array *arrays[],
+/* This is the main workhorse doing all the rendering work.
+ */
+void _tnl_draw_prims(struct gl_context *ctx,
+ const struct tnl_vertex_array *arrays,
const struct _mesa_prim *prim,
GLuint nr_prims,
const struct _mesa_index_buffer *ib,
GLboolean index_bounds_valid,
GLuint min_index,
- GLuint max_index)
-{
- if (!index_bounds_valid)
- vbo_get_minmax_index(ctx, prim, ib, &min_index, &max_index);
-
- _tnl_draw_prims(ctx, arrays, prim, nr_prims, ib, min_index, max_index);
-}
-
-/* This is the main entrypoint into the slimmed-down software tnl
- * module. In a regular swtnl driver, this can be plugged straight
- * into the vbo->Driver.DrawPrims() callback.
- */
-void _tnl_draw_prims( struct gl_context *ctx,
- const struct gl_client_array *arrays[],
- const struct _mesa_prim *prim,
- GLuint nr_prims,
- const struct _mesa_index_buffer *ib,
- GLuint min_index,
- GLuint max_index)
+ GLuint max_index,
+ GLuint num_instances,
+ GLuint base_instance,
+ struct gl_transform_feedback_object *tfb_vertcount,
+ unsigned stream)
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
const GLuint TEST_SPLIT = 0;
GLint max_basevertex = prim->basevertex;
GLuint i;
+ if (!index_bounds_valid)
+ vbo_get_minmax_indices(ctx, prim, ib, &min_index, &max_index, nr_prims);
+
/* Mesa core state should have been validated already */
assert(ctx->NewState == 0x0);
if (0)
{
- printf("%s %d..%d\n", __FUNCTION__, min_index, max_index);
+ printf("%s %d..%d\n", __func__, min_index, max_index);
for (i = 0; i < nr_prims; i++)
printf("prim %d: %s start %d count %d\n", i,
- _mesa_lookup_enum_by_nr(prim[i].mode),
+ _mesa_enum_to_string(prim[i].mode),
prim[i].start,
prim[i].count);
}
if (min_index) {
/* We always translate away calls with min_index != 0.
*/
- vbo_rebase_prims( ctx, arrays, prim, nr_prims, ib,
- min_index, max_index,
- _tnl_vbo_draw_prims );
+ t_rebase_prims( ctx, arrays, prim, nr_prims, ib,
+ min_index, max_index, num_instances, base_instance,
+ _tnl_draw_prims );
return;
}
else if ((GLint)max_index + max_basevertex > max) {
/* This will split the buffers one way or another and
* recursively call back into this function.
*/
- vbo_split_prims( ctx, arrays, prim, nr_prims, ib,
- 0, max_index + prim->basevertex,
- _tnl_vbo_draw_prims,
- &limits );
+ _tnl_split_prims( ctx, arrays, prim, nr_prims, ib,
+ 0, max_index + prim->basevertex,
+ num_instances, base_instance,
+ _tnl_draw_prims,
+ &limits );
}
else {
/* May need to map a vertex buffer object for every attribute plus
GLuint nr_bo = 0;
GLuint inst;
+ assert(num_instances > 0);
+
for (i = 0; i < nr_prims;) {
GLuint this_nr_prims;
break;
}
- assert(prim[i].num_instances > 0);
-
/* Binding inputs may imply mapping some vertex buffer objects.
* They will need to be unmapped below.
*/
- for (inst = 0; inst < prim[i].num_instances; inst++) {
+ for (inst = 0; inst < num_instances; inst++) {
bind_prims(ctx, &prim[i], this_nr_prims);
bind_inputs(ctx, arrays, max_index + prim[i].basevertex + 1,
}
}
+
+void
+_tnl_init_inputs(struct tnl_inputs *inputs)
+{
+ inputs->current = 0;
+ inputs->vertex_processing_mode = VP_MODE_FF;
+}
+
+
+/**
+ * Update the tnl_inputs's arrays to point to the vao->_VertexArray arrays
+ * according to the 'enable' bitmask.
+ * \param enable bitfield of VERT_BIT_x flags.
+ */
+static inline void
+update_vao_inputs(struct gl_context *ctx,
+ struct tnl_inputs *inputs, GLbitfield enable)
+{
+ const struct gl_vertex_array_object *vao = ctx->Array._DrawVAO;
+
+ /* Make sure we process only arrays enabled in the VAO */
+ assert((enable & ~_mesa_get_vao_vp_inputs(vao)) == 0);
+
+ /* Fill in the client arrays from the VAO */
+ const struct gl_vertex_buffer_binding *bindings = &vao->BufferBinding[0];
+ while (enable) {
+ const int attr = u_bit_scan(&enable);
+ struct tnl_vertex_array *input = &inputs->inputs[attr];
+ const struct gl_array_attributes *attrib;
+ attrib = _mesa_draw_array_attrib(vao, attr);
+ input->VertexAttrib = attrib;
+ input->BufferBinding = &bindings[attrib->BufferBindingIndex];
+ }
+}
+
+
+/**
+ * Update the tnl_inputs's arrays to point to the vbo->currval arrays
+ * according to the 'current' bitmask.
+ * \param current bitfield of VERT_BIT_x flags.
+ */
+static inline void
+update_current_inputs(struct gl_context *ctx,
+ struct tnl_inputs *inputs, GLbitfield current)
+{
+ gl_vertex_processing_mode mode = ctx->VertexProgram._VPMode;
+
+ /* All previously non current array pointers need update. */
+ GLbitfield mask = current & ~inputs->current;
+ /* On mode change, the slots aliasing with materials need update too */
+ if (mode != inputs->vertex_processing_mode)
+ mask |= current & VERT_BIT_MAT_ALL;
+
+ while (mask) {
+ const int attr = u_bit_scan(&mask);
+ struct tnl_vertex_array *input = &inputs->inputs[attr];
+ input->VertexAttrib = _vbo_current_attrib(ctx, attr);
+ input->BufferBinding = _vbo_current_binding(ctx);
+ }
+
+ inputs->current = current;
+ inputs->vertex_processing_mode = mode;
+}
+
+
+/**
+ * Update the tnl_inputs's arrays to point to the vao->_VertexArray and
+ * vbo->currval arrays according to Array._DrawVAO and
+ * Array._DrawVAOEnableAttribs.
+ */
+void
+_tnl_update_inputs(struct gl_context *ctx, struct tnl_inputs *inputs)
+{
+ const GLbitfield enable = ctx->Array._DrawVAOEnabledAttribs;
+
+ /* Update array input pointers */
+ update_vao_inputs(ctx, inputs, enable);
+
+ /* The rest must be current inputs. */
+ update_current_inputs(ctx, inputs, ~enable & VERT_BIT_ALL);
+}
+
+
+const struct tnl_vertex_array*
+_tnl_bind_inputs( struct gl_context *ctx )
+{
+ TNLcontext *tnl = TNL_CONTEXT(ctx);
+ _tnl_update_inputs(ctx, &tnl->draw_arrays);
+ return tnl->draw_arrays.inputs;
+}
+
+
+/* This is the main entrypoint into the slimmed-down software tnl
+ * module. In a regular swtnl driver, this can be plugged straight
+ * into the ctx->Driver.Draw() callback.
+ */
+void
+_tnl_draw(struct gl_context *ctx,
+ const struct _mesa_prim *prim, GLuint nr_prims,
+ const struct _mesa_index_buffer *ib,
+ GLboolean index_bounds_valid, GLuint min_index, GLuint max_index,
+ GLuint num_instances, GLuint base_instance,
+ struct gl_transform_feedback_object *tfb_vertcount,
+ unsigned stream)
+{
+ /* Update TNLcontext::draw_arrays and return that pointer.
+ */
+ const struct tnl_vertex_array* arrays = _tnl_bind_inputs(ctx);
+
+ _tnl_draw_prims(ctx, arrays, prim, nr_prims, ib,
+ index_bounds_valid, min_index, max_index,
+ num_instances, base_instance, tfb_vertcount, stream);
+}
+
+
+void
+_tnl_init_driver_draw_function(struct dd_function_table *functions)
+{
+ functions->Draw = _tnl_draw;
+}