*/
-#include "main/api_arrayelt.h"
#include "main/glheader.h"
-#include "main/mtypes.h"
+#include "main/arrayobj.h"
+#include "main/api_arrayelt.h"
#include "main/vtxfmt.h"
-#include "vbo_context.h"
-
+#include "vbo_private.h"
+
+const GLubyte
+_vbo_attribute_alias_map[VP_MODE_MAX][VERT_ATTRIB_MAX] = {
+ /* VP_MODE_FF: */
+ {
+ VBO_ATTRIB_POS, /* VERT_ATTRIB_POS */
+ VBO_ATTRIB_NORMAL, /* VERT_ATTRIB_NORMAL */
+ VBO_ATTRIB_COLOR0, /* VERT_ATTRIB_COLOR0 */
+ VBO_ATTRIB_COLOR1, /* VERT_ATTRIB_COLOR1 */
+ VBO_ATTRIB_FOG, /* VERT_ATTRIB_FOG */
+ VBO_ATTRIB_COLOR_INDEX, /* VERT_ATTRIB_COLOR_INDEX */
+ VBO_ATTRIB_EDGEFLAG, /* VERT_ATTRIB_EDGEFLAG */
+ VBO_ATTRIB_TEX0, /* VERT_ATTRIB_TEX0 */
+ VBO_ATTRIB_TEX1, /* VERT_ATTRIB_TEX1 */
+ VBO_ATTRIB_TEX2, /* VERT_ATTRIB_TEX2 */
+ VBO_ATTRIB_TEX3, /* VERT_ATTRIB_TEX3 */
+ VBO_ATTRIB_TEX4, /* VERT_ATTRIB_TEX4 */
+ VBO_ATTRIB_TEX5, /* VERT_ATTRIB_TEX5 */
+ VBO_ATTRIB_TEX6, /* VERT_ATTRIB_TEX6 */
+ VBO_ATTRIB_TEX7, /* VERT_ATTRIB_TEX7 */
+ VBO_ATTRIB_POINT_SIZE, /* VERT_ATTRIB_POINT_SIZE */
+ VBO_ATTRIB_GENERIC0, /* VERT_ATTRIB_GENERIC0 */
+ VBO_ATTRIB_GENERIC1, /* VERT_ATTRIB_GENERIC1 */
+ VBO_ATTRIB_GENERIC2, /* VERT_ATTRIB_GENERIC2 */
+ VBO_ATTRIB_GENERIC3, /* VERT_ATTRIB_GENERIC3 */
+ VBO_ATTRIB_MAT_FRONT_AMBIENT, /* VERT_ATTRIB_GENERIC4 */
+ VBO_ATTRIB_MAT_BACK_AMBIENT, /* VERT_ATTRIB_GENERIC5 */
+ VBO_ATTRIB_MAT_FRONT_DIFFUSE, /* VERT_ATTRIB_GENERIC6 */
+ VBO_ATTRIB_MAT_BACK_DIFFUSE, /* VERT_ATTRIB_GENERIC7 */
+ VBO_ATTRIB_MAT_FRONT_SPECULAR, /* VERT_ATTRIB_GENERIC8 */
+ VBO_ATTRIB_MAT_BACK_SPECULAR, /* VERT_ATTRIB_GENERIC9 */
+ VBO_ATTRIB_MAT_FRONT_EMISSION, /* VERT_ATTRIB_GENERIC10 */
+ VBO_ATTRIB_MAT_BACK_EMISSION, /* VERT_ATTRIB_GENERIC11 */
+ VBO_ATTRIB_MAT_FRONT_SHININESS, /* VERT_ATTRIB_GENERIC12 */
+ VBO_ATTRIB_MAT_BACK_SHININESS, /* VERT_ATTRIB_GENERIC13 */
+ VBO_ATTRIB_MAT_FRONT_INDEXES, /* VERT_ATTRIB_GENERIC14 */
+ VBO_ATTRIB_MAT_BACK_INDEXES /* VERT_ATTRIB_GENERIC15 */
+ },
+
+ /* VP_MODE_SHADER: */
+ {
+ VBO_ATTRIB_POS, /* VERT_ATTRIB_POS */
+ VBO_ATTRIB_NORMAL, /* VERT_ATTRIB_NORMAL */
+ VBO_ATTRIB_COLOR0, /* VERT_ATTRIB_COLOR0 */
+ VBO_ATTRIB_COLOR1, /* VERT_ATTRIB_COLOR1 */
+ VBO_ATTRIB_FOG, /* VERT_ATTRIB_FOG */
+ VBO_ATTRIB_COLOR_INDEX, /* VERT_ATTRIB_COLOR_INDEX */
+ VBO_ATTRIB_EDGEFLAG, /* VERT_ATTRIB_EDGEFLAG */
+ VBO_ATTRIB_TEX0, /* VERT_ATTRIB_TEX0 */
+ VBO_ATTRIB_TEX1, /* VERT_ATTRIB_TEX1 */
+ VBO_ATTRIB_TEX2, /* VERT_ATTRIB_TEX2 */
+ VBO_ATTRIB_TEX3, /* VERT_ATTRIB_TEX3 */
+ VBO_ATTRIB_TEX4, /* VERT_ATTRIB_TEX4 */
+ VBO_ATTRIB_TEX5, /* VERT_ATTRIB_TEX5 */
+ VBO_ATTRIB_TEX6, /* VERT_ATTRIB_TEX6 */
+ VBO_ATTRIB_TEX7, /* VERT_ATTRIB_TEX7 */
+ VBO_ATTRIB_POINT_SIZE, /* VERT_ATTRIB_POINT_SIZE */
+ VBO_ATTRIB_GENERIC0, /* VERT_ATTRIB_GENERIC0 */
+ VBO_ATTRIB_GENERIC1, /* VERT_ATTRIB_GENERIC1 */
+ VBO_ATTRIB_GENERIC2, /* VERT_ATTRIB_GENERIC2 */
+ VBO_ATTRIB_GENERIC3, /* VERT_ATTRIB_GENERIC3 */
+ VBO_ATTRIB_GENERIC4, /* VERT_ATTRIB_GENERIC4 */
+ VBO_ATTRIB_GENERIC5, /* VERT_ATTRIB_GENERIC5 */
+ VBO_ATTRIB_GENERIC6, /* VERT_ATTRIB_GENERIC6 */
+ VBO_ATTRIB_GENERIC7, /* VERT_ATTRIB_GENERIC7 */
+ VBO_ATTRIB_GENERIC8, /* VERT_ATTRIB_GENERIC8 */
+ VBO_ATTRIB_GENERIC9, /* VERT_ATTRIB_GENERIC9 */
+ VBO_ATTRIB_GENERIC10, /* VERT_ATTRIB_GENERIC10 */
+ VBO_ATTRIB_GENERIC11, /* VERT_ATTRIB_GENERIC11 */
+ VBO_ATTRIB_GENERIC12, /* VERT_ATTRIB_GENERIC12 */
+ VBO_ATTRIB_GENERIC13, /* VERT_ATTRIB_GENERIC13 */
+ VBO_ATTRIB_GENERIC14, /* VERT_ATTRIB_GENERIC14 */
+ VBO_ATTRIB_GENERIC15 /* VERT_ATTRIB_GENERIC15 */
+ }
+};
-void vbo_exec_init( struct gl_context *ctx )
+void
+vbo_exec_init(struct gl_context *ctx, bool use_buffer_objects)
{
struct vbo_exec_context *exec = &vbo_context(ctx)->exec;
exec->ctx = ctx;
- /* Initialize the arrayelt helper
- */
- if (!ctx->aelt_context &&
- !_ae_create_context( ctx ))
- return;
-
- vbo_exec_vtx_init( exec );
+ vbo_exec_vtx_init(exec, use_buffer_objects);
ctx->Driver.NeedFlush = 0;
ctx->Driver.CurrentExecPrimitive = PRIM_OUTSIDE_BEGIN_END;
- ctx->Driver.BeginVertices = vbo_exec_BeginVertices;
- ctx->Driver.FlushVertices = vbo_exec_FlushVertices;
- vbo_exec_invalidate_state( ctx, ~0 );
+ exec->eval.recalculate_maps = GL_TRUE;
}
{
struct vbo_exec_context *exec = &vbo_context(ctx)->exec;
- if (ctx->aelt_context) {
- _ae_destroy_context( ctx );
- ctx->aelt_context = NULL;
- }
-
vbo_exec_vtx_destroy( exec );
}
-/**
- * Really want to install these callbacks to a central facility to be
- * invoked according to the state flags. That will have to wait for a
- * mesa rework:
- */
-void vbo_exec_invalidate_state( struct gl_context *ctx, GLuint new_state )
-{
- struct vbo_context *vbo = vbo_context(ctx);
- struct vbo_exec_context *exec = &vbo->exec;
-
- if (!exec->validating && new_state & (_NEW_PROGRAM|_NEW_ARRAY)) {
- exec->array.recalculate_inputs = GL_TRUE;
-
- /* If we ended up here because a VAO was deleted, the _DrawArrays
- * pointer which pointed to the VAO might be invalid now, so set it
- * to NULL. This prevents crashes in driver functions like Clear
- * where driver state validation might occur, but the vbo module is
- * still in an invalid state.
- *
- * Drivers should skip vertex array state validation if _DrawArrays
- * is NULL. It also has no effect on performance, because attrib
- * bindings will be recalculated anyway.
- */
- if (vbo->last_draw_method == DRAW_ARRAYS) {
- ctx->Array._DrawArrays = NULL;
- vbo->last_draw_method = DRAW_NONE;
- }
- }
-
- if (new_state & _NEW_EVAL)
- exec->eval.recalculate_maps = GL_TRUE;
-
- _ae_invalidate_state(ctx, new_state);
-}
-
-
-/**
- * Figure out the number of transform feedback primitives that will be output
- * considering the drawing mode, number of vertices, and instance count,
- * assuming that no geometry shading is done and primitive restart is not
- * used.
- *
- * This is used by driver back-ends in implementing the PRIMITIVES_GENERATED
- * and TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN queries. It is also used to
- * pre-validate draw calls in GLES3 (where draw calls only succeed if there is
- * enough room in the transform feedback buffer for the result).
- */
-size_t
-vbo_count_tessellated_primitives(GLenum mode, GLuint count,
- GLuint num_instances)
-{
- size_t num_primitives;
- switch (mode) {
- case GL_POINTS:
- num_primitives = count;
- break;
- case GL_LINE_STRIP:
- num_primitives = count >= 2 ? count - 1 : 0;
- break;
- case GL_LINE_LOOP:
- num_primitives = count >= 2 ? count : 0;
- break;
- case GL_LINES:
- num_primitives = count / 2;
- break;
- case GL_TRIANGLE_STRIP:
- case GL_TRIANGLE_FAN:
- case GL_POLYGON:
- num_primitives = count >= 3 ? count - 2 : 0;
- break;
- case GL_TRIANGLES:
- num_primitives = count / 3;
- break;
- case GL_QUAD_STRIP:
- num_primitives = count >= 4 ? ((count / 2) - 1) * 2 : 0;
- break;
- case GL_QUADS:
- num_primitives = (count / 4) * 2;
- break;
- case GL_LINES_ADJACENCY:
- num_primitives = count / 4;
- break;
- case GL_LINE_STRIP_ADJACENCY:
- num_primitives = count >= 4 ? count - 3 : 0;
- break;
- case GL_TRIANGLES_ADJACENCY:
- num_primitives = count / 6;
- break;
- case GL_TRIANGLE_STRIP_ADJACENCY:
- num_primitives = count >= 6 ? (count - 4) / 2 : 0;
- break;
- default:
- assert(!"Unexpected primitive type in count_tessellated_primitives");
- num_primitives = 0;
- break;
- }
- return num_primitives * num_instances;
-}
-
-
-
/**
* In some degenarate cases we can improve our ability to merge
* consecutive primitives. For example:
/**
- * Helper function for determining if two subsequent glBegin/glEnd
- * primitives can be combined. This is only possible for GL_POINTS,
- * GL_LINES, GL_TRIANGLES and GL_QUADS.
- * If we return true, it means that we can concatenate p1 onto p0 (and
- * discard p1).
+ * Function for merging two subsequent glBegin/glEnd draws.
+ * Return true if p1 was concatenated onto p0 (to discard p1 in the caller).
*/
bool
-vbo_can_merge_prims(const struct _mesa_prim *p0, const struct _mesa_prim *p1)
+vbo_merge_draws(struct gl_context *ctx, bool in_dlist,
+ struct _mesa_prim *p0, const struct _mesa_prim *p1)
{
- if (!p0->begin ||
- !p1->begin ||
- !p0->end ||
- !p1->end)
- return false;
-
/* The prim mode must match (ex: both GL_TRIANGLES) */
if (p0->mode != p1->mode)
return false;
if (p0->start + p0->count != p1->start)
return false;
- if (p0->basevertex != p1->basevertex ||
- p0->num_instances != p1->num_instances ||
- p0->base_instance != p1->base_instance)
- return false;
-
- /* can always merge subsequent GL_POINTS primitives */
- if (p0->mode == GL_POINTS)
- return true;
+ /* This checks whether mode is equal to any line primitive type, taking
+ * advantage of the fact that primitives types go from 0 to 14.
+ */
+ if ((1 << p0->mode) &
+ ((1 << GL_LINES) |
+ (1 << GL_LINE_LOOP) |
+ (1 << GL_LINE_STRIP) |
+ (1 << GL_LINES_ADJACENCY) |
+ (1 << GL_LINE_STRIP_ADJACENCY))) {
+ /* "begin" resets the line stipple pattern during line stipple emulation
+ * in tnl.
+ *
+ * StippleFlag can be unknown when compiling a display list.
+ *
+ * Other uses of "begin" are internal to the vbo module, and in those
+ * cases, "begin" is not used after merging draws.
+ */
+ if (p1->begin == 1 && (in_dlist || ctx->Line.StippleFlag))
+ return false;
- /* independent lines with no extra vertices */
- if (p0->mode == GL_LINES && p0->count % 2 == 0 && p1->count % 2 == 0)
- return true;
+ /* _mesa_prim::end is irrelevant at this point and is only used
+ * before this function is called.
+ */
+ }
- /* independent tris */
- if (p0->mode == GL_TRIANGLES && p0->count % 3 == 0 && p1->count % 3 == 0)
- return true;
+ assert(p0->basevertex == p1->basevertex);
- /* independent quads */
- if (p0->mode == GL_QUADS && p0->count % 4 == 0 && p1->count % 4 == 0)
- return true;
+ switch (p0->mode) {
+ case GL_POINTS:
+ /* can always merge subsequent GL_POINTS primitives */
+ break;
+ /* check independent primitives with no extra vertices */
+ case GL_LINES:
+ if (p0->count % 2)
+ return false;
+ break;
+ case GL_TRIANGLES:
+ if (p0->count % 3)
+ return false;
+ break;
+ case GL_QUADS:
+ case GL_LINES_ADJACENCY:
+ if (p0->count % 4)
+ return false;
+ break;
+ case GL_TRIANGLES_ADJACENCY:
+ if (p0->count % 6)
+ return false;
+ break;
+ case GL_PATCHES:
+ /* "patch_vertices" can be unknown when compiling a display list. */
+ if (in_dlist ||
+ p0->count % ctx->TessCtrlProgram.patch_vertices)
+ return false;
+ break;
+ default:
+ return false;
+ }
- return false;
+ /* Merge draws. */
+ p0->count += p1->count;
+ p0->end = p1->end;
+ return true;
}
-
/**
- * If we've determined that p0 and p1 can be merged, this function
- * concatenates p1 onto p0.
+ * Copy zero, one or two vertices from the current vertex buffer into
+ * the temporary "copy" buffer.
+ * This is used when a single primitive overflows a vertex buffer and
+ * we need to continue the primitive in a new vertex buffer.
+ * The temporary "copy" buffer holds the vertices which need to get
+ * copied from the old buffer to the new one.
*/
-void
-vbo_merge_prims(struct _mesa_prim *p0, const struct _mesa_prim *p1)
+unsigned
+vbo_copy_vertices(struct gl_context *ctx,
+ GLenum mode,
+ struct _mesa_prim *last_prim,
+ unsigned vertex_size,
+ bool in_dlist,
+ fi_type *dst,
+ const fi_type *src)
{
- assert(vbo_can_merge_prims(p0, p1));
+ const unsigned count = last_prim->count;
+ unsigned copy = 0;
- p0->count += p1->count;
- p0->end = p1->end;
+ switch (mode) {
+ case GL_POINTS:
+ return 0;
+ case GL_LINES:
+ copy = count % 2;
+ break;
+ case GL_TRIANGLES:
+ copy = count % 3;
+ break;
+ case GL_QUADS:
+ case GL_LINES_ADJACENCY:
+ copy = count % 4;
+ break;
+ case GL_TRIANGLES_ADJACENCY:
+ copy = count % 6;
+ break;
+ case GL_LINE_STRIP:
+ copy = MIN2(1, count);
+ break;
+ case GL_LINE_STRIP_ADJACENCY:
+ /* We need to copy 3 vertices, because:
+ * Last strip: ---o---o---x (last line)
+ * Next strip: x---o---o--- (next line)
+ */
+ copy = MIN2(3, count);
+ break;
+ case GL_PATCHES:
+ if (in_dlist) {
+ /* We don't know the value of GL_PATCH_VERTICES when compiling
+ * a display list.
+ *
+ * Fail an assertion in debug builds and use the value of 3
+ * in release builds, which is more likely than any other value.
+ */
+ assert(!"patch_vertices is unknown");
+ copy = count % 3;
+ } else {
+ copy = count % ctx->TessCtrlProgram.patch_vertices;
+ }
+ break;
+ case GL_LINE_LOOP:
+ if (!in_dlist && last_prim->begin == 0) {
+ /* We're dealing with the second or later section of a split/wrapped
+ * GL_LINE_LOOP. Since we're converting line loops to line strips,
+ * we've already incremented the last_prim->start counter by one to
+ * skip the 0th vertex in the loop. We need to undo that (effectively
+ * subtract one from last_prim->start) so that we copy the 0th vertex
+ * to the next vertex buffer.
+ */
+ assert(last_prim->start > 0);
+ src -= vertex_size;
+ }
+ /* fall-through */
+ case GL_TRIANGLE_FAN:
+ case GL_POLYGON:
+ if (count == 0) {
+ return 0;
+ } else if (count == 1) {
+ memcpy(dst, src + 0, vertex_size * sizeof(GLfloat));
+ return 1;
+ } else {
+ memcpy(dst, src + 0, vertex_size * sizeof(GLfloat));
+ memcpy(dst + vertex_size, src + (count - 1) * vertex_size,
+ vertex_size * sizeof(GLfloat));
+ return 2;
+ }
+ case GL_TRIANGLE_STRIP:
+ /* Draw an even number of triangles to keep front/back facing the same. */
+ last_prim->count -= count % 2;
+ /* fallthrough */
+ case GL_QUAD_STRIP:
+ if (count <= 1)
+ copy = count;
+ else
+ copy = 2 + (count % 2);
+ break;
+ case PRIM_OUTSIDE_BEGIN_END:
+ return 0;
+ case GL_TRIANGLE_STRIP_ADJACENCY:
+ /* TODO: Splitting tri strips with adjacency is too complicated. */
+ default:
+ unreachable("Unexpected primitive type");
+ return 0;
+ }
+
+ memcpy(dst, src + (count - copy) * vertex_size,
+ copy * vertex_size * sizeof(GLfloat));
+ return copy;
}