/**************************************************************************
*
- * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
+ * Copyright 2003 VMware, Inc.
* Copyright 2009 VMware, Inc.
* 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 NON-INFRINGEMENT.
- * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
+ * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS 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.
#include "main/context.h"
#include "main/state.h"
#include "main/api_validate.h"
+#include "main/dispatch.h"
#include "main/varray.h"
#include "main/bufferobj.h"
#include "main/enums.h"
#include "main/macros.h"
+#include "main/transformfeedback.h"
#include "vbo_context.h"
* If primitive restart is enabled, we need to ignore restart
* indexes when computing min/max.
*/
-void
+static void
vbo_get_minmax_index(struct gl_context *ctx,
const struct _mesa_prim *prim,
const struct _mesa_index_buffer *ib,
- GLuint *min_index, GLuint *max_index)
+ GLuint *min_index, GLuint *max_index,
+ const GLuint count)
{
- const GLboolean restart = ctx->Array.PrimitiveRestart;
- const GLuint restartIndex = ctx->Array.RestartIndex;
- const GLuint count = prim->count;
- const void *indices;
+ const GLboolean restart = ctx->Array._PrimitiveRestart;
+ const GLuint restartIndex = _mesa_primitive_restart_index(ctx, ib->type);
+ const int index_size = vbo_sizeof_ib_type(ib->type);
+ const char *indices;
GLuint i;
+ indices = (char *) ib->ptr + prim->start * index_size;
if (_mesa_is_bufferobj(ib->obj)) {
- const GLvoid *map =
- ctx->Driver.MapBuffer(ctx, GL_ELEMENT_ARRAY_BUFFER_ARB,
- GL_READ_ONLY, ib->obj);
- indices = ADD_POINTERS(map, ib->ptr);
- } else {
- indices = ib->ptr;
+ GLsizeiptr size = MIN2(count * index_size, ib->obj->Size);
+ indices = ctx->Driver.MapBufferRange(ctx, (GLintptr) indices, size,
+ GL_MAP_READ_BIT, ib->obj);
}
switch (ib->type) {
}
if (_mesa_is_bufferobj(ib->obj)) {
- ctx->Driver.UnmapBuffer(ctx, GL_ELEMENT_ARRAY_BUFFER_ARB, ib->obj);
+ ctx->Driver.UnmapBuffer(ctx, ib->obj);
+ }
+}
+
+/**
+ * Compute min and max elements for nr_prims
+ */
+void
+vbo_get_minmax_indices(struct gl_context *ctx,
+ const struct _mesa_prim *prims,
+ const struct _mesa_index_buffer *ib,
+ GLuint *min_index,
+ GLuint *max_index,
+ GLuint nr_prims)
+{
+ GLuint tmp_min, tmp_max;
+ GLuint i;
+ GLuint count;
+
+ *min_index = ~0;
+ *max_index = 0;
+
+ for (i = 0; i < nr_prims; i++) {
+ const struct _mesa_prim *start_prim;
+
+ start_prim = &prims[i];
+ count = start_prim->count;
+ /* Do combination if possible to reduce map/unmap count */
+ while ((i + 1 < nr_prims) &&
+ (prims[i].start + prims[i].count == prims[i+1].start)) {
+ count += prims[i+1].count;
+ i++;
+ }
+ vbo_get_minmax_index(ctx, start_prim, ib, &tmp_min, &tmp_max, count);
+ *min_index = MIN2(*min_index, tmp_min);
+ *max_index = MAX2(*max_index, tmp_max);
}
}
if (!array->BufferObj->Pointer) {
/* need to map now */
array->BufferObj->Pointer =
- ctx->Driver.MapBuffer(ctx, GL_ARRAY_BUFFER_ARB,
- GL_READ_ONLY, array->BufferObj);
+ ctx->Driver.MapBufferRange(ctx, 0, array->BufferObj->Size,
+ GL_MAP_READ_BIT, array->BufferObj);
}
data = ADD_POINTERS(data, array->BufferObj->Pointer);
}
if (array->Enabled &&
_mesa_is_bufferobj(array->BufferObj) &&
_mesa_bufferobj_mapped(array->BufferObj)) {
- ctx->Driver.UnmapBuffer(ctx, GL_ARRAY_BUFFER_ARB, array->BufferObj);
+ ctx->Driver.UnmapBuffer(ctx, array->BufferObj);
}
}
const void *elemMap;
GLint i, k;
- if (_mesa_is_bufferobj(ctx->Array.ElementArrayBufferObj)) {
- elemMap = ctx->Driver.MapBuffer(ctx,
- GL_ELEMENT_ARRAY_BUFFER_ARB,
- GL_READ_ONLY,
- ctx->Array.ElementArrayBufferObj);
+ if (_mesa_is_bufferobj(ctx->Array.ArrayObj->ElementArrayBufferObj)) {
+ elemMap = ctx->Driver.MapBufferRange(ctx, 0,
+ ctx->Array.ArrayObj->ElementArrayBufferObj->Size,
+ GL_MAP_READ_BIT,
+ ctx->Array.ArrayObj->ElementArrayBufferObj);
elements = ADD_POINTERS(elements, elemMap);
}
}
/* check element j of each enabled array */
- check_array_data(ctx, &arrayObj->Vertex, VERT_ATTRIB_POS, j);
- check_array_data(ctx, &arrayObj->Normal, VERT_ATTRIB_NORMAL, j);
- check_array_data(ctx, &arrayObj->Color, VERT_ATTRIB_COLOR0, j);
- check_array_data(ctx, &arrayObj->SecondaryColor, VERT_ATTRIB_COLOR1, j);
- for (k = 0; k < Elements(arrayObj->TexCoord); k++) {
- check_array_data(ctx, &arrayObj->TexCoord[k], VERT_ATTRIB_TEX0 + k, j);
- }
- for (k = 0; k < Elements(arrayObj->VertexAttrib); k++) {
- check_array_data(ctx, &arrayObj->VertexAttrib[k],
- VERT_ATTRIB_GENERIC0 + k, j);
+ for (k = 0; k < Elements(arrayObj->_VertexAttrib); k++) {
+ check_array_data(ctx, &arrayObj->_VertexAttrib[k], k, j);
}
}
- if (_mesa_is_bufferobj(ctx->Array.ElementArrayBufferObj)) {
- ctx->Driver.UnmapBuffer(ctx, GL_ELEMENT_ARRAY_BUFFER_ARB,
- ctx->Array.ElementArrayBufferObj);
+ if (_mesa_is_bufferobj(arrayObj->ElementArrayBufferObj)) {
+ ctx->Driver.UnmapBuffer(ctx, ctx->Array.ArrayObj->ElementArrayBufferObj);
}
- unmap_array_buffer(ctx, &arrayObj->Vertex);
- unmap_array_buffer(ctx, &arrayObj->Normal);
- unmap_array_buffer(ctx, &arrayObj->Color);
- for (k = 0; k < Elements(arrayObj->TexCoord); k++) {
- unmap_array_buffer(ctx, &arrayObj->TexCoord[k]);
- }
- for (k = 0; k < Elements(arrayObj->VertexAttrib); k++) {
- unmap_array_buffer(ctx, &arrayObj->VertexAttrib[k]);
+ for (k = 0; k < Elements(arrayObj->_VertexAttrib); k++) {
+ unmap_array_buffer(ctx, &arrayObj->_VertexAttrib[k]);
}
}
{
struct vbo_context *vbo = vbo_context(ctx);
struct vbo_exec_context *exec = &vbo->exec;
+ struct gl_array_object *arrayObj = ctx->Array.ArrayObj;
int i;
printf("vbo_exec_DrawArrays(mode 0x%x, start %d, count %d):\n",
mode, start, count);
for (i = 0; i < 32; i++) {
- GLuint bufName = exec->array.inputs[i]->BufferObj->Name;
+ struct gl_buffer_object *bufObj = exec->array.inputs[i]->BufferObj;
+ GLuint bufName = bufObj->Name;
GLint stride = exec->array.inputs[i]->Stride;
printf("attr %2d: size %d stride %d enabled %d "
"ptr %p Bufobj %u\n",
exec->array.inputs[i]->Size,
stride,
/*exec->array.inputs[i]->Enabled,*/
- exec->array.legacy_array[i]->Enabled,
+ arrayObj->_VertexAttrib[VERT_ATTRIB_FF(i)].Enabled,
exec->array.inputs[i]->Ptr,
bufName);
if (bufName) {
- struct gl_buffer_object *buf = _mesa_lookup_bufferobj(ctx, bufName);
- GLubyte *p = ctx->Driver.MapBuffer(ctx, GL_ARRAY_BUFFER_ARB,
- GL_READ_ONLY_ARB, buf);
+ GLubyte *p = ctx->Driver.MapBufferRange(ctx, 0, bufObj->Size,
+ GL_MAP_READ_BIT, bufObj);
int offset = (int) (GLintptr) exec->array.inputs[i]->Ptr;
float *f = (float *) (p + offset);
int *k = (int *) f;
for (i = 0; i < n; i++) {
printf(" float[%d] = 0x%08x %f\n", i, k[i], f[i]);
}
- ctx->Driver.UnmapBuffer(ctx, GL_ARRAY_BUFFER_ARB, buf);
+ ctx->Driver.UnmapBuffer(ctx, bufObj);
}
}
}
-/**
- * Bind the VBO executor to the current vertex array object prior
- * to drawing.
- *
- * Just translate the arrayobj into a sane layout.
- */
-static void
-bind_array_obj(struct gl_context *ctx)
-{
- struct vbo_context *vbo = vbo_context(ctx);
- struct vbo_exec_context *exec = &vbo->exec;
- struct gl_array_object *arrayObj = ctx->Array.ArrayObj;
- GLuint i;
-
- /* TODO: Fix the ArrayObj struct to keep legacy arrays in an array
- * rather than as individual named arrays. Then this function can
- * go away.
- */
- exec->array.legacy_array[VERT_ATTRIB_POS] = &arrayObj->Vertex;
- exec->array.legacy_array[VERT_ATTRIB_WEIGHT] = &arrayObj->Weight;
- exec->array.legacy_array[VERT_ATTRIB_NORMAL] = &arrayObj->Normal;
- exec->array.legacy_array[VERT_ATTRIB_COLOR0] = &arrayObj->Color;
- exec->array.legacy_array[VERT_ATTRIB_COLOR1] = &arrayObj->SecondaryColor;
- exec->array.legacy_array[VERT_ATTRIB_FOG] = &arrayObj->FogCoord;
- exec->array.legacy_array[VERT_ATTRIB_COLOR_INDEX] = &arrayObj->Index;
- if (arrayObj->PointSize.Enabled) {
- /* this aliases COLOR_INDEX */
- exec->array.legacy_array[VERT_ATTRIB_POINT_SIZE] = &arrayObj->PointSize;
- }
- exec->array.legacy_array[VERT_ATTRIB_EDGEFLAG] = &arrayObj->EdgeFlag;
-
- for (i = 0; i < Elements(arrayObj->TexCoord); i++)
- exec->array.legacy_array[VERT_ATTRIB_TEX0 + i] = &arrayObj->TexCoord[i];
-
- for (i = 0; i < Elements(arrayObj->VertexAttrib); i++) {
- assert(i < Elements(exec->array.generic_array));
- exec->array.generic_array[i] = &arrayObj->VertexAttrib[i];
- }
-
- exec->array.array_obj = arrayObj->Name;
-}
-
-
/**
* Set the vbo->exec->inputs[] pointers to point to the enabled
* vertex arrays. This depends on the current vertex program/shader
{
struct vbo_context *vbo = vbo_context(ctx);
struct vbo_exec_context *exec = &vbo->exec;
+ struct gl_client_array *vertexAttrib = ctx->Array.ArrayObj->_VertexAttrib;
const struct gl_client_array **inputs = &exec->array.inputs[0];
- GLbitfield const_inputs = 0x0;
+ GLbitfield64 const_inputs = 0x0;
GLuint i;
- exec->array.program_mode = get_program_mode(ctx);
- exec->array.enabled_flags = ctx->Array.ArrayObj->_Enabled;
-
- switch (exec->array.program_mode) {
+ switch (get_program_mode(ctx)) {
case VP_NONE:
/* When no vertex program is active (or the vertex program is generated
* from fixed-function state). We put the material values into the
* generic slots. This is the only situation where material values
* are available as per-vertex attributes.
*/
- for (i = 0; i <= VERT_ATTRIB_TEX7; i++) {
- if (exec->array.legacy_array[i]->Enabled)
- inputs[i] = exec->array.legacy_array[i];
+ for (i = 0; i < VERT_ATTRIB_FF_MAX; i++) {
+ if (vertexAttrib[VERT_ATTRIB_FF(i)].Enabled)
+ inputs[i] = &vertexAttrib[VERT_ATTRIB_FF(i)];
else {
- inputs[i] = &vbo->legacy_currval[i];
- const_inputs |= 1 << i;
+ inputs[i] = &vbo->currval[VBO_ATTRIB_POS+i];
+ const_inputs |= VERT_BIT(i);
}
}
for (i = 0; i < MAT_ATTRIB_MAX; i++) {
- inputs[VERT_ATTRIB_GENERIC0 + i] = &vbo->mat_currval[i];
- const_inputs |= 1 << (VERT_ATTRIB_GENERIC0 + i);
+ inputs[VERT_ATTRIB_GENERIC(i)] =
+ &vbo->currval[VBO_ATTRIB_MAT_FRONT_AMBIENT+i];
+ const_inputs |= VERT_BIT_GENERIC(i);
}
/* Could use just about anything, just to fill in the empty
* slots:
*/
- for (i = MAT_ATTRIB_MAX; i < VERT_ATTRIB_MAX - VERT_ATTRIB_GENERIC0; i++) {
- inputs[VERT_ATTRIB_GENERIC0 + i] = &vbo->generic_currval[i];
- const_inputs |= 1 << (VERT_ATTRIB_GENERIC0 + i);
+ for (i = MAT_ATTRIB_MAX; i < VERT_ATTRIB_GENERIC_MAX; i++) {
+ inputs[VERT_ATTRIB_GENERIC(i)] = &vbo->currval[VBO_ATTRIB_GENERIC0+i];
+ const_inputs |= VERT_BIT_GENERIC(i);
}
-
- /* There is no need to make _NEW_ARRAY dirty here for the TnL program,
- * because it already takes care of invalidating the state necessary
- * to revalidate vertex arrays. Not marking the state as dirty also
- * improves performance (quite significantly in some apps).
- */
- if (!ctx->VertexProgram._MaintainTnlProgram)
- ctx->NewState |= _NEW_ARRAY;
break;
- case VP_NV:
- /* NV_vertex_program - attribute arrays alias and override
- * conventional, legacy arrays. No materials, and the generic
- * slots are vacant.
+ case VP_ARB:
+ /* There are no shaders in OpenGL ES 1.x, so this code path should be
+ * impossible to reach. The meta code is careful to not use shaders in
+ * ES1.
*/
- for (i = 0; i <= VERT_ATTRIB_TEX7; i++) {
- if (exec->array.generic_array[i]->Enabled)
- inputs[i] = exec->array.generic_array[i];
- else if (exec->array.legacy_array[i]->Enabled)
- inputs[i] = exec->array.legacy_array[i];
- else {
- inputs[i] = &vbo->legacy_currval[i];
- const_inputs |= 1 << i;
- }
- }
+ assert(ctx->API != API_OPENGLES);
- /* Could use just about anything, just to fill in the empty
- * slots:
- */
- for (i = VERT_ATTRIB_GENERIC0; i < VERT_ATTRIB_MAX; i++) {
- inputs[i] = &vbo->generic_currval[i - VERT_ATTRIB_GENERIC0];
- const_inputs |= 1 << i;
- }
-
- ctx->NewState |= _NEW_ARRAY;
- break;
-
- case VP_ARB:
- /* GL_ARB_vertex_program or GLSL vertex shader - Only the generic[0]
+ /* In the compatibility profile of desktop OpenGL, the generic[0]
* attribute array aliases and overrides the legacy position array.
- *
* Otherwise, legacy attributes available in the legacy slots,
* generic attributes in the generic slots and materials are not
* available as per-vertex attributes.
+ *
+ * In all other APIs, only the generic attributes exist, and none of the
+ * slots are considered "magic."
*/
- if (exec->array.generic_array[0]->Enabled)
- inputs[0] = exec->array.generic_array[0];
- else if (exec->array.legacy_array[0]->Enabled)
- inputs[0] = exec->array.legacy_array[0];
- else {
- inputs[0] = &vbo->legacy_currval[0];
- const_inputs |= 1 << 0;
- }
+ if (ctx->API == API_OPENGL_COMPAT) {
+ if (vertexAttrib[VERT_ATTRIB_GENERIC0].Enabled)
+ inputs[0] = &vertexAttrib[VERT_ATTRIB_GENERIC0];
+ else if (vertexAttrib[VERT_ATTRIB_POS].Enabled)
+ inputs[0] = &vertexAttrib[VERT_ATTRIB_POS];
+ else {
+ inputs[0] = &vbo->currval[VBO_ATTRIB_POS];
+ const_inputs |= VERT_BIT_POS;
+ }
- for (i = 1; i <= VERT_ATTRIB_TEX7; i++) {
- if (exec->array.legacy_array[i]->Enabled)
- inputs[i] = exec->array.legacy_array[i];
- else {
- inputs[i] = &vbo->legacy_currval[i];
- const_inputs |= 1 << i;
+ for (i = 1; i < VERT_ATTRIB_FF_MAX; i++) {
+ if (vertexAttrib[VERT_ATTRIB_FF(i)].Enabled)
+ inputs[i] = &vertexAttrib[VERT_ATTRIB_FF(i)];
+ else {
+ inputs[i] = &vbo->currval[VBO_ATTRIB_POS+i];
+ const_inputs |= VERT_BIT_FF(i);
+ }
}
- }
- for (i = 0; i < MAX_VERTEX_GENERIC_ATTRIBS; i++) {
- if (exec->array.generic_array[i]->Enabled)
- inputs[VERT_ATTRIB_GENERIC0 + i] = exec->array.generic_array[i];
- else {
- inputs[VERT_ATTRIB_GENERIC0 + i] = &vbo->generic_currval[i];
- const_inputs |= 1 << (VERT_ATTRIB_GENERIC0 + i);
+ for (i = 1; i < VERT_ATTRIB_GENERIC_MAX; i++) {
+ if (vertexAttrib[VERT_ATTRIB_GENERIC(i)].Enabled)
+ inputs[VERT_ATTRIB_GENERIC(i)] =
+ &vertexAttrib[VERT_ATTRIB_GENERIC(i)];
+ else {
+ inputs[VERT_ATTRIB_GENERIC(i)] =
+ &vbo->currval[VBO_ATTRIB_GENERIC0+i];
+ const_inputs |= VERT_BIT_GENERIC(i);
+ }
+ }
+
+ inputs[VERT_ATTRIB_GENERIC0] = inputs[0];
+ } else {
+ /* Other parts of the code assume that inputs[0] through
+ * inputs[VERT_ATTRIB_FF_MAX] will be non-NULL. However, in OpenGL
+ * ES 2.0+ or OpenGL core profile, none of these arrays should ever
+ * be enabled.
+ */
+ for (i = 0; i < VERT_ATTRIB_FF_MAX; i++) {
+ assert(!vertexAttrib[VERT_ATTRIB_FF(i)].Enabled);
+
+ inputs[i] = &vbo->currval[VBO_ATTRIB_POS+i];
+ const_inputs |= VERT_BIT_FF(i);
+ }
+
+ for (i = 0; i < VERT_ATTRIB_GENERIC_MAX; i++) {
+ if (vertexAttrib[VERT_ATTRIB_GENERIC(i)].Enabled)
+ inputs[VERT_ATTRIB_GENERIC(i)] =
+ &vertexAttrib[VERT_ATTRIB_GENERIC(i)];
+ else {
+ inputs[VERT_ATTRIB_GENERIC(i)] =
+ &vbo->currval[VBO_ATTRIB_GENERIC0+i];
+ const_inputs |= VERT_BIT_GENERIC(i);
+ }
}
}
- ctx->NewState |= _NEW_ARRAY;
break;
}
- _mesa_set_varying_vp_inputs( ctx, ~const_inputs );
+ _mesa_set_varying_vp_inputs( ctx, VERT_BIT_ALL & (~const_inputs) );
+ ctx->NewDriverState |= ctx->DriverFlags.NewArray;
}
* Examine the enabled vertex arrays to set the exec->array.inputs[] values.
* These will point to the arrays to actually use for drawing. Some will
* be user-provided arrays, other will be zero-stride const-valued arrays.
- * Note that this might set the _NEW_ARRAY dirty flag so state validation
- * must be done after this call.
+ * Note that this might set the _NEW_VARYING_VP_INPUTS dirty flag so state
+ * validation must be done after this call.
*/
-static void
-bind_arrays(struct gl_context *ctx)
+void
+vbo_bind_arrays(struct gl_context *ctx)
{
- if (!ctx->Array.RebindArrays) {
- return;
+ struct vbo_context *vbo = vbo_context(ctx);
+ struct vbo_exec_context *exec = &vbo->exec;
+
+ vbo_draw_method(vbo, DRAW_ARRAYS);
+
+ if (exec->array.recalculate_inputs) {
+ recalculate_input_bindings(ctx);
+ exec->array.recalculate_inputs = GL_FALSE;
+
+ /* Again... because we may have changed the bitmask of per-vertex varying
+ * attributes. If we regenerate the fixed-function vertex program now
+ * we may be able to prune down the number of vertex attributes which we
+ * need in the shader.
+ */
+ if (ctx->NewState) {
+ /* Setting "validating" to TRUE prevents _mesa_update_state from
+ * invalidating what we just did.
+ */
+ exec->validating = GL_TRUE;
+ _mesa_update_state(ctx);
+ exec->validating = GL_FALSE;
+ }
}
+}
- bind_array_obj(ctx);
- recalculate_input_bindings(ctx);
- ctx->Array.RebindArrays = GL_FALSE;
+
+/**
+ * Handle a draw case that potentially has primitive restart enabled.
+ *
+ * If primitive restart is enabled, and PrimitiveRestartInSoftware is
+ * set, then vbo_sw_primitive_restart is used to handle the primitive
+ * restart case in software.
+ */
+static void
+vbo_handle_primitive_restart(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)
+{
+ struct vbo_context *vbo = vbo_context(ctx);
+
+ if ((ib != NULL) &&
+ ctx->Const.PrimitiveRestartInSoftware &&
+ ctx->Array._PrimitiveRestart) {
+ /* Handle primitive restart in software */
+ vbo_sw_primitive_restart(ctx, prim, nr_prims, ib, NULL);
+ } else {
+ /* Call driver directly for draw_prims */
+ vbo->draw_prims(ctx, prim, nr_prims, ib,
+ index_bounds_valid, min_index, max_index, NULL, NULL);
+ }
}
*/
static void
vbo_draw_arrays(struct gl_context *ctx, GLenum mode, GLint start,
- GLsizei count, GLuint numInstances)
+ GLsizei count, GLuint numInstances, GLuint baseInstance)
{
struct vbo_context *vbo = vbo_context(ctx);
struct vbo_exec_context *exec = &vbo->exec;
struct _mesa_prim prim[2];
- bind_arrays(ctx);
-
- /* Again... because we may have changed the bitmask of per-vertex varying
- * attributes. If we regenerate the fixed-function vertex program now
- * we may be able to prune down the number of vertex attributes which we
- * need in the shader.
- */
- if (ctx->NewState)
- _mesa_update_state(ctx);
+ vbo_bind_arrays(ctx);
+ /* init most fields to zero */
+ memset(prim, 0, sizeof(prim));
prim[0].begin = 1;
prim[0].end = 1;
- prim[0].weak = 0;
- prim[0].pad = 0;
prim[0].mode = mode;
- prim[0].start = 0; /* filled in below */
- prim[0].count = 0; /* filled in below */
- prim[0].indexed = 0;
- prim[0].basevertex = 0;
prim[0].num_instances = numInstances;
+ prim[0].base_instance = baseInstance;
+ prim[0].is_indirect = 0;
/* Implement the primitive restart index */
if (ctx->Array.PrimitiveRestart && ctx->Array.RestartIndex < count) {
if (primCount > 0) {
/* draw one or two prims */
check_buffers_are_unmapped(exec->array.inputs);
- vbo->draw_prims(ctx, exec->array.inputs, prim, primCount, NULL,
- GL_TRUE, start, start + count - 1);
+ vbo->draw_prims(ctx, prim, primCount, NULL,
+ GL_TRUE, start, start + count - 1, NULL, NULL);
}
}
else {
prim[0].count = count;
check_buffers_are_unmapped(exec->array.inputs);
- vbo->draw_prims(ctx, exec->array.inputs, prim, 1, NULL,
- GL_TRUE, start, start + count - 1);
+ vbo->draw_prims(ctx, prim, 1, NULL,
+ GL_TRUE, start, start + count - 1,
+ NULL, NULL);
+ }
+
+ if (MESA_DEBUG_FLAGS & DEBUG_ALWAYS_FLUSH) {
+ _mesa_flush(ctx);
}
}
+/**
+ * Execute a glRectf() function.
+ */
+static void GLAPIENTRY
+vbo_exec_Rectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
+
+ CALL_Begin(GET_DISPATCH(), (GL_QUADS));
+ CALL_Vertex2f(GET_DISPATCH(), (x1, y1));
+ CALL_Vertex2f(GET_DISPATCH(), (x2, y1));
+ CALL_Vertex2f(GET_DISPATCH(), (x2, y2));
+ CALL_Vertex2f(GET_DISPATCH(), (x1, y2));
+ CALL_End(GET_DISPATCH(), ());
+}
+
+
+static void GLAPIENTRY
+vbo_exec_EvalMesh1(GLenum mode, GLint i1, GLint i2)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLint i;
+ GLfloat u, du;
+ GLenum prim;
+
+ switch (mode) {
+ case GL_POINT:
+ prim = GL_POINTS;
+ break;
+ case GL_LINE:
+ prim = GL_LINE_STRIP;
+ break;
+ default:
+ _mesa_error( ctx, GL_INVALID_ENUM, "glEvalMesh1(mode)" );
+ return;
+ }
+
+ /* No effect if vertex maps disabled.
+ */
+ if (!ctx->Eval.Map1Vertex4 &&
+ !ctx->Eval.Map1Vertex3)
+ return;
+
+ du = ctx->Eval.MapGrid1du;
+ u = ctx->Eval.MapGrid1u1 + i1 * du;
+
+ CALL_Begin(GET_DISPATCH(), (prim));
+ for (i=i1;i<=i2;i++,u+=du) {
+ CALL_EvalCoord1f(GET_DISPATCH(), (u));
+ }
+ CALL_End(GET_DISPATCH(), ());
+}
+
+
+static void GLAPIENTRY
+vbo_exec_EvalMesh2(GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLfloat u, du, v, dv, v1, u1;
+ GLint i, j;
+
+ switch (mode) {
+ case GL_POINT:
+ case GL_LINE:
+ case GL_FILL:
+ break;
+ default:
+ _mesa_error( ctx, GL_INVALID_ENUM, "glEvalMesh2(mode)" );
+ return;
+ }
+
+ /* No effect if vertex maps disabled.
+ */
+ if (!ctx->Eval.Map2Vertex4 &&
+ !ctx->Eval.Map2Vertex3)
+ return;
+
+ du = ctx->Eval.MapGrid2du;
+ dv = ctx->Eval.MapGrid2dv;
+ v1 = ctx->Eval.MapGrid2v1 + j1 * dv;
+ u1 = ctx->Eval.MapGrid2u1 + i1 * du;
+
+ switch (mode) {
+ case GL_POINT:
+ CALL_Begin(GET_DISPATCH(), (GL_POINTS));
+ for (v=v1,j=j1;j<=j2;j++,v+=dv) {
+ for (u=u1,i=i1;i<=i2;i++,u+=du) {
+ CALL_EvalCoord2f(GET_DISPATCH(), (u, v));
+ }
+ }
+ CALL_End(GET_DISPATCH(), ());
+ break;
+ case GL_LINE:
+ for (v=v1,j=j1;j<=j2;j++,v+=dv) {
+ CALL_Begin(GET_DISPATCH(), (GL_LINE_STRIP));
+ for (u=u1,i=i1;i<=i2;i++,u+=du) {
+ CALL_EvalCoord2f(GET_DISPATCH(), (u, v));
+ }
+ CALL_End(GET_DISPATCH(), ());
+ }
+ for (u=u1,i=i1;i<=i2;i++,u+=du) {
+ CALL_Begin(GET_DISPATCH(), (GL_LINE_STRIP));
+ for (v=v1,j=j1;j<=j2;j++,v+=dv) {
+ CALL_EvalCoord2f(GET_DISPATCH(), (u, v));
+ }
+ CALL_End(GET_DISPATCH(), ());
+ }
+ break;
+ case GL_FILL:
+ for (v=v1,j=j1;j<j2;j++,v+=dv) {
+ CALL_Begin(GET_DISPATCH(), (GL_TRIANGLE_STRIP));
+ for (u=u1,i=i1;i<=i2;i++,u+=du) {
+ CALL_EvalCoord2f(GET_DISPATCH(), (u, v));
+ CALL_EvalCoord2f(GET_DISPATCH(), (u, v+dv));
+ }
+ CALL_End(GET_DISPATCH(), ());
+ }
+ break;
+ }
+}
+
/**
* Called from glDrawArrays when in immediate mode (not display list mode).
if (!_mesa_validate_DrawArrays( ctx, mode, start, count ))
return;
- FLUSH_CURRENT( ctx, 0 );
-
- if (!_mesa_valid_to_render(ctx, "glDrawArrays")) {
- return;
- }
-
if (0)
check_draw_arrays_data(ctx, start, count);
- vbo_draw_arrays(ctx, mode, start, count, 1);
+ vbo_draw_arrays(ctx, mode, start, count, 1, 0);
if (0)
print_draw_arrays(ctx, mode, start, count);
if (!_mesa_validate_DrawArraysInstanced(ctx, mode, start, count, numInstances))
return;
- FLUSH_CURRENT( ctx, 0 );
+ if (0)
+ check_draw_arrays_data(ctx, start, count);
+
+ vbo_draw_arrays(ctx, mode, start, count, numInstances, 0);
+
+ if (0)
+ print_draw_arrays(ctx, mode, start, count);
+}
+
+
+/**
+ * Called from glDrawArraysInstancedBaseInstance when in immediate mode.
+ */
+static void GLAPIENTRY
+vbo_exec_DrawArraysInstancedBaseInstance(GLenum mode, GLint first, GLsizei count,
+ GLsizei numInstances, GLuint baseInstance)
+{
+ GET_CURRENT_CONTEXT(ctx);
+
+ if (MESA_VERBOSE & VERBOSE_DRAW)
+ _mesa_debug(ctx, "glDrawArraysInstancedBaseInstance(%s, %d, %d, %d, %d)\n",
+ _mesa_lookup_enum_by_nr(mode), first, count,
+ numInstances, baseInstance);
- if (!_mesa_valid_to_render(ctx, "glDrawArraysInstanced")) {
+ if (!_mesa_validate_DrawArraysInstanced(ctx, mode, first, count,
+ numInstances))
return;
- }
if (0)
- check_draw_arrays_data(ctx, start, count);
+ check_draw_arrays_data(ctx, first, count);
- vbo_draw_arrays(ctx, mode, start, count, numInstances);
+ vbo_draw_arrays(ctx, mode, first, count, numInstances, baseInstance);
if (0)
- print_draw_arrays(ctx, mode, start, count);
+ print_draw_arrays(ctx, mode, first, count);
}
+
/**
* Map GL_ELEMENT_ARRAY_BUFFER and print contents.
* For debugging.
*/
+#if 0
static void
dump_element_buffer(struct gl_context *ctx, GLenum type)
{
- const GLvoid *map = ctx->Driver.MapBuffer(ctx,
- GL_ELEMENT_ARRAY_BUFFER_ARB,
- GL_READ_ONLY,
- ctx->Array.ElementArrayBufferObj);
+ const GLvoid *map =
+ ctx->Driver.MapBufferRange(ctx, 0,
+ ctx->Array.ArrayObj->ElementArrayBufferObj->Size,
+ GL_MAP_READ_BIT,
+ ctx->Array.ArrayObj->ElementArrayBufferObj);
switch (type) {
case GL_UNSIGNED_BYTE:
{
const GLubyte *us = (const GLubyte *) map;
GLint i;
- for (i = 0; i < ctx->Array.ElementArrayBufferObj->Size; i++) {
+ for (i = 0; i < ctx->Array.ArrayObj->ElementArrayBufferObj->Size; i++) {
printf("%02x ", us[i]);
if (i % 32 == 31)
printf("\n");
{
const GLushort *us = (const GLushort *) map;
GLint i;
- for (i = 0; i < ctx->Array.ElementArrayBufferObj->Size / 2; i++) {
+ for (i = 0; i < ctx->Array.ArrayObj->ElementArrayBufferObj->Size / 2; i++) {
printf("%04x ", us[i]);
if (i % 16 == 15)
printf("\n");
{
const GLuint *us = (const GLuint *) map;
GLint i;
- for (i = 0; i < ctx->Array.ElementArrayBufferObj->Size / 4; i++) {
+ for (i = 0; i < ctx->Array.ArrayObj->ElementArrayBufferObj->Size / 4; i++) {
printf("%08x ", us[i]);
if (i % 8 == 7)
printf("\n");
;
}
- ctx->Driver.UnmapBuffer(ctx, GL_ELEMENT_ARRAY_BUFFER_ARB,
- ctx->Array.ElementArrayBufferObj);
+ ctx->Driver.UnmapBuffer(ctx, ctx->Array.ArrayObj->ElementArrayBufferObj);
}
+#endif
/**
GLuint start, GLuint end,
GLsizei count, GLenum type,
const GLvoid *indices,
- GLint basevertex, GLint numInstances)
+ GLint basevertex, GLuint numInstances,
+ GLuint baseInstance)
{
struct vbo_context *vbo = vbo_context(ctx);
struct vbo_exec_context *exec = &vbo->exec;
struct _mesa_index_buffer ib;
struct _mesa_prim prim[1];
- FLUSH_CURRENT( ctx, 0 );
-
- if (!_mesa_valid_to_render(ctx, "glDraw[Range]Elements")) {
- return;
- }
-
- bind_arrays( ctx );
-
- /* check for dirty state again */
- if (ctx->NewState)
- _mesa_update_state( ctx );
+ vbo_bind_arrays(ctx);
ib.count = count;
ib.type = type;
- ib.obj = ctx->Array.ElementArrayBufferObj;
+ ib.obj = ctx->Array.ArrayObj->ElementArrayBufferObj;
ib.ptr = indices;
prim[0].begin = 1;
prim[0].start = 0;
prim[0].count = count;
prim[0].indexed = 1;
+ prim[0].is_indirect = 0;
prim[0].basevertex = basevertex;
prim[0].num_instances = numInstances;
+ prim[0].base_instance = baseInstance;
/* Need to give special consideration to rendering a range of
* indices starting somewhere above zero. Typically the
*/
check_buffers_are_unmapped(exec->array.inputs);
- vbo->draw_prims( ctx, exec->array.inputs, prim, 1, &ib,
- index_bounds_valid, start, end );
+ vbo_handle_primitive_restart(ctx, prim, 1, &ib,
+ index_bounds_valid, start, end);
+
+ if (MESA_DEBUG_FLAGS & DEBUG_ALWAYS_FLUSH) {
+ _mesa_flush(ctx);
+ }
}
GLint basevertex)
{
static GLuint warnCount = 0;
+ GLboolean index_bounds_valid = GL_TRUE;
+ GLuint max_element;
GET_CURRENT_CONTEXT(ctx);
if (MESA_VERBOSE & VERBOSE_DRAW)
type, indices, basevertex ))
return;
+ if (ctx->Const.CheckArrayBounds) {
+ /* _MaxElement was computed, so we can use it.
+ * This path is used for drivers which need strict bounds checking.
+ */
+ max_element = ctx->Array.ArrayObj->_MaxElement;
+ }
+ else {
+ /* Generally, hardware drivers don't need to know the buffer bounds
+ * if all vertex attributes are in VBOs.
+ * However, if none of vertex attributes are in VBOs, _MaxElement
+ * is always set to some random big number anyway, so bounds checking
+ * is mostly useless.
+ *
+ * This is only useful to catch invalid values in the "end" parameter
+ * like ~0.
+ */
+ max_element = 2 * 1000 * 1000 * 1000; /* just a big number */
+ }
+
+ if ((int) end + basevertex < 0 ||
+ start + basevertex >= max_element) {
+ /* The application requested we draw using a range of indices that's
+ * outside the bounds of the current VBO. This is invalid and appears
+ * to give undefined results. The safest thing to do is to simply
+ * ignore the range, in case the application botched their range tracking
+ * but did provide valid indices. Also issue a warning indicating that
+ * the application is broken.
+ */
+ if (warnCount++ < 10) {
+ _mesa_warning(ctx, "glDrawRangeElements(start %u, end %u, "
+ "basevertex %d, count %d, type 0x%x, indices=%p):\n"
+ "\trange is outside VBO bounds (max=%u); ignoring.\n"
+ "\tThis should be fixed in the application.",
+ start, end, basevertex, count, type, indices,
+ max_element - 1);
+ }
+ index_bounds_valid = GL_FALSE;
+ }
+
/* NOTE: It's important that 'end' is a reasonable value.
* in _tnl_draw_prims(), we use end to determine how many vertices
* to transform. If it's too large, we can unnecessarily split prims
end = MIN2(end, 0xffff);
}
- if (end >= ctx->Array.ArrayObj->_MaxElement) {
- /* the max element is out of bounds of one or more enabled arrays */
- warnCount++;
-
- if (warnCount < 10) {
- _mesa_warning(ctx, "glDraw[Range]Elements(start %u, end %u, count %d, "
- "type 0x%x, indices=%p)\n"
- "\tend is out of bounds (max=%u) "
- "Element Buffer %u (size %d)\n"
- "\tThis should probably be fixed in the application.",
- start, end, count, type, indices,
- ctx->Array.ArrayObj->_MaxElement - 1,
- ctx->Array.ElementArrayBufferObj->Name,
- (int) ctx->Array.ElementArrayBufferObj->Size);
- }
-
- if (0)
- dump_element_buffer(ctx, type);
-
- if (0)
- _mesa_print_arrays(ctx);
-
-#ifdef DEBUG
- /* 'end' was out of bounds, but now let's check the actual array
- * indexes to see if any of them are out of bounds.
- */
- {
- GLuint max = _mesa_max_buffer_index(ctx, count, type, indices,
- ctx->Array.ElementArrayBufferObj);
- if (max >= ctx->Array.ArrayObj->_MaxElement) {
- if (warnCount < 10) {
- _mesa_warning(ctx, "glDraw[Range]Elements(start %u, end %u, "
- "count %d, type 0x%x, indices=%p)\n"
- "\tindex=%u is out of bounds (max=%u) "
- "Element Buffer %u (size %d)\n"
- "\tSkipping the glDrawRangeElements() call",
- start, end, count, type, indices, max,
- ctx->Array.ArrayObj->_MaxElement - 1,
- ctx->Array.ElementArrayBufferObj->Name,
- (int) ctx->Array.ElementArrayBufferObj->Size);
- }
- }
- /* XXX we could also find the min index and compare to 'start'
- * to see if start is correct. But it's more likely to get the
- * upper bound wrong.
- */
- }
-#endif
-
- /* Set 'end' to the max possible legal value */
- assert(ctx->Array.ArrayObj->_MaxElement >= 1);
- end = ctx->Array.ArrayObj->_MaxElement - 1;
- }
- else if (0) {
+ if (0) {
printf("glDraw[Range]Elements{,BaseVertex}"
"(start %u, end %u, type 0x%x, count %d) ElemBuf %u, "
"base %d\n",
start, end, type, count,
- ctx->Array.ElementArrayBufferObj->Name,
+ ctx->Array.ArrayObj->ElementArrayBufferObj->Name,
basevertex);
}
+ if ((int) start + basevertex < 0 ||
+ end + basevertex >= max_element)
+ index_bounds_valid = GL_FALSE;
+
#if 0
check_draw_elements_data(ctx, count, type, indices);
#else
(void) check_draw_elements_data;
#endif
- vbo_validated_drawrangeelements(ctx, mode, GL_TRUE, start, end,
- count, type, indices, basevertex, 1);
+ vbo_validated_drawrangeelements(ctx, mode, index_bounds_valid, start, end,
+ count, type, indices, basevertex, 1, 0);
}
vbo_exec_DrawRangeElements(GLenum mode, GLuint start, GLuint end,
GLsizei count, GLenum type, const GLvoid *indices)
{
- GET_CURRENT_CONTEXT(ctx);
-
- if (MESA_VERBOSE & VERBOSE_DRAW)
+ if (MESA_VERBOSE & VERBOSE_DRAW) {
+ GET_CURRENT_CONTEXT(ctx);
_mesa_debug(ctx,
"glDrawRangeElements(%s, %u, %u, %d, %s, %p)\n",
_mesa_lookup_enum_by_nr(mode), start, end, count,
_mesa_lookup_enum_by_nr(type), indices);
+ }
vbo_exec_DrawRangeElementsBaseVertex(mode, start, end, count, type,
indices, 0);
return;
vbo_validated_drawrangeelements(ctx, mode, GL_FALSE, ~0, ~0,
- count, type, indices, 0, 1);
+ count, type, indices, 0, 1, 0);
}
return;
vbo_validated_drawrangeelements(ctx, mode, GL_FALSE, ~0, ~0,
- count, type, indices, basevertex, 1);
+ count, type, indices, basevertex, 1, 0);
}
_mesa_lookup_enum_by_nr(type), indices, numInstances);
if (!_mesa_validate_DrawElementsInstanced(ctx, mode, count, type, indices,
- numInstances))
+ numInstances, 0))
+ return;
+
+ vbo_validated_drawrangeelements(ctx, mode, GL_FALSE, ~0, ~0,
+ count, type, indices, 0, numInstances, 0);
+}
+
+
+/**
+ * Called by glDrawElementsInstancedBaseVertex() in immediate mode.
+ */
+static void GLAPIENTRY
+vbo_exec_DrawElementsInstancedBaseVertex(GLenum mode, GLsizei count, GLenum type,
+ const GLvoid *indices, GLsizei numInstances,
+ GLint basevertex)
+{
+ GET_CURRENT_CONTEXT(ctx);
+
+ if (MESA_VERBOSE & VERBOSE_DRAW)
+ _mesa_debug(ctx, "glDrawElementsInstancedBaseVertex(%s, %d, %s, %p, %d; %d)\n",
+ _mesa_lookup_enum_by_nr(mode), count,
+ _mesa_lookup_enum_by_nr(type), indices,
+ numInstances, basevertex);
+
+ if (!_mesa_validate_DrawElementsInstanced(ctx, mode, count, type, indices,
+ numInstances, basevertex))
+ return;
+
+ vbo_validated_drawrangeelements(ctx, mode, GL_FALSE, ~0, ~0,
+ count, type, indices, basevertex, numInstances, 0);
+}
+
+
+/**
+ * Called by glDrawElementsInstancedBaseInstance() in immediate mode.
+ */
+static void GLAPIENTRY
+vbo_exec_DrawElementsInstancedBaseInstance(GLenum mode, GLsizei count, GLenum type,
+ const GLvoid *indices, GLsizei numInstances,
+ GLuint baseInstance)
+{
+ GET_CURRENT_CONTEXT(ctx);
+
+ if (MESA_VERBOSE & VERBOSE_DRAW)
+ _mesa_debug(ctx, "glDrawElementsInstancedBaseInstance(%s, %d, %s, %p, %d, %d)\n",
+ _mesa_lookup_enum_by_nr(mode), count,
+ _mesa_lookup_enum_by_nr(type), indices,
+ numInstances, baseInstance);
+
+ if (!_mesa_validate_DrawElementsInstanced(ctx, mode, count, type, indices,
+ numInstances, 0))
+ return;
+
+ vbo_validated_drawrangeelements(ctx, mode, GL_FALSE, ~0, ~0,
+ count, type, indices, 0, numInstances,
+ baseInstance);
+}
+
+
+/**
+ * Called by glDrawElementsInstancedBaseVertexBaseInstance() in immediate mode.
+ */
+static void GLAPIENTRY
+vbo_exec_DrawElementsInstancedBaseVertexBaseInstance(GLenum mode, GLsizei count, GLenum type,
+ const GLvoid *indices, GLsizei numInstances,
+ GLint basevertex, GLuint baseInstance)
+{
+ GET_CURRENT_CONTEXT(ctx);
+
+ if (MESA_VERBOSE & VERBOSE_DRAW)
+ _mesa_debug(ctx, "glDrawElementsInstancedBaseVertexBaseInstance(%s, %d, %s, %p, %d, %d, %d)\n",
+ _mesa_lookup_enum_by_nr(mode), count,
+ _mesa_lookup_enum_by_nr(type), indices,
+ numInstances, basevertex, baseInstance);
+
+ if (!_mesa_validate_DrawElementsInstanced(ctx, mode, count, type, indices,
+ numInstances, basevertex))
return;
vbo_validated_drawrangeelements(ctx, mode, GL_FALSE, ~0, ~0,
- count, type, indices, 0, numInstances);
+ count, type, indices, basevertex, numInstances,
+ baseInstance);
}
static void
vbo_validated_multidrawelements(struct gl_context *ctx, GLenum mode,
const GLsizei *count, GLenum type,
- const GLvoid **indices, GLsizei primcount,
+ const GLvoid * const *indices,
+ GLsizei primcount,
const GLint *basevertex)
{
struct vbo_context *vbo = vbo_context(ctx);
struct vbo_exec_context *exec = &vbo->exec;
struct _mesa_index_buffer ib;
struct _mesa_prim *prim;
- unsigned int index_type_size = 0;
+ unsigned int index_type_size = vbo_sizeof_ib_type(type);
uintptr_t min_index_ptr, max_index_ptr;
GLboolean fallback = GL_FALSE;
int i;
if (primcount == 0)
return;
- FLUSH_CURRENT( ctx, 0 );
-
- if (!_mesa_valid_to_render(ctx, "glMultiDrawElements")) {
- return;
- }
-
prim = calloc(1, primcount * sizeof(*prim));
if (prim == NULL) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glMultiDrawElements");
return;
}
- /* Decide if we can do this all as one set of primitives sharing the
- * same index buffer, or if we have to reset the index pointer per
- * primitive.
- */
- bind_arrays( ctx );
-
- /* check for dirty state again */
- if (ctx->NewState)
- _mesa_update_state( ctx );
-
- switch (type) {
- case GL_UNSIGNED_INT:
- index_type_size = 4;
- break;
- case GL_UNSIGNED_SHORT:
- index_type_size = 2;
- break;
- case GL_UNSIGNED_BYTE:
- index_type_size = 1;
- break;
- default:
- assert(0);
- }
+ vbo_bind_arrays(ctx);
min_index_ptr = (uintptr_t)indices[0];
max_index_ptr = 0;
}
}
+ /* Draw primitives individually if one count is zero, so we can easily skip
+ * that primitive.
+ */
+ for (i = 0; i < primcount; i++) {
+ if (count[i] == 0) {
+ fallback = GL_TRUE;
+ break;
+ }
+ }
+
/* If the index buffer isn't in a VBO, then treating the application's
* subranges of the index buffer as one large index buffer may lead to
* us reading unmapped memory.
*/
- if (!_mesa_is_bufferobj(ctx->Array.ElementArrayBufferObj))
+ if (!_mesa_is_bufferobj(ctx->Array.ArrayObj->ElementArrayBufferObj))
fallback = GL_TRUE;
if (!fallback) {
ib.count = (max_index_ptr - min_index_ptr) / index_type_size;
ib.type = type;
- ib.obj = ctx->Array.ElementArrayBufferObj;
+ ib.obj = ctx->Array.ArrayObj->ElementArrayBufferObj;
ib.ptr = (void *)min_index_ptr;
for (i = 0; i < primcount; i++) {
prim[i].count = count[i];
prim[i].indexed = 1;
prim[i].num_instances = 1;
+ prim[i].base_instance = 0;
+ prim[i].is_indirect = 0;
if (basevertex != NULL)
prim[i].basevertex = basevertex[i];
else
}
check_buffers_are_unmapped(exec->array.inputs);
- vbo->draw_prims(ctx, exec->array.inputs, prim, primcount, &ib,
- GL_FALSE, ~0, ~0);
+ vbo_handle_primitive_restart(ctx, prim, primcount, &ib,
+ GL_FALSE, ~0, ~0);
} else {
/* render one prim at a time */
for (i = 0; i < primcount; i++) {
+ if (count[i] == 0)
+ continue;
ib.count = count[i];
ib.type = type;
- ib.obj = ctx->Array.ElementArrayBufferObj;
+ ib.obj = ctx->Array.ArrayObj->ElementArrayBufferObj;
ib.ptr = indices[i];
prim[0].begin = 1;
prim[0].count = count[i];
prim[0].indexed = 1;
prim[0].num_instances = 1;
+ prim[0].base_instance = 0;
+ prim[0].is_indirect = 0;
if (basevertex != NULL)
prim[0].basevertex = basevertex[i];
else
prim[0].basevertex = 0;
check_buffers_are_unmapped(exec->array.inputs);
- vbo->draw_prims(ctx, exec->array.inputs, prim, 1, &ib,
- GL_FALSE, ~0, ~0);
+ vbo_handle_primitive_restart(ctx, prim, 1, &ib,
+ GL_FALSE, ~0, ~0);
}
}
free(prim);
+
+ if (MESA_DEBUG_FLAGS & DEBUG_ALWAYS_FLUSH) {
+ _mesa_flush(ctx);
+ }
}
static void GLAPIENTRY
vbo_exec_MultiDrawElements(GLenum mode,
const GLsizei *count, GLenum type,
- const GLvoid **indices,
+ const GLvoid * const *indices,
GLsizei primcount)
{
GET_CURRENT_CONTEXT(ctx);
- GLint i;
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
-
- for (i = 0; i < primcount; i++) {
- if (!_mesa_validate_DrawElements(ctx, mode, count[i], type, indices[i],
- 0))
- return;
- }
+ if (!_mesa_validate_MultiDrawElements(ctx, mode, count, type, indices,
+ primcount, NULL))
+ return;
vbo_validated_multidrawelements(ctx, mode, count, type, indices, primcount,
NULL);
static void GLAPIENTRY
vbo_exec_MultiDrawElementsBaseVertex(GLenum mode,
const GLsizei *count, GLenum type,
- const GLvoid **indices,
+ const GLvoid * const *indices,
GLsizei primcount,
const GLsizei *basevertex)
{
GET_CURRENT_CONTEXT(ctx);
- GLint i;
-
- ASSERT_OUTSIDE_BEGIN_END_AND_FLUSH(ctx);
- for (i = 0; i < primcount; i++) {
- if (!_mesa_validate_DrawElements(ctx, mode, count[i], type, indices[i],
- basevertex[i]))
- return;
- }
+ if (!_mesa_validate_MultiDrawElements(ctx, mode, count, type, indices,
+ primcount, basevertex))
+ return;
vbo_validated_multidrawelements(ctx, mode, count, type, indices, primcount,
basevertex);
}
+static void
+vbo_draw_transform_feedback(struct gl_context *ctx, GLenum mode,
+ struct gl_transform_feedback_object *obj,
+ GLuint stream, GLuint numInstances)
+{
+ struct vbo_context *vbo = vbo_context(ctx);
+ struct vbo_exec_context *exec = &vbo->exec;
+ struct _mesa_prim prim[2];
+
+ if (!_mesa_validate_DrawTransformFeedback(ctx, mode, obj, stream,
+ numInstances)) {
+ return;
+ }
+
+ if (ctx->Driver.GetTransformFeedbackVertexCount &&
+ (ctx->Const.AlwaysUseGetTransformFeedbackVertexCount ||
+ (ctx->Const.PrimitiveRestartInSoftware &&
+ ctx->Array._PrimitiveRestart) ||
+ !vbo_all_varyings_in_vbos(exec->array.inputs))) {
+ GLsizei n = ctx->Driver.GetTransformFeedbackVertexCount(ctx, obj, stream);
+ vbo_draw_arrays(ctx, mode, 0, n, numInstances, 0);
+ return;
+ }
+
+ vbo_bind_arrays(ctx);
+
+ /* init most fields to zero */
+ memset(prim, 0, sizeof(prim));
+ prim[0].begin = 1;
+ prim[0].end = 1;
+ prim[0].mode = mode;
+ prim[0].num_instances = numInstances;
+ prim[0].base_instance = 0;
+ prim[0].is_indirect = 0;
+
+ /* Maybe we should do some primitive splitting for primitive restart
+ * (like in DrawArrays), but we have no way to know how many vertices
+ * will be rendered. */
+
+ check_buffers_are_unmapped(exec->array.inputs);
+ vbo->draw_prims(ctx, prim, 1, NULL,
+ GL_TRUE, 0, 0, obj, NULL);
+
+ if (MESA_DEBUG_FLAGS & DEBUG_ALWAYS_FLUSH) {
+ _mesa_flush(ctx);
+ }
+}
/**
- * Plug in the immediate-mode vertex array drawing commands into the
- * givven vbo_exec_context object.
+ * Like DrawArrays, but take the count from a transform feedback object.
+ * \param mode GL_POINTS, GL_LINES, GL_TRIANGLE_STRIP, etc.
+ * \param name the transform feedback object
+ * User still has to setup of the vertex attribute info with
+ * glVertexPointer, glColorPointer, etc.
+ * Part of GL_ARB_transform_feedback2.
*/
-void
-vbo_exec_array_init( struct vbo_exec_context *exec )
+static void GLAPIENTRY
+vbo_exec_DrawTransformFeedback(GLenum mode, GLuint name)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_transform_feedback_object *obj =
+ _mesa_lookup_transform_feedback_object(ctx, name);
+
+ if (MESA_VERBOSE & VERBOSE_DRAW)
+ _mesa_debug(ctx, "glDrawTransformFeedback(%s, %d)\n",
+ _mesa_lookup_enum_by_nr(mode), name);
+
+ vbo_draw_transform_feedback(ctx, mode, obj, 0, 1);
+}
+
+static void GLAPIENTRY
+vbo_exec_DrawTransformFeedbackStream(GLenum mode, GLuint name, GLuint stream)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_transform_feedback_object *obj =
+ _mesa_lookup_transform_feedback_object(ctx, name);
+
+ if (MESA_VERBOSE & VERBOSE_DRAW)
+ _mesa_debug(ctx, "glDrawTransformFeedbackStream(%s, %u, %u)\n",
+ _mesa_lookup_enum_by_nr(mode), name, stream);
+
+ vbo_draw_transform_feedback(ctx, mode, obj, stream, 1);
+}
+
+static void GLAPIENTRY
+vbo_exec_DrawTransformFeedbackInstanced(GLenum mode, GLuint name,
+ GLsizei primcount)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_transform_feedback_object *obj =
+ _mesa_lookup_transform_feedback_object(ctx, name);
+
+ if (MESA_VERBOSE & VERBOSE_DRAW)
+ _mesa_debug(ctx, "glDrawTransformFeedbackInstanced(%s, %d)\n",
+ _mesa_lookup_enum_by_nr(mode), name);
+
+ vbo_draw_transform_feedback(ctx, mode, obj, 0, primcount);
+}
+
+static void GLAPIENTRY
+vbo_exec_DrawTransformFeedbackStreamInstanced(GLenum mode, GLuint name,
+ GLuint stream, GLsizei primcount)
{
- exec->vtxfmt.DrawArrays = vbo_exec_DrawArrays;
- exec->vtxfmt.DrawElements = vbo_exec_DrawElements;
- exec->vtxfmt.DrawRangeElements = vbo_exec_DrawRangeElements;
- exec->vtxfmt.MultiDrawElementsEXT = vbo_exec_MultiDrawElements;
- exec->vtxfmt.DrawElementsBaseVertex = vbo_exec_DrawElementsBaseVertex;
- exec->vtxfmt.DrawRangeElementsBaseVertex = vbo_exec_DrawRangeElementsBaseVertex;
- exec->vtxfmt.MultiDrawElementsBaseVertex = vbo_exec_MultiDrawElementsBaseVertex;
- exec->vtxfmt.DrawArraysInstanced = vbo_exec_DrawArraysInstanced;
- exec->vtxfmt.DrawElementsInstanced = vbo_exec_DrawElementsInstanced;
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_transform_feedback_object *obj =
+ _mesa_lookup_transform_feedback_object(ctx, name);
+
+ if (MESA_VERBOSE & VERBOSE_DRAW)
+ _mesa_debug(ctx, "glDrawTransformFeedbackStreamInstanced"
+ "(%s, %u, %u, %i)\n",
+ _mesa_lookup_enum_by_nr(mode), name, stream, primcount);
+
+ vbo_draw_transform_feedback(ctx, mode, obj, stream, primcount);
}
+static void
+vbo_validated_drawarraysindirect(struct gl_context *ctx,
+ GLenum mode, const GLvoid *indirect)
+{
+ struct vbo_context *vbo = vbo_context(ctx);
+ struct vbo_exec_context *exec = &vbo->exec;
+ struct _mesa_prim prim[1];
+
+ vbo_bind_arrays(ctx);
+ memset(prim, 0, sizeof(prim));
+ prim[0].begin = 1;
+ prim[0].end = 1;
+ prim[0].mode = mode;
+ prim[0].is_indirect = 1;
+ prim[0].indirect_offset = (GLsizeiptr)indirect;
+
+ /* NOTE: We do NOT want to handle primitive restart here, nor perform any
+ * other checks that require knowledge of the values in the command buffer.
+ * That would defeat the whole purpose of this function.
+ */
+
+ check_buffers_are_unmapped(exec->array.inputs);
+ vbo->draw_prims(ctx, prim, 1,
+ NULL, GL_TRUE, 0, ~0,
+ NULL,
+ ctx->DrawIndirectBuffer);
+
+ if (MESA_DEBUG_FLAGS & DEBUG_ALWAYS_FLUSH)
+ _mesa_flush(ctx);
+}
+
+static void
+vbo_validated_multidrawarraysindirect(struct gl_context *ctx,
+ GLenum mode,
+ const GLvoid *indirect,
+ GLsizei primcount, GLsizei stride)
+{
+ struct vbo_context *vbo = vbo_context(ctx);
+ struct vbo_exec_context *exec = &vbo->exec;
+ struct _mesa_prim *prim;
+ GLsizei i;
+ GLsizeiptr offset = (GLsizeiptr)indirect;
+
+ if (primcount == 0)
+ return;
+ prim = calloc(primcount, sizeof(*prim));
+ if (prim == NULL) {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "glMultiDrawArraysIndirect");
+ return;
+ }
+
+ vbo_bind_arrays(ctx);
+
+ prim[0].begin = 1;
+ prim[primcount - 1].end = 1;
+ for (i = 0; i < primcount; ++i, offset += stride) {
+ prim[i].mode = mode;
+ prim[i].indirect_offset = offset;
+ prim[i].is_indirect = 1;
+ }
+
+ check_buffers_are_unmapped(exec->array.inputs);
+ vbo->draw_prims(ctx, prim, primcount,
+ NULL, GL_TRUE, 0, ~0,
+ NULL,
+ ctx->DrawIndirectBuffer);
+
+ free(prim);
+
+ if (MESA_DEBUG_FLAGS & DEBUG_ALWAYS_FLUSH)
+ _mesa_flush(ctx);
+}
+
+static void
+vbo_validated_drawelementsindirect(struct gl_context *ctx,
+ GLenum mode, GLenum type,
+ const GLvoid *indirect)
+{
+ struct vbo_context *vbo = vbo_context(ctx);
+ struct vbo_exec_context *exec = &vbo->exec;
+ struct _mesa_index_buffer ib;
+ struct _mesa_prim prim[1];
+
+ vbo_bind_arrays(ctx);
+
+ ib.count = 0; /* unknown */
+ ib.type = type;
+ ib.obj = ctx->Array.ArrayObj->ElementArrayBufferObj;
+ ib.ptr = NULL;
+
+ memset(prim, 0, sizeof(prim));
+ prim[0].begin = 1;
+ prim[0].end = 1;
+ prim[0].mode = mode;
+ prim[0].indexed = 1;
+ prim[0].indirect_offset = (GLsizeiptr)indirect;
+ prim[0].is_indirect = 1;
+
+ check_buffers_are_unmapped(exec->array.inputs);
+ vbo->draw_prims(ctx, prim, 1,
+ &ib, GL_TRUE, 0, ~0,
+ NULL,
+ ctx->DrawIndirectBuffer);
+
+ if (MESA_DEBUG_FLAGS & DEBUG_ALWAYS_FLUSH)
+ _mesa_flush(ctx);
+}
+
+static void
+vbo_validated_multidrawelementsindirect(struct gl_context *ctx,
+ GLenum mode, GLenum type,
+ const GLvoid *indirect,
+ GLsizei primcount, GLsizei stride)
+{
+ struct vbo_context *vbo = vbo_context(ctx);
+ struct vbo_exec_context *exec = &vbo->exec;
+ struct _mesa_index_buffer ib;
+ struct _mesa_prim *prim;
+ GLsizei i;
+ GLsizeiptr offset = (GLsizeiptr)indirect;
+
+ if (primcount == 0)
+ return;
+ prim = calloc(primcount, sizeof(*prim));
+ if (prim == NULL) {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "glMultiDrawElementsIndirect");
+ return;
+ }
+
+ vbo_bind_arrays(ctx);
+
+ /* NOTE: ElementArrayBufferObj is guaranteed to be a VBO. */
+
+ ib.count = 0; /* unknown */
+ ib.type = type;
+ ib.obj = ctx->Array.ArrayObj->ElementArrayBufferObj;
+ ib.ptr = NULL;
+
+ prim[0].begin = 1;
+ prim[primcount - 1].end = 1;
+ for (i = 0; i < primcount; ++i, offset += stride) {
+ prim[i].mode = mode;
+ prim[i].indexed = 1;
+ prim[i].indirect_offset = offset;
+ prim[i].is_indirect = 1;
+ }
+
+ check_buffers_are_unmapped(exec->array.inputs);
+ vbo->draw_prims(ctx, prim, primcount,
+ &ib, GL_TRUE, 0, ~0,
+ NULL,
+ ctx->DrawIndirectBuffer);
+
+ free(prim);
+
+ if (MESA_DEBUG_FLAGS & DEBUG_ALWAYS_FLUSH)
+ _mesa_flush(ctx);
+}
+
+/**
+ * Like [Multi]DrawArrays/Elements, but they take most arguments from
+ * a buffer object.
+ */
+static void GLAPIENTRY
+vbo_exec_DrawArraysIndirect(GLenum mode, const GLvoid *indirect)
+{
+ GET_CURRENT_CONTEXT(ctx);
+
+ if (MESA_VERBOSE & VERBOSE_DRAW)
+ _mesa_debug(ctx, "glDrawArraysIndirect(%s, %p)\n",
+ _mesa_lookup_enum_by_nr(mode), indirect);
+
+ if (!_mesa_validate_DrawArraysIndirect(ctx, mode, indirect))
+ return;
+
+ vbo_validated_drawarraysindirect(ctx, mode, indirect);
+}
+
+static void GLAPIENTRY
+vbo_exec_DrawElementsIndirect(GLenum mode, GLenum type,
+ const GLvoid *indirect)
+{
+ GET_CURRENT_CONTEXT(ctx);
+
+ if (MESA_VERBOSE & VERBOSE_DRAW)
+ _mesa_debug(ctx, "glDrawElementsIndirect(%s, %s, %p)\n",
+ _mesa_lookup_enum_by_nr(mode),
+ _mesa_lookup_enum_by_nr(type), indirect);
+
+ if (!_mesa_validate_DrawElementsIndirect(ctx, mode, type, indirect))
+ return;
+
+ vbo_validated_drawelementsindirect(ctx, mode, type, indirect);
+}
+
+static void GLAPIENTRY
+vbo_exec_MultiDrawArraysIndirect(GLenum mode,
+ const GLvoid *indirect,
+ GLsizei primcount, GLsizei stride)
+{
+ GET_CURRENT_CONTEXT(ctx);
+
+ if (MESA_VERBOSE & VERBOSE_DRAW)
+ _mesa_debug(ctx, "glMultiDrawArraysIndirect(%s, %p, %i, %i)\n",
+ _mesa_lookup_enum_by_nr(mode), indirect, primcount, stride);
+
+ /* If <stride> is zero, the array elements are treated as tightly packed. */
+ if (stride == 0)
+ stride = 4 * sizeof(GLuint); /* sizeof(DrawArraysIndirectCommand) */
+
+ if (!_mesa_validate_MultiDrawArraysIndirect(ctx, mode,
+ indirect,
+ primcount, stride))
+ return;
+
+ vbo_validated_multidrawarraysindirect(ctx, mode,
+ indirect,
+ primcount, stride);
+}
+
+static void GLAPIENTRY
+vbo_exec_MultiDrawElementsIndirect(GLenum mode, GLenum type,
+ const GLvoid *indirect,
+ GLsizei primcount, GLsizei stride)
+{
+ GET_CURRENT_CONTEXT(ctx);
+
+ if (MESA_VERBOSE & VERBOSE_DRAW)
+ _mesa_debug(ctx, "glMultiDrawElementsIndirect(%s, %s, %p, %i, %i)\n",
+ _mesa_lookup_enum_by_nr(mode),
+ _mesa_lookup_enum_by_nr(type), indirect, primcount, stride);
+
+ /* If <stride> is zero, the array elements are treated as tightly packed. */
+ if (stride == 0)
+ stride = 5 * sizeof(GLuint); /* sizeof(DrawElementsIndirectCommand) */
+
+ if (!_mesa_validate_MultiDrawElementsIndirect(ctx, mode, type,
+ indirect,
+ primcount, stride))
+ return;
+
+ vbo_validated_multidrawelementsindirect(ctx, mode, type,
+ indirect,
+ primcount, stride);
+}
+
+/**
+ * Initialize the dispatch table with the VBO functions for drawing.
+ */
void
-vbo_exec_array_destroy( struct vbo_exec_context *exec )
+vbo_initialize_exec_dispatch(const struct gl_context *ctx,
+ struct _glapi_table *exec)
{
- /* nothing to do */
+ SET_DrawArrays(exec, vbo_exec_DrawArrays);
+ SET_DrawElements(exec, vbo_exec_DrawElements);
+
+ if (_mesa_is_desktop_gl(ctx) || _mesa_is_gles3(ctx)) {
+ SET_DrawRangeElements(exec, vbo_exec_DrawRangeElements);
+ }
+
+ SET_MultiDrawElementsEXT(exec, vbo_exec_MultiDrawElements);
+
+ if (ctx->API == API_OPENGL_COMPAT) {
+ SET_Rectf(exec, vbo_exec_Rectf);
+ SET_EvalMesh1(exec, vbo_exec_EvalMesh1);
+ SET_EvalMesh2(exec, vbo_exec_EvalMesh2);
+ }
+
+ if (_mesa_is_desktop_gl(ctx)) {
+ SET_DrawElementsBaseVertex(exec, vbo_exec_DrawElementsBaseVertex);
+ SET_DrawRangeElementsBaseVertex(exec, vbo_exec_DrawRangeElementsBaseVertex);
+ SET_MultiDrawElementsBaseVertex(exec, vbo_exec_MultiDrawElementsBaseVertex);
+ SET_DrawArraysInstancedBaseInstance(exec, vbo_exec_DrawArraysInstancedBaseInstance);
+ SET_DrawElementsInstancedBaseInstance(exec, vbo_exec_DrawElementsInstancedBaseInstance);
+ SET_DrawElementsInstancedBaseVertex(exec, vbo_exec_DrawElementsInstancedBaseVertex);
+ SET_DrawElementsInstancedBaseVertexBaseInstance(exec, vbo_exec_DrawElementsInstancedBaseVertexBaseInstance);
+ }
+
+ if (ctx->API == API_OPENGL_CORE) {
+ SET_DrawArraysIndirect(exec, vbo_exec_DrawArraysIndirect);
+ SET_DrawElementsIndirect(exec, vbo_exec_DrawElementsIndirect);
+ SET_MultiDrawArraysIndirect(exec, vbo_exec_MultiDrawArraysIndirect);
+ SET_MultiDrawElementsIndirect(exec, vbo_exec_MultiDrawElementsIndirect);
+ }
+
+ if (_mesa_is_desktop_gl(ctx) || _mesa_is_gles3(ctx)) {
+ SET_DrawArraysInstancedARB(exec, vbo_exec_DrawArraysInstanced);
+ SET_DrawElementsInstancedARB(exec, vbo_exec_DrawElementsInstanced);
+ }
+
+ if (_mesa_is_desktop_gl(ctx)) {
+ SET_DrawTransformFeedback(exec, vbo_exec_DrawTransformFeedback);
+ SET_DrawTransformFeedbackStream(exec, vbo_exec_DrawTransformFeedbackStream);
+ SET_DrawTransformFeedbackInstanced(exec, vbo_exec_DrawTransformFeedbackInstanced);
+ SET_DrawTransformFeedbackStreamInstanced(exec, vbo_exec_DrawTransformFeedbackStreamInstanced);
+ }
}
vbo_exec_MultiDrawElementsBaseVertex(mode, count, type, indices,
primcount, basevertex);
}
+
+void GLAPIENTRY
+_mesa_DrawTransformFeedback(GLenum mode, GLuint name)
+{
+ vbo_exec_DrawTransformFeedback(mode, name);
+}