#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 = ctx->Array._RestartIndex;
+ 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)) {
- unsigned map_size;
-
- switch (ib->type) {
- case GL_UNSIGNED_INT:
- map_size = count * sizeof(GLuint);
- break;
- case GL_UNSIGNED_SHORT:
- map_size = count * sizeof(GLushort);
- break;
- case GL_UNSIGNED_BYTE:
- map_size = count * sizeof(GLubyte);
- break;
- default:
- assert(0);
- map_size = 0;
- }
-
- indices = ctx->Driver.MapBufferRange(ctx, (GLsizeiptr) ib->ptr, map_size,
- GL_MAP_READ_BIT, ib->obj);
- } 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) {
}
}
+/**
+ * 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);
+ }
+}
+
/**
* Check that element 'j' of the array has reasonable data.
{
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",
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);
}
-/**
- * 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;
-
- for (i = 0; i < VERT_ATTRIB_FF_MAX; i++)
- exec->array.legacy_array[i] = &arrayObj->VertexAttrib[VERT_ATTRIB_FF(i)];
-
- for (i = 0; i < VERT_ATTRIB_GENERIC_MAX; i++) {
- assert(i < Elements(exec->array.generic_array));
- exec->array.generic_array[i] = &arrayObj->VertexAttrib[VERT_ATTRIB_GENERIC(i)];
- }
-}
-
-
/**
* 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];
GLbitfield64 const_inputs = 0x0;
GLuint i;
* are available as per-vertex attributes.
*/
for (i = 0; i < VERT_ATTRIB_FF_MAX; i++) {
- if (exec->array.legacy_array[i]->Enabled)
- inputs[i] = exec->array.legacy_array[i];
+ if (vertexAttrib[VERT_ATTRIB_FF(i)].Enabled)
+ inputs[i] = &vertexAttrib[VERT_ATTRIB_FF(i)];
else {
- inputs[i] = &vbo->legacy_currval[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_GENERIC(i)] = &vbo->mat_currval[i];
+ inputs[VERT_ATTRIB_GENERIC(i)] =
+ &vbo->currval[VBO_ATTRIB_MAT_FRONT_AMBIENT+i];
const_inputs |= VERT_BIT_GENERIC(i);
}
* slots:
*/
for (i = MAT_ATTRIB_MAX; i < VERT_ATTRIB_GENERIC_MAX; i++) {
- inputs[VERT_ATTRIB_GENERIC(i)] = &vbo->generic_currval[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.
- */
- for (i = 0; i < VERT_ATTRIB_FF_MAX; i++) {
- if (i < VERT_ATTRIB_GENERIC_MAX
- && 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 |= VERT_BIT_FF(i);
- }
- }
-
- /* Could use just about anything, just to fill in the empty
- * slots:
- */
- for (i = 0; i < VERT_ATTRIB_GENERIC_MAX; i++) {
- inputs[VERT_ATTRIB_GENERIC(i)] = &vbo->generic_currval[i];
+ inputs[VERT_ATTRIB_GENERIC(i)] = &vbo->currval[VBO_ATTRIB_GENERIC0+i];
const_inputs |= VERT_BIT_GENERIC(i);
}
-
- ctx->NewState |= _NEW_ARRAY;
break;
case VP_ARB:
* generic attributes in the generic slots and materials are not
* available as per-vertex attributes.
*/
- 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];
+ 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->legacy_currval[0];
+ inputs[0] = &vbo->currval[VBO_ATTRIB_POS];
const_inputs |= VERT_BIT_POS;
}
for (i = 1; i < VERT_ATTRIB_FF_MAX; i++) {
- if (exec->array.legacy_array[i]->Enabled)
- inputs[i] = exec->array.legacy_array[i];
+ if (vertexAttrib[VERT_ATTRIB_FF(i)].Enabled)
+ inputs[i] = &vertexAttrib[VERT_ATTRIB_FF(i)];
else {
- inputs[i] = &vbo->legacy_currval[i];
+ inputs[i] = &vbo->currval[VBO_ATTRIB_POS+i];
const_inputs |= VERT_BIT_FF(i);
}
}
for (i = 1; i < VERT_ATTRIB_GENERIC_MAX; i++) {
- if (exec->array.generic_array[i]->Enabled)
- inputs[VERT_ATTRIB_GENERIC(i)] = exec->array.generic_array[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->generic_currval[i];
+ inputs[VERT_ATTRIB_GENERIC(i)] = &vbo->currval[VBO_ATTRIB_GENERIC0+i];
const_inputs |= VERT_BIT_GENERIC(i);
}
}
inputs[VERT_ATTRIB_GENERIC0] = inputs[0];
- ctx->NewState |= _NEW_ARRAY;
break;
}
_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.
*/
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);
+
+ /* 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);
+ }
+
+ exec->array.recalculate_inputs = 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);
+ } else {
+ /* Call driver directly for draw_prims */
+ vbo->draw_prims(ctx, prim, nr_prims, ib,
+ index_bounds_valid, min_index, max_index, 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;
vbo_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);
-
/* 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 = baseInstance;
/* Implement the primitive restart index */
- if (ctx->Array.PrimitiveRestart && ctx->Array.RestartIndex < count) {
+ if (ctx->Array._PrimitiveRestart && ctx->Array._RestartIndex < count) {
GLuint primCount = 0;
- if (ctx->Array.RestartIndex == start) {
+ if (ctx->Array._RestartIndex == start) {
/* special case: RestartIndex at beginning */
if (count > 1) {
prim[0].start = start + 1;
primCount = 1;
}
}
- else if (ctx->Array.RestartIndex == start + count - 1) {
+ else if (ctx->Array._RestartIndex == start + count - 1) {
/* special case: RestartIndex at end */
if (count > 1) {
prim[0].start = start;
else {
/* general case: RestartIndex in middle, split into two prims */
prim[0].start = start;
- prim[0].count = ctx->Array.RestartIndex - start;
+ prim[0].count = ctx->Array._RestartIndex - start;
prim[1] = prim[0];
- prim[1].start = ctx->Array.RestartIndex + 1;
+ prim[1].start = ctx->Array._RestartIndex + 1;
prim[1].count = count - prim[1].start;
primCount = 2;
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);
}
}
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);
+ }
+
+ if (MESA_DEBUG_FLAGS & DEBUG_ALWAYS_FLUSH) {
+ _mesa_flush(ctx);
}
}
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)
{
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;
- }
-
- vbo_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;
prim[0].indexed = 1;
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;
GET_CURRENT_CONTEXT(ctx);
if (MESA_VERBOSE & VERBOSE_DRAW)
type, indices, basevertex ))
return;
+ if ((int) end + basevertex < 0 ||
+ start + basevertex >= ctx->Array.ArrayObj->_MaxElement) {
+ /* 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,
+ ctx->Array.ArrayObj->_MaxElement - 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.ArrayObj->ElementArrayBufferObj->Name,
- (int) ctx->Array.ArrayObj->ElementArrayBufferObj->Size);
- }
-
- if (0)
- dump_element_buffer(ctx, type);
-
- if (0)
- _mesa_print_arrays(ctx);
-
- /* 'end' was out of bounds, but now let's check the actual array
- * indexes to see if any of them are out of bounds.
- */
- if (0) {
- GLuint max = _mesa_max_buffer_index(ctx, count, type, indices,
- ctx->Array.ArrayObj->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.ArrayObj->ElementArrayBufferObj->Name,
- (int) ctx->Array.ArrayObj->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.
- */
- }
-
- /* Set 'end' to the max possible legal value */
- assert(ctx->Array.ArrayObj->_MaxElement >= 1);
- end = ctx->Array.ArrayObj->_MaxElement - 1;
-
- if (end < start) {
- return;
- }
- }
-
if (0) {
printf("glDraw[Range]Elements{,BaseVertex}"
"(start %u, end %u, type 0x%x, count %d) ElemBuf %u, "
basevertex);
}
+ if ((int) start + basevertex < 0 ||
+ end + basevertex >= ctx->Array.ArrayObj->_MaxElement)
+ 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);
}
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);
}
return;
vbo_validated_drawrangeelements(ctx, mode, GL_FALSE, ~0, ~0,
- count, type, indices, 0, numInstances);
+ count, type, indices, 0, numInstances, 0);
}
+
/**
* Called by glDrawElementsInstancedBaseVertex() in immediate mode.
*/
return;
vbo_validated_drawrangeelements(ctx, mode, GL_FALSE, ~0, ~0,
- count, type, indices, basevertex, numInstances);
+ 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, 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.
- */
- vbo_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;
prim[i].count = count[i];
prim[i].indexed = 1;
prim[i].num_instances = 1;
+ prim[i].base_instance = 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++) {
prim[0].count = count[i];
prim[0].indexed = 1;
prim[0].num_instances = 1;
+ prim[0].base_instance = 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);
+ }
}
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;
+ }
+
+ 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;
+
+ /* 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);
+
+ if (MESA_DEBUG_FLAGS & DEBUG_ALWAYS_FLUSH) {
+ _mesa_flush(ctx);
+ }
+}
+
+/**
+ * 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.
+ */
+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)
+{
+ 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);
+}
/**
* Plug in the immediate-mode vertex array drawing commands into the
exec->vtxfmt.DrawRangeElementsBaseVertex = vbo_exec_DrawRangeElementsBaseVertex;
exec->vtxfmt.MultiDrawElementsBaseVertex = vbo_exec_MultiDrawElementsBaseVertex;
exec->vtxfmt.DrawArraysInstanced = vbo_exec_DrawArraysInstanced;
+ exec->vtxfmt.DrawArraysInstancedBaseInstance = vbo_exec_DrawArraysInstancedBaseInstance;
exec->vtxfmt.DrawElementsInstanced = vbo_exec_DrawElementsInstanced;
+ exec->vtxfmt.DrawElementsInstancedBaseInstance = vbo_exec_DrawElementsInstancedBaseInstance;
exec->vtxfmt.DrawElementsInstancedBaseVertex = vbo_exec_DrawElementsInstancedBaseVertex;
+ exec->vtxfmt.DrawElementsInstancedBaseVertexBaseInstance = vbo_exec_DrawElementsInstancedBaseVertexBaseInstance;
+ exec->vtxfmt.DrawTransformFeedback = vbo_exec_DrawTransformFeedback;
+ exec->vtxfmt.DrawTransformFeedbackStream =
+ vbo_exec_DrawTransformFeedbackStream;
+ exec->vtxfmt.DrawTransformFeedbackInstanced =
+ vbo_exec_DrawTransformFeedbackInstanced;
+ exec->vtxfmt.DrawTransformFeedbackStreamInstanced =
+ 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);
+}